babylon.module.d.ts 5.4 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Extracts text content from a DOM element hierarchy
  284. * @param element defines the root element
  285. * @returns a string
  286. */
  287. static GetDOMTextContent(element: HTMLElement): string;
  288. }
  289. }
  290. declare module "babylonjs/Misc/logger" {
  291. /**
  292. * Logger used througouht the application to allow configuration of
  293. * the log level required for the messages.
  294. */
  295. export class Logger {
  296. /**
  297. * No log
  298. */
  299. static readonly NoneLogLevel: number;
  300. /**
  301. * Only message logs
  302. */
  303. static readonly MessageLogLevel: number;
  304. /**
  305. * Only warning logs
  306. */
  307. static readonly WarningLogLevel: number;
  308. /**
  309. * Only error logs
  310. */
  311. static readonly ErrorLogLevel: number;
  312. /**
  313. * All logs
  314. */
  315. static readonly AllLogLevel: number;
  316. private static _LogCache;
  317. /**
  318. * Gets a value indicating the number of loading errors
  319. * @ignorenaming
  320. */
  321. static errorsCount: number;
  322. /**
  323. * Callback called when a new log is added
  324. */
  325. static OnNewCacheEntry: (entry: string) => void;
  326. private static _AddLogEntry;
  327. private static _FormatMessage;
  328. private static _LogDisabled;
  329. private static _LogEnabled;
  330. private static _WarnDisabled;
  331. private static _WarnEnabled;
  332. private static _ErrorDisabled;
  333. private static _ErrorEnabled;
  334. /**
  335. * Log a message to the console
  336. */
  337. static Log: (message: string) => void;
  338. /**
  339. * Write a warning message to the console
  340. */
  341. static Warn: (message: string) => void;
  342. /**
  343. * Write an error message to the console
  344. */
  345. static Error: (message: string) => void;
  346. /**
  347. * Gets current log cache (list of logs)
  348. */
  349. static readonly LogCache: string;
  350. /**
  351. * Clears the log cache
  352. */
  353. static ClearLogCache(): void;
  354. /**
  355. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  356. */
  357. static LogLevels: number;
  358. }
  359. }
  360. declare module "babylonjs/Misc/typeStore" {
  361. /** @hidden */
  362. export class _TypeStore {
  363. /** @hidden */
  364. static RegisteredTypes: {
  365. [key: string]: Object;
  366. };
  367. /** @hidden */
  368. static GetClass(fqdn: string): any;
  369. }
  370. }
  371. declare module "babylonjs/Misc/deepCopier" {
  372. /**
  373. * Class containing a set of static utilities functions for deep copy.
  374. */
  375. export class DeepCopier {
  376. /**
  377. * Tries to copy an object by duplicating every property
  378. * @param source defines the source object
  379. * @param destination defines the target object
  380. * @param doNotCopyList defines a list of properties to avoid
  381. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  382. */
  383. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  384. }
  385. }
  386. declare module "babylonjs/Misc/precisionDate" {
  387. /**
  388. * Class containing a set of static utilities functions for precision date
  389. */
  390. export class PrecisionDate {
  391. /**
  392. * Gets either window.performance.now() if supported or Date.now() else
  393. */
  394. static readonly Now: number;
  395. }
  396. }
  397. declare module "babylonjs/Misc/devTools" {
  398. /** @hidden */
  399. export class _DevTools {
  400. static WarnImport(name: string): string;
  401. }
  402. }
  403. declare module "babylonjs/Misc/webRequest" {
  404. /**
  405. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  406. */
  407. export class WebRequest {
  408. private _xhr;
  409. /**
  410. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  411. * i.e. when loading files, where the server/service expects an Authorization header
  412. */
  413. static CustomRequestHeaders: {
  414. [key: string]: string;
  415. };
  416. /**
  417. * Add callback functions in this array to update all the requests before they get sent to the network
  418. */
  419. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  420. private _injectCustomRequestHeaders;
  421. /**
  422. * Gets or sets a function to be called when loading progress changes
  423. */
  424. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  425. /**
  426. * Returns client's state
  427. */
  428. readonly readyState: number;
  429. /**
  430. * Returns client's status
  431. */
  432. readonly status: number;
  433. /**
  434. * Returns client's status as a text
  435. */
  436. readonly statusText: string;
  437. /**
  438. * Returns client's response
  439. */
  440. readonly response: any;
  441. /**
  442. * Returns client's response url
  443. */
  444. readonly responseURL: string;
  445. /**
  446. * Returns client's response as text
  447. */
  448. readonly responseText: string;
  449. /**
  450. * Gets or sets the expected response type
  451. */
  452. responseType: XMLHttpRequestResponseType;
  453. /** @hidden */
  454. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  455. /** @hidden */
  456. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  457. /**
  458. * Cancels any network activity
  459. */
  460. abort(): void;
  461. /**
  462. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  463. * @param body defines an optional request body
  464. */
  465. send(body?: Document | BodyInit | null): void;
  466. /**
  467. * Sets the request method, request URL
  468. * @param method defines the method to use (GET, POST, etc..)
  469. * @param url defines the url to connect with
  470. */
  471. open(method: string, url: string): void;
  472. }
  473. }
  474. declare module "babylonjs/Misc/fileRequest" {
  475. import { Observable } from "babylonjs/Misc/observable";
  476. /**
  477. * File request interface
  478. */
  479. export interface IFileRequest {
  480. /**
  481. * Raised when the request is complete (success or error).
  482. */
  483. onCompleteObservable: Observable<IFileRequest>;
  484. /**
  485. * Aborts the request for a file.
  486. */
  487. abort: () => void;
  488. }
  489. }
  490. declare module "babylonjs/Misc/performanceMonitor" {
  491. /**
  492. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  493. */
  494. export class PerformanceMonitor {
  495. private _enabled;
  496. private _rollingFrameTime;
  497. private _lastFrameTimeMs;
  498. /**
  499. * constructor
  500. * @param frameSampleSize The number of samples required to saturate the sliding window
  501. */
  502. constructor(frameSampleSize?: number);
  503. /**
  504. * Samples current frame
  505. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  506. */
  507. sampleFrame(timeMs?: number): void;
  508. /**
  509. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  510. */
  511. readonly averageFrameTime: number;
  512. /**
  513. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  514. */
  515. readonly averageFrameTimeVariance: number;
  516. /**
  517. * Returns the frame time of the most recent frame
  518. */
  519. readonly instantaneousFrameTime: number;
  520. /**
  521. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  522. */
  523. readonly averageFPS: number;
  524. /**
  525. * Returns the average framerate in frames per second using the most recent frame time
  526. */
  527. readonly instantaneousFPS: number;
  528. /**
  529. * Returns true if enough samples have been taken to completely fill the sliding window
  530. */
  531. readonly isSaturated: boolean;
  532. /**
  533. * Enables contributions to the sliding window sample set
  534. */
  535. enable(): void;
  536. /**
  537. * Disables contributions to the sliding window sample set
  538. * Samples will not be interpolated over the disabled period
  539. */
  540. disable(): void;
  541. /**
  542. * Returns true if sampling is enabled
  543. */
  544. readonly isEnabled: boolean;
  545. /**
  546. * Resets performance monitor
  547. */
  548. reset(): void;
  549. }
  550. /**
  551. * RollingAverage
  552. *
  553. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  554. */
  555. export class RollingAverage {
  556. /**
  557. * Current average
  558. */
  559. average: number;
  560. /**
  561. * Current variance
  562. */
  563. variance: number;
  564. protected _samples: Array<number>;
  565. protected _sampleCount: number;
  566. protected _pos: number;
  567. protected _m2: number;
  568. /**
  569. * constructor
  570. * @param length The number of samples required to saturate the sliding window
  571. */
  572. constructor(length: number);
  573. /**
  574. * Adds a sample to the sample set
  575. * @param v The sample value
  576. */
  577. add(v: number): void;
  578. /**
  579. * Returns previously added values or null if outside of history or outside the sliding window domain
  580. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  581. * @return Value previously recorded with add() or null if outside of range
  582. */
  583. history(i: number): number;
  584. /**
  585. * Returns true if enough samples have been taken to completely fill the sliding window
  586. * @return true if sample-set saturated
  587. */
  588. isSaturated(): boolean;
  589. /**
  590. * Resets the rolling average (equivalent to 0 samples taken so far)
  591. */
  592. reset(): void;
  593. /**
  594. * Wraps a value around the sample range boundaries
  595. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  596. * @return Wrapped position in sample range
  597. */
  598. protected _wrapPosition(i: number): number;
  599. }
  600. }
  601. declare module "babylonjs/Misc/stringDictionary" {
  602. import { Nullable } from "babylonjs/types";
  603. /**
  604. * This class implement a typical dictionary using a string as key and the generic type T as value.
  605. * The underlying implementation relies on an associative array to ensure the best performances.
  606. * The value can be anything including 'null' but except 'undefined'
  607. */
  608. export class StringDictionary<T> {
  609. /**
  610. * This will clear this dictionary and copy the content from the 'source' one.
  611. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  612. * @param source the dictionary to take the content from and copy to this dictionary
  613. */
  614. copyFrom(source: StringDictionary<T>): void;
  615. /**
  616. * Get a value based from its key
  617. * @param key the given key to get the matching value from
  618. * @return the value if found, otherwise undefined is returned
  619. */
  620. get(key: string): T | undefined;
  621. /**
  622. * Get a value from its key or add it if it doesn't exist.
  623. * This method will ensure you that a given key/data will be present in the dictionary.
  624. * @param key the given key to get the matching value from
  625. * @param factory the factory that will create the value if the key is not present in the dictionary.
  626. * The factory will only be invoked if there's no data for the given key.
  627. * @return the value corresponding to the key.
  628. */
  629. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  630. /**
  631. * Get a value from its key if present in the dictionary otherwise add it
  632. * @param key the key to get the value from
  633. * @param val if there's no such key/value pair in the dictionary add it with this value
  634. * @return the value corresponding to the key
  635. */
  636. getOrAdd(key: string, val: T): T;
  637. /**
  638. * Check if there's a given key in the dictionary
  639. * @param key the key to check for
  640. * @return true if the key is present, false otherwise
  641. */
  642. contains(key: string): boolean;
  643. /**
  644. * Add a new key and its corresponding value
  645. * @param key the key to add
  646. * @param value the value corresponding to the key
  647. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  648. */
  649. add(key: string, value: T): boolean;
  650. /**
  651. * Update a specific value associated to a key
  652. * @param key defines the key to use
  653. * @param value defines the value to store
  654. * @returns true if the value was updated (or false if the key was not found)
  655. */
  656. set(key: string, value: T): boolean;
  657. /**
  658. * Get the element of the given key and remove it from the dictionary
  659. * @param key defines the key to search
  660. * @returns the value associated with the key or null if not found
  661. */
  662. getAndRemove(key: string): Nullable<T>;
  663. /**
  664. * Remove a key/value from the dictionary.
  665. * @param key the key to remove
  666. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  667. */
  668. remove(key: string): boolean;
  669. /**
  670. * Clear the whole content of the dictionary
  671. */
  672. clear(): void;
  673. /**
  674. * Gets the current count
  675. */
  676. readonly count: number;
  677. /**
  678. * Execute a callback on each key/val of the dictionary.
  679. * Note that you can remove any element in this dictionary in the callback implementation
  680. * @param callback the callback to execute on a given key/value pair
  681. */
  682. forEach(callback: (key: string, val: T) => void): void;
  683. /**
  684. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  685. * If the callback returns null or undefined the method will iterate to the next key/value pair
  686. * Note that you can remove any element in this dictionary in the callback implementation
  687. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  688. * @returns the first item
  689. */
  690. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  691. private _count;
  692. private _data;
  693. }
  694. }
  695. declare module "babylonjs/Meshes/dataBuffer" {
  696. /**
  697. * Class used to store gfx data (like WebGLBuffer)
  698. */
  699. export class DataBuffer {
  700. /**
  701. * Gets or sets the number of objects referencing this buffer
  702. */
  703. references: number;
  704. /** Gets or sets the size of the underlying buffer */
  705. capacity: number;
  706. /**
  707. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  708. */
  709. is32Bits: boolean;
  710. /**
  711. * Gets the underlying buffer
  712. */
  713. readonly underlyingResource: any;
  714. }
  715. }
  716. declare module "babylonjs/Meshes/buffer" {
  717. import { Nullable, DataArray } from "babylonjs/types";
  718. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  719. /**
  720. * Class used to store data that will be store in GPU memory
  721. */
  722. export class Buffer {
  723. private _engine;
  724. private _buffer;
  725. /** @hidden */
  726. _data: Nullable<DataArray>;
  727. private _updatable;
  728. private _instanced;
  729. /**
  730. * Gets the byte stride.
  731. */
  732. readonly byteStride: number;
  733. /**
  734. * Constructor
  735. * @param engine the engine
  736. * @param data the data to use for this buffer
  737. * @param updatable whether the data is updatable
  738. * @param stride the stride (optional)
  739. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  740. * @param instanced whether the buffer is instanced (optional)
  741. * @param useBytes set to true if the stride in in bytes (optional)
  742. */
  743. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  744. /**
  745. * Create a new VertexBuffer based on the current buffer
  746. * @param kind defines the vertex buffer kind (position, normal, etc.)
  747. * @param offset defines offset in the buffer (0 by default)
  748. * @param size defines the size in floats of attributes (position is 3 for instance)
  749. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  750. * @param instanced defines if the vertex buffer contains indexed data
  751. * @param useBytes defines if the offset and stride are in bytes
  752. * @returns the new vertex buffer
  753. */
  754. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  755. /**
  756. * Gets a boolean indicating if the Buffer is updatable?
  757. * @returns true if the buffer is updatable
  758. */
  759. isUpdatable(): boolean;
  760. /**
  761. * Gets current buffer's data
  762. * @returns a DataArray or null
  763. */
  764. getData(): Nullable<DataArray>;
  765. /**
  766. * Gets underlying native buffer
  767. * @returns underlying native buffer
  768. */
  769. getBuffer(): Nullable<DataBuffer>;
  770. /**
  771. * Gets the stride in float32 units (i.e. byte stride / 4).
  772. * May not be an integer if the byte stride is not divisible by 4.
  773. * DEPRECATED. Use byteStride instead.
  774. * @returns the stride in float32 units
  775. */
  776. getStrideSize(): number;
  777. /**
  778. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  779. * @param data defines the data to store
  780. */
  781. create(data?: Nullable<DataArray>): void;
  782. /** @hidden */
  783. _rebuild(): void;
  784. /**
  785. * Update current buffer data
  786. * @param data defines the data to store
  787. */
  788. update(data: DataArray): void;
  789. /**
  790. * Updates the data directly.
  791. * @param data the new data
  792. * @param offset the new offset
  793. * @param vertexCount the vertex count (optional)
  794. * @param useBytes set to true if the offset is in bytes
  795. */
  796. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  797. /**
  798. * Release all resources
  799. */
  800. dispose(): void;
  801. }
  802. /**
  803. * Specialized buffer used to store vertex data
  804. */
  805. export class VertexBuffer {
  806. /** @hidden */
  807. _buffer: Buffer;
  808. private _kind;
  809. private _size;
  810. private _ownsBuffer;
  811. private _instanced;
  812. private _instanceDivisor;
  813. /**
  814. * The byte type.
  815. */
  816. static readonly BYTE: number;
  817. /**
  818. * The unsigned byte type.
  819. */
  820. static readonly UNSIGNED_BYTE: number;
  821. /**
  822. * The short type.
  823. */
  824. static readonly SHORT: number;
  825. /**
  826. * The unsigned short type.
  827. */
  828. static readonly UNSIGNED_SHORT: number;
  829. /**
  830. * The integer type.
  831. */
  832. static readonly INT: number;
  833. /**
  834. * The unsigned integer type.
  835. */
  836. static readonly UNSIGNED_INT: number;
  837. /**
  838. * The float type.
  839. */
  840. static readonly FLOAT: number;
  841. /**
  842. * Gets or sets the instance divisor when in instanced mode
  843. */
  844. instanceDivisor: number;
  845. /**
  846. * Gets the byte stride.
  847. */
  848. readonly byteStride: number;
  849. /**
  850. * Gets the byte offset.
  851. */
  852. readonly byteOffset: number;
  853. /**
  854. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  855. */
  856. readonly normalized: boolean;
  857. /**
  858. * Gets the data type of each component in the array.
  859. */
  860. readonly type: number;
  861. /**
  862. * Constructor
  863. * @param engine the engine
  864. * @param data the data to use for this vertex buffer
  865. * @param kind the vertex buffer kind
  866. * @param updatable whether the data is updatable
  867. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  868. * @param stride the stride (optional)
  869. * @param instanced whether the buffer is instanced (optional)
  870. * @param offset the offset of the data (optional)
  871. * @param size the number of components (optional)
  872. * @param type the type of the component (optional)
  873. * @param normalized whether the data contains normalized data (optional)
  874. * @param useBytes set to true if stride and offset are in bytes (optional)
  875. */
  876. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  877. /** @hidden */
  878. _rebuild(): void;
  879. /**
  880. * Returns the kind of the VertexBuffer (string)
  881. * @returns a string
  882. */
  883. getKind(): string;
  884. /**
  885. * Gets a boolean indicating if the VertexBuffer is updatable?
  886. * @returns true if the buffer is updatable
  887. */
  888. isUpdatable(): boolean;
  889. /**
  890. * Gets current buffer's data
  891. * @returns a DataArray or null
  892. */
  893. getData(): Nullable<DataArray>;
  894. /**
  895. * Gets underlying native buffer
  896. * @returns underlying native buffer
  897. */
  898. getBuffer(): Nullable<DataBuffer>;
  899. /**
  900. * Gets the stride in float32 units (i.e. byte stride / 4).
  901. * May not be an integer if the byte stride is not divisible by 4.
  902. * DEPRECATED. Use byteStride instead.
  903. * @returns the stride in float32 units
  904. */
  905. getStrideSize(): number;
  906. /**
  907. * Returns the offset as a multiple of the type byte length.
  908. * DEPRECATED. Use byteOffset instead.
  909. * @returns the offset in bytes
  910. */
  911. getOffset(): number;
  912. /**
  913. * Returns the number of components per vertex attribute (integer)
  914. * @returns the size in float
  915. */
  916. getSize(): number;
  917. /**
  918. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  919. * @returns true if this buffer is instanced
  920. */
  921. getIsInstanced(): boolean;
  922. /**
  923. * Returns the instancing divisor, zero for non-instanced (integer).
  924. * @returns a number
  925. */
  926. getInstanceDivisor(): number;
  927. /**
  928. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  929. * @param data defines the data to store
  930. */
  931. create(data?: DataArray): void;
  932. /**
  933. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  934. * This function will create a new buffer if the current one is not updatable
  935. * @param data defines the data to store
  936. */
  937. update(data: DataArray): void;
  938. /**
  939. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  940. * Returns the directly updated WebGLBuffer.
  941. * @param data the new data
  942. * @param offset the new offset
  943. * @param useBytes set to true if the offset is in bytes
  944. */
  945. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  946. /**
  947. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  948. */
  949. dispose(): void;
  950. /**
  951. * Enumerates each value of this vertex buffer as numbers.
  952. * @param count the number of values to enumerate
  953. * @param callback the callback function called for each value
  954. */
  955. forEach(count: number, callback: (value: number, index: number) => void): void;
  956. /**
  957. * Positions
  958. */
  959. static readonly PositionKind: string;
  960. /**
  961. * Normals
  962. */
  963. static readonly NormalKind: string;
  964. /**
  965. * Tangents
  966. */
  967. static readonly TangentKind: string;
  968. /**
  969. * Texture coordinates
  970. */
  971. static readonly UVKind: string;
  972. /**
  973. * Texture coordinates 2
  974. */
  975. static readonly UV2Kind: string;
  976. /**
  977. * Texture coordinates 3
  978. */
  979. static readonly UV3Kind: string;
  980. /**
  981. * Texture coordinates 4
  982. */
  983. static readonly UV4Kind: string;
  984. /**
  985. * Texture coordinates 5
  986. */
  987. static readonly UV5Kind: string;
  988. /**
  989. * Texture coordinates 6
  990. */
  991. static readonly UV6Kind: string;
  992. /**
  993. * Colors
  994. */
  995. static readonly ColorKind: string;
  996. /**
  997. * Matrix indices (for bones)
  998. */
  999. static readonly MatricesIndicesKind: string;
  1000. /**
  1001. * Matrix weights (for bones)
  1002. */
  1003. static readonly MatricesWeightsKind: string;
  1004. /**
  1005. * Additional matrix indices (for bones)
  1006. */
  1007. static readonly MatricesIndicesExtraKind: string;
  1008. /**
  1009. * Additional matrix weights (for bones)
  1010. */
  1011. static readonly MatricesWeightsExtraKind: string;
  1012. /**
  1013. * Deduces the stride given a kind.
  1014. * @param kind The kind string to deduce
  1015. * @returns The deduced stride
  1016. */
  1017. static DeduceStride(kind: string): number;
  1018. /**
  1019. * Gets the byte length of the given type.
  1020. * @param type the type
  1021. * @returns the number of bytes
  1022. */
  1023. static GetTypeByteLength(type: number): number;
  1024. /**
  1025. * Enumerates each value of the given parameters as numbers.
  1026. * @param data the data to enumerate
  1027. * @param byteOffset the byte offset of the data
  1028. * @param byteStride the byte stride of the data
  1029. * @param componentCount the number of components per element
  1030. * @param componentType the type of the component
  1031. * @param count the number of values to enumerate
  1032. * @param normalized whether the data is normalized
  1033. * @param callback the callback function called for each value
  1034. */
  1035. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1036. private static _GetFloatValue;
  1037. }
  1038. }
  1039. declare module "babylonjs/Maths/math.scalar" {
  1040. /**
  1041. * Scalar computation library
  1042. */
  1043. export class Scalar {
  1044. /**
  1045. * Two pi constants convenient for computation.
  1046. */
  1047. static TwoPi: number;
  1048. /**
  1049. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1050. * @param a number
  1051. * @param b number
  1052. * @param epsilon (default = 1.401298E-45)
  1053. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1054. */
  1055. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1056. /**
  1057. * Returns a string : the upper case translation of the number i to hexadecimal.
  1058. * @param i number
  1059. * @returns the upper case translation of the number i to hexadecimal.
  1060. */
  1061. static ToHex(i: number): string;
  1062. /**
  1063. * Returns -1 if value is negative and +1 is value is positive.
  1064. * @param value the value
  1065. * @returns the value itself if it's equal to zero.
  1066. */
  1067. static Sign(value: number): number;
  1068. /**
  1069. * Returns the value itself if it's between min and max.
  1070. * Returns min if the value is lower than min.
  1071. * Returns max if the value is greater than max.
  1072. * @param value the value to clmap
  1073. * @param min the min value to clamp to (default: 0)
  1074. * @param max the max value to clamp to (default: 1)
  1075. * @returns the clamped value
  1076. */
  1077. static Clamp(value: number, min?: number, max?: number): number;
  1078. /**
  1079. * the log2 of value.
  1080. * @param value the value to compute log2 of
  1081. * @returns the log2 of value.
  1082. */
  1083. static Log2(value: number): number;
  1084. /**
  1085. * Loops the value, so that it is never larger than length and never smaller than 0.
  1086. *
  1087. * This is similar to the modulo operator but it works with floating point numbers.
  1088. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1089. * With t = 5 and length = 2.5, the result would be 0.0.
  1090. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1091. * @param value the value
  1092. * @param length the length
  1093. * @returns the looped value
  1094. */
  1095. static Repeat(value: number, length: number): number;
  1096. /**
  1097. * Normalize the value between 0.0 and 1.0 using min and max values
  1098. * @param value value to normalize
  1099. * @param min max to normalize between
  1100. * @param max min to normalize between
  1101. * @returns the normalized value
  1102. */
  1103. static Normalize(value: number, min: number, max: number): number;
  1104. /**
  1105. * Denormalize the value from 0.0 and 1.0 using min and max values
  1106. * @param normalized value to denormalize
  1107. * @param min max to denormalize between
  1108. * @param max min to denormalize between
  1109. * @returns the denormalized value
  1110. */
  1111. static Denormalize(normalized: number, min: number, max: number): number;
  1112. /**
  1113. * Calculates the shortest difference between two given angles given in degrees.
  1114. * @param current current angle in degrees
  1115. * @param target target angle in degrees
  1116. * @returns the delta
  1117. */
  1118. static DeltaAngle(current: number, target: number): number;
  1119. /**
  1120. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1121. * @param tx value
  1122. * @param length length
  1123. * @returns The returned value will move back and forth between 0 and length
  1124. */
  1125. static PingPong(tx: number, length: number): number;
  1126. /**
  1127. * Interpolates between min and max with smoothing at the limits.
  1128. *
  1129. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1130. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1131. * @param from from
  1132. * @param to to
  1133. * @param tx value
  1134. * @returns the smooth stepped value
  1135. */
  1136. static SmoothStep(from: number, to: number, tx: number): number;
  1137. /**
  1138. * Moves a value current towards target.
  1139. *
  1140. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1141. * Negative values of maxDelta pushes the value away from target.
  1142. * @param current current value
  1143. * @param target target value
  1144. * @param maxDelta max distance to move
  1145. * @returns resulting value
  1146. */
  1147. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1148. /**
  1149. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1150. *
  1151. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1152. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1153. * @param current current value
  1154. * @param target target value
  1155. * @param maxDelta max distance to move
  1156. * @returns resulting angle
  1157. */
  1158. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1159. /**
  1160. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1161. * @param start start value
  1162. * @param end target value
  1163. * @param amount amount to lerp between
  1164. * @returns the lerped value
  1165. */
  1166. static Lerp(start: number, end: number, amount: number): number;
  1167. /**
  1168. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1169. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1170. * @param start start value
  1171. * @param end target value
  1172. * @param amount amount to lerp between
  1173. * @returns the lerped value
  1174. */
  1175. static LerpAngle(start: number, end: number, amount: number): number;
  1176. /**
  1177. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1178. * @param a start value
  1179. * @param b target value
  1180. * @param value value between a and b
  1181. * @returns the inverseLerp value
  1182. */
  1183. static InverseLerp(a: number, b: number, value: number): number;
  1184. /**
  1185. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1186. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1187. * @param value1 spline value
  1188. * @param tangent1 spline value
  1189. * @param value2 spline value
  1190. * @param tangent2 spline value
  1191. * @param amount input value
  1192. * @returns hermite result
  1193. */
  1194. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1195. /**
  1196. * Returns a random float number between and min and max values
  1197. * @param min min value of random
  1198. * @param max max value of random
  1199. * @returns random value
  1200. */
  1201. static RandomRange(min: number, max: number): number;
  1202. /**
  1203. * This function returns percentage of a number in a given range.
  1204. *
  1205. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1206. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1207. * @param number to convert to percentage
  1208. * @param min min range
  1209. * @param max max range
  1210. * @returns the percentage
  1211. */
  1212. static RangeToPercent(number: number, min: number, max: number): number;
  1213. /**
  1214. * This function returns number that corresponds to the percentage in a given range.
  1215. *
  1216. * PercentToRange(0.34,0,100) will return 34.
  1217. * @param percent to convert to number
  1218. * @param min min range
  1219. * @param max max range
  1220. * @returns the number
  1221. */
  1222. static PercentToRange(percent: number, min: number, max: number): number;
  1223. /**
  1224. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1225. * @param angle The angle to normalize in radian.
  1226. * @return The converted angle.
  1227. */
  1228. static NormalizeRadians(angle: number): number;
  1229. }
  1230. }
  1231. declare module "babylonjs/Maths/math.constants" {
  1232. /**
  1233. * Constant used to convert a value to gamma space
  1234. * @ignorenaming
  1235. */
  1236. export const ToGammaSpace: number;
  1237. /**
  1238. * Constant used to convert a value to linear space
  1239. * @ignorenaming
  1240. */
  1241. export const ToLinearSpace = 2.2;
  1242. /**
  1243. * Constant used to define the minimal number value in Babylon.js
  1244. * @ignorenaming
  1245. */
  1246. let Epsilon: number;
  1247. export { Epsilon };
  1248. }
  1249. declare module "babylonjs/Maths/math.viewport" {
  1250. /**
  1251. * Class used to represent a viewport on screen
  1252. */
  1253. export class Viewport {
  1254. /** viewport left coordinate */
  1255. x: number;
  1256. /** viewport top coordinate */
  1257. y: number;
  1258. /**viewport width */
  1259. width: number;
  1260. /** viewport height */
  1261. height: number;
  1262. /**
  1263. * Creates a Viewport object located at (x, y) and sized (width, height)
  1264. * @param x defines viewport left coordinate
  1265. * @param y defines viewport top coordinate
  1266. * @param width defines the viewport width
  1267. * @param height defines the viewport height
  1268. */
  1269. constructor(
  1270. /** viewport left coordinate */
  1271. x: number,
  1272. /** viewport top coordinate */
  1273. y: number,
  1274. /**viewport width */
  1275. width: number,
  1276. /** viewport height */
  1277. height: number);
  1278. /**
  1279. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1280. * @param renderWidth defines the rendering width
  1281. * @param renderHeight defines the rendering height
  1282. * @returns a new Viewport
  1283. */
  1284. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1285. /**
  1286. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1287. * @param renderWidth defines the rendering width
  1288. * @param renderHeight defines the rendering height
  1289. * @param ref defines the target viewport
  1290. * @returns the current viewport
  1291. */
  1292. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1293. /**
  1294. * Returns a new Viewport copied from the current one
  1295. * @returns a new Viewport
  1296. */
  1297. clone(): Viewport;
  1298. }
  1299. }
  1300. declare module "babylonjs/Misc/arrayTools" {
  1301. /**
  1302. * Class containing a set of static utilities functions for arrays.
  1303. */
  1304. export class ArrayTools {
  1305. /**
  1306. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1307. * @param size the number of element to construct and put in the array
  1308. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1309. * @returns a new array filled with new objects
  1310. */
  1311. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1312. }
  1313. }
  1314. declare module "babylonjs/Maths/math.like" {
  1315. import { float, int, DeepImmutable } from "babylonjs/types";
  1316. /**
  1317. * @hidden
  1318. */
  1319. export interface IColor4Like {
  1320. r: float;
  1321. g: float;
  1322. b: float;
  1323. a: float;
  1324. }
  1325. /**
  1326. * @hidden
  1327. */
  1328. export interface IColor3Like {
  1329. r: float;
  1330. g: float;
  1331. b: float;
  1332. }
  1333. /**
  1334. * @hidden
  1335. */
  1336. export interface IVector4Like {
  1337. x: float;
  1338. y: float;
  1339. z: float;
  1340. w: float;
  1341. }
  1342. /**
  1343. * @hidden
  1344. */
  1345. export interface IVector3Like {
  1346. x: float;
  1347. y: float;
  1348. z: float;
  1349. }
  1350. /**
  1351. * @hidden
  1352. */
  1353. export interface IVector2Like {
  1354. x: float;
  1355. y: float;
  1356. }
  1357. /**
  1358. * @hidden
  1359. */
  1360. export interface IMatrixLike {
  1361. toArray(): DeepImmutable<Float32Array>;
  1362. updateFlag: int;
  1363. }
  1364. /**
  1365. * @hidden
  1366. */
  1367. export interface IViewportLike {
  1368. x: float;
  1369. y: float;
  1370. width: float;
  1371. height: float;
  1372. }
  1373. /**
  1374. * @hidden
  1375. */
  1376. export interface IPlaneLike {
  1377. normal: IVector3Like;
  1378. d: float;
  1379. normalize(): void;
  1380. }
  1381. }
  1382. declare module "babylonjs/Maths/math.vector" {
  1383. import { Viewport } from "babylonjs/Maths/math.viewport";
  1384. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1385. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1386. /**
  1387. * Class representing a vector containing 2 coordinates
  1388. */
  1389. export class Vector2 {
  1390. /** defines the first coordinate */
  1391. x: number;
  1392. /** defines the second coordinate */
  1393. y: number;
  1394. /**
  1395. * Creates a new Vector2 from the given x and y coordinates
  1396. * @param x defines the first coordinate
  1397. * @param y defines the second coordinate
  1398. */
  1399. constructor(
  1400. /** defines the first coordinate */
  1401. x?: number,
  1402. /** defines the second coordinate */
  1403. y?: number);
  1404. /**
  1405. * Gets a string with the Vector2 coordinates
  1406. * @returns a string with the Vector2 coordinates
  1407. */
  1408. toString(): string;
  1409. /**
  1410. * Gets class name
  1411. * @returns the string "Vector2"
  1412. */
  1413. getClassName(): string;
  1414. /**
  1415. * Gets current vector hash code
  1416. * @returns the Vector2 hash code as a number
  1417. */
  1418. getHashCode(): number;
  1419. /**
  1420. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1421. * @param array defines the source array
  1422. * @param index defines the offset in source array
  1423. * @returns the current Vector2
  1424. */
  1425. toArray(array: FloatArray, index?: number): Vector2;
  1426. /**
  1427. * Copy the current vector to an array
  1428. * @returns a new array with 2 elements: the Vector2 coordinates.
  1429. */
  1430. asArray(): number[];
  1431. /**
  1432. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1433. * @param source defines the source Vector2
  1434. * @returns the current updated Vector2
  1435. */
  1436. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1437. /**
  1438. * Sets the Vector2 coordinates with the given floats
  1439. * @param x defines the first coordinate
  1440. * @param y defines the second coordinate
  1441. * @returns the current updated Vector2
  1442. */
  1443. copyFromFloats(x: number, y: number): Vector2;
  1444. /**
  1445. * Sets the Vector2 coordinates with the given floats
  1446. * @param x defines the first coordinate
  1447. * @param y defines the second coordinate
  1448. * @returns the current updated Vector2
  1449. */
  1450. set(x: number, y: number): Vector2;
  1451. /**
  1452. * Add another vector with the current one
  1453. * @param otherVector defines the other vector
  1454. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1455. */
  1456. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1457. /**
  1458. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1459. * @param otherVector defines the other vector
  1460. * @param result defines the target vector
  1461. * @returns the unmodified current Vector2
  1462. */
  1463. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1464. /**
  1465. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1466. * @param otherVector defines the other vector
  1467. * @returns the current updated Vector2
  1468. */
  1469. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1470. /**
  1471. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1472. * @param otherVector defines the other vector
  1473. * @returns a new Vector2
  1474. */
  1475. addVector3(otherVector: Vector3): Vector2;
  1476. /**
  1477. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1478. * @param otherVector defines the other vector
  1479. * @returns a new Vector2
  1480. */
  1481. subtract(otherVector: Vector2): Vector2;
  1482. /**
  1483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1484. * @param otherVector defines the other vector
  1485. * @param result defines the target vector
  1486. * @returns the unmodified current Vector2
  1487. */
  1488. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1489. /**
  1490. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1491. * @param otherVector defines the other vector
  1492. * @returns the current updated Vector2
  1493. */
  1494. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1495. /**
  1496. * Multiplies in place the current Vector2 coordinates by the given ones
  1497. * @param otherVector defines the other vector
  1498. * @returns the current updated Vector2
  1499. */
  1500. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1501. /**
  1502. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1503. * @param otherVector defines the other vector
  1504. * @returns a new Vector2
  1505. */
  1506. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1507. /**
  1508. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1509. * @param otherVector defines the other vector
  1510. * @param result defines the target vector
  1511. * @returns the unmodified current Vector2
  1512. */
  1513. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1514. /**
  1515. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1516. * @param x defines the first coordinate
  1517. * @param y defines the second coordinate
  1518. * @returns a new Vector2
  1519. */
  1520. multiplyByFloats(x: number, y: number): Vector2;
  1521. /**
  1522. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1523. * @param otherVector defines the other vector
  1524. * @returns a new Vector2
  1525. */
  1526. divide(otherVector: Vector2): Vector2;
  1527. /**
  1528. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1529. * @param otherVector defines the other vector
  1530. * @param result defines the target vector
  1531. * @returns the unmodified current Vector2
  1532. */
  1533. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1534. /**
  1535. * Divides the current Vector2 coordinates by the given ones
  1536. * @param otherVector defines the other vector
  1537. * @returns the current updated Vector2
  1538. */
  1539. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1540. /**
  1541. * Gets a new Vector2 with current Vector2 negated coordinates
  1542. * @returns a new Vector2
  1543. */
  1544. negate(): Vector2;
  1545. /**
  1546. * Multiply the Vector2 coordinates by scale
  1547. * @param scale defines the scaling factor
  1548. * @returns the current updated Vector2
  1549. */
  1550. scaleInPlace(scale: number): Vector2;
  1551. /**
  1552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1553. * @param scale defines the scaling factor
  1554. * @returns a new Vector2
  1555. */
  1556. scale(scale: number): Vector2;
  1557. /**
  1558. * Scale the current Vector2 values by a factor to a given Vector2
  1559. * @param scale defines the scale factor
  1560. * @param result defines the Vector2 object where to store the result
  1561. * @returns the unmodified current Vector2
  1562. */
  1563. scaleToRef(scale: number, result: Vector2): Vector2;
  1564. /**
  1565. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1566. * @param scale defines the scale factor
  1567. * @param result defines the Vector2 object where to store the result
  1568. * @returns the unmodified current Vector2
  1569. */
  1570. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1571. /**
  1572. * Gets a boolean if two vectors are equals
  1573. * @param otherVector defines the other vector
  1574. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1575. */
  1576. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1577. /**
  1578. * Gets a boolean if two vectors are equals (using an epsilon value)
  1579. * @param otherVector defines the other vector
  1580. * @param epsilon defines the minimal distance to consider equality
  1581. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1582. */
  1583. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1584. /**
  1585. * Gets a new Vector2 from current Vector2 floored values
  1586. * @returns a new Vector2
  1587. */
  1588. floor(): Vector2;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. fract(): Vector2;
  1594. /**
  1595. * Gets the length of the vector
  1596. * @returns the vector length (float)
  1597. */
  1598. length(): number;
  1599. /**
  1600. * Gets the vector squared length
  1601. * @returns the vector squared length (float)
  1602. */
  1603. lengthSquared(): number;
  1604. /**
  1605. * Normalize the vector
  1606. * @returns the current updated Vector2
  1607. */
  1608. normalize(): Vector2;
  1609. /**
  1610. * Gets a new Vector2 copied from the Vector2
  1611. * @returns a new Vector2
  1612. */
  1613. clone(): Vector2;
  1614. /**
  1615. * Gets a new Vector2(0, 0)
  1616. * @returns a new Vector2
  1617. */
  1618. static Zero(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(1, 1)
  1621. * @returns a new Vector2
  1622. */
  1623. static One(): Vector2;
  1624. /**
  1625. * Gets a new Vector2 set from the given index element of the given array
  1626. * @param array defines the data source
  1627. * @param offset defines the offset in the data source
  1628. * @returns a new Vector2
  1629. */
  1630. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1631. /**
  1632. * Sets "result" from the given index element of the given array
  1633. * @param array defines the data source
  1634. * @param offset defines the offset in the data source
  1635. * @param result defines the target vector
  1636. */
  1637. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1638. /**
  1639. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1640. * @param value1 defines 1st point of control
  1641. * @param value2 defines 2nd point of control
  1642. * @param value3 defines 3rd point of control
  1643. * @param value4 defines 4th point of control
  1644. * @param amount defines the interpolation factor
  1645. * @returns a new Vector2
  1646. */
  1647. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1648. /**
  1649. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  1650. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1651. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1652. * @param value defines the value to clamp
  1653. * @param min defines the lower limit
  1654. * @param max defines the upper limit
  1655. * @returns a new Vector2
  1656. */
  1657. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1658. /**
  1659. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1660. * @param value1 defines the 1st control point
  1661. * @param tangent1 defines the outgoing tangent
  1662. * @param value2 defines the 2nd control point
  1663. * @param tangent2 defines the incoming tangent
  1664. * @param amount defines the interpolation factor
  1665. * @returns a new Vector2
  1666. */
  1667. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1668. /**
  1669. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1670. * @param start defines the start vector
  1671. * @param end defines the end vector
  1672. * @param amount defines the interpolation factor
  1673. * @returns a new Vector2
  1674. */
  1675. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1676. /**
  1677. * Gets the dot product of the vector "left" and the vector "right"
  1678. * @param left defines first vector
  1679. * @param right defines second vector
  1680. * @returns the dot product (float)
  1681. */
  1682. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1683. /**
  1684. * Returns a new Vector2 equal to the normalized given vector
  1685. * @param vector defines the vector to normalize
  1686. * @returns a new Vector2
  1687. */
  1688. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1689. /**
  1690. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1691. * @param left defines 1st vector
  1692. * @param right defines 2nd vector
  1693. * @returns a new Vector2
  1694. */
  1695. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1696. /**
  1697. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1698. * @param left defines 1st vector
  1699. * @param right defines 2nd vector
  1700. * @returns a new Vector2
  1701. */
  1702. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1703. /**
  1704. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1705. * @param vector defines the vector to transform
  1706. * @param transformation defines the matrix to apply
  1707. * @returns a new Vector2
  1708. */
  1709. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1710. /**
  1711. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1712. * @param vector defines the vector to transform
  1713. * @param transformation defines the matrix to apply
  1714. * @param result defines the target vector
  1715. */
  1716. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1717. /**
  1718. * Determines if a given vector is included in a triangle
  1719. * @param p defines the vector to test
  1720. * @param p0 defines 1st triangle point
  1721. * @param p1 defines 2nd triangle point
  1722. * @param p2 defines 3rd triangle point
  1723. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1724. */
  1725. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1726. /**
  1727. * Gets the distance between the vectors "value1" and "value2"
  1728. * @param value1 defines first vector
  1729. * @param value2 defines second vector
  1730. * @returns the distance between vectors
  1731. */
  1732. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1733. /**
  1734. * Returns the squared distance between the vectors "value1" and "value2"
  1735. * @param value1 defines first vector
  1736. * @param value2 defines second vector
  1737. * @returns the squared distance between vectors
  1738. */
  1739. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1740. /**
  1741. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1742. * @param value1 defines first vector
  1743. * @param value2 defines second vector
  1744. * @returns a new Vector2
  1745. */
  1746. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1747. /**
  1748. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1749. * @param p defines the middle point
  1750. * @param segA defines one point of the segment
  1751. * @param segB defines the other point of the segment
  1752. * @returns the shortest distance
  1753. */
  1754. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1755. }
  1756. /**
  1757. * Classed used to store (x,y,z) vector representation
  1758. * A Vector3 is the main object used in 3D geometry
  1759. * It can represent etiher the coordinates of a point the space, either a direction
  1760. * Reminder: js uses a left handed forward facing system
  1761. */
  1762. export class Vector3 {
  1763. /**
  1764. * Defines the first coordinates (on X axis)
  1765. */
  1766. x: number;
  1767. /**
  1768. * Defines the second coordinates (on Y axis)
  1769. */
  1770. y: number;
  1771. /**
  1772. * Defines the third coordinates (on Z axis)
  1773. */
  1774. z: number;
  1775. private static _UpReadOnly;
  1776. private static _ZeroReadOnly;
  1777. /**
  1778. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1779. * @param x defines the first coordinates (on X axis)
  1780. * @param y defines the second coordinates (on Y axis)
  1781. * @param z defines the third coordinates (on Z axis)
  1782. */
  1783. constructor(
  1784. /**
  1785. * Defines the first coordinates (on X axis)
  1786. */
  1787. x?: number,
  1788. /**
  1789. * Defines the second coordinates (on Y axis)
  1790. */
  1791. y?: number,
  1792. /**
  1793. * Defines the third coordinates (on Z axis)
  1794. */
  1795. z?: number);
  1796. /**
  1797. * Creates a string representation of the Vector3
  1798. * @returns a string with the Vector3 coordinates.
  1799. */
  1800. toString(): string;
  1801. /**
  1802. * Gets the class name
  1803. * @returns the string "Vector3"
  1804. */
  1805. getClassName(): string;
  1806. /**
  1807. * Creates the Vector3 hash code
  1808. * @returns a number which tends to be unique between Vector3 instances
  1809. */
  1810. getHashCode(): number;
  1811. /**
  1812. * Creates an array containing three elements : the coordinates of the Vector3
  1813. * @returns a new array of numbers
  1814. */
  1815. asArray(): number[];
  1816. /**
  1817. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1818. * @param array defines the destination array
  1819. * @param index defines the offset in the destination array
  1820. * @returns the current Vector3
  1821. */
  1822. toArray(array: FloatArray, index?: number): Vector3;
  1823. /**
  1824. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1825. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1826. */
  1827. toQuaternion(): Quaternion;
  1828. /**
  1829. * Adds the given vector to the current Vector3
  1830. * @param otherVector defines the second operand
  1831. * @returns the current updated Vector3
  1832. */
  1833. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1834. /**
  1835. * Adds the given coordinates to the current Vector3
  1836. * @param x defines the x coordinate of the operand
  1837. * @param y defines the y coordinate of the operand
  1838. * @param z defines the z coordinate of the operand
  1839. * @returns the current updated Vector3
  1840. */
  1841. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1842. /**
  1843. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1844. * @param otherVector defines the second operand
  1845. * @returns the resulting Vector3
  1846. */
  1847. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1848. /**
  1849. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1850. * @param otherVector defines the second operand
  1851. * @param result defines the Vector3 object where to store the result
  1852. * @returns the current Vector3
  1853. */
  1854. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1855. /**
  1856. * Subtract the given vector from the current Vector3
  1857. * @param otherVector defines the second operand
  1858. * @returns the current updated Vector3
  1859. */
  1860. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1861. /**
  1862. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1863. * @param otherVector defines the second operand
  1864. * @returns the resulting Vector3
  1865. */
  1866. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1867. /**
  1868. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1869. * @param otherVector defines the second operand
  1870. * @param result defines the Vector3 object where to store the result
  1871. * @returns the current Vector3
  1872. */
  1873. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1874. /**
  1875. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1876. * @param x defines the x coordinate of the operand
  1877. * @param y defines the y coordinate of the operand
  1878. * @param z defines the z coordinate of the operand
  1879. * @returns the resulting Vector3
  1880. */
  1881. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1882. /**
  1883. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1884. * @param x defines the x coordinate of the operand
  1885. * @param y defines the y coordinate of the operand
  1886. * @param z defines the z coordinate of the operand
  1887. * @param result defines the Vector3 object where to store the result
  1888. * @returns the current Vector3
  1889. */
  1890. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1891. /**
  1892. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1893. * @returns a new Vector3
  1894. */
  1895. negate(): Vector3;
  1896. /**
  1897. * Multiplies the Vector3 coordinates by the float "scale"
  1898. * @param scale defines the multiplier factor
  1899. * @returns the current updated Vector3
  1900. */
  1901. scaleInPlace(scale: number): Vector3;
  1902. /**
  1903. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1904. * @param scale defines the multiplier factor
  1905. * @returns a new Vector3
  1906. */
  1907. scale(scale: number): Vector3;
  1908. /**
  1909. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1910. * @param scale defines the multiplier factor
  1911. * @param result defines the Vector3 object where to store the result
  1912. * @returns the current Vector3
  1913. */
  1914. scaleToRef(scale: number, result: Vector3): Vector3;
  1915. /**
  1916. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1917. * @param scale defines the scale factor
  1918. * @param result defines the Vector3 object where to store the result
  1919. * @returns the unmodified current Vector3
  1920. */
  1921. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1922. /**
  1923. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1924. * @param otherVector defines the second operand
  1925. * @returns true if both vectors are equals
  1926. */
  1927. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1928. /**
  1929. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1930. * @param otherVector defines the second operand
  1931. * @param epsilon defines the minimal distance to define values as equals
  1932. * @returns true if both vectors are distant less than epsilon
  1933. */
  1934. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1935. /**
  1936. * Returns true if the current Vector3 coordinates equals the given floats
  1937. * @param x defines the x coordinate of the operand
  1938. * @param y defines the y coordinate of the operand
  1939. * @param z defines the z coordinate of the operand
  1940. * @returns true if both vectors are equals
  1941. */
  1942. equalsToFloats(x: number, y: number, z: number): boolean;
  1943. /**
  1944. * Multiplies the current Vector3 coordinates by the given ones
  1945. * @param otherVector defines the second operand
  1946. * @returns the current updated Vector3
  1947. */
  1948. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1949. /**
  1950. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1951. * @param otherVector defines the second operand
  1952. * @returns the new Vector3
  1953. */
  1954. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1955. /**
  1956. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1957. * @param otherVector defines the second operand
  1958. * @param result defines the Vector3 object where to store the result
  1959. * @returns the current Vector3
  1960. */
  1961. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1962. /**
  1963. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1964. * @param x defines the x coordinate of the operand
  1965. * @param y defines the y coordinate of the operand
  1966. * @param z defines the z coordinate of the operand
  1967. * @returns the new Vector3
  1968. */
  1969. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1970. /**
  1971. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1972. * @param otherVector defines the second operand
  1973. * @returns the new Vector3
  1974. */
  1975. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1976. /**
  1977. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1978. * @param otherVector defines the second operand
  1979. * @param result defines the Vector3 object where to store the result
  1980. * @returns the current Vector3
  1981. */
  1982. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1983. /**
  1984. * Divides the current Vector3 coordinates by the given ones.
  1985. * @param otherVector defines the second operand
  1986. * @returns the current updated Vector3
  1987. */
  1988. divideInPlace(otherVector: Vector3): Vector3;
  1989. /**
  1990. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1991. * @param other defines the second operand
  1992. * @returns the current updated Vector3
  1993. */
  1994. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  1995. /**
  1996. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  1997. * @param other defines the second operand
  1998. * @returns the current updated Vector3
  1999. */
  2000. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2001. /**
  2002. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2003. * @param x defines the x coordinate of the operand
  2004. * @param y defines the y coordinate of the operand
  2005. * @param z defines the z coordinate of the operand
  2006. * @returns the current updated Vector3
  2007. */
  2008. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2009. /**
  2010. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2011. * @param x defines the x coordinate of the operand
  2012. * @param y defines the y coordinate of the operand
  2013. * @param z defines the z coordinate of the operand
  2014. * @returns the current updated Vector3
  2015. */
  2016. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2017. /**
  2018. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2019. * Check if is non uniform within a certain amount of decimal places to account for this
  2020. * @param epsilon the amount the values can differ
  2021. * @returns if the the vector is non uniform to a certain number of decimal places
  2022. */
  2023. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2024. /**
  2025. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2026. */
  2027. readonly isNonUniform: boolean;
  2028. /**
  2029. * Gets a new Vector3 from current Vector3 floored values
  2030. * @returns a new Vector3
  2031. */
  2032. floor(): Vector3;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. fract(): Vector3;
  2038. /**
  2039. * Gets the length of the Vector3
  2040. * @returns the length of the Vector3
  2041. */
  2042. length(): number;
  2043. /**
  2044. * Gets the squared length of the Vector3
  2045. * @returns squared length of the Vector3
  2046. */
  2047. lengthSquared(): number;
  2048. /**
  2049. * Normalize the current Vector3.
  2050. * Please note that this is an in place operation.
  2051. * @returns the current updated Vector3
  2052. */
  2053. normalize(): Vector3;
  2054. /**
  2055. * Reorders the x y z properties of the vector in place
  2056. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2057. * @returns the current updated vector
  2058. */
  2059. reorderInPlace(order: string): this;
  2060. /**
  2061. * Rotates the vector around 0,0,0 by a quaternion
  2062. * @param quaternion the rotation quaternion
  2063. * @param result vector to store the result
  2064. * @returns the resulting vector
  2065. */
  2066. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2067. /**
  2068. * Rotates a vector around a given point
  2069. * @param quaternion the rotation quaternion
  2070. * @param point the point to rotate around
  2071. * @param result vector to store the result
  2072. * @returns the resulting vector
  2073. */
  2074. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2075. /**
  2076. * Normalize the current Vector3 with the given input length.
  2077. * Please note that this is an in place operation.
  2078. * @param len the length of the vector
  2079. * @returns the current updated Vector3
  2080. */
  2081. normalizeFromLength(len: number): Vector3;
  2082. /**
  2083. * Normalize the current Vector3 to a new vector
  2084. * @returns the new Vector3
  2085. */
  2086. normalizeToNew(): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to the reference
  2089. * @param reference define the Vector3 to update
  2090. * @returns the updated Vector3
  2091. */
  2092. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2093. /**
  2094. * Creates a new Vector3 copied from the current Vector3
  2095. * @returns the new Vector3
  2096. */
  2097. clone(): Vector3;
  2098. /**
  2099. * Copies the given vector coordinates to the current Vector3 ones
  2100. * @param source defines the source Vector3
  2101. * @returns the current updated Vector3
  2102. */
  2103. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2104. /**
  2105. * Copies the given floats to the current Vector3 coordinates
  2106. * @param x defines the x coordinate of the operand
  2107. * @param y defines the y coordinate of the operand
  2108. * @param z defines the z coordinate of the operand
  2109. * @returns the current updated Vector3
  2110. */
  2111. copyFromFloats(x: number, y: number, z: number): Vector3;
  2112. /**
  2113. * Copies the given floats to the current Vector3 coordinates
  2114. * @param x defines the x coordinate of the operand
  2115. * @param y defines the y coordinate of the operand
  2116. * @param z defines the z coordinate of the operand
  2117. * @returns the current updated Vector3
  2118. */
  2119. set(x: number, y: number, z: number): Vector3;
  2120. /**
  2121. * Copies the given float to the current Vector3 coordinates
  2122. * @param v defines the x, y and z coordinates of the operand
  2123. * @returns the current updated Vector3
  2124. */
  2125. setAll(v: number): Vector3;
  2126. /**
  2127. * Get the clip factor between two vectors
  2128. * @param vector0 defines the first operand
  2129. * @param vector1 defines the second operand
  2130. * @param axis defines the axis to use
  2131. * @param size defines the size along the axis
  2132. * @returns the clip factor
  2133. */
  2134. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2135. /**
  2136. * Get angle between two vectors
  2137. * @param vector0 angle between vector0 and vector1
  2138. * @param vector1 angle between vector0 and vector1
  2139. * @param normal direction of the normal
  2140. * @return the angle between vector0 and vector1
  2141. */
  2142. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2143. /**
  2144. * Returns a new Vector3 set from the index "offset" of the given array
  2145. * @param array defines the source array
  2146. * @param offset defines the offset in the source array
  2147. * @returns the new Vector3
  2148. */
  2149. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2150. /**
  2151. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2152. * This function is deprecated. Use FromArray instead
  2153. * @param array defines the source array
  2154. * @param offset defines the offset in the source array
  2155. * @returns the new Vector3
  2156. */
  2157. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2158. /**
  2159. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2160. * @param array defines the source array
  2161. * @param offset defines the offset in the source array
  2162. * @param result defines the Vector3 where to store the result
  2163. */
  2164. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2165. /**
  2166. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2167. * This function is deprecated. Use FromArrayToRef instead.
  2168. * @param array defines the source array
  2169. * @param offset defines the offset in the source array
  2170. * @param result defines the Vector3 where to store the result
  2171. */
  2172. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2173. /**
  2174. * Sets the given vector "result" with the given floats.
  2175. * @param x defines the x coordinate of the source
  2176. * @param y defines the y coordinate of the source
  2177. * @param z defines the z coordinate of the source
  2178. * @param result defines the Vector3 where to store the result
  2179. */
  2180. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2181. /**
  2182. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2183. * @returns a new empty Vector3
  2184. */
  2185. static Zero(): Vector3;
  2186. /**
  2187. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2188. * @returns a new unit Vector3
  2189. */
  2190. static One(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2193. * @returns a new up Vector3
  2194. */
  2195. static Up(): Vector3;
  2196. /**
  2197. * Gets a up Vector3 that must not be updated
  2198. */
  2199. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2200. /**
  2201. * Gets a zero Vector3 that must not be updated
  2202. */
  2203. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2204. /**
  2205. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2206. * @returns a new down Vector3
  2207. */
  2208. static Down(): Vector3;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2211. * @returns a new forward Vector3
  2212. */
  2213. static Forward(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Backward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2221. * @returns a new right Vector3
  2222. */
  2223. static Right(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2226. * @returns a new left Vector3
  2227. */
  2228. static Left(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2231. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2232. * @param vector defines the Vector3 to transform
  2233. * @param transformation defines the transformation matrix
  2234. * @returns the transformed Vector3
  2235. */
  2236. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2237. /**
  2238. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2239. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2240. * @param vector defines the Vector3 to transform
  2241. * @param transformation defines the transformation matrix
  2242. * @param result defines the Vector3 where to store the result
  2243. */
  2244. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2245. /**
  2246. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2247. * This method computes tranformed coordinates only, not transformed direction vectors
  2248. * @param x define the x coordinate of the source vector
  2249. * @param y define the y coordinate of the source vector
  2250. * @param z define the z coordinate of the source vector
  2251. * @param transformation defines the transformation matrix
  2252. * @param result defines the Vector3 where to store the result
  2253. */
  2254. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2255. /**
  2256. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2257. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2258. * @param vector defines the Vector3 to transform
  2259. * @param transformation defines the transformation matrix
  2260. * @returns the new Vector3
  2261. */
  2262. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2263. /**
  2264. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2265. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2266. * @param vector defines the Vector3 to transform
  2267. * @param transformation defines the transformation matrix
  2268. * @param result defines the Vector3 where to store the result
  2269. */
  2270. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2271. /**
  2272. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2273. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2274. * @param x define the x coordinate of the source vector
  2275. * @param y define the y coordinate of the source vector
  2276. * @param z define the z coordinate of the source vector
  2277. * @param transformation defines the transformation matrix
  2278. * @param result defines the Vector3 where to store the result
  2279. */
  2280. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2281. /**
  2282. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2283. * @param value1 defines the first control point
  2284. * @param value2 defines the second control point
  2285. * @param value3 defines the third control point
  2286. * @param value4 defines the fourth control point
  2287. * @param amount defines the amount on the spline to use
  2288. * @returns the new Vector3
  2289. */
  2290. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2291. /**
  2292. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2293. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2294. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2295. * @param value defines the current value
  2296. * @param min defines the lower range value
  2297. * @param max defines the upper range value
  2298. * @returns the new Vector3
  2299. */
  2300. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2301. /**
  2302. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2303. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2304. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2305. * @param value defines the current value
  2306. * @param min defines the lower range value
  2307. * @param max defines the upper range value
  2308. * @param result defines the Vector3 where to store the result
  2309. */
  2310. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2311. /**
  2312. * Checks if a given vector is inside a specific range
  2313. * @param v defines the vector to test
  2314. * @param min defines the minimum range
  2315. * @param max defines the maximum range
  2316. */
  2317. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2318. /**
  2319. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2320. * @param value1 defines the first control point
  2321. * @param tangent1 defines the first tangent vector
  2322. * @param value2 defines the second control point
  2323. * @param tangent2 defines the second tangent vector
  2324. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2325. * @returns the new Vector3
  2326. */
  2327. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2328. /**
  2329. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2330. * @param start defines the start value
  2331. * @param end defines the end value
  2332. * @param amount max defines amount between both (between 0 and 1)
  2333. * @returns the new Vector3
  2334. */
  2335. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2336. /**
  2337. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2338. * @param start defines the start value
  2339. * @param end defines the end value
  2340. * @param amount max defines amount between both (between 0 and 1)
  2341. * @param result defines the Vector3 where to store the result
  2342. */
  2343. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2344. /**
  2345. * Returns the dot product (float) between the vectors "left" and "right"
  2346. * @param left defines the left operand
  2347. * @param right defines the right operand
  2348. * @returns the dot product
  2349. */
  2350. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2351. /**
  2352. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2353. * The cross product is then orthogonal to both "left" and "right"
  2354. * @param left defines the left operand
  2355. * @param right defines the right operand
  2356. * @returns the cross product
  2357. */
  2358. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2359. /**
  2360. * Sets the given vector "result" with the cross product of "left" and "right"
  2361. * The cross product is then orthogonal to both "left" and "right"
  2362. * @param left defines the left operand
  2363. * @param right defines the right operand
  2364. * @param result defines the Vector3 where to store the result
  2365. */
  2366. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2367. /**
  2368. * Returns a new Vector3 as the normalization of the given vector
  2369. * @param vector defines the Vector3 to normalize
  2370. * @returns the new Vector3
  2371. */
  2372. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2373. /**
  2374. * Sets the given vector "result" with the normalization of the given first vector
  2375. * @param vector defines the Vector3 to normalize
  2376. * @param result defines the Vector3 where to store the result
  2377. */
  2378. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2379. /**
  2380. * Project a Vector3 onto screen space
  2381. * @param vector defines the Vector3 to project
  2382. * @param world defines the world matrix to use
  2383. * @param transform defines the transform (view x projection) matrix to use
  2384. * @param viewport defines the screen viewport to use
  2385. * @returns the new Vector3
  2386. */
  2387. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2388. /** @hidden */
  2389. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2390. /**
  2391. * Unproject from screen space to object space
  2392. * @param source defines the screen space Vector3 to use
  2393. * @param viewportWidth defines the current width of the viewport
  2394. * @param viewportHeight defines the current height of the viewport
  2395. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2396. * @param transform defines the transform (view x projection) matrix to use
  2397. * @returns the new Vector3
  2398. */
  2399. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2400. /**
  2401. * Unproject from screen space to object space
  2402. * @param source defines the screen space Vector3 to use
  2403. * @param viewportWidth defines the current width of the viewport
  2404. * @param viewportHeight defines the current height of the viewport
  2405. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2406. * @param view defines the view matrix to use
  2407. * @param projection defines the projection matrix to use
  2408. * @returns the new Vector3
  2409. */
  2410. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2411. /**
  2412. * Unproject from screen space to object space
  2413. * @param source defines the screen space Vector3 to use
  2414. * @param viewportWidth defines the current width of the viewport
  2415. * @param viewportHeight defines the current height of the viewport
  2416. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2417. * @param view defines the view matrix to use
  2418. * @param projection defines the projection matrix to use
  2419. * @param result defines the Vector3 where to store the result
  2420. */
  2421. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2422. /**
  2423. * Unproject from screen space to object space
  2424. * @param sourceX defines the screen space x coordinate to use
  2425. * @param sourceY defines the screen space y coordinate to use
  2426. * @param sourceZ defines the screen space z coordinate to use
  2427. * @param viewportWidth defines the current width of the viewport
  2428. * @param viewportHeight defines the current height of the viewport
  2429. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2430. * @param view defines the view matrix to use
  2431. * @param projection defines the projection matrix to use
  2432. * @param result defines the Vector3 where to store the result
  2433. */
  2434. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2435. /**
  2436. * Gets the minimal coordinate values between two Vector3
  2437. * @param left defines the first operand
  2438. * @param right defines the second operand
  2439. * @returns the new Vector3
  2440. */
  2441. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2442. /**
  2443. * Gets the maximal coordinate values between two Vector3
  2444. * @param left defines the first operand
  2445. * @param right defines the second operand
  2446. * @returns the new Vector3
  2447. */
  2448. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2449. /**
  2450. * Returns the distance between the vectors "value1" and "value2"
  2451. * @param value1 defines the first operand
  2452. * @param value2 defines the second operand
  2453. * @returns the distance
  2454. */
  2455. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2456. /**
  2457. * Returns the squared distance between the vectors "value1" and "value2"
  2458. * @param value1 defines the first operand
  2459. * @param value2 defines the second operand
  2460. * @returns the squared distance
  2461. */
  2462. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2463. /**
  2464. * Returns a new Vector3 located at the center between "value1" and "value2"
  2465. * @param value1 defines the first operand
  2466. * @param value2 defines the second operand
  2467. * @returns the new Vector3
  2468. */
  2469. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2470. /**
  2471. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2472. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2473. * to something in order to rotate it from its local system to the given target system
  2474. * Note: axis1, axis2 and axis3 are normalized during this operation
  2475. * @param axis1 defines the first axis
  2476. * @param axis2 defines the second axis
  2477. * @param axis3 defines the third axis
  2478. * @returns a new Vector3
  2479. */
  2480. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2481. /**
  2482. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2483. * @param axis1 defines the first axis
  2484. * @param axis2 defines the second axis
  2485. * @param axis3 defines the third axis
  2486. * @param ref defines the Vector3 where to store the result
  2487. */
  2488. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2489. }
  2490. /**
  2491. * Vector4 class created for EulerAngle class conversion to Quaternion
  2492. */
  2493. export class Vector4 {
  2494. /** x value of the vector */
  2495. x: number;
  2496. /** y value of the vector */
  2497. y: number;
  2498. /** z value of the vector */
  2499. z: number;
  2500. /** w value of the vector */
  2501. w: number;
  2502. /**
  2503. * Creates a Vector4 object from the given floats.
  2504. * @param x x value of the vector
  2505. * @param y y value of the vector
  2506. * @param z z value of the vector
  2507. * @param w w value of the vector
  2508. */
  2509. constructor(
  2510. /** x value of the vector */
  2511. x: number,
  2512. /** y value of the vector */
  2513. y: number,
  2514. /** z value of the vector */
  2515. z: number,
  2516. /** w value of the vector */
  2517. w: number);
  2518. /**
  2519. * Returns the string with the Vector4 coordinates.
  2520. * @returns a string containing all the vector values
  2521. */
  2522. toString(): string;
  2523. /**
  2524. * Returns the string "Vector4".
  2525. * @returns "Vector4"
  2526. */
  2527. getClassName(): string;
  2528. /**
  2529. * Returns the Vector4 hash code.
  2530. * @returns a unique hash code
  2531. */
  2532. getHashCode(): number;
  2533. /**
  2534. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2535. * @returns the resulting array
  2536. */
  2537. asArray(): number[];
  2538. /**
  2539. * Populates the given array from the given index with the Vector4 coordinates.
  2540. * @param array array to populate
  2541. * @param index index of the array to start at (default: 0)
  2542. * @returns the Vector4.
  2543. */
  2544. toArray(array: FloatArray, index?: number): Vector4;
  2545. /**
  2546. * Adds the given vector to the current Vector4.
  2547. * @param otherVector the vector to add
  2548. * @returns the updated Vector4.
  2549. */
  2550. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2551. /**
  2552. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2553. * @param otherVector the vector to add
  2554. * @returns the resulting vector
  2555. */
  2556. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2557. /**
  2558. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2559. * @param otherVector the vector to add
  2560. * @param result the vector to store the result
  2561. * @returns the current Vector4.
  2562. */
  2563. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2564. /**
  2565. * Subtract in place the given vector from the current Vector4.
  2566. * @param otherVector the vector to subtract
  2567. * @returns the updated Vector4.
  2568. */
  2569. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2570. /**
  2571. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2572. * @param otherVector the vector to add
  2573. * @returns the new vector with the result
  2574. */
  2575. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2576. /**
  2577. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2578. * @param otherVector the vector to subtract
  2579. * @param result the vector to store the result
  2580. * @returns the current Vector4.
  2581. */
  2582. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2583. /**
  2584. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2585. */
  2586. /**
  2587. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2588. * @param x value to subtract
  2589. * @param y value to subtract
  2590. * @param z value to subtract
  2591. * @param w value to subtract
  2592. * @returns new vector containing the result
  2593. */
  2594. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2595. /**
  2596. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2597. * @param x value to subtract
  2598. * @param y value to subtract
  2599. * @param z value to subtract
  2600. * @param w value to subtract
  2601. * @param result the vector to store the result in
  2602. * @returns the current Vector4.
  2603. */
  2604. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2605. /**
  2606. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2607. * @returns a new vector with the negated values
  2608. */
  2609. negate(): Vector4;
  2610. /**
  2611. * Multiplies the current Vector4 coordinates by scale (float).
  2612. * @param scale the number to scale with
  2613. * @returns the updated Vector4.
  2614. */
  2615. scaleInPlace(scale: number): Vector4;
  2616. /**
  2617. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2618. * @param scale the number to scale with
  2619. * @returns a new vector with the result
  2620. */
  2621. scale(scale: number): Vector4;
  2622. /**
  2623. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2624. * @param scale the number to scale with
  2625. * @param result a vector to store the result in
  2626. * @returns the current Vector4.
  2627. */
  2628. scaleToRef(scale: number, result: Vector4): Vector4;
  2629. /**
  2630. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2631. * @param scale defines the scale factor
  2632. * @param result defines the Vector4 object where to store the result
  2633. * @returns the unmodified current Vector4
  2634. */
  2635. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2636. /**
  2637. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2638. * @param otherVector the vector to compare against
  2639. * @returns true if they are equal
  2640. */
  2641. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2642. /**
  2643. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2644. * @param otherVector vector to compare against
  2645. * @param epsilon (Default: very small number)
  2646. * @returns true if they are equal
  2647. */
  2648. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2649. /**
  2650. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2651. * @param x x value to compare against
  2652. * @param y y value to compare against
  2653. * @param z z value to compare against
  2654. * @param w w value to compare against
  2655. * @returns true if equal
  2656. */
  2657. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2658. /**
  2659. * Multiplies in place the current Vector4 by the given one.
  2660. * @param otherVector vector to multiple with
  2661. * @returns the updated Vector4.
  2662. */
  2663. multiplyInPlace(otherVector: Vector4): Vector4;
  2664. /**
  2665. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2666. * @param otherVector vector to multiple with
  2667. * @returns resulting new vector
  2668. */
  2669. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2670. /**
  2671. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2672. * @param otherVector vector to multiple with
  2673. * @param result vector to store the result
  2674. * @returns the current Vector4.
  2675. */
  2676. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2677. /**
  2678. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2679. * @param x x value multiply with
  2680. * @param y y value multiply with
  2681. * @param z z value multiply with
  2682. * @param w w value multiply with
  2683. * @returns resulting new vector
  2684. */
  2685. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2686. /**
  2687. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2688. * @param otherVector vector to devide with
  2689. * @returns resulting new vector
  2690. */
  2691. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2692. /**
  2693. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2694. * @param otherVector vector to devide with
  2695. * @param result vector to store the result
  2696. * @returns the current Vector4.
  2697. */
  2698. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2699. /**
  2700. * Divides the current Vector3 coordinates by the given ones.
  2701. * @param otherVector vector to devide with
  2702. * @returns the updated Vector3.
  2703. */
  2704. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2705. /**
  2706. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2707. * @param other defines the second operand
  2708. * @returns the current updated Vector4
  2709. */
  2710. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2711. /**
  2712. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2713. * @param other defines the second operand
  2714. * @returns the current updated Vector4
  2715. */
  2716. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2717. /**
  2718. * Gets a new Vector4 from current Vector4 floored values
  2719. * @returns a new Vector4
  2720. */
  2721. floor(): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector3 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. fract(): Vector4;
  2727. /**
  2728. * Returns the Vector4 length (float).
  2729. * @returns the length
  2730. */
  2731. length(): number;
  2732. /**
  2733. * Returns the Vector4 squared length (float).
  2734. * @returns the length squared
  2735. */
  2736. lengthSquared(): number;
  2737. /**
  2738. * Normalizes in place the Vector4.
  2739. * @returns the updated Vector4.
  2740. */
  2741. normalize(): Vector4;
  2742. /**
  2743. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2744. * @returns this converted to a new vector3
  2745. */
  2746. toVector3(): Vector3;
  2747. /**
  2748. * Returns a new Vector4 copied from the current one.
  2749. * @returns the new cloned vector
  2750. */
  2751. clone(): Vector4;
  2752. /**
  2753. * Updates the current Vector4 with the given one coordinates.
  2754. * @param source the source vector to copy from
  2755. * @returns the updated Vector4.
  2756. */
  2757. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2758. /**
  2759. * Updates the current Vector4 coordinates with the given floats.
  2760. * @param x float to copy from
  2761. * @param y float to copy from
  2762. * @param z float to copy from
  2763. * @param w float to copy from
  2764. * @returns the updated Vector4.
  2765. */
  2766. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2767. /**
  2768. * Updates the current Vector4 coordinates with the given floats.
  2769. * @param x float to set from
  2770. * @param y float to set from
  2771. * @param z float to set from
  2772. * @param w float to set from
  2773. * @returns the updated Vector4.
  2774. */
  2775. set(x: number, y: number, z: number, w: number): Vector4;
  2776. /**
  2777. * Copies the given float to the current Vector3 coordinates
  2778. * @param v defines the x, y, z and w coordinates of the operand
  2779. * @returns the current updated Vector3
  2780. */
  2781. setAll(v: number): Vector4;
  2782. /**
  2783. * Returns a new Vector4 set from the starting index of the given array.
  2784. * @param array the array to pull values from
  2785. * @param offset the offset into the array to start at
  2786. * @returns the new vector
  2787. */
  2788. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2789. /**
  2790. * Updates the given vector "result" from the starting index of the given array.
  2791. * @param array the array to pull values from
  2792. * @param offset the offset into the array to start at
  2793. * @param result the vector to store the result in
  2794. */
  2795. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2796. /**
  2797. * Updates the given vector "result" from the starting index of the given Float32Array.
  2798. * @param array the array to pull values from
  2799. * @param offset the offset into the array to start at
  2800. * @param result the vector to store the result in
  2801. */
  2802. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2803. /**
  2804. * Updates the given vector "result" coordinates from the given floats.
  2805. * @param x float to set from
  2806. * @param y float to set from
  2807. * @param z float to set from
  2808. * @param w float to set from
  2809. * @param result the vector to the floats in
  2810. */
  2811. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2812. /**
  2813. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2814. * @returns the new vector
  2815. */
  2816. static Zero(): Vector4;
  2817. /**
  2818. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2819. * @returns the new vector
  2820. */
  2821. static One(): Vector4;
  2822. /**
  2823. * Returns a new normalized Vector4 from the given one.
  2824. * @param vector the vector to normalize
  2825. * @returns the vector
  2826. */
  2827. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2828. /**
  2829. * Updates the given vector "result" from the normalization of the given one.
  2830. * @param vector the vector to normalize
  2831. * @param result the vector to store the result in
  2832. */
  2833. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2834. /**
  2835. * Returns a vector with the minimum values from the left and right vectors
  2836. * @param left left vector to minimize
  2837. * @param right right vector to minimize
  2838. * @returns a new vector with the minimum of the left and right vector values
  2839. */
  2840. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2841. /**
  2842. * Returns a vector with the maximum values from the left and right vectors
  2843. * @param left left vector to maximize
  2844. * @param right right vector to maximize
  2845. * @returns a new vector with the maximum of the left and right vector values
  2846. */
  2847. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2848. /**
  2849. * Returns the distance (float) between the vectors "value1" and "value2".
  2850. * @param value1 value to calulate the distance between
  2851. * @param value2 value to calulate the distance between
  2852. * @return the distance between the two vectors
  2853. */
  2854. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2855. /**
  2856. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2857. * @param value1 value to calulate the distance between
  2858. * @param value2 value to calulate the distance between
  2859. * @return the distance between the two vectors squared
  2860. */
  2861. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2862. /**
  2863. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2864. * @param value1 value to calulate the center between
  2865. * @param value2 value to calulate the center between
  2866. * @return the center between the two vectors
  2867. */
  2868. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2869. /**
  2870. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2871. * This methods computes transformed normalized direction vectors only.
  2872. * @param vector the vector to transform
  2873. * @param transformation the transformation matrix to apply
  2874. * @returns the new vector
  2875. */
  2876. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2877. /**
  2878. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2879. * This methods computes transformed normalized direction vectors only.
  2880. * @param vector the vector to transform
  2881. * @param transformation the transformation matrix to apply
  2882. * @param result the vector to store the result in
  2883. */
  2884. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2885. /**
  2886. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2887. * This methods computes transformed normalized direction vectors only.
  2888. * @param x value to transform
  2889. * @param y value to transform
  2890. * @param z value to transform
  2891. * @param w value to transform
  2892. * @param transformation the transformation matrix to apply
  2893. * @param result the vector to store the results in
  2894. */
  2895. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2896. /**
  2897. * Creates a new Vector4 from a Vector3
  2898. * @param source defines the source data
  2899. * @param w defines the 4th component (default is 0)
  2900. * @returns a new Vector4
  2901. */
  2902. static FromVector3(source: Vector3, w?: number): Vector4;
  2903. }
  2904. /**
  2905. * Class used to store quaternion data
  2906. * @see https://en.wikipedia.org/wiki/Quaternion
  2907. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2908. */
  2909. export class Quaternion {
  2910. /** defines the first component (0 by default) */
  2911. x: number;
  2912. /** defines the second component (0 by default) */
  2913. y: number;
  2914. /** defines the third component (0 by default) */
  2915. z: number;
  2916. /** defines the fourth component (1.0 by default) */
  2917. w: number;
  2918. /**
  2919. * Creates a new Quaternion from the given floats
  2920. * @param x defines the first component (0 by default)
  2921. * @param y defines the second component (0 by default)
  2922. * @param z defines the third component (0 by default)
  2923. * @param w defines the fourth component (1.0 by default)
  2924. */
  2925. constructor(
  2926. /** defines the first component (0 by default) */
  2927. x?: number,
  2928. /** defines the second component (0 by default) */
  2929. y?: number,
  2930. /** defines the third component (0 by default) */
  2931. z?: number,
  2932. /** defines the fourth component (1.0 by default) */
  2933. w?: number);
  2934. /**
  2935. * Gets a string representation for the current quaternion
  2936. * @returns a string with the Quaternion coordinates
  2937. */
  2938. toString(): string;
  2939. /**
  2940. * Gets the class name of the quaternion
  2941. * @returns the string "Quaternion"
  2942. */
  2943. getClassName(): string;
  2944. /**
  2945. * Gets a hash code for this quaternion
  2946. * @returns the quaternion hash code
  2947. */
  2948. getHashCode(): number;
  2949. /**
  2950. * Copy the quaternion to an array
  2951. * @returns a new array populated with 4 elements from the quaternion coordinates
  2952. */
  2953. asArray(): number[];
  2954. /**
  2955. * Check if two quaternions are equals
  2956. * @param otherQuaternion defines the second operand
  2957. * @return true if the current quaternion and the given one coordinates are strictly equals
  2958. */
  2959. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2960. /**
  2961. * Clone the current quaternion
  2962. * @returns a new quaternion copied from the current one
  2963. */
  2964. clone(): Quaternion;
  2965. /**
  2966. * Copy a quaternion to the current one
  2967. * @param other defines the other quaternion
  2968. * @returns the updated current quaternion
  2969. */
  2970. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2971. /**
  2972. * Updates the current quaternion with the given float coordinates
  2973. * @param x defines the x coordinate
  2974. * @param y defines the y coordinate
  2975. * @param z defines the z coordinate
  2976. * @param w defines the w coordinate
  2977. * @returns the updated current quaternion
  2978. */
  2979. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2980. /**
  2981. * Updates the current quaternion from the given float coordinates
  2982. * @param x defines the x coordinate
  2983. * @param y defines the y coordinate
  2984. * @param z defines the z coordinate
  2985. * @param w defines the w coordinate
  2986. * @returns the updated current quaternion
  2987. */
  2988. set(x: number, y: number, z: number, w: number): Quaternion;
  2989. /**
  2990. * Adds two quaternions
  2991. * @param other defines the second operand
  2992. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2993. */
  2994. add(other: DeepImmutable<Quaternion>): Quaternion;
  2995. /**
  2996. * Add a quaternion to the current one
  2997. * @param other defines the quaternion to add
  2998. * @returns the current quaternion
  2999. */
  3000. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3001. /**
  3002. * Subtract two quaternions
  3003. * @param other defines the second operand
  3004. * @returns a new quaternion as the subtraction result of the given one from the current one
  3005. */
  3006. subtract(other: Quaternion): Quaternion;
  3007. /**
  3008. * Multiplies the current quaternion by a scale factor
  3009. * @param value defines the scale factor
  3010. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3011. */
  3012. scale(value: number): Quaternion;
  3013. /**
  3014. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3015. * @param scale defines the scale factor
  3016. * @param result defines the Quaternion object where to store the result
  3017. * @returns the unmodified current quaternion
  3018. */
  3019. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3020. /**
  3021. * Multiplies in place the current quaternion by a scale factor
  3022. * @param value defines the scale factor
  3023. * @returns the current modified quaternion
  3024. */
  3025. scaleInPlace(value: number): Quaternion;
  3026. /**
  3027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3028. * @param scale defines the scale factor
  3029. * @param result defines the Quaternion object where to store the result
  3030. * @returns the unmodified current quaternion
  3031. */
  3032. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3033. /**
  3034. * Multiplies two quaternions
  3035. * @param q1 defines the second operand
  3036. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3037. */
  3038. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3039. /**
  3040. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3041. * @param q1 defines the second operand
  3042. * @param result defines the target quaternion
  3043. * @returns the current quaternion
  3044. */
  3045. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3046. /**
  3047. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3048. * @param q1 defines the second operand
  3049. * @returns the currentupdated quaternion
  3050. */
  3051. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3052. /**
  3053. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3054. * @param ref defines the target quaternion
  3055. * @returns the current quaternion
  3056. */
  3057. conjugateToRef(ref: Quaternion): Quaternion;
  3058. /**
  3059. * Conjugates in place (1-q) the current quaternion
  3060. * @returns the current updated quaternion
  3061. */
  3062. conjugateInPlace(): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns a new quaternion
  3066. */
  3067. conjugate(): Quaternion;
  3068. /**
  3069. * Gets length of current quaternion
  3070. * @returns the quaternion length (float)
  3071. */
  3072. length(): number;
  3073. /**
  3074. * Normalize in place the current quaternion
  3075. * @returns the current updated quaternion
  3076. */
  3077. normalize(): Quaternion;
  3078. /**
  3079. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3080. * @param order is a reserved parameter and is ignore for now
  3081. * @returns a new Vector3 containing the Euler angles
  3082. */
  3083. toEulerAngles(order?: string): Vector3;
  3084. /**
  3085. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3086. * @param result defines the vector which will be filled with the Euler angles
  3087. * @param order is a reserved parameter and is ignore for now
  3088. * @returns the current unchanged quaternion
  3089. */
  3090. toEulerAnglesToRef(result: Vector3): Quaternion;
  3091. /**
  3092. * Updates the given rotation matrix with the current quaternion values
  3093. * @param result defines the target matrix
  3094. * @returns the current unchanged quaternion
  3095. */
  3096. toRotationMatrix(result: Matrix): Quaternion;
  3097. /**
  3098. * Updates the current quaternion from the given rotation matrix values
  3099. * @param matrix defines the source matrix
  3100. * @returns the current updated quaternion
  3101. */
  3102. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3103. /**
  3104. * Creates a new quaternion from a rotation matrix
  3105. * @param matrix defines the source matrix
  3106. * @returns a new quaternion created from the given rotation matrix values
  3107. */
  3108. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3109. /**
  3110. * Updates the given quaternion with the given rotation matrix values
  3111. * @param matrix defines the source matrix
  3112. * @param result defines the target quaternion
  3113. */
  3114. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3115. /**
  3116. * Returns the dot product (float) between the quaternions "left" and "right"
  3117. * @param left defines the left operand
  3118. * @param right defines the right operand
  3119. * @returns the dot product
  3120. */
  3121. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3122. /**
  3123. * Checks if the two quaternions are close to each other
  3124. * @param quat0 defines the first quaternion to check
  3125. * @param quat1 defines the second quaternion to check
  3126. * @returns true if the two quaternions are close to each other
  3127. */
  3128. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3129. /**
  3130. * Creates an empty quaternion
  3131. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3132. */
  3133. static Zero(): Quaternion;
  3134. /**
  3135. * Inverse a given quaternion
  3136. * @param q defines the source quaternion
  3137. * @returns a new quaternion as the inverted current quaternion
  3138. */
  3139. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3140. /**
  3141. * Inverse a given quaternion
  3142. * @param q defines the source quaternion
  3143. * @param result the quaternion the result will be stored in
  3144. * @returns the result quaternion
  3145. */
  3146. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3147. /**
  3148. * Creates an identity quaternion
  3149. * @returns the identity quaternion
  3150. */
  3151. static Identity(): Quaternion;
  3152. /**
  3153. * Gets a boolean indicating if the given quaternion is identity
  3154. * @param quaternion defines the quaternion to check
  3155. * @returns true if the quaternion is identity
  3156. */
  3157. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3158. /**
  3159. * Creates a quaternion from a rotation around an axis
  3160. * @param axis defines the axis to use
  3161. * @param angle defines the angle to use
  3162. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3163. */
  3164. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3165. /**
  3166. * Creates a rotation around an axis and stores it into the given quaternion
  3167. * @param axis defines the axis to use
  3168. * @param angle defines the angle to use
  3169. * @param result defines the target quaternion
  3170. * @returns the target quaternion
  3171. */
  3172. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3173. /**
  3174. * Creates a new quaternion from data stored into an array
  3175. * @param array defines the data source
  3176. * @param offset defines the offset in the source array where the data starts
  3177. * @returns a new quaternion
  3178. */
  3179. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3180. /**
  3181. * Create a quaternion from Euler rotation angles
  3182. * @param x Pitch
  3183. * @param y Yaw
  3184. * @param z Roll
  3185. * @returns the new Quaternion
  3186. */
  3187. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3188. /**
  3189. * Updates a quaternion from Euler rotation angles
  3190. * @param x Pitch
  3191. * @param y Yaw
  3192. * @param z Roll
  3193. * @param result the quaternion to store the result
  3194. * @returns the updated quaternion
  3195. */
  3196. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3197. /**
  3198. * Create a quaternion from Euler rotation vector
  3199. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3200. * @returns the new Quaternion
  3201. */
  3202. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3203. /**
  3204. * Updates a quaternion from Euler rotation vector
  3205. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3206. * @param result the quaternion to store the result
  3207. * @returns the updated quaternion
  3208. */
  3209. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3210. /**
  3211. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3212. * @param yaw defines the rotation around Y axis
  3213. * @param pitch defines the rotation around X axis
  3214. * @param roll defines the rotation around Z axis
  3215. * @returns the new quaternion
  3216. */
  3217. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3218. /**
  3219. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3220. * @param yaw defines the rotation around Y axis
  3221. * @param pitch defines the rotation around X axis
  3222. * @param roll defines the rotation around Z axis
  3223. * @param result defines the target quaternion
  3224. */
  3225. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3226. /**
  3227. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3228. * @param alpha defines the rotation around first axis
  3229. * @param beta defines the rotation around second axis
  3230. * @param gamma defines the rotation around third axis
  3231. * @returns the new quaternion
  3232. */
  3233. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3234. /**
  3235. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3236. * @param alpha defines the rotation around first axis
  3237. * @param beta defines the rotation around second axis
  3238. * @param gamma defines the rotation around third axis
  3239. * @param result defines the target quaternion
  3240. */
  3241. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3242. /**
  3243. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3244. * @param axis1 defines the first axis
  3245. * @param axis2 defines the second axis
  3246. * @param axis3 defines the third axis
  3247. * @returns the new quaternion
  3248. */
  3249. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3250. /**
  3251. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3252. * @param axis1 defines the first axis
  3253. * @param axis2 defines the second axis
  3254. * @param axis3 defines the third axis
  3255. * @param ref defines the target quaternion
  3256. */
  3257. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3258. /**
  3259. * Interpolates between two quaternions
  3260. * @param left defines first quaternion
  3261. * @param right defines second quaternion
  3262. * @param amount defines the gradient to use
  3263. * @returns the new interpolated quaternion
  3264. */
  3265. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3266. /**
  3267. * Interpolates between two quaternions and stores it into a target quaternion
  3268. * @param left defines first quaternion
  3269. * @param right defines second quaternion
  3270. * @param amount defines the gradient to use
  3271. * @param result defines the target quaternion
  3272. */
  3273. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3274. /**
  3275. * Interpolate between two quaternions using Hermite interpolation
  3276. * @param value1 defines first quaternion
  3277. * @param tangent1 defines the incoming tangent
  3278. * @param value2 defines second quaternion
  3279. * @param tangent2 defines the outgoing tangent
  3280. * @param amount defines the target quaternion
  3281. * @returns the new interpolated quaternion
  3282. */
  3283. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3284. }
  3285. /**
  3286. * Class used to store matrix data (4x4)
  3287. */
  3288. export class Matrix {
  3289. private static _updateFlagSeed;
  3290. private static _identityReadOnly;
  3291. private _isIdentity;
  3292. private _isIdentityDirty;
  3293. private _isIdentity3x2;
  3294. private _isIdentity3x2Dirty;
  3295. /**
  3296. * Gets the update flag of the matrix which is an unique number for the matrix.
  3297. * It will be incremented every time the matrix data change.
  3298. * You can use it to speed the comparison between two versions of the same matrix.
  3299. */
  3300. updateFlag: number;
  3301. private readonly _m;
  3302. /**
  3303. * Gets the internal data of the matrix
  3304. */
  3305. readonly m: DeepImmutable<Float32Array>;
  3306. /** @hidden */
  3307. _markAsUpdated(): void;
  3308. /** @hidden */
  3309. private _updateIdentityStatus;
  3310. /**
  3311. * Creates an empty matrix (filled with zeros)
  3312. */
  3313. constructor();
  3314. /**
  3315. * Check if the current matrix is identity
  3316. * @returns true is the matrix is the identity matrix
  3317. */
  3318. isIdentity(): boolean;
  3319. /**
  3320. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentityAs3x2(): boolean;
  3324. /**
  3325. * Gets the determinant of the matrix
  3326. * @returns the matrix determinant
  3327. */
  3328. determinant(): number;
  3329. /**
  3330. * Returns the matrix as a Float32Array
  3331. * @returns the matrix underlying array
  3332. */
  3333. toArray(): DeepImmutable<Float32Array>;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array.
  3337. */
  3338. asArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Inverts the current matrix in place
  3341. * @returns the current inverted matrix
  3342. */
  3343. invert(): Matrix;
  3344. /**
  3345. * Sets all the matrix elements to zero
  3346. * @returns the current matrix
  3347. */
  3348. reset(): Matrix;
  3349. /**
  3350. * Adds the current matrix with a second one
  3351. * @param other defines the matrix to add
  3352. * @returns a new matrix as the addition of the current matrix and the given one
  3353. */
  3354. add(other: DeepImmutable<Matrix>): Matrix;
  3355. /**
  3356. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3357. * @param other defines the matrix to add
  3358. * @param result defines the target matrix
  3359. * @returns the current matrix
  3360. */
  3361. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3362. /**
  3363. * Adds in place the given matrix to the current matrix
  3364. * @param other defines the second operand
  3365. * @returns the current updated matrix
  3366. */
  3367. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3368. /**
  3369. * Sets the given matrix to the current inverted Matrix
  3370. * @param other defines the target matrix
  3371. * @returns the unmodified current matrix
  3372. */
  3373. invertToRef(other: Matrix): Matrix;
  3374. /**
  3375. * add a value at the specified position in the current Matrix
  3376. * @param index the index of the value within the matrix. between 0 and 15.
  3377. * @param value the value to be added
  3378. * @returns the current updated matrix
  3379. */
  3380. addAtIndex(index: number, value: number): Matrix;
  3381. /**
  3382. * mutiply the specified position in the current Matrix by a value
  3383. * @param index the index of the value within the matrix. between 0 and 15.
  3384. * @param value the value to be added
  3385. * @returns the current updated matrix
  3386. */
  3387. multiplyAtIndex(index: number, value: number): Matrix;
  3388. /**
  3389. * Inserts the translation vector (using 3 floats) in the current matrix
  3390. * @param x defines the 1st component of the translation
  3391. * @param y defines the 2nd component of the translation
  3392. * @param z defines the 3rd component of the translation
  3393. * @returns the current updated matrix
  3394. */
  3395. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3396. /**
  3397. * Adds the translation vector (using 3 floats) in the current matrix
  3398. * @param x defines the 1st component of the translation
  3399. * @param y defines the 2nd component of the translation
  3400. * @param z defines the 3rd component of the translation
  3401. * @returns the current updated matrix
  3402. */
  3403. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3404. /**
  3405. * Inserts the translation vector in the current matrix
  3406. * @param vector3 defines the translation to insert
  3407. * @returns the current updated matrix
  3408. */
  3409. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3410. /**
  3411. * Gets the translation value of the current matrix
  3412. * @returns a new Vector3 as the extracted translation from the matrix
  3413. */
  3414. getTranslation(): Vector3;
  3415. /**
  3416. * Fill a Vector3 with the extracted translation from the matrix
  3417. * @param result defines the Vector3 where to store the translation
  3418. * @returns the current matrix
  3419. */
  3420. getTranslationToRef(result: Vector3): Matrix;
  3421. /**
  3422. * Remove rotation and scaling part from the matrix
  3423. * @returns the updated matrix
  3424. */
  3425. removeRotationAndScaling(): Matrix;
  3426. /**
  3427. * Multiply two matrices
  3428. * @param other defines the second operand
  3429. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3430. */
  3431. multiply(other: DeepImmutable<Matrix>): Matrix;
  3432. /**
  3433. * Copy the current matrix from the given one
  3434. * @param other defines the source matrix
  3435. * @returns the current updated matrix
  3436. */
  3437. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3438. /**
  3439. * Populates the given array from the starting index with the current matrix values
  3440. * @param array defines the target array
  3441. * @param offset defines the offset in the target array where to start storing values
  3442. * @returns the current matrix
  3443. */
  3444. copyToArray(array: Float32Array, offset?: number): Matrix;
  3445. /**
  3446. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3447. * @param other defines the second operand
  3448. * @param result defines the matrix where to store the multiplication
  3449. * @returns the current matrix
  3450. */
  3451. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3452. /**
  3453. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3454. * @param other defines the second operand
  3455. * @param result defines the array where to store the multiplication
  3456. * @param offset defines the offset in the target array where to start storing values
  3457. * @returns the current matrix
  3458. */
  3459. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3460. /**
  3461. * Check equality between this matrix and a second one
  3462. * @param value defines the second matrix to compare
  3463. * @returns true is the current matrix and the given one values are strictly equal
  3464. */
  3465. equals(value: DeepImmutable<Matrix>): boolean;
  3466. /**
  3467. * Clone the current matrix
  3468. * @returns a new matrix from the current matrix
  3469. */
  3470. clone(): Matrix;
  3471. /**
  3472. * Returns the name of the current matrix class
  3473. * @returns the string "Matrix"
  3474. */
  3475. getClassName(): string;
  3476. /**
  3477. * Gets the hash code of the current matrix
  3478. * @returns the hash code
  3479. */
  3480. getHashCode(): number;
  3481. /**
  3482. * Decomposes the current Matrix into a translation, rotation and scaling components
  3483. * @param scale defines the scale vector3 given as a reference to update
  3484. * @param rotation defines the rotation quaternion given as a reference to update
  3485. * @param translation defines the translation vector3 given as a reference to update
  3486. * @returns true if operation was successful
  3487. */
  3488. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3489. /**
  3490. * Gets specific row of the matrix
  3491. * @param index defines the number of the row to get
  3492. * @returns the index-th row of the current matrix as a new Vector4
  3493. */
  3494. getRow(index: number): Nullable<Vector4>;
  3495. /**
  3496. * Sets the index-th row of the current matrix to the vector4 values
  3497. * @param index defines the number of the row to set
  3498. * @param row defines the target vector4
  3499. * @returns the updated current matrix
  3500. */
  3501. setRow(index: number, row: Vector4): Matrix;
  3502. /**
  3503. * Compute the transpose of the matrix
  3504. * @returns the new transposed matrix
  3505. */
  3506. transpose(): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix and store it in a given matrix
  3509. * @param result defines the target matrix
  3510. * @returns the current matrix
  3511. */
  3512. transposeToRef(result: Matrix): Matrix;
  3513. /**
  3514. * Sets the index-th row of the current matrix with the given 4 x float values
  3515. * @param index defines the row index
  3516. * @param x defines the x component to set
  3517. * @param y defines the y component to set
  3518. * @param z defines the z component to set
  3519. * @param w defines the w component to set
  3520. * @returns the updated current matrix
  3521. */
  3522. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3523. /**
  3524. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3525. * @param scale defines the scale factor
  3526. * @returns a new matrix
  3527. */
  3528. scale(scale: number): Matrix;
  3529. /**
  3530. * Scale the current matrix values by a factor to a given result matrix
  3531. * @param scale defines the scale factor
  3532. * @param result defines the matrix to store the result
  3533. * @returns the current matrix
  3534. */
  3535. scaleToRef(scale: number, result: Matrix): Matrix;
  3536. /**
  3537. * Scale the current matrix values by a factor and add the result to a given matrix
  3538. * @param scale defines the scale factor
  3539. * @param result defines the Matrix to store the result
  3540. * @returns the current matrix
  3541. */
  3542. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3543. /**
  3544. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3545. * @param ref matrix to store the result
  3546. */
  3547. toNormalMatrix(ref: Matrix): void;
  3548. /**
  3549. * Gets only rotation part of the current matrix
  3550. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3551. */
  3552. getRotationMatrix(): Matrix;
  3553. /**
  3554. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3555. * @param result defines the target matrix to store data to
  3556. * @returns the current matrix
  3557. */
  3558. getRotationMatrixToRef(result: Matrix): Matrix;
  3559. /**
  3560. * Toggles model matrix from being right handed to left handed in place and vice versa
  3561. */
  3562. toggleModelMatrixHandInPlace(): void;
  3563. /**
  3564. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3565. */
  3566. toggleProjectionMatrixHandInPlace(): void;
  3567. /**
  3568. * Creates a matrix from an array
  3569. * @param array defines the source array
  3570. * @param offset defines an offset in the source array
  3571. * @returns a new Matrix set from the starting index of the given array
  3572. */
  3573. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3574. /**
  3575. * Copy the content of an array into a given matrix
  3576. * @param array defines the source array
  3577. * @param offset defines an offset in the source array
  3578. * @param result defines the target matrix
  3579. */
  3580. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3581. /**
  3582. * Stores an array into a matrix after having multiplied each component by a given factor
  3583. * @param array defines the source array
  3584. * @param offset defines the offset in the source array
  3585. * @param scale defines the scaling factor
  3586. * @param result defines the target matrix
  3587. */
  3588. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3589. /**
  3590. * Gets an identity matrix that must not be updated
  3591. */
  3592. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3593. /**
  3594. * Stores a list of values (16) inside a given matrix
  3595. * @param initialM11 defines 1st value of 1st row
  3596. * @param initialM12 defines 2nd value of 1st row
  3597. * @param initialM13 defines 3rd value of 1st row
  3598. * @param initialM14 defines 4th value of 1st row
  3599. * @param initialM21 defines 1st value of 2nd row
  3600. * @param initialM22 defines 2nd value of 2nd row
  3601. * @param initialM23 defines 3rd value of 2nd row
  3602. * @param initialM24 defines 4th value of 2nd row
  3603. * @param initialM31 defines 1st value of 3rd row
  3604. * @param initialM32 defines 2nd value of 3rd row
  3605. * @param initialM33 defines 3rd value of 3rd row
  3606. * @param initialM34 defines 4th value of 3rd row
  3607. * @param initialM41 defines 1st value of 4th row
  3608. * @param initialM42 defines 2nd value of 4th row
  3609. * @param initialM43 defines 3rd value of 4th row
  3610. * @param initialM44 defines 4th value of 4th row
  3611. * @param result defines the target matrix
  3612. */
  3613. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  3614. /**
  3615. * Creates new matrix from a list of values (16)
  3616. * @param initialM11 defines 1st value of 1st row
  3617. * @param initialM12 defines 2nd value of 1st row
  3618. * @param initialM13 defines 3rd value of 1st row
  3619. * @param initialM14 defines 4th value of 1st row
  3620. * @param initialM21 defines 1st value of 2nd row
  3621. * @param initialM22 defines 2nd value of 2nd row
  3622. * @param initialM23 defines 3rd value of 2nd row
  3623. * @param initialM24 defines 4th value of 2nd row
  3624. * @param initialM31 defines 1st value of 3rd row
  3625. * @param initialM32 defines 2nd value of 3rd row
  3626. * @param initialM33 defines 3rd value of 3rd row
  3627. * @param initialM34 defines 4th value of 3rd row
  3628. * @param initialM41 defines 1st value of 4th row
  3629. * @param initialM42 defines 2nd value of 4th row
  3630. * @param initialM43 defines 3rd value of 4th row
  3631. * @param initialM44 defines 4th value of 4th row
  3632. * @returns the new matrix
  3633. */
  3634. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  3635. /**
  3636. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3637. * @param scale defines the scale vector3
  3638. * @param rotation defines the rotation quaternion
  3639. * @param translation defines the translation vector3
  3640. * @returns a new matrix
  3641. */
  3642. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3643. /**
  3644. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3645. * @param scale defines the scale vector3
  3646. * @param rotation defines the rotation quaternion
  3647. * @param translation defines the translation vector3
  3648. * @param result defines the target matrix
  3649. */
  3650. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3651. /**
  3652. * Creates a new identity matrix
  3653. * @returns a new identity matrix
  3654. */
  3655. static Identity(): Matrix;
  3656. /**
  3657. * Creates a new identity matrix and stores the result in a given matrix
  3658. * @param result defines the target matrix
  3659. */
  3660. static IdentityToRef(result: Matrix): void;
  3661. /**
  3662. * Creates a new zero matrix
  3663. * @returns a new zero matrix
  3664. */
  3665. static Zero(): Matrix;
  3666. /**
  3667. * Creates a new rotation matrix for "angle" radians around the X axis
  3668. * @param angle defines the angle (in radians) to use
  3669. * @return the new matrix
  3670. */
  3671. static RotationX(angle: number): Matrix;
  3672. /**
  3673. * Creates a new matrix as the invert of a given matrix
  3674. * @param source defines the source matrix
  3675. * @returns the new matrix
  3676. */
  3677. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3678. /**
  3679. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3680. * @param angle defines the angle (in radians) to use
  3681. * @param result defines the target matrix
  3682. */
  3683. static RotationXToRef(angle: number, result: Matrix): void;
  3684. /**
  3685. * Creates a new rotation matrix for "angle" radians around the Y axis
  3686. * @param angle defines the angle (in radians) to use
  3687. * @return the new matrix
  3688. */
  3689. static RotationY(angle: number): Matrix;
  3690. /**
  3691. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3692. * @param angle defines the angle (in radians) to use
  3693. * @param result defines the target matrix
  3694. */
  3695. static RotationYToRef(angle: number, result: Matrix): void;
  3696. /**
  3697. * Creates a new rotation matrix for "angle" radians around the Z axis
  3698. * @param angle defines the angle (in radians) to use
  3699. * @return the new matrix
  3700. */
  3701. static RotationZ(angle: number): Matrix;
  3702. /**
  3703. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3704. * @param angle defines the angle (in radians) to use
  3705. * @param result defines the target matrix
  3706. */
  3707. static RotationZToRef(angle: number, result: Matrix): void;
  3708. /**
  3709. * Creates a new rotation matrix for "angle" radians around the given axis
  3710. * @param axis defines the axis to use
  3711. * @param angle defines the angle (in radians) to use
  3712. * @return the new matrix
  3713. */
  3714. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3715. /**
  3716. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3717. * @param axis defines the axis to use
  3718. * @param angle defines the angle (in radians) to use
  3719. * @param result defines the target matrix
  3720. */
  3721. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3722. /**
  3723. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3724. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3725. * @param from defines the vector to align
  3726. * @param to defines the vector to align to
  3727. * @param result defines the target matrix
  3728. */
  3729. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3730. /**
  3731. * Creates a rotation matrix
  3732. * @param yaw defines the yaw angle in radians (Y axis)
  3733. * @param pitch defines the pitch angle in radians (X axis)
  3734. * @param roll defines the roll angle in radians (X axis)
  3735. * @returns the new rotation matrix
  3736. */
  3737. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3738. /**
  3739. * Creates a rotation matrix and stores it in a given matrix
  3740. * @param yaw defines the yaw angle in radians (Y axis)
  3741. * @param pitch defines the pitch angle in radians (X axis)
  3742. * @param roll defines the roll angle in radians (X axis)
  3743. * @param result defines the target matrix
  3744. */
  3745. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3746. /**
  3747. * Creates a scaling matrix
  3748. * @param x defines the scale factor on X axis
  3749. * @param y defines the scale factor on Y axis
  3750. * @param z defines the scale factor on Z axis
  3751. * @returns the new matrix
  3752. */
  3753. static Scaling(x: number, y: number, z: number): Matrix;
  3754. /**
  3755. * Creates a scaling matrix and stores it in a given matrix
  3756. * @param x defines the scale factor on X axis
  3757. * @param y defines the scale factor on Y axis
  3758. * @param z defines the scale factor on Z axis
  3759. * @param result defines the target matrix
  3760. */
  3761. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3762. /**
  3763. * Creates a translation matrix
  3764. * @param x defines the translation on X axis
  3765. * @param y defines the translation on Y axis
  3766. * @param z defines the translationon Z axis
  3767. * @returns the new matrix
  3768. */
  3769. static Translation(x: number, y: number, z: number): Matrix;
  3770. /**
  3771. * Creates a translation matrix and stores it in a given matrix
  3772. * @param x defines the translation on X axis
  3773. * @param y defines the translation on Y axis
  3774. * @param z defines the translationon Z axis
  3775. * @param result defines the target matrix
  3776. */
  3777. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3778. /**
  3779. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3780. * @param startValue defines the start value
  3781. * @param endValue defines the end value
  3782. * @param gradient defines the gradient factor
  3783. * @returns the new matrix
  3784. */
  3785. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3786. /**
  3787. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3788. * @param startValue defines the start value
  3789. * @param endValue defines the end value
  3790. * @param gradient defines the gradient factor
  3791. * @param result defines the Matrix object where to store data
  3792. */
  3793. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3794. /**
  3795. * Builds a new matrix whose values are computed by:
  3796. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3797. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3798. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3799. * @param startValue defines the first matrix
  3800. * @param endValue defines the second matrix
  3801. * @param gradient defines the gradient between the two matrices
  3802. * @returns the new matrix
  3803. */
  3804. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3805. /**
  3806. * Update a matrix to values which are computed by:
  3807. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3808. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3809. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3810. * @param startValue defines the first matrix
  3811. * @param endValue defines the second matrix
  3812. * @param gradient defines the gradient between the two matrices
  3813. * @param result defines the target matrix
  3814. */
  3815. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3816. /**
  3817. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3818. * This function works in left handed mode
  3819. * @param eye defines the final position of the entity
  3820. * @param target defines where the entity should look at
  3821. * @param up defines the up vector for the entity
  3822. * @returns the new matrix
  3823. */
  3824. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3825. /**
  3826. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3827. * This function works in left handed mode
  3828. * @param eye defines the final position of the entity
  3829. * @param target defines where the entity should look at
  3830. * @param up defines the up vector for the entity
  3831. * @param result defines the target matrix
  3832. */
  3833. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3834. /**
  3835. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3836. * This function works in right handed mode
  3837. * @param eye defines the final position of the entity
  3838. * @param target defines where the entity should look at
  3839. * @param up defines the up vector for the entity
  3840. * @returns the new matrix
  3841. */
  3842. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3843. /**
  3844. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3845. * This function works in right handed mode
  3846. * @param eye defines the final position of the entity
  3847. * @param target defines where the entity should look at
  3848. * @param up defines the up vector for the entity
  3849. * @param result defines the target matrix
  3850. */
  3851. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3852. /**
  3853. * Create a left-handed orthographic projection matrix
  3854. * @param width defines the viewport width
  3855. * @param height defines the viewport height
  3856. * @param znear defines the near clip plane
  3857. * @param zfar defines the far clip plane
  3858. * @returns a new matrix as a left-handed orthographic projection matrix
  3859. */
  3860. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3861. /**
  3862. * Store a left-handed orthographic projection to a given matrix
  3863. * @param width defines the viewport width
  3864. * @param height defines the viewport height
  3865. * @param znear defines the near clip plane
  3866. * @param zfar defines the far clip plane
  3867. * @param result defines the target matrix
  3868. */
  3869. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3870. /**
  3871. * Create a left-handed orthographic projection matrix
  3872. * @param left defines the viewport left coordinate
  3873. * @param right defines the viewport right coordinate
  3874. * @param bottom defines the viewport bottom coordinate
  3875. * @param top defines the viewport top coordinate
  3876. * @param znear defines the near clip plane
  3877. * @param zfar defines the far clip plane
  3878. * @returns a new matrix as a left-handed orthographic projection matrix
  3879. */
  3880. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3881. /**
  3882. * Stores a left-handed orthographic projection into a given matrix
  3883. * @param left defines the viewport left coordinate
  3884. * @param right defines the viewport right coordinate
  3885. * @param bottom defines the viewport bottom coordinate
  3886. * @param top defines the viewport top coordinate
  3887. * @param znear defines the near clip plane
  3888. * @param zfar defines the far clip plane
  3889. * @param result defines the target matrix
  3890. */
  3891. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3892. /**
  3893. * Creates a right-handed orthographic projection matrix
  3894. * @param left defines the viewport left coordinate
  3895. * @param right defines the viewport right coordinate
  3896. * @param bottom defines the viewport bottom coordinate
  3897. * @param top defines the viewport top coordinate
  3898. * @param znear defines the near clip plane
  3899. * @param zfar defines the far clip plane
  3900. * @returns a new matrix as a right-handed orthographic projection matrix
  3901. */
  3902. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3903. /**
  3904. * Stores a right-handed orthographic projection into a given matrix
  3905. * @param left defines the viewport left coordinate
  3906. * @param right defines the viewport right coordinate
  3907. * @param bottom defines the viewport bottom coordinate
  3908. * @param top defines the viewport top coordinate
  3909. * @param znear defines the near clip plane
  3910. * @param zfar defines the far clip plane
  3911. * @param result defines the target matrix
  3912. */
  3913. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3914. /**
  3915. * Creates a left-handed perspective projection matrix
  3916. * @param width defines the viewport width
  3917. * @param height defines the viewport height
  3918. * @param znear defines the near clip plane
  3919. * @param zfar defines the far clip plane
  3920. * @returns a new matrix as a left-handed perspective projection matrix
  3921. */
  3922. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3923. /**
  3924. * Creates a left-handed perspective projection matrix
  3925. * @param fov defines the horizontal field of view
  3926. * @param aspect defines the aspect ratio
  3927. * @param znear defines the near clip plane
  3928. * @param zfar defines the far clip plane
  3929. * @returns a new matrix as a left-handed perspective projection matrix
  3930. */
  3931. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3932. /**
  3933. * Stores a left-handed perspective projection into a given matrix
  3934. * @param fov defines the horizontal field of view
  3935. * @param aspect defines the aspect ratio
  3936. * @param znear defines the near clip plane
  3937. * @param zfar defines the far clip plane
  3938. * @param result defines the target matrix
  3939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3940. */
  3941. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3942. /**
  3943. * Creates a right-handed perspective projection matrix
  3944. * @param fov defines the horizontal field of view
  3945. * @param aspect defines the aspect ratio
  3946. * @param znear defines the near clip plane
  3947. * @param zfar defines the far clip plane
  3948. * @returns a new matrix as a right-handed perspective projection matrix
  3949. */
  3950. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3951. /**
  3952. * Stores a right-handed perspective projection into a given matrix
  3953. * @param fov defines the horizontal field of view
  3954. * @param aspect defines the aspect ratio
  3955. * @param znear defines the near clip plane
  3956. * @param zfar defines the far clip plane
  3957. * @param result defines the target matrix
  3958. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3959. */
  3960. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3961. /**
  3962. * Stores a perspective projection for WebVR info a given matrix
  3963. * @param fov defines the field of view
  3964. * @param znear defines the near clip plane
  3965. * @param zfar defines the far clip plane
  3966. * @param result defines the target matrix
  3967. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3968. */
  3969. static PerspectiveFovWebVRToRef(fov: {
  3970. upDegrees: number;
  3971. downDegrees: number;
  3972. leftDegrees: number;
  3973. rightDegrees: number;
  3974. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3975. /**
  3976. * Computes a complete transformation matrix
  3977. * @param viewport defines the viewport to use
  3978. * @param world defines the world matrix
  3979. * @param view defines the view matrix
  3980. * @param projection defines the projection matrix
  3981. * @param zmin defines the near clip plane
  3982. * @param zmax defines the far clip plane
  3983. * @returns the transformation matrix
  3984. */
  3985. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3986. /**
  3987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3988. * @param matrix defines the matrix to use
  3989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3990. */
  3991. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3992. /**
  3993. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3994. * @param matrix defines the matrix to use
  3995. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  3996. */
  3997. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  3998. /**
  3999. * Compute the transpose of a given matrix
  4000. * @param matrix defines the matrix to transpose
  4001. * @returns the new matrix
  4002. */
  4003. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4004. /**
  4005. * Compute the transpose of a matrix and store it in a target matrix
  4006. * @param matrix defines the matrix to transpose
  4007. * @param result defines the target matrix
  4008. */
  4009. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4010. /**
  4011. * Computes a reflection matrix from a plane
  4012. * @param plane defines the reflection plane
  4013. * @returns a new matrix
  4014. */
  4015. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4016. /**
  4017. * Computes a reflection matrix from a plane
  4018. * @param plane defines the reflection plane
  4019. * @param result defines the target matrix
  4020. */
  4021. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4022. /**
  4023. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4024. * @param xaxis defines the value of the 1st axis
  4025. * @param yaxis defines the value of the 2nd axis
  4026. * @param zaxis defines the value of the 3rd axis
  4027. * @param result defines the target matrix
  4028. */
  4029. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4030. /**
  4031. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4032. * @param quat defines the quaternion to use
  4033. * @param result defines the target matrix
  4034. */
  4035. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4036. }
  4037. /**
  4038. * @hidden
  4039. */
  4040. export class TmpVectors {
  4041. static Vector2: Vector2[];
  4042. static Vector3: Vector3[];
  4043. static Vector4: Vector4[];
  4044. static Quaternion: Quaternion[];
  4045. static Matrix: Matrix[];
  4046. }
  4047. }
  4048. declare module "babylonjs/Engines/constants" {
  4049. /** Defines the cross module used constants to avoid circular dependncies */
  4050. export class Constants {
  4051. /** Defines that alpha blending is disabled */
  4052. static readonly ALPHA_DISABLE: number;
  4053. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4054. static readonly ALPHA_ADD: number;
  4055. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4056. static readonly ALPHA_COMBINE: number;
  4057. /** Defines that alpha blending to DEST - SRC * DEST */
  4058. static readonly ALPHA_SUBTRACT: number;
  4059. /** Defines that alpha blending to SRC * DEST */
  4060. static readonly ALPHA_MULTIPLY: number;
  4061. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4062. static readonly ALPHA_MAXIMIZED: number;
  4063. /** Defines that alpha blending to SRC + DEST */
  4064. static readonly ALPHA_ONEONE: number;
  4065. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4066. static readonly ALPHA_PREMULTIPLIED: number;
  4067. /**
  4068. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4069. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4070. */
  4071. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4072. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4073. static readonly ALPHA_INTERPOLATE: number;
  4074. /**
  4075. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4076. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4077. */
  4078. static readonly ALPHA_SCREENMODE: number;
  4079. /** Defines that the ressource is not delayed*/
  4080. static readonly DELAYLOADSTATE_NONE: number;
  4081. /** Defines that the ressource was successfully delay loaded */
  4082. static readonly DELAYLOADSTATE_LOADED: number;
  4083. /** Defines that the ressource is currently delay loading */
  4084. static readonly DELAYLOADSTATE_LOADING: number;
  4085. /** Defines that the ressource is delayed and has not started loading */
  4086. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4087. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4088. static readonly NEVER: number;
  4089. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  4090. static readonly ALWAYS: number;
  4091. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4092. static readonly LESS: number;
  4093. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4094. static readonly EQUAL: number;
  4095. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  4096. static readonly LEQUAL: number;
  4097. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4098. static readonly GREATER: number;
  4099. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  4100. static readonly GEQUAL: number;
  4101. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  4102. static readonly NOTEQUAL: number;
  4103. /** Passed to stencilOperation to specify that stencil value must be kept */
  4104. static readonly KEEP: number;
  4105. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4106. static readonly REPLACE: number;
  4107. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4108. static readonly INCR: number;
  4109. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4110. static readonly DECR: number;
  4111. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4112. static readonly INVERT: number;
  4113. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4114. static readonly INCR_WRAP: number;
  4115. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4116. static readonly DECR_WRAP: number;
  4117. /** Texture is not repeating outside of 0..1 UVs */
  4118. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4119. /** Texture is repeating outside of 0..1 UVs */
  4120. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4121. /** Texture is repeating and mirrored */
  4122. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4123. /** ALPHA */
  4124. static readonly TEXTUREFORMAT_ALPHA: number;
  4125. /** LUMINANCE */
  4126. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4127. /** LUMINANCE_ALPHA */
  4128. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4129. /** RGB */
  4130. static readonly TEXTUREFORMAT_RGB: number;
  4131. /** RGBA */
  4132. static readonly TEXTUREFORMAT_RGBA: number;
  4133. /** RED */
  4134. static readonly TEXTUREFORMAT_RED: number;
  4135. /** RED (2nd reference) */
  4136. static readonly TEXTUREFORMAT_R: number;
  4137. /** RG */
  4138. static readonly TEXTUREFORMAT_RG: number;
  4139. /** RED_INTEGER */
  4140. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4141. /** RED_INTEGER (2nd reference) */
  4142. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4143. /** RG_INTEGER */
  4144. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4145. /** RGB_INTEGER */
  4146. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4147. /** RGBA_INTEGER */
  4148. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4149. /** UNSIGNED_BYTE */
  4150. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4151. /** UNSIGNED_BYTE (2nd reference) */
  4152. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4153. /** FLOAT */
  4154. static readonly TEXTURETYPE_FLOAT: number;
  4155. /** HALF_FLOAT */
  4156. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4157. /** BYTE */
  4158. static readonly TEXTURETYPE_BYTE: number;
  4159. /** SHORT */
  4160. static readonly TEXTURETYPE_SHORT: number;
  4161. /** UNSIGNED_SHORT */
  4162. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4163. /** INT */
  4164. static readonly TEXTURETYPE_INT: number;
  4165. /** UNSIGNED_INT */
  4166. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4167. /** UNSIGNED_SHORT_4_4_4_4 */
  4168. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4169. /** UNSIGNED_SHORT_5_5_5_1 */
  4170. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4171. /** UNSIGNED_SHORT_5_6_5 */
  4172. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4173. /** UNSIGNED_INT_2_10_10_10_REV */
  4174. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4175. /** UNSIGNED_INT_24_8 */
  4176. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4177. /** UNSIGNED_INT_10F_11F_11F_REV */
  4178. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4179. /** UNSIGNED_INT_5_9_9_9_REV */
  4180. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4181. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4182. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4183. /** nearest is mag = nearest and min = nearest and mip = linear */
  4184. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4185. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4186. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4187. /** Trilinear is mag = linear and min = linear and mip = linear */
  4188. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4189. /** nearest is mag = nearest and min = nearest and mip = linear */
  4190. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4191. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4192. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4193. /** Trilinear is mag = linear and min = linear and mip = linear */
  4194. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4195. /** mag = nearest and min = nearest and mip = nearest */
  4196. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4197. /** mag = nearest and min = linear and mip = nearest */
  4198. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4199. /** mag = nearest and min = linear and mip = linear */
  4200. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4201. /** mag = nearest and min = linear and mip = none */
  4202. static readonly TEXTURE_NEAREST_LINEAR: number;
  4203. /** mag = nearest and min = nearest and mip = none */
  4204. static readonly TEXTURE_NEAREST_NEAREST: number;
  4205. /** mag = linear and min = nearest and mip = nearest */
  4206. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4207. /** mag = linear and min = nearest and mip = linear */
  4208. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4209. /** mag = linear and min = linear and mip = none */
  4210. static readonly TEXTURE_LINEAR_LINEAR: number;
  4211. /** mag = linear and min = nearest and mip = none */
  4212. static readonly TEXTURE_LINEAR_NEAREST: number;
  4213. /** Explicit coordinates mode */
  4214. static readonly TEXTURE_EXPLICIT_MODE: number;
  4215. /** Spherical coordinates mode */
  4216. static readonly TEXTURE_SPHERICAL_MODE: number;
  4217. /** Planar coordinates mode */
  4218. static readonly TEXTURE_PLANAR_MODE: number;
  4219. /** Cubic coordinates mode */
  4220. static readonly TEXTURE_CUBIC_MODE: number;
  4221. /** Projection coordinates mode */
  4222. static readonly TEXTURE_PROJECTION_MODE: number;
  4223. /** Skybox coordinates mode */
  4224. static readonly TEXTURE_SKYBOX_MODE: number;
  4225. /** Inverse Cubic coordinates mode */
  4226. static readonly TEXTURE_INVCUBIC_MODE: number;
  4227. /** Equirectangular coordinates mode */
  4228. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4229. /** Equirectangular Fixed coordinates mode */
  4230. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4231. /** Equirectangular Fixed Mirrored coordinates mode */
  4232. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4233. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4234. static readonly SCALEMODE_FLOOR: number;
  4235. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4236. static readonly SCALEMODE_NEAREST: number;
  4237. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4238. static readonly SCALEMODE_CEILING: number;
  4239. /**
  4240. * The dirty texture flag value
  4241. */
  4242. static readonly MATERIAL_TextureDirtyFlag: number;
  4243. /**
  4244. * The dirty light flag value
  4245. */
  4246. static readonly MATERIAL_LightDirtyFlag: number;
  4247. /**
  4248. * The dirty fresnel flag value
  4249. */
  4250. static readonly MATERIAL_FresnelDirtyFlag: number;
  4251. /**
  4252. * The dirty attribute flag value
  4253. */
  4254. static readonly MATERIAL_AttributesDirtyFlag: number;
  4255. /**
  4256. * The dirty misc flag value
  4257. */
  4258. static readonly MATERIAL_MiscDirtyFlag: number;
  4259. /**
  4260. * The all dirty flag value
  4261. */
  4262. static readonly MATERIAL_AllDirtyFlag: number;
  4263. /**
  4264. * Returns the triangle fill mode
  4265. */
  4266. static readonly MATERIAL_TriangleFillMode: number;
  4267. /**
  4268. * Returns the wireframe mode
  4269. */
  4270. static readonly MATERIAL_WireFrameFillMode: number;
  4271. /**
  4272. * Returns the point fill mode
  4273. */
  4274. static readonly MATERIAL_PointFillMode: number;
  4275. /**
  4276. * Returns the point list draw mode
  4277. */
  4278. static readonly MATERIAL_PointListDrawMode: number;
  4279. /**
  4280. * Returns the line list draw mode
  4281. */
  4282. static readonly MATERIAL_LineListDrawMode: number;
  4283. /**
  4284. * Returns the line loop draw mode
  4285. */
  4286. static readonly MATERIAL_LineLoopDrawMode: number;
  4287. /**
  4288. * Returns the line strip draw mode
  4289. */
  4290. static readonly MATERIAL_LineStripDrawMode: number;
  4291. /**
  4292. * Returns the triangle strip draw mode
  4293. */
  4294. static readonly MATERIAL_TriangleStripDrawMode: number;
  4295. /**
  4296. * Returns the triangle fan draw mode
  4297. */
  4298. static readonly MATERIAL_TriangleFanDrawMode: number;
  4299. /**
  4300. * Stores the clock-wise side orientation
  4301. */
  4302. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4303. /**
  4304. * Stores the counter clock-wise side orientation
  4305. */
  4306. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4307. /**
  4308. * Nothing
  4309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4310. */
  4311. static readonly ACTION_NothingTrigger: number;
  4312. /**
  4313. * On pick
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_OnPickTrigger: number;
  4317. /**
  4318. * On left pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnLeftPickTrigger: number;
  4322. /**
  4323. * On right pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnRightPickTrigger: number;
  4327. /**
  4328. * On center pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnCenterPickTrigger: number;
  4332. /**
  4333. * On pick down
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnPickDownTrigger: number;
  4337. /**
  4338. * On double pick
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnDoublePickTrigger: number;
  4342. /**
  4343. * On pick up
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnPickUpTrigger: number;
  4347. /**
  4348. * On pick out.
  4349. * This trigger will only be raised if you also declared a OnPickDown
  4350. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4351. */
  4352. static readonly ACTION_OnPickOutTrigger: number;
  4353. /**
  4354. * On long press
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnLongPressTrigger: number;
  4358. /**
  4359. * On pointer over
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnPointerOverTrigger: number;
  4363. /**
  4364. * On pointer out
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOutTrigger: number;
  4368. /**
  4369. * On every frame
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnEveryFrameTrigger: number;
  4373. /**
  4374. * On intersection enter
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4378. /**
  4379. * On intersection exit
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionExitTrigger: number;
  4383. /**
  4384. * On key down
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnKeyDownTrigger: number;
  4388. /**
  4389. * On key up
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyUpTrigger: number;
  4393. /**
  4394. * Billboard mode will only apply to Y axis
  4395. */
  4396. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4397. /**
  4398. * Billboard mode will apply to all axes
  4399. */
  4400. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4401. /**
  4402. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4403. */
  4404. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4405. /**
  4406. * Gets or sets base Assets URL
  4407. */
  4408. static PARTICLES_BaseAssetsUrl: string;
  4409. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4410. * Test order :
  4411. * Is the bounding sphere outside the frustum ?
  4412. * If not, are the bounding box vertices outside the frustum ?
  4413. * It not, then the cullable object is in the frustum.
  4414. */
  4415. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4416. /** Culling strategy : Bounding Sphere Only.
  4417. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4418. * It's also less accurate than the standard because some not visible objects can still be selected.
  4419. * Test : is the bounding sphere outside the frustum ?
  4420. * If not, then the cullable object is in the frustum.
  4421. */
  4422. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4423. /** Culling strategy : Optimistic Inclusion.
  4424. * This in an inclusion test first, then the standard exclusion test.
  4425. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4426. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  4427. * Anyway, it's as accurate as the standard strategy.
  4428. * Test :
  4429. * Is the cullable object bounding sphere center in the frustum ?
  4430. * If not, apply the default culling strategy.
  4431. */
  4432. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4433. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4434. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4435. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4436. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  4437. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4438. * Test :
  4439. * Is the cullable object bounding sphere center in the frustum ?
  4440. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4441. */
  4442. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4443. /**
  4444. * No logging while loading
  4445. */
  4446. static readonly SCENELOADER_NO_LOGGING: number;
  4447. /**
  4448. * Minimal logging while loading
  4449. */
  4450. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4451. /**
  4452. * Summary logging while loading
  4453. */
  4454. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4455. /**
  4456. * Detailled logging while loading
  4457. */
  4458. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4459. }
  4460. }
  4461. declare module "babylonjs/Engines/IPipelineContext" {
  4462. /**
  4463. * Class used to store and describe the pipeline context associated with an effect
  4464. */
  4465. export interface IPipelineContext {
  4466. /**
  4467. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4468. */
  4469. isAsync: boolean;
  4470. /**
  4471. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4472. */
  4473. isReady: boolean;
  4474. /** @hidden */
  4475. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4476. }
  4477. }
  4478. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4479. /** @hidden */
  4480. export interface IShaderProcessor {
  4481. attributeProcessor?: (attribute: string) => string;
  4482. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4483. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4484. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4485. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4486. lineProcessor?: (line: string, isFragment: boolean) => string;
  4487. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4488. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4489. }
  4490. }
  4491. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4492. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4493. /** @hidden */
  4494. export interface ProcessingOptions {
  4495. defines: string[];
  4496. indexParameters: any;
  4497. isFragment: boolean;
  4498. shouldUseHighPrecisionShader: boolean;
  4499. supportsUniformBuffers: boolean;
  4500. shadersRepository: string;
  4501. includesShadersStore: {
  4502. [key: string]: string;
  4503. };
  4504. processor?: IShaderProcessor;
  4505. version: string;
  4506. platformName: string;
  4507. lookForClosingBracketForUniformBuffer?: boolean;
  4508. }
  4509. }
  4510. declare module "babylonjs/Misc/stringTools" {
  4511. /**
  4512. * Helper to manipulate strings
  4513. */
  4514. export class StringTools {
  4515. /**
  4516. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4517. * @param str Source string
  4518. * @param suffix Suffix to search for in the source string
  4519. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4520. */
  4521. static EndsWith(str: string, suffix: string): boolean;
  4522. /**
  4523. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4524. * @param str Source string
  4525. * @param suffix Suffix to search for in the source string
  4526. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4527. */
  4528. static StartsWith(str: string, suffix: string): boolean;
  4529. }
  4530. }
  4531. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4532. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4533. /** @hidden */
  4534. export class ShaderCodeNode {
  4535. line: string;
  4536. children: ShaderCodeNode[];
  4537. additionalDefineKey?: string;
  4538. additionalDefineValue?: string;
  4539. isValid(preprocessors: {
  4540. [key: string]: string;
  4541. }): boolean;
  4542. process(preprocessors: {
  4543. [key: string]: string;
  4544. }, options: ProcessingOptions): string;
  4545. }
  4546. }
  4547. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4548. /** @hidden */
  4549. export class ShaderCodeCursor {
  4550. private _lines;
  4551. lineIndex: number;
  4552. readonly currentLine: string;
  4553. readonly canRead: boolean;
  4554. lines: string[];
  4555. }
  4556. }
  4557. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4558. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4559. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4560. /** @hidden */
  4561. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4562. process(preprocessors: {
  4563. [key: string]: string;
  4564. }, options: ProcessingOptions): string;
  4565. }
  4566. }
  4567. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4568. /** @hidden */
  4569. export class ShaderDefineExpression {
  4570. isTrue(preprocessors: {
  4571. [key: string]: string;
  4572. }): boolean;
  4573. }
  4574. }
  4575. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4576. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4577. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4578. /** @hidden */
  4579. export class ShaderCodeTestNode extends ShaderCodeNode {
  4580. testExpression: ShaderDefineExpression;
  4581. isValid(preprocessors: {
  4582. [key: string]: string;
  4583. }): boolean;
  4584. }
  4585. }
  4586. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4587. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4588. /** @hidden */
  4589. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4590. define: string;
  4591. not: boolean;
  4592. constructor(define: string, not?: boolean);
  4593. isTrue(preprocessors: {
  4594. [key: string]: string;
  4595. }): boolean;
  4596. }
  4597. }
  4598. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4599. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4600. /** @hidden */
  4601. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4602. leftOperand: ShaderDefineExpression;
  4603. rightOperand: ShaderDefineExpression;
  4604. isTrue(preprocessors: {
  4605. [key: string]: string;
  4606. }): boolean;
  4607. }
  4608. }
  4609. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4610. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4611. /** @hidden */
  4612. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4613. leftOperand: ShaderDefineExpression;
  4614. rightOperand: ShaderDefineExpression;
  4615. isTrue(preprocessors: {
  4616. [key: string]: string;
  4617. }): boolean;
  4618. }
  4619. }
  4620. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4621. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4622. /** @hidden */
  4623. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4624. define: string;
  4625. operand: string;
  4626. testValue: string;
  4627. constructor(define: string, operand: string, testValue: string);
  4628. isTrue(preprocessors: {
  4629. [key: string]: string;
  4630. }): boolean;
  4631. }
  4632. }
  4633. declare module "babylonjs/Misc/loadFileError" {
  4634. import { WebRequest } from "babylonjs/Misc/webRequest";
  4635. /**
  4636. * @ignore
  4637. * Application error to support additional information when loading a file
  4638. */
  4639. export class LoadFileError extends Error {
  4640. /** defines the optional web request */
  4641. request?: WebRequest | undefined;
  4642. private static _setPrototypeOf;
  4643. /**
  4644. * Creates a new LoadFileError
  4645. * @param message defines the message of the error
  4646. * @param request defines the optional web request
  4647. */
  4648. constructor(message: string,
  4649. /** defines the optional web request */
  4650. request?: WebRequest | undefined);
  4651. }
  4652. }
  4653. declare module "babylonjs/Offline/IOfflineProvider" {
  4654. /**
  4655. * Class used to enable access to offline support
  4656. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4657. */
  4658. export interface IOfflineProvider {
  4659. /**
  4660. * Gets a boolean indicating if scene must be saved in the database
  4661. */
  4662. enableSceneOffline: boolean;
  4663. /**
  4664. * Gets a boolean indicating if textures must be saved in the database
  4665. */
  4666. enableTexturesOffline: boolean;
  4667. /**
  4668. * Open the offline support and make it available
  4669. * @param successCallback defines the callback to call on success
  4670. * @param errorCallback defines the callback to call on error
  4671. */
  4672. open(successCallback: () => void, errorCallback: () => void): void;
  4673. /**
  4674. * Loads an image from the offline support
  4675. * @param url defines the url to load from
  4676. * @param image defines the target DOM image
  4677. */
  4678. loadImage(url: string, image: HTMLImageElement): void;
  4679. /**
  4680. * Loads a file from offline support
  4681. * @param url defines the URL to load from
  4682. * @param sceneLoaded defines a callback to call on success
  4683. * @param progressCallBack defines a callback to call when progress changed
  4684. * @param errorCallback defines a callback to call on error
  4685. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4686. */
  4687. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4688. }
  4689. }
  4690. declare module "babylonjs/Misc/filesInputStore" {
  4691. /**
  4692. * Class used to help managing file picking and drag'n'drop
  4693. * File Storage
  4694. */
  4695. export class FilesInputStore {
  4696. /**
  4697. * List of files ready to be loaded
  4698. */
  4699. static FilesToLoad: {
  4700. [key: string]: File;
  4701. };
  4702. }
  4703. }
  4704. declare module "babylonjs/Misc/retryStrategy" {
  4705. import { WebRequest } from "babylonjs/Misc/webRequest";
  4706. /**
  4707. * Class used to define a retry strategy when error happens while loading assets
  4708. */
  4709. export class RetryStrategy {
  4710. /**
  4711. * Function used to defines an exponential back off strategy
  4712. * @param maxRetries defines the maximum number of retries (3 by default)
  4713. * @param baseInterval defines the interval between retries
  4714. * @returns the strategy function to use
  4715. */
  4716. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4717. }
  4718. }
  4719. declare module "babylonjs/Misc/fileTools" {
  4720. import { WebRequest } from "babylonjs/Misc/webRequest";
  4721. import { Nullable } from "babylonjs/types";
  4722. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4723. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4724. /**
  4725. * @hidden
  4726. */
  4727. export class FileTools {
  4728. /**
  4729. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4730. */
  4731. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4732. /**
  4733. * Gets or sets the base URL to use to load assets
  4734. */
  4735. static BaseUrl: string;
  4736. /**
  4737. * Default behaviour for cors in the application.
  4738. * It can be a string if the expected behavior is identical in the entire app.
  4739. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4740. */
  4741. static CorsBehavior: string | ((url: string | string[]) => string);
  4742. /**
  4743. * Gets or sets a function used to pre-process url before using them to load assets
  4744. */
  4745. static PreprocessUrl: (url: string) => string;
  4746. /**
  4747. * Removes unwanted characters from an url
  4748. * @param url defines the url to clean
  4749. * @returns the cleaned url
  4750. */
  4751. private static _CleanUrl;
  4752. /**
  4753. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4754. * @param url define the url we are trying
  4755. * @param element define the dom element where to configure the cors policy
  4756. */
  4757. static SetCorsBehavior(url: string | string[], element: {
  4758. crossOrigin: string | null;
  4759. }): void;
  4760. /**
  4761. * Loads an image as an HTMLImageElement.
  4762. * @param input url string, ArrayBuffer, or Blob to load
  4763. * @param onLoad callback called when the image successfully loads
  4764. * @param onError callback called when the image fails to load
  4765. * @param offlineProvider offline provider for caching
  4766. * @returns the HTMLImageElement of the loaded image
  4767. */
  4768. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4769. /**
  4770. * Loads a file
  4771. * @param fileToLoad defines the file to load
  4772. * @param callback defines the callback to call when data is loaded
  4773. * @param progressCallBack defines the callback to call during loading process
  4774. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4775. * @returns a file request object
  4776. */
  4777. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4778. /**
  4779. * Loads a file
  4780. * @param url url string, ArrayBuffer, or Blob to load
  4781. * @param onSuccess callback called when the file successfully loads
  4782. * @param onProgress callback called while file is loading (if the server supports this mode)
  4783. * @param offlineProvider defines the offline provider for caching
  4784. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4785. * @param onError callback called when the file fails to load
  4786. * @returns a file request object
  4787. */
  4788. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  4789. /**
  4790. * Checks if the loaded document was accessed via `file:`-Protocol.
  4791. * @returns boolean
  4792. */
  4793. static IsFileURL(): boolean;
  4794. }
  4795. }
  4796. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4797. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4798. /** @hidden */
  4799. export class ShaderProcessor {
  4800. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4801. private static _ProcessPrecision;
  4802. private static _ExtractOperation;
  4803. private static _BuildSubExpression;
  4804. private static _BuildExpression;
  4805. private static _MoveCursorWithinIf;
  4806. private static _MoveCursor;
  4807. private static _EvaluatePreProcessors;
  4808. private static _PreparePreProcessors;
  4809. private static _ProcessShaderConversion;
  4810. private static _ProcessIncludes;
  4811. }
  4812. }
  4813. declare module "babylonjs/Maths/math.color" {
  4814. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4815. /**
  4816. * Class used to hold a RBG color
  4817. */
  4818. export class Color3 {
  4819. /**
  4820. * Defines the red component (between 0 and 1, default is 0)
  4821. */
  4822. r: number;
  4823. /**
  4824. * Defines the green component (between 0 and 1, default is 0)
  4825. */
  4826. g: number;
  4827. /**
  4828. * Defines the blue component (between 0 and 1, default is 0)
  4829. */
  4830. b: number;
  4831. /**
  4832. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4833. * @param r defines the red component (between 0 and 1, default is 0)
  4834. * @param g defines the green component (between 0 and 1, default is 0)
  4835. * @param b defines the blue component (between 0 and 1, default is 0)
  4836. */
  4837. constructor(
  4838. /**
  4839. * Defines the red component (between 0 and 1, default is 0)
  4840. */
  4841. r?: number,
  4842. /**
  4843. * Defines the green component (between 0 and 1, default is 0)
  4844. */
  4845. g?: number,
  4846. /**
  4847. * Defines the blue component (between 0 and 1, default is 0)
  4848. */
  4849. b?: number);
  4850. /**
  4851. * Creates a string with the Color3 current values
  4852. * @returns the string representation of the Color3 object
  4853. */
  4854. toString(): string;
  4855. /**
  4856. * Returns the string "Color3"
  4857. * @returns "Color3"
  4858. */
  4859. getClassName(): string;
  4860. /**
  4861. * Compute the Color3 hash code
  4862. * @returns an unique number that can be used to hash Color3 objects
  4863. */
  4864. getHashCode(): number;
  4865. /**
  4866. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4867. * @param array defines the array where to store the r,g,b components
  4868. * @param index defines an optional index in the target array to define where to start storing values
  4869. * @returns the current Color3 object
  4870. */
  4871. toArray(array: FloatArray, index?: number): Color3;
  4872. /**
  4873. * Returns a new Color4 object from the current Color3 and the given alpha
  4874. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4875. * @returns a new Color4 object
  4876. */
  4877. toColor4(alpha?: number): Color4;
  4878. /**
  4879. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4880. * @returns the new array
  4881. */
  4882. asArray(): number[];
  4883. /**
  4884. * Returns the luminance value
  4885. * @returns a float value
  4886. */
  4887. toLuminance(): number;
  4888. /**
  4889. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4890. * @param otherColor defines the second operand
  4891. * @returns the new Color3 object
  4892. */
  4893. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4894. /**
  4895. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4896. * @param otherColor defines the second operand
  4897. * @param result defines the Color3 object where to store the result
  4898. * @returns the current Color3
  4899. */
  4900. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4901. /**
  4902. * Determines equality between Color3 objects
  4903. * @param otherColor defines the second operand
  4904. * @returns true if the rgb values are equal to the given ones
  4905. */
  4906. equals(otherColor: DeepImmutable<Color3>): boolean;
  4907. /**
  4908. * Determines equality between the current Color3 object and a set of r,b,g values
  4909. * @param r defines the red component to check
  4910. * @param g defines the green component to check
  4911. * @param b defines the blue component to check
  4912. * @returns true if the rgb values are equal to the given ones
  4913. */
  4914. equalsFloats(r: number, g: number, b: number): boolean;
  4915. /**
  4916. * Multiplies in place each rgb value by scale
  4917. * @param scale defines the scaling factor
  4918. * @returns the updated Color3
  4919. */
  4920. scale(scale: number): Color3;
  4921. /**
  4922. * Multiplies the rgb values by scale and stores the result into "result"
  4923. * @param scale defines the scaling factor
  4924. * @param result defines the Color3 object where to store the result
  4925. * @returns the unmodified current Color3
  4926. */
  4927. scaleToRef(scale: number, result: Color3): Color3;
  4928. /**
  4929. * Scale the current Color3 values by a factor and add the result to a given Color3
  4930. * @param scale defines the scale factor
  4931. * @param result defines color to store the result into
  4932. * @returns the unmodified current Color3
  4933. */
  4934. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4935. /**
  4936. * Clamps the rgb values by the min and max values and stores the result into "result"
  4937. * @param min defines minimum clamping value (default is 0)
  4938. * @param max defines maximum clamping value (default is 1)
  4939. * @param result defines color to store the result into
  4940. * @returns the original Color3
  4941. */
  4942. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4943. /**
  4944. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4945. * @param otherColor defines the second operand
  4946. * @returns the new Color3
  4947. */
  4948. add(otherColor: DeepImmutable<Color3>): Color3;
  4949. /**
  4950. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4951. * @param otherColor defines the second operand
  4952. * @param result defines Color3 object to store the result into
  4953. * @returns the unmodified current Color3
  4954. */
  4955. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4956. /**
  4957. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4958. * @param otherColor defines the second operand
  4959. * @returns the new Color3
  4960. */
  4961. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4962. /**
  4963. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4964. * @param otherColor defines the second operand
  4965. * @param result defines Color3 object to store the result into
  4966. * @returns the unmodified current Color3
  4967. */
  4968. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4969. /**
  4970. * Copy the current object
  4971. * @returns a new Color3 copied the current one
  4972. */
  4973. clone(): Color3;
  4974. /**
  4975. * Copies the rgb values from the source in the current Color3
  4976. * @param source defines the source Color3 object
  4977. * @returns the updated Color3 object
  4978. */
  4979. copyFrom(source: DeepImmutable<Color3>): Color3;
  4980. /**
  4981. * Updates the Color3 rgb values from the given floats
  4982. * @param r defines the red component to read from
  4983. * @param g defines the green component to read from
  4984. * @param b defines the blue component to read from
  4985. * @returns the current Color3 object
  4986. */
  4987. copyFromFloats(r: number, g: number, b: number): Color3;
  4988. /**
  4989. * Updates the Color3 rgb values from the given floats
  4990. * @param r defines the red component to read from
  4991. * @param g defines the green component to read from
  4992. * @param b defines the blue component to read from
  4993. * @returns the current Color3 object
  4994. */
  4995. set(r: number, g: number, b: number): Color3;
  4996. /**
  4997. * Compute the Color3 hexadecimal code as a string
  4998. * @returns a string containing the hexadecimal representation of the Color3 object
  4999. */
  5000. toHexString(): string;
  5001. /**
  5002. * Computes a new Color3 converted from the current one to linear space
  5003. * @returns a new Color3 object
  5004. */
  5005. toLinearSpace(): Color3;
  5006. /**
  5007. * Converts current color in rgb space to HSV values
  5008. * @returns a new color3 representing the HSV values
  5009. */
  5010. toHSV(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @param result defines the Color3 where to store the HSV values
  5014. */
  5015. toHSVToRef(result: Color3): void;
  5016. /**
  5017. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5018. * @param convertedColor defines the Color3 object where to store the linear space version
  5019. * @returns the unmodified Color3
  5020. */
  5021. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5022. /**
  5023. * Computes a new Color3 converted from the current one to gamma space
  5024. * @returns a new Color3 object
  5025. */
  5026. toGammaSpace(): Color3;
  5027. /**
  5028. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5029. * @param convertedColor defines the Color3 object where to store the gamma space version
  5030. * @returns the unmodified Color3
  5031. */
  5032. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5033. private static _BlackReadOnly;
  5034. /**
  5035. * Convert Hue, saturation and value to a Color3 (RGB)
  5036. * @param hue defines the hue
  5037. * @param saturation defines the saturation
  5038. * @param value defines the value
  5039. * @param result defines the Color3 where to store the RGB values
  5040. */
  5041. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5042. /**
  5043. * Creates a new Color3 from the string containing valid hexadecimal values
  5044. * @param hex defines a string containing valid hexadecimal values
  5045. * @returns a new Color3 object
  5046. */
  5047. static FromHexString(hex: string): Color3;
  5048. /**
  5049. * Creates a new Color3 from the starting index of the given array
  5050. * @param array defines the source array
  5051. * @param offset defines an offset in the source array
  5052. * @returns a new Color3 object
  5053. */
  5054. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5055. /**
  5056. * Creates a new Color3 from integer values (< 256)
  5057. * @param r defines the red component to read from (value between 0 and 255)
  5058. * @param g defines the green component to read from (value between 0 and 255)
  5059. * @param b defines the blue component to read from (value between 0 and 255)
  5060. * @returns a new Color3 object
  5061. */
  5062. static FromInts(r: number, g: number, b: number): Color3;
  5063. /**
  5064. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5065. * @param start defines the start Color3 value
  5066. * @param end defines the end Color3 value
  5067. * @param amount defines the gradient value between start and end
  5068. * @returns a new Color3 object
  5069. */
  5070. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5071. /**
  5072. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5073. * @param left defines the start value
  5074. * @param right defines the end value
  5075. * @param amount defines the gradient factor
  5076. * @param result defines the Color3 object where to store the result
  5077. */
  5078. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5079. /**
  5080. * Returns a Color3 value containing a red color
  5081. * @returns a new Color3 object
  5082. */
  5083. static Red(): Color3;
  5084. /**
  5085. * Returns a Color3 value containing a green color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Green(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a blue color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Blue(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a black color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Black(): Color3;
  5099. /**
  5100. * Gets a Color3 value containing a black color that must not be updated
  5101. */
  5102. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5103. /**
  5104. * Returns a Color3 value containing a white color
  5105. * @returns a new Color3 object
  5106. */
  5107. static White(): Color3;
  5108. /**
  5109. * Returns a Color3 value containing a purple color
  5110. * @returns a new Color3 object
  5111. */
  5112. static Purple(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a magenta color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Magenta(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a yellow color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Yellow(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a gray color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Gray(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a teal color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Teal(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a random color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Random(): Color3;
  5138. }
  5139. /**
  5140. * Class used to hold a RBGA color
  5141. */
  5142. export class Color4 {
  5143. /**
  5144. * Defines the red component (between 0 and 1, default is 0)
  5145. */
  5146. r: number;
  5147. /**
  5148. * Defines the green component (between 0 and 1, default is 0)
  5149. */
  5150. g: number;
  5151. /**
  5152. * Defines the blue component (between 0 and 1, default is 0)
  5153. */
  5154. b: number;
  5155. /**
  5156. * Defines the alpha component (between 0 and 1, default is 1)
  5157. */
  5158. a: number;
  5159. /**
  5160. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5161. * @param r defines the red component (between 0 and 1, default is 0)
  5162. * @param g defines the green component (between 0 and 1, default is 0)
  5163. * @param b defines the blue component (between 0 and 1, default is 0)
  5164. * @param a defines the alpha component (between 0 and 1, default is 1)
  5165. */
  5166. constructor(
  5167. /**
  5168. * Defines the red component (between 0 and 1, default is 0)
  5169. */
  5170. r?: number,
  5171. /**
  5172. * Defines the green component (between 0 and 1, default is 0)
  5173. */
  5174. g?: number,
  5175. /**
  5176. * Defines the blue component (between 0 and 1, default is 0)
  5177. */
  5178. b?: number,
  5179. /**
  5180. * Defines the alpha component (between 0 and 1, default is 1)
  5181. */
  5182. a?: number);
  5183. /**
  5184. * Adds in place the given Color4 values to the current Color4 object
  5185. * @param right defines the second operand
  5186. * @returns the current updated Color4 object
  5187. */
  5188. addInPlace(right: DeepImmutable<Color4>): Color4;
  5189. /**
  5190. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5191. * @returns the new array
  5192. */
  5193. asArray(): number[];
  5194. /**
  5195. * Stores from the starting index in the given array the Color4 successive values
  5196. * @param array defines the array where to store the r,g,b components
  5197. * @param index defines an optional index in the target array to define where to start storing values
  5198. * @returns the current Color4 object
  5199. */
  5200. toArray(array: number[], index?: number): Color4;
  5201. /**
  5202. * Determines equality between Color4 objects
  5203. * @param otherColor defines the second operand
  5204. * @returns true if the rgba values are equal to the given ones
  5205. */
  5206. equals(otherColor: DeepImmutable<Color4>): boolean;
  5207. /**
  5208. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5209. * @param right defines the second operand
  5210. * @returns a new Color4 object
  5211. */
  5212. add(right: DeepImmutable<Color4>): Color4;
  5213. /**
  5214. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5215. * @param right defines the second operand
  5216. * @returns a new Color4 object
  5217. */
  5218. subtract(right: DeepImmutable<Color4>): Color4;
  5219. /**
  5220. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5221. * @param right defines the second operand
  5222. * @param result defines the Color4 object where to store the result
  5223. * @returns the current Color4 object
  5224. */
  5225. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5226. /**
  5227. * Creates a new Color4 with the current Color4 values multiplied by scale
  5228. * @param scale defines the scaling factor to apply
  5229. * @returns a new Color4 object
  5230. */
  5231. scale(scale: number): Color4;
  5232. /**
  5233. * Multiplies the current Color4 values by scale and stores the result in "result"
  5234. * @param scale defines the scaling factor to apply
  5235. * @param result defines the Color4 object where to store the result
  5236. * @returns the current unmodified Color4
  5237. */
  5238. scaleToRef(scale: number, result: Color4): Color4;
  5239. /**
  5240. * Scale the current Color4 values by a factor and add the result to a given Color4
  5241. * @param scale defines the scale factor
  5242. * @param result defines the Color4 object where to store the result
  5243. * @returns the unmodified current Color4
  5244. */
  5245. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5246. /**
  5247. * Clamps the rgb values by the min and max values and stores the result into "result"
  5248. * @param min defines minimum clamping value (default is 0)
  5249. * @param max defines maximum clamping value (default is 1)
  5250. * @param result defines color to store the result into.
  5251. * @returns the cuurent Color4
  5252. */
  5253. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5254. /**
  5255. * Multipy an Color4 value by another and return a new Color4 object
  5256. * @param color defines the Color4 value to multiply by
  5257. * @returns a new Color4 object
  5258. */
  5259. multiply(color: Color4): Color4;
  5260. /**
  5261. * Multipy a Color4 value by another and push the result in a reference value
  5262. * @param color defines the Color4 value to multiply by
  5263. * @param result defines the Color4 to fill the result in
  5264. * @returns the result Color4
  5265. */
  5266. multiplyToRef(color: Color4, result: Color4): Color4;
  5267. /**
  5268. * Creates a string with the Color4 current values
  5269. * @returns the string representation of the Color4 object
  5270. */
  5271. toString(): string;
  5272. /**
  5273. * Returns the string "Color4"
  5274. * @returns "Color4"
  5275. */
  5276. getClassName(): string;
  5277. /**
  5278. * Compute the Color4 hash code
  5279. * @returns an unique number that can be used to hash Color4 objects
  5280. */
  5281. getHashCode(): number;
  5282. /**
  5283. * Creates a new Color4 copied from the current one
  5284. * @returns a new Color4 object
  5285. */
  5286. clone(): Color4;
  5287. /**
  5288. * Copies the given Color4 values into the current one
  5289. * @param source defines the source Color4 object
  5290. * @returns the current updated Color4 object
  5291. */
  5292. copyFrom(source: Color4): Color4;
  5293. /**
  5294. * Copies the given float values into the current one
  5295. * @param r defines the red component to read from
  5296. * @param g defines the green component to read from
  5297. * @param b defines the blue component to read from
  5298. * @param a defines the alpha component to read from
  5299. * @returns the current updated Color4 object
  5300. */
  5301. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5302. /**
  5303. * Copies the given float values into the current one
  5304. * @param r defines the red component to read from
  5305. * @param g defines the green component to read from
  5306. * @param b defines the blue component to read from
  5307. * @param a defines the alpha component to read from
  5308. * @returns the current updated Color4 object
  5309. */
  5310. set(r: number, g: number, b: number, a: number): Color4;
  5311. /**
  5312. * Compute the Color4 hexadecimal code as a string
  5313. * @returns a string containing the hexadecimal representation of the Color4 object
  5314. */
  5315. toHexString(): string;
  5316. /**
  5317. * Computes a new Color4 converted from the current one to linear space
  5318. * @returns a new Color4 object
  5319. */
  5320. toLinearSpace(): Color4;
  5321. /**
  5322. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5323. * @param convertedColor defines the Color4 object where to store the linear space version
  5324. * @returns the unmodified Color4
  5325. */
  5326. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5327. /**
  5328. * Computes a new Color4 converted from the current one to gamma space
  5329. * @returns a new Color4 object
  5330. */
  5331. toGammaSpace(): Color4;
  5332. /**
  5333. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5334. * @param convertedColor defines the Color4 object where to store the gamma space version
  5335. * @returns the unmodified Color4
  5336. */
  5337. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5338. /**
  5339. * Creates a new Color4 from the string containing valid hexadecimal values
  5340. * @param hex defines a string containing valid hexadecimal values
  5341. * @returns a new Color4 object
  5342. */
  5343. static FromHexString(hex: string): Color4;
  5344. /**
  5345. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5346. * @param left defines the start value
  5347. * @param right defines the end value
  5348. * @param amount defines the gradient factor
  5349. * @returns a new Color4 object
  5350. */
  5351. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5352. /**
  5353. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5354. * @param left defines the start value
  5355. * @param right defines the end value
  5356. * @param amount defines the gradient factor
  5357. * @param result defines the Color4 object where to store data
  5358. */
  5359. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5360. /**
  5361. * Creates a new Color4 from a Color3 and an alpha value
  5362. * @param color3 defines the source Color3 to read from
  5363. * @param alpha defines the alpha component (1.0 by default)
  5364. * @returns a new Color4 object
  5365. */
  5366. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5367. /**
  5368. * Creates a new Color4 from the starting index element of the given array
  5369. * @param array defines the source array to read from
  5370. * @param offset defines the offset in the source array
  5371. * @returns a new Color4 object
  5372. */
  5373. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5374. /**
  5375. * Creates a new Color3 from integer values (< 256)
  5376. * @param r defines the red component to read from (value between 0 and 255)
  5377. * @param g defines the green component to read from (value between 0 and 255)
  5378. * @param b defines the blue component to read from (value between 0 and 255)
  5379. * @param a defines the alpha component to read from (value between 0 and 255)
  5380. * @returns a new Color3 object
  5381. */
  5382. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5383. /**
  5384. * Check the content of a given array and convert it to an array containing RGBA data
  5385. * If the original array was already containing count * 4 values then it is returned directly
  5386. * @param colors defines the array to check
  5387. * @param count defines the number of RGBA data to expect
  5388. * @returns an array containing count * 4 values (RGBA)
  5389. */
  5390. static CheckColors4(colors: number[], count: number): number[];
  5391. }
  5392. /**
  5393. * @hidden
  5394. */
  5395. export class TmpColors {
  5396. static Color3: Color3[];
  5397. static Color4: Color4[];
  5398. }
  5399. }
  5400. declare module "babylonjs/Maths/sphericalPolynomial" {
  5401. import { Vector3 } from "babylonjs/Maths/math.vector";
  5402. import { Color3 } from "babylonjs/Maths/math.color";
  5403. /**
  5404. * Class representing spherical harmonics coefficients to the 3rd degree
  5405. */
  5406. export class SphericalHarmonics {
  5407. /**
  5408. * Defines whether or not the harmonics have been prescaled for rendering.
  5409. */
  5410. preScaled: boolean;
  5411. /**
  5412. * The l0,0 coefficients of the spherical harmonics
  5413. */
  5414. l00: Vector3;
  5415. /**
  5416. * The l1,-1 coefficients of the spherical harmonics
  5417. */
  5418. l1_1: Vector3;
  5419. /**
  5420. * The l1,0 coefficients of the spherical harmonics
  5421. */
  5422. l10: Vector3;
  5423. /**
  5424. * The l1,1 coefficients of the spherical harmonics
  5425. */
  5426. l11: Vector3;
  5427. /**
  5428. * The l2,-2 coefficients of the spherical harmonics
  5429. */
  5430. l2_2: Vector3;
  5431. /**
  5432. * The l2,-1 coefficients of the spherical harmonics
  5433. */
  5434. l2_1: Vector3;
  5435. /**
  5436. * The l2,0 coefficients of the spherical harmonics
  5437. */
  5438. l20: Vector3;
  5439. /**
  5440. * The l2,1 coefficients of the spherical harmonics
  5441. */
  5442. l21: Vector3;
  5443. /**
  5444. * The l2,2 coefficients of the spherical harmonics
  5445. */
  5446. l22: Vector3;
  5447. /**
  5448. * Adds a light to the spherical harmonics
  5449. * @param direction the direction of the light
  5450. * @param color the color of the light
  5451. * @param deltaSolidAngle the delta solid angle of the light
  5452. */
  5453. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5454. /**
  5455. * Scales the spherical harmonics by the given amount
  5456. * @param scale the amount to scale
  5457. */
  5458. scaleInPlace(scale: number): void;
  5459. /**
  5460. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5461. *
  5462. * ```
  5463. * E_lm = A_l * L_lm
  5464. * ```
  5465. *
  5466. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5467. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5468. * the scaling factors are given in equation 9.
  5469. */
  5470. convertIncidentRadianceToIrradiance(): void;
  5471. /**
  5472. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5473. *
  5474. * ```
  5475. * L = (1/pi) * E * rho
  5476. * ```
  5477. *
  5478. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5479. */
  5480. convertIrradianceToLambertianRadiance(): void;
  5481. /**
  5482. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5483. * required operations at run time.
  5484. *
  5485. * This is simply done by scaling back the SH with Ylm constants parameter.
  5486. * The trigonometric part being applied by the shader at run time.
  5487. */
  5488. preScaleForRendering(): void;
  5489. /**
  5490. * Constructs a spherical harmonics from an array.
  5491. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5492. * @returns the spherical harmonics
  5493. */
  5494. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5495. /**
  5496. * Gets the spherical harmonics from polynomial
  5497. * @param polynomial the spherical polynomial
  5498. * @returns the spherical harmonics
  5499. */
  5500. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5501. }
  5502. /**
  5503. * Class representing spherical polynomial coefficients to the 3rd degree
  5504. */
  5505. export class SphericalPolynomial {
  5506. private _harmonics;
  5507. /**
  5508. * The spherical harmonics used to create the polynomials.
  5509. */
  5510. readonly preScaledHarmonics: SphericalHarmonics;
  5511. /**
  5512. * The x coefficients of the spherical polynomial
  5513. */
  5514. x: Vector3;
  5515. /**
  5516. * The y coefficients of the spherical polynomial
  5517. */
  5518. y: Vector3;
  5519. /**
  5520. * The z coefficients of the spherical polynomial
  5521. */
  5522. z: Vector3;
  5523. /**
  5524. * The xx coefficients of the spherical polynomial
  5525. */
  5526. xx: Vector3;
  5527. /**
  5528. * The yy coefficients of the spherical polynomial
  5529. */
  5530. yy: Vector3;
  5531. /**
  5532. * The zz coefficients of the spherical polynomial
  5533. */
  5534. zz: Vector3;
  5535. /**
  5536. * The xy coefficients of the spherical polynomial
  5537. */
  5538. xy: Vector3;
  5539. /**
  5540. * The yz coefficients of the spherical polynomial
  5541. */
  5542. yz: Vector3;
  5543. /**
  5544. * The zx coefficients of the spherical polynomial
  5545. */
  5546. zx: Vector3;
  5547. /**
  5548. * Adds an ambient color to the spherical polynomial
  5549. * @param color the color to add
  5550. */
  5551. addAmbient(color: Color3): void;
  5552. /**
  5553. * Scales the spherical polynomial by the given amount
  5554. * @param scale the amount to scale
  5555. */
  5556. scaleInPlace(scale: number): void;
  5557. /**
  5558. * Gets the spherical polynomial from harmonics
  5559. * @param harmonics the spherical harmonics
  5560. * @returns the spherical polynomial
  5561. */
  5562. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5563. /**
  5564. * Constructs a spherical polynomial from an array.
  5565. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5566. * @returns the spherical polynomial
  5567. */
  5568. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5569. }
  5570. }
  5571. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5572. /**
  5573. * Define options used to create a render target texture
  5574. */
  5575. export class RenderTargetCreationOptions {
  5576. /**
  5577. * Specifies is mipmaps must be generated
  5578. */
  5579. generateMipMaps?: boolean;
  5580. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5581. generateDepthBuffer?: boolean;
  5582. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5583. generateStencilBuffer?: boolean;
  5584. /** Defines texture type (int by default) */
  5585. type?: number;
  5586. /** Defines sampling mode (trilinear by default) */
  5587. samplingMode?: number;
  5588. /** Defines format (RGBA by default) */
  5589. format?: number;
  5590. }
  5591. }
  5592. declare module "babylonjs/States/alphaCullingState" {
  5593. /**
  5594. * @hidden
  5595. **/
  5596. export class _AlphaState {
  5597. private _isAlphaBlendDirty;
  5598. private _isBlendFunctionParametersDirty;
  5599. private _isBlendEquationParametersDirty;
  5600. private _isBlendConstantsDirty;
  5601. private _alphaBlend;
  5602. private _blendFunctionParameters;
  5603. private _blendEquationParameters;
  5604. private _blendConstants;
  5605. /**
  5606. * Initializes the state.
  5607. */
  5608. constructor();
  5609. readonly isDirty: boolean;
  5610. alphaBlend: boolean;
  5611. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5612. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5613. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5614. reset(): void;
  5615. apply(gl: WebGLRenderingContext): void;
  5616. }
  5617. }
  5618. declare module "babylonjs/States/depthCullingState" {
  5619. import { Nullable } from "babylonjs/types";
  5620. /**
  5621. * @hidden
  5622. **/
  5623. export class _DepthCullingState {
  5624. private _isDepthTestDirty;
  5625. private _isDepthMaskDirty;
  5626. private _isDepthFuncDirty;
  5627. private _isCullFaceDirty;
  5628. private _isCullDirty;
  5629. private _isZOffsetDirty;
  5630. private _isFrontFaceDirty;
  5631. private _depthTest;
  5632. private _depthMask;
  5633. private _depthFunc;
  5634. private _cull;
  5635. private _cullFace;
  5636. private _zOffset;
  5637. private _frontFace;
  5638. /**
  5639. * Initializes the state.
  5640. */
  5641. constructor();
  5642. readonly isDirty: boolean;
  5643. zOffset: number;
  5644. cullFace: Nullable<number>;
  5645. cull: Nullable<boolean>;
  5646. depthFunc: Nullable<number>;
  5647. depthMask: boolean;
  5648. depthTest: boolean;
  5649. frontFace: Nullable<number>;
  5650. reset(): void;
  5651. apply(gl: WebGLRenderingContext): void;
  5652. }
  5653. }
  5654. declare module "babylonjs/States/stencilState" {
  5655. /**
  5656. * @hidden
  5657. **/
  5658. export class _StencilState {
  5659. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  5660. static readonly ALWAYS: number;
  5661. /** Passed to stencilOperation to specify that stencil value must be kept */
  5662. static readonly KEEP: number;
  5663. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5664. static readonly REPLACE: number;
  5665. private _isStencilTestDirty;
  5666. private _isStencilMaskDirty;
  5667. private _isStencilFuncDirty;
  5668. private _isStencilOpDirty;
  5669. private _stencilTest;
  5670. private _stencilMask;
  5671. private _stencilFunc;
  5672. private _stencilFuncRef;
  5673. private _stencilFuncMask;
  5674. private _stencilOpStencilFail;
  5675. private _stencilOpDepthFail;
  5676. private _stencilOpStencilDepthPass;
  5677. readonly isDirty: boolean;
  5678. stencilFunc: number;
  5679. stencilFuncRef: number;
  5680. stencilFuncMask: number;
  5681. stencilOpStencilFail: number;
  5682. stencilOpDepthFail: number;
  5683. stencilOpStencilDepthPass: number;
  5684. stencilMask: number;
  5685. stencilTest: boolean;
  5686. constructor();
  5687. reset(): void;
  5688. apply(gl: WebGLRenderingContext): void;
  5689. }
  5690. }
  5691. declare module "babylonjs/States/index" {
  5692. export * from "babylonjs/States/alphaCullingState";
  5693. export * from "babylonjs/States/depthCullingState";
  5694. export * from "babylonjs/States/stencilState";
  5695. }
  5696. declare module "babylonjs/Instrumentation/timeToken" {
  5697. import { Nullable } from "babylonjs/types";
  5698. /**
  5699. * @hidden
  5700. **/
  5701. export class _TimeToken {
  5702. _startTimeQuery: Nullable<WebGLQuery>;
  5703. _endTimeQuery: Nullable<WebGLQuery>;
  5704. _timeElapsedQuery: Nullable<WebGLQuery>;
  5705. _timeElapsedQueryEnded: boolean;
  5706. }
  5707. }
  5708. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5709. /**
  5710. * Class used to evalaute queries containing `and` and `or` operators
  5711. */
  5712. export class AndOrNotEvaluator {
  5713. /**
  5714. * Evaluate a query
  5715. * @param query defines the query to evaluate
  5716. * @param evaluateCallback defines the callback used to filter result
  5717. * @returns true if the query matches
  5718. */
  5719. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5720. private static _HandleParenthesisContent;
  5721. private static _SimplifyNegation;
  5722. }
  5723. }
  5724. declare module "babylonjs/Misc/tags" {
  5725. /**
  5726. * Class used to store custom tags
  5727. */
  5728. export class Tags {
  5729. /**
  5730. * Adds support for tags on the given object
  5731. * @param obj defines the object to use
  5732. */
  5733. static EnableFor(obj: any): void;
  5734. /**
  5735. * Removes tags support
  5736. * @param obj defines the object to use
  5737. */
  5738. static DisableFor(obj: any): void;
  5739. /**
  5740. * Gets a boolean indicating if the given object has tags
  5741. * @param obj defines the object to use
  5742. * @returns a boolean
  5743. */
  5744. static HasTags(obj: any): boolean;
  5745. /**
  5746. * Gets the tags available on a given object
  5747. * @param obj defines the object to use
  5748. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5749. * @returns the tags
  5750. */
  5751. static GetTags(obj: any, asString?: boolean): any;
  5752. /**
  5753. * Adds tags to an object
  5754. * @param obj defines the object to use
  5755. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5756. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5757. */
  5758. static AddTagsTo(obj: any, tagsString: string): void;
  5759. /**
  5760. * @hidden
  5761. */
  5762. static _AddTagTo(obj: any, tag: string): void;
  5763. /**
  5764. * Removes specific tags from a specific object
  5765. * @param obj defines the object to use
  5766. * @param tagsString defines the tags to remove
  5767. */
  5768. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5769. /**
  5770. * @hidden
  5771. */
  5772. static _RemoveTagFrom(obj: any, tag: string): void;
  5773. /**
  5774. * Defines if tags hosted on an object match a given query
  5775. * @param obj defines the object to use
  5776. * @param tagsQuery defines the tag query
  5777. * @returns a boolean
  5778. */
  5779. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5780. }
  5781. }
  5782. declare module "babylonjs/Maths/math.path" {
  5783. import { DeepImmutable, Nullable } from "babylonjs/types";
  5784. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5785. /**
  5786. * Defines potential orientation for back face culling
  5787. */
  5788. export enum Orientation {
  5789. /**
  5790. * Clockwise
  5791. */
  5792. CW = 0,
  5793. /** Counter clockwise */
  5794. CCW = 1
  5795. }
  5796. /** Class used to represent a Bezier curve */
  5797. export class BezierCurve {
  5798. /**
  5799. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5800. * @param t defines the time
  5801. * @param x1 defines the left coordinate on X axis
  5802. * @param y1 defines the left coordinate on Y axis
  5803. * @param x2 defines the right coordinate on X axis
  5804. * @param y2 defines the right coordinate on Y axis
  5805. * @returns the interpolated value
  5806. */
  5807. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5808. }
  5809. /**
  5810. * Defines angle representation
  5811. */
  5812. export class Angle {
  5813. private _radians;
  5814. /**
  5815. * Creates an Angle object of "radians" radians (float).
  5816. * @param radians the angle in radians
  5817. */
  5818. constructor(radians: number);
  5819. /**
  5820. * Get value in degrees
  5821. * @returns the Angle value in degrees (float)
  5822. */
  5823. degrees(): number;
  5824. /**
  5825. * Get value in radians
  5826. * @returns the Angle value in radians (float)
  5827. */
  5828. radians(): number;
  5829. /**
  5830. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5831. * @param a defines first vector
  5832. * @param b defines second vector
  5833. * @returns a new Angle
  5834. */
  5835. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5836. /**
  5837. * Gets a new Angle object from the given float in radians
  5838. * @param radians defines the angle value in radians
  5839. * @returns a new Angle
  5840. */
  5841. static FromRadians(radians: number): Angle;
  5842. /**
  5843. * Gets a new Angle object from the given float in degrees
  5844. * @param degrees defines the angle value in degrees
  5845. * @returns a new Angle
  5846. */
  5847. static FromDegrees(degrees: number): Angle;
  5848. }
  5849. /**
  5850. * This represents an arc in a 2d space.
  5851. */
  5852. export class Arc2 {
  5853. /** Defines the start point of the arc */
  5854. startPoint: Vector2;
  5855. /** Defines the mid point of the arc */
  5856. midPoint: Vector2;
  5857. /** Defines the end point of the arc */
  5858. endPoint: Vector2;
  5859. /**
  5860. * Defines the center point of the arc.
  5861. */
  5862. centerPoint: Vector2;
  5863. /**
  5864. * Defines the radius of the arc.
  5865. */
  5866. radius: number;
  5867. /**
  5868. * Defines the angle of the arc (from mid point to end point).
  5869. */
  5870. angle: Angle;
  5871. /**
  5872. * Defines the start angle of the arc (from start point to middle point).
  5873. */
  5874. startAngle: Angle;
  5875. /**
  5876. * Defines the orientation of the arc (clock wise/counter clock wise).
  5877. */
  5878. orientation: Orientation;
  5879. /**
  5880. * Creates an Arc object from the three given points : start, middle and end.
  5881. * @param startPoint Defines the start point of the arc
  5882. * @param midPoint Defines the midlle point of the arc
  5883. * @param endPoint Defines the end point of the arc
  5884. */
  5885. constructor(
  5886. /** Defines the start point of the arc */
  5887. startPoint: Vector2,
  5888. /** Defines the mid point of the arc */
  5889. midPoint: Vector2,
  5890. /** Defines the end point of the arc */
  5891. endPoint: Vector2);
  5892. }
  5893. /**
  5894. * Represents a 2D path made up of multiple 2D points
  5895. */
  5896. export class Path2 {
  5897. private _points;
  5898. private _length;
  5899. /**
  5900. * If the path start and end point are the same
  5901. */
  5902. closed: boolean;
  5903. /**
  5904. * Creates a Path2 object from the starting 2D coordinates x and y.
  5905. * @param x the starting points x value
  5906. * @param y the starting points y value
  5907. */
  5908. constructor(x: number, y: number);
  5909. /**
  5910. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5911. * @param x the added points x value
  5912. * @param y the added points y value
  5913. * @returns the updated Path2.
  5914. */
  5915. addLineTo(x: number, y: number): Path2;
  5916. /**
  5917. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  5918. * @param midX middle point x value
  5919. * @param midY middle point y value
  5920. * @param endX end point x value
  5921. * @param endY end point y value
  5922. * @param numberOfSegments (default: 36)
  5923. * @returns the updated Path2.
  5924. */
  5925. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5926. /**
  5927. * Closes the Path2.
  5928. * @returns the Path2.
  5929. */
  5930. close(): Path2;
  5931. /**
  5932. * Gets the sum of the distance between each sequential point in the path
  5933. * @returns the Path2 total length (float).
  5934. */
  5935. length(): number;
  5936. /**
  5937. * Gets the points which construct the path
  5938. * @returns the Path2 internal array of points.
  5939. */
  5940. getPoints(): Vector2[];
  5941. /**
  5942. * Retreives the point at the distance aways from the starting point
  5943. * @param normalizedLengthPosition the length along the path to retreive the point from
  5944. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5945. */
  5946. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5947. /**
  5948. * Creates a new path starting from an x and y position
  5949. * @param x starting x value
  5950. * @param y starting y value
  5951. * @returns a new Path2 starting at the coordinates (x, y).
  5952. */
  5953. static StartingAt(x: number, y: number): Path2;
  5954. }
  5955. /**
  5956. * Represents a 3D path made up of multiple 3D points
  5957. */
  5958. export class Path3D {
  5959. /**
  5960. * an array of Vector3, the curve axis of the Path3D
  5961. */
  5962. path: Vector3[];
  5963. private _curve;
  5964. private _distances;
  5965. private _tangents;
  5966. private _normals;
  5967. private _binormals;
  5968. private _raw;
  5969. /**
  5970. * new Path3D(path, normal, raw)
  5971. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5972. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5973. * @param path an array of Vector3, the curve axis of the Path3D
  5974. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5975. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5976. */
  5977. constructor(
  5978. /**
  5979. * an array of Vector3, the curve axis of the Path3D
  5980. */
  5981. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5982. /**
  5983. * Returns the Path3D array of successive Vector3 designing its curve.
  5984. * @returns the Path3D array of successive Vector3 designing its curve.
  5985. */
  5986. getCurve(): Vector3[];
  5987. /**
  5988. * Returns an array populated with tangent vectors on each Path3D curve point.
  5989. * @returns an array populated with tangent vectors on each Path3D curve point.
  5990. */
  5991. getTangents(): Vector3[];
  5992. /**
  5993. * Returns an array populated with normal vectors on each Path3D curve point.
  5994. * @returns an array populated with normal vectors on each Path3D curve point.
  5995. */
  5996. getNormals(): Vector3[];
  5997. /**
  5998. * Returns an array populated with binormal vectors on each Path3D curve point.
  5999. * @returns an array populated with binormal vectors on each Path3D curve point.
  6000. */
  6001. getBinormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6004. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6005. */
  6006. getDistances(): number[];
  6007. /**
  6008. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6009. * @param path path which all values are copied into the curves points
  6010. * @param firstNormal which should be projected onto the curve
  6011. * @returns the same object updated.
  6012. */
  6013. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6014. private _compute;
  6015. private _getFirstNonNullVector;
  6016. private _getLastNonNullVector;
  6017. private _normalVector;
  6018. }
  6019. /**
  6020. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6021. * A Curve3 is designed from a series of successive Vector3.
  6022. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6023. */
  6024. export class Curve3 {
  6025. private _points;
  6026. private _length;
  6027. /**
  6028. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6029. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6030. * @param v1 (Vector3) the control point
  6031. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6032. * @param nbPoints (integer) the wanted number of points in the curve
  6033. * @returns the created Curve3
  6034. */
  6035. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6036. /**
  6037. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6038. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6039. * @param v1 (Vector3) the first control point
  6040. * @param v2 (Vector3) the second control point
  6041. * @param v3 (Vector3) the end point of the Cubic Bezier
  6042. * @param nbPoints (integer) the wanted number of points in the curve
  6043. * @returns the created Curve3
  6044. */
  6045. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6046. /**
  6047. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6048. * @param p1 (Vector3) the origin point of the Hermite Spline
  6049. * @param t1 (Vector3) the tangent vector at the origin point
  6050. * @param p2 (Vector3) the end point of the Hermite Spline
  6051. * @param t2 (Vector3) the tangent vector at the end point
  6052. * @param nbPoints (integer) the wanted number of points in the curve
  6053. * @returns the created Curve3
  6054. */
  6055. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6056. /**
  6057. * Returns a Curve3 object along a CatmullRom Spline curve :
  6058. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6059. * @param nbPoints (integer) the wanted number of points between each curve control points
  6060. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6061. * @returns the created Curve3
  6062. */
  6063. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6064. /**
  6065. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6066. * A Curve3 is designed from a series of successive Vector3.
  6067. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6068. * @param points points which make up the curve
  6069. */
  6070. constructor(points: Vector3[]);
  6071. /**
  6072. * @returns the Curve3 stored array of successive Vector3
  6073. */
  6074. getPoints(): Vector3[];
  6075. /**
  6076. * @returns the computed length (float) of the curve.
  6077. */
  6078. length(): number;
  6079. /**
  6080. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6081. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6082. * curveA and curveB keep unchanged.
  6083. * @param curve the curve to continue from this curve
  6084. * @returns the newly constructed curve
  6085. */
  6086. continue(curve: DeepImmutable<Curve3>): Curve3;
  6087. private _computeLength;
  6088. }
  6089. }
  6090. declare module "babylonjs/Animations/easing" {
  6091. /**
  6092. * This represents the main contract an easing function should follow.
  6093. * Easing functions are used throughout the animation system.
  6094. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6095. */
  6096. export interface IEasingFunction {
  6097. /**
  6098. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6099. * of the easing function.
  6100. * The link below provides some of the most common examples of easing functions.
  6101. * @see https://easings.net/
  6102. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6103. * @returns the corresponding value on the curve defined by the easing function
  6104. */
  6105. ease(gradient: number): number;
  6106. }
  6107. /**
  6108. * Base class used for every default easing function.
  6109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6110. */
  6111. export class EasingFunction implements IEasingFunction {
  6112. /**
  6113. * Interpolation follows the mathematical formula associated with the easing function.
  6114. */
  6115. static readonly EASINGMODE_EASEIN: number;
  6116. /**
  6117. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6118. */
  6119. static readonly EASINGMODE_EASEOUT: number;
  6120. /**
  6121. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6122. */
  6123. static readonly EASINGMODE_EASEINOUT: number;
  6124. private _easingMode;
  6125. /**
  6126. * Sets the easing mode of the current function.
  6127. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6128. */
  6129. setEasingMode(easingMode: number): void;
  6130. /**
  6131. * Gets the current easing mode.
  6132. * @returns the easing mode
  6133. */
  6134. getEasingMode(): number;
  6135. /**
  6136. * @hidden
  6137. */
  6138. easeInCore(gradient: number): number;
  6139. /**
  6140. * Given an input gradient between 0 and 1, this returns the corresponding value
  6141. * of the easing function.
  6142. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6143. * @returns the corresponding value on the curve defined by the easing function
  6144. */
  6145. ease(gradient: number): number;
  6146. }
  6147. /**
  6148. * Easing function with a circle shape (see link below).
  6149. * @see https://easings.net/#easeInCirc
  6150. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6151. */
  6152. export class CircleEase extends EasingFunction implements IEasingFunction {
  6153. /** @hidden */
  6154. easeInCore(gradient: number): number;
  6155. }
  6156. /**
  6157. * Easing function with a ease back shape (see link below).
  6158. * @see https://easings.net/#easeInBack
  6159. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6160. */
  6161. export class BackEase extends EasingFunction implements IEasingFunction {
  6162. /** Defines the amplitude of the function */
  6163. amplitude: number;
  6164. /**
  6165. * Instantiates a back ease easing
  6166. * @see https://easings.net/#easeInBack
  6167. * @param amplitude Defines the amplitude of the function
  6168. */
  6169. constructor(
  6170. /** Defines the amplitude of the function */
  6171. amplitude?: number);
  6172. /** @hidden */
  6173. easeInCore(gradient: number): number;
  6174. }
  6175. /**
  6176. * Easing function with a bouncing shape (see link below).
  6177. * @see https://easings.net/#easeInBounce
  6178. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6179. */
  6180. export class BounceEase extends EasingFunction implements IEasingFunction {
  6181. /** Defines the number of bounces */
  6182. bounces: number;
  6183. /** Defines the amplitude of the bounce */
  6184. bounciness: number;
  6185. /**
  6186. * Instantiates a bounce easing
  6187. * @see https://easings.net/#easeInBounce
  6188. * @param bounces Defines the number of bounces
  6189. * @param bounciness Defines the amplitude of the bounce
  6190. */
  6191. constructor(
  6192. /** Defines the number of bounces */
  6193. bounces?: number,
  6194. /** Defines the amplitude of the bounce */
  6195. bounciness?: number);
  6196. /** @hidden */
  6197. easeInCore(gradient: number): number;
  6198. }
  6199. /**
  6200. * Easing function with a power of 3 shape (see link below).
  6201. * @see https://easings.net/#easeInCubic
  6202. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6203. */
  6204. export class CubicEase extends EasingFunction implements IEasingFunction {
  6205. /** @hidden */
  6206. easeInCore(gradient: number): number;
  6207. }
  6208. /**
  6209. * Easing function with an elastic shape (see link below).
  6210. * @see https://easings.net/#easeInElastic
  6211. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6212. */
  6213. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6214. /** Defines the number of oscillations*/
  6215. oscillations: number;
  6216. /** Defines the amplitude of the oscillations*/
  6217. springiness: number;
  6218. /**
  6219. * Instantiates an elastic easing function
  6220. * @see https://easings.net/#easeInElastic
  6221. * @param oscillations Defines the number of oscillations
  6222. * @param springiness Defines the amplitude of the oscillations
  6223. */
  6224. constructor(
  6225. /** Defines the number of oscillations*/
  6226. oscillations?: number,
  6227. /** Defines the amplitude of the oscillations*/
  6228. springiness?: number);
  6229. /** @hidden */
  6230. easeInCore(gradient: number): number;
  6231. }
  6232. /**
  6233. * Easing function with an exponential shape (see link below).
  6234. * @see https://easings.net/#easeInExpo
  6235. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6236. */
  6237. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6238. /** Defines the exponent of the function */
  6239. exponent: number;
  6240. /**
  6241. * Instantiates an exponential easing function
  6242. * @see https://easings.net/#easeInExpo
  6243. * @param exponent Defines the exponent of the function
  6244. */
  6245. constructor(
  6246. /** Defines the exponent of the function */
  6247. exponent?: number);
  6248. /** @hidden */
  6249. easeInCore(gradient: number): number;
  6250. }
  6251. /**
  6252. * Easing function with a power shape (see link below).
  6253. * @see https://easings.net/#easeInQuad
  6254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6255. */
  6256. export class PowerEase extends EasingFunction implements IEasingFunction {
  6257. /** Defines the power of the function */
  6258. power: number;
  6259. /**
  6260. * Instantiates an power base easing function
  6261. * @see https://easings.net/#easeInQuad
  6262. * @param power Defines the power of the function
  6263. */
  6264. constructor(
  6265. /** Defines the power of the function */
  6266. power?: number);
  6267. /** @hidden */
  6268. easeInCore(gradient: number): number;
  6269. }
  6270. /**
  6271. * Easing function with a power of 2 shape (see link below).
  6272. * @see https://easings.net/#easeInQuad
  6273. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6274. */
  6275. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6276. /** @hidden */
  6277. easeInCore(gradient: number): number;
  6278. }
  6279. /**
  6280. * Easing function with a power of 4 shape (see link below).
  6281. * @see https://easings.net/#easeInQuart
  6282. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6283. */
  6284. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6285. /** @hidden */
  6286. easeInCore(gradient: number): number;
  6287. }
  6288. /**
  6289. * Easing function with a power of 5 shape (see link below).
  6290. * @see https://easings.net/#easeInQuint
  6291. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6292. */
  6293. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6294. /** @hidden */
  6295. easeInCore(gradient: number): number;
  6296. }
  6297. /**
  6298. * Easing function with a sin shape (see link below).
  6299. * @see https://easings.net/#easeInSine
  6300. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6301. */
  6302. export class SineEase extends EasingFunction implements IEasingFunction {
  6303. /** @hidden */
  6304. easeInCore(gradient: number): number;
  6305. }
  6306. /**
  6307. * Easing function with a bezier shape (see link below).
  6308. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6309. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6310. */
  6311. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6312. /** Defines the x component of the start tangent in the bezier curve */
  6313. x1: number;
  6314. /** Defines the y component of the start tangent in the bezier curve */
  6315. y1: number;
  6316. /** Defines the x component of the end tangent in the bezier curve */
  6317. x2: number;
  6318. /** Defines the y component of the end tangent in the bezier curve */
  6319. y2: number;
  6320. /**
  6321. * Instantiates a bezier function
  6322. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6323. * @param x1 Defines the x component of the start tangent in the bezier curve
  6324. * @param y1 Defines the y component of the start tangent in the bezier curve
  6325. * @param x2 Defines the x component of the end tangent in the bezier curve
  6326. * @param y2 Defines the y component of the end tangent in the bezier curve
  6327. */
  6328. constructor(
  6329. /** Defines the x component of the start tangent in the bezier curve */
  6330. x1?: number,
  6331. /** Defines the y component of the start tangent in the bezier curve */
  6332. y1?: number,
  6333. /** Defines the x component of the end tangent in the bezier curve */
  6334. x2?: number,
  6335. /** Defines the y component of the end tangent in the bezier curve */
  6336. y2?: number);
  6337. /** @hidden */
  6338. easeInCore(gradient: number): number;
  6339. }
  6340. }
  6341. declare module "babylonjs/Animations/animationKey" {
  6342. /**
  6343. * Defines an interface which represents an animation key frame
  6344. */
  6345. export interface IAnimationKey {
  6346. /**
  6347. * Frame of the key frame
  6348. */
  6349. frame: number;
  6350. /**
  6351. * Value at the specifies key frame
  6352. */
  6353. value: any;
  6354. /**
  6355. * The input tangent for the cubic hermite spline
  6356. */
  6357. inTangent?: any;
  6358. /**
  6359. * The output tangent for the cubic hermite spline
  6360. */
  6361. outTangent?: any;
  6362. /**
  6363. * The animation interpolation type
  6364. */
  6365. interpolation?: AnimationKeyInterpolation;
  6366. }
  6367. /**
  6368. * Enum for the animation key frame interpolation type
  6369. */
  6370. export enum AnimationKeyInterpolation {
  6371. /**
  6372. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6373. */
  6374. STEP = 1
  6375. }
  6376. }
  6377. declare module "babylonjs/Animations/animationRange" {
  6378. /**
  6379. * Represents the range of an animation
  6380. */
  6381. export class AnimationRange {
  6382. /**The name of the animation range**/
  6383. name: string;
  6384. /**The starting frame of the animation */
  6385. from: number;
  6386. /**The ending frame of the animation*/
  6387. to: number;
  6388. /**
  6389. * Initializes the range of an animation
  6390. * @param name The name of the animation range
  6391. * @param from The starting frame of the animation
  6392. * @param to The ending frame of the animation
  6393. */
  6394. constructor(
  6395. /**The name of the animation range**/
  6396. name: string,
  6397. /**The starting frame of the animation */
  6398. from: number,
  6399. /**The ending frame of the animation*/
  6400. to: number);
  6401. /**
  6402. * Makes a copy of the animation range
  6403. * @returns A copy of the animation range
  6404. */
  6405. clone(): AnimationRange;
  6406. }
  6407. }
  6408. declare module "babylonjs/Animations/animationEvent" {
  6409. /**
  6410. * Composed of a frame, and an action function
  6411. */
  6412. export class AnimationEvent {
  6413. /** The frame for which the event is triggered **/
  6414. frame: number;
  6415. /** The event to perform when triggered **/
  6416. action: (currentFrame: number) => void;
  6417. /** Specifies if the event should be triggered only once**/
  6418. onlyOnce?: boolean | undefined;
  6419. /**
  6420. * Specifies if the animation event is done
  6421. */
  6422. isDone: boolean;
  6423. /**
  6424. * Initializes the animation event
  6425. * @param frame The frame for which the event is triggered
  6426. * @param action The event to perform when triggered
  6427. * @param onlyOnce Specifies if the event should be triggered only once
  6428. */
  6429. constructor(
  6430. /** The frame for which the event is triggered **/
  6431. frame: number,
  6432. /** The event to perform when triggered **/
  6433. action: (currentFrame: number) => void,
  6434. /** Specifies if the event should be triggered only once**/
  6435. onlyOnce?: boolean | undefined);
  6436. /** @hidden */
  6437. _clone(): AnimationEvent;
  6438. }
  6439. }
  6440. declare module "babylonjs/Behaviors/behavior" {
  6441. import { Nullable } from "babylonjs/types";
  6442. /**
  6443. * Interface used to define a behavior
  6444. */
  6445. export interface Behavior<T> {
  6446. /** gets or sets behavior's name */
  6447. name: string;
  6448. /**
  6449. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6450. */
  6451. init(): void;
  6452. /**
  6453. * Called when the behavior is attached to a target
  6454. * @param target defines the target where the behavior is attached to
  6455. */
  6456. attach(target: T): void;
  6457. /**
  6458. * Called when the behavior is detached from its target
  6459. */
  6460. detach(): void;
  6461. }
  6462. /**
  6463. * Interface implemented by classes supporting behaviors
  6464. */
  6465. export interface IBehaviorAware<T> {
  6466. /**
  6467. * Attach a behavior
  6468. * @param behavior defines the behavior to attach
  6469. * @returns the current host
  6470. */
  6471. addBehavior(behavior: Behavior<T>): T;
  6472. /**
  6473. * Remove a behavior from the current object
  6474. * @param behavior defines the behavior to detach
  6475. * @returns the current host
  6476. */
  6477. removeBehavior(behavior: Behavior<T>): T;
  6478. /**
  6479. * Gets a behavior using its name to search
  6480. * @param name defines the name to search
  6481. * @returns the behavior or null if not found
  6482. */
  6483. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6484. }
  6485. }
  6486. declare module "babylonjs/Misc/smartArray" {
  6487. /**
  6488. * Defines an array and its length.
  6489. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6490. */
  6491. export interface ISmartArrayLike<T> {
  6492. /**
  6493. * The data of the array.
  6494. */
  6495. data: Array<T>;
  6496. /**
  6497. * The active length of the array.
  6498. */
  6499. length: number;
  6500. }
  6501. /**
  6502. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6503. */
  6504. export class SmartArray<T> implements ISmartArrayLike<T> {
  6505. /**
  6506. * The full set of data from the array.
  6507. */
  6508. data: Array<T>;
  6509. /**
  6510. * The active length of the array.
  6511. */
  6512. length: number;
  6513. protected _id: number;
  6514. /**
  6515. * Instantiates a Smart Array.
  6516. * @param capacity defines the default capacity of the array.
  6517. */
  6518. constructor(capacity: number);
  6519. /**
  6520. * Pushes a value at the end of the active data.
  6521. * @param value defines the object to push in the array.
  6522. */
  6523. push(value: T): void;
  6524. /**
  6525. * Iterates over the active data and apply the lambda to them.
  6526. * @param func defines the action to apply on each value.
  6527. */
  6528. forEach(func: (content: T) => void): void;
  6529. /**
  6530. * Sorts the full sets of data.
  6531. * @param compareFn defines the comparison function to apply.
  6532. */
  6533. sort(compareFn: (a: T, b: T) => number): void;
  6534. /**
  6535. * Resets the active data to an empty array.
  6536. */
  6537. reset(): void;
  6538. /**
  6539. * Releases all the data from the array as well as the array.
  6540. */
  6541. dispose(): void;
  6542. /**
  6543. * Concats the active data with a given array.
  6544. * @param array defines the data to concatenate with.
  6545. */
  6546. concat(array: any): void;
  6547. /**
  6548. * Returns the position of a value in the active data.
  6549. * @param value defines the value to find the index for
  6550. * @returns the index if found in the active data otherwise -1
  6551. */
  6552. indexOf(value: T): number;
  6553. /**
  6554. * Returns whether an element is part of the active data.
  6555. * @param value defines the value to look for
  6556. * @returns true if found in the active data otherwise false
  6557. */
  6558. contains(value: T): boolean;
  6559. private static _GlobalId;
  6560. }
  6561. /**
  6562. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6563. * The data in this array can only be present once
  6564. */
  6565. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6566. private _duplicateId;
  6567. /**
  6568. * Pushes a value at the end of the active data.
  6569. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6570. * @param value defines the object to push in the array.
  6571. */
  6572. push(value: T): void;
  6573. /**
  6574. * Pushes a value at the end of the active data.
  6575. * If the data is already present, it won t be added again
  6576. * @param value defines the object to push in the array.
  6577. * @returns true if added false if it was already present
  6578. */
  6579. pushNoDuplicate(value: T): boolean;
  6580. /**
  6581. * Resets the active data to an empty array.
  6582. */
  6583. reset(): void;
  6584. /**
  6585. * Concats the active data with a given array.
  6586. * This ensures no dupplicate will be present in the result.
  6587. * @param array defines the data to concatenate with.
  6588. */
  6589. concatWithNoDuplicate(array: any): void;
  6590. }
  6591. }
  6592. declare module "babylonjs/Cameras/cameraInputsManager" {
  6593. import { Nullable } from "babylonjs/types";
  6594. import { Camera } from "babylonjs/Cameras/camera";
  6595. /**
  6596. * @ignore
  6597. * This is a list of all the different input types that are available in the application.
  6598. * Fo instance: ArcRotateCameraGamepadInput...
  6599. */
  6600. export var CameraInputTypes: {};
  6601. /**
  6602. * This is the contract to implement in order to create a new input class.
  6603. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6604. */
  6605. export interface ICameraInput<TCamera extends Camera> {
  6606. /**
  6607. * Defines the camera the input is attached to.
  6608. */
  6609. camera: Nullable<TCamera>;
  6610. /**
  6611. * Gets the class name of the current intput.
  6612. * @returns the class name
  6613. */
  6614. getClassName(): string;
  6615. /**
  6616. * Get the friendly name associated with the input class.
  6617. * @returns the input friendly name
  6618. */
  6619. getSimpleName(): string;
  6620. /**
  6621. * Attach the input controls to a specific dom element to get the input from.
  6622. * @param element Defines the element the controls should be listened from
  6623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6624. */
  6625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6626. /**
  6627. * Detach the current controls from the specified dom element.
  6628. * @param element Defines the element to stop listening the inputs from
  6629. */
  6630. detachControl(element: Nullable<HTMLElement>): void;
  6631. /**
  6632. * Update the current camera state depending on the inputs that have been used this frame.
  6633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6634. */
  6635. checkInputs?: () => void;
  6636. }
  6637. /**
  6638. * Represents a map of input types to input instance or input index to input instance.
  6639. */
  6640. export interface CameraInputsMap<TCamera extends Camera> {
  6641. /**
  6642. * Accessor to the input by input type.
  6643. */
  6644. [name: string]: ICameraInput<TCamera>;
  6645. /**
  6646. * Accessor to the input by input index.
  6647. */
  6648. [idx: number]: ICameraInput<TCamera>;
  6649. }
  6650. /**
  6651. * This represents the input manager used within a camera.
  6652. * It helps dealing with all the different kind of input attached to a camera.
  6653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6654. */
  6655. export class CameraInputsManager<TCamera extends Camera> {
  6656. /**
  6657. * Defines the list of inputs attahed to the camera.
  6658. */
  6659. attached: CameraInputsMap<TCamera>;
  6660. /**
  6661. * Defines the dom element the camera is collecting inputs from.
  6662. * This is null if the controls have not been attached.
  6663. */
  6664. attachedElement: Nullable<HTMLElement>;
  6665. /**
  6666. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6667. */
  6668. noPreventDefault: boolean;
  6669. /**
  6670. * Defined the camera the input manager belongs to.
  6671. */
  6672. camera: TCamera;
  6673. /**
  6674. * Update the current camera state depending on the inputs that have been used this frame.
  6675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6676. */
  6677. checkInputs: () => void;
  6678. /**
  6679. * Instantiate a new Camera Input Manager.
  6680. * @param camera Defines the camera the input manager blongs to
  6681. */
  6682. constructor(camera: TCamera);
  6683. /**
  6684. * Add an input method to a camera
  6685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6686. * @param input camera input method
  6687. */
  6688. add(input: ICameraInput<TCamera>): void;
  6689. /**
  6690. * Remove a specific input method from a camera
  6691. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6692. * @param inputToRemove camera input method
  6693. */
  6694. remove(inputToRemove: ICameraInput<TCamera>): void;
  6695. /**
  6696. * Remove a specific input type from a camera
  6697. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6698. * @param inputType the type of the input to remove
  6699. */
  6700. removeByType(inputType: string): void;
  6701. private _addCheckInputs;
  6702. /**
  6703. * Attach the input controls to the currently attached dom element to listen the events from.
  6704. * @param input Defines the input to attach
  6705. */
  6706. attachInput(input: ICameraInput<TCamera>): void;
  6707. /**
  6708. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6709. * @param element Defines the dom element to collect the events from
  6710. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6711. */
  6712. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6713. /**
  6714. * Detach the current manager inputs controls from a specific dom element.
  6715. * @param element Defines the dom element to collect the events from
  6716. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6717. */
  6718. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6719. /**
  6720. * Rebuild the dynamic inputCheck function from the current list of
  6721. * defined inputs in the manager.
  6722. */
  6723. rebuildInputCheck(): void;
  6724. /**
  6725. * Remove all attached input methods from a camera
  6726. */
  6727. clear(): void;
  6728. /**
  6729. * Serialize the current input manager attached to a camera.
  6730. * This ensures than once parsed,
  6731. * the input associated to the camera will be identical to the current ones
  6732. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6733. */
  6734. serialize(serializedCamera: any): void;
  6735. /**
  6736. * Parses an input manager serialized JSON to restore the previous list of inputs
  6737. * and states associated to a camera.
  6738. * @param parsedCamera Defines the JSON to parse
  6739. */
  6740. parse(parsedCamera: any): void;
  6741. }
  6742. }
  6743. declare module "babylonjs/Collisions/intersectionInfo" {
  6744. import { Nullable } from "babylonjs/types";
  6745. /**
  6746. * @hidden
  6747. */
  6748. export class IntersectionInfo {
  6749. bu: Nullable<number>;
  6750. bv: Nullable<number>;
  6751. distance: number;
  6752. faceId: number;
  6753. subMeshId: number;
  6754. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6755. }
  6756. }
  6757. declare module "babylonjs/Maths/math.plane" {
  6758. import { DeepImmutable } from "babylonjs/types";
  6759. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6760. /**
  6761. * Represens a plane by the equation ax + by + cz + d = 0
  6762. */
  6763. export class Plane {
  6764. private static _TmpMatrix;
  6765. /**
  6766. * Normal of the plane (a,b,c)
  6767. */
  6768. normal: Vector3;
  6769. /**
  6770. * d component of the plane
  6771. */
  6772. d: number;
  6773. /**
  6774. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6775. * @param a a component of the plane
  6776. * @param b b component of the plane
  6777. * @param c c component of the plane
  6778. * @param d d component of the plane
  6779. */
  6780. constructor(a: number, b: number, c: number, d: number);
  6781. /**
  6782. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6783. */
  6784. asArray(): number[];
  6785. /**
  6786. * @returns a new plane copied from the current Plane.
  6787. */
  6788. clone(): Plane;
  6789. /**
  6790. * @returns the string "Plane".
  6791. */
  6792. getClassName(): string;
  6793. /**
  6794. * @returns the Plane hash code.
  6795. */
  6796. getHashCode(): number;
  6797. /**
  6798. * Normalize the current Plane in place.
  6799. * @returns the updated Plane.
  6800. */
  6801. normalize(): Plane;
  6802. /**
  6803. * Applies a transformation the plane and returns the result
  6804. * @param transformation the transformation matrix to be applied to the plane
  6805. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6806. */
  6807. transform(transformation: DeepImmutable<Matrix>): Plane;
  6808. /**
  6809. * Calcualtte the dot product between the point and the plane normal
  6810. * @param point point to calculate the dot product with
  6811. * @returns the dot product (float) of the point coordinates and the plane normal.
  6812. */
  6813. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6814. /**
  6815. * Updates the current Plane from the plane defined by the three given points.
  6816. * @param point1 one of the points used to contruct the plane
  6817. * @param point2 one of the points used to contruct the plane
  6818. * @param point3 one of the points used to contruct the plane
  6819. * @returns the updated Plane.
  6820. */
  6821. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6822. /**
  6823. * Checks if the plane is facing a given direction
  6824. * @param direction the direction to check if the plane is facing
  6825. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6826. * @returns True is the vector "direction" is the same side than the plane normal.
  6827. */
  6828. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6829. /**
  6830. * Calculates the distance to a point
  6831. * @param point point to calculate distance to
  6832. * @returns the signed distance (float) from the given point to the Plane.
  6833. */
  6834. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6835. /**
  6836. * Creates a plane from an array
  6837. * @param array the array to create a plane from
  6838. * @returns a new Plane from the given array.
  6839. */
  6840. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6841. /**
  6842. * Creates a plane from three points
  6843. * @param point1 point used to create the plane
  6844. * @param point2 point used to create the plane
  6845. * @param point3 point used to create the plane
  6846. * @returns a new Plane defined by the three given points.
  6847. */
  6848. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6849. /**
  6850. * Creates a plane from an origin point and a normal
  6851. * @param origin origin of the plane to be constructed
  6852. * @param normal normal of the plane to be constructed
  6853. * @returns a new Plane the normal vector to this plane at the given origin point.
  6854. * Note : the vector "normal" is updated because normalized.
  6855. */
  6856. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6857. /**
  6858. * Calculates the distance from a plane and a point
  6859. * @param origin origin of the plane to be constructed
  6860. * @param normal normal of the plane to be constructed
  6861. * @param point point to calculate distance to
  6862. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6863. */
  6864. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6865. }
  6866. }
  6867. declare module "babylonjs/Culling/boundingSphere" {
  6868. import { DeepImmutable } from "babylonjs/types";
  6869. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6870. import { Plane } from "babylonjs/Maths/math.plane";
  6871. /**
  6872. * Class used to store bounding sphere information
  6873. */
  6874. export class BoundingSphere {
  6875. /**
  6876. * Gets the center of the bounding sphere in local space
  6877. */
  6878. readonly center: Vector3;
  6879. /**
  6880. * Radius of the bounding sphere in local space
  6881. */
  6882. radius: number;
  6883. /**
  6884. * Gets the center of the bounding sphere in world space
  6885. */
  6886. readonly centerWorld: Vector3;
  6887. /**
  6888. * Radius of the bounding sphere in world space
  6889. */
  6890. radiusWorld: number;
  6891. /**
  6892. * Gets the minimum vector in local space
  6893. */
  6894. readonly minimum: Vector3;
  6895. /**
  6896. * Gets the maximum vector in local space
  6897. */
  6898. readonly maximum: Vector3;
  6899. private _worldMatrix;
  6900. private static readonly TmpVector3;
  6901. /**
  6902. * Creates a new bounding sphere
  6903. * @param min defines the minimum vector (in local space)
  6904. * @param max defines the maximum vector (in local space)
  6905. * @param worldMatrix defines the new world matrix
  6906. */
  6907. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6908. /**
  6909. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6910. * @param min defines the new minimum vector (in local space)
  6911. * @param max defines the new maximum vector (in local space)
  6912. * @param worldMatrix defines the new world matrix
  6913. */
  6914. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6915. /**
  6916. * Scale the current bounding sphere by applying a scale factor
  6917. * @param factor defines the scale factor to apply
  6918. * @returns the current bounding box
  6919. */
  6920. scale(factor: number): BoundingSphere;
  6921. /**
  6922. * Gets the world matrix of the bounding box
  6923. * @returns a matrix
  6924. */
  6925. getWorldMatrix(): DeepImmutable<Matrix>;
  6926. /** @hidden */
  6927. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6928. /**
  6929. * Tests if the bounding sphere is intersecting the frustum planes
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @returns true if there is an intersection
  6932. */
  6933. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if the bounding sphere center is in between the frustum planes.
  6936. * Used for optimistic fast inclusion.
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @returns true if the sphere center is in between the frustum planes
  6939. */
  6940. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. /**
  6942. * Tests if a point is inside the bounding sphere
  6943. * @param point defines the point to test
  6944. * @returns true if the point is inside the bounding sphere
  6945. */
  6946. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Checks if two sphere intersct
  6949. * @param sphere0 sphere 0
  6950. * @param sphere1 sphere 1
  6951. * @returns true if the speres intersect
  6952. */
  6953. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6954. }
  6955. }
  6956. declare module "babylonjs/Culling/boundingBox" {
  6957. import { DeepImmutable } from "babylonjs/types";
  6958. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6959. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6960. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6961. import { Plane } from "babylonjs/Maths/math.plane";
  6962. /**
  6963. * Class used to store bounding box information
  6964. */
  6965. export class BoundingBox implements ICullable {
  6966. /**
  6967. * Gets the 8 vectors representing the bounding box in local space
  6968. */
  6969. readonly vectors: Vector3[];
  6970. /**
  6971. * Gets the center of the bounding box in local space
  6972. */
  6973. readonly center: Vector3;
  6974. /**
  6975. * Gets the center of the bounding box in world space
  6976. */
  6977. readonly centerWorld: Vector3;
  6978. /**
  6979. * Gets the extend size in local space
  6980. */
  6981. readonly extendSize: Vector3;
  6982. /**
  6983. * Gets the extend size in world space
  6984. */
  6985. readonly extendSizeWorld: Vector3;
  6986. /**
  6987. * Gets the OBB (object bounding box) directions
  6988. */
  6989. readonly directions: Vector3[];
  6990. /**
  6991. * Gets the 8 vectors representing the bounding box in world space
  6992. */
  6993. readonly vectorsWorld: Vector3[];
  6994. /**
  6995. * Gets the minimum vector in world space
  6996. */
  6997. readonly minimumWorld: Vector3;
  6998. /**
  6999. * Gets the maximum vector in world space
  7000. */
  7001. readonly maximumWorld: Vector3;
  7002. /**
  7003. * Gets the minimum vector in local space
  7004. */
  7005. readonly minimum: Vector3;
  7006. /**
  7007. * Gets the maximum vector in local space
  7008. */
  7009. readonly maximum: Vector3;
  7010. private _worldMatrix;
  7011. private static readonly TmpVector3;
  7012. /**
  7013. * @hidden
  7014. */
  7015. _tag: number;
  7016. /**
  7017. * Creates a new bounding box
  7018. * @param min defines the minimum vector (in local space)
  7019. * @param max defines the maximum vector (in local space)
  7020. * @param worldMatrix defines the new world matrix
  7021. */
  7022. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7023. /**
  7024. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7025. * @param min defines the new minimum vector (in local space)
  7026. * @param max defines the new maximum vector (in local space)
  7027. * @param worldMatrix defines the new world matrix
  7028. */
  7029. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7030. /**
  7031. * Scale the current bounding box by applying a scale factor
  7032. * @param factor defines the scale factor to apply
  7033. * @returns the current bounding box
  7034. */
  7035. scale(factor: number): BoundingBox;
  7036. /**
  7037. * Gets the world matrix of the bounding box
  7038. * @returns a matrix
  7039. */
  7040. getWorldMatrix(): DeepImmutable<Matrix>;
  7041. /** @hidden */
  7042. _update(world: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * Tests if the bounding box is intersecting the frustum planes
  7045. * @param frustumPlanes defines the frustum planes to test
  7046. * @returns true if there is an intersection
  7047. */
  7048. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7049. /**
  7050. * Tests if the bounding box is entirely inside the frustum planes
  7051. * @param frustumPlanes defines the frustum planes to test
  7052. * @returns true if there is an inclusion
  7053. */
  7054. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7055. /**
  7056. * Tests if a point is inside the bounding box
  7057. * @param point defines the point to test
  7058. * @returns true if the point is inside the bounding box
  7059. */
  7060. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7061. /**
  7062. * Tests if the bounding box intersects with a bounding sphere
  7063. * @param sphere defines the sphere to test
  7064. * @returns true if there is an intersection
  7065. */
  7066. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7067. /**
  7068. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7069. * @param min defines the min vector to use
  7070. * @param max defines the max vector to use
  7071. * @returns true if there is an intersection
  7072. */
  7073. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7074. /**
  7075. * Tests if two bounding boxes are intersections
  7076. * @param box0 defines the first box to test
  7077. * @param box1 defines the second box to test
  7078. * @returns true if there is an intersection
  7079. */
  7080. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7081. /**
  7082. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7083. * @param minPoint defines the minimum vector of the bounding box
  7084. * @param maxPoint defines the maximum vector of the bounding box
  7085. * @param sphereCenter defines the sphere center
  7086. * @param sphereRadius defines the sphere radius
  7087. * @returns true if there is an intersection
  7088. */
  7089. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7090. /**
  7091. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7092. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7093. * @param frustumPlanes defines the frustum planes to test
  7094. * @return true if there is an inclusion
  7095. */
  7096. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7097. /**
  7098. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7099. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7100. * @param frustumPlanes defines the frustum planes to test
  7101. * @return true if there is an intersection
  7102. */
  7103. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7104. }
  7105. }
  7106. declare module "babylonjs/Collisions/collider" {
  7107. import { Nullable, IndicesArray } from "babylonjs/types";
  7108. import { Vector3 } from "babylonjs/Maths/math.vector";
  7109. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7110. import { Plane } from "babylonjs/Maths/math.plane";
  7111. /** @hidden */
  7112. export class Collider {
  7113. /** Define if a collision was found */
  7114. collisionFound: boolean;
  7115. /**
  7116. * Define last intersection point in local space
  7117. */
  7118. intersectionPoint: Vector3;
  7119. /**
  7120. * Define last collided mesh
  7121. */
  7122. collidedMesh: Nullable<AbstractMesh>;
  7123. private _collisionPoint;
  7124. private _planeIntersectionPoint;
  7125. private _tempVector;
  7126. private _tempVector2;
  7127. private _tempVector3;
  7128. private _tempVector4;
  7129. private _edge;
  7130. private _baseToVertex;
  7131. private _destinationPoint;
  7132. private _slidePlaneNormal;
  7133. private _displacementVector;
  7134. /** @hidden */
  7135. _radius: Vector3;
  7136. /** @hidden */
  7137. _retry: number;
  7138. private _velocity;
  7139. private _basePoint;
  7140. private _epsilon;
  7141. /** @hidden */
  7142. _velocityWorldLength: number;
  7143. /** @hidden */
  7144. _basePointWorld: Vector3;
  7145. private _velocityWorld;
  7146. private _normalizedVelocity;
  7147. /** @hidden */
  7148. _initialVelocity: Vector3;
  7149. /** @hidden */
  7150. _initialPosition: Vector3;
  7151. private _nearestDistance;
  7152. private _collisionMask;
  7153. collisionMask: number;
  7154. /**
  7155. * Gets the plane normal used to compute the sliding response (in local space)
  7156. */
  7157. readonly slidePlaneNormal: Vector3;
  7158. /** @hidden */
  7159. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7160. /** @hidden */
  7161. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7162. /** @hidden */
  7163. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7164. /** @hidden */
  7165. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7166. /** @hidden */
  7167. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7168. /** @hidden */
  7169. _getResponse(pos: Vector3, vel: Vector3): void;
  7170. }
  7171. }
  7172. declare module "babylonjs/Culling/boundingInfo" {
  7173. import { DeepImmutable } from "babylonjs/types";
  7174. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7175. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7176. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7177. import { Plane } from "babylonjs/Maths/math.plane";
  7178. import { Collider } from "babylonjs/Collisions/collider";
  7179. /**
  7180. * Interface for cullable objects
  7181. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7182. */
  7183. export interface ICullable {
  7184. /**
  7185. * Checks if the object or part of the object is in the frustum
  7186. * @param frustumPlanes Camera near/planes
  7187. * @returns true if the object is in frustum otherwise false
  7188. */
  7189. isInFrustum(frustumPlanes: Plane[]): boolean;
  7190. /**
  7191. * Checks if a cullable object (mesh...) is in the camera frustum
  7192. * Unlike isInFrustum this cheks the full bounding box
  7193. * @param frustumPlanes Camera near/planes
  7194. * @returns true if the object is in frustum otherwise false
  7195. */
  7196. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7197. }
  7198. /**
  7199. * Info for a bounding data of a mesh
  7200. */
  7201. export class BoundingInfo implements ICullable {
  7202. /**
  7203. * Bounding box for the mesh
  7204. */
  7205. readonly boundingBox: BoundingBox;
  7206. /**
  7207. * Bounding sphere for the mesh
  7208. */
  7209. readonly boundingSphere: BoundingSphere;
  7210. private _isLocked;
  7211. private static readonly TmpVector3;
  7212. /**
  7213. * Constructs bounding info
  7214. * @param minimum min vector of the bounding box/sphere
  7215. * @param maximum max vector of the bounding box/sphere
  7216. * @param worldMatrix defines the new world matrix
  7217. */
  7218. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7219. /**
  7220. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7221. * @param min defines the new minimum vector (in local space)
  7222. * @param max defines the new maximum vector (in local space)
  7223. * @param worldMatrix defines the new world matrix
  7224. */
  7225. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7226. /**
  7227. * min vector of the bounding box/sphere
  7228. */
  7229. readonly minimum: Vector3;
  7230. /**
  7231. * max vector of the bounding box/sphere
  7232. */
  7233. readonly maximum: Vector3;
  7234. /**
  7235. * If the info is locked and won't be updated to avoid perf overhead
  7236. */
  7237. isLocked: boolean;
  7238. /**
  7239. * Updates the bounding sphere and box
  7240. * @param world world matrix to be used to update
  7241. */
  7242. update(world: DeepImmutable<Matrix>): void;
  7243. /**
  7244. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7245. * @param center New center of the bounding info
  7246. * @param extend New extend of the bounding info
  7247. * @returns the current bounding info
  7248. */
  7249. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7250. /**
  7251. * Scale the current bounding info by applying a scale factor
  7252. * @param factor defines the scale factor to apply
  7253. * @returns the current bounding info
  7254. */
  7255. scale(factor: number): BoundingInfo;
  7256. /**
  7257. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7258. * @param frustumPlanes defines the frustum to test
  7259. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7260. * @returns true if the bounding info is in the frustum planes
  7261. */
  7262. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7263. /**
  7264. * Gets the world distance between the min and max points of the bounding box
  7265. */
  7266. readonly diagonalLength: number;
  7267. /**
  7268. * Checks if a cullable object (mesh...) is in the camera frustum
  7269. * Unlike isInFrustum this cheks the full bounding box
  7270. * @param frustumPlanes Camera near/planes
  7271. * @returns true if the object is in frustum otherwise false
  7272. */
  7273. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7274. /** @hidden */
  7275. _checkCollision(collider: Collider): boolean;
  7276. /**
  7277. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7278. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7279. * @param point the point to check intersection with
  7280. * @returns if the point intersects
  7281. */
  7282. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7283. /**
  7284. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7285. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7286. * @param boundingInfo the bounding info to check intersection with
  7287. * @param precise if the intersection should be done using OBB
  7288. * @returns if the bounding info intersects
  7289. */
  7290. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7291. }
  7292. }
  7293. declare module "babylonjs/Maths/math.functions" {
  7294. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7295. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7296. /**
  7297. * Extracts minimum and maximum values from a list of indexed positions
  7298. * @param positions defines the positions to use
  7299. * @param indices defines the indices to the positions
  7300. * @param indexStart defines the start index
  7301. * @param indexCount defines the end index
  7302. * @param bias defines bias value to add to the result
  7303. * @return minimum and maximum values
  7304. */
  7305. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7306. minimum: Vector3;
  7307. maximum: Vector3;
  7308. };
  7309. /**
  7310. * Extracts minimum and maximum values from a list of positions
  7311. * @param positions defines the positions to use
  7312. * @param start defines the start index in the positions array
  7313. * @param count defines the number of positions to handle
  7314. * @param bias defines bias value to add to the result
  7315. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7316. * @return minimum and maximum values
  7317. */
  7318. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7319. minimum: Vector3;
  7320. maximum: Vector3;
  7321. };
  7322. }
  7323. declare module "babylonjs/Misc/iInspectable" {
  7324. /**
  7325. * Enum that determines the text-wrapping mode to use.
  7326. */
  7327. export enum InspectableType {
  7328. /**
  7329. * Checkbox for booleans
  7330. */
  7331. Checkbox = 0,
  7332. /**
  7333. * Sliders for numbers
  7334. */
  7335. Slider = 1,
  7336. /**
  7337. * Vector3
  7338. */
  7339. Vector3 = 2,
  7340. /**
  7341. * Quaternions
  7342. */
  7343. Quaternion = 3,
  7344. /**
  7345. * Color3
  7346. */
  7347. Color3 = 4,
  7348. /**
  7349. * String
  7350. */
  7351. String = 5
  7352. }
  7353. /**
  7354. * Interface used to define custom inspectable properties.
  7355. * This interface is used by the inspector to display custom property grids
  7356. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7357. */
  7358. export interface IInspectable {
  7359. /**
  7360. * Gets the label to display
  7361. */
  7362. label: string;
  7363. /**
  7364. * Gets the name of the property to edit
  7365. */
  7366. propertyName: string;
  7367. /**
  7368. * Gets the type of the editor to use
  7369. */
  7370. type: InspectableType;
  7371. /**
  7372. * Gets the minimum value of the property when using in "slider" mode
  7373. */
  7374. min?: number;
  7375. /**
  7376. * Gets the maximum value of the property when using in "slider" mode
  7377. */
  7378. max?: number;
  7379. /**
  7380. * Gets the setp to use when using in "slider" mode
  7381. */
  7382. step?: number;
  7383. }
  7384. }
  7385. declare module "babylonjs/Misc/timingTools" {
  7386. /**
  7387. * Class used to provide helper for timing
  7388. */
  7389. export class TimingTools {
  7390. /**
  7391. * Polyfill for setImmediate
  7392. * @param action defines the action to execute after the current execution block
  7393. */
  7394. static SetImmediate(action: () => void): void;
  7395. }
  7396. }
  7397. declare module "babylonjs/Misc/instantiationTools" {
  7398. /**
  7399. * Class used to enable instatition of objects by class name
  7400. */
  7401. export class InstantiationTools {
  7402. /**
  7403. * Use this object to register external classes like custom textures or material
  7404. * to allow the laoders to instantiate them
  7405. */
  7406. static RegisteredExternalClasses: {
  7407. [key: string]: Object;
  7408. };
  7409. /**
  7410. * Tries to instantiate a new object from a given class name
  7411. * @param className defines the class name to instantiate
  7412. * @returns the new object or null if the system was not able to do the instantiation
  7413. */
  7414. static Instantiate(className: string): any;
  7415. }
  7416. }
  7417. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7418. import { Nullable } from "babylonjs/types";
  7419. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7420. /**
  7421. * This represents the required contract to create a new type of texture loader.
  7422. */
  7423. export interface IInternalTextureLoader {
  7424. /**
  7425. * Defines wether the loader supports cascade loading the different faces.
  7426. */
  7427. supportCascades: boolean;
  7428. /**
  7429. * This returns if the loader support the current file information.
  7430. * @param extension defines the file extension of the file being loaded
  7431. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7432. * @param fallback defines the fallback internal texture if any
  7433. * @param isBase64 defines whether the texture is encoded as a base64
  7434. * @param isBuffer defines whether the texture data are stored as a buffer
  7435. * @returns true if the loader can load the specified file
  7436. */
  7437. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7438. /**
  7439. * Transform the url before loading if required.
  7440. * @param rootUrl the url of the texture
  7441. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7442. * @returns the transformed texture
  7443. */
  7444. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7445. /**
  7446. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7447. * @param rootUrl the url of the texture
  7448. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7449. * @returns the fallback texture
  7450. */
  7451. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7452. /**
  7453. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7454. * @param data contains the texture data
  7455. * @param texture defines the BabylonJS internal texture
  7456. * @param createPolynomials will be true if polynomials have been requested
  7457. * @param onLoad defines the callback to trigger once the texture is ready
  7458. * @param onError defines the callback to trigger in case of error
  7459. */
  7460. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7461. /**
  7462. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7463. * @param data contains the texture data
  7464. * @param texture defines the BabylonJS internal texture
  7465. * @param callback defines the method to call once ready to upload
  7466. */
  7467. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7468. }
  7469. }
  7470. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7471. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7472. import { Nullable } from "babylonjs/types";
  7473. import { Scene } from "babylonjs/scene";
  7474. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7475. module "babylonjs/Engines/engine" {
  7476. interface Engine {
  7477. /**
  7478. * Creates a depth stencil cube texture.
  7479. * This is only available in WebGL 2.
  7480. * @param size The size of face edge in the cube texture.
  7481. * @param options The options defining the cube texture.
  7482. * @returns The cube texture
  7483. */
  7484. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7485. /**
  7486. * Creates a cube texture
  7487. * @param rootUrl defines the url where the files to load is located
  7488. * @param scene defines the current scene
  7489. * @param files defines the list of files to load (1 per face)
  7490. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7491. * @param onLoad defines an optional callback raised when the texture is loaded
  7492. * @param onError defines an optional callback raised if there is an issue to load the texture
  7493. * @param format defines the format of the data
  7494. * @param forcedExtension defines the extension to use to pick the right loader
  7495. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7496. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7497. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7498. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7499. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7500. * @returns the cube texture as an InternalTexture
  7501. */
  7502. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7503. /**
  7504. * Creates a cube texture
  7505. * @param rootUrl defines the url where the files to load is located
  7506. * @param scene defines the current scene
  7507. * @param files defines the list of files to load (1 per face)
  7508. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7509. * @param onLoad defines an optional callback raised when the texture is loaded
  7510. * @param onError defines an optional callback raised if there is an issue to load the texture
  7511. * @param format defines the format of the data
  7512. * @param forcedExtension defines the extension to use to pick the right loader
  7513. * @returns the cube texture as an InternalTexture
  7514. */
  7515. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7516. /**
  7517. * Creates a cube texture
  7518. * @param rootUrl defines the url where the files to load is located
  7519. * @param scene defines the current scene
  7520. * @param files defines the list of files to load (1 per face)
  7521. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7522. * @param onLoad defines an optional callback raised when the texture is loaded
  7523. * @param onError defines an optional callback raised if there is an issue to load the texture
  7524. * @param format defines the format of the data
  7525. * @param forcedExtension defines the extension to use to pick the right loader
  7526. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7527. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7528. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7529. * @returns the cube texture as an InternalTexture
  7530. */
  7531. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7532. /** @hidden */
  7533. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7534. /** @hidden */
  7535. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7536. /** @hidden */
  7537. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7538. /** @hidden */
  7539. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7540. }
  7541. }
  7542. }
  7543. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7544. import { Nullable } from "babylonjs/types";
  7545. import { Scene } from "babylonjs/scene";
  7546. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7548. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7549. /**
  7550. * Class for creating a cube texture
  7551. */
  7552. export class CubeTexture extends BaseTexture {
  7553. private _delayedOnLoad;
  7554. /**
  7555. * The url of the texture
  7556. */
  7557. url: string;
  7558. /**
  7559. * Gets or sets the center of the bounding box associated with the cube texture.
  7560. * It must define where the camera used to render the texture was set
  7561. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7562. */
  7563. boundingBoxPosition: Vector3;
  7564. private _boundingBoxSize;
  7565. /**
  7566. * Gets or sets the size of the bounding box associated with the cube texture
  7567. * When defined, the cubemap will switch to local mode
  7568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7569. * @example https://www.babylonjs-playground.com/#RNASML
  7570. */
  7571. /**
  7572. * Returns the bounding box size
  7573. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7574. */
  7575. boundingBoxSize: Vector3;
  7576. protected _rotationY: number;
  7577. /**
  7578. * Sets texture matrix rotation angle around Y axis in radians.
  7579. */
  7580. /**
  7581. * Gets texture matrix rotation angle around Y axis radians.
  7582. */
  7583. rotationY: number;
  7584. /**
  7585. * Are mip maps generated for this texture or not.
  7586. */
  7587. readonly noMipmap: boolean;
  7588. private _noMipmap;
  7589. private _files;
  7590. private _extensions;
  7591. private _textureMatrix;
  7592. private _format;
  7593. private _createPolynomials;
  7594. /** @hidden */
  7595. _prefiltered: boolean;
  7596. /**
  7597. * Creates a cube texture from an array of image urls
  7598. * @param files defines an array of image urls
  7599. * @param scene defines the hosting scene
  7600. * @param noMipmap specifies if mip maps are not used
  7601. * @returns a cube texture
  7602. */
  7603. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7604. /**
  7605. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7606. * @param url defines the url of the prefiltered texture
  7607. * @param scene defines the scene the texture is attached to
  7608. * @param forcedExtension defines the extension of the file if different from the url
  7609. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7610. * @return the prefiltered texture
  7611. */
  7612. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7613. /**
  7614. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7615. * as prefiltered data.
  7616. * @param rootUrl defines the url of the texture or the root name of the six images
  7617. * @param scene defines the scene the texture is attached to
  7618. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7619. * @param noMipmap defines if mipmaps should be created or not
  7620. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7621. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7622. * @param onError defines a callback triggered in case of error during load
  7623. * @param format defines the internal format to use for the texture once loaded
  7624. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7625. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7626. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7627. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7628. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7629. * @return the cube texture
  7630. */
  7631. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7632. /**
  7633. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7634. */
  7635. readonly isPrefiltered: boolean;
  7636. /**
  7637. * Get the current class name of the texture useful for serialization or dynamic coding.
  7638. * @returns "CubeTexture"
  7639. */
  7640. getClassName(): string;
  7641. /**
  7642. * Update the url (and optional buffer) of this texture if url was null during construction.
  7643. * @param url the url of the texture
  7644. * @param forcedExtension defines the extension to use
  7645. * @param onLoad callback called when the texture is loaded (defaults to null)
  7646. */
  7647. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7648. /**
  7649. * Delays loading of the cube texture
  7650. * @param forcedExtension defines the extension to use
  7651. */
  7652. delayLoad(forcedExtension?: string): void;
  7653. /**
  7654. * Returns the reflection texture matrix
  7655. * @returns the reflection texture matrix
  7656. */
  7657. getReflectionTextureMatrix(): Matrix;
  7658. /**
  7659. * Sets the reflection texture matrix
  7660. * @param value Reflection texture matrix
  7661. */
  7662. setReflectionTextureMatrix(value: Matrix): void;
  7663. /**
  7664. * Parses text to create a cube texture
  7665. * @param parsedTexture define the serialized text to read from
  7666. * @param scene defines the hosting scene
  7667. * @param rootUrl defines the root url of the cube texture
  7668. * @returns a cube texture
  7669. */
  7670. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7671. /**
  7672. * Makes a clone, or deep copy, of the cube texture
  7673. * @returns a new cube texture
  7674. */
  7675. clone(): CubeTexture;
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/materialDefines" {
  7679. /**
  7680. * Manages the defines for the Material
  7681. */
  7682. export class MaterialDefines {
  7683. /** @hidden */
  7684. protected _keys: string[];
  7685. private _isDirty;
  7686. /** @hidden */
  7687. _renderId: number;
  7688. /** @hidden */
  7689. _areLightsDirty: boolean;
  7690. /** @hidden */
  7691. _areAttributesDirty: boolean;
  7692. /** @hidden */
  7693. _areTexturesDirty: boolean;
  7694. /** @hidden */
  7695. _areFresnelDirty: boolean;
  7696. /** @hidden */
  7697. _areMiscDirty: boolean;
  7698. /** @hidden */
  7699. _areImageProcessingDirty: boolean;
  7700. /** @hidden */
  7701. _normals: boolean;
  7702. /** @hidden */
  7703. _uvs: boolean;
  7704. /** @hidden */
  7705. _needNormals: boolean;
  7706. /** @hidden */
  7707. _needUVs: boolean;
  7708. [id: string]: any;
  7709. /**
  7710. * Specifies if the material needs to be re-calculated
  7711. */
  7712. readonly isDirty: boolean;
  7713. /**
  7714. * Marks the material to indicate that it has been re-calculated
  7715. */
  7716. markAsProcessed(): void;
  7717. /**
  7718. * Marks the material to indicate that it needs to be re-calculated
  7719. */
  7720. markAsUnprocessed(): void;
  7721. /**
  7722. * Marks the material to indicate all of its defines need to be re-calculated
  7723. */
  7724. markAllAsDirty(): void;
  7725. /**
  7726. * Marks the material to indicate that image processing needs to be re-calculated
  7727. */
  7728. markAsImageProcessingDirty(): void;
  7729. /**
  7730. * Marks the material to indicate the lights need to be re-calculated
  7731. */
  7732. markAsLightDirty(): void;
  7733. /**
  7734. * Marks the attribute state as changed
  7735. */
  7736. markAsAttributesDirty(): void;
  7737. /**
  7738. * Marks the texture state as changed
  7739. */
  7740. markAsTexturesDirty(): void;
  7741. /**
  7742. * Marks the fresnel state as changed
  7743. */
  7744. markAsFresnelDirty(): void;
  7745. /**
  7746. * Marks the misc state as changed
  7747. */
  7748. markAsMiscDirty(): void;
  7749. /**
  7750. * Rebuilds the material defines
  7751. */
  7752. rebuild(): void;
  7753. /**
  7754. * Specifies if two material defines are equal
  7755. * @param other - A material define instance to compare to
  7756. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7757. */
  7758. isEqual(other: MaterialDefines): boolean;
  7759. /**
  7760. * Clones this instance's defines to another instance
  7761. * @param other - material defines to clone values to
  7762. */
  7763. cloneTo(other: MaterialDefines): void;
  7764. /**
  7765. * Resets the material define values
  7766. */
  7767. reset(): void;
  7768. /**
  7769. * Converts the material define values to a string
  7770. * @returns - String of material define information
  7771. */
  7772. toString(): string;
  7773. }
  7774. }
  7775. declare module "babylonjs/Materials/colorCurves" {
  7776. import { Effect } from "babylonjs/Materials/effect";
  7777. /**
  7778. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7779. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7780. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7781. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7782. */
  7783. export class ColorCurves {
  7784. private _dirty;
  7785. private _tempColor;
  7786. private _globalCurve;
  7787. private _highlightsCurve;
  7788. private _midtonesCurve;
  7789. private _shadowsCurve;
  7790. private _positiveCurve;
  7791. private _negativeCurve;
  7792. private _globalHue;
  7793. private _globalDensity;
  7794. private _globalSaturation;
  7795. private _globalExposure;
  7796. /**
  7797. * Gets the global Hue value.
  7798. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7799. */
  7800. /**
  7801. * Sets the global Hue value.
  7802. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7803. */
  7804. globalHue: number;
  7805. /**
  7806. * Gets the global Density value.
  7807. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7808. * Values less than zero provide a filter of opposite hue.
  7809. */
  7810. /**
  7811. * Sets the global Density value.
  7812. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7813. * Values less than zero provide a filter of opposite hue.
  7814. */
  7815. globalDensity: number;
  7816. /**
  7817. * Gets the global Saturation value.
  7818. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7819. */
  7820. /**
  7821. * Sets the global Saturation value.
  7822. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7823. */
  7824. globalSaturation: number;
  7825. /**
  7826. * Gets the global Exposure value.
  7827. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7828. */
  7829. /**
  7830. * Sets the global Exposure value.
  7831. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7832. */
  7833. globalExposure: number;
  7834. private _highlightsHue;
  7835. private _highlightsDensity;
  7836. private _highlightsSaturation;
  7837. private _highlightsExposure;
  7838. /**
  7839. * Gets the highlights Hue value.
  7840. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7841. */
  7842. /**
  7843. * Sets the highlights Hue value.
  7844. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7845. */
  7846. highlightsHue: number;
  7847. /**
  7848. * Gets the highlights Density value.
  7849. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7850. * Values less than zero provide a filter of opposite hue.
  7851. */
  7852. /**
  7853. * Sets the highlights Density value.
  7854. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7855. * Values less than zero provide a filter of opposite hue.
  7856. */
  7857. highlightsDensity: number;
  7858. /**
  7859. * Gets the highlights Saturation value.
  7860. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7861. */
  7862. /**
  7863. * Sets the highlights Saturation value.
  7864. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7865. */
  7866. highlightsSaturation: number;
  7867. /**
  7868. * Gets the highlights Exposure value.
  7869. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7870. */
  7871. /**
  7872. * Sets the highlights Exposure value.
  7873. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7874. */
  7875. highlightsExposure: number;
  7876. private _midtonesHue;
  7877. private _midtonesDensity;
  7878. private _midtonesSaturation;
  7879. private _midtonesExposure;
  7880. /**
  7881. * Gets the midtones Hue value.
  7882. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7883. */
  7884. /**
  7885. * Sets the midtones Hue value.
  7886. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7887. */
  7888. midtonesHue: number;
  7889. /**
  7890. * Gets the midtones Density value.
  7891. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7892. * Values less than zero provide a filter of opposite hue.
  7893. */
  7894. /**
  7895. * Sets the midtones Density value.
  7896. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7897. * Values less than zero provide a filter of opposite hue.
  7898. */
  7899. midtonesDensity: number;
  7900. /**
  7901. * Gets the midtones Saturation value.
  7902. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7903. */
  7904. /**
  7905. * Sets the midtones Saturation value.
  7906. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7907. */
  7908. midtonesSaturation: number;
  7909. /**
  7910. * Gets the midtones Exposure value.
  7911. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7912. */
  7913. /**
  7914. * Sets the midtones Exposure value.
  7915. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7916. */
  7917. midtonesExposure: number;
  7918. private _shadowsHue;
  7919. private _shadowsDensity;
  7920. private _shadowsSaturation;
  7921. private _shadowsExposure;
  7922. /**
  7923. * Gets the shadows Hue value.
  7924. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7925. */
  7926. /**
  7927. * Sets the shadows Hue value.
  7928. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7929. */
  7930. shadowsHue: number;
  7931. /**
  7932. * Gets the shadows Density value.
  7933. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7934. * Values less than zero provide a filter of opposite hue.
  7935. */
  7936. /**
  7937. * Sets the shadows Density value.
  7938. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7939. * Values less than zero provide a filter of opposite hue.
  7940. */
  7941. shadowsDensity: number;
  7942. /**
  7943. * Gets the shadows Saturation value.
  7944. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7945. */
  7946. /**
  7947. * Sets the shadows Saturation value.
  7948. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7949. */
  7950. shadowsSaturation: number;
  7951. /**
  7952. * Gets the shadows Exposure value.
  7953. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7954. */
  7955. /**
  7956. * Sets the shadows Exposure value.
  7957. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7958. */
  7959. shadowsExposure: number;
  7960. /**
  7961. * Returns the class name
  7962. * @returns The class name
  7963. */
  7964. getClassName(): string;
  7965. /**
  7966. * Binds the color curves to the shader.
  7967. * @param colorCurves The color curve to bind
  7968. * @param effect The effect to bind to
  7969. * @param positiveUniform The positive uniform shader parameter
  7970. * @param neutralUniform The neutral uniform shader parameter
  7971. * @param negativeUniform The negative uniform shader parameter
  7972. */
  7973. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7974. /**
  7975. * Prepare the list of uniforms associated with the ColorCurves effects.
  7976. * @param uniformsList The list of uniforms used in the effect
  7977. */
  7978. static PrepareUniforms(uniformsList: string[]): void;
  7979. /**
  7980. * Returns color grading data based on a hue, density, saturation and exposure value.
  7981. * @param filterHue The hue of the color filter.
  7982. * @param filterDensity The density of the color filter.
  7983. * @param saturation The saturation.
  7984. * @param exposure The exposure.
  7985. * @param result The result data container.
  7986. */
  7987. private getColorGradingDataToRef;
  7988. /**
  7989. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7990. * @param value The input slider value in range [-100,100].
  7991. * @returns Adjusted value.
  7992. */
  7993. private static applyColorGradingSliderNonlinear;
  7994. /**
  7995. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  7996. * @param hue The hue (H) input.
  7997. * @param saturation The saturation (S) input.
  7998. * @param brightness The brightness (B) input.
  7999. * @result An RGBA color represented as Vector4.
  8000. */
  8001. private static fromHSBToRef;
  8002. /**
  8003. * Returns a value clamped between min and max
  8004. * @param value The value to clamp
  8005. * @param min The minimum of value
  8006. * @param max The maximum of value
  8007. * @returns The clamped value.
  8008. */
  8009. private static clamp;
  8010. /**
  8011. * Clones the current color curve instance.
  8012. * @return The cloned curves
  8013. */
  8014. clone(): ColorCurves;
  8015. /**
  8016. * Serializes the current color curve instance to a json representation.
  8017. * @return a JSON representation
  8018. */
  8019. serialize(): any;
  8020. /**
  8021. * Parses the color curve from a json representation.
  8022. * @param source the JSON source to parse
  8023. * @return The parsed curves
  8024. */
  8025. static Parse(source: any): ColorCurves;
  8026. }
  8027. }
  8028. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8029. import { Observable } from "babylonjs/Misc/observable";
  8030. import { Nullable } from "babylonjs/types";
  8031. import { Color4 } from "babylonjs/Maths/math.color";
  8032. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8033. import { Effect } from "babylonjs/Materials/effect";
  8034. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8035. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8036. /**
  8037. * Interface to follow in your material defines to integrate easily the
  8038. * Image proccessing functions.
  8039. * @hidden
  8040. */
  8041. export interface IImageProcessingConfigurationDefines {
  8042. IMAGEPROCESSING: boolean;
  8043. VIGNETTE: boolean;
  8044. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8045. VIGNETTEBLENDMODEOPAQUE: boolean;
  8046. TONEMAPPING: boolean;
  8047. TONEMAPPING_ACES: boolean;
  8048. CONTRAST: boolean;
  8049. EXPOSURE: boolean;
  8050. COLORCURVES: boolean;
  8051. COLORGRADING: boolean;
  8052. COLORGRADING3D: boolean;
  8053. SAMPLER3DGREENDEPTH: boolean;
  8054. SAMPLER3DBGRMAP: boolean;
  8055. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8056. }
  8057. /**
  8058. * @hidden
  8059. */
  8060. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8061. IMAGEPROCESSING: boolean;
  8062. VIGNETTE: boolean;
  8063. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8064. VIGNETTEBLENDMODEOPAQUE: boolean;
  8065. TONEMAPPING: boolean;
  8066. TONEMAPPING_ACES: boolean;
  8067. CONTRAST: boolean;
  8068. COLORCURVES: boolean;
  8069. COLORGRADING: boolean;
  8070. COLORGRADING3D: boolean;
  8071. SAMPLER3DGREENDEPTH: boolean;
  8072. SAMPLER3DBGRMAP: boolean;
  8073. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8074. EXPOSURE: boolean;
  8075. constructor();
  8076. }
  8077. /**
  8078. * This groups together the common properties used for image processing either in direct forward pass
  8079. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8080. * or not.
  8081. */
  8082. export class ImageProcessingConfiguration {
  8083. /**
  8084. * Default tone mapping applied in BabylonJS.
  8085. */
  8086. static readonly TONEMAPPING_STANDARD: number;
  8087. /**
  8088. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8089. * to other engines rendering to increase portability.
  8090. */
  8091. static readonly TONEMAPPING_ACES: number;
  8092. /**
  8093. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8094. */
  8095. colorCurves: Nullable<ColorCurves>;
  8096. private _colorCurvesEnabled;
  8097. /**
  8098. * Gets wether the color curves effect is enabled.
  8099. */
  8100. /**
  8101. * Sets wether the color curves effect is enabled.
  8102. */
  8103. colorCurvesEnabled: boolean;
  8104. private _colorGradingTexture;
  8105. /**
  8106. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8107. */
  8108. /**
  8109. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8110. */
  8111. colorGradingTexture: Nullable<BaseTexture>;
  8112. private _colorGradingEnabled;
  8113. /**
  8114. * Gets wether the color grading effect is enabled.
  8115. */
  8116. /**
  8117. * Sets wether the color grading effect is enabled.
  8118. */
  8119. colorGradingEnabled: boolean;
  8120. private _colorGradingWithGreenDepth;
  8121. /**
  8122. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8126. */
  8127. colorGradingWithGreenDepth: boolean;
  8128. private _colorGradingBGR;
  8129. /**
  8130. * Gets wether the color grading texture contains BGR values.
  8131. */
  8132. /**
  8133. * Sets wether the color grading texture contains BGR values.
  8134. */
  8135. colorGradingBGR: boolean;
  8136. /** @hidden */
  8137. _exposure: number;
  8138. /**
  8139. * Gets the Exposure used in the effect.
  8140. */
  8141. /**
  8142. * Sets the Exposure used in the effect.
  8143. */
  8144. exposure: number;
  8145. private _toneMappingEnabled;
  8146. /**
  8147. * Gets wether the tone mapping effect is enabled.
  8148. */
  8149. /**
  8150. * Sets wether the tone mapping effect is enabled.
  8151. */
  8152. toneMappingEnabled: boolean;
  8153. private _toneMappingType;
  8154. /**
  8155. * Gets the type of tone mapping effect.
  8156. */
  8157. /**
  8158. * Sets the type of tone mapping effect used in BabylonJS.
  8159. */
  8160. toneMappingType: number;
  8161. protected _contrast: number;
  8162. /**
  8163. * Gets the contrast used in the effect.
  8164. */
  8165. /**
  8166. * Sets the contrast used in the effect.
  8167. */
  8168. contrast: number;
  8169. /**
  8170. * Vignette stretch size.
  8171. */
  8172. vignetteStretch: number;
  8173. /**
  8174. * Vignette centre X Offset.
  8175. */
  8176. vignetteCentreX: number;
  8177. /**
  8178. * Vignette centre Y Offset.
  8179. */
  8180. vignetteCentreY: number;
  8181. /**
  8182. * Vignette weight or intensity of the vignette effect.
  8183. */
  8184. vignetteWeight: number;
  8185. /**
  8186. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8187. * if vignetteEnabled is set to true.
  8188. */
  8189. vignetteColor: Color4;
  8190. /**
  8191. * Camera field of view used by the Vignette effect.
  8192. */
  8193. vignetteCameraFov: number;
  8194. private _vignetteBlendMode;
  8195. /**
  8196. * Gets the vignette blend mode allowing different kind of effect.
  8197. */
  8198. /**
  8199. * Sets the vignette blend mode allowing different kind of effect.
  8200. */
  8201. vignetteBlendMode: number;
  8202. private _vignetteEnabled;
  8203. /**
  8204. * Gets wether the vignette effect is enabled.
  8205. */
  8206. /**
  8207. * Sets wether the vignette effect is enabled.
  8208. */
  8209. vignetteEnabled: boolean;
  8210. private _applyByPostProcess;
  8211. /**
  8212. * Gets wether the image processing is applied through a post process or not.
  8213. */
  8214. /**
  8215. * Sets wether the image processing is applied through a post process or not.
  8216. */
  8217. applyByPostProcess: boolean;
  8218. private _isEnabled;
  8219. /**
  8220. * Gets wether the image processing is enabled or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is enabled or not.
  8224. */
  8225. isEnabled: boolean;
  8226. /**
  8227. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8228. */
  8229. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8230. /**
  8231. * Method called each time the image processing information changes requires to recompile the effect.
  8232. */
  8233. protected _updateParameters(): void;
  8234. /**
  8235. * Gets the current class name.
  8236. * @return "ImageProcessingConfiguration"
  8237. */
  8238. getClassName(): string;
  8239. /**
  8240. * Prepare the list of uniforms associated with the Image Processing effects.
  8241. * @param uniforms The list of uniforms used in the effect
  8242. * @param defines the list of defines currently in use
  8243. */
  8244. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8245. /**
  8246. * Prepare the list of samplers associated with the Image Processing effects.
  8247. * @param samplersList The list of uniforms used in the effect
  8248. * @param defines the list of defines currently in use
  8249. */
  8250. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8251. /**
  8252. * Prepare the list of defines associated to the shader.
  8253. * @param defines the list of defines to complete
  8254. * @param forPostProcess Define if we are currently in post process mode or not
  8255. */
  8256. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8257. /**
  8258. * Returns true if all the image processing information are ready.
  8259. * @returns True if ready, otherwise, false
  8260. */
  8261. isReady(): boolean;
  8262. /**
  8263. * Binds the image processing to the shader.
  8264. * @param effect The effect to bind to
  8265. * @param aspectRatio Define the current aspect ratio of the effect
  8266. */
  8267. bind(effect: Effect, aspectRatio?: number): void;
  8268. /**
  8269. * Clones the current image processing instance.
  8270. * @return The cloned image processing
  8271. */
  8272. clone(): ImageProcessingConfiguration;
  8273. /**
  8274. * Serializes the current image processing instance to a json representation.
  8275. * @return a JSON representation
  8276. */
  8277. serialize(): any;
  8278. /**
  8279. * Parses the image processing from a json representation.
  8280. * @param source the JSON source to parse
  8281. * @return The parsed image processing
  8282. */
  8283. static Parse(source: any): ImageProcessingConfiguration;
  8284. private static _VIGNETTEMODE_MULTIPLY;
  8285. private static _VIGNETTEMODE_OPAQUE;
  8286. /**
  8287. * Used to apply the vignette as a mix with the pixel color.
  8288. */
  8289. static readonly VIGNETTEMODE_MULTIPLY: number;
  8290. /**
  8291. * Used to apply the vignette as a replacement of the pixel color.
  8292. */
  8293. static readonly VIGNETTEMODE_OPAQUE: number;
  8294. }
  8295. }
  8296. declare module "babylonjs/Shaders/postprocess.vertex" {
  8297. /** @hidden */
  8298. export var postprocessVertexShader: {
  8299. name: string;
  8300. shader: string;
  8301. };
  8302. }
  8303. declare module "babylonjs/Maths/math.axis" {
  8304. import { Vector3 } from "babylonjs/Maths/math.vector";
  8305. /** Defines supported spaces */
  8306. export enum Space {
  8307. /** Local (object) space */
  8308. LOCAL = 0,
  8309. /** World space */
  8310. WORLD = 1,
  8311. /** Bone space */
  8312. BONE = 2
  8313. }
  8314. /** Defines the 3 main axes */
  8315. export class Axis {
  8316. /** X axis */
  8317. static X: Vector3;
  8318. /** Y axis */
  8319. static Y: Vector3;
  8320. /** Z axis */
  8321. static Z: Vector3;
  8322. }
  8323. }
  8324. declare module "babylonjs/Cameras/targetCamera" {
  8325. import { Nullable } from "babylonjs/types";
  8326. import { Camera } from "babylonjs/Cameras/camera";
  8327. import { Scene } from "babylonjs/scene";
  8328. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8329. /**
  8330. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8331. * This is the base of the follow, arc rotate cameras and Free camera
  8332. * @see http://doc.babylonjs.com/features/cameras
  8333. */
  8334. export class TargetCamera extends Camera {
  8335. private static _RigCamTransformMatrix;
  8336. private static _TargetTransformMatrix;
  8337. private static _TargetFocalPoint;
  8338. /**
  8339. * Define the current direction the camera is moving to
  8340. */
  8341. cameraDirection: Vector3;
  8342. /**
  8343. * Define the current rotation the camera is rotating to
  8344. */
  8345. cameraRotation: Vector2;
  8346. /**
  8347. * When set, the up vector of the camera will be updated by the rotation of the camera
  8348. */
  8349. updateUpVectorFromRotation: boolean;
  8350. private _tmpQuaternion;
  8351. /**
  8352. * Define the current rotation of the camera
  8353. */
  8354. rotation: Vector3;
  8355. /**
  8356. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8357. */
  8358. rotationQuaternion: Quaternion;
  8359. /**
  8360. * Define the current speed of the camera
  8361. */
  8362. speed: number;
  8363. /**
  8364. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8365. * around all axis.
  8366. */
  8367. noRotationConstraint: boolean;
  8368. /**
  8369. * Define the current target of the camera as an object or a position.
  8370. */
  8371. lockedTarget: any;
  8372. /** @hidden */
  8373. _currentTarget: Vector3;
  8374. /** @hidden */
  8375. _initialFocalDistance: number;
  8376. /** @hidden */
  8377. _viewMatrix: Matrix;
  8378. /** @hidden */
  8379. _camMatrix: Matrix;
  8380. /** @hidden */
  8381. _cameraTransformMatrix: Matrix;
  8382. /** @hidden */
  8383. _cameraRotationMatrix: Matrix;
  8384. /** @hidden */
  8385. _referencePoint: Vector3;
  8386. /** @hidden */
  8387. _transformedReferencePoint: Vector3;
  8388. protected _globalCurrentTarget: Vector3;
  8389. protected _globalCurrentUpVector: Vector3;
  8390. /** @hidden */
  8391. _reset: () => void;
  8392. private _defaultUp;
  8393. /**
  8394. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8395. * This is the base of the follow, arc rotate cameras and Free camera
  8396. * @see http://doc.babylonjs.com/features/cameras
  8397. * @param name Defines the name of the camera in the scene
  8398. * @param position Defines the start position of the camera in the scene
  8399. * @param scene Defines the scene the camera belongs to
  8400. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8401. */
  8402. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8403. /**
  8404. * Gets the position in front of the camera at a given distance.
  8405. * @param distance The distance from the camera we want the position to be
  8406. * @returns the position
  8407. */
  8408. getFrontPosition(distance: number): Vector3;
  8409. /** @hidden */
  8410. _getLockedTargetPosition(): Nullable<Vector3>;
  8411. private _storedPosition;
  8412. private _storedRotation;
  8413. private _storedRotationQuaternion;
  8414. /**
  8415. * Store current camera state of the camera (fov, position, rotation, etc..)
  8416. * @returns the camera
  8417. */
  8418. storeState(): Camera;
  8419. /**
  8420. * Restored camera state. You must call storeState() first
  8421. * @returns whether it was successful or not
  8422. * @hidden
  8423. */
  8424. _restoreStateValues(): boolean;
  8425. /** @hidden */
  8426. _initCache(): void;
  8427. /** @hidden */
  8428. _updateCache(ignoreParentClass?: boolean): void;
  8429. /** @hidden */
  8430. _isSynchronizedViewMatrix(): boolean;
  8431. /** @hidden */
  8432. _computeLocalCameraSpeed(): number;
  8433. /**
  8434. * Defines the target the camera should look at.
  8435. * @param target Defines the new target as a Vector or a mesh
  8436. */
  8437. setTarget(target: Vector3): void;
  8438. /**
  8439. * Return the current target position of the camera. This value is expressed in local space.
  8440. * @returns the target position
  8441. */
  8442. getTarget(): Vector3;
  8443. /** @hidden */
  8444. _decideIfNeedsToMove(): boolean;
  8445. /** @hidden */
  8446. _updatePosition(): void;
  8447. /** @hidden */
  8448. _checkInputs(): void;
  8449. protected _updateCameraRotationMatrix(): void;
  8450. /**
  8451. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8452. * @returns the current camera
  8453. */
  8454. private _rotateUpVectorWithCameraRotationMatrix;
  8455. private _cachedRotationZ;
  8456. private _cachedQuaternionRotationZ;
  8457. /** @hidden */
  8458. _getViewMatrix(): Matrix;
  8459. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8460. /**
  8461. * @hidden
  8462. */
  8463. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8464. /**
  8465. * @hidden
  8466. */
  8467. _updateRigCameras(): void;
  8468. private _getRigCamPositionAndTarget;
  8469. /**
  8470. * Gets the current object class name.
  8471. * @return the class name
  8472. */
  8473. getClassName(): string;
  8474. }
  8475. }
  8476. declare module "babylonjs/Events/keyboardEvents" {
  8477. /**
  8478. * Gather the list of keyboard event types as constants.
  8479. */
  8480. export class KeyboardEventTypes {
  8481. /**
  8482. * The keydown event is fired when a key becomes active (pressed).
  8483. */
  8484. static readonly KEYDOWN: number;
  8485. /**
  8486. * The keyup event is fired when a key has been released.
  8487. */
  8488. static readonly KEYUP: number;
  8489. }
  8490. /**
  8491. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8492. */
  8493. export class KeyboardInfo {
  8494. /**
  8495. * Defines the type of event (KeyboardEventTypes)
  8496. */
  8497. type: number;
  8498. /**
  8499. * Defines the related dom event
  8500. */
  8501. event: KeyboardEvent;
  8502. /**
  8503. * Instantiates a new keyboard info.
  8504. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8505. * @param type Defines the type of event (KeyboardEventTypes)
  8506. * @param event Defines the related dom event
  8507. */
  8508. constructor(
  8509. /**
  8510. * Defines the type of event (KeyboardEventTypes)
  8511. */
  8512. type: number,
  8513. /**
  8514. * Defines the related dom event
  8515. */
  8516. event: KeyboardEvent);
  8517. }
  8518. /**
  8519. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8520. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8521. */
  8522. export class KeyboardInfoPre extends KeyboardInfo {
  8523. /**
  8524. * Defines the type of event (KeyboardEventTypes)
  8525. */
  8526. type: number;
  8527. /**
  8528. * Defines the related dom event
  8529. */
  8530. event: KeyboardEvent;
  8531. /**
  8532. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8533. */
  8534. skipOnPointerObservable: boolean;
  8535. /**
  8536. * Instantiates a new keyboard pre info.
  8537. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8538. * @param type Defines the type of event (KeyboardEventTypes)
  8539. * @param event Defines the related dom event
  8540. */
  8541. constructor(
  8542. /**
  8543. * Defines the type of event (KeyboardEventTypes)
  8544. */
  8545. type: number,
  8546. /**
  8547. * Defines the related dom event
  8548. */
  8549. event: KeyboardEvent);
  8550. }
  8551. }
  8552. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8553. import { Nullable } from "babylonjs/types";
  8554. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8555. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8556. /**
  8557. * Manage the keyboard inputs to control the movement of a free camera.
  8558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8559. */
  8560. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8561. /**
  8562. * Defines the camera the input is attached to.
  8563. */
  8564. camera: FreeCamera;
  8565. /**
  8566. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8567. */
  8568. keysUp: number[];
  8569. /**
  8570. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8571. */
  8572. keysDown: number[];
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8575. */
  8576. keysLeft: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8579. */
  8580. keysRight: number[];
  8581. private _keys;
  8582. private _onCanvasBlurObserver;
  8583. private _onKeyboardObserver;
  8584. private _engine;
  8585. private _scene;
  8586. /**
  8587. * Attach the input controls to a specific dom element to get the input from.
  8588. * @param element Defines the element the controls should be listened from
  8589. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8590. */
  8591. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8592. /**
  8593. * Detach the current controls from the specified dom element.
  8594. * @param element Defines the element to stop listening the inputs from
  8595. */
  8596. detachControl(element: Nullable<HTMLElement>): void;
  8597. /**
  8598. * Update the current camera state depending on the inputs that have been used this frame.
  8599. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8600. */
  8601. checkInputs(): void;
  8602. /**
  8603. * Gets the class name of the current intput.
  8604. * @returns the class name
  8605. */
  8606. getClassName(): string;
  8607. /** @hidden */
  8608. _onLostFocus(): void;
  8609. /**
  8610. * Get the friendly name associated with the input class.
  8611. * @returns the input friendly name
  8612. */
  8613. getSimpleName(): string;
  8614. }
  8615. }
  8616. declare module "babylonjs/Lights/shadowLight" {
  8617. import { Camera } from "babylonjs/Cameras/camera";
  8618. import { Scene } from "babylonjs/scene";
  8619. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8621. import { Light } from "babylonjs/Lights/light";
  8622. /**
  8623. * Interface describing all the common properties and methods a shadow light needs to implement.
  8624. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8625. * as well as binding the different shadow properties to the effects.
  8626. */
  8627. export interface IShadowLight extends Light {
  8628. /**
  8629. * The light id in the scene (used in scene.findLighById for instance)
  8630. */
  8631. id: string;
  8632. /**
  8633. * The position the shdow will be casted from.
  8634. */
  8635. position: Vector3;
  8636. /**
  8637. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8638. */
  8639. direction: Vector3;
  8640. /**
  8641. * The transformed position. Position of the light in world space taking parenting in account.
  8642. */
  8643. transformedPosition: Vector3;
  8644. /**
  8645. * The transformed direction. Direction of the light in world space taking parenting in account.
  8646. */
  8647. transformedDirection: Vector3;
  8648. /**
  8649. * The friendly name of the light in the scene.
  8650. */
  8651. name: string;
  8652. /**
  8653. * Defines the shadow projection clipping minimum z value.
  8654. */
  8655. shadowMinZ: number;
  8656. /**
  8657. * Defines the shadow projection clipping maximum z value.
  8658. */
  8659. shadowMaxZ: number;
  8660. /**
  8661. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8662. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8663. */
  8664. computeTransformedInformation(): boolean;
  8665. /**
  8666. * Gets the scene the light belongs to.
  8667. * @returns The scene
  8668. */
  8669. getScene(): Scene;
  8670. /**
  8671. * Callback defining a custom Projection Matrix Builder.
  8672. * This can be used to override the default projection matrix computation.
  8673. */
  8674. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8675. /**
  8676. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8677. * @param matrix The materix to updated with the projection information
  8678. * @param viewMatrix The transform matrix of the light
  8679. * @param renderList The list of mesh to render in the map
  8680. * @returns The current light
  8681. */
  8682. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8683. /**
  8684. * Gets the current depth scale used in ESM.
  8685. * @returns The scale
  8686. */
  8687. getDepthScale(): number;
  8688. /**
  8689. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8690. * @returns true if a cube texture needs to be use
  8691. */
  8692. needCube(): boolean;
  8693. /**
  8694. * Detects if the projection matrix requires to be recomputed this frame.
  8695. * @returns true if it requires to be recomputed otherwise, false.
  8696. */
  8697. needProjectionMatrixCompute(): boolean;
  8698. /**
  8699. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8700. */
  8701. forceProjectionMatrixCompute(): void;
  8702. /**
  8703. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8704. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8705. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8706. */
  8707. getShadowDirection(faceIndex?: number): Vector3;
  8708. /**
  8709. * Gets the minZ used for shadow according to both the scene and the light.
  8710. * @param activeCamera The camera we are returning the min for
  8711. * @returns the depth min z
  8712. */
  8713. getDepthMinZ(activeCamera: Camera): number;
  8714. /**
  8715. * Gets the maxZ used for shadow according to both the scene and the light.
  8716. * @param activeCamera The camera we are returning the max for
  8717. * @returns the depth max z
  8718. */
  8719. getDepthMaxZ(activeCamera: Camera): number;
  8720. }
  8721. /**
  8722. * Base implementation IShadowLight
  8723. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8724. */
  8725. export abstract class ShadowLight extends Light implements IShadowLight {
  8726. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8727. protected _position: Vector3;
  8728. protected _setPosition(value: Vector3): void;
  8729. /**
  8730. * Sets the position the shadow will be casted from. Also use as the light position for both
  8731. * point and spot lights.
  8732. */
  8733. /**
  8734. * Sets the position the shadow will be casted from. Also use as the light position for both
  8735. * point and spot lights.
  8736. */
  8737. position: Vector3;
  8738. protected _direction: Vector3;
  8739. protected _setDirection(value: Vector3): void;
  8740. /**
  8741. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8742. * Also use as the light direction on spot and directional lights.
  8743. */
  8744. /**
  8745. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8746. * Also use as the light direction on spot and directional lights.
  8747. */
  8748. direction: Vector3;
  8749. private _shadowMinZ;
  8750. /**
  8751. * Gets the shadow projection clipping minimum z value.
  8752. */
  8753. /**
  8754. * Sets the shadow projection clipping minimum z value.
  8755. */
  8756. shadowMinZ: number;
  8757. private _shadowMaxZ;
  8758. /**
  8759. * Sets the shadow projection clipping maximum z value.
  8760. */
  8761. /**
  8762. * Gets the shadow projection clipping maximum z value.
  8763. */
  8764. shadowMaxZ: number;
  8765. /**
  8766. * Callback defining a custom Projection Matrix Builder.
  8767. * This can be used to override the default projection matrix computation.
  8768. */
  8769. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8770. /**
  8771. * The transformed position. Position of the light in world space taking parenting in account.
  8772. */
  8773. transformedPosition: Vector3;
  8774. /**
  8775. * The transformed direction. Direction of the light in world space taking parenting in account.
  8776. */
  8777. transformedDirection: Vector3;
  8778. private _needProjectionMatrixCompute;
  8779. /**
  8780. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8781. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8782. */
  8783. computeTransformedInformation(): boolean;
  8784. /**
  8785. * Return the depth scale used for the shadow map.
  8786. * @returns the depth scale.
  8787. */
  8788. getDepthScale(): number;
  8789. /**
  8790. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8791. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8792. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8793. */
  8794. getShadowDirection(faceIndex?: number): Vector3;
  8795. /**
  8796. * Returns the ShadowLight absolute position in the World.
  8797. * @returns the position vector in world space
  8798. */
  8799. getAbsolutePosition(): Vector3;
  8800. /**
  8801. * Sets the ShadowLight direction toward the passed target.
  8802. * @param target The point to target in local space
  8803. * @returns the updated ShadowLight direction
  8804. */
  8805. setDirectionToTarget(target: Vector3): Vector3;
  8806. /**
  8807. * Returns the light rotation in euler definition.
  8808. * @returns the x y z rotation in local space.
  8809. */
  8810. getRotation(): Vector3;
  8811. /**
  8812. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8813. * @returns true if a cube texture needs to be use
  8814. */
  8815. needCube(): boolean;
  8816. /**
  8817. * Detects if the projection matrix requires to be recomputed this frame.
  8818. * @returns true if it requires to be recomputed otherwise, false.
  8819. */
  8820. needProjectionMatrixCompute(): boolean;
  8821. /**
  8822. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8823. */
  8824. forceProjectionMatrixCompute(): void;
  8825. /** @hidden */
  8826. _initCache(): void;
  8827. /** @hidden */
  8828. _isSynchronized(): boolean;
  8829. /**
  8830. * Computes the world matrix of the node
  8831. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8832. * @returns the world matrix
  8833. */
  8834. computeWorldMatrix(force?: boolean): Matrix;
  8835. /**
  8836. * Gets the minZ used for shadow according to both the scene and the light.
  8837. * @param activeCamera The camera we are returning the min for
  8838. * @returns the depth min z
  8839. */
  8840. getDepthMinZ(activeCamera: Camera): number;
  8841. /**
  8842. * Gets the maxZ used for shadow according to both the scene and the light.
  8843. * @param activeCamera The camera we are returning the max for
  8844. * @returns the depth max z
  8845. */
  8846. getDepthMaxZ(activeCamera: Camera): number;
  8847. /**
  8848. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8849. * @param matrix The materix to updated with the projection information
  8850. * @param viewMatrix The transform matrix of the light
  8851. * @param renderList The list of mesh to render in the map
  8852. * @returns The current light
  8853. */
  8854. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8855. }
  8856. }
  8857. declare module "babylonjs/Materials/materialHelper" {
  8858. import { Nullable } from "babylonjs/types";
  8859. import { Scene } from "babylonjs/scene";
  8860. import { Engine } from "babylonjs/Engines/engine";
  8861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8862. import { Light } from "babylonjs/Lights/light";
  8863. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8864. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8866. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8867. /**
  8868. * "Static Class" containing the most commonly used helper while dealing with material for
  8869. * rendering purpose.
  8870. *
  8871. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8872. *
  8873. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8874. */
  8875. export class MaterialHelper {
  8876. /**
  8877. * Bind the current view position to an effect.
  8878. * @param effect The effect to be bound
  8879. * @param scene The scene the eyes position is used from
  8880. */
  8881. static BindEyePosition(effect: Effect, scene: Scene): void;
  8882. /**
  8883. * Helps preparing the defines values about the UVs in used in the effect.
  8884. * UVs are shared as much as we can accross channels in the shaders.
  8885. * @param texture The texture we are preparing the UVs for
  8886. * @param defines The defines to update
  8887. * @param key The channel key "diffuse", "specular"... used in the shader
  8888. */
  8889. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8890. /**
  8891. * Binds a texture matrix value to its corrsponding uniform
  8892. * @param texture The texture to bind the matrix for
  8893. * @param uniformBuffer The uniform buffer receivin the data
  8894. * @param key The channel key "diffuse", "specular"... used in the shader
  8895. */
  8896. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8897. /**
  8898. * Gets the current status of the fog (should it be enabled?)
  8899. * @param mesh defines the mesh to evaluate for fog support
  8900. * @param scene defines the hosting scene
  8901. * @returns true if fog must be enabled
  8902. */
  8903. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8904. /**
  8905. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8906. * @param mesh defines the current mesh
  8907. * @param scene defines the current scene
  8908. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8909. * @param pointsCloud defines if point cloud rendering has to be turned on
  8910. * @param fogEnabled defines if fog has to be turned on
  8911. * @param alphaTest defines if alpha testing has to be turned on
  8912. * @param defines defines the current list of defines
  8913. */
  8914. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8915. /**
  8916. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8917. * @param scene defines the current scene
  8918. * @param engine defines the current engine
  8919. * @param defines specifies the list of active defines
  8920. * @param useInstances defines if instances have to be turned on
  8921. * @param useClipPlane defines if clip plane have to be turned on
  8922. */
  8923. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8924. /**
  8925. * Prepares the defines for bones
  8926. * @param mesh The mesh containing the geometry data we will draw
  8927. * @param defines The defines to update
  8928. */
  8929. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8930. /**
  8931. * Prepares the defines for morph targets
  8932. * @param mesh The mesh containing the geometry data we will draw
  8933. * @param defines The defines to update
  8934. */
  8935. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8936. /**
  8937. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8938. * @param mesh The mesh containing the geometry data we will draw
  8939. * @param defines The defines to update
  8940. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8941. * @param useBones Precise whether bones should be used or not (override mesh info)
  8942. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8943. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8944. * @returns false if defines are considered not dirty and have not been checked
  8945. */
  8946. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8947. /**
  8948. * Prepares the defines related to multiview
  8949. * @param scene The scene we are intending to draw
  8950. * @param defines The defines to update
  8951. */
  8952. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8953. /**
  8954. * Prepares the defines related to the light information passed in parameter
  8955. * @param scene The scene we are intending to draw
  8956. * @param mesh The mesh the effect is compiling for
  8957. * @param light The light the effect is compiling for
  8958. * @param lightIndex The index of the light
  8959. * @param defines The defines to update
  8960. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8961. * @param state Defines the current state regarding what is needed (normals, etc...)
  8962. */
  8963. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8964. needNormals: boolean;
  8965. needRebuild: boolean;
  8966. shadowEnabled: boolean;
  8967. specularEnabled: boolean;
  8968. lightmapMode: boolean;
  8969. }): void;
  8970. /**
  8971. * Prepares the defines related to the light information passed in parameter
  8972. * @param scene The scene we are intending to draw
  8973. * @param mesh The mesh the effect is compiling for
  8974. * @param defines The defines to update
  8975. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8976. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8977. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8978. * @returns true if normals will be required for the rest of the effect
  8979. */
  8980. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8981. /**
  8982. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8983. * @param lightIndex defines the light index
  8984. * @param uniformsList The uniform list
  8985. * @param samplersList The sampler list
  8986. * @param projectedLightTexture defines if projected texture must be used
  8987. * @param uniformBuffersList defines an optional list of uniform buffers
  8988. */
  8989. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8990. /**
  8991. * Prepares the uniforms and samplers list to be used in the effect
  8992. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  8993. * @param samplersList The sampler list
  8994. * @param defines The defines helping in the list generation
  8995. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  8996. */
  8997. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  8998. /**
  8999. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9000. * @param defines The defines to update while falling back
  9001. * @param fallbacks The authorized effect fallbacks
  9002. * @param maxSimultaneousLights The maximum number of lights allowed
  9003. * @param rank the current rank of the Effect
  9004. * @returns The newly affected rank
  9005. */
  9006. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9007. private static _TmpMorphInfluencers;
  9008. /**
  9009. * Prepares the list of attributes required for morph targets according to the effect defines.
  9010. * @param attribs The current list of supported attribs
  9011. * @param mesh The mesh to prepare the morph targets attributes for
  9012. * @param influencers The number of influencers
  9013. */
  9014. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9015. /**
  9016. * Prepares the list of attributes required for morph targets according to the effect defines.
  9017. * @param attribs The current list of supported attribs
  9018. * @param mesh The mesh to prepare the morph targets attributes for
  9019. * @param defines The current Defines of the effect
  9020. */
  9021. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9022. /**
  9023. * Prepares the list of attributes required for bones according to the effect defines.
  9024. * @param attribs The current list of supported attribs
  9025. * @param mesh The mesh to prepare the bones attributes for
  9026. * @param defines The current Defines of the effect
  9027. * @param fallbacks The current efffect fallback strategy
  9028. */
  9029. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9030. /**
  9031. * Check and prepare the list of attributes required for instances according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param defines The current MaterialDefines of the effect
  9034. */
  9035. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9036. /**
  9037. * Add the list of attributes required for instances to the attribs array.
  9038. * @param attribs The current list of supported attribs
  9039. */
  9040. static PushAttributesForInstances(attribs: string[]): void;
  9041. /**
  9042. * Binds the light shadow information to the effect for the given mesh.
  9043. * @param light The light containing the generator
  9044. * @param scene The scene the lights belongs to
  9045. * @param mesh The mesh we are binding the information to render
  9046. * @param lightIndex The light index in the effect used to render the mesh
  9047. * @param effect The effect we are binding the data to
  9048. */
  9049. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9050. /**
  9051. * Binds the light information to the effect.
  9052. * @param light The light containing the generator
  9053. * @param effect The effect we are binding the data to
  9054. * @param lightIndex The light index in the effect used to render
  9055. */
  9056. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9057. /**
  9058. * Binds the lights information from the scene to the effect for the given mesh.
  9059. * @param light Light to bind
  9060. * @param lightIndex Light index
  9061. * @param scene The scene where the light belongs to
  9062. * @param mesh The mesh we are binding the information to render
  9063. * @param effect The effect we are binding the data to
  9064. * @param useSpecular Defines if specular is supported
  9065. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9066. */
  9067. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  9068. /**
  9069. * Binds the lights information from the scene to the effect for the given mesh.
  9070. * @param scene The scene the lights belongs to
  9071. * @param mesh The mesh we are binding the information to render
  9072. * @param effect The effect we are binding the data to
  9073. * @param defines The generated defines for the effect
  9074. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9075. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9076. */
  9077. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  9078. private static _tempFogColor;
  9079. /**
  9080. * Binds the fog information from the scene to the effect for the given mesh.
  9081. * @param scene The scene the lights belongs to
  9082. * @param mesh The mesh we are binding the information to render
  9083. * @param effect The effect we are binding the data to
  9084. * @param linearSpace Defines if the fog effect is applied in linear space
  9085. */
  9086. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9087. /**
  9088. * Binds the bones information from the mesh to the effect.
  9089. * @param mesh The mesh we are binding the information to render
  9090. * @param effect The effect we are binding the data to
  9091. */
  9092. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9093. /**
  9094. * Binds the morph targets information from the mesh to the effect.
  9095. * @param abstractMesh The mesh we are binding the information to render
  9096. * @param effect The effect we are binding the data to
  9097. */
  9098. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9099. /**
  9100. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9101. * @param defines The generated defines used in the effect
  9102. * @param effect The effect we are binding the data to
  9103. * @param scene The scene we are willing to render with logarithmic scale for
  9104. */
  9105. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9106. /**
  9107. * Binds the clip plane information from the scene to the effect.
  9108. * @param scene The scene the clip plane information are extracted from
  9109. * @param effect The effect we are binding the data to
  9110. */
  9111. static BindClipPlane(effect: Effect, scene: Scene): void;
  9112. }
  9113. }
  9114. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9115. /** @hidden */
  9116. export var packingFunctions: {
  9117. name: string;
  9118. shader: string;
  9119. };
  9120. }
  9121. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9122. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9123. /** @hidden */
  9124. export var shadowMapPixelShader: {
  9125. name: string;
  9126. shader: string;
  9127. };
  9128. }
  9129. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9130. /** @hidden */
  9131. export var bonesDeclaration: {
  9132. name: string;
  9133. shader: string;
  9134. };
  9135. }
  9136. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9137. /** @hidden */
  9138. export var morphTargetsVertexGlobalDeclaration: {
  9139. name: string;
  9140. shader: string;
  9141. };
  9142. }
  9143. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9144. /** @hidden */
  9145. export var morphTargetsVertexDeclaration: {
  9146. name: string;
  9147. shader: string;
  9148. };
  9149. }
  9150. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9151. /** @hidden */
  9152. export var instancesDeclaration: {
  9153. name: string;
  9154. shader: string;
  9155. };
  9156. }
  9157. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9158. /** @hidden */
  9159. export var helperFunctions: {
  9160. name: string;
  9161. shader: string;
  9162. };
  9163. }
  9164. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9165. /** @hidden */
  9166. export var morphTargetsVertex: {
  9167. name: string;
  9168. shader: string;
  9169. };
  9170. }
  9171. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9172. /** @hidden */
  9173. export var instancesVertex: {
  9174. name: string;
  9175. shader: string;
  9176. };
  9177. }
  9178. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9179. /** @hidden */
  9180. export var bonesVertex: {
  9181. name: string;
  9182. shader: string;
  9183. };
  9184. }
  9185. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9186. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9187. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9188. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9189. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9190. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9191. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9192. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9193. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9194. /** @hidden */
  9195. export var shadowMapVertexShader: {
  9196. name: string;
  9197. shader: string;
  9198. };
  9199. }
  9200. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9201. /** @hidden */
  9202. export var depthBoxBlurPixelShader: {
  9203. name: string;
  9204. shader: string;
  9205. };
  9206. }
  9207. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9208. import { Nullable } from "babylonjs/types";
  9209. import { Scene } from "babylonjs/scene";
  9210. import { Matrix } from "babylonjs/Maths/math.vector";
  9211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9213. import { Mesh } from "babylonjs/Meshes/mesh";
  9214. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9215. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9216. import { Effect } from "babylonjs/Materials/effect";
  9217. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9218. import "babylonjs/Shaders/shadowMap.fragment";
  9219. import "babylonjs/Shaders/shadowMap.vertex";
  9220. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9221. import { Observable } from "babylonjs/Misc/observable";
  9222. /**
  9223. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9224. */
  9225. export interface ICustomShaderOptions {
  9226. /**
  9227. * Gets or sets the custom shader name to use
  9228. */
  9229. shaderName: string;
  9230. /**
  9231. * The list of attribute names used in the shader
  9232. */
  9233. attributes?: string[];
  9234. /**
  9235. * The list of unifrom names used in the shader
  9236. */
  9237. uniforms?: string[];
  9238. /**
  9239. * The list of sampler names used in the shader
  9240. */
  9241. samplers?: string[];
  9242. /**
  9243. * The list of defines used in the shader
  9244. */
  9245. defines?: string[];
  9246. }
  9247. /**
  9248. * Interface to implement to create a shadow generator compatible with BJS.
  9249. */
  9250. export interface IShadowGenerator {
  9251. /**
  9252. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9253. * @returns The render target texture if present otherwise, null
  9254. */
  9255. getShadowMap(): Nullable<RenderTargetTexture>;
  9256. /**
  9257. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9258. * @returns The render target texture if the shadow map is present otherwise, null
  9259. */
  9260. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9261. /**
  9262. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9263. * @param subMesh The submesh we want to render in the shadow map
  9264. * @param useInstances Defines wether will draw in the map using instances
  9265. * @returns true if ready otherwise, false
  9266. */
  9267. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9268. /**
  9269. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9270. * @param defines Defines of the material we want to update
  9271. * @param lightIndex Index of the light in the enabled light list of the material
  9272. */
  9273. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9274. /**
  9275. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9276. * defined in the generator but impacting the effect).
  9277. * It implies the unifroms available on the materials are the standard BJS ones.
  9278. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9279. * @param effect The effect we are binfing the information for
  9280. */
  9281. bindShadowLight(lightIndex: string, effect: Effect): void;
  9282. /**
  9283. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9284. * (eq to shadow prjection matrix * light transform matrix)
  9285. * @returns The transform matrix used to create the shadow map
  9286. */
  9287. getTransformMatrix(): Matrix;
  9288. /**
  9289. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9290. * Cube and 2D textures for instance.
  9291. */
  9292. recreateShadowMap(): void;
  9293. /**
  9294. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9295. * @param onCompiled Callback triggered at the and of the effects compilation
  9296. * @param options Sets of optional options forcing the compilation with different modes
  9297. */
  9298. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9299. useInstances: boolean;
  9300. }>): void;
  9301. /**
  9302. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9303. * @param options Sets of optional options forcing the compilation with different modes
  9304. * @returns A promise that resolves when the compilation completes
  9305. */
  9306. forceCompilationAsync(options?: Partial<{
  9307. useInstances: boolean;
  9308. }>): Promise<void>;
  9309. /**
  9310. * Serializes the shadow generator setup to a json object.
  9311. * @returns The serialized JSON object
  9312. */
  9313. serialize(): any;
  9314. /**
  9315. * Disposes the Shadow map and related Textures and effects.
  9316. */
  9317. dispose(): void;
  9318. }
  9319. /**
  9320. * Default implementation IShadowGenerator.
  9321. * This is the main object responsible of generating shadows in the framework.
  9322. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9323. */
  9324. export class ShadowGenerator implements IShadowGenerator {
  9325. /**
  9326. * Shadow generator mode None: no filtering applied.
  9327. */
  9328. static readonly FILTER_NONE: number;
  9329. /**
  9330. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9331. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9332. */
  9333. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9334. /**
  9335. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9336. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9337. */
  9338. static readonly FILTER_POISSONSAMPLING: number;
  9339. /**
  9340. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9346. * edge artifacts on steep falloff.
  9347. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9348. */
  9349. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9350. /**
  9351. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9352. * edge artifacts on steep falloff.
  9353. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9354. */
  9355. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9356. /**
  9357. * Shadow generator mode PCF: Percentage Closer Filtering
  9358. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9359. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9360. */
  9361. static readonly FILTER_PCF: number;
  9362. /**
  9363. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9364. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9365. * Contact Hardening
  9366. */
  9367. static readonly FILTER_PCSS: number;
  9368. /**
  9369. * Reserved for PCF and PCSS
  9370. * Highest Quality.
  9371. *
  9372. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9373. *
  9374. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9375. */
  9376. static readonly QUALITY_HIGH: number;
  9377. /**
  9378. * Reserved for PCF and PCSS
  9379. * Good tradeoff for quality/perf cross devices
  9380. *
  9381. * Execute PCF on a 3*3 kernel.
  9382. *
  9383. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9384. */
  9385. static readonly QUALITY_MEDIUM: number;
  9386. /**
  9387. * Reserved for PCF and PCSS
  9388. * The lowest quality but the fastest.
  9389. *
  9390. * Execute PCF on a 1*1 kernel.
  9391. *
  9392. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9393. */
  9394. static readonly QUALITY_LOW: number;
  9395. /** Gets or sets the custom shader name to use */
  9396. customShaderOptions: ICustomShaderOptions;
  9397. /**
  9398. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9399. */
  9400. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9401. /**
  9402. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9403. */
  9404. onAfterShadowMapRenderObservable: Observable<Effect>;
  9405. /**
  9406. * Observable triggered before a mesh is rendered in the shadow map.
  9407. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9408. */
  9409. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9410. /**
  9411. * Observable triggered after a mesh is rendered in the shadow map.
  9412. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9413. */
  9414. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9415. private _bias;
  9416. /**
  9417. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9418. */
  9419. /**
  9420. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9421. */
  9422. bias: number;
  9423. private _normalBias;
  9424. /**
  9425. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9426. */
  9427. /**
  9428. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9429. */
  9430. normalBias: number;
  9431. private _blurBoxOffset;
  9432. /**
  9433. * Gets the blur box offset: offset applied during the blur pass.
  9434. * Only useful if useKernelBlur = false
  9435. */
  9436. /**
  9437. * Sets the blur box offset: offset applied during the blur pass.
  9438. * Only useful if useKernelBlur = false
  9439. */
  9440. blurBoxOffset: number;
  9441. private _blurScale;
  9442. /**
  9443. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9444. * 2 means half of the size.
  9445. */
  9446. /**
  9447. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9448. * 2 means half of the size.
  9449. */
  9450. blurScale: number;
  9451. private _blurKernel;
  9452. /**
  9453. * Gets the blur kernel: kernel size of the blur pass.
  9454. * Only useful if useKernelBlur = true
  9455. */
  9456. /**
  9457. * Sets the blur kernel: kernel size of the blur pass.
  9458. * Only useful if useKernelBlur = true
  9459. */
  9460. blurKernel: number;
  9461. private _useKernelBlur;
  9462. /**
  9463. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9464. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9465. */
  9466. /**
  9467. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9468. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9469. */
  9470. useKernelBlur: boolean;
  9471. private _depthScale;
  9472. /**
  9473. * Gets the depth scale used in ESM mode.
  9474. */
  9475. /**
  9476. * Sets the depth scale used in ESM mode.
  9477. * This can override the scale stored on the light.
  9478. */
  9479. depthScale: number;
  9480. private _filter;
  9481. /**
  9482. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9483. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9484. */
  9485. /**
  9486. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9487. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9488. */
  9489. filter: number;
  9490. /**
  9491. * Gets if the current filter is set to Poisson Sampling.
  9492. */
  9493. /**
  9494. * Sets the current filter to Poisson Sampling.
  9495. */
  9496. usePoissonSampling: boolean;
  9497. /**
  9498. * Gets if the current filter is set to ESM.
  9499. */
  9500. /**
  9501. * Sets the current filter is to ESM.
  9502. */
  9503. useExponentialShadowMap: boolean;
  9504. /**
  9505. * Gets if the current filter is set to filtered ESM.
  9506. */
  9507. /**
  9508. * Gets if the current filter is set to filtered ESM.
  9509. */
  9510. useBlurExponentialShadowMap: boolean;
  9511. /**
  9512. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9513. * exponential to prevent steep falloff artifacts).
  9514. */
  9515. /**
  9516. * Sets the current filter to "close ESM" (using the inverse of the
  9517. * exponential to prevent steep falloff artifacts).
  9518. */
  9519. useCloseExponentialShadowMap: boolean;
  9520. /**
  9521. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9522. * exponential to prevent steep falloff artifacts).
  9523. */
  9524. /**
  9525. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9526. * exponential to prevent steep falloff artifacts).
  9527. */
  9528. useBlurCloseExponentialShadowMap: boolean;
  9529. /**
  9530. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9531. */
  9532. /**
  9533. * Sets the current filter to "PCF" (percentage closer filtering).
  9534. */
  9535. usePercentageCloserFiltering: boolean;
  9536. private _filteringQuality;
  9537. /**
  9538. * Gets the PCF or PCSS Quality.
  9539. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9540. */
  9541. /**
  9542. * Sets the PCF or PCSS Quality.
  9543. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9544. */
  9545. filteringQuality: number;
  9546. /**
  9547. * Gets if the current filter is set to "PCSS" (contact hardening).
  9548. */
  9549. /**
  9550. * Sets the current filter to "PCSS" (contact hardening).
  9551. */
  9552. useContactHardeningShadow: boolean;
  9553. private _contactHardeningLightSizeUVRatio;
  9554. /**
  9555. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9556. * Using a ratio helps keeping shape stability independently of the map size.
  9557. *
  9558. * It does not account for the light projection as it was having too much
  9559. * instability during the light setup or during light position changes.
  9560. *
  9561. * Only valid if useContactHardeningShadow is true.
  9562. */
  9563. /**
  9564. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9565. * Using a ratio helps keeping shape stability independently of the map size.
  9566. *
  9567. * It does not account for the light projection as it was having too much
  9568. * instability during the light setup or during light position changes.
  9569. *
  9570. * Only valid if useContactHardeningShadow is true.
  9571. */
  9572. contactHardeningLightSizeUVRatio: number;
  9573. private _darkness;
  9574. /** Gets or sets the actual darkness of a shadow */
  9575. darkness: number;
  9576. /**
  9577. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9578. * 0 means strongest and 1 would means no shadow.
  9579. * @returns the darkness.
  9580. */
  9581. getDarkness(): number;
  9582. /**
  9583. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9584. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9585. * @returns the shadow generator allowing fluent coding.
  9586. */
  9587. setDarkness(darkness: number): ShadowGenerator;
  9588. private _transparencyShadow;
  9589. /** Gets or sets the ability to have transparent shadow */
  9590. transparencyShadow: boolean;
  9591. /**
  9592. * Sets the ability to have transparent shadow (boolean).
  9593. * @param transparent True if transparent else False
  9594. * @returns the shadow generator allowing fluent coding
  9595. */
  9596. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9597. private _shadowMap;
  9598. private _shadowMap2;
  9599. /**
  9600. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9601. * @returns The render target texture if present otherwise, null
  9602. */
  9603. getShadowMap(): Nullable<RenderTargetTexture>;
  9604. /**
  9605. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9606. * @returns The render target texture if the shadow map is present otherwise, null
  9607. */
  9608. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9609. /**
  9610. * Gets the class name of that object
  9611. * @returns "ShadowGenerator"
  9612. */
  9613. getClassName(): string;
  9614. /**
  9615. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9616. * @param mesh Mesh to add
  9617. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9618. * @returns the Shadow Generator itself
  9619. */
  9620. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9621. /**
  9622. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9623. * @param mesh Mesh to remove
  9624. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9625. * @returns the Shadow Generator itself
  9626. */
  9627. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9628. /**
  9629. * Controls the extent to which the shadows fade out at the edge of the frustum
  9630. * Used only by directionals and spots
  9631. */
  9632. frustumEdgeFalloff: number;
  9633. private _light;
  9634. /**
  9635. * Returns the associated light object.
  9636. * @returns the light generating the shadow
  9637. */
  9638. getLight(): IShadowLight;
  9639. /**
  9640. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9641. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9642. * It might on the other hand introduce peter panning.
  9643. */
  9644. forceBackFacesOnly: boolean;
  9645. private _scene;
  9646. private _lightDirection;
  9647. private _effect;
  9648. private _viewMatrix;
  9649. private _projectionMatrix;
  9650. private _transformMatrix;
  9651. private _cachedPosition;
  9652. private _cachedDirection;
  9653. private _cachedDefines;
  9654. private _currentRenderID;
  9655. private _boxBlurPostprocess;
  9656. private _kernelBlurXPostprocess;
  9657. private _kernelBlurYPostprocess;
  9658. private _blurPostProcesses;
  9659. private _mapSize;
  9660. private _currentFaceIndex;
  9661. private _currentFaceIndexCache;
  9662. private _textureType;
  9663. private _defaultTextureMatrix;
  9664. /** @hidden */
  9665. static _SceneComponentInitialization: (scene: Scene) => void;
  9666. /**
  9667. * Creates a ShadowGenerator object.
  9668. * A ShadowGenerator is the required tool to use the shadows.
  9669. * Each light casting shadows needs to use its own ShadowGenerator.
  9670. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9671. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9672. * @param light The light object generating the shadows.
  9673. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9674. */
  9675. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9676. private _initializeGenerator;
  9677. private _initializeShadowMap;
  9678. private _initializeBlurRTTAndPostProcesses;
  9679. private _renderForShadowMap;
  9680. private _renderSubMeshForShadowMap;
  9681. private _applyFilterValues;
  9682. /**
  9683. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9684. * @param onCompiled Callback triggered at the and of the effects compilation
  9685. * @param options Sets of optional options forcing the compilation with different modes
  9686. */
  9687. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9688. useInstances: boolean;
  9689. }>): void;
  9690. /**
  9691. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9692. * @param options Sets of optional options forcing the compilation with different modes
  9693. * @returns A promise that resolves when the compilation completes
  9694. */
  9695. forceCompilationAsync(options?: Partial<{
  9696. useInstances: boolean;
  9697. }>): Promise<void>;
  9698. /**
  9699. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9700. * @param subMesh The submesh we want to render in the shadow map
  9701. * @param useInstances Defines wether will draw in the map using instances
  9702. * @returns true if ready otherwise, false
  9703. */
  9704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9705. /**
  9706. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9707. * @param defines Defines of the material we want to update
  9708. * @param lightIndex Index of the light in the enabled light list of the material
  9709. */
  9710. prepareDefines(defines: any, lightIndex: number): void;
  9711. /**
  9712. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9713. * defined in the generator but impacting the effect).
  9714. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9715. * @param effect The effect we are binfing the information for
  9716. */
  9717. bindShadowLight(lightIndex: string, effect: Effect): void;
  9718. /**
  9719. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9720. * (eq to shadow prjection matrix * light transform matrix)
  9721. * @returns The transform matrix used to create the shadow map
  9722. */
  9723. getTransformMatrix(): Matrix;
  9724. /**
  9725. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9726. * Cube and 2D textures for instance.
  9727. */
  9728. recreateShadowMap(): void;
  9729. private _disposeBlurPostProcesses;
  9730. private _disposeRTTandPostProcesses;
  9731. /**
  9732. * Disposes the ShadowGenerator.
  9733. * Returns nothing.
  9734. */
  9735. dispose(): void;
  9736. /**
  9737. * Serializes the shadow generator setup to a json object.
  9738. * @returns The serialized JSON object
  9739. */
  9740. serialize(): any;
  9741. /**
  9742. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9743. * @param parsedShadowGenerator The JSON object to parse
  9744. * @param scene The scene to create the shadow map for
  9745. * @returns The parsed shadow generator
  9746. */
  9747. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9748. }
  9749. }
  9750. declare module "babylonjs/Lights/light" {
  9751. import { Nullable } from "babylonjs/types";
  9752. import { Scene } from "babylonjs/scene";
  9753. import { Vector3 } from "babylonjs/Maths/math.vector";
  9754. import { Color3 } from "babylonjs/Maths/math.color";
  9755. import { Node } from "babylonjs/node";
  9756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9757. import { Effect } from "babylonjs/Materials/effect";
  9758. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9759. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9760. /**
  9761. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9762. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9763. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9764. */
  9765. export abstract class Light extends Node {
  9766. /**
  9767. * Falloff Default: light is falling off following the material specification:
  9768. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9769. */
  9770. static readonly FALLOFF_DEFAULT: number;
  9771. /**
  9772. * Falloff Physical: light is falling off following the inverse squared distance law.
  9773. */
  9774. static readonly FALLOFF_PHYSICAL: number;
  9775. /**
  9776. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9777. * to enhance interoperability with other engines.
  9778. */
  9779. static readonly FALLOFF_GLTF: number;
  9780. /**
  9781. * Falloff Standard: light is falling off like in the standard material
  9782. * to enhance interoperability with other materials.
  9783. */
  9784. static readonly FALLOFF_STANDARD: number;
  9785. /**
  9786. * If every light affecting the material is in this lightmapMode,
  9787. * material.lightmapTexture adds or multiplies
  9788. * (depends on material.useLightmapAsShadowmap)
  9789. * after every other light calculations.
  9790. */
  9791. static readonly LIGHTMAP_DEFAULT: number;
  9792. /**
  9793. * material.lightmapTexture as only diffuse lighting from this light
  9794. * adds only specular lighting from this light
  9795. * adds dynamic shadows
  9796. */
  9797. static readonly LIGHTMAP_SPECULAR: number;
  9798. /**
  9799. * material.lightmapTexture as only lighting
  9800. * no light calculation from this light
  9801. * only adds dynamic shadows from this light
  9802. */
  9803. static readonly LIGHTMAP_SHADOWSONLY: number;
  9804. /**
  9805. * Each light type uses the default quantity according to its type:
  9806. * point/spot lights use luminous intensity
  9807. * directional lights use illuminance
  9808. */
  9809. static readonly INTENSITYMODE_AUTOMATIC: number;
  9810. /**
  9811. * lumen (lm)
  9812. */
  9813. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9814. /**
  9815. * candela (lm/sr)
  9816. */
  9817. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9818. /**
  9819. * lux (lm/m^2)
  9820. */
  9821. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9822. /**
  9823. * nit (cd/m^2)
  9824. */
  9825. static readonly INTENSITYMODE_LUMINANCE: number;
  9826. /**
  9827. * Light type const id of the point light.
  9828. */
  9829. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9830. /**
  9831. * Light type const id of the directional light.
  9832. */
  9833. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9834. /**
  9835. * Light type const id of the spot light.
  9836. */
  9837. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9838. /**
  9839. * Light type const id of the hemispheric light.
  9840. */
  9841. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9842. /**
  9843. * Diffuse gives the basic color to an object.
  9844. */
  9845. diffuse: Color3;
  9846. /**
  9847. * Specular produces a highlight color on an object.
  9848. * Note: This is note affecting PBR materials.
  9849. */
  9850. specular: Color3;
  9851. /**
  9852. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9853. * falling off base on range or angle.
  9854. * This can be set to any values in Light.FALLOFF_x.
  9855. *
  9856. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9857. * other types of materials.
  9858. */
  9859. falloffType: number;
  9860. /**
  9861. * Strength of the light.
  9862. * Note: By default it is define in the framework own unit.
  9863. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9864. */
  9865. intensity: number;
  9866. private _range;
  9867. protected _inverseSquaredRange: number;
  9868. /**
  9869. * Defines how far from the source the light is impacting in scene units.
  9870. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9871. */
  9872. /**
  9873. * Defines how far from the source the light is impacting in scene units.
  9874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9875. */
  9876. range: number;
  9877. /**
  9878. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9879. * of light.
  9880. */
  9881. private _photometricScale;
  9882. private _intensityMode;
  9883. /**
  9884. * Gets the photometric scale used to interpret the intensity.
  9885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9886. */
  9887. /**
  9888. * Sets the photometric scale used to interpret the intensity.
  9889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9890. */
  9891. intensityMode: number;
  9892. private _radius;
  9893. /**
  9894. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9895. */
  9896. /**
  9897. * sets the light radius used by PBR Materials to simulate soft area lights.
  9898. */
  9899. radius: number;
  9900. private _renderPriority;
  9901. /**
  9902. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9903. * exceeding the number allowed of the materials.
  9904. */
  9905. renderPriority: number;
  9906. private _shadowEnabled;
  9907. /**
  9908. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9909. * the current shadow generator.
  9910. */
  9911. /**
  9912. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9913. * the current shadow generator.
  9914. */
  9915. shadowEnabled: boolean;
  9916. private _includedOnlyMeshes;
  9917. /**
  9918. * Gets the only meshes impacted by this light.
  9919. */
  9920. /**
  9921. * Sets the only meshes impacted by this light.
  9922. */
  9923. includedOnlyMeshes: AbstractMesh[];
  9924. private _excludedMeshes;
  9925. /**
  9926. * Gets the meshes not impacted by this light.
  9927. */
  9928. /**
  9929. * Sets the meshes not impacted by this light.
  9930. */
  9931. excludedMeshes: AbstractMesh[];
  9932. private _excludeWithLayerMask;
  9933. /**
  9934. * Gets the layer id use to find what meshes are not impacted by the light.
  9935. * Inactive if 0
  9936. */
  9937. /**
  9938. * Sets the layer id use to find what meshes are not impacted by the light.
  9939. * Inactive if 0
  9940. */
  9941. excludeWithLayerMask: number;
  9942. private _includeOnlyWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. includeOnlyWithLayerMask: number;
  9952. private _lightmapMode;
  9953. /**
  9954. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9955. */
  9956. /**
  9957. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9958. */
  9959. lightmapMode: number;
  9960. /**
  9961. * Shadow generator associted to the light.
  9962. * @hidden Internal use only.
  9963. */
  9964. _shadowGenerator: Nullable<IShadowGenerator>;
  9965. /**
  9966. * @hidden Internal use only.
  9967. */
  9968. _excludedMeshesIds: string[];
  9969. /**
  9970. * @hidden Internal use only.
  9971. */
  9972. _includedOnlyMeshesIds: string[];
  9973. /**
  9974. * The current light unifom buffer.
  9975. * @hidden Internal use only.
  9976. */
  9977. _uniformBuffer: UniformBuffer;
  9978. /**
  9979. * Creates a Light object in the scene.
  9980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9981. * @param name The firendly name of the light
  9982. * @param scene The scene the light belongs too
  9983. */
  9984. constructor(name: string, scene: Scene);
  9985. protected abstract _buildUniformLayout(): void;
  9986. /**
  9987. * Sets the passed Effect "effect" with the Light information.
  9988. * @param effect The effect to update
  9989. * @param lightIndex The index of the light in the effect to update
  9990. * @returns The light
  9991. */
  9992. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  9993. /**
  9994. * Returns the string "Light".
  9995. * @returns the class name
  9996. */
  9997. getClassName(): string;
  9998. /** @hidden */
  9999. readonly _isLight: boolean;
  10000. /**
  10001. * Converts the light information to a readable string for debug purpose.
  10002. * @param fullDetails Supports for multiple levels of logging within scene loading
  10003. * @returns the human readable light info
  10004. */
  10005. toString(fullDetails?: boolean): string;
  10006. /** @hidden */
  10007. protected _syncParentEnabledState(): void;
  10008. /**
  10009. * Set the enabled state of this node.
  10010. * @param value - the new enabled state
  10011. */
  10012. setEnabled(value: boolean): void;
  10013. /**
  10014. * Returns the Light associated shadow generator if any.
  10015. * @return the associated shadow generator.
  10016. */
  10017. getShadowGenerator(): Nullable<IShadowGenerator>;
  10018. /**
  10019. * Returns a Vector3, the absolute light position in the World.
  10020. * @returns the world space position of the light
  10021. */
  10022. getAbsolutePosition(): Vector3;
  10023. /**
  10024. * Specifies if the light will affect the passed mesh.
  10025. * @param mesh The mesh to test against the light
  10026. * @return true the mesh is affected otherwise, false.
  10027. */
  10028. canAffectMesh(mesh: AbstractMesh): boolean;
  10029. /**
  10030. * Sort function to order lights for rendering.
  10031. * @param a First Light object to compare to second.
  10032. * @param b Second Light object to compare first.
  10033. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10034. */
  10035. static CompareLightsPriority(a: Light, b: Light): number;
  10036. /**
  10037. * Releases resources associated with this node.
  10038. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10039. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10040. */
  10041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10042. /**
  10043. * Returns the light type ID (integer).
  10044. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10045. */
  10046. getTypeID(): number;
  10047. /**
  10048. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10049. * @returns the scaled intensity in intensity mode unit
  10050. */
  10051. getScaledIntensity(): number;
  10052. /**
  10053. * Returns a new Light object, named "name", from the current one.
  10054. * @param name The name of the cloned light
  10055. * @returns the new created light
  10056. */
  10057. clone(name: string): Nullable<Light>;
  10058. /**
  10059. * Serializes the current light into a Serialization object.
  10060. * @returns the serialized object.
  10061. */
  10062. serialize(): any;
  10063. /**
  10064. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10065. * This new light is named "name" and added to the passed scene.
  10066. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10067. * @param name The friendly name of the light
  10068. * @param scene The scene the new light will belong to
  10069. * @returns the constructor function
  10070. */
  10071. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10072. /**
  10073. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10074. * @param parsedLight The JSON representation of the light
  10075. * @param scene The scene to create the parsed light in
  10076. * @returns the created light after parsing
  10077. */
  10078. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10079. private _hookArrayForExcluded;
  10080. private _hookArrayForIncludedOnly;
  10081. private _resyncMeshes;
  10082. /**
  10083. * Forces the meshes to update their light related information in their rendering used effects
  10084. * @hidden Internal Use Only
  10085. */
  10086. _markMeshesAsLightDirty(): void;
  10087. /**
  10088. * Recomputes the cached photometric scale if needed.
  10089. */
  10090. private _computePhotometricScale;
  10091. /**
  10092. * Returns the Photometric Scale according to the light type and intensity mode.
  10093. */
  10094. private _getPhotometricScale;
  10095. /**
  10096. * Reorder the light in the scene according to their defined priority.
  10097. * @hidden Internal Use Only
  10098. */
  10099. _reorderLightsInScene(): void;
  10100. /**
  10101. * Prepares the list of defines specific to the light type.
  10102. * @param defines the list of defines
  10103. * @param lightIndex defines the index of the light for the effect
  10104. */
  10105. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10106. }
  10107. }
  10108. declare module "babylonjs/Actions/action" {
  10109. import { Observable } from "babylonjs/Misc/observable";
  10110. import { Condition } from "babylonjs/Actions/condition";
  10111. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10112. import { ActionManager } from "babylonjs/Actions/actionManager";
  10113. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10114. /**
  10115. * Interface used to define Action
  10116. */
  10117. export interface IAction {
  10118. /**
  10119. * Trigger for the action
  10120. */
  10121. trigger: number;
  10122. /** Options of the trigger */
  10123. triggerOptions: any;
  10124. /**
  10125. * Gets the trigger parameters
  10126. * @returns the trigger parameters
  10127. */
  10128. getTriggerParameter(): any;
  10129. /**
  10130. * Internal only - executes current action event
  10131. * @hidden
  10132. */
  10133. _executeCurrent(evt?: ActionEvent): void;
  10134. /**
  10135. * Serialize placeholder for child classes
  10136. * @param parent of child
  10137. * @returns the serialized object
  10138. */
  10139. serialize(parent: any): any;
  10140. /**
  10141. * Internal only
  10142. * @hidden
  10143. */
  10144. _prepare(): void;
  10145. /**
  10146. * Internal only - manager for action
  10147. * @hidden
  10148. */
  10149. _actionManager: AbstractActionManager;
  10150. /**
  10151. * Adds action to chain of actions, may be a DoNothingAction
  10152. * @param action defines the next action to execute
  10153. * @returns The action passed in
  10154. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10155. */
  10156. then(action: IAction): IAction;
  10157. }
  10158. /**
  10159. * The action to be carried out following a trigger
  10160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10161. */
  10162. export class Action implements IAction {
  10163. /** the trigger, with or without parameters, for the action */
  10164. triggerOptions: any;
  10165. /**
  10166. * Trigger for the action
  10167. */
  10168. trigger: number;
  10169. /**
  10170. * Internal only - manager for action
  10171. * @hidden
  10172. */
  10173. _actionManager: ActionManager;
  10174. private _nextActiveAction;
  10175. private _child;
  10176. private _condition?;
  10177. private _triggerParameter;
  10178. /**
  10179. * An event triggered prior to action being executed.
  10180. */
  10181. onBeforeExecuteObservable: Observable<Action>;
  10182. /**
  10183. * Creates a new Action
  10184. * @param triggerOptions the trigger, with or without parameters, for the action
  10185. * @param condition an optional determinant of action
  10186. */
  10187. constructor(
  10188. /** the trigger, with or without parameters, for the action */
  10189. triggerOptions: any, condition?: Condition);
  10190. /**
  10191. * Internal only
  10192. * @hidden
  10193. */
  10194. _prepare(): void;
  10195. /**
  10196. * Gets the trigger parameters
  10197. * @returns the trigger parameters
  10198. */
  10199. getTriggerParameter(): any;
  10200. /**
  10201. * Internal only - executes current action event
  10202. * @hidden
  10203. */
  10204. _executeCurrent(evt?: ActionEvent): void;
  10205. /**
  10206. * Execute placeholder for child classes
  10207. * @param evt optional action event
  10208. */
  10209. execute(evt?: ActionEvent): void;
  10210. /**
  10211. * Skips to next active action
  10212. */
  10213. skipToNextActiveAction(): void;
  10214. /**
  10215. * Adds action to chain of actions, may be a DoNothingAction
  10216. * @param action defines the next action to execute
  10217. * @returns The action passed in
  10218. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10219. */
  10220. then(action: Action): Action;
  10221. /**
  10222. * Internal only
  10223. * @hidden
  10224. */
  10225. _getProperty(propertyPath: string): string;
  10226. /**
  10227. * Internal only
  10228. * @hidden
  10229. */
  10230. _getEffectiveTarget(target: any, propertyPath: string): any;
  10231. /**
  10232. * Serialize placeholder for child classes
  10233. * @param parent of child
  10234. * @returns the serialized object
  10235. */
  10236. serialize(parent: any): any;
  10237. /**
  10238. * Internal only called by serialize
  10239. * @hidden
  10240. */
  10241. protected _serialize(serializedAction: any, parent?: any): any;
  10242. /**
  10243. * Internal only
  10244. * @hidden
  10245. */
  10246. static _SerializeValueAsString: (value: any) => string;
  10247. /**
  10248. * Internal only
  10249. * @hidden
  10250. */
  10251. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10252. name: string;
  10253. targetType: string;
  10254. value: string;
  10255. };
  10256. }
  10257. }
  10258. declare module "babylonjs/Actions/condition" {
  10259. import { ActionManager } from "babylonjs/Actions/actionManager";
  10260. /**
  10261. * A Condition applied to an Action
  10262. */
  10263. export class Condition {
  10264. /**
  10265. * Internal only - manager for action
  10266. * @hidden
  10267. */
  10268. _actionManager: ActionManager;
  10269. /**
  10270. * Internal only
  10271. * @hidden
  10272. */
  10273. _evaluationId: number;
  10274. /**
  10275. * Internal only
  10276. * @hidden
  10277. */
  10278. _currentResult: boolean;
  10279. /**
  10280. * Creates a new Condition
  10281. * @param actionManager the manager of the action the condition is applied to
  10282. */
  10283. constructor(actionManager: ActionManager);
  10284. /**
  10285. * Check if the current condition is valid
  10286. * @returns a boolean
  10287. */
  10288. isValid(): boolean;
  10289. /**
  10290. * Internal only
  10291. * @hidden
  10292. */
  10293. _getProperty(propertyPath: string): string;
  10294. /**
  10295. * Internal only
  10296. * @hidden
  10297. */
  10298. _getEffectiveTarget(target: any, propertyPath: string): any;
  10299. /**
  10300. * Serialize placeholder for child classes
  10301. * @returns the serialized object
  10302. */
  10303. serialize(): any;
  10304. /**
  10305. * Internal only
  10306. * @hidden
  10307. */
  10308. protected _serialize(serializedCondition: any): any;
  10309. }
  10310. /**
  10311. * Defines specific conditional operators as extensions of Condition
  10312. */
  10313. export class ValueCondition extends Condition {
  10314. /** path to specify the property of the target the conditional operator uses */
  10315. propertyPath: string;
  10316. /** the value compared by the conditional operator against the current value of the property */
  10317. value: any;
  10318. /** the conditional operator, default ValueCondition.IsEqual */
  10319. operator: number;
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. private static _IsEqual;
  10325. /**
  10326. * Internal only
  10327. * @hidden
  10328. */
  10329. private static _IsDifferent;
  10330. /**
  10331. * Internal only
  10332. * @hidden
  10333. */
  10334. private static _IsGreater;
  10335. /**
  10336. * Internal only
  10337. * @hidden
  10338. */
  10339. private static _IsLesser;
  10340. /**
  10341. * returns the number for IsEqual
  10342. */
  10343. static readonly IsEqual: number;
  10344. /**
  10345. * Returns the number for IsDifferent
  10346. */
  10347. static readonly IsDifferent: number;
  10348. /**
  10349. * Returns the number for IsGreater
  10350. */
  10351. static readonly IsGreater: number;
  10352. /**
  10353. * Returns the number for IsLesser
  10354. */
  10355. static readonly IsLesser: number;
  10356. /**
  10357. * Internal only The action manager for the condition
  10358. * @hidden
  10359. */
  10360. _actionManager: ActionManager;
  10361. /**
  10362. * Internal only
  10363. * @hidden
  10364. */
  10365. private _target;
  10366. /**
  10367. * Internal only
  10368. * @hidden
  10369. */
  10370. private _effectiveTarget;
  10371. /**
  10372. * Internal only
  10373. * @hidden
  10374. */
  10375. private _property;
  10376. /**
  10377. * Creates a new ValueCondition
  10378. * @param actionManager manager for the action the condition applies to
  10379. * @param target for the action
  10380. * @param propertyPath path to specify the property of the target the conditional operator uses
  10381. * @param value the value compared by the conditional operator against the current value of the property
  10382. * @param operator the conditional operator, default ValueCondition.IsEqual
  10383. */
  10384. constructor(actionManager: ActionManager, target: any,
  10385. /** path to specify the property of the target the conditional operator uses */
  10386. propertyPath: string,
  10387. /** the value compared by the conditional operator against the current value of the property */
  10388. value: any,
  10389. /** the conditional operator, default ValueCondition.IsEqual */
  10390. operator?: number);
  10391. /**
  10392. * Compares the given value with the property value for the specified conditional operator
  10393. * @returns the result of the comparison
  10394. */
  10395. isValid(): boolean;
  10396. /**
  10397. * Serialize the ValueCondition into a JSON compatible object
  10398. * @returns serialization object
  10399. */
  10400. serialize(): any;
  10401. /**
  10402. * Gets the name of the conditional operator for the ValueCondition
  10403. * @param operator the conditional operator
  10404. * @returns the name
  10405. */
  10406. static GetOperatorName(operator: number): string;
  10407. }
  10408. /**
  10409. * Defines a predicate condition as an extension of Condition
  10410. */
  10411. export class PredicateCondition extends Condition {
  10412. /** defines the predicate function used to validate the condition */
  10413. predicate: () => boolean;
  10414. /**
  10415. * Internal only - manager for action
  10416. * @hidden
  10417. */
  10418. _actionManager: ActionManager;
  10419. /**
  10420. * Creates a new PredicateCondition
  10421. * @param actionManager manager for the action the condition applies to
  10422. * @param predicate defines the predicate function used to validate the condition
  10423. */
  10424. constructor(actionManager: ActionManager,
  10425. /** defines the predicate function used to validate the condition */
  10426. predicate: () => boolean);
  10427. /**
  10428. * @returns the validity of the predicate condition
  10429. */
  10430. isValid(): boolean;
  10431. }
  10432. /**
  10433. * Defines a state condition as an extension of Condition
  10434. */
  10435. export class StateCondition extends Condition {
  10436. /** Value to compare with target state */
  10437. value: string;
  10438. /**
  10439. * Internal only - manager for action
  10440. * @hidden
  10441. */
  10442. _actionManager: ActionManager;
  10443. /**
  10444. * Internal only
  10445. * @hidden
  10446. */
  10447. private _target;
  10448. /**
  10449. * Creates a new StateCondition
  10450. * @param actionManager manager for the action the condition applies to
  10451. * @param target of the condition
  10452. * @param value to compare with target state
  10453. */
  10454. constructor(actionManager: ActionManager, target: any,
  10455. /** Value to compare with target state */
  10456. value: string);
  10457. /**
  10458. * Gets a boolean indicating if the current condition is met
  10459. * @returns the validity of the state
  10460. */
  10461. isValid(): boolean;
  10462. /**
  10463. * Serialize the StateCondition into a JSON compatible object
  10464. * @returns serialization object
  10465. */
  10466. serialize(): any;
  10467. }
  10468. }
  10469. declare module "babylonjs/Actions/directActions" {
  10470. import { Action } from "babylonjs/Actions/action";
  10471. import { Condition } from "babylonjs/Actions/condition";
  10472. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10473. /**
  10474. * This defines an action responsible to toggle a boolean once triggered.
  10475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10476. */
  10477. export class SwitchBooleanAction extends Action {
  10478. /**
  10479. * The path to the boolean property in the target object
  10480. */
  10481. propertyPath: string;
  10482. private _target;
  10483. private _effectiveTarget;
  10484. private _property;
  10485. /**
  10486. * Instantiate the action
  10487. * @param triggerOptions defines the trigger options
  10488. * @param target defines the object containing the boolean
  10489. * @param propertyPath defines the path to the boolean property in the target object
  10490. * @param condition defines the trigger related conditions
  10491. */
  10492. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10493. /** @hidden */
  10494. _prepare(): void;
  10495. /**
  10496. * Execute the action toggle the boolean value.
  10497. */
  10498. execute(): void;
  10499. /**
  10500. * Serializes the actions and its related information.
  10501. * @param parent defines the object to serialize in
  10502. * @returns the serialized object
  10503. */
  10504. serialize(parent: any): any;
  10505. }
  10506. /**
  10507. * This defines an action responsible to set a the state field of the target
  10508. * to a desired value once triggered.
  10509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10510. */
  10511. export class SetStateAction extends Action {
  10512. /**
  10513. * The value to store in the state field.
  10514. */
  10515. value: string;
  10516. private _target;
  10517. /**
  10518. * Instantiate the action
  10519. * @param triggerOptions defines the trigger options
  10520. * @param target defines the object containing the state property
  10521. * @param value defines the value to store in the state field
  10522. * @param condition defines the trigger related conditions
  10523. */
  10524. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10525. /**
  10526. * Execute the action and store the value on the target state property.
  10527. */
  10528. execute(): void;
  10529. /**
  10530. * Serializes the actions and its related information.
  10531. * @param parent defines the object to serialize in
  10532. * @returns the serialized object
  10533. */
  10534. serialize(parent: any): any;
  10535. }
  10536. /**
  10537. * This defines an action responsible to set a property of the target
  10538. * to a desired value once triggered.
  10539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10540. */
  10541. export class SetValueAction extends Action {
  10542. /**
  10543. * The path of the property to set in the target.
  10544. */
  10545. propertyPath: string;
  10546. /**
  10547. * The value to set in the property
  10548. */
  10549. value: any;
  10550. private _target;
  10551. private _effectiveTarget;
  10552. private _property;
  10553. /**
  10554. * Instantiate the action
  10555. * @param triggerOptions defines the trigger options
  10556. * @param target defines the object containing the property
  10557. * @param propertyPath defines the path of the property to set in the target
  10558. * @param value defines the value to set in the property
  10559. * @param condition defines the trigger related conditions
  10560. */
  10561. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10562. /** @hidden */
  10563. _prepare(): void;
  10564. /**
  10565. * Execute the action and set the targetted property to the desired value.
  10566. */
  10567. execute(): void;
  10568. /**
  10569. * Serializes the actions and its related information.
  10570. * @param parent defines the object to serialize in
  10571. * @returns the serialized object
  10572. */
  10573. serialize(parent: any): any;
  10574. }
  10575. /**
  10576. * This defines an action responsible to increment the target value
  10577. * to a desired value once triggered.
  10578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10579. */
  10580. export class IncrementValueAction extends Action {
  10581. /**
  10582. * The path of the property to increment in the target.
  10583. */
  10584. propertyPath: string;
  10585. /**
  10586. * The value we should increment the property by.
  10587. */
  10588. value: any;
  10589. private _target;
  10590. private _effectiveTarget;
  10591. private _property;
  10592. /**
  10593. * Instantiate the action
  10594. * @param triggerOptions defines the trigger options
  10595. * @param target defines the object containing the property
  10596. * @param propertyPath defines the path of the property to increment in the target
  10597. * @param value defines the value value we should increment the property by
  10598. * @param condition defines the trigger related conditions
  10599. */
  10600. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10601. /** @hidden */
  10602. _prepare(): void;
  10603. /**
  10604. * Execute the action and increment the target of the value amount.
  10605. */
  10606. execute(): void;
  10607. /**
  10608. * Serializes the actions and its related information.
  10609. * @param parent defines the object to serialize in
  10610. * @returns the serialized object
  10611. */
  10612. serialize(parent: any): any;
  10613. }
  10614. /**
  10615. * This defines an action responsible to start an animation once triggered.
  10616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10617. */
  10618. export class PlayAnimationAction extends Action {
  10619. /**
  10620. * Where the animation should start (animation frame)
  10621. */
  10622. from: number;
  10623. /**
  10624. * Where the animation should stop (animation frame)
  10625. */
  10626. to: number;
  10627. /**
  10628. * Define if the animation should loop or stop after the first play.
  10629. */
  10630. loop?: boolean;
  10631. private _target;
  10632. /**
  10633. * Instantiate the action
  10634. * @param triggerOptions defines the trigger options
  10635. * @param target defines the target animation or animation name
  10636. * @param from defines from where the animation should start (animation frame)
  10637. * @param end defines where the animation should stop (animation frame)
  10638. * @param loop defines if the animation should loop or stop after the first play
  10639. * @param condition defines the trigger related conditions
  10640. */
  10641. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10642. /** @hidden */
  10643. _prepare(): void;
  10644. /**
  10645. * Execute the action and play the animation.
  10646. */
  10647. execute(): void;
  10648. /**
  10649. * Serializes the actions and its related information.
  10650. * @param parent defines the object to serialize in
  10651. * @returns the serialized object
  10652. */
  10653. serialize(parent: any): any;
  10654. }
  10655. /**
  10656. * This defines an action responsible to stop an animation once triggered.
  10657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10658. */
  10659. export class StopAnimationAction extends Action {
  10660. private _target;
  10661. /**
  10662. * Instantiate the action
  10663. * @param triggerOptions defines the trigger options
  10664. * @param target defines the target animation or animation name
  10665. * @param condition defines the trigger related conditions
  10666. */
  10667. constructor(triggerOptions: any, target: any, condition?: Condition);
  10668. /** @hidden */
  10669. _prepare(): void;
  10670. /**
  10671. * Execute the action and stop the animation.
  10672. */
  10673. execute(): void;
  10674. /**
  10675. * Serializes the actions and its related information.
  10676. * @param parent defines the object to serialize in
  10677. * @returns the serialized object
  10678. */
  10679. serialize(parent: any): any;
  10680. }
  10681. /**
  10682. * This defines an action responsible that does nothing once triggered.
  10683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10684. */
  10685. export class DoNothingAction extends Action {
  10686. /**
  10687. * Instantiate the action
  10688. * @param triggerOptions defines the trigger options
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions?: any, condition?: Condition);
  10692. /**
  10693. * Execute the action and do nothing.
  10694. */
  10695. execute(): void;
  10696. /**
  10697. * Serializes the actions and its related information.
  10698. * @param parent defines the object to serialize in
  10699. * @returns the serialized object
  10700. */
  10701. serialize(parent: any): any;
  10702. }
  10703. /**
  10704. * This defines an action responsible to trigger several actions once triggered.
  10705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10706. */
  10707. export class CombineAction extends Action {
  10708. /**
  10709. * The list of aggregated animations to run.
  10710. */
  10711. children: Action[];
  10712. /**
  10713. * Instantiate the action
  10714. * @param triggerOptions defines the trigger options
  10715. * @param children defines the list of aggregated animations to run
  10716. * @param condition defines the trigger related conditions
  10717. */
  10718. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10719. /** @hidden */
  10720. _prepare(): void;
  10721. /**
  10722. * Execute the action and executes all the aggregated actions.
  10723. */
  10724. execute(evt: ActionEvent): void;
  10725. /**
  10726. * Serializes the actions and its related information.
  10727. * @param parent defines the object to serialize in
  10728. * @returns the serialized object
  10729. */
  10730. serialize(parent: any): any;
  10731. }
  10732. /**
  10733. * This defines an action responsible to run code (external event) once triggered.
  10734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10735. */
  10736. export class ExecuteCodeAction extends Action {
  10737. /**
  10738. * The callback function to run.
  10739. */
  10740. func: (evt: ActionEvent) => void;
  10741. /**
  10742. * Instantiate the action
  10743. * @param triggerOptions defines the trigger options
  10744. * @param func defines the callback function to run
  10745. * @param condition defines the trigger related conditions
  10746. */
  10747. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10748. /**
  10749. * Execute the action and run the attached code.
  10750. */
  10751. execute(evt: ActionEvent): void;
  10752. }
  10753. /**
  10754. * This defines an action responsible to set the parent property of the target once triggered.
  10755. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10756. */
  10757. export class SetParentAction extends Action {
  10758. private _parent;
  10759. private _target;
  10760. /**
  10761. * Instantiate the action
  10762. * @param triggerOptions defines the trigger options
  10763. * @param target defines the target containing the parent property
  10764. * @param parent defines from where the animation should start (animation frame)
  10765. * @param condition defines the trigger related conditions
  10766. */
  10767. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10768. /** @hidden */
  10769. _prepare(): void;
  10770. /**
  10771. * Execute the action and set the parent property.
  10772. */
  10773. execute(): void;
  10774. /**
  10775. * Serializes the actions and its related information.
  10776. * @param parent defines the object to serialize in
  10777. * @returns the serialized object
  10778. */
  10779. serialize(parent: any): any;
  10780. }
  10781. }
  10782. declare module "babylonjs/Actions/actionManager" {
  10783. import { Nullable } from "babylonjs/types";
  10784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10785. import { Scene } from "babylonjs/scene";
  10786. import { IAction } from "babylonjs/Actions/action";
  10787. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10788. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10789. /**
  10790. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10791. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10792. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10793. */
  10794. export class ActionManager extends AbstractActionManager {
  10795. /**
  10796. * Nothing
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10798. */
  10799. static readonly NothingTrigger: number;
  10800. /**
  10801. * On pick
  10802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10803. */
  10804. static readonly OnPickTrigger: number;
  10805. /**
  10806. * On left pick
  10807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10808. */
  10809. static readonly OnLeftPickTrigger: number;
  10810. /**
  10811. * On right pick
  10812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10813. */
  10814. static readonly OnRightPickTrigger: number;
  10815. /**
  10816. * On center pick
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10818. */
  10819. static readonly OnCenterPickTrigger: number;
  10820. /**
  10821. * On pick down
  10822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10823. */
  10824. static readonly OnPickDownTrigger: number;
  10825. /**
  10826. * On double pick
  10827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10828. */
  10829. static readonly OnDoublePickTrigger: number;
  10830. /**
  10831. * On pick up
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10833. */
  10834. static readonly OnPickUpTrigger: number;
  10835. /**
  10836. * On pick out.
  10837. * This trigger will only be raised if you also declared a OnPickDown
  10838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10839. */
  10840. static readonly OnPickOutTrigger: number;
  10841. /**
  10842. * On long press
  10843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10844. */
  10845. static readonly OnLongPressTrigger: number;
  10846. /**
  10847. * On pointer over
  10848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10849. */
  10850. static readonly OnPointerOverTrigger: number;
  10851. /**
  10852. * On pointer out
  10853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10854. */
  10855. static readonly OnPointerOutTrigger: number;
  10856. /**
  10857. * On every frame
  10858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10859. */
  10860. static readonly OnEveryFrameTrigger: number;
  10861. /**
  10862. * On intersection enter
  10863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10864. */
  10865. static readonly OnIntersectionEnterTrigger: number;
  10866. /**
  10867. * On intersection exit
  10868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10869. */
  10870. static readonly OnIntersectionExitTrigger: number;
  10871. /**
  10872. * On key down
  10873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10874. */
  10875. static readonly OnKeyDownTrigger: number;
  10876. /**
  10877. * On key up
  10878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10879. */
  10880. static readonly OnKeyUpTrigger: number;
  10881. private _scene;
  10882. /**
  10883. * Creates a new action manager
  10884. * @param scene defines the hosting scene
  10885. */
  10886. constructor(scene: Scene);
  10887. /**
  10888. * Releases all associated resources
  10889. */
  10890. dispose(): void;
  10891. /**
  10892. * Gets hosting scene
  10893. * @returns the hosting scene
  10894. */
  10895. getScene(): Scene;
  10896. /**
  10897. * Does this action manager handles actions of any of the given triggers
  10898. * @param triggers defines the triggers to be tested
  10899. * @return a boolean indicating whether one (or more) of the triggers is handled
  10900. */
  10901. hasSpecificTriggers(triggers: number[]): boolean;
  10902. /**
  10903. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10904. * speed.
  10905. * @param triggerA defines the trigger to be tested
  10906. * @param triggerB defines the trigger to be tested
  10907. * @return a boolean indicating whether one (or more) of the triggers is handled
  10908. */
  10909. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10910. /**
  10911. * Does this action manager handles actions of a given trigger
  10912. * @param trigger defines the trigger to be tested
  10913. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10914. * @return whether the trigger is handled
  10915. */
  10916. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10917. /**
  10918. * Does this action manager has pointer triggers
  10919. */
  10920. readonly hasPointerTriggers: boolean;
  10921. /**
  10922. * Does this action manager has pick triggers
  10923. */
  10924. readonly hasPickTriggers: boolean;
  10925. /**
  10926. * Registers an action to this action manager
  10927. * @param action defines the action to be registered
  10928. * @return the action amended (prepared) after registration
  10929. */
  10930. registerAction(action: IAction): Nullable<IAction>;
  10931. /**
  10932. * Unregisters an action to this action manager
  10933. * @param action defines the action to be unregistered
  10934. * @return a boolean indicating whether the action has been unregistered
  10935. */
  10936. unregisterAction(action: IAction): Boolean;
  10937. /**
  10938. * Process a specific trigger
  10939. * @param trigger defines the trigger to process
  10940. * @param evt defines the event details to be processed
  10941. */
  10942. processTrigger(trigger: number, evt?: IActionEvent): void;
  10943. /** @hidden */
  10944. _getEffectiveTarget(target: any, propertyPath: string): any;
  10945. /** @hidden */
  10946. _getProperty(propertyPath: string): string;
  10947. /**
  10948. * Serialize this manager to a JSON object
  10949. * @param name defines the property name to store this manager
  10950. * @returns a JSON representation of this manager
  10951. */
  10952. serialize(name: string): any;
  10953. /**
  10954. * Creates a new ActionManager from a JSON data
  10955. * @param parsedActions defines the JSON data to read from
  10956. * @param object defines the hosting mesh
  10957. * @param scene defines the hosting scene
  10958. */
  10959. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10960. /**
  10961. * Get a trigger name by index
  10962. * @param trigger defines the trigger index
  10963. * @returns a trigger name
  10964. */
  10965. static GetTriggerName(trigger: number): string;
  10966. }
  10967. }
  10968. declare module "babylonjs/Culling/ray" {
  10969. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10970. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10973. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10974. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10975. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10976. import { Plane } from "babylonjs/Maths/math.plane";
  10977. /**
  10978. * Class representing a ray with position and direction
  10979. */
  10980. export class Ray {
  10981. /** origin point */
  10982. origin: Vector3;
  10983. /** direction */
  10984. direction: Vector3;
  10985. /** length of the ray */
  10986. length: number;
  10987. private static readonly TmpVector3;
  10988. private _tmpRay;
  10989. /**
  10990. * Creates a new ray
  10991. * @param origin origin point
  10992. * @param direction direction
  10993. * @param length length of the ray
  10994. */
  10995. constructor(
  10996. /** origin point */
  10997. origin: Vector3,
  10998. /** direction */
  10999. direction: Vector3,
  11000. /** length of the ray */
  11001. length?: number);
  11002. /**
  11003. * Checks if the ray intersects a box
  11004. * @param minimum bound of the box
  11005. * @param maximum bound of the box
  11006. * @param intersectionTreshold extra extend to be added to the box in all direction
  11007. * @returns if the box was hit
  11008. */
  11009. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11010. /**
  11011. * Checks if the ray intersects a box
  11012. * @param box the bounding box to check
  11013. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11014. * @returns if the box was hit
  11015. */
  11016. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11017. /**
  11018. * If the ray hits a sphere
  11019. * @param sphere the bounding sphere to check
  11020. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11021. * @returns true if it hits the sphere
  11022. */
  11023. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11024. /**
  11025. * If the ray hits a triange
  11026. * @param vertex0 triangle vertex
  11027. * @param vertex1 triangle vertex
  11028. * @param vertex2 triangle vertex
  11029. * @returns intersection information if hit
  11030. */
  11031. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11032. /**
  11033. * Checks if ray intersects a plane
  11034. * @param plane the plane to check
  11035. * @returns the distance away it was hit
  11036. */
  11037. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11038. /**
  11039. * Calculate the intercept of a ray on a given axis
  11040. * @param axis to check 'x' | 'y' | 'z'
  11041. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11042. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11043. */
  11044. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11045. /**
  11046. * Checks if ray intersects a mesh
  11047. * @param mesh the mesh to check
  11048. * @param fastCheck if only the bounding box should checked
  11049. * @returns picking info of the intersecton
  11050. */
  11051. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11052. /**
  11053. * Checks if ray intersects a mesh
  11054. * @param meshes the meshes to check
  11055. * @param fastCheck if only the bounding box should checked
  11056. * @param results array to store result in
  11057. * @returns Array of picking infos
  11058. */
  11059. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11060. private _comparePickingInfo;
  11061. private static smallnum;
  11062. private static rayl;
  11063. /**
  11064. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11065. * @param sega the first point of the segment to test the intersection against
  11066. * @param segb the second point of the segment to test the intersection against
  11067. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11068. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11069. */
  11070. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11071. /**
  11072. * Update the ray from viewport position
  11073. * @param x position
  11074. * @param y y position
  11075. * @param viewportWidth viewport width
  11076. * @param viewportHeight viewport height
  11077. * @param world world matrix
  11078. * @param view view matrix
  11079. * @param projection projection matrix
  11080. * @returns this ray updated
  11081. */
  11082. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11083. /**
  11084. * Creates a ray with origin and direction of 0,0,0
  11085. * @returns the new ray
  11086. */
  11087. static Zero(): Ray;
  11088. /**
  11089. * Creates a new ray from screen space and viewport
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns new ray
  11098. */
  11099. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11102. * transformed to the given world matrix.
  11103. * @param origin The origin point
  11104. * @param end The end point
  11105. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11106. * @returns the new ray
  11107. */
  11108. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11109. /**
  11110. * Transforms a ray by a matrix
  11111. * @param ray ray to transform
  11112. * @param matrix matrix to apply
  11113. * @returns the resulting new ray
  11114. */
  11115. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11116. /**
  11117. * Transforms a ray by a matrix
  11118. * @param ray ray to transform
  11119. * @param matrix matrix to apply
  11120. * @param result ray to store result in
  11121. */
  11122. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11123. /**
  11124. * Unproject a ray from screen space to object space
  11125. * @param sourceX defines the screen space x coordinate to use
  11126. * @param sourceY defines the screen space y coordinate to use
  11127. * @param viewportWidth defines the current width of the viewport
  11128. * @param viewportHeight defines the current height of the viewport
  11129. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11130. * @param view defines the view matrix to use
  11131. * @param projection defines the projection matrix to use
  11132. */
  11133. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11134. }
  11135. /**
  11136. * Type used to define predicate used to select faces when a mesh intersection is detected
  11137. */
  11138. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11139. module "babylonjs/scene" {
  11140. interface Scene {
  11141. /** @hidden */
  11142. _tempPickingRay: Nullable<Ray>;
  11143. /** @hidden */
  11144. _cachedRayForTransform: Ray;
  11145. /** @hidden */
  11146. _pickWithRayInverseMatrix: Matrix;
  11147. /** @hidden */
  11148. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11149. /** @hidden */
  11150. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11151. }
  11152. }
  11153. }
  11154. declare module "babylonjs/sceneComponent" {
  11155. import { Scene } from "babylonjs/scene";
  11156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11157. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11158. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11159. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11160. import { Nullable } from "babylonjs/types";
  11161. import { Camera } from "babylonjs/Cameras/camera";
  11162. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11163. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11164. import { AbstractScene } from "babylonjs/abstractScene";
  11165. /**
  11166. * Groups all the scene component constants in one place to ease maintenance.
  11167. * @hidden
  11168. */
  11169. export class SceneComponentConstants {
  11170. static readonly NAME_EFFECTLAYER: string;
  11171. static readonly NAME_LAYER: string;
  11172. static readonly NAME_LENSFLARESYSTEM: string;
  11173. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11174. static readonly NAME_PARTICLESYSTEM: string;
  11175. static readonly NAME_GAMEPAD: string;
  11176. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11177. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11178. static readonly NAME_DEPTHRENDERER: string;
  11179. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11180. static readonly NAME_SPRITE: string;
  11181. static readonly NAME_OUTLINERENDERER: string;
  11182. static readonly NAME_PROCEDURALTEXTURE: string;
  11183. static readonly NAME_SHADOWGENERATOR: string;
  11184. static readonly NAME_OCTREE: string;
  11185. static readonly NAME_PHYSICSENGINE: string;
  11186. static readonly NAME_AUDIO: string;
  11187. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11188. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11189. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11190. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11191. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11192. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11193. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11194. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11195. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11196. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11197. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11198. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11199. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11200. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11201. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11202. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11203. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11204. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11205. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11206. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11207. static readonly STEP_AFTERRENDER_AUDIO: number;
  11208. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11209. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11210. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11211. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11212. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11213. static readonly STEP_POINTERMOVE_SPRITE: number;
  11214. static readonly STEP_POINTERDOWN_SPRITE: number;
  11215. static readonly STEP_POINTERUP_SPRITE: number;
  11216. }
  11217. /**
  11218. * This represents a scene component.
  11219. *
  11220. * This is used to decouple the dependency the scene is having on the different workloads like
  11221. * layers, post processes...
  11222. */
  11223. export interface ISceneComponent {
  11224. /**
  11225. * The name of the component. Each component must have a unique name.
  11226. */
  11227. name: string;
  11228. /**
  11229. * The scene the component belongs to.
  11230. */
  11231. scene: Scene;
  11232. /**
  11233. * Register the component to one instance of a scene.
  11234. */
  11235. register(): void;
  11236. /**
  11237. * Rebuilds the elements related to this component in case of
  11238. * context lost for instance.
  11239. */
  11240. rebuild(): void;
  11241. /**
  11242. * Disposes the component and the associated ressources.
  11243. */
  11244. dispose(): void;
  11245. }
  11246. /**
  11247. * This represents a SERIALIZABLE scene component.
  11248. *
  11249. * This extends Scene Component to add Serialization methods on top.
  11250. */
  11251. export interface ISceneSerializableComponent extends ISceneComponent {
  11252. /**
  11253. * Adds all the elements from the container to the scene
  11254. * @param container the container holding the elements
  11255. */
  11256. addFromContainer(container: AbstractScene): void;
  11257. /**
  11258. * Removes all the elements in the container from the scene
  11259. * @param container contains the elements to remove
  11260. * @param dispose if the removed element should be disposed (default: false)
  11261. */
  11262. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11263. /**
  11264. * Serializes the component data to the specified json object
  11265. * @param serializationObject The object to serialize to
  11266. */
  11267. serialize(serializationObject: any): void;
  11268. }
  11269. /**
  11270. * Strong typing of a Mesh related stage step action
  11271. */
  11272. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11273. /**
  11274. * Strong typing of a Evaluate Sub Mesh related stage step action
  11275. */
  11276. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11277. /**
  11278. * Strong typing of a Active Mesh related stage step action
  11279. */
  11280. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11281. /**
  11282. * Strong typing of a Camera related stage step action
  11283. */
  11284. export type CameraStageAction = (camera: Camera) => void;
  11285. /**
  11286. * Strong typing of a Camera Frame buffer related stage step action
  11287. */
  11288. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11289. /**
  11290. * Strong typing of a Render Target related stage step action
  11291. */
  11292. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11293. /**
  11294. * Strong typing of a RenderingGroup related stage step action
  11295. */
  11296. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11297. /**
  11298. * Strong typing of a Mesh Render related stage step action
  11299. */
  11300. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11301. /**
  11302. * Strong typing of a simple stage step action
  11303. */
  11304. export type SimpleStageAction = () => void;
  11305. /**
  11306. * Strong typing of a render target action.
  11307. */
  11308. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11309. /**
  11310. * Strong typing of a pointer move action.
  11311. */
  11312. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11313. /**
  11314. * Strong typing of a pointer up/down action.
  11315. */
  11316. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11317. /**
  11318. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11319. * @hidden
  11320. */
  11321. export class Stage<T extends Function> extends Array<{
  11322. index: number;
  11323. component: ISceneComponent;
  11324. action: T;
  11325. }> {
  11326. /**
  11327. * Hide ctor from the rest of the world.
  11328. * @param items The items to add.
  11329. */
  11330. private constructor();
  11331. /**
  11332. * Creates a new Stage.
  11333. * @returns A new instance of a Stage
  11334. */
  11335. static Create<T extends Function>(): Stage<T>;
  11336. /**
  11337. * Registers a step in an ordered way in the targeted stage.
  11338. * @param index Defines the position to register the step in
  11339. * @param component Defines the component attached to the step
  11340. * @param action Defines the action to launch during the step
  11341. */
  11342. registerStep(index: number, component: ISceneComponent, action: T): void;
  11343. /**
  11344. * Clears all the steps from the stage.
  11345. */
  11346. clear(): void;
  11347. }
  11348. }
  11349. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11350. import { Nullable } from "babylonjs/types";
  11351. import { Observable } from "babylonjs/Misc/observable";
  11352. import { Scene } from "babylonjs/scene";
  11353. import { Sprite } from "babylonjs/Sprites/sprite";
  11354. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11355. import { Ray } from "babylonjs/Culling/ray";
  11356. import { Camera } from "babylonjs/Cameras/camera";
  11357. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11358. import { ISceneComponent } from "babylonjs/sceneComponent";
  11359. module "babylonjs/scene" {
  11360. interface Scene {
  11361. /** @hidden */
  11362. _pointerOverSprite: Nullable<Sprite>;
  11363. /** @hidden */
  11364. _pickedDownSprite: Nullable<Sprite>;
  11365. /** @hidden */
  11366. _tempSpritePickingRay: Nullable<Ray>;
  11367. /**
  11368. * All of the sprite managers added to this scene
  11369. * @see http://doc.babylonjs.com/babylon101/sprites
  11370. */
  11371. spriteManagers: Array<ISpriteManager>;
  11372. /**
  11373. * An event triggered when sprites rendering is about to start
  11374. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11375. */
  11376. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11377. /**
  11378. * An event triggered when sprites rendering is done
  11379. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11380. */
  11381. onAfterSpritesRenderingObservable: Observable<Scene>;
  11382. /** @hidden */
  11383. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11384. /** Launch a ray to try to pick a sprite in the scene
  11385. * @param x position on screen
  11386. * @param y position on screen
  11387. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11388. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11389. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11390. * @returns a PickingInfo
  11391. */
  11392. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11393. /** Use the given ray to pick a sprite in the scene
  11394. * @param ray The ray (in world space) to use to pick meshes
  11395. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11396. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11397. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11398. * @returns a PickingInfo
  11399. */
  11400. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /** @hidden */
  11402. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11403. /** Launch a ray to try to pick sprites in the scene
  11404. * @param x position on screen
  11405. * @param y position on screen
  11406. * @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
  11407. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11408. * @returns a PickingInfo array
  11409. */
  11410. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11411. /** Use the given ray to pick sprites in the scene
  11412. * @param ray The ray (in world space) to use to pick meshes
  11413. * @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
  11414. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11415. * @returns a PickingInfo array
  11416. */
  11417. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11418. /**
  11419. * Force the sprite under the pointer
  11420. * @param sprite defines the sprite to use
  11421. */
  11422. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11423. /**
  11424. * Gets the sprite under the pointer
  11425. * @returns a Sprite or null if no sprite is under the pointer
  11426. */
  11427. getPointerOverSprite(): Nullable<Sprite>;
  11428. }
  11429. }
  11430. /**
  11431. * Defines the sprite scene component responsible to manage sprites
  11432. * in a given scene.
  11433. */
  11434. export class SpriteSceneComponent implements ISceneComponent {
  11435. /**
  11436. * The component name helpfull to identify the component in the list of scene components.
  11437. */
  11438. readonly name: string;
  11439. /**
  11440. * The scene the component belongs to.
  11441. */
  11442. scene: Scene;
  11443. /** @hidden */
  11444. private _spritePredicate;
  11445. /**
  11446. * Creates a new instance of the component for the given scene
  11447. * @param scene Defines the scene to register the component in
  11448. */
  11449. constructor(scene: Scene);
  11450. /**
  11451. * Registers the component in a given scene
  11452. */
  11453. register(): void;
  11454. /**
  11455. * Rebuilds the elements related to this component in case of
  11456. * context lost for instance.
  11457. */
  11458. rebuild(): void;
  11459. /**
  11460. * Disposes the component and the associated ressources.
  11461. */
  11462. dispose(): void;
  11463. private _pickSpriteButKeepRay;
  11464. private _pointerMove;
  11465. private _pointerDown;
  11466. private _pointerUp;
  11467. }
  11468. }
  11469. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11470. /** @hidden */
  11471. export var fogFragmentDeclaration: {
  11472. name: string;
  11473. shader: string;
  11474. };
  11475. }
  11476. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11477. /** @hidden */
  11478. export var fogFragment: {
  11479. name: string;
  11480. shader: string;
  11481. };
  11482. }
  11483. declare module "babylonjs/Shaders/sprites.fragment" {
  11484. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11485. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11486. /** @hidden */
  11487. export var spritesPixelShader: {
  11488. name: string;
  11489. shader: string;
  11490. };
  11491. }
  11492. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11493. /** @hidden */
  11494. export var fogVertexDeclaration: {
  11495. name: string;
  11496. shader: string;
  11497. };
  11498. }
  11499. declare module "babylonjs/Shaders/sprites.vertex" {
  11500. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11501. /** @hidden */
  11502. export var spritesVertexShader: {
  11503. name: string;
  11504. shader: string;
  11505. };
  11506. }
  11507. declare module "babylonjs/Sprites/spriteManager" {
  11508. import { IDisposable, Scene } from "babylonjs/scene";
  11509. import { Nullable } from "babylonjs/types";
  11510. import { Observable } from "babylonjs/Misc/observable";
  11511. import { Sprite } from "babylonjs/Sprites/sprite";
  11512. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11513. import { Camera } from "babylonjs/Cameras/camera";
  11514. import { Texture } from "babylonjs/Materials/Textures/texture";
  11515. import "babylonjs/Shaders/sprites.fragment";
  11516. import "babylonjs/Shaders/sprites.vertex";
  11517. import { Ray } from "babylonjs/Culling/ray";
  11518. /**
  11519. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11520. */
  11521. export interface ISpriteManager extends IDisposable {
  11522. /**
  11523. * Restricts the camera to viewing objects with the same layerMask.
  11524. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11525. */
  11526. layerMask: number;
  11527. /**
  11528. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11529. */
  11530. isPickable: boolean;
  11531. /**
  11532. * Specifies the rendering group id for this mesh (0 by default)
  11533. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11534. */
  11535. renderingGroupId: number;
  11536. /**
  11537. * Defines the list of sprites managed by the manager.
  11538. */
  11539. sprites: Array<Sprite>;
  11540. /**
  11541. * Tests the intersection of a sprite with a specific ray.
  11542. * @param ray The ray we are sending to test the collision
  11543. * @param camera The camera space we are sending rays in
  11544. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11545. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11546. * @returns picking info or null.
  11547. */
  11548. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11549. /**
  11550. * Intersects the sprites with a ray
  11551. * @param ray defines the ray to intersect with
  11552. * @param camera defines the current active camera
  11553. * @param predicate defines a predicate used to select candidate sprites
  11554. * @returns null if no hit or a PickingInfo array
  11555. */
  11556. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11557. /**
  11558. * Renders the list of sprites on screen.
  11559. */
  11560. render(): void;
  11561. }
  11562. /**
  11563. * Class used to manage multiple sprites on the same spritesheet
  11564. * @see http://doc.babylonjs.com/babylon101/sprites
  11565. */
  11566. export class SpriteManager implements ISpriteManager {
  11567. /** defines the manager's name */
  11568. name: string;
  11569. /** Gets the list of sprites */
  11570. sprites: Sprite[];
  11571. /** Gets or sets the rendering group id (0 by default) */
  11572. renderingGroupId: number;
  11573. /** Gets or sets camera layer mask */
  11574. layerMask: number;
  11575. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11576. fogEnabled: boolean;
  11577. /** Gets or sets a boolean indicating if the sprites are pickable */
  11578. isPickable: boolean;
  11579. /** Defines the default width of a cell in the spritesheet */
  11580. cellWidth: number;
  11581. /** Defines the default height of a cell in the spritesheet */
  11582. cellHeight: number;
  11583. /** Associative array from JSON sprite data file */
  11584. private _cellData;
  11585. /** Array of sprite names from JSON sprite data file */
  11586. private _spriteMap;
  11587. /** True when packed cell data from JSON file is ready*/
  11588. private _packedAndReady;
  11589. /**
  11590. * An event triggered when the manager is disposed.
  11591. */
  11592. onDisposeObservable: Observable<SpriteManager>;
  11593. private _onDisposeObserver;
  11594. /**
  11595. * Callback called when the manager is disposed
  11596. */
  11597. onDispose: () => void;
  11598. private _capacity;
  11599. private _fromPacked;
  11600. private _spriteTexture;
  11601. private _epsilon;
  11602. private _scene;
  11603. private _vertexData;
  11604. private _buffer;
  11605. private _vertexBuffers;
  11606. private _indexBuffer;
  11607. private _effectBase;
  11608. private _effectFog;
  11609. /**
  11610. * Gets or sets the spritesheet texture
  11611. */
  11612. texture: Texture;
  11613. /**
  11614. * Creates a new sprite manager
  11615. * @param name defines the manager's name
  11616. * @param imgUrl defines the sprite sheet url
  11617. * @param capacity defines the maximum allowed number of sprites
  11618. * @param cellSize defines the size of a sprite cell
  11619. * @param scene defines the hosting scene
  11620. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11621. * @param samplingMode defines the smapling mode to use with spritesheet
  11622. * @param fromPacked set to false; do not alter
  11623. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11624. */
  11625. constructor(
  11626. /** defines the manager's name */
  11627. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11628. private _makePacked;
  11629. private _appendSpriteVertex;
  11630. /**
  11631. * Intersects the sprites with a ray
  11632. * @param ray defines the ray to intersect with
  11633. * @param camera defines the current active camera
  11634. * @param predicate defines a predicate used to select candidate sprites
  11635. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11636. * @returns null if no hit or a PickingInfo
  11637. */
  11638. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11639. /**
  11640. * Intersects the sprites with a ray
  11641. * @param ray defines the ray to intersect with
  11642. * @param camera defines the current active camera
  11643. * @param predicate defines a predicate used to select candidate sprites
  11644. * @returns null if no hit or a PickingInfo array
  11645. */
  11646. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11647. /**
  11648. * Render all child sprites
  11649. */
  11650. render(): void;
  11651. /**
  11652. * Release associated resources
  11653. */
  11654. dispose(): void;
  11655. }
  11656. }
  11657. declare module "babylonjs/Sprites/sprite" {
  11658. import { Vector3 } from "babylonjs/Maths/math.vector";
  11659. import { Nullable } from "babylonjs/types";
  11660. import { ActionManager } from "babylonjs/Actions/actionManager";
  11661. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11662. import { Color4 } from "babylonjs/Maths/math.color";
  11663. /**
  11664. * Class used to represent a sprite
  11665. * @see http://doc.babylonjs.com/babylon101/sprites
  11666. */
  11667. export class Sprite {
  11668. /** defines the name */
  11669. name: string;
  11670. /** Gets or sets the current world position */
  11671. position: Vector3;
  11672. /** Gets or sets the main color */
  11673. color: Color4;
  11674. /** Gets or sets the width */
  11675. width: number;
  11676. /** Gets or sets the height */
  11677. height: number;
  11678. /** Gets or sets rotation angle */
  11679. angle: number;
  11680. /** Gets or sets the cell index in the sprite sheet */
  11681. cellIndex: number;
  11682. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11683. cellRef: string;
  11684. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11685. invertU: number;
  11686. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11687. invertV: number;
  11688. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11689. disposeWhenFinishedAnimating: boolean;
  11690. /** Gets the list of attached animations */
  11691. animations: Animation[];
  11692. /** Gets or sets a boolean indicating if the sprite can be picked */
  11693. isPickable: boolean;
  11694. /**
  11695. * Gets or sets the associated action manager
  11696. */
  11697. actionManager: Nullable<ActionManager>;
  11698. private _animationStarted;
  11699. private _loopAnimation;
  11700. private _fromIndex;
  11701. private _toIndex;
  11702. private _delay;
  11703. private _direction;
  11704. private _manager;
  11705. private _time;
  11706. private _onAnimationEnd;
  11707. /**
  11708. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11709. */
  11710. isVisible: boolean;
  11711. /**
  11712. * Gets or sets the sprite size
  11713. */
  11714. size: number;
  11715. /**
  11716. * Creates a new Sprite
  11717. * @param name defines the name
  11718. * @param manager defines the manager
  11719. */
  11720. constructor(
  11721. /** defines the name */
  11722. name: string, manager: ISpriteManager);
  11723. /**
  11724. * Starts an animation
  11725. * @param from defines the initial key
  11726. * @param to defines the end key
  11727. * @param loop defines if the animation must loop
  11728. * @param delay defines the start delay (in ms)
  11729. * @param onAnimationEnd defines a callback to call when animation ends
  11730. */
  11731. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11732. /** Stops current animation (if any) */
  11733. stopAnimation(): void;
  11734. /** @hidden */
  11735. _animate(deltaTime: number): void;
  11736. /** Release associated resources */
  11737. dispose(): void;
  11738. }
  11739. }
  11740. declare module "babylonjs/Collisions/pickingInfo" {
  11741. import { Nullable } from "babylonjs/types";
  11742. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11743. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11744. import { Sprite } from "babylonjs/Sprites/sprite";
  11745. import { Ray } from "babylonjs/Culling/ray";
  11746. /**
  11747. * Information about the result of picking within a scene
  11748. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11749. */
  11750. export class PickingInfo {
  11751. /** @hidden */
  11752. _pickingUnavailable: boolean;
  11753. /**
  11754. * If the pick collided with an object
  11755. */
  11756. hit: boolean;
  11757. /**
  11758. * Distance away where the pick collided
  11759. */
  11760. distance: number;
  11761. /**
  11762. * The location of pick collision
  11763. */
  11764. pickedPoint: Nullable<Vector3>;
  11765. /**
  11766. * The mesh corresponding the the pick collision
  11767. */
  11768. pickedMesh: Nullable<AbstractMesh>;
  11769. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11770. bu: number;
  11771. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11772. bv: number;
  11773. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11774. faceId: number;
  11775. /** Id of the the submesh that was picked */
  11776. subMeshId: number;
  11777. /** If a sprite was picked, this will be the sprite the pick collided with */
  11778. pickedSprite: Nullable<Sprite>;
  11779. /**
  11780. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11781. */
  11782. originMesh: Nullable<AbstractMesh>;
  11783. /**
  11784. * The ray that was used to perform the picking.
  11785. */
  11786. ray: Nullable<Ray>;
  11787. /**
  11788. * Gets the normal correspodning to the face the pick collided with
  11789. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11790. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11791. * @returns The normal correspodning to the face the pick collided with
  11792. */
  11793. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11794. /**
  11795. * Gets the texture coordinates of where the pick occured
  11796. * @returns the vector containing the coordnates of the texture
  11797. */
  11798. getTextureCoordinates(): Nullable<Vector2>;
  11799. }
  11800. }
  11801. declare module "babylonjs/Events/pointerEvents" {
  11802. import { Nullable } from "babylonjs/types";
  11803. import { Vector2 } from "babylonjs/Maths/math.vector";
  11804. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11805. import { Ray } from "babylonjs/Culling/ray";
  11806. /**
  11807. * Gather the list of pointer event types as constants.
  11808. */
  11809. export class PointerEventTypes {
  11810. /**
  11811. * 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.
  11812. */
  11813. static readonly POINTERDOWN: number;
  11814. /**
  11815. * The pointerup event is fired when a pointer is no longer active.
  11816. */
  11817. static readonly POINTERUP: number;
  11818. /**
  11819. * The pointermove event is fired when a pointer changes coordinates.
  11820. */
  11821. static readonly POINTERMOVE: number;
  11822. /**
  11823. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11824. */
  11825. static readonly POINTERWHEEL: number;
  11826. /**
  11827. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11828. */
  11829. static readonly POINTERPICK: number;
  11830. /**
  11831. * The pointertap event is fired when a the object has been touched and released without drag.
  11832. */
  11833. static readonly POINTERTAP: number;
  11834. /**
  11835. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11836. */
  11837. static readonly POINTERDOUBLETAP: number;
  11838. }
  11839. /**
  11840. * Base class of pointer info types.
  11841. */
  11842. export class PointerInfoBase {
  11843. /**
  11844. * Defines the type of event (PointerEventTypes)
  11845. */
  11846. type: number;
  11847. /**
  11848. * Defines the related dom event
  11849. */
  11850. event: PointerEvent | MouseWheelEvent;
  11851. /**
  11852. * Instantiates the base class of pointers info.
  11853. * @param type Defines the type of event (PointerEventTypes)
  11854. * @param event Defines the related dom event
  11855. */
  11856. constructor(
  11857. /**
  11858. * Defines the type of event (PointerEventTypes)
  11859. */
  11860. type: number,
  11861. /**
  11862. * Defines the related dom event
  11863. */
  11864. event: PointerEvent | MouseWheelEvent);
  11865. }
  11866. /**
  11867. * This class is used to store pointer related info for the onPrePointerObservable event.
  11868. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11869. */
  11870. export class PointerInfoPre extends PointerInfoBase {
  11871. /**
  11872. * Ray from a pointer if availible (eg. 6dof controller)
  11873. */
  11874. ray: Nullable<Ray>;
  11875. /**
  11876. * Defines the local position of the pointer on the canvas.
  11877. */
  11878. localPosition: Vector2;
  11879. /**
  11880. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11881. */
  11882. skipOnPointerObservable: boolean;
  11883. /**
  11884. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11885. * @param type Defines the type of event (PointerEventTypes)
  11886. * @param event Defines the related dom event
  11887. * @param localX Defines the local x coordinates of the pointer when the event occured
  11888. * @param localY Defines the local y coordinates of the pointer when the event occured
  11889. */
  11890. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11891. }
  11892. /**
  11893. * This type contains all the data related to a pointer event in Babylon.js.
  11894. * 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.
  11895. */
  11896. export class PointerInfo extends PointerInfoBase {
  11897. /**
  11898. * Defines the picking info associated to the info (if any)\
  11899. */
  11900. pickInfo: Nullable<PickingInfo>;
  11901. /**
  11902. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11903. * @param type Defines the type of event (PointerEventTypes)
  11904. * @param event Defines the related dom event
  11905. * @param pickInfo Defines the picking info associated to the info (if any)\
  11906. */
  11907. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11908. /**
  11909. * Defines the picking info associated to the info (if any)\
  11910. */
  11911. pickInfo: Nullable<PickingInfo>);
  11912. }
  11913. /**
  11914. * Data relating to a touch event on the screen.
  11915. */
  11916. export interface PointerTouch {
  11917. /**
  11918. * X coordinate of touch.
  11919. */
  11920. x: number;
  11921. /**
  11922. * Y coordinate of touch.
  11923. */
  11924. y: number;
  11925. /**
  11926. * Id of touch. Unique for each finger.
  11927. */
  11928. pointerId: number;
  11929. /**
  11930. * Event type passed from DOM.
  11931. */
  11932. type: any;
  11933. }
  11934. }
  11935. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11936. import { Observable } from "babylonjs/Misc/observable";
  11937. import { Nullable } from "babylonjs/types";
  11938. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11939. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11940. /**
  11941. * Manage the mouse inputs to control the movement of a free camera.
  11942. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11943. */
  11944. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11945. /**
  11946. * Define if touch is enabled in the mouse input
  11947. */
  11948. touchEnabled: boolean;
  11949. /**
  11950. * Defines the camera the input is attached to.
  11951. */
  11952. camera: FreeCamera;
  11953. /**
  11954. * Defines the buttons associated with the input to handle camera move.
  11955. */
  11956. buttons: number[];
  11957. /**
  11958. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11959. */
  11960. angularSensibility: number;
  11961. private _pointerInput;
  11962. private _onMouseMove;
  11963. private _observer;
  11964. private previousPosition;
  11965. /**
  11966. * Observable for when a pointer move event occurs containing the move offset
  11967. */
  11968. onPointerMovedObservable: Observable<{
  11969. offsetX: number;
  11970. offsetY: number;
  11971. }>;
  11972. /**
  11973. * @hidden
  11974. * If the camera should be rotated automatically based on pointer movement
  11975. */
  11976. _allowCameraRotation: boolean;
  11977. /**
  11978. * Manage the mouse inputs to control the movement of a free camera.
  11979. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11980. * @param touchEnabled Defines if touch is enabled or not
  11981. */
  11982. constructor(
  11983. /**
  11984. * Define if touch is enabled in the mouse input
  11985. */
  11986. touchEnabled?: boolean);
  11987. /**
  11988. * Attach the input controls to a specific dom element to get the input from.
  11989. * @param element Defines the element the controls should be listened from
  11990. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11991. */
  11992. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11993. /**
  11994. * Called on JS contextmenu event.
  11995. * Override this method to provide functionality.
  11996. */
  11997. protected onContextMenu(evt: PointerEvent): void;
  11998. /**
  11999. * Detach the current controls from the specified dom element.
  12000. * @param element Defines the element to stop listening the inputs from
  12001. */
  12002. detachControl(element: Nullable<HTMLElement>): void;
  12003. /**
  12004. * Gets the class name of the current intput.
  12005. * @returns the class name
  12006. */
  12007. getClassName(): string;
  12008. /**
  12009. * Get the friendly name associated with the input class.
  12010. * @returns the input friendly name
  12011. */
  12012. getSimpleName(): string;
  12013. }
  12014. }
  12015. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12016. import { Nullable } from "babylonjs/types";
  12017. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12018. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12019. /**
  12020. * Manage the touch inputs to control the movement of a free camera.
  12021. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12022. */
  12023. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12024. /**
  12025. * Defines the camera the input is attached to.
  12026. */
  12027. camera: FreeCamera;
  12028. /**
  12029. * Defines the touch sensibility for rotation.
  12030. * The higher the faster.
  12031. */
  12032. touchAngularSensibility: number;
  12033. /**
  12034. * Defines the touch sensibility for move.
  12035. * The higher the faster.
  12036. */
  12037. touchMoveSensibility: number;
  12038. private _offsetX;
  12039. private _offsetY;
  12040. private _pointerPressed;
  12041. private _pointerInput;
  12042. private _observer;
  12043. private _onLostFocus;
  12044. /**
  12045. * Attach the input controls to a specific dom element to get the input from.
  12046. * @param element Defines the element the controls should be listened from
  12047. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12048. */
  12049. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12050. /**
  12051. * Detach the current controls from the specified dom element.
  12052. * @param element Defines the element to stop listening the inputs from
  12053. */
  12054. detachControl(element: Nullable<HTMLElement>): void;
  12055. /**
  12056. * Update the current camera state depending on the inputs that have been used this frame.
  12057. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12058. */
  12059. checkInputs(): void;
  12060. /**
  12061. * Gets the class name of the current intput.
  12062. * @returns the class name
  12063. */
  12064. getClassName(): string;
  12065. /**
  12066. * Get the friendly name associated with the input class.
  12067. * @returns the input friendly name
  12068. */
  12069. getSimpleName(): string;
  12070. }
  12071. }
  12072. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12073. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12074. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12075. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12076. import { Nullable } from "babylonjs/types";
  12077. /**
  12078. * Default Inputs manager for the FreeCamera.
  12079. * It groups all the default supported inputs for ease of use.
  12080. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12081. */
  12082. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12083. /**
  12084. * @hidden
  12085. */
  12086. _mouseInput: Nullable<FreeCameraMouseInput>;
  12087. /**
  12088. * Instantiates a new FreeCameraInputsManager.
  12089. * @param camera Defines the camera the inputs belong to
  12090. */
  12091. constructor(camera: FreeCamera);
  12092. /**
  12093. * Add keyboard input support to the input manager.
  12094. * @returns the current input manager
  12095. */
  12096. addKeyboard(): FreeCameraInputsManager;
  12097. /**
  12098. * Add mouse input support to the input manager.
  12099. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12100. * @returns the current input manager
  12101. */
  12102. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12103. /**
  12104. * Removes the mouse input support from the manager
  12105. * @returns the current input manager
  12106. */
  12107. removeMouse(): FreeCameraInputsManager;
  12108. /**
  12109. * Add touch input support to the input manager.
  12110. * @returns the current input manager
  12111. */
  12112. addTouch(): FreeCameraInputsManager;
  12113. /**
  12114. * Remove all attached input methods from a camera
  12115. */
  12116. clear(): void;
  12117. }
  12118. }
  12119. declare module "babylonjs/Cameras/freeCamera" {
  12120. import { Vector3 } from "babylonjs/Maths/math.vector";
  12121. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12122. import { Scene } from "babylonjs/scene";
  12123. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12124. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12125. /**
  12126. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12127. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12128. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12129. */
  12130. export class FreeCamera extends TargetCamera {
  12131. /**
  12132. * Define the collision ellipsoid of the camera.
  12133. * This is helpful to simulate a camera body like the player body around the camera
  12134. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12135. */
  12136. ellipsoid: Vector3;
  12137. /**
  12138. * Define an offset for the position of the ellipsoid around the camera.
  12139. * This can be helpful to determine the center of the body near the gravity center of the body
  12140. * instead of its head.
  12141. */
  12142. ellipsoidOffset: Vector3;
  12143. /**
  12144. * Enable or disable collisions of the camera with the rest of the scene objects.
  12145. */
  12146. checkCollisions: boolean;
  12147. /**
  12148. * Enable or disable gravity on the camera.
  12149. */
  12150. applyGravity: boolean;
  12151. /**
  12152. * Define the input manager associated to the camera.
  12153. */
  12154. inputs: FreeCameraInputsManager;
  12155. /**
  12156. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12157. * Higher values reduce sensitivity.
  12158. */
  12159. /**
  12160. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12161. * Higher values reduce sensitivity.
  12162. */
  12163. angularSensibility: number;
  12164. /**
  12165. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12166. */
  12167. keysUp: number[];
  12168. /**
  12169. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12170. */
  12171. keysDown: number[];
  12172. /**
  12173. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12174. */
  12175. keysLeft: number[];
  12176. /**
  12177. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12178. */
  12179. keysRight: number[];
  12180. /**
  12181. * Event raised when the camera collide with a mesh in the scene.
  12182. */
  12183. onCollide: (collidedMesh: AbstractMesh) => void;
  12184. private _collider;
  12185. private _needMoveForGravity;
  12186. private _oldPosition;
  12187. private _diffPosition;
  12188. private _newPosition;
  12189. /** @hidden */
  12190. _localDirection: Vector3;
  12191. /** @hidden */
  12192. _transformedDirection: Vector3;
  12193. /**
  12194. * Instantiates a Free Camera.
  12195. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12196. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12197. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12198. * @param name Define the name of the camera in the scene
  12199. * @param position Define the start position of the camera in the scene
  12200. * @param scene Define the scene the camera belongs to
  12201. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12202. */
  12203. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12204. /**
  12205. * Attached controls to the current camera.
  12206. * @param element Defines the element the controls should be listened from
  12207. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12208. */
  12209. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12210. /**
  12211. * Detach the current controls from the camera.
  12212. * The camera will stop reacting to inputs.
  12213. * @param element Defines the element to stop listening the inputs from
  12214. */
  12215. detachControl(element: HTMLElement): void;
  12216. private _collisionMask;
  12217. /**
  12218. * Define a collision mask to limit the list of object the camera can collide with
  12219. */
  12220. collisionMask: number;
  12221. /** @hidden */
  12222. _collideWithWorld(displacement: Vector3): void;
  12223. private _onCollisionPositionChange;
  12224. /** @hidden */
  12225. _checkInputs(): void;
  12226. /** @hidden */
  12227. _decideIfNeedsToMove(): boolean;
  12228. /** @hidden */
  12229. _updatePosition(): void;
  12230. /**
  12231. * Destroy the camera and release the current resources hold by it.
  12232. */
  12233. dispose(): void;
  12234. /**
  12235. * Gets the current object class name.
  12236. * @return the class name
  12237. */
  12238. getClassName(): string;
  12239. }
  12240. }
  12241. declare module "babylonjs/Gamepads/gamepad" {
  12242. import { Observable } from "babylonjs/Misc/observable";
  12243. /**
  12244. * Represents a gamepad control stick position
  12245. */
  12246. export class StickValues {
  12247. /**
  12248. * The x component of the control stick
  12249. */
  12250. x: number;
  12251. /**
  12252. * The y component of the control stick
  12253. */
  12254. y: number;
  12255. /**
  12256. * Initializes the gamepad x and y control stick values
  12257. * @param x The x component of the gamepad control stick value
  12258. * @param y The y component of the gamepad control stick value
  12259. */
  12260. constructor(
  12261. /**
  12262. * The x component of the control stick
  12263. */
  12264. x: number,
  12265. /**
  12266. * The y component of the control stick
  12267. */
  12268. y: number);
  12269. }
  12270. /**
  12271. * An interface which manages callbacks for gamepad button changes
  12272. */
  12273. export interface GamepadButtonChanges {
  12274. /**
  12275. * Called when a gamepad has been changed
  12276. */
  12277. changed: boolean;
  12278. /**
  12279. * Called when a gamepad press event has been triggered
  12280. */
  12281. pressChanged: boolean;
  12282. /**
  12283. * Called when a touch event has been triggered
  12284. */
  12285. touchChanged: boolean;
  12286. /**
  12287. * Called when a value has changed
  12288. */
  12289. valueChanged: boolean;
  12290. }
  12291. /**
  12292. * Represents a gamepad
  12293. */
  12294. export class Gamepad {
  12295. /**
  12296. * The id of the gamepad
  12297. */
  12298. id: string;
  12299. /**
  12300. * The index of the gamepad
  12301. */
  12302. index: number;
  12303. /**
  12304. * The browser gamepad
  12305. */
  12306. browserGamepad: any;
  12307. /**
  12308. * Specifies what type of gamepad this represents
  12309. */
  12310. type: number;
  12311. private _leftStick;
  12312. private _rightStick;
  12313. /** @hidden */
  12314. _isConnected: boolean;
  12315. private _leftStickAxisX;
  12316. private _leftStickAxisY;
  12317. private _rightStickAxisX;
  12318. private _rightStickAxisY;
  12319. /**
  12320. * Triggered when the left control stick has been changed
  12321. */
  12322. private _onleftstickchanged;
  12323. /**
  12324. * Triggered when the right control stick has been changed
  12325. */
  12326. private _onrightstickchanged;
  12327. /**
  12328. * Represents a gamepad controller
  12329. */
  12330. static GAMEPAD: number;
  12331. /**
  12332. * Represents a generic controller
  12333. */
  12334. static GENERIC: number;
  12335. /**
  12336. * Represents an XBox controller
  12337. */
  12338. static XBOX: number;
  12339. /**
  12340. * Represents a pose-enabled controller
  12341. */
  12342. static POSE_ENABLED: number;
  12343. /**
  12344. * Represents an Dual Shock controller
  12345. */
  12346. static DUALSHOCK: number;
  12347. /**
  12348. * Specifies whether the left control stick should be Y-inverted
  12349. */
  12350. protected _invertLeftStickY: boolean;
  12351. /**
  12352. * Specifies if the gamepad has been connected
  12353. */
  12354. readonly isConnected: boolean;
  12355. /**
  12356. * Initializes the gamepad
  12357. * @param id The id of the gamepad
  12358. * @param index The index of the gamepad
  12359. * @param browserGamepad The browser gamepad
  12360. * @param leftStickX The x component of the left joystick
  12361. * @param leftStickY The y component of the left joystick
  12362. * @param rightStickX The x component of the right joystick
  12363. * @param rightStickY The y component of the right joystick
  12364. */
  12365. constructor(
  12366. /**
  12367. * The id of the gamepad
  12368. */
  12369. id: string,
  12370. /**
  12371. * The index of the gamepad
  12372. */
  12373. index: number,
  12374. /**
  12375. * The browser gamepad
  12376. */
  12377. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12378. /**
  12379. * Callback triggered when the left joystick has changed
  12380. * @param callback
  12381. */
  12382. onleftstickchanged(callback: (values: StickValues) => void): void;
  12383. /**
  12384. * Callback triggered when the right joystick has changed
  12385. * @param callback
  12386. */
  12387. onrightstickchanged(callback: (values: StickValues) => void): void;
  12388. /**
  12389. * Gets the left joystick
  12390. */
  12391. /**
  12392. * Sets the left joystick values
  12393. */
  12394. leftStick: StickValues;
  12395. /**
  12396. * Gets the right joystick
  12397. */
  12398. /**
  12399. * Sets the right joystick value
  12400. */
  12401. rightStick: StickValues;
  12402. /**
  12403. * Updates the gamepad joystick positions
  12404. */
  12405. update(): void;
  12406. /**
  12407. * Disposes the gamepad
  12408. */
  12409. dispose(): void;
  12410. }
  12411. /**
  12412. * Represents a generic gamepad
  12413. */
  12414. export class GenericPad extends Gamepad {
  12415. private _buttons;
  12416. private _onbuttondown;
  12417. private _onbuttonup;
  12418. /**
  12419. * Observable triggered when a button has been pressed
  12420. */
  12421. onButtonDownObservable: Observable<number>;
  12422. /**
  12423. * Observable triggered when a button has been released
  12424. */
  12425. onButtonUpObservable: Observable<number>;
  12426. /**
  12427. * Callback triggered when a button has been pressed
  12428. * @param callback Called when a button has been pressed
  12429. */
  12430. onbuttondown(callback: (buttonPressed: number) => void): void;
  12431. /**
  12432. * Callback triggered when a button has been released
  12433. * @param callback Called when a button has been released
  12434. */
  12435. onbuttonup(callback: (buttonReleased: number) => void): void;
  12436. /**
  12437. * Initializes the generic gamepad
  12438. * @param id The id of the generic gamepad
  12439. * @param index The index of the generic gamepad
  12440. * @param browserGamepad The browser gamepad
  12441. */
  12442. constructor(id: string, index: number, browserGamepad: any);
  12443. private _setButtonValue;
  12444. /**
  12445. * Updates the generic gamepad
  12446. */
  12447. update(): void;
  12448. /**
  12449. * Disposes the generic gamepad
  12450. */
  12451. dispose(): void;
  12452. }
  12453. }
  12454. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12455. import { Nullable } from "babylonjs/types";
  12456. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12457. import { Scene } from "babylonjs/scene";
  12458. module "babylonjs/Engines/engine" {
  12459. interface Engine {
  12460. /**
  12461. * Creates a raw texture
  12462. * @param data defines the data to store in the texture
  12463. * @param width defines the width of the texture
  12464. * @param height defines the height of the texture
  12465. * @param format defines the format of the data
  12466. * @param generateMipMaps defines if the engine should generate the mip levels
  12467. * @param invertY defines if data must be stored with Y axis inverted
  12468. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12469. * @param compression defines the compression used (null by default)
  12470. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12471. * @returns the raw texture inside an InternalTexture
  12472. */
  12473. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12474. /**
  12475. * Update a raw texture
  12476. * @param texture defines the texture to update
  12477. * @param data defines the data to store in the texture
  12478. * @param format defines the format of the data
  12479. * @param invertY defines if data must be stored with Y axis inverted
  12480. */
  12481. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12482. /**
  12483. * Update a raw texture
  12484. * @param texture defines the texture to update
  12485. * @param data defines the data to store in the texture
  12486. * @param format defines the format of the data
  12487. * @param invertY defines if data must be stored with Y axis inverted
  12488. * @param compression defines the compression used (null by default)
  12489. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12490. */
  12491. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12492. /**
  12493. * Creates a new raw cube texture
  12494. * @param data defines the array of data to use to create each face
  12495. * @param size defines the size of the textures
  12496. * @param format defines the format of the data
  12497. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12498. * @param generateMipMaps defines if the engine should generate the mip levels
  12499. * @param invertY defines if data must be stored with Y axis inverted
  12500. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12501. * @param compression defines the compression used (null by default)
  12502. * @returns the cube texture as an InternalTexture
  12503. */
  12504. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12505. /**
  12506. * Update a raw cube texture
  12507. * @param texture defines the texture to udpdate
  12508. * @param data defines the data to store
  12509. * @param format defines the data format
  12510. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12511. * @param invertY defines if data must be stored with Y axis inverted
  12512. */
  12513. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12514. /**
  12515. * Update a raw cube texture
  12516. * @param texture defines the texture to udpdate
  12517. * @param data defines the data to store
  12518. * @param format defines the data format
  12519. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12520. * @param invertY defines if data must be stored with Y axis inverted
  12521. * @param compression defines the compression used (null by default)
  12522. */
  12523. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12524. /**
  12525. * Update a raw cube texture
  12526. * @param texture defines the texture to udpdate
  12527. * @param data defines the data to store
  12528. * @param format defines the data format
  12529. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12530. * @param invertY defines if data must be stored with Y axis inverted
  12531. * @param compression defines the compression used (null by default)
  12532. * @param level defines which level of the texture to update
  12533. */
  12534. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12535. /**
  12536. * Creates a new raw cube texture from a specified url
  12537. * @param url defines the url where the data is located
  12538. * @param scene defines the current scene
  12539. * @param size defines the size of the textures
  12540. * @param format defines the format of the data
  12541. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12542. * @param noMipmap defines if the engine should avoid generating the mip levels
  12543. * @param callback defines a callback used to extract texture data from loaded data
  12544. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12545. * @param onLoad defines a callback called when texture is loaded
  12546. * @param onError defines a callback called if there is an error
  12547. * @returns the cube texture as an InternalTexture
  12548. */
  12549. 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;
  12550. /**
  12551. * Creates a new raw cube texture from a specified url
  12552. * @param url defines the url where the data is located
  12553. * @param scene defines the current scene
  12554. * @param size defines the size of the textures
  12555. * @param format defines the format of the data
  12556. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12557. * @param noMipmap defines if the engine should avoid generating the mip levels
  12558. * @param callback defines a callback used to extract texture data from loaded data
  12559. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12560. * @param onLoad defines a callback called when texture is loaded
  12561. * @param onError defines a callback called if there is an error
  12562. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12563. * @param invertY defines if data must be stored with Y axis inverted
  12564. * @returns the cube texture as an InternalTexture
  12565. */
  12566. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12567. /**
  12568. * Creates a new raw 3D texture
  12569. * @param data defines the data used to create the texture
  12570. * @param width defines the width of the texture
  12571. * @param height defines the height of the texture
  12572. * @param depth defines the depth of the texture
  12573. * @param format defines the format of the texture
  12574. * @param generateMipMaps defines if the engine must generate mip levels
  12575. * @param invertY defines if data must be stored with Y axis inverted
  12576. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12577. * @param compression defines the compressed used (can be null)
  12578. * @param textureType defines the compressed used (can be null)
  12579. * @returns a new raw 3D texture (stored in an InternalTexture)
  12580. */
  12581. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12582. /**
  12583. * Update a raw 3D texture
  12584. * @param texture defines the texture to update
  12585. * @param data defines the data to store
  12586. * @param format defines the data format
  12587. * @param invertY defines if data must be stored with Y axis inverted
  12588. */
  12589. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12590. /**
  12591. * Update a raw 3D texture
  12592. * @param texture defines the texture to update
  12593. * @param data defines the data to store
  12594. * @param format defines the data format
  12595. * @param invertY defines if data must be stored with Y axis inverted
  12596. * @param compression defines the used compression (can be null)
  12597. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12598. */
  12599. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12600. }
  12601. }
  12602. }
  12603. declare module "babylonjs/Materials/Textures/rawTexture" {
  12604. import { Scene } from "babylonjs/scene";
  12605. import { Texture } from "babylonjs/Materials/Textures/texture";
  12606. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12607. /**
  12608. * Raw texture can help creating a texture directly from an array of data.
  12609. * This can be super useful if you either get the data from an uncompressed source or
  12610. * if you wish to create your texture pixel by pixel.
  12611. */
  12612. export class RawTexture extends Texture {
  12613. /**
  12614. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12615. */
  12616. format: number;
  12617. private _engine;
  12618. /**
  12619. * Instantiates a new RawTexture.
  12620. * Raw texture can help creating a texture directly from an array of data.
  12621. * This can be super useful if you either get the data from an uncompressed source or
  12622. * if you wish to create your texture pixel by pixel.
  12623. * @param data define the array of data to use to create the texture
  12624. * @param width define the width of the texture
  12625. * @param height define the height of the texture
  12626. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12627. * @param scene define the scene the texture belongs to
  12628. * @param generateMipMaps define whether mip maps should be generated or not
  12629. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12630. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12631. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12632. */
  12633. constructor(data: ArrayBufferView, width: number, height: number,
  12634. /**
  12635. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12636. */
  12637. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12638. /**
  12639. * Updates the texture underlying data.
  12640. * @param data Define the new data of the texture
  12641. */
  12642. update(data: ArrayBufferView): void;
  12643. /**
  12644. * Creates a luminance texture from some data.
  12645. * @param data Define the texture data
  12646. * @param width Define the width of the texture
  12647. * @param height Define the height of the texture
  12648. * @param scene Define the scene the texture belongs to
  12649. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12650. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12651. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12652. * @returns the luminance texture
  12653. */
  12654. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12655. /**
  12656. * Creates a luminance alpha texture from some data.
  12657. * @param data Define the texture data
  12658. * @param width Define the width of the texture
  12659. * @param height Define the height of the texture
  12660. * @param scene Define the scene the texture belongs to
  12661. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12662. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12663. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12664. * @returns the luminance alpha texture
  12665. */
  12666. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12667. /**
  12668. * Creates an alpha texture from some data.
  12669. * @param data Define the texture data
  12670. * @param width Define the width of the texture
  12671. * @param height Define the height of the texture
  12672. * @param scene Define the scene the texture belongs to
  12673. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12674. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12675. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12676. * @returns the alpha texture
  12677. */
  12678. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12679. /**
  12680. * Creates a RGB texture from some data.
  12681. * @param data Define the texture data
  12682. * @param width Define the width of the texture
  12683. * @param height Define the height of the texture
  12684. * @param scene Define the scene the texture belongs to
  12685. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12686. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12687. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12688. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12689. * @returns the RGB alpha texture
  12690. */
  12691. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12692. /**
  12693. * Creates a RGBA texture from some data.
  12694. * @param data Define the texture data
  12695. * @param width Define the width of the texture
  12696. * @param height Define the height of the texture
  12697. * @param scene Define the scene the texture belongs to
  12698. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12699. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12700. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12701. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12702. * @returns the RGBA texture
  12703. */
  12704. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12705. /**
  12706. * Creates a R texture from some data.
  12707. * @param data Define the texture data
  12708. * @param width Define the width of the texture
  12709. * @param height Define the height of the texture
  12710. * @param scene Define the scene the texture belongs to
  12711. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12712. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12713. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12714. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12715. * @returns the R texture
  12716. */
  12717. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12718. }
  12719. }
  12720. declare module "babylonjs/Maths/math.size" {
  12721. /**
  12722. * Interface for the size containing width and height
  12723. */
  12724. export interface ISize {
  12725. /**
  12726. * Width
  12727. */
  12728. width: number;
  12729. /**
  12730. * Heighht
  12731. */
  12732. height: number;
  12733. }
  12734. /**
  12735. * Size containing widht and height
  12736. */
  12737. export class Size implements ISize {
  12738. /**
  12739. * Width
  12740. */
  12741. width: number;
  12742. /**
  12743. * Height
  12744. */
  12745. height: number;
  12746. /**
  12747. * Creates a Size object from the given width and height (floats).
  12748. * @param width width of the new size
  12749. * @param height height of the new size
  12750. */
  12751. constructor(width: number, height: number);
  12752. /**
  12753. * Returns a string with the Size width and height
  12754. * @returns a string with the Size width and height
  12755. */
  12756. toString(): string;
  12757. /**
  12758. * "Size"
  12759. * @returns the string "Size"
  12760. */
  12761. getClassName(): string;
  12762. /**
  12763. * Returns the Size hash code.
  12764. * @returns a hash code for a unique width and height
  12765. */
  12766. getHashCode(): number;
  12767. /**
  12768. * Updates the current size from the given one.
  12769. * @param src the given size
  12770. */
  12771. copyFrom(src: Size): void;
  12772. /**
  12773. * Updates in place the current Size from the given floats.
  12774. * @param width width of the new size
  12775. * @param height height of the new size
  12776. * @returns the updated Size.
  12777. */
  12778. copyFromFloats(width: number, height: number): Size;
  12779. /**
  12780. * Updates in place the current Size from the given floats.
  12781. * @param width width to set
  12782. * @param height height to set
  12783. * @returns the updated Size.
  12784. */
  12785. set(width: number, height: number): Size;
  12786. /**
  12787. * Multiplies the width and height by numbers
  12788. * @param w factor to multiple the width by
  12789. * @param h factor to multiple the height by
  12790. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12791. */
  12792. multiplyByFloats(w: number, h: number): Size;
  12793. /**
  12794. * Clones the size
  12795. * @returns a new Size copied from the given one.
  12796. */
  12797. clone(): Size;
  12798. /**
  12799. * True if the current Size and the given one width and height are strictly equal.
  12800. * @param other the other size to compare against
  12801. * @returns True if the current Size and the given one width and height are strictly equal.
  12802. */
  12803. equals(other: Size): boolean;
  12804. /**
  12805. * The surface of the Size : width * height (float).
  12806. */
  12807. readonly surface: number;
  12808. /**
  12809. * Create a new size of zero
  12810. * @returns a new Size set to (0.0, 0.0)
  12811. */
  12812. static Zero(): Size;
  12813. /**
  12814. * Sums the width and height of two sizes
  12815. * @param otherSize size to add to this size
  12816. * @returns a new Size set as the addition result of the current Size and the given one.
  12817. */
  12818. add(otherSize: Size): Size;
  12819. /**
  12820. * Subtracts the width and height of two
  12821. * @param otherSize size to subtract to this size
  12822. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12823. */
  12824. subtract(otherSize: Size): Size;
  12825. /**
  12826. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12827. * @param start starting size to lerp between
  12828. * @param end end size to lerp between
  12829. * @param amount amount to lerp between the start and end values
  12830. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12831. */
  12832. static Lerp(start: Size, end: Size, amount: number): Size;
  12833. }
  12834. }
  12835. declare module "babylonjs/Animations/runtimeAnimation" {
  12836. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12837. import { Animatable } from "babylonjs/Animations/animatable";
  12838. import { Scene } from "babylonjs/scene";
  12839. /**
  12840. * Defines a runtime animation
  12841. */
  12842. export class RuntimeAnimation {
  12843. private _events;
  12844. /**
  12845. * The current frame of the runtime animation
  12846. */
  12847. private _currentFrame;
  12848. /**
  12849. * The animation used by the runtime animation
  12850. */
  12851. private _animation;
  12852. /**
  12853. * The target of the runtime animation
  12854. */
  12855. private _target;
  12856. /**
  12857. * The initiating animatable
  12858. */
  12859. private _host;
  12860. /**
  12861. * The original value of the runtime animation
  12862. */
  12863. private _originalValue;
  12864. /**
  12865. * The original blend value of the runtime animation
  12866. */
  12867. private _originalBlendValue;
  12868. /**
  12869. * The offsets cache of the runtime animation
  12870. */
  12871. private _offsetsCache;
  12872. /**
  12873. * The high limits cache of the runtime animation
  12874. */
  12875. private _highLimitsCache;
  12876. /**
  12877. * Specifies if the runtime animation has been stopped
  12878. */
  12879. private _stopped;
  12880. /**
  12881. * The blending factor of the runtime animation
  12882. */
  12883. private _blendingFactor;
  12884. /**
  12885. * The BabylonJS scene
  12886. */
  12887. private _scene;
  12888. /**
  12889. * The current value of the runtime animation
  12890. */
  12891. private _currentValue;
  12892. /** @hidden */
  12893. _animationState: _IAnimationState;
  12894. /**
  12895. * The active target of the runtime animation
  12896. */
  12897. private _activeTargets;
  12898. private _currentActiveTarget;
  12899. private _directTarget;
  12900. /**
  12901. * The target path of the runtime animation
  12902. */
  12903. private _targetPath;
  12904. /**
  12905. * The weight of the runtime animation
  12906. */
  12907. private _weight;
  12908. /**
  12909. * The ratio offset of the runtime animation
  12910. */
  12911. private _ratioOffset;
  12912. /**
  12913. * The previous delay of the runtime animation
  12914. */
  12915. private _previousDelay;
  12916. /**
  12917. * The previous ratio of the runtime animation
  12918. */
  12919. private _previousRatio;
  12920. private _enableBlending;
  12921. private _keys;
  12922. private _minFrame;
  12923. private _maxFrame;
  12924. private _minValue;
  12925. private _maxValue;
  12926. private _targetIsArray;
  12927. /**
  12928. * Gets the current frame of the runtime animation
  12929. */
  12930. readonly currentFrame: number;
  12931. /**
  12932. * Gets the weight of the runtime animation
  12933. */
  12934. readonly weight: number;
  12935. /**
  12936. * Gets the current value of the runtime animation
  12937. */
  12938. readonly currentValue: any;
  12939. /**
  12940. * Gets the target path of the runtime animation
  12941. */
  12942. readonly targetPath: string;
  12943. /**
  12944. * Gets the actual target of the runtime animation
  12945. */
  12946. readonly target: any;
  12947. /** @hidden */
  12948. _onLoop: () => void;
  12949. /**
  12950. * Create a new RuntimeAnimation object
  12951. * @param target defines the target of the animation
  12952. * @param animation defines the source animation object
  12953. * @param scene defines the hosting scene
  12954. * @param host defines the initiating Animatable
  12955. */
  12956. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12957. private _preparePath;
  12958. /**
  12959. * Gets the animation from the runtime animation
  12960. */
  12961. readonly animation: Animation;
  12962. /**
  12963. * Resets the runtime animation to the beginning
  12964. * @param restoreOriginal defines whether to restore the target property to the original value
  12965. */
  12966. reset(restoreOriginal?: boolean): void;
  12967. /**
  12968. * Specifies if the runtime animation is stopped
  12969. * @returns Boolean specifying if the runtime animation is stopped
  12970. */
  12971. isStopped(): boolean;
  12972. /**
  12973. * Disposes of the runtime animation
  12974. */
  12975. dispose(): void;
  12976. /**
  12977. * Apply the interpolated value to the target
  12978. * @param currentValue defines the value computed by the animation
  12979. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12980. */
  12981. setValue(currentValue: any, weight: number): void;
  12982. private _getOriginalValues;
  12983. private _setValue;
  12984. /**
  12985. * Gets the loop pmode of the runtime animation
  12986. * @returns Loop Mode
  12987. */
  12988. private _getCorrectLoopMode;
  12989. /**
  12990. * Move the current animation to a given frame
  12991. * @param frame defines the frame to move to
  12992. */
  12993. goToFrame(frame: number): void;
  12994. /**
  12995. * @hidden Internal use only
  12996. */
  12997. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12998. /**
  12999. * Execute the current animation
  13000. * @param delay defines the delay to add to the current frame
  13001. * @param from defines the lower bound of the animation range
  13002. * @param to defines the upper bound of the animation range
  13003. * @param loop defines if the current animation must loop
  13004. * @param speedRatio defines the current speed ratio
  13005. * @param weight defines the weight of the animation (default is -1 so no weight)
  13006. * @param onLoop optional callback called when animation loops
  13007. * @returns a boolean indicating if the animation is running
  13008. */
  13009. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13010. }
  13011. }
  13012. declare module "babylonjs/Animations/animatable" {
  13013. import { Animation } from "babylonjs/Animations/animation";
  13014. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13015. import { Nullable } from "babylonjs/types";
  13016. import { Observable } from "babylonjs/Misc/observable";
  13017. import { Scene } from "babylonjs/scene";
  13018. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13019. import { Node } from "babylonjs/node";
  13020. /**
  13021. * Class used to store an actual running animation
  13022. */
  13023. export class Animatable {
  13024. /** defines the target object */
  13025. target: any;
  13026. /** defines the starting frame number (default is 0) */
  13027. fromFrame: number;
  13028. /** defines the ending frame number (default is 100) */
  13029. toFrame: number;
  13030. /** defines if the animation must loop (default is false) */
  13031. loopAnimation: boolean;
  13032. /** defines a callback to call when animation ends if it is not looping */
  13033. onAnimationEnd?: (() => void) | null | undefined;
  13034. /** defines a callback to call when animation loops */
  13035. onAnimationLoop?: (() => void) | null | undefined;
  13036. private _localDelayOffset;
  13037. private _pausedDelay;
  13038. private _runtimeAnimations;
  13039. private _paused;
  13040. private _scene;
  13041. private _speedRatio;
  13042. private _weight;
  13043. private _syncRoot;
  13044. /**
  13045. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13046. * This will only apply for non looping animation (default is true)
  13047. */
  13048. disposeOnEnd: boolean;
  13049. /**
  13050. * Gets a boolean indicating if the animation has started
  13051. */
  13052. animationStarted: boolean;
  13053. /**
  13054. * Observer raised when the animation ends
  13055. */
  13056. onAnimationEndObservable: Observable<Animatable>;
  13057. /**
  13058. * Observer raised when the animation loops
  13059. */
  13060. onAnimationLoopObservable: Observable<Animatable>;
  13061. /**
  13062. * Gets the root Animatable used to synchronize and normalize animations
  13063. */
  13064. readonly syncRoot: Nullable<Animatable>;
  13065. /**
  13066. * Gets the current frame of the first RuntimeAnimation
  13067. * Used to synchronize Animatables
  13068. */
  13069. readonly masterFrame: number;
  13070. /**
  13071. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13072. */
  13073. weight: number;
  13074. /**
  13075. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13076. */
  13077. speedRatio: number;
  13078. /**
  13079. * Creates a new Animatable
  13080. * @param scene defines the hosting scene
  13081. * @param target defines the target object
  13082. * @param fromFrame defines the starting frame number (default is 0)
  13083. * @param toFrame defines the ending frame number (default is 100)
  13084. * @param loopAnimation defines if the animation must loop (default is false)
  13085. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13086. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13087. * @param animations defines a group of animation to add to the new Animatable
  13088. * @param onAnimationLoop defines a callback to call when animation loops
  13089. */
  13090. constructor(scene: Scene,
  13091. /** defines the target object */
  13092. target: any,
  13093. /** defines the starting frame number (default is 0) */
  13094. fromFrame?: number,
  13095. /** defines the ending frame number (default is 100) */
  13096. toFrame?: number,
  13097. /** defines if the animation must loop (default is false) */
  13098. loopAnimation?: boolean, speedRatio?: number,
  13099. /** defines a callback to call when animation ends if it is not looping */
  13100. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13101. /** defines a callback to call when animation loops */
  13102. onAnimationLoop?: (() => void) | null | undefined);
  13103. /**
  13104. * Synchronize and normalize current Animatable with a source Animatable
  13105. * This is useful when using animation weights and when animations are not of the same length
  13106. * @param root defines the root Animatable to synchronize with
  13107. * @returns the current Animatable
  13108. */
  13109. syncWith(root: Animatable): Animatable;
  13110. /**
  13111. * Gets the list of runtime animations
  13112. * @returns an array of RuntimeAnimation
  13113. */
  13114. getAnimations(): RuntimeAnimation[];
  13115. /**
  13116. * Adds more animations to the current animatable
  13117. * @param target defines the target of the animations
  13118. * @param animations defines the new animations to add
  13119. */
  13120. appendAnimations(target: any, animations: Animation[]): void;
  13121. /**
  13122. * Gets the source animation for a specific property
  13123. * @param property defines the propertyu to look for
  13124. * @returns null or the source animation for the given property
  13125. */
  13126. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13127. /**
  13128. * Gets the runtime animation for a specific property
  13129. * @param property defines the propertyu to look for
  13130. * @returns null or the runtime animation for the given property
  13131. */
  13132. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13133. /**
  13134. * Resets the animatable to its original state
  13135. */
  13136. reset(): void;
  13137. /**
  13138. * Allows the animatable to blend with current running animations
  13139. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13140. * @param blendingSpeed defines the blending speed to use
  13141. */
  13142. enableBlending(blendingSpeed: number): void;
  13143. /**
  13144. * Disable animation blending
  13145. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13146. */
  13147. disableBlending(): void;
  13148. /**
  13149. * Jump directly to a given frame
  13150. * @param frame defines the frame to jump to
  13151. */
  13152. goToFrame(frame: number): void;
  13153. /**
  13154. * Pause the animation
  13155. */
  13156. pause(): void;
  13157. /**
  13158. * Restart the animation
  13159. */
  13160. restart(): void;
  13161. private _raiseOnAnimationEnd;
  13162. /**
  13163. * Stop and delete the current animation
  13164. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13165. * @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)
  13166. */
  13167. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13168. /**
  13169. * Wait asynchronously for the animation to end
  13170. * @returns a promise which will be fullfilled when the animation ends
  13171. */
  13172. waitAsync(): Promise<Animatable>;
  13173. /** @hidden */
  13174. _animate(delay: number): boolean;
  13175. }
  13176. module "babylonjs/scene" {
  13177. interface Scene {
  13178. /** @hidden */
  13179. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13180. /** @hidden */
  13181. _processLateAnimationBindingsForMatrices(holder: {
  13182. totalWeight: number;
  13183. animations: RuntimeAnimation[];
  13184. originalValue: Matrix;
  13185. }): any;
  13186. /** @hidden */
  13187. _processLateAnimationBindingsForQuaternions(holder: {
  13188. totalWeight: number;
  13189. animations: RuntimeAnimation[];
  13190. originalValue: Quaternion;
  13191. }, refQuaternion: Quaternion): Quaternion;
  13192. /** @hidden */
  13193. _processLateAnimationBindings(): void;
  13194. /**
  13195. * Will start the animation sequence of a given target
  13196. * @param target defines the target
  13197. * @param from defines from which frame should animation start
  13198. * @param to defines until which frame should animation run.
  13199. * @param weight defines the weight to apply to the animation (1.0 by default)
  13200. * @param loop defines if the animation loops
  13201. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13202. * @param onAnimationEnd defines the function to be executed when the animation ends
  13203. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13204. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13205. * @param onAnimationLoop defines the callback to call when an animation loops
  13206. * @returns the animatable object created for this animation
  13207. */
  13208. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13209. /**
  13210. * Will start the animation sequence of a given target
  13211. * @param target defines the target
  13212. * @param from defines from which frame should animation start
  13213. * @param to defines until which frame should animation run.
  13214. * @param loop defines if the animation loops
  13215. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13216. * @param onAnimationEnd defines the function to be executed when the animation ends
  13217. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13218. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13219. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13220. * @param onAnimationLoop defines the callback to call when an animation loops
  13221. * @returns the animatable object created for this animation
  13222. */
  13223. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13224. /**
  13225. * Will start the animation sequence of a given target and its hierarchy
  13226. * @param target defines the target
  13227. * @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.
  13228. * @param from defines from which frame should animation start
  13229. * @param to defines until which frame should animation run.
  13230. * @param loop defines if the animation loops
  13231. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13232. * @param onAnimationEnd defines the function to be executed when the animation ends
  13233. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13234. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13235. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13236. * @param onAnimationLoop defines the callback to call when an animation loops
  13237. * @returns the list of created animatables
  13238. */
  13239. 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[];
  13240. /**
  13241. * Begin a new animation on a given node
  13242. * @param target defines the target where the animation will take place
  13243. * @param animations defines the list of animations to start
  13244. * @param from defines the initial value
  13245. * @param to defines the final value
  13246. * @param loop defines if you want animation to loop (off by default)
  13247. * @param speedRatio defines the speed ratio to apply to all animations
  13248. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13249. * @param onAnimationLoop defines the callback to call when an animation loops
  13250. * @returns the list of created animatables
  13251. */
  13252. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13253. /**
  13254. * Begin a new animation on a given node and its hierarchy
  13255. * @param target defines the root node where the animation will take place
  13256. * @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.
  13257. * @param animations defines the list of animations to start
  13258. * @param from defines the initial value
  13259. * @param to defines the final value
  13260. * @param loop defines if you want animation to loop (off by default)
  13261. * @param speedRatio defines the speed ratio to apply to all animations
  13262. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13263. * @param onAnimationLoop defines the callback to call when an animation loops
  13264. * @returns the list of animatables created for all nodes
  13265. */
  13266. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13267. /**
  13268. * Gets the animatable associated with a specific target
  13269. * @param target defines the target of the animatable
  13270. * @returns the required animatable if found
  13271. */
  13272. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13273. /**
  13274. * Gets all animatables associated with a given target
  13275. * @param target defines the target to look animatables for
  13276. * @returns an array of Animatables
  13277. */
  13278. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13279. /**
  13280. * Stops and removes all animations that have been applied to the scene
  13281. */
  13282. stopAllAnimations(): void;
  13283. }
  13284. }
  13285. module "babylonjs/Bones/bone" {
  13286. interface Bone {
  13287. /**
  13288. * Copy an animation range from another bone
  13289. * @param source defines the source bone
  13290. * @param rangeName defines the range name to copy
  13291. * @param frameOffset defines the frame offset
  13292. * @param rescaleAsRequired defines if rescaling must be applied if required
  13293. * @param skelDimensionsRatio defines the scaling ratio
  13294. * @returns true if operation was successful
  13295. */
  13296. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13297. }
  13298. }
  13299. }
  13300. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13301. /**
  13302. * Class used to override all child animations of a given target
  13303. */
  13304. export class AnimationPropertiesOverride {
  13305. /**
  13306. * Gets or sets a value indicating if animation blending must be used
  13307. */
  13308. enableBlending: boolean;
  13309. /**
  13310. * Gets or sets the blending speed to use when enableBlending is true
  13311. */
  13312. blendingSpeed: number;
  13313. /**
  13314. * Gets or sets the default loop mode to use
  13315. */
  13316. loopMode: number;
  13317. }
  13318. }
  13319. declare module "babylonjs/Bones/skeleton" {
  13320. import { Bone } from "babylonjs/Bones/bone";
  13321. import { Observable } from "babylonjs/Misc/observable";
  13322. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13323. import { Scene } from "babylonjs/scene";
  13324. import { Nullable } from "babylonjs/types";
  13325. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13326. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13327. import { Animatable } from "babylonjs/Animations/animatable";
  13328. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13329. import { Animation } from "babylonjs/Animations/animation";
  13330. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13331. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13332. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13333. /**
  13334. * Class used to handle skinning animations
  13335. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13336. */
  13337. export class Skeleton implements IAnimatable {
  13338. /** defines the skeleton name */
  13339. name: string;
  13340. /** defines the skeleton Id */
  13341. id: string;
  13342. /**
  13343. * Defines the list of child bones
  13344. */
  13345. bones: Bone[];
  13346. /**
  13347. * Defines an estimate of the dimension of the skeleton at rest
  13348. */
  13349. dimensionsAtRest: Vector3;
  13350. /**
  13351. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13352. */
  13353. needInitialSkinMatrix: boolean;
  13354. /**
  13355. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13356. */
  13357. overrideMesh: Nullable<AbstractMesh>;
  13358. /**
  13359. * Gets the list of animations attached to this skeleton
  13360. */
  13361. animations: Array<Animation>;
  13362. private _scene;
  13363. private _isDirty;
  13364. private _transformMatrices;
  13365. private _transformMatrixTexture;
  13366. private _meshesWithPoseMatrix;
  13367. private _animatables;
  13368. private _identity;
  13369. private _synchronizedWithMesh;
  13370. private _ranges;
  13371. private _lastAbsoluteTransformsUpdateId;
  13372. private _canUseTextureForBones;
  13373. private _uniqueId;
  13374. /** @hidden */
  13375. _numBonesWithLinkedTransformNode: number;
  13376. /** @hidden */
  13377. _hasWaitingData: Nullable<boolean>;
  13378. /**
  13379. * Specifies if the skeleton should be serialized
  13380. */
  13381. doNotSerialize: boolean;
  13382. private _useTextureToStoreBoneMatrices;
  13383. /**
  13384. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13385. * Please note that this option is not available if the hardware does not support it
  13386. */
  13387. useTextureToStoreBoneMatrices: boolean;
  13388. private _animationPropertiesOverride;
  13389. /**
  13390. * Gets or sets the animation properties override
  13391. */
  13392. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13393. /**
  13394. * List of inspectable custom properties (used by the Inspector)
  13395. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13396. */
  13397. inspectableCustomProperties: IInspectable[];
  13398. /**
  13399. * An observable triggered before computing the skeleton's matrices
  13400. */
  13401. onBeforeComputeObservable: Observable<Skeleton>;
  13402. /**
  13403. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13404. */
  13405. readonly isUsingTextureForMatrices: boolean;
  13406. /**
  13407. * Gets the unique ID of this skeleton
  13408. */
  13409. readonly uniqueId: number;
  13410. /**
  13411. * Creates a new skeleton
  13412. * @param name defines the skeleton name
  13413. * @param id defines the skeleton Id
  13414. * @param scene defines the hosting scene
  13415. */
  13416. constructor(
  13417. /** defines the skeleton name */
  13418. name: string,
  13419. /** defines the skeleton Id */
  13420. id: string, scene: Scene);
  13421. /**
  13422. * Gets the current object class name.
  13423. * @return the class name
  13424. */
  13425. getClassName(): string;
  13426. /**
  13427. * Returns an array containing the root bones
  13428. * @returns an array containing the root bones
  13429. */
  13430. getChildren(): Array<Bone>;
  13431. /**
  13432. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13433. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13434. * @returns a Float32Array containing matrices data
  13435. */
  13436. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13437. /**
  13438. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13439. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13440. * @returns a raw texture containing the data
  13441. */
  13442. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13443. /**
  13444. * Gets the current hosting scene
  13445. * @returns a scene object
  13446. */
  13447. getScene(): Scene;
  13448. /**
  13449. * Gets a string representing the current skeleton data
  13450. * @param fullDetails defines a boolean indicating if we want a verbose version
  13451. * @returns a string representing the current skeleton data
  13452. */
  13453. toString(fullDetails?: boolean): string;
  13454. /**
  13455. * Get bone's index searching by name
  13456. * @param name defines bone's name to search for
  13457. * @return the indice of the bone. Returns -1 if not found
  13458. */
  13459. getBoneIndexByName(name: string): number;
  13460. /**
  13461. * Creater a new animation range
  13462. * @param name defines the name of the range
  13463. * @param from defines the start key
  13464. * @param to defines the end key
  13465. */
  13466. createAnimationRange(name: string, from: number, to: number): void;
  13467. /**
  13468. * Delete a specific animation range
  13469. * @param name defines the name of the range
  13470. * @param deleteFrames defines if frames must be removed as well
  13471. */
  13472. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13473. /**
  13474. * Gets a specific animation range
  13475. * @param name defines the name of the range to look for
  13476. * @returns the requested animation range or null if not found
  13477. */
  13478. getAnimationRange(name: string): Nullable<AnimationRange>;
  13479. /**
  13480. * Gets the list of all animation ranges defined on this skeleton
  13481. * @returns an array
  13482. */
  13483. getAnimationRanges(): Nullable<AnimationRange>[];
  13484. /**
  13485. * Copy animation range from a source skeleton.
  13486. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13487. * @param source defines the source skeleton
  13488. * @param name defines the name of the range to copy
  13489. * @param rescaleAsRequired defines if rescaling must be applied if required
  13490. * @returns true if operation was successful
  13491. */
  13492. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13493. /**
  13494. * Forces the skeleton to go to rest pose
  13495. */
  13496. returnToRest(): void;
  13497. private _getHighestAnimationFrame;
  13498. /**
  13499. * Begin a specific animation range
  13500. * @param name defines the name of the range to start
  13501. * @param loop defines if looping must be turned on (false by default)
  13502. * @param speedRatio defines the speed ratio to apply (1 by default)
  13503. * @param onAnimationEnd defines a callback which will be called when animation will end
  13504. * @returns a new animatable
  13505. */
  13506. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13507. /** @hidden */
  13508. _markAsDirty(): void;
  13509. /** @hidden */
  13510. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13511. /** @hidden */
  13512. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13513. private _computeTransformMatrices;
  13514. /**
  13515. * Build all resources required to render a skeleton
  13516. */
  13517. prepare(): void;
  13518. /**
  13519. * Gets the list of animatables currently running for this skeleton
  13520. * @returns an array of animatables
  13521. */
  13522. getAnimatables(): IAnimatable[];
  13523. /**
  13524. * Clone the current skeleton
  13525. * @param name defines the name of the new skeleton
  13526. * @param id defines the id of the new skeleton
  13527. * @returns the new skeleton
  13528. */
  13529. clone(name: string, id: string): Skeleton;
  13530. /**
  13531. * Enable animation blending for this skeleton
  13532. * @param blendingSpeed defines the blending speed to apply
  13533. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13534. */
  13535. enableBlending(blendingSpeed?: number): void;
  13536. /**
  13537. * Releases all resources associated with the current skeleton
  13538. */
  13539. dispose(): void;
  13540. /**
  13541. * Serialize the skeleton in a JSON object
  13542. * @returns a JSON object
  13543. */
  13544. serialize(): any;
  13545. /**
  13546. * Creates a new skeleton from serialized data
  13547. * @param parsedSkeleton defines the serialized data
  13548. * @param scene defines the hosting scene
  13549. * @returns a new skeleton
  13550. */
  13551. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13552. /**
  13553. * Compute all node absolute transforms
  13554. * @param forceUpdate defines if computation must be done even if cache is up to date
  13555. */
  13556. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13557. /**
  13558. * Gets the root pose matrix
  13559. * @returns a matrix
  13560. */
  13561. getPoseMatrix(): Nullable<Matrix>;
  13562. /**
  13563. * Sorts bones per internal index
  13564. */
  13565. sortBones(): void;
  13566. private _sortBones;
  13567. }
  13568. }
  13569. declare module "babylonjs/Bones/bone" {
  13570. import { Skeleton } from "babylonjs/Bones/skeleton";
  13571. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13572. import { Nullable } from "babylonjs/types";
  13573. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13574. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13575. import { Node } from "babylonjs/node";
  13576. import { Space } from "babylonjs/Maths/math.axis";
  13577. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13578. /**
  13579. * Class used to store bone information
  13580. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13581. */
  13582. export class Bone extends Node {
  13583. /**
  13584. * defines the bone name
  13585. */
  13586. name: string;
  13587. private static _tmpVecs;
  13588. private static _tmpQuat;
  13589. private static _tmpMats;
  13590. /**
  13591. * Gets the list of child bones
  13592. */
  13593. children: Bone[];
  13594. /** Gets the animations associated with this bone */
  13595. animations: import("babylonjs/Animations/animation").Animation[];
  13596. /**
  13597. * Gets or sets bone length
  13598. */
  13599. length: number;
  13600. /**
  13601. * @hidden Internal only
  13602. * Set this value to map this bone to a different index in the transform matrices
  13603. * Set this value to -1 to exclude the bone from the transform matrices
  13604. */
  13605. _index: Nullable<number>;
  13606. private _skeleton;
  13607. private _localMatrix;
  13608. private _restPose;
  13609. private _baseMatrix;
  13610. private _absoluteTransform;
  13611. private _invertedAbsoluteTransform;
  13612. private _parent;
  13613. private _scalingDeterminant;
  13614. private _worldTransform;
  13615. private _localScaling;
  13616. private _localRotation;
  13617. private _localPosition;
  13618. private _needToDecompose;
  13619. private _needToCompose;
  13620. /** @hidden */
  13621. _linkedTransformNode: Nullable<TransformNode>;
  13622. /** @hidden */
  13623. _waitingTransformNodeId: Nullable<string>;
  13624. /** @hidden */
  13625. /** @hidden */
  13626. _matrix: Matrix;
  13627. /**
  13628. * Create a new bone
  13629. * @param name defines the bone name
  13630. * @param skeleton defines the parent skeleton
  13631. * @param parentBone defines the parent (can be null if the bone is the root)
  13632. * @param localMatrix defines the local matrix
  13633. * @param restPose defines the rest pose matrix
  13634. * @param baseMatrix defines the base matrix
  13635. * @param index defines index of the bone in the hiearchy
  13636. */
  13637. constructor(
  13638. /**
  13639. * defines the bone name
  13640. */
  13641. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13642. /**
  13643. * Gets the current object class name.
  13644. * @return the class name
  13645. */
  13646. getClassName(): string;
  13647. /**
  13648. * Gets the parent skeleton
  13649. * @returns a skeleton
  13650. */
  13651. getSkeleton(): Skeleton;
  13652. /**
  13653. * Gets parent bone
  13654. * @returns a bone or null if the bone is the root of the bone hierarchy
  13655. */
  13656. getParent(): Nullable<Bone>;
  13657. /**
  13658. * Returns an array containing the root bones
  13659. * @returns an array containing the root bones
  13660. */
  13661. getChildren(): Array<Bone>;
  13662. /**
  13663. * Sets the parent bone
  13664. * @param parent defines the parent (can be null if the bone is the root)
  13665. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13666. */
  13667. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13668. /**
  13669. * Gets the local matrix
  13670. * @returns a matrix
  13671. */
  13672. getLocalMatrix(): Matrix;
  13673. /**
  13674. * Gets the base matrix (initial matrix which remains unchanged)
  13675. * @returns a matrix
  13676. */
  13677. getBaseMatrix(): Matrix;
  13678. /**
  13679. * Gets the rest pose matrix
  13680. * @returns a matrix
  13681. */
  13682. getRestPose(): Matrix;
  13683. /**
  13684. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13685. */
  13686. getWorldMatrix(): Matrix;
  13687. /**
  13688. * Sets the local matrix to rest pose matrix
  13689. */
  13690. returnToRest(): void;
  13691. /**
  13692. * Gets the inverse of the absolute transform matrix.
  13693. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13694. * @returns a matrix
  13695. */
  13696. getInvertedAbsoluteTransform(): Matrix;
  13697. /**
  13698. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13699. * @returns a matrix
  13700. */
  13701. getAbsoluteTransform(): Matrix;
  13702. /**
  13703. * Links with the given transform node.
  13704. * The local matrix of this bone is copied from the transform node every frame.
  13705. * @param transformNode defines the transform node to link to
  13706. */
  13707. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13708. /**
  13709. * Gets the node used to drive the bone's transformation
  13710. * @returns a transform node or null
  13711. */
  13712. getTransformNode(): Nullable<TransformNode>;
  13713. /** Gets or sets current position (in local space) */
  13714. position: Vector3;
  13715. /** Gets or sets current rotation (in local space) */
  13716. rotation: Vector3;
  13717. /** Gets or sets current rotation quaternion (in local space) */
  13718. rotationQuaternion: Quaternion;
  13719. /** Gets or sets current scaling (in local space) */
  13720. scaling: Vector3;
  13721. /**
  13722. * Gets the animation properties override
  13723. */
  13724. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13725. private _decompose;
  13726. private _compose;
  13727. /**
  13728. * Update the base and local matrices
  13729. * @param matrix defines the new base or local matrix
  13730. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13731. * @param updateLocalMatrix defines if the local matrix should be updated
  13732. */
  13733. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13734. /** @hidden */
  13735. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13736. /**
  13737. * Flag the bone as dirty (Forcing it to update everything)
  13738. */
  13739. markAsDirty(): void;
  13740. /** @hidden */
  13741. _markAsDirtyAndCompose(): void;
  13742. private _markAsDirtyAndDecompose;
  13743. /**
  13744. * Translate the bone in local or world space
  13745. * @param vec The amount to translate the bone
  13746. * @param space The space that the translation is in
  13747. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13748. */
  13749. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13750. /**
  13751. * Set the postion of the bone in local or world space
  13752. * @param position The position to set the bone
  13753. * @param space The space that the position is in
  13754. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13755. */
  13756. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13757. /**
  13758. * Set the absolute position of the bone (world space)
  13759. * @param position The position to set the bone
  13760. * @param mesh The mesh that this bone is attached to
  13761. */
  13762. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13763. /**
  13764. * Scale the bone on the x, y and z axes (in local space)
  13765. * @param x The amount to scale the bone on the x axis
  13766. * @param y The amount to scale the bone on the y axis
  13767. * @param z The amount to scale the bone on the z axis
  13768. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13769. */
  13770. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13771. /**
  13772. * Set the bone scaling in local space
  13773. * @param scale defines the scaling vector
  13774. */
  13775. setScale(scale: Vector3): void;
  13776. /**
  13777. * Gets the current scaling in local space
  13778. * @returns the current scaling vector
  13779. */
  13780. getScale(): Vector3;
  13781. /**
  13782. * Gets the current scaling in local space and stores it in a target vector
  13783. * @param result defines the target vector
  13784. */
  13785. getScaleToRef(result: Vector3): void;
  13786. /**
  13787. * Set the yaw, pitch, and roll of the bone in local or world space
  13788. * @param yaw The rotation of the bone on the y axis
  13789. * @param pitch The rotation of the bone on the x axis
  13790. * @param roll The rotation of the bone on the z axis
  13791. * @param space The space that the axes of rotation are in
  13792. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13793. */
  13794. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13795. /**
  13796. * Add a rotation to the bone on an axis in local or world space
  13797. * @param axis The axis to rotate the bone on
  13798. * @param amount The amount to rotate the bone
  13799. * @param space The space that the axis is in
  13800. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13801. */
  13802. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13803. /**
  13804. * Set the rotation of the bone to a particular axis angle in local or world space
  13805. * @param axis The axis to rotate the bone on
  13806. * @param angle The angle that the bone should be rotated to
  13807. * @param space The space that the axis is in
  13808. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13809. */
  13810. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13811. /**
  13812. * Set the euler rotation of the bone in local of world space
  13813. * @param rotation The euler rotation that the bone should be set to
  13814. * @param space The space that the rotation is in
  13815. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13816. */
  13817. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13818. /**
  13819. * Set the quaternion rotation of the bone in local of world space
  13820. * @param quat The quaternion rotation that the bone should be set to
  13821. * @param space The space that the rotation is in
  13822. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13823. */
  13824. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13825. /**
  13826. * Set the rotation matrix of the bone in local of world space
  13827. * @param rotMat The rotation matrix that the bone should be set to
  13828. * @param space The space that the rotation is in
  13829. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13830. */
  13831. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13832. private _rotateWithMatrix;
  13833. private _getNegativeRotationToRef;
  13834. /**
  13835. * Get the position of the bone in local or world space
  13836. * @param space The space that the returned position is in
  13837. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13838. * @returns The position of the bone
  13839. */
  13840. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13841. /**
  13842. * Copy the position of the bone to a vector3 in local or world space
  13843. * @param space The space that the returned position is in
  13844. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13845. * @param result The vector3 to copy the position to
  13846. */
  13847. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13848. /**
  13849. * Get the absolute position of the bone (world space)
  13850. * @param mesh The mesh that this bone is attached to
  13851. * @returns The absolute position of the bone
  13852. */
  13853. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13854. /**
  13855. * Copy the absolute position of the bone (world space) to the result param
  13856. * @param mesh The mesh that this bone is attached to
  13857. * @param result The vector3 to copy the absolute position to
  13858. */
  13859. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13860. /**
  13861. * Compute the absolute transforms of this bone and its children
  13862. */
  13863. computeAbsoluteTransforms(): void;
  13864. /**
  13865. * Get the world direction from an axis that is in the local space of the bone
  13866. * @param localAxis The local direction that is used to compute the world direction
  13867. * @param mesh The mesh that this bone is attached to
  13868. * @returns The world direction
  13869. */
  13870. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13871. /**
  13872. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13873. * @param localAxis The local direction that is used to compute the world direction
  13874. * @param mesh The mesh that this bone is attached to
  13875. * @param result The vector3 that the world direction will be copied to
  13876. */
  13877. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13878. /**
  13879. * Get the euler rotation of the bone in local or world space
  13880. * @param space The space that the rotation should be in
  13881. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13882. * @returns The euler rotation
  13883. */
  13884. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13885. /**
  13886. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13887. * @param space The space that the rotation should be in
  13888. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13889. * @param result The vector3 that the rotation should be copied to
  13890. */
  13891. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13892. /**
  13893. * Get the quaternion rotation of the bone in either local or world space
  13894. * @param space The space that the rotation should be in
  13895. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13896. * @returns The quaternion rotation
  13897. */
  13898. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13899. /**
  13900. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13901. * @param space The space that the rotation should be in
  13902. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13903. * @param result The quaternion that the rotation should be copied to
  13904. */
  13905. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13906. /**
  13907. * Get the rotation matrix of the bone in local or world space
  13908. * @param space The space that the rotation should be in
  13909. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13910. * @returns The rotation matrix
  13911. */
  13912. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13913. /**
  13914. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13915. * @param space The space that the rotation should be in
  13916. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13917. * @param result The quaternion that the rotation should be copied to
  13918. */
  13919. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13920. /**
  13921. * Get the world position of a point that is in the local space of the bone
  13922. * @param position The local position
  13923. * @param mesh The mesh that this bone is attached to
  13924. * @returns The world position
  13925. */
  13926. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13927. /**
  13928. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13929. * @param position The local position
  13930. * @param mesh The mesh that this bone is attached to
  13931. * @param result The vector3 that the world position should be copied to
  13932. */
  13933. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13934. /**
  13935. * Get the local position of a point that is in world space
  13936. * @param position The world position
  13937. * @param mesh The mesh that this bone is attached to
  13938. * @returns The local position
  13939. */
  13940. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13941. /**
  13942. * Get the local position of a point that is in world space and copy it to the result param
  13943. * @param position The world position
  13944. * @param mesh The mesh that this bone is attached to
  13945. * @param result The vector3 that the local position should be copied to
  13946. */
  13947. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13948. }
  13949. }
  13950. declare module "babylonjs/Meshes/transformNode" {
  13951. import { DeepImmutable } from "babylonjs/types";
  13952. import { Observable } from "babylonjs/Misc/observable";
  13953. import { Nullable } from "babylonjs/types";
  13954. import { Camera } from "babylonjs/Cameras/camera";
  13955. import { Scene } from "babylonjs/scene";
  13956. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13957. import { Node } from "babylonjs/node";
  13958. import { Bone } from "babylonjs/Bones/bone";
  13959. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13960. import { Space } from "babylonjs/Maths/math.axis";
  13961. /**
  13962. * 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.
  13963. * @see https://doc.babylonjs.com/how_to/transformnode
  13964. */
  13965. export class TransformNode extends Node {
  13966. /**
  13967. * Object will not rotate to face the camera
  13968. */
  13969. static BILLBOARDMODE_NONE: number;
  13970. /**
  13971. * Object will rotate to face the camera but only on the x axis
  13972. */
  13973. static BILLBOARDMODE_X: number;
  13974. /**
  13975. * Object will rotate to face the camera but only on the y axis
  13976. */
  13977. static BILLBOARDMODE_Y: number;
  13978. /**
  13979. * Object will rotate to face the camera but only on the z axis
  13980. */
  13981. static BILLBOARDMODE_Z: number;
  13982. /**
  13983. * Object will rotate to face the camera
  13984. */
  13985. static BILLBOARDMODE_ALL: number;
  13986. /**
  13987. * Object will rotate to face the camera's position instead of orientation
  13988. */
  13989. static BILLBOARDMODE_USE_POSITION: number;
  13990. private _forward;
  13991. private _forwardInverted;
  13992. private _up;
  13993. private _right;
  13994. private _rightInverted;
  13995. private _position;
  13996. private _rotation;
  13997. private _rotationQuaternion;
  13998. protected _scaling: Vector3;
  13999. protected _isDirty: boolean;
  14000. private _transformToBoneReferal;
  14001. private _isAbsoluteSynced;
  14002. private _billboardMode;
  14003. /**
  14004. * Gets or sets the billboard mode. Default is 0.
  14005. *
  14006. * | Value | Type | Description |
  14007. * | --- | --- | --- |
  14008. * | 0 | BILLBOARDMODE_NONE | |
  14009. * | 1 | BILLBOARDMODE_X | |
  14010. * | 2 | BILLBOARDMODE_Y | |
  14011. * | 4 | BILLBOARDMODE_Z | |
  14012. * | 7 | BILLBOARDMODE_ALL | |
  14013. *
  14014. */
  14015. billboardMode: number;
  14016. private _preserveParentRotationForBillboard;
  14017. /**
  14018. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14019. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14020. */
  14021. preserveParentRotationForBillboard: boolean;
  14022. /**
  14023. * 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
  14024. */
  14025. scalingDeterminant: number;
  14026. private _infiniteDistance;
  14027. /**
  14028. * Gets or sets the distance of the object to max, often used by skybox
  14029. */
  14030. infiniteDistance: boolean;
  14031. /**
  14032. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14033. * By default the system will update normals to compensate
  14034. */
  14035. ignoreNonUniformScaling: boolean;
  14036. /**
  14037. * 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
  14038. */
  14039. reIntegrateRotationIntoRotationQuaternion: boolean;
  14040. /** @hidden */
  14041. _poseMatrix: Nullable<Matrix>;
  14042. /** @hidden */
  14043. _localMatrix: Matrix;
  14044. private _usePivotMatrix;
  14045. private _absolutePosition;
  14046. private _absoluteScaling;
  14047. private _absoluteRotationQuaternion;
  14048. private _pivotMatrix;
  14049. private _pivotMatrixInverse;
  14050. protected _postMultiplyPivotMatrix: boolean;
  14051. protected _isWorldMatrixFrozen: boolean;
  14052. /** @hidden */
  14053. _indexInSceneTransformNodesArray: number;
  14054. /**
  14055. * An event triggered after the world matrix is updated
  14056. */
  14057. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14058. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14059. /**
  14060. * Gets a string identifying the name of the class
  14061. * @returns "TransformNode" string
  14062. */
  14063. getClassName(): string;
  14064. /**
  14065. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14066. */
  14067. position: Vector3;
  14068. /**
  14069. * 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)).
  14070. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14071. */
  14072. rotation: Vector3;
  14073. /**
  14074. * 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)).
  14075. */
  14076. scaling: Vector3;
  14077. /**
  14078. * 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).
  14079. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14080. */
  14081. rotationQuaternion: Nullable<Quaternion>;
  14082. /**
  14083. * The forward direction of that transform in world space.
  14084. */
  14085. readonly forward: Vector3;
  14086. /**
  14087. * The up direction of that transform in world space.
  14088. */
  14089. readonly up: Vector3;
  14090. /**
  14091. * The right direction of that transform in world space.
  14092. */
  14093. readonly right: Vector3;
  14094. /**
  14095. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14096. * @param matrix the matrix to copy the pose from
  14097. * @returns this TransformNode.
  14098. */
  14099. updatePoseMatrix(matrix: Matrix): TransformNode;
  14100. /**
  14101. * Returns the mesh Pose matrix.
  14102. * @returns the pose matrix
  14103. */
  14104. getPoseMatrix(): Matrix;
  14105. /** @hidden */
  14106. _isSynchronized(): boolean;
  14107. /** @hidden */
  14108. _initCache(): void;
  14109. /**
  14110. * Flag the transform node as dirty (Forcing it to update everything)
  14111. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14112. * @returns this transform node
  14113. */
  14114. markAsDirty(property: string): TransformNode;
  14115. /**
  14116. * Returns the current mesh absolute position.
  14117. * Returns a Vector3.
  14118. */
  14119. readonly absolutePosition: Vector3;
  14120. /**
  14121. * Returns the current mesh absolute scaling.
  14122. * Returns a Vector3.
  14123. */
  14124. readonly absoluteScaling: Vector3;
  14125. /**
  14126. * Returns the current mesh absolute rotation.
  14127. * Returns a Quaternion.
  14128. */
  14129. readonly absoluteRotationQuaternion: Quaternion;
  14130. /**
  14131. * Sets a new matrix to apply before all other transformation
  14132. * @param matrix defines the transform matrix
  14133. * @returns the current TransformNode
  14134. */
  14135. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14136. /**
  14137. * Sets a new pivot matrix to the current node
  14138. * @param matrix defines the new pivot matrix to use
  14139. * @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
  14140. * @returns the current TransformNode
  14141. */
  14142. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14143. /**
  14144. * Returns the mesh pivot matrix.
  14145. * Default : Identity.
  14146. * @returns the matrix
  14147. */
  14148. getPivotMatrix(): Matrix;
  14149. /**
  14150. * Instantiate (when possible) or clone that node with its hierarchy
  14151. * @param newParent defines the new parent to use for the instance (or clone)
  14152. * @returns an instance (or a clone) of the current node with its hiearchy
  14153. */
  14154. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  14155. /**
  14156. * Prevents the World matrix to be computed any longer
  14157. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14158. * @returns the TransformNode.
  14159. */
  14160. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14161. /**
  14162. * Allows back the World matrix computation.
  14163. * @returns the TransformNode.
  14164. */
  14165. unfreezeWorldMatrix(): this;
  14166. /**
  14167. * True if the World matrix has been frozen.
  14168. */
  14169. readonly isWorldMatrixFrozen: boolean;
  14170. /**
  14171. * Retuns the mesh absolute position in the World.
  14172. * @returns a Vector3.
  14173. */
  14174. getAbsolutePosition(): Vector3;
  14175. /**
  14176. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14177. * @param absolutePosition the absolute position to set
  14178. * @returns the TransformNode.
  14179. */
  14180. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14181. /**
  14182. * Sets the mesh position in its local space.
  14183. * @param vector3 the position to set in localspace
  14184. * @returns the TransformNode.
  14185. */
  14186. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14187. /**
  14188. * Returns the mesh position in the local space from the current World matrix values.
  14189. * @returns a new Vector3.
  14190. */
  14191. getPositionExpressedInLocalSpace(): Vector3;
  14192. /**
  14193. * Translates the mesh along the passed Vector3 in its local space.
  14194. * @param vector3 the distance to translate in localspace
  14195. * @returns the TransformNode.
  14196. */
  14197. locallyTranslate(vector3: Vector3): TransformNode;
  14198. private static _lookAtVectorCache;
  14199. /**
  14200. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14201. * @param targetPoint the position (must be in same space as current mesh) to look at
  14202. * @param yawCor optional yaw (y-axis) correction in radians
  14203. * @param pitchCor optional pitch (x-axis) correction in radians
  14204. * @param rollCor optional roll (z-axis) correction in radians
  14205. * @param space the choosen space of the target
  14206. * @returns the TransformNode.
  14207. */
  14208. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14209. /**
  14210. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14211. * This Vector3 is expressed in the World space.
  14212. * @param localAxis axis to rotate
  14213. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14214. */
  14215. getDirection(localAxis: Vector3): Vector3;
  14216. /**
  14217. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14218. * localAxis is expressed in the mesh local space.
  14219. * result is computed in the Wordl space from the mesh World matrix.
  14220. * @param localAxis axis to rotate
  14221. * @param result the resulting transformnode
  14222. * @returns this TransformNode.
  14223. */
  14224. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14225. /**
  14226. * Sets this transform node rotation to the given local axis.
  14227. * @param localAxis the axis in local space
  14228. * @param yawCor optional yaw (y-axis) correction in radians
  14229. * @param pitchCor optional pitch (x-axis) correction in radians
  14230. * @param rollCor optional roll (z-axis) correction in radians
  14231. * @returns this TransformNode
  14232. */
  14233. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14234. /**
  14235. * Sets a new pivot point to the current node
  14236. * @param point defines the new pivot point to use
  14237. * @param space defines if the point is in world or local space (local by default)
  14238. * @returns the current TransformNode
  14239. */
  14240. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14241. /**
  14242. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14243. * @returns the pivot point
  14244. */
  14245. getPivotPoint(): Vector3;
  14246. /**
  14247. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14248. * @param result the vector3 to store the result
  14249. * @returns this TransformNode.
  14250. */
  14251. getPivotPointToRef(result: Vector3): TransformNode;
  14252. /**
  14253. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14254. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14255. */
  14256. getAbsolutePivotPoint(): Vector3;
  14257. /**
  14258. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14259. * @param result vector3 to store the result
  14260. * @returns this TransformNode.
  14261. */
  14262. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14263. /**
  14264. * Defines the passed node as the parent of the current node.
  14265. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14266. * @see https://doc.babylonjs.com/how_to/parenting
  14267. * @param node the node ot set as the parent
  14268. * @returns this TransformNode.
  14269. */
  14270. setParent(node: Nullable<Node>): TransformNode;
  14271. private _nonUniformScaling;
  14272. /**
  14273. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14274. */
  14275. readonly nonUniformScaling: boolean;
  14276. /** @hidden */
  14277. _updateNonUniformScalingState(value: boolean): boolean;
  14278. /**
  14279. * Attach the current TransformNode to another TransformNode associated with a bone
  14280. * @param bone Bone affecting the TransformNode
  14281. * @param affectedTransformNode TransformNode associated with the bone
  14282. * @returns this object
  14283. */
  14284. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14285. /**
  14286. * Detach the transform node if its associated with a bone
  14287. * @returns this object
  14288. */
  14289. detachFromBone(): TransformNode;
  14290. private static _rotationAxisCache;
  14291. /**
  14292. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14293. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14294. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14295. * The passed axis is also normalized.
  14296. * @param axis the axis to rotate around
  14297. * @param amount the amount to rotate in radians
  14298. * @param space Space to rotate in (Default: local)
  14299. * @returns the TransformNode.
  14300. */
  14301. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14302. /**
  14303. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14304. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14305. * The passed axis is also normalized. .
  14306. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14307. * @param point the point to rotate around
  14308. * @param axis the axis to rotate around
  14309. * @param amount the amount to rotate in radians
  14310. * @returns the TransformNode
  14311. */
  14312. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14313. /**
  14314. * Translates the mesh along the axis vector for the passed distance in the given space.
  14315. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14316. * @param axis the axis to translate in
  14317. * @param distance the distance to translate
  14318. * @param space Space to rotate in (Default: local)
  14319. * @returns the TransformNode.
  14320. */
  14321. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14322. /**
  14323. * Adds a rotation step to the mesh current rotation.
  14324. * x, y, z are Euler angles expressed in radians.
  14325. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14326. * This means this rotation is made in the mesh local space only.
  14327. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14328. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14329. * ```javascript
  14330. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14331. * ```
  14332. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14333. * 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.
  14334. * @param x Rotation to add
  14335. * @param y Rotation to add
  14336. * @param z Rotation to add
  14337. * @returns the TransformNode.
  14338. */
  14339. addRotation(x: number, y: number, z: number): TransformNode;
  14340. /**
  14341. * @hidden
  14342. */
  14343. protected _getEffectiveParent(): Nullable<Node>;
  14344. /**
  14345. * Computes the world matrix of the node
  14346. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14347. * @returns the world matrix
  14348. */
  14349. computeWorldMatrix(force?: boolean): Matrix;
  14350. protected _afterComputeWorldMatrix(): void;
  14351. /**
  14352. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14353. * @param func callback function to add
  14354. *
  14355. * @returns the TransformNode.
  14356. */
  14357. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14358. /**
  14359. * Removes a registered callback function.
  14360. * @param func callback function to remove
  14361. * @returns the TransformNode.
  14362. */
  14363. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14364. /**
  14365. * Gets the position of the current mesh in camera space
  14366. * @param camera defines the camera to use
  14367. * @returns a position
  14368. */
  14369. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14370. /**
  14371. * Returns the distance from the mesh to the active camera
  14372. * @param camera defines the camera to use
  14373. * @returns the distance
  14374. */
  14375. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14376. /**
  14377. * Clone the current transform node
  14378. * @param name Name of the new clone
  14379. * @param newParent New parent for the clone
  14380. * @param doNotCloneChildren Do not clone children hierarchy
  14381. * @returns the new transform node
  14382. */
  14383. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14384. /**
  14385. * Serializes the objects information.
  14386. * @param currentSerializationObject defines the object to serialize in
  14387. * @returns the serialized object
  14388. */
  14389. serialize(currentSerializationObject?: any): any;
  14390. /**
  14391. * Returns a new TransformNode object parsed from the source provided.
  14392. * @param parsedTransformNode is the source.
  14393. * @param scene the scne the object belongs to
  14394. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14395. * @returns a new TransformNode object parsed from the source provided.
  14396. */
  14397. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14398. /**
  14399. * Get all child-transformNodes of this node
  14400. * @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
  14401. * @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
  14402. * @returns an array of TransformNode
  14403. */
  14404. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14405. /**
  14406. * Releases resources associated with this transform node.
  14407. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14408. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14409. */
  14410. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14411. /**
  14412. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14413. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14414. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14415. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14416. * @returns the current mesh
  14417. */
  14418. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14419. private _syncAbsoluteScalingAndRotation;
  14420. }
  14421. }
  14422. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14423. import { Observable } from "babylonjs/Misc/observable";
  14424. import { Nullable } from "babylonjs/types";
  14425. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14426. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14427. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14428. import { Ray } from "babylonjs/Culling/ray";
  14429. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14430. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14431. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14432. /**
  14433. * Defines the types of pose enabled controllers that are supported
  14434. */
  14435. export enum PoseEnabledControllerType {
  14436. /**
  14437. * HTC Vive
  14438. */
  14439. VIVE = 0,
  14440. /**
  14441. * Oculus Rift
  14442. */
  14443. OCULUS = 1,
  14444. /**
  14445. * Windows mixed reality
  14446. */
  14447. WINDOWS = 2,
  14448. /**
  14449. * Samsung gear VR
  14450. */
  14451. GEAR_VR = 3,
  14452. /**
  14453. * Google Daydream
  14454. */
  14455. DAYDREAM = 4,
  14456. /**
  14457. * Generic
  14458. */
  14459. GENERIC = 5
  14460. }
  14461. /**
  14462. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14463. */
  14464. export interface MutableGamepadButton {
  14465. /**
  14466. * Value of the button/trigger
  14467. */
  14468. value: number;
  14469. /**
  14470. * If the button/trigger is currently touched
  14471. */
  14472. touched: boolean;
  14473. /**
  14474. * If the button/trigger is currently pressed
  14475. */
  14476. pressed: boolean;
  14477. }
  14478. /**
  14479. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14480. * @hidden
  14481. */
  14482. export interface ExtendedGamepadButton extends GamepadButton {
  14483. /**
  14484. * If the button/trigger is currently pressed
  14485. */
  14486. readonly pressed: boolean;
  14487. /**
  14488. * If the button/trigger is currently touched
  14489. */
  14490. readonly touched: boolean;
  14491. /**
  14492. * Value of the button/trigger
  14493. */
  14494. readonly value: number;
  14495. }
  14496. /** @hidden */
  14497. export interface _GamePadFactory {
  14498. /**
  14499. * Returns wether or not the current gamepad can be created for this type of controller.
  14500. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14501. * @returns true if it can be created, otherwise false
  14502. */
  14503. canCreate(gamepadInfo: any): boolean;
  14504. /**
  14505. * Creates a new instance of the Gamepad.
  14506. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14507. * @returns the new gamepad instance
  14508. */
  14509. create(gamepadInfo: any): Gamepad;
  14510. }
  14511. /**
  14512. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14513. */
  14514. export class PoseEnabledControllerHelper {
  14515. /** @hidden */
  14516. static _ControllerFactories: _GamePadFactory[];
  14517. /** @hidden */
  14518. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14519. /**
  14520. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14521. * @param vrGamepad the gamepad to initialized
  14522. * @returns a vr controller of the type the gamepad identified as
  14523. */
  14524. static InitiateController(vrGamepad: any): Gamepad;
  14525. }
  14526. /**
  14527. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14528. */
  14529. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14530. /**
  14531. * If the controller is used in a webXR session
  14532. */
  14533. isXR: boolean;
  14534. private _deviceRoomPosition;
  14535. private _deviceRoomRotationQuaternion;
  14536. /**
  14537. * The device position in babylon space
  14538. */
  14539. devicePosition: Vector3;
  14540. /**
  14541. * The device rotation in babylon space
  14542. */
  14543. deviceRotationQuaternion: Quaternion;
  14544. /**
  14545. * The scale factor of the device in babylon space
  14546. */
  14547. deviceScaleFactor: number;
  14548. /**
  14549. * (Likely devicePosition should be used instead) The device position in its room space
  14550. */
  14551. position: Vector3;
  14552. /**
  14553. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14554. */
  14555. rotationQuaternion: Quaternion;
  14556. /**
  14557. * The type of controller (Eg. Windows mixed reality)
  14558. */
  14559. controllerType: PoseEnabledControllerType;
  14560. protected _calculatedPosition: Vector3;
  14561. private _calculatedRotation;
  14562. /**
  14563. * The raw pose from the device
  14564. */
  14565. rawPose: DevicePose;
  14566. private _trackPosition;
  14567. private _maxRotationDistFromHeadset;
  14568. private _draggedRoomRotation;
  14569. /**
  14570. * @hidden
  14571. */
  14572. _disableTrackPosition(fixedPosition: Vector3): void;
  14573. /**
  14574. * Internal, the mesh attached to the controller
  14575. * @hidden
  14576. */
  14577. _mesh: Nullable<AbstractMesh>;
  14578. private _poseControlledCamera;
  14579. private _leftHandSystemQuaternion;
  14580. /**
  14581. * Internal, matrix used to convert room space to babylon space
  14582. * @hidden
  14583. */
  14584. _deviceToWorld: Matrix;
  14585. /**
  14586. * Node to be used when casting a ray from the controller
  14587. * @hidden
  14588. */
  14589. _pointingPoseNode: Nullable<TransformNode>;
  14590. /**
  14591. * Name of the child mesh that can be used to cast a ray from the controller
  14592. */
  14593. static readonly POINTING_POSE: string;
  14594. /**
  14595. * Creates a new PoseEnabledController from a gamepad
  14596. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14597. */
  14598. constructor(browserGamepad: any);
  14599. private _workingMatrix;
  14600. /**
  14601. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14602. */
  14603. update(): void;
  14604. /**
  14605. * Updates only the pose device and mesh without doing any button event checking
  14606. */
  14607. protected _updatePoseAndMesh(): void;
  14608. /**
  14609. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14610. * @param poseData raw pose fromthe device
  14611. */
  14612. updateFromDevice(poseData: DevicePose): void;
  14613. /**
  14614. * @hidden
  14615. */
  14616. _meshAttachedObservable: Observable<AbstractMesh>;
  14617. /**
  14618. * Attaches a mesh to the controller
  14619. * @param mesh the mesh to be attached
  14620. */
  14621. attachToMesh(mesh: AbstractMesh): void;
  14622. /**
  14623. * Attaches the controllers mesh to a camera
  14624. * @param camera the camera the mesh should be attached to
  14625. */
  14626. attachToPoseControlledCamera(camera: TargetCamera): void;
  14627. /**
  14628. * Disposes of the controller
  14629. */
  14630. dispose(): void;
  14631. /**
  14632. * The mesh that is attached to the controller
  14633. */
  14634. readonly mesh: Nullable<AbstractMesh>;
  14635. /**
  14636. * Gets the ray of the controller in the direction the controller is pointing
  14637. * @param length the length the resulting ray should be
  14638. * @returns a ray in the direction the controller is pointing
  14639. */
  14640. getForwardRay(length?: number): Ray;
  14641. }
  14642. }
  14643. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14644. import { Observable } from "babylonjs/Misc/observable";
  14645. import { Scene } from "babylonjs/scene";
  14646. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14647. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14648. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14649. /**
  14650. * Defines the WebVRController object that represents controllers tracked in 3D space
  14651. */
  14652. export abstract class WebVRController extends PoseEnabledController {
  14653. /**
  14654. * Internal, the default controller model for the controller
  14655. */
  14656. protected _defaultModel: AbstractMesh;
  14657. /**
  14658. * Fired when the trigger state has changed
  14659. */
  14660. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14661. /**
  14662. * Fired when the main button state has changed
  14663. */
  14664. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14665. /**
  14666. * Fired when the secondary button state has changed
  14667. */
  14668. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14669. /**
  14670. * Fired when the pad state has changed
  14671. */
  14672. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14673. /**
  14674. * Fired when controllers stick values have changed
  14675. */
  14676. onPadValuesChangedObservable: Observable<StickValues>;
  14677. /**
  14678. * Array of button availible on the controller
  14679. */
  14680. protected _buttons: Array<MutableGamepadButton>;
  14681. private _onButtonStateChange;
  14682. /**
  14683. * Fired when a controller button's state has changed
  14684. * @param callback the callback containing the button that was modified
  14685. */
  14686. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14687. /**
  14688. * X and Y axis corresponding to the controllers joystick
  14689. */
  14690. pad: StickValues;
  14691. /**
  14692. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14693. */
  14694. hand: string;
  14695. /**
  14696. * The default controller model for the controller
  14697. */
  14698. readonly defaultModel: AbstractMesh;
  14699. /**
  14700. * Creates a new WebVRController from a gamepad
  14701. * @param vrGamepad the gamepad that the WebVRController should be created from
  14702. */
  14703. constructor(vrGamepad: any);
  14704. /**
  14705. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14706. */
  14707. update(): void;
  14708. /**
  14709. * Function to be called when a button is modified
  14710. */
  14711. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14712. /**
  14713. * Loads a mesh and attaches it to the controller
  14714. * @param scene the scene the mesh should be added to
  14715. * @param meshLoaded callback for when the mesh has been loaded
  14716. */
  14717. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14718. private _setButtonValue;
  14719. private _changes;
  14720. private _checkChanges;
  14721. /**
  14722. * Disposes of th webVRCOntroller
  14723. */
  14724. dispose(): void;
  14725. }
  14726. }
  14727. declare module "babylonjs/Lights/hemisphericLight" {
  14728. import { Nullable } from "babylonjs/types";
  14729. import { Scene } from "babylonjs/scene";
  14730. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14731. import { Color3 } from "babylonjs/Maths/math.color";
  14732. import { Effect } from "babylonjs/Materials/effect";
  14733. import { Light } from "babylonjs/Lights/light";
  14734. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14735. /**
  14736. * The HemisphericLight simulates the ambient environment light,
  14737. * so the passed direction is the light reflection direction, not the incoming direction.
  14738. */
  14739. export class HemisphericLight extends Light {
  14740. /**
  14741. * The groundColor is the light in the opposite direction to the one specified during creation.
  14742. * 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.
  14743. */
  14744. groundColor: Color3;
  14745. /**
  14746. * The light reflection direction, not the incoming direction.
  14747. */
  14748. direction: Vector3;
  14749. /**
  14750. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14751. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14752. * The HemisphericLight can't cast shadows.
  14753. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14754. * @param name The friendly name of the light
  14755. * @param direction The direction of the light reflection
  14756. * @param scene The scene the light belongs to
  14757. */
  14758. constructor(name: string, direction: Vector3, scene: Scene);
  14759. protected _buildUniformLayout(): void;
  14760. /**
  14761. * Returns the string "HemisphericLight".
  14762. * @return The class name
  14763. */
  14764. getClassName(): string;
  14765. /**
  14766. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14767. * Returns the updated direction.
  14768. * @param target The target the direction should point to
  14769. * @return The computed direction
  14770. */
  14771. setDirectionToTarget(target: Vector3): Vector3;
  14772. /**
  14773. * Returns the shadow generator associated to the light.
  14774. * @returns Always null for hemispheric lights because it does not support shadows.
  14775. */
  14776. getShadowGenerator(): Nullable<IShadowGenerator>;
  14777. /**
  14778. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14779. * @param effect The effect to update
  14780. * @param lightIndex The index of the light in the effect to update
  14781. * @returns The hemispheric light
  14782. */
  14783. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14784. /**
  14785. * Computes the world matrix of the node
  14786. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14787. * @param useWasUpdatedFlag defines a reserved property
  14788. * @returns the world matrix
  14789. */
  14790. computeWorldMatrix(): Matrix;
  14791. /**
  14792. * Returns the integer 3.
  14793. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14794. */
  14795. getTypeID(): number;
  14796. /**
  14797. * Prepares the list of defines specific to the light type.
  14798. * @param defines the list of defines
  14799. * @param lightIndex defines the index of the light for the effect
  14800. */
  14801. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14802. }
  14803. }
  14804. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14805. /** @hidden */
  14806. export var vrMultiviewToSingleviewPixelShader: {
  14807. name: string;
  14808. shader: string;
  14809. };
  14810. }
  14811. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14812. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14813. import { Scene } from "babylonjs/scene";
  14814. /**
  14815. * Renders to multiple views with a single draw call
  14816. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14817. */
  14818. export class MultiviewRenderTarget extends RenderTargetTexture {
  14819. /**
  14820. * Creates a multiview render target
  14821. * @param scene scene used with the render target
  14822. * @param size the size of the render target (used for each view)
  14823. */
  14824. constructor(scene: Scene, size?: number | {
  14825. width: number;
  14826. height: number;
  14827. } | {
  14828. ratio: number;
  14829. });
  14830. /**
  14831. * @hidden
  14832. * @param faceIndex the face index, if its a cube texture
  14833. */
  14834. _bindFrameBuffer(faceIndex?: number): void;
  14835. /**
  14836. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14837. * @returns the view count
  14838. */
  14839. getViewCount(): number;
  14840. }
  14841. }
  14842. declare module "babylonjs/Maths/math.frustum" {
  14843. import { Matrix } from "babylonjs/Maths/math.vector";
  14844. import { DeepImmutable } from "babylonjs/types";
  14845. import { Plane } from "babylonjs/Maths/math.plane";
  14846. /**
  14847. * Reprasents a camera frustum
  14848. */
  14849. export class Frustum {
  14850. /**
  14851. * Gets the planes representing the frustum
  14852. * @param transform matrix to be applied to the returned planes
  14853. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14854. */
  14855. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14856. /**
  14857. * Gets the near frustum plane transformed by the transform matrix
  14858. * @param transform transformation matrix to be applied to the resulting frustum plane
  14859. * @param frustumPlane the resuling frustum plane
  14860. */
  14861. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14862. /**
  14863. * Gets the far frustum plane transformed by the transform matrix
  14864. * @param transform transformation matrix to be applied to the resulting frustum plane
  14865. * @param frustumPlane the resuling frustum plane
  14866. */
  14867. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14868. /**
  14869. * Gets the left frustum plane transformed by the transform matrix
  14870. * @param transform transformation matrix to be applied to the resulting frustum plane
  14871. * @param frustumPlane the resuling frustum plane
  14872. */
  14873. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14874. /**
  14875. * Gets the right frustum plane transformed by the transform matrix
  14876. * @param transform transformation matrix to be applied to the resulting frustum plane
  14877. * @param frustumPlane the resuling frustum plane
  14878. */
  14879. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14880. /**
  14881. * Gets the top frustum plane transformed by the transform matrix
  14882. * @param transform transformation matrix to be applied to the resulting frustum plane
  14883. * @param frustumPlane the resuling frustum plane
  14884. */
  14885. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14886. /**
  14887. * Gets the bottom frustum plane transformed by the transform matrix
  14888. * @param transform transformation matrix to be applied to the resulting frustum plane
  14889. * @param frustumPlane the resuling frustum plane
  14890. */
  14891. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14892. /**
  14893. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14894. * @param transform transformation matrix to be applied to the resulting frustum planes
  14895. * @param frustumPlanes the resuling frustum planes
  14896. */
  14897. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14898. }
  14899. }
  14900. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14901. import { Camera } from "babylonjs/Cameras/camera";
  14902. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14903. import { Nullable } from "babylonjs/types";
  14904. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14905. import { Matrix } from "babylonjs/Maths/math.vector";
  14906. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14907. module "babylonjs/Engines/engine" {
  14908. interface Engine {
  14909. /**
  14910. * Creates a new multiview render target
  14911. * @param width defines the width of the texture
  14912. * @param height defines the height of the texture
  14913. * @returns the created multiview texture
  14914. */
  14915. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14916. /**
  14917. * Binds a multiview framebuffer to be drawn to
  14918. * @param multiviewTexture texture to bind
  14919. */
  14920. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14921. }
  14922. }
  14923. module "babylonjs/Cameras/camera" {
  14924. interface Camera {
  14925. /**
  14926. * @hidden
  14927. * 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)
  14928. */
  14929. _useMultiviewToSingleView: boolean;
  14930. /**
  14931. * @hidden
  14932. * 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)
  14933. */
  14934. _multiviewTexture: Nullable<RenderTargetTexture>;
  14935. /**
  14936. * @hidden
  14937. * ensures the multiview texture of the camera exists and has the specified width/height
  14938. * @param width height to set on the multiview texture
  14939. * @param height width to set on the multiview texture
  14940. */
  14941. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14942. }
  14943. }
  14944. module "babylonjs/scene" {
  14945. interface Scene {
  14946. /** @hidden */
  14947. _transformMatrixR: Matrix;
  14948. /** @hidden */
  14949. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14950. /** @hidden */
  14951. _createMultiviewUbo(): void;
  14952. /** @hidden */
  14953. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14954. /** @hidden */
  14955. _renderMultiviewToSingleView(camera: Camera): void;
  14956. }
  14957. }
  14958. }
  14959. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14960. import { Camera } from "babylonjs/Cameras/camera";
  14961. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14962. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14963. import "babylonjs/Engines/Extensions/engine.multiview";
  14964. /**
  14965. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14966. * This will not be used for webXR as it supports displaying texture arrays directly
  14967. */
  14968. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14969. /**
  14970. * Initializes a VRMultiviewToSingleview
  14971. * @param name name of the post process
  14972. * @param camera camera to be applied to
  14973. * @param scaleFactor scaling factor to the size of the output texture
  14974. */
  14975. constructor(name: string, camera: Camera, scaleFactor: number);
  14976. }
  14977. }
  14978. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14979. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14980. import { Nullable } from "babylonjs/types";
  14981. import { Size } from "babylonjs/Maths/math.size";
  14982. import { Observable } from "babylonjs/Misc/observable";
  14983. module "babylonjs/Engines/engine" {
  14984. interface Engine {
  14985. /** @hidden */
  14986. _vrDisplay: any;
  14987. /** @hidden */
  14988. _vrSupported: boolean;
  14989. /** @hidden */
  14990. _oldSize: Size;
  14991. /** @hidden */
  14992. _oldHardwareScaleFactor: number;
  14993. /** @hidden */
  14994. _vrExclusivePointerMode: boolean;
  14995. /** @hidden */
  14996. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14997. /** @hidden */
  14998. _onVRDisplayPointerRestricted: () => void;
  14999. /** @hidden */
  15000. _onVRDisplayPointerUnrestricted: () => void;
  15001. /** @hidden */
  15002. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15003. /** @hidden */
  15004. _onVrDisplayDisconnect: Nullable<() => void>;
  15005. /** @hidden */
  15006. _onVrDisplayPresentChange: Nullable<() => void>;
  15007. /**
  15008. * Observable signaled when VR display mode changes
  15009. */
  15010. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15011. /**
  15012. * Observable signaled when VR request present is complete
  15013. */
  15014. onVRRequestPresentComplete: Observable<boolean>;
  15015. /**
  15016. * Observable signaled when VR request present starts
  15017. */
  15018. onVRRequestPresentStart: Observable<Engine>;
  15019. /**
  15020. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15021. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15022. */
  15023. isInVRExclusivePointerMode: boolean;
  15024. /**
  15025. * Gets a boolean indicating if a webVR device was detected
  15026. * @returns true if a webVR device was detected
  15027. */
  15028. isVRDevicePresent(): boolean;
  15029. /**
  15030. * Gets the current webVR device
  15031. * @returns the current webVR device (or null)
  15032. */
  15033. getVRDevice(): any;
  15034. /**
  15035. * Initializes a webVR display and starts listening to display change events
  15036. * The onVRDisplayChangedObservable will be notified upon these changes
  15037. * @returns A promise containing a VRDisplay and if vr is supported
  15038. */
  15039. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15040. /** @hidden */
  15041. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15042. /**
  15043. * Call this function to switch to webVR mode
  15044. * Will do nothing if webVR is not supported or if there is no webVR device
  15045. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15046. */
  15047. enableVR(): void;
  15048. /** @hidden */
  15049. _onVRFullScreenTriggered(): void;
  15050. }
  15051. }
  15052. }
  15053. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15054. import { Nullable } from "babylonjs/types";
  15055. import { Observable } from "babylonjs/Misc/observable";
  15056. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15057. import { Scene } from "babylonjs/scene";
  15058. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15059. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15060. import { Node } from "babylonjs/node";
  15061. import { Ray } from "babylonjs/Culling/ray";
  15062. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15063. import "babylonjs/Engines/Extensions/engine.webVR";
  15064. /**
  15065. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15066. * IMPORTANT!! The data is right-hand data.
  15067. * @export
  15068. * @interface DevicePose
  15069. */
  15070. export interface DevicePose {
  15071. /**
  15072. * The position of the device, values in array are [x,y,z].
  15073. */
  15074. readonly position: Nullable<Float32Array>;
  15075. /**
  15076. * The linearVelocity of the device, values in array are [x,y,z].
  15077. */
  15078. readonly linearVelocity: Nullable<Float32Array>;
  15079. /**
  15080. * The linearAcceleration of the device, values in array are [x,y,z].
  15081. */
  15082. readonly linearAcceleration: Nullable<Float32Array>;
  15083. /**
  15084. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15085. */
  15086. readonly orientation: Nullable<Float32Array>;
  15087. /**
  15088. * The angularVelocity of the device, values in array are [x,y,z].
  15089. */
  15090. readonly angularVelocity: Nullable<Float32Array>;
  15091. /**
  15092. * The angularAcceleration of the device, values in array are [x,y,z].
  15093. */
  15094. readonly angularAcceleration: Nullable<Float32Array>;
  15095. }
  15096. /**
  15097. * Interface representing a pose controlled object in Babylon.
  15098. * A pose controlled object has both regular pose values as well as pose values
  15099. * from an external device such as a VR head mounted display
  15100. */
  15101. export interface PoseControlled {
  15102. /**
  15103. * The position of the object in babylon space.
  15104. */
  15105. position: Vector3;
  15106. /**
  15107. * The rotation quaternion of the object in babylon space.
  15108. */
  15109. rotationQuaternion: Quaternion;
  15110. /**
  15111. * The position of the device in babylon space.
  15112. */
  15113. devicePosition?: Vector3;
  15114. /**
  15115. * The rotation quaternion of the device in babylon space.
  15116. */
  15117. deviceRotationQuaternion: Quaternion;
  15118. /**
  15119. * The raw pose coming from the device.
  15120. */
  15121. rawPose: Nullable<DevicePose>;
  15122. /**
  15123. * The scale of the device to be used when translating from device space to babylon space.
  15124. */
  15125. deviceScaleFactor: number;
  15126. /**
  15127. * Updates the poseControlled values based on the input device pose.
  15128. * @param poseData the pose data to update the object with
  15129. */
  15130. updateFromDevice(poseData: DevicePose): void;
  15131. }
  15132. /**
  15133. * Set of options to customize the webVRCamera
  15134. */
  15135. export interface WebVROptions {
  15136. /**
  15137. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15138. */
  15139. trackPosition?: boolean;
  15140. /**
  15141. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15142. */
  15143. positionScale?: number;
  15144. /**
  15145. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15146. */
  15147. displayName?: string;
  15148. /**
  15149. * Should the native controller meshes be initialized. (default: true)
  15150. */
  15151. controllerMeshes?: boolean;
  15152. /**
  15153. * Creating a default HemiLight only on controllers. (default: true)
  15154. */
  15155. defaultLightingOnControllers?: boolean;
  15156. /**
  15157. * If you don't want to use the default VR button of the helper. (default: false)
  15158. */
  15159. useCustomVRButton?: boolean;
  15160. /**
  15161. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15162. */
  15163. customVRButton?: HTMLButtonElement;
  15164. /**
  15165. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15166. */
  15167. rayLength?: number;
  15168. /**
  15169. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15170. */
  15171. defaultHeight?: number;
  15172. /**
  15173. * If multiview should be used if availible (default: false)
  15174. */
  15175. useMultiview?: boolean;
  15176. }
  15177. /**
  15178. * This represents a WebVR camera.
  15179. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15180. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15181. */
  15182. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15183. private webVROptions;
  15184. /**
  15185. * @hidden
  15186. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15187. */
  15188. _vrDevice: any;
  15189. /**
  15190. * The rawPose of the vrDevice.
  15191. */
  15192. rawPose: Nullable<DevicePose>;
  15193. private _onVREnabled;
  15194. private _specsVersion;
  15195. private _attached;
  15196. private _frameData;
  15197. protected _descendants: Array<Node>;
  15198. private _deviceRoomPosition;
  15199. /** @hidden */
  15200. _deviceRoomRotationQuaternion: Quaternion;
  15201. private _standingMatrix;
  15202. /**
  15203. * Represents device position in babylon space.
  15204. */
  15205. devicePosition: Vector3;
  15206. /**
  15207. * Represents device rotation in babylon space.
  15208. */
  15209. deviceRotationQuaternion: Quaternion;
  15210. /**
  15211. * The scale of the device to be used when translating from device space to babylon space.
  15212. */
  15213. deviceScaleFactor: number;
  15214. private _deviceToWorld;
  15215. private _worldToDevice;
  15216. /**
  15217. * References to the webVR controllers for the vrDevice.
  15218. */
  15219. controllers: Array<WebVRController>;
  15220. /**
  15221. * Emits an event when a controller is attached.
  15222. */
  15223. onControllersAttachedObservable: Observable<WebVRController[]>;
  15224. /**
  15225. * Emits an event when a controller's mesh has been loaded;
  15226. */
  15227. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15228. /**
  15229. * Emits an event when the HMD's pose has been updated.
  15230. */
  15231. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15232. private _poseSet;
  15233. /**
  15234. * If the rig cameras be used as parent instead of this camera.
  15235. */
  15236. rigParenting: boolean;
  15237. private _lightOnControllers;
  15238. private _defaultHeight?;
  15239. /**
  15240. * Instantiates a WebVRFreeCamera.
  15241. * @param name The name of the WebVRFreeCamera
  15242. * @param position The starting anchor position for the camera
  15243. * @param scene The scene the camera belongs to
  15244. * @param webVROptions a set of customizable options for the webVRCamera
  15245. */
  15246. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15247. /**
  15248. * Gets the device distance from the ground in meters.
  15249. * @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.
  15250. */
  15251. deviceDistanceToRoomGround(): number;
  15252. /**
  15253. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15254. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15255. */
  15256. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15257. /**
  15258. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15259. * @returns A promise with a boolean set to if the standing matrix is supported.
  15260. */
  15261. useStandingMatrixAsync(): Promise<boolean>;
  15262. /**
  15263. * Disposes the camera
  15264. */
  15265. dispose(): void;
  15266. /**
  15267. * Gets a vrController by name.
  15268. * @param name The name of the controller to retreive
  15269. * @returns the controller matching the name specified or null if not found
  15270. */
  15271. getControllerByName(name: string): Nullable<WebVRController>;
  15272. private _leftController;
  15273. /**
  15274. * The controller corresponding to the users left hand.
  15275. */
  15276. readonly leftController: Nullable<WebVRController>;
  15277. private _rightController;
  15278. /**
  15279. * The controller corresponding to the users right hand.
  15280. */
  15281. readonly rightController: Nullable<WebVRController>;
  15282. /**
  15283. * Casts a ray forward from the vrCamera's gaze.
  15284. * @param length Length of the ray (default: 100)
  15285. * @returns the ray corresponding to the gaze
  15286. */
  15287. getForwardRay(length?: number): Ray;
  15288. /**
  15289. * @hidden
  15290. * Updates the camera based on device's frame data
  15291. */
  15292. _checkInputs(): void;
  15293. /**
  15294. * Updates the poseControlled values based on the input device pose.
  15295. * @param poseData Pose coming from the device
  15296. */
  15297. updateFromDevice(poseData: DevicePose): void;
  15298. private _htmlElementAttached;
  15299. private _detachIfAttached;
  15300. /**
  15301. * WebVR's attach control will start broadcasting frames to the device.
  15302. * Note that in certain browsers (chrome for example) this function must be called
  15303. * within a user-interaction callback. Example:
  15304. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15305. *
  15306. * @param element html element to attach the vrDevice to
  15307. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15308. */
  15309. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15310. /**
  15311. * Detaches the camera from the html element and disables VR
  15312. *
  15313. * @param element html element to detach from
  15314. */
  15315. detachControl(element: HTMLElement): void;
  15316. /**
  15317. * @returns the name of this class
  15318. */
  15319. getClassName(): string;
  15320. /**
  15321. * Calls resetPose on the vrDisplay
  15322. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15323. */
  15324. resetToCurrentRotation(): void;
  15325. /**
  15326. * @hidden
  15327. * Updates the rig cameras (left and right eye)
  15328. */
  15329. _updateRigCameras(): void;
  15330. private _workingVector;
  15331. private _oneVector;
  15332. private _workingMatrix;
  15333. private updateCacheCalled;
  15334. private _correctPositionIfNotTrackPosition;
  15335. /**
  15336. * @hidden
  15337. * Updates the cached values of the camera
  15338. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15339. */
  15340. _updateCache(ignoreParentClass?: boolean): void;
  15341. /**
  15342. * @hidden
  15343. * Get current device position in babylon world
  15344. */
  15345. _computeDevicePosition(): void;
  15346. /**
  15347. * Updates the current device position and rotation in the babylon world
  15348. */
  15349. update(): void;
  15350. /**
  15351. * @hidden
  15352. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15353. * @returns an identity matrix
  15354. */
  15355. _getViewMatrix(): Matrix;
  15356. private _tmpMatrix;
  15357. /**
  15358. * This function is called by the two RIG cameras.
  15359. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15360. * @hidden
  15361. */
  15362. _getWebVRViewMatrix(): Matrix;
  15363. /** @hidden */
  15364. _getWebVRProjectionMatrix(): Matrix;
  15365. private _onGamepadConnectedObserver;
  15366. private _onGamepadDisconnectedObserver;
  15367. private _updateCacheWhenTrackingDisabledObserver;
  15368. /**
  15369. * Initializes the controllers and their meshes
  15370. */
  15371. initControllers(): void;
  15372. }
  15373. }
  15374. declare module "babylonjs/PostProcesses/postProcess" {
  15375. import { Nullable } from "babylonjs/types";
  15376. import { SmartArray } from "babylonjs/Misc/smartArray";
  15377. import { Observable } from "babylonjs/Misc/observable";
  15378. import { Vector2 } from "babylonjs/Maths/math.vector";
  15379. import { Camera } from "babylonjs/Cameras/camera";
  15380. import { Effect } from "babylonjs/Materials/effect";
  15381. import "babylonjs/Shaders/postprocess.vertex";
  15382. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15383. import { Engine } from "babylonjs/Engines/engine";
  15384. import { Color4 } from "babylonjs/Maths/math.color";
  15385. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15386. /**
  15387. * Size options for a post process
  15388. */
  15389. export type PostProcessOptions = {
  15390. width: number;
  15391. height: number;
  15392. };
  15393. /**
  15394. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15395. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15396. */
  15397. export class PostProcess {
  15398. /** Name of the PostProcess. */
  15399. name: string;
  15400. /**
  15401. * Gets or sets the unique id of the post process
  15402. */
  15403. uniqueId: number;
  15404. /**
  15405. * Width of the texture to apply the post process on
  15406. */
  15407. width: number;
  15408. /**
  15409. * Height of the texture to apply the post process on
  15410. */
  15411. height: number;
  15412. /**
  15413. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15414. * @hidden
  15415. */
  15416. _outputTexture: Nullable<InternalTexture>;
  15417. /**
  15418. * Sampling mode used by the shader
  15419. * See https://doc.babylonjs.com/classes/3.1/texture
  15420. */
  15421. renderTargetSamplingMode: number;
  15422. /**
  15423. * Clear color to use when screen clearing
  15424. */
  15425. clearColor: Color4;
  15426. /**
  15427. * If the buffer needs to be cleared before applying the post process. (default: true)
  15428. * Should be set to false if shader will overwrite all previous pixels.
  15429. */
  15430. autoClear: boolean;
  15431. /**
  15432. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15433. */
  15434. alphaMode: number;
  15435. /**
  15436. * Sets the setAlphaBlendConstants of the babylon engine
  15437. */
  15438. alphaConstants: Color4;
  15439. /**
  15440. * Animations to be used for the post processing
  15441. */
  15442. animations: import("babylonjs/Animations/animation").Animation[];
  15443. /**
  15444. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15445. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15446. */
  15447. enablePixelPerfectMode: boolean;
  15448. /**
  15449. * Force the postprocess to be applied without taking in account viewport
  15450. */
  15451. forceFullscreenViewport: boolean;
  15452. /**
  15453. * List of inspectable custom properties (used by the Inspector)
  15454. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15455. */
  15456. inspectableCustomProperties: IInspectable[];
  15457. /**
  15458. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15459. *
  15460. * | Value | Type | Description |
  15461. * | ----- | ----------------------------------- | ----------- |
  15462. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15463. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15464. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15465. *
  15466. */
  15467. scaleMode: number;
  15468. /**
  15469. * Force textures to be a power of two (default: false)
  15470. */
  15471. alwaysForcePOT: boolean;
  15472. private _samples;
  15473. /**
  15474. * Number of sample textures (default: 1)
  15475. */
  15476. samples: number;
  15477. /**
  15478. * Modify the scale of the post process to be the same as the viewport (default: false)
  15479. */
  15480. adaptScaleToCurrentViewport: boolean;
  15481. private _camera;
  15482. private _scene;
  15483. private _engine;
  15484. private _options;
  15485. private _reusable;
  15486. private _textureType;
  15487. /**
  15488. * Smart array of input and output textures for the post process.
  15489. * @hidden
  15490. */
  15491. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15492. /**
  15493. * The index in _textures that corresponds to the output texture.
  15494. * @hidden
  15495. */
  15496. _currentRenderTextureInd: number;
  15497. private _effect;
  15498. private _samplers;
  15499. private _fragmentUrl;
  15500. private _vertexUrl;
  15501. private _parameters;
  15502. private _scaleRatio;
  15503. protected _indexParameters: any;
  15504. private _shareOutputWithPostProcess;
  15505. private _texelSize;
  15506. private _forcedOutputTexture;
  15507. /**
  15508. * Returns the fragment url or shader name used in the post process.
  15509. * @returns the fragment url or name in the shader store.
  15510. */
  15511. getEffectName(): string;
  15512. /**
  15513. * An event triggered when the postprocess is activated.
  15514. */
  15515. onActivateObservable: Observable<Camera>;
  15516. private _onActivateObserver;
  15517. /**
  15518. * A function that is added to the onActivateObservable
  15519. */
  15520. onActivate: Nullable<(camera: Camera) => void>;
  15521. /**
  15522. * An event triggered when the postprocess changes its size.
  15523. */
  15524. onSizeChangedObservable: Observable<PostProcess>;
  15525. private _onSizeChangedObserver;
  15526. /**
  15527. * A function that is added to the onSizeChangedObservable
  15528. */
  15529. onSizeChanged: (postProcess: PostProcess) => void;
  15530. /**
  15531. * An event triggered when the postprocess applies its effect.
  15532. */
  15533. onApplyObservable: Observable<Effect>;
  15534. private _onApplyObserver;
  15535. /**
  15536. * A function that is added to the onApplyObservable
  15537. */
  15538. onApply: (effect: Effect) => void;
  15539. /**
  15540. * An event triggered before rendering the postprocess
  15541. */
  15542. onBeforeRenderObservable: Observable<Effect>;
  15543. private _onBeforeRenderObserver;
  15544. /**
  15545. * A function that is added to the onBeforeRenderObservable
  15546. */
  15547. onBeforeRender: (effect: Effect) => void;
  15548. /**
  15549. * An event triggered after rendering the postprocess
  15550. */
  15551. onAfterRenderObservable: Observable<Effect>;
  15552. private _onAfterRenderObserver;
  15553. /**
  15554. * A function that is added to the onAfterRenderObservable
  15555. */
  15556. onAfterRender: (efect: Effect) => void;
  15557. /**
  15558. * 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
  15559. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15560. */
  15561. inputTexture: InternalTexture;
  15562. /**
  15563. * Gets the camera which post process is applied to.
  15564. * @returns The camera the post process is applied to.
  15565. */
  15566. getCamera(): Camera;
  15567. /**
  15568. * Gets the texel size of the postprocess.
  15569. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15570. */
  15571. readonly texelSize: Vector2;
  15572. /**
  15573. * Creates a new instance PostProcess
  15574. * @param name The name of the PostProcess.
  15575. * @param fragmentUrl The url of the fragment shader to be used.
  15576. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15577. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15578. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15579. * @param camera The camera to apply the render pass to.
  15580. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15581. * @param engine The engine which the post process will be applied. (default: current engine)
  15582. * @param reusable If the post process can be reused on the same frame. (default: false)
  15583. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15584. * @param textureType Type of textures used when performing the post process. (default: 0)
  15585. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15586. * @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
  15587. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15588. */
  15589. constructor(
  15590. /** Name of the PostProcess. */
  15591. 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);
  15592. /**
  15593. * Gets a string idenfifying the name of the class
  15594. * @returns "PostProcess" string
  15595. */
  15596. getClassName(): string;
  15597. /**
  15598. * Gets the engine which this post process belongs to.
  15599. * @returns The engine the post process was enabled with.
  15600. */
  15601. getEngine(): Engine;
  15602. /**
  15603. * The effect that is created when initializing the post process.
  15604. * @returns The created effect corresponding the the postprocess.
  15605. */
  15606. getEffect(): Effect;
  15607. /**
  15608. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15609. * @param postProcess The post process to share the output with.
  15610. * @returns This post process.
  15611. */
  15612. shareOutputWith(postProcess: PostProcess): PostProcess;
  15613. /**
  15614. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15615. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15616. */
  15617. useOwnOutput(): void;
  15618. /**
  15619. * Updates the effect with the current post process compile time values and recompiles the shader.
  15620. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15621. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15622. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15623. * @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
  15624. * @param onCompiled Called when the shader has been compiled.
  15625. * @param onError Called if there is an error when compiling a shader.
  15626. */
  15627. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15628. /**
  15629. * The post process is reusable if it can be used multiple times within one frame.
  15630. * @returns If the post process is reusable
  15631. */
  15632. isReusable(): boolean;
  15633. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15634. markTextureDirty(): void;
  15635. /**
  15636. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15637. * 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.
  15638. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15639. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15640. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15641. * @returns The target texture that was bound to be written to.
  15642. */
  15643. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15644. /**
  15645. * If the post process is supported.
  15646. */
  15647. readonly isSupported: boolean;
  15648. /**
  15649. * The aspect ratio of the output texture.
  15650. */
  15651. readonly aspectRatio: number;
  15652. /**
  15653. * Get a value indicating if the post-process is ready to be used
  15654. * @returns true if the post-process is ready (shader is compiled)
  15655. */
  15656. isReady(): boolean;
  15657. /**
  15658. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15659. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15660. */
  15661. apply(): Nullable<Effect>;
  15662. private _disposeTextures;
  15663. /**
  15664. * Disposes the post process.
  15665. * @param camera The camera to dispose the post process on.
  15666. */
  15667. dispose(camera?: Camera): void;
  15668. }
  15669. }
  15670. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15671. /** @hidden */
  15672. export var kernelBlurVaryingDeclaration: {
  15673. name: string;
  15674. shader: string;
  15675. };
  15676. }
  15677. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15678. /** @hidden */
  15679. export var kernelBlurFragment: {
  15680. name: string;
  15681. shader: string;
  15682. };
  15683. }
  15684. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15685. /** @hidden */
  15686. export var kernelBlurFragment2: {
  15687. name: string;
  15688. shader: string;
  15689. };
  15690. }
  15691. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15692. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15693. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15694. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15695. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15696. /** @hidden */
  15697. export var kernelBlurPixelShader: {
  15698. name: string;
  15699. shader: string;
  15700. };
  15701. }
  15702. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15703. /** @hidden */
  15704. export var kernelBlurVertex: {
  15705. name: string;
  15706. shader: string;
  15707. };
  15708. }
  15709. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15710. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15711. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15712. /** @hidden */
  15713. export var kernelBlurVertexShader: {
  15714. name: string;
  15715. shader: string;
  15716. };
  15717. }
  15718. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15719. import { Vector2 } from "babylonjs/Maths/math.vector";
  15720. import { Nullable } from "babylonjs/types";
  15721. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15722. import { Camera } from "babylonjs/Cameras/camera";
  15723. import { Effect } from "babylonjs/Materials/effect";
  15724. import { Engine } from "babylonjs/Engines/engine";
  15725. import "babylonjs/Shaders/kernelBlur.fragment";
  15726. import "babylonjs/Shaders/kernelBlur.vertex";
  15727. /**
  15728. * The Blur Post Process which blurs an image based on a kernel and direction.
  15729. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15730. */
  15731. export class BlurPostProcess extends PostProcess {
  15732. /** The direction in which to blur the image. */
  15733. direction: Vector2;
  15734. private blockCompilation;
  15735. protected _kernel: number;
  15736. protected _idealKernel: number;
  15737. protected _packedFloat: boolean;
  15738. private _staticDefines;
  15739. /**
  15740. * Sets the length in pixels of the blur sample region
  15741. */
  15742. /**
  15743. * Gets the length in pixels of the blur sample region
  15744. */
  15745. kernel: number;
  15746. /**
  15747. * Sets wether or not the blur needs to unpack/repack floats
  15748. */
  15749. /**
  15750. * Gets wether or not the blur is unpacking/repacking floats
  15751. */
  15752. packedFloat: boolean;
  15753. /**
  15754. * Creates a new instance BlurPostProcess
  15755. * @param name The name of the effect.
  15756. * @param direction The direction in which to blur the image.
  15757. * @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.
  15758. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15759. * @param camera The camera to apply the render pass to.
  15760. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15761. * @param engine The engine which the post process will be applied. (default: current engine)
  15762. * @param reusable If the post process can be reused on the same frame. (default: false)
  15763. * @param textureType Type of textures used when performing the post process. (default: 0)
  15764. * @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)
  15765. */
  15766. constructor(name: string,
  15767. /** The direction in which to blur the image. */
  15768. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15769. /**
  15770. * Updates the effect with the current post process compile time values and recompiles the shader.
  15771. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15772. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15773. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15774. * @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
  15775. * @param onCompiled Called when the shader has been compiled.
  15776. * @param onError Called if there is an error when compiling a shader.
  15777. */
  15778. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15779. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15780. /**
  15781. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15782. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15783. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15784. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15785. * The gaps between physical kernels are compensated for in the weighting of the samples
  15786. * @param idealKernel Ideal blur kernel.
  15787. * @return Nearest best kernel.
  15788. */
  15789. protected _nearestBestKernel(idealKernel: number): number;
  15790. /**
  15791. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15792. * @param x The point on the Gaussian distribution to sample.
  15793. * @return the value of the Gaussian function at x.
  15794. */
  15795. protected _gaussianWeight(x: number): number;
  15796. /**
  15797. * Generates a string that can be used as a floating point number in GLSL.
  15798. * @param x Value to print.
  15799. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15800. * @return GLSL float string.
  15801. */
  15802. protected _glslFloat(x: number, decimalFigures?: number): string;
  15803. }
  15804. }
  15805. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15806. import { Scene } from "babylonjs/scene";
  15807. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15808. import { Plane } from "babylonjs/Maths/math.plane";
  15809. /**
  15810. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15811. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15812. * You can then easily use it as a reflectionTexture on a flat surface.
  15813. * In case the surface is not a plane, please consider relying on reflection probes.
  15814. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15815. */
  15816. export class MirrorTexture extends RenderTargetTexture {
  15817. private scene;
  15818. /**
  15819. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15820. * 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.
  15821. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15822. */
  15823. mirrorPlane: Plane;
  15824. /**
  15825. * Define the blur ratio used to blur the reflection if needed.
  15826. */
  15827. blurRatio: number;
  15828. /**
  15829. * Define the adaptive blur kernel used to blur the reflection if needed.
  15830. * This will autocompute the closest best match for the `blurKernel`
  15831. */
  15832. adaptiveBlurKernel: number;
  15833. /**
  15834. * Define the blur kernel used to blur the reflection if needed.
  15835. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15836. */
  15837. blurKernel: number;
  15838. /**
  15839. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15840. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15841. */
  15842. blurKernelX: number;
  15843. /**
  15844. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15845. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15846. */
  15847. blurKernelY: number;
  15848. private _autoComputeBlurKernel;
  15849. protected _onRatioRescale(): void;
  15850. private _updateGammaSpace;
  15851. private _imageProcessingConfigChangeObserver;
  15852. private _transformMatrix;
  15853. private _mirrorMatrix;
  15854. private _savedViewMatrix;
  15855. private _blurX;
  15856. private _blurY;
  15857. private _adaptiveBlurKernel;
  15858. private _blurKernelX;
  15859. private _blurKernelY;
  15860. private _blurRatio;
  15861. /**
  15862. * Instantiates a Mirror Texture.
  15863. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15864. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15865. * You can then easily use it as a reflectionTexture on a flat surface.
  15866. * In case the surface is not a plane, please consider relying on reflection probes.
  15867. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15868. * @param name
  15869. * @param size
  15870. * @param scene
  15871. * @param generateMipMaps
  15872. * @param type
  15873. * @param samplingMode
  15874. * @param generateDepthBuffer
  15875. */
  15876. constructor(name: string, size: number | {
  15877. width: number;
  15878. height: number;
  15879. } | {
  15880. ratio: number;
  15881. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15882. private _preparePostProcesses;
  15883. /**
  15884. * Clone the mirror texture.
  15885. * @returns the cloned texture
  15886. */
  15887. clone(): MirrorTexture;
  15888. /**
  15889. * Serialize the texture to a JSON representation you could use in Parse later on
  15890. * @returns the serialized JSON representation
  15891. */
  15892. serialize(): any;
  15893. /**
  15894. * Dispose the texture and release its associated resources.
  15895. */
  15896. dispose(): void;
  15897. }
  15898. }
  15899. declare module "babylonjs/Materials/Textures/texture" {
  15900. import { Observable } from "babylonjs/Misc/observable";
  15901. import { Nullable } from "babylonjs/types";
  15902. import { Scene } from "babylonjs/scene";
  15903. import { Matrix } from "babylonjs/Maths/math.vector";
  15904. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15905. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15906. import { Engine } from "babylonjs/Engines/engine";
  15907. /**
  15908. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15909. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15910. */
  15911. export class Texture extends BaseTexture {
  15912. /** @hidden */
  15913. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15914. /** @hidden */
  15915. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15916. /** @hidden */
  15917. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15918. /** nearest is mag = nearest and min = nearest and mip = linear */
  15919. static readonly NEAREST_SAMPLINGMODE: number;
  15920. /** nearest is mag = nearest and min = nearest and mip = linear */
  15921. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15922. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15923. static readonly BILINEAR_SAMPLINGMODE: number;
  15924. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15925. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15926. /** Trilinear is mag = linear and min = linear and mip = linear */
  15927. static readonly TRILINEAR_SAMPLINGMODE: number;
  15928. /** Trilinear is mag = linear and min = linear and mip = linear */
  15929. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15930. /** mag = nearest and min = nearest and mip = nearest */
  15931. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15932. /** mag = nearest and min = linear and mip = nearest */
  15933. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15934. /** mag = nearest and min = linear and mip = linear */
  15935. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15936. /** mag = nearest and min = linear and mip = none */
  15937. static readonly NEAREST_LINEAR: number;
  15938. /** mag = nearest and min = nearest and mip = none */
  15939. static readonly NEAREST_NEAREST: number;
  15940. /** mag = linear and min = nearest and mip = nearest */
  15941. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15942. /** mag = linear and min = nearest and mip = linear */
  15943. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15944. /** mag = linear and min = linear and mip = none */
  15945. static readonly LINEAR_LINEAR: number;
  15946. /** mag = linear and min = nearest and mip = none */
  15947. static readonly LINEAR_NEAREST: number;
  15948. /** Explicit coordinates mode */
  15949. static readonly EXPLICIT_MODE: number;
  15950. /** Spherical coordinates mode */
  15951. static readonly SPHERICAL_MODE: number;
  15952. /** Planar coordinates mode */
  15953. static readonly PLANAR_MODE: number;
  15954. /** Cubic coordinates mode */
  15955. static readonly CUBIC_MODE: number;
  15956. /** Projection coordinates mode */
  15957. static readonly PROJECTION_MODE: number;
  15958. /** Inverse Cubic coordinates mode */
  15959. static readonly SKYBOX_MODE: number;
  15960. /** Inverse Cubic coordinates mode */
  15961. static readonly INVCUBIC_MODE: number;
  15962. /** Equirectangular coordinates mode */
  15963. static readonly EQUIRECTANGULAR_MODE: number;
  15964. /** Equirectangular Fixed coordinates mode */
  15965. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15966. /** Equirectangular Fixed Mirrored coordinates mode */
  15967. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15968. /** Texture is not repeating outside of 0..1 UVs */
  15969. static readonly CLAMP_ADDRESSMODE: number;
  15970. /** Texture is repeating outside of 0..1 UVs */
  15971. static readonly WRAP_ADDRESSMODE: number;
  15972. /** Texture is repeating and mirrored */
  15973. static readonly MIRROR_ADDRESSMODE: number;
  15974. /**
  15975. * 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
  15976. */
  15977. static UseSerializedUrlIfAny: boolean;
  15978. /**
  15979. * Define the url of the texture.
  15980. */
  15981. url: Nullable<string>;
  15982. /**
  15983. * Define an offset on the texture to offset the u coordinates of the UVs
  15984. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15985. */
  15986. uOffset: number;
  15987. /**
  15988. * Define an offset on the texture to offset the v coordinates of the UVs
  15989. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15990. */
  15991. vOffset: number;
  15992. /**
  15993. * Define an offset on the texture to scale the u coordinates of the UVs
  15994. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15995. */
  15996. uScale: number;
  15997. /**
  15998. * Define an offset on the texture to scale the v coordinates of the UVs
  15999. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16000. */
  16001. vScale: number;
  16002. /**
  16003. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16004. * @see http://doc.babylonjs.com/how_to/more_materials
  16005. */
  16006. uAng: number;
  16007. /**
  16008. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16009. * @see http://doc.babylonjs.com/how_to/more_materials
  16010. */
  16011. vAng: number;
  16012. /**
  16013. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16014. * @see http://doc.babylonjs.com/how_to/more_materials
  16015. */
  16016. wAng: number;
  16017. /**
  16018. * Defines the center of rotation (U)
  16019. */
  16020. uRotationCenter: number;
  16021. /**
  16022. * Defines the center of rotation (V)
  16023. */
  16024. vRotationCenter: number;
  16025. /**
  16026. * Defines the center of rotation (W)
  16027. */
  16028. wRotationCenter: number;
  16029. /**
  16030. * Are mip maps generated for this texture or not.
  16031. */
  16032. readonly noMipmap: boolean;
  16033. /**
  16034. * List of inspectable custom properties (used by the Inspector)
  16035. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16036. */
  16037. inspectableCustomProperties: Nullable<IInspectable[]>;
  16038. private _noMipmap;
  16039. /** @hidden */
  16040. _invertY: boolean;
  16041. private _rowGenerationMatrix;
  16042. private _cachedTextureMatrix;
  16043. private _projectionModeMatrix;
  16044. private _t0;
  16045. private _t1;
  16046. private _t2;
  16047. private _cachedUOffset;
  16048. private _cachedVOffset;
  16049. private _cachedUScale;
  16050. private _cachedVScale;
  16051. private _cachedUAng;
  16052. private _cachedVAng;
  16053. private _cachedWAng;
  16054. private _cachedProjectionMatrixId;
  16055. private _cachedCoordinatesMode;
  16056. /** @hidden */
  16057. protected _initialSamplingMode: number;
  16058. /** @hidden */
  16059. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  16060. private _deleteBuffer;
  16061. protected _format: Nullable<number>;
  16062. private _delayedOnLoad;
  16063. private _delayedOnError;
  16064. /**
  16065. * Observable triggered once the texture has been loaded.
  16066. */
  16067. onLoadObservable: Observable<Texture>;
  16068. protected _isBlocking: boolean;
  16069. /**
  16070. * Is the texture preventing material to render while loading.
  16071. * If false, a default texture will be used instead of the loading one during the preparation step.
  16072. */
  16073. isBlocking: boolean;
  16074. /**
  16075. * Get the current sampling mode associated with the texture.
  16076. */
  16077. readonly samplingMode: number;
  16078. /**
  16079. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16080. */
  16081. readonly invertY: boolean;
  16082. /**
  16083. * Instantiates a new texture.
  16084. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16085. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16086. * @param url define the url of the picture to load as a texture
  16087. * @param scene define the scene or engine the texture will belong to
  16088. * @param noMipmap define if the texture will require mip maps or not
  16089. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16090. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16091. * @param onLoad define a callback triggered when the texture has been loaded
  16092. * @param onError define a callback triggered when an error occurred during the loading session
  16093. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16094. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16095. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16096. */
  16097. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16098. /**
  16099. * Update the url (and optional buffer) of this texture if url was null during construction.
  16100. * @param url the url of the texture
  16101. * @param buffer the buffer of the texture (defaults to null)
  16102. * @param onLoad callback called when the texture is loaded (defaults to null)
  16103. */
  16104. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16105. /**
  16106. * Finish the loading sequence of a texture flagged as delayed load.
  16107. * @hidden
  16108. */
  16109. delayLoad(): void;
  16110. private _prepareRowForTextureGeneration;
  16111. /**
  16112. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16113. * @returns the transform matrix of the texture.
  16114. */
  16115. getTextureMatrix(): Matrix;
  16116. /**
  16117. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16118. * @returns The reflection texture transform
  16119. */
  16120. getReflectionTextureMatrix(): Matrix;
  16121. /**
  16122. * Clones the texture.
  16123. * @returns the cloned texture
  16124. */
  16125. clone(): Texture;
  16126. /**
  16127. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16128. * @returns The JSON representation of the texture
  16129. */
  16130. serialize(): any;
  16131. /**
  16132. * Get the current class name of the texture useful for serialization or dynamic coding.
  16133. * @returns "Texture"
  16134. */
  16135. getClassName(): string;
  16136. /**
  16137. * Dispose the texture and release its associated resources.
  16138. */
  16139. dispose(): void;
  16140. /**
  16141. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16142. * @param parsedTexture Define the JSON representation of the texture
  16143. * @param scene Define the scene the parsed texture should be instantiated in
  16144. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16145. * @returns The parsed texture if successful
  16146. */
  16147. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16148. /**
  16149. * Creates a texture from its base 64 representation.
  16150. * @param data Define the base64 payload without the data: prefix
  16151. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16152. * @param scene Define the scene the texture should belong to
  16153. * @param noMipmap Forces the texture to not create mip map information if true
  16154. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16155. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16156. * @param onLoad define a callback triggered when the texture has been loaded
  16157. * @param onError define a callback triggered when an error occurred during the loading session
  16158. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16159. * @returns the created texture
  16160. */
  16161. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16162. /**
  16163. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16164. * @param data Define the base64 payload without the data: prefix
  16165. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16166. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16167. * @param scene Define the scene the texture should belong to
  16168. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16169. * @param noMipmap Forces the texture to not create mip map information if true
  16170. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16171. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16172. * @param onLoad define a callback triggered when the texture has been loaded
  16173. * @param onError define a callback triggered when an error occurred during the loading session
  16174. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16175. * @returns the created texture
  16176. */
  16177. 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;
  16178. }
  16179. }
  16180. declare module "babylonjs/PostProcesses/postProcessManager" {
  16181. import { Nullable } from "babylonjs/types";
  16182. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16183. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16184. import { Scene } from "babylonjs/scene";
  16185. /**
  16186. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16187. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16188. */
  16189. export class PostProcessManager {
  16190. private _scene;
  16191. private _indexBuffer;
  16192. private _vertexBuffers;
  16193. /**
  16194. * Creates a new instance PostProcess
  16195. * @param scene The scene that the post process is associated with.
  16196. */
  16197. constructor(scene: Scene);
  16198. private _prepareBuffers;
  16199. private _buildIndexBuffer;
  16200. /**
  16201. * Rebuilds the vertex buffers of the manager.
  16202. * @hidden
  16203. */
  16204. _rebuild(): void;
  16205. /**
  16206. * Prepares a frame to be run through a post process.
  16207. * @param sourceTexture The input texture to the post procesess. (default: null)
  16208. * @param postProcesses An array of post processes to be run. (default: null)
  16209. * @returns True if the post processes were able to be run.
  16210. * @hidden
  16211. */
  16212. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16213. /**
  16214. * Manually render a set of post processes to a texture.
  16215. * @param postProcesses An array of post processes to be run.
  16216. * @param targetTexture The target texture to render to.
  16217. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16218. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16219. * @param lodLevel defines which lod of the texture to render to
  16220. */
  16221. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16222. /**
  16223. * Finalize the result of the output of the postprocesses.
  16224. * @param doNotPresent If true the result will not be displayed to the screen.
  16225. * @param targetTexture The target texture to render to.
  16226. * @param faceIndex The index of the face to bind the target texture to.
  16227. * @param postProcesses The array of post processes to render.
  16228. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16229. * @hidden
  16230. */
  16231. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16232. /**
  16233. * Disposes of the post process manager.
  16234. */
  16235. dispose(): void;
  16236. }
  16237. }
  16238. declare module "babylonjs/Misc/gradients" {
  16239. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16240. /** Interface used by value gradients (color, factor, ...) */
  16241. export interface IValueGradient {
  16242. /**
  16243. * Gets or sets the gradient value (between 0 and 1)
  16244. */
  16245. gradient: number;
  16246. }
  16247. /** Class used to store color4 gradient */
  16248. export class ColorGradient implements IValueGradient {
  16249. /**
  16250. * Gets or sets the gradient value (between 0 and 1)
  16251. */
  16252. gradient: number;
  16253. /**
  16254. * Gets or sets first associated color
  16255. */
  16256. color1: Color4;
  16257. /**
  16258. * Gets or sets second associated color
  16259. */
  16260. color2?: Color4;
  16261. /**
  16262. * Will get a color picked randomly between color1 and color2.
  16263. * If color2 is undefined then color1 will be used
  16264. * @param result defines the target Color4 to store the result in
  16265. */
  16266. getColorToRef(result: Color4): void;
  16267. }
  16268. /** Class used to store color 3 gradient */
  16269. export class Color3Gradient implements IValueGradient {
  16270. /**
  16271. * Gets or sets the gradient value (between 0 and 1)
  16272. */
  16273. gradient: number;
  16274. /**
  16275. * Gets or sets the associated color
  16276. */
  16277. color: Color3;
  16278. }
  16279. /** Class used to store factor gradient */
  16280. export class FactorGradient implements IValueGradient {
  16281. /**
  16282. * Gets or sets the gradient value (between 0 and 1)
  16283. */
  16284. gradient: number;
  16285. /**
  16286. * Gets or sets first associated factor
  16287. */
  16288. factor1: number;
  16289. /**
  16290. * Gets or sets second associated factor
  16291. */
  16292. factor2?: number;
  16293. /**
  16294. * Will get a number picked randomly between factor1 and factor2.
  16295. * If factor2 is undefined then factor1 will be used
  16296. * @returns the picked number
  16297. */
  16298. getFactor(): number;
  16299. }
  16300. /**
  16301. * Helper used to simplify some generic gradient tasks
  16302. */
  16303. export class GradientHelper {
  16304. /**
  16305. * Gets the current gradient from an array of IValueGradient
  16306. * @param ratio defines the current ratio to get
  16307. * @param gradients defines the array of IValueGradient
  16308. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16309. */
  16310. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16311. }
  16312. }
  16313. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16314. import { Scene } from "babylonjs/scene";
  16315. import { ISceneComponent } from "babylonjs/sceneComponent";
  16316. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16317. module "babylonjs/abstractScene" {
  16318. interface AbstractScene {
  16319. /**
  16320. * The list of procedural textures added to the scene
  16321. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16322. */
  16323. proceduralTextures: Array<ProceduralTexture>;
  16324. }
  16325. }
  16326. /**
  16327. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16328. * in a given scene.
  16329. */
  16330. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16331. /**
  16332. * The component name helpfull to identify the component in the list of scene components.
  16333. */
  16334. readonly name: string;
  16335. /**
  16336. * The scene the component belongs to.
  16337. */
  16338. scene: Scene;
  16339. /**
  16340. * Creates a new instance of the component for the given scene
  16341. * @param scene Defines the scene to register the component in
  16342. */
  16343. constructor(scene: Scene);
  16344. /**
  16345. * Registers the component in a given scene
  16346. */
  16347. register(): void;
  16348. /**
  16349. * Rebuilds the elements related to this component in case of
  16350. * context lost for instance.
  16351. */
  16352. rebuild(): void;
  16353. /**
  16354. * Disposes the component and the associated ressources.
  16355. */
  16356. dispose(): void;
  16357. private _beforeClear;
  16358. }
  16359. }
  16360. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16361. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16362. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16363. module "babylonjs/Engines/engine" {
  16364. interface Engine {
  16365. /**
  16366. * Creates a new render target cube texture
  16367. * @param size defines the size of the texture
  16368. * @param options defines the options used to create the texture
  16369. * @returns a new render target cube texture stored in an InternalTexture
  16370. */
  16371. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16372. }
  16373. }
  16374. }
  16375. declare module "babylonjs/Shaders/procedural.vertex" {
  16376. /** @hidden */
  16377. export var proceduralVertexShader: {
  16378. name: string;
  16379. shader: string;
  16380. };
  16381. }
  16382. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16383. import { Observable } from "babylonjs/Misc/observable";
  16384. import { Nullable } from "babylonjs/types";
  16385. import { Scene } from "babylonjs/scene";
  16386. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16387. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16388. import { Effect } from "babylonjs/Materials/effect";
  16389. import { Texture } from "babylonjs/Materials/Textures/texture";
  16390. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16391. import "babylonjs/Shaders/procedural.vertex";
  16392. /**
  16393. * 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.
  16394. * This is the base class of any Procedural texture and contains most of the shareable code.
  16395. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16396. */
  16397. export class ProceduralTexture extends Texture {
  16398. isCube: boolean;
  16399. /**
  16400. * Define if the texture is enabled or not (disabled texture will not render)
  16401. */
  16402. isEnabled: boolean;
  16403. /**
  16404. * Define if the texture must be cleared before rendering (default is true)
  16405. */
  16406. autoClear: boolean;
  16407. /**
  16408. * Callback called when the texture is generated
  16409. */
  16410. onGenerated: () => void;
  16411. /**
  16412. * Event raised when the texture is generated
  16413. */
  16414. onGeneratedObservable: Observable<ProceduralTexture>;
  16415. /** @hidden */
  16416. _generateMipMaps: boolean;
  16417. /** @hidden **/
  16418. _effect: Effect;
  16419. /** @hidden */
  16420. _textures: {
  16421. [key: string]: Texture;
  16422. };
  16423. private _size;
  16424. private _currentRefreshId;
  16425. private _refreshRate;
  16426. private _vertexBuffers;
  16427. private _indexBuffer;
  16428. private _uniforms;
  16429. private _samplers;
  16430. private _fragment;
  16431. private _floats;
  16432. private _ints;
  16433. private _floatsArrays;
  16434. private _colors3;
  16435. private _colors4;
  16436. private _vectors2;
  16437. private _vectors3;
  16438. private _matrices;
  16439. private _fallbackTexture;
  16440. private _fallbackTextureUsed;
  16441. private _engine;
  16442. private _cachedDefines;
  16443. private _contentUpdateId;
  16444. private _contentData;
  16445. /**
  16446. * Instantiates a new procedural texture.
  16447. * 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.
  16448. * This is the base class of any Procedural texture and contains most of the shareable code.
  16449. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16450. * @param name Define the name of the texture
  16451. * @param size Define the size of the texture to create
  16452. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16453. * @param scene Define the scene the texture belongs to
  16454. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16455. * @param generateMipMaps Define if the texture should creates mip maps or not
  16456. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16457. */
  16458. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16459. /**
  16460. * The effect that is created when initializing the post process.
  16461. * @returns The created effect corresponding the the postprocess.
  16462. */
  16463. getEffect(): Effect;
  16464. /**
  16465. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16466. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16467. */
  16468. getContent(): Nullable<ArrayBufferView>;
  16469. private _createIndexBuffer;
  16470. /** @hidden */
  16471. _rebuild(): void;
  16472. /**
  16473. * Resets the texture in order to recreate its associated resources.
  16474. * This can be called in case of context loss
  16475. */
  16476. reset(): void;
  16477. protected _getDefines(): string;
  16478. /**
  16479. * Is the texture ready to be used ? (rendered at least once)
  16480. * @returns true if ready, otherwise, false.
  16481. */
  16482. isReady(): boolean;
  16483. /**
  16484. * Resets the refresh counter of the texture and start bak from scratch.
  16485. * Could be useful to regenerate the texture if it is setup to render only once.
  16486. */
  16487. resetRefreshCounter(): void;
  16488. /**
  16489. * Set the fragment shader to use in order to render the texture.
  16490. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16491. */
  16492. setFragment(fragment: any): void;
  16493. /**
  16494. * Define the refresh rate of the texture or the rendering frequency.
  16495. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16496. */
  16497. refreshRate: number;
  16498. /** @hidden */
  16499. _shouldRender(): boolean;
  16500. /**
  16501. * Get the size the texture is rendering at.
  16502. * @returns the size (texture is always squared)
  16503. */
  16504. getRenderSize(): number;
  16505. /**
  16506. * Resize the texture to new value.
  16507. * @param size Define the new size the texture should have
  16508. * @param generateMipMaps Define whether the new texture should create mip maps
  16509. */
  16510. resize(size: number, generateMipMaps: boolean): void;
  16511. private _checkUniform;
  16512. /**
  16513. * Set a texture in the shader program used to render.
  16514. * @param name Define the name of the uniform samplers as defined in the shader
  16515. * @param texture Define the texture to bind to this sampler
  16516. * @return the texture itself allowing "fluent" like uniform updates
  16517. */
  16518. setTexture(name: string, texture: Texture): ProceduralTexture;
  16519. /**
  16520. * Set a float in the shader.
  16521. * @param name Define the name of the uniform as defined in the shader
  16522. * @param value Define the value to give to the uniform
  16523. * @return the texture itself allowing "fluent" like uniform updates
  16524. */
  16525. setFloat(name: string, value: number): ProceduralTexture;
  16526. /**
  16527. * Set a int in the shader.
  16528. * @param name Define the name of the uniform as defined in the shader
  16529. * @param value Define the value to give to the uniform
  16530. * @return the texture itself allowing "fluent" like uniform updates
  16531. */
  16532. setInt(name: string, value: number): ProceduralTexture;
  16533. /**
  16534. * Set an array of floats in the shader.
  16535. * @param name Define the name of the uniform as defined in the shader
  16536. * @param value Define the value to give to the uniform
  16537. * @return the texture itself allowing "fluent" like uniform updates
  16538. */
  16539. setFloats(name: string, value: number[]): ProceduralTexture;
  16540. /**
  16541. * Set a vec3 in the shader from a Color3.
  16542. * @param name Define the name of the uniform as defined in the shader
  16543. * @param value Define the value to give to the uniform
  16544. * @return the texture itself allowing "fluent" like uniform updates
  16545. */
  16546. setColor3(name: string, value: Color3): ProceduralTexture;
  16547. /**
  16548. * Set a vec4 in the shader from a Color4.
  16549. * @param name Define the name of the uniform as defined in the shader
  16550. * @param value Define the value to give to the uniform
  16551. * @return the texture itself allowing "fluent" like uniform updates
  16552. */
  16553. setColor4(name: string, value: Color4): ProceduralTexture;
  16554. /**
  16555. * Set a vec2 in the shader from a Vector2.
  16556. * @param name Define the name of the uniform as defined in the shader
  16557. * @param value Define the value to give to the uniform
  16558. * @return the texture itself allowing "fluent" like uniform updates
  16559. */
  16560. setVector2(name: string, value: Vector2): ProceduralTexture;
  16561. /**
  16562. * Set a vec3 in the shader from a Vector3.
  16563. * @param name Define the name of the uniform as defined in the shader
  16564. * @param value Define the value to give to the uniform
  16565. * @return the texture itself allowing "fluent" like uniform updates
  16566. */
  16567. setVector3(name: string, value: Vector3): ProceduralTexture;
  16568. /**
  16569. * Set a mat4 in the shader from a MAtrix.
  16570. * @param name Define the name of the uniform as defined in the shader
  16571. * @param value Define the value to give to the uniform
  16572. * @return the texture itself allowing "fluent" like uniform updates
  16573. */
  16574. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16575. /**
  16576. * Render the texture to its associated render target.
  16577. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16578. */
  16579. render(useCameraPostProcess?: boolean): void;
  16580. /**
  16581. * Clone the texture.
  16582. * @returns the cloned texture
  16583. */
  16584. clone(): ProceduralTexture;
  16585. /**
  16586. * Dispose the texture and release its asoociated resources.
  16587. */
  16588. dispose(): void;
  16589. }
  16590. }
  16591. declare module "babylonjs/Particles/baseParticleSystem" {
  16592. import { Nullable } from "babylonjs/types";
  16593. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16595. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16596. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16597. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16598. import { Scene } from "babylonjs/scene";
  16599. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16600. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16601. import { Texture } from "babylonjs/Materials/Textures/texture";
  16602. import { Color4 } from "babylonjs/Maths/math.color";
  16603. import { Animation } from "babylonjs/Animations/animation";
  16604. /**
  16605. * This represents the base class for particle system in Babylon.
  16606. * 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.
  16607. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16608. * @example https://doc.babylonjs.com/babylon101/particles
  16609. */
  16610. export class BaseParticleSystem {
  16611. /**
  16612. * Source color is added to the destination color without alpha affecting the result
  16613. */
  16614. static BLENDMODE_ONEONE: number;
  16615. /**
  16616. * Blend current color and particle color using particle’s alpha
  16617. */
  16618. static BLENDMODE_STANDARD: number;
  16619. /**
  16620. * Add current color and particle color multiplied by particle’s alpha
  16621. */
  16622. static BLENDMODE_ADD: number;
  16623. /**
  16624. * Multiply current color with particle color
  16625. */
  16626. static BLENDMODE_MULTIPLY: number;
  16627. /**
  16628. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16629. */
  16630. static BLENDMODE_MULTIPLYADD: number;
  16631. /**
  16632. * List of animations used by the particle system.
  16633. */
  16634. animations: Animation[];
  16635. /**
  16636. * The id of the Particle system.
  16637. */
  16638. id: string;
  16639. /**
  16640. * The friendly name of the Particle system.
  16641. */
  16642. name: string;
  16643. /**
  16644. * The rendering group used by the Particle system to chose when to render.
  16645. */
  16646. renderingGroupId: number;
  16647. /**
  16648. * The emitter represents the Mesh or position we are attaching the particle system to.
  16649. */
  16650. emitter: Nullable<AbstractMesh | Vector3>;
  16651. /**
  16652. * The maximum number of particles to emit per frame
  16653. */
  16654. emitRate: number;
  16655. /**
  16656. * If you want to launch only a few particles at once, that can be done, as well.
  16657. */
  16658. manualEmitCount: number;
  16659. /**
  16660. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16661. */
  16662. updateSpeed: number;
  16663. /**
  16664. * The amount of time the particle system is running (depends of the overall update speed).
  16665. */
  16666. targetStopDuration: number;
  16667. /**
  16668. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16669. */
  16670. disposeOnStop: boolean;
  16671. /**
  16672. * Minimum power of emitting particles.
  16673. */
  16674. minEmitPower: number;
  16675. /**
  16676. * Maximum power of emitting particles.
  16677. */
  16678. maxEmitPower: number;
  16679. /**
  16680. * Minimum life time of emitting particles.
  16681. */
  16682. minLifeTime: number;
  16683. /**
  16684. * Maximum life time of emitting particles.
  16685. */
  16686. maxLifeTime: number;
  16687. /**
  16688. * Minimum Size of emitting particles.
  16689. */
  16690. minSize: number;
  16691. /**
  16692. * Maximum Size of emitting particles.
  16693. */
  16694. maxSize: number;
  16695. /**
  16696. * Minimum scale of emitting particles on X axis.
  16697. */
  16698. minScaleX: number;
  16699. /**
  16700. * Maximum scale of emitting particles on X axis.
  16701. */
  16702. maxScaleX: number;
  16703. /**
  16704. * Minimum scale of emitting particles on Y axis.
  16705. */
  16706. minScaleY: number;
  16707. /**
  16708. * Maximum scale of emitting particles on Y axis.
  16709. */
  16710. maxScaleY: number;
  16711. /**
  16712. * Gets or sets the minimal initial rotation in radians.
  16713. */
  16714. minInitialRotation: number;
  16715. /**
  16716. * Gets or sets the maximal initial rotation in radians.
  16717. */
  16718. maxInitialRotation: number;
  16719. /**
  16720. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16721. */
  16722. minAngularSpeed: number;
  16723. /**
  16724. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16725. */
  16726. maxAngularSpeed: number;
  16727. /**
  16728. * The texture used to render each particle. (this can be a spritesheet)
  16729. */
  16730. particleTexture: Nullable<Texture>;
  16731. /**
  16732. * The layer mask we are rendering the particles through.
  16733. */
  16734. layerMask: number;
  16735. /**
  16736. * This can help using your own shader to render the particle system.
  16737. * The according effect will be created
  16738. */
  16739. customShader: any;
  16740. /**
  16741. * By default particle system starts as soon as they are created. This prevents the
  16742. * automatic start to happen and let you decide when to start emitting particles.
  16743. */
  16744. preventAutoStart: boolean;
  16745. private _noiseTexture;
  16746. /**
  16747. * Gets or sets a texture used to add random noise to particle positions
  16748. */
  16749. noiseTexture: Nullable<ProceduralTexture>;
  16750. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16751. noiseStrength: Vector3;
  16752. /**
  16753. * Callback triggered when the particle animation is ending.
  16754. */
  16755. onAnimationEnd: Nullable<() => void>;
  16756. /**
  16757. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16758. */
  16759. blendMode: number;
  16760. /**
  16761. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16762. * to override the particles.
  16763. */
  16764. forceDepthWrite: boolean;
  16765. /** 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 */
  16766. preWarmCycles: number;
  16767. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16768. preWarmStepOffset: number;
  16769. /**
  16770. * 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)
  16771. */
  16772. spriteCellChangeSpeed: number;
  16773. /**
  16774. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16775. */
  16776. startSpriteCellID: number;
  16777. /**
  16778. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16779. */
  16780. endSpriteCellID: number;
  16781. /**
  16782. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16783. */
  16784. spriteCellWidth: number;
  16785. /**
  16786. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16787. */
  16788. spriteCellHeight: number;
  16789. /**
  16790. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16791. */
  16792. spriteRandomStartCell: boolean;
  16793. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16794. translationPivot: Vector2;
  16795. /** @hidden */
  16796. protected _isAnimationSheetEnabled: boolean;
  16797. /**
  16798. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16799. */
  16800. beginAnimationOnStart: boolean;
  16801. /**
  16802. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16803. */
  16804. beginAnimationFrom: number;
  16805. /**
  16806. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16807. */
  16808. beginAnimationTo: number;
  16809. /**
  16810. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16811. */
  16812. beginAnimationLoop: boolean;
  16813. /**
  16814. * Gets or sets a world offset applied to all particles
  16815. */
  16816. worldOffset: Vector3;
  16817. /**
  16818. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16819. */
  16820. isAnimationSheetEnabled: boolean;
  16821. /**
  16822. * Get hosting scene
  16823. * @returns the scene
  16824. */
  16825. getScene(): Scene;
  16826. /**
  16827. * You can use gravity if you want to give an orientation to your particles.
  16828. */
  16829. gravity: Vector3;
  16830. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16831. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16832. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16833. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16834. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16835. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16836. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16837. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16838. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16839. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16840. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16841. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16842. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16843. /**
  16844. * Defines the delay in milliseconds before starting the system (0 by default)
  16845. */
  16846. startDelay: number;
  16847. /**
  16848. * Gets the current list of drag gradients.
  16849. * You must use addDragGradient and removeDragGradient to udpate this list
  16850. * @returns the list of drag gradients
  16851. */
  16852. getDragGradients(): Nullable<Array<FactorGradient>>;
  16853. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16854. limitVelocityDamping: number;
  16855. /**
  16856. * Gets the current list of limit velocity gradients.
  16857. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16858. * @returns the list of limit velocity gradients
  16859. */
  16860. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16861. /**
  16862. * Gets the current list of color gradients.
  16863. * You must use addColorGradient and removeColorGradient to udpate this list
  16864. * @returns the list of color gradients
  16865. */
  16866. getColorGradients(): Nullable<Array<ColorGradient>>;
  16867. /**
  16868. * Gets the current list of size gradients.
  16869. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16870. * @returns the list of size gradients
  16871. */
  16872. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16873. /**
  16874. * Gets the current list of color remap gradients.
  16875. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16876. * @returns the list of color remap gradients
  16877. */
  16878. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16879. /**
  16880. * Gets the current list of alpha remap gradients.
  16881. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16882. * @returns the list of alpha remap gradients
  16883. */
  16884. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16885. /**
  16886. * Gets the current list of life time gradients.
  16887. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16888. * @returns the list of life time gradients
  16889. */
  16890. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16891. /**
  16892. * Gets the current list of angular speed gradients.
  16893. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16894. * @returns the list of angular speed gradients
  16895. */
  16896. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16897. /**
  16898. * Gets the current list of velocity gradients.
  16899. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16900. * @returns the list of velocity gradients
  16901. */
  16902. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16903. /**
  16904. * Gets the current list of start size gradients.
  16905. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16906. * @returns the list of start size gradients
  16907. */
  16908. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16909. /**
  16910. * Gets the current list of emit rate gradients.
  16911. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16912. * @returns the list of emit rate gradients
  16913. */
  16914. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16915. /**
  16916. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16917. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16918. */
  16919. direction1: Vector3;
  16920. /**
  16921. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16922. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16923. */
  16924. direction2: Vector3;
  16925. /**
  16926. * 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.
  16927. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16928. */
  16929. minEmitBox: Vector3;
  16930. /**
  16931. * 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.
  16932. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16933. */
  16934. maxEmitBox: Vector3;
  16935. /**
  16936. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16937. */
  16938. color1: Color4;
  16939. /**
  16940. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16941. */
  16942. color2: Color4;
  16943. /**
  16944. * Color the particle will have at the end of its lifetime
  16945. */
  16946. colorDead: Color4;
  16947. /**
  16948. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16949. */
  16950. textureMask: Color4;
  16951. /**
  16952. * The particle emitter type defines the emitter used by the particle system.
  16953. * It can be for example box, sphere, or cone...
  16954. */
  16955. particleEmitterType: IParticleEmitterType;
  16956. /** @hidden */
  16957. _isSubEmitter: boolean;
  16958. /**
  16959. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16960. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16961. */
  16962. billboardMode: number;
  16963. protected _isBillboardBased: boolean;
  16964. /**
  16965. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16966. */
  16967. isBillboardBased: boolean;
  16968. /**
  16969. * The scene the particle system belongs to.
  16970. */
  16971. protected _scene: Scene;
  16972. /**
  16973. * Local cache of defines for image processing.
  16974. */
  16975. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16976. /**
  16977. * Default configuration related to image processing available in the standard Material.
  16978. */
  16979. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16980. /**
  16981. * Gets the image processing configuration used either in this material.
  16982. */
  16983. /**
  16984. * Sets the Default image processing configuration used either in the this material.
  16985. *
  16986. * If sets to null, the scene one is in use.
  16987. */
  16988. imageProcessingConfiguration: ImageProcessingConfiguration;
  16989. /**
  16990. * Attaches a new image processing configuration to the Standard Material.
  16991. * @param configuration
  16992. */
  16993. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16994. /** @hidden */
  16995. protected _reset(): void;
  16996. /** @hidden */
  16997. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16998. /**
  16999. * Instantiates a particle system.
  17000. * 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.
  17001. * @param name The name of the particle system
  17002. */
  17003. constructor(name: string);
  17004. /**
  17005. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17006. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17007. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17008. * @returns the emitter
  17009. */
  17010. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17011. /**
  17012. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17013. * @param radius The radius of the hemisphere to emit from
  17014. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17015. * @returns the emitter
  17016. */
  17017. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17018. /**
  17019. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17020. * @param radius The radius of the sphere to emit from
  17021. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17022. * @returns the emitter
  17023. */
  17024. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17025. /**
  17026. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17027. * @param radius The radius of the sphere to emit from
  17028. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17029. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17030. * @returns the emitter
  17031. */
  17032. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17033. /**
  17034. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17035. * @param radius The radius of the emission cylinder
  17036. * @param height The height of the emission cylinder
  17037. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17038. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17039. * @returns the emitter
  17040. */
  17041. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17042. /**
  17043. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17044. * @param radius The radius of the cylinder to emit from
  17045. * @param height The height of the emission cylinder
  17046. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17047. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17048. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17049. * @returns the emitter
  17050. */
  17051. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17052. /**
  17053. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17054. * @param radius The radius of the cone to emit from
  17055. * @param angle The base angle of the cone
  17056. * @returns the emitter
  17057. */
  17058. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17059. /**
  17060. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17061. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17062. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17063. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17064. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17065. * @returns the emitter
  17066. */
  17067. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17068. }
  17069. }
  17070. declare module "babylonjs/Particles/subEmitter" {
  17071. import { Scene } from "babylonjs/scene";
  17072. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17073. /**
  17074. * Type of sub emitter
  17075. */
  17076. export enum SubEmitterType {
  17077. /**
  17078. * Attached to the particle over it's lifetime
  17079. */
  17080. ATTACHED = 0,
  17081. /**
  17082. * Created when the particle dies
  17083. */
  17084. END = 1
  17085. }
  17086. /**
  17087. * Sub emitter class used to emit particles from an existing particle
  17088. */
  17089. export class SubEmitter {
  17090. /**
  17091. * the particle system to be used by the sub emitter
  17092. */
  17093. particleSystem: ParticleSystem;
  17094. /**
  17095. * Type of the submitter (Default: END)
  17096. */
  17097. type: SubEmitterType;
  17098. /**
  17099. * 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)
  17100. * Note: This only is supported when using an emitter of type Mesh
  17101. */
  17102. inheritDirection: boolean;
  17103. /**
  17104. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17105. */
  17106. inheritedVelocityAmount: number;
  17107. /**
  17108. * Creates a sub emitter
  17109. * @param particleSystem the particle system to be used by the sub emitter
  17110. */
  17111. constructor(
  17112. /**
  17113. * the particle system to be used by the sub emitter
  17114. */
  17115. particleSystem: ParticleSystem);
  17116. /**
  17117. * Clones the sub emitter
  17118. * @returns the cloned sub emitter
  17119. */
  17120. clone(): SubEmitter;
  17121. /**
  17122. * Serialize current object to a JSON object
  17123. * @returns the serialized object
  17124. */
  17125. serialize(): any;
  17126. /** @hidden */
  17127. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17128. /**
  17129. * Creates a new SubEmitter from a serialized JSON version
  17130. * @param serializationObject defines the JSON object to read from
  17131. * @param scene defines the hosting scene
  17132. * @param rootUrl defines the rootUrl for data loading
  17133. * @returns a new SubEmitter
  17134. */
  17135. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17136. /** Release associated resources */
  17137. dispose(): void;
  17138. }
  17139. }
  17140. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17141. /** @hidden */
  17142. export var clipPlaneFragmentDeclaration: {
  17143. name: string;
  17144. shader: string;
  17145. };
  17146. }
  17147. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17148. /** @hidden */
  17149. export var imageProcessingDeclaration: {
  17150. name: string;
  17151. shader: string;
  17152. };
  17153. }
  17154. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17155. /** @hidden */
  17156. export var imageProcessingFunctions: {
  17157. name: string;
  17158. shader: string;
  17159. };
  17160. }
  17161. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17162. /** @hidden */
  17163. export var clipPlaneFragment: {
  17164. name: string;
  17165. shader: string;
  17166. };
  17167. }
  17168. declare module "babylonjs/Shaders/particles.fragment" {
  17169. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17170. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17171. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17172. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17173. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17174. /** @hidden */
  17175. export var particlesPixelShader: {
  17176. name: string;
  17177. shader: string;
  17178. };
  17179. }
  17180. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17181. /** @hidden */
  17182. export var clipPlaneVertexDeclaration: {
  17183. name: string;
  17184. shader: string;
  17185. };
  17186. }
  17187. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17188. /** @hidden */
  17189. export var clipPlaneVertex: {
  17190. name: string;
  17191. shader: string;
  17192. };
  17193. }
  17194. declare module "babylonjs/Shaders/particles.vertex" {
  17195. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17196. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17197. /** @hidden */
  17198. export var particlesVertexShader: {
  17199. name: string;
  17200. shader: string;
  17201. };
  17202. }
  17203. declare module "babylonjs/Particles/particleSystem" {
  17204. import { Nullable } from "babylonjs/types";
  17205. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17206. import { Observable } from "babylonjs/Misc/observable";
  17207. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17208. import { Effect } from "babylonjs/Materials/effect";
  17209. import { Scene, IDisposable } from "babylonjs/scene";
  17210. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17211. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17212. import { Particle } from "babylonjs/Particles/particle";
  17213. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17214. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17215. import "babylonjs/Shaders/particles.fragment";
  17216. import "babylonjs/Shaders/particles.vertex";
  17217. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17218. /**
  17219. * This represents a particle system in Babylon.
  17220. * 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.
  17221. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17222. * @example https://doc.babylonjs.com/babylon101/particles
  17223. */
  17224. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17225. /**
  17226. * Billboard mode will only apply to Y axis
  17227. */
  17228. static readonly BILLBOARDMODE_Y: number;
  17229. /**
  17230. * Billboard mode will apply to all axes
  17231. */
  17232. static readonly BILLBOARDMODE_ALL: number;
  17233. /**
  17234. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17235. */
  17236. static readonly BILLBOARDMODE_STRETCHED: number;
  17237. /**
  17238. * This function can be defined to provide custom update for active particles.
  17239. * This function will be called instead of regular update (age, position, color, etc.).
  17240. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17241. */
  17242. updateFunction: (particles: Particle[]) => void;
  17243. private _emitterWorldMatrix;
  17244. /**
  17245. * This function can be defined to specify initial direction for every new particle.
  17246. * It by default use the emitterType defined function
  17247. */
  17248. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17249. /**
  17250. * This function can be defined to specify initial position for every new particle.
  17251. * It by default use the emitterType defined function
  17252. */
  17253. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17254. /**
  17255. * @hidden
  17256. */
  17257. _inheritedVelocityOffset: Vector3;
  17258. /**
  17259. * An event triggered when the system is disposed
  17260. */
  17261. onDisposeObservable: Observable<ParticleSystem>;
  17262. private _onDisposeObserver;
  17263. /**
  17264. * Sets a callback that will be triggered when the system is disposed
  17265. */
  17266. onDispose: () => void;
  17267. private _particles;
  17268. private _epsilon;
  17269. private _capacity;
  17270. private _stockParticles;
  17271. private _newPartsExcess;
  17272. private _vertexData;
  17273. private _vertexBuffer;
  17274. private _vertexBuffers;
  17275. private _spriteBuffer;
  17276. private _indexBuffer;
  17277. private _effect;
  17278. private _customEffect;
  17279. private _cachedDefines;
  17280. private _scaledColorStep;
  17281. private _colorDiff;
  17282. private _scaledDirection;
  17283. private _scaledGravity;
  17284. private _currentRenderId;
  17285. private _alive;
  17286. private _useInstancing;
  17287. private _started;
  17288. private _stopped;
  17289. private _actualFrame;
  17290. private _scaledUpdateSpeed;
  17291. private _vertexBufferSize;
  17292. /** @hidden */
  17293. _currentEmitRateGradient: Nullable<FactorGradient>;
  17294. /** @hidden */
  17295. _currentEmitRate1: number;
  17296. /** @hidden */
  17297. _currentEmitRate2: number;
  17298. /** @hidden */
  17299. _currentStartSizeGradient: Nullable<FactorGradient>;
  17300. /** @hidden */
  17301. _currentStartSize1: number;
  17302. /** @hidden */
  17303. _currentStartSize2: number;
  17304. private readonly _rawTextureWidth;
  17305. private _rampGradientsTexture;
  17306. private _useRampGradients;
  17307. /** Gets or sets a boolean indicating that ramp gradients must be used
  17308. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17309. */
  17310. useRampGradients: boolean;
  17311. /**
  17312. * 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.
  17313. * 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: [])
  17314. */
  17315. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17316. private _subEmitters;
  17317. /**
  17318. * @hidden
  17319. * If the particle systems emitter should be disposed when the particle system is disposed
  17320. */
  17321. _disposeEmitterOnDispose: boolean;
  17322. /**
  17323. * The current active Sub-systems, this property is used by the root particle system only.
  17324. */
  17325. activeSubSystems: Array<ParticleSystem>;
  17326. private _rootParticleSystem;
  17327. /**
  17328. * Gets the current list of active particles
  17329. */
  17330. readonly particles: Particle[];
  17331. /**
  17332. * Returns the string "ParticleSystem"
  17333. * @returns a string containing the class name
  17334. */
  17335. getClassName(): string;
  17336. /**
  17337. * Instantiates a particle system.
  17338. * 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.
  17339. * @param name The name of the particle system
  17340. * @param capacity The max number of particles alive at the same time
  17341. * @param scene The scene the particle system belongs to
  17342. * @param customEffect a custom effect used to change the way particles are rendered by default
  17343. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17344. * @param epsilon Offset used to render the particles
  17345. */
  17346. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17347. private _addFactorGradient;
  17348. private _removeFactorGradient;
  17349. /**
  17350. * Adds a new life time gradient
  17351. * @param gradient defines the gradient to use (between 0 and 1)
  17352. * @param factor defines the life time factor to affect to the specified gradient
  17353. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17354. * @returns the current particle system
  17355. */
  17356. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17357. /**
  17358. * Remove a specific life time gradient
  17359. * @param gradient defines the gradient to remove
  17360. * @returns the current particle system
  17361. */
  17362. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17363. /**
  17364. * Adds a new size gradient
  17365. * @param gradient defines the gradient to use (between 0 and 1)
  17366. * @param factor defines the size factor to affect to the specified gradient
  17367. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17368. * @returns the current particle system
  17369. */
  17370. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17371. /**
  17372. * Remove a specific size gradient
  17373. * @param gradient defines the gradient to remove
  17374. * @returns the current particle system
  17375. */
  17376. removeSizeGradient(gradient: number): IParticleSystem;
  17377. /**
  17378. * Adds a new color remap gradient
  17379. * @param gradient defines the gradient to use (between 0 and 1)
  17380. * @param min defines the color remap minimal range
  17381. * @param max defines the color remap maximal range
  17382. * @returns the current particle system
  17383. */
  17384. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17385. /**
  17386. * Remove a specific color remap gradient
  17387. * @param gradient defines the gradient to remove
  17388. * @returns the current particle system
  17389. */
  17390. removeColorRemapGradient(gradient: number): IParticleSystem;
  17391. /**
  17392. * Adds a new alpha remap gradient
  17393. * @param gradient defines the gradient to use (between 0 and 1)
  17394. * @param min defines the alpha remap minimal range
  17395. * @param max defines the alpha remap maximal range
  17396. * @returns the current particle system
  17397. */
  17398. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17399. /**
  17400. * Remove a specific alpha remap gradient
  17401. * @param gradient defines the gradient to remove
  17402. * @returns the current particle system
  17403. */
  17404. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17405. /**
  17406. * Adds a new angular speed gradient
  17407. * @param gradient defines the gradient to use (between 0 and 1)
  17408. * @param factor defines the angular speed to affect to the specified gradient
  17409. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17410. * @returns the current particle system
  17411. */
  17412. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17413. /**
  17414. * Remove a specific angular speed gradient
  17415. * @param gradient defines the gradient to remove
  17416. * @returns the current particle system
  17417. */
  17418. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17419. /**
  17420. * Adds a new velocity gradient
  17421. * @param gradient defines the gradient to use (between 0 and 1)
  17422. * @param factor defines the velocity to affect to the specified gradient
  17423. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17424. * @returns the current particle system
  17425. */
  17426. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17427. /**
  17428. * Remove a specific velocity gradient
  17429. * @param gradient defines the gradient to remove
  17430. * @returns the current particle system
  17431. */
  17432. removeVelocityGradient(gradient: number): IParticleSystem;
  17433. /**
  17434. * Adds a new limit velocity gradient
  17435. * @param gradient defines the gradient to use (between 0 and 1)
  17436. * @param factor defines the limit velocity value to affect to the specified gradient
  17437. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17438. * @returns the current particle system
  17439. */
  17440. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17441. /**
  17442. * Remove a specific limit velocity gradient
  17443. * @param gradient defines the gradient to remove
  17444. * @returns the current particle system
  17445. */
  17446. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17447. /**
  17448. * Adds a new drag gradient
  17449. * @param gradient defines the gradient to use (between 0 and 1)
  17450. * @param factor defines the drag value to affect to the specified gradient
  17451. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17452. * @returns the current particle system
  17453. */
  17454. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17455. /**
  17456. * Remove a specific drag gradient
  17457. * @param gradient defines the gradient to remove
  17458. * @returns the current particle system
  17459. */
  17460. removeDragGradient(gradient: number): IParticleSystem;
  17461. /**
  17462. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17463. * @param gradient defines the gradient to use (between 0 and 1)
  17464. * @param factor defines the emit rate value to affect to the specified gradient
  17465. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17466. * @returns the current particle system
  17467. */
  17468. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17469. /**
  17470. * Remove a specific emit rate gradient
  17471. * @param gradient defines the gradient to remove
  17472. * @returns the current particle system
  17473. */
  17474. removeEmitRateGradient(gradient: number): IParticleSystem;
  17475. /**
  17476. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17477. * @param gradient defines the gradient to use (between 0 and 1)
  17478. * @param factor defines the start size value to affect to the specified gradient
  17479. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17480. * @returns the current particle system
  17481. */
  17482. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17483. /**
  17484. * Remove a specific start size gradient
  17485. * @param gradient defines the gradient to remove
  17486. * @returns the current particle system
  17487. */
  17488. removeStartSizeGradient(gradient: number): IParticleSystem;
  17489. private _createRampGradientTexture;
  17490. /**
  17491. * Gets the current list of ramp gradients.
  17492. * You must use addRampGradient and removeRampGradient to udpate this list
  17493. * @returns the list of ramp gradients
  17494. */
  17495. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17496. /**
  17497. * Adds a new ramp gradient used to remap particle colors
  17498. * @param gradient defines the gradient to use (between 0 and 1)
  17499. * @param color defines the color to affect to the specified gradient
  17500. * @returns the current particle system
  17501. */
  17502. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17503. /**
  17504. * Remove a specific ramp gradient
  17505. * @param gradient defines the gradient to remove
  17506. * @returns the current particle system
  17507. */
  17508. removeRampGradient(gradient: number): ParticleSystem;
  17509. /**
  17510. * Adds a new color gradient
  17511. * @param gradient defines the gradient to use (between 0 and 1)
  17512. * @param color1 defines the color to affect to the specified gradient
  17513. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17514. * @returns this particle system
  17515. */
  17516. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17517. /**
  17518. * Remove a specific color gradient
  17519. * @param gradient defines the gradient to remove
  17520. * @returns this particle system
  17521. */
  17522. removeColorGradient(gradient: number): IParticleSystem;
  17523. private _fetchR;
  17524. protected _reset(): void;
  17525. private _resetEffect;
  17526. private _createVertexBuffers;
  17527. private _createIndexBuffer;
  17528. /**
  17529. * Gets the maximum number of particles active at the same time.
  17530. * @returns The max number of active particles.
  17531. */
  17532. getCapacity(): number;
  17533. /**
  17534. * Gets whether there are still active particles in the system.
  17535. * @returns True if it is alive, otherwise false.
  17536. */
  17537. isAlive(): boolean;
  17538. /**
  17539. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17540. * @returns True if it has been started, otherwise false.
  17541. */
  17542. isStarted(): boolean;
  17543. private _prepareSubEmitterInternalArray;
  17544. /**
  17545. * Starts the particle system and begins to emit
  17546. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17547. */
  17548. start(delay?: number): void;
  17549. /**
  17550. * Stops the particle system.
  17551. * @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.
  17552. */
  17553. stop(stopSubEmitters?: boolean): void;
  17554. /**
  17555. * Remove all active particles
  17556. */
  17557. reset(): void;
  17558. /**
  17559. * @hidden (for internal use only)
  17560. */
  17561. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17562. /**
  17563. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17564. * Its lifetime will start back at 0.
  17565. */
  17566. recycleParticle: (particle: Particle) => void;
  17567. private _stopSubEmitters;
  17568. private _createParticle;
  17569. private _removeFromRoot;
  17570. private _emitFromParticle;
  17571. private _update;
  17572. /** @hidden */
  17573. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17574. /** @hidden */
  17575. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17576. /** @hidden */
  17577. private _getEffect;
  17578. /**
  17579. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17580. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17581. */
  17582. animate(preWarmOnly?: boolean): void;
  17583. private _appendParticleVertices;
  17584. /**
  17585. * Rebuilds the particle system.
  17586. */
  17587. rebuild(): void;
  17588. /**
  17589. * Is this system ready to be used/rendered
  17590. * @return true if the system is ready
  17591. */
  17592. isReady(): boolean;
  17593. private _render;
  17594. /**
  17595. * Renders the particle system in its current state.
  17596. * @returns the current number of particles
  17597. */
  17598. render(): number;
  17599. /**
  17600. * Disposes the particle system and free the associated resources
  17601. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17602. */
  17603. dispose(disposeTexture?: boolean): void;
  17604. /**
  17605. * Clones the particle system.
  17606. * @param name The name of the cloned object
  17607. * @param newEmitter The new emitter to use
  17608. * @returns the cloned particle system
  17609. */
  17610. clone(name: string, newEmitter: any): ParticleSystem;
  17611. /**
  17612. * Serializes the particle system to a JSON object.
  17613. * @returns the JSON object
  17614. */
  17615. serialize(): any;
  17616. /** @hidden */
  17617. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17618. /** @hidden */
  17619. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17620. /**
  17621. * Parses a JSON object to create a particle system.
  17622. * @param parsedParticleSystem The JSON object to parse
  17623. * @param scene The scene to create the particle system in
  17624. * @param rootUrl The root url to use to load external dependencies like texture
  17625. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17626. * @returns the Parsed particle system
  17627. */
  17628. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17629. }
  17630. }
  17631. declare module "babylonjs/Particles/particle" {
  17632. import { Nullable } from "babylonjs/types";
  17633. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17634. import { Color4 } from "babylonjs/Maths/math.color";
  17635. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17636. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17637. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17638. /**
  17639. * A particle represents one of the element emitted by a particle system.
  17640. * This is mainly define by its coordinates, direction, velocity and age.
  17641. */
  17642. export class Particle {
  17643. /**
  17644. * The particle system the particle belongs to.
  17645. */
  17646. particleSystem: ParticleSystem;
  17647. private static _Count;
  17648. /**
  17649. * Unique ID of the particle
  17650. */
  17651. id: number;
  17652. /**
  17653. * The world position of the particle in the scene.
  17654. */
  17655. position: Vector3;
  17656. /**
  17657. * The world direction of the particle in the scene.
  17658. */
  17659. direction: Vector3;
  17660. /**
  17661. * The color of the particle.
  17662. */
  17663. color: Color4;
  17664. /**
  17665. * The color change of the particle per step.
  17666. */
  17667. colorStep: Color4;
  17668. /**
  17669. * Defines how long will the life of the particle be.
  17670. */
  17671. lifeTime: number;
  17672. /**
  17673. * The current age of the particle.
  17674. */
  17675. age: number;
  17676. /**
  17677. * The current size of the particle.
  17678. */
  17679. size: number;
  17680. /**
  17681. * The current scale of the particle.
  17682. */
  17683. scale: Vector2;
  17684. /**
  17685. * The current angle of the particle.
  17686. */
  17687. angle: number;
  17688. /**
  17689. * Defines how fast is the angle changing.
  17690. */
  17691. angularSpeed: number;
  17692. /**
  17693. * Defines the cell index used by the particle to be rendered from a sprite.
  17694. */
  17695. cellIndex: number;
  17696. /**
  17697. * The information required to support color remapping
  17698. */
  17699. remapData: Vector4;
  17700. /** @hidden */
  17701. _randomCellOffset?: number;
  17702. /** @hidden */
  17703. _initialDirection: Nullable<Vector3>;
  17704. /** @hidden */
  17705. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17706. /** @hidden */
  17707. _initialStartSpriteCellID: number;
  17708. /** @hidden */
  17709. _initialEndSpriteCellID: number;
  17710. /** @hidden */
  17711. _currentColorGradient: Nullable<ColorGradient>;
  17712. /** @hidden */
  17713. _currentColor1: Color4;
  17714. /** @hidden */
  17715. _currentColor2: Color4;
  17716. /** @hidden */
  17717. _currentSizeGradient: Nullable<FactorGradient>;
  17718. /** @hidden */
  17719. _currentSize1: number;
  17720. /** @hidden */
  17721. _currentSize2: number;
  17722. /** @hidden */
  17723. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17724. /** @hidden */
  17725. _currentAngularSpeed1: number;
  17726. /** @hidden */
  17727. _currentAngularSpeed2: number;
  17728. /** @hidden */
  17729. _currentVelocityGradient: Nullable<FactorGradient>;
  17730. /** @hidden */
  17731. _currentVelocity1: number;
  17732. /** @hidden */
  17733. _currentVelocity2: number;
  17734. /** @hidden */
  17735. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17736. /** @hidden */
  17737. _currentLimitVelocity1: number;
  17738. /** @hidden */
  17739. _currentLimitVelocity2: number;
  17740. /** @hidden */
  17741. _currentDragGradient: Nullable<FactorGradient>;
  17742. /** @hidden */
  17743. _currentDrag1: number;
  17744. /** @hidden */
  17745. _currentDrag2: number;
  17746. /** @hidden */
  17747. _randomNoiseCoordinates1: Vector3;
  17748. /** @hidden */
  17749. _randomNoiseCoordinates2: Vector3;
  17750. /**
  17751. * Creates a new instance Particle
  17752. * @param particleSystem the particle system the particle belongs to
  17753. */
  17754. constructor(
  17755. /**
  17756. * The particle system the particle belongs to.
  17757. */
  17758. particleSystem: ParticleSystem);
  17759. private updateCellInfoFromSystem;
  17760. /**
  17761. * Defines how the sprite cell index is updated for the particle
  17762. */
  17763. updateCellIndex(): void;
  17764. /** @hidden */
  17765. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17766. /** @hidden */
  17767. _inheritParticleInfoToSubEmitters(): void;
  17768. /** @hidden */
  17769. _reset(): void;
  17770. /**
  17771. * Copy the properties of particle to another one.
  17772. * @param other the particle to copy the information to.
  17773. */
  17774. copyTo(other: Particle): void;
  17775. }
  17776. }
  17777. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17778. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17779. import { Effect } from "babylonjs/Materials/effect";
  17780. import { Particle } from "babylonjs/Particles/particle";
  17781. /**
  17782. * Particle emitter represents a volume emitting particles.
  17783. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17784. */
  17785. export interface IParticleEmitterType {
  17786. /**
  17787. * Called by the particle System when the direction is computed for the created particle.
  17788. * @param worldMatrix is the world matrix of the particle system
  17789. * @param directionToUpdate is the direction vector to update with the result
  17790. * @param particle is the particle we are computed the direction for
  17791. */
  17792. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17793. /**
  17794. * Called by the particle System when the position is computed for the created particle.
  17795. * @param worldMatrix is the world matrix of the particle system
  17796. * @param positionToUpdate is the position vector to update with the result
  17797. * @param particle is the particle we are computed the position for
  17798. */
  17799. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17800. /**
  17801. * Clones the current emitter and returns a copy of it
  17802. * @returns the new emitter
  17803. */
  17804. clone(): IParticleEmitterType;
  17805. /**
  17806. * Called by the GPUParticleSystem to setup the update shader
  17807. * @param effect defines the update shader
  17808. */
  17809. applyToShader(effect: Effect): void;
  17810. /**
  17811. * Returns a string to use to update the GPU particles update shader
  17812. * @returns the effect defines string
  17813. */
  17814. getEffectDefines(): string;
  17815. /**
  17816. * Returns a string representing the class name
  17817. * @returns a string containing the class name
  17818. */
  17819. getClassName(): string;
  17820. /**
  17821. * Serializes the particle system to a JSON object.
  17822. * @returns the JSON object
  17823. */
  17824. serialize(): any;
  17825. /**
  17826. * Parse properties from a JSON object
  17827. * @param serializationObject defines the JSON object
  17828. */
  17829. parse(serializationObject: any): void;
  17830. }
  17831. }
  17832. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17833. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17834. import { Effect } from "babylonjs/Materials/effect";
  17835. import { Particle } from "babylonjs/Particles/particle";
  17836. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17837. /**
  17838. * Particle emitter emitting particles from the inside of a box.
  17839. * It emits the particles randomly between 2 given directions.
  17840. */
  17841. export class BoxParticleEmitter implements IParticleEmitterType {
  17842. /**
  17843. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17844. */
  17845. direction1: Vector3;
  17846. /**
  17847. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17848. */
  17849. direction2: Vector3;
  17850. /**
  17851. * 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.
  17852. */
  17853. minEmitBox: Vector3;
  17854. /**
  17855. * 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.
  17856. */
  17857. maxEmitBox: Vector3;
  17858. /**
  17859. * Creates a new instance BoxParticleEmitter
  17860. */
  17861. constructor();
  17862. /**
  17863. * Called by the particle System when the direction is computed for the created particle.
  17864. * @param worldMatrix is the world matrix of the particle system
  17865. * @param directionToUpdate is the direction vector to update with the result
  17866. * @param particle is the particle we are computed the direction for
  17867. */
  17868. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17869. /**
  17870. * Called by the particle System when the position is computed for the created particle.
  17871. * @param worldMatrix is the world matrix of the particle system
  17872. * @param positionToUpdate is the position vector to update with the result
  17873. * @param particle is the particle we are computed the position for
  17874. */
  17875. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17876. /**
  17877. * Clones the current emitter and returns a copy of it
  17878. * @returns the new emitter
  17879. */
  17880. clone(): BoxParticleEmitter;
  17881. /**
  17882. * Called by the GPUParticleSystem to setup the update shader
  17883. * @param effect defines the update shader
  17884. */
  17885. applyToShader(effect: Effect): void;
  17886. /**
  17887. * Returns a string to use to update the GPU particles update shader
  17888. * @returns a string containng the defines string
  17889. */
  17890. getEffectDefines(): string;
  17891. /**
  17892. * Returns the string "BoxParticleEmitter"
  17893. * @returns a string containing the class name
  17894. */
  17895. getClassName(): string;
  17896. /**
  17897. * Serializes the particle system to a JSON object.
  17898. * @returns the JSON object
  17899. */
  17900. serialize(): any;
  17901. /**
  17902. * Parse properties from a JSON object
  17903. * @param serializationObject defines the JSON object
  17904. */
  17905. parse(serializationObject: any): void;
  17906. }
  17907. }
  17908. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17909. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17910. import { Effect } from "babylonjs/Materials/effect";
  17911. import { Particle } from "babylonjs/Particles/particle";
  17912. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17913. /**
  17914. * Particle emitter emitting particles from the inside of a cone.
  17915. * It emits the particles alongside the cone volume from the base to the particle.
  17916. * The emission direction might be randomized.
  17917. */
  17918. export class ConeParticleEmitter implements IParticleEmitterType {
  17919. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17920. directionRandomizer: number;
  17921. private _radius;
  17922. private _angle;
  17923. private _height;
  17924. /**
  17925. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17926. */
  17927. radiusRange: number;
  17928. /**
  17929. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17930. */
  17931. heightRange: number;
  17932. /**
  17933. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17934. */
  17935. emitFromSpawnPointOnly: boolean;
  17936. /**
  17937. * Gets or sets the radius of the emission cone
  17938. */
  17939. radius: number;
  17940. /**
  17941. * Gets or sets the angle of the emission cone
  17942. */
  17943. angle: number;
  17944. private _buildHeight;
  17945. /**
  17946. * Creates a new instance ConeParticleEmitter
  17947. * @param radius the radius of the emission cone (1 by default)
  17948. * @param angle the cone base angle (PI by default)
  17949. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17950. */
  17951. constructor(radius?: number, angle?: number,
  17952. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17953. directionRandomizer?: number);
  17954. /**
  17955. * Called by the particle System when the direction is computed for the created particle.
  17956. * @param worldMatrix is the world matrix of the particle system
  17957. * @param directionToUpdate is the direction vector to update with the result
  17958. * @param particle is the particle we are computed the direction for
  17959. */
  17960. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17961. /**
  17962. * Called by the particle System when the position is computed for the created particle.
  17963. * @param worldMatrix is the world matrix of the particle system
  17964. * @param positionToUpdate is the position vector to update with the result
  17965. * @param particle is the particle we are computed the position for
  17966. */
  17967. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17968. /**
  17969. * Clones the current emitter and returns a copy of it
  17970. * @returns the new emitter
  17971. */
  17972. clone(): ConeParticleEmitter;
  17973. /**
  17974. * Called by the GPUParticleSystem to setup the update shader
  17975. * @param effect defines the update shader
  17976. */
  17977. applyToShader(effect: Effect): void;
  17978. /**
  17979. * Returns a string to use to update the GPU particles update shader
  17980. * @returns a string containng the defines string
  17981. */
  17982. getEffectDefines(): string;
  17983. /**
  17984. * Returns the string "ConeParticleEmitter"
  17985. * @returns a string containing the class name
  17986. */
  17987. getClassName(): string;
  17988. /**
  17989. * Serializes the particle system to a JSON object.
  17990. * @returns the JSON object
  17991. */
  17992. serialize(): any;
  17993. /**
  17994. * Parse properties from a JSON object
  17995. * @param serializationObject defines the JSON object
  17996. */
  17997. parse(serializationObject: any): void;
  17998. }
  17999. }
  18000. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18001. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18002. import { Effect } from "babylonjs/Materials/effect";
  18003. import { Particle } from "babylonjs/Particles/particle";
  18004. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18005. /**
  18006. * Particle emitter emitting particles from the inside of a cylinder.
  18007. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18008. */
  18009. export class CylinderParticleEmitter implements IParticleEmitterType {
  18010. /**
  18011. * The radius of the emission cylinder.
  18012. */
  18013. radius: number;
  18014. /**
  18015. * The height of the emission cylinder.
  18016. */
  18017. height: number;
  18018. /**
  18019. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18020. */
  18021. radiusRange: number;
  18022. /**
  18023. * How much to randomize the particle direction [0-1].
  18024. */
  18025. directionRandomizer: number;
  18026. /**
  18027. * Creates a new instance CylinderParticleEmitter
  18028. * @param radius the radius of the emission cylinder (1 by default)
  18029. * @param height the height of the emission cylinder (1 by default)
  18030. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18031. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18032. */
  18033. constructor(
  18034. /**
  18035. * The radius of the emission cylinder.
  18036. */
  18037. radius?: number,
  18038. /**
  18039. * The height of the emission cylinder.
  18040. */
  18041. height?: number,
  18042. /**
  18043. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18044. */
  18045. radiusRange?: number,
  18046. /**
  18047. * How much to randomize the particle direction [0-1].
  18048. */
  18049. directionRandomizer?: number);
  18050. /**
  18051. * Called by the particle System when the direction is computed for the created particle.
  18052. * @param worldMatrix is the world matrix of the particle system
  18053. * @param directionToUpdate is the direction vector to update with the result
  18054. * @param particle is the particle we are computed the direction for
  18055. */
  18056. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18057. /**
  18058. * Called by the particle System when the position is computed for the created particle.
  18059. * @param worldMatrix is the world matrix of the particle system
  18060. * @param positionToUpdate is the position vector to update with the result
  18061. * @param particle is the particle we are computed the position for
  18062. */
  18063. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18064. /**
  18065. * Clones the current emitter and returns a copy of it
  18066. * @returns the new emitter
  18067. */
  18068. clone(): CylinderParticleEmitter;
  18069. /**
  18070. * Called by the GPUParticleSystem to setup the update shader
  18071. * @param effect defines the update shader
  18072. */
  18073. applyToShader(effect: Effect): void;
  18074. /**
  18075. * Returns a string to use to update the GPU particles update shader
  18076. * @returns a string containng the defines string
  18077. */
  18078. getEffectDefines(): string;
  18079. /**
  18080. * Returns the string "CylinderParticleEmitter"
  18081. * @returns a string containing the class name
  18082. */
  18083. getClassName(): string;
  18084. /**
  18085. * Serializes the particle system to a JSON object.
  18086. * @returns the JSON object
  18087. */
  18088. serialize(): any;
  18089. /**
  18090. * Parse properties from a JSON object
  18091. * @param serializationObject defines the JSON object
  18092. */
  18093. parse(serializationObject: any): void;
  18094. }
  18095. /**
  18096. * Particle emitter emitting particles from the inside of a cylinder.
  18097. * It emits the particles randomly between two vectors.
  18098. */
  18099. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18100. /**
  18101. * The min limit of the emission direction.
  18102. */
  18103. direction1: Vector3;
  18104. /**
  18105. * The max limit of the emission direction.
  18106. */
  18107. direction2: Vector3;
  18108. /**
  18109. * Creates a new instance CylinderDirectedParticleEmitter
  18110. * @param radius the radius of the emission cylinder (1 by default)
  18111. * @param height the height of the emission cylinder (1 by default)
  18112. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18113. * @param direction1 the min limit of the emission direction (up vector by default)
  18114. * @param direction2 the max limit of the emission direction (up vector by default)
  18115. */
  18116. constructor(radius?: number, height?: number, radiusRange?: number,
  18117. /**
  18118. * The min limit of the emission direction.
  18119. */
  18120. direction1?: Vector3,
  18121. /**
  18122. * The max limit of the emission direction.
  18123. */
  18124. direction2?: Vector3);
  18125. /**
  18126. * Called by the particle System when the direction is computed for the created particle.
  18127. * @param worldMatrix is the world matrix of the particle system
  18128. * @param directionToUpdate is the direction vector to update with the result
  18129. * @param particle is the particle we are computed the direction for
  18130. */
  18131. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18132. /**
  18133. * Clones the current emitter and returns a copy of it
  18134. * @returns the new emitter
  18135. */
  18136. clone(): CylinderDirectedParticleEmitter;
  18137. /**
  18138. * Called by the GPUParticleSystem to setup the update shader
  18139. * @param effect defines the update shader
  18140. */
  18141. applyToShader(effect: Effect): void;
  18142. /**
  18143. * Returns a string to use to update the GPU particles update shader
  18144. * @returns a string containng the defines string
  18145. */
  18146. getEffectDefines(): string;
  18147. /**
  18148. * Returns the string "CylinderDirectedParticleEmitter"
  18149. * @returns a string containing the class name
  18150. */
  18151. getClassName(): string;
  18152. /**
  18153. * Serializes the particle system to a JSON object.
  18154. * @returns the JSON object
  18155. */
  18156. serialize(): any;
  18157. /**
  18158. * Parse properties from a JSON object
  18159. * @param serializationObject defines the JSON object
  18160. */
  18161. parse(serializationObject: any): void;
  18162. }
  18163. }
  18164. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18165. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18166. import { Effect } from "babylonjs/Materials/effect";
  18167. import { Particle } from "babylonjs/Particles/particle";
  18168. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18169. /**
  18170. * Particle emitter emitting particles from the inside of a hemisphere.
  18171. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18172. */
  18173. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18174. /**
  18175. * The radius of the emission hemisphere.
  18176. */
  18177. radius: number;
  18178. /**
  18179. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18180. */
  18181. radiusRange: number;
  18182. /**
  18183. * How much to randomize the particle direction [0-1].
  18184. */
  18185. directionRandomizer: number;
  18186. /**
  18187. * Creates a new instance HemisphericParticleEmitter
  18188. * @param radius the radius of the emission hemisphere (1 by default)
  18189. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18190. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18191. */
  18192. constructor(
  18193. /**
  18194. * The radius of the emission hemisphere.
  18195. */
  18196. radius?: number,
  18197. /**
  18198. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18199. */
  18200. radiusRange?: number,
  18201. /**
  18202. * How much to randomize the particle direction [0-1].
  18203. */
  18204. directionRandomizer?: number);
  18205. /**
  18206. * Called by the particle System when the direction is computed for the created particle.
  18207. * @param worldMatrix is the world matrix of the particle system
  18208. * @param directionToUpdate is the direction vector to update with the result
  18209. * @param particle is the particle we are computed the direction for
  18210. */
  18211. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18212. /**
  18213. * Called by the particle System when the position is computed for the created particle.
  18214. * @param worldMatrix is the world matrix of the particle system
  18215. * @param positionToUpdate is the position vector to update with the result
  18216. * @param particle is the particle we are computed the position for
  18217. */
  18218. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18219. /**
  18220. * Clones the current emitter and returns a copy of it
  18221. * @returns the new emitter
  18222. */
  18223. clone(): HemisphericParticleEmitter;
  18224. /**
  18225. * Called by the GPUParticleSystem to setup the update shader
  18226. * @param effect defines the update shader
  18227. */
  18228. applyToShader(effect: Effect): void;
  18229. /**
  18230. * Returns a string to use to update the GPU particles update shader
  18231. * @returns a string containng the defines string
  18232. */
  18233. getEffectDefines(): string;
  18234. /**
  18235. * Returns the string "HemisphericParticleEmitter"
  18236. * @returns a string containing the class name
  18237. */
  18238. getClassName(): string;
  18239. /**
  18240. * Serializes the particle system to a JSON object.
  18241. * @returns the JSON object
  18242. */
  18243. serialize(): any;
  18244. /**
  18245. * Parse properties from a JSON object
  18246. * @param serializationObject defines the JSON object
  18247. */
  18248. parse(serializationObject: any): void;
  18249. }
  18250. }
  18251. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18252. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18253. import { Effect } from "babylonjs/Materials/effect";
  18254. import { Particle } from "babylonjs/Particles/particle";
  18255. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18256. /**
  18257. * Particle emitter emitting particles from a point.
  18258. * It emits the particles randomly between 2 given directions.
  18259. */
  18260. export class PointParticleEmitter implements IParticleEmitterType {
  18261. /**
  18262. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18263. */
  18264. direction1: Vector3;
  18265. /**
  18266. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18267. */
  18268. direction2: Vector3;
  18269. /**
  18270. * Creates a new instance PointParticleEmitter
  18271. */
  18272. constructor();
  18273. /**
  18274. * Called by the particle System when the direction is computed for the created particle.
  18275. * @param worldMatrix is the world matrix of the particle system
  18276. * @param directionToUpdate is the direction vector to update with the result
  18277. * @param particle is the particle we are computed the direction for
  18278. */
  18279. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18280. /**
  18281. * Called by the particle System when the position is computed for the created particle.
  18282. * @param worldMatrix is the world matrix of the particle system
  18283. * @param positionToUpdate is the position vector to update with the result
  18284. * @param particle is the particle we are computed the position for
  18285. */
  18286. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18287. /**
  18288. * Clones the current emitter and returns a copy of it
  18289. * @returns the new emitter
  18290. */
  18291. clone(): PointParticleEmitter;
  18292. /**
  18293. * Called by the GPUParticleSystem to setup the update shader
  18294. * @param effect defines the update shader
  18295. */
  18296. applyToShader(effect: Effect): void;
  18297. /**
  18298. * Returns a string to use to update the GPU particles update shader
  18299. * @returns a string containng the defines string
  18300. */
  18301. getEffectDefines(): string;
  18302. /**
  18303. * Returns the string "PointParticleEmitter"
  18304. * @returns a string containing the class name
  18305. */
  18306. getClassName(): string;
  18307. /**
  18308. * Serializes the particle system to a JSON object.
  18309. * @returns the JSON object
  18310. */
  18311. serialize(): any;
  18312. /**
  18313. * Parse properties from a JSON object
  18314. * @param serializationObject defines the JSON object
  18315. */
  18316. parse(serializationObject: any): void;
  18317. }
  18318. }
  18319. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18320. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18321. import { Effect } from "babylonjs/Materials/effect";
  18322. import { Particle } from "babylonjs/Particles/particle";
  18323. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18324. /**
  18325. * Particle emitter emitting particles from the inside of a sphere.
  18326. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18327. */
  18328. export class SphereParticleEmitter implements IParticleEmitterType {
  18329. /**
  18330. * The radius of the emission sphere.
  18331. */
  18332. radius: number;
  18333. /**
  18334. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18335. */
  18336. radiusRange: number;
  18337. /**
  18338. * How much to randomize the particle direction [0-1].
  18339. */
  18340. directionRandomizer: number;
  18341. /**
  18342. * Creates a new instance SphereParticleEmitter
  18343. * @param radius the radius of the emission sphere (1 by default)
  18344. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18345. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18346. */
  18347. constructor(
  18348. /**
  18349. * The radius of the emission sphere.
  18350. */
  18351. radius?: number,
  18352. /**
  18353. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18354. */
  18355. radiusRange?: number,
  18356. /**
  18357. * How much to randomize the particle direction [0-1].
  18358. */
  18359. directionRandomizer?: number);
  18360. /**
  18361. * Called by the particle System when the direction is computed for the created particle.
  18362. * @param worldMatrix is the world matrix of the particle system
  18363. * @param directionToUpdate is the direction vector to update with the result
  18364. * @param particle is the particle we are computed the direction for
  18365. */
  18366. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18367. /**
  18368. * Called by the particle System when the position is computed for the created particle.
  18369. * @param worldMatrix is the world matrix of the particle system
  18370. * @param positionToUpdate is the position vector to update with the result
  18371. * @param particle is the particle we are computed the position for
  18372. */
  18373. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18374. /**
  18375. * Clones the current emitter and returns a copy of it
  18376. * @returns the new emitter
  18377. */
  18378. clone(): SphereParticleEmitter;
  18379. /**
  18380. * Called by the GPUParticleSystem to setup the update shader
  18381. * @param effect defines the update shader
  18382. */
  18383. applyToShader(effect: Effect): void;
  18384. /**
  18385. * Returns a string to use to update the GPU particles update shader
  18386. * @returns a string containng the defines string
  18387. */
  18388. getEffectDefines(): string;
  18389. /**
  18390. * Returns the string "SphereParticleEmitter"
  18391. * @returns a string containing the class name
  18392. */
  18393. getClassName(): string;
  18394. /**
  18395. * Serializes the particle system to a JSON object.
  18396. * @returns the JSON object
  18397. */
  18398. serialize(): any;
  18399. /**
  18400. * Parse properties from a JSON object
  18401. * @param serializationObject defines the JSON object
  18402. */
  18403. parse(serializationObject: any): void;
  18404. }
  18405. /**
  18406. * Particle emitter emitting particles from the inside of a sphere.
  18407. * It emits the particles randomly between two vectors.
  18408. */
  18409. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18410. /**
  18411. * The min limit of the emission direction.
  18412. */
  18413. direction1: Vector3;
  18414. /**
  18415. * The max limit of the emission direction.
  18416. */
  18417. direction2: Vector3;
  18418. /**
  18419. * Creates a new instance SphereDirectedParticleEmitter
  18420. * @param radius the radius of the emission sphere (1 by default)
  18421. * @param direction1 the min limit of the emission direction (up vector by default)
  18422. * @param direction2 the max limit of the emission direction (up vector by default)
  18423. */
  18424. constructor(radius?: number,
  18425. /**
  18426. * The min limit of the emission direction.
  18427. */
  18428. direction1?: Vector3,
  18429. /**
  18430. * The max limit of the emission direction.
  18431. */
  18432. direction2?: Vector3);
  18433. /**
  18434. * Called by the particle System when the direction is computed for the created particle.
  18435. * @param worldMatrix is the world matrix of the particle system
  18436. * @param directionToUpdate is the direction vector to update with the result
  18437. * @param particle is the particle we are computed the direction for
  18438. */
  18439. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18440. /**
  18441. * Clones the current emitter and returns a copy of it
  18442. * @returns the new emitter
  18443. */
  18444. clone(): SphereDirectedParticleEmitter;
  18445. /**
  18446. * Called by the GPUParticleSystem to setup the update shader
  18447. * @param effect defines the update shader
  18448. */
  18449. applyToShader(effect: Effect): void;
  18450. /**
  18451. * Returns a string to use to update the GPU particles update shader
  18452. * @returns a string containng the defines string
  18453. */
  18454. getEffectDefines(): string;
  18455. /**
  18456. * Returns the string "SphereDirectedParticleEmitter"
  18457. * @returns a string containing the class name
  18458. */
  18459. getClassName(): string;
  18460. /**
  18461. * Serializes the particle system to a JSON object.
  18462. * @returns the JSON object
  18463. */
  18464. serialize(): any;
  18465. /**
  18466. * Parse properties from a JSON object
  18467. * @param serializationObject defines the JSON object
  18468. */
  18469. parse(serializationObject: any): void;
  18470. }
  18471. }
  18472. declare module "babylonjs/Particles/EmitterTypes/index" {
  18473. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18474. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18475. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18476. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18477. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18478. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18479. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18480. }
  18481. declare module "babylonjs/Particles/IParticleSystem" {
  18482. import { Nullable } from "babylonjs/types";
  18483. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18484. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18485. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18486. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18487. import { Texture } from "babylonjs/Materials/Textures/texture";
  18488. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18489. import { Scene } from "babylonjs/scene";
  18490. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18491. import { Animation } from "babylonjs/Animations/animation";
  18492. /**
  18493. * Interface representing a particle system in Babylon.js.
  18494. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18495. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18496. */
  18497. export interface IParticleSystem {
  18498. /**
  18499. * List of animations used by the particle system.
  18500. */
  18501. animations: Animation[];
  18502. /**
  18503. * The id of the Particle system.
  18504. */
  18505. id: string;
  18506. /**
  18507. * The name of the Particle system.
  18508. */
  18509. name: string;
  18510. /**
  18511. * The emitter represents the Mesh or position we are attaching the particle system to.
  18512. */
  18513. emitter: Nullable<AbstractMesh | Vector3>;
  18514. /**
  18515. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18516. */
  18517. isBillboardBased: boolean;
  18518. /**
  18519. * The rendering group used by the Particle system to chose when to render.
  18520. */
  18521. renderingGroupId: number;
  18522. /**
  18523. * The layer mask we are rendering the particles through.
  18524. */
  18525. layerMask: number;
  18526. /**
  18527. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18528. */
  18529. updateSpeed: number;
  18530. /**
  18531. * The amount of time the particle system is running (depends of the overall update speed).
  18532. */
  18533. targetStopDuration: number;
  18534. /**
  18535. * The texture used to render each particle. (this can be a spritesheet)
  18536. */
  18537. particleTexture: Nullable<Texture>;
  18538. /**
  18539. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18540. */
  18541. blendMode: number;
  18542. /**
  18543. * Minimum life time of emitting particles.
  18544. */
  18545. minLifeTime: number;
  18546. /**
  18547. * Maximum life time of emitting particles.
  18548. */
  18549. maxLifeTime: number;
  18550. /**
  18551. * Minimum Size of emitting particles.
  18552. */
  18553. minSize: number;
  18554. /**
  18555. * Maximum Size of emitting particles.
  18556. */
  18557. maxSize: number;
  18558. /**
  18559. * Minimum scale of emitting particles on X axis.
  18560. */
  18561. minScaleX: number;
  18562. /**
  18563. * Maximum scale of emitting particles on X axis.
  18564. */
  18565. maxScaleX: number;
  18566. /**
  18567. * Minimum scale of emitting particles on Y axis.
  18568. */
  18569. minScaleY: number;
  18570. /**
  18571. * Maximum scale of emitting particles on Y axis.
  18572. */
  18573. maxScaleY: number;
  18574. /**
  18575. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18576. */
  18577. color1: Color4;
  18578. /**
  18579. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18580. */
  18581. color2: Color4;
  18582. /**
  18583. * Color the particle will have at the end of its lifetime.
  18584. */
  18585. colorDead: Color4;
  18586. /**
  18587. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18588. */
  18589. emitRate: number;
  18590. /**
  18591. * You can use gravity if you want to give an orientation to your particles.
  18592. */
  18593. gravity: Vector3;
  18594. /**
  18595. * Minimum power of emitting particles.
  18596. */
  18597. minEmitPower: number;
  18598. /**
  18599. * Maximum power of emitting particles.
  18600. */
  18601. maxEmitPower: number;
  18602. /**
  18603. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18604. */
  18605. minAngularSpeed: number;
  18606. /**
  18607. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18608. */
  18609. maxAngularSpeed: number;
  18610. /**
  18611. * Gets or sets the minimal initial rotation in radians.
  18612. */
  18613. minInitialRotation: number;
  18614. /**
  18615. * Gets or sets the maximal initial rotation in radians.
  18616. */
  18617. maxInitialRotation: number;
  18618. /**
  18619. * The particle emitter type defines the emitter used by the particle system.
  18620. * It can be for example box, sphere, or cone...
  18621. */
  18622. particleEmitterType: Nullable<IParticleEmitterType>;
  18623. /**
  18624. * Defines the delay in milliseconds before starting the system (0 by default)
  18625. */
  18626. startDelay: number;
  18627. /**
  18628. * 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
  18629. */
  18630. preWarmCycles: number;
  18631. /**
  18632. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18633. */
  18634. preWarmStepOffset: number;
  18635. /**
  18636. * 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)
  18637. */
  18638. spriteCellChangeSpeed: number;
  18639. /**
  18640. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18641. */
  18642. startSpriteCellID: number;
  18643. /**
  18644. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18645. */
  18646. endSpriteCellID: number;
  18647. /**
  18648. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18649. */
  18650. spriteCellWidth: number;
  18651. /**
  18652. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18653. */
  18654. spriteCellHeight: number;
  18655. /**
  18656. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18657. */
  18658. spriteRandomStartCell: boolean;
  18659. /**
  18660. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18661. */
  18662. isAnimationSheetEnabled: boolean;
  18663. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18664. translationPivot: Vector2;
  18665. /**
  18666. * Gets or sets a texture used to add random noise to particle positions
  18667. */
  18668. noiseTexture: Nullable<BaseTexture>;
  18669. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18670. noiseStrength: Vector3;
  18671. /**
  18672. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18673. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18674. */
  18675. billboardMode: number;
  18676. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18677. limitVelocityDamping: number;
  18678. /**
  18679. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18680. */
  18681. beginAnimationOnStart: boolean;
  18682. /**
  18683. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18684. */
  18685. beginAnimationFrom: number;
  18686. /**
  18687. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18688. */
  18689. beginAnimationTo: number;
  18690. /**
  18691. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18692. */
  18693. beginAnimationLoop: boolean;
  18694. /**
  18695. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18696. */
  18697. disposeOnStop: boolean;
  18698. /**
  18699. * Gets the maximum number of particles active at the same time.
  18700. * @returns The max number of active particles.
  18701. */
  18702. getCapacity(): number;
  18703. /**
  18704. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18705. * @returns True if it has been started, otherwise false.
  18706. */
  18707. isStarted(): boolean;
  18708. /**
  18709. * Animates the particle system for this frame.
  18710. */
  18711. animate(): void;
  18712. /**
  18713. * Renders the particle system in its current state.
  18714. * @returns the current number of particles
  18715. */
  18716. render(): number;
  18717. /**
  18718. * Dispose the particle system and frees its associated resources.
  18719. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18720. */
  18721. dispose(disposeTexture?: boolean): void;
  18722. /**
  18723. * Clones the particle system.
  18724. * @param name The name of the cloned object
  18725. * @param newEmitter The new emitter to use
  18726. * @returns the cloned particle system
  18727. */
  18728. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18729. /**
  18730. * Serializes the particle system to a JSON object.
  18731. * @returns the JSON object
  18732. */
  18733. serialize(): any;
  18734. /**
  18735. * Rebuild the particle system
  18736. */
  18737. rebuild(): void;
  18738. /**
  18739. * Starts the particle system and begins to emit
  18740. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18741. */
  18742. start(delay?: number): void;
  18743. /**
  18744. * Stops the particle system.
  18745. */
  18746. stop(): void;
  18747. /**
  18748. * Remove all active particles
  18749. */
  18750. reset(): void;
  18751. /**
  18752. * Is this system ready to be used/rendered
  18753. * @return true if the system is ready
  18754. */
  18755. isReady(): boolean;
  18756. /**
  18757. * Adds a new color gradient
  18758. * @param gradient defines the gradient to use (between 0 and 1)
  18759. * @param color1 defines the color to affect to the specified gradient
  18760. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18761. * @returns the current particle system
  18762. */
  18763. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18764. /**
  18765. * Remove a specific color gradient
  18766. * @param gradient defines the gradient to remove
  18767. * @returns the current particle system
  18768. */
  18769. removeColorGradient(gradient: number): IParticleSystem;
  18770. /**
  18771. * Adds a new size gradient
  18772. * @param gradient defines the gradient to use (between 0 and 1)
  18773. * @param factor defines the size factor to affect to the specified gradient
  18774. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18775. * @returns the current particle system
  18776. */
  18777. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18778. /**
  18779. * Remove a specific size gradient
  18780. * @param gradient defines the gradient to remove
  18781. * @returns the current particle system
  18782. */
  18783. removeSizeGradient(gradient: number): IParticleSystem;
  18784. /**
  18785. * Gets the current list of color gradients.
  18786. * You must use addColorGradient and removeColorGradient to udpate this list
  18787. * @returns the list of color gradients
  18788. */
  18789. getColorGradients(): Nullable<Array<ColorGradient>>;
  18790. /**
  18791. * Gets the current list of size gradients.
  18792. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18793. * @returns the list of size gradients
  18794. */
  18795. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18796. /**
  18797. * Gets the current list of angular speed gradients.
  18798. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18799. * @returns the list of angular speed gradients
  18800. */
  18801. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18802. /**
  18803. * Adds a new angular speed gradient
  18804. * @param gradient defines the gradient to use (between 0 and 1)
  18805. * @param factor defines the angular speed to affect to the specified gradient
  18806. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18807. * @returns the current particle system
  18808. */
  18809. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18810. /**
  18811. * Remove a specific angular speed gradient
  18812. * @param gradient defines the gradient to remove
  18813. * @returns the current particle system
  18814. */
  18815. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18816. /**
  18817. * Gets the current list of velocity gradients.
  18818. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18819. * @returns the list of velocity gradients
  18820. */
  18821. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18822. /**
  18823. * Adds a new velocity gradient
  18824. * @param gradient defines the gradient to use (between 0 and 1)
  18825. * @param factor defines the velocity to affect to the specified gradient
  18826. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18827. * @returns the current particle system
  18828. */
  18829. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18830. /**
  18831. * Remove a specific velocity gradient
  18832. * @param gradient defines the gradient to remove
  18833. * @returns the current particle system
  18834. */
  18835. removeVelocityGradient(gradient: number): IParticleSystem;
  18836. /**
  18837. * Gets the current list of limit velocity gradients.
  18838. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18839. * @returns the list of limit velocity gradients
  18840. */
  18841. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18842. /**
  18843. * Adds a new limit velocity gradient
  18844. * @param gradient defines the gradient to use (between 0 and 1)
  18845. * @param factor defines the limit velocity to affect to the specified gradient
  18846. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18847. * @returns the current particle system
  18848. */
  18849. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18850. /**
  18851. * Remove a specific limit velocity gradient
  18852. * @param gradient defines the gradient to remove
  18853. * @returns the current particle system
  18854. */
  18855. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18856. /**
  18857. * Adds a new drag gradient
  18858. * @param gradient defines the gradient to use (between 0 and 1)
  18859. * @param factor defines the drag to affect to the specified gradient
  18860. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18861. * @returns the current particle system
  18862. */
  18863. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18864. /**
  18865. * Remove a specific drag gradient
  18866. * @param gradient defines the gradient to remove
  18867. * @returns the current particle system
  18868. */
  18869. removeDragGradient(gradient: number): IParticleSystem;
  18870. /**
  18871. * Gets the current list of drag gradients.
  18872. * You must use addDragGradient and removeDragGradient to udpate this list
  18873. * @returns the list of drag gradients
  18874. */
  18875. getDragGradients(): Nullable<Array<FactorGradient>>;
  18876. /**
  18877. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18878. * @param gradient defines the gradient to use (between 0 and 1)
  18879. * @param factor defines the emit rate to affect to the specified gradient
  18880. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18881. * @returns the current particle system
  18882. */
  18883. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18884. /**
  18885. * Remove a specific emit rate gradient
  18886. * @param gradient defines the gradient to remove
  18887. * @returns the current particle system
  18888. */
  18889. removeEmitRateGradient(gradient: number): IParticleSystem;
  18890. /**
  18891. * Gets the current list of emit rate gradients.
  18892. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18893. * @returns the list of emit rate gradients
  18894. */
  18895. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18896. /**
  18897. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18898. * @param gradient defines the gradient to use (between 0 and 1)
  18899. * @param factor defines the start size to affect to the specified gradient
  18900. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18901. * @returns the current particle system
  18902. */
  18903. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18904. /**
  18905. * Remove a specific start size gradient
  18906. * @param gradient defines the gradient to remove
  18907. * @returns the current particle system
  18908. */
  18909. removeStartSizeGradient(gradient: number): IParticleSystem;
  18910. /**
  18911. * Gets the current list of start size gradients.
  18912. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18913. * @returns the list of start size gradients
  18914. */
  18915. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18916. /**
  18917. * Adds a new life time gradient
  18918. * @param gradient defines the gradient to use (between 0 and 1)
  18919. * @param factor defines the life time factor to affect to the specified gradient
  18920. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18921. * @returns the current particle system
  18922. */
  18923. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18924. /**
  18925. * Remove a specific life time gradient
  18926. * @param gradient defines the gradient to remove
  18927. * @returns the current particle system
  18928. */
  18929. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18930. /**
  18931. * Gets the current list of life time gradients.
  18932. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18933. * @returns the list of life time gradients
  18934. */
  18935. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18936. /**
  18937. * Gets the current list of color gradients.
  18938. * You must use addColorGradient and removeColorGradient to udpate this list
  18939. * @returns the list of color gradients
  18940. */
  18941. getColorGradients(): Nullable<Array<ColorGradient>>;
  18942. /**
  18943. * Adds a new ramp gradient used to remap particle colors
  18944. * @param gradient defines the gradient to use (between 0 and 1)
  18945. * @param color defines the color to affect to the specified gradient
  18946. * @returns the current particle system
  18947. */
  18948. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18949. /**
  18950. * Gets the current list of ramp gradients.
  18951. * You must use addRampGradient and removeRampGradient to udpate this list
  18952. * @returns the list of ramp gradients
  18953. */
  18954. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18955. /** Gets or sets a boolean indicating that ramp gradients must be used
  18956. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18957. */
  18958. useRampGradients: boolean;
  18959. /**
  18960. * Adds a new color remap gradient
  18961. * @param gradient defines the gradient to use (between 0 and 1)
  18962. * @param min defines the color remap minimal range
  18963. * @param max defines the color remap maximal range
  18964. * @returns the current particle system
  18965. */
  18966. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18967. /**
  18968. * Gets the current list of color remap gradients.
  18969. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18970. * @returns the list of color remap gradients
  18971. */
  18972. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18973. /**
  18974. * Adds a new alpha remap gradient
  18975. * @param gradient defines the gradient to use (between 0 and 1)
  18976. * @param min defines the alpha remap minimal range
  18977. * @param max defines the alpha remap maximal range
  18978. * @returns the current particle system
  18979. */
  18980. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18981. /**
  18982. * Gets the current list of alpha remap gradients.
  18983. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18984. * @returns the list of alpha remap gradients
  18985. */
  18986. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18987. /**
  18988. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18989. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18990. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18991. * @returns the emitter
  18992. */
  18993. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18994. /**
  18995. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18996. * @param radius The radius of the hemisphere to emit from
  18997. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18998. * @returns the emitter
  18999. */
  19000. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19001. /**
  19002. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19003. * @param radius The radius of the sphere to emit from
  19004. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19005. * @returns the emitter
  19006. */
  19007. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19008. /**
  19009. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19010. * @param radius The radius of the sphere to emit from
  19011. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19012. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19013. * @returns the emitter
  19014. */
  19015. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19016. /**
  19017. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19018. * @param radius The radius of the emission cylinder
  19019. * @param height The height of the emission cylinder
  19020. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19021. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19022. * @returns the emitter
  19023. */
  19024. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19025. /**
  19026. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19027. * @param radius The radius of the cylinder to emit from
  19028. * @param height The height of the emission cylinder
  19029. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19030. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19031. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19032. * @returns the emitter
  19033. */
  19034. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19035. /**
  19036. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19037. * @param radius The radius of the cone to emit from
  19038. * @param angle The base angle of the cone
  19039. * @returns the emitter
  19040. */
  19041. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19042. /**
  19043. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19044. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19045. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19046. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19047. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19048. * @returns the emitter
  19049. */
  19050. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19051. /**
  19052. * Get hosting scene
  19053. * @returns the scene
  19054. */
  19055. getScene(): Scene;
  19056. }
  19057. }
  19058. declare module "babylonjs/Meshes/instancedMesh" {
  19059. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19060. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19061. import { Camera } from "babylonjs/Cameras/camera";
  19062. import { Node } from "babylonjs/node";
  19063. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19064. import { Mesh } from "babylonjs/Meshes/mesh";
  19065. import { Material } from "babylonjs/Materials/material";
  19066. import { Skeleton } from "babylonjs/Bones/skeleton";
  19067. import { Light } from "babylonjs/Lights/light";
  19068. /**
  19069. * Creates an instance based on a source mesh.
  19070. */
  19071. export class InstancedMesh extends AbstractMesh {
  19072. private _sourceMesh;
  19073. private _currentLOD;
  19074. /** @hidden */
  19075. _indexInSourceMeshInstanceArray: number;
  19076. constructor(name: string, source: Mesh);
  19077. /**
  19078. * Returns the string "InstancedMesh".
  19079. */
  19080. getClassName(): string;
  19081. /** Gets the list of lights affecting that mesh */
  19082. readonly lightSources: Light[];
  19083. _resyncLightSources(): void;
  19084. _resyncLighSource(light: Light): void;
  19085. _removeLightSource(light: Light): void;
  19086. /**
  19087. * If the source mesh receives shadows
  19088. */
  19089. readonly receiveShadows: boolean;
  19090. /**
  19091. * The material of the source mesh
  19092. */
  19093. readonly material: Nullable<Material>;
  19094. /**
  19095. * Visibility of the source mesh
  19096. */
  19097. readonly visibility: number;
  19098. /**
  19099. * Skeleton of the source mesh
  19100. */
  19101. readonly skeleton: Nullable<Skeleton>;
  19102. /**
  19103. * Rendering ground id of the source mesh
  19104. */
  19105. renderingGroupId: number;
  19106. /**
  19107. * Returns the total number of vertices (integer).
  19108. */
  19109. getTotalVertices(): number;
  19110. /**
  19111. * Returns a positive integer : the total number of indices in this mesh geometry.
  19112. * @returns the numner of indices or zero if the mesh has no geometry.
  19113. */
  19114. getTotalIndices(): number;
  19115. /**
  19116. * The source mesh of the instance
  19117. */
  19118. readonly sourceMesh: Mesh;
  19119. /**
  19120. * Is this node ready to be used/rendered
  19121. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19122. * @return {boolean} is it ready
  19123. */
  19124. isReady(completeCheck?: boolean): boolean;
  19125. /**
  19126. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19127. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19128. * @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.
  19129. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19130. */
  19131. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19132. /**
  19133. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19134. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19135. * The `data` are either a numeric array either a Float32Array.
  19136. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19137. * 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).
  19138. * Note that a new underlying VertexBuffer object is created each call.
  19139. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19140. *
  19141. * Possible `kind` values :
  19142. * - VertexBuffer.PositionKind
  19143. * - VertexBuffer.UVKind
  19144. * - VertexBuffer.UV2Kind
  19145. * - VertexBuffer.UV3Kind
  19146. * - VertexBuffer.UV4Kind
  19147. * - VertexBuffer.UV5Kind
  19148. * - VertexBuffer.UV6Kind
  19149. * - VertexBuffer.ColorKind
  19150. * - VertexBuffer.MatricesIndicesKind
  19151. * - VertexBuffer.MatricesIndicesExtraKind
  19152. * - VertexBuffer.MatricesWeightsKind
  19153. * - VertexBuffer.MatricesWeightsExtraKind
  19154. *
  19155. * Returns the Mesh.
  19156. */
  19157. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19158. /**
  19159. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19160. * If the mesh has no geometry, it is simply returned as it is.
  19161. * The `data` are either a numeric array either a Float32Array.
  19162. * No new underlying VertexBuffer object is created.
  19163. * 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.
  19164. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19165. *
  19166. * Possible `kind` values :
  19167. * - VertexBuffer.PositionKind
  19168. * - VertexBuffer.UVKind
  19169. * - VertexBuffer.UV2Kind
  19170. * - VertexBuffer.UV3Kind
  19171. * - VertexBuffer.UV4Kind
  19172. * - VertexBuffer.UV5Kind
  19173. * - VertexBuffer.UV6Kind
  19174. * - VertexBuffer.ColorKind
  19175. * - VertexBuffer.MatricesIndicesKind
  19176. * - VertexBuffer.MatricesIndicesExtraKind
  19177. * - VertexBuffer.MatricesWeightsKind
  19178. * - VertexBuffer.MatricesWeightsExtraKind
  19179. *
  19180. * Returns the Mesh.
  19181. */
  19182. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19183. /**
  19184. * Sets the mesh indices.
  19185. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19186. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19187. * This method creates a new index buffer each call.
  19188. * Returns the Mesh.
  19189. */
  19190. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19191. /**
  19192. * Boolean : True if the mesh owns the requested kind of data.
  19193. */
  19194. isVerticesDataPresent(kind: string): boolean;
  19195. /**
  19196. * Returns an array of indices (IndicesArray).
  19197. */
  19198. getIndices(): Nullable<IndicesArray>;
  19199. readonly _positions: Nullable<Vector3[]>;
  19200. /**
  19201. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19202. * This means the mesh underlying bounding box and sphere are recomputed.
  19203. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19204. * @returns the current mesh
  19205. */
  19206. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19207. /** @hidden */
  19208. _preActivate(): InstancedMesh;
  19209. /** @hidden */
  19210. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19211. /** @hidden */
  19212. _postActivate(): void;
  19213. getWorldMatrix(): Matrix;
  19214. readonly isAnInstance: boolean;
  19215. /**
  19216. * Returns the current associated LOD AbstractMesh.
  19217. */
  19218. getLOD(camera: Camera): AbstractMesh;
  19219. /** @hidden */
  19220. _syncSubMeshes(): InstancedMesh;
  19221. /** @hidden */
  19222. _generatePointsArray(): boolean;
  19223. /**
  19224. * Creates a new InstancedMesh from the current mesh.
  19225. * - name (string) : the cloned mesh name
  19226. * - newParent (optional Node) : the optional Node to parent the clone to.
  19227. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19228. *
  19229. * Returns the clone.
  19230. */
  19231. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19232. /**
  19233. * Disposes the InstancedMesh.
  19234. * Returns nothing.
  19235. */
  19236. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19237. }
  19238. }
  19239. declare module "babylonjs/Materials/shaderMaterial" {
  19240. import { Scene } from "babylonjs/scene";
  19241. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19242. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19243. import { Mesh } from "babylonjs/Meshes/mesh";
  19244. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19245. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19246. import { Texture } from "babylonjs/Materials/Textures/texture";
  19247. import { Material } from "babylonjs/Materials/material";
  19248. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19249. /**
  19250. * Defines the options associated with the creation of a shader material.
  19251. */
  19252. export interface IShaderMaterialOptions {
  19253. /**
  19254. * Does the material work in alpha blend mode
  19255. */
  19256. needAlphaBlending: boolean;
  19257. /**
  19258. * Does the material work in alpha test mode
  19259. */
  19260. needAlphaTesting: boolean;
  19261. /**
  19262. * The list of attribute names used in the shader
  19263. */
  19264. attributes: string[];
  19265. /**
  19266. * The list of unifrom names used in the shader
  19267. */
  19268. uniforms: string[];
  19269. /**
  19270. * The list of UBO names used in the shader
  19271. */
  19272. uniformBuffers: string[];
  19273. /**
  19274. * The list of sampler names used in the shader
  19275. */
  19276. samplers: string[];
  19277. /**
  19278. * The list of defines used in the shader
  19279. */
  19280. defines: string[];
  19281. }
  19282. /**
  19283. * 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.
  19284. *
  19285. * This returned material effects how the mesh will look based on the code in the shaders.
  19286. *
  19287. * @see http://doc.babylonjs.com/how_to/shader_material
  19288. */
  19289. export class ShaderMaterial extends Material {
  19290. private _shaderPath;
  19291. private _options;
  19292. private _textures;
  19293. private _textureArrays;
  19294. private _floats;
  19295. private _ints;
  19296. private _floatsArrays;
  19297. private _colors3;
  19298. private _colors3Arrays;
  19299. private _colors4;
  19300. private _colors4Arrays;
  19301. private _vectors2;
  19302. private _vectors3;
  19303. private _vectors4;
  19304. private _matrices;
  19305. private _matrices3x3;
  19306. private _matrices2x2;
  19307. private _vectors2Arrays;
  19308. private _vectors3Arrays;
  19309. private _vectors4Arrays;
  19310. private _cachedWorldViewMatrix;
  19311. private _cachedWorldViewProjectionMatrix;
  19312. private _renderId;
  19313. /**
  19314. * Instantiate a new shader material.
  19315. * 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.
  19316. * This returned material effects how the mesh will look based on the code in the shaders.
  19317. * @see http://doc.babylonjs.com/how_to/shader_material
  19318. * @param name Define the name of the material in the scene
  19319. * @param scene Define the scene the material belongs to
  19320. * @param shaderPath Defines the route to the shader code in one of three ways:
  19321. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19322. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19323. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19324. * @param options Define the options used to create the shader
  19325. */
  19326. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19327. /**
  19328. * Gets the options used to compile the shader.
  19329. * They can be modified to trigger a new compilation
  19330. */
  19331. readonly options: IShaderMaterialOptions;
  19332. /**
  19333. * Gets the current class name of the material e.g. "ShaderMaterial"
  19334. * Mainly use in serialization.
  19335. * @returns the class name
  19336. */
  19337. getClassName(): string;
  19338. /**
  19339. * Specifies if the material will require alpha blending
  19340. * @returns a boolean specifying if alpha blending is needed
  19341. */
  19342. needAlphaBlending(): boolean;
  19343. /**
  19344. * Specifies if this material should be rendered in alpha test mode
  19345. * @returns a boolean specifying if an alpha test is needed.
  19346. */
  19347. needAlphaTesting(): boolean;
  19348. private _checkUniform;
  19349. /**
  19350. * Set a texture in the shader.
  19351. * @param name Define the name of the uniform samplers as defined in the shader
  19352. * @param texture Define the texture to bind to this sampler
  19353. * @return the material itself allowing "fluent" like uniform updates
  19354. */
  19355. setTexture(name: string, texture: Texture): ShaderMaterial;
  19356. /**
  19357. * Set a texture array in the shader.
  19358. * @param name Define the name of the uniform sampler array as defined in the shader
  19359. * @param textures Define the list of textures to bind to this sampler
  19360. * @return the material itself allowing "fluent" like uniform updates
  19361. */
  19362. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19363. /**
  19364. * Set a float in the shader.
  19365. * @param name Define the name of the uniform as defined in the shader
  19366. * @param value Define the value to give to the uniform
  19367. * @return the material itself allowing "fluent" like uniform updates
  19368. */
  19369. setFloat(name: string, value: number): ShaderMaterial;
  19370. /**
  19371. * Set a int in the shader.
  19372. * @param name Define the name of the uniform as defined in the shader
  19373. * @param value Define the value to give to the uniform
  19374. * @return the material itself allowing "fluent" like uniform updates
  19375. */
  19376. setInt(name: string, value: number): ShaderMaterial;
  19377. /**
  19378. * Set an array of floats in the shader.
  19379. * @param name Define the name of the uniform as defined in the shader
  19380. * @param value Define the value to give to the uniform
  19381. * @return the material itself allowing "fluent" like uniform updates
  19382. */
  19383. setFloats(name: string, value: number[]): ShaderMaterial;
  19384. /**
  19385. * Set a vec3 in the shader from a Color3.
  19386. * @param name Define the name of the uniform as defined in the shader
  19387. * @param value Define the value to give to the uniform
  19388. * @return the material itself allowing "fluent" like uniform updates
  19389. */
  19390. setColor3(name: string, value: Color3): ShaderMaterial;
  19391. /**
  19392. * Set a vec3 array in the shader from a Color3 array.
  19393. * @param name Define the name of the uniform as defined in the shader
  19394. * @param value Define the value to give to the uniform
  19395. * @return the material itself allowing "fluent" like uniform updates
  19396. */
  19397. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19398. /**
  19399. * Set a vec4 in the shader from a Color4.
  19400. * @param name Define the name of the uniform as defined in the shader
  19401. * @param value Define the value to give to the uniform
  19402. * @return the material itself allowing "fluent" like uniform updates
  19403. */
  19404. setColor4(name: string, value: Color4): ShaderMaterial;
  19405. /**
  19406. * Set a vec4 array in the shader from a Color4 array.
  19407. * @param name Define the name of the uniform as defined in the shader
  19408. * @param value Define the value to give to the uniform
  19409. * @return the material itself allowing "fluent" like uniform updates
  19410. */
  19411. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19412. /**
  19413. * Set a vec2 in the shader from a Vector2.
  19414. * @param name Define the name of the uniform as defined in the shader
  19415. * @param value Define the value to give to the uniform
  19416. * @return the material itself allowing "fluent" like uniform updates
  19417. */
  19418. setVector2(name: string, value: Vector2): ShaderMaterial;
  19419. /**
  19420. * Set a vec3 in the shader from a Vector3.
  19421. * @param name Define the name of the uniform as defined in the shader
  19422. * @param value Define the value to give to the uniform
  19423. * @return the material itself allowing "fluent" like uniform updates
  19424. */
  19425. setVector3(name: string, value: Vector3): ShaderMaterial;
  19426. /**
  19427. * Set a vec4 in the shader from a Vector4.
  19428. * @param name Define the name of the uniform as defined in the shader
  19429. * @param value Define the value to give to the uniform
  19430. * @return the material itself allowing "fluent" like uniform updates
  19431. */
  19432. setVector4(name: string, value: Vector4): ShaderMaterial;
  19433. /**
  19434. * Set a mat4 in the shader from a Matrix.
  19435. * @param name Define the name of the uniform as defined in the shader
  19436. * @param value Define the value to give to the uniform
  19437. * @return the material itself allowing "fluent" like uniform updates
  19438. */
  19439. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19440. /**
  19441. * Set a mat3 in the shader from a Float32Array.
  19442. * @param name Define the name of the uniform as defined in the shader
  19443. * @param value Define the value to give to the uniform
  19444. * @return the material itself allowing "fluent" like uniform updates
  19445. */
  19446. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19447. /**
  19448. * Set a mat2 in the shader from a Float32Array.
  19449. * @param name Define the name of the uniform as defined in the shader
  19450. * @param value Define the value to give to the uniform
  19451. * @return the material itself allowing "fluent" like uniform updates
  19452. */
  19453. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19454. /**
  19455. * Set a vec2 array in the shader from a number array.
  19456. * @param name Define the name of the uniform as defined in the shader
  19457. * @param value Define the value to give to the uniform
  19458. * @return the material itself allowing "fluent" like uniform updates
  19459. */
  19460. setArray2(name: string, value: number[]): ShaderMaterial;
  19461. /**
  19462. * Set a vec3 array in the shader from a number array.
  19463. * @param name Define the name of the uniform as defined in the shader
  19464. * @param value Define the value to give to the uniform
  19465. * @return the material itself allowing "fluent" like uniform updates
  19466. */
  19467. setArray3(name: string, value: number[]): ShaderMaterial;
  19468. /**
  19469. * Set a vec4 array in the shader from a number array.
  19470. * @param name Define the name of the uniform as defined in the shader
  19471. * @param value Define the value to give to the uniform
  19472. * @return the material itself allowing "fluent" like uniform updates
  19473. */
  19474. setArray4(name: string, value: number[]): ShaderMaterial;
  19475. private _checkCache;
  19476. /**
  19477. * Specifies that the submesh is ready to be used
  19478. * @param mesh defines the mesh to check
  19479. * @param subMesh defines which submesh to check
  19480. * @param useInstances specifies that instances should be used
  19481. * @returns a boolean indicating that the submesh is ready or not
  19482. */
  19483. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19484. /**
  19485. * Checks if the material is ready to render the requested mesh
  19486. * @param mesh Define the mesh to render
  19487. * @param useInstances Define whether or not the material is used with instances
  19488. * @returns true if ready, otherwise false
  19489. */
  19490. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19491. /**
  19492. * Binds the world matrix to the material
  19493. * @param world defines the world transformation matrix
  19494. */
  19495. bindOnlyWorldMatrix(world: Matrix): void;
  19496. /**
  19497. * Binds the material to the mesh
  19498. * @param world defines the world transformation matrix
  19499. * @param mesh defines the mesh to bind the material to
  19500. */
  19501. bind(world: Matrix, mesh?: Mesh): void;
  19502. /**
  19503. * Gets the active textures from the material
  19504. * @returns an array of textures
  19505. */
  19506. getActiveTextures(): BaseTexture[];
  19507. /**
  19508. * Specifies if the material uses a texture
  19509. * @param texture defines the texture to check against the material
  19510. * @returns a boolean specifying if the material uses the texture
  19511. */
  19512. hasTexture(texture: BaseTexture): boolean;
  19513. /**
  19514. * Makes a duplicate of the material, and gives it a new name
  19515. * @param name defines the new name for the duplicated material
  19516. * @returns the cloned material
  19517. */
  19518. clone(name: string): ShaderMaterial;
  19519. /**
  19520. * Disposes the material
  19521. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19522. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19523. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19524. */
  19525. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19526. /**
  19527. * Serializes this material in a JSON representation
  19528. * @returns the serialized material object
  19529. */
  19530. serialize(): any;
  19531. /**
  19532. * Creates a shader material from parsed shader material data
  19533. * @param source defines the JSON represnetation of the material
  19534. * @param scene defines the hosting scene
  19535. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19536. * @returns a new material
  19537. */
  19538. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19539. }
  19540. }
  19541. declare module "babylonjs/Shaders/color.fragment" {
  19542. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19543. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19544. /** @hidden */
  19545. export var colorPixelShader: {
  19546. name: string;
  19547. shader: string;
  19548. };
  19549. }
  19550. declare module "babylonjs/Shaders/color.vertex" {
  19551. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19552. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19553. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19554. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19555. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19556. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19557. /** @hidden */
  19558. export var colorVertexShader: {
  19559. name: string;
  19560. shader: string;
  19561. };
  19562. }
  19563. declare module "babylonjs/Meshes/linesMesh" {
  19564. import { Nullable } from "babylonjs/types";
  19565. import { Scene } from "babylonjs/scene";
  19566. import { Color3 } from "babylonjs/Maths/math.color";
  19567. import { Node } from "babylonjs/node";
  19568. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19569. import { Mesh } from "babylonjs/Meshes/mesh";
  19570. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19571. import { Effect } from "babylonjs/Materials/effect";
  19572. import { Material } from "babylonjs/Materials/material";
  19573. import "babylonjs/Shaders/color.fragment";
  19574. import "babylonjs/Shaders/color.vertex";
  19575. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19576. /**
  19577. * Line mesh
  19578. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19579. */
  19580. export class LinesMesh extends Mesh {
  19581. /**
  19582. * If vertex color should be applied to the mesh
  19583. */
  19584. readonly useVertexColor?: boolean | undefined;
  19585. /**
  19586. * If vertex alpha should be applied to the mesh
  19587. */
  19588. readonly useVertexAlpha?: boolean | undefined;
  19589. /**
  19590. * Color of the line (Default: White)
  19591. */
  19592. color: Color3;
  19593. /**
  19594. * Alpha of the line (Default: 1)
  19595. */
  19596. alpha: number;
  19597. /**
  19598. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19599. * This margin is expressed in world space coordinates, so its value may vary.
  19600. * Default value is 0.1
  19601. */
  19602. intersectionThreshold: number;
  19603. private _colorShader;
  19604. private color4;
  19605. /**
  19606. * Creates a new LinesMesh
  19607. * @param name defines the name
  19608. * @param scene defines the hosting scene
  19609. * @param parent defines the parent mesh if any
  19610. * @param source defines the optional source LinesMesh used to clone data from
  19611. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19612. * When false, achieved by calling a clone(), also passing False.
  19613. * This will make creation of children, recursive.
  19614. * @param useVertexColor defines if this LinesMesh supports vertex color
  19615. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19616. */
  19617. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19618. /**
  19619. * If vertex color should be applied to the mesh
  19620. */
  19621. useVertexColor?: boolean | undefined,
  19622. /**
  19623. * If vertex alpha should be applied to the mesh
  19624. */
  19625. useVertexAlpha?: boolean | undefined);
  19626. private _addClipPlaneDefine;
  19627. private _removeClipPlaneDefine;
  19628. isReady(): boolean;
  19629. /**
  19630. * Returns the string "LineMesh"
  19631. */
  19632. getClassName(): string;
  19633. /**
  19634. * @hidden
  19635. */
  19636. /**
  19637. * @hidden
  19638. */
  19639. material: Material;
  19640. /**
  19641. * @hidden
  19642. */
  19643. readonly checkCollisions: boolean;
  19644. /** @hidden */
  19645. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19646. /** @hidden */
  19647. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19648. /**
  19649. * Disposes of the line mesh
  19650. * @param doNotRecurse If children should be disposed
  19651. */
  19652. dispose(doNotRecurse?: boolean): void;
  19653. /**
  19654. * Returns a new LineMesh object cloned from the current one.
  19655. */
  19656. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19657. /**
  19658. * Creates a new InstancedLinesMesh object from the mesh model.
  19659. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19660. * @param name defines the name of the new instance
  19661. * @returns a new InstancedLinesMesh
  19662. */
  19663. createInstance(name: string): InstancedLinesMesh;
  19664. }
  19665. /**
  19666. * Creates an instance based on a source LinesMesh
  19667. */
  19668. export class InstancedLinesMesh extends InstancedMesh {
  19669. /**
  19670. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19671. * This margin is expressed in world space coordinates, so its value may vary.
  19672. * Initilized with the intersectionThreshold value of the source LinesMesh
  19673. */
  19674. intersectionThreshold: number;
  19675. constructor(name: string, source: LinesMesh);
  19676. /**
  19677. * Returns the string "InstancedLinesMesh".
  19678. */
  19679. getClassName(): string;
  19680. }
  19681. }
  19682. declare module "babylonjs/Shaders/line.fragment" {
  19683. /** @hidden */
  19684. export var linePixelShader: {
  19685. name: string;
  19686. shader: string;
  19687. };
  19688. }
  19689. declare module "babylonjs/Shaders/line.vertex" {
  19690. /** @hidden */
  19691. export var lineVertexShader: {
  19692. name: string;
  19693. shader: string;
  19694. };
  19695. }
  19696. declare module "babylonjs/Rendering/edgesRenderer" {
  19697. import { Nullable } from "babylonjs/types";
  19698. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19699. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19700. import { Vector3 } from "babylonjs/Maths/math.vector";
  19701. import { IDisposable } from "babylonjs/scene";
  19702. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19703. import "babylonjs/Shaders/line.fragment";
  19704. import "babylonjs/Shaders/line.vertex";
  19705. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19706. module "babylonjs/Meshes/abstractMesh" {
  19707. interface AbstractMesh {
  19708. /**
  19709. * Gets the edgesRenderer associated with the mesh
  19710. */
  19711. edgesRenderer: Nullable<EdgesRenderer>;
  19712. }
  19713. }
  19714. module "babylonjs/Meshes/linesMesh" {
  19715. interface LinesMesh {
  19716. /**
  19717. * Enables the edge rendering mode on the mesh.
  19718. * This mode makes the mesh edges visible
  19719. * @param epsilon defines the maximal distance between two angles to detect a face
  19720. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19721. * @returns the currentAbstractMesh
  19722. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19723. */
  19724. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19725. }
  19726. }
  19727. module "babylonjs/Meshes/linesMesh" {
  19728. interface InstancedLinesMesh {
  19729. /**
  19730. * Enables the edge rendering mode on the mesh.
  19731. * This mode makes the mesh edges visible
  19732. * @param epsilon defines the maximal distance between two angles to detect a face
  19733. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19734. * @returns the current InstancedLinesMesh
  19735. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19736. */
  19737. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19738. }
  19739. }
  19740. /**
  19741. * Defines the minimum contract an Edges renderer should follow.
  19742. */
  19743. export interface IEdgesRenderer extends IDisposable {
  19744. /**
  19745. * Gets or sets a boolean indicating if the edgesRenderer is active
  19746. */
  19747. isEnabled: boolean;
  19748. /**
  19749. * Renders the edges of the attached mesh,
  19750. */
  19751. render(): void;
  19752. /**
  19753. * Checks wether or not the edges renderer is ready to render.
  19754. * @return true if ready, otherwise false.
  19755. */
  19756. isReady(): boolean;
  19757. }
  19758. /**
  19759. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19760. */
  19761. export class EdgesRenderer implements IEdgesRenderer {
  19762. /**
  19763. * Define the size of the edges with an orthographic camera
  19764. */
  19765. edgesWidthScalerForOrthographic: number;
  19766. /**
  19767. * Define the size of the edges with a perspective camera
  19768. */
  19769. edgesWidthScalerForPerspective: number;
  19770. protected _source: AbstractMesh;
  19771. protected _linesPositions: number[];
  19772. protected _linesNormals: number[];
  19773. protected _linesIndices: number[];
  19774. protected _epsilon: number;
  19775. protected _indicesCount: number;
  19776. protected _lineShader: ShaderMaterial;
  19777. protected _ib: DataBuffer;
  19778. protected _buffers: {
  19779. [key: string]: Nullable<VertexBuffer>;
  19780. };
  19781. protected _checkVerticesInsteadOfIndices: boolean;
  19782. private _meshRebuildObserver;
  19783. private _meshDisposeObserver;
  19784. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19785. isEnabled: boolean;
  19786. /**
  19787. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19788. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19789. * @param source Mesh used to create edges
  19790. * @param epsilon sum of angles in adjacency to check for edge
  19791. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19792. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19793. */
  19794. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19795. protected _prepareRessources(): void;
  19796. /** @hidden */
  19797. _rebuild(): void;
  19798. /**
  19799. * Releases the required resources for the edges renderer
  19800. */
  19801. dispose(): void;
  19802. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19803. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19804. /**
  19805. * Checks if the pair of p0 and p1 is en edge
  19806. * @param faceIndex
  19807. * @param edge
  19808. * @param faceNormals
  19809. * @param p0
  19810. * @param p1
  19811. * @private
  19812. */
  19813. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19814. /**
  19815. * push line into the position, normal and index buffer
  19816. * @protected
  19817. */
  19818. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19819. /**
  19820. * Generates lines edges from adjacencjes
  19821. * @private
  19822. */
  19823. _generateEdgesLines(): void;
  19824. /**
  19825. * Checks wether or not the edges renderer is ready to render.
  19826. * @return true if ready, otherwise false.
  19827. */
  19828. isReady(): boolean;
  19829. /**
  19830. * Renders the edges of the attached mesh,
  19831. */
  19832. render(): void;
  19833. }
  19834. /**
  19835. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19836. */
  19837. export class LineEdgesRenderer extends EdgesRenderer {
  19838. /**
  19839. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19840. * @param source LineMesh used to generate edges
  19841. * @param epsilon not important (specified angle for edge detection)
  19842. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19843. */
  19844. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19845. /**
  19846. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19847. */
  19848. _generateEdgesLines(): void;
  19849. }
  19850. }
  19851. declare module "babylonjs/Rendering/renderingGroup" {
  19852. import { SmartArray } from "babylonjs/Misc/smartArray";
  19853. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19854. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19855. import { Nullable } from "babylonjs/types";
  19856. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19857. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19858. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19859. import { Material } from "babylonjs/Materials/material";
  19860. import { Scene } from "babylonjs/scene";
  19861. /**
  19862. * This represents the object necessary to create a rendering group.
  19863. * This is exclusively used and created by the rendering manager.
  19864. * To modify the behavior, you use the available helpers in your scene or meshes.
  19865. * @hidden
  19866. */
  19867. export class RenderingGroup {
  19868. index: number;
  19869. private static _zeroVector;
  19870. private _scene;
  19871. private _opaqueSubMeshes;
  19872. private _transparentSubMeshes;
  19873. private _alphaTestSubMeshes;
  19874. private _depthOnlySubMeshes;
  19875. private _particleSystems;
  19876. private _spriteManagers;
  19877. private _opaqueSortCompareFn;
  19878. private _alphaTestSortCompareFn;
  19879. private _transparentSortCompareFn;
  19880. private _renderOpaque;
  19881. private _renderAlphaTest;
  19882. private _renderTransparent;
  19883. /** @hidden */
  19884. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19885. onBeforeTransparentRendering: () => void;
  19886. /**
  19887. * Set the opaque sort comparison function.
  19888. * If null the sub meshes will be render in the order they were created
  19889. */
  19890. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19891. /**
  19892. * Set the alpha test sort comparison function.
  19893. * If null the sub meshes will be render in the order they were created
  19894. */
  19895. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19896. /**
  19897. * Set the transparent sort comparison function.
  19898. * If null the sub meshes will be render in the order they were created
  19899. */
  19900. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19901. /**
  19902. * Creates a new rendering group.
  19903. * @param index The rendering group index
  19904. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19905. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19906. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19907. */
  19908. 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>);
  19909. /**
  19910. * Render all the sub meshes contained in the group.
  19911. * @param customRenderFunction Used to override the default render behaviour of the group.
  19912. * @returns true if rendered some submeshes.
  19913. */
  19914. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19915. /**
  19916. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19917. * @param subMeshes The submeshes to render
  19918. */
  19919. private renderOpaqueSorted;
  19920. /**
  19921. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19922. * @param subMeshes The submeshes to render
  19923. */
  19924. private renderAlphaTestSorted;
  19925. /**
  19926. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19927. * @param subMeshes The submeshes to render
  19928. */
  19929. private renderTransparentSorted;
  19930. /**
  19931. * Renders the submeshes in a specified order.
  19932. * @param subMeshes The submeshes to sort before render
  19933. * @param sortCompareFn The comparison function use to sort
  19934. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19935. * @param transparent Specifies to activate blending if true
  19936. */
  19937. private static renderSorted;
  19938. /**
  19939. * Renders the submeshes in the order they were dispatched (no sort applied).
  19940. * @param subMeshes The submeshes to render
  19941. */
  19942. private static renderUnsorted;
  19943. /**
  19944. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19945. * are rendered back to front if in the same alpha index.
  19946. *
  19947. * @param a The first submesh
  19948. * @param b The second submesh
  19949. * @returns The result of the comparison
  19950. */
  19951. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19952. /**
  19953. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19954. * are rendered back to front.
  19955. *
  19956. * @param a The first submesh
  19957. * @param b The second submesh
  19958. * @returns The result of the comparison
  19959. */
  19960. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19961. /**
  19962. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19963. * are rendered front to back (prevent overdraw).
  19964. *
  19965. * @param a The first submesh
  19966. * @param b The second submesh
  19967. * @returns The result of the comparison
  19968. */
  19969. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19970. /**
  19971. * Resets the different lists of submeshes to prepare a new frame.
  19972. */
  19973. prepare(): void;
  19974. dispose(): void;
  19975. /**
  19976. * Inserts the submesh in its correct queue depending on its material.
  19977. * @param subMesh The submesh to dispatch
  19978. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19979. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19980. */
  19981. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19982. dispatchSprites(spriteManager: ISpriteManager): void;
  19983. dispatchParticles(particleSystem: IParticleSystem): void;
  19984. private _renderParticles;
  19985. private _renderSprites;
  19986. }
  19987. }
  19988. declare module "babylonjs/Rendering/renderingManager" {
  19989. import { Nullable } from "babylonjs/types";
  19990. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19991. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19992. import { SmartArray } from "babylonjs/Misc/smartArray";
  19993. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19994. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19995. import { Material } from "babylonjs/Materials/material";
  19996. import { Scene } from "babylonjs/scene";
  19997. import { Camera } from "babylonjs/Cameras/camera";
  19998. /**
  19999. * Interface describing the different options available in the rendering manager
  20000. * regarding Auto Clear between groups.
  20001. */
  20002. export interface IRenderingManagerAutoClearSetup {
  20003. /**
  20004. * Defines whether or not autoclear is enable.
  20005. */
  20006. autoClear: boolean;
  20007. /**
  20008. * Defines whether or not to autoclear the depth buffer.
  20009. */
  20010. depth: boolean;
  20011. /**
  20012. * Defines whether or not to autoclear the stencil buffer.
  20013. */
  20014. stencil: boolean;
  20015. }
  20016. /**
  20017. * This class is used by the onRenderingGroupObservable
  20018. */
  20019. export class RenderingGroupInfo {
  20020. /**
  20021. * The Scene that being rendered
  20022. */
  20023. scene: Scene;
  20024. /**
  20025. * The camera currently used for the rendering pass
  20026. */
  20027. camera: Nullable<Camera>;
  20028. /**
  20029. * The ID of the renderingGroup being processed
  20030. */
  20031. renderingGroupId: number;
  20032. }
  20033. /**
  20034. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20035. * It is enable to manage the different groups as well as the different necessary sort functions.
  20036. * This should not be used directly aside of the few static configurations
  20037. */
  20038. export class RenderingManager {
  20039. /**
  20040. * The max id used for rendering groups (not included)
  20041. */
  20042. static MAX_RENDERINGGROUPS: number;
  20043. /**
  20044. * The min id used for rendering groups (included)
  20045. */
  20046. static MIN_RENDERINGGROUPS: number;
  20047. /**
  20048. * Used to globally prevent autoclearing scenes.
  20049. */
  20050. static AUTOCLEAR: boolean;
  20051. /**
  20052. * @hidden
  20053. */
  20054. _useSceneAutoClearSetup: boolean;
  20055. private _scene;
  20056. private _renderingGroups;
  20057. private _depthStencilBufferAlreadyCleaned;
  20058. private _autoClearDepthStencil;
  20059. private _customOpaqueSortCompareFn;
  20060. private _customAlphaTestSortCompareFn;
  20061. private _customTransparentSortCompareFn;
  20062. private _renderingGroupInfo;
  20063. /**
  20064. * Instantiates a new rendering group for a particular scene
  20065. * @param scene Defines the scene the groups belongs to
  20066. */
  20067. constructor(scene: Scene);
  20068. private _clearDepthStencilBuffer;
  20069. /**
  20070. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20071. * @hidden
  20072. */
  20073. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20074. /**
  20075. * Resets the different information of the group to prepare a new frame
  20076. * @hidden
  20077. */
  20078. reset(): void;
  20079. /**
  20080. * Dispose and release the group and its associated resources.
  20081. * @hidden
  20082. */
  20083. dispose(): void;
  20084. /**
  20085. * Clear the info related to rendering groups preventing retention points during dispose.
  20086. */
  20087. freeRenderingGroups(): void;
  20088. private _prepareRenderingGroup;
  20089. /**
  20090. * Add a sprite manager to the rendering manager in order to render it this frame.
  20091. * @param spriteManager Define the sprite manager to render
  20092. */
  20093. dispatchSprites(spriteManager: ISpriteManager): void;
  20094. /**
  20095. * Add a particle system to the rendering manager in order to render it this frame.
  20096. * @param particleSystem Define the particle system to render
  20097. */
  20098. dispatchParticles(particleSystem: IParticleSystem): void;
  20099. /**
  20100. * Add a submesh to the manager in order to render it this frame
  20101. * @param subMesh The submesh to dispatch
  20102. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20103. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20104. */
  20105. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20106. /**
  20107. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20108. * This allowed control for front to back rendering or reversly depending of the special needs.
  20109. *
  20110. * @param renderingGroupId The rendering group id corresponding to its index
  20111. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20112. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20113. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20114. */
  20115. 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;
  20116. /**
  20117. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20118. *
  20119. * @param renderingGroupId The rendering group id corresponding to its index
  20120. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20121. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20122. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20123. */
  20124. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20125. /**
  20126. * Gets the current auto clear configuration for one rendering group of the rendering
  20127. * manager.
  20128. * @param index the rendering group index to get the information for
  20129. * @returns The auto clear setup for the requested rendering group
  20130. */
  20131. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20132. }
  20133. }
  20134. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20135. import { Observable } from "babylonjs/Misc/observable";
  20136. import { SmartArray } from "babylonjs/Misc/smartArray";
  20137. import { Nullable } from "babylonjs/types";
  20138. import { Camera } from "babylonjs/Cameras/camera";
  20139. import { Scene } from "babylonjs/scene";
  20140. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20141. import { Color4 } from "babylonjs/Maths/math.color";
  20142. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20143. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20144. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20145. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20146. import { Texture } from "babylonjs/Materials/Textures/texture";
  20147. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20148. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20149. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20150. import { Engine } from "babylonjs/Engines/engine";
  20151. /**
  20152. * This Helps creating a texture that will be created from a camera in your scene.
  20153. * It is basically a dynamic texture that could be used to create special effects for instance.
  20154. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20155. */
  20156. export class RenderTargetTexture extends Texture {
  20157. isCube: boolean;
  20158. /**
  20159. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20160. */
  20161. static readonly REFRESHRATE_RENDER_ONCE: number;
  20162. /**
  20163. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20164. */
  20165. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20166. /**
  20167. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20168. * the central point of your effect and can save a lot of performances.
  20169. */
  20170. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20171. /**
  20172. * Use this predicate to dynamically define the list of mesh you want to render.
  20173. * If set, the renderList property will be overwritten.
  20174. */
  20175. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20176. private _renderList;
  20177. /**
  20178. * Use this list to define the list of mesh you want to render.
  20179. */
  20180. renderList: Nullable<Array<AbstractMesh>>;
  20181. private _hookArray;
  20182. /**
  20183. * Define if particles should be rendered in your texture.
  20184. */
  20185. renderParticles: boolean;
  20186. /**
  20187. * Define if sprites should be rendered in your texture.
  20188. */
  20189. renderSprites: boolean;
  20190. /**
  20191. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20192. */
  20193. coordinatesMode: number;
  20194. /**
  20195. * Define the camera used to render the texture.
  20196. */
  20197. activeCamera: Nullable<Camera>;
  20198. /**
  20199. * Override the render function of the texture with your own one.
  20200. */
  20201. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20202. /**
  20203. * Define if camera post processes should be use while rendering the texture.
  20204. */
  20205. useCameraPostProcesses: boolean;
  20206. /**
  20207. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20208. */
  20209. ignoreCameraViewport: boolean;
  20210. private _postProcessManager;
  20211. private _postProcesses;
  20212. private _resizeObserver;
  20213. /**
  20214. * An event triggered when the texture is unbind.
  20215. */
  20216. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20217. /**
  20218. * An event triggered when the texture is unbind.
  20219. */
  20220. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20221. private _onAfterUnbindObserver;
  20222. /**
  20223. * Set a after unbind callback in the texture.
  20224. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20225. */
  20226. onAfterUnbind: () => void;
  20227. /**
  20228. * An event triggered before rendering the texture
  20229. */
  20230. onBeforeRenderObservable: Observable<number>;
  20231. private _onBeforeRenderObserver;
  20232. /**
  20233. * Set a before render callback in the texture.
  20234. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20235. */
  20236. onBeforeRender: (faceIndex: number) => void;
  20237. /**
  20238. * An event triggered after rendering the texture
  20239. */
  20240. onAfterRenderObservable: Observable<number>;
  20241. private _onAfterRenderObserver;
  20242. /**
  20243. * Set a after render callback in the texture.
  20244. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20245. */
  20246. onAfterRender: (faceIndex: number) => void;
  20247. /**
  20248. * An event triggered after the texture clear
  20249. */
  20250. onClearObservable: Observable<Engine>;
  20251. private _onClearObserver;
  20252. /**
  20253. * Set a clear callback in the texture.
  20254. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20255. */
  20256. onClear: (Engine: Engine) => void;
  20257. /**
  20258. * An event triggered when the texture is resized.
  20259. */
  20260. onResizeObservable: Observable<RenderTargetTexture>;
  20261. /**
  20262. * Define the clear color of the Render Target if it should be different from the scene.
  20263. */
  20264. clearColor: Color4;
  20265. protected _size: number | {
  20266. width: number;
  20267. height: number;
  20268. };
  20269. protected _initialSizeParameter: number | {
  20270. width: number;
  20271. height: number;
  20272. } | {
  20273. ratio: number;
  20274. };
  20275. protected _sizeRatio: Nullable<number>;
  20276. /** @hidden */
  20277. _generateMipMaps: boolean;
  20278. protected _renderingManager: RenderingManager;
  20279. /** @hidden */
  20280. _waitingRenderList: string[];
  20281. protected _doNotChangeAspectRatio: boolean;
  20282. protected _currentRefreshId: number;
  20283. protected _refreshRate: number;
  20284. protected _textureMatrix: Matrix;
  20285. protected _samples: number;
  20286. protected _renderTargetOptions: RenderTargetCreationOptions;
  20287. /**
  20288. * Gets render target creation options that were used.
  20289. */
  20290. readonly renderTargetOptions: RenderTargetCreationOptions;
  20291. protected _engine: Engine;
  20292. protected _onRatioRescale(): void;
  20293. /**
  20294. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20295. * It must define where the camera used to render the texture is set
  20296. */
  20297. boundingBoxPosition: Vector3;
  20298. private _boundingBoxSize;
  20299. /**
  20300. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20301. * When defined, the cubemap will switch to local mode
  20302. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20303. * @example https://www.babylonjs-playground.com/#RNASML
  20304. */
  20305. boundingBoxSize: Vector3;
  20306. /**
  20307. * In case the RTT has been created with a depth texture, get the associated
  20308. * depth texture.
  20309. * Otherwise, return null.
  20310. */
  20311. depthStencilTexture: Nullable<InternalTexture>;
  20312. /**
  20313. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20314. * or used a shadow, depth texture...
  20315. * @param name The friendly name of the texture
  20316. * @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)
  20317. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20318. * @param generateMipMaps True if mip maps need to be generated after render.
  20319. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20320. * @param type The type of the buffer in the RTT (int, half float, float...)
  20321. * @param isCube True if a cube texture needs to be created
  20322. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20323. * @param generateDepthBuffer True to generate a depth buffer
  20324. * @param generateStencilBuffer True to generate a stencil buffer
  20325. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20326. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20327. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20328. */
  20329. constructor(name: string, size: number | {
  20330. width: number;
  20331. height: number;
  20332. } | {
  20333. ratio: number;
  20334. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20335. /**
  20336. * Creates a depth stencil texture.
  20337. * This is only available in WebGL 2 or with the depth texture extension available.
  20338. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20339. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20340. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20341. */
  20342. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20343. private _processSizeParameter;
  20344. /**
  20345. * Define the number of samples to use in case of MSAA.
  20346. * It defaults to one meaning no MSAA has been enabled.
  20347. */
  20348. samples: number;
  20349. /**
  20350. * Resets the refresh counter of the texture and start bak from scratch.
  20351. * Could be useful to regenerate the texture if it is setup to render only once.
  20352. */
  20353. resetRefreshCounter(): void;
  20354. /**
  20355. * Define the refresh rate of the texture or the rendering frequency.
  20356. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20357. */
  20358. refreshRate: number;
  20359. /**
  20360. * Adds a post process to the render target rendering passes.
  20361. * @param postProcess define the post process to add
  20362. */
  20363. addPostProcess(postProcess: PostProcess): void;
  20364. /**
  20365. * Clear all the post processes attached to the render target
  20366. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20367. */
  20368. clearPostProcesses(dispose?: boolean): void;
  20369. /**
  20370. * Remove one of the post process from the list of attached post processes to the texture
  20371. * @param postProcess define the post process to remove from the list
  20372. */
  20373. removePostProcess(postProcess: PostProcess): void;
  20374. /** @hidden */
  20375. _shouldRender(): boolean;
  20376. /**
  20377. * Gets the actual render size of the texture.
  20378. * @returns the width of the render size
  20379. */
  20380. getRenderSize(): number;
  20381. /**
  20382. * Gets the actual render width of the texture.
  20383. * @returns the width of the render size
  20384. */
  20385. getRenderWidth(): number;
  20386. /**
  20387. * Gets the actual render height of the texture.
  20388. * @returns the height of the render size
  20389. */
  20390. getRenderHeight(): number;
  20391. /**
  20392. * Get if the texture can be rescaled or not.
  20393. */
  20394. readonly canRescale: boolean;
  20395. /**
  20396. * Resize the texture using a ratio.
  20397. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20398. */
  20399. scale(ratio: number): void;
  20400. /**
  20401. * Get the texture reflection matrix used to rotate/transform the reflection.
  20402. * @returns the reflection matrix
  20403. */
  20404. getReflectionTextureMatrix(): Matrix;
  20405. /**
  20406. * Resize the texture to a new desired size.
  20407. * Be carrefull as it will recreate all the data in the new texture.
  20408. * @param size Define the new size. It can be:
  20409. * - a number for squared texture,
  20410. * - an object containing { width: number, height: number }
  20411. * - or an object containing a ratio { ratio: number }
  20412. */
  20413. resize(size: number | {
  20414. width: number;
  20415. height: number;
  20416. } | {
  20417. ratio: number;
  20418. }): void;
  20419. /**
  20420. * Renders all the objects from the render list into the texture.
  20421. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20422. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20423. */
  20424. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20425. private _bestReflectionRenderTargetDimension;
  20426. /**
  20427. * @hidden
  20428. * @param faceIndex face index to bind to if this is a cubetexture
  20429. */
  20430. _bindFrameBuffer(faceIndex?: number): void;
  20431. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20432. private renderToTarget;
  20433. /**
  20434. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20435. * This allowed control for front to back rendering or reversly depending of the special needs.
  20436. *
  20437. * @param renderingGroupId The rendering group id corresponding to its index
  20438. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20439. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20440. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20441. */
  20442. 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;
  20443. /**
  20444. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20445. *
  20446. * @param renderingGroupId The rendering group id corresponding to its index
  20447. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20448. */
  20449. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20450. /**
  20451. * Clones the texture.
  20452. * @returns the cloned texture
  20453. */
  20454. clone(): RenderTargetTexture;
  20455. /**
  20456. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20457. * @returns The JSON representation of the texture
  20458. */
  20459. serialize(): any;
  20460. /**
  20461. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20462. */
  20463. disposeFramebufferObjects(): void;
  20464. /**
  20465. * Dispose the texture and release its associated resources.
  20466. */
  20467. dispose(): void;
  20468. /** @hidden */
  20469. _rebuild(): void;
  20470. /**
  20471. * Clear the info related to rendering groups preventing retention point in material dispose.
  20472. */
  20473. freeRenderingGroups(): void;
  20474. /**
  20475. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20476. * @returns the view count
  20477. */
  20478. getViewCount(): number;
  20479. }
  20480. }
  20481. declare module "babylonjs/Materials/material" {
  20482. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20483. import { SmartArray } from "babylonjs/Misc/smartArray";
  20484. import { Observable } from "babylonjs/Misc/observable";
  20485. import { Nullable } from "babylonjs/types";
  20486. import { Scene } from "babylonjs/scene";
  20487. import { Matrix } from "babylonjs/Maths/math.vector";
  20488. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20489. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20490. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20491. import { Effect } from "babylonjs/Materials/effect";
  20492. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20493. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20494. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20495. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20496. import { Mesh } from "babylonjs/Meshes/mesh";
  20497. import { Animation } from "babylonjs/Animations/animation";
  20498. /**
  20499. * Base class for the main features of a material in Babylon.js
  20500. */
  20501. export class Material implements IAnimatable {
  20502. /**
  20503. * Returns the triangle fill mode
  20504. */
  20505. static readonly TriangleFillMode: number;
  20506. /**
  20507. * Returns the wireframe mode
  20508. */
  20509. static readonly WireFrameFillMode: number;
  20510. /**
  20511. * Returns the point fill mode
  20512. */
  20513. static readonly PointFillMode: number;
  20514. /**
  20515. * Returns the point list draw mode
  20516. */
  20517. static readonly PointListDrawMode: number;
  20518. /**
  20519. * Returns the line list draw mode
  20520. */
  20521. static readonly LineListDrawMode: number;
  20522. /**
  20523. * Returns the line loop draw mode
  20524. */
  20525. static readonly LineLoopDrawMode: number;
  20526. /**
  20527. * Returns the line strip draw mode
  20528. */
  20529. static readonly LineStripDrawMode: number;
  20530. /**
  20531. * Returns the triangle strip draw mode
  20532. */
  20533. static readonly TriangleStripDrawMode: number;
  20534. /**
  20535. * Returns the triangle fan draw mode
  20536. */
  20537. static readonly TriangleFanDrawMode: number;
  20538. /**
  20539. * Stores the clock-wise side orientation
  20540. */
  20541. static readonly ClockWiseSideOrientation: number;
  20542. /**
  20543. * Stores the counter clock-wise side orientation
  20544. */
  20545. static readonly CounterClockWiseSideOrientation: number;
  20546. /**
  20547. * The dirty texture flag value
  20548. */
  20549. static readonly TextureDirtyFlag: number;
  20550. /**
  20551. * The dirty light flag value
  20552. */
  20553. static readonly LightDirtyFlag: number;
  20554. /**
  20555. * The dirty fresnel flag value
  20556. */
  20557. static readonly FresnelDirtyFlag: number;
  20558. /**
  20559. * The dirty attribute flag value
  20560. */
  20561. static readonly AttributesDirtyFlag: number;
  20562. /**
  20563. * The dirty misc flag value
  20564. */
  20565. static readonly MiscDirtyFlag: number;
  20566. /**
  20567. * The all dirty flag value
  20568. */
  20569. static readonly AllDirtyFlag: number;
  20570. /**
  20571. * The ID of the material
  20572. */
  20573. id: string;
  20574. /**
  20575. * Gets or sets the unique id of the material
  20576. */
  20577. uniqueId: number;
  20578. /**
  20579. * The name of the material
  20580. */
  20581. name: string;
  20582. /**
  20583. * Gets or sets user defined metadata
  20584. */
  20585. metadata: any;
  20586. /**
  20587. * For internal use only. Please do not use.
  20588. */
  20589. reservedDataStore: any;
  20590. /**
  20591. * Specifies if the ready state should be checked on each call
  20592. */
  20593. checkReadyOnEveryCall: boolean;
  20594. /**
  20595. * Specifies if the ready state should be checked once
  20596. */
  20597. checkReadyOnlyOnce: boolean;
  20598. /**
  20599. * The state of the material
  20600. */
  20601. state: string;
  20602. /**
  20603. * The alpha value of the material
  20604. */
  20605. protected _alpha: number;
  20606. /**
  20607. * List of inspectable custom properties (used by the Inspector)
  20608. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20609. */
  20610. inspectableCustomProperties: IInspectable[];
  20611. /**
  20612. * Sets the alpha value of the material
  20613. */
  20614. /**
  20615. * Gets the alpha value of the material
  20616. */
  20617. alpha: number;
  20618. /**
  20619. * Specifies if back face culling is enabled
  20620. */
  20621. protected _backFaceCulling: boolean;
  20622. /**
  20623. * Sets the back-face culling state
  20624. */
  20625. /**
  20626. * Gets the back-face culling state
  20627. */
  20628. backFaceCulling: boolean;
  20629. /**
  20630. * Stores the value for side orientation
  20631. */
  20632. sideOrientation: number;
  20633. /**
  20634. * Callback triggered when the material is compiled
  20635. */
  20636. onCompiled: Nullable<(effect: Effect) => void>;
  20637. /**
  20638. * Callback triggered when an error occurs
  20639. */
  20640. onError: Nullable<(effect: Effect, errors: string) => void>;
  20641. /**
  20642. * Callback triggered to get the render target textures
  20643. */
  20644. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20645. /**
  20646. * Gets a boolean indicating that current material needs to register RTT
  20647. */
  20648. readonly hasRenderTargetTextures: boolean;
  20649. /**
  20650. * Specifies if the material should be serialized
  20651. */
  20652. doNotSerialize: boolean;
  20653. /**
  20654. * @hidden
  20655. */
  20656. _storeEffectOnSubMeshes: boolean;
  20657. /**
  20658. * Stores the animations for the material
  20659. */
  20660. animations: Nullable<Array<Animation>>;
  20661. /**
  20662. * An event triggered when the material is disposed
  20663. */
  20664. onDisposeObservable: Observable<Material>;
  20665. /**
  20666. * An observer which watches for dispose events
  20667. */
  20668. private _onDisposeObserver;
  20669. private _onUnBindObservable;
  20670. /**
  20671. * Called during a dispose event
  20672. */
  20673. onDispose: () => void;
  20674. private _onBindObservable;
  20675. /**
  20676. * An event triggered when the material is bound
  20677. */
  20678. readonly onBindObservable: Observable<AbstractMesh>;
  20679. /**
  20680. * An observer which watches for bind events
  20681. */
  20682. private _onBindObserver;
  20683. /**
  20684. * Called during a bind event
  20685. */
  20686. onBind: (Mesh: AbstractMesh) => void;
  20687. /**
  20688. * An event triggered when the material is unbound
  20689. */
  20690. readonly onUnBindObservable: Observable<Material>;
  20691. /**
  20692. * Stores the value of the alpha mode
  20693. */
  20694. private _alphaMode;
  20695. /**
  20696. * Sets the value of the alpha mode.
  20697. *
  20698. * | Value | Type | Description |
  20699. * | --- | --- | --- |
  20700. * | 0 | ALPHA_DISABLE | |
  20701. * | 1 | ALPHA_ADD | |
  20702. * | 2 | ALPHA_COMBINE | |
  20703. * | 3 | ALPHA_SUBTRACT | |
  20704. * | 4 | ALPHA_MULTIPLY | |
  20705. * | 5 | ALPHA_MAXIMIZED | |
  20706. * | 6 | ALPHA_ONEONE | |
  20707. * | 7 | ALPHA_PREMULTIPLIED | |
  20708. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20709. * | 9 | ALPHA_INTERPOLATE | |
  20710. * | 10 | ALPHA_SCREENMODE | |
  20711. *
  20712. */
  20713. /**
  20714. * Gets the value of the alpha mode
  20715. */
  20716. alphaMode: number;
  20717. /**
  20718. * Stores the state of the need depth pre-pass value
  20719. */
  20720. private _needDepthPrePass;
  20721. /**
  20722. * Sets the need depth pre-pass value
  20723. */
  20724. /**
  20725. * Gets the depth pre-pass value
  20726. */
  20727. needDepthPrePass: boolean;
  20728. /**
  20729. * Specifies if depth writing should be disabled
  20730. */
  20731. disableDepthWrite: boolean;
  20732. /**
  20733. * Specifies if depth writing should be forced
  20734. */
  20735. forceDepthWrite: boolean;
  20736. /**
  20737. * Specifies if there should be a separate pass for culling
  20738. */
  20739. separateCullingPass: boolean;
  20740. /**
  20741. * Stores the state specifing if fog should be enabled
  20742. */
  20743. private _fogEnabled;
  20744. /**
  20745. * Sets the state for enabling fog
  20746. */
  20747. /**
  20748. * Gets the value of the fog enabled state
  20749. */
  20750. fogEnabled: boolean;
  20751. /**
  20752. * Stores the size of points
  20753. */
  20754. pointSize: number;
  20755. /**
  20756. * Stores the z offset value
  20757. */
  20758. zOffset: number;
  20759. /**
  20760. * Gets a value specifying if wireframe mode is enabled
  20761. */
  20762. /**
  20763. * Sets the state of wireframe mode
  20764. */
  20765. wireframe: boolean;
  20766. /**
  20767. * Gets the value specifying if point clouds are enabled
  20768. */
  20769. /**
  20770. * Sets the state of point cloud mode
  20771. */
  20772. pointsCloud: boolean;
  20773. /**
  20774. * Gets the material fill mode
  20775. */
  20776. /**
  20777. * Sets the material fill mode
  20778. */
  20779. fillMode: number;
  20780. /**
  20781. * @hidden
  20782. * Stores the effects for the material
  20783. */
  20784. _effect: Nullable<Effect>;
  20785. /**
  20786. * @hidden
  20787. * Specifies if the material was previously ready
  20788. */
  20789. _wasPreviouslyReady: boolean;
  20790. /**
  20791. * Specifies if uniform buffers should be used
  20792. */
  20793. private _useUBO;
  20794. /**
  20795. * Stores a reference to the scene
  20796. */
  20797. private _scene;
  20798. /**
  20799. * Stores the fill mode state
  20800. */
  20801. private _fillMode;
  20802. /**
  20803. * Specifies if the depth write state should be cached
  20804. */
  20805. private _cachedDepthWriteState;
  20806. /**
  20807. * Stores the uniform buffer
  20808. */
  20809. protected _uniformBuffer: UniformBuffer;
  20810. /** @hidden */
  20811. _indexInSceneMaterialArray: number;
  20812. /** @hidden */
  20813. meshMap: Nullable<{
  20814. [id: string]: AbstractMesh | undefined;
  20815. }>;
  20816. /**
  20817. * Creates a material instance
  20818. * @param name defines the name of the material
  20819. * @param scene defines the scene to reference
  20820. * @param doNotAdd specifies if the material should be added to the scene
  20821. */
  20822. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20823. /**
  20824. * Returns a string representation of the current material
  20825. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20826. * @returns a string with material information
  20827. */
  20828. toString(fullDetails?: boolean): string;
  20829. /**
  20830. * Gets the class name of the material
  20831. * @returns a string with the class name of the material
  20832. */
  20833. getClassName(): string;
  20834. /**
  20835. * Specifies if updates for the material been locked
  20836. */
  20837. readonly isFrozen: boolean;
  20838. /**
  20839. * Locks updates for the material
  20840. */
  20841. freeze(): void;
  20842. /**
  20843. * Unlocks updates for the material
  20844. */
  20845. unfreeze(): void;
  20846. /**
  20847. * Specifies if the material is ready to be used
  20848. * @param mesh defines the mesh to check
  20849. * @param useInstances specifies if instances should be used
  20850. * @returns a boolean indicating if the material is ready to be used
  20851. */
  20852. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20853. /**
  20854. * Specifies that the submesh is ready to be used
  20855. * @param mesh defines the mesh to check
  20856. * @param subMesh defines which submesh to check
  20857. * @param useInstances specifies that instances should be used
  20858. * @returns a boolean indicating that the submesh is ready or not
  20859. */
  20860. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20861. /**
  20862. * Returns the material effect
  20863. * @returns the effect associated with the material
  20864. */
  20865. getEffect(): Nullable<Effect>;
  20866. /**
  20867. * Returns the current scene
  20868. * @returns a Scene
  20869. */
  20870. getScene(): Scene;
  20871. /**
  20872. * Specifies if the material will require alpha blending
  20873. * @returns a boolean specifying if alpha blending is needed
  20874. */
  20875. needAlphaBlending(): boolean;
  20876. /**
  20877. * Specifies if the mesh will require alpha blending
  20878. * @param mesh defines the mesh to check
  20879. * @returns a boolean specifying if alpha blending is needed for the mesh
  20880. */
  20881. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20882. /**
  20883. * Specifies if this material should be rendered in alpha test mode
  20884. * @returns a boolean specifying if an alpha test is needed.
  20885. */
  20886. needAlphaTesting(): boolean;
  20887. /**
  20888. * Gets the texture used for the alpha test
  20889. * @returns the texture to use for alpha testing
  20890. */
  20891. getAlphaTestTexture(): Nullable<BaseTexture>;
  20892. /**
  20893. * Marks the material to indicate that it needs to be re-calculated
  20894. */
  20895. markDirty(): void;
  20896. /** @hidden */
  20897. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20898. /**
  20899. * Binds the material to the mesh
  20900. * @param world defines the world transformation matrix
  20901. * @param mesh defines the mesh to bind the material to
  20902. */
  20903. bind(world: Matrix, mesh?: Mesh): void;
  20904. /**
  20905. * Binds the submesh to the material
  20906. * @param world defines the world transformation matrix
  20907. * @param mesh defines the mesh containing the submesh
  20908. * @param subMesh defines the submesh to bind the material to
  20909. */
  20910. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20911. /**
  20912. * Binds the world matrix to the material
  20913. * @param world defines the world transformation matrix
  20914. */
  20915. bindOnlyWorldMatrix(world: Matrix): void;
  20916. /**
  20917. * Binds the scene's uniform buffer to the effect.
  20918. * @param effect defines the effect to bind to the scene uniform buffer
  20919. * @param sceneUbo defines the uniform buffer storing scene data
  20920. */
  20921. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20922. /**
  20923. * Binds the view matrix to the effect
  20924. * @param effect defines the effect to bind the view matrix to
  20925. */
  20926. bindView(effect: Effect): void;
  20927. /**
  20928. * Binds the view projection matrix to the effect
  20929. * @param effect defines the effect to bind the view projection matrix to
  20930. */
  20931. bindViewProjection(effect: Effect): void;
  20932. /**
  20933. * Specifies if material alpha testing should be turned on for the mesh
  20934. * @param mesh defines the mesh to check
  20935. */
  20936. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20937. /**
  20938. * Processes to execute after binding the material to a mesh
  20939. * @param mesh defines the rendered mesh
  20940. */
  20941. protected _afterBind(mesh?: Mesh): void;
  20942. /**
  20943. * Unbinds the material from the mesh
  20944. */
  20945. unbind(): void;
  20946. /**
  20947. * Gets the active textures from the material
  20948. * @returns an array of textures
  20949. */
  20950. getActiveTextures(): BaseTexture[];
  20951. /**
  20952. * Specifies if the material uses a texture
  20953. * @param texture defines the texture to check against the material
  20954. * @returns a boolean specifying if the material uses the texture
  20955. */
  20956. hasTexture(texture: BaseTexture): boolean;
  20957. /**
  20958. * Makes a duplicate of the material, and gives it a new name
  20959. * @param name defines the new name for the duplicated material
  20960. * @returns the cloned material
  20961. */
  20962. clone(name: string): Nullable<Material>;
  20963. /**
  20964. * Gets the meshes bound to the material
  20965. * @returns an array of meshes bound to the material
  20966. */
  20967. getBindedMeshes(): AbstractMesh[];
  20968. /**
  20969. * Force shader compilation
  20970. * @param mesh defines the mesh associated with this material
  20971. * @param onCompiled defines a function to execute once the material is compiled
  20972. * @param options defines the options to configure the compilation
  20973. */
  20974. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20975. clipPlane: boolean;
  20976. }>): void;
  20977. /**
  20978. * Force shader compilation
  20979. * @param mesh defines the mesh that will use this material
  20980. * @param options defines additional options for compiling the shaders
  20981. * @returns a promise that resolves when the compilation completes
  20982. */
  20983. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20984. clipPlane: boolean;
  20985. }>): Promise<void>;
  20986. private static readonly _AllDirtyCallBack;
  20987. private static readonly _ImageProcessingDirtyCallBack;
  20988. private static readonly _TextureDirtyCallBack;
  20989. private static readonly _FresnelDirtyCallBack;
  20990. private static readonly _MiscDirtyCallBack;
  20991. private static readonly _LightsDirtyCallBack;
  20992. private static readonly _AttributeDirtyCallBack;
  20993. private static _FresnelAndMiscDirtyCallBack;
  20994. private static _TextureAndMiscDirtyCallBack;
  20995. private static readonly _DirtyCallbackArray;
  20996. private static readonly _RunDirtyCallBacks;
  20997. /**
  20998. * Marks a define in the material to indicate that it needs to be re-computed
  20999. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21000. */
  21001. markAsDirty(flag: number): void;
  21002. /**
  21003. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21004. * @param func defines a function which checks material defines against the submeshes
  21005. */
  21006. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21007. /**
  21008. * Indicates that we need to re-calculated for all submeshes
  21009. */
  21010. protected _markAllSubMeshesAsAllDirty(): void;
  21011. /**
  21012. * Indicates that image processing needs to be re-calculated for all submeshes
  21013. */
  21014. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21015. /**
  21016. * Indicates that textures need to be re-calculated for all submeshes
  21017. */
  21018. protected _markAllSubMeshesAsTexturesDirty(): void;
  21019. /**
  21020. * Indicates that fresnel needs to be re-calculated for all submeshes
  21021. */
  21022. protected _markAllSubMeshesAsFresnelDirty(): void;
  21023. /**
  21024. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21025. */
  21026. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21027. /**
  21028. * Indicates that lights need to be re-calculated for all submeshes
  21029. */
  21030. protected _markAllSubMeshesAsLightsDirty(): void;
  21031. /**
  21032. * Indicates that attributes need to be re-calculated for all submeshes
  21033. */
  21034. protected _markAllSubMeshesAsAttributesDirty(): void;
  21035. /**
  21036. * Indicates that misc needs to be re-calculated for all submeshes
  21037. */
  21038. protected _markAllSubMeshesAsMiscDirty(): void;
  21039. /**
  21040. * Indicates that textures and misc need to be re-calculated for all submeshes
  21041. */
  21042. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21043. /**
  21044. * Disposes the material
  21045. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21046. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21047. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21048. */
  21049. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21050. /** @hidden */
  21051. private releaseVertexArrayObject;
  21052. /**
  21053. * Serializes this material
  21054. * @returns the serialized material object
  21055. */
  21056. serialize(): any;
  21057. /**
  21058. * Creates a material from parsed material data
  21059. * @param parsedMaterial defines parsed material data
  21060. * @param scene defines the hosting scene
  21061. * @param rootUrl defines the root URL to use to load textures
  21062. * @returns a new material
  21063. */
  21064. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21065. }
  21066. }
  21067. declare module "babylonjs/Materials/multiMaterial" {
  21068. import { Nullable } from "babylonjs/types";
  21069. import { Scene } from "babylonjs/scene";
  21070. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21071. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21072. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21073. import { Material } from "babylonjs/Materials/material";
  21074. /**
  21075. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21076. * separate meshes. This can be use to improve performances.
  21077. * @see http://doc.babylonjs.com/how_to/multi_materials
  21078. */
  21079. export class MultiMaterial extends Material {
  21080. private _subMaterials;
  21081. /**
  21082. * Gets or Sets the list of Materials used within the multi material.
  21083. * They need to be ordered according to the submeshes order in the associated mesh
  21084. */
  21085. subMaterials: Nullable<Material>[];
  21086. /**
  21087. * Function used to align with Node.getChildren()
  21088. * @returns the list of Materials used within the multi material
  21089. */
  21090. getChildren(): Nullable<Material>[];
  21091. /**
  21092. * Instantiates a new Multi Material
  21093. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21094. * separate meshes. This can be use to improve performances.
  21095. * @see http://doc.babylonjs.com/how_to/multi_materials
  21096. * @param name Define the name in the scene
  21097. * @param scene Define the scene the material belongs to
  21098. */
  21099. constructor(name: string, scene: Scene);
  21100. private _hookArray;
  21101. /**
  21102. * Get one of the submaterial by its index in the submaterials array
  21103. * @param index The index to look the sub material at
  21104. * @returns The Material if the index has been defined
  21105. */
  21106. getSubMaterial(index: number): Nullable<Material>;
  21107. /**
  21108. * Get the list of active textures for the whole sub materials list.
  21109. * @returns All the textures that will be used during the rendering
  21110. */
  21111. getActiveTextures(): BaseTexture[];
  21112. /**
  21113. * Gets the current class name of the material e.g. "MultiMaterial"
  21114. * Mainly use in serialization.
  21115. * @returns the class name
  21116. */
  21117. getClassName(): string;
  21118. /**
  21119. * Checks if the material is ready to render the requested sub mesh
  21120. * @param mesh Define the mesh the submesh belongs to
  21121. * @param subMesh Define the sub mesh to look readyness for
  21122. * @param useInstances Define whether or not the material is used with instances
  21123. * @returns true if ready, otherwise false
  21124. */
  21125. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21126. /**
  21127. * Clones the current material and its related sub materials
  21128. * @param name Define the name of the newly cloned material
  21129. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21130. * @returns the cloned material
  21131. */
  21132. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21133. /**
  21134. * Serializes the materials into a JSON representation.
  21135. * @returns the JSON representation
  21136. */
  21137. serialize(): any;
  21138. /**
  21139. * Dispose the material and release its associated resources
  21140. * @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)
  21141. * @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)
  21142. * @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)
  21143. */
  21144. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21145. /**
  21146. * Creates a MultiMaterial from parsed MultiMaterial data.
  21147. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21148. * @param scene defines the hosting scene
  21149. * @returns a new MultiMaterial
  21150. */
  21151. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21152. }
  21153. }
  21154. declare module "babylonjs/Meshes/subMesh" {
  21155. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21156. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21157. import { Engine } from "babylonjs/Engines/engine";
  21158. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21159. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21160. import { Effect } from "babylonjs/Materials/effect";
  21161. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21162. import { Plane } from "babylonjs/Maths/math.plane";
  21163. import { Collider } from "babylonjs/Collisions/collider";
  21164. import { Material } from "babylonjs/Materials/material";
  21165. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21166. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21167. import { Mesh } from "babylonjs/Meshes/mesh";
  21168. import { Ray } from "babylonjs/Culling/ray";
  21169. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21170. /**
  21171. * Base class for submeshes
  21172. */
  21173. export class BaseSubMesh {
  21174. /** @hidden */
  21175. _materialDefines: Nullable<MaterialDefines>;
  21176. /** @hidden */
  21177. _materialEffect: Nullable<Effect>;
  21178. /**
  21179. * Gets associated effect
  21180. */
  21181. readonly effect: Nullable<Effect>;
  21182. /**
  21183. * Sets associated effect (effect used to render this submesh)
  21184. * @param effect defines the effect to associate with
  21185. * @param defines defines the set of defines used to compile this effect
  21186. */
  21187. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21188. }
  21189. /**
  21190. * Defines a subdivision inside a mesh
  21191. */
  21192. export class SubMesh extends BaseSubMesh implements ICullable {
  21193. /** the material index to use */
  21194. materialIndex: number;
  21195. /** vertex index start */
  21196. verticesStart: number;
  21197. /** vertices count */
  21198. verticesCount: number;
  21199. /** index start */
  21200. indexStart: number;
  21201. /** indices count */
  21202. indexCount: number;
  21203. /** @hidden */
  21204. _linesIndexCount: number;
  21205. private _mesh;
  21206. private _renderingMesh;
  21207. private _boundingInfo;
  21208. private _linesIndexBuffer;
  21209. /** @hidden */
  21210. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21211. /** @hidden */
  21212. _trianglePlanes: Plane[];
  21213. /** @hidden */
  21214. _lastColliderTransformMatrix: Nullable<Matrix>;
  21215. /** @hidden */
  21216. _renderId: number;
  21217. /** @hidden */
  21218. _alphaIndex: number;
  21219. /** @hidden */
  21220. _distanceToCamera: number;
  21221. /** @hidden */
  21222. _id: number;
  21223. private _currentMaterial;
  21224. /**
  21225. * Add a new submesh to a mesh
  21226. * @param materialIndex defines the material index to use
  21227. * @param verticesStart defines vertex index start
  21228. * @param verticesCount defines vertices count
  21229. * @param indexStart defines index start
  21230. * @param indexCount defines indices count
  21231. * @param mesh defines the parent mesh
  21232. * @param renderingMesh defines an optional rendering mesh
  21233. * @param createBoundingBox defines if bounding box should be created for this submesh
  21234. * @returns the new submesh
  21235. */
  21236. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21237. /**
  21238. * Creates a new submesh
  21239. * @param materialIndex defines the material index to use
  21240. * @param verticesStart defines vertex index start
  21241. * @param verticesCount defines vertices count
  21242. * @param indexStart defines index start
  21243. * @param indexCount defines indices count
  21244. * @param mesh defines the parent mesh
  21245. * @param renderingMesh defines an optional rendering mesh
  21246. * @param createBoundingBox defines if bounding box should be created for this submesh
  21247. */
  21248. constructor(
  21249. /** the material index to use */
  21250. materialIndex: number,
  21251. /** vertex index start */
  21252. verticesStart: number,
  21253. /** vertices count */
  21254. verticesCount: number,
  21255. /** index start */
  21256. indexStart: number,
  21257. /** indices count */
  21258. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21259. /**
  21260. * Returns true if this submesh covers the entire parent mesh
  21261. * @ignorenaming
  21262. */
  21263. readonly IsGlobal: boolean;
  21264. /**
  21265. * Returns the submesh BoudingInfo object
  21266. * @returns current bounding info (or mesh's one if the submesh is global)
  21267. */
  21268. getBoundingInfo(): BoundingInfo;
  21269. /**
  21270. * Sets the submesh BoundingInfo
  21271. * @param boundingInfo defines the new bounding info to use
  21272. * @returns the SubMesh
  21273. */
  21274. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21275. /**
  21276. * Returns the mesh of the current submesh
  21277. * @return the parent mesh
  21278. */
  21279. getMesh(): AbstractMesh;
  21280. /**
  21281. * Returns the rendering mesh of the submesh
  21282. * @returns the rendering mesh (could be different from parent mesh)
  21283. */
  21284. getRenderingMesh(): Mesh;
  21285. /**
  21286. * Returns the submesh material
  21287. * @returns null or the current material
  21288. */
  21289. getMaterial(): Nullable<Material>;
  21290. /**
  21291. * Sets a new updated BoundingInfo object to the submesh
  21292. * @param data defines an optional position array to use to determine the bounding info
  21293. * @returns the SubMesh
  21294. */
  21295. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21296. /** @hidden */
  21297. _checkCollision(collider: Collider): boolean;
  21298. /**
  21299. * Updates the submesh BoundingInfo
  21300. * @param world defines the world matrix to use to update the bounding info
  21301. * @returns the submesh
  21302. */
  21303. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21304. /**
  21305. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21306. * @param frustumPlanes defines the frustum planes
  21307. * @returns true if the submesh is intersecting with the frustum
  21308. */
  21309. isInFrustum(frustumPlanes: Plane[]): boolean;
  21310. /**
  21311. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21312. * @param frustumPlanes defines the frustum planes
  21313. * @returns true if the submesh is inside the frustum
  21314. */
  21315. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21316. /**
  21317. * Renders the submesh
  21318. * @param enableAlphaMode defines if alpha needs to be used
  21319. * @returns the submesh
  21320. */
  21321. render(enableAlphaMode: boolean): SubMesh;
  21322. /**
  21323. * @hidden
  21324. */
  21325. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21326. /**
  21327. * Checks if the submesh intersects with a ray
  21328. * @param ray defines the ray to test
  21329. * @returns true is the passed ray intersects the submesh bounding box
  21330. */
  21331. canIntersects(ray: Ray): boolean;
  21332. /**
  21333. * Intersects current submesh with a ray
  21334. * @param ray defines the ray to test
  21335. * @param positions defines mesh's positions array
  21336. * @param indices defines mesh's indices array
  21337. * @param fastCheck defines if only bounding info should be used
  21338. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21339. * @returns intersection info or null if no intersection
  21340. */
  21341. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21342. /** @hidden */
  21343. private _intersectLines;
  21344. /** @hidden */
  21345. private _intersectUnIndexedLines;
  21346. /** @hidden */
  21347. private _intersectTriangles;
  21348. /** @hidden */
  21349. private _intersectUnIndexedTriangles;
  21350. /** @hidden */
  21351. _rebuild(): void;
  21352. /**
  21353. * Creates a new submesh from the passed mesh
  21354. * @param newMesh defines the new hosting mesh
  21355. * @param newRenderingMesh defines an optional rendering mesh
  21356. * @returns the new submesh
  21357. */
  21358. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21359. /**
  21360. * Release associated resources
  21361. */
  21362. dispose(): void;
  21363. /**
  21364. * Gets the class name
  21365. * @returns the string "SubMesh".
  21366. */
  21367. getClassName(): string;
  21368. /**
  21369. * Creates a new submesh from indices data
  21370. * @param materialIndex the index of the main mesh material
  21371. * @param startIndex the index where to start the copy in the mesh indices array
  21372. * @param indexCount the number of indices to copy then from the startIndex
  21373. * @param mesh the main mesh to create the submesh from
  21374. * @param renderingMesh the optional rendering mesh
  21375. * @returns a new submesh
  21376. */
  21377. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21378. }
  21379. }
  21380. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21381. /**
  21382. * Class used to represent data loading progression
  21383. */
  21384. export class SceneLoaderFlags {
  21385. private static _ForceFullSceneLoadingForIncremental;
  21386. private static _ShowLoadingScreen;
  21387. private static _CleanBoneMatrixWeights;
  21388. private static _loggingLevel;
  21389. /**
  21390. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21391. */
  21392. static ForceFullSceneLoadingForIncremental: boolean;
  21393. /**
  21394. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21395. */
  21396. static ShowLoadingScreen: boolean;
  21397. /**
  21398. * Defines the current logging level (while loading the scene)
  21399. * @ignorenaming
  21400. */
  21401. static loggingLevel: number;
  21402. /**
  21403. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21404. */
  21405. static CleanBoneMatrixWeights: boolean;
  21406. }
  21407. }
  21408. declare module "babylonjs/Meshes/geometry" {
  21409. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21410. import { Scene } from "babylonjs/scene";
  21411. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21412. import { Engine } from "babylonjs/Engines/engine";
  21413. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21414. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21415. import { Effect } from "babylonjs/Materials/effect";
  21416. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21417. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21418. import { Mesh } from "babylonjs/Meshes/mesh";
  21419. /**
  21420. * Class used to store geometry data (vertex buffers + index buffer)
  21421. */
  21422. export class Geometry implements IGetSetVerticesData {
  21423. /**
  21424. * Gets or sets the ID of the geometry
  21425. */
  21426. id: string;
  21427. /**
  21428. * Gets or sets the unique ID of the geometry
  21429. */
  21430. uniqueId: number;
  21431. /**
  21432. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21433. */
  21434. delayLoadState: number;
  21435. /**
  21436. * Gets the file containing the data to load when running in delay load state
  21437. */
  21438. delayLoadingFile: Nullable<string>;
  21439. /**
  21440. * Callback called when the geometry is updated
  21441. */
  21442. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21443. private _scene;
  21444. private _engine;
  21445. private _meshes;
  21446. private _totalVertices;
  21447. /** @hidden */
  21448. _indices: IndicesArray;
  21449. /** @hidden */
  21450. _vertexBuffers: {
  21451. [key: string]: VertexBuffer;
  21452. };
  21453. private _isDisposed;
  21454. private _extend;
  21455. private _boundingBias;
  21456. /** @hidden */
  21457. _delayInfo: Array<string>;
  21458. private _indexBuffer;
  21459. private _indexBufferIsUpdatable;
  21460. /** @hidden */
  21461. _boundingInfo: Nullable<BoundingInfo>;
  21462. /** @hidden */
  21463. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21464. /** @hidden */
  21465. _softwareSkinningFrameId: number;
  21466. private _vertexArrayObjects;
  21467. private _updatable;
  21468. /** @hidden */
  21469. _positions: Nullable<Vector3[]>;
  21470. /**
  21471. * 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
  21472. */
  21473. /**
  21474. * 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
  21475. */
  21476. boundingBias: Vector2;
  21477. /**
  21478. * Static function used to attach a new empty geometry to a mesh
  21479. * @param mesh defines the mesh to attach the geometry to
  21480. * @returns the new Geometry
  21481. */
  21482. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21483. /**
  21484. * Creates a new geometry
  21485. * @param id defines the unique ID
  21486. * @param scene defines the hosting scene
  21487. * @param vertexData defines the VertexData used to get geometry data
  21488. * @param updatable defines if geometry must be updatable (false by default)
  21489. * @param mesh defines the mesh that will be associated with the geometry
  21490. */
  21491. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21492. /**
  21493. * Gets the current extend of the geometry
  21494. */
  21495. readonly extend: {
  21496. minimum: Vector3;
  21497. maximum: Vector3;
  21498. };
  21499. /**
  21500. * Gets the hosting scene
  21501. * @returns the hosting Scene
  21502. */
  21503. getScene(): Scene;
  21504. /**
  21505. * Gets the hosting engine
  21506. * @returns the hosting Engine
  21507. */
  21508. getEngine(): Engine;
  21509. /**
  21510. * Defines if the geometry is ready to use
  21511. * @returns true if the geometry is ready to be used
  21512. */
  21513. isReady(): boolean;
  21514. /**
  21515. * Gets a value indicating that the geometry should not be serialized
  21516. */
  21517. readonly doNotSerialize: boolean;
  21518. /** @hidden */
  21519. _rebuild(): void;
  21520. /**
  21521. * Affects all geometry data in one call
  21522. * @param vertexData defines the geometry data
  21523. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21524. */
  21525. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21526. /**
  21527. * Set specific vertex data
  21528. * @param kind defines the data kind (Position, normal, etc...)
  21529. * @param data defines the vertex data to use
  21530. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21531. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21532. */
  21533. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21534. /**
  21535. * Removes a specific vertex data
  21536. * @param kind defines the data kind (Position, normal, etc...)
  21537. */
  21538. removeVerticesData(kind: string): void;
  21539. /**
  21540. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21541. * @param buffer defines the vertex buffer to use
  21542. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21543. */
  21544. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21545. /**
  21546. * Update a specific vertex buffer
  21547. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21548. * It will do nothing if the buffer is not updatable
  21549. * @param kind defines the data kind (Position, normal, etc...)
  21550. * @param data defines the data to use
  21551. * @param offset defines the offset in the target buffer where to store the data
  21552. * @param useBytes set to true if the offset is in bytes
  21553. */
  21554. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21555. /**
  21556. * Update a specific vertex buffer
  21557. * This function will create a new buffer if the current one is not updatable
  21558. * @param kind defines the data kind (Position, normal, etc...)
  21559. * @param data defines the data to use
  21560. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21561. */
  21562. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21563. private _updateBoundingInfo;
  21564. /** @hidden */
  21565. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21566. /**
  21567. * Gets total number of vertices
  21568. * @returns the total number of vertices
  21569. */
  21570. getTotalVertices(): number;
  21571. /**
  21572. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21573. * @param kind defines the data kind (Position, normal, etc...)
  21574. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21575. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21576. * @returns a float array containing vertex data
  21577. */
  21578. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21579. /**
  21580. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21581. * @param kind defines the data kind (Position, normal, etc...)
  21582. * @returns true if the vertex buffer with the specified kind is updatable
  21583. */
  21584. isVertexBufferUpdatable(kind: string): boolean;
  21585. /**
  21586. * Gets a specific vertex buffer
  21587. * @param kind defines the data kind (Position, normal, etc...)
  21588. * @returns a VertexBuffer
  21589. */
  21590. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21591. /**
  21592. * Returns all vertex buffers
  21593. * @return an object holding all vertex buffers indexed by kind
  21594. */
  21595. getVertexBuffers(): Nullable<{
  21596. [key: string]: VertexBuffer;
  21597. }>;
  21598. /**
  21599. * Gets a boolean indicating if specific vertex buffer is present
  21600. * @param kind defines the data kind (Position, normal, etc...)
  21601. * @returns true if data is present
  21602. */
  21603. isVerticesDataPresent(kind: string): boolean;
  21604. /**
  21605. * Gets a list of all attached data kinds (Position, normal, etc...)
  21606. * @returns a list of string containing all kinds
  21607. */
  21608. getVerticesDataKinds(): string[];
  21609. /**
  21610. * Update index buffer
  21611. * @param indices defines the indices to store in the index buffer
  21612. * @param offset defines the offset in the target buffer where to store the data
  21613. * @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)
  21614. */
  21615. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21616. /**
  21617. * Creates a new index buffer
  21618. * @param indices defines the indices to store in the index buffer
  21619. * @param totalVertices defines the total number of vertices (could be null)
  21620. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21621. */
  21622. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21623. /**
  21624. * Return the total number of indices
  21625. * @returns the total number of indices
  21626. */
  21627. getTotalIndices(): number;
  21628. /**
  21629. * Gets the index buffer array
  21630. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21631. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21632. * @returns the index buffer array
  21633. */
  21634. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21635. /**
  21636. * Gets the index buffer
  21637. * @return the index buffer
  21638. */
  21639. getIndexBuffer(): Nullable<DataBuffer>;
  21640. /** @hidden */
  21641. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21642. /**
  21643. * Release the associated resources for a specific mesh
  21644. * @param mesh defines the source mesh
  21645. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21646. */
  21647. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21648. /**
  21649. * Apply current geometry to a given mesh
  21650. * @param mesh defines the mesh to apply geometry to
  21651. */
  21652. applyToMesh(mesh: Mesh): void;
  21653. private _updateExtend;
  21654. private _applyToMesh;
  21655. private notifyUpdate;
  21656. /**
  21657. * Load the geometry if it was flagged as delay loaded
  21658. * @param scene defines the hosting scene
  21659. * @param onLoaded defines a callback called when the geometry is loaded
  21660. */
  21661. load(scene: Scene, onLoaded?: () => void): void;
  21662. private _queueLoad;
  21663. /**
  21664. * Invert the geometry to move from a right handed system to a left handed one.
  21665. */
  21666. toLeftHanded(): void;
  21667. /** @hidden */
  21668. _resetPointsArrayCache(): void;
  21669. /** @hidden */
  21670. _generatePointsArray(): boolean;
  21671. /**
  21672. * Gets a value indicating if the geometry is disposed
  21673. * @returns true if the geometry was disposed
  21674. */
  21675. isDisposed(): boolean;
  21676. private _disposeVertexArrayObjects;
  21677. /**
  21678. * Free all associated resources
  21679. */
  21680. dispose(): void;
  21681. /**
  21682. * Clone the current geometry into a new geometry
  21683. * @param id defines the unique ID of the new geometry
  21684. * @returns a new geometry object
  21685. */
  21686. copy(id: string): Geometry;
  21687. /**
  21688. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21689. * @return a JSON representation of the current geometry data (without the vertices data)
  21690. */
  21691. serialize(): any;
  21692. private toNumberArray;
  21693. /**
  21694. * Serialize all vertices data into a JSON oject
  21695. * @returns a JSON representation of the current geometry data
  21696. */
  21697. serializeVerticeData(): any;
  21698. /**
  21699. * Extracts a clone of a mesh geometry
  21700. * @param mesh defines the source mesh
  21701. * @param id defines the unique ID of the new geometry object
  21702. * @returns the new geometry object
  21703. */
  21704. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21705. /**
  21706. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21707. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21708. * Be aware Math.random() could cause collisions, but:
  21709. * "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"
  21710. * @returns a string containing a new GUID
  21711. */
  21712. static RandomId(): string;
  21713. /** @hidden */
  21714. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21715. private static _CleanMatricesWeights;
  21716. /**
  21717. * Create a new geometry from persisted data (Using .babylon file format)
  21718. * @param parsedVertexData defines the persisted data
  21719. * @param scene defines the hosting scene
  21720. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21721. * @returns the new geometry object
  21722. */
  21723. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21724. }
  21725. }
  21726. declare module "babylonjs/Meshes/mesh.vertexData" {
  21727. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21728. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21729. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21730. import { Geometry } from "babylonjs/Meshes/geometry";
  21731. import { Mesh } from "babylonjs/Meshes/mesh";
  21732. /**
  21733. * Define an interface for all classes that will get and set the data on vertices
  21734. */
  21735. export interface IGetSetVerticesData {
  21736. /**
  21737. * Gets a boolean indicating if specific vertex data is present
  21738. * @param kind defines the vertex data kind to use
  21739. * @returns true is data kind is present
  21740. */
  21741. isVerticesDataPresent(kind: string): boolean;
  21742. /**
  21743. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21744. * @param kind defines the data kind (Position, normal, etc...)
  21745. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21746. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21747. * @returns a float array containing vertex data
  21748. */
  21749. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21750. /**
  21751. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21752. * @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.
  21753. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21754. * @returns the indices array or an empty array if the mesh has no geometry
  21755. */
  21756. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21757. /**
  21758. * Set specific vertex data
  21759. * @param kind defines the data kind (Position, normal, etc...)
  21760. * @param data defines the vertex data to use
  21761. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21762. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21763. */
  21764. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21765. /**
  21766. * Update a specific associated vertex buffer
  21767. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21768. * - VertexBuffer.PositionKind
  21769. * - VertexBuffer.UVKind
  21770. * - VertexBuffer.UV2Kind
  21771. * - VertexBuffer.UV3Kind
  21772. * - VertexBuffer.UV4Kind
  21773. * - VertexBuffer.UV5Kind
  21774. * - VertexBuffer.UV6Kind
  21775. * - VertexBuffer.ColorKind
  21776. * - VertexBuffer.MatricesIndicesKind
  21777. * - VertexBuffer.MatricesIndicesExtraKind
  21778. * - VertexBuffer.MatricesWeightsKind
  21779. * - VertexBuffer.MatricesWeightsExtraKind
  21780. * @param data defines the data source
  21781. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21782. * @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)
  21783. */
  21784. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21785. /**
  21786. * Creates a new index buffer
  21787. * @param indices defines the indices to store in the index buffer
  21788. * @param totalVertices defines the total number of vertices (could be null)
  21789. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21790. */
  21791. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21792. }
  21793. /**
  21794. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21795. */
  21796. export class VertexData {
  21797. /**
  21798. * Mesh side orientation : usually the external or front surface
  21799. */
  21800. static readonly FRONTSIDE: number;
  21801. /**
  21802. * Mesh side orientation : usually the internal or back surface
  21803. */
  21804. static readonly BACKSIDE: number;
  21805. /**
  21806. * Mesh side orientation : both internal and external or front and back surfaces
  21807. */
  21808. static readonly DOUBLESIDE: number;
  21809. /**
  21810. * Mesh side orientation : by default, `FRONTSIDE`
  21811. */
  21812. static readonly DEFAULTSIDE: number;
  21813. /**
  21814. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21815. */
  21816. positions: Nullable<FloatArray>;
  21817. /**
  21818. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21819. */
  21820. normals: Nullable<FloatArray>;
  21821. /**
  21822. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21823. */
  21824. tangents: Nullable<FloatArray>;
  21825. /**
  21826. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21827. */
  21828. uvs: Nullable<FloatArray>;
  21829. /**
  21830. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21831. */
  21832. uvs2: Nullable<FloatArray>;
  21833. /**
  21834. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21835. */
  21836. uvs3: Nullable<FloatArray>;
  21837. /**
  21838. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21839. */
  21840. uvs4: Nullable<FloatArray>;
  21841. /**
  21842. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21843. */
  21844. uvs5: Nullable<FloatArray>;
  21845. /**
  21846. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21847. */
  21848. uvs6: Nullable<FloatArray>;
  21849. /**
  21850. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21851. */
  21852. colors: Nullable<FloatArray>;
  21853. /**
  21854. * 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).
  21855. */
  21856. matricesIndices: Nullable<FloatArray>;
  21857. /**
  21858. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21859. */
  21860. matricesWeights: Nullable<FloatArray>;
  21861. /**
  21862. * An array extending the number of possible indices
  21863. */
  21864. matricesIndicesExtra: Nullable<FloatArray>;
  21865. /**
  21866. * An array extending the number of possible weights when the number of indices is extended
  21867. */
  21868. matricesWeightsExtra: Nullable<FloatArray>;
  21869. /**
  21870. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21871. */
  21872. indices: Nullable<IndicesArray>;
  21873. /**
  21874. * Uses the passed data array to set the set the values for the specified kind of data
  21875. * @param data a linear array of floating numbers
  21876. * @param kind the type of data that is being set, eg positions, colors etc
  21877. */
  21878. set(data: FloatArray, kind: string): void;
  21879. /**
  21880. * Associates the vertexData to the passed Mesh.
  21881. * Sets it as updatable or not (default `false`)
  21882. * @param mesh the mesh the vertexData is applied to
  21883. * @param updatable when used and having the value true allows new data to update the vertexData
  21884. * @returns the VertexData
  21885. */
  21886. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21887. /**
  21888. * Associates the vertexData to the passed Geometry.
  21889. * Sets it as updatable or not (default `false`)
  21890. * @param geometry the geometry the vertexData is applied to
  21891. * @param updatable when used and having the value true allows new data to update the vertexData
  21892. * @returns VertexData
  21893. */
  21894. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21895. /**
  21896. * Updates the associated mesh
  21897. * @param mesh the mesh to be updated
  21898. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21899. * @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
  21900. * @returns VertexData
  21901. */
  21902. updateMesh(mesh: Mesh): VertexData;
  21903. /**
  21904. * Updates the associated geometry
  21905. * @param geometry the geometry to be updated
  21906. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21907. * @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
  21908. * @returns VertexData.
  21909. */
  21910. updateGeometry(geometry: Geometry): VertexData;
  21911. private _applyTo;
  21912. private _update;
  21913. /**
  21914. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21915. * @param matrix the transforming matrix
  21916. * @returns the VertexData
  21917. */
  21918. transform(matrix: Matrix): VertexData;
  21919. /**
  21920. * Merges the passed VertexData into the current one
  21921. * @param other the VertexData to be merged into the current one
  21922. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21923. * @returns the modified VertexData
  21924. */
  21925. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21926. private _mergeElement;
  21927. private _validate;
  21928. /**
  21929. * Serializes the VertexData
  21930. * @returns a serialized object
  21931. */
  21932. serialize(): any;
  21933. /**
  21934. * Extracts the vertexData from a mesh
  21935. * @param mesh the mesh from which to extract the VertexData
  21936. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21937. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21938. * @returns the object VertexData associated to the passed mesh
  21939. */
  21940. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21941. /**
  21942. * Extracts the vertexData from the geometry
  21943. * @param geometry the geometry from which to extract the VertexData
  21944. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21945. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21946. * @returns the object VertexData associated to the passed mesh
  21947. */
  21948. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21949. private static _ExtractFrom;
  21950. /**
  21951. * Creates the VertexData for a Ribbon
  21952. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21953. * * pathArray array of paths, each of which an array of successive Vector3
  21954. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21955. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21956. * * 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
  21957. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21958. * * 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)
  21959. * * 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)
  21960. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21961. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21962. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21963. * @returns the VertexData of the ribbon
  21964. */
  21965. static CreateRibbon(options: {
  21966. pathArray: Vector3[][];
  21967. closeArray?: boolean;
  21968. closePath?: boolean;
  21969. offset?: number;
  21970. sideOrientation?: number;
  21971. frontUVs?: Vector4;
  21972. backUVs?: Vector4;
  21973. invertUV?: boolean;
  21974. uvs?: Vector2[];
  21975. colors?: Color4[];
  21976. }): VertexData;
  21977. /**
  21978. * Creates the VertexData for a box
  21979. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21980. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21981. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21982. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21983. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21984. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21985. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21986. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21987. * * 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)
  21988. * * 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)
  21989. * @returns the VertexData of the box
  21990. */
  21991. static CreateBox(options: {
  21992. size?: number;
  21993. width?: number;
  21994. height?: number;
  21995. depth?: number;
  21996. faceUV?: Vector4[];
  21997. faceColors?: Color4[];
  21998. sideOrientation?: number;
  21999. frontUVs?: Vector4;
  22000. backUVs?: Vector4;
  22001. }): VertexData;
  22002. /**
  22003. * Creates the VertexData for a tiled box
  22004. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22005. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22006. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22007. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22008. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22009. * @returns the VertexData of the box
  22010. */
  22011. static CreateTiledBox(options: {
  22012. pattern?: number;
  22013. width?: number;
  22014. height?: number;
  22015. depth?: number;
  22016. tileSize?: number;
  22017. tileWidth?: number;
  22018. tileHeight?: number;
  22019. alignHorizontal?: number;
  22020. alignVertical?: number;
  22021. faceUV?: Vector4[];
  22022. faceColors?: Color4[];
  22023. sideOrientation?: number;
  22024. }): VertexData;
  22025. /**
  22026. * Creates the VertexData for a tiled plane
  22027. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22028. * * pattern a limited pattern arrangement depending on the number
  22029. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22030. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22031. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22032. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22033. * * 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)
  22034. * * 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)
  22035. * @returns the VertexData of the tiled plane
  22036. */
  22037. static CreateTiledPlane(options: {
  22038. pattern?: number;
  22039. tileSize?: number;
  22040. tileWidth?: number;
  22041. tileHeight?: number;
  22042. size?: number;
  22043. width?: number;
  22044. height?: number;
  22045. alignHorizontal?: number;
  22046. alignVertical?: number;
  22047. sideOrientation?: number;
  22048. frontUVs?: Vector4;
  22049. backUVs?: Vector4;
  22050. }): VertexData;
  22051. /**
  22052. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22053. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22054. * * segments sets the number of horizontal strips optional, default 32
  22055. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22056. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22057. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22058. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22059. * * 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
  22060. * * 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
  22061. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22062. * * 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)
  22063. * * 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)
  22064. * @returns the VertexData of the ellipsoid
  22065. */
  22066. static CreateSphere(options: {
  22067. segments?: number;
  22068. diameter?: number;
  22069. diameterX?: number;
  22070. diameterY?: number;
  22071. diameterZ?: number;
  22072. arc?: number;
  22073. slice?: number;
  22074. sideOrientation?: number;
  22075. frontUVs?: Vector4;
  22076. backUVs?: Vector4;
  22077. }): VertexData;
  22078. /**
  22079. * Creates the VertexData for a cylinder, cone or prism
  22080. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22081. * * height sets the height (y direction) of the cylinder, optional, default 2
  22082. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22083. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22084. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22085. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22086. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22087. * * 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
  22088. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22089. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22090. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22091. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22092. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22093. * * 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)
  22094. * * 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)
  22095. * @returns the VertexData of the cylinder, cone or prism
  22096. */
  22097. static CreateCylinder(options: {
  22098. height?: number;
  22099. diameterTop?: number;
  22100. diameterBottom?: number;
  22101. diameter?: number;
  22102. tessellation?: number;
  22103. subdivisions?: number;
  22104. arc?: number;
  22105. faceColors?: Color4[];
  22106. faceUV?: Vector4[];
  22107. hasRings?: boolean;
  22108. enclose?: boolean;
  22109. sideOrientation?: number;
  22110. frontUVs?: Vector4;
  22111. backUVs?: Vector4;
  22112. }): VertexData;
  22113. /**
  22114. * Creates the VertexData for a torus
  22115. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22116. * * diameter the diameter of the torus, optional default 1
  22117. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22118. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22119. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22120. * * 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)
  22121. * * 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)
  22122. * @returns the VertexData of the torus
  22123. */
  22124. static CreateTorus(options: {
  22125. diameter?: number;
  22126. thickness?: number;
  22127. tessellation?: number;
  22128. sideOrientation?: number;
  22129. frontUVs?: Vector4;
  22130. backUVs?: Vector4;
  22131. }): VertexData;
  22132. /**
  22133. * Creates the VertexData of the LineSystem
  22134. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22135. * - lines an array of lines, each line being an array of successive Vector3
  22136. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22137. * @returns the VertexData of the LineSystem
  22138. */
  22139. static CreateLineSystem(options: {
  22140. lines: Vector3[][];
  22141. colors?: Nullable<Color4[][]>;
  22142. }): VertexData;
  22143. /**
  22144. * Create the VertexData for a DashedLines
  22145. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22146. * - points an array successive Vector3
  22147. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22148. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22149. * - dashNb the intended total number of dashes, optional, default 200
  22150. * @returns the VertexData for the DashedLines
  22151. */
  22152. static CreateDashedLines(options: {
  22153. points: Vector3[];
  22154. dashSize?: number;
  22155. gapSize?: number;
  22156. dashNb?: number;
  22157. }): VertexData;
  22158. /**
  22159. * Creates the VertexData for a Ground
  22160. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22161. * - width the width (x direction) of the ground, optional, default 1
  22162. * - height the height (z direction) of the ground, optional, default 1
  22163. * - subdivisions the number of subdivisions per side, optional, default 1
  22164. * @returns the VertexData of the Ground
  22165. */
  22166. static CreateGround(options: {
  22167. width?: number;
  22168. height?: number;
  22169. subdivisions?: number;
  22170. subdivisionsX?: number;
  22171. subdivisionsY?: number;
  22172. }): VertexData;
  22173. /**
  22174. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22175. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22176. * * xmin the ground minimum X coordinate, optional, default -1
  22177. * * zmin the ground minimum Z coordinate, optional, default -1
  22178. * * xmax the ground maximum X coordinate, optional, default 1
  22179. * * zmax the ground maximum Z coordinate, optional, default 1
  22180. * * 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}
  22181. * * 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}
  22182. * @returns the VertexData of the TiledGround
  22183. */
  22184. static CreateTiledGround(options: {
  22185. xmin: number;
  22186. zmin: number;
  22187. xmax: number;
  22188. zmax: number;
  22189. subdivisions?: {
  22190. w: number;
  22191. h: number;
  22192. };
  22193. precision?: {
  22194. w: number;
  22195. h: number;
  22196. };
  22197. }): VertexData;
  22198. /**
  22199. * Creates the VertexData of the Ground designed from a heightmap
  22200. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22201. * * width the width (x direction) of the ground
  22202. * * height the height (z direction) of the ground
  22203. * * subdivisions the number of subdivisions per side
  22204. * * minHeight the minimum altitude on the ground, optional, default 0
  22205. * * maxHeight the maximum altitude on the ground, optional default 1
  22206. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22207. * * buffer the array holding the image color data
  22208. * * bufferWidth the width of image
  22209. * * bufferHeight the height of image
  22210. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22211. * @returns the VertexData of the Ground designed from a heightmap
  22212. */
  22213. static CreateGroundFromHeightMap(options: {
  22214. width: number;
  22215. height: number;
  22216. subdivisions: number;
  22217. minHeight: number;
  22218. maxHeight: number;
  22219. colorFilter: Color3;
  22220. buffer: Uint8Array;
  22221. bufferWidth: number;
  22222. bufferHeight: number;
  22223. alphaFilter: number;
  22224. }): VertexData;
  22225. /**
  22226. * Creates the VertexData for a Plane
  22227. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22228. * * size sets the width and height of the plane to the value of size, optional default 1
  22229. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22230. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22231. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22232. * * 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)
  22233. * * 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)
  22234. * @returns the VertexData of the box
  22235. */
  22236. static CreatePlane(options: {
  22237. size?: number;
  22238. width?: number;
  22239. height?: number;
  22240. sideOrientation?: number;
  22241. frontUVs?: Vector4;
  22242. backUVs?: Vector4;
  22243. }): VertexData;
  22244. /**
  22245. * Creates the VertexData of the Disc or regular Polygon
  22246. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22247. * * radius the radius of the disc, optional default 0.5
  22248. * * tessellation the number of polygon sides, optional, default 64
  22249. * * 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
  22250. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22251. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22252. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22253. * @returns the VertexData of the box
  22254. */
  22255. static CreateDisc(options: {
  22256. radius?: number;
  22257. tessellation?: number;
  22258. arc?: number;
  22259. sideOrientation?: number;
  22260. frontUVs?: Vector4;
  22261. backUVs?: Vector4;
  22262. }): VertexData;
  22263. /**
  22264. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22265. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22266. * @param polygon a mesh built from polygonTriangulation.build()
  22267. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22268. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22269. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22270. * @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)
  22271. * @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)
  22272. * @returns the VertexData of the Polygon
  22273. */
  22274. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22275. /**
  22276. * Creates the VertexData of the IcoSphere
  22277. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22278. * * radius the radius of the IcoSphere, optional default 1
  22279. * * radiusX allows stretching in the x direction, optional, default radius
  22280. * * radiusY allows stretching in the y direction, optional, default radius
  22281. * * radiusZ allows stretching in the z direction, optional, default radius
  22282. * * flat when true creates a flat shaded mesh, optional, default true
  22283. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22284. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22285. * * 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)
  22286. * * 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)
  22287. * @returns the VertexData of the IcoSphere
  22288. */
  22289. static CreateIcoSphere(options: {
  22290. radius?: number;
  22291. radiusX?: number;
  22292. radiusY?: number;
  22293. radiusZ?: number;
  22294. flat?: boolean;
  22295. subdivisions?: number;
  22296. sideOrientation?: number;
  22297. frontUVs?: Vector4;
  22298. backUVs?: Vector4;
  22299. }): VertexData;
  22300. /**
  22301. * Creates the VertexData for a Polyhedron
  22302. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22303. * * type provided types are:
  22304. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22305. * * 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)
  22306. * * size the size of the IcoSphere, optional default 1
  22307. * * sizeX allows stretching in the x direction, optional, default size
  22308. * * sizeY allows stretching in the y direction, optional, default size
  22309. * * sizeZ allows stretching in the z direction, optional, default size
  22310. * * 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
  22311. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22312. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22313. * * flat when true creates a flat shaded mesh, optional, default true
  22314. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22315. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22316. * * 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)
  22317. * * 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)
  22318. * @returns the VertexData of the Polyhedron
  22319. */
  22320. static CreatePolyhedron(options: {
  22321. type?: number;
  22322. size?: number;
  22323. sizeX?: number;
  22324. sizeY?: number;
  22325. sizeZ?: number;
  22326. custom?: any;
  22327. faceUV?: Vector4[];
  22328. faceColors?: Color4[];
  22329. flat?: boolean;
  22330. sideOrientation?: number;
  22331. frontUVs?: Vector4;
  22332. backUVs?: Vector4;
  22333. }): VertexData;
  22334. /**
  22335. * Creates the VertexData for a TorusKnot
  22336. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22337. * * radius the radius of the torus knot, optional, default 2
  22338. * * tube the thickness of the tube, optional, default 0.5
  22339. * * radialSegments the number of sides on each tube segments, optional, default 32
  22340. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22341. * * p the number of windings around the z axis, optional, default 2
  22342. * * q the number of windings around the x axis, optional, default 3
  22343. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22344. * * 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)
  22345. * * 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)
  22346. * @returns the VertexData of the Torus Knot
  22347. */
  22348. static CreateTorusKnot(options: {
  22349. radius?: number;
  22350. tube?: number;
  22351. radialSegments?: number;
  22352. tubularSegments?: number;
  22353. p?: number;
  22354. q?: number;
  22355. sideOrientation?: number;
  22356. frontUVs?: Vector4;
  22357. backUVs?: Vector4;
  22358. }): VertexData;
  22359. /**
  22360. * Compute normals for given positions and indices
  22361. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22362. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22363. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22364. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22365. * * facetNormals : optional array of facet normals (vector3)
  22366. * * facetPositions : optional array of facet positions (vector3)
  22367. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22368. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22369. * * bInfo : optional bounding info, required for facetPartitioning computation
  22370. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22371. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22372. * * useRightHandedSystem: optional boolean to for right handed system computation
  22373. * * depthSort : optional boolean to enable the facet depth sort computation
  22374. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22375. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22376. */
  22377. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22378. facetNormals?: any;
  22379. facetPositions?: any;
  22380. facetPartitioning?: any;
  22381. ratio?: number;
  22382. bInfo?: any;
  22383. bbSize?: Vector3;
  22384. subDiv?: any;
  22385. useRightHandedSystem?: boolean;
  22386. depthSort?: boolean;
  22387. distanceTo?: Vector3;
  22388. depthSortedFacets?: any;
  22389. }): void;
  22390. /** @hidden */
  22391. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22392. /**
  22393. * Applies VertexData created from the imported parameters to the geometry
  22394. * @param parsedVertexData the parsed data from an imported file
  22395. * @param geometry the geometry to apply the VertexData to
  22396. */
  22397. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22398. }
  22399. }
  22400. declare module "babylonjs/Morph/morphTarget" {
  22401. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22402. import { Observable } from "babylonjs/Misc/observable";
  22403. import { Nullable, FloatArray } from "babylonjs/types";
  22404. import { Scene } from "babylonjs/scene";
  22405. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22406. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22407. /**
  22408. * Defines a target to use with MorphTargetManager
  22409. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22410. */
  22411. export class MorphTarget implements IAnimatable {
  22412. /** defines the name of the target */
  22413. name: string;
  22414. /**
  22415. * Gets or sets the list of animations
  22416. */
  22417. animations: import("babylonjs/Animations/animation").Animation[];
  22418. private _scene;
  22419. private _positions;
  22420. private _normals;
  22421. private _tangents;
  22422. private _uvs;
  22423. private _influence;
  22424. /**
  22425. * Observable raised when the influence changes
  22426. */
  22427. onInfluenceChanged: Observable<boolean>;
  22428. /** @hidden */
  22429. _onDataLayoutChanged: Observable<void>;
  22430. /**
  22431. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22432. */
  22433. influence: number;
  22434. /**
  22435. * Gets or sets the id of the morph Target
  22436. */
  22437. id: string;
  22438. private _animationPropertiesOverride;
  22439. /**
  22440. * Gets or sets the animation properties override
  22441. */
  22442. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22443. /**
  22444. * Creates a new MorphTarget
  22445. * @param name defines the name of the target
  22446. * @param influence defines the influence to use
  22447. * @param scene defines the scene the morphtarget belongs to
  22448. */
  22449. constructor(
  22450. /** defines the name of the target */
  22451. name: string, influence?: number, scene?: Nullable<Scene>);
  22452. /**
  22453. * Gets a boolean defining if the target contains position data
  22454. */
  22455. readonly hasPositions: boolean;
  22456. /**
  22457. * Gets a boolean defining if the target contains normal data
  22458. */
  22459. readonly hasNormals: boolean;
  22460. /**
  22461. * Gets a boolean defining if the target contains tangent data
  22462. */
  22463. readonly hasTangents: boolean;
  22464. /**
  22465. * Gets a boolean defining if the target contains texture coordinates data
  22466. */
  22467. readonly hasUVs: boolean;
  22468. /**
  22469. * Affects position data to this target
  22470. * @param data defines the position data to use
  22471. */
  22472. setPositions(data: Nullable<FloatArray>): void;
  22473. /**
  22474. * Gets the position data stored in this target
  22475. * @returns a FloatArray containing the position data (or null if not present)
  22476. */
  22477. getPositions(): Nullable<FloatArray>;
  22478. /**
  22479. * Affects normal data to this target
  22480. * @param data defines the normal data to use
  22481. */
  22482. setNormals(data: Nullable<FloatArray>): void;
  22483. /**
  22484. * Gets the normal data stored in this target
  22485. * @returns a FloatArray containing the normal data (or null if not present)
  22486. */
  22487. getNormals(): Nullable<FloatArray>;
  22488. /**
  22489. * Affects tangent data to this target
  22490. * @param data defines the tangent data to use
  22491. */
  22492. setTangents(data: Nullable<FloatArray>): void;
  22493. /**
  22494. * Gets the tangent data stored in this target
  22495. * @returns a FloatArray containing the tangent data (or null if not present)
  22496. */
  22497. getTangents(): Nullable<FloatArray>;
  22498. /**
  22499. * Affects texture coordinates data to this target
  22500. * @param data defines the texture coordinates data to use
  22501. */
  22502. setUVs(data: Nullable<FloatArray>): void;
  22503. /**
  22504. * Gets the texture coordinates data stored in this target
  22505. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22506. */
  22507. getUVs(): Nullable<FloatArray>;
  22508. /**
  22509. * Serializes the current target into a Serialization object
  22510. * @returns the serialized object
  22511. */
  22512. serialize(): any;
  22513. /**
  22514. * Returns the string "MorphTarget"
  22515. * @returns "MorphTarget"
  22516. */
  22517. getClassName(): string;
  22518. /**
  22519. * Creates a new target from serialized data
  22520. * @param serializationObject defines the serialized data to use
  22521. * @returns a new MorphTarget
  22522. */
  22523. static Parse(serializationObject: any): MorphTarget;
  22524. /**
  22525. * Creates a MorphTarget from mesh data
  22526. * @param mesh defines the source mesh
  22527. * @param name defines the name to use for the new target
  22528. * @param influence defines the influence to attach to the target
  22529. * @returns a new MorphTarget
  22530. */
  22531. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22532. }
  22533. }
  22534. declare module "babylonjs/Morph/morphTargetManager" {
  22535. import { Nullable } from "babylonjs/types";
  22536. import { Scene } from "babylonjs/scene";
  22537. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22538. /**
  22539. * This class is used to deform meshes using morphing between different targets
  22540. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22541. */
  22542. export class MorphTargetManager {
  22543. private _targets;
  22544. private _targetInfluenceChangedObservers;
  22545. private _targetDataLayoutChangedObservers;
  22546. private _activeTargets;
  22547. private _scene;
  22548. private _influences;
  22549. private _supportsNormals;
  22550. private _supportsTangents;
  22551. private _supportsUVs;
  22552. private _vertexCount;
  22553. private _uniqueId;
  22554. private _tempInfluences;
  22555. /**
  22556. * Gets or sets a boolean indicating if normals must be morphed
  22557. */
  22558. enableNormalMorphing: boolean;
  22559. /**
  22560. * Gets or sets a boolean indicating if tangents must be morphed
  22561. */
  22562. enableTangentMorphing: boolean;
  22563. /**
  22564. * Gets or sets a boolean indicating if UV must be morphed
  22565. */
  22566. enableUVMorphing: boolean;
  22567. /**
  22568. * Creates a new MorphTargetManager
  22569. * @param scene defines the current scene
  22570. */
  22571. constructor(scene?: Nullable<Scene>);
  22572. /**
  22573. * Gets the unique ID of this manager
  22574. */
  22575. readonly uniqueId: number;
  22576. /**
  22577. * Gets the number of vertices handled by this manager
  22578. */
  22579. readonly vertexCount: number;
  22580. /**
  22581. * Gets a boolean indicating if this manager supports morphing of normals
  22582. */
  22583. readonly supportsNormals: boolean;
  22584. /**
  22585. * Gets a boolean indicating if this manager supports morphing of tangents
  22586. */
  22587. readonly supportsTangents: boolean;
  22588. /**
  22589. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22590. */
  22591. readonly supportsUVs: boolean;
  22592. /**
  22593. * Gets the number of targets stored in this manager
  22594. */
  22595. readonly numTargets: number;
  22596. /**
  22597. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22598. */
  22599. readonly numInfluencers: number;
  22600. /**
  22601. * Gets the list of influences (one per target)
  22602. */
  22603. readonly influences: Float32Array;
  22604. /**
  22605. * Gets the active target at specified index. An active target is a target with an influence > 0
  22606. * @param index defines the index to check
  22607. * @returns the requested target
  22608. */
  22609. getActiveTarget(index: number): MorphTarget;
  22610. /**
  22611. * Gets the target at specified index
  22612. * @param index defines the index to check
  22613. * @returns the requested target
  22614. */
  22615. getTarget(index: number): MorphTarget;
  22616. /**
  22617. * Add a new target to this manager
  22618. * @param target defines the target to add
  22619. */
  22620. addTarget(target: MorphTarget): void;
  22621. /**
  22622. * Removes a target from the manager
  22623. * @param target defines the target to remove
  22624. */
  22625. removeTarget(target: MorphTarget): void;
  22626. /**
  22627. * Serializes the current manager into a Serialization object
  22628. * @returns the serialized object
  22629. */
  22630. serialize(): any;
  22631. private _syncActiveTargets;
  22632. /**
  22633. * Syncrhonize the targets with all the meshes using this morph target manager
  22634. */
  22635. synchronize(): void;
  22636. /**
  22637. * Creates a new MorphTargetManager from serialized data
  22638. * @param serializationObject defines the serialized data
  22639. * @param scene defines the hosting scene
  22640. * @returns the new MorphTargetManager
  22641. */
  22642. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22643. }
  22644. }
  22645. declare module "babylonjs/Meshes/meshLODLevel" {
  22646. import { Mesh } from "babylonjs/Meshes/mesh";
  22647. import { Nullable } from "babylonjs/types";
  22648. /**
  22649. * Class used to represent a specific level of detail of a mesh
  22650. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22651. */
  22652. export class MeshLODLevel {
  22653. /** Defines the distance where this level should star being displayed */
  22654. distance: number;
  22655. /** Defines the mesh to use to render this level */
  22656. mesh: Nullable<Mesh>;
  22657. /**
  22658. * Creates a new LOD level
  22659. * @param distance defines the distance where this level should star being displayed
  22660. * @param mesh defines the mesh to use to render this level
  22661. */
  22662. constructor(
  22663. /** Defines the distance where this level should star being displayed */
  22664. distance: number,
  22665. /** Defines the mesh to use to render this level */
  22666. mesh: Nullable<Mesh>);
  22667. }
  22668. }
  22669. declare module "babylonjs/Meshes/groundMesh" {
  22670. import { Scene } from "babylonjs/scene";
  22671. import { Vector3 } from "babylonjs/Maths/math.vector";
  22672. import { Mesh } from "babylonjs/Meshes/mesh";
  22673. /**
  22674. * Mesh representing the gorund
  22675. */
  22676. export class GroundMesh extends Mesh {
  22677. /** If octree should be generated */
  22678. generateOctree: boolean;
  22679. private _heightQuads;
  22680. /** @hidden */
  22681. _subdivisionsX: number;
  22682. /** @hidden */
  22683. _subdivisionsY: number;
  22684. /** @hidden */
  22685. _width: number;
  22686. /** @hidden */
  22687. _height: number;
  22688. /** @hidden */
  22689. _minX: number;
  22690. /** @hidden */
  22691. _maxX: number;
  22692. /** @hidden */
  22693. _minZ: number;
  22694. /** @hidden */
  22695. _maxZ: number;
  22696. constructor(name: string, scene: Scene);
  22697. /**
  22698. * "GroundMesh"
  22699. * @returns "GroundMesh"
  22700. */
  22701. getClassName(): string;
  22702. /**
  22703. * The minimum of x and y subdivisions
  22704. */
  22705. readonly subdivisions: number;
  22706. /**
  22707. * X subdivisions
  22708. */
  22709. readonly subdivisionsX: number;
  22710. /**
  22711. * Y subdivisions
  22712. */
  22713. readonly subdivisionsY: number;
  22714. /**
  22715. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22716. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22717. * @param chunksCount the number of subdivisions for x and y
  22718. * @param octreeBlocksSize (Default: 32)
  22719. */
  22720. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22721. /**
  22722. * Returns a height (y) value in the Worl system :
  22723. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22724. * @param x x coordinate
  22725. * @param z z coordinate
  22726. * @returns the ground y position if (x, z) are outside the ground surface.
  22727. */
  22728. getHeightAtCoordinates(x: number, z: number): number;
  22729. /**
  22730. * Returns a normalized vector (Vector3) orthogonal to the ground
  22731. * at the ground coordinates (x, z) expressed in the World system.
  22732. * @param x x coordinate
  22733. * @param z z coordinate
  22734. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22735. */
  22736. getNormalAtCoordinates(x: number, z: number): Vector3;
  22737. /**
  22738. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22739. * at the ground coordinates (x, z) expressed in the World system.
  22740. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22741. * @param x x coordinate
  22742. * @param z z coordinate
  22743. * @param ref vector to store the result
  22744. * @returns the GroundMesh.
  22745. */
  22746. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22747. /**
  22748. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22749. * if the ground has been updated.
  22750. * This can be used in the render loop.
  22751. * @returns the GroundMesh.
  22752. */
  22753. updateCoordinateHeights(): GroundMesh;
  22754. private _getFacetAt;
  22755. private _initHeightQuads;
  22756. private _computeHeightQuads;
  22757. /**
  22758. * Serializes this ground mesh
  22759. * @param serializationObject object to write serialization to
  22760. */
  22761. serialize(serializationObject: any): void;
  22762. /**
  22763. * Parses a serialized ground mesh
  22764. * @param parsedMesh the serialized mesh
  22765. * @param scene the scene to create the ground mesh in
  22766. * @returns the created ground mesh
  22767. */
  22768. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22769. }
  22770. }
  22771. declare module "babylonjs/Physics/physicsJoint" {
  22772. import { Vector3 } from "babylonjs/Maths/math.vector";
  22773. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22774. /**
  22775. * Interface for Physics-Joint data
  22776. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22777. */
  22778. export interface PhysicsJointData {
  22779. /**
  22780. * The main pivot of the joint
  22781. */
  22782. mainPivot?: Vector3;
  22783. /**
  22784. * The connected pivot of the joint
  22785. */
  22786. connectedPivot?: Vector3;
  22787. /**
  22788. * The main axis of the joint
  22789. */
  22790. mainAxis?: Vector3;
  22791. /**
  22792. * The connected axis of the joint
  22793. */
  22794. connectedAxis?: Vector3;
  22795. /**
  22796. * The collision of the joint
  22797. */
  22798. collision?: boolean;
  22799. /**
  22800. * Native Oimo/Cannon/Energy data
  22801. */
  22802. nativeParams?: any;
  22803. }
  22804. /**
  22805. * This is a holder class for the physics joint created by the physics plugin
  22806. * It holds a set of functions to control the underlying joint
  22807. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22808. */
  22809. export class PhysicsJoint {
  22810. /**
  22811. * The type of the physics joint
  22812. */
  22813. type: number;
  22814. /**
  22815. * The data for the physics joint
  22816. */
  22817. jointData: PhysicsJointData;
  22818. private _physicsJoint;
  22819. protected _physicsPlugin: IPhysicsEnginePlugin;
  22820. /**
  22821. * Initializes the physics joint
  22822. * @param type The type of the physics joint
  22823. * @param jointData The data for the physics joint
  22824. */
  22825. constructor(
  22826. /**
  22827. * The type of the physics joint
  22828. */
  22829. type: number,
  22830. /**
  22831. * The data for the physics joint
  22832. */
  22833. jointData: PhysicsJointData);
  22834. /**
  22835. * Gets the physics joint
  22836. */
  22837. /**
  22838. * Sets the physics joint
  22839. */
  22840. physicsJoint: any;
  22841. /**
  22842. * Sets the physics plugin
  22843. */
  22844. physicsPlugin: IPhysicsEnginePlugin;
  22845. /**
  22846. * Execute a function that is physics-plugin specific.
  22847. * @param {Function} func the function that will be executed.
  22848. * It accepts two parameters: the physics world and the physics joint
  22849. */
  22850. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22851. /**
  22852. * Distance-Joint type
  22853. */
  22854. static DistanceJoint: number;
  22855. /**
  22856. * Hinge-Joint type
  22857. */
  22858. static HingeJoint: number;
  22859. /**
  22860. * Ball-and-Socket joint type
  22861. */
  22862. static BallAndSocketJoint: number;
  22863. /**
  22864. * Wheel-Joint type
  22865. */
  22866. static WheelJoint: number;
  22867. /**
  22868. * Slider-Joint type
  22869. */
  22870. static SliderJoint: number;
  22871. /**
  22872. * Prismatic-Joint type
  22873. */
  22874. static PrismaticJoint: number;
  22875. /**
  22876. * Universal-Joint type
  22877. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22878. */
  22879. static UniversalJoint: number;
  22880. /**
  22881. * Hinge-Joint 2 type
  22882. */
  22883. static Hinge2Joint: number;
  22884. /**
  22885. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22886. */
  22887. static PointToPointJoint: number;
  22888. /**
  22889. * Spring-Joint type
  22890. */
  22891. static SpringJoint: number;
  22892. /**
  22893. * Lock-Joint type
  22894. */
  22895. static LockJoint: number;
  22896. }
  22897. /**
  22898. * A class representing a physics distance joint
  22899. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22900. */
  22901. export class DistanceJoint extends PhysicsJoint {
  22902. /**
  22903. *
  22904. * @param jointData The data for the Distance-Joint
  22905. */
  22906. constructor(jointData: DistanceJointData);
  22907. /**
  22908. * Update the predefined distance.
  22909. * @param maxDistance The maximum preferred distance
  22910. * @param minDistance The minimum preferred distance
  22911. */
  22912. updateDistance(maxDistance: number, minDistance?: number): void;
  22913. }
  22914. /**
  22915. * Represents a Motor-Enabled Joint
  22916. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22917. */
  22918. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22919. /**
  22920. * Initializes the Motor-Enabled Joint
  22921. * @param type The type of the joint
  22922. * @param jointData The physica joint data for the joint
  22923. */
  22924. constructor(type: number, jointData: PhysicsJointData);
  22925. /**
  22926. * Set the motor values.
  22927. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22928. * @param force the force to apply
  22929. * @param maxForce max force for this motor.
  22930. */
  22931. setMotor(force?: number, maxForce?: number): void;
  22932. /**
  22933. * Set the motor's limits.
  22934. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22935. * @param upperLimit The upper limit of the motor
  22936. * @param lowerLimit The lower limit of the motor
  22937. */
  22938. setLimit(upperLimit: number, lowerLimit?: number): void;
  22939. }
  22940. /**
  22941. * This class represents a single physics Hinge-Joint
  22942. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22943. */
  22944. export class HingeJoint extends MotorEnabledJoint {
  22945. /**
  22946. * Initializes the Hinge-Joint
  22947. * @param jointData The joint data for the Hinge-Joint
  22948. */
  22949. constructor(jointData: PhysicsJointData);
  22950. /**
  22951. * Set the motor values.
  22952. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22953. * @param {number} force the force to apply
  22954. * @param {number} maxForce max force for this motor.
  22955. */
  22956. setMotor(force?: number, maxForce?: number): void;
  22957. /**
  22958. * Set the motor's limits.
  22959. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22960. * @param upperLimit The upper limit of the motor
  22961. * @param lowerLimit The lower limit of the motor
  22962. */
  22963. setLimit(upperLimit: number, lowerLimit?: number): void;
  22964. }
  22965. /**
  22966. * This class represents a dual hinge physics joint (same as wheel joint)
  22967. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22968. */
  22969. export class Hinge2Joint extends MotorEnabledJoint {
  22970. /**
  22971. * Initializes the Hinge2-Joint
  22972. * @param jointData The joint data for the Hinge2-Joint
  22973. */
  22974. constructor(jointData: PhysicsJointData);
  22975. /**
  22976. * Set the motor values.
  22977. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22978. * @param {number} targetSpeed the speed the motor is to reach
  22979. * @param {number} maxForce max force for this motor.
  22980. * @param {motorIndex} the motor's index, 0 or 1.
  22981. */
  22982. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22983. /**
  22984. * Set the motor limits.
  22985. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22986. * @param {number} upperLimit the upper limit
  22987. * @param {number} lowerLimit lower limit
  22988. * @param {motorIndex} the motor's index, 0 or 1.
  22989. */
  22990. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22991. }
  22992. /**
  22993. * Interface for a motor enabled joint
  22994. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22995. */
  22996. export interface IMotorEnabledJoint {
  22997. /**
  22998. * Physics joint
  22999. */
  23000. physicsJoint: any;
  23001. /**
  23002. * Sets the motor of the motor-enabled joint
  23003. * @param force The force of the motor
  23004. * @param maxForce The maximum force of the motor
  23005. * @param motorIndex The index of the motor
  23006. */
  23007. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23008. /**
  23009. * Sets the limit of the motor
  23010. * @param upperLimit The upper limit of the motor
  23011. * @param lowerLimit The lower limit of the motor
  23012. * @param motorIndex The index of the motor
  23013. */
  23014. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23015. }
  23016. /**
  23017. * Joint data for a Distance-Joint
  23018. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23019. */
  23020. export interface DistanceJointData extends PhysicsJointData {
  23021. /**
  23022. * Max distance the 2 joint objects can be apart
  23023. */
  23024. maxDistance: number;
  23025. }
  23026. /**
  23027. * Joint data from a spring joint
  23028. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23029. */
  23030. export interface SpringJointData extends PhysicsJointData {
  23031. /**
  23032. * Length of the spring
  23033. */
  23034. length: number;
  23035. /**
  23036. * Stiffness of the spring
  23037. */
  23038. stiffness: number;
  23039. /**
  23040. * Damping of the spring
  23041. */
  23042. damping: number;
  23043. /** this callback will be called when applying the force to the impostors. */
  23044. forceApplicationCallback: () => void;
  23045. }
  23046. }
  23047. declare module "babylonjs/Physics/physicsRaycastResult" {
  23048. import { Vector3 } from "babylonjs/Maths/math.vector";
  23049. /**
  23050. * Holds the data for the raycast result
  23051. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23052. */
  23053. export class PhysicsRaycastResult {
  23054. private _hasHit;
  23055. private _hitDistance;
  23056. private _hitNormalWorld;
  23057. private _hitPointWorld;
  23058. private _rayFromWorld;
  23059. private _rayToWorld;
  23060. /**
  23061. * Gets if there was a hit
  23062. */
  23063. readonly hasHit: boolean;
  23064. /**
  23065. * Gets the distance from the hit
  23066. */
  23067. readonly hitDistance: number;
  23068. /**
  23069. * Gets the hit normal/direction in the world
  23070. */
  23071. readonly hitNormalWorld: Vector3;
  23072. /**
  23073. * Gets the hit point in the world
  23074. */
  23075. readonly hitPointWorld: Vector3;
  23076. /**
  23077. * Gets the ray "start point" of the ray in the world
  23078. */
  23079. readonly rayFromWorld: Vector3;
  23080. /**
  23081. * Gets the ray "end point" of the ray in the world
  23082. */
  23083. readonly rayToWorld: Vector3;
  23084. /**
  23085. * Sets the hit data (normal & point in world space)
  23086. * @param hitNormalWorld defines the normal in world space
  23087. * @param hitPointWorld defines the point in world space
  23088. */
  23089. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23090. /**
  23091. * Sets the distance from the start point to the hit point
  23092. * @param distance
  23093. */
  23094. setHitDistance(distance: number): void;
  23095. /**
  23096. * Calculates the distance manually
  23097. */
  23098. calculateHitDistance(): void;
  23099. /**
  23100. * Resets all the values to default
  23101. * @param from The from point on world space
  23102. * @param to The to point on world space
  23103. */
  23104. reset(from?: Vector3, to?: Vector3): void;
  23105. }
  23106. /**
  23107. * Interface for the size containing width and height
  23108. */
  23109. interface IXYZ {
  23110. /**
  23111. * X
  23112. */
  23113. x: number;
  23114. /**
  23115. * Y
  23116. */
  23117. y: number;
  23118. /**
  23119. * Z
  23120. */
  23121. z: number;
  23122. }
  23123. }
  23124. declare module "babylonjs/Physics/IPhysicsEngine" {
  23125. import { Nullable } from "babylonjs/types";
  23126. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23127. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23128. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23129. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23130. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23131. /**
  23132. * Interface used to describe a physics joint
  23133. */
  23134. export interface PhysicsImpostorJoint {
  23135. /** Defines the main impostor to which the joint is linked */
  23136. mainImpostor: PhysicsImpostor;
  23137. /** Defines the impostor that is connected to the main impostor using this joint */
  23138. connectedImpostor: PhysicsImpostor;
  23139. /** Defines the joint itself */
  23140. joint: PhysicsJoint;
  23141. }
  23142. /** @hidden */
  23143. export interface IPhysicsEnginePlugin {
  23144. world: any;
  23145. name: string;
  23146. setGravity(gravity: Vector3): void;
  23147. setTimeStep(timeStep: number): void;
  23148. getTimeStep(): number;
  23149. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23150. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23151. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23152. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23153. removePhysicsBody(impostor: PhysicsImpostor): void;
  23154. generateJoint(joint: PhysicsImpostorJoint): void;
  23155. removeJoint(joint: PhysicsImpostorJoint): void;
  23156. isSupported(): boolean;
  23157. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23158. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23159. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23160. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23161. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23162. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23163. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23164. getBodyMass(impostor: PhysicsImpostor): number;
  23165. getBodyFriction(impostor: PhysicsImpostor): number;
  23166. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23167. getBodyRestitution(impostor: PhysicsImpostor): number;
  23168. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23169. getBodyPressure?(impostor: PhysicsImpostor): number;
  23170. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23171. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23172. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23173. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23174. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23175. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23176. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23177. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23178. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23179. sleepBody(impostor: PhysicsImpostor): void;
  23180. wakeUpBody(impostor: PhysicsImpostor): void;
  23181. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23182. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23183. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23184. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23185. getRadius(impostor: PhysicsImpostor): number;
  23186. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23187. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23188. dispose(): void;
  23189. }
  23190. /**
  23191. * Interface used to define a physics engine
  23192. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23193. */
  23194. export interface IPhysicsEngine {
  23195. /**
  23196. * Gets the gravity vector used by the simulation
  23197. */
  23198. gravity: Vector3;
  23199. /**
  23200. * Sets the gravity vector used by the simulation
  23201. * @param gravity defines the gravity vector to use
  23202. */
  23203. setGravity(gravity: Vector3): void;
  23204. /**
  23205. * Set the time step of the physics engine.
  23206. * Default is 1/60.
  23207. * To slow it down, enter 1/600 for example.
  23208. * To speed it up, 1/30
  23209. * @param newTimeStep the new timestep to apply to this world.
  23210. */
  23211. setTimeStep(newTimeStep: number): void;
  23212. /**
  23213. * Get the time step of the physics engine.
  23214. * @returns the current time step
  23215. */
  23216. getTimeStep(): number;
  23217. /**
  23218. * Release all resources
  23219. */
  23220. dispose(): void;
  23221. /**
  23222. * Gets the name of the current physics plugin
  23223. * @returns the name of the plugin
  23224. */
  23225. getPhysicsPluginName(): string;
  23226. /**
  23227. * Adding a new impostor for the impostor tracking.
  23228. * This will be done by the impostor itself.
  23229. * @param impostor the impostor to add
  23230. */
  23231. addImpostor(impostor: PhysicsImpostor): void;
  23232. /**
  23233. * Remove an impostor from the engine.
  23234. * This impostor and its mesh will not longer be updated by the physics engine.
  23235. * @param impostor the impostor to remove
  23236. */
  23237. removeImpostor(impostor: PhysicsImpostor): void;
  23238. /**
  23239. * Add a joint to the physics engine
  23240. * @param mainImpostor defines the main impostor to which the joint is added.
  23241. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23242. * @param joint defines the joint that will connect both impostors.
  23243. */
  23244. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23245. /**
  23246. * Removes a joint from the simulation
  23247. * @param mainImpostor defines the impostor used with the joint
  23248. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23249. * @param joint defines the joint to remove
  23250. */
  23251. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23252. /**
  23253. * Gets the current plugin used to run the simulation
  23254. * @returns current plugin
  23255. */
  23256. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23257. /**
  23258. * Gets the list of physic impostors
  23259. * @returns an array of PhysicsImpostor
  23260. */
  23261. getImpostors(): Array<PhysicsImpostor>;
  23262. /**
  23263. * Gets the impostor for a physics enabled object
  23264. * @param object defines the object impersonated by the impostor
  23265. * @returns the PhysicsImpostor or null if not found
  23266. */
  23267. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23268. /**
  23269. * Gets the impostor for a physics body object
  23270. * @param body defines physics body used by the impostor
  23271. * @returns the PhysicsImpostor or null if not found
  23272. */
  23273. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23274. /**
  23275. * Does a raycast in the physics world
  23276. * @param from when should the ray start?
  23277. * @param to when should the ray end?
  23278. * @returns PhysicsRaycastResult
  23279. */
  23280. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23281. /**
  23282. * Called by the scene. No need to call it.
  23283. * @param delta defines the timespam between frames
  23284. */
  23285. _step(delta: number): void;
  23286. }
  23287. }
  23288. declare module "babylonjs/Physics/physicsImpostor" {
  23289. import { Nullable, IndicesArray } from "babylonjs/types";
  23290. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23291. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23292. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23293. import { Scene } from "babylonjs/scene";
  23294. import { Bone } from "babylonjs/Bones/bone";
  23295. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23296. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23297. import { Space } from "babylonjs/Maths/math.axis";
  23298. /**
  23299. * The interface for the physics imposter parameters
  23300. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23301. */
  23302. export interface PhysicsImpostorParameters {
  23303. /**
  23304. * The mass of the physics imposter
  23305. */
  23306. mass: number;
  23307. /**
  23308. * The friction of the physics imposter
  23309. */
  23310. friction?: number;
  23311. /**
  23312. * The coefficient of restitution of the physics imposter
  23313. */
  23314. restitution?: number;
  23315. /**
  23316. * The native options of the physics imposter
  23317. */
  23318. nativeOptions?: any;
  23319. /**
  23320. * Specifies if the parent should be ignored
  23321. */
  23322. ignoreParent?: boolean;
  23323. /**
  23324. * Specifies if bi-directional transformations should be disabled
  23325. */
  23326. disableBidirectionalTransformation?: boolean;
  23327. /**
  23328. * The pressure inside the physics imposter, soft object only
  23329. */
  23330. pressure?: number;
  23331. /**
  23332. * The stiffness the physics imposter, soft object only
  23333. */
  23334. stiffness?: number;
  23335. /**
  23336. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23337. */
  23338. velocityIterations?: number;
  23339. /**
  23340. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23341. */
  23342. positionIterations?: number;
  23343. /**
  23344. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23345. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23346. * Add to fix multiple points
  23347. */
  23348. fixedPoints?: number;
  23349. /**
  23350. * The collision margin around a soft object
  23351. */
  23352. margin?: number;
  23353. /**
  23354. * The collision margin around a soft object
  23355. */
  23356. damping?: number;
  23357. /**
  23358. * The path for a rope based on an extrusion
  23359. */
  23360. path?: any;
  23361. /**
  23362. * The shape of an extrusion used for a rope based on an extrusion
  23363. */
  23364. shape?: any;
  23365. }
  23366. /**
  23367. * Interface for a physics-enabled object
  23368. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23369. */
  23370. export interface IPhysicsEnabledObject {
  23371. /**
  23372. * The position of the physics-enabled object
  23373. */
  23374. position: Vector3;
  23375. /**
  23376. * The rotation of the physics-enabled object
  23377. */
  23378. rotationQuaternion: Nullable<Quaternion>;
  23379. /**
  23380. * The scale of the physics-enabled object
  23381. */
  23382. scaling: Vector3;
  23383. /**
  23384. * The rotation of the physics-enabled object
  23385. */
  23386. rotation?: Vector3;
  23387. /**
  23388. * The parent of the physics-enabled object
  23389. */
  23390. parent?: any;
  23391. /**
  23392. * The bounding info of the physics-enabled object
  23393. * @returns The bounding info of the physics-enabled object
  23394. */
  23395. getBoundingInfo(): BoundingInfo;
  23396. /**
  23397. * Computes the world matrix
  23398. * @param force Specifies if the world matrix should be computed by force
  23399. * @returns A world matrix
  23400. */
  23401. computeWorldMatrix(force: boolean): Matrix;
  23402. /**
  23403. * Gets the world matrix
  23404. * @returns A world matrix
  23405. */
  23406. getWorldMatrix?(): Matrix;
  23407. /**
  23408. * Gets the child meshes
  23409. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23410. * @returns An array of abstract meshes
  23411. */
  23412. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23413. /**
  23414. * Gets the vertex data
  23415. * @param kind The type of vertex data
  23416. * @returns A nullable array of numbers, or a float32 array
  23417. */
  23418. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23419. /**
  23420. * Gets the indices from the mesh
  23421. * @returns A nullable array of index arrays
  23422. */
  23423. getIndices?(): Nullable<IndicesArray>;
  23424. /**
  23425. * Gets the scene from the mesh
  23426. * @returns the indices array or null
  23427. */
  23428. getScene?(): Scene;
  23429. /**
  23430. * Gets the absolute position from the mesh
  23431. * @returns the absolute position
  23432. */
  23433. getAbsolutePosition(): Vector3;
  23434. /**
  23435. * Gets the absolute pivot point from the mesh
  23436. * @returns the absolute pivot point
  23437. */
  23438. getAbsolutePivotPoint(): Vector3;
  23439. /**
  23440. * Rotates the mesh
  23441. * @param axis The axis of rotation
  23442. * @param amount The amount of rotation
  23443. * @param space The space of the rotation
  23444. * @returns The rotation transform node
  23445. */
  23446. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23447. /**
  23448. * Translates the mesh
  23449. * @param axis The axis of translation
  23450. * @param distance The distance of translation
  23451. * @param space The space of the translation
  23452. * @returns The transform node
  23453. */
  23454. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23455. /**
  23456. * Sets the absolute position of the mesh
  23457. * @param absolutePosition The absolute position of the mesh
  23458. * @returns The transform node
  23459. */
  23460. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23461. /**
  23462. * Gets the class name of the mesh
  23463. * @returns The class name
  23464. */
  23465. getClassName(): string;
  23466. }
  23467. /**
  23468. * Represents a physics imposter
  23469. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23470. */
  23471. export class PhysicsImpostor {
  23472. /**
  23473. * The physics-enabled object used as the physics imposter
  23474. */
  23475. object: IPhysicsEnabledObject;
  23476. /**
  23477. * The type of the physics imposter
  23478. */
  23479. type: number;
  23480. private _options;
  23481. private _scene?;
  23482. /**
  23483. * The default object size of the imposter
  23484. */
  23485. static DEFAULT_OBJECT_SIZE: Vector3;
  23486. /**
  23487. * The identity quaternion of the imposter
  23488. */
  23489. static IDENTITY_QUATERNION: Quaternion;
  23490. /** @hidden */
  23491. _pluginData: any;
  23492. private _physicsEngine;
  23493. private _physicsBody;
  23494. private _bodyUpdateRequired;
  23495. private _onBeforePhysicsStepCallbacks;
  23496. private _onAfterPhysicsStepCallbacks;
  23497. /** @hidden */
  23498. _onPhysicsCollideCallbacks: Array<{
  23499. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23500. otherImpostors: Array<PhysicsImpostor>;
  23501. }>;
  23502. private _deltaPosition;
  23503. private _deltaRotation;
  23504. private _deltaRotationConjugated;
  23505. /** @hidden */
  23506. _isFromLine: boolean;
  23507. private _parent;
  23508. private _isDisposed;
  23509. private static _tmpVecs;
  23510. private static _tmpQuat;
  23511. /**
  23512. * Specifies if the physics imposter is disposed
  23513. */
  23514. readonly isDisposed: boolean;
  23515. /**
  23516. * Gets the mass of the physics imposter
  23517. */
  23518. mass: number;
  23519. /**
  23520. * Gets the coefficient of friction
  23521. */
  23522. /**
  23523. * Sets the coefficient of friction
  23524. */
  23525. friction: number;
  23526. /**
  23527. * Gets the coefficient of restitution
  23528. */
  23529. /**
  23530. * Sets the coefficient of restitution
  23531. */
  23532. restitution: number;
  23533. /**
  23534. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23535. */
  23536. /**
  23537. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23538. */
  23539. pressure: number;
  23540. /**
  23541. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23542. */
  23543. /**
  23544. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23545. */
  23546. stiffness: number;
  23547. /**
  23548. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23549. */
  23550. /**
  23551. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23552. */
  23553. velocityIterations: number;
  23554. /**
  23555. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23556. */
  23557. /**
  23558. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23559. */
  23560. positionIterations: number;
  23561. /**
  23562. * The unique id of the physics imposter
  23563. * set by the physics engine when adding this impostor to the array
  23564. */
  23565. uniqueId: number;
  23566. /**
  23567. * @hidden
  23568. */
  23569. soft: boolean;
  23570. /**
  23571. * @hidden
  23572. */
  23573. segments: number;
  23574. private _joints;
  23575. /**
  23576. * Initializes the physics imposter
  23577. * @param object The physics-enabled object used as the physics imposter
  23578. * @param type The type of the physics imposter
  23579. * @param _options The options for the physics imposter
  23580. * @param _scene The Babylon scene
  23581. */
  23582. constructor(
  23583. /**
  23584. * The physics-enabled object used as the physics imposter
  23585. */
  23586. object: IPhysicsEnabledObject,
  23587. /**
  23588. * The type of the physics imposter
  23589. */
  23590. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23591. /**
  23592. * This function will completly initialize this impostor.
  23593. * It will create a new body - but only if this mesh has no parent.
  23594. * If it has, this impostor will not be used other than to define the impostor
  23595. * of the child mesh.
  23596. * @hidden
  23597. */
  23598. _init(): void;
  23599. private _getPhysicsParent;
  23600. /**
  23601. * Should a new body be generated.
  23602. * @returns boolean specifying if body initialization is required
  23603. */
  23604. isBodyInitRequired(): boolean;
  23605. /**
  23606. * Sets the updated scaling
  23607. * @param updated Specifies if the scaling is updated
  23608. */
  23609. setScalingUpdated(): void;
  23610. /**
  23611. * Force a regeneration of this or the parent's impostor's body.
  23612. * Use under cautious - This will remove all joints already implemented.
  23613. */
  23614. forceUpdate(): void;
  23615. /**
  23616. * Gets the body that holds this impostor. Either its own, or its parent.
  23617. */
  23618. /**
  23619. * Set the physics body. Used mainly by the physics engine/plugin
  23620. */
  23621. physicsBody: any;
  23622. /**
  23623. * Get the parent of the physics imposter
  23624. * @returns Physics imposter or null
  23625. */
  23626. /**
  23627. * Sets the parent of the physics imposter
  23628. */
  23629. parent: Nullable<PhysicsImpostor>;
  23630. /**
  23631. * Resets the update flags
  23632. */
  23633. resetUpdateFlags(): void;
  23634. /**
  23635. * Gets the object extend size
  23636. * @returns the object extend size
  23637. */
  23638. getObjectExtendSize(): Vector3;
  23639. /**
  23640. * Gets the object center
  23641. * @returns The object center
  23642. */
  23643. getObjectCenter(): Vector3;
  23644. /**
  23645. * Get a specific parametes from the options parameter
  23646. * @param paramName The object parameter name
  23647. * @returns The object parameter
  23648. */
  23649. getParam(paramName: string): any;
  23650. /**
  23651. * Sets a specific parameter in the options given to the physics plugin
  23652. * @param paramName The parameter name
  23653. * @param value The value of the parameter
  23654. */
  23655. setParam(paramName: string, value: number): void;
  23656. /**
  23657. * Specifically change the body's mass option. Won't recreate the physics body object
  23658. * @param mass The mass of the physics imposter
  23659. */
  23660. setMass(mass: number): void;
  23661. /**
  23662. * Gets the linear velocity
  23663. * @returns linear velocity or null
  23664. */
  23665. getLinearVelocity(): Nullable<Vector3>;
  23666. /**
  23667. * Sets the linear velocity
  23668. * @param velocity linear velocity or null
  23669. */
  23670. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23671. /**
  23672. * Gets the angular velocity
  23673. * @returns angular velocity or null
  23674. */
  23675. getAngularVelocity(): Nullable<Vector3>;
  23676. /**
  23677. * Sets the angular velocity
  23678. * @param velocity The velocity or null
  23679. */
  23680. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23681. /**
  23682. * Execute a function with the physics plugin native code
  23683. * Provide a function the will have two variables - the world object and the physics body object
  23684. * @param func The function to execute with the physics plugin native code
  23685. */
  23686. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23687. /**
  23688. * Register a function that will be executed before the physics world is stepping forward
  23689. * @param func The function to execute before the physics world is stepped forward
  23690. */
  23691. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23692. /**
  23693. * Unregister a function that will be executed before the physics world is stepping forward
  23694. * @param func The function to execute before the physics world is stepped forward
  23695. */
  23696. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23697. /**
  23698. * Register a function that will be executed after the physics step
  23699. * @param func The function to execute after physics step
  23700. */
  23701. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23702. /**
  23703. * Unregisters a function that will be executed after the physics step
  23704. * @param func The function to execute after physics step
  23705. */
  23706. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23707. /**
  23708. * register a function that will be executed when this impostor collides against a different body
  23709. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23710. * @param func Callback that is executed on collision
  23711. */
  23712. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23713. /**
  23714. * Unregisters the physics imposter on contact
  23715. * @param collideAgainst The physics object to collide against
  23716. * @param func Callback to execute on collision
  23717. */
  23718. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23719. private _tmpQuat;
  23720. private _tmpQuat2;
  23721. /**
  23722. * Get the parent rotation
  23723. * @returns The parent rotation
  23724. */
  23725. getParentsRotation(): Quaternion;
  23726. /**
  23727. * this function is executed by the physics engine.
  23728. */
  23729. beforeStep: () => void;
  23730. /**
  23731. * this function is executed by the physics engine
  23732. */
  23733. afterStep: () => void;
  23734. /**
  23735. * Legacy collision detection event support
  23736. */
  23737. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23738. /**
  23739. * event and body object due to cannon's event-based architecture.
  23740. */
  23741. onCollide: (e: {
  23742. body: any;
  23743. }) => void;
  23744. /**
  23745. * Apply a force
  23746. * @param force The force to apply
  23747. * @param contactPoint The contact point for the force
  23748. * @returns The physics imposter
  23749. */
  23750. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23751. /**
  23752. * Apply an impulse
  23753. * @param force The impulse force
  23754. * @param contactPoint The contact point for the impulse force
  23755. * @returns The physics imposter
  23756. */
  23757. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23758. /**
  23759. * A help function to create a joint
  23760. * @param otherImpostor A physics imposter used to create a joint
  23761. * @param jointType The type of joint
  23762. * @param jointData The data for the joint
  23763. * @returns The physics imposter
  23764. */
  23765. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23766. /**
  23767. * Add a joint to this impostor with a different impostor
  23768. * @param otherImpostor A physics imposter used to add a joint
  23769. * @param joint The joint to add
  23770. * @returns The physics imposter
  23771. */
  23772. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23773. /**
  23774. * Add an anchor to a cloth impostor
  23775. * @param otherImpostor rigid impostor to anchor to
  23776. * @param width ratio across width from 0 to 1
  23777. * @param height ratio up height from 0 to 1
  23778. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23779. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23780. * @returns impostor the soft imposter
  23781. */
  23782. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23783. /**
  23784. * Add a hook to a rope impostor
  23785. * @param otherImpostor rigid impostor to anchor to
  23786. * @param length ratio across rope from 0 to 1
  23787. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23788. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23789. * @returns impostor the rope imposter
  23790. */
  23791. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23792. /**
  23793. * Will keep this body still, in a sleep mode.
  23794. * @returns the physics imposter
  23795. */
  23796. sleep(): PhysicsImpostor;
  23797. /**
  23798. * Wake the body up.
  23799. * @returns The physics imposter
  23800. */
  23801. wakeUp(): PhysicsImpostor;
  23802. /**
  23803. * Clones the physics imposter
  23804. * @param newObject The physics imposter clones to this physics-enabled object
  23805. * @returns A nullable physics imposter
  23806. */
  23807. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23808. /**
  23809. * Disposes the physics imposter
  23810. */
  23811. dispose(): void;
  23812. /**
  23813. * Sets the delta position
  23814. * @param position The delta position amount
  23815. */
  23816. setDeltaPosition(position: Vector3): void;
  23817. /**
  23818. * Sets the delta rotation
  23819. * @param rotation The delta rotation amount
  23820. */
  23821. setDeltaRotation(rotation: Quaternion): void;
  23822. /**
  23823. * Gets the box size of the physics imposter and stores the result in the input parameter
  23824. * @param result Stores the box size
  23825. * @returns The physics imposter
  23826. */
  23827. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23828. /**
  23829. * Gets the radius of the physics imposter
  23830. * @returns Radius of the physics imposter
  23831. */
  23832. getRadius(): number;
  23833. /**
  23834. * Sync a bone with this impostor
  23835. * @param bone The bone to sync to the impostor.
  23836. * @param boneMesh The mesh that the bone is influencing.
  23837. * @param jointPivot The pivot of the joint / bone in local space.
  23838. * @param distToJoint Optional distance from the impostor to the joint.
  23839. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23840. */
  23841. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23842. /**
  23843. * Sync impostor to a bone
  23844. * @param bone The bone that the impostor will be synced to.
  23845. * @param boneMesh The mesh that the bone is influencing.
  23846. * @param jointPivot The pivot of the joint / bone in local space.
  23847. * @param distToJoint Optional distance from the impostor to the joint.
  23848. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23849. * @param boneAxis Optional vector3 axis the bone is aligned with
  23850. */
  23851. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23852. /**
  23853. * No-Imposter type
  23854. */
  23855. static NoImpostor: number;
  23856. /**
  23857. * Sphere-Imposter type
  23858. */
  23859. static SphereImpostor: number;
  23860. /**
  23861. * Box-Imposter type
  23862. */
  23863. static BoxImpostor: number;
  23864. /**
  23865. * Plane-Imposter type
  23866. */
  23867. static PlaneImpostor: number;
  23868. /**
  23869. * Mesh-imposter type
  23870. */
  23871. static MeshImpostor: number;
  23872. /**
  23873. * Capsule-Impostor type (Ammo.js plugin only)
  23874. */
  23875. static CapsuleImpostor: number;
  23876. /**
  23877. * Cylinder-Imposter type
  23878. */
  23879. static CylinderImpostor: number;
  23880. /**
  23881. * Particle-Imposter type
  23882. */
  23883. static ParticleImpostor: number;
  23884. /**
  23885. * Heightmap-Imposter type
  23886. */
  23887. static HeightmapImpostor: number;
  23888. /**
  23889. * ConvexHull-Impostor type (Ammo.js plugin only)
  23890. */
  23891. static ConvexHullImpostor: number;
  23892. /**
  23893. * Rope-Imposter type
  23894. */
  23895. static RopeImpostor: number;
  23896. /**
  23897. * Cloth-Imposter type
  23898. */
  23899. static ClothImpostor: number;
  23900. /**
  23901. * Softbody-Imposter type
  23902. */
  23903. static SoftbodyImpostor: number;
  23904. }
  23905. }
  23906. declare module "babylonjs/Meshes/mesh" {
  23907. import { Observable } from "babylonjs/Misc/observable";
  23908. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23909. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23910. import { Camera } from "babylonjs/Cameras/camera";
  23911. import { Scene } from "babylonjs/scene";
  23912. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23913. import { Color4 } from "babylonjs/Maths/math.color";
  23914. import { Engine } from "babylonjs/Engines/engine";
  23915. import { Node } from "babylonjs/node";
  23916. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23917. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23918. import { Buffer } from "babylonjs/Meshes/buffer";
  23919. import { Geometry } from "babylonjs/Meshes/geometry";
  23920. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23921. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23922. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23923. import { Effect } from "babylonjs/Materials/effect";
  23924. import { Material } from "babylonjs/Materials/material";
  23925. import { Skeleton } from "babylonjs/Bones/skeleton";
  23926. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23927. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23928. import { Path3D } from "babylonjs/Maths/math.path";
  23929. import { Plane } from "babylonjs/Maths/math.plane";
  23930. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23931. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23932. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23933. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23934. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23935. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23936. /**
  23937. * @hidden
  23938. **/
  23939. export class _CreationDataStorage {
  23940. closePath?: boolean;
  23941. closeArray?: boolean;
  23942. idx: number[];
  23943. dashSize: number;
  23944. gapSize: number;
  23945. path3D: Path3D;
  23946. pathArray: Vector3[][];
  23947. arc: number;
  23948. radius: number;
  23949. cap: number;
  23950. tessellation: number;
  23951. }
  23952. /**
  23953. * @hidden
  23954. **/
  23955. class _InstanceDataStorage {
  23956. visibleInstances: any;
  23957. batchCache: _InstancesBatch;
  23958. instancesBufferSize: number;
  23959. instancesBuffer: Nullable<Buffer>;
  23960. instancesData: Float32Array;
  23961. overridenInstanceCount: number;
  23962. isFrozen: boolean;
  23963. previousBatch: Nullable<_InstancesBatch>;
  23964. hardwareInstancedRendering: boolean;
  23965. sideOrientation: number;
  23966. }
  23967. /**
  23968. * @hidden
  23969. **/
  23970. export class _InstancesBatch {
  23971. mustReturn: boolean;
  23972. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23973. renderSelf: boolean[];
  23974. hardwareInstancedRendering: boolean[];
  23975. }
  23976. /**
  23977. * Class used to represent renderable models
  23978. */
  23979. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23980. /**
  23981. * Mesh side orientation : usually the external or front surface
  23982. */
  23983. static readonly FRONTSIDE: number;
  23984. /**
  23985. * Mesh side orientation : usually the internal or back surface
  23986. */
  23987. static readonly BACKSIDE: number;
  23988. /**
  23989. * Mesh side orientation : both internal and external or front and back surfaces
  23990. */
  23991. static readonly DOUBLESIDE: number;
  23992. /**
  23993. * Mesh side orientation : by default, `FRONTSIDE`
  23994. */
  23995. static readonly DEFAULTSIDE: number;
  23996. /**
  23997. * Mesh cap setting : no cap
  23998. */
  23999. static readonly NO_CAP: number;
  24000. /**
  24001. * Mesh cap setting : one cap at the beginning of the mesh
  24002. */
  24003. static readonly CAP_START: number;
  24004. /**
  24005. * Mesh cap setting : one cap at the end of the mesh
  24006. */
  24007. static readonly CAP_END: number;
  24008. /**
  24009. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24010. */
  24011. static readonly CAP_ALL: number;
  24012. /**
  24013. * Mesh pattern setting : no flip or rotate
  24014. */
  24015. static readonly NO_FLIP: number;
  24016. /**
  24017. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24018. */
  24019. static readonly FLIP_TILE: number;
  24020. /**
  24021. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24022. */
  24023. static readonly ROTATE_TILE: number;
  24024. /**
  24025. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24026. */
  24027. static readonly FLIP_ROW: number;
  24028. /**
  24029. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24030. */
  24031. static readonly ROTATE_ROW: number;
  24032. /**
  24033. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24034. */
  24035. static readonly FLIP_N_ROTATE_TILE: number;
  24036. /**
  24037. * Mesh pattern setting : rotate pattern and rotate
  24038. */
  24039. static readonly FLIP_N_ROTATE_ROW: number;
  24040. /**
  24041. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24042. */
  24043. static readonly CENTER: number;
  24044. /**
  24045. * Mesh tile positioning : part tiles on left
  24046. */
  24047. static readonly LEFT: number;
  24048. /**
  24049. * Mesh tile positioning : part tiles on right
  24050. */
  24051. static readonly RIGHT: number;
  24052. /**
  24053. * Mesh tile positioning : part tiles on top
  24054. */
  24055. static readonly TOP: number;
  24056. /**
  24057. * Mesh tile positioning : part tiles on bottom
  24058. */
  24059. static readonly BOTTOM: number;
  24060. /**
  24061. * Gets the default side orientation.
  24062. * @param orientation the orientation to value to attempt to get
  24063. * @returns the default orientation
  24064. * @hidden
  24065. */
  24066. static _GetDefaultSideOrientation(orientation?: number): number;
  24067. private _internalMeshDataInfo;
  24068. /**
  24069. * An event triggered before rendering the mesh
  24070. */
  24071. readonly onBeforeRenderObservable: Observable<Mesh>;
  24072. /**
  24073. * An event triggered before binding the mesh
  24074. */
  24075. readonly onBeforeBindObservable: Observable<Mesh>;
  24076. /**
  24077. * An event triggered after rendering the mesh
  24078. */
  24079. readonly onAfterRenderObservable: Observable<Mesh>;
  24080. /**
  24081. * An event triggered before drawing the mesh
  24082. */
  24083. readonly onBeforeDrawObservable: Observable<Mesh>;
  24084. private _onBeforeDrawObserver;
  24085. /**
  24086. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24087. */
  24088. onBeforeDraw: () => void;
  24089. readonly hasInstances: boolean;
  24090. /**
  24091. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24092. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24093. */
  24094. delayLoadState: number;
  24095. /**
  24096. * Gets the list of instances created from this mesh
  24097. * it is not supposed to be modified manually.
  24098. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24099. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24100. */
  24101. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24102. /**
  24103. * Gets the file containing delay loading data for this mesh
  24104. */
  24105. delayLoadingFile: string;
  24106. /** @hidden */
  24107. _binaryInfo: any;
  24108. /**
  24109. * User defined function used to change how LOD level selection is done
  24110. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24111. */
  24112. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24113. /**
  24114. * Gets or sets the morph target manager
  24115. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24116. */
  24117. morphTargetManager: Nullable<MorphTargetManager>;
  24118. /** @hidden */
  24119. _creationDataStorage: Nullable<_CreationDataStorage>;
  24120. /** @hidden */
  24121. _geometry: Nullable<Geometry>;
  24122. /** @hidden */
  24123. _delayInfo: Array<string>;
  24124. /** @hidden */
  24125. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24126. /** @hidden */
  24127. _instanceDataStorage: _InstanceDataStorage;
  24128. private _effectiveMaterial;
  24129. /** @hidden */
  24130. _shouldGenerateFlatShading: boolean;
  24131. /** @hidden */
  24132. _originalBuilderSideOrientation: number;
  24133. /**
  24134. * Use this property to change the original side orientation defined at construction time
  24135. */
  24136. overrideMaterialSideOrientation: Nullable<number>;
  24137. /**
  24138. * Gets the source mesh (the one used to clone this one from)
  24139. */
  24140. readonly source: Nullable<Mesh>;
  24141. /**
  24142. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24143. */
  24144. isUnIndexed: boolean;
  24145. /**
  24146. * @constructor
  24147. * @param name The value used by scene.getMeshByName() to do a lookup.
  24148. * @param scene The scene to add this mesh to.
  24149. * @param parent The parent of this mesh, if it has one
  24150. * @param source An optional Mesh from which geometry is shared, cloned.
  24151. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24152. * When false, achieved by calling a clone(), also passing False.
  24153. * This will make creation of children, recursive.
  24154. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24155. */
  24156. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24157. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  24158. /**
  24159. * Gets the class name
  24160. * @returns the string "Mesh".
  24161. */
  24162. getClassName(): string;
  24163. /** @hidden */
  24164. readonly _isMesh: boolean;
  24165. /**
  24166. * Returns a description of this mesh
  24167. * @param fullDetails define if full details about this mesh must be used
  24168. * @returns a descriptive string representing this mesh
  24169. */
  24170. toString(fullDetails?: boolean): string;
  24171. /** @hidden */
  24172. _unBindEffect(): void;
  24173. /**
  24174. * Gets a boolean indicating if this mesh has LOD
  24175. */
  24176. readonly hasLODLevels: boolean;
  24177. /**
  24178. * Gets the list of MeshLODLevel associated with the current mesh
  24179. * @returns an array of MeshLODLevel
  24180. */
  24181. getLODLevels(): MeshLODLevel[];
  24182. private _sortLODLevels;
  24183. /**
  24184. * Add a mesh as LOD level triggered at the given distance.
  24185. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24186. * @param distance The distance from the center of the object to show this level
  24187. * @param mesh The mesh to be added as LOD level (can be null)
  24188. * @return This mesh (for chaining)
  24189. */
  24190. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24191. /**
  24192. * Returns the LOD level mesh at the passed distance or null if not found.
  24193. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24194. * @param distance The distance from the center of the object to show this level
  24195. * @returns a Mesh or `null`
  24196. */
  24197. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24198. /**
  24199. * Remove a mesh from the LOD array
  24200. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24201. * @param mesh defines the mesh to be removed
  24202. * @return This mesh (for chaining)
  24203. */
  24204. removeLODLevel(mesh: Mesh): Mesh;
  24205. /**
  24206. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24207. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24208. * @param camera defines the camera to use to compute distance
  24209. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24210. * @return This mesh (for chaining)
  24211. */
  24212. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24213. /**
  24214. * Gets the mesh internal Geometry object
  24215. */
  24216. readonly geometry: Nullable<Geometry>;
  24217. /**
  24218. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24219. * @returns the total number of vertices
  24220. */
  24221. getTotalVertices(): number;
  24222. /**
  24223. * Returns the content of an associated vertex buffer
  24224. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24225. * - VertexBuffer.PositionKind
  24226. * - VertexBuffer.UVKind
  24227. * - VertexBuffer.UV2Kind
  24228. * - VertexBuffer.UV3Kind
  24229. * - VertexBuffer.UV4Kind
  24230. * - VertexBuffer.UV5Kind
  24231. * - VertexBuffer.UV6Kind
  24232. * - VertexBuffer.ColorKind
  24233. * - VertexBuffer.MatricesIndicesKind
  24234. * - VertexBuffer.MatricesIndicesExtraKind
  24235. * - VertexBuffer.MatricesWeightsKind
  24236. * - VertexBuffer.MatricesWeightsExtraKind
  24237. * @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
  24238. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24239. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24240. */
  24241. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24242. /**
  24243. * Returns the mesh VertexBuffer object from the requested `kind`
  24244. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24245. * - VertexBuffer.PositionKind
  24246. * - VertexBuffer.NormalKind
  24247. * - VertexBuffer.UVKind
  24248. * - VertexBuffer.UV2Kind
  24249. * - VertexBuffer.UV3Kind
  24250. * - VertexBuffer.UV4Kind
  24251. * - VertexBuffer.UV5Kind
  24252. * - VertexBuffer.UV6Kind
  24253. * - VertexBuffer.ColorKind
  24254. * - VertexBuffer.MatricesIndicesKind
  24255. * - VertexBuffer.MatricesIndicesExtraKind
  24256. * - VertexBuffer.MatricesWeightsKind
  24257. * - VertexBuffer.MatricesWeightsExtraKind
  24258. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24259. */
  24260. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24261. /**
  24262. * Tests if a specific vertex buffer is associated with this mesh
  24263. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24264. * - VertexBuffer.PositionKind
  24265. * - VertexBuffer.NormalKind
  24266. * - VertexBuffer.UVKind
  24267. * - VertexBuffer.UV2Kind
  24268. * - VertexBuffer.UV3Kind
  24269. * - VertexBuffer.UV4Kind
  24270. * - VertexBuffer.UV5Kind
  24271. * - VertexBuffer.UV6Kind
  24272. * - VertexBuffer.ColorKind
  24273. * - VertexBuffer.MatricesIndicesKind
  24274. * - VertexBuffer.MatricesIndicesExtraKind
  24275. * - VertexBuffer.MatricesWeightsKind
  24276. * - VertexBuffer.MatricesWeightsExtraKind
  24277. * @returns a boolean
  24278. */
  24279. isVerticesDataPresent(kind: string): boolean;
  24280. /**
  24281. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24282. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24283. * - VertexBuffer.PositionKind
  24284. * - VertexBuffer.UVKind
  24285. * - VertexBuffer.UV2Kind
  24286. * - VertexBuffer.UV3Kind
  24287. * - VertexBuffer.UV4Kind
  24288. * - VertexBuffer.UV5Kind
  24289. * - VertexBuffer.UV6Kind
  24290. * - VertexBuffer.ColorKind
  24291. * - VertexBuffer.MatricesIndicesKind
  24292. * - VertexBuffer.MatricesIndicesExtraKind
  24293. * - VertexBuffer.MatricesWeightsKind
  24294. * - VertexBuffer.MatricesWeightsExtraKind
  24295. * @returns a boolean
  24296. */
  24297. isVertexBufferUpdatable(kind: string): boolean;
  24298. /**
  24299. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24300. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24301. * - VertexBuffer.PositionKind
  24302. * - VertexBuffer.NormalKind
  24303. * - VertexBuffer.UVKind
  24304. * - VertexBuffer.UV2Kind
  24305. * - VertexBuffer.UV3Kind
  24306. * - VertexBuffer.UV4Kind
  24307. * - VertexBuffer.UV5Kind
  24308. * - VertexBuffer.UV6Kind
  24309. * - VertexBuffer.ColorKind
  24310. * - VertexBuffer.MatricesIndicesKind
  24311. * - VertexBuffer.MatricesIndicesExtraKind
  24312. * - VertexBuffer.MatricesWeightsKind
  24313. * - VertexBuffer.MatricesWeightsExtraKind
  24314. * @returns an array of strings
  24315. */
  24316. getVerticesDataKinds(): string[];
  24317. /**
  24318. * Returns a positive integer : the total number of indices in this mesh geometry.
  24319. * @returns the numner of indices or zero if the mesh has no geometry.
  24320. */
  24321. getTotalIndices(): number;
  24322. /**
  24323. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24324. * @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.
  24325. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24326. * @returns the indices array or an empty array if the mesh has no geometry
  24327. */
  24328. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24329. readonly isBlocked: boolean;
  24330. /**
  24331. * Determine if the current mesh is ready to be rendered
  24332. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24333. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24334. * @returns true if all associated assets are ready (material, textures, shaders)
  24335. */
  24336. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24337. /**
  24338. * 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.
  24339. */
  24340. readonly areNormalsFrozen: boolean;
  24341. /**
  24342. * 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.
  24343. * @returns the current mesh
  24344. */
  24345. freezeNormals(): Mesh;
  24346. /**
  24347. * 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
  24348. * @returns the current mesh
  24349. */
  24350. unfreezeNormals(): Mesh;
  24351. /**
  24352. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24353. */
  24354. overridenInstanceCount: number;
  24355. /** @hidden */
  24356. _preActivate(): Mesh;
  24357. /** @hidden */
  24358. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24359. /** @hidden */
  24360. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24361. /**
  24362. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24363. * This means the mesh underlying bounding box and sphere are recomputed.
  24364. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24365. * @returns the current mesh
  24366. */
  24367. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24368. /** @hidden */
  24369. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24370. /**
  24371. * This function will subdivide the mesh into multiple submeshes
  24372. * @param count defines the expected number of submeshes
  24373. */
  24374. subdivide(count: number): void;
  24375. /**
  24376. * Copy a FloatArray into a specific associated vertex buffer
  24377. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24378. * - VertexBuffer.PositionKind
  24379. * - VertexBuffer.UVKind
  24380. * - VertexBuffer.UV2Kind
  24381. * - VertexBuffer.UV3Kind
  24382. * - VertexBuffer.UV4Kind
  24383. * - VertexBuffer.UV5Kind
  24384. * - VertexBuffer.UV6Kind
  24385. * - VertexBuffer.ColorKind
  24386. * - VertexBuffer.MatricesIndicesKind
  24387. * - VertexBuffer.MatricesIndicesExtraKind
  24388. * - VertexBuffer.MatricesWeightsKind
  24389. * - VertexBuffer.MatricesWeightsExtraKind
  24390. * @param data defines the data source
  24391. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24392. * @param stride defines the data stride size (can be null)
  24393. * @returns the current mesh
  24394. */
  24395. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24396. /**
  24397. * Flags an associated vertex buffer as updatable
  24398. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24399. * - VertexBuffer.PositionKind
  24400. * - VertexBuffer.UVKind
  24401. * - VertexBuffer.UV2Kind
  24402. * - VertexBuffer.UV3Kind
  24403. * - VertexBuffer.UV4Kind
  24404. * - VertexBuffer.UV5Kind
  24405. * - VertexBuffer.UV6Kind
  24406. * - VertexBuffer.ColorKind
  24407. * - VertexBuffer.MatricesIndicesKind
  24408. * - VertexBuffer.MatricesIndicesExtraKind
  24409. * - VertexBuffer.MatricesWeightsKind
  24410. * - VertexBuffer.MatricesWeightsExtraKind
  24411. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24412. */
  24413. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24414. /**
  24415. * Sets the mesh global Vertex Buffer
  24416. * @param buffer defines the buffer to use
  24417. * @returns the current mesh
  24418. */
  24419. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24420. /**
  24421. * Update a specific associated vertex buffer
  24422. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24423. * - VertexBuffer.PositionKind
  24424. * - VertexBuffer.UVKind
  24425. * - VertexBuffer.UV2Kind
  24426. * - VertexBuffer.UV3Kind
  24427. * - VertexBuffer.UV4Kind
  24428. * - VertexBuffer.UV5Kind
  24429. * - VertexBuffer.UV6Kind
  24430. * - VertexBuffer.ColorKind
  24431. * - VertexBuffer.MatricesIndicesKind
  24432. * - VertexBuffer.MatricesIndicesExtraKind
  24433. * - VertexBuffer.MatricesWeightsKind
  24434. * - VertexBuffer.MatricesWeightsExtraKind
  24435. * @param data defines the data source
  24436. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24437. * @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)
  24438. * @returns the current mesh
  24439. */
  24440. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24441. /**
  24442. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24443. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24444. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24445. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24446. * @returns the current mesh
  24447. */
  24448. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24449. /**
  24450. * Creates a un-shared specific occurence of the geometry for the mesh.
  24451. * @returns the current mesh
  24452. */
  24453. makeGeometryUnique(): Mesh;
  24454. /**
  24455. * Set the index buffer of this mesh
  24456. * @param indices defines the source data
  24457. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24458. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24459. * @returns the current mesh
  24460. */
  24461. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24462. /**
  24463. * Update the current index buffer
  24464. * @param indices defines the source data
  24465. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24466. * @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)
  24467. * @returns the current mesh
  24468. */
  24469. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24470. /**
  24471. * Invert the geometry to move from a right handed system to a left handed one.
  24472. * @returns the current mesh
  24473. */
  24474. toLeftHanded(): Mesh;
  24475. /** @hidden */
  24476. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24477. /** @hidden */
  24478. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24479. /**
  24480. * Registers for this mesh a javascript function called just before the rendering process
  24481. * @param func defines the function to call before rendering this mesh
  24482. * @returns the current mesh
  24483. */
  24484. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24485. /**
  24486. * Disposes a previously registered javascript function called before the rendering
  24487. * @param func defines the function to remove
  24488. * @returns the current mesh
  24489. */
  24490. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24491. /**
  24492. * Registers for this mesh a javascript function called just after the rendering is complete
  24493. * @param func defines the function to call after rendering this mesh
  24494. * @returns the current mesh
  24495. */
  24496. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24497. /**
  24498. * Disposes a previously registered javascript function called after the rendering.
  24499. * @param func defines the function to remove
  24500. * @returns the current mesh
  24501. */
  24502. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24503. /** @hidden */
  24504. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24505. /** @hidden */
  24506. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24507. /** @hidden */
  24508. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24509. /** @hidden */
  24510. _rebuild(): void;
  24511. /** @hidden */
  24512. _freeze(): void;
  24513. /** @hidden */
  24514. _unFreeze(): void;
  24515. /**
  24516. * 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
  24517. * @param subMesh defines the subMesh to render
  24518. * @param enableAlphaMode defines if alpha mode can be changed
  24519. * @returns the current mesh
  24520. */
  24521. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24522. private _onBeforeDraw;
  24523. /**
  24524. * Renormalize the mesh and patch it up if there are no weights
  24525. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24526. * However in the case of zero weights then we set just a single influence to 1.
  24527. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24528. */
  24529. cleanMatrixWeights(): void;
  24530. private normalizeSkinFourWeights;
  24531. private normalizeSkinWeightsAndExtra;
  24532. /**
  24533. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24534. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24535. * the user know there was an issue with importing the mesh
  24536. * @returns a validation object with skinned, valid and report string
  24537. */
  24538. validateSkinning(): {
  24539. skinned: boolean;
  24540. valid: boolean;
  24541. report: string;
  24542. };
  24543. /** @hidden */
  24544. _checkDelayState(): Mesh;
  24545. private _queueLoad;
  24546. /**
  24547. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24548. * A mesh is in the frustum if its bounding box intersects the frustum
  24549. * @param frustumPlanes defines the frustum to test
  24550. * @returns true if the mesh is in the frustum planes
  24551. */
  24552. isInFrustum(frustumPlanes: Plane[]): boolean;
  24553. /**
  24554. * Sets the mesh material by the material or multiMaterial `id` property
  24555. * @param id is a string identifying the material or the multiMaterial
  24556. * @returns the current mesh
  24557. */
  24558. setMaterialByID(id: string): Mesh;
  24559. /**
  24560. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24561. * @returns an array of IAnimatable
  24562. */
  24563. getAnimatables(): IAnimatable[];
  24564. /**
  24565. * Modifies the mesh geometry according to the passed transformation matrix.
  24566. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24567. * The mesh normals are modified using the same transformation.
  24568. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24569. * @param transform defines the transform matrix to use
  24570. * @see http://doc.babylonjs.com/resources/baking_transformations
  24571. * @returns the current mesh
  24572. */
  24573. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24574. /**
  24575. * Modifies the mesh geometry according to its own current World Matrix.
  24576. * The mesh World Matrix is then reset.
  24577. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24578. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24579. * @see http://doc.babylonjs.com/resources/baking_transformations
  24580. * @returns the current mesh
  24581. */
  24582. bakeCurrentTransformIntoVertices(): Mesh;
  24583. /** @hidden */
  24584. readonly _positions: Nullable<Vector3[]>;
  24585. /** @hidden */
  24586. _resetPointsArrayCache(): Mesh;
  24587. /** @hidden */
  24588. _generatePointsArray(): boolean;
  24589. /**
  24590. * Returns a new Mesh object generated from the current mesh properties.
  24591. * This method must not get confused with createInstance()
  24592. * @param name is a string, the name given to the new mesh
  24593. * @param newParent can be any Node object (default `null`)
  24594. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24595. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24596. * @returns a new mesh
  24597. */
  24598. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24599. /**
  24600. * Releases resources associated with this mesh.
  24601. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24602. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24603. */
  24604. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24605. /**
  24606. * Modifies the mesh geometry according to a displacement map.
  24607. * 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.
  24608. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24609. * @param url is a string, the URL from the image file is to be downloaded.
  24610. * @param minHeight is the lower limit of the displacement.
  24611. * @param maxHeight is the upper limit of the displacement.
  24612. * @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.
  24613. * @param uvOffset is an optional vector2 used to offset UV.
  24614. * @param uvScale is an optional vector2 used to scale UV.
  24615. * @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.
  24616. * @returns the Mesh.
  24617. */
  24618. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24619. /**
  24620. * Modifies the mesh geometry according to a displacementMap buffer.
  24621. * 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.
  24622. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24623. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24624. * @param heightMapWidth is the width of the buffer image.
  24625. * @param heightMapHeight is the height of the buffer image.
  24626. * @param minHeight is the lower limit of the displacement.
  24627. * @param maxHeight is the upper limit of the displacement.
  24628. * @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.
  24629. * @param uvOffset is an optional vector2 used to offset UV.
  24630. * @param uvScale is an optional vector2 used to scale UV.
  24631. * @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.
  24632. * @returns the Mesh.
  24633. */
  24634. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24635. /**
  24636. * Modify the mesh to get a flat shading rendering.
  24637. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24638. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24639. * @returns current mesh
  24640. */
  24641. convertToFlatShadedMesh(): Mesh;
  24642. /**
  24643. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24644. * In other words, more vertices, no more indices and a single bigger VBO.
  24645. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24646. * @returns current mesh
  24647. */
  24648. convertToUnIndexedMesh(): Mesh;
  24649. /**
  24650. * Inverses facet orientations.
  24651. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24652. * @param flipNormals will also inverts the normals
  24653. * @returns current mesh
  24654. */
  24655. flipFaces(flipNormals?: boolean): Mesh;
  24656. /**
  24657. * Increase the number of facets and hence vertices in a mesh
  24658. * Vertex normals are interpolated from existing vertex normals
  24659. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24660. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24661. */
  24662. increaseVertices(numberPerEdge: number): void;
  24663. /**
  24664. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24665. * This will undo any application of covertToFlatShadedMesh
  24666. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24667. */
  24668. forceSharedVertices(): void;
  24669. /** @hidden */
  24670. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24671. /** @hidden */
  24672. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24673. /**
  24674. * Creates a new InstancedMesh object from the mesh model.
  24675. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24676. * @param name defines the name of the new instance
  24677. * @returns a new InstancedMesh
  24678. */
  24679. createInstance(name: string): InstancedMesh;
  24680. /**
  24681. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24682. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24683. * @returns the current mesh
  24684. */
  24685. synchronizeInstances(): Mesh;
  24686. /**
  24687. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24688. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24689. * This should be used together with the simplification to avoid disappearing triangles.
  24690. * @param successCallback an optional success callback to be called after the optimization finished.
  24691. * @returns the current mesh
  24692. */
  24693. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24694. /**
  24695. * Serialize current mesh
  24696. * @param serializationObject defines the object which will receive the serialization data
  24697. */
  24698. serialize(serializationObject: any): void;
  24699. /** @hidden */
  24700. _syncGeometryWithMorphTargetManager(): void;
  24701. /** @hidden */
  24702. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24703. /**
  24704. * Returns a new Mesh object parsed from the source provided.
  24705. * @param parsedMesh is the source
  24706. * @param scene defines the hosting scene
  24707. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24708. * @returns a new Mesh
  24709. */
  24710. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24711. /**
  24712. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24713. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24714. * @param name defines the name of the mesh to create
  24715. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24716. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24717. * @param closePath creates a seam between the first and the last points of each path of the path array
  24718. * @param offset is taken in account only if the `pathArray` is containing a single path
  24719. * @param scene defines the hosting scene
  24720. * @param updatable defines if the mesh must be flagged as updatable
  24721. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24722. * @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)
  24723. * @returns a new Mesh
  24724. */
  24725. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24726. /**
  24727. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24728. * @param name defines the name of the mesh to create
  24729. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24730. * @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
  24731. * @param scene defines the hosting scene
  24732. * @param updatable defines if the mesh must be flagged as updatable
  24733. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24734. * @returns a new Mesh
  24735. */
  24736. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24737. /**
  24738. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24739. * @param name defines the name of the mesh to create
  24740. * @param size sets the size (float) of each box side (default 1)
  24741. * @param scene defines the hosting scene
  24742. * @param updatable defines if the mesh must be flagged as updatable
  24743. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24744. * @returns a new Mesh
  24745. */
  24746. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24747. /**
  24748. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24749. * @param name defines the name of the mesh to create
  24750. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24751. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24752. * @param scene defines the hosting scene
  24753. * @param updatable defines if the mesh must be flagged as updatable
  24754. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24755. * @returns a new Mesh
  24756. */
  24757. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24758. /**
  24759. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24760. * @param name defines the name of the mesh to create
  24761. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24762. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24763. * @param scene defines the hosting scene
  24764. * @returns a new Mesh
  24765. */
  24766. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24767. /**
  24768. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24769. * @param name defines the name of the mesh to create
  24770. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24771. * @param diameterTop set the top cap diameter (floats, default 1)
  24772. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24773. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24774. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24775. * @param scene defines the hosting scene
  24776. * @param updatable defines if the mesh must be flagged as updatable
  24777. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24778. * @returns a new Mesh
  24779. */
  24780. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24781. /**
  24782. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24783. * @param name defines the name of the mesh to create
  24784. * @param diameter sets the diameter size (float) of the torus (default 1)
  24785. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24786. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24787. * @param scene defines the hosting scene
  24788. * @param updatable defines if the mesh must be flagged as updatable
  24789. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24790. * @returns a new Mesh
  24791. */
  24792. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24793. /**
  24794. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24795. * @param name defines the name of the mesh to create
  24796. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24797. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24798. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24799. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24800. * @param p the number of windings on X axis (positive integers, default 2)
  24801. * @param q the number of windings on Y axis (positive integers, default 3)
  24802. * @param scene defines the hosting scene
  24803. * @param updatable defines if the mesh must be flagged as updatable
  24804. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24805. * @returns a new Mesh
  24806. */
  24807. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24808. /**
  24809. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24810. * @param name defines the name of the mesh to create
  24811. * @param points is an array successive Vector3
  24812. * @param scene defines the hosting scene
  24813. * @param updatable defines if the mesh must be flagged as updatable
  24814. * @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).
  24815. * @returns a new Mesh
  24816. */
  24817. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24818. /**
  24819. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24820. * @param name defines the name of the mesh to create
  24821. * @param points is an array successive Vector3
  24822. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24823. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24824. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24825. * @param scene defines the hosting scene
  24826. * @param updatable defines if the mesh must be flagged as updatable
  24827. * @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)
  24828. * @returns a new Mesh
  24829. */
  24830. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24831. /**
  24832. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24833. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24834. * 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.
  24835. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24836. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24837. * Remember you can only change the shape positions, not their number when updating a polygon.
  24838. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24839. * @param name defines the name of the mesh to create
  24840. * @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
  24841. * @param scene defines the hosting scene
  24842. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24843. * @param updatable defines if the mesh must be flagged as updatable
  24844. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24845. * @param earcutInjection can be used to inject your own earcut reference
  24846. * @returns a new Mesh
  24847. */
  24848. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24849. /**
  24850. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24851. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24852. * @param name defines the name of the mesh to create
  24853. * @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
  24854. * @param depth defines the height of extrusion
  24855. * @param scene defines the hosting scene
  24856. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24857. * @param updatable defines if the mesh must be flagged as updatable
  24858. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24859. * @param earcutInjection can be used to inject your own earcut reference
  24860. * @returns a new Mesh
  24861. */
  24862. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24863. /**
  24864. * Creates an extruded shape mesh.
  24865. * 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
  24866. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24867. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24868. * @param name defines the name of the mesh to create
  24869. * @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
  24870. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24871. * @param scale is the value to scale the shape
  24872. * @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
  24873. * @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
  24874. * @param scene defines the hosting scene
  24875. * @param updatable defines if the mesh must be flagged as updatable
  24876. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24877. * @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)
  24878. * @returns a new Mesh
  24879. */
  24880. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24881. /**
  24882. * Creates an custom extruded shape mesh.
  24883. * The custom extrusion is a parametric shape.
  24884. * It has no predefined shape. Its final shape will depend on the input parameters.
  24885. * Please consider using the same method from the MeshBuilder class instead
  24886. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24887. * @param name defines the name of the mesh to create
  24888. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24889. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24890. * @param scaleFunction is a custom Javascript function called on each path point
  24891. * @param rotationFunction is a custom Javascript function called on each path point
  24892. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24893. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24894. * @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
  24895. * @param scene defines the hosting scene
  24896. * @param updatable defines if the mesh must be flagged as updatable
  24897. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24898. * @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)
  24899. * @returns a new Mesh
  24900. */
  24901. 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;
  24902. /**
  24903. * Creates lathe mesh.
  24904. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24905. * Please consider using the same method from the MeshBuilder class instead
  24906. * @param name defines the name of the mesh to create
  24907. * @param shape is a required array of successive Vector3. This array depicts the shape to be 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
  24908. * @param radius is the radius value of the lathe
  24909. * @param tessellation is the side number of the lathe.
  24910. * @param scene defines the hosting scene
  24911. * @param updatable defines if the mesh must be flagged as updatable
  24912. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24913. * @returns a new Mesh
  24914. */
  24915. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24916. /**
  24917. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24918. * @param name defines the name of the mesh to create
  24919. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24920. * @param scene defines the hosting scene
  24921. * @param updatable defines if the mesh must be flagged as updatable
  24922. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24923. * @returns a new Mesh
  24924. */
  24925. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24926. /**
  24927. * Creates a ground mesh.
  24928. * Please consider using the same method from the MeshBuilder class instead
  24929. * @param name defines the name of the mesh to create
  24930. * @param width set the width of the ground
  24931. * @param height set the height of the ground
  24932. * @param subdivisions sets the number of subdivisions per side
  24933. * @param scene defines the hosting scene
  24934. * @param updatable defines if the mesh must be flagged as updatable
  24935. * @returns a new Mesh
  24936. */
  24937. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24938. /**
  24939. * Creates a tiled ground mesh.
  24940. * Please consider using the same method from the MeshBuilder class instead
  24941. * @param name defines the name of the mesh to create
  24942. * @param xmin set the ground minimum X coordinate
  24943. * @param zmin set the ground minimum Y coordinate
  24944. * @param xmax set the ground maximum X coordinate
  24945. * @param zmax set the ground maximum Z coordinate
  24946. * @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
  24947. * @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
  24948. * @param scene defines the hosting scene
  24949. * @param updatable defines if the mesh must be flagged as updatable
  24950. * @returns a new Mesh
  24951. */
  24952. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24953. w: number;
  24954. h: number;
  24955. }, precision: {
  24956. w: number;
  24957. h: number;
  24958. }, scene: Scene, updatable?: boolean): Mesh;
  24959. /**
  24960. * Creates a ground mesh from a height map.
  24961. * Please consider using the same method from the MeshBuilder class instead
  24962. * @see http://doc.babylonjs.com/babylon101/height_map
  24963. * @param name defines the name of the mesh to create
  24964. * @param url sets the URL of the height map image resource
  24965. * @param width set the ground width size
  24966. * @param height set the ground height size
  24967. * @param subdivisions sets the number of subdivision per side
  24968. * @param minHeight is the minimum altitude on the ground
  24969. * @param maxHeight is the maximum altitude on the ground
  24970. * @param scene defines the hosting scene
  24971. * @param updatable defines if the mesh must be flagged as updatable
  24972. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24973. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24974. * @returns a new Mesh
  24975. */
  24976. 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;
  24977. /**
  24978. * Creates a tube mesh.
  24979. * The tube is a parametric shape.
  24980. * It has no predefined shape. Its final shape will depend on the input parameters.
  24981. * Please consider using the same method from the MeshBuilder class instead
  24982. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24983. * @param name defines the name of the mesh to create
  24984. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24985. * @param radius sets the tube radius size
  24986. * @param tessellation is the number of sides on the tubular surface
  24987. * @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
  24988. * @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
  24989. * @param scene defines the hosting scene
  24990. * @param updatable defines if the mesh must be flagged as updatable
  24991. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24992. * @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)
  24993. * @returns a new Mesh
  24994. */
  24995. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24996. (i: number, distance: number): number;
  24997. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24998. /**
  24999. * Creates a polyhedron mesh.
  25000. * Please consider using the same method from the MeshBuilder class instead.
  25001. * * 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
  25002. * * The parameter `size` (positive float, default 1) sets the polygon size
  25003. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25004. * * 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`
  25005. * * 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
  25006. * * 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)`)
  25007. * * 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
  25008. * * 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
  25009. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25010. * * If you create a double-sided mesh, you can choose what parts of 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
  25011. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25012. * @param name defines the name of the mesh to create
  25013. * @param options defines the options used to create the mesh
  25014. * @param scene defines the hosting scene
  25015. * @returns a new Mesh
  25016. */
  25017. static CreatePolyhedron(name: string, options: {
  25018. type?: number;
  25019. size?: number;
  25020. sizeX?: number;
  25021. sizeY?: number;
  25022. sizeZ?: number;
  25023. custom?: any;
  25024. faceUV?: Vector4[];
  25025. faceColors?: Color4[];
  25026. updatable?: boolean;
  25027. sideOrientation?: number;
  25028. }, scene: Scene): Mesh;
  25029. /**
  25030. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25031. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25032. * * 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`)
  25033. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25034. * * 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
  25035. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25036. * * If you create a double-sided mesh, you can choose what parts of 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
  25037. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25038. * @param name defines the name of the mesh
  25039. * @param options defines the options used to create the mesh
  25040. * @param scene defines the hosting scene
  25041. * @returns a new Mesh
  25042. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25043. */
  25044. static CreateIcoSphere(name: string, options: {
  25045. radius?: number;
  25046. flat?: boolean;
  25047. subdivisions?: number;
  25048. sideOrientation?: number;
  25049. updatable?: boolean;
  25050. }, scene: Scene): Mesh;
  25051. /**
  25052. * Creates a decal mesh.
  25053. * Please consider using the same method from the MeshBuilder class instead.
  25054. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25055. * @param name defines the name of the mesh
  25056. * @param sourceMesh defines the mesh receiving the decal
  25057. * @param position sets the position of the decal in world coordinates
  25058. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25059. * @param size sets the decal scaling
  25060. * @param angle sets the angle to rotate the decal
  25061. * @returns a new Mesh
  25062. */
  25063. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25064. /**
  25065. * Prepare internal position array for software CPU skinning
  25066. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25067. */
  25068. setPositionsForCPUSkinning(): Float32Array;
  25069. /**
  25070. * Prepare internal normal array for software CPU skinning
  25071. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25072. */
  25073. setNormalsForCPUSkinning(): Float32Array;
  25074. /**
  25075. * Updates the vertex buffer by applying transformation from the bones
  25076. * @param skeleton defines the skeleton to apply to current mesh
  25077. * @returns the current mesh
  25078. */
  25079. applySkeleton(skeleton: Skeleton): Mesh;
  25080. /**
  25081. * 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
  25082. * @param meshes defines the list of meshes to scan
  25083. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25084. */
  25085. static MinMax(meshes: AbstractMesh[]): {
  25086. min: Vector3;
  25087. max: Vector3;
  25088. };
  25089. /**
  25090. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25091. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25092. * @returns a vector3
  25093. */
  25094. static Center(meshesOrMinMaxVector: {
  25095. min: Vector3;
  25096. max: Vector3;
  25097. } | AbstractMesh[]): Vector3;
  25098. /**
  25099. * Merge the array of meshes into a single mesh for performance reasons.
  25100. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25101. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25102. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25103. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25104. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25105. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25106. * @returns a new mesh
  25107. */
  25108. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25109. /** @hidden */
  25110. addInstance(instance: InstancedMesh): void;
  25111. /** @hidden */
  25112. removeInstance(instance: InstancedMesh): void;
  25113. }
  25114. }
  25115. declare module "babylonjs/Cameras/camera" {
  25116. import { SmartArray } from "babylonjs/Misc/smartArray";
  25117. import { Observable } from "babylonjs/Misc/observable";
  25118. import { Nullable } from "babylonjs/types";
  25119. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25120. import { Scene } from "babylonjs/scene";
  25121. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25122. import { Node } from "babylonjs/node";
  25123. import { Mesh } from "babylonjs/Meshes/mesh";
  25124. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25125. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25126. import { Viewport } from "babylonjs/Maths/math.viewport";
  25127. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25128. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25129. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25130. import { Ray } from "babylonjs/Culling/ray";
  25131. /**
  25132. * This is the base class of all the camera used in the application.
  25133. * @see http://doc.babylonjs.com/features/cameras
  25134. */
  25135. export class Camera extends Node {
  25136. /** @hidden */
  25137. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25138. /**
  25139. * This is the default projection mode used by the cameras.
  25140. * It helps recreating a feeling of perspective and better appreciate depth.
  25141. * This is the best way to simulate real life cameras.
  25142. */
  25143. static readonly PERSPECTIVE_CAMERA: number;
  25144. /**
  25145. * This helps creating camera with an orthographic mode.
  25146. * 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.
  25147. */
  25148. static readonly ORTHOGRAPHIC_CAMERA: number;
  25149. /**
  25150. * This is the default FOV mode for perspective cameras.
  25151. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25152. */
  25153. static readonly FOVMODE_VERTICAL_FIXED: number;
  25154. /**
  25155. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25156. */
  25157. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25158. /**
  25159. * This specifies ther is no need for a camera rig.
  25160. * Basically only one eye is rendered corresponding to the camera.
  25161. */
  25162. static readonly RIG_MODE_NONE: number;
  25163. /**
  25164. * Simulates a camera Rig with one blue eye and one red eye.
  25165. * This can be use with 3d blue and red glasses.
  25166. */
  25167. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25168. /**
  25169. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25170. */
  25171. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25172. /**
  25173. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25174. */
  25175. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25176. /**
  25177. * Defines that both eyes of the camera will be rendered over under each other.
  25178. */
  25179. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25180. /**
  25181. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25182. */
  25183. static readonly RIG_MODE_VR: number;
  25184. /**
  25185. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25186. */
  25187. static readonly RIG_MODE_WEBVR: number;
  25188. /**
  25189. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25190. */
  25191. static readonly RIG_MODE_CUSTOM: number;
  25192. /**
  25193. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25194. */
  25195. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25196. /**
  25197. * Define the input manager associated with the camera.
  25198. */
  25199. inputs: CameraInputsManager<Camera>;
  25200. /** @hidden */
  25201. _position: Vector3;
  25202. /**
  25203. * Define the current local position of the camera in the scene
  25204. */
  25205. position: Vector3;
  25206. /**
  25207. * The vector the camera should consider as up.
  25208. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25209. */
  25210. upVector: Vector3;
  25211. /**
  25212. * Define the current limit on the left side for an orthographic camera
  25213. * In scene unit
  25214. */
  25215. orthoLeft: Nullable<number>;
  25216. /**
  25217. * Define the current limit on the right side for an orthographic camera
  25218. * In scene unit
  25219. */
  25220. orthoRight: Nullable<number>;
  25221. /**
  25222. * Define the current limit on the bottom side for an orthographic camera
  25223. * In scene unit
  25224. */
  25225. orthoBottom: Nullable<number>;
  25226. /**
  25227. * Define the current limit on the top side for an orthographic camera
  25228. * In scene unit
  25229. */
  25230. orthoTop: Nullable<number>;
  25231. /**
  25232. * Field Of View is set in Radians. (default is 0.8)
  25233. */
  25234. fov: number;
  25235. /**
  25236. * Define the minimum distance the camera can see from.
  25237. * This is important to note that the depth buffer are not infinite and the closer it starts
  25238. * the more your scene might encounter depth fighting issue.
  25239. */
  25240. minZ: number;
  25241. /**
  25242. * Define the maximum distance the camera can see to.
  25243. * This is important to note that the depth buffer are not infinite and the further it end
  25244. * the more your scene might encounter depth fighting issue.
  25245. */
  25246. maxZ: number;
  25247. /**
  25248. * Define the default inertia of the camera.
  25249. * This helps giving a smooth feeling to the camera movement.
  25250. */
  25251. inertia: number;
  25252. /**
  25253. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25254. */
  25255. mode: number;
  25256. /**
  25257. * Define wether the camera is intermediate.
  25258. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25259. */
  25260. isIntermediate: boolean;
  25261. /**
  25262. * Define the viewport of the camera.
  25263. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25264. */
  25265. viewport: Viewport;
  25266. /**
  25267. * Restricts the camera to viewing objects with the same layerMask.
  25268. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25269. */
  25270. layerMask: number;
  25271. /**
  25272. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25273. */
  25274. fovMode: number;
  25275. /**
  25276. * Rig mode of the camera.
  25277. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25278. * This is normally controlled byt the camera themselves as internal use.
  25279. */
  25280. cameraRigMode: number;
  25281. /**
  25282. * Defines the distance between both "eyes" in case of a RIG
  25283. */
  25284. interaxialDistance: number;
  25285. /**
  25286. * Defines if stereoscopic rendering is done side by side or over under.
  25287. */
  25288. isStereoscopicSideBySide: boolean;
  25289. /**
  25290. * 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
  25291. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25292. * else in the scene. (Eg. security camera)
  25293. *
  25294. * 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)
  25295. */
  25296. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25297. /**
  25298. * When set, the camera will render to this render target instead of the default canvas
  25299. *
  25300. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25301. */
  25302. outputRenderTarget: Nullable<RenderTargetTexture>;
  25303. /**
  25304. * Observable triggered when the camera view matrix has changed.
  25305. */
  25306. onViewMatrixChangedObservable: Observable<Camera>;
  25307. /**
  25308. * Observable triggered when the camera Projection matrix has changed.
  25309. */
  25310. onProjectionMatrixChangedObservable: Observable<Camera>;
  25311. /**
  25312. * Observable triggered when the inputs have been processed.
  25313. */
  25314. onAfterCheckInputsObservable: Observable<Camera>;
  25315. /**
  25316. * Observable triggered when reset has been called and applied to the camera.
  25317. */
  25318. onRestoreStateObservable: Observable<Camera>;
  25319. /** @hidden */
  25320. _cameraRigParams: any;
  25321. /** @hidden */
  25322. _rigCameras: Camera[];
  25323. /** @hidden */
  25324. _rigPostProcess: Nullable<PostProcess>;
  25325. protected _webvrViewMatrix: Matrix;
  25326. /** @hidden */
  25327. _skipRendering: boolean;
  25328. /** @hidden */
  25329. _projectionMatrix: Matrix;
  25330. /** @hidden */
  25331. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25332. /** @hidden */
  25333. _activeMeshes: SmartArray<AbstractMesh>;
  25334. protected _globalPosition: Vector3;
  25335. /** @hidden */
  25336. _computedViewMatrix: Matrix;
  25337. private _doNotComputeProjectionMatrix;
  25338. private _transformMatrix;
  25339. private _frustumPlanes;
  25340. private _refreshFrustumPlanes;
  25341. private _storedFov;
  25342. private _stateStored;
  25343. /**
  25344. * Instantiates a new camera object.
  25345. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25346. * @see http://doc.babylonjs.com/features/cameras
  25347. * @param name Defines the name of the camera in the scene
  25348. * @param position Defines the position of the camera
  25349. * @param scene Defines the scene the camera belongs too
  25350. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25351. */
  25352. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25353. /**
  25354. * Store current camera state (fov, position, etc..)
  25355. * @returns the camera
  25356. */
  25357. storeState(): Camera;
  25358. /**
  25359. * Restores the camera state values if it has been stored. You must call storeState() first
  25360. */
  25361. protected _restoreStateValues(): boolean;
  25362. /**
  25363. * Restored camera state. You must call storeState() first.
  25364. * @returns true if restored and false otherwise
  25365. */
  25366. restoreState(): boolean;
  25367. /**
  25368. * Gets the class name of the camera.
  25369. * @returns the class name
  25370. */
  25371. getClassName(): string;
  25372. /** @hidden */
  25373. readonly _isCamera: boolean;
  25374. /**
  25375. * Gets a string representation of the camera useful for debug purpose.
  25376. * @param fullDetails Defines that a more verboe level of logging is required
  25377. * @returns the string representation
  25378. */
  25379. toString(fullDetails?: boolean): string;
  25380. /**
  25381. * Gets the current world space position of the camera.
  25382. */
  25383. readonly globalPosition: Vector3;
  25384. /**
  25385. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25386. * @returns the active meshe list
  25387. */
  25388. getActiveMeshes(): SmartArray<AbstractMesh>;
  25389. /**
  25390. * Check wether a mesh is part of the current active mesh list of the camera
  25391. * @param mesh Defines the mesh to check
  25392. * @returns true if active, false otherwise
  25393. */
  25394. isActiveMesh(mesh: Mesh): boolean;
  25395. /**
  25396. * Is this camera ready to be used/rendered
  25397. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25398. * @return true if the camera is ready
  25399. */
  25400. isReady(completeCheck?: boolean): boolean;
  25401. /** @hidden */
  25402. _initCache(): void;
  25403. /** @hidden */
  25404. _updateCache(ignoreParentClass?: boolean): void;
  25405. /** @hidden */
  25406. _isSynchronized(): boolean;
  25407. /** @hidden */
  25408. _isSynchronizedViewMatrix(): boolean;
  25409. /** @hidden */
  25410. _isSynchronizedProjectionMatrix(): boolean;
  25411. /**
  25412. * Attach the input controls to a specific dom element to get the input from.
  25413. * @param element Defines the element the controls should be listened from
  25414. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25415. */
  25416. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25417. /**
  25418. * Detach the current controls from the specified dom element.
  25419. * @param element Defines the element to stop listening the inputs from
  25420. */
  25421. detachControl(element: HTMLElement): void;
  25422. /**
  25423. * Update the camera state according to the different inputs gathered during the frame.
  25424. */
  25425. update(): void;
  25426. /** @hidden */
  25427. _checkInputs(): void;
  25428. /** @hidden */
  25429. readonly rigCameras: Camera[];
  25430. /**
  25431. * Gets the post process used by the rig cameras
  25432. */
  25433. readonly rigPostProcess: Nullable<PostProcess>;
  25434. /**
  25435. * Internal, gets the first post proces.
  25436. * @returns the first post process to be run on this camera.
  25437. */
  25438. _getFirstPostProcess(): Nullable<PostProcess>;
  25439. private _cascadePostProcessesToRigCams;
  25440. /**
  25441. * Attach a post process to the camera.
  25442. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25443. * @param postProcess The post process to attach to the camera
  25444. * @param insertAt The position of the post process in case several of them are in use in the scene
  25445. * @returns the position the post process has been inserted at
  25446. */
  25447. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25448. /**
  25449. * Detach a post process to the camera.
  25450. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25451. * @param postProcess The post process to detach from the camera
  25452. */
  25453. detachPostProcess(postProcess: PostProcess): void;
  25454. /**
  25455. * Gets the current world matrix of the camera
  25456. */
  25457. getWorldMatrix(): Matrix;
  25458. /** @hidden */
  25459. _getViewMatrix(): Matrix;
  25460. /**
  25461. * Gets the current view matrix of the camera.
  25462. * @param force forces the camera to recompute the matrix without looking at the cached state
  25463. * @returns the view matrix
  25464. */
  25465. getViewMatrix(force?: boolean): Matrix;
  25466. /**
  25467. * Freeze the projection matrix.
  25468. * It will prevent the cache check of the camera projection compute and can speed up perf
  25469. * if no parameter of the camera are meant to change
  25470. * @param projection Defines manually a projection if necessary
  25471. */
  25472. freezeProjectionMatrix(projection?: Matrix): void;
  25473. /**
  25474. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25475. */
  25476. unfreezeProjectionMatrix(): void;
  25477. /**
  25478. * Gets the current projection matrix of the camera.
  25479. * @param force forces the camera to recompute the matrix without looking at the cached state
  25480. * @returns the projection matrix
  25481. */
  25482. getProjectionMatrix(force?: boolean): Matrix;
  25483. /**
  25484. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25485. * @returns a Matrix
  25486. */
  25487. getTransformationMatrix(): Matrix;
  25488. private _updateFrustumPlanes;
  25489. /**
  25490. * Checks if a cullable object (mesh...) is in the camera frustum
  25491. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25492. * @param target The object to check
  25493. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25494. * @returns true if the object is in frustum otherwise false
  25495. */
  25496. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25497. /**
  25498. * Checks if a cullable object (mesh...) is in the camera frustum
  25499. * Unlike isInFrustum this cheks the full bounding box
  25500. * @param target The object to check
  25501. * @returns true if the object is in frustum otherwise false
  25502. */
  25503. isCompletelyInFrustum(target: ICullable): boolean;
  25504. /**
  25505. * Gets a ray in the forward direction from the camera.
  25506. * @param length Defines the length of the ray to create
  25507. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25508. * @param origin Defines the start point of the ray which defaults to the camera position
  25509. * @returns the forward ray
  25510. */
  25511. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25512. /**
  25513. * Releases resources associated with this node.
  25514. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25515. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25516. */
  25517. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25518. /** @hidden */
  25519. _isLeftCamera: boolean;
  25520. /**
  25521. * Gets the left camera of a rig setup in case of Rigged Camera
  25522. */
  25523. readonly isLeftCamera: boolean;
  25524. /** @hidden */
  25525. _isRightCamera: boolean;
  25526. /**
  25527. * Gets the right camera of a rig setup in case of Rigged Camera
  25528. */
  25529. readonly isRightCamera: boolean;
  25530. /**
  25531. * Gets the left camera of a rig setup in case of Rigged Camera
  25532. */
  25533. readonly leftCamera: Nullable<FreeCamera>;
  25534. /**
  25535. * Gets the right camera of a rig setup in case of Rigged Camera
  25536. */
  25537. readonly rightCamera: Nullable<FreeCamera>;
  25538. /**
  25539. * Gets the left camera target of a rig setup in case of Rigged Camera
  25540. * @returns the target position
  25541. */
  25542. getLeftTarget(): Nullable<Vector3>;
  25543. /**
  25544. * Gets the right camera target of a rig setup in case of Rigged Camera
  25545. * @returns the target position
  25546. */
  25547. getRightTarget(): Nullable<Vector3>;
  25548. /**
  25549. * @hidden
  25550. */
  25551. setCameraRigMode(mode: number, rigParams: any): void;
  25552. /** @hidden */
  25553. static _setStereoscopicRigMode(camera: Camera): void;
  25554. /** @hidden */
  25555. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25556. /** @hidden */
  25557. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25558. /** @hidden */
  25559. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25560. /** @hidden */
  25561. _getVRProjectionMatrix(): Matrix;
  25562. protected _updateCameraRotationMatrix(): void;
  25563. protected _updateWebVRCameraRotationMatrix(): void;
  25564. /**
  25565. * This function MUST be overwritten by the different WebVR cameras available.
  25566. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25567. * @hidden
  25568. */
  25569. _getWebVRProjectionMatrix(): Matrix;
  25570. /**
  25571. * This function MUST be overwritten by the different WebVR cameras available.
  25572. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25573. * @hidden
  25574. */
  25575. _getWebVRViewMatrix(): Matrix;
  25576. /** @hidden */
  25577. setCameraRigParameter(name: string, value: any): void;
  25578. /**
  25579. * needs to be overridden by children so sub has required properties to be copied
  25580. * @hidden
  25581. */
  25582. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25583. /**
  25584. * May need to be overridden by children
  25585. * @hidden
  25586. */
  25587. _updateRigCameras(): void;
  25588. /** @hidden */
  25589. _setupInputs(): void;
  25590. /**
  25591. * Serialiaze the camera setup to a json represention
  25592. * @returns the JSON representation
  25593. */
  25594. serialize(): any;
  25595. /**
  25596. * Clones the current camera.
  25597. * @param name The cloned camera name
  25598. * @returns the cloned camera
  25599. */
  25600. clone(name: string): Camera;
  25601. /**
  25602. * Gets the direction of the camera relative to a given local axis.
  25603. * @param localAxis Defines the reference axis to provide a relative direction.
  25604. * @return the direction
  25605. */
  25606. getDirection(localAxis: Vector3): Vector3;
  25607. /**
  25608. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25609. * @param localAxis Defines the reference axis to provide a relative direction.
  25610. * @param result Defines the vector to store the result in
  25611. */
  25612. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25613. /**
  25614. * Gets a camera constructor for a given camera type
  25615. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25616. * @param name The name of the camera the result will be able to instantiate
  25617. * @param scene The scene the result will construct the camera in
  25618. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25619. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25620. * @returns a factory method to construc the camera
  25621. */
  25622. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25623. /**
  25624. * Compute the world matrix of the camera.
  25625. * @returns the camera workd matrix
  25626. */
  25627. computeWorldMatrix(): Matrix;
  25628. /**
  25629. * Parse a JSON and creates the camera from the parsed information
  25630. * @param parsedCamera The JSON to parse
  25631. * @param scene The scene to instantiate the camera in
  25632. * @returns the newly constructed camera
  25633. */
  25634. static Parse(parsedCamera: any, scene: Scene): Camera;
  25635. }
  25636. }
  25637. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25638. import { Nullable } from "babylonjs/types";
  25639. import { Scene } from "babylonjs/scene";
  25640. import { Vector4 } from "babylonjs/Maths/math.vector";
  25641. import { Mesh } from "babylonjs/Meshes/mesh";
  25642. /**
  25643. * Class containing static functions to help procedurally build meshes
  25644. */
  25645. export class DiscBuilder {
  25646. /**
  25647. * Creates a plane polygonal mesh. By default, this is a disc
  25648. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25649. * * 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
  25650. * * 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
  25651. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25652. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25653. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25654. * @param name defines the name of the mesh
  25655. * @param options defines the options used to create the mesh
  25656. * @param scene defines the hosting scene
  25657. * @returns the plane polygonal mesh
  25658. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25659. */
  25660. static CreateDisc(name: string, options: {
  25661. radius?: number;
  25662. tessellation?: number;
  25663. arc?: number;
  25664. updatable?: boolean;
  25665. sideOrientation?: number;
  25666. frontUVs?: Vector4;
  25667. backUVs?: Vector4;
  25668. }, scene?: Nullable<Scene>): Mesh;
  25669. }
  25670. }
  25671. declare module "babylonjs/Particles/solidParticleSystem" {
  25672. import { Vector3 } from "babylonjs/Maths/math.vector";
  25673. import { Mesh } from "babylonjs/Meshes/mesh";
  25674. import { Scene, IDisposable } from "babylonjs/scene";
  25675. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25676. /**
  25677. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25678. *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.
  25679. * The SPS is also a particle system. It provides some methods to manage the particles.
  25680. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25681. *
  25682. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25683. */
  25684. export class SolidParticleSystem implements IDisposable {
  25685. /**
  25686. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25687. * Example : var p = SPS.particles[i];
  25688. */
  25689. particles: SolidParticle[];
  25690. /**
  25691. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25692. */
  25693. nbParticles: number;
  25694. /**
  25695. * If the particles must ever face the camera (default false). Useful for planar particles.
  25696. */
  25697. billboard: boolean;
  25698. /**
  25699. * Recompute normals when adding a shape
  25700. */
  25701. recomputeNormals: boolean;
  25702. /**
  25703. * This a counter ofr your own usage. It's not set by any SPS functions.
  25704. */
  25705. counter: number;
  25706. /**
  25707. * The SPS name. This name is also given to the underlying mesh.
  25708. */
  25709. name: string;
  25710. /**
  25711. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25712. */
  25713. mesh: Mesh;
  25714. /**
  25715. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25716. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25717. */
  25718. vars: any;
  25719. /**
  25720. * This array is populated when the SPS is set as 'pickable'.
  25721. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25722. * Each element of this array is an object `{idx: int, faceId: int}`.
  25723. * `idx` is the picked particle index in the `SPS.particles` array
  25724. * `faceId` is the picked face index counted within this particle.
  25725. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25726. */
  25727. pickedParticles: {
  25728. idx: number;
  25729. faceId: number;
  25730. }[];
  25731. /**
  25732. * This array is populated when `enableDepthSort` is set to true.
  25733. * Each element of this array is an instance of the class DepthSortedParticle.
  25734. */
  25735. depthSortedParticles: DepthSortedParticle[];
  25736. /**
  25737. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25738. * @hidden
  25739. */
  25740. _bSphereOnly: boolean;
  25741. /**
  25742. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25743. * @hidden
  25744. */
  25745. _bSphereRadiusFactor: number;
  25746. private _scene;
  25747. private _positions;
  25748. private _indices;
  25749. private _normals;
  25750. private _colors;
  25751. private _uvs;
  25752. private _indices32;
  25753. private _positions32;
  25754. private _normals32;
  25755. private _fixedNormal32;
  25756. private _colors32;
  25757. private _uvs32;
  25758. private _index;
  25759. private _updatable;
  25760. private _pickable;
  25761. private _isVisibilityBoxLocked;
  25762. private _alwaysVisible;
  25763. private _depthSort;
  25764. private _shapeCounter;
  25765. private _copy;
  25766. private _color;
  25767. private _computeParticleColor;
  25768. private _computeParticleTexture;
  25769. private _computeParticleRotation;
  25770. private _computeParticleVertex;
  25771. private _computeBoundingBox;
  25772. private _depthSortParticles;
  25773. private _camera;
  25774. private _mustUnrotateFixedNormals;
  25775. private _particlesIntersect;
  25776. private _needs32Bits;
  25777. /**
  25778. * Creates a SPS (Solid Particle System) object.
  25779. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25780. * @param scene (Scene) is the scene in which the SPS is added.
  25781. * @param options defines the options of the sps e.g.
  25782. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25783. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25784. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25785. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25786. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25787. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25788. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25789. */
  25790. constructor(name: string, scene: Scene, options?: {
  25791. updatable?: boolean;
  25792. isPickable?: boolean;
  25793. enableDepthSort?: boolean;
  25794. particleIntersection?: boolean;
  25795. boundingSphereOnly?: boolean;
  25796. bSphereRadiusFactor?: number;
  25797. });
  25798. /**
  25799. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25800. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25801. * @returns the created mesh
  25802. */
  25803. buildMesh(): Mesh;
  25804. /**
  25805. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25806. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25807. * Thus the particles generated from `digest()` have their property `position` set yet.
  25808. * @param mesh ( Mesh ) is the mesh to be digested
  25809. * @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
  25810. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25811. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25812. * @returns the current SPS
  25813. */
  25814. digest(mesh: Mesh, options?: {
  25815. facetNb?: number;
  25816. number?: number;
  25817. delta?: number;
  25818. }): SolidParticleSystem;
  25819. private _unrotateFixedNormals;
  25820. private _resetCopy;
  25821. private _meshBuilder;
  25822. private _posToShape;
  25823. private _uvsToShapeUV;
  25824. private _addParticle;
  25825. /**
  25826. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25827. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25828. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25829. * @param nb (positive integer) the number of particles to be created from this model
  25830. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25831. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25832. * @returns the number of shapes in the system
  25833. */
  25834. addShape(mesh: Mesh, nb: number, options?: {
  25835. positionFunction?: any;
  25836. vertexFunction?: any;
  25837. }): number;
  25838. private _rebuildParticle;
  25839. /**
  25840. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25841. * @returns the SPS.
  25842. */
  25843. rebuildMesh(): SolidParticleSystem;
  25844. /**
  25845. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25846. * This method calls `updateParticle()` for each particle of the SPS.
  25847. * For an animated SPS, it is usually called within the render loop.
  25848. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25849. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25850. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25851. * @returns the SPS.
  25852. */
  25853. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25854. /**
  25855. * Disposes the SPS.
  25856. */
  25857. dispose(): void;
  25858. /**
  25859. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25860. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25861. * @returns the SPS.
  25862. */
  25863. refreshVisibleSize(): SolidParticleSystem;
  25864. /**
  25865. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25866. * @param size the size (float) of the visibility box
  25867. * note : this doesn't lock the SPS mesh bounding box.
  25868. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25869. */
  25870. setVisibilityBox(size: number): void;
  25871. /**
  25872. * Gets whether the SPS as always visible or not
  25873. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25874. */
  25875. /**
  25876. * Sets the SPS as always visible or not
  25877. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25878. */
  25879. isAlwaysVisible: boolean;
  25880. /**
  25881. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25882. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25883. */
  25884. /**
  25885. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25886. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25887. */
  25888. isVisibilityBoxLocked: boolean;
  25889. /**
  25890. * Tells to `setParticles()` to compute the particle rotations or not.
  25891. * Default value : true. The SPS is faster when it's set to false.
  25892. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25893. */
  25894. /**
  25895. * Gets if `setParticles()` computes the particle rotations or not.
  25896. * Default value : true. The SPS is faster when it's set to false.
  25897. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25898. */
  25899. computeParticleRotation: boolean;
  25900. /**
  25901. * Tells to `setParticles()` to compute the particle colors or not.
  25902. * Default value : true. The SPS is faster when it's set to false.
  25903. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25904. */
  25905. /**
  25906. * Gets if `setParticles()` computes the particle colors or not.
  25907. * Default value : true. The SPS is faster when it's set to false.
  25908. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25909. */
  25910. computeParticleColor: boolean;
  25911. /**
  25912. * Gets if `setParticles()` computes the particle textures or not.
  25913. * Default value : true. The SPS is faster when it's set to false.
  25914. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25915. */
  25916. computeParticleTexture: boolean;
  25917. /**
  25918. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25919. * Default value : false. The SPS is faster when it's set to false.
  25920. * Note : the particle custom vertex positions aren't stored values.
  25921. */
  25922. /**
  25923. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25924. * Default value : false. The SPS is faster when it's set to false.
  25925. * Note : the particle custom vertex positions aren't stored values.
  25926. */
  25927. computeParticleVertex: boolean;
  25928. /**
  25929. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25930. */
  25931. /**
  25932. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25933. */
  25934. computeBoundingBox: boolean;
  25935. /**
  25936. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25937. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25938. * Default : `true`
  25939. */
  25940. /**
  25941. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25942. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25943. * Default : `true`
  25944. */
  25945. depthSortParticles: boolean;
  25946. /**
  25947. * This function does nothing. It may be overwritten to set all the particle first values.
  25948. * The SPS doesn't call this function, you may have to call it by your own.
  25949. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25950. */
  25951. initParticles(): void;
  25952. /**
  25953. * This function does nothing. It may be overwritten to recycle a particle.
  25954. * The SPS doesn't call this function, you may have to call it by your own.
  25955. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25956. * @param particle The particle to recycle
  25957. * @returns the recycled particle
  25958. */
  25959. recycleParticle(particle: SolidParticle): SolidParticle;
  25960. /**
  25961. * Updates a particle : this function should be overwritten by the user.
  25962. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25963. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25964. * @example : just set a particle position or velocity and recycle conditions
  25965. * @param particle The particle to update
  25966. * @returns the updated particle
  25967. */
  25968. updateParticle(particle: SolidParticle): SolidParticle;
  25969. /**
  25970. * Updates a vertex of a particle : it can be overwritten by the user.
  25971. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25972. * @param particle the current particle
  25973. * @param vertex the current index of the current particle
  25974. * @param pt the index of the current vertex in the particle shape
  25975. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25976. * @example : just set a vertex particle position
  25977. * @returns the updated vertex
  25978. */
  25979. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25980. /**
  25981. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25982. * This does nothing and may be overwritten by the user.
  25983. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25984. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25985. * @param update the boolean update value actually passed to setParticles()
  25986. */
  25987. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25988. /**
  25989. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25990. * This will be passed three parameters.
  25991. * This does nothing and may be overwritten by the user.
  25992. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25993. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25994. * @param update the boolean update value actually passed to setParticles()
  25995. */
  25996. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25997. }
  25998. }
  25999. declare module "babylonjs/Particles/solidParticle" {
  26000. import { Nullable } from "babylonjs/types";
  26001. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26002. import { Color4 } from "babylonjs/Maths/math.color";
  26003. import { Mesh } from "babylonjs/Meshes/mesh";
  26004. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26005. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26006. import { Plane } from "babylonjs/Maths/math.plane";
  26007. /**
  26008. * Represents one particle of a solid particle system.
  26009. */
  26010. export class SolidParticle {
  26011. /**
  26012. * particle global index
  26013. */
  26014. idx: number;
  26015. /**
  26016. * The color of the particle
  26017. */
  26018. color: Nullable<Color4>;
  26019. /**
  26020. * The world space position of the particle.
  26021. */
  26022. position: Vector3;
  26023. /**
  26024. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26025. */
  26026. rotation: Vector3;
  26027. /**
  26028. * The world space rotation quaternion of the particle.
  26029. */
  26030. rotationQuaternion: Nullable<Quaternion>;
  26031. /**
  26032. * The scaling of the particle.
  26033. */
  26034. scaling: Vector3;
  26035. /**
  26036. * The uvs of the particle.
  26037. */
  26038. uvs: Vector4;
  26039. /**
  26040. * The current speed of the particle.
  26041. */
  26042. velocity: Vector3;
  26043. /**
  26044. * The pivot point in the particle local space.
  26045. */
  26046. pivot: Vector3;
  26047. /**
  26048. * Must the particle be translated from its pivot point in its local space ?
  26049. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26050. * Default : false
  26051. */
  26052. translateFromPivot: boolean;
  26053. /**
  26054. * Is the particle active or not ?
  26055. */
  26056. alive: boolean;
  26057. /**
  26058. * Is the particle visible or not ?
  26059. */
  26060. isVisible: boolean;
  26061. /**
  26062. * Index of this particle in the global "positions" array (Internal use)
  26063. * @hidden
  26064. */
  26065. _pos: number;
  26066. /**
  26067. * @hidden Index of this particle in the global "indices" array (Internal use)
  26068. */
  26069. _ind: number;
  26070. /**
  26071. * @hidden ModelShape of this particle (Internal use)
  26072. */
  26073. _model: ModelShape;
  26074. /**
  26075. * ModelShape id of this particle
  26076. */
  26077. shapeId: number;
  26078. /**
  26079. * Index of the particle in its shape id
  26080. */
  26081. idxInShape: number;
  26082. /**
  26083. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26084. */
  26085. _modelBoundingInfo: BoundingInfo;
  26086. /**
  26087. * @hidden Particle BoundingInfo object (Internal use)
  26088. */
  26089. _boundingInfo: BoundingInfo;
  26090. /**
  26091. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26092. */
  26093. _sps: SolidParticleSystem;
  26094. /**
  26095. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26096. */
  26097. _stillInvisible: boolean;
  26098. /**
  26099. * @hidden Last computed particle rotation matrix
  26100. */
  26101. _rotationMatrix: number[];
  26102. /**
  26103. * Parent particle Id, if any.
  26104. * Default null.
  26105. */
  26106. parentId: Nullable<number>;
  26107. /**
  26108. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26109. * The possible values are :
  26110. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26111. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26112. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26113. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26114. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26115. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26116. * */
  26117. cullingStrategy: number;
  26118. /**
  26119. * @hidden Internal global position in the SPS.
  26120. */
  26121. _globalPosition: Vector3;
  26122. /**
  26123. * Creates a Solid Particle object.
  26124. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26125. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26126. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26127. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26128. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26129. * @param shapeId (integer) is the model shape identifier in the SPS.
  26130. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26131. * @param sps defines the sps it is associated to
  26132. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26133. */
  26134. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26135. /**
  26136. * Legacy support, changed scale to scaling
  26137. */
  26138. /**
  26139. * Legacy support, changed scale to scaling
  26140. */
  26141. scale: Vector3;
  26142. /**
  26143. * Legacy support, changed quaternion to rotationQuaternion
  26144. */
  26145. /**
  26146. * Legacy support, changed quaternion to rotationQuaternion
  26147. */
  26148. quaternion: Nullable<Quaternion>;
  26149. /**
  26150. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26151. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26152. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26153. * @returns true if it intersects
  26154. */
  26155. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26156. /**
  26157. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26158. * A particle is in the frustum if its bounding box intersects the frustum
  26159. * @param frustumPlanes defines the frustum to test
  26160. * @returns true if the particle is in the frustum planes
  26161. */
  26162. isInFrustum(frustumPlanes: Plane[]): boolean;
  26163. /**
  26164. * get the rotation matrix of the particle
  26165. * @hidden
  26166. */
  26167. getRotationMatrix(m: Matrix): void;
  26168. }
  26169. /**
  26170. * Represents the shape of the model used by one particle of a solid particle system.
  26171. * SPS internal tool, don't use it manually.
  26172. */
  26173. export class ModelShape {
  26174. /**
  26175. * The shape id
  26176. * @hidden
  26177. */
  26178. shapeID: number;
  26179. /**
  26180. * flat array of model positions (internal use)
  26181. * @hidden
  26182. */
  26183. _shape: Vector3[];
  26184. /**
  26185. * flat array of model UVs (internal use)
  26186. * @hidden
  26187. */
  26188. _shapeUV: number[];
  26189. /**
  26190. * length of the shape in the model indices array (internal use)
  26191. * @hidden
  26192. */
  26193. _indicesLength: number;
  26194. /**
  26195. * Custom position function (internal use)
  26196. * @hidden
  26197. */
  26198. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26199. /**
  26200. * Custom vertex function (internal use)
  26201. * @hidden
  26202. */
  26203. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26204. /**
  26205. * 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.
  26206. * SPS internal tool, don't use it manually.
  26207. * @hidden
  26208. */
  26209. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26210. }
  26211. /**
  26212. * Represents a Depth Sorted Particle in the solid particle system.
  26213. */
  26214. export class DepthSortedParticle {
  26215. /**
  26216. * Index of the particle in the "indices" array
  26217. */
  26218. ind: number;
  26219. /**
  26220. * Length of the particle shape in the "indices" array
  26221. */
  26222. indicesLength: number;
  26223. /**
  26224. * Squared distance from the particle to the camera
  26225. */
  26226. sqDistance: number;
  26227. }
  26228. }
  26229. declare module "babylonjs/Collisions/meshCollisionData" {
  26230. import { Collider } from "babylonjs/Collisions/collider";
  26231. import { Vector3 } from "babylonjs/Maths/math.vector";
  26232. import { Nullable } from "babylonjs/types";
  26233. import { Observer } from "babylonjs/Misc/observable";
  26234. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26235. /**
  26236. * @hidden
  26237. */
  26238. export class _MeshCollisionData {
  26239. _checkCollisions: boolean;
  26240. _collisionMask: number;
  26241. _collisionGroup: number;
  26242. _collider: Nullable<Collider>;
  26243. _oldPositionForCollisions: Vector3;
  26244. _diffPositionForCollisions: Vector3;
  26245. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26246. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26247. }
  26248. }
  26249. declare module "babylonjs/Meshes/abstractMesh" {
  26250. import { Observable } from "babylonjs/Misc/observable";
  26251. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26252. import { Camera } from "babylonjs/Cameras/camera";
  26253. import { Scene, IDisposable } from "babylonjs/scene";
  26254. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26255. import { Node } from "babylonjs/node";
  26256. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26257. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26258. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26259. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26260. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26261. import { Material } from "babylonjs/Materials/material";
  26262. import { Light } from "babylonjs/Lights/light";
  26263. import { Skeleton } from "babylonjs/Bones/skeleton";
  26264. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26265. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26266. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26267. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26268. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26269. import { Plane } from "babylonjs/Maths/math.plane";
  26270. import { Ray } from "babylonjs/Culling/ray";
  26271. import { Collider } from "babylonjs/Collisions/collider";
  26272. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26273. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26274. /** @hidden */
  26275. class _FacetDataStorage {
  26276. facetPositions: Vector3[];
  26277. facetNormals: Vector3[];
  26278. facetPartitioning: number[][];
  26279. facetNb: number;
  26280. partitioningSubdivisions: number;
  26281. partitioningBBoxRatio: number;
  26282. facetDataEnabled: boolean;
  26283. facetParameters: any;
  26284. bbSize: Vector3;
  26285. subDiv: {
  26286. max: number;
  26287. X: number;
  26288. Y: number;
  26289. Z: number;
  26290. };
  26291. facetDepthSort: boolean;
  26292. facetDepthSortEnabled: boolean;
  26293. depthSortedIndices: IndicesArray;
  26294. depthSortedFacets: {
  26295. ind: number;
  26296. sqDistance: number;
  26297. }[];
  26298. facetDepthSortFunction: (f1: {
  26299. ind: number;
  26300. sqDistance: number;
  26301. }, f2: {
  26302. ind: number;
  26303. sqDistance: number;
  26304. }) => number;
  26305. facetDepthSortFrom: Vector3;
  26306. facetDepthSortOrigin: Vector3;
  26307. invertedMatrix: Matrix;
  26308. }
  26309. /**
  26310. * @hidden
  26311. **/
  26312. class _InternalAbstractMeshDataInfo {
  26313. _hasVertexAlpha: boolean;
  26314. _useVertexColors: boolean;
  26315. _numBoneInfluencers: number;
  26316. _applyFog: boolean;
  26317. _receiveShadows: boolean;
  26318. _facetData: _FacetDataStorage;
  26319. _visibility: number;
  26320. _skeleton: Nullable<Skeleton>;
  26321. _layerMask: number;
  26322. _computeBonesUsingShaders: boolean;
  26323. _isActive: boolean;
  26324. _onlyForInstances: boolean;
  26325. _isActiveIntermediate: boolean;
  26326. _onlyForInstancesIntermediate: boolean;
  26327. }
  26328. /**
  26329. * Class used to store all common mesh properties
  26330. */
  26331. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26332. /** No occlusion */
  26333. static OCCLUSION_TYPE_NONE: number;
  26334. /** Occlusion set to optimisitic */
  26335. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26336. /** Occlusion set to strict */
  26337. static OCCLUSION_TYPE_STRICT: number;
  26338. /** Use an accurante occlusion algorithm */
  26339. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26340. /** Use a conservative occlusion algorithm */
  26341. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26342. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26343. * Test order :
  26344. * Is the bounding sphere outside the frustum ?
  26345. * If not, are the bounding box vertices outside the frustum ?
  26346. * It not, then the cullable object is in the frustum.
  26347. */
  26348. static readonly CULLINGSTRATEGY_STANDARD: number;
  26349. /** Culling strategy : Bounding Sphere Only.
  26350. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26351. * It's also less accurate than the standard because some not visible objects can still be selected.
  26352. * Test : is the bounding sphere outside the frustum ?
  26353. * If not, then the cullable object is in the frustum.
  26354. */
  26355. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26356. /** Culling strategy : Optimistic Inclusion.
  26357. * This in an inclusion test first, then the standard exclusion test.
  26358. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26359. * 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.
  26360. * Anyway, it's as accurate as the standard strategy.
  26361. * Test :
  26362. * Is the cullable object bounding sphere center in the frustum ?
  26363. * If not, apply the default culling strategy.
  26364. */
  26365. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26366. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26367. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26368. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26369. * 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.
  26370. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26371. * Test :
  26372. * Is the cullable object bounding sphere center in the frustum ?
  26373. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26374. */
  26375. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26376. /**
  26377. * No billboard
  26378. */
  26379. static readonly BILLBOARDMODE_NONE: number;
  26380. /** Billboard on X axis */
  26381. static readonly BILLBOARDMODE_X: number;
  26382. /** Billboard on Y axis */
  26383. static readonly BILLBOARDMODE_Y: number;
  26384. /** Billboard on Z axis */
  26385. static readonly BILLBOARDMODE_Z: number;
  26386. /** Billboard on all axes */
  26387. static readonly BILLBOARDMODE_ALL: number;
  26388. /** Billboard on using position instead of orientation */
  26389. static readonly BILLBOARDMODE_USE_POSITION: number;
  26390. /** @hidden */
  26391. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26392. /**
  26393. * The culling strategy to use to check whether the mesh must be rendered or not.
  26394. * This value can be changed at any time and will be used on the next render mesh selection.
  26395. * The possible values are :
  26396. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26397. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26398. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26399. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26400. * Please read each static variable documentation to get details about the culling process.
  26401. * */
  26402. cullingStrategy: number;
  26403. /**
  26404. * Gets the number of facets in the mesh
  26405. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26406. */
  26407. readonly facetNb: number;
  26408. /**
  26409. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26410. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26411. */
  26412. partitioningSubdivisions: number;
  26413. /**
  26414. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26415. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26416. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26417. */
  26418. partitioningBBoxRatio: number;
  26419. /**
  26420. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26421. * Works only for updatable meshes.
  26422. * Doesn't work with multi-materials
  26423. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26424. */
  26425. mustDepthSortFacets: boolean;
  26426. /**
  26427. * The location (Vector3) where the facet depth sort must be computed from.
  26428. * By default, the active camera position.
  26429. * Used only when facet depth sort is enabled
  26430. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26431. */
  26432. facetDepthSortFrom: Vector3;
  26433. /**
  26434. * gets a boolean indicating if facetData is enabled
  26435. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26436. */
  26437. readonly isFacetDataEnabled: boolean;
  26438. /** @hidden */
  26439. _updateNonUniformScalingState(value: boolean): boolean;
  26440. /**
  26441. * An event triggered when this mesh collides with another one
  26442. */
  26443. onCollideObservable: Observable<AbstractMesh>;
  26444. /** Set a function to call when this mesh collides with another one */
  26445. onCollide: () => void;
  26446. /**
  26447. * An event triggered when the collision's position changes
  26448. */
  26449. onCollisionPositionChangeObservable: Observable<Vector3>;
  26450. /** Set a function to call when the collision's position changes */
  26451. onCollisionPositionChange: () => void;
  26452. /**
  26453. * An event triggered when material is changed
  26454. */
  26455. onMaterialChangedObservable: Observable<AbstractMesh>;
  26456. /**
  26457. * Gets or sets the orientation for POV movement & rotation
  26458. */
  26459. definedFacingForward: boolean;
  26460. /** @hidden */
  26461. _occlusionQuery: Nullable<WebGLQuery>;
  26462. /** @hidden */
  26463. _renderingGroup: Nullable<RenderingGroup>;
  26464. /**
  26465. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26466. */
  26467. /**
  26468. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26469. */
  26470. visibility: number;
  26471. /** Gets or sets the alpha index used to sort transparent meshes
  26472. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26473. */
  26474. alphaIndex: number;
  26475. /**
  26476. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26477. */
  26478. isVisible: boolean;
  26479. /**
  26480. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26481. */
  26482. isPickable: boolean;
  26483. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26484. showSubMeshesBoundingBox: boolean;
  26485. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26486. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26487. */
  26488. isBlocker: boolean;
  26489. /**
  26490. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26491. */
  26492. enablePointerMoveEvents: boolean;
  26493. /**
  26494. * Specifies the rendering group id for this mesh (0 by default)
  26495. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26496. */
  26497. renderingGroupId: number;
  26498. private _material;
  26499. /** Gets or sets current material */
  26500. material: Nullable<Material>;
  26501. /**
  26502. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26503. * @see http://doc.babylonjs.com/babylon101/shadows
  26504. */
  26505. receiveShadows: boolean;
  26506. /** Defines color to use when rendering outline */
  26507. outlineColor: Color3;
  26508. /** Define width to use when rendering outline */
  26509. outlineWidth: number;
  26510. /** Defines color to use when rendering overlay */
  26511. overlayColor: Color3;
  26512. /** Defines alpha to use when rendering overlay */
  26513. overlayAlpha: number;
  26514. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26515. hasVertexAlpha: boolean;
  26516. /** 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) */
  26517. useVertexColors: boolean;
  26518. /**
  26519. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26520. */
  26521. computeBonesUsingShaders: boolean;
  26522. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26523. numBoneInfluencers: number;
  26524. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26525. applyFog: boolean;
  26526. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26527. useOctreeForRenderingSelection: boolean;
  26528. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26529. useOctreeForPicking: boolean;
  26530. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26531. useOctreeForCollisions: boolean;
  26532. /**
  26533. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26534. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26535. */
  26536. layerMask: number;
  26537. /**
  26538. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26539. */
  26540. alwaysSelectAsActiveMesh: boolean;
  26541. /**
  26542. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26543. */
  26544. doNotSyncBoundingInfo: boolean;
  26545. /**
  26546. * Gets or sets the current action manager
  26547. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26548. */
  26549. actionManager: Nullable<AbstractActionManager>;
  26550. private _meshCollisionData;
  26551. /**
  26552. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26553. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26554. */
  26555. ellipsoid: Vector3;
  26556. /**
  26557. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26558. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26559. */
  26560. ellipsoidOffset: Vector3;
  26561. /**
  26562. * Gets or sets a collision mask used to mask collisions (default is -1).
  26563. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26564. */
  26565. collisionMask: number;
  26566. /**
  26567. * Gets or sets the current collision group mask (-1 by default).
  26568. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26569. */
  26570. collisionGroup: number;
  26571. /**
  26572. * Defines edge width used when edgesRenderer is enabled
  26573. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26574. */
  26575. edgesWidth: number;
  26576. /**
  26577. * Defines edge color used when edgesRenderer is enabled
  26578. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26579. */
  26580. edgesColor: Color4;
  26581. /** @hidden */
  26582. _edgesRenderer: Nullable<IEdgesRenderer>;
  26583. /** @hidden */
  26584. _masterMesh: Nullable<AbstractMesh>;
  26585. /** @hidden */
  26586. _boundingInfo: Nullable<BoundingInfo>;
  26587. /** @hidden */
  26588. _renderId: number;
  26589. /**
  26590. * Gets or sets the list of subMeshes
  26591. * @see http://doc.babylonjs.com/how_to/multi_materials
  26592. */
  26593. subMeshes: SubMesh[];
  26594. /** @hidden */
  26595. _intersectionsInProgress: AbstractMesh[];
  26596. /** @hidden */
  26597. _unIndexed: boolean;
  26598. /** @hidden */
  26599. _lightSources: Light[];
  26600. /** Gets the list of lights affecting that mesh */
  26601. readonly lightSources: Light[];
  26602. /** @hidden */
  26603. readonly _positions: Nullable<Vector3[]>;
  26604. /** @hidden */
  26605. _waitingData: {
  26606. lods: Nullable<any>;
  26607. actions: Nullable<any>;
  26608. freezeWorldMatrix: Nullable<boolean>;
  26609. };
  26610. /** @hidden */
  26611. _bonesTransformMatrices: Nullable<Float32Array>;
  26612. /** @hidden */
  26613. _transformMatrixTexture: Nullable<RawTexture>;
  26614. /**
  26615. * Gets or sets a skeleton to apply skining transformations
  26616. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26617. */
  26618. skeleton: Nullable<Skeleton>;
  26619. /**
  26620. * An event triggered when the mesh is rebuilt.
  26621. */
  26622. onRebuildObservable: Observable<AbstractMesh>;
  26623. /**
  26624. * Creates a new AbstractMesh
  26625. * @param name defines the name of the mesh
  26626. * @param scene defines the hosting scene
  26627. */
  26628. constructor(name: string, scene?: Nullable<Scene>);
  26629. /**
  26630. * Returns the string "AbstractMesh"
  26631. * @returns "AbstractMesh"
  26632. */
  26633. getClassName(): string;
  26634. /**
  26635. * Gets a string representation of the current mesh
  26636. * @param fullDetails defines a boolean indicating if full details must be included
  26637. * @returns a string representation of the current mesh
  26638. */
  26639. toString(fullDetails?: boolean): string;
  26640. /**
  26641. * @hidden
  26642. */
  26643. protected _getEffectiveParent(): Nullable<Node>;
  26644. /** @hidden */
  26645. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26646. /** @hidden */
  26647. _rebuild(): void;
  26648. /** @hidden */
  26649. _resyncLightSources(): void;
  26650. /** @hidden */
  26651. _resyncLighSource(light: Light): void;
  26652. /** @hidden */
  26653. _unBindEffect(): void;
  26654. /** @hidden */
  26655. _removeLightSource(light: Light): void;
  26656. private _markSubMeshesAsDirty;
  26657. /** @hidden */
  26658. _markSubMeshesAsLightDirty(): void;
  26659. /** @hidden */
  26660. _markSubMeshesAsAttributesDirty(): void;
  26661. /** @hidden */
  26662. _markSubMeshesAsMiscDirty(): void;
  26663. /**
  26664. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26665. */
  26666. scaling: Vector3;
  26667. /**
  26668. * Returns true if the mesh is blocked. Implemented by child classes
  26669. */
  26670. readonly isBlocked: boolean;
  26671. /**
  26672. * Returns the mesh itself by default. Implemented by child classes
  26673. * @param camera defines the camera to use to pick the right LOD level
  26674. * @returns the currentAbstractMesh
  26675. */
  26676. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26677. /**
  26678. * Returns 0 by default. Implemented by child classes
  26679. * @returns an integer
  26680. */
  26681. getTotalVertices(): number;
  26682. /**
  26683. * Returns a positive integer : the total number of indices in this mesh geometry.
  26684. * @returns the numner of indices or zero if the mesh has no geometry.
  26685. */
  26686. getTotalIndices(): number;
  26687. /**
  26688. * Returns null by default. Implemented by child classes
  26689. * @returns null
  26690. */
  26691. getIndices(): Nullable<IndicesArray>;
  26692. /**
  26693. * Returns the array of the requested vertex data kind. Implemented by child classes
  26694. * @param kind defines the vertex data kind to use
  26695. * @returns null
  26696. */
  26697. getVerticesData(kind: string): Nullable<FloatArray>;
  26698. /**
  26699. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26700. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26701. * Note that a new underlying VertexBuffer object is created each call.
  26702. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26703. * @param kind defines vertex data kind:
  26704. * * VertexBuffer.PositionKind
  26705. * * VertexBuffer.UVKind
  26706. * * VertexBuffer.UV2Kind
  26707. * * VertexBuffer.UV3Kind
  26708. * * VertexBuffer.UV4Kind
  26709. * * VertexBuffer.UV5Kind
  26710. * * VertexBuffer.UV6Kind
  26711. * * VertexBuffer.ColorKind
  26712. * * VertexBuffer.MatricesIndicesKind
  26713. * * VertexBuffer.MatricesIndicesExtraKind
  26714. * * VertexBuffer.MatricesWeightsKind
  26715. * * VertexBuffer.MatricesWeightsExtraKind
  26716. * @param data defines the data source
  26717. * @param updatable defines if the data must be flagged as updatable (or static)
  26718. * @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
  26719. * @returns the current mesh
  26720. */
  26721. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26722. /**
  26723. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26724. * If the mesh has no geometry, it is simply returned as it is.
  26725. * @param kind defines vertex data kind:
  26726. * * VertexBuffer.PositionKind
  26727. * * VertexBuffer.UVKind
  26728. * * VertexBuffer.UV2Kind
  26729. * * VertexBuffer.UV3Kind
  26730. * * VertexBuffer.UV4Kind
  26731. * * VertexBuffer.UV5Kind
  26732. * * VertexBuffer.UV6Kind
  26733. * * VertexBuffer.ColorKind
  26734. * * VertexBuffer.MatricesIndicesKind
  26735. * * VertexBuffer.MatricesIndicesExtraKind
  26736. * * VertexBuffer.MatricesWeightsKind
  26737. * * VertexBuffer.MatricesWeightsExtraKind
  26738. * @param data defines the data source
  26739. * @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
  26740. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26741. * @returns the current mesh
  26742. */
  26743. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26744. /**
  26745. * Sets the mesh indices,
  26746. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26747. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26748. * @param totalVertices Defines the total number of vertices
  26749. * @returns the current mesh
  26750. */
  26751. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26752. /**
  26753. * Gets a boolean indicating if specific vertex data is present
  26754. * @param kind defines the vertex data kind to use
  26755. * @returns true is data kind is present
  26756. */
  26757. isVerticesDataPresent(kind: string): boolean;
  26758. /**
  26759. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26760. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26761. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26762. * @returns a BoundingInfo
  26763. */
  26764. getBoundingInfo(): BoundingInfo;
  26765. /**
  26766. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26767. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26768. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26769. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26770. * @returns the current mesh
  26771. */
  26772. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26773. /**
  26774. * Overwrite the current bounding info
  26775. * @param boundingInfo defines the new bounding info
  26776. * @returns the current mesh
  26777. */
  26778. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26779. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26780. readonly useBones: boolean;
  26781. /** @hidden */
  26782. _preActivate(): void;
  26783. /** @hidden */
  26784. _preActivateForIntermediateRendering(renderId: number): void;
  26785. /** @hidden */
  26786. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26787. /** @hidden */
  26788. _postActivate(): void;
  26789. /** @hidden */
  26790. _freeze(): void;
  26791. /** @hidden */
  26792. _unFreeze(): void;
  26793. /**
  26794. * Gets the current world matrix
  26795. * @returns a Matrix
  26796. */
  26797. getWorldMatrix(): Matrix;
  26798. /** @hidden */
  26799. _getWorldMatrixDeterminant(): number;
  26800. /**
  26801. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26802. */
  26803. readonly isAnInstance: boolean;
  26804. /**
  26805. * Gets a boolean indicating if this mesh has instances
  26806. */
  26807. readonly hasInstances: boolean;
  26808. /**
  26809. * Perform relative position change from the point of view of behind the front of the mesh.
  26810. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26811. * Supports definition of mesh facing forward or backward
  26812. * @param amountRight defines the distance on the right axis
  26813. * @param amountUp defines the distance on the up axis
  26814. * @param amountForward defines the distance on the forward axis
  26815. * @returns the current mesh
  26816. */
  26817. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26818. /**
  26819. * Calculate relative position change from the point of view of behind the front of the mesh.
  26820. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26821. * Supports definition of mesh facing forward or backward
  26822. * @param amountRight defines the distance on the right axis
  26823. * @param amountUp defines the distance on the up axis
  26824. * @param amountForward defines the distance on the forward axis
  26825. * @returns the new displacement vector
  26826. */
  26827. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26828. /**
  26829. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26830. * Supports definition of mesh facing forward or backward
  26831. * @param flipBack defines the flip
  26832. * @param twirlClockwise defines the twirl
  26833. * @param tiltRight defines the tilt
  26834. * @returns the current mesh
  26835. */
  26836. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26837. /**
  26838. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26839. * Supports definition of mesh facing forward or backward.
  26840. * @param flipBack defines the flip
  26841. * @param twirlClockwise defines the twirl
  26842. * @param tiltRight defines the tilt
  26843. * @returns the new rotation vector
  26844. */
  26845. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26846. /**
  26847. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26848. * This means the mesh underlying bounding box and sphere are recomputed.
  26849. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26850. * @returns the current mesh
  26851. */
  26852. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26853. /** @hidden */
  26854. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26855. /** @hidden */
  26856. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26857. /** @hidden */
  26858. _updateBoundingInfo(): AbstractMesh;
  26859. /** @hidden */
  26860. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26861. /** @hidden */
  26862. protected _afterComputeWorldMatrix(): void;
  26863. /** @hidden */
  26864. readonly _effectiveMesh: AbstractMesh;
  26865. /**
  26866. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26867. * A mesh is in the frustum if its bounding box intersects the frustum
  26868. * @param frustumPlanes defines the frustum to test
  26869. * @returns true if the mesh is in the frustum planes
  26870. */
  26871. isInFrustum(frustumPlanes: Plane[]): boolean;
  26872. /**
  26873. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26874. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26875. * @param frustumPlanes defines the frustum to test
  26876. * @returns true if the mesh is completely in the frustum planes
  26877. */
  26878. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26879. /**
  26880. * True if the mesh intersects another mesh or a SolidParticle object
  26881. * @param mesh defines a target mesh or SolidParticle to test
  26882. * @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)
  26883. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26884. * @returns true if there is an intersection
  26885. */
  26886. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26887. /**
  26888. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26889. * @param point defines the point to test
  26890. * @returns true if there is an intersection
  26891. */
  26892. intersectsPoint(point: Vector3): boolean;
  26893. /**
  26894. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26895. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26896. */
  26897. checkCollisions: boolean;
  26898. /**
  26899. * Gets Collider object used to compute collisions (not physics)
  26900. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26901. */
  26902. readonly collider: Nullable<Collider>;
  26903. /**
  26904. * Move the mesh using collision engine
  26905. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26906. * @param displacement defines the requested displacement vector
  26907. * @returns the current mesh
  26908. */
  26909. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26910. private _onCollisionPositionChange;
  26911. /** @hidden */
  26912. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26913. /** @hidden */
  26914. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26915. /** @hidden */
  26916. _checkCollision(collider: Collider): AbstractMesh;
  26917. /** @hidden */
  26918. _generatePointsArray(): boolean;
  26919. /**
  26920. * Checks if the passed Ray intersects with the mesh
  26921. * @param ray defines the ray to use
  26922. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26923. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26924. * @returns the picking info
  26925. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26926. */
  26927. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26928. /**
  26929. * Clones the current mesh
  26930. * @param name defines the mesh name
  26931. * @param newParent defines the new mesh parent
  26932. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26933. * @returns the new mesh
  26934. */
  26935. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26936. /**
  26937. * Disposes all the submeshes of the current meshnp
  26938. * @returns the current mesh
  26939. */
  26940. releaseSubMeshes(): AbstractMesh;
  26941. /**
  26942. * Releases resources associated with this abstract mesh.
  26943. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26944. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26945. */
  26946. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26947. /**
  26948. * Adds the passed mesh as a child to the current mesh
  26949. * @param mesh defines the child mesh
  26950. * @returns the current mesh
  26951. */
  26952. addChild(mesh: AbstractMesh): AbstractMesh;
  26953. /**
  26954. * Removes the passed mesh from the current mesh children list
  26955. * @param mesh defines the child mesh
  26956. * @returns the current mesh
  26957. */
  26958. removeChild(mesh: AbstractMesh): AbstractMesh;
  26959. /** @hidden */
  26960. private _initFacetData;
  26961. /**
  26962. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26963. * This method can be called within the render loop.
  26964. * 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
  26965. * @returns the current mesh
  26966. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26967. */
  26968. updateFacetData(): AbstractMesh;
  26969. /**
  26970. * Returns the facetLocalNormals array.
  26971. * The normals are expressed in the mesh local spac
  26972. * @returns an array of Vector3
  26973. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26974. */
  26975. getFacetLocalNormals(): Vector3[];
  26976. /**
  26977. * Returns the facetLocalPositions array.
  26978. * The facet positions are expressed in the mesh local space
  26979. * @returns an array of Vector3
  26980. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26981. */
  26982. getFacetLocalPositions(): Vector3[];
  26983. /**
  26984. * Returns the facetLocalPartioning array
  26985. * @returns an array of array of numbers
  26986. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26987. */
  26988. getFacetLocalPartitioning(): number[][];
  26989. /**
  26990. * Returns the i-th facet position in the world system.
  26991. * This method allocates a new Vector3 per call
  26992. * @param i defines the facet index
  26993. * @returns a new Vector3
  26994. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26995. */
  26996. getFacetPosition(i: number): Vector3;
  26997. /**
  26998. * Sets the reference Vector3 with the i-th facet position in the world system
  26999. * @param i defines the facet index
  27000. * @param ref defines the target vector
  27001. * @returns the current mesh
  27002. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27003. */
  27004. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27005. /**
  27006. * Returns the i-th facet normal in the world system.
  27007. * This method allocates a new Vector3 per call
  27008. * @param i defines the facet index
  27009. * @returns a new Vector3
  27010. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27011. */
  27012. getFacetNormal(i: number): Vector3;
  27013. /**
  27014. * Sets the reference Vector3 with the i-th facet normal in the world system
  27015. * @param i defines the facet index
  27016. * @param ref defines the target vector
  27017. * @returns the current mesh
  27018. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27019. */
  27020. getFacetNormalToRef(i: number, ref: Vector3): this;
  27021. /**
  27022. * 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)
  27023. * @param x defines x coordinate
  27024. * @param y defines y coordinate
  27025. * @param z defines z coordinate
  27026. * @returns the array of facet indexes
  27027. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27028. */
  27029. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27030. /**
  27031. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27032. * @param projected sets as the (x,y,z) world projection on the facet
  27033. * @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
  27034. * @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
  27035. * @param x defines x coordinate
  27036. * @param y defines y coordinate
  27037. * @param z defines z coordinate
  27038. * @returns the face index if found (or null instead)
  27039. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27040. */
  27041. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27042. /**
  27043. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27044. * @param projected sets as the (x,y,z) local projection on the facet
  27045. * @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
  27046. * @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
  27047. * @param x defines x coordinate
  27048. * @param y defines y coordinate
  27049. * @param z defines z coordinate
  27050. * @returns the face index if found (or null instead)
  27051. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27052. */
  27053. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27054. /**
  27055. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27056. * @returns the parameters
  27057. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27058. */
  27059. getFacetDataParameters(): any;
  27060. /**
  27061. * Disables the feature FacetData and frees the related memory
  27062. * @returns the current mesh
  27063. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27064. */
  27065. disableFacetData(): AbstractMesh;
  27066. /**
  27067. * Updates the AbstractMesh indices array
  27068. * @param indices defines the data source
  27069. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27070. * @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)
  27071. * @returns the current mesh
  27072. */
  27073. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27074. /**
  27075. * Creates new normals data for the mesh
  27076. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27077. * @returns the current mesh
  27078. */
  27079. createNormals(updatable: boolean): AbstractMesh;
  27080. /**
  27081. * Align the mesh with a normal
  27082. * @param normal defines the normal to use
  27083. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27084. * @returns the current mesh
  27085. */
  27086. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27087. /** @hidden */
  27088. _checkOcclusionQuery(): boolean;
  27089. /**
  27090. * Disables the mesh edge rendering mode
  27091. * @returns the currentAbstractMesh
  27092. */
  27093. disableEdgesRendering(): AbstractMesh;
  27094. /**
  27095. * Enables the edge rendering mode on the mesh.
  27096. * This mode makes the mesh edges visible
  27097. * @param epsilon defines the maximal distance between two angles to detect a face
  27098. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27099. * @returns the currentAbstractMesh
  27100. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27101. */
  27102. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27103. }
  27104. }
  27105. declare module "babylonjs/Actions/actionEvent" {
  27106. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27107. import { Nullable } from "babylonjs/types";
  27108. import { Sprite } from "babylonjs/Sprites/sprite";
  27109. import { Scene } from "babylonjs/scene";
  27110. import { Vector2 } from "babylonjs/Maths/math.vector";
  27111. /**
  27112. * Interface used to define ActionEvent
  27113. */
  27114. export interface IActionEvent {
  27115. /** The mesh or sprite that triggered the action */
  27116. source: any;
  27117. /** The X mouse cursor position at the time of the event */
  27118. pointerX: number;
  27119. /** The Y mouse cursor position at the time of the event */
  27120. pointerY: number;
  27121. /** The mesh that is currently pointed at (can be null) */
  27122. meshUnderPointer: Nullable<AbstractMesh>;
  27123. /** the original (browser) event that triggered the ActionEvent */
  27124. sourceEvent?: any;
  27125. /** additional data for the event */
  27126. additionalData?: any;
  27127. }
  27128. /**
  27129. * ActionEvent is the event being sent when an action is triggered.
  27130. */
  27131. export class ActionEvent implements IActionEvent {
  27132. /** The mesh or sprite that triggered the action */
  27133. source: any;
  27134. /** The X mouse cursor position at the time of the event */
  27135. pointerX: number;
  27136. /** The Y mouse cursor position at the time of the event */
  27137. pointerY: number;
  27138. /** The mesh that is currently pointed at (can be null) */
  27139. meshUnderPointer: Nullable<AbstractMesh>;
  27140. /** the original (browser) event that triggered the ActionEvent */
  27141. sourceEvent?: any;
  27142. /** additional data for the event */
  27143. additionalData?: any;
  27144. /**
  27145. * Creates a new ActionEvent
  27146. * @param source The mesh or sprite that triggered the action
  27147. * @param pointerX The X mouse cursor position at the time of the event
  27148. * @param pointerY The Y mouse cursor position at the time of the event
  27149. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27150. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27151. * @param additionalData additional data for the event
  27152. */
  27153. constructor(
  27154. /** The mesh or sprite that triggered the action */
  27155. source: any,
  27156. /** The X mouse cursor position at the time of the event */
  27157. pointerX: number,
  27158. /** The Y mouse cursor position at the time of the event */
  27159. pointerY: number,
  27160. /** The mesh that is currently pointed at (can be null) */
  27161. meshUnderPointer: Nullable<AbstractMesh>,
  27162. /** the original (browser) event that triggered the ActionEvent */
  27163. sourceEvent?: any,
  27164. /** additional data for the event */
  27165. additionalData?: any);
  27166. /**
  27167. * Helper function to auto-create an ActionEvent from a source mesh.
  27168. * @param source The source mesh that triggered the event
  27169. * @param evt The original (browser) event
  27170. * @param additionalData additional data for the event
  27171. * @returns the new ActionEvent
  27172. */
  27173. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27174. /**
  27175. * Helper function to auto-create an ActionEvent from a source sprite
  27176. * @param source The source sprite that triggered the event
  27177. * @param scene Scene associated with the sprite
  27178. * @param evt The original (browser) event
  27179. * @param additionalData additional data for the event
  27180. * @returns the new ActionEvent
  27181. */
  27182. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27183. /**
  27184. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27185. * @param scene the scene where the event occurred
  27186. * @param evt The original (browser) event
  27187. * @returns the new ActionEvent
  27188. */
  27189. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27190. /**
  27191. * Helper function to auto-create an ActionEvent from a primitive
  27192. * @param prim defines the target primitive
  27193. * @param pointerPos defines the pointer position
  27194. * @param evt The original (browser) event
  27195. * @param additionalData additional data for the event
  27196. * @returns the new ActionEvent
  27197. */
  27198. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27199. }
  27200. }
  27201. declare module "babylonjs/Actions/abstractActionManager" {
  27202. import { IDisposable } from "babylonjs/scene";
  27203. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27204. import { IAction } from "babylonjs/Actions/action";
  27205. import { Nullable } from "babylonjs/types";
  27206. /**
  27207. * Abstract class used to decouple action Manager from scene and meshes.
  27208. * Do not instantiate.
  27209. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27210. */
  27211. export abstract class AbstractActionManager implements IDisposable {
  27212. /** Gets the list of active triggers */
  27213. static Triggers: {
  27214. [key: string]: number;
  27215. };
  27216. /** Gets the cursor to use when hovering items */
  27217. hoverCursor: string;
  27218. /** Gets the list of actions */
  27219. actions: IAction[];
  27220. /**
  27221. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27222. */
  27223. isRecursive: boolean;
  27224. /**
  27225. * Releases all associated resources
  27226. */
  27227. abstract dispose(): void;
  27228. /**
  27229. * Does this action manager has pointer triggers
  27230. */
  27231. abstract readonly hasPointerTriggers: boolean;
  27232. /**
  27233. * Does this action manager has pick triggers
  27234. */
  27235. abstract readonly hasPickTriggers: boolean;
  27236. /**
  27237. * Process a specific trigger
  27238. * @param trigger defines the trigger to process
  27239. * @param evt defines the event details to be processed
  27240. */
  27241. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27242. /**
  27243. * Does this action manager handles actions of any of the given triggers
  27244. * @param triggers defines the triggers to be tested
  27245. * @return a boolean indicating whether one (or more) of the triggers is handled
  27246. */
  27247. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27248. /**
  27249. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27250. * speed.
  27251. * @param triggerA defines the trigger to be tested
  27252. * @param triggerB defines the trigger to be tested
  27253. * @return a boolean indicating whether one (or more) of the triggers is handled
  27254. */
  27255. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27256. /**
  27257. * Does this action manager handles actions of a given trigger
  27258. * @param trigger defines the trigger to be tested
  27259. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27260. * @return whether the trigger is handled
  27261. */
  27262. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27263. /**
  27264. * Serialize this manager to a JSON object
  27265. * @param name defines the property name to store this manager
  27266. * @returns a JSON representation of this manager
  27267. */
  27268. abstract serialize(name: string): any;
  27269. /**
  27270. * Registers an action to this action manager
  27271. * @param action defines the action to be registered
  27272. * @return the action amended (prepared) after registration
  27273. */
  27274. abstract registerAction(action: IAction): Nullable<IAction>;
  27275. /**
  27276. * Unregisters an action to this action manager
  27277. * @param action defines the action to be unregistered
  27278. * @return a boolean indicating whether the action has been unregistered
  27279. */
  27280. abstract unregisterAction(action: IAction): Boolean;
  27281. /**
  27282. * Does exist one action manager with at least one trigger
  27283. **/
  27284. static readonly HasTriggers: boolean;
  27285. /**
  27286. * Does exist one action manager with at least one pick trigger
  27287. **/
  27288. static readonly HasPickTriggers: boolean;
  27289. /**
  27290. * Does exist one action manager that handles actions of a given trigger
  27291. * @param trigger defines the trigger to be tested
  27292. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27293. **/
  27294. static HasSpecificTrigger(trigger: number): boolean;
  27295. }
  27296. }
  27297. declare module "babylonjs/node" {
  27298. import { Scene } from "babylonjs/scene";
  27299. import { Nullable } from "babylonjs/types";
  27300. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27301. import { Engine } from "babylonjs/Engines/engine";
  27302. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27303. import { Observable } from "babylonjs/Misc/observable";
  27304. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27305. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27306. import { Animatable } from "babylonjs/Animations/animatable";
  27307. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27308. import { Animation } from "babylonjs/Animations/animation";
  27309. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27310. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27311. /**
  27312. * Defines how a node can be built from a string name.
  27313. */
  27314. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27315. /**
  27316. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27317. */
  27318. export class Node implements IBehaviorAware<Node> {
  27319. /** @hidden */
  27320. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27321. private static _NodeConstructors;
  27322. /**
  27323. * Add a new node constructor
  27324. * @param type defines the type name of the node to construct
  27325. * @param constructorFunc defines the constructor function
  27326. */
  27327. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27328. /**
  27329. * Returns a node constructor based on type name
  27330. * @param type defines the type name
  27331. * @param name defines the new node name
  27332. * @param scene defines the hosting scene
  27333. * @param options defines optional options to transmit to constructors
  27334. * @returns the new constructor or null
  27335. */
  27336. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27337. /**
  27338. * Gets or sets the name of the node
  27339. */
  27340. name: string;
  27341. /**
  27342. * Gets or sets the id of the node
  27343. */
  27344. id: string;
  27345. /**
  27346. * Gets or sets the unique id of the node
  27347. */
  27348. uniqueId: number;
  27349. /**
  27350. * Gets or sets a string used to store user defined state for the node
  27351. */
  27352. state: string;
  27353. /**
  27354. * Gets or sets an object used to store user defined information for the node
  27355. */
  27356. metadata: any;
  27357. /**
  27358. * For internal use only. Please do not use.
  27359. */
  27360. reservedDataStore: any;
  27361. /**
  27362. * List of inspectable custom properties (used by the Inspector)
  27363. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27364. */
  27365. inspectableCustomProperties: IInspectable[];
  27366. /**
  27367. * Gets or sets a boolean used to define if the node must be serialized
  27368. */
  27369. doNotSerialize: boolean;
  27370. /** @hidden */
  27371. _isDisposed: boolean;
  27372. /**
  27373. * Gets a list of Animations associated with the node
  27374. */
  27375. animations: import("babylonjs/Animations/animation").Animation[];
  27376. protected _ranges: {
  27377. [name: string]: Nullable<AnimationRange>;
  27378. };
  27379. /**
  27380. * Callback raised when the node is ready to be used
  27381. */
  27382. onReady: Nullable<(node: Node) => void>;
  27383. private _isEnabled;
  27384. private _isParentEnabled;
  27385. private _isReady;
  27386. /** @hidden */
  27387. _currentRenderId: number;
  27388. private _parentUpdateId;
  27389. /** @hidden */
  27390. _childUpdateId: number;
  27391. /** @hidden */
  27392. _waitingParentId: Nullable<string>;
  27393. /** @hidden */
  27394. _scene: Scene;
  27395. /** @hidden */
  27396. _cache: any;
  27397. private _parentNode;
  27398. private _children;
  27399. /** @hidden */
  27400. _worldMatrix: Matrix;
  27401. /** @hidden */
  27402. _worldMatrixDeterminant: number;
  27403. /** @hidden */
  27404. _worldMatrixDeterminantIsDirty: boolean;
  27405. /** @hidden */
  27406. private _sceneRootNodesIndex;
  27407. /**
  27408. * Gets a boolean indicating if the node has been disposed
  27409. * @returns true if the node was disposed
  27410. */
  27411. isDisposed(): boolean;
  27412. /**
  27413. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27414. * @see https://doc.babylonjs.com/how_to/parenting
  27415. */
  27416. parent: Nullable<Node>;
  27417. private addToSceneRootNodes;
  27418. private removeFromSceneRootNodes;
  27419. private _animationPropertiesOverride;
  27420. /**
  27421. * Gets or sets the animation properties override
  27422. */
  27423. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27424. /**
  27425. * Gets a string idenfifying the name of the class
  27426. * @returns "Node" string
  27427. */
  27428. getClassName(): string;
  27429. /** @hidden */
  27430. readonly _isNode: boolean;
  27431. /**
  27432. * An event triggered when the mesh is disposed
  27433. */
  27434. onDisposeObservable: Observable<Node>;
  27435. private _onDisposeObserver;
  27436. /**
  27437. * Sets a callback that will be raised when the node will be disposed
  27438. */
  27439. onDispose: () => void;
  27440. /**
  27441. * Creates a new Node
  27442. * @param name the name and id to be given to this node
  27443. * @param scene the scene this node will be added to
  27444. * @param addToRootNodes the node will be added to scene.rootNodes
  27445. */
  27446. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27447. /**
  27448. * Gets the scene of the node
  27449. * @returns a scene
  27450. */
  27451. getScene(): Scene;
  27452. /**
  27453. * Gets the engine of the node
  27454. * @returns a Engine
  27455. */
  27456. getEngine(): Engine;
  27457. private _behaviors;
  27458. /**
  27459. * Attach a behavior to the node
  27460. * @see http://doc.babylonjs.com/features/behaviour
  27461. * @param behavior defines the behavior to attach
  27462. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27463. * @returns the current Node
  27464. */
  27465. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27466. /**
  27467. * Remove an attached behavior
  27468. * @see http://doc.babylonjs.com/features/behaviour
  27469. * @param behavior defines the behavior to attach
  27470. * @returns the current Node
  27471. */
  27472. removeBehavior(behavior: Behavior<Node>): Node;
  27473. /**
  27474. * Gets the list of attached behaviors
  27475. * @see http://doc.babylonjs.com/features/behaviour
  27476. */
  27477. readonly behaviors: Behavior<Node>[];
  27478. /**
  27479. * Gets an attached behavior by name
  27480. * @param name defines the name of the behavior to look for
  27481. * @see http://doc.babylonjs.com/features/behaviour
  27482. * @returns null if behavior was not found else the requested behavior
  27483. */
  27484. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27485. /**
  27486. * Returns the latest update of the World matrix
  27487. * @returns a Matrix
  27488. */
  27489. getWorldMatrix(): Matrix;
  27490. /** @hidden */
  27491. _getWorldMatrixDeterminant(): number;
  27492. /**
  27493. * Returns directly the latest state of the mesh World matrix.
  27494. * A Matrix is returned.
  27495. */
  27496. readonly worldMatrixFromCache: Matrix;
  27497. /** @hidden */
  27498. _initCache(): void;
  27499. /** @hidden */
  27500. updateCache(force?: boolean): void;
  27501. /** @hidden */
  27502. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27503. /** @hidden */
  27504. _updateCache(ignoreParentClass?: boolean): void;
  27505. /** @hidden */
  27506. _isSynchronized(): boolean;
  27507. /** @hidden */
  27508. _markSyncedWithParent(): void;
  27509. /** @hidden */
  27510. isSynchronizedWithParent(): boolean;
  27511. /** @hidden */
  27512. isSynchronized(): boolean;
  27513. /**
  27514. * Is this node ready to be used/rendered
  27515. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27516. * @return true if the node is ready
  27517. */
  27518. isReady(completeCheck?: boolean): boolean;
  27519. /**
  27520. * Is this node enabled?
  27521. * 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
  27522. * @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
  27523. * @return whether this node (and its parent) is enabled
  27524. */
  27525. isEnabled(checkAncestors?: boolean): boolean;
  27526. /** @hidden */
  27527. protected _syncParentEnabledState(): void;
  27528. /**
  27529. * Set the enabled state of this node
  27530. * @param value defines the new enabled state
  27531. */
  27532. setEnabled(value: boolean): void;
  27533. /**
  27534. * Is this node a descendant of the given node?
  27535. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27536. * @param ancestor defines the parent node to inspect
  27537. * @returns a boolean indicating if this node is a descendant of the given node
  27538. */
  27539. isDescendantOf(ancestor: Node): boolean;
  27540. /** @hidden */
  27541. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27542. /**
  27543. * Will return all nodes that have this node as ascendant
  27544. * @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
  27545. * @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
  27546. * @return all children nodes of all types
  27547. */
  27548. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27549. /**
  27550. * Get all child-meshes of this node
  27551. * @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)
  27552. * @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
  27553. * @returns an array of AbstractMesh
  27554. */
  27555. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27556. /**
  27557. * Get all direct children of this node
  27558. * @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
  27559. * @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)
  27560. * @returns an array of Node
  27561. */
  27562. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27563. /** @hidden */
  27564. _setReady(state: boolean): void;
  27565. /**
  27566. * Get an animation by name
  27567. * @param name defines the name of the animation to look for
  27568. * @returns null if not found else the requested animation
  27569. */
  27570. getAnimationByName(name: string): Nullable<Animation>;
  27571. /**
  27572. * Creates an animation range for this node
  27573. * @param name defines the name of the range
  27574. * @param from defines the starting key
  27575. * @param to defines the end key
  27576. */
  27577. createAnimationRange(name: string, from: number, to: number): void;
  27578. /**
  27579. * Delete a specific animation range
  27580. * @param name defines the name of the range to delete
  27581. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27582. */
  27583. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27584. /**
  27585. * Get an animation range by name
  27586. * @param name defines the name of the animation range to look for
  27587. * @returns null if not found else the requested animation range
  27588. */
  27589. getAnimationRange(name: string): Nullable<AnimationRange>;
  27590. /**
  27591. * Gets the list of all animation ranges defined on this node
  27592. * @returns an array
  27593. */
  27594. getAnimationRanges(): Nullable<AnimationRange>[];
  27595. /**
  27596. * Will start the animation sequence
  27597. * @param name defines the range frames for animation sequence
  27598. * @param loop defines if the animation should loop (false by default)
  27599. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27600. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27601. * @returns the object created for this animation. If range does not exist, it will return null
  27602. */
  27603. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27604. /**
  27605. * Serialize animation ranges into a JSON compatible object
  27606. * @returns serialization object
  27607. */
  27608. serializeAnimationRanges(): any;
  27609. /**
  27610. * Computes the world matrix of the node
  27611. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27612. * @returns the world matrix
  27613. */
  27614. computeWorldMatrix(force?: boolean): Matrix;
  27615. /**
  27616. * Releases resources associated with this node.
  27617. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27618. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27619. */
  27620. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27621. /**
  27622. * Parse animation range data from a serialization object and store them into a given node
  27623. * @param node defines where to store the animation ranges
  27624. * @param parsedNode defines the serialization object to read data from
  27625. * @param scene defines the hosting scene
  27626. */
  27627. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27628. /**
  27629. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27630. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27631. * @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
  27632. * @returns the new bounding vectors
  27633. */
  27634. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27635. min: Vector3;
  27636. max: Vector3;
  27637. };
  27638. }
  27639. }
  27640. declare module "babylonjs/Animations/animation" {
  27641. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27642. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27643. import { Color3 } from "babylonjs/Maths/math.color";
  27644. import { Nullable } from "babylonjs/types";
  27645. import { Scene } from "babylonjs/scene";
  27646. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27647. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27648. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27649. import { Node } from "babylonjs/node";
  27650. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27651. import { Size } from "babylonjs/Maths/math.size";
  27652. import { Animatable } from "babylonjs/Animations/animatable";
  27653. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27654. /**
  27655. * @hidden
  27656. */
  27657. export class _IAnimationState {
  27658. key: number;
  27659. repeatCount: number;
  27660. workValue?: any;
  27661. loopMode?: number;
  27662. offsetValue?: any;
  27663. highLimitValue?: any;
  27664. }
  27665. /**
  27666. * Class used to store any kind of animation
  27667. */
  27668. export class Animation {
  27669. /**Name of the animation */
  27670. name: string;
  27671. /**Property to animate */
  27672. targetProperty: string;
  27673. /**The frames per second of the animation */
  27674. framePerSecond: number;
  27675. /**The data type of the animation */
  27676. dataType: number;
  27677. /**The loop mode of the animation */
  27678. loopMode?: number | undefined;
  27679. /**Specifies if blending should be enabled */
  27680. enableBlending?: boolean | undefined;
  27681. /**
  27682. * Use matrix interpolation instead of using direct key value when animating matrices
  27683. */
  27684. static AllowMatricesInterpolation: boolean;
  27685. /**
  27686. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27687. */
  27688. static AllowMatrixDecomposeForInterpolation: boolean;
  27689. /**
  27690. * Stores the key frames of the animation
  27691. */
  27692. private _keys;
  27693. /**
  27694. * Stores the easing function of the animation
  27695. */
  27696. private _easingFunction;
  27697. /**
  27698. * @hidden Internal use only
  27699. */
  27700. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27701. /**
  27702. * The set of event that will be linked to this animation
  27703. */
  27704. private _events;
  27705. /**
  27706. * Stores an array of target property paths
  27707. */
  27708. targetPropertyPath: string[];
  27709. /**
  27710. * Stores the blending speed of the animation
  27711. */
  27712. blendingSpeed: number;
  27713. /**
  27714. * Stores the animation ranges for the animation
  27715. */
  27716. private _ranges;
  27717. /**
  27718. * @hidden Internal use
  27719. */
  27720. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27721. /**
  27722. * Sets up an animation
  27723. * @param property The property to animate
  27724. * @param animationType The animation type to apply
  27725. * @param framePerSecond The frames per second of the animation
  27726. * @param easingFunction The easing function used in the animation
  27727. * @returns The created animation
  27728. */
  27729. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27730. /**
  27731. * Create and start an animation on a node
  27732. * @param name defines the name of the global animation that will be run on all nodes
  27733. * @param node defines the root node where the animation will take place
  27734. * @param targetProperty defines property to animate
  27735. * @param framePerSecond defines the number of frame per second yo use
  27736. * @param totalFrame defines the number of frames in total
  27737. * @param from defines the initial value
  27738. * @param to defines the final value
  27739. * @param loopMode defines which loop mode you want to use (off by default)
  27740. * @param easingFunction defines the easing function to use (linear by default)
  27741. * @param onAnimationEnd defines the callback to call when animation end
  27742. * @returns the animatable created for this animation
  27743. */
  27744. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27745. /**
  27746. * Create and start an animation on a node and its descendants
  27747. * @param name defines the name of the global animation that will be run on all nodes
  27748. * @param node defines the root node where the animation will take place
  27749. * @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
  27750. * @param targetProperty defines property to animate
  27751. * @param framePerSecond defines the number of frame per second to use
  27752. * @param totalFrame defines the number of frames in total
  27753. * @param from defines the initial value
  27754. * @param to defines the final value
  27755. * @param loopMode defines which loop mode you want to use (off by default)
  27756. * @param easingFunction defines the easing function to use (linear by default)
  27757. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27758. * @returns the list of animatables created for all nodes
  27759. * @example https://www.babylonjs-playground.com/#MH0VLI
  27760. */
  27761. 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[]>;
  27762. /**
  27763. * Creates a new animation, merges it with the existing animations and starts it
  27764. * @param name Name of the animation
  27765. * @param node Node which contains the scene that begins the animations
  27766. * @param targetProperty Specifies which property to animate
  27767. * @param framePerSecond The frames per second of the animation
  27768. * @param totalFrame The total number of frames
  27769. * @param from The frame at the beginning of the animation
  27770. * @param to The frame at the end of the animation
  27771. * @param loopMode Specifies the loop mode of the animation
  27772. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27773. * @param onAnimationEnd Callback to run once the animation is complete
  27774. * @returns Nullable animation
  27775. */
  27776. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27777. /**
  27778. * Transition property of an host to the target Value
  27779. * @param property The property to transition
  27780. * @param targetValue The target Value of the property
  27781. * @param host The object where the property to animate belongs
  27782. * @param scene Scene used to run the animation
  27783. * @param frameRate Framerate (in frame/s) to use
  27784. * @param transition The transition type we want to use
  27785. * @param duration The duration of the animation, in milliseconds
  27786. * @param onAnimationEnd Callback trigger at the end of the animation
  27787. * @returns Nullable animation
  27788. */
  27789. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27790. /**
  27791. * Return the array of runtime animations currently using this animation
  27792. */
  27793. readonly runtimeAnimations: RuntimeAnimation[];
  27794. /**
  27795. * Specifies if any of the runtime animations are currently running
  27796. */
  27797. readonly hasRunningRuntimeAnimations: boolean;
  27798. /**
  27799. * Initializes the animation
  27800. * @param name Name of the animation
  27801. * @param targetProperty Property to animate
  27802. * @param framePerSecond The frames per second of the animation
  27803. * @param dataType The data type of the animation
  27804. * @param loopMode The loop mode of the animation
  27805. * @param enableBlending Specifies if blending should be enabled
  27806. */
  27807. constructor(
  27808. /**Name of the animation */
  27809. name: string,
  27810. /**Property to animate */
  27811. targetProperty: string,
  27812. /**The frames per second of the animation */
  27813. framePerSecond: number,
  27814. /**The data type of the animation */
  27815. dataType: number,
  27816. /**The loop mode of the animation */
  27817. loopMode?: number | undefined,
  27818. /**Specifies if blending should be enabled */
  27819. enableBlending?: boolean | undefined);
  27820. /**
  27821. * Converts the animation to a string
  27822. * @param fullDetails support for multiple levels of logging within scene loading
  27823. * @returns String form of the animation
  27824. */
  27825. toString(fullDetails?: boolean): string;
  27826. /**
  27827. * Add an event to this animation
  27828. * @param event Event to add
  27829. */
  27830. addEvent(event: AnimationEvent): void;
  27831. /**
  27832. * Remove all events found at the given frame
  27833. * @param frame The frame to remove events from
  27834. */
  27835. removeEvents(frame: number): void;
  27836. /**
  27837. * Retrieves all the events from the animation
  27838. * @returns Events from the animation
  27839. */
  27840. getEvents(): AnimationEvent[];
  27841. /**
  27842. * Creates an animation range
  27843. * @param name Name of the animation range
  27844. * @param from Starting frame of the animation range
  27845. * @param to Ending frame of the animation
  27846. */
  27847. createRange(name: string, from: number, to: number): void;
  27848. /**
  27849. * Deletes an animation range by name
  27850. * @param name Name of the animation range to delete
  27851. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27852. */
  27853. deleteRange(name: string, deleteFrames?: boolean): void;
  27854. /**
  27855. * Gets the animation range by name, or null if not defined
  27856. * @param name Name of the animation range
  27857. * @returns Nullable animation range
  27858. */
  27859. getRange(name: string): Nullable<AnimationRange>;
  27860. /**
  27861. * Gets the key frames from the animation
  27862. * @returns The key frames of the animation
  27863. */
  27864. getKeys(): Array<IAnimationKey>;
  27865. /**
  27866. * Gets the highest frame rate of the animation
  27867. * @returns Highest frame rate of the animation
  27868. */
  27869. getHighestFrame(): number;
  27870. /**
  27871. * Gets the easing function of the animation
  27872. * @returns Easing function of the animation
  27873. */
  27874. getEasingFunction(): IEasingFunction;
  27875. /**
  27876. * Sets the easing function of the animation
  27877. * @param easingFunction A custom mathematical formula for animation
  27878. */
  27879. setEasingFunction(easingFunction: EasingFunction): void;
  27880. /**
  27881. * Interpolates a scalar linearly
  27882. * @param startValue Start value of the animation curve
  27883. * @param endValue End value of the animation curve
  27884. * @param gradient Scalar amount to interpolate
  27885. * @returns Interpolated scalar value
  27886. */
  27887. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27888. /**
  27889. * Interpolates a scalar cubically
  27890. * @param startValue Start value of the animation curve
  27891. * @param outTangent End tangent of the animation
  27892. * @param endValue End value of the animation curve
  27893. * @param inTangent Start tangent of the animation curve
  27894. * @param gradient Scalar amount to interpolate
  27895. * @returns Interpolated scalar value
  27896. */
  27897. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27898. /**
  27899. * Interpolates a quaternion using a spherical linear interpolation
  27900. * @param startValue Start value of the animation curve
  27901. * @param endValue End value of the animation curve
  27902. * @param gradient Scalar amount to interpolate
  27903. * @returns Interpolated quaternion value
  27904. */
  27905. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27906. /**
  27907. * Interpolates a quaternion cubically
  27908. * @param startValue Start value of the animation curve
  27909. * @param outTangent End tangent of the animation curve
  27910. * @param endValue End value of the animation curve
  27911. * @param inTangent Start tangent of the animation curve
  27912. * @param gradient Scalar amount to interpolate
  27913. * @returns Interpolated quaternion value
  27914. */
  27915. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27916. /**
  27917. * Interpolates a Vector3 linearl
  27918. * @param startValue Start value of the animation curve
  27919. * @param endValue End value of the animation curve
  27920. * @param gradient Scalar amount to interpolate
  27921. * @returns Interpolated scalar value
  27922. */
  27923. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27924. /**
  27925. * Interpolates a Vector3 cubically
  27926. * @param startValue Start value of the animation curve
  27927. * @param outTangent End tangent of the animation
  27928. * @param endValue End value of the animation curve
  27929. * @param inTangent Start tangent of the animation curve
  27930. * @param gradient Scalar amount to interpolate
  27931. * @returns InterpolatedVector3 value
  27932. */
  27933. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27934. /**
  27935. * Interpolates a Vector2 linearly
  27936. * @param startValue Start value of the animation curve
  27937. * @param endValue End value of the animation curve
  27938. * @param gradient Scalar amount to interpolate
  27939. * @returns Interpolated Vector2 value
  27940. */
  27941. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27942. /**
  27943. * Interpolates a Vector2 cubically
  27944. * @param startValue Start value of the animation curve
  27945. * @param outTangent End tangent of the animation
  27946. * @param endValue End value of the animation curve
  27947. * @param inTangent Start tangent of the animation curve
  27948. * @param gradient Scalar amount to interpolate
  27949. * @returns Interpolated Vector2 value
  27950. */
  27951. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27952. /**
  27953. * Interpolates a size linearly
  27954. * @param startValue Start value of the animation curve
  27955. * @param endValue End value of the animation curve
  27956. * @param gradient Scalar amount to interpolate
  27957. * @returns Interpolated Size value
  27958. */
  27959. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27960. /**
  27961. * Interpolates a Color3 linearly
  27962. * @param startValue Start value of the animation curve
  27963. * @param endValue End value of the animation curve
  27964. * @param gradient Scalar amount to interpolate
  27965. * @returns Interpolated Color3 value
  27966. */
  27967. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27968. /**
  27969. * @hidden Internal use only
  27970. */
  27971. _getKeyValue(value: any): any;
  27972. /**
  27973. * @hidden Internal use only
  27974. */
  27975. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27976. /**
  27977. * Defines the function to use to interpolate matrices
  27978. * @param startValue defines the start matrix
  27979. * @param endValue defines the end matrix
  27980. * @param gradient defines the gradient between both matrices
  27981. * @param result defines an optional target matrix where to store the interpolation
  27982. * @returns the interpolated matrix
  27983. */
  27984. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27985. /**
  27986. * Makes a copy of the animation
  27987. * @returns Cloned animation
  27988. */
  27989. clone(): Animation;
  27990. /**
  27991. * Sets the key frames of the animation
  27992. * @param values The animation key frames to set
  27993. */
  27994. setKeys(values: Array<IAnimationKey>): void;
  27995. /**
  27996. * Serializes the animation to an object
  27997. * @returns Serialized object
  27998. */
  27999. serialize(): any;
  28000. /**
  28001. * Float animation type
  28002. */
  28003. private static _ANIMATIONTYPE_FLOAT;
  28004. /**
  28005. * Vector3 animation type
  28006. */
  28007. private static _ANIMATIONTYPE_VECTOR3;
  28008. /**
  28009. * Quaternion animation type
  28010. */
  28011. private static _ANIMATIONTYPE_QUATERNION;
  28012. /**
  28013. * Matrix animation type
  28014. */
  28015. private static _ANIMATIONTYPE_MATRIX;
  28016. /**
  28017. * Color3 animation type
  28018. */
  28019. private static _ANIMATIONTYPE_COLOR3;
  28020. /**
  28021. * Vector2 animation type
  28022. */
  28023. private static _ANIMATIONTYPE_VECTOR2;
  28024. /**
  28025. * Size animation type
  28026. */
  28027. private static _ANIMATIONTYPE_SIZE;
  28028. /**
  28029. * Relative Loop Mode
  28030. */
  28031. private static _ANIMATIONLOOPMODE_RELATIVE;
  28032. /**
  28033. * Cycle Loop Mode
  28034. */
  28035. private static _ANIMATIONLOOPMODE_CYCLE;
  28036. /**
  28037. * Constant Loop Mode
  28038. */
  28039. private static _ANIMATIONLOOPMODE_CONSTANT;
  28040. /**
  28041. * Get the float animation type
  28042. */
  28043. static readonly ANIMATIONTYPE_FLOAT: number;
  28044. /**
  28045. * Get the Vector3 animation type
  28046. */
  28047. static readonly ANIMATIONTYPE_VECTOR3: number;
  28048. /**
  28049. * Get the Vector2 animation type
  28050. */
  28051. static readonly ANIMATIONTYPE_VECTOR2: number;
  28052. /**
  28053. * Get the Size animation type
  28054. */
  28055. static readonly ANIMATIONTYPE_SIZE: number;
  28056. /**
  28057. * Get the Quaternion animation type
  28058. */
  28059. static readonly ANIMATIONTYPE_QUATERNION: number;
  28060. /**
  28061. * Get the Matrix animation type
  28062. */
  28063. static readonly ANIMATIONTYPE_MATRIX: number;
  28064. /**
  28065. * Get the Color3 animation type
  28066. */
  28067. static readonly ANIMATIONTYPE_COLOR3: number;
  28068. /**
  28069. * Get the Relative Loop Mode
  28070. */
  28071. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28072. /**
  28073. * Get the Cycle Loop Mode
  28074. */
  28075. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28076. /**
  28077. * Get the Constant Loop Mode
  28078. */
  28079. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28080. /** @hidden */
  28081. static _UniversalLerp(left: any, right: any, amount: number): any;
  28082. /**
  28083. * Parses an animation object and creates an animation
  28084. * @param parsedAnimation Parsed animation object
  28085. * @returns Animation object
  28086. */
  28087. static Parse(parsedAnimation: any): Animation;
  28088. /**
  28089. * Appends the serialized animations from the source animations
  28090. * @param source Source containing the animations
  28091. * @param destination Target to store the animations
  28092. */
  28093. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28094. }
  28095. }
  28096. declare module "babylonjs/Animations/animatable.interface" {
  28097. import { Nullable } from "babylonjs/types";
  28098. import { Animation } from "babylonjs/Animations/animation";
  28099. /**
  28100. * Interface containing an array of animations
  28101. */
  28102. export interface IAnimatable {
  28103. /**
  28104. * Array of animations
  28105. */
  28106. animations: Nullable<Array<Animation>>;
  28107. }
  28108. }
  28109. declare module "babylonjs/Materials/fresnelParameters" {
  28110. import { Color3 } from "babylonjs/Maths/math.color";
  28111. /**
  28112. * This represents all the required information to add a fresnel effect on a material:
  28113. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28114. */
  28115. export class FresnelParameters {
  28116. private _isEnabled;
  28117. /**
  28118. * Define if the fresnel effect is enable or not.
  28119. */
  28120. isEnabled: boolean;
  28121. /**
  28122. * Define the color used on edges (grazing angle)
  28123. */
  28124. leftColor: Color3;
  28125. /**
  28126. * Define the color used on center
  28127. */
  28128. rightColor: Color3;
  28129. /**
  28130. * Define bias applied to computed fresnel term
  28131. */
  28132. bias: number;
  28133. /**
  28134. * Defined the power exponent applied to fresnel term
  28135. */
  28136. power: number;
  28137. /**
  28138. * Clones the current fresnel and its valuues
  28139. * @returns a clone fresnel configuration
  28140. */
  28141. clone(): FresnelParameters;
  28142. /**
  28143. * Serializes the current fresnel parameters to a JSON representation.
  28144. * @return the JSON serialization
  28145. */
  28146. serialize(): any;
  28147. /**
  28148. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28149. * @param parsedFresnelParameters Define the JSON representation
  28150. * @returns the parsed parameters
  28151. */
  28152. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28153. }
  28154. }
  28155. declare module "babylonjs/Misc/decorators" {
  28156. import { Nullable } from "babylonjs/types";
  28157. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28158. import { Scene } from "babylonjs/scene";
  28159. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28160. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28161. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28162. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28163. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28164. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28165. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28166. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28167. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28168. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28169. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28170. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28171. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28172. /**
  28173. * Decorator used to define property that can be serialized as reference to a camera
  28174. * @param sourceName defines the name of the property to decorate
  28175. */
  28176. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28177. /**
  28178. * Class used to help serialization objects
  28179. */
  28180. export class SerializationHelper {
  28181. /** @hidden */
  28182. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28183. /** @hidden */
  28184. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28185. /** @hidden */
  28186. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28187. /** @hidden */
  28188. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28189. /**
  28190. * Appends the serialized animations from the source animations
  28191. * @param source Source containing the animations
  28192. * @param destination Target to store the animations
  28193. */
  28194. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28195. /**
  28196. * Static function used to serialized a specific entity
  28197. * @param entity defines the entity to serialize
  28198. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28199. * @returns a JSON compatible object representing the serialization of the entity
  28200. */
  28201. static Serialize<T>(entity: T, serializationObject?: any): any;
  28202. /**
  28203. * Creates a new entity from a serialization data object
  28204. * @param creationFunction defines a function used to instanciated the new entity
  28205. * @param source defines the source serialization data
  28206. * @param scene defines the hosting scene
  28207. * @param rootUrl defines the root url for resources
  28208. * @returns a new entity
  28209. */
  28210. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28211. /**
  28212. * Clones an object
  28213. * @param creationFunction defines the function used to instanciate the new object
  28214. * @param source defines the source object
  28215. * @returns the cloned object
  28216. */
  28217. static Clone<T>(creationFunction: () => T, source: T): T;
  28218. /**
  28219. * Instanciates a new object based on a source one (some data will be shared between both object)
  28220. * @param creationFunction defines the function used to instanciate the new object
  28221. * @param source defines the source object
  28222. * @returns the new object
  28223. */
  28224. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28225. }
  28226. }
  28227. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28228. import { Nullable } from "babylonjs/types";
  28229. /**
  28230. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28231. */
  28232. export interface CubeMapInfo {
  28233. /**
  28234. * The pixel array for the front face.
  28235. * This is stored in format, left to right, up to down format.
  28236. */
  28237. front: Nullable<ArrayBufferView>;
  28238. /**
  28239. * The pixel array for the back face.
  28240. * This is stored in format, left to right, up to down format.
  28241. */
  28242. back: Nullable<ArrayBufferView>;
  28243. /**
  28244. * The pixel array for the left face.
  28245. * This is stored in format, left to right, up to down format.
  28246. */
  28247. left: Nullable<ArrayBufferView>;
  28248. /**
  28249. * The pixel array for the right face.
  28250. * This is stored in format, left to right, up to down format.
  28251. */
  28252. right: Nullable<ArrayBufferView>;
  28253. /**
  28254. * The pixel array for the up face.
  28255. * This is stored in format, left to right, up to down format.
  28256. */
  28257. up: Nullable<ArrayBufferView>;
  28258. /**
  28259. * The pixel array for the down face.
  28260. * This is stored in format, left to right, up to down format.
  28261. */
  28262. down: Nullable<ArrayBufferView>;
  28263. /**
  28264. * The size of the cubemap stored.
  28265. *
  28266. * Each faces will be size * size pixels.
  28267. */
  28268. size: number;
  28269. /**
  28270. * The format of the texture.
  28271. *
  28272. * RGBA, RGB.
  28273. */
  28274. format: number;
  28275. /**
  28276. * The type of the texture data.
  28277. *
  28278. * UNSIGNED_INT, FLOAT.
  28279. */
  28280. type: number;
  28281. /**
  28282. * Specifies whether the texture is in gamma space.
  28283. */
  28284. gammaSpace: boolean;
  28285. }
  28286. /**
  28287. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28288. */
  28289. export class PanoramaToCubeMapTools {
  28290. private static FACE_FRONT;
  28291. private static FACE_BACK;
  28292. private static FACE_RIGHT;
  28293. private static FACE_LEFT;
  28294. private static FACE_DOWN;
  28295. private static FACE_UP;
  28296. /**
  28297. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28298. *
  28299. * @param float32Array The source data.
  28300. * @param inputWidth The width of the input panorama.
  28301. * @param inputHeight The height of the input panorama.
  28302. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28303. * @return The cubemap data
  28304. */
  28305. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28306. private static CreateCubemapTexture;
  28307. private static CalcProjectionSpherical;
  28308. }
  28309. }
  28310. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28311. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28312. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28313. import { Nullable } from "babylonjs/types";
  28314. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28315. /**
  28316. * Helper class dealing with the extraction of spherical polynomial dataArray
  28317. * from a cube map.
  28318. */
  28319. export class CubeMapToSphericalPolynomialTools {
  28320. private static FileFaces;
  28321. /**
  28322. * Converts a texture to the according Spherical Polynomial data.
  28323. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28324. *
  28325. * @param texture The texture to extract the information from.
  28326. * @return The Spherical Polynomial data.
  28327. */
  28328. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28329. /**
  28330. * Converts a cubemap to the according Spherical Polynomial data.
  28331. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28332. *
  28333. * @param cubeInfo The Cube map to extract the information from.
  28334. * @return The Spherical Polynomial data.
  28335. */
  28336. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28337. }
  28338. }
  28339. declare module "babylonjs/Misc/guid" {
  28340. /**
  28341. * Class used to manipulate GUIDs
  28342. */
  28343. export class GUID {
  28344. /**
  28345. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28346. * Be aware Math.random() could cause collisions, but:
  28347. * "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"
  28348. * @returns a pseudo random id
  28349. */
  28350. static RandomId(): string;
  28351. }
  28352. }
  28353. declare module "babylonjs/Materials/Textures/baseTexture" {
  28354. import { Observable } from "babylonjs/Misc/observable";
  28355. import { Nullable } from "babylonjs/types";
  28356. import { Scene } from "babylonjs/scene";
  28357. import { Matrix } from "babylonjs/Maths/math.vector";
  28358. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28359. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28360. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28361. import { ISize } from "babylonjs/Maths/math.size";
  28362. /**
  28363. * Base class of all the textures in babylon.
  28364. * It groups all the common properties the materials, post process, lights... might need
  28365. * in order to make a correct use of the texture.
  28366. */
  28367. export class BaseTexture implements IAnimatable {
  28368. /**
  28369. * Default anisotropic filtering level for the application.
  28370. * It is set to 4 as a good tradeoff between perf and quality.
  28371. */
  28372. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28373. /**
  28374. * Gets or sets the unique id of the texture
  28375. */
  28376. uniqueId: number;
  28377. /**
  28378. * Define the name of the texture.
  28379. */
  28380. name: string;
  28381. /**
  28382. * Gets or sets an object used to store user defined information.
  28383. */
  28384. metadata: any;
  28385. /**
  28386. * For internal use only. Please do not use.
  28387. */
  28388. reservedDataStore: any;
  28389. private _hasAlpha;
  28390. /**
  28391. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28392. */
  28393. hasAlpha: boolean;
  28394. /**
  28395. * Defines if the alpha value should be determined via the rgb values.
  28396. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28397. */
  28398. getAlphaFromRGB: boolean;
  28399. /**
  28400. * Intensity or strength of the texture.
  28401. * It is commonly used by materials to fine tune the intensity of the texture
  28402. */
  28403. level: number;
  28404. /**
  28405. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28406. * This is part of the texture as textures usually maps to one uv set.
  28407. */
  28408. coordinatesIndex: number;
  28409. private _coordinatesMode;
  28410. /**
  28411. * How a texture is mapped.
  28412. *
  28413. * | Value | Type | Description |
  28414. * | ----- | ----------------------------------- | ----------- |
  28415. * | 0 | EXPLICIT_MODE | |
  28416. * | 1 | SPHERICAL_MODE | |
  28417. * | 2 | PLANAR_MODE | |
  28418. * | 3 | CUBIC_MODE | |
  28419. * | 4 | PROJECTION_MODE | |
  28420. * | 5 | SKYBOX_MODE | |
  28421. * | 6 | INVCUBIC_MODE | |
  28422. * | 7 | EQUIRECTANGULAR_MODE | |
  28423. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28424. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28425. */
  28426. coordinatesMode: number;
  28427. /**
  28428. * | Value | Type | Description |
  28429. * | ----- | ------------------ | ----------- |
  28430. * | 0 | CLAMP_ADDRESSMODE | |
  28431. * | 1 | WRAP_ADDRESSMODE | |
  28432. * | 2 | MIRROR_ADDRESSMODE | |
  28433. */
  28434. wrapU: number;
  28435. /**
  28436. * | Value | Type | Description |
  28437. * | ----- | ------------------ | ----------- |
  28438. * | 0 | CLAMP_ADDRESSMODE | |
  28439. * | 1 | WRAP_ADDRESSMODE | |
  28440. * | 2 | MIRROR_ADDRESSMODE | |
  28441. */
  28442. wrapV: number;
  28443. /**
  28444. * | Value | Type | Description |
  28445. * | ----- | ------------------ | ----------- |
  28446. * | 0 | CLAMP_ADDRESSMODE | |
  28447. * | 1 | WRAP_ADDRESSMODE | |
  28448. * | 2 | MIRROR_ADDRESSMODE | |
  28449. */
  28450. wrapR: number;
  28451. /**
  28452. * With compliant hardware and browser (supporting anisotropic filtering)
  28453. * this defines the level of anisotropic filtering in the texture.
  28454. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28455. */
  28456. anisotropicFilteringLevel: number;
  28457. /**
  28458. * Define if the texture is a cube texture or if false a 2d texture.
  28459. */
  28460. isCube: boolean;
  28461. /**
  28462. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28463. */
  28464. is3D: boolean;
  28465. /**
  28466. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28467. * HDR texture are usually stored in linear space.
  28468. * This only impacts the PBR and Background materials
  28469. */
  28470. gammaSpace: boolean;
  28471. /**
  28472. * Gets whether or not the texture contains RGBD data.
  28473. */
  28474. readonly isRGBD: boolean;
  28475. /**
  28476. * Is Z inverted in the texture (useful in a cube texture).
  28477. */
  28478. invertZ: boolean;
  28479. /**
  28480. * Are mip maps generated for this texture or not.
  28481. */
  28482. readonly noMipmap: boolean;
  28483. /**
  28484. * @hidden
  28485. */
  28486. lodLevelInAlpha: boolean;
  28487. /**
  28488. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28489. */
  28490. lodGenerationOffset: number;
  28491. /**
  28492. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28493. */
  28494. lodGenerationScale: number;
  28495. /**
  28496. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28497. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28498. * average roughness values.
  28499. */
  28500. linearSpecularLOD: boolean;
  28501. /**
  28502. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28503. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28504. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28505. */
  28506. irradianceTexture: Nullable<BaseTexture>;
  28507. /**
  28508. * Define if the texture is a render target.
  28509. */
  28510. isRenderTarget: boolean;
  28511. /**
  28512. * Define the unique id of the texture in the scene.
  28513. */
  28514. readonly uid: string;
  28515. /**
  28516. * Return a string representation of the texture.
  28517. * @returns the texture as a string
  28518. */
  28519. toString(): string;
  28520. /**
  28521. * Get the class name of the texture.
  28522. * @returns "BaseTexture"
  28523. */
  28524. getClassName(): string;
  28525. /**
  28526. * Define the list of animation attached to the texture.
  28527. */
  28528. animations: import("babylonjs/Animations/animation").Animation[];
  28529. /**
  28530. * An event triggered when the texture is disposed.
  28531. */
  28532. onDisposeObservable: Observable<BaseTexture>;
  28533. private _onDisposeObserver;
  28534. /**
  28535. * Callback triggered when the texture has been disposed.
  28536. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28537. */
  28538. onDispose: () => void;
  28539. /**
  28540. * Define the current state of the loading sequence when in delayed load mode.
  28541. */
  28542. delayLoadState: number;
  28543. private _scene;
  28544. /** @hidden */
  28545. _texture: Nullable<InternalTexture>;
  28546. private _uid;
  28547. /**
  28548. * Define if the texture is preventinga material to render or not.
  28549. * If not and the texture is not ready, the engine will use a default black texture instead.
  28550. */
  28551. readonly isBlocking: boolean;
  28552. /**
  28553. * Instantiates a new BaseTexture.
  28554. * Base class of all the textures in babylon.
  28555. * It groups all the common properties the materials, post process, lights... might need
  28556. * in order to make a correct use of the texture.
  28557. * @param scene Define the scene the texture blongs to
  28558. */
  28559. constructor(scene: Nullable<Scene>);
  28560. /**
  28561. * Get the scene the texture belongs to.
  28562. * @returns the scene or null if undefined
  28563. */
  28564. getScene(): Nullable<Scene>;
  28565. /**
  28566. * Get the texture transform matrix used to offset tile the texture for istance.
  28567. * @returns the transformation matrix
  28568. */
  28569. getTextureMatrix(): Matrix;
  28570. /**
  28571. * Get the texture reflection matrix used to rotate/transform the reflection.
  28572. * @returns the reflection matrix
  28573. */
  28574. getReflectionTextureMatrix(): Matrix;
  28575. /**
  28576. * Get the underlying lower level texture from Babylon.
  28577. * @returns the insternal texture
  28578. */
  28579. getInternalTexture(): Nullable<InternalTexture>;
  28580. /**
  28581. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28582. * @returns true if ready or not blocking
  28583. */
  28584. isReadyOrNotBlocking(): boolean;
  28585. /**
  28586. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28587. * @returns true if fully ready
  28588. */
  28589. isReady(): boolean;
  28590. private _cachedSize;
  28591. /**
  28592. * Get the size of the texture.
  28593. * @returns the texture size.
  28594. */
  28595. getSize(): ISize;
  28596. /**
  28597. * Get the base size of the texture.
  28598. * It can be different from the size if the texture has been resized for POT for instance
  28599. * @returns the base size
  28600. */
  28601. getBaseSize(): ISize;
  28602. /**
  28603. * Update the sampling mode of the texture.
  28604. * Default is Trilinear mode.
  28605. *
  28606. * | Value | Type | Description |
  28607. * | ----- | ------------------ | ----------- |
  28608. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28609. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28610. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28611. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28612. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28613. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28614. * | 7 | NEAREST_LINEAR | |
  28615. * | 8 | NEAREST_NEAREST | |
  28616. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28617. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28618. * | 11 | LINEAR_LINEAR | |
  28619. * | 12 | LINEAR_NEAREST | |
  28620. *
  28621. * > _mag_: magnification filter (close to the viewer)
  28622. * > _min_: minification filter (far from the viewer)
  28623. * > _mip_: filter used between mip map levels
  28624. *@param samplingMode Define the new sampling mode of the texture
  28625. */
  28626. updateSamplingMode(samplingMode: number): void;
  28627. /**
  28628. * Scales the texture if is `canRescale()`
  28629. * @param ratio the resize factor we want to use to rescale
  28630. */
  28631. scale(ratio: number): void;
  28632. /**
  28633. * Get if the texture can rescale.
  28634. */
  28635. readonly canRescale: boolean;
  28636. /** @hidden */
  28637. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28638. /** @hidden */
  28639. _rebuild(): void;
  28640. /**
  28641. * Triggers the load sequence in delayed load mode.
  28642. */
  28643. delayLoad(): void;
  28644. /**
  28645. * Clones the texture.
  28646. * @returns the cloned texture
  28647. */
  28648. clone(): Nullable<BaseTexture>;
  28649. /**
  28650. * Get the texture underlying type (INT, FLOAT...)
  28651. */
  28652. readonly textureType: number;
  28653. /**
  28654. * Get the texture underlying format (RGB, RGBA...)
  28655. */
  28656. readonly textureFormat: number;
  28657. /**
  28658. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28659. * This will returns an RGBA array buffer containing either in values (0-255) or
  28660. * float values (0-1) depending of the underlying buffer type.
  28661. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28662. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28663. * @param buffer defines a user defined buffer to fill with data (can be null)
  28664. * @returns The Array buffer containing the pixels data.
  28665. */
  28666. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28667. /**
  28668. * Release and destroy the underlying lower level texture aka internalTexture.
  28669. */
  28670. releaseInternalTexture(): void;
  28671. /**
  28672. * Get the polynomial representation of the texture data.
  28673. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28674. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28675. */
  28676. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28677. /** @hidden */
  28678. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28679. /** @hidden */
  28680. readonly _lodTextureMid: Nullable<BaseTexture>;
  28681. /** @hidden */
  28682. readonly _lodTextureLow: Nullable<BaseTexture>;
  28683. /**
  28684. * Dispose the texture and release its associated resources.
  28685. */
  28686. dispose(): void;
  28687. /**
  28688. * Serialize the texture into a JSON representation that can be parsed later on.
  28689. * @returns the JSON representation of the texture
  28690. */
  28691. serialize(): any;
  28692. /**
  28693. * Helper function to be called back once a list of texture contains only ready textures.
  28694. * @param textures Define the list of textures to wait for
  28695. * @param callback Define the callback triggered once the entire list will be ready
  28696. */
  28697. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28698. }
  28699. }
  28700. declare module "babylonjs/Materials/Textures/internalTexture" {
  28701. import { Observable } from "babylonjs/Misc/observable";
  28702. import { Nullable, int } from "babylonjs/types";
  28703. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28704. import { Engine } from "babylonjs/Engines/engine";
  28705. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28706. /**
  28707. * Class used to store data associated with WebGL texture data for the engine
  28708. * This class should not be used directly
  28709. */
  28710. export class InternalTexture {
  28711. /** @hidden */
  28712. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28713. /**
  28714. * The source of the texture data is unknown
  28715. */
  28716. static DATASOURCE_UNKNOWN: number;
  28717. /**
  28718. * Texture data comes from an URL
  28719. */
  28720. static DATASOURCE_URL: number;
  28721. /**
  28722. * Texture data is only used for temporary storage
  28723. */
  28724. static DATASOURCE_TEMP: number;
  28725. /**
  28726. * Texture data comes from raw data (ArrayBuffer)
  28727. */
  28728. static DATASOURCE_RAW: number;
  28729. /**
  28730. * Texture content is dynamic (video or dynamic texture)
  28731. */
  28732. static DATASOURCE_DYNAMIC: number;
  28733. /**
  28734. * Texture content is generated by rendering to it
  28735. */
  28736. static DATASOURCE_RENDERTARGET: number;
  28737. /**
  28738. * Texture content is part of a multi render target process
  28739. */
  28740. static DATASOURCE_MULTIRENDERTARGET: number;
  28741. /**
  28742. * Texture data comes from a cube data file
  28743. */
  28744. static DATASOURCE_CUBE: number;
  28745. /**
  28746. * Texture data comes from a raw cube data
  28747. */
  28748. static DATASOURCE_CUBERAW: number;
  28749. /**
  28750. * Texture data come from a prefiltered cube data file
  28751. */
  28752. static DATASOURCE_CUBEPREFILTERED: number;
  28753. /**
  28754. * Texture content is raw 3D data
  28755. */
  28756. static DATASOURCE_RAW3D: number;
  28757. /**
  28758. * Texture content is a depth texture
  28759. */
  28760. static DATASOURCE_DEPTHTEXTURE: number;
  28761. /**
  28762. * Texture data comes from a raw cube data encoded with RGBD
  28763. */
  28764. static DATASOURCE_CUBERAW_RGBD: number;
  28765. /**
  28766. * Defines if the texture is ready
  28767. */
  28768. isReady: boolean;
  28769. /**
  28770. * Defines if the texture is a cube texture
  28771. */
  28772. isCube: boolean;
  28773. /**
  28774. * Defines if the texture contains 3D data
  28775. */
  28776. is3D: boolean;
  28777. /**
  28778. * Defines if the texture contains multiview data
  28779. */
  28780. isMultiview: boolean;
  28781. /**
  28782. * Gets the URL used to load this texture
  28783. */
  28784. url: string;
  28785. /**
  28786. * Gets the sampling mode of the texture
  28787. */
  28788. samplingMode: number;
  28789. /**
  28790. * Gets a boolean indicating if the texture needs mipmaps generation
  28791. */
  28792. generateMipMaps: boolean;
  28793. /**
  28794. * Gets the number of samples used by the texture (WebGL2+ only)
  28795. */
  28796. samples: number;
  28797. /**
  28798. * Gets the type of the texture (int, float...)
  28799. */
  28800. type: number;
  28801. /**
  28802. * Gets the format of the texture (RGB, RGBA...)
  28803. */
  28804. format: number;
  28805. /**
  28806. * Observable called when the texture is loaded
  28807. */
  28808. onLoadedObservable: Observable<InternalTexture>;
  28809. /**
  28810. * Gets the width of the texture
  28811. */
  28812. width: number;
  28813. /**
  28814. * Gets the height of the texture
  28815. */
  28816. height: number;
  28817. /**
  28818. * Gets the depth of the texture
  28819. */
  28820. depth: number;
  28821. /**
  28822. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28823. */
  28824. baseWidth: number;
  28825. /**
  28826. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28827. */
  28828. baseHeight: number;
  28829. /**
  28830. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28831. */
  28832. baseDepth: number;
  28833. /**
  28834. * Gets a boolean indicating if the texture is inverted on Y axis
  28835. */
  28836. invertY: boolean;
  28837. /** @hidden */
  28838. _invertVScale: boolean;
  28839. /** @hidden */
  28840. _associatedChannel: number;
  28841. /** @hidden */
  28842. _dataSource: number;
  28843. /** @hidden */
  28844. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28845. /** @hidden */
  28846. _bufferView: Nullable<ArrayBufferView>;
  28847. /** @hidden */
  28848. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28849. /** @hidden */
  28850. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28851. /** @hidden */
  28852. _size: number;
  28853. /** @hidden */
  28854. _extension: string;
  28855. /** @hidden */
  28856. _files: Nullable<string[]>;
  28857. /** @hidden */
  28858. _workingCanvas: Nullable<HTMLCanvasElement>;
  28859. /** @hidden */
  28860. _workingContext: Nullable<CanvasRenderingContext2D>;
  28861. /** @hidden */
  28862. _framebuffer: Nullable<WebGLFramebuffer>;
  28863. /** @hidden */
  28864. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28865. /** @hidden */
  28866. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28867. /** @hidden */
  28868. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28869. /** @hidden */
  28870. _attachments: Nullable<number[]>;
  28871. /** @hidden */
  28872. _cachedCoordinatesMode: Nullable<number>;
  28873. /** @hidden */
  28874. _cachedWrapU: Nullable<number>;
  28875. /** @hidden */
  28876. _cachedWrapV: Nullable<number>;
  28877. /** @hidden */
  28878. _cachedWrapR: Nullable<number>;
  28879. /** @hidden */
  28880. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28881. /** @hidden */
  28882. _isDisabled: boolean;
  28883. /** @hidden */
  28884. _compression: Nullable<string>;
  28885. /** @hidden */
  28886. _generateStencilBuffer: boolean;
  28887. /** @hidden */
  28888. _generateDepthBuffer: boolean;
  28889. /** @hidden */
  28890. _comparisonFunction: number;
  28891. /** @hidden */
  28892. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28893. /** @hidden */
  28894. _lodGenerationScale: number;
  28895. /** @hidden */
  28896. _lodGenerationOffset: number;
  28897. /** @hidden */
  28898. _colorTextureArray: Nullable<WebGLTexture>;
  28899. /** @hidden */
  28900. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28901. /** @hidden */
  28902. _lodTextureHigh: Nullable<BaseTexture>;
  28903. /** @hidden */
  28904. _lodTextureMid: Nullable<BaseTexture>;
  28905. /** @hidden */
  28906. _lodTextureLow: Nullable<BaseTexture>;
  28907. /** @hidden */
  28908. _isRGBD: boolean;
  28909. /** @hidden */
  28910. _linearSpecularLOD: boolean;
  28911. /** @hidden */
  28912. _irradianceTexture: Nullable<BaseTexture>;
  28913. /** @hidden */
  28914. _webGLTexture: Nullable<WebGLTexture>;
  28915. /** @hidden */
  28916. _references: number;
  28917. private _engine;
  28918. /**
  28919. * Gets the Engine the texture belongs to.
  28920. * @returns The babylon engine
  28921. */
  28922. getEngine(): Engine;
  28923. /**
  28924. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28925. */
  28926. readonly dataSource: number;
  28927. /**
  28928. * Creates a new InternalTexture
  28929. * @param engine defines the engine to use
  28930. * @param dataSource defines the type of data that will be used
  28931. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28932. */
  28933. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28934. /**
  28935. * Increments the number of references (ie. the number of Texture that point to it)
  28936. */
  28937. incrementReferences(): void;
  28938. /**
  28939. * Change the size of the texture (not the size of the content)
  28940. * @param width defines the new width
  28941. * @param height defines the new height
  28942. * @param depth defines the new depth (1 by default)
  28943. */
  28944. updateSize(width: int, height: int, depth?: int): void;
  28945. /** @hidden */
  28946. _rebuild(): void;
  28947. /** @hidden */
  28948. _swapAndDie(target: InternalTexture): void;
  28949. /**
  28950. * Dispose the current allocated resources
  28951. */
  28952. dispose(): void;
  28953. }
  28954. }
  28955. declare module "babylonjs/Materials/effect" {
  28956. import { Observable } from "babylonjs/Misc/observable";
  28957. import { Nullable } from "babylonjs/types";
  28958. import { IDisposable } from "babylonjs/scene";
  28959. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28960. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28961. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28962. import { Engine } from "babylonjs/Engines/engine";
  28963. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28964. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28965. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28966. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28967. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28968. /**
  28969. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28970. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28971. */
  28972. export class EffectFallbacks {
  28973. private _defines;
  28974. private _currentRank;
  28975. private _maxRank;
  28976. private _mesh;
  28977. /**
  28978. * Removes the fallback from the bound mesh.
  28979. */
  28980. unBindMesh(): void;
  28981. /**
  28982. * Adds a fallback on the specified property.
  28983. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28984. * @param define The name of the define in the shader
  28985. */
  28986. addFallback(rank: number, define: string): void;
  28987. /**
  28988. * Sets the mesh to use CPU skinning when needing to fallback.
  28989. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28990. * @param mesh The mesh to use the fallbacks.
  28991. */
  28992. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28993. /**
  28994. * Checks to see if more fallbacks are still availible.
  28995. */
  28996. readonly hasMoreFallbacks: boolean;
  28997. /**
  28998. * Removes the defines that should be removed when falling back.
  28999. * @param currentDefines defines the current define statements for the shader.
  29000. * @param effect defines the current effect we try to compile
  29001. * @returns The resulting defines with defines of the current rank removed.
  29002. */
  29003. reduce(currentDefines: string, effect: Effect): string;
  29004. }
  29005. /**
  29006. * Options to be used when creating an effect.
  29007. */
  29008. export class EffectCreationOptions {
  29009. /**
  29010. * Atrributes that will be used in the shader.
  29011. */
  29012. attributes: string[];
  29013. /**
  29014. * Uniform varible names that will be set in the shader.
  29015. */
  29016. uniformsNames: string[];
  29017. /**
  29018. * Uniform buffer varible names that will be set in the shader.
  29019. */
  29020. uniformBuffersNames: string[];
  29021. /**
  29022. * Sampler texture variable names that will be set in the shader.
  29023. */
  29024. samplers: string[];
  29025. /**
  29026. * Define statements that will be set in the shader.
  29027. */
  29028. defines: any;
  29029. /**
  29030. * Possible fallbacks for this effect to improve performance when needed.
  29031. */
  29032. fallbacks: Nullable<EffectFallbacks>;
  29033. /**
  29034. * Callback that will be called when the shader is compiled.
  29035. */
  29036. onCompiled: Nullable<(effect: Effect) => void>;
  29037. /**
  29038. * Callback that will be called if an error occurs during shader compilation.
  29039. */
  29040. onError: Nullable<(effect: Effect, errors: string) => void>;
  29041. /**
  29042. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29043. */
  29044. indexParameters: any;
  29045. /**
  29046. * Max number of lights that can be used in the shader.
  29047. */
  29048. maxSimultaneousLights: number;
  29049. /**
  29050. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29051. */
  29052. transformFeedbackVaryings: Nullable<string[]>;
  29053. }
  29054. /**
  29055. * Effect containing vertex and fragment shader that can be executed on an object.
  29056. */
  29057. export class Effect implements IDisposable {
  29058. /**
  29059. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29060. */
  29061. static ShadersRepository: string;
  29062. /**
  29063. * Name of the effect.
  29064. */
  29065. name: any;
  29066. /**
  29067. * String container all the define statements that should be set on the shader.
  29068. */
  29069. defines: string;
  29070. /**
  29071. * Callback that will be called when the shader is compiled.
  29072. */
  29073. onCompiled: Nullable<(effect: Effect) => void>;
  29074. /**
  29075. * Callback that will be called if an error occurs during shader compilation.
  29076. */
  29077. onError: Nullable<(effect: Effect, errors: string) => void>;
  29078. /**
  29079. * Callback that will be called when effect is bound.
  29080. */
  29081. onBind: Nullable<(effect: Effect) => void>;
  29082. /**
  29083. * Unique ID of the effect.
  29084. */
  29085. uniqueId: number;
  29086. /**
  29087. * Observable that will be called when the shader is compiled.
  29088. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29089. */
  29090. onCompileObservable: Observable<Effect>;
  29091. /**
  29092. * Observable that will be called if an error occurs during shader compilation.
  29093. */
  29094. onErrorObservable: Observable<Effect>;
  29095. /** @hidden */
  29096. _onBindObservable: Nullable<Observable<Effect>>;
  29097. /**
  29098. * Observable that will be called when effect is bound.
  29099. */
  29100. readonly onBindObservable: Observable<Effect>;
  29101. /** @hidden */
  29102. _bonesComputationForcedToCPU: boolean;
  29103. private static _uniqueIdSeed;
  29104. private _engine;
  29105. private _uniformBuffersNames;
  29106. private _uniformsNames;
  29107. private _samplerList;
  29108. private _samplers;
  29109. private _isReady;
  29110. private _compilationError;
  29111. private _attributesNames;
  29112. private _attributes;
  29113. private _uniforms;
  29114. /**
  29115. * Key for the effect.
  29116. * @hidden
  29117. */
  29118. _key: string;
  29119. private _indexParameters;
  29120. private _fallbacks;
  29121. private _vertexSourceCode;
  29122. private _fragmentSourceCode;
  29123. private _vertexSourceCodeOverride;
  29124. private _fragmentSourceCodeOverride;
  29125. private _transformFeedbackVaryings;
  29126. /**
  29127. * Compiled shader to webGL program.
  29128. * @hidden
  29129. */
  29130. _pipelineContext: Nullable<IPipelineContext>;
  29131. private _valueCache;
  29132. private static _baseCache;
  29133. /**
  29134. * Instantiates an effect.
  29135. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29136. * @param baseName Name of the effect.
  29137. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29138. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29139. * @param samplers List of sampler variables that will be passed to the shader.
  29140. * @param engine Engine to be used to render the effect
  29141. * @param defines Define statements to be added to the shader.
  29142. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29143. * @param onCompiled Callback that will be called when the shader is compiled.
  29144. * @param onError Callback that will be called if an error occurs during shader compilation.
  29145. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29146. */
  29147. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29148. private _useFinalCode;
  29149. /**
  29150. * Unique key for this effect
  29151. */
  29152. readonly key: string;
  29153. /**
  29154. * If the effect has been compiled and prepared.
  29155. * @returns if the effect is compiled and prepared.
  29156. */
  29157. isReady(): boolean;
  29158. private _isReadyInternal;
  29159. /**
  29160. * The engine the effect was initialized with.
  29161. * @returns the engine.
  29162. */
  29163. getEngine(): Engine;
  29164. /**
  29165. * The pipeline context for this effect
  29166. * @returns the associated pipeline context
  29167. */
  29168. getPipelineContext(): Nullable<IPipelineContext>;
  29169. /**
  29170. * The set of names of attribute variables for the shader.
  29171. * @returns An array of attribute names.
  29172. */
  29173. getAttributesNames(): string[];
  29174. /**
  29175. * Returns the attribute at the given index.
  29176. * @param index The index of the attribute.
  29177. * @returns The location of the attribute.
  29178. */
  29179. getAttributeLocation(index: number): number;
  29180. /**
  29181. * Returns the attribute based on the name of the variable.
  29182. * @param name of the attribute to look up.
  29183. * @returns the attribute location.
  29184. */
  29185. getAttributeLocationByName(name: string): number;
  29186. /**
  29187. * The number of attributes.
  29188. * @returns the numnber of attributes.
  29189. */
  29190. getAttributesCount(): number;
  29191. /**
  29192. * Gets the index of a uniform variable.
  29193. * @param uniformName of the uniform to look up.
  29194. * @returns the index.
  29195. */
  29196. getUniformIndex(uniformName: string): number;
  29197. /**
  29198. * Returns the attribute based on the name of the variable.
  29199. * @param uniformName of the uniform to look up.
  29200. * @returns the location of the uniform.
  29201. */
  29202. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29203. /**
  29204. * Returns an array of sampler variable names
  29205. * @returns The array of sampler variable neames.
  29206. */
  29207. getSamplers(): string[];
  29208. /**
  29209. * The error from the last compilation.
  29210. * @returns the error string.
  29211. */
  29212. getCompilationError(): string;
  29213. /**
  29214. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29215. * @param func The callback to be used.
  29216. */
  29217. executeWhenCompiled(func: (effect: Effect) => void): void;
  29218. private _checkIsReady;
  29219. /** @hidden */
  29220. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29221. /** @hidden */
  29222. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29223. /** @hidden */
  29224. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29225. /**
  29226. * Recompiles the webGL program
  29227. * @param vertexSourceCode The source code for the vertex shader.
  29228. * @param fragmentSourceCode The source code for the fragment shader.
  29229. * @param onCompiled Callback called when completed.
  29230. * @param onError Callback called on error.
  29231. * @hidden
  29232. */
  29233. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29234. /**
  29235. * Prepares the effect
  29236. * @hidden
  29237. */
  29238. _prepareEffect(): void;
  29239. private _processCompilationErrors;
  29240. /**
  29241. * Checks if the effect is supported. (Must be called after compilation)
  29242. */
  29243. readonly isSupported: boolean;
  29244. /**
  29245. * Binds a texture to the engine to be used as output of the shader.
  29246. * @param channel Name of the output variable.
  29247. * @param texture Texture to bind.
  29248. * @hidden
  29249. */
  29250. _bindTexture(channel: string, texture: InternalTexture): void;
  29251. /**
  29252. * Sets a texture on the engine to be used in the shader.
  29253. * @param channel Name of the sampler variable.
  29254. * @param texture Texture to set.
  29255. */
  29256. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29257. /**
  29258. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29259. * @param channel Name of the sampler variable.
  29260. * @param texture Texture to set.
  29261. */
  29262. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29263. /**
  29264. * Sets an array of textures on the engine to be used in the shader.
  29265. * @param channel Name of the variable.
  29266. * @param textures Textures to set.
  29267. */
  29268. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29269. /**
  29270. * 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)
  29271. * @param channel Name of the sampler variable.
  29272. * @param postProcess Post process to get the input texture from.
  29273. */
  29274. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29275. /**
  29276. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29277. * 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)
  29278. * @param channel Name of the sampler variable.
  29279. * @param postProcess Post process to get the output texture from.
  29280. */
  29281. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29282. /** @hidden */
  29283. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29284. /** @hidden */
  29285. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29286. /** @hidden */
  29287. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29288. /** @hidden */
  29289. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29290. /**
  29291. * Binds a buffer to a uniform.
  29292. * @param buffer Buffer to bind.
  29293. * @param name Name of the uniform variable to bind to.
  29294. */
  29295. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29296. /**
  29297. * Binds block to a uniform.
  29298. * @param blockName Name of the block to bind.
  29299. * @param index Index to bind.
  29300. */
  29301. bindUniformBlock(blockName: string, index: number): void;
  29302. /**
  29303. * Sets an interger value on a uniform variable.
  29304. * @param uniformName Name of the variable.
  29305. * @param value Value to be set.
  29306. * @returns this effect.
  29307. */
  29308. setInt(uniformName: string, value: number): Effect;
  29309. /**
  29310. * Sets an int array on a uniform variable.
  29311. * @param uniformName Name of the variable.
  29312. * @param array array to be set.
  29313. * @returns this effect.
  29314. */
  29315. setIntArray(uniformName: string, array: Int32Array): Effect;
  29316. /**
  29317. * 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)
  29318. * @param uniformName Name of the variable.
  29319. * @param array array to be set.
  29320. * @returns this effect.
  29321. */
  29322. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29323. /**
  29324. * 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)
  29325. * @param uniformName Name of the variable.
  29326. * @param array array to be set.
  29327. * @returns this effect.
  29328. */
  29329. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29330. /**
  29331. * 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)
  29332. * @param uniformName Name of the variable.
  29333. * @param array array to be set.
  29334. * @returns this effect.
  29335. */
  29336. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29337. /**
  29338. * Sets an float array on a uniform variable.
  29339. * @param uniformName Name of the variable.
  29340. * @param array array to be set.
  29341. * @returns this effect.
  29342. */
  29343. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29344. /**
  29345. * 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)
  29346. * @param uniformName Name of the variable.
  29347. * @param array array to be set.
  29348. * @returns this effect.
  29349. */
  29350. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29351. /**
  29352. * 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)
  29353. * @param uniformName Name of the variable.
  29354. * @param array array to be set.
  29355. * @returns this effect.
  29356. */
  29357. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29358. /**
  29359. * 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)
  29360. * @param uniformName Name of the variable.
  29361. * @param array array to be set.
  29362. * @returns this effect.
  29363. */
  29364. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29365. /**
  29366. * Sets an array on a uniform variable.
  29367. * @param uniformName Name of the variable.
  29368. * @param array array to be set.
  29369. * @returns this effect.
  29370. */
  29371. setArray(uniformName: string, array: number[]): Effect;
  29372. /**
  29373. * 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)
  29374. * @param uniformName Name of the variable.
  29375. * @param array array to be set.
  29376. * @returns this effect.
  29377. */
  29378. setArray2(uniformName: string, array: number[]): Effect;
  29379. /**
  29380. * 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)
  29381. * @param uniformName Name of the variable.
  29382. * @param array array to be set.
  29383. * @returns this effect.
  29384. */
  29385. setArray3(uniformName: string, array: number[]): Effect;
  29386. /**
  29387. * 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)
  29388. * @param uniformName Name of the variable.
  29389. * @param array array to be set.
  29390. * @returns this effect.
  29391. */
  29392. setArray4(uniformName: string, array: number[]): Effect;
  29393. /**
  29394. * Sets matrices on a uniform variable.
  29395. * @param uniformName Name of the variable.
  29396. * @param matrices matrices to be set.
  29397. * @returns this effect.
  29398. */
  29399. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29400. /**
  29401. * Sets matrix on a uniform variable.
  29402. * @param uniformName Name of the variable.
  29403. * @param matrix matrix to be set.
  29404. * @returns this effect.
  29405. */
  29406. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29407. /**
  29408. * 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)
  29409. * @param uniformName Name of the variable.
  29410. * @param matrix matrix to be set.
  29411. * @returns this effect.
  29412. */
  29413. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29414. /**
  29415. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29416. * @param uniformName Name of the variable.
  29417. * @param matrix matrix to be set.
  29418. * @returns this effect.
  29419. */
  29420. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29421. /**
  29422. * Sets a float on a uniform variable.
  29423. * @param uniformName Name of the variable.
  29424. * @param value value to be set.
  29425. * @returns this effect.
  29426. */
  29427. setFloat(uniformName: string, value: number): Effect;
  29428. /**
  29429. * Sets a boolean on a uniform variable.
  29430. * @param uniformName Name of the variable.
  29431. * @param bool value to be set.
  29432. * @returns this effect.
  29433. */
  29434. setBool(uniformName: string, bool: boolean): Effect;
  29435. /**
  29436. * Sets a Vector2 on a uniform variable.
  29437. * @param uniformName Name of the variable.
  29438. * @param vector2 vector2 to be set.
  29439. * @returns this effect.
  29440. */
  29441. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29442. /**
  29443. * Sets a float2 on a uniform variable.
  29444. * @param uniformName Name of the variable.
  29445. * @param x First float in float2.
  29446. * @param y Second float in float2.
  29447. * @returns this effect.
  29448. */
  29449. setFloat2(uniformName: string, x: number, y: number): Effect;
  29450. /**
  29451. * Sets a Vector3 on a uniform variable.
  29452. * @param uniformName Name of the variable.
  29453. * @param vector3 Value to be set.
  29454. * @returns this effect.
  29455. */
  29456. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29457. /**
  29458. * Sets a float3 on a uniform variable.
  29459. * @param uniformName Name of the variable.
  29460. * @param x First float in float3.
  29461. * @param y Second float in float3.
  29462. * @param z Third float in float3.
  29463. * @returns this effect.
  29464. */
  29465. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29466. /**
  29467. * Sets a Vector4 on a uniform variable.
  29468. * @param uniformName Name of the variable.
  29469. * @param vector4 Value to be set.
  29470. * @returns this effect.
  29471. */
  29472. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29473. /**
  29474. * Sets a float4 on a uniform variable.
  29475. * @param uniformName Name of the variable.
  29476. * @param x First float in float4.
  29477. * @param y Second float in float4.
  29478. * @param z Third float in float4.
  29479. * @param w Fourth float in float4.
  29480. * @returns this effect.
  29481. */
  29482. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29483. /**
  29484. * Sets a Color3 on a uniform variable.
  29485. * @param uniformName Name of the variable.
  29486. * @param color3 Value to be set.
  29487. * @returns this effect.
  29488. */
  29489. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29490. /**
  29491. * Sets a Color4 on a uniform variable.
  29492. * @param uniformName Name of the variable.
  29493. * @param color3 Value to be set.
  29494. * @param alpha Alpha value to be set.
  29495. * @returns this effect.
  29496. */
  29497. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29498. /**
  29499. * Sets a Color4 on a uniform variable
  29500. * @param uniformName defines the name of the variable
  29501. * @param color4 defines the value to be set
  29502. * @returns this effect.
  29503. */
  29504. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29505. /** Release all associated resources */
  29506. dispose(): void;
  29507. /**
  29508. * This function will add a new shader to the shader store
  29509. * @param name the name of the shader
  29510. * @param pixelShader optional pixel shader content
  29511. * @param vertexShader optional vertex shader content
  29512. */
  29513. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29514. /**
  29515. * Store of each shader (The can be looked up using effect.key)
  29516. */
  29517. static ShadersStore: {
  29518. [key: string]: string;
  29519. };
  29520. /**
  29521. * Store of each included file for a shader (The can be looked up using effect.key)
  29522. */
  29523. static IncludesShadersStore: {
  29524. [key: string]: string;
  29525. };
  29526. /**
  29527. * Resets the cache of effects.
  29528. */
  29529. static ResetCache(): void;
  29530. }
  29531. }
  29532. declare module "babylonjs/Materials/uniformBuffer" {
  29533. import { Nullable, FloatArray } from "babylonjs/types";
  29534. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29535. import { Engine } from "babylonjs/Engines/engine";
  29536. import { Effect } from "babylonjs/Materials/effect";
  29537. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29538. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29539. import { Color3 } from "babylonjs/Maths/math.color";
  29540. /**
  29541. * Uniform buffer objects.
  29542. *
  29543. * Handles blocks of uniform on the GPU.
  29544. *
  29545. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29546. *
  29547. * For more information, please refer to :
  29548. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29549. */
  29550. export class UniformBuffer {
  29551. private _engine;
  29552. private _buffer;
  29553. private _data;
  29554. private _bufferData;
  29555. private _dynamic?;
  29556. private _uniformLocations;
  29557. private _uniformSizes;
  29558. private _uniformLocationPointer;
  29559. private _needSync;
  29560. private _noUBO;
  29561. private _currentEffect;
  29562. private static _MAX_UNIFORM_SIZE;
  29563. private static _tempBuffer;
  29564. /**
  29565. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29566. * This is dynamic to allow compat with webgl 1 and 2.
  29567. * You will need to pass the name of the uniform as well as the value.
  29568. */
  29569. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29570. /**
  29571. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29572. * This is dynamic to allow compat with webgl 1 and 2.
  29573. * You will need to pass the name of the uniform as well as the value.
  29574. */
  29575. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29576. /**
  29577. * Lambda to Update a single float in a uniform buffer.
  29578. * This is dynamic to allow compat with webgl 1 and 2.
  29579. * You will need to pass the name of the uniform as well as the value.
  29580. */
  29581. updateFloat: (name: string, x: number) => void;
  29582. /**
  29583. * Lambda to Update a vec2 of float in a uniform buffer.
  29584. * This is dynamic to allow compat with webgl 1 and 2.
  29585. * You will need to pass the name of the uniform as well as the value.
  29586. */
  29587. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29588. /**
  29589. * Lambda to Update a vec3 of float in a uniform buffer.
  29590. * This is dynamic to allow compat with webgl 1 and 2.
  29591. * You will need to pass the name of the uniform as well as the value.
  29592. */
  29593. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29594. /**
  29595. * Lambda to Update a vec4 of float in a uniform buffer.
  29596. * This is dynamic to allow compat with webgl 1 and 2.
  29597. * You will need to pass the name of the uniform as well as the value.
  29598. */
  29599. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29600. /**
  29601. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29602. * This is dynamic to allow compat with webgl 1 and 2.
  29603. * You will need to pass the name of the uniform as well as the value.
  29604. */
  29605. updateMatrix: (name: string, mat: Matrix) => void;
  29606. /**
  29607. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29608. * This is dynamic to allow compat with webgl 1 and 2.
  29609. * You will need to pass the name of the uniform as well as the value.
  29610. */
  29611. updateVector3: (name: string, vector: Vector3) => void;
  29612. /**
  29613. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29614. * This is dynamic to allow compat with webgl 1 and 2.
  29615. * You will need to pass the name of the uniform as well as the value.
  29616. */
  29617. updateVector4: (name: string, vector: Vector4) => void;
  29618. /**
  29619. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29620. * This is dynamic to allow compat with webgl 1 and 2.
  29621. * You will need to pass the name of the uniform as well as the value.
  29622. */
  29623. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29624. /**
  29625. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29626. * This is dynamic to allow compat with webgl 1 and 2.
  29627. * You will need to pass the name of the uniform as well as the value.
  29628. */
  29629. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29630. /**
  29631. * Instantiates a new Uniform buffer objects.
  29632. *
  29633. * Handles blocks of uniform on the GPU.
  29634. *
  29635. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29636. *
  29637. * For more information, please refer to :
  29638. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29639. * @param engine Define the engine the buffer is associated with
  29640. * @param data Define the data contained in the buffer
  29641. * @param dynamic Define if the buffer is updatable
  29642. */
  29643. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29644. /**
  29645. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29646. * or just falling back on setUniformXXX calls.
  29647. */
  29648. readonly useUbo: boolean;
  29649. /**
  29650. * Indicates if the WebGL underlying uniform buffer is in sync
  29651. * with the javascript cache data.
  29652. */
  29653. readonly isSync: boolean;
  29654. /**
  29655. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29656. * Also, a dynamic UniformBuffer will disable cache verification and always
  29657. * update the underlying WebGL uniform buffer to the GPU.
  29658. * @returns if Dynamic, otherwise false
  29659. */
  29660. isDynamic(): boolean;
  29661. /**
  29662. * The data cache on JS side.
  29663. * @returns the underlying data as a float array
  29664. */
  29665. getData(): Float32Array;
  29666. /**
  29667. * The underlying WebGL Uniform buffer.
  29668. * @returns the webgl buffer
  29669. */
  29670. getBuffer(): Nullable<DataBuffer>;
  29671. /**
  29672. * std140 layout specifies how to align data within an UBO structure.
  29673. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29674. * for specs.
  29675. */
  29676. private _fillAlignment;
  29677. /**
  29678. * Adds an uniform in the buffer.
  29679. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29680. * for the layout to be correct !
  29681. * @param name Name of the uniform, as used in the uniform block in the shader.
  29682. * @param size Data size, or data directly.
  29683. */
  29684. addUniform(name: string, size: number | number[]): void;
  29685. /**
  29686. * Adds a Matrix 4x4 to the uniform buffer.
  29687. * @param name Name of the uniform, as used in the uniform block in the shader.
  29688. * @param mat A 4x4 matrix.
  29689. */
  29690. addMatrix(name: string, mat: Matrix): void;
  29691. /**
  29692. * Adds a vec2 to the uniform buffer.
  29693. * @param name Name of the uniform, as used in the uniform block in the shader.
  29694. * @param x Define the x component value of the vec2
  29695. * @param y Define the y component value of the vec2
  29696. */
  29697. addFloat2(name: string, x: number, y: number): void;
  29698. /**
  29699. * Adds a vec3 to the uniform buffer.
  29700. * @param name Name of the uniform, as used in the uniform block in the shader.
  29701. * @param x Define the x component value of the vec3
  29702. * @param y Define the y component value of the vec3
  29703. * @param z Define the z component value of the vec3
  29704. */
  29705. addFloat3(name: string, x: number, y: number, z: number): void;
  29706. /**
  29707. * Adds a vec3 to the uniform buffer.
  29708. * @param name Name of the uniform, as used in the uniform block in the shader.
  29709. * @param color Define the vec3 from a Color
  29710. */
  29711. addColor3(name: string, color: Color3): void;
  29712. /**
  29713. * Adds a vec4 to the uniform buffer.
  29714. * @param name Name of the uniform, as used in the uniform block in the shader.
  29715. * @param color Define the rgb components from a Color
  29716. * @param alpha Define the a component of the vec4
  29717. */
  29718. addColor4(name: string, color: Color3, alpha: number): void;
  29719. /**
  29720. * Adds a vec3 to the uniform buffer.
  29721. * @param name Name of the uniform, as used in the uniform block in the shader.
  29722. * @param vector Define the vec3 components from a Vector
  29723. */
  29724. addVector3(name: string, vector: Vector3): void;
  29725. /**
  29726. * Adds a Matrix 3x3 to the uniform buffer.
  29727. * @param name Name of the uniform, as used in the uniform block in the shader.
  29728. */
  29729. addMatrix3x3(name: string): void;
  29730. /**
  29731. * Adds a Matrix 2x2 to the uniform buffer.
  29732. * @param name Name of the uniform, as used in the uniform block in the shader.
  29733. */
  29734. addMatrix2x2(name: string): void;
  29735. /**
  29736. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29737. */
  29738. create(): void;
  29739. /** @hidden */
  29740. _rebuild(): void;
  29741. /**
  29742. * Updates the WebGL Uniform Buffer on the GPU.
  29743. * If the `dynamic` flag is set to true, no cache comparison is done.
  29744. * Otherwise, the buffer will be updated only if the cache differs.
  29745. */
  29746. update(): void;
  29747. /**
  29748. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29749. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29750. * @param data Define the flattened data
  29751. * @param size Define the size of the data.
  29752. */
  29753. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29754. private _valueCache;
  29755. private _cacheMatrix;
  29756. private _updateMatrix3x3ForUniform;
  29757. private _updateMatrix3x3ForEffect;
  29758. private _updateMatrix2x2ForEffect;
  29759. private _updateMatrix2x2ForUniform;
  29760. private _updateFloatForEffect;
  29761. private _updateFloatForUniform;
  29762. private _updateFloat2ForEffect;
  29763. private _updateFloat2ForUniform;
  29764. private _updateFloat3ForEffect;
  29765. private _updateFloat3ForUniform;
  29766. private _updateFloat4ForEffect;
  29767. private _updateFloat4ForUniform;
  29768. private _updateMatrixForEffect;
  29769. private _updateMatrixForUniform;
  29770. private _updateVector3ForEffect;
  29771. private _updateVector3ForUniform;
  29772. private _updateVector4ForEffect;
  29773. private _updateVector4ForUniform;
  29774. private _updateColor3ForEffect;
  29775. private _updateColor3ForUniform;
  29776. private _updateColor4ForEffect;
  29777. private _updateColor4ForUniform;
  29778. /**
  29779. * Sets a sampler uniform on the effect.
  29780. * @param name Define the name of the sampler.
  29781. * @param texture Define the texture to set in the sampler
  29782. */
  29783. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29784. /**
  29785. * Directly updates the value of the uniform in the cache AND on the GPU.
  29786. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29787. * @param data Define the flattened data
  29788. */
  29789. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29790. /**
  29791. * Binds this uniform buffer to an effect.
  29792. * @param effect Define the effect to bind the buffer to
  29793. * @param name Name of the uniform block in the shader.
  29794. */
  29795. bindToEffect(effect: Effect, name: string): void;
  29796. /**
  29797. * Disposes the uniform buffer.
  29798. */
  29799. dispose(): void;
  29800. }
  29801. }
  29802. declare module "babylonjs/Audio/analyser" {
  29803. import { Scene } from "babylonjs/scene";
  29804. /**
  29805. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29806. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29807. */
  29808. export class Analyser {
  29809. /**
  29810. * Gets or sets the smoothing
  29811. * @ignorenaming
  29812. */
  29813. SMOOTHING: number;
  29814. /**
  29815. * Gets or sets the FFT table size
  29816. * @ignorenaming
  29817. */
  29818. FFT_SIZE: number;
  29819. /**
  29820. * Gets or sets the bar graph amplitude
  29821. * @ignorenaming
  29822. */
  29823. BARGRAPHAMPLITUDE: number;
  29824. /**
  29825. * Gets or sets the position of the debug canvas
  29826. * @ignorenaming
  29827. */
  29828. DEBUGCANVASPOS: {
  29829. x: number;
  29830. y: number;
  29831. };
  29832. /**
  29833. * Gets or sets the debug canvas size
  29834. * @ignorenaming
  29835. */
  29836. DEBUGCANVASSIZE: {
  29837. width: number;
  29838. height: number;
  29839. };
  29840. private _byteFreqs;
  29841. private _byteTime;
  29842. private _floatFreqs;
  29843. private _webAudioAnalyser;
  29844. private _debugCanvas;
  29845. private _debugCanvasContext;
  29846. private _scene;
  29847. private _registerFunc;
  29848. private _audioEngine;
  29849. /**
  29850. * Creates a new analyser
  29851. * @param scene defines hosting scene
  29852. */
  29853. constructor(scene: Scene);
  29854. /**
  29855. * Get the number of data values you will have to play with for the visualization
  29856. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29857. * @returns a number
  29858. */
  29859. getFrequencyBinCount(): number;
  29860. /**
  29861. * Gets the current frequency data as a byte array
  29862. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29863. * @returns a Uint8Array
  29864. */
  29865. getByteFrequencyData(): Uint8Array;
  29866. /**
  29867. * Gets the current waveform as a byte array
  29868. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29869. * @returns a Uint8Array
  29870. */
  29871. getByteTimeDomainData(): Uint8Array;
  29872. /**
  29873. * Gets the current frequency data as a float array
  29874. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29875. * @returns a Float32Array
  29876. */
  29877. getFloatFrequencyData(): Float32Array;
  29878. /**
  29879. * Renders the debug canvas
  29880. */
  29881. drawDebugCanvas(): void;
  29882. /**
  29883. * Stops rendering the debug canvas and removes it
  29884. */
  29885. stopDebugCanvas(): void;
  29886. /**
  29887. * Connects two audio nodes
  29888. * @param inputAudioNode defines first node to connect
  29889. * @param outputAudioNode defines second node to connect
  29890. */
  29891. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29892. /**
  29893. * Releases all associated resources
  29894. */
  29895. dispose(): void;
  29896. }
  29897. }
  29898. declare module "babylonjs/Audio/audioEngine" {
  29899. import { IDisposable } from "babylonjs/scene";
  29900. import { Analyser } from "babylonjs/Audio/analyser";
  29901. import { Nullable } from "babylonjs/types";
  29902. import { Observable } from "babylonjs/Misc/observable";
  29903. /**
  29904. * This represents an audio engine and it is responsible
  29905. * to play, synchronize and analyse sounds throughout the application.
  29906. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29907. */
  29908. export interface IAudioEngine extends IDisposable {
  29909. /**
  29910. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29911. */
  29912. readonly canUseWebAudio: boolean;
  29913. /**
  29914. * Gets the current AudioContext if available.
  29915. */
  29916. readonly audioContext: Nullable<AudioContext>;
  29917. /**
  29918. * The master gain node defines the global audio volume of your audio engine.
  29919. */
  29920. readonly masterGain: GainNode;
  29921. /**
  29922. * Gets whether or not mp3 are supported by your browser.
  29923. */
  29924. readonly isMP3supported: boolean;
  29925. /**
  29926. * Gets whether or not ogg are supported by your browser.
  29927. */
  29928. readonly isOGGsupported: boolean;
  29929. /**
  29930. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29931. * @ignoreNaming
  29932. */
  29933. WarnedWebAudioUnsupported: boolean;
  29934. /**
  29935. * Defines if the audio engine relies on a custom unlocked button.
  29936. * In this case, the embedded button will not be displayed.
  29937. */
  29938. useCustomUnlockedButton: boolean;
  29939. /**
  29940. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29941. */
  29942. readonly unlocked: boolean;
  29943. /**
  29944. * Event raised when audio has been unlocked on the browser.
  29945. */
  29946. onAudioUnlockedObservable: Observable<AudioEngine>;
  29947. /**
  29948. * Event raised when audio has been locked on the browser.
  29949. */
  29950. onAudioLockedObservable: Observable<AudioEngine>;
  29951. /**
  29952. * Flags the audio engine in Locked state.
  29953. * This happens due to new browser policies preventing audio to autoplay.
  29954. */
  29955. lock(): void;
  29956. /**
  29957. * Unlocks the audio engine once a user action has been done on the dom.
  29958. * This is helpful to resume play once browser policies have been satisfied.
  29959. */
  29960. unlock(): void;
  29961. }
  29962. /**
  29963. * This represents the default audio engine used in babylon.
  29964. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29965. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29966. */
  29967. export class AudioEngine implements IAudioEngine {
  29968. private _audioContext;
  29969. private _audioContextInitialized;
  29970. private _muteButton;
  29971. private _hostElement;
  29972. /**
  29973. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29974. */
  29975. canUseWebAudio: boolean;
  29976. /**
  29977. * The master gain node defines the global audio volume of your audio engine.
  29978. */
  29979. masterGain: GainNode;
  29980. /**
  29981. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29982. * @ignoreNaming
  29983. */
  29984. WarnedWebAudioUnsupported: boolean;
  29985. /**
  29986. * Gets whether or not mp3 are supported by your browser.
  29987. */
  29988. isMP3supported: boolean;
  29989. /**
  29990. * Gets whether or not ogg are supported by your browser.
  29991. */
  29992. isOGGsupported: boolean;
  29993. /**
  29994. * Gets whether audio has been unlocked on the device.
  29995. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29996. * a user interaction has happened.
  29997. */
  29998. unlocked: boolean;
  29999. /**
  30000. * Defines if the audio engine relies on a custom unlocked button.
  30001. * In this case, the embedded button will not be displayed.
  30002. */
  30003. useCustomUnlockedButton: boolean;
  30004. /**
  30005. * Event raised when audio has been unlocked on the browser.
  30006. */
  30007. onAudioUnlockedObservable: Observable<AudioEngine>;
  30008. /**
  30009. * Event raised when audio has been locked on the browser.
  30010. */
  30011. onAudioLockedObservable: Observable<AudioEngine>;
  30012. /**
  30013. * Gets the current AudioContext if available.
  30014. */
  30015. readonly audioContext: Nullable<AudioContext>;
  30016. private _connectedAnalyser;
  30017. /**
  30018. * Instantiates a new audio engine.
  30019. *
  30020. * There should be only one per page as some browsers restrict the number
  30021. * of audio contexts you can create.
  30022. * @param hostElement defines the host element where to display the mute icon if necessary
  30023. */
  30024. constructor(hostElement?: Nullable<HTMLElement>);
  30025. /**
  30026. * Flags the audio engine in Locked state.
  30027. * This happens due to new browser policies preventing audio to autoplay.
  30028. */
  30029. lock(): void;
  30030. /**
  30031. * Unlocks the audio engine once a user action has been done on the dom.
  30032. * This is helpful to resume play once browser policies have been satisfied.
  30033. */
  30034. unlock(): void;
  30035. private _resumeAudioContext;
  30036. private _initializeAudioContext;
  30037. private _tryToRun;
  30038. private _triggerRunningState;
  30039. private _triggerSuspendedState;
  30040. private _displayMuteButton;
  30041. private _moveButtonToTopLeft;
  30042. private _onResize;
  30043. private _hideMuteButton;
  30044. /**
  30045. * Destroy and release the resources associated with the audio ccontext.
  30046. */
  30047. dispose(): void;
  30048. /**
  30049. * Gets the global volume sets on the master gain.
  30050. * @returns the global volume if set or -1 otherwise
  30051. */
  30052. getGlobalVolume(): number;
  30053. /**
  30054. * Sets the global volume of your experience (sets on the master gain).
  30055. * @param newVolume Defines the new global volume of the application
  30056. */
  30057. setGlobalVolume(newVolume: number): void;
  30058. /**
  30059. * Connect the audio engine to an audio analyser allowing some amazing
  30060. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  30061. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  30062. * @param analyser The analyser to connect to the engine
  30063. */
  30064. connectToAnalyser(analyser: Analyser): void;
  30065. }
  30066. }
  30067. declare module "babylonjs/Loading/loadingScreen" {
  30068. /**
  30069. * Interface used to present a loading screen while loading a scene
  30070. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30071. */
  30072. export interface ILoadingScreen {
  30073. /**
  30074. * Function called to display the loading screen
  30075. */
  30076. displayLoadingUI: () => void;
  30077. /**
  30078. * Function called to hide the loading screen
  30079. */
  30080. hideLoadingUI: () => void;
  30081. /**
  30082. * Gets or sets the color to use for the background
  30083. */
  30084. loadingUIBackgroundColor: string;
  30085. /**
  30086. * Gets or sets the text to display while loading
  30087. */
  30088. loadingUIText: string;
  30089. }
  30090. /**
  30091. * Class used for the default loading screen
  30092. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30093. */
  30094. export class DefaultLoadingScreen implements ILoadingScreen {
  30095. private _renderingCanvas;
  30096. private _loadingText;
  30097. private _loadingDivBackgroundColor;
  30098. private _loadingDiv;
  30099. private _loadingTextDiv;
  30100. /** Gets or sets the logo url to use for the default loading screen */
  30101. static DefaultLogoUrl: string;
  30102. /** Gets or sets the spinner url to use for the default loading screen */
  30103. static DefaultSpinnerUrl: string;
  30104. /**
  30105. * Creates a new default loading screen
  30106. * @param _renderingCanvas defines the canvas used to render the scene
  30107. * @param _loadingText defines the default text to display
  30108. * @param _loadingDivBackgroundColor defines the default background color
  30109. */
  30110. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30111. /**
  30112. * Function called to display the loading screen
  30113. */
  30114. displayLoadingUI(): void;
  30115. /**
  30116. * Function called to hide the loading screen
  30117. */
  30118. hideLoadingUI(): void;
  30119. /**
  30120. * Gets or sets the text to display while loading
  30121. */
  30122. loadingUIText: string;
  30123. /**
  30124. * Gets or sets the color to use for the background
  30125. */
  30126. loadingUIBackgroundColor: string;
  30127. private _resizeLoadingUI;
  30128. }
  30129. }
  30130. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30131. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30132. import { Engine } from "babylonjs/Engines/engine";
  30133. import { Nullable } from "babylonjs/types";
  30134. /** @hidden */
  30135. export class WebGLPipelineContext implements IPipelineContext {
  30136. engine: Engine;
  30137. program: Nullable<WebGLProgram>;
  30138. context?: WebGLRenderingContext;
  30139. vertexShader?: WebGLShader;
  30140. fragmentShader?: WebGLShader;
  30141. isParallelCompiled: boolean;
  30142. onCompiled?: () => void;
  30143. transformFeedback?: WebGLTransformFeedback | null;
  30144. readonly isAsync: boolean;
  30145. readonly isReady: boolean;
  30146. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30147. }
  30148. }
  30149. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30150. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30151. /** @hidden */
  30152. export class WebGLDataBuffer extends DataBuffer {
  30153. private _buffer;
  30154. constructor(resource: WebGLBuffer);
  30155. readonly underlyingResource: any;
  30156. }
  30157. }
  30158. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30159. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30160. /** @hidden */
  30161. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30162. attributeProcessor(attribute: string): string;
  30163. varyingProcessor(varying: string, isFragment: boolean): string;
  30164. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30165. }
  30166. }
  30167. declare module "babylonjs/Misc/perfCounter" {
  30168. /**
  30169. * This class is used to track a performance counter which is number based.
  30170. * The user has access to many properties which give statistics of different nature.
  30171. *
  30172. * The implementer can track two kinds of Performance Counter: time and count.
  30173. * 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.
  30174. * 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.
  30175. */
  30176. export class PerfCounter {
  30177. /**
  30178. * Gets or sets a global boolean to turn on and off all the counters
  30179. */
  30180. static Enabled: boolean;
  30181. /**
  30182. * Returns the smallest value ever
  30183. */
  30184. readonly min: number;
  30185. /**
  30186. * Returns the biggest value ever
  30187. */
  30188. readonly max: number;
  30189. /**
  30190. * Returns the average value since the performance counter is running
  30191. */
  30192. readonly average: number;
  30193. /**
  30194. * Returns the average value of the last second the counter was monitored
  30195. */
  30196. readonly lastSecAverage: number;
  30197. /**
  30198. * Returns the current value
  30199. */
  30200. readonly current: number;
  30201. /**
  30202. * Gets the accumulated total
  30203. */
  30204. readonly total: number;
  30205. /**
  30206. * Gets the total value count
  30207. */
  30208. readonly count: number;
  30209. /**
  30210. * Creates a new counter
  30211. */
  30212. constructor();
  30213. /**
  30214. * Call this method to start monitoring a new frame.
  30215. * 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.
  30216. */
  30217. fetchNewFrame(): void;
  30218. /**
  30219. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30220. * @param newCount the count value to add to the monitored count
  30221. * @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.
  30222. */
  30223. addCount(newCount: number, fetchResult: boolean): void;
  30224. /**
  30225. * Start monitoring this performance counter
  30226. */
  30227. beginMonitoring(): void;
  30228. /**
  30229. * Compute the time lapsed since the previous beginMonitoring() call.
  30230. * @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
  30231. */
  30232. endMonitoring(newFrame?: boolean): void;
  30233. private _fetchResult;
  30234. private _startMonitoringTime;
  30235. private _min;
  30236. private _max;
  30237. private _average;
  30238. private _current;
  30239. private _totalValueCount;
  30240. private _totalAccumulated;
  30241. private _lastSecAverage;
  30242. private _lastSecAccumulated;
  30243. private _lastSecTime;
  30244. private _lastSecValueCount;
  30245. }
  30246. }
  30247. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30248. /**
  30249. * Interface for any object that can request an animation frame
  30250. */
  30251. export interface ICustomAnimationFrameRequester {
  30252. /**
  30253. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30254. */
  30255. renderFunction?: Function;
  30256. /**
  30257. * Called to request the next frame to render to
  30258. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30259. */
  30260. requestAnimationFrame: Function;
  30261. /**
  30262. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30263. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30264. */
  30265. requestID?: number;
  30266. }
  30267. }
  30268. declare module "babylonjs/Materials/Textures/videoTexture" {
  30269. import { Observable } from "babylonjs/Misc/observable";
  30270. import { Nullable } from "babylonjs/types";
  30271. import { Scene } from "babylonjs/scene";
  30272. import { Texture } from "babylonjs/Materials/Textures/texture";
  30273. /**
  30274. * Settings for finer control over video usage
  30275. */
  30276. export interface VideoTextureSettings {
  30277. /**
  30278. * Applies `autoplay` to video, if specified
  30279. */
  30280. autoPlay?: boolean;
  30281. /**
  30282. * Applies `loop` to video, if specified
  30283. */
  30284. loop?: boolean;
  30285. /**
  30286. * Automatically updates internal texture from video at every frame in the render loop
  30287. */
  30288. autoUpdateTexture: boolean;
  30289. /**
  30290. * Image src displayed during the video loading or until the user interacts with the video.
  30291. */
  30292. poster?: string;
  30293. }
  30294. /**
  30295. * If you want to display a video in your scene, this is the special texture for that.
  30296. * This special texture works similar to other textures, with the exception of a few parameters.
  30297. * @see https://doc.babylonjs.com/how_to/video_texture
  30298. */
  30299. export class VideoTexture extends Texture {
  30300. /**
  30301. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30302. */
  30303. readonly autoUpdateTexture: boolean;
  30304. /**
  30305. * The video instance used by the texture internally
  30306. */
  30307. readonly video: HTMLVideoElement;
  30308. private _onUserActionRequestedObservable;
  30309. /**
  30310. * Event triggerd when a dom action is required by the user to play the video.
  30311. * This happens due to recent changes in browser policies preventing video to auto start.
  30312. */
  30313. readonly onUserActionRequestedObservable: Observable<Texture>;
  30314. private _generateMipMaps;
  30315. private _engine;
  30316. private _stillImageCaptured;
  30317. private _displayingPosterTexture;
  30318. private _settings;
  30319. private _createInternalTextureOnEvent;
  30320. /**
  30321. * Creates a video texture.
  30322. * If you want to display a video in your scene, this is the special texture for that.
  30323. * This special texture works similar to other textures, with the exception of a few parameters.
  30324. * @see https://doc.babylonjs.com/how_to/video_texture
  30325. * @param name optional name, will detect from video source, if not defined
  30326. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30327. * @param scene is obviously the current scene.
  30328. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30329. * @param invertY is false by default but can be used to invert video on Y axis
  30330. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30331. * @param settings allows finer control over video usage
  30332. */
  30333. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30334. private _getName;
  30335. private _getVideo;
  30336. private _createInternalTexture;
  30337. private reset;
  30338. /**
  30339. * @hidden Internal method to initiate `update`.
  30340. */
  30341. _rebuild(): void;
  30342. /**
  30343. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30344. */
  30345. update(): void;
  30346. /**
  30347. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30348. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30349. */
  30350. updateTexture(isVisible: boolean): void;
  30351. protected _updateInternalTexture: () => void;
  30352. /**
  30353. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30354. * @param url New url.
  30355. */
  30356. updateURL(url: string): void;
  30357. /**
  30358. * Dispose the texture and release its associated resources.
  30359. */
  30360. dispose(): void;
  30361. /**
  30362. * Creates a video texture straight from a stream.
  30363. * @param scene Define the scene the texture should be created in
  30364. * @param stream Define the stream the texture should be created from
  30365. * @returns The created video texture as a promise
  30366. */
  30367. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30368. /**
  30369. * Creates a video texture straight from your WebCam video feed.
  30370. * @param scene Define the scene the texture should be created in
  30371. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30372. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30373. * @returns The created video texture as a promise
  30374. */
  30375. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30376. minWidth: number;
  30377. maxWidth: number;
  30378. minHeight: number;
  30379. maxHeight: number;
  30380. deviceId: string;
  30381. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30382. /**
  30383. * Creates a video texture straight from your WebCam video feed.
  30384. * @param scene Define the scene the texture should be created in
  30385. * @param onReady Define a callback to triggered once the texture will be ready
  30386. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30387. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30388. */
  30389. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30390. minWidth: number;
  30391. maxWidth: number;
  30392. minHeight: number;
  30393. maxHeight: number;
  30394. deviceId: string;
  30395. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30396. }
  30397. }
  30398. declare module "babylonjs/Engines/engine" {
  30399. import { Observable } from "babylonjs/Misc/observable";
  30400. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30401. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30402. import { Scene } from "babylonjs/scene";
  30403. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30404. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30405. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30406. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30407. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30408. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30409. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30410. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30411. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30412. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30413. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30414. import { WebRequest } from "babylonjs/Misc/webRequest";
  30415. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30416. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30417. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30418. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30419. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30420. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30421. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30422. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30423. import { Material } from "babylonjs/Materials/material";
  30424. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30425. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30426. /**
  30427. * Defines the interface used by objects containing a viewport (like a camera)
  30428. */
  30429. interface IViewportOwnerLike {
  30430. /**
  30431. * Gets or sets the viewport
  30432. */
  30433. viewport: IViewportLike;
  30434. }
  30435. /**
  30436. * Interface for attribute information associated with buffer instanciation
  30437. */
  30438. export class InstancingAttributeInfo {
  30439. /**
  30440. * Index/offset of the attribute in the vertex shader
  30441. */
  30442. index: number;
  30443. /**
  30444. * size of the attribute, 1, 2, 3 or 4
  30445. */
  30446. attributeSize: number;
  30447. /**
  30448. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30449. * default is FLOAT
  30450. */
  30451. attribyteType: number;
  30452. /**
  30453. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30454. */
  30455. normalized: boolean;
  30456. /**
  30457. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30458. */
  30459. offset: number;
  30460. /**
  30461. * Name of the GLSL attribute, for debugging purpose only
  30462. */
  30463. attributeName: string;
  30464. }
  30465. /**
  30466. * Define options used to create a depth texture
  30467. */
  30468. export class DepthTextureCreationOptions {
  30469. /** Specifies whether or not a stencil should be allocated in the texture */
  30470. generateStencil?: boolean;
  30471. /** Specifies whether or not bilinear filtering is enable on the texture */
  30472. bilinearFiltering?: boolean;
  30473. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30474. comparisonFunction?: number;
  30475. /** Specifies if the created texture is a cube texture */
  30476. isCube?: boolean;
  30477. }
  30478. /**
  30479. * Class used to describe the capabilities of the engine relatively to the current browser
  30480. */
  30481. export class EngineCapabilities {
  30482. /** Maximum textures units per fragment shader */
  30483. maxTexturesImageUnits: number;
  30484. /** Maximum texture units per vertex shader */
  30485. maxVertexTextureImageUnits: number;
  30486. /** Maximum textures units in the entire pipeline */
  30487. maxCombinedTexturesImageUnits: number;
  30488. /** Maximum texture size */
  30489. maxTextureSize: number;
  30490. /** Maximum cube texture size */
  30491. maxCubemapTextureSize: number;
  30492. /** Maximum render texture size */
  30493. maxRenderTextureSize: number;
  30494. /** Maximum number of vertex attributes */
  30495. maxVertexAttribs: number;
  30496. /** Maximum number of varyings */
  30497. maxVaryingVectors: number;
  30498. /** Maximum number of uniforms per vertex shader */
  30499. maxVertexUniformVectors: number;
  30500. /** Maximum number of uniforms per fragment shader */
  30501. maxFragmentUniformVectors: number;
  30502. /** Defines if standard derivates (dx/dy) are supported */
  30503. standardDerivatives: boolean;
  30504. /** Defines if s3tc texture compression is supported */
  30505. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30506. /** Defines if pvrtc texture compression is supported */
  30507. pvrtc: any;
  30508. /** Defines if etc1 texture compression is supported */
  30509. etc1: any;
  30510. /** Defines if etc2 texture compression is supported */
  30511. etc2: any;
  30512. /** Defines if astc texture compression is supported */
  30513. astc: any;
  30514. /** Defines if float textures are supported */
  30515. textureFloat: boolean;
  30516. /** Defines if vertex array objects are supported */
  30517. vertexArrayObject: boolean;
  30518. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30519. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30520. /** Gets the maximum level of anisotropy supported */
  30521. maxAnisotropy: number;
  30522. /** Defines if instancing is supported */
  30523. instancedArrays: boolean;
  30524. /** Defines if 32 bits indices are supported */
  30525. uintIndices: boolean;
  30526. /** Defines if high precision shaders are supported */
  30527. highPrecisionShaderSupported: boolean;
  30528. /** Defines if depth reading in the fragment shader is supported */
  30529. fragmentDepthSupported: boolean;
  30530. /** Defines if float texture linear filtering is supported*/
  30531. textureFloatLinearFiltering: boolean;
  30532. /** Defines if rendering to float textures is supported */
  30533. textureFloatRender: boolean;
  30534. /** Defines if half float textures are supported*/
  30535. textureHalfFloat: boolean;
  30536. /** Defines if half float texture linear filtering is supported*/
  30537. textureHalfFloatLinearFiltering: boolean;
  30538. /** Defines if rendering to half float textures is supported */
  30539. textureHalfFloatRender: boolean;
  30540. /** Defines if textureLOD shader command is supported */
  30541. textureLOD: boolean;
  30542. /** Defines if draw buffers extension is supported */
  30543. drawBuffersExtension: boolean;
  30544. /** Defines if depth textures are supported */
  30545. depthTextureExtension: boolean;
  30546. /** Defines if float color buffer are supported */
  30547. colorBufferFloat: boolean;
  30548. /** Gets disjoint timer query extension (null if not supported) */
  30549. timerQuery: EXT_disjoint_timer_query;
  30550. /** Defines if timestamp can be used with timer query */
  30551. canUseTimestampForTimerQuery: boolean;
  30552. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30553. multiview: any;
  30554. /** Function used to let the system compiles shaders in background */
  30555. parallelShaderCompile: {
  30556. COMPLETION_STATUS_KHR: number;
  30557. };
  30558. /** Max number of texture samples for MSAA */
  30559. maxMSAASamples: number;
  30560. }
  30561. /** Interface defining initialization parameters for Engine class */
  30562. export interface EngineOptions extends WebGLContextAttributes {
  30563. /**
  30564. * Defines if the engine should no exceed a specified device ratio
  30565. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30566. */
  30567. limitDeviceRatio?: number;
  30568. /**
  30569. * Defines if webvr should be enabled automatically
  30570. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30571. */
  30572. autoEnableWebVR?: boolean;
  30573. /**
  30574. * Defines if webgl2 should be turned off even if supported
  30575. * @see http://doc.babylonjs.com/features/webgl2
  30576. */
  30577. disableWebGL2Support?: boolean;
  30578. /**
  30579. * Defines if webaudio should be initialized as well
  30580. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30581. */
  30582. audioEngine?: boolean;
  30583. /**
  30584. * Defines if animations should run using a deterministic lock step
  30585. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30586. */
  30587. deterministicLockstep?: boolean;
  30588. /** Defines the maximum steps to use with deterministic lock step mode */
  30589. lockstepMaxSteps?: number;
  30590. /**
  30591. * Defines that engine should ignore context lost events
  30592. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30593. */
  30594. doNotHandleContextLost?: boolean;
  30595. /**
  30596. * Defines that engine should ignore modifying touch action attribute and style
  30597. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30598. */
  30599. doNotHandleTouchAction?: boolean;
  30600. /**
  30601. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30602. */
  30603. useHighPrecisionFloats?: boolean;
  30604. }
  30605. /**
  30606. * Defines the interface used by display changed events
  30607. */
  30608. export interface IDisplayChangedEventArgs {
  30609. /** Gets the vrDisplay object (if any) */
  30610. vrDisplay: Nullable<any>;
  30611. /** Gets a boolean indicating if webVR is supported */
  30612. vrSupported: boolean;
  30613. }
  30614. /**
  30615. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30616. */
  30617. export class Engine {
  30618. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30619. static ExceptionList: ({
  30620. key: string;
  30621. capture: string;
  30622. captureConstraint: number;
  30623. targets: string[];
  30624. } | {
  30625. key: string;
  30626. capture: null;
  30627. captureConstraint: null;
  30628. targets: string[];
  30629. })[];
  30630. /** Gets the list of created engines */
  30631. static readonly Instances: Engine[];
  30632. /**
  30633. * Gets the latest created engine
  30634. */
  30635. static readonly LastCreatedEngine: Nullable<Engine>;
  30636. /**
  30637. * Gets the latest created scene
  30638. */
  30639. static readonly LastCreatedScene: Nullable<Scene>;
  30640. /**
  30641. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30642. * @param flag defines which part of the materials must be marked as dirty
  30643. * @param predicate defines a predicate used to filter which materials should be affected
  30644. */
  30645. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30646. /** @hidden */
  30647. static _TextureLoaders: IInternalTextureLoader[];
  30648. /** Defines that alpha blending is disabled */
  30649. static readonly ALPHA_DISABLE: number;
  30650. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30651. static readonly ALPHA_ADD: number;
  30652. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30653. static readonly ALPHA_COMBINE: number;
  30654. /** Defines that alpha blending to DEST - SRC * DEST */
  30655. static readonly ALPHA_SUBTRACT: number;
  30656. /** Defines that alpha blending to SRC * DEST */
  30657. static readonly ALPHA_MULTIPLY: number;
  30658. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30659. static readonly ALPHA_MAXIMIZED: number;
  30660. /** Defines that alpha blending to SRC + DEST */
  30661. static readonly ALPHA_ONEONE: number;
  30662. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30663. static readonly ALPHA_PREMULTIPLIED: number;
  30664. /**
  30665. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30666. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30667. */
  30668. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30669. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30670. static readonly ALPHA_INTERPOLATE: number;
  30671. /**
  30672. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30673. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30674. */
  30675. static readonly ALPHA_SCREENMODE: number;
  30676. /** Defines that the ressource is not delayed*/
  30677. static readonly DELAYLOADSTATE_NONE: number;
  30678. /** Defines that the ressource was successfully delay loaded */
  30679. static readonly DELAYLOADSTATE_LOADED: number;
  30680. /** Defines that the ressource is currently delay loading */
  30681. static readonly DELAYLOADSTATE_LOADING: number;
  30682. /** Defines that the ressource is delayed and has not started loading */
  30683. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30684. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30685. static readonly NEVER: number;
  30686. /** 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 */
  30687. static readonly ALWAYS: number;
  30688. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30689. static readonly LESS: number;
  30690. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30691. static readonly EQUAL: number;
  30692. /** 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 */
  30693. static readonly LEQUAL: number;
  30694. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30695. static readonly GREATER: number;
  30696. /** 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 */
  30697. static readonly GEQUAL: number;
  30698. /** 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 */
  30699. static readonly NOTEQUAL: number;
  30700. /** Passed to stencilOperation to specify that stencil value must be kept */
  30701. static readonly KEEP: number;
  30702. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30703. static readonly REPLACE: number;
  30704. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30705. static readonly INCR: number;
  30706. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30707. static readonly DECR: number;
  30708. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30709. static readonly INVERT: number;
  30710. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30711. static readonly INCR_WRAP: number;
  30712. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30713. static readonly DECR_WRAP: number;
  30714. /** Texture is not repeating outside of 0..1 UVs */
  30715. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30716. /** Texture is repeating outside of 0..1 UVs */
  30717. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30718. /** Texture is repeating and mirrored */
  30719. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30720. /** ALPHA */
  30721. static readonly TEXTUREFORMAT_ALPHA: number;
  30722. /** LUMINANCE */
  30723. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30724. /** LUMINANCE_ALPHA */
  30725. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30726. /** RGB */
  30727. static readonly TEXTUREFORMAT_RGB: number;
  30728. /** RGBA */
  30729. static readonly TEXTUREFORMAT_RGBA: number;
  30730. /** RED */
  30731. static readonly TEXTUREFORMAT_RED: number;
  30732. /** RED (2nd reference) */
  30733. static readonly TEXTUREFORMAT_R: number;
  30734. /** RG */
  30735. static readonly TEXTUREFORMAT_RG: number;
  30736. /** RED_INTEGER */
  30737. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30738. /** RED_INTEGER (2nd reference) */
  30739. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30740. /** RG_INTEGER */
  30741. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30742. /** RGB_INTEGER */
  30743. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30744. /** RGBA_INTEGER */
  30745. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30746. /** UNSIGNED_BYTE */
  30747. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30748. /** UNSIGNED_BYTE (2nd reference) */
  30749. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30750. /** FLOAT */
  30751. static readonly TEXTURETYPE_FLOAT: number;
  30752. /** HALF_FLOAT */
  30753. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30754. /** BYTE */
  30755. static readonly TEXTURETYPE_BYTE: number;
  30756. /** SHORT */
  30757. static readonly TEXTURETYPE_SHORT: number;
  30758. /** UNSIGNED_SHORT */
  30759. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30760. /** INT */
  30761. static readonly TEXTURETYPE_INT: number;
  30762. /** UNSIGNED_INT */
  30763. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30764. /** UNSIGNED_SHORT_4_4_4_4 */
  30765. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30766. /** UNSIGNED_SHORT_5_5_5_1 */
  30767. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30768. /** UNSIGNED_SHORT_5_6_5 */
  30769. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30770. /** UNSIGNED_INT_2_10_10_10_REV */
  30771. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30772. /** UNSIGNED_INT_24_8 */
  30773. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30774. /** UNSIGNED_INT_10F_11F_11F_REV */
  30775. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30776. /** UNSIGNED_INT_5_9_9_9_REV */
  30777. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30778. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30779. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30780. /** nearest is mag = nearest and min = nearest and mip = linear */
  30781. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30782. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30783. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30784. /** Trilinear is mag = linear and min = linear and mip = linear */
  30785. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30786. /** nearest is mag = nearest and min = nearest and mip = linear */
  30787. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30788. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30789. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30790. /** Trilinear is mag = linear and min = linear and mip = linear */
  30791. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30792. /** mag = nearest and min = nearest and mip = nearest */
  30793. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30794. /** mag = nearest and min = linear and mip = nearest */
  30795. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30796. /** mag = nearest and min = linear and mip = linear */
  30797. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30798. /** mag = nearest and min = linear and mip = none */
  30799. static readonly TEXTURE_NEAREST_LINEAR: number;
  30800. /** mag = nearest and min = nearest and mip = none */
  30801. static readonly TEXTURE_NEAREST_NEAREST: number;
  30802. /** mag = linear and min = nearest and mip = nearest */
  30803. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30804. /** mag = linear and min = nearest and mip = linear */
  30805. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30806. /** mag = linear and min = linear and mip = none */
  30807. static readonly TEXTURE_LINEAR_LINEAR: number;
  30808. /** mag = linear and min = nearest and mip = none */
  30809. static readonly TEXTURE_LINEAR_NEAREST: number;
  30810. /** Explicit coordinates mode */
  30811. static readonly TEXTURE_EXPLICIT_MODE: number;
  30812. /** Spherical coordinates mode */
  30813. static readonly TEXTURE_SPHERICAL_MODE: number;
  30814. /** Planar coordinates mode */
  30815. static readonly TEXTURE_PLANAR_MODE: number;
  30816. /** Cubic coordinates mode */
  30817. static readonly TEXTURE_CUBIC_MODE: number;
  30818. /** Projection coordinates mode */
  30819. static readonly TEXTURE_PROJECTION_MODE: number;
  30820. /** Skybox coordinates mode */
  30821. static readonly TEXTURE_SKYBOX_MODE: number;
  30822. /** Inverse Cubic coordinates mode */
  30823. static readonly TEXTURE_INVCUBIC_MODE: number;
  30824. /** Equirectangular coordinates mode */
  30825. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30826. /** Equirectangular Fixed coordinates mode */
  30827. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30828. /** Equirectangular Fixed Mirrored coordinates mode */
  30829. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30830. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30831. static readonly SCALEMODE_FLOOR: number;
  30832. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30833. static readonly SCALEMODE_NEAREST: number;
  30834. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30835. static readonly SCALEMODE_CEILING: number;
  30836. /**
  30837. * Returns the current npm package of the sdk
  30838. */
  30839. static readonly NpmPackage: string;
  30840. /**
  30841. * Returns the current version of the framework
  30842. */
  30843. static readonly Version: string;
  30844. /**
  30845. * Returns a string describing the current engine
  30846. */
  30847. readonly description: string;
  30848. /**
  30849. * Gets or sets the epsilon value used by collision engine
  30850. */
  30851. static CollisionsEpsilon: number;
  30852. /**
  30853. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30854. */
  30855. static ShadersRepository: string;
  30856. /**
  30857. * Method called to create the default loading screen.
  30858. * This can be overriden in your own app.
  30859. * @param canvas The rendering canvas element
  30860. * @returns The loading screen
  30861. */
  30862. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30863. /**
  30864. * Method called to create the default rescale post process on each engine.
  30865. */
  30866. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30867. /** @hidden */
  30868. _shaderProcessor: IShaderProcessor;
  30869. /**
  30870. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30871. */
  30872. forcePOTTextures: boolean;
  30873. /**
  30874. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30875. */
  30876. isFullscreen: boolean;
  30877. /**
  30878. * Gets a boolean indicating if the pointer is currently locked
  30879. */
  30880. isPointerLock: boolean;
  30881. /**
  30882. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30883. */
  30884. cullBackFaces: boolean;
  30885. /**
  30886. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30887. */
  30888. renderEvenInBackground: boolean;
  30889. /**
  30890. * Gets or sets a boolean indicating that cache can be kept between frames
  30891. */
  30892. preventCacheWipeBetweenFrames: boolean;
  30893. /**
  30894. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30895. **/
  30896. enableOfflineSupport: boolean;
  30897. /**
  30898. * 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)
  30899. **/
  30900. disableManifestCheck: boolean;
  30901. /**
  30902. * Gets the list of created scenes
  30903. */
  30904. scenes: Scene[];
  30905. /**
  30906. * Event raised when a new scene is created
  30907. */
  30908. onNewSceneAddedObservable: Observable<Scene>;
  30909. /**
  30910. * Gets the list of created postprocesses
  30911. */
  30912. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30913. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30914. validateShaderPrograms: boolean;
  30915. /**
  30916. * Observable event triggered each time the rendering canvas is resized
  30917. */
  30918. onResizeObservable: Observable<Engine>;
  30919. /**
  30920. * Observable event triggered each time the canvas loses focus
  30921. */
  30922. onCanvasBlurObservable: Observable<Engine>;
  30923. /**
  30924. * Observable event triggered each time the canvas gains focus
  30925. */
  30926. onCanvasFocusObservable: Observable<Engine>;
  30927. /**
  30928. * Observable event triggered each time the canvas receives pointerout event
  30929. */
  30930. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30931. /**
  30932. * Observable event triggered before each texture is initialized
  30933. */
  30934. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30935. /**
  30936. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30937. */
  30938. disableUniformBuffers: boolean;
  30939. /** @hidden */
  30940. _uniformBuffers: UniformBuffer[];
  30941. /**
  30942. * Gets a boolean indicating that the engine supports uniform buffers
  30943. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30944. */
  30945. readonly supportsUniformBuffers: boolean;
  30946. /**
  30947. * Observable raised when the engine begins a new frame
  30948. */
  30949. onBeginFrameObservable: Observable<Engine>;
  30950. /**
  30951. * If set, will be used to request the next animation frame for the render loop
  30952. */
  30953. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30954. /**
  30955. * Observable raised when the engine ends the current frame
  30956. */
  30957. onEndFrameObservable: Observable<Engine>;
  30958. /**
  30959. * Observable raised when the engine is about to compile a shader
  30960. */
  30961. onBeforeShaderCompilationObservable: Observable<Engine>;
  30962. /**
  30963. * Observable raised when the engine has jsut compiled a shader
  30964. */
  30965. onAfterShaderCompilationObservable: Observable<Engine>;
  30966. /** @hidden */
  30967. _gl: WebGLRenderingContext;
  30968. private _renderingCanvas;
  30969. private _windowIsBackground;
  30970. private _webGLVersion;
  30971. protected _highPrecisionShadersAllowed: boolean;
  30972. /** @hidden */
  30973. readonly _shouldUseHighPrecisionShader: boolean;
  30974. /**
  30975. * Gets a boolean indicating that only power of 2 textures are supported
  30976. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30977. */
  30978. readonly needPOTTextures: boolean;
  30979. /** @hidden */
  30980. _badOS: boolean;
  30981. /** @hidden */
  30982. _badDesktopOS: boolean;
  30983. /**
  30984. * Gets the audio engine
  30985. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30986. * @ignorenaming
  30987. */
  30988. static audioEngine: IAudioEngine;
  30989. /**
  30990. * Default AudioEngine factory responsible of creating the Audio Engine.
  30991. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30992. */
  30993. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30994. /**
  30995. * Default offline support factory responsible of creating a tool used to store data locally.
  30996. * By default, this will create a Database object if the workload has been embedded.
  30997. */
  30998. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30999. private _onFocus;
  31000. private _onBlur;
  31001. private _onCanvasPointerOut;
  31002. private _onCanvasBlur;
  31003. private _onCanvasFocus;
  31004. private _onFullscreenChange;
  31005. private _onPointerLockChange;
  31006. private _hardwareScalingLevel;
  31007. /** @hidden */
  31008. _caps: EngineCapabilities;
  31009. private _pointerLockRequested;
  31010. private _isStencilEnable;
  31011. private _colorWrite;
  31012. private _loadingScreen;
  31013. /** @hidden */
  31014. _drawCalls: PerfCounter;
  31015. private _glVersion;
  31016. private _glRenderer;
  31017. private _glVendor;
  31018. private _videoTextureSupported;
  31019. private _renderingQueueLaunched;
  31020. private _activeRenderLoops;
  31021. private _deterministicLockstep;
  31022. private _lockstepMaxSteps;
  31023. /**
  31024. * Observable signaled when a context lost event is raised
  31025. */
  31026. onContextLostObservable: Observable<Engine>;
  31027. /**
  31028. * Observable signaled when a context restored event is raised
  31029. */
  31030. onContextRestoredObservable: Observable<Engine>;
  31031. private _onContextLost;
  31032. private _onContextRestored;
  31033. private _contextWasLost;
  31034. /** @hidden */
  31035. _doNotHandleContextLost: boolean;
  31036. /**
  31037. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  31038. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  31039. */
  31040. doNotHandleContextLost: boolean;
  31041. private _performanceMonitor;
  31042. private _fps;
  31043. private _deltaTime;
  31044. /**
  31045. * Turn this value on if you want to pause FPS computation when in background
  31046. */
  31047. disablePerformanceMonitorInBackground: boolean;
  31048. /**
  31049. * Gets the performance monitor attached to this engine
  31050. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  31051. */
  31052. readonly performanceMonitor: PerformanceMonitor;
  31053. /**
  31054. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  31055. */
  31056. disableVertexArrayObjects: boolean;
  31057. /** @hidden */
  31058. protected _depthCullingState: _DepthCullingState;
  31059. /** @hidden */
  31060. protected _stencilState: _StencilState;
  31061. /** @hidden */
  31062. protected _alphaState: _AlphaState;
  31063. /** @hidden */
  31064. protected _alphaMode: number;
  31065. /** @hidden */
  31066. _internalTexturesCache: InternalTexture[];
  31067. /** @hidden */
  31068. protected _activeChannel: number;
  31069. private _currentTextureChannel;
  31070. /** @hidden */
  31071. protected _boundTexturesCache: {
  31072. [key: string]: Nullable<InternalTexture>;
  31073. };
  31074. /** @hidden */
  31075. protected _currentEffect: Nullable<Effect>;
  31076. /** @hidden */
  31077. protected _currentProgram: Nullable<WebGLProgram>;
  31078. private _compiledEffects;
  31079. private _vertexAttribArraysEnabled;
  31080. /** @hidden */
  31081. protected _cachedViewport: Nullable<IViewportLike>;
  31082. private _cachedVertexArrayObject;
  31083. /** @hidden */
  31084. protected _cachedVertexBuffers: any;
  31085. /** @hidden */
  31086. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31087. /** @hidden */
  31088. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31089. /** @hidden */
  31090. _currentRenderTarget: Nullable<InternalTexture>;
  31091. private _uintIndicesCurrentlySet;
  31092. private _currentBoundBuffer;
  31093. /** @hidden */
  31094. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31095. private _currentBufferPointers;
  31096. private _currentInstanceLocations;
  31097. private _currentInstanceBuffers;
  31098. private _textureUnits;
  31099. /** @hidden */
  31100. _workingCanvas: Nullable<HTMLCanvasElement>;
  31101. /** @hidden */
  31102. _workingContext: Nullable<CanvasRenderingContext2D>;
  31103. private _rescalePostProcess;
  31104. private _dummyFramebuffer;
  31105. private _externalData;
  31106. /** @hidden */
  31107. _bindedRenderFunction: any;
  31108. private _vaoRecordInProgress;
  31109. private _mustWipeVertexAttributes;
  31110. private _emptyTexture;
  31111. private _emptyCubeTexture;
  31112. private _emptyTexture3D;
  31113. /** @hidden */
  31114. _frameHandler: number;
  31115. private _nextFreeTextureSlots;
  31116. private _maxSimultaneousTextures;
  31117. private _activeRequests;
  31118. private _texturesSupported;
  31119. /** @hidden */
  31120. _textureFormatInUse: Nullable<string>;
  31121. /**
  31122. * Gets the list of texture formats supported
  31123. */
  31124. readonly texturesSupported: Array<string>;
  31125. /**
  31126. * Gets the list of texture formats in use
  31127. */
  31128. readonly textureFormatInUse: Nullable<string>;
  31129. /**
  31130. * Gets the current viewport
  31131. */
  31132. readonly currentViewport: Nullable<IViewportLike>;
  31133. /**
  31134. * Gets the default empty texture
  31135. */
  31136. readonly emptyTexture: InternalTexture;
  31137. /**
  31138. * Gets the default empty 3D texture
  31139. */
  31140. readonly emptyTexture3D: InternalTexture;
  31141. /**
  31142. * Gets the default empty cube texture
  31143. */
  31144. readonly emptyCubeTexture: InternalTexture;
  31145. /**
  31146. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31147. */
  31148. readonly premultipliedAlpha: boolean;
  31149. /**
  31150. * Creates a new engine
  31151. * @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
  31152. * @param antialias defines enable antialiasing (default: false)
  31153. * @param options defines further options to be sent to the getContext() function
  31154. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31155. */
  31156. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31157. /**
  31158. * Initializes a webVR display and starts listening to display change events
  31159. * The onVRDisplayChangedObservable will be notified upon these changes
  31160. * @returns The onVRDisplayChangedObservable
  31161. */
  31162. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31163. /** @hidden */
  31164. _prepareVRComponent(): void;
  31165. /** @hidden */
  31166. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31167. /** @hidden */
  31168. _submitVRFrame(): void;
  31169. /**
  31170. * Call this function to leave webVR mode
  31171. * Will do nothing if webVR is not supported or if there is no webVR device
  31172. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31173. */
  31174. disableVR(): void;
  31175. /**
  31176. * Gets a boolean indicating that the system is in VR mode and is presenting
  31177. * @returns true if VR mode is engaged
  31178. */
  31179. isVRPresenting(): boolean;
  31180. /** @hidden */
  31181. _requestVRFrame(): void;
  31182. private _disableTouchAction;
  31183. private _rebuildInternalTextures;
  31184. private _rebuildEffects;
  31185. /**
  31186. * Gets a boolean indicating if all created effects are ready
  31187. * @returns true if all effects are ready
  31188. */
  31189. areAllEffectsReady(): boolean;
  31190. private _rebuildBuffers;
  31191. private _initGLContext;
  31192. /**
  31193. * Gets version of the current webGL context
  31194. */
  31195. readonly webGLVersion: number;
  31196. /**
  31197. * Gets a string idenfifying the name of the class
  31198. * @returns "Engine" string
  31199. */
  31200. getClassName(): string;
  31201. /**
  31202. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31203. */
  31204. readonly isStencilEnable: boolean;
  31205. /** @hidden */
  31206. _prepareWorkingCanvas(): void;
  31207. /**
  31208. * Reset the texture cache to empty state
  31209. */
  31210. resetTextureCache(): void;
  31211. /**
  31212. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31213. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31214. * @returns true if engine is in deterministic lock step mode
  31215. */
  31216. isDeterministicLockStep(): boolean;
  31217. /**
  31218. * Gets the max steps when engine is running in deterministic lock step
  31219. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31220. * @returns the max steps
  31221. */
  31222. getLockstepMaxSteps(): number;
  31223. /**
  31224. * Gets an object containing information about the current webGL context
  31225. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31226. */
  31227. getGlInfo(): {
  31228. vendor: string;
  31229. renderer: string;
  31230. version: string;
  31231. };
  31232. /**
  31233. * Gets current aspect ratio
  31234. * @param viewportOwner defines the camera to use to get the aspect ratio
  31235. * @param useScreen defines if screen size must be used (or the current render target if any)
  31236. * @returns a number defining the aspect ratio
  31237. */
  31238. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31239. /**
  31240. * Gets current screen aspect ratio
  31241. * @returns a number defining the aspect ratio
  31242. */
  31243. getScreenAspectRatio(): number;
  31244. /**
  31245. * Gets the current render width
  31246. * @param useScreen defines if screen size must be used (or the current render target if any)
  31247. * @returns a number defining the current render width
  31248. */
  31249. getRenderWidth(useScreen?: boolean): number;
  31250. /**
  31251. * Gets the current render height
  31252. * @param useScreen defines if screen size must be used (or the current render target if any)
  31253. * @returns a number defining the current render height
  31254. */
  31255. getRenderHeight(useScreen?: boolean): number;
  31256. /**
  31257. * Gets the HTML canvas attached with the current webGL context
  31258. * @returns a HTML canvas
  31259. */
  31260. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31261. /**
  31262. * Gets host window
  31263. * @returns the host window object
  31264. */
  31265. getHostWindow(): Window;
  31266. /**
  31267. * Gets host document
  31268. * @returns the host document object
  31269. */
  31270. getHostDocument(): Document;
  31271. /**
  31272. * Gets the client rect of the HTML canvas attached with the current webGL context
  31273. * @returns a client rectanglee
  31274. */
  31275. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31276. /**
  31277. * Defines the hardware scaling level.
  31278. * By default the hardware scaling level is computed from the window device ratio.
  31279. * 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.
  31280. * @param level defines the level to use
  31281. */
  31282. setHardwareScalingLevel(level: number): void;
  31283. /**
  31284. * Gets the current hardware scaling level.
  31285. * By default the hardware scaling level is computed from the window device ratio.
  31286. * 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.
  31287. * @returns a number indicating the current hardware scaling level
  31288. */
  31289. getHardwareScalingLevel(): number;
  31290. /**
  31291. * Gets the list of loaded textures
  31292. * @returns an array containing all loaded textures
  31293. */
  31294. getLoadedTexturesCache(): InternalTexture[];
  31295. /**
  31296. * Gets the object containing all engine capabilities
  31297. * @returns the EngineCapabilities object
  31298. */
  31299. getCaps(): EngineCapabilities;
  31300. /**
  31301. * Gets the current depth function
  31302. * @returns a number defining the depth function
  31303. */
  31304. getDepthFunction(): Nullable<number>;
  31305. /**
  31306. * Sets the current depth function
  31307. * @param depthFunc defines the function to use
  31308. */
  31309. setDepthFunction(depthFunc: number): void;
  31310. /**
  31311. * Sets the current depth function to GREATER
  31312. */
  31313. setDepthFunctionToGreater(): void;
  31314. /**
  31315. * Sets the current depth function to GEQUAL
  31316. */
  31317. setDepthFunctionToGreaterOrEqual(): void;
  31318. /**
  31319. * Sets the current depth function to LESS
  31320. */
  31321. setDepthFunctionToLess(): void;
  31322. private _cachedStencilBuffer;
  31323. private _cachedStencilFunction;
  31324. private _cachedStencilMask;
  31325. private _cachedStencilOperationPass;
  31326. private _cachedStencilOperationFail;
  31327. private _cachedStencilOperationDepthFail;
  31328. private _cachedStencilReference;
  31329. /**
  31330. * Caches the the state of the stencil buffer
  31331. */
  31332. cacheStencilState(): void;
  31333. /**
  31334. * Restores the state of the stencil buffer
  31335. */
  31336. restoreStencilState(): void;
  31337. /**
  31338. * Sets the current depth function to LEQUAL
  31339. */
  31340. setDepthFunctionToLessOrEqual(): void;
  31341. /**
  31342. * Gets a boolean indicating if stencil buffer is enabled
  31343. * @returns the current stencil buffer state
  31344. */
  31345. getStencilBuffer(): boolean;
  31346. /**
  31347. * Enable or disable the stencil buffer
  31348. * @param enable defines if the stencil buffer must be enabled or disabled
  31349. */
  31350. setStencilBuffer(enable: boolean): void;
  31351. /**
  31352. * Gets the current stencil mask
  31353. * @returns a number defining the new stencil mask to use
  31354. */
  31355. getStencilMask(): number;
  31356. /**
  31357. * Sets the current stencil mask
  31358. * @param mask defines the new stencil mask to use
  31359. */
  31360. setStencilMask(mask: number): void;
  31361. /**
  31362. * Gets the current stencil function
  31363. * @returns a number defining the stencil function to use
  31364. */
  31365. getStencilFunction(): number;
  31366. /**
  31367. * Gets the current stencil reference value
  31368. * @returns a number defining the stencil reference value to use
  31369. */
  31370. getStencilFunctionReference(): number;
  31371. /**
  31372. * Gets the current stencil mask
  31373. * @returns a number defining the stencil mask to use
  31374. */
  31375. getStencilFunctionMask(): number;
  31376. /**
  31377. * Sets the current stencil function
  31378. * @param stencilFunc defines the new stencil function to use
  31379. */
  31380. setStencilFunction(stencilFunc: number): void;
  31381. /**
  31382. * Sets the current stencil reference
  31383. * @param reference defines the new stencil reference to use
  31384. */
  31385. setStencilFunctionReference(reference: number): void;
  31386. /**
  31387. * Sets the current stencil mask
  31388. * @param mask defines the new stencil mask to use
  31389. */
  31390. setStencilFunctionMask(mask: number): void;
  31391. /**
  31392. * Gets the current stencil operation when stencil fails
  31393. * @returns a number defining stencil operation to use when stencil fails
  31394. */
  31395. getStencilOperationFail(): number;
  31396. /**
  31397. * Gets the current stencil operation when depth fails
  31398. * @returns a number defining stencil operation to use when depth fails
  31399. */
  31400. getStencilOperationDepthFail(): number;
  31401. /**
  31402. * Gets the current stencil operation when stencil passes
  31403. * @returns a number defining stencil operation to use when stencil passes
  31404. */
  31405. getStencilOperationPass(): number;
  31406. /**
  31407. * Sets the stencil operation to use when stencil fails
  31408. * @param operation defines the stencil operation to use when stencil fails
  31409. */
  31410. setStencilOperationFail(operation: number): void;
  31411. /**
  31412. * Sets the stencil operation to use when depth fails
  31413. * @param operation defines the stencil operation to use when depth fails
  31414. */
  31415. setStencilOperationDepthFail(operation: number): void;
  31416. /**
  31417. * Sets the stencil operation to use when stencil passes
  31418. * @param operation defines the stencil operation to use when stencil passes
  31419. */
  31420. setStencilOperationPass(operation: number): void;
  31421. /**
  31422. * Sets a boolean indicating if the dithering state is enabled or disabled
  31423. * @param value defines the dithering state
  31424. */
  31425. setDitheringState(value: boolean): void;
  31426. /**
  31427. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31428. * @param value defines the rasterizer state
  31429. */
  31430. setRasterizerState(value: boolean): void;
  31431. /**
  31432. * stop executing a render loop function and remove it from the execution array
  31433. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31434. */
  31435. stopRenderLoop(renderFunction?: () => void): void;
  31436. /** @hidden */
  31437. _renderLoop(): void;
  31438. /**
  31439. * Register and execute a render loop. The engine can have more than one render function
  31440. * @param renderFunction defines the function to continuously execute
  31441. */
  31442. runRenderLoop(renderFunction: () => void): void;
  31443. /**
  31444. * Toggle full screen mode
  31445. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31446. */
  31447. switchFullscreen(requestPointerLock: boolean): void;
  31448. /**
  31449. * Enters full screen mode
  31450. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31451. */
  31452. enterFullscreen(requestPointerLock: boolean): void;
  31453. /**
  31454. * Exits full screen mode
  31455. */
  31456. exitFullscreen(): void;
  31457. /**
  31458. * Enters Pointerlock mode
  31459. */
  31460. enterPointerlock(): void;
  31461. /**
  31462. * Exits Pointerlock mode
  31463. */
  31464. exitPointerlock(): void;
  31465. /**
  31466. * Clear the current render buffer or the current render target (if any is set up)
  31467. * @param color defines the color to use
  31468. * @param backBuffer defines if the back buffer must be cleared
  31469. * @param depth defines if the depth buffer must be cleared
  31470. * @param stencil defines if the stencil buffer must be cleared
  31471. */
  31472. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31473. /**
  31474. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31475. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31476. * @param y defines the y-coordinate of the corner of the clear rectangle
  31477. * @param width defines the width of the clear rectangle
  31478. * @param height defines the height of the clear rectangle
  31479. * @param clearColor defines the clear color
  31480. */
  31481. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31482. /**
  31483. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31484. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31485. * @param y defines the y-coordinate of the corner of the clear rectangle
  31486. * @param width defines the width of the clear rectangle
  31487. * @param height defines the height of the clear rectangle
  31488. */
  31489. enableScissor(x: number, y: number, width: number, height: number): void;
  31490. /**
  31491. * Disable previously set scissor test rectangle
  31492. */
  31493. disableScissor(): void;
  31494. private _viewportCached;
  31495. /** @hidden */
  31496. _viewport(x: number, y: number, width: number, height: number): void;
  31497. /**
  31498. * Set the WebGL's viewport
  31499. * @param viewport defines the viewport element to be used
  31500. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31501. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31502. */
  31503. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31504. /**
  31505. * Directly set the WebGL Viewport
  31506. * @param x defines the x coordinate of the viewport (in screen space)
  31507. * @param y defines the y coordinate of the viewport (in screen space)
  31508. * @param width defines the width of the viewport (in screen space)
  31509. * @param height defines the height of the viewport (in screen space)
  31510. * @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
  31511. */
  31512. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31513. /**
  31514. * Begin a new frame
  31515. */
  31516. beginFrame(): void;
  31517. /**
  31518. * Enf the current frame
  31519. */
  31520. endFrame(): void;
  31521. /**
  31522. * Resize the view according to the canvas' size
  31523. */
  31524. resize(): void;
  31525. /**
  31526. * Force a specific size of the canvas
  31527. * @param width defines the new canvas' width
  31528. * @param height defines the new canvas' height
  31529. */
  31530. setSize(width: number, height: number): void;
  31531. /**
  31532. * Binds the frame buffer to the specified texture.
  31533. * @param texture The texture to render to or null for the default canvas
  31534. * @param faceIndex The face of the texture to render to in case of cube texture
  31535. * @param requiredWidth The width of the target to render to
  31536. * @param requiredHeight The height of the target to render to
  31537. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31538. * @param depthStencilTexture The depth stencil texture to use to render
  31539. * @param lodLevel defines le lod level to bind to the frame buffer
  31540. */
  31541. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31542. /** @hidden */
  31543. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31544. /**
  31545. * Unbind the current render target texture from the webGL context
  31546. * @param texture defines the render target texture to unbind
  31547. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31548. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31549. */
  31550. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31551. /**
  31552. * Force the mipmap generation for the given render target texture
  31553. * @param texture defines the render target texture to use
  31554. */
  31555. generateMipMapsForCubemap(texture: InternalTexture): void;
  31556. /**
  31557. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31558. */
  31559. flushFramebuffer(): void;
  31560. /**
  31561. * Unbind the current render target and bind the default framebuffer
  31562. */
  31563. restoreDefaultFramebuffer(): void;
  31564. /**
  31565. * Create an uniform buffer
  31566. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31567. * @param elements defines the content of the uniform buffer
  31568. * @returns the webGL uniform buffer
  31569. */
  31570. createUniformBuffer(elements: FloatArray): DataBuffer;
  31571. /**
  31572. * Create a dynamic uniform buffer
  31573. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31574. * @param elements defines the content of the uniform buffer
  31575. * @returns the webGL uniform buffer
  31576. */
  31577. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31578. /**
  31579. * Update an existing uniform buffer
  31580. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31581. * @param uniformBuffer defines the target uniform buffer
  31582. * @param elements defines the content to update
  31583. * @param offset defines the offset in the uniform buffer where update should start
  31584. * @param count defines the size of the data to update
  31585. */
  31586. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31587. private _resetVertexBufferBinding;
  31588. /**
  31589. * Creates a vertex buffer
  31590. * @param data the data for the vertex buffer
  31591. * @returns the new WebGL static buffer
  31592. */
  31593. createVertexBuffer(data: DataArray): DataBuffer;
  31594. /**
  31595. * Creates a dynamic vertex buffer
  31596. * @param data the data for the dynamic vertex buffer
  31597. * @returns the new WebGL dynamic buffer
  31598. */
  31599. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31600. /**
  31601. * Update a dynamic index buffer
  31602. * @param indexBuffer defines the target index buffer
  31603. * @param indices defines the data to update
  31604. * @param offset defines the offset in the target index buffer where update should start
  31605. */
  31606. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31607. /**
  31608. * Updates a dynamic vertex buffer.
  31609. * @param vertexBuffer the vertex buffer to update
  31610. * @param data the data used to update the vertex buffer
  31611. * @param byteOffset the byte offset of the data
  31612. * @param byteLength the byte length of the data
  31613. */
  31614. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31615. private _resetIndexBufferBinding;
  31616. /**
  31617. * Creates a new index buffer
  31618. * @param indices defines the content of the index buffer
  31619. * @param updatable defines if the index buffer must be updatable
  31620. * @returns a new webGL buffer
  31621. */
  31622. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31623. /**
  31624. * Bind a webGL buffer to the webGL context
  31625. * @param buffer defines the buffer to bind
  31626. */
  31627. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31628. /**
  31629. * Bind an uniform buffer to the current webGL context
  31630. * @param buffer defines the buffer to bind
  31631. */
  31632. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31633. /**
  31634. * Bind a buffer to the current webGL context at a given location
  31635. * @param buffer defines the buffer to bind
  31636. * @param location defines the index where to bind the buffer
  31637. */
  31638. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31639. /**
  31640. * Bind a specific block at a given index in a specific shader program
  31641. * @param pipelineContext defines the pipeline context to use
  31642. * @param blockName defines the block name
  31643. * @param index defines the index where to bind the block
  31644. */
  31645. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31646. private bindIndexBuffer;
  31647. private bindBuffer;
  31648. /**
  31649. * update the bound buffer with the given data
  31650. * @param data defines the data to update
  31651. */
  31652. updateArrayBuffer(data: Float32Array): void;
  31653. private _vertexAttribPointer;
  31654. private _bindIndexBufferWithCache;
  31655. private _bindVertexBuffersAttributes;
  31656. /**
  31657. * Records a vertex array object
  31658. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31659. * @param vertexBuffers defines the list of vertex buffers to store
  31660. * @param indexBuffer defines the index buffer to store
  31661. * @param effect defines the effect to store
  31662. * @returns the new vertex array object
  31663. */
  31664. recordVertexArrayObject(vertexBuffers: {
  31665. [key: string]: VertexBuffer;
  31666. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31667. /**
  31668. * Bind a specific vertex array object
  31669. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31670. * @param vertexArrayObject defines the vertex array object to bind
  31671. * @param indexBuffer defines the index buffer to bind
  31672. */
  31673. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31674. /**
  31675. * Bind webGl buffers directly to the webGL context
  31676. * @param vertexBuffer defines the vertex buffer to bind
  31677. * @param indexBuffer defines the index buffer to bind
  31678. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31679. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31680. * @param effect defines the effect associated with the vertex buffer
  31681. */
  31682. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31683. private _unbindVertexArrayObject;
  31684. /**
  31685. * Bind a list of vertex buffers to the webGL context
  31686. * @param vertexBuffers defines the list of vertex buffers to bind
  31687. * @param indexBuffer defines the index buffer to bind
  31688. * @param effect defines the effect associated with the vertex buffers
  31689. */
  31690. bindBuffers(vertexBuffers: {
  31691. [key: string]: Nullable<VertexBuffer>;
  31692. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31693. /**
  31694. * Unbind all instance attributes
  31695. */
  31696. unbindInstanceAttributes(): void;
  31697. /**
  31698. * Release and free the memory of a vertex array object
  31699. * @param vao defines the vertex array object to delete
  31700. */
  31701. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31702. /** @hidden */
  31703. _releaseBuffer(buffer: DataBuffer): boolean;
  31704. /**
  31705. * Creates a webGL buffer to use with instanciation
  31706. * @param capacity defines the size of the buffer
  31707. * @returns the webGL buffer
  31708. */
  31709. createInstancesBuffer(capacity: number): DataBuffer;
  31710. /**
  31711. * Delete a webGL buffer used with instanciation
  31712. * @param buffer defines the webGL buffer to delete
  31713. */
  31714. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31715. /**
  31716. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31717. * @param instancesBuffer defines the webGL buffer to update and bind
  31718. * @param data defines the data to store in the buffer
  31719. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31720. */
  31721. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31722. /**
  31723. * Apply all cached states (depth, culling, stencil and alpha)
  31724. */
  31725. applyStates(): void;
  31726. /**
  31727. * Send a draw order
  31728. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31729. * @param indexStart defines the starting index
  31730. * @param indexCount defines the number of index to draw
  31731. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31732. */
  31733. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31734. /**
  31735. * Draw a list of points
  31736. * @param verticesStart defines the index of first vertex to draw
  31737. * @param verticesCount defines the count of vertices to draw
  31738. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31739. */
  31740. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31741. /**
  31742. * Draw a list of unindexed primitives
  31743. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31744. * @param verticesStart defines the index of first vertex to draw
  31745. * @param verticesCount defines the count of vertices to draw
  31746. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31747. */
  31748. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31749. /**
  31750. * Draw a list of indexed primitives
  31751. * @param fillMode defines the primitive to use
  31752. * @param indexStart defines the starting index
  31753. * @param indexCount defines the number of index to draw
  31754. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31755. */
  31756. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31757. /**
  31758. * Draw a list of unindexed primitives
  31759. * @param fillMode defines the primitive to use
  31760. * @param verticesStart defines the index of first vertex to draw
  31761. * @param verticesCount defines the count of vertices to draw
  31762. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31763. */
  31764. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31765. private _drawMode;
  31766. /** @hidden */
  31767. _releaseEffect(effect: Effect): void;
  31768. /** @hidden */
  31769. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31770. /**
  31771. * Create a new effect (used to store vertex/fragment shaders)
  31772. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31773. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31774. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31775. * @param samplers defines an array of string used to represent textures
  31776. * @param defines defines the string containing the defines to use to compile the shaders
  31777. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31778. * @param onCompiled defines a function to call when the effect creation is successful
  31779. * @param onError defines a function to call when the effect creation has failed
  31780. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31781. * @returns the new Effect
  31782. */
  31783. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  31784. private _compileShader;
  31785. private _compileRawShader;
  31786. /**
  31787. * Directly creates a webGL program
  31788. * @param pipelineContext defines the pipeline context to attach to
  31789. * @param vertexCode defines the vertex shader code to use
  31790. * @param fragmentCode defines the fragment shader code to use
  31791. * @param context defines the webGL context to use (if not set, the current one will be used)
  31792. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31793. * @returns the new webGL program
  31794. */
  31795. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31796. /**
  31797. * Creates a webGL program
  31798. * @param pipelineContext defines the pipeline context to attach to
  31799. * @param vertexCode defines the vertex shader code to use
  31800. * @param fragmentCode defines the fragment shader code to use
  31801. * @param defines defines the string containing the defines to use to compile the shaders
  31802. * @param context defines the webGL context to use (if not set, the current one will be used)
  31803. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31804. * @returns the new webGL program
  31805. */
  31806. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31807. /**
  31808. * Creates a new pipeline context
  31809. * @returns the new pipeline
  31810. */
  31811. createPipelineContext(): WebGLPipelineContext;
  31812. private _createShaderProgram;
  31813. private _finalizePipelineContext;
  31814. /** @hidden */
  31815. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31816. /** @hidden */
  31817. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31818. /** @hidden */
  31819. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31820. /**
  31821. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31822. * @param pipelineContext defines the pipeline context to use
  31823. * @param uniformsNames defines the list of uniform names
  31824. * @returns an array of webGL uniform locations
  31825. */
  31826. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31827. /**
  31828. * Gets the lsit of active attributes for a given webGL program
  31829. * @param pipelineContext defines the pipeline context to use
  31830. * @param attributesNames defines the list of attribute names to get
  31831. * @returns an array of indices indicating the offset of each attribute
  31832. */
  31833. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31834. /**
  31835. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31836. * @param effect defines the effect to activate
  31837. */
  31838. enableEffect(effect: Nullable<Effect>): void;
  31839. /**
  31840. * Set the value of an uniform to an array of int32
  31841. * @param uniform defines the webGL uniform location where to store the value
  31842. * @param array defines the array of int32 to store
  31843. */
  31844. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31845. /**
  31846. * Set the value of an uniform to an array of int32 (stored as vec2)
  31847. * @param uniform defines the webGL uniform location where to store the value
  31848. * @param array defines the array of int32 to store
  31849. */
  31850. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31851. /**
  31852. * Set the value of an uniform to an array of int32 (stored as vec3)
  31853. * @param uniform defines the webGL uniform location where to store the value
  31854. * @param array defines the array of int32 to store
  31855. */
  31856. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31857. /**
  31858. * Set the value of an uniform to an array of int32 (stored as vec4)
  31859. * @param uniform defines the webGL uniform location where to store the value
  31860. * @param array defines the array of int32 to store
  31861. */
  31862. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31863. /**
  31864. * Set the value of an uniform to an array of float32
  31865. * @param uniform defines the webGL uniform location where to store the value
  31866. * @param array defines the array of float32 to store
  31867. */
  31868. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31869. /**
  31870. * Set the value of an uniform to an array of float32 (stored as vec2)
  31871. * @param uniform defines the webGL uniform location where to store the value
  31872. * @param array defines the array of float32 to store
  31873. */
  31874. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31875. /**
  31876. * Set the value of an uniform to an array of float32 (stored as vec3)
  31877. * @param uniform defines the webGL uniform location where to store the value
  31878. * @param array defines the array of float32 to store
  31879. */
  31880. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31881. /**
  31882. * Set the value of an uniform to an array of float32 (stored as vec4)
  31883. * @param uniform defines the webGL uniform location where to store the value
  31884. * @param array defines the array of float32 to store
  31885. */
  31886. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31887. /**
  31888. * Set the value of an uniform to an array of number
  31889. * @param uniform defines the webGL uniform location where to store the value
  31890. * @param array defines the array of number to store
  31891. */
  31892. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31893. /**
  31894. * Set the value of an uniform to an array of number (stored as vec2)
  31895. * @param uniform defines the webGL uniform location where to store the value
  31896. * @param array defines the array of number to store
  31897. */
  31898. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31899. /**
  31900. * Set the value of an uniform to an array of number (stored as vec3)
  31901. * @param uniform defines the webGL uniform location where to store the value
  31902. * @param array defines the array of number to store
  31903. */
  31904. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31905. /**
  31906. * Set the value of an uniform to an array of number (stored as vec4)
  31907. * @param uniform defines the webGL uniform location where to store the value
  31908. * @param array defines the array of number to store
  31909. */
  31910. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31911. /**
  31912. * Set the value of an uniform to an array of float32 (stored as matrices)
  31913. * @param uniform defines the webGL uniform location where to store the value
  31914. * @param matrices defines the array of float32 to store
  31915. */
  31916. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31917. /**
  31918. * Set the value of an uniform to a matrix (3x3)
  31919. * @param uniform defines the webGL uniform location where to store the value
  31920. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31921. */
  31922. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31923. /**
  31924. * Set the value of an uniform to a matrix (2x2)
  31925. * @param uniform defines the webGL uniform location where to store the value
  31926. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31927. */
  31928. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31929. /**
  31930. * Set the value of an uniform to a number (int)
  31931. * @param uniform defines the webGL uniform location where to store the value
  31932. * @param value defines the int number to store
  31933. */
  31934. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31935. /**
  31936. * Set the value of an uniform to a number (float)
  31937. * @param uniform defines the webGL uniform location where to store the value
  31938. * @param value defines the float number to store
  31939. */
  31940. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31941. /**
  31942. * Set the value of an uniform to a vec2
  31943. * @param uniform defines the webGL uniform location where to store the value
  31944. * @param x defines the 1st component of the value
  31945. * @param y defines the 2nd component of the value
  31946. */
  31947. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31948. /**
  31949. * Set the value of an uniform to a vec3
  31950. * @param uniform defines the webGL uniform location where to store the value
  31951. * @param x defines the 1st component of the value
  31952. * @param y defines the 2nd component of the value
  31953. * @param z defines the 3rd component of the value
  31954. */
  31955. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31956. /**
  31957. * Set the value of an uniform to a boolean
  31958. * @param uniform defines the webGL uniform location where to store the value
  31959. * @param bool defines the boolean to store
  31960. */
  31961. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31962. /**
  31963. * Set the value of an uniform to a vec4
  31964. * @param uniform defines the webGL uniform location where to store the value
  31965. * @param x defines the 1st component of the value
  31966. * @param y defines the 2nd component of the value
  31967. * @param z defines the 3rd component of the value
  31968. * @param w defines the 4th component of the value
  31969. */
  31970. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31971. /**
  31972. * Sets a Color4 on a uniform variable
  31973. * @param uniform defines the uniform location
  31974. * @param color4 defines the value to be set
  31975. */
  31976. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31977. /**
  31978. * Set various states to the webGL context
  31979. * @param culling defines backface culling state
  31980. * @param zOffset defines the value to apply to zOffset (0 by default)
  31981. * @param force defines if states must be applied even if cache is up to date
  31982. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31983. */
  31984. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31985. /**
  31986. * Set the z offset to apply to current rendering
  31987. * @param value defines the offset to apply
  31988. */
  31989. setZOffset(value: number): void;
  31990. /**
  31991. * Gets the current value of the zOffset
  31992. * @returns the current zOffset state
  31993. */
  31994. getZOffset(): number;
  31995. /**
  31996. * Enable or disable depth buffering
  31997. * @param enable defines the state to set
  31998. */
  31999. setDepthBuffer(enable: boolean): void;
  32000. /**
  32001. * Gets a boolean indicating if depth writing is enabled
  32002. * @returns the current depth writing state
  32003. */
  32004. getDepthWrite(): boolean;
  32005. /**
  32006. * Enable or disable depth writing
  32007. * @param enable defines the state to set
  32008. */
  32009. setDepthWrite(enable: boolean): void;
  32010. /**
  32011. * Enable or disable color writing
  32012. * @param enable defines the state to set
  32013. */
  32014. setColorWrite(enable: boolean): void;
  32015. /**
  32016. * Gets a boolean indicating if color writing is enabled
  32017. * @returns the current color writing state
  32018. */
  32019. getColorWrite(): boolean;
  32020. /**
  32021. * Sets alpha constants used by some alpha blending modes
  32022. * @param r defines the red component
  32023. * @param g defines the green component
  32024. * @param b defines the blue component
  32025. * @param a defines the alpha component
  32026. */
  32027. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32028. /**
  32029. * Sets the current alpha mode
  32030. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32031. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32032. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32033. */
  32034. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32035. /**
  32036. * Gets the current alpha mode
  32037. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32038. * @returns the current alpha mode
  32039. */
  32040. getAlphaMode(): number;
  32041. /**
  32042. * Clears the list of texture accessible through engine.
  32043. * This can help preventing texture load conflict due to name collision.
  32044. */
  32045. clearInternalTexturesCache(): void;
  32046. /**
  32047. * Force the entire cache to be cleared
  32048. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  32049. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  32050. */
  32051. wipeCaches(bruteForce?: boolean): void;
  32052. /**
  32053. * Set the compressed texture format to use, based on the formats you have, and the formats
  32054. * supported by the hardware / browser.
  32055. *
  32056. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32057. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32058. * to API arguments needed to compressed textures. This puts the burden on the container
  32059. * generator to house the arcane code for determining these for current & future formats.
  32060. *
  32061. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32062. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32063. *
  32064. * Note: The result of this call is not taken into account when a texture is base64.
  32065. *
  32066. * @param formatsAvailable defines the list of those format families you have created
  32067. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32068. *
  32069. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32070. * @returns The extension selected.
  32071. */
  32072. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32073. /** @hidden */
  32074. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32075. min: number;
  32076. mag: number;
  32077. };
  32078. /** @hidden */
  32079. _createTexture(): WebGLTexture;
  32080. /**
  32081. * Usually called from Texture.ts.
  32082. * Passed information to create a WebGLTexture
  32083. * @param urlArg defines a value which contains one of the following:
  32084. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32085. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32086. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32087. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32088. * @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)
  32089. * @param scene needed for loading to the correct scene
  32090. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32091. * @param onLoad optional callback to be called upon successful completion
  32092. * @param onError optional callback to be called upon failure
  32093. * @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
  32094. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32095. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32096. * @param forcedExtension defines the extension to use to pick the right loader
  32097. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32098. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32099. */
  32100. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32101. /**
  32102. * @hidden
  32103. * Rescales a texture
  32104. * @param source input texutre
  32105. * @param destination destination texture
  32106. * @param scene scene to use to render the resize
  32107. * @param internalFormat format to use when resizing
  32108. * @param onComplete callback to be called when resize has completed
  32109. */
  32110. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32111. private _unpackFlipYCached;
  32112. /**
  32113. * In case you are sharing the context with other applications, it might
  32114. * be interested to not cache the unpack flip y state to ensure a consistent
  32115. * value would be set.
  32116. */
  32117. enableUnpackFlipYCached: boolean;
  32118. /** @hidden */
  32119. _unpackFlipY(value: boolean): void;
  32120. /** @hidden */
  32121. _getUnpackAlignement(): number;
  32122. /**
  32123. * Creates a dynamic texture
  32124. * @param width defines the width of the texture
  32125. * @param height defines the height of the texture
  32126. * @param generateMipMaps defines if the engine should generate the mip levels
  32127. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32128. * @returns the dynamic texture inside an InternalTexture
  32129. */
  32130. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32131. /**
  32132. * Update the sampling mode of a given texture
  32133. * @param samplingMode defines the required sampling mode
  32134. * @param texture defines the texture to update
  32135. */
  32136. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32137. /**
  32138. * Update the content of a dynamic texture
  32139. * @param texture defines the texture to update
  32140. * @param canvas defines the canvas containing the source
  32141. * @param invertY defines if data must be stored with Y axis inverted
  32142. * @param premulAlpha defines if alpha is stored as premultiplied
  32143. * @param format defines the format of the data
  32144. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32145. */
  32146. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32147. /**
  32148. * Update a video texture
  32149. * @param texture defines the texture to update
  32150. * @param video defines the video element to use
  32151. * @param invertY defines if data must be stored with Y axis inverted
  32152. */
  32153. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32154. /**
  32155. * Updates a depth texture Comparison Mode and Function.
  32156. * If the comparison Function is equal to 0, the mode will be set to none.
  32157. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32158. * @param texture The texture to set the comparison function for
  32159. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32160. */
  32161. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32162. /** @hidden */
  32163. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32164. width: number;
  32165. height: number;
  32166. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32167. /**
  32168. * Creates a depth stencil texture.
  32169. * This is only available in WebGL 2 or with the depth texture extension available.
  32170. * @param size The size of face edge in the texture.
  32171. * @param options The options defining the texture.
  32172. * @returns The texture
  32173. */
  32174. createDepthStencilTexture(size: number | {
  32175. width: number;
  32176. height: number;
  32177. }, options: DepthTextureCreationOptions): InternalTexture;
  32178. /**
  32179. * Creates a depth stencil texture.
  32180. * This is only available in WebGL 2 or with the depth texture extension available.
  32181. * @param size The size of face edge in the texture.
  32182. * @param options The options defining the texture.
  32183. * @returns The texture
  32184. */
  32185. private _createDepthStencilTexture;
  32186. /**
  32187. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32188. * @param renderTarget The render target to set the frame buffer for
  32189. */
  32190. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32191. /**
  32192. * Creates a new render target texture
  32193. * @param size defines the size of the texture
  32194. * @param options defines the options used to create the texture
  32195. * @returns a new render target texture stored in an InternalTexture
  32196. */
  32197. createRenderTargetTexture(size: number | {
  32198. width: number;
  32199. height: number;
  32200. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32201. /** @hidden */
  32202. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32203. /**
  32204. * Updates the sample count of a render target texture
  32205. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32206. * @param texture defines the texture to update
  32207. * @param samples defines the sample count to set
  32208. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32209. */
  32210. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32211. /** @hidden */
  32212. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32213. /** @hidden */
  32214. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32215. /** @hidden */
  32216. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32217. /** @hidden */
  32218. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32219. /**
  32220. * @hidden
  32221. */
  32222. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32223. private _prepareWebGLTextureContinuation;
  32224. private _prepareWebGLTexture;
  32225. /** @hidden */
  32226. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32227. /** @hidden */
  32228. _releaseFramebufferObjects(texture: InternalTexture): void;
  32229. /** @hidden */
  32230. _releaseTexture(texture: InternalTexture): void;
  32231. private setProgram;
  32232. private _boundUniforms;
  32233. /**
  32234. * Binds an effect to the webGL context
  32235. * @param effect defines the effect to bind
  32236. */
  32237. bindSamplers(effect: Effect): void;
  32238. private _activateCurrentTexture;
  32239. /** @hidden */
  32240. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32241. /** @hidden */
  32242. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32243. /**
  32244. * Sets a texture to the webGL context from a postprocess
  32245. * @param channel defines the channel to use
  32246. * @param postProcess defines the source postprocess
  32247. */
  32248. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32249. /**
  32250. * Binds the output of the passed in post process to the texture channel specified
  32251. * @param channel The channel the texture should be bound to
  32252. * @param postProcess The post process which's output should be bound
  32253. */
  32254. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32255. /**
  32256. * Unbind all textures from the webGL context
  32257. */
  32258. unbindAllTextures(): void;
  32259. /**
  32260. * Sets a texture to the according uniform.
  32261. * @param channel The texture channel
  32262. * @param uniform The uniform to set
  32263. * @param texture The texture to apply
  32264. */
  32265. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32266. /**
  32267. * Sets a depth stencil texture from a render target to the according uniform.
  32268. * @param channel The texture channel
  32269. * @param uniform The uniform to set
  32270. * @param texture The render target texture containing the depth stencil texture to apply
  32271. */
  32272. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32273. private _bindSamplerUniformToChannel;
  32274. private _getTextureWrapMode;
  32275. private _setTexture;
  32276. /**
  32277. * Sets an array of texture to the webGL context
  32278. * @param channel defines the channel where the texture array must be set
  32279. * @param uniform defines the associated uniform location
  32280. * @param textures defines the array of textures to bind
  32281. */
  32282. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32283. /** @hidden */
  32284. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32285. private _setTextureParameterFloat;
  32286. private _setTextureParameterInteger;
  32287. /**
  32288. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32289. * @param x defines the x coordinate of the rectangle where pixels must be read
  32290. * @param y defines the y coordinate of the rectangle where pixels must be read
  32291. * @param width defines the width of the rectangle where pixels must be read
  32292. * @param height defines the height of the rectangle where pixels must be read
  32293. * @returns a Uint8Array containing RGBA colors
  32294. */
  32295. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32296. /**
  32297. * Add an externaly attached data from its key.
  32298. * This method call will fail and return false, if such key already exists.
  32299. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32300. * @param key the unique key that identifies the data
  32301. * @param data the data object to associate to the key for this Engine instance
  32302. * @return true if no such key were already present and the data was added successfully, false otherwise
  32303. */
  32304. addExternalData<T>(key: string, data: T): boolean;
  32305. /**
  32306. * Get an externaly attached data from its key
  32307. * @param key the unique key that identifies the data
  32308. * @return the associated data, if present (can be null), or undefined if not present
  32309. */
  32310. getExternalData<T>(key: string): T;
  32311. /**
  32312. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32313. * @param key the unique key that identifies the data
  32314. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32315. * @return the associated data, can be null if the factory returned null.
  32316. */
  32317. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32318. /**
  32319. * Remove an externaly attached data from the Engine instance
  32320. * @param key the unique key that identifies the data
  32321. * @return true if the data was successfully removed, false if it doesn't exist
  32322. */
  32323. removeExternalData(key: string): boolean;
  32324. /**
  32325. * Unbind all vertex attributes from the webGL context
  32326. */
  32327. unbindAllAttributes(): void;
  32328. /**
  32329. * 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
  32330. */
  32331. releaseEffects(): void;
  32332. /**
  32333. * Dispose and release all associated resources
  32334. */
  32335. dispose(): void;
  32336. /**
  32337. * Display the loading screen
  32338. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32339. */
  32340. displayLoadingUI(): void;
  32341. /**
  32342. * Hide the loading screen
  32343. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32344. */
  32345. hideLoadingUI(): void;
  32346. /**
  32347. * Gets the current loading screen object
  32348. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32349. */
  32350. /**
  32351. * Sets the current loading screen object
  32352. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32353. */
  32354. loadingScreen: ILoadingScreen;
  32355. /**
  32356. * Sets the current loading screen text
  32357. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32358. */
  32359. loadingUIText: string;
  32360. /**
  32361. * Sets the current loading screen background color
  32362. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32363. */
  32364. loadingUIBackgroundColor: string;
  32365. /**
  32366. * Attach a new callback raised when context lost event is fired
  32367. * @param callback defines the callback to call
  32368. */
  32369. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32370. /**
  32371. * Attach a new callback raised when context restored event is fired
  32372. * @param callback defines the callback to call
  32373. */
  32374. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32375. /**
  32376. * Gets the source code of the vertex shader associated with a specific webGL program
  32377. * @param program defines the program to use
  32378. * @returns a string containing the source code of the vertex shader associated with the program
  32379. */
  32380. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32381. /**
  32382. * Gets the source code of the fragment shader associated with a specific webGL program
  32383. * @param program defines the program to use
  32384. * @returns a string containing the source code of the fragment shader associated with the program
  32385. */
  32386. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32387. /**
  32388. * Get the current error code of the webGL context
  32389. * @returns the error code
  32390. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32391. */
  32392. getError(): number;
  32393. /**
  32394. * Gets the current framerate
  32395. * @returns a number representing the framerate
  32396. */
  32397. getFps(): number;
  32398. /**
  32399. * Gets the time spent between current and previous frame
  32400. * @returns a number representing the delta time in ms
  32401. */
  32402. getDeltaTime(): number;
  32403. private _measureFps;
  32404. /** @hidden */
  32405. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32406. private _canRenderToFloatFramebuffer;
  32407. private _canRenderToHalfFloatFramebuffer;
  32408. private _canRenderToFramebuffer;
  32409. /** @hidden */
  32410. _getWebGLTextureType(type: number): number;
  32411. /** @hidden */
  32412. _getInternalFormat(format: number): number;
  32413. /** @hidden */
  32414. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32415. /** @hidden */
  32416. _getRGBAMultiSampleBufferFormat(type: number): number;
  32417. /** @hidden */
  32418. _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;
  32419. /** @hidden */
  32420. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32421. /**
  32422. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32423. * @returns true if the engine can be created
  32424. * @ignorenaming
  32425. */
  32426. static isSupported(): boolean;
  32427. /**
  32428. * Find the next highest power of two.
  32429. * @param x Number to start search from.
  32430. * @return Next highest power of two.
  32431. */
  32432. static CeilingPOT(x: number): number;
  32433. /**
  32434. * Find the next lowest power of two.
  32435. * @param x Number to start search from.
  32436. * @return Next lowest power of two.
  32437. */
  32438. static FloorPOT(x: number): number;
  32439. /**
  32440. * Find the nearest power of two.
  32441. * @param x Number to start search from.
  32442. * @return Next nearest power of two.
  32443. */
  32444. static NearestPOT(x: number): number;
  32445. /**
  32446. * Get the closest exponent of two
  32447. * @param value defines the value to approximate
  32448. * @param max defines the maximum value to return
  32449. * @param mode defines how to define the closest value
  32450. * @returns closest exponent of two of the given value
  32451. */
  32452. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32453. /**
  32454. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32455. * @param func - the function to be called
  32456. * @param requester - the object that will request the next frame. Falls back to window.
  32457. * @returns frame number
  32458. */
  32459. static QueueNewFrame(func: () => void, requester?: any): number;
  32460. /**
  32461. * Ask the browser to promote the current element to pointerlock mode
  32462. * @param element defines the DOM element to promote
  32463. */
  32464. static _RequestPointerlock(element: HTMLElement): void;
  32465. /**
  32466. * Asks the browser to exit pointerlock mode
  32467. */
  32468. static _ExitPointerlock(): void;
  32469. /**
  32470. * Ask the browser to promote the current element to fullscreen rendering mode
  32471. * @param element defines the DOM element to promote
  32472. */
  32473. static _RequestFullscreen(element: HTMLElement): void;
  32474. /**
  32475. * Asks the browser to exit fullscreen mode
  32476. */
  32477. static _ExitFullscreen(): void;
  32478. }
  32479. }
  32480. declare module "babylonjs/Engines/engineStore" {
  32481. import { Nullable } from "babylonjs/types";
  32482. import { Engine } from "babylonjs/Engines/engine";
  32483. import { Scene } from "babylonjs/scene";
  32484. /**
  32485. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32486. * during the life time of the application.
  32487. */
  32488. export class EngineStore {
  32489. /** Gets the list of created engines */
  32490. static Instances: import("babylonjs/Engines/engine").Engine[];
  32491. /** @hidden */
  32492. static _LastCreatedScene: Nullable<Scene>;
  32493. /**
  32494. * Gets the latest created engine
  32495. */
  32496. static readonly LastCreatedEngine: Nullable<Engine>;
  32497. /**
  32498. * Gets the latest created scene
  32499. */
  32500. static readonly LastCreatedScene: Nullable<Scene>;
  32501. /**
  32502. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32503. * @ignorenaming
  32504. */
  32505. static UseFallbackTexture: boolean;
  32506. /**
  32507. * Texture content used if a texture cannot loaded
  32508. * @ignorenaming
  32509. */
  32510. static FallbackTexture: string;
  32511. }
  32512. }
  32513. declare module "babylonjs/Misc/promise" {
  32514. /**
  32515. * Helper class that provides a small promise polyfill
  32516. */
  32517. export class PromisePolyfill {
  32518. /**
  32519. * Static function used to check if the polyfill is required
  32520. * If this is the case then the function will inject the polyfill to window.Promise
  32521. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32522. */
  32523. static Apply(force?: boolean): void;
  32524. }
  32525. }
  32526. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32527. /**
  32528. * Interface for screenshot methods with describe argument called `size` as object with options
  32529. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32530. */
  32531. export interface IScreenshotSize {
  32532. /**
  32533. * number in pixels for canvas height
  32534. */
  32535. height?: number;
  32536. /**
  32537. * multiplier allowing render at a higher or lower resolution
  32538. * If value is defined then height and width will be ignored and taken from camera
  32539. */
  32540. precision?: number;
  32541. /**
  32542. * number in pixels for canvas width
  32543. */
  32544. width?: number;
  32545. }
  32546. }
  32547. declare module "babylonjs/Misc/tools" {
  32548. import { Nullable, float } from "babylonjs/types";
  32549. import { DomManagement } from "babylonjs/Misc/domManagement";
  32550. import { WebRequest } from "babylonjs/Misc/webRequest";
  32551. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32552. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32553. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32554. import { Camera } from "babylonjs/Cameras/camera";
  32555. import { Engine } from "babylonjs/Engines/engine";
  32556. interface IColor4Like {
  32557. r: float;
  32558. g: float;
  32559. b: float;
  32560. a: float;
  32561. }
  32562. /**
  32563. * Class containing a set of static utilities functions
  32564. */
  32565. export class Tools {
  32566. /**
  32567. * Gets or sets the base URL to use to load assets
  32568. */
  32569. static BaseUrl: string;
  32570. /**
  32571. * Enable/Disable Custom HTTP Request Headers globally.
  32572. * default = false
  32573. * @see CustomRequestHeaders
  32574. */
  32575. static UseCustomRequestHeaders: boolean;
  32576. /**
  32577. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32578. * i.e. when loading files, where the server/service expects an Authorization header
  32579. */
  32580. static CustomRequestHeaders: {
  32581. [key: string]: string;
  32582. };
  32583. /**
  32584. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32585. */
  32586. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32587. /**
  32588. * Default behaviour for cors in the application.
  32589. * It can be a string if the expected behavior is identical in the entire app.
  32590. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32591. */
  32592. static CorsBehavior: string | ((url: string | string[]) => string);
  32593. /**
  32594. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32595. * @ignorenaming
  32596. */
  32597. static UseFallbackTexture: boolean;
  32598. /**
  32599. * Use this object to register external classes like custom textures or material
  32600. * to allow the laoders to instantiate them
  32601. */
  32602. static RegisteredExternalClasses: {
  32603. [key: string]: Object;
  32604. };
  32605. /**
  32606. * Texture content used if a texture cannot loaded
  32607. * @ignorenaming
  32608. */
  32609. static fallbackTexture: string;
  32610. /**
  32611. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32612. * @param u defines the coordinate on X axis
  32613. * @param v defines the coordinate on Y axis
  32614. * @param width defines the width of the source data
  32615. * @param height defines the height of the source data
  32616. * @param pixels defines the source byte array
  32617. * @param color defines the output color
  32618. */
  32619. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32620. /**
  32621. * Interpolates between a and b via alpha
  32622. * @param a The lower value (returned when alpha = 0)
  32623. * @param b The upper value (returned when alpha = 1)
  32624. * @param alpha The interpolation-factor
  32625. * @return The mixed value
  32626. */
  32627. static Mix(a: number, b: number, alpha: number): number;
  32628. /**
  32629. * Tries to instantiate a new object from a given class name
  32630. * @param className defines the class name to instantiate
  32631. * @returns the new object or null if the system was not able to do the instantiation
  32632. */
  32633. static Instantiate(className: string): any;
  32634. /**
  32635. * Provides a slice function that will work even on IE
  32636. * @param data defines the array to slice
  32637. * @param start defines the start of the data (optional)
  32638. * @param end defines the end of the data (optional)
  32639. * @returns the new sliced array
  32640. */
  32641. static Slice<T>(data: T, start?: number, end?: number): T;
  32642. /**
  32643. * Polyfill for setImmediate
  32644. * @param action defines the action to execute after the current execution block
  32645. */
  32646. static SetImmediate(action: () => void): void;
  32647. /**
  32648. * Function indicating if a number is an exponent of 2
  32649. * @param value defines the value to test
  32650. * @returns true if the value is an exponent of 2
  32651. */
  32652. static IsExponentOfTwo(value: number): boolean;
  32653. private static _tmpFloatArray;
  32654. /**
  32655. * Returns the nearest 32-bit single precision float representation of a Number
  32656. * @param value A Number. If the parameter is of a different type, it will get converted
  32657. * to a number or to NaN if it cannot be converted
  32658. * @returns number
  32659. */
  32660. static FloatRound(value: number): number;
  32661. /**
  32662. * Extracts the filename from a path
  32663. * @param path defines the path to use
  32664. * @returns the filename
  32665. */
  32666. static GetFilename(path: string): string;
  32667. /**
  32668. * Extracts the "folder" part of a path (everything before the filename).
  32669. * @param uri The URI to extract the info from
  32670. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32671. * @returns The "folder" part of the path
  32672. */
  32673. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32674. /**
  32675. * Extracts text content from a DOM element hierarchy
  32676. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32677. */
  32678. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32679. /**
  32680. * Convert an angle in radians to degrees
  32681. * @param angle defines the angle to convert
  32682. * @returns the angle in degrees
  32683. */
  32684. static ToDegrees(angle: number): number;
  32685. /**
  32686. * Convert an angle in degrees to radians
  32687. * @param angle defines the angle to convert
  32688. * @returns the angle in radians
  32689. */
  32690. static ToRadians(angle: number): number;
  32691. /**
  32692. * Encode a buffer to a base64 string
  32693. * @param buffer defines the buffer to encode
  32694. * @returns the encoded string
  32695. */
  32696. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32697. /**
  32698. * Returns an array if obj is not an array
  32699. * @param obj defines the object to evaluate as an array
  32700. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32701. * @returns either obj directly if obj is an array or a new array containing obj
  32702. */
  32703. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32704. /**
  32705. * Gets the pointer prefix to use
  32706. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32707. */
  32708. static GetPointerPrefix(): string;
  32709. /**
  32710. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32711. * @param url define the url we are trying
  32712. * @param element define the dom element where to configure the cors policy
  32713. */
  32714. static SetCorsBehavior(url: string | string[], element: {
  32715. crossOrigin: string | null;
  32716. }): void;
  32717. /**
  32718. * Removes unwanted characters from an url
  32719. * @param url defines the url to clean
  32720. * @returns the cleaned url
  32721. */
  32722. static CleanUrl(url: string): string;
  32723. /**
  32724. * Gets or sets a function used to pre-process url before using them to load assets
  32725. */
  32726. static PreprocessUrl: (url: string) => string;
  32727. /**
  32728. * Loads an image as an HTMLImageElement.
  32729. * @param input url string, ArrayBuffer, or Blob to load
  32730. * @param onLoad callback called when the image successfully loads
  32731. * @param onError callback called when the image fails to load
  32732. * @param offlineProvider offline provider for caching
  32733. * @returns the HTMLImageElement of the loaded image
  32734. */
  32735. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32736. /**
  32737. * Loads a file
  32738. * @param url url string, ArrayBuffer, or Blob to load
  32739. * @param onSuccess callback called when the file successfully loads
  32740. * @param onProgress callback called while file is loading (if the server supports this mode)
  32741. * @param offlineProvider defines the offline provider for caching
  32742. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32743. * @param onError callback called when the file fails to load
  32744. * @returns a file request object
  32745. */
  32746. 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;
  32747. /**
  32748. * Loads a file from a url
  32749. * @param url the file url to load
  32750. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32751. */
  32752. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32753. /**
  32754. * Load a script (identified by an url). When the url returns, the
  32755. * content of this file is added into a new script element, attached to the DOM (body element)
  32756. * @param scriptUrl defines the url of the script to laod
  32757. * @param onSuccess defines the callback called when the script is loaded
  32758. * @param onError defines the callback to call if an error occurs
  32759. * @param scriptId defines the id of the script element
  32760. */
  32761. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32762. /**
  32763. * Load an asynchronous script (identified by an url). When the url returns, the
  32764. * content of this file is added into a new script element, attached to the DOM (body element)
  32765. * @param scriptUrl defines the url of the script to laod
  32766. * @param scriptId defines the id of the script element
  32767. * @returns a promise request object
  32768. */
  32769. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32770. /**
  32771. * Loads a file from a blob
  32772. * @param fileToLoad defines the blob to use
  32773. * @param callback defines the callback to call when data is loaded
  32774. * @param progressCallback defines the callback to call during loading process
  32775. * @returns a file request object
  32776. */
  32777. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32778. /**
  32779. * Loads a file
  32780. * @param fileToLoad defines the file to load
  32781. * @param callback defines the callback to call when data is loaded
  32782. * @param progressCallBack defines the callback to call during loading process
  32783. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32784. * @returns a file request object
  32785. */
  32786. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32787. /**
  32788. * Creates a data url from a given string content
  32789. * @param content defines the content to convert
  32790. * @returns the new data url link
  32791. */
  32792. static FileAsURL(content: string): string;
  32793. /**
  32794. * Format the given number to a specific decimal format
  32795. * @param value defines the number to format
  32796. * @param decimals defines the number of decimals to use
  32797. * @returns the formatted string
  32798. */
  32799. static Format(value: number, decimals?: number): string;
  32800. /**
  32801. * Tries to copy an object by duplicating every property
  32802. * @param source defines the source object
  32803. * @param destination defines the target object
  32804. * @param doNotCopyList defines a list of properties to avoid
  32805. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32806. */
  32807. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32808. /**
  32809. * Gets a boolean indicating if the given object has no own property
  32810. * @param obj defines the object to test
  32811. * @returns true if object has no own property
  32812. */
  32813. static IsEmpty(obj: any): boolean;
  32814. /**
  32815. * Function used to register events at window level
  32816. * @param windowElement defines the Window object to use
  32817. * @param events defines the events to register
  32818. */
  32819. static RegisterTopRootEvents(windowElement: Window, events: {
  32820. name: string;
  32821. handler: Nullable<(e: FocusEvent) => any>;
  32822. }[]): void;
  32823. /**
  32824. * Function used to unregister events from window level
  32825. * @param windowElement defines the Window object to use
  32826. * @param events defines the events to unregister
  32827. */
  32828. static UnregisterTopRootEvents(windowElement: Window, events: {
  32829. name: string;
  32830. handler: Nullable<(e: FocusEvent) => any>;
  32831. }[]): void;
  32832. /**
  32833. * @ignore
  32834. */
  32835. static _ScreenshotCanvas: HTMLCanvasElement;
  32836. /**
  32837. * Dumps the current bound framebuffer
  32838. * @param width defines the rendering width
  32839. * @param height defines the rendering height
  32840. * @param engine defines the hosting engine
  32841. * @param successCallback defines the callback triggered once the data are available
  32842. * @param mimeType defines the mime type of the result
  32843. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32844. */
  32845. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32846. /**
  32847. * Converts the canvas data to blob.
  32848. * This acts as a polyfill for browsers not supporting the to blob function.
  32849. * @param canvas Defines the canvas to extract the data from
  32850. * @param successCallback Defines the callback triggered once the data are available
  32851. * @param mimeType Defines the mime type of the result
  32852. */
  32853. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32854. /**
  32855. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32856. * @param successCallback defines the callback triggered once the data are available
  32857. * @param mimeType defines the mime type of the result
  32858. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32859. */
  32860. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32861. /**
  32862. * Downloads a blob in the browser
  32863. * @param blob defines the blob to download
  32864. * @param fileName defines the name of the downloaded file
  32865. */
  32866. static Download(blob: Blob, fileName: string): void;
  32867. /**
  32868. * Captures a screenshot of the current rendering
  32869. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32870. * @param engine defines the rendering engine
  32871. * @param camera defines the source camera
  32872. * @param size This parameter can be set to a single number or to an object with the
  32873. * following (optional) properties: precision, width, height. If a single number is passed,
  32874. * it will be used for both width and height. If an object is passed, the screenshot size
  32875. * will be derived from the parameters. The precision property is a multiplier allowing
  32876. * rendering at a higher or lower resolution
  32877. * @param successCallback defines the callback receives a single parameter which contains the
  32878. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32879. * src parameter of an <img> to display it
  32880. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32881. * Check your browser for supported MIME types
  32882. */
  32883. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32884. /**
  32885. * Captures a screenshot of the current rendering
  32886. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32887. * @param engine defines the rendering engine
  32888. * @param camera defines the source camera
  32889. * @param size This parameter can be set to a single number or to an object with the
  32890. * following (optional) properties: precision, width, height. If a single number is passed,
  32891. * it will be used for both width and height. If an object is passed, the screenshot size
  32892. * will be derived from the parameters. The precision property is a multiplier allowing
  32893. * rendering at a higher or lower resolution
  32894. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32895. * Check your browser for supported MIME types
  32896. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32897. * to the src parameter of an <img> to display it
  32898. */
  32899. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32900. /**
  32901. * Generates an image screenshot from the specified camera.
  32902. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32903. * @param engine The engine to use for rendering
  32904. * @param camera The camera to use for rendering
  32905. * @param size This parameter can be set to a single number or to an object with the
  32906. * following (optional) properties: precision, width, height. If a single number is passed,
  32907. * it will be used for both width and height. If an object is passed, the screenshot size
  32908. * will be derived from the parameters. The precision property is a multiplier allowing
  32909. * rendering at a higher or lower resolution
  32910. * @param successCallback The callback receives a single parameter which contains the
  32911. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32912. * src parameter of an <img> to display it
  32913. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32914. * Check your browser for supported MIME types
  32915. * @param samples Texture samples (default: 1)
  32916. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32917. * @param fileName A name for for the downloaded file.
  32918. */
  32919. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32920. /**
  32921. * Generates an image screenshot from the specified camera.
  32922. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32923. * @param engine The engine to use for rendering
  32924. * @param camera The camera to use for rendering
  32925. * @param size This parameter can be set to a single number or to an object with the
  32926. * following (optional) properties: precision, width, height. If a single number is passed,
  32927. * it will be used for both width and height. If an object is passed, the screenshot size
  32928. * will be derived from the parameters. The precision property is a multiplier allowing
  32929. * rendering at a higher or lower resolution
  32930. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32931. * Check your browser for supported MIME types
  32932. * @param samples Texture samples (default: 1)
  32933. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32934. * @param fileName A name for for the downloaded file.
  32935. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32936. * to the src parameter of an <img> to display it
  32937. */
  32938. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32939. /**
  32940. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32941. * Be aware Math.random() could cause collisions, but:
  32942. * "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"
  32943. * @returns a pseudo random id
  32944. */
  32945. static RandomId(): string;
  32946. /**
  32947. * Test if the given uri is a base64 string
  32948. * @param uri The uri to test
  32949. * @return True if the uri is a base64 string or false otherwise
  32950. */
  32951. static IsBase64(uri: string): boolean;
  32952. /**
  32953. * Decode the given base64 uri.
  32954. * @param uri The uri to decode
  32955. * @return The decoded base64 data.
  32956. */
  32957. static DecodeBase64(uri: string): ArrayBuffer;
  32958. /**
  32959. * Gets the absolute url.
  32960. * @param url the input url
  32961. * @return the absolute url
  32962. */
  32963. static GetAbsoluteUrl(url: string): string;
  32964. /**
  32965. * No log
  32966. */
  32967. static readonly NoneLogLevel: number;
  32968. /**
  32969. * Only message logs
  32970. */
  32971. static readonly MessageLogLevel: number;
  32972. /**
  32973. * Only warning logs
  32974. */
  32975. static readonly WarningLogLevel: number;
  32976. /**
  32977. * Only error logs
  32978. */
  32979. static readonly ErrorLogLevel: number;
  32980. /**
  32981. * All logs
  32982. */
  32983. static readonly AllLogLevel: number;
  32984. /**
  32985. * Gets a value indicating the number of loading errors
  32986. * @ignorenaming
  32987. */
  32988. static readonly errorsCount: number;
  32989. /**
  32990. * Callback called when a new log is added
  32991. */
  32992. static OnNewCacheEntry: (entry: string) => void;
  32993. /**
  32994. * Log a message to the console
  32995. * @param message defines the message to log
  32996. */
  32997. static Log(message: string): void;
  32998. /**
  32999. * Write a warning message to the console
  33000. * @param message defines the message to log
  33001. */
  33002. static Warn(message: string): void;
  33003. /**
  33004. * Write an error message to the console
  33005. * @param message defines the message to log
  33006. */
  33007. static Error(message: string): void;
  33008. /**
  33009. * Gets current log cache (list of logs)
  33010. */
  33011. static readonly LogCache: string;
  33012. /**
  33013. * Clears the log cache
  33014. */
  33015. static ClearLogCache(): void;
  33016. /**
  33017. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33018. */
  33019. static LogLevels: number;
  33020. /**
  33021. * Checks if the window object exists
  33022. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33023. */
  33024. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33025. /**
  33026. * No performance log
  33027. */
  33028. static readonly PerformanceNoneLogLevel: number;
  33029. /**
  33030. * Use user marks to log performance
  33031. */
  33032. static readonly PerformanceUserMarkLogLevel: number;
  33033. /**
  33034. * Log performance to the console
  33035. */
  33036. static readonly PerformanceConsoleLogLevel: number;
  33037. private static _performance;
  33038. /**
  33039. * Sets the current performance log level
  33040. */
  33041. static PerformanceLogLevel: number;
  33042. private static _StartPerformanceCounterDisabled;
  33043. private static _EndPerformanceCounterDisabled;
  33044. private static _StartUserMark;
  33045. private static _EndUserMark;
  33046. private static _StartPerformanceConsole;
  33047. private static _EndPerformanceConsole;
  33048. /**
  33049. * Starts a performance counter
  33050. */
  33051. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33052. /**
  33053. * Ends a specific performance coutner
  33054. */
  33055. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33056. /**
  33057. * Gets either window.performance.now() if supported or Date.now() else
  33058. */
  33059. static readonly Now: number;
  33060. /**
  33061. * This method will return the name of the class used to create the instance of the given object.
  33062. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33063. * @param object the object to get the class name from
  33064. * @param isType defines if the object is actually a type
  33065. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33066. */
  33067. static GetClassName(object: any, isType?: boolean): string;
  33068. /**
  33069. * Gets the first element of an array satisfying a given predicate
  33070. * @param array defines the array to browse
  33071. * @param predicate defines the predicate to use
  33072. * @returns null if not found or the element
  33073. */
  33074. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33075. /**
  33076. * This method will return the name of the full name of the class, including its owning module (if any).
  33077. * 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).
  33078. * @param object the object to get the class name from
  33079. * @param isType defines if the object is actually a type
  33080. * @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.
  33081. * @ignorenaming
  33082. */
  33083. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33084. /**
  33085. * Returns a promise that resolves after the given amount of time.
  33086. * @param delay Number of milliseconds to delay
  33087. * @returns Promise that resolves after the given amount of time
  33088. */
  33089. static DelayAsync(delay: number): Promise<void>;
  33090. }
  33091. /**
  33092. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33093. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33094. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33095. * @param name The name of the class, case should be preserved
  33096. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33097. */
  33098. export function className(name: string, module?: string): (target: Object) => void;
  33099. /**
  33100. * An implementation of a loop for asynchronous functions.
  33101. */
  33102. export class AsyncLoop {
  33103. /**
  33104. * Defines the number of iterations for the loop
  33105. */
  33106. iterations: number;
  33107. /**
  33108. * Defines the current index of the loop.
  33109. */
  33110. index: number;
  33111. private _done;
  33112. private _fn;
  33113. private _successCallback;
  33114. /**
  33115. * Constructor.
  33116. * @param iterations the number of iterations.
  33117. * @param func the function to run each iteration
  33118. * @param successCallback the callback that will be called upon succesful execution
  33119. * @param offset starting offset.
  33120. */
  33121. constructor(
  33122. /**
  33123. * Defines the number of iterations for the loop
  33124. */
  33125. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33126. /**
  33127. * Execute the next iteration. Must be called after the last iteration was finished.
  33128. */
  33129. executeNext(): void;
  33130. /**
  33131. * Break the loop and run the success callback.
  33132. */
  33133. breakLoop(): void;
  33134. /**
  33135. * Create and run an async loop.
  33136. * @param iterations the number of iterations.
  33137. * @param fn the function to run each iteration
  33138. * @param successCallback the callback that will be called upon succesful execution
  33139. * @param offset starting offset.
  33140. * @returns the created async loop object
  33141. */
  33142. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33143. /**
  33144. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33145. * @param iterations total number of iterations
  33146. * @param syncedIterations number of synchronous iterations in each async iteration.
  33147. * @param fn the function to call each iteration.
  33148. * @param callback a success call back that will be called when iterating stops.
  33149. * @param breakFunction a break condition (optional)
  33150. * @param timeout timeout settings for the setTimeout function. default - 0.
  33151. * @returns the created async loop object
  33152. */
  33153. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33154. }
  33155. }
  33156. declare module "babylonjs/Collisions/collisionCoordinator" {
  33157. import { Nullable } from "babylonjs/types";
  33158. import { Scene } from "babylonjs/scene";
  33159. import { Vector3 } from "babylonjs/Maths/math.vector";
  33160. import { Collider } from "babylonjs/Collisions/collider";
  33161. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33162. /** @hidden */
  33163. export interface ICollisionCoordinator {
  33164. createCollider(): Collider;
  33165. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33166. init(scene: Scene): void;
  33167. }
  33168. /** @hidden */
  33169. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33170. private _scene;
  33171. private _scaledPosition;
  33172. private _scaledVelocity;
  33173. private _finalPosition;
  33174. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33175. createCollider(): Collider;
  33176. init(scene: Scene): void;
  33177. private _collideWithWorld;
  33178. }
  33179. }
  33180. declare module "babylonjs/Inputs/scene.inputManager" {
  33181. import { Nullable } from "babylonjs/types";
  33182. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33183. import { Vector2 } from "babylonjs/Maths/math.vector";
  33184. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33185. import { Scene } from "babylonjs/scene";
  33186. /**
  33187. * Class used to manage all inputs for the scene.
  33188. */
  33189. export class InputManager {
  33190. /** The distance in pixel that you have to move to prevent some events */
  33191. static DragMovementThreshold: number;
  33192. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33193. static LongPressDelay: number;
  33194. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33195. static DoubleClickDelay: number;
  33196. /** If you need to check double click without raising a single click at first click, enable this flag */
  33197. static ExclusiveDoubleClickMode: boolean;
  33198. private _wheelEventName;
  33199. private _onPointerMove;
  33200. private _onPointerDown;
  33201. private _onPointerUp;
  33202. private _initClickEvent;
  33203. private _initActionManager;
  33204. private _delayedSimpleClick;
  33205. private _delayedSimpleClickTimeout;
  33206. private _previousDelayedSimpleClickTimeout;
  33207. private _meshPickProceed;
  33208. private _previousButtonPressed;
  33209. private _currentPickResult;
  33210. private _previousPickResult;
  33211. private _totalPointersPressed;
  33212. private _doubleClickOccured;
  33213. private _pointerOverMesh;
  33214. private _pickedDownMesh;
  33215. private _pickedUpMesh;
  33216. private _pointerX;
  33217. private _pointerY;
  33218. private _unTranslatedPointerX;
  33219. private _unTranslatedPointerY;
  33220. private _startingPointerPosition;
  33221. private _previousStartingPointerPosition;
  33222. private _startingPointerTime;
  33223. private _previousStartingPointerTime;
  33224. private _pointerCaptures;
  33225. private _onKeyDown;
  33226. private _onKeyUp;
  33227. private _onCanvasFocusObserver;
  33228. private _onCanvasBlurObserver;
  33229. private _scene;
  33230. /**
  33231. * Creates a new InputManager
  33232. * @param scene defines the hosting scene
  33233. */
  33234. constructor(scene: Scene);
  33235. /**
  33236. * Gets the mesh that is currently under the pointer
  33237. */
  33238. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33239. /**
  33240. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33241. */
  33242. readonly unTranslatedPointer: Vector2;
  33243. /**
  33244. * Gets or sets the current on-screen X position of the pointer
  33245. */
  33246. pointerX: number;
  33247. /**
  33248. * Gets or sets the current on-screen Y position of the pointer
  33249. */
  33250. pointerY: number;
  33251. private _updatePointerPosition;
  33252. private _processPointerMove;
  33253. private _setRayOnPointerInfo;
  33254. private _checkPrePointerObservable;
  33255. /**
  33256. * Use this method to simulate a pointer move on a mesh
  33257. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33258. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33259. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33260. */
  33261. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33262. /**
  33263. * Use this method to simulate a pointer down on a mesh
  33264. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33265. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33266. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33267. */
  33268. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33269. private _processPointerDown;
  33270. /** @hidden */
  33271. _isPointerSwiping(): boolean;
  33272. /**
  33273. * Use this method to simulate a pointer up on a mesh
  33274. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33275. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33276. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33277. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33278. */
  33279. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33280. private _processPointerUp;
  33281. /**
  33282. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33283. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33284. * @returns true if the pointer was captured
  33285. */
  33286. isPointerCaptured(pointerId?: number): boolean;
  33287. /**
  33288. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33289. * @param attachUp defines if you want to attach events to pointerup
  33290. * @param attachDown defines if you want to attach events to pointerdown
  33291. * @param attachMove defines if you want to attach events to pointermove
  33292. */
  33293. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33294. /**
  33295. * Detaches all event handlers
  33296. */
  33297. detachControl(): void;
  33298. /**
  33299. * Force the value of meshUnderPointer
  33300. * @param mesh defines the mesh to use
  33301. */
  33302. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33303. /**
  33304. * Gets the mesh under the pointer
  33305. * @returns a Mesh or null if no mesh is under the pointer
  33306. */
  33307. getPointerOverMesh(): Nullable<AbstractMesh>;
  33308. }
  33309. }
  33310. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33311. /**
  33312. * Helper class used to generate session unique ID
  33313. */
  33314. export class UniqueIdGenerator {
  33315. private static _UniqueIdCounter;
  33316. /**
  33317. * Gets an unique (relatively to the current scene) Id
  33318. */
  33319. static readonly UniqueId: number;
  33320. }
  33321. }
  33322. declare module "babylonjs/Animations/animationGroup" {
  33323. import { Animatable } from "babylonjs/Animations/animatable";
  33324. import { Animation } from "babylonjs/Animations/animation";
  33325. import { Scene, IDisposable } from "babylonjs/scene";
  33326. import { Observable } from "babylonjs/Misc/observable";
  33327. import { Nullable } from "babylonjs/types";
  33328. import "babylonjs/Animations/animatable";
  33329. /**
  33330. * This class defines the direct association between an animation and a target
  33331. */
  33332. export class TargetedAnimation {
  33333. /**
  33334. * Animation to perform
  33335. */
  33336. animation: Animation;
  33337. /**
  33338. * Target to animate
  33339. */
  33340. target: any;
  33341. /**
  33342. * Serialize the object
  33343. * @returns the JSON object representing the current entity
  33344. */
  33345. serialize(): any;
  33346. }
  33347. /**
  33348. * Use this class to create coordinated animations on multiple targets
  33349. */
  33350. export class AnimationGroup implements IDisposable {
  33351. /** The name of the animation group */
  33352. name: string;
  33353. private _scene;
  33354. private _targetedAnimations;
  33355. private _animatables;
  33356. private _from;
  33357. private _to;
  33358. private _isStarted;
  33359. private _isPaused;
  33360. private _speedRatio;
  33361. private _loopAnimation;
  33362. /**
  33363. * Gets or sets the unique id of the node
  33364. */
  33365. uniqueId: number;
  33366. /**
  33367. * This observable will notify when one animation have ended
  33368. */
  33369. onAnimationEndObservable: Observable<TargetedAnimation>;
  33370. /**
  33371. * Observer raised when one animation loops
  33372. */
  33373. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33374. /**
  33375. * This observable will notify when all animations have ended.
  33376. */
  33377. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33378. /**
  33379. * This observable will notify when all animations have paused.
  33380. */
  33381. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33382. /**
  33383. * This observable will notify when all animations are playing.
  33384. */
  33385. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33386. /**
  33387. * Gets the first frame
  33388. */
  33389. readonly from: number;
  33390. /**
  33391. * Gets the last frame
  33392. */
  33393. readonly to: number;
  33394. /**
  33395. * Define if the animations are started
  33396. */
  33397. readonly isStarted: boolean;
  33398. /**
  33399. * Gets a value indicating that the current group is playing
  33400. */
  33401. readonly isPlaying: boolean;
  33402. /**
  33403. * Gets or sets the speed ratio to use for all animations
  33404. */
  33405. /**
  33406. * Gets or sets the speed ratio to use for all animations
  33407. */
  33408. speedRatio: number;
  33409. /**
  33410. * Gets or sets if all animations should loop or not
  33411. */
  33412. loopAnimation: boolean;
  33413. /**
  33414. * Gets the targeted animations for this animation group
  33415. */
  33416. readonly targetedAnimations: Array<TargetedAnimation>;
  33417. /**
  33418. * returning the list of animatables controlled by this animation group.
  33419. */
  33420. readonly animatables: Array<Animatable>;
  33421. /**
  33422. * Instantiates a new Animation Group.
  33423. * This helps managing several animations at once.
  33424. * @see http://doc.babylonjs.com/how_to/group
  33425. * @param name Defines the name of the group
  33426. * @param scene Defines the scene the group belongs to
  33427. */
  33428. constructor(
  33429. /** The name of the animation group */
  33430. name: string, scene?: Nullable<Scene>);
  33431. /**
  33432. * Add an animation (with its target) in the group
  33433. * @param animation defines the animation we want to add
  33434. * @param target defines the target of the animation
  33435. * @returns the TargetedAnimation object
  33436. */
  33437. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33438. /**
  33439. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33440. * It can add constant keys at begin or end
  33441. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33442. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33443. * @returns the animation group
  33444. */
  33445. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33446. /**
  33447. * Start all animations on given targets
  33448. * @param loop defines if animations must loop
  33449. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33450. * @param from defines the from key (optional)
  33451. * @param to defines the to key (optional)
  33452. * @returns the current animation group
  33453. */
  33454. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33455. /**
  33456. * Pause all animations
  33457. * @returns the animation group
  33458. */
  33459. pause(): AnimationGroup;
  33460. /**
  33461. * Play all animations to initial state
  33462. * This function will start() the animations if they were not started or will restart() them if they were paused
  33463. * @param loop defines if animations must loop
  33464. * @returns the animation group
  33465. */
  33466. play(loop?: boolean): AnimationGroup;
  33467. /**
  33468. * Reset all animations to initial state
  33469. * @returns the animation group
  33470. */
  33471. reset(): AnimationGroup;
  33472. /**
  33473. * Restart animations from key 0
  33474. * @returns the animation group
  33475. */
  33476. restart(): AnimationGroup;
  33477. /**
  33478. * Stop all animations
  33479. * @returns the animation group
  33480. */
  33481. stop(): AnimationGroup;
  33482. /**
  33483. * Set animation weight for all animatables
  33484. * @param weight defines the weight to use
  33485. * @return the animationGroup
  33486. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33487. */
  33488. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33489. /**
  33490. * Synchronize and normalize all animatables with a source animatable
  33491. * @param root defines the root animatable to synchronize with
  33492. * @return the animationGroup
  33493. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33494. */
  33495. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33496. /**
  33497. * Goes to a specific frame in this animation group
  33498. * @param frame the frame number to go to
  33499. * @return the animationGroup
  33500. */
  33501. goToFrame(frame: number): AnimationGroup;
  33502. /**
  33503. * Dispose all associated resources
  33504. */
  33505. dispose(): void;
  33506. private _checkAnimationGroupEnded;
  33507. /**
  33508. * Clone the current animation group and returns a copy
  33509. * @param newName defines the name of the new group
  33510. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33511. * @returns the new aniamtion group
  33512. */
  33513. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33514. /**
  33515. * Serializes the animationGroup to an object
  33516. * @returns Serialized object
  33517. */
  33518. serialize(): any;
  33519. /**
  33520. * Returns a new AnimationGroup object parsed from the source provided.
  33521. * @param parsedAnimationGroup defines the source
  33522. * @param scene defines the scene that will receive the animationGroup
  33523. * @returns a new AnimationGroup
  33524. */
  33525. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33526. /**
  33527. * Returns the string "AnimationGroup"
  33528. * @returns "AnimationGroup"
  33529. */
  33530. getClassName(): string;
  33531. /**
  33532. * Creates a detailled string about the object
  33533. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33534. * @returns a string representing the object
  33535. */
  33536. toString(fullDetails?: boolean): string;
  33537. }
  33538. }
  33539. declare module "babylonjs/scene" {
  33540. import { Nullable } from "babylonjs/types";
  33541. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33542. import { Observable } from "babylonjs/Misc/observable";
  33543. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33544. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33545. import { Geometry } from "babylonjs/Meshes/geometry";
  33546. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33547. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33548. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33549. import { Mesh } from "babylonjs/Meshes/mesh";
  33550. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33551. import { Bone } from "babylonjs/Bones/bone";
  33552. import { Skeleton } from "babylonjs/Bones/skeleton";
  33553. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33554. import { Camera } from "babylonjs/Cameras/camera";
  33555. import { AbstractScene } from "babylonjs/abstractScene";
  33556. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33557. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33558. import { Material } from "babylonjs/Materials/material";
  33559. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33560. import { Effect } from "babylonjs/Materials/effect";
  33561. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33562. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33563. import { Light } from "babylonjs/Lights/light";
  33564. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33565. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33566. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33567. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33568. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33569. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33570. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33571. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33572. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33573. import { Engine } from "babylonjs/Engines/engine";
  33574. import { Node } from "babylonjs/node";
  33575. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33576. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33577. import { WebRequest } from "babylonjs/Misc/webRequest";
  33578. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33579. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33580. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33581. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33582. import { Plane } from "babylonjs/Maths/math.plane";
  33583. import { Ray } from "babylonjs/Culling/ray";
  33584. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33585. import { Animation } from "babylonjs/Animations/animation";
  33586. import { Animatable } from "babylonjs/Animations/animatable";
  33587. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33588. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33589. import { Collider } from "babylonjs/Collisions/collider";
  33590. /**
  33591. * Define an interface for all classes that will hold resources
  33592. */
  33593. export interface IDisposable {
  33594. /**
  33595. * Releases all held resources
  33596. */
  33597. dispose(): void;
  33598. }
  33599. /** Interface defining initialization parameters for Scene class */
  33600. export interface SceneOptions {
  33601. /**
  33602. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33603. * It will improve performance when the number of geometries becomes important.
  33604. */
  33605. useGeometryUniqueIdsMap?: boolean;
  33606. /**
  33607. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33608. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33609. */
  33610. useMaterialMeshMap?: boolean;
  33611. /**
  33612. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33613. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33614. */
  33615. useClonedMeshhMap?: boolean;
  33616. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33617. virtual?: boolean;
  33618. }
  33619. /**
  33620. * Represents a scene to be rendered by the engine.
  33621. * @see http://doc.babylonjs.com/features/scene
  33622. */
  33623. export class Scene extends AbstractScene implements IAnimatable {
  33624. /** The fog is deactivated */
  33625. static readonly FOGMODE_NONE: number;
  33626. /** The fog density is following an exponential function */
  33627. static readonly FOGMODE_EXP: number;
  33628. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33629. static readonly FOGMODE_EXP2: number;
  33630. /** The fog density is following a linear function. */
  33631. static readonly FOGMODE_LINEAR: number;
  33632. /**
  33633. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33634. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33635. */
  33636. static MinDeltaTime: number;
  33637. /**
  33638. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33639. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33640. */
  33641. static MaxDeltaTime: number;
  33642. /**
  33643. * Factory used to create the default material.
  33644. * @param name The name of the material to create
  33645. * @param scene The scene to create the material for
  33646. * @returns The default material
  33647. */
  33648. static DefaultMaterialFactory(scene: Scene): Material;
  33649. /**
  33650. * Factory used to create the a collision coordinator.
  33651. * @returns The collision coordinator
  33652. */
  33653. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33654. /** @hidden */
  33655. _inputManager: InputManager;
  33656. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33657. cameraToUseForPointers: Nullable<Camera>;
  33658. /** @hidden */
  33659. readonly _isScene: boolean;
  33660. /**
  33661. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33662. */
  33663. autoClear: boolean;
  33664. /**
  33665. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33666. */
  33667. autoClearDepthAndStencil: boolean;
  33668. /**
  33669. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33670. */
  33671. clearColor: Color4;
  33672. /**
  33673. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33674. */
  33675. ambientColor: Color3;
  33676. /**
  33677. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33678. * It should only be one of the following (if not the default embedded one):
  33679. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33680. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33681. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33682. * The material properties need to be setup according to the type of texture in use.
  33683. */
  33684. environmentBRDFTexture: BaseTexture;
  33685. /** @hidden */
  33686. protected _environmentTexture: Nullable<BaseTexture>;
  33687. /**
  33688. * Texture used in all pbr material as the reflection texture.
  33689. * As in the majority of the scene they are the same (exception for multi room and so on),
  33690. * this is easier to reference from here than from all the materials.
  33691. */
  33692. /**
  33693. * Texture used in all pbr material as the reflection texture.
  33694. * As in the majority of the scene they are the same (exception for multi room and so on),
  33695. * this is easier to set here than in all the materials.
  33696. */
  33697. environmentTexture: Nullable<BaseTexture>;
  33698. /** @hidden */
  33699. protected _environmentIntensity: number;
  33700. /**
  33701. * Intensity of the environment in all pbr material.
  33702. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33703. * As in the majority of the scene they are the same (exception for multi room and so on),
  33704. * this is easier to reference from here than from all the materials.
  33705. */
  33706. /**
  33707. * Intensity of the environment in all pbr material.
  33708. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33709. * As in the majority of the scene they are the same (exception for multi room and so on),
  33710. * this is easier to set here than in all the materials.
  33711. */
  33712. environmentIntensity: number;
  33713. /** @hidden */
  33714. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33715. /**
  33716. * Default image processing configuration used either in the rendering
  33717. * Forward main pass or through the imageProcessingPostProcess if present.
  33718. * As in the majority of the scene they are the same (exception for multi camera),
  33719. * this is easier to reference from here than from all the materials and post process.
  33720. *
  33721. * No setter as we it is a shared configuration, you can set the values instead.
  33722. */
  33723. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33724. private _forceWireframe;
  33725. /**
  33726. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33727. */
  33728. forceWireframe: boolean;
  33729. private _forcePointsCloud;
  33730. /**
  33731. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33732. */
  33733. forcePointsCloud: boolean;
  33734. /**
  33735. * Gets or sets the active clipplane 1
  33736. */
  33737. clipPlane: Nullable<Plane>;
  33738. /**
  33739. * Gets or sets the active clipplane 2
  33740. */
  33741. clipPlane2: Nullable<Plane>;
  33742. /**
  33743. * Gets or sets the active clipplane 3
  33744. */
  33745. clipPlane3: Nullable<Plane>;
  33746. /**
  33747. * Gets or sets the active clipplane 4
  33748. */
  33749. clipPlane4: Nullable<Plane>;
  33750. /**
  33751. * Gets or sets a boolean indicating if animations are enabled
  33752. */
  33753. animationsEnabled: boolean;
  33754. private _animationPropertiesOverride;
  33755. /**
  33756. * Gets or sets the animation properties override
  33757. */
  33758. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33759. /**
  33760. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33761. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33762. */
  33763. useConstantAnimationDeltaTime: boolean;
  33764. /**
  33765. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33766. * Please note that it requires to run a ray cast through the scene on every frame
  33767. */
  33768. constantlyUpdateMeshUnderPointer: boolean;
  33769. /**
  33770. * Defines the HTML cursor to use when hovering over interactive elements
  33771. */
  33772. hoverCursor: string;
  33773. /**
  33774. * Defines the HTML default cursor to use (empty by default)
  33775. */
  33776. defaultCursor: string;
  33777. /**
  33778. * This is used to call preventDefault() on pointer down
  33779. * in order to block unwanted artifacts like system double clicks
  33780. */
  33781. preventDefaultOnPointerDown: boolean;
  33782. /**
  33783. * This is used to call preventDefault() on pointer up
  33784. * in order to block unwanted artifacts like system double clicks
  33785. */
  33786. preventDefaultOnPointerUp: boolean;
  33787. /**
  33788. * Gets or sets user defined metadata
  33789. */
  33790. metadata: any;
  33791. /**
  33792. * For internal use only. Please do not use.
  33793. */
  33794. reservedDataStore: any;
  33795. /**
  33796. * Gets the name of the plugin used to load this scene (null by default)
  33797. */
  33798. loadingPluginName: string;
  33799. /**
  33800. * Use this array to add regular expressions used to disable offline support for specific urls
  33801. */
  33802. disableOfflineSupportExceptionRules: RegExp[];
  33803. /**
  33804. * An event triggered when the scene is disposed.
  33805. */
  33806. onDisposeObservable: Observable<Scene>;
  33807. private _onDisposeObserver;
  33808. /** Sets a function to be executed when this scene is disposed. */
  33809. onDispose: () => void;
  33810. /**
  33811. * An event triggered before rendering the scene (right after animations and physics)
  33812. */
  33813. onBeforeRenderObservable: Observable<Scene>;
  33814. private _onBeforeRenderObserver;
  33815. /** Sets a function to be executed before rendering this scene */
  33816. beforeRender: Nullable<() => void>;
  33817. /**
  33818. * An event triggered after rendering the scene
  33819. */
  33820. onAfterRenderObservable: Observable<Scene>;
  33821. /**
  33822. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33823. */
  33824. onAfterRenderCameraObservable: Observable<Camera>;
  33825. private _onAfterRenderObserver;
  33826. /** Sets a function to be executed after rendering this scene */
  33827. afterRender: Nullable<() => void>;
  33828. /**
  33829. * An event triggered before animating the scene
  33830. */
  33831. onBeforeAnimationsObservable: Observable<Scene>;
  33832. /**
  33833. * An event triggered after animations processing
  33834. */
  33835. onAfterAnimationsObservable: Observable<Scene>;
  33836. /**
  33837. * An event triggered before draw calls are ready to be sent
  33838. */
  33839. onBeforeDrawPhaseObservable: Observable<Scene>;
  33840. /**
  33841. * An event triggered after draw calls have been sent
  33842. */
  33843. onAfterDrawPhaseObservable: Observable<Scene>;
  33844. /**
  33845. * An event triggered when the scene is ready
  33846. */
  33847. onReadyObservable: Observable<Scene>;
  33848. /**
  33849. * An event triggered before rendering a camera
  33850. */
  33851. onBeforeCameraRenderObservable: Observable<Camera>;
  33852. private _onBeforeCameraRenderObserver;
  33853. /** Sets a function to be executed before rendering a camera*/
  33854. beforeCameraRender: () => void;
  33855. /**
  33856. * An event triggered after rendering a camera
  33857. */
  33858. onAfterCameraRenderObservable: Observable<Camera>;
  33859. private _onAfterCameraRenderObserver;
  33860. /** Sets a function to be executed after rendering a camera*/
  33861. afterCameraRender: () => void;
  33862. /**
  33863. * An event triggered when active meshes evaluation is about to start
  33864. */
  33865. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33866. /**
  33867. * An event triggered when active meshes evaluation is done
  33868. */
  33869. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33870. /**
  33871. * An event triggered when particles rendering is about to start
  33872. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33873. */
  33874. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33875. /**
  33876. * An event triggered when particles rendering is done
  33877. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33878. */
  33879. onAfterParticlesRenderingObservable: Observable<Scene>;
  33880. /**
  33881. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33882. */
  33883. onDataLoadedObservable: Observable<Scene>;
  33884. /**
  33885. * An event triggered when a camera is created
  33886. */
  33887. onNewCameraAddedObservable: Observable<Camera>;
  33888. /**
  33889. * An event triggered when a camera is removed
  33890. */
  33891. onCameraRemovedObservable: Observable<Camera>;
  33892. /**
  33893. * An event triggered when a light is created
  33894. */
  33895. onNewLightAddedObservable: Observable<Light>;
  33896. /**
  33897. * An event triggered when a light is removed
  33898. */
  33899. onLightRemovedObservable: Observable<Light>;
  33900. /**
  33901. * An event triggered when a geometry is created
  33902. */
  33903. onNewGeometryAddedObservable: Observable<Geometry>;
  33904. /**
  33905. * An event triggered when a geometry is removed
  33906. */
  33907. onGeometryRemovedObservable: Observable<Geometry>;
  33908. /**
  33909. * An event triggered when a transform node is created
  33910. */
  33911. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33912. /**
  33913. * An event triggered when a transform node is removed
  33914. */
  33915. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33916. /**
  33917. * An event triggered when a mesh is created
  33918. */
  33919. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33920. /**
  33921. * An event triggered when a mesh is removed
  33922. */
  33923. onMeshRemovedObservable: Observable<AbstractMesh>;
  33924. /**
  33925. * An event triggered when a skeleton is created
  33926. */
  33927. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33928. /**
  33929. * An event triggered when a skeleton is removed
  33930. */
  33931. onSkeletonRemovedObservable: Observable<Skeleton>;
  33932. /**
  33933. * An event triggered when a material is created
  33934. */
  33935. onNewMaterialAddedObservable: Observable<Material>;
  33936. /**
  33937. * An event triggered when a material is removed
  33938. */
  33939. onMaterialRemovedObservable: Observable<Material>;
  33940. /**
  33941. * An event triggered when a texture is created
  33942. */
  33943. onNewTextureAddedObservable: Observable<BaseTexture>;
  33944. /**
  33945. * An event triggered when a texture is removed
  33946. */
  33947. onTextureRemovedObservable: Observable<BaseTexture>;
  33948. /**
  33949. * An event triggered when render targets are about to be rendered
  33950. * Can happen multiple times per frame.
  33951. */
  33952. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33953. /**
  33954. * An event triggered when render targets were rendered.
  33955. * Can happen multiple times per frame.
  33956. */
  33957. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33958. /**
  33959. * An event triggered before calculating deterministic simulation step
  33960. */
  33961. onBeforeStepObservable: Observable<Scene>;
  33962. /**
  33963. * An event triggered after calculating deterministic simulation step
  33964. */
  33965. onAfterStepObservable: Observable<Scene>;
  33966. /**
  33967. * An event triggered when the activeCamera property is updated
  33968. */
  33969. onActiveCameraChanged: Observable<Scene>;
  33970. /**
  33971. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33972. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33973. * 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)
  33974. */
  33975. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33976. /**
  33977. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33978. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33979. * 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)
  33980. */
  33981. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33982. /**
  33983. * This Observable will when a mesh has been imported into the scene.
  33984. */
  33985. onMeshImportedObservable: Observable<AbstractMesh>;
  33986. /**
  33987. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33988. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33989. */
  33990. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33991. /** @hidden */
  33992. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33993. /**
  33994. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33995. */
  33996. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33997. /**
  33998. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33999. */
  34000. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34001. /**
  34002. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34003. */
  34004. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34005. /** Callback called when a pointer move is detected */
  34006. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34007. /** Callback called when a pointer down is detected */
  34008. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34009. /** Callback called when a pointer up is detected */
  34010. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34011. /** Callback called when a pointer pick is detected */
  34012. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34013. /**
  34014. * 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).
  34015. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34016. */
  34017. onPrePointerObservable: Observable<PointerInfoPre>;
  34018. /**
  34019. * Observable event triggered each time an input event is received from the rendering canvas
  34020. */
  34021. onPointerObservable: Observable<PointerInfo>;
  34022. /**
  34023. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34024. */
  34025. readonly unTranslatedPointer: Vector2;
  34026. /**
  34027. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34028. */
  34029. static DragMovementThreshold: number;
  34030. /**
  34031. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34032. */
  34033. static LongPressDelay: number;
  34034. /**
  34035. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34036. */
  34037. static DoubleClickDelay: number;
  34038. /** If you need to check double click without raising a single click at first click, enable this flag */
  34039. static ExclusiveDoubleClickMode: boolean;
  34040. /** @hidden */
  34041. _mirroredCameraPosition: Nullable<Vector3>;
  34042. /**
  34043. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34044. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34045. */
  34046. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34047. /**
  34048. * Observable event triggered each time an keyboard event is received from the hosting window
  34049. */
  34050. onKeyboardObservable: Observable<KeyboardInfo>;
  34051. private _useRightHandedSystem;
  34052. /**
  34053. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34054. */
  34055. useRightHandedSystem: boolean;
  34056. private _timeAccumulator;
  34057. private _currentStepId;
  34058. private _currentInternalStep;
  34059. /**
  34060. * Sets the step Id used by deterministic lock step
  34061. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34062. * @param newStepId defines the step Id
  34063. */
  34064. setStepId(newStepId: number): void;
  34065. /**
  34066. * Gets the step Id used by deterministic lock step
  34067. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34068. * @returns the step Id
  34069. */
  34070. getStepId(): number;
  34071. /**
  34072. * Gets the internal step used by deterministic lock step
  34073. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34074. * @returns the internal step
  34075. */
  34076. getInternalStep(): number;
  34077. private _fogEnabled;
  34078. /**
  34079. * Gets or sets a boolean indicating if fog is enabled on this scene
  34080. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34081. * (Default is true)
  34082. */
  34083. fogEnabled: boolean;
  34084. private _fogMode;
  34085. /**
  34086. * Gets or sets the fog mode to use
  34087. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34088. * | mode | value |
  34089. * | --- | --- |
  34090. * | FOGMODE_NONE | 0 |
  34091. * | FOGMODE_EXP | 1 |
  34092. * | FOGMODE_EXP2 | 2 |
  34093. * | FOGMODE_LINEAR | 3 |
  34094. */
  34095. fogMode: number;
  34096. /**
  34097. * Gets or sets the fog color to use
  34098. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34099. * (Default is Color3(0.2, 0.2, 0.3))
  34100. */
  34101. fogColor: Color3;
  34102. /**
  34103. * Gets or sets the fog density to use
  34104. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34105. * (Default is 0.1)
  34106. */
  34107. fogDensity: number;
  34108. /**
  34109. * Gets or sets the fog start distance to use
  34110. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34111. * (Default is 0)
  34112. */
  34113. fogStart: number;
  34114. /**
  34115. * Gets or sets the fog end distance to use
  34116. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34117. * (Default is 1000)
  34118. */
  34119. fogEnd: number;
  34120. private _shadowsEnabled;
  34121. /**
  34122. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34123. */
  34124. shadowsEnabled: boolean;
  34125. private _lightsEnabled;
  34126. /**
  34127. * Gets or sets a boolean indicating if lights are enabled on this scene
  34128. */
  34129. lightsEnabled: boolean;
  34130. /** All of the active cameras added to this scene. */
  34131. activeCameras: Camera[];
  34132. /** @hidden */
  34133. _activeCamera: Nullable<Camera>;
  34134. /** Gets or sets the current active camera */
  34135. activeCamera: Nullable<Camera>;
  34136. private _defaultMaterial;
  34137. /** The default material used on meshes when no material is affected */
  34138. /** The default material used on meshes when no material is affected */
  34139. defaultMaterial: Material;
  34140. private _texturesEnabled;
  34141. /**
  34142. * Gets or sets a boolean indicating if textures are enabled on this scene
  34143. */
  34144. texturesEnabled: boolean;
  34145. /**
  34146. * Gets or sets a boolean indicating if particles are enabled on this scene
  34147. */
  34148. particlesEnabled: boolean;
  34149. /**
  34150. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34151. */
  34152. spritesEnabled: boolean;
  34153. private _skeletonsEnabled;
  34154. /**
  34155. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34156. */
  34157. skeletonsEnabled: boolean;
  34158. /**
  34159. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34160. */
  34161. lensFlaresEnabled: boolean;
  34162. /**
  34163. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34164. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34165. */
  34166. collisionsEnabled: boolean;
  34167. private _collisionCoordinator;
  34168. /** @hidden */
  34169. readonly collisionCoordinator: ICollisionCoordinator;
  34170. /**
  34171. * Defines the gravity applied to this scene (used only for collisions)
  34172. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34173. */
  34174. gravity: Vector3;
  34175. /**
  34176. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34177. */
  34178. postProcessesEnabled: boolean;
  34179. /**
  34180. * The list of postprocesses added to the scene
  34181. */
  34182. postProcesses: PostProcess[];
  34183. /**
  34184. * Gets the current postprocess manager
  34185. */
  34186. postProcessManager: PostProcessManager;
  34187. /**
  34188. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34189. */
  34190. renderTargetsEnabled: boolean;
  34191. /**
  34192. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34193. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34194. */
  34195. dumpNextRenderTargets: boolean;
  34196. /**
  34197. * The list of user defined render targets added to the scene
  34198. */
  34199. customRenderTargets: RenderTargetTexture[];
  34200. /**
  34201. * Defines if texture loading must be delayed
  34202. * If true, textures will only be loaded when they need to be rendered
  34203. */
  34204. useDelayedTextureLoading: boolean;
  34205. /**
  34206. * Gets the list of meshes imported to the scene through SceneLoader
  34207. */
  34208. importedMeshesFiles: String[];
  34209. /**
  34210. * Gets or sets a boolean indicating if probes are enabled on this scene
  34211. */
  34212. probesEnabled: boolean;
  34213. /**
  34214. * Gets or sets the current offline provider to use to store scene data
  34215. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34216. */
  34217. offlineProvider: IOfflineProvider;
  34218. /**
  34219. * Gets or sets the action manager associated with the scene
  34220. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34221. */
  34222. actionManager: AbstractActionManager;
  34223. private _meshesForIntersections;
  34224. /**
  34225. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34226. */
  34227. proceduralTexturesEnabled: boolean;
  34228. private _engine;
  34229. private _totalVertices;
  34230. /** @hidden */
  34231. _activeIndices: PerfCounter;
  34232. /** @hidden */
  34233. _activeParticles: PerfCounter;
  34234. /** @hidden */
  34235. _activeBones: PerfCounter;
  34236. private _animationRatio;
  34237. /** @hidden */
  34238. _animationTimeLast: number;
  34239. /** @hidden */
  34240. _animationTime: number;
  34241. /**
  34242. * Gets or sets a general scale for animation speed
  34243. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34244. */
  34245. animationTimeScale: number;
  34246. /** @hidden */
  34247. _cachedMaterial: Nullable<Material>;
  34248. /** @hidden */
  34249. _cachedEffect: Nullable<Effect>;
  34250. /** @hidden */
  34251. _cachedVisibility: Nullable<number>;
  34252. private _renderId;
  34253. private _frameId;
  34254. private _executeWhenReadyTimeoutId;
  34255. private _intermediateRendering;
  34256. private _viewUpdateFlag;
  34257. private _projectionUpdateFlag;
  34258. /** @hidden */
  34259. _toBeDisposed: Nullable<IDisposable>[];
  34260. private _activeRequests;
  34261. /** @hidden */
  34262. _pendingData: any[];
  34263. private _isDisposed;
  34264. /**
  34265. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34266. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34267. */
  34268. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34269. private _activeMeshes;
  34270. private _processedMaterials;
  34271. private _renderTargets;
  34272. /** @hidden */
  34273. _activeParticleSystems: SmartArray<IParticleSystem>;
  34274. private _activeSkeletons;
  34275. private _softwareSkinnedMeshes;
  34276. private _renderingManager;
  34277. /** @hidden */
  34278. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34279. private _transformMatrix;
  34280. private _sceneUbo;
  34281. /** @hidden */
  34282. _viewMatrix: Matrix;
  34283. private _projectionMatrix;
  34284. /** @hidden */
  34285. _forcedViewPosition: Nullable<Vector3>;
  34286. /** @hidden */
  34287. _frustumPlanes: Plane[];
  34288. /**
  34289. * Gets the list of frustum planes (built from the active camera)
  34290. */
  34291. readonly frustumPlanes: Plane[];
  34292. /**
  34293. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34294. * This is useful if there are more lights that the maximum simulteanous authorized
  34295. */
  34296. requireLightSorting: boolean;
  34297. /** @hidden */
  34298. readonly useMaterialMeshMap: boolean;
  34299. /** @hidden */
  34300. readonly useClonedMeshhMap: boolean;
  34301. private _externalData;
  34302. private _uid;
  34303. /**
  34304. * @hidden
  34305. * Backing store of defined scene components.
  34306. */
  34307. _components: ISceneComponent[];
  34308. /**
  34309. * @hidden
  34310. * Backing store of defined scene components.
  34311. */
  34312. _serializableComponents: ISceneSerializableComponent[];
  34313. /**
  34314. * List of components to register on the next registration step.
  34315. */
  34316. private _transientComponents;
  34317. /**
  34318. * Registers the transient components if needed.
  34319. */
  34320. private _registerTransientComponents;
  34321. /**
  34322. * @hidden
  34323. * Add a component to the scene.
  34324. * Note that the ccomponent could be registered on th next frame if this is called after
  34325. * the register component stage.
  34326. * @param component Defines the component to add to the scene
  34327. */
  34328. _addComponent(component: ISceneComponent): void;
  34329. /**
  34330. * @hidden
  34331. * Gets a component from the scene.
  34332. * @param name defines the name of the component to retrieve
  34333. * @returns the component or null if not present
  34334. */
  34335. _getComponent(name: string): Nullable<ISceneComponent>;
  34336. /**
  34337. * @hidden
  34338. * Defines the actions happening before camera updates.
  34339. */
  34340. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34341. /**
  34342. * @hidden
  34343. * Defines the actions happening before clear the canvas.
  34344. */
  34345. _beforeClearStage: Stage<SimpleStageAction>;
  34346. /**
  34347. * @hidden
  34348. * Defines the actions when collecting render targets for the frame.
  34349. */
  34350. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34351. /**
  34352. * @hidden
  34353. * Defines the actions happening for one camera in the frame.
  34354. */
  34355. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34356. /**
  34357. * @hidden
  34358. * Defines the actions happening during the per mesh ready checks.
  34359. */
  34360. _isReadyForMeshStage: Stage<MeshStageAction>;
  34361. /**
  34362. * @hidden
  34363. * Defines the actions happening before evaluate active mesh checks.
  34364. */
  34365. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34366. /**
  34367. * @hidden
  34368. * Defines the actions happening during the evaluate sub mesh checks.
  34369. */
  34370. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34371. /**
  34372. * @hidden
  34373. * Defines the actions happening during the active mesh stage.
  34374. */
  34375. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34376. /**
  34377. * @hidden
  34378. * Defines the actions happening during the per camera render target step.
  34379. */
  34380. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34381. /**
  34382. * @hidden
  34383. * Defines the actions happening just before the active camera is drawing.
  34384. */
  34385. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34386. /**
  34387. * @hidden
  34388. * Defines the actions happening just before a render target is drawing.
  34389. */
  34390. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34391. /**
  34392. * @hidden
  34393. * Defines the actions happening just before a rendering group is drawing.
  34394. */
  34395. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34396. /**
  34397. * @hidden
  34398. * Defines the actions happening just before a mesh is drawing.
  34399. */
  34400. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34401. /**
  34402. * @hidden
  34403. * Defines the actions happening just after a mesh has been drawn.
  34404. */
  34405. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34406. /**
  34407. * @hidden
  34408. * Defines the actions happening just after a rendering group has been drawn.
  34409. */
  34410. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34411. /**
  34412. * @hidden
  34413. * Defines the actions happening just after the active camera has been drawn.
  34414. */
  34415. _afterCameraDrawStage: Stage<CameraStageAction>;
  34416. /**
  34417. * @hidden
  34418. * Defines the actions happening just after a render target has been drawn.
  34419. */
  34420. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34421. /**
  34422. * @hidden
  34423. * Defines the actions happening just after rendering all cameras and computing intersections.
  34424. */
  34425. _afterRenderStage: Stage<SimpleStageAction>;
  34426. /**
  34427. * @hidden
  34428. * Defines the actions happening when a pointer move event happens.
  34429. */
  34430. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34431. /**
  34432. * @hidden
  34433. * Defines the actions happening when a pointer down event happens.
  34434. */
  34435. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34436. /**
  34437. * @hidden
  34438. * Defines the actions happening when a pointer up event happens.
  34439. */
  34440. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34441. /**
  34442. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34443. */
  34444. private geometriesByUniqueId;
  34445. /**
  34446. * Creates a new Scene
  34447. * @param engine defines the engine to use to render this scene
  34448. * @param options defines the scene options
  34449. */
  34450. constructor(engine: Engine, options?: SceneOptions);
  34451. /**
  34452. * Gets a string idenfifying the name of the class
  34453. * @returns "Scene" string
  34454. */
  34455. getClassName(): string;
  34456. private _defaultMeshCandidates;
  34457. /**
  34458. * @hidden
  34459. */
  34460. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34461. private _defaultSubMeshCandidates;
  34462. /**
  34463. * @hidden
  34464. */
  34465. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34466. /**
  34467. * Sets the default candidate providers for the scene.
  34468. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34469. * and getCollidingSubMeshCandidates to their default function
  34470. */
  34471. setDefaultCandidateProviders(): void;
  34472. /**
  34473. * Gets the mesh that is currently under the pointer
  34474. */
  34475. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34476. /**
  34477. * Gets or sets the current on-screen X position of the pointer
  34478. */
  34479. pointerX: number;
  34480. /**
  34481. * Gets or sets the current on-screen Y position of the pointer
  34482. */
  34483. pointerY: number;
  34484. /**
  34485. * Gets the cached material (ie. the latest rendered one)
  34486. * @returns the cached material
  34487. */
  34488. getCachedMaterial(): Nullable<Material>;
  34489. /**
  34490. * Gets the cached effect (ie. the latest rendered one)
  34491. * @returns the cached effect
  34492. */
  34493. getCachedEffect(): Nullable<Effect>;
  34494. /**
  34495. * Gets the cached visibility state (ie. the latest rendered one)
  34496. * @returns the cached visibility state
  34497. */
  34498. getCachedVisibility(): Nullable<number>;
  34499. /**
  34500. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34501. * @param material defines the current material
  34502. * @param effect defines the current effect
  34503. * @param visibility defines the current visibility state
  34504. * @returns true if one parameter is not cached
  34505. */
  34506. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34507. /**
  34508. * Gets the engine associated with the scene
  34509. * @returns an Engine
  34510. */
  34511. getEngine(): Engine;
  34512. /**
  34513. * Gets the total number of vertices rendered per frame
  34514. * @returns the total number of vertices rendered per frame
  34515. */
  34516. getTotalVertices(): number;
  34517. /**
  34518. * Gets the performance counter for total vertices
  34519. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34520. */
  34521. readonly totalVerticesPerfCounter: PerfCounter;
  34522. /**
  34523. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34524. * @returns the total number of active indices rendered per frame
  34525. */
  34526. getActiveIndices(): number;
  34527. /**
  34528. * Gets the performance counter for active indices
  34529. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34530. */
  34531. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34532. /**
  34533. * Gets the total number of active particles rendered per frame
  34534. * @returns the total number of active particles rendered per frame
  34535. */
  34536. getActiveParticles(): number;
  34537. /**
  34538. * Gets the performance counter for active particles
  34539. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34540. */
  34541. readonly activeParticlesPerfCounter: PerfCounter;
  34542. /**
  34543. * Gets the total number of active bones rendered per frame
  34544. * @returns the total number of active bones rendered per frame
  34545. */
  34546. getActiveBones(): number;
  34547. /**
  34548. * Gets the performance counter for active bones
  34549. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34550. */
  34551. readonly activeBonesPerfCounter: PerfCounter;
  34552. /**
  34553. * Gets the array of active meshes
  34554. * @returns an array of AbstractMesh
  34555. */
  34556. getActiveMeshes(): SmartArray<AbstractMesh>;
  34557. /**
  34558. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34559. * @returns a number
  34560. */
  34561. getAnimationRatio(): number;
  34562. /**
  34563. * Gets an unique Id for the current render phase
  34564. * @returns a number
  34565. */
  34566. getRenderId(): number;
  34567. /**
  34568. * Gets an unique Id for the current frame
  34569. * @returns a number
  34570. */
  34571. getFrameId(): number;
  34572. /** Call this function if you want to manually increment the render Id*/
  34573. incrementRenderId(): void;
  34574. private _createUbo;
  34575. /**
  34576. * Use this method to simulate a pointer move on a mesh
  34577. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34578. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34579. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34580. * @returns the current scene
  34581. */
  34582. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34583. /**
  34584. * Use this method to simulate a pointer down on a mesh
  34585. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34586. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34587. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34588. * @returns the current scene
  34589. */
  34590. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34591. /**
  34592. * Use this method to simulate a pointer up on a mesh
  34593. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34594. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34595. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34596. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34597. * @returns the current scene
  34598. */
  34599. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34600. /**
  34601. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34602. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34603. * @returns true if the pointer was captured
  34604. */
  34605. isPointerCaptured(pointerId?: number): boolean;
  34606. /**
  34607. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34608. * @param attachUp defines if you want to attach events to pointerup
  34609. * @param attachDown defines if you want to attach events to pointerdown
  34610. * @param attachMove defines if you want to attach events to pointermove
  34611. */
  34612. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34613. /** Detaches all event handlers*/
  34614. detachControl(): void;
  34615. /**
  34616. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34617. * Delay loaded resources are not taking in account
  34618. * @return true if all required resources are ready
  34619. */
  34620. isReady(): boolean;
  34621. /** Resets all cached information relative to material (including effect and visibility) */
  34622. resetCachedMaterial(): void;
  34623. /**
  34624. * Registers a function to be called before every frame render
  34625. * @param func defines the function to register
  34626. */
  34627. registerBeforeRender(func: () => void): void;
  34628. /**
  34629. * Unregisters a function called before every frame render
  34630. * @param func defines the function to unregister
  34631. */
  34632. unregisterBeforeRender(func: () => void): void;
  34633. /**
  34634. * Registers a function to be called after every frame render
  34635. * @param func defines the function to register
  34636. */
  34637. registerAfterRender(func: () => void): void;
  34638. /**
  34639. * Unregisters a function called after every frame render
  34640. * @param func defines the function to unregister
  34641. */
  34642. unregisterAfterRender(func: () => void): void;
  34643. private _executeOnceBeforeRender;
  34644. /**
  34645. * The provided function will run before render once and will be disposed afterwards.
  34646. * A timeout delay can be provided so that the function will be executed in N ms.
  34647. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34648. * @param func The function to be executed.
  34649. * @param timeout optional delay in ms
  34650. */
  34651. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34652. /** @hidden */
  34653. _addPendingData(data: any): void;
  34654. /** @hidden */
  34655. _removePendingData(data: any): void;
  34656. /**
  34657. * Returns the number of items waiting to be loaded
  34658. * @returns the number of items waiting to be loaded
  34659. */
  34660. getWaitingItemsCount(): number;
  34661. /**
  34662. * Returns a boolean indicating if the scene is still loading data
  34663. */
  34664. readonly isLoading: boolean;
  34665. /**
  34666. * Registers a function to be executed when the scene is ready
  34667. * @param {Function} func - the function to be executed
  34668. */
  34669. executeWhenReady(func: () => void): void;
  34670. /**
  34671. * Returns a promise that resolves when the scene is ready
  34672. * @returns A promise that resolves when the scene is ready
  34673. */
  34674. whenReadyAsync(): Promise<void>;
  34675. /** @hidden */
  34676. _checkIsReady(): void;
  34677. /**
  34678. * Gets all animatable attached to the scene
  34679. */
  34680. readonly animatables: Animatable[];
  34681. /**
  34682. * Resets the last animation time frame.
  34683. * Useful to override when animations start running when loading a scene for the first time.
  34684. */
  34685. resetLastAnimationTimeFrame(): void;
  34686. /**
  34687. * Gets the current view matrix
  34688. * @returns a Matrix
  34689. */
  34690. getViewMatrix(): Matrix;
  34691. /**
  34692. * Gets the current projection matrix
  34693. * @returns a Matrix
  34694. */
  34695. getProjectionMatrix(): Matrix;
  34696. /**
  34697. * Gets the current transform matrix
  34698. * @returns a Matrix made of View * Projection
  34699. */
  34700. getTransformMatrix(): Matrix;
  34701. /**
  34702. * Sets the current transform matrix
  34703. * @param viewL defines the View matrix to use
  34704. * @param projectionL defines the Projection matrix to use
  34705. * @param viewR defines the right View matrix to use (if provided)
  34706. * @param projectionR defines the right Projection matrix to use (if provided)
  34707. */
  34708. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34709. /**
  34710. * Gets the uniform buffer used to store scene data
  34711. * @returns a UniformBuffer
  34712. */
  34713. getSceneUniformBuffer(): UniformBuffer;
  34714. /**
  34715. * Gets an unique (relatively to the current scene) Id
  34716. * @returns an unique number for the scene
  34717. */
  34718. getUniqueId(): number;
  34719. /**
  34720. * Add a mesh to the list of scene's meshes
  34721. * @param newMesh defines the mesh to add
  34722. * @param recursive if all child meshes should also be added to the scene
  34723. */
  34724. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34725. /**
  34726. * Remove a mesh for the list of scene's meshes
  34727. * @param toRemove defines the mesh to remove
  34728. * @param recursive if all child meshes should also be removed from the scene
  34729. * @returns the index where the mesh was in the mesh list
  34730. */
  34731. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34732. /**
  34733. * Add a transform node to the list of scene's transform nodes
  34734. * @param newTransformNode defines the transform node to add
  34735. */
  34736. addTransformNode(newTransformNode: TransformNode): void;
  34737. /**
  34738. * Remove a transform node for the list of scene's transform nodes
  34739. * @param toRemove defines the transform node to remove
  34740. * @returns the index where the transform node was in the transform node list
  34741. */
  34742. removeTransformNode(toRemove: TransformNode): number;
  34743. /**
  34744. * Remove a skeleton for the list of scene's skeletons
  34745. * @param toRemove defines the skeleton to remove
  34746. * @returns the index where the skeleton was in the skeleton list
  34747. */
  34748. removeSkeleton(toRemove: Skeleton): number;
  34749. /**
  34750. * Remove a morph target for the list of scene's morph targets
  34751. * @param toRemove defines the morph target to remove
  34752. * @returns the index where the morph target was in the morph target list
  34753. */
  34754. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34755. /**
  34756. * Remove a light for the list of scene's lights
  34757. * @param toRemove defines the light to remove
  34758. * @returns the index where the light was in the light list
  34759. */
  34760. removeLight(toRemove: Light): number;
  34761. /**
  34762. * Remove a camera for the list of scene's cameras
  34763. * @param toRemove defines the camera to remove
  34764. * @returns the index where the camera was in the camera list
  34765. */
  34766. removeCamera(toRemove: Camera): number;
  34767. /**
  34768. * Remove a particle system for the list of scene's particle systems
  34769. * @param toRemove defines the particle system to remove
  34770. * @returns the index where the particle system was in the particle system list
  34771. */
  34772. removeParticleSystem(toRemove: IParticleSystem): number;
  34773. /**
  34774. * Remove a animation for the list of scene's animations
  34775. * @param toRemove defines the animation to remove
  34776. * @returns the index where the animation was in the animation list
  34777. */
  34778. removeAnimation(toRemove: Animation): number;
  34779. /**
  34780. * Will stop the animation of the given target
  34781. * @param target - the target
  34782. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34783. * @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)
  34784. */
  34785. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34786. /**
  34787. * Removes the given animation group from this scene.
  34788. * @param toRemove The animation group to remove
  34789. * @returns The index of the removed animation group
  34790. */
  34791. removeAnimationGroup(toRemove: AnimationGroup): number;
  34792. /**
  34793. * Removes the given multi-material from this scene.
  34794. * @param toRemove The multi-material to remove
  34795. * @returns The index of the removed multi-material
  34796. */
  34797. removeMultiMaterial(toRemove: MultiMaterial): number;
  34798. /**
  34799. * Removes the given material from this scene.
  34800. * @param toRemove The material to remove
  34801. * @returns The index of the removed material
  34802. */
  34803. removeMaterial(toRemove: Material): number;
  34804. /**
  34805. * Removes the given action manager from this scene.
  34806. * @param toRemove The action manager to remove
  34807. * @returns The index of the removed action manager
  34808. */
  34809. removeActionManager(toRemove: AbstractActionManager): number;
  34810. /**
  34811. * Removes the given texture from this scene.
  34812. * @param toRemove The texture to remove
  34813. * @returns The index of the removed texture
  34814. */
  34815. removeTexture(toRemove: BaseTexture): number;
  34816. /**
  34817. * Adds the given light to this scene
  34818. * @param newLight The light to add
  34819. */
  34820. addLight(newLight: Light): void;
  34821. /**
  34822. * Sorts the list list based on light priorities
  34823. */
  34824. sortLightsByPriority(): void;
  34825. /**
  34826. * Adds the given camera to this scene
  34827. * @param newCamera The camera to add
  34828. */
  34829. addCamera(newCamera: Camera): void;
  34830. /**
  34831. * Adds the given skeleton to this scene
  34832. * @param newSkeleton The skeleton to add
  34833. */
  34834. addSkeleton(newSkeleton: Skeleton): void;
  34835. /**
  34836. * Adds the given particle system to this scene
  34837. * @param newParticleSystem The particle system to add
  34838. */
  34839. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34840. /**
  34841. * Adds the given animation to this scene
  34842. * @param newAnimation The animation to add
  34843. */
  34844. addAnimation(newAnimation: Animation): void;
  34845. /**
  34846. * Adds the given animation group to this scene.
  34847. * @param newAnimationGroup The animation group to add
  34848. */
  34849. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34850. /**
  34851. * Adds the given multi-material to this scene
  34852. * @param newMultiMaterial The multi-material to add
  34853. */
  34854. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34855. /**
  34856. * Adds the given material to this scene
  34857. * @param newMaterial The material to add
  34858. */
  34859. addMaterial(newMaterial: Material): void;
  34860. /**
  34861. * Adds the given morph target to this scene
  34862. * @param newMorphTargetManager The morph target to add
  34863. */
  34864. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34865. /**
  34866. * Adds the given geometry to this scene
  34867. * @param newGeometry The geometry to add
  34868. */
  34869. addGeometry(newGeometry: Geometry): void;
  34870. /**
  34871. * Adds the given action manager to this scene
  34872. * @param newActionManager The action manager to add
  34873. */
  34874. addActionManager(newActionManager: AbstractActionManager): void;
  34875. /**
  34876. * Adds the given texture to this scene.
  34877. * @param newTexture The texture to add
  34878. */
  34879. addTexture(newTexture: BaseTexture): void;
  34880. /**
  34881. * Switch active camera
  34882. * @param newCamera defines the new active camera
  34883. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34884. */
  34885. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34886. /**
  34887. * sets the active camera of the scene using its ID
  34888. * @param id defines the camera's ID
  34889. * @return the new active camera or null if none found.
  34890. */
  34891. setActiveCameraByID(id: string): Nullable<Camera>;
  34892. /**
  34893. * sets the active camera of the scene using its name
  34894. * @param name defines the camera's name
  34895. * @returns the new active camera or null if none found.
  34896. */
  34897. setActiveCameraByName(name: string): Nullable<Camera>;
  34898. /**
  34899. * get an animation group using its name
  34900. * @param name defines the material's name
  34901. * @return the animation group or null if none found.
  34902. */
  34903. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34904. /**
  34905. * Get a material using its unique id
  34906. * @param uniqueId defines the material's unique id
  34907. * @return the material or null if none found.
  34908. */
  34909. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34910. /**
  34911. * get a material using its id
  34912. * @param id defines the material's ID
  34913. * @return the material or null if none found.
  34914. */
  34915. getMaterialByID(id: string): Nullable<Material>;
  34916. /**
  34917. * Gets a the last added material using a given id
  34918. * @param id defines the material's ID
  34919. * @return the last material with the given id or null if none found.
  34920. */
  34921. getLastMaterialByID(id: string): Nullable<Material>;
  34922. /**
  34923. * Gets a material using its name
  34924. * @param name defines the material's name
  34925. * @return the material or null if none found.
  34926. */
  34927. getMaterialByName(name: string): Nullable<Material>;
  34928. /**
  34929. * Get a texture using its unique id
  34930. * @param uniqueId defines the texture's unique id
  34931. * @return the texture or null if none found.
  34932. */
  34933. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34934. /**
  34935. * Gets a camera using its id
  34936. * @param id defines the id to look for
  34937. * @returns the camera or null if not found
  34938. */
  34939. getCameraByID(id: string): Nullable<Camera>;
  34940. /**
  34941. * Gets a camera using its unique id
  34942. * @param uniqueId defines the unique id to look for
  34943. * @returns the camera or null if not found
  34944. */
  34945. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34946. /**
  34947. * Gets a camera using its name
  34948. * @param name defines the camera's name
  34949. * @return the camera or null if none found.
  34950. */
  34951. getCameraByName(name: string): Nullable<Camera>;
  34952. /**
  34953. * Gets a bone using its id
  34954. * @param id defines the bone's id
  34955. * @return the bone or null if not found
  34956. */
  34957. getBoneByID(id: string): Nullable<Bone>;
  34958. /**
  34959. * Gets a bone using its id
  34960. * @param name defines the bone's name
  34961. * @return the bone or null if not found
  34962. */
  34963. getBoneByName(name: string): Nullable<Bone>;
  34964. /**
  34965. * Gets a light node using its name
  34966. * @param name defines the the light's name
  34967. * @return the light or null if none found.
  34968. */
  34969. getLightByName(name: string): Nullable<Light>;
  34970. /**
  34971. * Gets a light node using its id
  34972. * @param id defines the light's id
  34973. * @return the light or null if none found.
  34974. */
  34975. getLightByID(id: string): Nullable<Light>;
  34976. /**
  34977. * Gets a light node using its scene-generated unique ID
  34978. * @param uniqueId defines the light's unique id
  34979. * @return the light or null if none found.
  34980. */
  34981. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34982. /**
  34983. * Gets a particle system by id
  34984. * @param id defines the particle system id
  34985. * @return the corresponding system or null if none found
  34986. */
  34987. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34988. /**
  34989. * Gets a geometry using its ID
  34990. * @param id defines the geometry's id
  34991. * @return the geometry or null if none found.
  34992. */
  34993. getGeometryByID(id: string): Nullable<Geometry>;
  34994. private _getGeometryByUniqueID;
  34995. /**
  34996. * Add a new geometry to this scene
  34997. * @param geometry defines the geometry to be added to the scene.
  34998. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34999. * @return a boolean defining if the geometry was added or not
  35000. */
  35001. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35002. /**
  35003. * Removes an existing geometry
  35004. * @param geometry defines the geometry to be removed from the scene
  35005. * @return a boolean defining if the geometry was removed or not
  35006. */
  35007. removeGeometry(geometry: Geometry): boolean;
  35008. /**
  35009. * Gets the list of geometries attached to the scene
  35010. * @returns an array of Geometry
  35011. */
  35012. getGeometries(): Geometry[];
  35013. /**
  35014. * Gets the first added mesh found of a given ID
  35015. * @param id defines the id to search for
  35016. * @return the mesh found or null if not found at all
  35017. */
  35018. getMeshByID(id: string): Nullable<AbstractMesh>;
  35019. /**
  35020. * Gets a list of meshes using their id
  35021. * @param id defines the id to search for
  35022. * @returns a list of meshes
  35023. */
  35024. getMeshesByID(id: string): Array<AbstractMesh>;
  35025. /**
  35026. * Gets the first added transform node found of a given ID
  35027. * @param id defines the id to search for
  35028. * @return the found transform node or null if not found at all.
  35029. */
  35030. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35031. /**
  35032. * Gets a transform node with its auto-generated unique id
  35033. * @param uniqueId efines the unique id to search for
  35034. * @return the found transform node or null if not found at all.
  35035. */
  35036. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35037. /**
  35038. * Gets a list of transform nodes using their id
  35039. * @param id defines the id to search for
  35040. * @returns a list of transform nodes
  35041. */
  35042. getTransformNodesByID(id: string): Array<TransformNode>;
  35043. /**
  35044. * Gets a mesh with its auto-generated unique id
  35045. * @param uniqueId defines the unique id to search for
  35046. * @return the found mesh or null if not found at all.
  35047. */
  35048. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35049. /**
  35050. * Gets a the last added mesh using a given id
  35051. * @param id defines the id to search for
  35052. * @return the found mesh or null if not found at all.
  35053. */
  35054. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35055. /**
  35056. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35057. * @param id defines the id to search for
  35058. * @return the found node or null if not found at all
  35059. */
  35060. getLastEntryByID(id: string): Nullable<Node>;
  35061. /**
  35062. * Gets a node (Mesh, Camera, Light) using a given id
  35063. * @param id defines the id to search for
  35064. * @return the found node or null if not found at all
  35065. */
  35066. getNodeByID(id: string): Nullable<Node>;
  35067. /**
  35068. * Gets a node (Mesh, Camera, Light) using a given name
  35069. * @param name defines the name to search for
  35070. * @return the found node or null if not found at all.
  35071. */
  35072. getNodeByName(name: string): Nullable<Node>;
  35073. /**
  35074. * Gets a mesh using a given name
  35075. * @param name defines the name to search for
  35076. * @return the found mesh or null if not found at all.
  35077. */
  35078. getMeshByName(name: string): Nullable<AbstractMesh>;
  35079. /**
  35080. * Gets a transform node using a given name
  35081. * @param name defines the name to search for
  35082. * @return the found transform node or null if not found at all.
  35083. */
  35084. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35085. /**
  35086. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35087. * @param id defines the id to search for
  35088. * @return the found skeleton or null if not found at all.
  35089. */
  35090. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35091. /**
  35092. * Gets a skeleton using a given auto generated unique id
  35093. * @param uniqueId defines the unique id to search for
  35094. * @return the found skeleton or null if not found at all.
  35095. */
  35096. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35097. /**
  35098. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35099. * @param id defines the id to search for
  35100. * @return the found skeleton or null if not found at all.
  35101. */
  35102. getSkeletonById(id: string): Nullable<Skeleton>;
  35103. /**
  35104. * Gets a skeleton using a given name
  35105. * @param name defines the name to search for
  35106. * @return the found skeleton or null if not found at all.
  35107. */
  35108. getSkeletonByName(name: string): Nullable<Skeleton>;
  35109. /**
  35110. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35111. * @param id defines the id to search for
  35112. * @return the found morph target manager or null if not found at all.
  35113. */
  35114. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35115. /**
  35116. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35117. * @param id defines the id to search for
  35118. * @return the found morph target or null if not found at all.
  35119. */
  35120. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35121. /**
  35122. * Gets a boolean indicating if the given mesh is active
  35123. * @param mesh defines the mesh to look for
  35124. * @returns true if the mesh is in the active list
  35125. */
  35126. isActiveMesh(mesh: AbstractMesh): boolean;
  35127. /**
  35128. * Return a unique id as a string which can serve as an identifier for the scene
  35129. */
  35130. readonly uid: string;
  35131. /**
  35132. * Add an externaly attached data from its key.
  35133. * This method call will fail and return false, if such key already exists.
  35134. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35135. * @param key the unique key that identifies the data
  35136. * @param data the data object to associate to the key for this Engine instance
  35137. * @return true if no such key were already present and the data was added successfully, false otherwise
  35138. */
  35139. addExternalData<T>(key: string, data: T): boolean;
  35140. /**
  35141. * Get an externaly attached data from its key
  35142. * @param key the unique key that identifies the data
  35143. * @return the associated data, if present (can be null), or undefined if not present
  35144. */
  35145. getExternalData<T>(key: string): Nullable<T>;
  35146. /**
  35147. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35148. * @param key the unique key that identifies the data
  35149. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35150. * @return the associated data, can be null if the factory returned null.
  35151. */
  35152. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35153. /**
  35154. * Remove an externaly attached data from the Engine instance
  35155. * @param key the unique key that identifies the data
  35156. * @return true if the data was successfully removed, false if it doesn't exist
  35157. */
  35158. removeExternalData(key: string): boolean;
  35159. private _evaluateSubMesh;
  35160. /**
  35161. * Clear the processed materials smart array preventing retention point in material dispose.
  35162. */
  35163. freeProcessedMaterials(): void;
  35164. private _preventFreeActiveMeshesAndRenderingGroups;
  35165. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35166. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35167. * when disposing several meshes in a row or a hierarchy of meshes.
  35168. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35169. */
  35170. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35171. /**
  35172. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35173. */
  35174. freeActiveMeshes(): void;
  35175. /**
  35176. * Clear the info related to rendering groups preventing retention points during dispose.
  35177. */
  35178. freeRenderingGroups(): void;
  35179. /** @hidden */
  35180. _isInIntermediateRendering(): boolean;
  35181. /**
  35182. * Lambda returning the list of potentially active meshes.
  35183. */
  35184. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35185. /**
  35186. * Lambda returning the list of potentially active sub meshes.
  35187. */
  35188. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35189. /**
  35190. * Lambda returning the list of potentially intersecting sub meshes.
  35191. */
  35192. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35193. /**
  35194. * Lambda returning the list of potentially colliding sub meshes.
  35195. */
  35196. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35197. private _activeMeshesFrozen;
  35198. /**
  35199. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35200. * @returns the current scene
  35201. */
  35202. freezeActiveMeshes(): Scene;
  35203. /**
  35204. * Use this function to restart evaluating active meshes on every frame
  35205. * @returns the current scene
  35206. */
  35207. unfreezeActiveMeshes(): Scene;
  35208. private _evaluateActiveMeshes;
  35209. private _activeMesh;
  35210. /**
  35211. * Update the transform matrix to update from the current active camera
  35212. * @param force defines a boolean used to force the update even if cache is up to date
  35213. */
  35214. updateTransformMatrix(force?: boolean): void;
  35215. private _bindFrameBuffer;
  35216. /** @hidden */
  35217. _allowPostProcessClearColor: boolean;
  35218. /** @hidden */
  35219. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35220. private _processSubCameras;
  35221. private _checkIntersections;
  35222. /** @hidden */
  35223. _advancePhysicsEngineStep(step: number): void;
  35224. /**
  35225. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35226. */
  35227. getDeterministicFrameTime: () => number;
  35228. /** @hidden */
  35229. _animate(): void;
  35230. /** Execute all animations (for a frame) */
  35231. animate(): void;
  35232. /**
  35233. * Render the scene
  35234. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35235. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35236. */
  35237. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35238. /**
  35239. * Freeze all materials
  35240. * A frozen material will not be updatable but should be faster to render
  35241. */
  35242. freezeMaterials(): void;
  35243. /**
  35244. * Unfreeze all materials
  35245. * A frozen material will not be updatable but should be faster to render
  35246. */
  35247. unfreezeMaterials(): void;
  35248. /**
  35249. * Releases all held ressources
  35250. */
  35251. dispose(): void;
  35252. /**
  35253. * Gets if the scene is already disposed
  35254. */
  35255. readonly isDisposed: boolean;
  35256. /**
  35257. * Call this function to reduce memory footprint of the scene.
  35258. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35259. */
  35260. clearCachedVertexData(): void;
  35261. /**
  35262. * This function will remove the local cached buffer data from texture.
  35263. * It will save memory but will prevent the texture from being rebuilt
  35264. */
  35265. cleanCachedTextureBuffer(): void;
  35266. /**
  35267. * Get the world extend vectors with an optional filter
  35268. *
  35269. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35270. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35271. */
  35272. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35273. min: Vector3;
  35274. max: Vector3;
  35275. };
  35276. /**
  35277. * Creates a ray that can be used to pick in the scene
  35278. * @param x defines the x coordinate of the origin (on-screen)
  35279. * @param y defines the y coordinate of the origin (on-screen)
  35280. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35281. * @param camera defines the camera to use for the picking
  35282. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35283. * @returns a Ray
  35284. */
  35285. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35286. /**
  35287. * Creates a ray that can be used to pick in the scene
  35288. * @param x defines the x coordinate of the origin (on-screen)
  35289. * @param y defines the y coordinate of the origin (on-screen)
  35290. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35291. * @param result defines the ray where to store the picking ray
  35292. * @param camera defines the camera to use for the picking
  35293. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35294. * @returns the current scene
  35295. */
  35296. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35297. /**
  35298. * Creates a ray that can be used to pick in the scene
  35299. * @param x defines the x coordinate of the origin (on-screen)
  35300. * @param y defines the y coordinate of the origin (on-screen)
  35301. * @param camera defines the camera to use for the picking
  35302. * @returns a Ray
  35303. */
  35304. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35305. /**
  35306. * Creates a ray that can be used to pick in the scene
  35307. * @param x defines the x coordinate of the origin (on-screen)
  35308. * @param y defines the y coordinate of the origin (on-screen)
  35309. * @param result defines the ray where to store the picking ray
  35310. * @param camera defines the camera to use for the picking
  35311. * @returns the current scene
  35312. */
  35313. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35314. /** Launch a ray to try to pick a mesh in the scene
  35315. * @param x position on screen
  35316. * @param y position on screen
  35317. * @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
  35318. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35319. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35320. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35321. * @returns a PickingInfo
  35322. */
  35323. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35324. /** Use the given ray to pick a mesh in the scene
  35325. * @param ray The ray to use to pick meshes
  35326. * @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
  35327. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35328. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35329. * @returns a PickingInfo
  35330. */
  35331. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35332. /**
  35333. * Launch a ray to try to pick a mesh in the scene
  35334. * @param x X position on screen
  35335. * @param y Y position on screen
  35336. * @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
  35337. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35338. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35339. * @returns an array of PickingInfo
  35340. */
  35341. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35342. /**
  35343. * Launch a ray to try to pick a mesh in the scene
  35344. * @param ray Ray to use
  35345. * @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
  35346. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35347. * @returns an array of PickingInfo
  35348. */
  35349. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35350. /**
  35351. * Force the value of meshUnderPointer
  35352. * @param mesh defines the mesh to use
  35353. */
  35354. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35355. /**
  35356. * Gets the mesh under the pointer
  35357. * @returns a Mesh or null if no mesh is under the pointer
  35358. */
  35359. getPointerOverMesh(): Nullable<AbstractMesh>;
  35360. /** @hidden */
  35361. _rebuildGeometries(): void;
  35362. /** @hidden */
  35363. _rebuildTextures(): void;
  35364. private _getByTags;
  35365. /**
  35366. * Get a list of meshes by tags
  35367. * @param tagsQuery defines the tags query to use
  35368. * @param forEach defines a predicate used to filter results
  35369. * @returns an array of Mesh
  35370. */
  35371. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35372. /**
  35373. * Get a list of cameras by tags
  35374. * @param tagsQuery defines the tags query to use
  35375. * @param forEach defines a predicate used to filter results
  35376. * @returns an array of Camera
  35377. */
  35378. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35379. /**
  35380. * Get a list of lights by tags
  35381. * @param tagsQuery defines the tags query to use
  35382. * @param forEach defines a predicate used to filter results
  35383. * @returns an array of Light
  35384. */
  35385. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35386. /**
  35387. * Get a list of materials by tags
  35388. * @param tagsQuery defines the tags query to use
  35389. * @param forEach defines a predicate used to filter results
  35390. * @returns an array of Material
  35391. */
  35392. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35393. /**
  35394. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35395. * This allowed control for front to back rendering or reversly depending of the special needs.
  35396. *
  35397. * @param renderingGroupId The rendering group id corresponding to its index
  35398. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35399. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35400. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35401. */
  35402. 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;
  35403. /**
  35404. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35405. *
  35406. * @param renderingGroupId The rendering group id corresponding to its index
  35407. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35408. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35409. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35410. */
  35411. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35412. /**
  35413. * Gets the current auto clear configuration for one rendering group of the rendering
  35414. * manager.
  35415. * @param index the rendering group index to get the information for
  35416. * @returns The auto clear setup for the requested rendering group
  35417. */
  35418. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35419. private _blockMaterialDirtyMechanism;
  35420. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35421. blockMaterialDirtyMechanism: boolean;
  35422. /**
  35423. * Will flag all materials as dirty to trigger new shader compilation
  35424. * @param flag defines the flag used to specify which material part must be marked as dirty
  35425. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35426. */
  35427. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35428. /** @hidden */
  35429. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35430. /** @hidden */
  35431. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35432. }
  35433. }
  35434. declare module "babylonjs/assetContainer" {
  35435. import { AbstractScene } from "babylonjs/abstractScene";
  35436. import { Scene } from "babylonjs/scene";
  35437. import { Mesh } from "babylonjs/Meshes/mesh";
  35438. /**
  35439. * Set of assets to keep when moving a scene into an asset container.
  35440. */
  35441. export class KeepAssets extends AbstractScene {
  35442. }
  35443. /**
  35444. * Container with a set of assets that can be added or removed from a scene.
  35445. */
  35446. export class AssetContainer extends AbstractScene {
  35447. /**
  35448. * The scene the AssetContainer belongs to.
  35449. */
  35450. scene: Scene;
  35451. /**
  35452. * Instantiates an AssetContainer.
  35453. * @param scene The scene the AssetContainer belongs to.
  35454. */
  35455. constructor(scene: Scene);
  35456. /**
  35457. * Adds all the assets from the container to the scene.
  35458. */
  35459. addAllToScene(): void;
  35460. /**
  35461. * Removes all the assets in the container from the scene
  35462. */
  35463. removeAllFromScene(): void;
  35464. /**
  35465. * Disposes all the assets in the container
  35466. */
  35467. dispose(): void;
  35468. private _moveAssets;
  35469. /**
  35470. * Removes all the assets contained in the scene and adds them to the container.
  35471. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35472. */
  35473. moveAllFromScene(keepAssets?: KeepAssets): void;
  35474. /**
  35475. * 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.
  35476. * @returns the root mesh
  35477. */
  35478. createRootMesh(): Mesh;
  35479. }
  35480. }
  35481. declare module "babylonjs/abstractScene" {
  35482. import { Scene } from "babylonjs/scene";
  35483. import { Nullable } from "babylonjs/types";
  35484. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35485. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35486. import { Geometry } from "babylonjs/Meshes/geometry";
  35487. import { Skeleton } from "babylonjs/Bones/skeleton";
  35488. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35489. import { AssetContainer } from "babylonjs/assetContainer";
  35490. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35491. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35492. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35493. import { Material } from "babylonjs/Materials/material";
  35494. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35495. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35496. import { Camera } from "babylonjs/Cameras/camera";
  35497. import { Light } from "babylonjs/Lights/light";
  35498. import { Node } from "babylonjs/node";
  35499. import { Animation } from "babylonjs/Animations/animation";
  35500. /**
  35501. * Defines how the parser contract is defined.
  35502. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35503. */
  35504. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35505. /**
  35506. * Defines how the individual parser contract is defined.
  35507. * These parser can parse an individual asset
  35508. */
  35509. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35510. /**
  35511. * Base class of the scene acting as a container for the different elements composing a scene.
  35512. * This class is dynamically extended by the different components of the scene increasing
  35513. * flexibility and reducing coupling
  35514. */
  35515. export abstract class AbstractScene {
  35516. /**
  35517. * Stores the list of available parsers in the application.
  35518. */
  35519. private static _BabylonFileParsers;
  35520. /**
  35521. * Stores the list of available individual parsers in the application.
  35522. */
  35523. private static _IndividualBabylonFileParsers;
  35524. /**
  35525. * Adds a parser in the list of available ones
  35526. * @param name Defines the name of the parser
  35527. * @param parser Defines the parser to add
  35528. */
  35529. static AddParser(name: string, parser: BabylonFileParser): void;
  35530. /**
  35531. * Gets a general parser from the list of avaialble ones
  35532. * @param name Defines the name of the parser
  35533. * @returns the requested parser or null
  35534. */
  35535. static GetParser(name: string): Nullable<BabylonFileParser>;
  35536. /**
  35537. * Adds n individual parser in the list of available ones
  35538. * @param name Defines the name of the parser
  35539. * @param parser Defines the parser to add
  35540. */
  35541. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35542. /**
  35543. * Gets an individual parser from the list of avaialble ones
  35544. * @param name Defines the name of the parser
  35545. * @returns the requested parser or null
  35546. */
  35547. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35548. /**
  35549. * Parser json data and populate both a scene and its associated container object
  35550. * @param jsonData Defines the data to parse
  35551. * @param scene Defines the scene to parse the data for
  35552. * @param container Defines the container attached to the parsing sequence
  35553. * @param rootUrl Defines the root url of the data
  35554. */
  35555. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35556. /**
  35557. * Gets the list of root nodes (ie. nodes with no parent)
  35558. */
  35559. rootNodes: Node[];
  35560. /** All of the cameras added to this scene
  35561. * @see http://doc.babylonjs.com/babylon101/cameras
  35562. */
  35563. cameras: Camera[];
  35564. /**
  35565. * All of the lights added to this scene
  35566. * @see http://doc.babylonjs.com/babylon101/lights
  35567. */
  35568. lights: Light[];
  35569. /**
  35570. * All of the (abstract) meshes added to this scene
  35571. */
  35572. meshes: AbstractMesh[];
  35573. /**
  35574. * The list of skeletons added to the scene
  35575. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35576. */
  35577. skeletons: Skeleton[];
  35578. /**
  35579. * All of the particle systems added to this scene
  35580. * @see http://doc.babylonjs.com/babylon101/particles
  35581. */
  35582. particleSystems: IParticleSystem[];
  35583. /**
  35584. * Gets a list of Animations associated with the scene
  35585. */
  35586. animations: Animation[];
  35587. /**
  35588. * All of the animation groups added to this scene
  35589. * @see http://doc.babylonjs.com/how_to/group
  35590. */
  35591. animationGroups: AnimationGroup[];
  35592. /**
  35593. * All of the multi-materials added to this scene
  35594. * @see http://doc.babylonjs.com/how_to/multi_materials
  35595. */
  35596. multiMaterials: MultiMaterial[];
  35597. /**
  35598. * All of the materials added to this scene
  35599. * In the context of a Scene, it is not supposed to be modified manually.
  35600. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35601. * Note also that the order of the Material wihin the array is not significant and might change.
  35602. * @see http://doc.babylonjs.com/babylon101/materials
  35603. */
  35604. materials: Material[];
  35605. /**
  35606. * The list of morph target managers added to the scene
  35607. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35608. */
  35609. morphTargetManagers: MorphTargetManager[];
  35610. /**
  35611. * The list of geometries used in the scene.
  35612. */
  35613. geometries: Geometry[];
  35614. /**
  35615. * All of the tranform nodes added to this scene
  35616. * In the context of a Scene, it is not supposed to be modified manually.
  35617. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35618. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35619. * @see http://doc.babylonjs.com/how_to/transformnode
  35620. */
  35621. transformNodes: TransformNode[];
  35622. /**
  35623. * ActionManagers available on the scene.
  35624. */
  35625. actionManagers: AbstractActionManager[];
  35626. /**
  35627. * Textures to keep.
  35628. */
  35629. textures: BaseTexture[];
  35630. /**
  35631. * Environment texture for the scene
  35632. */
  35633. environmentTexture: Nullable<BaseTexture>;
  35634. }
  35635. }
  35636. declare module "babylonjs/Audio/sound" {
  35637. import { Observable } from "babylonjs/Misc/observable";
  35638. import { Vector3 } from "babylonjs/Maths/math.vector";
  35639. import { Nullable } from "babylonjs/types";
  35640. import { Scene } from "babylonjs/scene";
  35641. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35642. /**
  35643. * Interface used to define options for Sound class
  35644. */
  35645. export interface ISoundOptions {
  35646. /**
  35647. * Does the sound autoplay once loaded.
  35648. */
  35649. autoplay?: boolean;
  35650. /**
  35651. * Does the sound loop after it finishes playing once.
  35652. */
  35653. loop?: boolean;
  35654. /**
  35655. * Sound's volume
  35656. */
  35657. volume?: number;
  35658. /**
  35659. * Is it a spatial sound?
  35660. */
  35661. spatialSound?: boolean;
  35662. /**
  35663. * Maximum distance to hear that sound
  35664. */
  35665. maxDistance?: number;
  35666. /**
  35667. * Uses user defined attenuation function
  35668. */
  35669. useCustomAttenuation?: boolean;
  35670. /**
  35671. * Define the roll off factor of spatial sounds.
  35672. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35673. */
  35674. rolloffFactor?: number;
  35675. /**
  35676. * Define the reference distance the sound should be heard perfectly.
  35677. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35678. */
  35679. refDistance?: number;
  35680. /**
  35681. * Define the distance attenuation model the sound will follow.
  35682. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35683. */
  35684. distanceModel?: string;
  35685. /**
  35686. * Defines the playback speed (1 by default)
  35687. */
  35688. playbackRate?: number;
  35689. /**
  35690. * Defines if the sound is from a streaming source
  35691. */
  35692. streaming?: boolean;
  35693. /**
  35694. * Defines an optional length (in seconds) inside the sound file
  35695. */
  35696. length?: number;
  35697. /**
  35698. * Defines an optional offset (in seconds) inside the sound file
  35699. */
  35700. offset?: number;
  35701. /**
  35702. * If true, URLs will not be required to state the audio file codec to use.
  35703. */
  35704. skipCodecCheck?: boolean;
  35705. }
  35706. /**
  35707. * Defines a sound that can be played in the application.
  35708. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35709. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35710. */
  35711. export class Sound {
  35712. /**
  35713. * The name of the sound in the scene.
  35714. */
  35715. name: string;
  35716. /**
  35717. * Does the sound autoplay once loaded.
  35718. */
  35719. autoplay: boolean;
  35720. /**
  35721. * Does the sound loop after it finishes playing once.
  35722. */
  35723. loop: boolean;
  35724. /**
  35725. * Does the sound use a custom attenuation curve to simulate the falloff
  35726. * happening when the source gets further away from the camera.
  35727. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35728. */
  35729. useCustomAttenuation: boolean;
  35730. /**
  35731. * The sound track id this sound belongs to.
  35732. */
  35733. soundTrackId: number;
  35734. /**
  35735. * Is this sound currently played.
  35736. */
  35737. isPlaying: boolean;
  35738. /**
  35739. * Is this sound currently paused.
  35740. */
  35741. isPaused: boolean;
  35742. /**
  35743. * Does this sound enables spatial sound.
  35744. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35745. */
  35746. spatialSound: boolean;
  35747. /**
  35748. * Define the reference distance the sound should be heard perfectly.
  35749. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35750. */
  35751. refDistance: number;
  35752. /**
  35753. * Define the roll off factor of spatial sounds.
  35754. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35755. */
  35756. rolloffFactor: number;
  35757. /**
  35758. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35759. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35760. */
  35761. maxDistance: number;
  35762. /**
  35763. * Define the distance attenuation model the sound will follow.
  35764. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35765. */
  35766. distanceModel: string;
  35767. /**
  35768. * @hidden
  35769. * Back Compat
  35770. **/
  35771. onended: () => any;
  35772. /**
  35773. * Observable event when the current playing sound finishes.
  35774. */
  35775. onEndedObservable: Observable<Sound>;
  35776. private _panningModel;
  35777. private _playbackRate;
  35778. private _streaming;
  35779. private _startTime;
  35780. private _startOffset;
  35781. private _position;
  35782. /** @hidden */
  35783. _positionInEmitterSpace: boolean;
  35784. private _localDirection;
  35785. private _volume;
  35786. private _isReadyToPlay;
  35787. private _isDirectional;
  35788. private _readyToPlayCallback;
  35789. private _audioBuffer;
  35790. private _soundSource;
  35791. private _streamingSource;
  35792. private _soundPanner;
  35793. private _soundGain;
  35794. private _inputAudioNode;
  35795. private _outputAudioNode;
  35796. private _coneInnerAngle;
  35797. private _coneOuterAngle;
  35798. private _coneOuterGain;
  35799. private _scene;
  35800. private _connectedTransformNode;
  35801. private _customAttenuationFunction;
  35802. private _registerFunc;
  35803. private _isOutputConnected;
  35804. private _htmlAudioElement;
  35805. private _urlType;
  35806. private _length?;
  35807. private _offset?;
  35808. /** @hidden */
  35809. static _SceneComponentInitialization: (scene: Scene) => void;
  35810. /**
  35811. * Create a sound and attach it to a scene
  35812. * @param name Name of your sound
  35813. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35814. * @param scene defines the scene the sound belongs to
  35815. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35816. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35817. */
  35818. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35819. /**
  35820. * Release the sound and its associated resources
  35821. */
  35822. dispose(): void;
  35823. /**
  35824. * Gets if the sounds is ready to be played or not.
  35825. * @returns true if ready, otherwise false
  35826. */
  35827. isReady(): boolean;
  35828. private _soundLoaded;
  35829. /**
  35830. * Sets the data of the sound from an audiobuffer
  35831. * @param audioBuffer The audioBuffer containing the data
  35832. */
  35833. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35834. /**
  35835. * Updates the current sounds options such as maxdistance, loop...
  35836. * @param options A JSON object containing values named as the object properties
  35837. */
  35838. updateOptions(options: ISoundOptions): void;
  35839. private _createSpatialParameters;
  35840. private _updateSpatialParameters;
  35841. /**
  35842. * Switch the panning model to HRTF:
  35843. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35844. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35845. */
  35846. switchPanningModelToHRTF(): void;
  35847. /**
  35848. * Switch the panning model to Equal Power:
  35849. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35850. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35851. */
  35852. switchPanningModelToEqualPower(): void;
  35853. private _switchPanningModel;
  35854. /**
  35855. * Connect this sound to a sound track audio node like gain...
  35856. * @param soundTrackAudioNode the sound track audio node to connect to
  35857. */
  35858. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35859. /**
  35860. * Transform this sound into a directional source
  35861. * @param coneInnerAngle Size of the inner cone in degree
  35862. * @param coneOuterAngle Size of the outer cone in degree
  35863. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35864. */
  35865. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35866. /**
  35867. * Gets or sets the inner angle for the directional cone.
  35868. */
  35869. /**
  35870. * Gets or sets the inner angle for the directional cone.
  35871. */
  35872. directionalConeInnerAngle: number;
  35873. /**
  35874. * Gets or sets the outer angle for the directional cone.
  35875. */
  35876. /**
  35877. * Gets or sets the outer angle for the directional cone.
  35878. */
  35879. directionalConeOuterAngle: number;
  35880. /**
  35881. * Sets the position of the emitter if spatial sound is enabled
  35882. * @param newPosition Defines the new posisiton
  35883. */
  35884. setPosition(newPosition: Vector3): void;
  35885. /**
  35886. * Sets the local direction of the emitter if spatial sound is enabled
  35887. * @param newLocalDirection Defines the new local direction
  35888. */
  35889. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35890. private _updateDirection;
  35891. /** @hidden */
  35892. updateDistanceFromListener(): void;
  35893. /**
  35894. * Sets a new custom attenuation function for the sound.
  35895. * @param callback Defines the function used for the attenuation
  35896. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35897. */
  35898. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35899. /**
  35900. * Play the sound
  35901. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35902. * @param offset (optional) Start the sound at a specific time in seconds
  35903. * @param length (optional) Sound duration (in seconds)
  35904. */
  35905. play(time?: number, offset?: number, length?: number): void;
  35906. private _onended;
  35907. /**
  35908. * Stop the sound
  35909. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35910. */
  35911. stop(time?: number): void;
  35912. /**
  35913. * Put the sound in pause
  35914. */
  35915. pause(): void;
  35916. /**
  35917. * Sets a dedicated volume for this sounds
  35918. * @param newVolume Define the new volume of the sound
  35919. * @param time Define time for gradual change to new volume
  35920. */
  35921. setVolume(newVolume: number, time?: number): void;
  35922. /**
  35923. * Set the sound play back rate
  35924. * @param newPlaybackRate Define the playback rate the sound should be played at
  35925. */
  35926. setPlaybackRate(newPlaybackRate: number): void;
  35927. /**
  35928. * Gets the volume of the sound.
  35929. * @returns the volume of the sound
  35930. */
  35931. getVolume(): number;
  35932. /**
  35933. * Attach the sound to a dedicated mesh
  35934. * @param transformNode The transform node to connect the sound with
  35935. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35936. */
  35937. attachToMesh(transformNode: TransformNode): void;
  35938. /**
  35939. * Detach the sound from the previously attached mesh
  35940. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35941. */
  35942. detachFromMesh(): void;
  35943. private _onRegisterAfterWorldMatrixUpdate;
  35944. /**
  35945. * Clone the current sound in the scene.
  35946. * @returns the new sound clone
  35947. */
  35948. clone(): Nullable<Sound>;
  35949. /**
  35950. * Gets the current underlying audio buffer containing the data
  35951. * @returns the audio buffer
  35952. */
  35953. getAudioBuffer(): Nullable<AudioBuffer>;
  35954. /**
  35955. * Serializes the Sound in a JSON representation
  35956. * @returns the JSON representation of the sound
  35957. */
  35958. serialize(): any;
  35959. /**
  35960. * Parse a JSON representation of a sound to innstantiate in a given scene
  35961. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35962. * @param scene Define the scene the new parsed sound should be created in
  35963. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35964. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35965. * @returns the newly parsed sound
  35966. */
  35967. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35968. }
  35969. }
  35970. declare module "babylonjs/Actions/directAudioActions" {
  35971. import { Action } from "babylonjs/Actions/action";
  35972. import { Condition } from "babylonjs/Actions/condition";
  35973. import { Sound } from "babylonjs/Audio/sound";
  35974. /**
  35975. * This defines an action helpful to play a defined sound on a triggered action.
  35976. */
  35977. export class PlaySoundAction extends Action {
  35978. private _sound;
  35979. /**
  35980. * Instantiate the action
  35981. * @param triggerOptions defines the trigger options
  35982. * @param sound defines the sound to play
  35983. * @param condition defines the trigger related conditions
  35984. */
  35985. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35986. /** @hidden */
  35987. _prepare(): void;
  35988. /**
  35989. * Execute the action and play the sound.
  35990. */
  35991. execute(): void;
  35992. /**
  35993. * Serializes the actions and its related information.
  35994. * @param parent defines the object to serialize in
  35995. * @returns the serialized object
  35996. */
  35997. serialize(parent: any): any;
  35998. }
  35999. /**
  36000. * This defines an action helpful to stop a defined sound on a triggered action.
  36001. */
  36002. export class StopSoundAction extends Action {
  36003. private _sound;
  36004. /**
  36005. * Instantiate the action
  36006. * @param triggerOptions defines the trigger options
  36007. * @param sound defines the sound to stop
  36008. * @param condition defines the trigger related conditions
  36009. */
  36010. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36011. /** @hidden */
  36012. _prepare(): void;
  36013. /**
  36014. * Execute the action and stop the sound.
  36015. */
  36016. execute(): void;
  36017. /**
  36018. * Serializes the actions and its related information.
  36019. * @param parent defines the object to serialize in
  36020. * @returns the serialized object
  36021. */
  36022. serialize(parent: any): any;
  36023. }
  36024. }
  36025. declare module "babylonjs/Actions/interpolateValueAction" {
  36026. import { Action } from "babylonjs/Actions/action";
  36027. import { Condition } from "babylonjs/Actions/condition";
  36028. import { Observable } from "babylonjs/Misc/observable";
  36029. /**
  36030. * This defines an action responsible to change the value of a property
  36031. * by interpolating between its current value and the newly set one once triggered.
  36032. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36033. */
  36034. export class InterpolateValueAction extends Action {
  36035. /**
  36036. * Defines the path of the property where the value should be interpolated
  36037. */
  36038. propertyPath: string;
  36039. /**
  36040. * Defines the target value at the end of the interpolation.
  36041. */
  36042. value: any;
  36043. /**
  36044. * Defines the time it will take for the property to interpolate to the value.
  36045. */
  36046. duration: number;
  36047. /**
  36048. * Defines if the other scene animations should be stopped when the action has been triggered
  36049. */
  36050. stopOtherAnimations?: boolean;
  36051. /**
  36052. * Defines a callback raised once the interpolation animation has been done.
  36053. */
  36054. onInterpolationDone?: () => void;
  36055. /**
  36056. * Observable triggered once the interpolation animation has been done.
  36057. */
  36058. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36059. private _target;
  36060. private _effectiveTarget;
  36061. private _property;
  36062. /**
  36063. * Instantiate the action
  36064. * @param triggerOptions defines the trigger options
  36065. * @param target defines the object containing the value to interpolate
  36066. * @param propertyPath defines the path to the property in the target object
  36067. * @param value defines the target value at the end of the interpolation
  36068. * @param duration deines the time it will take for the property to interpolate to the value.
  36069. * @param condition defines the trigger related conditions
  36070. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36071. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36072. */
  36073. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36074. /** @hidden */
  36075. _prepare(): void;
  36076. /**
  36077. * Execute the action starts the value interpolation.
  36078. */
  36079. execute(): void;
  36080. /**
  36081. * Serializes the actions and its related information.
  36082. * @param parent defines the object to serialize in
  36083. * @returns the serialized object
  36084. */
  36085. serialize(parent: any): any;
  36086. }
  36087. }
  36088. declare module "babylonjs/Actions/index" {
  36089. export * from "babylonjs/Actions/abstractActionManager";
  36090. export * from "babylonjs/Actions/action";
  36091. export * from "babylonjs/Actions/actionEvent";
  36092. export * from "babylonjs/Actions/actionManager";
  36093. export * from "babylonjs/Actions/condition";
  36094. export * from "babylonjs/Actions/directActions";
  36095. export * from "babylonjs/Actions/directAudioActions";
  36096. export * from "babylonjs/Actions/interpolateValueAction";
  36097. }
  36098. declare module "babylonjs/Animations/index" {
  36099. export * from "babylonjs/Animations/animatable";
  36100. export * from "babylonjs/Animations/animation";
  36101. export * from "babylonjs/Animations/animationGroup";
  36102. export * from "babylonjs/Animations/animationPropertiesOverride";
  36103. export * from "babylonjs/Animations/easing";
  36104. export * from "babylonjs/Animations/runtimeAnimation";
  36105. export * from "babylonjs/Animations/animationEvent";
  36106. export * from "babylonjs/Animations/animationGroup";
  36107. export * from "babylonjs/Animations/animationKey";
  36108. export * from "babylonjs/Animations/animationRange";
  36109. export * from "babylonjs/Animations/animatable.interface";
  36110. }
  36111. declare module "babylonjs/Audio/soundTrack" {
  36112. import { Sound } from "babylonjs/Audio/sound";
  36113. import { Analyser } from "babylonjs/Audio/analyser";
  36114. import { Scene } from "babylonjs/scene";
  36115. /**
  36116. * Options allowed during the creation of a sound track.
  36117. */
  36118. export interface ISoundTrackOptions {
  36119. /**
  36120. * The volume the sound track should take during creation
  36121. */
  36122. volume?: number;
  36123. /**
  36124. * Define if the sound track is the main sound track of the scene
  36125. */
  36126. mainTrack?: boolean;
  36127. }
  36128. /**
  36129. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36130. * It will be also used in a future release to apply effects on a specific track.
  36131. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36132. */
  36133. export class SoundTrack {
  36134. /**
  36135. * The unique identifier of the sound track in the scene.
  36136. */
  36137. id: number;
  36138. /**
  36139. * The list of sounds included in the sound track.
  36140. */
  36141. soundCollection: Array<Sound>;
  36142. private _outputAudioNode;
  36143. private _scene;
  36144. private _isMainTrack;
  36145. private _connectedAnalyser;
  36146. private _options;
  36147. private _isInitialized;
  36148. /**
  36149. * Creates a new sound track.
  36150. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36151. * @param scene Define the scene the sound track belongs to
  36152. * @param options
  36153. */
  36154. constructor(scene: Scene, options?: ISoundTrackOptions);
  36155. private _initializeSoundTrackAudioGraph;
  36156. /**
  36157. * Release the sound track and its associated resources
  36158. */
  36159. dispose(): void;
  36160. /**
  36161. * Adds a sound to this sound track
  36162. * @param sound define the cound to add
  36163. * @ignoreNaming
  36164. */
  36165. AddSound(sound: Sound): void;
  36166. /**
  36167. * Removes a sound to this sound track
  36168. * @param sound define the cound to remove
  36169. * @ignoreNaming
  36170. */
  36171. RemoveSound(sound: Sound): void;
  36172. /**
  36173. * Set a global volume for the full sound track.
  36174. * @param newVolume Define the new volume of the sound track
  36175. */
  36176. setVolume(newVolume: number): void;
  36177. /**
  36178. * Switch the panning model to HRTF:
  36179. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36180. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36181. */
  36182. switchPanningModelToHRTF(): void;
  36183. /**
  36184. * Switch the panning model to Equal Power:
  36185. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36186. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36187. */
  36188. switchPanningModelToEqualPower(): void;
  36189. /**
  36190. * Connect the sound track to an audio analyser allowing some amazing
  36191. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36192. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36193. * @param analyser The analyser to connect to the engine
  36194. */
  36195. connectToAnalyser(analyser: Analyser): void;
  36196. }
  36197. }
  36198. declare module "babylonjs/Audio/audioSceneComponent" {
  36199. import { Sound } from "babylonjs/Audio/sound";
  36200. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36201. import { Nullable } from "babylonjs/types";
  36202. import { Vector3 } from "babylonjs/Maths/math.vector";
  36203. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36204. import { Scene } from "babylonjs/scene";
  36205. import { AbstractScene } from "babylonjs/abstractScene";
  36206. import "babylonjs/Audio/audioEngine";
  36207. module "babylonjs/abstractScene" {
  36208. interface AbstractScene {
  36209. /**
  36210. * The list of sounds used in the scene.
  36211. */
  36212. sounds: Nullable<Array<Sound>>;
  36213. }
  36214. }
  36215. module "babylonjs/scene" {
  36216. interface Scene {
  36217. /**
  36218. * @hidden
  36219. * Backing field
  36220. */
  36221. _mainSoundTrack: SoundTrack;
  36222. /**
  36223. * The main sound track played by the scene.
  36224. * It cotains your primary collection of sounds.
  36225. */
  36226. mainSoundTrack: SoundTrack;
  36227. /**
  36228. * The list of sound tracks added to the scene
  36229. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36230. */
  36231. soundTracks: Nullable<Array<SoundTrack>>;
  36232. /**
  36233. * Gets a sound using a given name
  36234. * @param name defines the name to search for
  36235. * @return the found sound or null if not found at all.
  36236. */
  36237. getSoundByName(name: string): Nullable<Sound>;
  36238. /**
  36239. * Gets or sets if audio support is enabled
  36240. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36241. */
  36242. audioEnabled: boolean;
  36243. /**
  36244. * Gets or sets if audio will be output to headphones
  36245. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36246. */
  36247. headphone: boolean;
  36248. /**
  36249. * Gets or sets custom audio listener position provider
  36250. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36251. */
  36252. audioListenerPositionProvider: Nullable<() => Vector3>;
  36253. }
  36254. }
  36255. /**
  36256. * Defines the sound scene component responsible to manage any sounds
  36257. * in a given scene.
  36258. */
  36259. export class AudioSceneComponent implements ISceneSerializableComponent {
  36260. /**
  36261. * The component name helpfull to identify the component in the list of scene components.
  36262. */
  36263. readonly name: string;
  36264. /**
  36265. * The scene the component belongs to.
  36266. */
  36267. scene: Scene;
  36268. private _audioEnabled;
  36269. /**
  36270. * Gets whether audio is enabled or not.
  36271. * Please use related enable/disable method to switch state.
  36272. */
  36273. readonly audioEnabled: boolean;
  36274. private _headphone;
  36275. /**
  36276. * Gets whether audio is outputing to headphone or not.
  36277. * Please use the according Switch methods to change output.
  36278. */
  36279. readonly headphone: boolean;
  36280. private _audioListenerPositionProvider;
  36281. /**
  36282. * Gets the current audio listener position provider
  36283. */
  36284. /**
  36285. * Sets a custom listener position for all sounds in the scene
  36286. * By default, this is the position of the first active camera
  36287. */
  36288. audioListenerPositionProvider: Nullable<() => Vector3>;
  36289. /**
  36290. * Creates a new instance of the component for the given scene
  36291. * @param scene Defines the scene to register the component in
  36292. */
  36293. constructor(scene: Scene);
  36294. /**
  36295. * Registers the component in a given scene
  36296. */
  36297. register(): void;
  36298. /**
  36299. * Rebuilds the elements related to this component in case of
  36300. * context lost for instance.
  36301. */
  36302. rebuild(): void;
  36303. /**
  36304. * Serializes the component data to the specified json object
  36305. * @param serializationObject The object to serialize to
  36306. */
  36307. serialize(serializationObject: any): void;
  36308. /**
  36309. * Adds all the elements from the container to the scene
  36310. * @param container the container holding the elements
  36311. */
  36312. addFromContainer(container: AbstractScene): void;
  36313. /**
  36314. * Removes all the elements in the container from the scene
  36315. * @param container contains the elements to remove
  36316. * @param dispose if the removed element should be disposed (default: false)
  36317. */
  36318. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36319. /**
  36320. * Disposes the component and the associated ressources.
  36321. */
  36322. dispose(): void;
  36323. /**
  36324. * Disables audio in the associated scene.
  36325. */
  36326. disableAudio(): void;
  36327. /**
  36328. * Enables audio in the associated scene.
  36329. */
  36330. enableAudio(): void;
  36331. /**
  36332. * Switch audio to headphone output.
  36333. */
  36334. switchAudioModeForHeadphones(): void;
  36335. /**
  36336. * Switch audio to normal speakers.
  36337. */
  36338. switchAudioModeForNormalSpeakers(): void;
  36339. private _afterRender;
  36340. }
  36341. }
  36342. declare module "babylonjs/Audio/weightedsound" {
  36343. import { Sound } from "babylonjs/Audio/sound";
  36344. /**
  36345. * Wraps one or more Sound objects and selects one with random weight for playback.
  36346. */
  36347. export class WeightedSound {
  36348. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36349. loop: boolean;
  36350. private _coneInnerAngle;
  36351. private _coneOuterAngle;
  36352. private _volume;
  36353. /** A Sound is currently playing. */
  36354. isPlaying: boolean;
  36355. /** A Sound is currently paused. */
  36356. isPaused: boolean;
  36357. private _sounds;
  36358. private _weights;
  36359. private _currentIndex?;
  36360. /**
  36361. * Creates a new WeightedSound from the list of sounds given.
  36362. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36363. * @param sounds Array of Sounds that will be selected from.
  36364. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36365. */
  36366. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36367. /**
  36368. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36369. */
  36370. /**
  36371. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36372. */
  36373. directionalConeInnerAngle: number;
  36374. /**
  36375. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36376. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36377. */
  36378. /**
  36379. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36380. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36381. */
  36382. directionalConeOuterAngle: number;
  36383. /**
  36384. * Playback volume.
  36385. */
  36386. /**
  36387. * Playback volume.
  36388. */
  36389. volume: number;
  36390. private _onended;
  36391. /**
  36392. * Suspend playback
  36393. */
  36394. pause(): void;
  36395. /**
  36396. * Stop playback
  36397. */
  36398. stop(): void;
  36399. /**
  36400. * Start playback.
  36401. * @param startOffset Position the clip head at a specific time in seconds.
  36402. */
  36403. play(startOffset?: number): void;
  36404. }
  36405. }
  36406. declare module "babylonjs/Audio/index" {
  36407. export * from "babylonjs/Audio/analyser";
  36408. export * from "babylonjs/Audio/audioEngine";
  36409. export * from "babylonjs/Audio/audioSceneComponent";
  36410. export * from "babylonjs/Audio/sound";
  36411. export * from "babylonjs/Audio/soundTrack";
  36412. export * from "babylonjs/Audio/weightedsound";
  36413. }
  36414. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36415. import { Behavior } from "babylonjs/Behaviors/behavior";
  36416. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36417. import { BackEase } from "babylonjs/Animations/easing";
  36418. /**
  36419. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36420. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36421. */
  36422. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36423. /**
  36424. * Gets the name of the behavior.
  36425. */
  36426. readonly name: string;
  36427. /**
  36428. * The easing function used by animations
  36429. */
  36430. static EasingFunction: BackEase;
  36431. /**
  36432. * The easing mode used by animations
  36433. */
  36434. static EasingMode: number;
  36435. /**
  36436. * The duration of the animation, in milliseconds
  36437. */
  36438. transitionDuration: number;
  36439. /**
  36440. * Length of the distance animated by the transition when lower radius is reached
  36441. */
  36442. lowerRadiusTransitionRange: number;
  36443. /**
  36444. * Length of the distance animated by the transition when upper radius is reached
  36445. */
  36446. upperRadiusTransitionRange: number;
  36447. private _autoTransitionRange;
  36448. /**
  36449. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36450. */
  36451. /**
  36452. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36453. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36454. */
  36455. autoTransitionRange: boolean;
  36456. private _attachedCamera;
  36457. private _onAfterCheckInputsObserver;
  36458. private _onMeshTargetChangedObserver;
  36459. /**
  36460. * Initializes the behavior.
  36461. */
  36462. init(): void;
  36463. /**
  36464. * Attaches the behavior to its arc rotate camera.
  36465. * @param camera Defines the camera to attach the behavior to
  36466. */
  36467. attach(camera: ArcRotateCamera): void;
  36468. /**
  36469. * Detaches the behavior from its current arc rotate camera.
  36470. */
  36471. detach(): void;
  36472. private _radiusIsAnimating;
  36473. private _radiusBounceTransition;
  36474. private _animatables;
  36475. private _cachedWheelPrecision;
  36476. /**
  36477. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36478. * @param radiusLimit The limit to check against.
  36479. * @return Bool to indicate if at limit.
  36480. */
  36481. private _isRadiusAtLimit;
  36482. /**
  36483. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36484. * @param radiusDelta The delta by which to animate to. Can be negative.
  36485. */
  36486. private _applyBoundRadiusAnimation;
  36487. /**
  36488. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36489. */
  36490. protected _clearAnimationLocks(): void;
  36491. /**
  36492. * Stops and removes all animations that have been applied to the camera
  36493. */
  36494. stopAllAnimations(): void;
  36495. }
  36496. }
  36497. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36498. import { Behavior } from "babylonjs/Behaviors/behavior";
  36499. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36500. import { ExponentialEase } from "babylonjs/Animations/easing";
  36501. import { Nullable } from "babylonjs/types";
  36502. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36503. import { Vector3 } from "babylonjs/Maths/math.vector";
  36504. /**
  36505. * 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.
  36506. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36507. */
  36508. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36509. /**
  36510. * Gets the name of the behavior.
  36511. */
  36512. readonly name: string;
  36513. private _mode;
  36514. private _radiusScale;
  36515. private _positionScale;
  36516. private _defaultElevation;
  36517. private _elevationReturnTime;
  36518. private _elevationReturnWaitTime;
  36519. private _zoomStopsAnimation;
  36520. private _framingTime;
  36521. /**
  36522. * The easing function used by animations
  36523. */
  36524. static EasingFunction: ExponentialEase;
  36525. /**
  36526. * The easing mode used by animations
  36527. */
  36528. static EasingMode: number;
  36529. /**
  36530. * Sets the current mode used by the behavior
  36531. */
  36532. /**
  36533. * Gets current mode used by the behavior.
  36534. */
  36535. mode: number;
  36536. /**
  36537. * Sets the scale applied to the radius (1 by default)
  36538. */
  36539. /**
  36540. * Gets the scale applied to the radius
  36541. */
  36542. radiusScale: number;
  36543. /**
  36544. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36545. */
  36546. /**
  36547. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36548. */
  36549. positionScale: number;
  36550. /**
  36551. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36552. * behaviour is triggered, in radians.
  36553. */
  36554. /**
  36555. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36556. * behaviour is triggered, in radians.
  36557. */
  36558. defaultElevation: number;
  36559. /**
  36560. * Sets the time (in milliseconds) taken to return to the default beta position.
  36561. * Negative value indicates camera should not return to default.
  36562. */
  36563. /**
  36564. * Gets the time (in milliseconds) taken to return to the default beta position.
  36565. * Negative value indicates camera should not return to default.
  36566. */
  36567. elevationReturnTime: number;
  36568. /**
  36569. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36570. */
  36571. /**
  36572. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36573. */
  36574. elevationReturnWaitTime: number;
  36575. /**
  36576. * Sets the flag that indicates if user zooming should stop animation.
  36577. */
  36578. /**
  36579. * Gets the flag that indicates if user zooming should stop animation.
  36580. */
  36581. zoomStopsAnimation: boolean;
  36582. /**
  36583. * Sets the transition time when framing the mesh, in milliseconds
  36584. */
  36585. /**
  36586. * Gets the transition time when framing the mesh, in milliseconds
  36587. */
  36588. framingTime: number;
  36589. /**
  36590. * Define if the behavior should automatically change the configured
  36591. * camera limits and sensibilities.
  36592. */
  36593. autoCorrectCameraLimitsAndSensibility: boolean;
  36594. private _onPrePointerObservableObserver;
  36595. private _onAfterCheckInputsObserver;
  36596. private _onMeshTargetChangedObserver;
  36597. private _attachedCamera;
  36598. private _isPointerDown;
  36599. private _lastInteractionTime;
  36600. /**
  36601. * Initializes the behavior.
  36602. */
  36603. init(): void;
  36604. /**
  36605. * Attaches the behavior to its arc rotate camera.
  36606. * @param camera Defines the camera to attach the behavior to
  36607. */
  36608. attach(camera: ArcRotateCamera): void;
  36609. /**
  36610. * Detaches the behavior from its current arc rotate camera.
  36611. */
  36612. detach(): void;
  36613. private _animatables;
  36614. private _betaIsAnimating;
  36615. private _betaTransition;
  36616. private _radiusTransition;
  36617. private _vectorTransition;
  36618. /**
  36619. * Targets the given mesh and updates zoom level accordingly.
  36620. * @param mesh The mesh to target.
  36621. * @param radius Optional. If a cached radius position already exists, overrides default.
  36622. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36623. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36624. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36625. */
  36626. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36627. /**
  36628. * Targets the given mesh with its children and updates zoom level accordingly.
  36629. * @param mesh The mesh to target.
  36630. * @param radius Optional. If a cached radius position already exists, overrides default.
  36631. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36632. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36633. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36634. */
  36635. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36636. /**
  36637. * Targets the given meshes with their children and updates zoom level accordingly.
  36638. * @param meshes The mesh to target.
  36639. * @param radius Optional. If a cached radius position already exists, overrides default.
  36640. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36641. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36642. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36643. */
  36644. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36645. /**
  36646. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36647. * @param minimumWorld Determines the smaller position of the bounding box extend
  36648. * @param maximumWorld Determines the bigger position of the bounding box extend
  36649. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36650. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36651. */
  36652. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36653. /**
  36654. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36655. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36656. * frustum width.
  36657. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36658. * to fully enclose the mesh in the viewing frustum.
  36659. */
  36660. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36661. /**
  36662. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36663. * is automatically returned to its default position (expected to be above ground plane).
  36664. */
  36665. private _maintainCameraAboveGround;
  36666. /**
  36667. * Returns the frustum slope based on the canvas ratio and camera FOV
  36668. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36669. */
  36670. private _getFrustumSlope;
  36671. /**
  36672. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36673. */
  36674. private _clearAnimationLocks;
  36675. /**
  36676. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36677. */
  36678. private _applyUserInteraction;
  36679. /**
  36680. * Stops and removes all animations that have been applied to the camera
  36681. */
  36682. stopAllAnimations(): void;
  36683. /**
  36684. * Gets a value indicating if the user is moving the camera
  36685. */
  36686. readonly isUserIsMoving: boolean;
  36687. /**
  36688. * The camera can move all the way towards the mesh.
  36689. */
  36690. static IgnoreBoundsSizeMode: number;
  36691. /**
  36692. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36693. */
  36694. static FitFrustumSidesMode: number;
  36695. }
  36696. }
  36697. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36698. import { Nullable } from "babylonjs/types";
  36699. import { Camera } from "babylonjs/Cameras/camera";
  36700. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36701. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36702. /**
  36703. * Base class for Camera Pointer Inputs.
  36704. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36705. * for example usage.
  36706. */
  36707. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36708. /**
  36709. * Defines the camera the input is attached to.
  36710. */
  36711. abstract camera: Camera;
  36712. /**
  36713. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36714. */
  36715. protected _altKey: boolean;
  36716. protected _ctrlKey: boolean;
  36717. protected _metaKey: boolean;
  36718. protected _shiftKey: boolean;
  36719. /**
  36720. * Which mouse buttons were pressed at time of last mouse event.
  36721. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36722. */
  36723. protected _buttonsPressed: number;
  36724. /**
  36725. * Defines the buttons associated with the input to handle camera move.
  36726. */
  36727. buttons: number[];
  36728. /**
  36729. * Attach the input controls to a specific dom element to get the input from.
  36730. * @param element Defines the element the controls should be listened from
  36731. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36732. */
  36733. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36734. /**
  36735. * Detach the current controls from the specified dom element.
  36736. * @param element Defines the element to stop listening the inputs from
  36737. */
  36738. detachControl(element: Nullable<HTMLElement>): void;
  36739. /**
  36740. * Gets the class name of the current input.
  36741. * @returns the class name
  36742. */
  36743. getClassName(): string;
  36744. /**
  36745. * Get the friendly name associated with the input class.
  36746. * @returns the input friendly name
  36747. */
  36748. getSimpleName(): string;
  36749. /**
  36750. * Called on pointer POINTERDOUBLETAP event.
  36751. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36752. */
  36753. protected onDoubleTap(type: string): void;
  36754. /**
  36755. * Called on pointer POINTERMOVE event if only a single touch is active.
  36756. * Override this method to provide functionality.
  36757. */
  36758. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36759. /**
  36760. * Called on pointer POINTERMOVE event if multiple touches are active.
  36761. * Override this method to provide functionality.
  36762. */
  36763. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36764. /**
  36765. * Called on JS contextmenu event.
  36766. * Override this method to provide functionality.
  36767. */
  36768. protected onContextMenu(evt: PointerEvent): void;
  36769. /**
  36770. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36771. * press.
  36772. * Override this method to provide functionality.
  36773. */
  36774. protected onButtonDown(evt: PointerEvent): void;
  36775. /**
  36776. * Called each time a new POINTERUP event occurs. Ie, for each button
  36777. * release.
  36778. * Override this method to provide functionality.
  36779. */
  36780. protected onButtonUp(evt: PointerEvent): void;
  36781. /**
  36782. * Called when window becomes inactive.
  36783. * Override this method to provide functionality.
  36784. */
  36785. protected onLostFocus(): void;
  36786. private _pointerInput;
  36787. private _observer;
  36788. private _onLostFocus;
  36789. private pointA;
  36790. private pointB;
  36791. }
  36792. }
  36793. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36794. import { Nullable } from "babylonjs/types";
  36795. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36796. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36797. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36798. /**
  36799. * Manage the pointers inputs to control an arc rotate camera.
  36800. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36801. */
  36802. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36803. /**
  36804. * Defines the camera the input is attached to.
  36805. */
  36806. camera: ArcRotateCamera;
  36807. /**
  36808. * Gets the class name of the current input.
  36809. * @returns the class name
  36810. */
  36811. getClassName(): string;
  36812. /**
  36813. * Defines the buttons associated with the input to handle camera move.
  36814. */
  36815. buttons: number[];
  36816. /**
  36817. * Defines the pointer angular sensibility along the X axis or how fast is
  36818. * the camera rotating.
  36819. */
  36820. angularSensibilityX: number;
  36821. /**
  36822. * Defines the pointer angular sensibility along the Y axis or how fast is
  36823. * the camera rotating.
  36824. */
  36825. angularSensibilityY: number;
  36826. /**
  36827. * Defines the pointer pinch precision or how fast is the camera zooming.
  36828. */
  36829. pinchPrecision: number;
  36830. /**
  36831. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36832. * from 0.
  36833. * It defines the percentage of current camera.radius to use as delta when
  36834. * pinch zoom is used.
  36835. */
  36836. pinchDeltaPercentage: number;
  36837. /**
  36838. * Defines the pointer panning sensibility or how fast is the camera moving.
  36839. */
  36840. panningSensibility: number;
  36841. /**
  36842. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36843. */
  36844. multiTouchPanning: boolean;
  36845. /**
  36846. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36847. * zoom (pinch) through multitouch.
  36848. */
  36849. multiTouchPanAndZoom: boolean;
  36850. /**
  36851. * Revers pinch action direction.
  36852. */
  36853. pinchInwards: boolean;
  36854. private _isPanClick;
  36855. private _twoFingerActivityCount;
  36856. private _isPinching;
  36857. /**
  36858. * Called on pointer POINTERMOVE event if only a single touch is active.
  36859. */
  36860. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36861. /**
  36862. * Called on pointer POINTERDOUBLETAP event.
  36863. */
  36864. protected onDoubleTap(type: string): void;
  36865. /**
  36866. * Called on pointer POINTERMOVE event if multiple touches are active.
  36867. */
  36868. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36869. /**
  36870. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36871. * press.
  36872. */
  36873. protected onButtonDown(evt: PointerEvent): void;
  36874. /**
  36875. * Called each time a new POINTERUP event occurs. Ie, for each button
  36876. * release.
  36877. */
  36878. protected onButtonUp(evt: PointerEvent): void;
  36879. /**
  36880. * Called when window becomes inactive.
  36881. */
  36882. protected onLostFocus(): void;
  36883. }
  36884. }
  36885. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36886. import { Nullable } from "babylonjs/types";
  36887. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36888. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36889. /**
  36890. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36891. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36892. */
  36893. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36894. /**
  36895. * Defines the camera the input is attached to.
  36896. */
  36897. camera: ArcRotateCamera;
  36898. /**
  36899. * Defines the list of key codes associated with the up action (increase alpha)
  36900. */
  36901. keysUp: number[];
  36902. /**
  36903. * Defines the list of key codes associated with the down action (decrease alpha)
  36904. */
  36905. keysDown: number[];
  36906. /**
  36907. * Defines the list of key codes associated with the left action (increase beta)
  36908. */
  36909. keysLeft: number[];
  36910. /**
  36911. * Defines the list of key codes associated with the right action (decrease beta)
  36912. */
  36913. keysRight: number[];
  36914. /**
  36915. * Defines the list of key codes associated with the reset action.
  36916. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36917. */
  36918. keysReset: number[];
  36919. /**
  36920. * Defines the panning sensibility of the inputs.
  36921. * (How fast is the camera paning)
  36922. */
  36923. panningSensibility: number;
  36924. /**
  36925. * Defines the zooming sensibility of the inputs.
  36926. * (How fast is the camera zooming)
  36927. */
  36928. zoomingSensibility: number;
  36929. /**
  36930. * Defines wether maintaining the alt key down switch the movement mode from
  36931. * orientation to zoom.
  36932. */
  36933. useAltToZoom: boolean;
  36934. /**
  36935. * Rotation speed of the camera
  36936. */
  36937. angularSpeed: number;
  36938. private _keys;
  36939. private _ctrlPressed;
  36940. private _altPressed;
  36941. private _onCanvasBlurObserver;
  36942. private _onKeyboardObserver;
  36943. private _engine;
  36944. private _scene;
  36945. /**
  36946. * Attach the input controls to a specific dom element to get the input from.
  36947. * @param element Defines the element the controls should be listened from
  36948. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36949. */
  36950. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36951. /**
  36952. * Detach the current controls from the specified dom element.
  36953. * @param element Defines the element to stop listening the inputs from
  36954. */
  36955. detachControl(element: Nullable<HTMLElement>): void;
  36956. /**
  36957. * Update the current camera state depending on the inputs that have been used this frame.
  36958. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36959. */
  36960. checkInputs(): void;
  36961. /**
  36962. * Gets the class name of the current intput.
  36963. * @returns the class name
  36964. */
  36965. getClassName(): string;
  36966. /**
  36967. * Get the friendly name associated with the input class.
  36968. * @returns the input friendly name
  36969. */
  36970. getSimpleName(): string;
  36971. }
  36972. }
  36973. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36974. import { Nullable } from "babylonjs/types";
  36975. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36976. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36977. /**
  36978. * Manage the mouse wheel inputs to control an arc rotate camera.
  36979. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36980. */
  36981. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36982. /**
  36983. * Defines the camera the input is attached to.
  36984. */
  36985. camera: ArcRotateCamera;
  36986. /**
  36987. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36988. */
  36989. wheelPrecision: number;
  36990. /**
  36991. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36992. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36993. */
  36994. wheelDeltaPercentage: number;
  36995. private _wheel;
  36996. private _observer;
  36997. private computeDeltaFromMouseWheelLegacyEvent;
  36998. /**
  36999. * Attach the input controls to a specific dom element to get the input from.
  37000. * @param element Defines the element the controls should be listened from
  37001. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37002. */
  37003. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37004. /**
  37005. * Detach the current controls from the specified dom element.
  37006. * @param element Defines the element to stop listening the inputs from
  37007. */
  37008. detachControl(element: Nullable<HTMLElement>): void;
  37009. /**
  37010. * Gets the class name of the current intput.
  37011. * @returns the class name
  37012. */
  37013. getClassName(): string;
  37014. /**
  37015. * Get the friendly name associated with the input class.
  37016. * @returns the input friendly name
  37017. */
  37018. getSimpleName(): string;
  37019. }
  37020. }
  37021. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37022. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37023. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37024. /**
  37025. * Default Inputs manager for the ArcRotateCamera.
  37026. * It groups all the default supported inputs for ease of use.
  37027. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37028. */
  37029. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37030. /**
  37031. * Instantiates a new ArcRotateCameraInputsManager.
  37032. * @param camera Defines the camera the inputs belong to
  37033. */
  37034. constructor(camera: ArcRotateCamera);
  37035. /**
  37036. * Add mouse wheel input support to the input manager.
  37037. * @returns the current input manager
  37038. */
  37039. addMouseWheel(): ArcRotateCameraInputsManager;
  37040. /**
  37041. * Add pointers input support to the input manager.
  37042. * @returns the current input manager
  37043. */
  37044. addPointers(): ArcRotateCameraInputsManager;
  37045. /**
  37046. * Add keyboard input support to the input manager.
  37047. * @returns the current input manager
  37048. */
  37049. addKeyboard(): ArcRotateCameraInputsManager;
  37050. }
  37051. }
  37052. declare module "babylonjs/Cameras/arcRotateCamera" {
  37053. import { Observable } from "babylonjs/Misc/observable";
  37054. import { Nullable } from "babylonjs/types";
  37055. import { Scene } from "babylonjs/scene";
  37056. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37057. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37058. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37059. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37060. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37061. import { Camera } from "babylonjs/Cameras/camera";
  37062. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37063. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37064. import { Collider } from "babylonjs/Collisions/collider";
  37065. /**
  37066. * This represents an orbital type of camera.
  37067. *
  37068. * 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.
  37069. * 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.
  37070. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37071. */
  37072. export class ArcRotateCamera extends TargetCamera {
  37073. /**
  37074. * Defines the rotation angle of the camera along the longitudinal axis.
  37075. */
  37076. alpha: number;
  37077. /**
  37078. * Defines the rotation angle of the camera along the latitudinal axis.
  37079. */
  37080. beta: number;
  37081. /**
  37082. * Defines the radius of the camera from it s target point.
  37083. */
  37084. radius: number;
  37085. protected _target: Vector3;
  37086. protected _targetHost: Nullable<AbstractMesh>;
  37087. /**
  37088. * Defines the target point of the camera.
  37089. * The camera looks towards it form the radius distance.
  37090. */
  37091. target: Vector3;
  37092. /**
  37093. * Define the current local position of the camera in the scene
  37094. */
  37095. position: Vector3;
  37096. protected _upVector: Vector3;
  37097. protected _upToYMatrix: Matrix;
  37098. protected _YToUpMatrix: Matrix;
  37099. /**
  37100. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37101. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37102. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37103. */
  37104. upVector: Vector3;
  37105. /**
  37106. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37107. */
  37108. setMatUp(): void;
  37109. /**
  37110. * Current inertia value on the longitudinal axis.
  37111. * The bigger this number the longer it will take for the camera to stop.
  37112. */
  37113. inertialAlphaOffset: number;
  37114. /**
  37115. * Current inertia value on the latitudinal axis.
  37116. * The bigger this number the longer it will take for the camera to stop.
  37117. */
  37118. inertialBetaOffset: number;
  37119. /**
  37120. * Current inertia value on the radius axis.
  37121. * The bigger this number the longer it will take for the camera to stop.
  37122. */
  37123. inertialRadiusOffset: number;
  37124. /**
  37125. * Minimum allowed angle on the longitudinal axis.
  37126. * This can help limiting how the Camera is able to move in the scene.
  37127. */
  37128. lowerAlphaLimit: Nullable<number>;
  37129. /**
  37130. * Maximum allowed angle on the longitudinal axis.
  37131. * This can help limiting how the Camera is able to move in the scene.
  37132. */
  37133. upperAlphaLimit: Nullable<number>;
  37134. /**
  37135. * Minimum allowed angle on the latitudinal axis.
  37136. * This can help limiting how the Camera is able to move in the scene.
  37137. */
  37138. lowerBetaLimit: number;
  37139. /**
  37140. * Maximum allowed angle on the latitudinal axis.
  37141. * This can help limiting how the Camera is able to move in the scene.
  37142. */
  37143. upperBetaLimit: number;
  37144. /**
  37145. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37146. * This can help limiting how the Camera is able to move in the scene.
  37147. */
  37148. lowerRadiusLimit: Nullable<number>;
  37149. /**
  37150. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37151. * This can help limiting how the Camera is able to move in the scene.
  37152. */
  37153. upperRadiusLimit: Nullable<number>;
  37154. /**
  37155. * Defines the current inertia value used during panning of the camera along the X axis.
  37156. */
  37157. inertialPanningX: number;
  37158. /**
  37159. * Defines the current inertia value used during panning of the camera along the Y axis.
  37160. */
  37161. inertialPanningY: number;
  37162. /**
  37163. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37164. * Basically if your fingers moves away from more than this distance you will be considered
  37165. * in pinch mode.
  37166. */
  37167. pinchToPanMaxDistance: number;
  37168. /**
  37169. * Defines the maximum distance the camera can pan.
  37170. * This could help keeping the cammera always in your scene.
  37171. */
  37172. panningDistanceLimit: Nullable<number>;
  37173. /**
  37174. * Defines the target of the camera before paning.
  37175. */
  37176. panningOriginTarget: Vector3;
  37177. /**
  37178. * Defines the value of the inertia used during panning.
  37179. * 0 would mean stop inertia and one would mean no decelleration at all.
  37180. */
  37181. panningInertia: number;
  37182. /**
  37183. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37184. */
  37185. angularSensibilityX: number;
  37186. /**
  37187. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37188. */
  37189. angularSensibilityY: number;
  37190. /**
  37191. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37192. */
  37193. pinchPrecision: number;
  37194. /**
  37195. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37196. * It will be used instead of pinchDeltaPrecision if different from 0.
  37197. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37198. */
  37199. pinchDeltaPercentage: number;
  37200. /**
  37201. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37202. */
  37203. panningSensibility: number;
  37204. /**
  37205. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37206. */
  37207. keysUp: number[];
  37208. /**
  37209. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37210. */
  37211. keysDown: number[];
  37212. /**
  37213. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37214. */
  37215. keysLeft: number[];
  37216. /**
  37217. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37218. */
  37219. keysRight: number[];
  37220. /**
  37221. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37222. */
  37223. wheelPrecision: number;
  37224. /**
  37225. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37226. * It will be used instead of pinchDeltaPrecision if different from 0.
  37227. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37228. */
  37229. wheelDeltaPercentage: number;
  37230. /**
  37231. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37232. */
  37233. zoomOnFactor: number;
  37234. /**
  37235. * Defines a screen offset for the camera position.
  37236. */
  37237. targetScreenOffset: Vector2;
  37238. /**
  37239. * Allows the camera to be completely reversed.
  37240. * If false the camera can not arrive upside down.
  37241. */
  37242. allowUpsideDown: boolean;
  37243. /**
  37244. * Define if double tap/click is used to restore the previously saved state of the camera.
  37245. */
  37246. useInputToRestoreState: boolean;
  37247. /** @hidden */
  37248. _viewMatrix: Matrix;
  37249. /** @hidden */
  37250. _useCtrlForPanning: boolean;
  37251. /** @hidden */
  37252. _panningMouseButton: number;
  37253. /**
  37254. * Defines the input associated to the camera.
  37255. */
  37256. inputs: ArcRotateCameraInputsManager;
  37257. /** @hidden */
  37258. _reset: () => void;
  37259. /**
  37260. * Defines the allowed panning axis.
  37261. */
  37262. panningAxis: Vector3;
  37263. protected _localDirection: Vector3;
  37264. protected _transformedDirection: Vector3;
  37265. private _bouncingBehavior;
  37266. /**
  37267. * Gets the bouncing behavior of the camera if it has been enabled.
  37268. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37269. */
  37270. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37271. /**
  37272. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37273. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37274. */
  37275. useBouncingBehavior: boolean;
  37276. private _framingBehavior;
  37277. /**
  37278. * Gets the framing behavior of the camera if it has been enabled.
  37279. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37280. */
  37281. readonly framingBehavior: Nullable<FramingBehavior>;
  37282. /**
  37283. * Defines if the framing behavior of the camera is enabled on the camera.
  37284. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37285. */
  37286. useFramingBehavior: boolean;
  37287. private _autoRotationBehavior;
  37288. /**
  37289. * Gets the auto rotation behavior of the camera if it has been enabled.
  37290. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37291. */
  37292. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37293. /**
  37294. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37295. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37296. */
  37297. useAutoRotationBehavior: boolean;
  37298. /**
  37299. * Observable triggered when the mesh target has been changed on the camera.
  37300. */
  37301. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37302. /**
  37303. * Event raised when the camera is colliding with a mesh.
  37304. */
  37305. onCollide: (collidedMesh: AbstractMesh) => void;
  37306. /**
  37307. * Defines whether the camera should check collision with the objects oh the scene.
  37308. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37309. */
  37310. checkCollisions: boolean;
  37311. /**
  37312. * Defines the collision radius of the camera.
  37313. * This simulates a sphere around the camera.
  37314. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37315. */
  37316. collisionRadius: Vector3;
  37317. protected _collider: Collider;
  37318. protected _previousPosition: Vector3;
  37319. protected _collisionVelocity: Vector3;
  37320. protected _newPosition: Vector3;
  37321. protected _previousAlpha: number;
  37322. protected _previousBeta: number;
  37323. protected _previousRadius: number;
  37324. protected _collisionTriggered: boolean;
  37325. protected _targetBoundingCenter: Nullable<Vector3>;
  37326. private _computationVector;
  37327. /**
  37328. * Instantiates a new ArcRotateCamera in a given scene
  37329. * @param name Defines the name of the camera
  37330. * @param alpha Defines the camera rotation along the logitudinal axis
  37331. * @param beta Defines the camera rotation along the latitudinal axis
  37332. * @param radius Defines the camera distance from its target
  37333. * @param target Defines the camera target
  37334. * @param scene Defines the scene the camera belongs to
  37335. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37336. */
  37337. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37338. /** @hidden */
  37339. _initCache(): void;
  37340. /** @hidden */
  37341. _updateCache(ignoreParentClass?: boolean): void;
  37342. protected _getTargetPosition(): Vector3;
  37343. private _storedAlpha;
  37344. private _storedBeta;
  37345. private _storedRadius;
  37346. private _storedTarget;
  37347. /**
  37348. * Stores the current state of the camera (alpha, beta, radius and target)
  37349. * @returns the camera itself
  37350. */
  37351. storeState(): Camera;
  37352. /**
  37353. * @hidden
  37354. * Restored camera state. You must call storeState() first
  37355. */
  37356. _restoreStateValues(): boolean;
  37357. /** @hidden */
  37358. _isSynchronizedViewMatrix(): boolean;
  37359. /**
  37360. * Attached controls to the current camera.
  37361. * @param element Defines the element the controls should be listened from
  37362. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37363. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37364. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37365. */
  37366. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37367. /**
  37368. * Detach the current controls from the camera.
  37369. * The camera will stop reacting to inputs.
  37370. * @param element Defines the element to stop listening the inputs from
  37371. */
  37372. detachControl(element: HTMLElement): void;
  37373. /** @hidden */
  37374. _checkInputs(): void;
  37375. protected _checkLimits(): void;
  37376. /**
  37377. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37378. */
  37379. rebuildAnglesAndRadius(): void;
  37380. /**
  37381. * Use a position to define the current camera related information like aplha, beta and radius
  37382. * @param position Defines the position to set the camera at
  37383. */
  37384. setPosition(position: Vector3): void;
  37385. /**
  37386. * Defines the target the camera should look at.
  37387. * This will automatically adapt alpha beta and radius to fit within the new target.
  37388. * @param target Defines the new target as a Vector or a mesh
  37389. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37390. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37391. */
  37392. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37393. /** @hidden */
  37394. _getViewMatrix(): Matrix;
  37395. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37396. /**
  37397. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37398. * @param meshes Defines the mesh to zoom on
  37399. * @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)
  37400. */
  37401. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37402. /**
  37403. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37404. * The target will be changed but the radius
  37405. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37406. * @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)
  37407. */
  37408. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37409. min: Vector3;
  37410. max: Vector3;
  37411. distance: number;
  37412. }, doNotUpdateMaxZ?: boolean): void;
  37413. /**
  37414. * @override
  37415. * Override Camera.createRigCamera
  37416. */
  37417. createRigCamera(name: string, cameraIndex: number): Camera;
  37418. /**
  37419. * @hidden
  37420. * @override
  37421. * Override Camera._updateRigCameras
  37422. */
  37423. _updateRigCameras(): void;
  37424. /**
  37425. * Destroy the camera and release the current resources hold by it.
  37426. */
  37427. dispose(): void;
  37428. /**
  37429. * Gets the current object class name.
  37430. * @return the class name
  37431. */
  37432. getClassName(): string;
  37433. }
  37434. }
  37435. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37436. import { Behavior } from "babylonjs/Behaviors/behavior";
  37437. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37438. /**
  37439. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37440. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37441. */
  37442. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37443. /**
  37444. * Gets the name of the behavior.
  37445. */
  37446. readonly name: string;
  37447. private _zoomStopsAnimation;
  37448. private _idleRotationSpeed;
  37449. private _idleRotationWaitTime;
  37450. private _idleRotationSpinupTime;
  37451. /**
  37452. * Sets the flag that indicates if user zooming should stop animation.
  37453. */
  37454. /**
  37455. * Gets the flag that indicates if user zooming should stop animation.
  37456. */
  37457. zoomStopsAnimation: boolean;
  37458. /**
  37459. * Sets the default speed at which the camera rotates around the model.
  37460. */
  37461. /**
  37462. * Gets the default speed at which the camera rotates around the model.
  37463. */
  37464. idleRotationSpeed: number;
  37465. /**
  37466. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37467. */
  37468. /**
  37469. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37470. */
  37471. idleRotationWaitTime: number;
  37472. /**
  37473. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37474. */
  37475. /**
  37476. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37477. */
  37478. idleRotationSpinupTime: number;
  37479. /**
  37480. * Gets a value indicating if the camera is currently rotating because of this behavior
  37481. */
  37482. readonly rotationInProgress: boolean;
  37483. private _onPrePointerObservableObserver;
  37484. private _onAfterCheckInputsObserver;
  37485. private _attachedCamera;
  37486. private _isPointerDown;
  37487. private _lastFrameTime;
  37488. private _lastInteractionTime;
  37489. private _cameraRotationSpeed;
  37490. /**
  37491. * Initializes the behavior.
  37492. */
  37493. init(): void;
  37494. /**
  37495. * Attaches the behavior to its arc rotate camera.
  37496. * @param camera Defines the camera to attach the behavior to
  37497. */
  37498. attach(camera: ArcRotateCamera): void;
  37499. /**
  37500. * Detaches the behavior from its current arc rotate camera.
  37501. */
  37502. detach(): void;
  37503. /**
  37504. * Returns true if user is scrolling.
  37505. * @return true if user is scrolling.
  37506. */
  37507. private _userIsZooming;
  37508. private _lastFrameRadius;
  37509. private _shouldAnimationStopForInteraction;
  37510. /**
  37511. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37512. */
  37513. private _applyUserInteraction;
  37514. private _userIsMoving;
  37515. }
  37516. }
  37517. declare module "babylonjs/Behaviors/Cameras/index" {
  37518. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37519. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37520. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37521. }
  37522. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37523. import { Mesh } from "babylonjs/Meshes/mesh";
  37524. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37525. import { Behavior } from "babylonjs/Behaviors/behavior";
  37526. /**
  37527. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37528. */
  37529. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37530. private ui;
  37531. /**
  37532. * The name of the behavior
  37533. */
  37534. name: string;
  37535. /**
  37536. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37537. */
  37538. distanceAwayFromFace: number;
  37539. /**
  37540. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37541. */
  37542. distanceAwayFromBottomOfFace: number;
  37543. private _faceVectors;
  37544. private _target;
  37545. private _scene;
  37546. private _onRenderObserver;
  37547. private _tmpMatrix;
  37548. private _tmpVector;
  37549. /**
  37550. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37551. * @param ui The transform node that should be attched to the mesh
  37552. */
  37553. constructor(ui: TransformNode);
  37554. /**
  37555. * Initializes the behavior
  37556. */
  37557. init(): void;
  37558. private _closestFace;
  37559. private _zeroVector;
  37560. private _lookAtTmpMatrix;
  37561. private _lookAtToRef;
  37562. /**
  37563. * Attaches the AttachToBoxBehavior to the passed in mesh
  37564. * @param target The mesh that the specified node will be attached to
  37565. */
  37566. attach(target: Mesh): void;
  37567. /**
  37568. * Detaches the behavior from the mesh
  37569. */
  37570. detach(): void;
  37571. }
  37572. }
  37573. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37574. import { Behavior } from "babylonjs/Behaviors/behavior";
  37575. import { Mesh } from "babylonjs/Meshes/mesh";
  37576. /**
  37577. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37578. */
  37579. export class FadeInOutBehavior implements Behavior<Mesh> {
  37580. /**
  37581. * Time in milliseconds to delay before fading in (Default: 0)
  37582. */
  37583. delay: number;
  37584. /**
  37585. * Time in milliseconds for the mesh to fade in (Default: 300)
  37586. */
  37587. fadeInTime: number;
  37588. private _millisecondsPerFrame;
  37589. private _hovered;
  37590. private _hoverValue;
  37591. private _ownerNode;
  37592. /**
  37593. * Instatiates the FadeInOutBehavior
  37594. */
  37595. constructor();
  37596. /**
  37597. * The name of the behavior
  37598. */
  37599. readonly name: string;
  37600. /**
  37601. * Initializes the behavior
  37602. */
  37603. init(): void;
  37604. /**
  37605. * Attaches the fade behavior on the passed in mesh
  37606. * @param ownerNode The mesh that will be faded in/out once attached
  37607. */
  37608. attach(ownerNode: Mesh): void;
  37609. /**
  37610. * Detaches the behavior from the mesh
  37611. */
  37612. detach(): void;
  37613. /**
  37614. * Triggers the mesh to begin fading in or out
  37615. * @param value if the object should fade in or out (true to fade in)
  37616. */
  37617. fadeIn(value: boolean): void;
  37618. private _update;
  37619. private _setAllVisibility;
  37620. }
  37621. }
  37622. declare module "babylonjs/Misc/pivotTools" {
  37623. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37624. /**
  37625. * Class containing a set of static utilities functions for managing Pivots
  37626. * @hidden
  37627. */
  37628. export class PivotTools {
  37629. private static _PivotCached;
  37630. private static _OldPivotPoint;
  37631. private static _PivotTranslation;
  37632. private static _PivotTmpVector;
  37633. /** @hidden */
  37634. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37635. /** @hidden */
  37636. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37637. }
  37638. }
  37639. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37640. import { Scene } from "babylonjs/scene";
  37641. import { Vector4 } from "babylonjs/Maths/math.vector";
  37642. import { Mesh } from "babylonjs/Meshes/mesh";
  37643. import { Nullable } from "babylonjs/types";
  37644. import { Plane } from "babylonjs/Maths/math.plane";
  37645. /**
  37646. * Class containing static functions to help procedurally build meshes
  37647. */
  37648. export class PlaneBuilder {
  37649. /**
  37650. * Creates a plane mesh
  37651. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37652. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37653. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37654. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37655. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  37656. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37657. * @param name defines the name of the mesh
  37658. * @param options defines the options used to create the mesh
  37659. * @param scene defines the hosting scene
  37660. * @returns the plane mesh
  37661. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37662. */
  37663. static CreatePlane(name: string, options: {
  37664. size?: number;
  37665. width?: number;
  37666. height?: number;
  37667. sideOrientation?: number;
  37668. frontUVs?: Vector4;
  37669. backUVs?: Vector4;
  37670. updatable?: boolean;
  37671. sourcePlane?: Plane;
  37672. }, scene?: Nullable<Scene>): Mesh;
  37673. }
  37674. }
  37675. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37676. import { Behavior } from "babylonjs/Behaviors/behavior";
  37677. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37678. import { Observable } from "babylonjs/Misc/observable";
  37679. import { Vector3 } from "babylonjs/Maths/math.vector";
  37680. import { Ray } from "babylonjs/Culling/ray";
  37681. import "babylonjs/Meshes/Builders/planeBuilder";
  37682. /**
  37683. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37684. */
  37685. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37686. private static _AnyMouseID;
  37687. /**
  37688. * Abstract mesh the behavior is set on
  37689. */
  37690. attachedNode: AbstractMesh;
  37691. private _dragPlane;
  37692. private _scene;
  37693. private _pointerObserver;
  37694. private _beforeRenderObserver;
  37695. private static _planeScene;
  37696. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37697. /**
  37698. * 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)
  37699. */
  37700. maxDragAngle: number;
  37701. /**
  37702. * @hidden
  37703. */
  37704. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37705. /**
  37706. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37707. */
  37708. currentDraggingPointerID: number;
  37709. /**
  37710. * The last position where the pointer hit the drag plane in world space
  37711. */
  37712. lastDragPosition: Vector3;
  37713. /**
  37714. * If the behavior is currently in a dragging state
  37715. */
  37716. dragging: boolean;
  37717. /**
  37718. * 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)
  37719. */
  37720. dragDeltaRatio: number;
  37721. /**
  37722. * If the drag plane orientation should be updated during the dragging (Default: true)
  37723. */
  37724. updateDragPlane: boolean;
  37725. private _debugMode;
  37726. private _moving;
  37727. /**
  37728. * Fires each time the attached mesh is dragged with the pointer
  37729. * * delta between last drag position and current drag position in world space
  37730. * * dragDistance along the drag axis
  37731. * * dragPlaneNormal normal of the current drag plane used during the drag
  37732. * * dragPlanePoint in world space where the drag intersects the drag plane
  37733. */
  37734. onDragObservable: Observable<{
  37735. delta: Vector3;
  37736. dragPlanePoint: Vector3;
  37737. dragPlaneNormal: Vector3;
  37738. dragDistance: number;
  37739. pointerId: number;
  37740. }>;
  37741. /**
  37742. * Fires each time a drag begins (eg. mouse down on mesh)
  37743. */
  37744. onDragStartObservable: Observable<{
  37745. dragPlanePoint: Vector3;
  37746. pointerId: number;
  37747. }>;
  37748. /**
  37749. * Fires each time a drag ends (eg. mouse release after drag)
  37750. */
  37751. onDragEndObservable: Observable<{
  37752. dragPlanePoint: Vector3;
  37753. pointerId: number;
  37754. }>;
  37755. /**
  37756. * If the attached mesh should be moved when dragged
  37757. */
  37758. moveAttached: boolean;
  37759. /**
  37760. * If the drag behavior will react to drag events (Default: true)
  37761. */
  37762. enabled: boolean;
  37763. /**
  37764. * If pointer events should start and release the drag (Default: true)
  37765. */
  37766. startAndReleaseDragOnPointerEvents: boolean;
  37767. /**
  37768. * If camera controls should be detached during the drag
  37769. */
  37770. detachCameraControls: boolean;
  37771. /**
  37772. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37773. */
  37774. useObjectOrienationForDragging: boolean;
  37775. private _options;
  37776. /**
  37777. * Creates a pointer drag behavior that can be attached to a mesh
  37778. * @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)
  37779. */
  37780. constructor(options?: {
  37781. dragAxis?: Vector3;
  37782. dragPlaneNormal?: Vector3;
  37783. });
  37784. /**
  37785. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37786. */
  37787. validateDrag: (targetPosition: Vector3) => boolean;
  37788. /**
  37789. * The name of the behavior
  37790. */
  37791. readonly name: string;
  37792. /**
  37793. * Initializes the behavior
  37794. */
  37795. init(): void;
  37796. private _tmpVector;
  37797. private _alternatePickedPoint;
  37798. private _worldDragAxis;
  37799. private _targetPosition;
  37800. private _attachedElement;
  37801. /**
  37802. * Attaches the drag behavior the passed in mesh
  37803. * @param ownerNode The mesh that will be dragged around once attached
  37804. */
  37805. attach(ownerNode: AbstractMesh): void;
  37806. /**
  37807. * Force relase the drag action by code.
  37808. */
  37809. releaseDrag(): void;
  37810. private _startDragRay;
  37811. private _lastPointerRay;
  37812. /**
  37813. * Simulates the start of a pointer drag event on the behavior
  37814. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37815. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37816. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37817. */
  37818. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37819. private _startDrag;
  37820. private _dragDelta;
  37821. private _moveDrag;
  37822. private _pickWithRayOnDragPlane;
  37823. private _pointA;
  37824. private _pointB;
  37825. private _pointC;
  37826. private _lineA;
  37827. private _lineB;
  37828. private _localAxis;
  37829. private _lookAt;
  37830. private _updateDragPlanePosition;
  37831. /**
  37832. * Detaches the behavior from the mesh
  37833. */
  37834. detach(): void;
  37835. }
  37836. }
  37837. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37838. import { Mesh } from "babylonjs/Meshes/mesh";
  37839. import { Behavior } from "babylonjs/Behaviors/behavior";
  37840. /**
  37841. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37842. */
  37843. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37844. private _dragBehaviorA;
  37845. private _dragBehaviorB;
  37846. private _startDistance;
  37847. private _initialScale;
  37848. private _targetScale;
  37849. private _ownerNode;
  37850. private _sceneRenderObserver;
  37851. /**
  37852. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37853. */
  37854. constructor();
  37855. /**
  37856. * The name of the behavior
  37857. */
  37858. readonly name: string;
  37859. /**
  37860. * Initializes the behavior
  37861. */
  37862. init(): void;
  37863. private _getCurrentDistance;
  37864. /**
  37865. * Attaches the scale behavior the passed in mesh
  37866. * @param ownerNode The mesh that will be scaled around once attached
  37867. */
  37868. attach(ownerNode: Mesh): void;
  37869. /**
  37870. * Detaches the behavior from the mesh
  37871. */
  37872. detach(): void;
  37873. }
  37874. }
  37875. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37876. import { Behavior } from "babylonjs/Behaviors/behavior";
  37877. import { Mesh } from "babylonjs/Meshes/mesh";
  37878. import { Observable } from "babylonjs/Misc/observable";
  37879. /**
  37880. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37881. */
  37882. export class SixDofDragBehavior implements Behavior<Mesh> {
  37883. private static _virtualScene;
  37884. private _ownerNode;
  37885. private _sceneRenderObserver;
  37886. private _scene;
  37887. private _targetPosition;
  37888. private _virtualOriginMesh;
  37889. private _virtualDragMesh;
  37890. private _pointerObserver;
  37891. private _moving;
  37892. private _startingOrientation;
  37893. /**
  37894. * 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)
  37895. */
  37896. private zDragFactor;
  37897. /**
  37898. * If the object should rotate to face the drag origin
  37899. */
  37900. rotateDraggedObject: boolean;
  37901. /**
  37902. * If the behavior is currently in a dragging state
  37903. */
  37904. dragging: boolean;
  37905. /**
  37906. * 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)
  37907. */
  37908. dragDeltaRatio: number;
  37909. /**
  37910. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37911. */
  37912. currentDraggingPointerID: number;
  37913. /**
  37914. * If camera controls should be detached during the drag
  37915. */
  37916. detachCameraControls: boolean;
  37917. /**
  37918. * Fires each time a drag starts
  37919. */
  37920. onDragStartObservable: Observable<{}>;
  37921. /**
  37922. * Fires each time a drag ends (eg. mouse release after drag)
  37923. */
  37924. onDragEndObservable: Observable<{}>;
  37925. /**
  37926. * 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
  37927. */
  37928. constructor();
  37929. /**
  37930. * The name of the behavior
  37931. */
  37932. readonly name: string;
  37933. /**
  37934. * Initializes the behavior
  37935. */
  37936. init(): void;
  37937. /**
  37938. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37939. */
  37940. private readonly _pointerCamera;
  37941. /**
  37942. * Attaches the scale behavior the passed in mesh
  37943. * @param ownerNode The mesh that will be scaled around once attached
  37944. */
  37945. attach(ownerNode: Mesh): void;
  37946. /**
  37947. * Detaches the behavior from the mesh
  37948. */
  37949. detach(): void;
  37950. }
  37951. }
  37952. declare module "babylonjs/Behaviors/Meshes/index" {
  37953. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37954. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37955. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37956. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37957. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37958. }
  37959. declare module "babylonjs/Behaviors/index" {
  37960. export * from "babylonjs/Behaviors/behavior";
  37961. export * from "babylonjs/Behaviors/Cameras/index";
  37962. export * from "babylonjs/Behaviors/Meshes/index";
  37963. }
  37964. declare module "babylonjs/Bones/boneIKController" {
  37965. import { Bone } from "babylonjs/Bones/bone";
  37966. import { Vector3 } from "babylonjs/Maths/math.vector";
  37967. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37968. import { Nullable } from "babylonjs/types";
  37969. /**
  37970. * Class used to apply inverse kinematics to bones
  37971. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37972. */
  37973. export class BoneIKController {
  37974. private static _tmpVecs;
  37975. private static _tmpQuat;
  37976. private static _tmpMats;
  37977. /**
  37978. * Gets or sets the target mesh
  37979. */
  37980. targetMesh: AbstractMesh;
  37981. /** Gets or sets the mesh used as pole */
  37982. poleTargetMesh: AbstractMesh;
  37983. /**
  37984. * Gets or sets the bone used as pole
  37985. */
  37986. poleTargetBone: Nullable<Bone>;
  37987. /**
  37988. * Gets or sets the target position
  37989. */
  37990. targetPosition: Vector3;
  37991. /**
  37992. * Gets or sets the pole target position
  37993. */
  37994. poleTargetPosition: Vector3;
  37995. /**
  37996. * Gets or sets the pole target local offset
  37997. */
  37998. poleTargetLocalOffset: Vector3;
  37999. /**
  38000. * Gets or sets the pole angle
  38001. */
  38002. poleAngle: number;
  38003. /**
  38004. * Gets or sets the mesh associated with the controller
  38005. */
  38006. mesh: AbstractMesh;
  38007. /**
  38008. * 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)
  38009. */
  38010. slerpAmount: number;
  38011. private _bone1Quat;
  38012. private _bone1Mat;
  38013. private _bone2Ang;
  38014. private _bone1;
  38015. private _bone2;
  38016. private _bone1Length;
  38017. private _bone2Length;
  38018. private _maxAngle;
  38019. private _maxReach;
  38020. private _rightHandedSystem;
  38021. private _bendAxis;
  38022. private _slerping;
  38023. private _adjustRoll;
  38024. /**
  38025. * Gets or sets maximum allowed angle
  38026. */
  38027. maxAngle: number;
  38028. /**
  38029. * Creates a new BoneIKController
  38030. * @param mesh defines the mesh to control
  38031. * @param bone defines the bone to control
  38032. * @param options defines options to set up the controller
  38033. */
  38034. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38035. targetMesh?: AbstractMesh;
  38036. poleTargetMesh?: AbstractMesh;
  38037. poleTargetBone?: Bone;
  38038. poleTargetLocalOffset?: Vector3;
  38039. poleAngle?: number;
  38040. bendAxis?: Vector3;
  38041. maxAngle?: number;
  38042. slerpAmount?: number;
  38043. });
  38044. private _setMaxAngle;
  38045. /**
  38046. * Force the controller to update the bones
  38047. */
  38048. update(): void;
  38049. }
  38050. }
  38051. declare module "babylonjs/Bones/boneLookController" {
  38052. import { Vector3 } from "babylonjs/Maths/math.vector";
  38053. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38054. import { Bone } from "babylonjs/Bones/bone";
  38055. import { Space } from "babylonjs/Maths/math.axis";
  38056. /**
  38057. * Class used to make a bone look toward a point in space
  38058. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38059. */
  38060. export class BoneLookController {
  38061. private static _tmpVecs;
  38062. private static _tmpQuat;
  38063. private static _tmpMats;
  38064. /**
  38065. * The target Vector3 that the bone will look at
  38066. */
  38067. target: Vector3;
  38068. /**
  38069. * The mesh that the bone is attached to
  38070. */
  38071. mesh: AbstractMesh;
  38072. /**
  38073. * The bone that will be looking to the target
  38074. */
  38075. bone: Bone;
  38076. /**
  38077. * The up axis of the coordinate system that is used when the bone is rotated
  38078. */
  38079. upAxis: Vector3;
  38080. /**
  38081. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38082. */
  38083. upAxisSpace: Space;
  38084. /**
  38085. * Used to make an adjustment to the yaw of the bone
  38086. */
  38087. adjustYaw: number;
  38088. /**
  38089. * Used to make an adjustment to the pitch of the bone
  38090. */
  38091. adjustPitch: number;
  38092. /**
  38093. * Used to make an adjustment to the roll of the bone
  38094. */
  38095. adjustRoll: number;
  38096. /**
  38097. * 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)
  38098. */
  38099. slerpAmount: number;
  38100. private _minYaw;
  38101. private _maxYaw;
  38102. private _minPitch;
  38103. private _maxPitch;
  38104. private _minYawSin;
  38105. private _minYawCos;
  38106. private _maxYawSin;
  38107. private _maxYawCos;
  38108. private _midYawConstraint;
  38109. private _minPitchTan;
  38110. private _maxPitchTan;
  38111. private _boneQuat;
  38112. private _slerping;
  38113. private _transformYawPitch;
  38114. private _transformYawPitchInv;
  38115. private _firstFrameSkipped;
  38116. private _yawRange;
  38117. private _fowardAxis;
  38118. /**
  38119. * Gets or sets the minimum yaw angle that the bone can look to
  38120. */
  38121. minYaw: number;
  38122. /**
  38123. * Gets or sets the maximum yaw angle that the bone can look to
  38124. */
  38125. maxYaw: number;
  38126. /**
  38127. * Gets or sets the minimum pitch angle that the bone can look to
  38128. */
  38129. minPitch: number;
  38130. /**
  38131. * Gets or sets the maximum pitch angle that the bone can look to
  38132. */
  38133. maxPitch: number;
  38134. /**
  38135. * Create a BoneLookController
  38136. * @param mesh the mesh that the bone belongs to
  38137. * @param bone the bone that will be looking to the target
  38138. * @param target the target Vector3 to look at
  38139. * @param options optional settings:
  38140. * * maxYaw: the maximum angle the bone will yaw to
  38141. * * minYaw: the minimum angle the bone will yaw to
  38142. * * maxPitch: the maximum angle the bone will pitch to
  38143. * * minPitch: the minimum angle the bone will yaw to
  38144. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38145. * * upAxis: the up axis of the coordinate system
  38146. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38147. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38148. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38149. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38150. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38151. * * adjustRoll: used to make an adjustment to the roll of the bone
  38152. **/
  38153. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38154. maxYaw?: number;
  38155. minYaw?: number;
  38156. maxPitch?: number;
  38157. minPitch?: number;
  38158. slerpAmount?: number;
  38159. upAxis?: Vector3;
  38160. upAxisSpace?: Space;
  38161. yawAxis?: Vector3;
  38162. pitchAxis?: Vector3;
  38163. adjustYaw?: number;
  38164. adjustPitch?: number;
  38165. adjustRoll?: number;
  38166. });
  38167. /**
  38168. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38169. */
  38170. update(): void;
  38171. private _getAngleDiff;
  38172. private _getAngleBetween;
  38173. private _isAngleBetween;
  38174. }
  38175. }
  38176. declare module "babylonjs/Bones/index" {
  38177. export * from "babylonjs/Bones/bone";
  38178. export * from "babylonjs/Bones/boneIKController";
  38179. export * from "babylonjs/Bones/boneLookController";
  38180. export * from "babylonjs/Bones/skeleton";
  38181. }
  38182. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38183. import { Nullable } from "babylonjs/types";
  38184. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38185. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38186. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38187. /**
  38188. * Manage the gamepad inputs to control an arc rotate camera.
  38189. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38190. */
  38191. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38192. /**
  38193. * Defines the camera the input is attached to.
  38194. */
  38195. camera: ArcRotateCamera;
  38196. /**
  38197. * Defines the gamepad the input is gathering event from.
  38198. */
  38199. gamepad: Nullable<Gamepad>;
  38200. /**
  38201. * Defines the gamepad rotation sensiblity.
  38202. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38203. */
  38204. gamepadRotationSensibility: number;
  38205. /**
  38206. * Defines the gamepad move sensiblity.
  38207. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38208. */
  38209. gamepadMoveSensibility: number;
  38210. private _onGamepadConnectedObserver;
  38211. private _onGamepadDisconnectedObserver;
  38212. /**
  38213. * Attach the input controls to a specific dom element to get the input from.
  38214. * @param element Defines the element the controls should be listened from
  38215. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38216. */
  38217. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38218. /**
  38219. * Detach the current controls from the specified dom element.
  38220. * @param element Defines the element to stop listening the inputs from
  38221. */
  38222. detachControl(element: Nullable<HTMLElement>): void;
  38223. /**
  38224. * Update the current camera state depending on the inputs that have been used this frame.
  38225. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38226. */
  38227. checkInputs(): void;
  38228. /**
  38229. * Gets the class name of the current intput.
  38230. * @returns the class name
  38231. */
  38232. getClassName(): string;
  38233. /**
  38234. * Get the friendly name associated with the input class.
  38235. * @returns the input friendly name
  38236. */
  38237. getSimpleName(): string;
  38238. }
  38239. }
  38240. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38241. import { Nullable } from "babylonjs/types";
  38242. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38243. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38244. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38245. interface ArcRotateCameraInputsManager {
  38246. /**
  38247. * Add orientation input support to the input manager.
  38248. * @returns the current input manager
  38249. */
  38250. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38251. }
  38252. }
  38253. /**
  38254. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38255. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38256. */
  38257. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38258. /**
  38259. * Defines the camera the input is attached to.
  38260. */
  38261. camera: ArcRotateCamera;
  38262. /**
  38263. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38264. */
  38265. alphaCorrection: number;
  38266. /**
  38267. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38268. */
  38269. gammaCorrection: number;
  38270. private _alpha;
  38271. private _gamma;
  38272. private _dirty;
  38273. private _deviceOrientationHandler;
  38274. /**
  38275. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38276. */
  38277. constructor();
  38278. /**
  38279. * Attach the input controls to a specific dom element to get the input from.
  38280. * @param element Defines the element the controls should be listened from
  38281. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38282. */
  38283. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38284. /** @hidden */
  38285. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38286. /**
  38287. * Update the current camera state depending on the inputs that have been used this frame.
  38288. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38289. */
  38290. checkInputs(): void;
  38291. /**
  38292. * Detach the current controls from the specified dom element.
  38293. * @param element Defines the element to stop listening the inputs from
  38294. */
  38295. detachControl(element: Nullable<HTMLElement>): void;
  38296. /**
  38297. * Gets the class name of the current intput.
  38298. * @returns the class name
  38299. */
  38300. getClassName(): string;
  38301. /**
  38302. * Get the friendly name associated with the input class.
  38303. * @returns the input friendly name
  38304. */
  38305. getSimpleName(): string;
  38306. }
  38307. }
  38308. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38309. import { Nullable } from "babylonjs/types";
  38310. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38311. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38312. /**
  38313. * Listen to mouse events to control the camera.
  38314. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38315. */
  38316. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38317. /**
  38318. * Defines the camera the input is attached to.
  38319. */
  38320. camera: FlyCamera;
  38321. /**
  38322. * Defines if touch is enabled. (Default is true.)
  38323. */
  38324. touchEnabled: boolean;
  38325. /**
  38326. * Defines the buttons associated with the input to handle camera rotation.
  38327. */
  38328. buttons: number[];
  38329. /**
  38330. * Assign buttons for Yaw control.
  38331. */
  38332. buttonsYaw: number[];
  38333. /**
  38334. * Assign buttons for Pitch control.
  38335. */
  38336. buttonsPitch: number[];
  38337. /**
  38338. * Assign buttons for Roll control.
  38339. */
  38340. buttonsRoll: number[];
  38341. /**
  38342. * Detect if any button is being pressed while mouse is moved.
  38343. * -1 = Mouse locked.
  38344. * 0 = Left button.
  38345. * 1 = Middle Button.
  38346. * 2 = Right Button.
  38347. */
  38348. activeButton: number;
  38349. /**
  38350. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38351. * Higher values reduce its sensitivity.
  38352. */
  38353. angularSensibility: number;
  38354. private _mousemoveCallback;
  38355. private _observer;
  38356. private _rollObserver;
  38357. private previousPosition;
  38358. private noPreventDefault;
  38359. private element;
  38360. /**
  38361. * Listen to mouse events to control the camera.
  38362. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38363. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38364. */
  38365. constructor(touchEnabled?: boolean);
  38366. /**
  38367. * Attach the mouse control to the HTML DOM element.
  38368. * @param element Defines the element that listens to the input events.
  38369. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38370. */
  38371. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38372. /**
  38373. * Detach the current controls from the specified dom element.
  38374. * @param element Defines the element to stop listening the inputs from
  38375. */
  38376. detachControl(element: Nullable<HTMLElement>): void;
  38377. /**
  38378. * Gets the class name of the current input.
  38379. * @returns the class name.
  38380. */
  38381. getClassName(): string;
  38382. /**
  38383. * Get the friendly name associated with the input class.
  38384. * @returns the input's friendly name.
  38385. */
  38386. getSimpleName(): string;
  38387. private _pointerInput;
  38388. private _onMouseMove;
  38389. /**
  38390. * Rotate camera by mouse offset.
  38391. */
  38392. private rotateCamera;
  38393. }
  38394. }
  38395. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38396. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38397. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38398. /**
  38399. * Default Inputs manager for the FlyCamera.
  38400. * It groups all the default supported inputs for ease of use.
  38401. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38402. */
  38403. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38404. /**
  38405. * Instantiates a new FlyCameraInputsManager.
  38406. * @param camera Defines the camera the inputs belong to.
  38407. */
  38408. constructor(camera: FlyCamera);
  38409. /**
  38410. * Add keyboard input support to the input manager.
  38411. * @returns the new FlyCameraKeyboardMoveInput().
  38412. */
  38413. addKeyboard(): FlyCameraInputsManager;
  38414. /**
  38415. * Add mouse input support to the input manager.
  38416. * @param touchEnabled Enable touch screen support.
  38417. * @returns the new FlyCameraMouseInput().
  38418. */
  38419. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38420. }
  38421. }
  38422. declare module "babylonjs/Cameras/flyCamera" {
  38423. import { Scene } from "babylonjs/scene";
  38424. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38425. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38426. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38427. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38428. /**
  38429. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38430. * such as in a 3D Space Shooter or a Flight Simulator.
  38431. */
  38432. export class FlyCamera extends TargetCamera {
  38433. /**
  38434. * Define the collision ellipsoid of the camera.
  38435. * This is helpful for simulating a camera body, like a player's body.
  38436. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38437. */
  38438. ellipsoid: Vector3;
  38439. /**
  38440. * Define an offset for the position of the ellipsoid around the camera.
  38441. * This can be helpful if the camera is attached away from the player's body center,
  38442. * such as at its head.
  38443. */
  38444. ellipsoidOffset: Vector3;
  38445. /**
  38446. * Enable or disable collisions of the camera with the rest of the scene objects.
  38447. */
  38448. checkCollisions: boolean;
  38449. /**
  38450. * Enable or disable gravity on the camera.
  38451. */
  38452. applyGravity: boolean;
  38453. /**
  38454. * Define the current direction the camera is moving to.
  38455. */
  38456. cameraDirection: Vector3;
  38457. /**
  38458. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38459. * This overrides and empties cameraRotation.
  38460. */
  38461. rotationQuaternion: Quaternion;
  38462. /**
  38463. * Track Roll to maintain the wanted Rolling when looking around.
  38464. */
  38465. _trackRoll: number;
  38466. /**
  38467. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38468. */
  38469. rollCorrect: number;
  38470. /**
  38471. * Mimic a banked turn, Rolling the camera when Yawing.
  38472. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38473. */
  38474. bankedTurn: boolean;
  38475. /**
  38476. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38477. */
  38478. bankedTurnLimit: number;
  38479. /**
  38480. * Value of 0 disables the banked Roll.
  38481. * Value of 1 is equal to the Yaw angle in radians.
  38482. */
  38483. bankedTurnMultiplier: number;
  38484. /**
  38485. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38486. */
  38487. inputs: FlyCameraInputsManager;
  38488. /**
  38489. * Gets the input sensibility for mouse input.
  38490. * Higher values reduce sensitivity.
  38491. */
  38492. /**
  38493. * Sets the input sensibility for a mouse input.
  38494. * Higher values reduce sensitivity.
  38495. */
  38496. angularSensibility: number;
  38497. /**
  38498. * Get the keys for camera movement forward.
  38499. */
  38500. /**
  38501. * Set the keys for camera movement forward.
  38502. */
  38503. keysForward: number[];
  38504. /**
  38505. * Get the keys for camera movement backward.
  38506. */
  38507. keysBackward: number[];
  38508. /**
  38509. * Get the keys for camera movement up.
  38510. */
  38511. /**
  38512. * Set the keys for camera movement up.
  38513. */
  38514. keysUp: number[];
  38515. /**
  38516. * Get the keys for camera movement down.
  38517. */
  38518. /**
  38519. * Set the keys for camera movement down.
  38520. */
  38521. keysDown: number[];
  38522. /**
  38523. * Get the keys for camera movement left.
  38524. */
  38525. /**
  38526. * Set the keys for camera movement left.
  38527. */
  38528. keysLeft: number[];
  38529. /**
  38530. * Set the keys for camera movement right.
  38531. */
  38532. /**
  38533. * Set the keys for camera movement right.
  38534. */
  38535. keysRight: number[];
  38536. /**
  38537. * Event raised when the camera collides with a mesh in the scene.
  38538. */
  38539. onCollide: (collidedMesh: AbstractMesh) => void;
  38540. private _collider;
  38541. private _needMoveForGravity;
  38542. private _oldPosition;
  38543. private _diffPosition;
  38544. private _newPosition;
  38545. /** @hidden */
  38546. _localDirection: Vector3;
  38547. /** @hidden */
  38548. _transformedDirection: Vector3;
  38549. /**
  38550. * Instantiates a FlyCamera.
  38551. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38552. * such as in a 3D Space Shooter or a Flight Simulator.
  38553. * @param name Define the name of the camera in the scene.
  38554. * @param position Define the starting position of the camera in the scene.
  38555. * @param scene Define the scene the camera belongs to.
  38556. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38557. */
  38558. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38559. /**
  38560. * Attach a control to the HTML DOM element.
  38561. * @param element Defines the element that listens to the input events.
  38562. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38563. */
  38564. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38565. /**
  38566. * Detach a control from the HTML DOM element.
  38567. * The camera will stop reacting to that input.
  38568. * @param element Defines the element that listens to the input events.
  38569. */
  38570. detachControl(element: HTMLElement): void;
  38571. private _collisionMask;
  38572. /**
  38573. * Get the mask that the camera ignores in collision events.
  38574. */
  38575. /**
  38576. * Set the mask that the camera ignores in collision events.
  38577. */
  38578. collisionMask: number;
  38579. /** @hidden */
  38580. _collideWithWorld(displacement: Vector3): void;
  38581. /** @hidden */
  38582. private _onCollisionPositionChange;
  38583. /** @hidden */
  38584. _checkInputs(): void;
  38585. /** @hidden */
  38586. _decideIfNeedsToMove(): boolean;
  38587. /** @hidden */
  38588. _updatePosition(): void;
  38589. /**
  38590. * Restore the Roll to its target value at the rate specified.
  38591. * @param rate - Higher means slower restoring.
  38592. * @hidden
  38593. */
  38594. restoreRoll(rate: number): void;
  38595. /**
  38596. * Destroy the camera and release the current resources held by it.
  38597. */
  38598. dispose(): void;
  38599. /**
  38600. * Get the current object class name.
  38601. * @returns the class name.
  38602. */
  38603. getClassName(): string;
  38604. }
  38605. }
  38606. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38607. import { Nullable } from "babylonjs/types";
  38608. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38609. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38610. /**
  38611. * Listen to keyboard events to control the camera.
  38612. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38613. */
  38614. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38615. /**
  38616. * Defines the camera the input is attached to.
  38617. */
  38618. camera: FlyCamera;
  38619. /**
  38620. * The list of keyboard keys used to control the forward move of the camera.
  38621. */
  38622. keysForward: number[];
  38623. /**
  38624. * The list of keyboard keys used to control the backward move of the camera.
  38625. */
  38626. keysBackward: number[];
  38627. /**
  38628. * The list of keyboard keys used to control the forward move of the camera.
  38629. */
  38630. keysUp: number[];
  38631. /**
  38632. * The list of keyboard keys used to control the backward move of the camera.
  38633. */
  38634. keysDown: number[];
  38635. /**
  38636. * The list of keyboard keys used to control the right strafe move of the camera.
  38637. */
  38638. keysRight: number[];
  38639. /**
  38640. * The list of keyboard keys used to control the left strafe move of the camera.
  38641. */
  38642. keysLeft: number[];
  38643. private _keys;
  38644. private _onCanvasBlurObserver;
  38645. private _onKeyboardObserver;
  38646. private _engine;
  38647. private _scene;
  38648. /**
  38649. * Attach the input controls to a specific dom element to get the input from.
  38650. * @param element Defines the element the controls should be listened from
  38651. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38652. */
  38653. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38654. /**
  38655. * Detach the current controls from the specified dom element.
  38656. * @param element Defines the element to stop listening the inputs from
  38657. */
  38658. detachControl(element: Nullable<HTMLElement>): void;
  38659. /**
  38660. * Gets the class name of the current intput.
  38661. * @returns the class name
  38662. */
  38663. getClassName(): string;
  38664. /** @hidden */
  38665. _onLostFocus(e: FocusEvent): void;
  38666. /**
  38667. * Get the friendly name associated with the input class.
  38668. * @returns the input friendly name
  38669. */
  38670. getSimpleName(): string;
  38671. /**
  38672. * Update the current camera state depending on the inputs that have been used this frame.
  38673. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38674. */
  38675. checkInputs(): void;
  38676. }
  38677. }
  38678. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38679. import { Nullable } from "babylonjs/types";
  38680. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38681. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38682. /**
  38683. * Manage the mouse wheel inputs to control a follow camera.
  38684. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38685. */
  38686. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38687. /**
  38688. * Defines the camera the input is attached to.
  38689. */
  38690. camera: FollowCamera;
  38691. /**
  38692. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38693. */
  38694. axisControlRadius: boolean;
  38695. /**
  38696. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38697. */
  38698. axisControlHeight: boolean;
  38699. /**
  38700. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38701. */
  38702. axisControlRotation: boolean;
  38703. /**
  38704. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38705. * relation to mouseWheel events.
  38706. */
  38707. wheelPrecision: number;
  38708. /**
  38709. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38710. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38711. */
  38712. wheelDeltaPercentage: number;
  38713. private _wheel;
  38714. private _observer;
  38715. /**
  38716. * Attach the input controls to a specific dom element to get the input from.
  38717. * @param element Defines the element the controls should be listened from
  38718. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38719. */
  38720. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38721. /**
  38722. * Detach the current controls from the specified dom element.
  38723. * @param element Defines the element to stop listening the inputs from
  38724. */
  38725. detachControl(element: Nullable<HTMLElement>): void;
  38726. /**
  38727. * Gets the class name of the current intput.
  38728. * @returns the class name
  38729. */
  38730. getClassName(): string;
  38731. /**
  38732. * Get the friendly name associated with the input class.
  38733. * @returns the input friendly name
  38734. */
  38735. getSimpleName(): string;
  38736. }
  38737. }
  38738. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38739. import { Nullable } from "babylonjs/types";
  38740. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38741. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38742. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38743. /**
  38744. * Manage the pointers inputs to control an follow camera.
  38745. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38746. */
  38747. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38748. /**
  38749. * Defines the camera the input is attached to.
  38750. */
  38751. camera: FollowCamera;
  38752. /**
  38753. * Gets the class name of the current input.
  38754. * @returns the class name
  38755. */
  38756. getClassName(): string;
  38757. /**
  38758. * Defines the pointer angular sensibility along the X axis or how fast is
  38759. * the camera rotating.
  38760. * A negative number will reverse the axis direction.
  38761. */
  38762. angularSensibilityX: number;
  38763. /**
  38764. * Defines the pointer angular sensibility along the Y axis or how fast is
  38765. * the camera rotating.
  38766. * A negative number will reverse the axis direction.
  38767. */
  38768. angularSensibilityY: number;
  38769. /**
  38770. * Defines the pointer pinch precision or how fast is the camera zooming.
  38771. * A negative number will reverse the axis direction.
  38772. */
  38773. pinchPrecision: number;
  38774. /**
  38775. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38776. * from 0.
  38777. * It defines the percentage of current camera.radius to use as delta when
  38778. * pinch zoom is used.
  38779. */
  38780. pinchDeltaPercentage: number;
  38781. /**
  38782. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38783. */
  38784. axisXControlRadius: boolean;
  38785. /**
  38786. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38787. */
  38788. axisXControlHeight: boolean;
  38789. /**
  38790. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38791. */
  38792. axisXControlRotation: boolean;
  38793. /**
  38794. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38795. */
  38796. axisYControlRadius: boolean;
  38797. /**
  38798. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38799. */
  38800. axisYControlHeight: boolean;
  38801. /**
  38802. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38803. */
  38804. axisYControlRotation: boolean;
  38805. /**
  38806. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38807. */
  38808. axisPinchControlRadius: boolean;
  38809. /**
  38810. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38811. */
  38812. axisPinchControlHeight: boolean;
  38813. /**
  38814. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38815. */
  38816. axisPinchControlRotation: boolean;
  38817. /**
  38818. * Log error messages if basic misconfiguration has occurred.
  38819. */
  38820. warningEnable: boolean;
  38821. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38822. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38823. private _warningCounter;
  38824. private _warning;
  38825. }
  38826. }
  38827. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38828. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38829. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38830. /**
  38831. * Default Inputs manager for the FollowCamera.
  38832. * It groups all the default supported inputs for ease of use.
  38833. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38834. */
  38835. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38836. /**
  38837. * Instantiates a new FollowCameraInputsManager.
  38838. * @param camera Defines the camera the inputs belong to
  38839. */
  38840. constructor(camera: FollowCamera);
  38841. /**
  38842. * Add keyboard input support to the input manager.
  38843. * @returns the current input manager
  38844. */
  38845. addKeyboard(): FollowCameraInputsManager;
  38846. /**
  38847. * Add mouse wheel input support to the input manager.
  38848. * @returns the current input manager
  38849. */
  38850. addMouseWheel(): FollowCameraInputsManager;
  38851. /**
  38852. * Add pointers input support to the input manager.
  38853. * @returns the current input manager
  38854. */
  38855. addPointers(): FollowCameraInputsManager;
  38856. /**
  38857. * Add orientation input support to the input manager.
  38858. * @returns the current input manager
  38859. */
  38860. addVRDeviceOrientation(): FollowCameraInputsManager;
  38861. }
  38862. }
  38863. declare module "babylonjs/Cameras/followCamera" {
  38864. import { Nullable } from "babylonjs/types";
  38865. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38866. import { Scene } from "babylonjs/scene";
  38867. import { Vector3 } from "babylonjs/Maths/math.vector";
  38868. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38869. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38870. /**
  38871. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38872. * an arc rotate version arcFollowCamera are available.
  38873. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38874. */
  38875. export class FollowCamera extends TargetCamera {
  38876. /**
  38877. * Distance the follow camera should follow an object at
  38878. */
  38879. radius: number;
  38880. /**
  38881. * Minimum allowed distance of the camera to the axis of rotation
  38882. * (The camera can not get closer).
  38883. * This can help limiting how the Camera is able to move in the scene.
  38884. */
  38885. lowerRadiusLimit: Nullable<number>;
  38886. /**
  38887. * Maximum allowed distance of the camera to the axis of rotation
  38888. * (The camera can not get further).
  38889. * This can help limiting how the Camera is able to move in the scene.
  38890. */
  38891. upperRadiusLimit: Nullable<number>;
  38892. /**
  38893. * Define a rotation offset between the camera and the object it follows
  38894. */
  38895. rotationOffset: number;
  38896. /**
  38897. * Minimum allowed angle to camera position relative to target object.
  38898. * This can help limiting how the Camera is able to move in the scene.
  38899. */
  38900. lowerRotationOffsetLimit: Nullable<number>;
  38901. /**
  38902. * Maximum allowed angle to camera position relative to target object.
  38903. * This can help limiting how the Camera is able to move in the scene.
  38904. */
  38905. upperRotationOffsetLimit: Nullable<number>;
  38906. /**
  38907. * Define a height offset between the camera and the object it follows.
  38908. * It can help following an object from the top (like a car chaing a plane)
  38909. */
  38910. heightOffset: number;
  38911. /**
  38912. * Minimum allowed height of camera position relative to target object.
  38913. * This can help limiting how the Camera is able to move in the scene.
  38914. */
  38915. lowerHeightOffsetLimit: Nullable<number>;
  38916. /**
  38917. * Maximum allowed height of camera position relative to target object.
  38918. * This can help limiting how the Camera is able to move in the scene.
  38919. */
  38920. upperHeightOffsetLimit: Nullable<number>;
  38921. /**
  38922. * Define how fast the camera can accelerate to follow it s target.
  38923. */
  38924. cameraAcceleration: number;
  38925. /**
  38926. * Define the speed limit of the camera following an object.
  38927. */
  38928. maxCameraSpeed: number;
  38929. /**
  38930. * Define the target of the camera.
  38931. */
  38932. lockedTarget: Nullable<AbstractMesh>;
  38933. /**
  38934. * Defines the input associated with the camera.
  38935. */
  38936. inputs: FollowCameraInputsManager;
  38937. /**
  38938. * Instantiates the follow camera.
  38939. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38940. * @param name Define the name of the camera in the scene
  38941. * @param position Define the position of the camera
  38942. * @param scene Define the scene the camera belong to
  38943. * @param lockedTarget Define the target of the camera
  38944. */
  38945. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38946. private _follow;
  38947. /**
  38948. * Attached controls to the current camera.
  38949. * @param element Defines the element the controls should be listened from
  38950. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38951. */
  38952. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38953. /**
  38954. * Detach the current controls from the camera.
  38955. * The camera will stop reacting to inputs.
  38956. * @param element Defines the element to stop listening the inputs from
  38957. */
  38958. detachControl(element: HTMLElement): void;
  38959. /** @hidden */
  38960. _checkInputs(): void;
  38961. private _checkLimits;
  38962. /**
  38963. * Gets the camera class name.
  38964. * @returns the class name
  38965. */
  38966. getClassName(): string;
  38967. }
  38968. /**
  38969. * Arc Rotate version of the follow camera.
  38970. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38971. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38972. */
  38973. export class ArcFollowCamera extends TargetCamera {
  38974. /** The longitudinal angle of the camera */
  38975. alpha: number;
  38976. /** The latitudinal angle of the camera */
  38977. beta: number;
  38978. /** The radius of the camera from its target */
  38979. radius: number;
  38980. /** Define the camera target (the messh it should follow) */
  38981. target: Nullable<AbstractMesh>;
  38982. private _cartesianCoordinates;
  38983. /**
  38984. * Instantiates a new ArcFollowCamera
  38985. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38986. * @param name Define the name of the camera
  38987. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38988. * @param beta Define the rotation angle of the camera around the elevation axis
  38989. * @param radius Define the radius of the camera from its target point
  38990. * @param target Define the target of the camera
  38991. * @param scene Define the scene the camera belongs to
  38992. */
  38993. constructor(name: string,
  38994. /** The longitudinal angle of the camera */
  38995. alpha: number,
  38996. /** The latitudinal angle of the camera */
  38997. beta: number,
  38998. /** The radius of the camera from its target */
  38999. radius: number,
  39000. /** Define the camera target (the messh it should follow) */
  39001. target: Nullable<AbstractMesh>, scene: Scene);
  39002. private _follow;
  39003. /** @hidden */
  39004. _checkInputs(): void;
  39005. /**
  39006. * Returns the class name of the object.
  39007. * It is mostly used internally for serialization purposes.
  39008. */
  39009. getClassName(): string;
  39010. }
  39011. }
  39012. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39013. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39014. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39015. import { Nullable } from "babylonjs/types";
  39016. /**
  39017. * Manage the keyboard inputs to control the movement of a follow camera.
  39018. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39019. */
  39020. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39021. /**
  39022. * Defines the camera the input is attached to.
  39023. */
  39024. camera: FollowCamera;
  39025. /**
  39026. * Defines the list of key codes associated with the up action (increase heightOffset)
  39027. */
  39028. keysHeightOffsetIncr: number[];
  39029. /**
  39030. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39031. */
  39032. keysHeightOffsetDecr: number[];
  39033. /**
  39034. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39035. */
  39036. keysHeightOffsetModifierAlt: boolean;
  39037. /**
  39038. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39039. */
  39040. keysHeightOffsetModifierCtrl: boolean;
  39041. /**
  39042. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39043. */
  39044. keysHeightOffsetModifierShift: boolean;
  39045. /**
  39046. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39047. */
  39048. keysRotationOffsetIncr: number[];
  39049. /**
  39050. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39051. */
  39052. keysRotationOffsetDecr: number[];
  39053. /**
  39054. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39055. */
  39056. keysRotationOffsetModifierAlt: boolean;
  39057. /**
  39058. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39059. */
  39060. keysRotationOffsetModifierCtrl: boolean;
  39061. /**
  39062. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39063. */
  39064. keysRotationOffsetModifierShift: boolean;
  39065. /**
  39066. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39067. */
  39068. keysRadiusIncr: number[];
  39069. /**
  39070. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39071. */
  39072. keysRadiusDecr: number[];
  39073. /**
  39074. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39075. */
  39076. keysRadiusModifierAlt: boolean;
  39077. /**
  39078. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39079. */
  39080. keysRadiusModifierCtrl: boolean;
  39081. /**
  39082. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39083. */
  39084. keysRadiusModifierShift: boolean;
  39085. /**
  39086. * Defines the rate of change of heightOffset.
  39087. */
  39088. heightSensibility: number;
  39089. /**
  39090. * Defines the rate of change of rotationOffset.
  39091. */
  39092. rotationSensibility: number;
  39093. /**
  39094. * Defines the rate of change of radius.
  39095. */
  39096. radiusSensibility: number;
  39097. private _keys;
  39098. private _ctrlPressed;
  39099. private _altPressed;
  39100. private _shiftPressed;
  39101. private _onCanvasBlurObserver;
  39102. private _onKeyboardObserver;
  39103. private _engine;
  39104. private _scene;
  39105. /**
  39106. * Attach the input controls to a specific dom element to get the input from.
  39107. * @param element Defines the element the controls should be listened from
  39108. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39109. */
  39110. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39111. /**
  39112. * Detach the current controls from the specified dom element.
  39113. * @param element Defines the element to stop listening the inputs from
  39114. */
  39115. detachControl(element: Nullable<HTMLElement>): void;
  39116. /**
  39117. * Update the current camera state depending on the inputs that have been used this frame.
  39118. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39119. */
  39120. checkInputs(): void;
  39121. /**
  39122. * Gets the class name of the current input.
  39123. * @returns the class name
  39124. */
  39125. getClassName(): string;
  39126. /**
  39127. * Get the friendly name associated with the input class.
  39128. * @returns the input friendly name
  39129. */
  39130. getSimpleName(): string;
  39131. /**
  39132. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39133. * allow modification of the heightOffset value.
  39134. */
  39135. private _modifierHeightOffset;
  39136. /**
  39137. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39138. * allow modification of the rotationOffset value.
  39139. */
  39140. private _modifierRotationOffset;
  39141. /**
  39142. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39143. * allow modification of the radius value.
  39144. */
  39145. private _modifierRadius;
  39146. }
  39147. }
  39148. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39149. import { Nullable } from "babylonjs/types";
  39150. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39151. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39152. import { Observable } from "babylonjs/Misc/observable";
  39153. module "babylonjs/Cameras/freeCameraInputsManager" {
  39154. interface FreeCameraInputsManager {
  39155. /**
  39156. * @hidden
  39157. */
  39158. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39159. /**
  39160. * Add orientation input support to the input manager.
  39161. * @returns the current input manager
  39162. */
  39163. addDeviceOrientation(): FreeCameraInputsManager;
  39164. }
  39165. }
  39166. /**
  39167. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39168. * Screen rotation is taken into account.
  39169. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39170. */
  39171. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39172. private _camera;
  39173. private _screenOrientationAngle;
  39174. private _constantTranform;
  39175. private _screenQuaternion;
  39176. private _alpha;
  39177. private _beta;
  39178. private _gamma;
  39179. /**
  39180. * Can be used to detect if a device orientation sensor is availible on a device
  39181. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39182. * @returns a promise that will resolve on orientation change
  39183. */
  39184. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39185. /**
  39186. * @hidden
  39187. */
  39188. _onDeviceOrientationChangedObservable: Observable<void>;
  39189. /**
  39190. * Instantiates a new input
  39191. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39192. */
  39193. constructor();
  39194. /**
  39195. * Define the camera controlled by the input.
  39196. */
  39197. camera: FreeCamera;
  39198. /**
  39199. * Attach the input controls to a specific dom element to get the input from.
  39200. * @param element Defines the element the controls should be listened from
  39201. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39202. */
  39203. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39204. private _orientationChanged;
  39205. private _deviceOrientation;
  39206. /**
  39207. * Detach the current controls from the specified dom element.
  39208. * @param element Defines the element to stop listening the inputs from
  39209. */
  39210. detachControl(element: Nullable<HTMLElement>): void;
  39211. /**
  39212. * Update the current camera state depending on the inputs that have been used this frame.
  39213. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39214. */
  39215. checkInputs(): void;
  39216. /**
  39217. * Gets the class name of the current intput.
  39218. * @returns the class name
  39219. */
  39220. getClassName(): string;
  39221. /**
  39222. * Get the friendly name associated with the input class.
  39223. * @returns the input friendly name
  39224. */
  39225. getSimpleName(): string;
  39226. }
  39227. }
  39228. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39229. import { Nullable } from "babylonjs/types";
  39230. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39231. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39232. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39233. /**
  39234. * Manage the gamepad inputs to control a free camera.
  39235. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39236. */
  39237. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39238. /**
  39239. * Define the camera the input is attached to.
  39240. */
  39241. camera: FreeCamera;
  39242. /**
  39243. * Define the Gamepad controlling the input
  39244. */
  39245. gamepad: Nullable<Gamepad>;
  39246. /**
  39247. * Defines the gamepad rotation sensiblity.
  39248. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39249. */
  39250. gamepadAngularSensibility: number;
  39251. /**
  39252. * Defines the gamepad move sensiblity.
  39253. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39254. */
  39255. gamepadMoveSensibility: number;
  39256. private _onGamepadConnectedObserver;
  39257. private _onGamepadDisconnectedObserver;
  39258. private _cameraTransform;
  39259. private _deltaTransform;
  39260. private _vector3;
  39261. private _vector2;
  39262. /**
  39263. * Attach the input controls to a specific dom element to get the input from.
  39264. * @param element Defines the element the controls should be listened from
  39265. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39266. */
  39267. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39268. /**
  39269. * Detach the current controls from the specified dom element.
  39270. * @param element Defines the element to stop listening the inputs from
  39271. */
  39272. detachControl(element: Nullable<HTMLElement>): void;
  39273. /**
  39274. * Update the current camera state depending on the inputs that have been used this frame.
  39275. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39276. */
  39277. checkInputs(): void;
  39278. /**
  39279. * Gets the class name of the current intput.
  39280. * @returns the class name
  39281. */
  39282. getClassName(): string;
  39283. /**
  39284. * Get the friendly name associated with the input class.
  39285. * @returns the input friendly name
  39286. */
  39287. getSimpleName(): string;
  39288. }
  39289. }
  39290. declare module "babylonjs/Misc/virtualJoystick" {
  39291. import { Nullable } from "babylonjs/types";
  39292. import { Vector3 } from "babylonjs/Maths/math.vector";
  39293. /**
  39294. * Defines the potential axis of a Joystick
  39295. */
  39296. export enum JoystickAxis {
  39297. /** X axis */
  39298. X = 0,
  39299. /** Y axis */
  39300. Y = 1,
  39301. /** Z axis */
  39302. Z = 2
  39303. }
  39304. /**
  39305. * Class used to define virtual joystick (used in touch mode)
  39306. */
  39307. export class VirtualJoystick {
  39308. /**
  39309. * Gets or sets a boolean indicating that left and right values must be inverted
  39310. */
  39311. reverseLeftRight: boolean;
  39312. /**
  39313. * Gets or sets a boolean indicating that up and down values must be inverted
  39314. */
  39315. reverseUpDown: boolean;
  39316. /**
  39317. * Gets the offset value for the position (ie. the change of the position value)
  39318. */
  39319. deltaPosition: Vector3;
  39320. /**
  39321. * Gets a boolean indicating if the virtual joystick was pressed
  39322. */
  39323. pressed: boolean;
  39324. /**
  39325. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39326. */
  39327. static Canvas: Nullable<HTMLCanvasElement>;
  39328. private static _globalJoystickIndex;
  39329. private static vjCanvasContext;
  39330. private static vjCanvasWidth;
  39331. private static vjCanvasHeight;
  39332. private static halfWidth;
  39333. private _action;
  39334. private _axisTargetedByLeftAndRight;
  39335. private _axisTargetedByUpAndDown;
  39336. private _joystickSensibility;
  39337. private _inversedSensibility;
  39338. private _joystickPointerID;
  39339. private _joystickColor;
  39340. private _joystickPointerPos;
  39341. private _joystickPreviousPointerPos;
  39342. private _joystickPointerStartPos;
  39343. private _deltaJoystickVector;
  39344. private _leftJoystick;
  39345. private _touches;
  39346. private _onPointerDownHandlerRef;
  39347. private _onPointerMoveHandlerRef;
  39348. private _onPointerUpHandlerRef;
  39349. private _onResize;
  39350. /**
  39351. * Creates a new virtual joystick
  39352. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39353. */
  39354. constructor(leftJoystick?: boolean);
  39355. /**
  39356. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39357. * @param newJoystickSensibility defines the new sensibility
  39358. */
  39359. setJoystickSensibility(newJoystickSensibility: number): void;
  39360. private _onPointerDown;
  39361. private _onPointerMove;
  39362. private _onPointerUp;
  39363. /**
  39364. * Change the color of the virtual joystick
  39365. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39366. */
  39367. setJoystickColor(newColor: string): void;
  39368. /**
  39369. * Defines a callback to call when the joystick is touched
  39370. * @param action defines the callback
  39371. */
  39372. setActionOnTouch(action: () => any): void;
  39373. /**
  39374. * Defines which axis you'd like to control for left & right
  39375. * @param axis defines the axis to use
  39376. */
  39377. setAxisForLeftRight(axis: JoystickAxis): void;
  39378. /**
  39379. * Defines which axis you'd like to control for up & down
  39380. * @param axis defines the axis to use
  39381. */
  39382. setAxisForUpDown(axis: JoystickAxis): void;
  39383. private _drawVirtualJoystick;
  39384. /**
  39385. * Release internal HTML canvas
  39386. */
  39387. releaseCanvas(): void;
  39388. }
  39389. }
  39390. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39391. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39392. import { Nullable } from "babylonjs/types";
  39393. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39394. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39395. module "babylonjs/Cameras/freeCameraInputsManager" {
  39396. interface FreeCameraInputsManager {
  39397. /**
  39398. * Add virtual joystick input support to the input manager.
  39399. * @returns the current input manager
  39400. */
  39401. addVirtualJoystick(): FreeCameraInputsManager;
  39402. }
  39403. }
  39404. /**
  39405. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39406. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39407. */
  39408. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39409. /**
  39410. * Defines the camera the input is attached to.
  39411. */
  39412. camera: FreeCamera;
  39413. private _leftjoystick;
  39414. private _rightjoystick;
  39415. /**
  39416. * Gets the left stick of the virtual joystick.
  39417. * @returns The virtual Joystick
  39418. */
  39419. getLeftJoystick(): VirtualJoystick;
  39420. /**
  39421. * Gets the right stick of the virtual joystick.
  39422. * @returns The virtual Joystick
  39423. */
  39424. getRightJoystick(): VirtualJoystick;
  39425. /**
  39426. * Update the current camera state depending on the inputs that have been used this frame.
  39427. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39428. */
  39429. checkInputs(): void;
  39430. /**
  39431. * Attach the input controls to a specific dom element to get the input from.
  39432. * @param element Defines the element the controls should be listened from
  39433. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39434. */
  39435. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39436. /**
  39437. * Detach the current controls from the specified dom element.
  39438. * @param element Defines the element to stop listening the inputs from
  39439. */
  39440. detachControl(element: Nullable<HTMLElement>): void;
  39441. /**
  39442. * Gets the class name of the current intput.
  39443. * @returns the class name
  39444. */
  39445. getClassName(): string;
  39446. /**
  39447. * Get the friendly name associated with the input class.
  39448. * @returns the input friendly name
  39449. */
  39450. getSimpleName(): string;
  39451. }
  39452. }
  39453. declare module "babylonjs/Cameras/Inputs/index" {
  39454. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39455. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39456. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39457. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39458. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39459. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39460. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39461. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39462. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39463. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39464. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39465. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39466. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39467. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39468. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39469. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39470. }
  39471. declare module "babylonjs/Cameras/touchCamera" {
  39472. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39473. import { Scene } from "babylonjs/scene";
  39474. import { Vector3 } from "babylonjs/Maths/math.vector";
  39475. /**
  39476. * This represents a FPS type of camera controlled by touch.
  39477. * This is like a universal camera minus the Gamepad controls.
  39478. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39479. */
  39480. export class TouchCamera extends FreeCamera {
  39481. /**
  39482. * Defines the touch sensibility for rotation.
  39483. * The higher the faster.
  39484. */
  39485. touchAngularSensibility: number;
  39486. /**
  39487. * Defines the touch sensibility for move.
  39488. * The higher the faster.
  39489. */
  39490. touchMoveSensibility: number;
  39491. /**
  39492. * Instantiates a new touch camera.
  39493. * This represents a FPS type of camera controlled by touch.
  39494. * This is like a universal camera minus the Gamepad controls.
  39495. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39496. * @param name Define the name of the camera in the scene
  39497. * @param position Define the start position of the camera in the scene
  39498. * @param scene Define the scene the camera belongs to
  39499. */
  39500. constructor(name: string, position: Vector3, scene: Scene);
  39501. /**
  39502. * Gets the current object class name.
  39503. * @return the class name
  39504. */
  39505. getClassName(): string;
  39506. /** @hidden */
  39507. _setupInputs(): void;
  39508. }
  39509. }
  39510. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39511. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39512. import { Scene } from "babylonjs/scene";
  39513. import { Vector3 } from "babylonjs/Maths/math.vector";
  39514. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39515. import { Axis } from "babylonjs/Maths/math.axis";
  39516. /**
  39517. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39518. * being tilted forward or back and left or right.
  39519. */
  39520. export class DeviceOrientationCamera extends FreeCamera {
  39521. private _initialQuaternion;
  39522. private _quaternionCache;
  39523. private _tmpDragQuaternion;
  39524. private _disablePointerInputWhenUsingDeviceOrientation;
  39525. /**
  39526. * Creates a new device orientation camera
  39527. * @param name The name of the camera
  39528. * @param position The start position camera
  39529. * @param scene The scene the camera belongs to
  39530. */
  39531. constructor(name: string, position: Vector3, scene: Scene);
  39532. /**
  39533. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39534. */
  39535. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39536. private _dragFactor;
  39537. /**
  39538. * Enabled turning on the y axis when the orientation sensor is active
  39539. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39540. */
  39541. enableHorizontalDragging(dragFactor?: number): void;
  39542. /**
  39543. * Gets the current instance class name ("DeviceOrientationCamera").
  39544. * This helps avoiding instanceof at run time.
  39545. * @returns the class name
  39546. */
  39547. getClassName(): string;
  39548. /**
  39549. * @hidden
  39550. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39551. */
  39552. _checkInputs(): void;
  39553. /**
  39554. * Reset the camera to its default orientation on the specified axis only.
  39555. * @param axis The axis to reset
  39556. */
  39557. resetToCurrentRotation(axis?: Axis): void;
  39558. }
  39559. }
  39560. declare module "babylonjs/Gamepads/xboxGamepad" {
  39561. import { Observable } from "babylonjs/Misc/observable";
  39562. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39563. /**
  39564. * Defines supported buttons for XBox360 compatible gamepads
  39565. */
  39566. export enum Xbox360Button {
  39567. /** A */
  39568. A = 0,
  39569. /** B */
  39570. B = 1,
  39571. /** X */
  39572. X = 2,
  39573. /** Y */
  39574. Y = 3,
  39575. /** Start */
  39576. Start = 4,
  39577. /** Back */
  39578. Back = 5,
  39579. /** Left button */
  39580. LB = 6,
  39581. /** Right button */
  39582. RB = 7,
  39583. /** Left stick */
  39584. LeftStick = 8,
  39585. /** Right stick */
  39586. RightStick = 9
  39587. }
  39588. /** Defines values for XBox360 DPad */
  39589. export enum Xbox360Dpad {
  39590. /** Up */
  39591. Up = 0,
  39592. /** Down */
  39593. Down = 1,
  39594. /** Left */
  39595. Left = 2,
  39596. /** Right */
  39597. Right = 3
  39598. }
  39599. /**
  39600. * Defines a XBox360 gamepad
  39601. */
  39602. export class Xbox360Pad extends Gamepad {
  39603. private _leftTrigger;
  39604. private _rightTrigger;
  39605. private _onlefttriggerchanged;
  39606. private _onrighttriggerchanged;
  39607. private _onbuttondown;
  39608. private _onbuttonup;
  39609. private _ondpaddown;
  39610. private _ondpadup;
  39611. /** Observable raised when a button is pressed */
  39612. onButtonDownObservable: Observable<Xbox360Button>;
  39613. /** Observable raised when a button is released */
  39614. onButtonUpObservable: Observable<Xbox360Button>;
  39615. /** Observable raised when a pad is pressed */
  39616. onPadDownObservable: Observable<Xbox360Dpad>;
  39617. /** Observable raised when a pad is released */
  39618. onPadUpObservable: Observable<Xbox360Dpad>;
  39619. private _buttonA;
  39620. private _buttonB;
  39621. private _buttonX;
  39622. private _buttonY;
  39623. private _buttonBack;
  39624. private _buttonStart;
  39625. private _buttonLB;
  39626. private _buttonRB;
  39627. private _buttonLeftStick;
  39628. private _buttonRightStick;
  39629. private _dPadUp;
  39630. private _dPadDown;
  39631. private _dPadLeft;
  39632. private _dPadRight;
  39633. private _isXboxOnePad;
  39634. /**
  39635. * Creates a new XBox360 gamepad object
  39636. * @param id defines the id of this gamepad
  39637. * @param index defines its index
  39638. * @param gamepad defines the internal HTML gamepad object
  39639. * @param xboxOne defines if it is a XBox One gamepad
  39640. */
  39641. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39642. /**
  39643. * Defines the callback to call when left trigger is pressed
  39644. * @param callback defines the callback to use
  39645. */
  39646. onlefttriggerchanged(callback: (value: number) => void): void;
  39647. /**
  39648. * Defines the callback to call when right trigger is pressed
  39649. * @param callback defines the callback to use
  39650. */
  39651. onrighttriggerchanged(callback: (value: number) => void): void;
  39652. /**
  39653. * Gets the left trigger value
  39654. */
  39655. /**
  39656. * Sets the left trigger value
  39657. */
  39658. leftTrigger: number;
  39659. /**
  39660. * Gets the right trigger value
  39661. */
  39662. /**
  39663. * Sets the right trigger value
  39664. */
  39665. rightTrigger: number;
  39666. /**
  39667. * Defines the callback to call when a button is pressed
  39668. * @param callback defines the callback to use
  39669. */
  39670. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39671. /**
  39672. * Defines the callback to call when a button is released
  39673. * @param callback defines the callback to use
  39674. */
  39675. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39676. /**
  39677. * Defines the callback to call when a pad is pressed
  39678. * @param callback defines the callback to use
  39679. */
  39680. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39681. /**
  39682. * Defines the callback to call when a pad is released
  39683. * @param callback defines the callback to use
  39684. */
  39685. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39686. private _setButtonValue;
  39687. private _setDPadValue;
  39688. /**
  39689. * Gets the value of the `A` button
  39690. */
  39691. /**
  39692. * Sets the value of the `A` button
  39693. */
  39694. buttonA: number;
  39695. /**
  39696. * Gets the value of the `B` button
  39697. */
  39698. /**
  39699. * Sets the value of the `B` button
  39700. */
  39701. buttonB: number;
  39702. /**
  39703. * Gets the value of the `X` button
  39704. */
  39705. /**
  39706. * Sets the value of the `X` button
  39707. */
  39708. buttonX: number;
  39709. /**
  39710. * Gets the value of the `Y` button
  39711. */
  39712. /**
  39713. * Sets the value of the `Y` button
  39714. */
  39715. buttonY: number;
  39716. /**
  39717. * Gets the value of the `Start` button
  39718. */
  39719. /**
  39720. * Sets the value of the `Start` button
  39721. */
  39722. buttonStart: number;
  39723. /**
  39724. * Gets the value of the `Back` button
  39725. */
  39726. /**
  39727. * Sets the value of the `Back` button
  39728. */
  39729. buttonBack: number;
  39730. /**
  39731. * Gets the value of the `Left` button
  39732. */
  39733. /**
  39734. * Sets the value of the `Left` button
  39735. */
  39736. buttonLB: number;
  39737. /**
  39738. * Gets the value of the `Right` button
  39739. */
  39740. /**
  39741. * Sets the value of the `Right` button
  39742. */
  39743. buttonRB: number;
  39744. /**
  39745. * Gets the value of the Left joystick
  39746. */
  39747. /**
  39748. * Sets the value of the Left joystick
  39749. */
  39750. buttonLeftStick: number;
  39751. /**
  39752. * Gets the value of the Right joystick
  39753. */
  39754. /**
  39755. * Sets the value of the Right joystick
  39756. */
  39757. buttonRightStick: number;
  39758. /**
  39759. * Gets the value of D-pad up
  39760. */
  39761. /**
  39762. * Sets the value of D-pad up
  39763. */
  39764. dPadUp: number;
  39765. /**
  39766. * Gets the value of D-pad down
  39767. */
  39768. /**
  39769. * Sets the value of D-pad down
  39770. */
  39771. dPadDown: number;
  39772. /**
  39773. * Gets the value of D-pad left
  39774. */
  39775. /**
  39776. * Sets the value of D-pad left
  39777. */
  39778. dPadLeft: number;
  39779. /**
  39780. * Gets the value of D-pad right
  39781. */
  39782. /**
  39783. * Sets the value of D-pad right
  39784. */
  39785. dPadRight: number;
  39786. /**
  39787. * Force the gamepad to synchronize with device values
  39788. */
  39789. update(): void;
  39790. /**
  39791. * Disposes the gamepad
  39792. */
  39793. dispose(): void;
  39794. }
  39795. }
  39796. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39797. import { Observable } from "babylonjs/Misc/observable";
  39798. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39799. /**
  39800. * Defines supported buttons for DualShock compatible gamepads
  39801. */
  39802. export enum DualShockButton {
  39803. /** Cross */
  39804. Cross = 0,
  39805. /** Circle */
  39806. Circle = 1,
  39807. /** Square */
  39808. Square = 2,
  39809. /** Triangle */
  39810. Triangle = 3,
  39811. /** Options */
  39812. Options = 4,
  39813. /** Share */
  39814. Share = 5,
  39815. /** L1 */
  39816. L1 = 6,
  39817. /** R1 */
  39818. R1 = 7,
  39819. /** Left stick */
  39820. LeftStick = 8,
  39821. /** Right stick */
  39822. RightStick = 9
  39823. }
  39824. /** Defines values for DualShock DPad */
  39825. export enum DualShockDpad {
  39826. /** Up */
  39827. Up = 0,
  39828. /** Down */
  39829. Down = 1,
  39830. /** Left */
  39831. Left = 2,
  39832. /** Right */
  39833. Right = 3
  39834. }
  39835. /**
  39836. * Defines a DualShock gamepad
  39837. */
  39838. export class DualShockPad extends Gamepad {
  39839. private _leftTrigger;
  39840. private _rightTrigger;
  39841. private _onlefttriggerchanged;
  39842. private _onrighttriggerchanged;
  39843. private _onbuttondown;
  39844. private _onbuttonup;
  39845. private _ondpaddown;
  39846. private _ondpadup;
  39847. /** Observable raised when a button is pressed */
  39848. onButtonDownObservable: Observable<DualShockButton>;
  39849. /** Observable raised when a button is released */
  39850. onButtonUpObservable: Observable<DualShockButton>;
  39851. /** Observable raised when a pad is pressed */
  39852. onPadDownObservable: Observable<DualShockDpad>;
  39853. /** Observable raised when a pad is released */
  39854. onPadUpObservable: Observable<DualShockDpad>;
  39855. private _buttonCross;
  39856. private _buttonCircle;
  39857. private _buttonSquare;
  39858. private _buttonTriangle;
  39859. private _buttonShare;
  39860. private _buttonOptions;
  39861. private _buttonL1;
  39862. private _buttonR1;
  39863. private _buttonLeftStick;
  39864. private _buttonRightStick;
  39865. private _dPadUp;
  39866. private _dPadDown;
  39867. private _dPadLeft;
  39868. private _dPadRight;
  39869. /**
  39870. * Creates a new DualShock gamepad object
  39871. * @param id defines the id of this gamepad
  39872. * @param index defines its index
  39873. * @param gamepad defines the internal HTML gamepad object
  39874. */
  39875. constructor(id: string, index: number, gamepad: any);
  39876. /**
  39877. * Defines the callback to call when left trigger is pressed
  39878. * @param callback defines the callback to use
  39879. */
  39880. onlefttriggerchanged(callback: (value: number) => void): void;
  39881. /**
  39882. * Defines the callback to call when right trigger is pressed
  39883. * @param callback defines the callback to use
  39884. */
  39885. onrighttriggerchanged(callback: (value: number) => void): void;
  39886. /**
  39887. * Gets the left trigger value
  39888. */
  39889. /**
  39890. * Sets the left trigger value
  39891. */
  39892. leftTrigger: number;
  39893. /**
  39894. * Gets the right trigger value
  39895. */
  39896. /**
  39897. * Sets the right trigger value
  39898. */
  39899. rightTrigger: number;
  39900. /**
  39901. * Defines the callback to call when a button is pressed
  39902. * @param callback defines the callback to use
  39903. */
  39904. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39905. /**
  39906. * Defines the callback to call when a button is released
  39907. * @param callback defines the callback to use
  39908. */
  39909. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39910. /**
  39911. * Defines the callback to call when a pad is pressed
  39912. * @param callback defines the callback to use
  39913. */
  39914. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39915. /**
  39916. * Defines the callback to call when a pad is released
  39917. * @param callback defines the callback to use
  39918. */
  39919. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39920. private _setButtonValue;
  39921. private _setDPadValue;
  39922. /**
  39923. * Gets the value of the `Cross` button
  39924. */
  39925. /**
  39926. * Sets the value of the `Cross` button
  39927. */
  39928. buttonCross: number;
  39929. /**
  39930. * Gets the value of the `Circle` button
  39931. */
  39932. /**
  39933. * Sets the value of the `Circle` button
  39934. */
  39935. buttonCircle: number;
  39936. /**
  39937. * Gets the value of the `Square` button
  39938. */
  39939. /**
  39940. * Sets the value of the `Square` button
  39941. */
  39942. buttonSquare: number;
  39943. /**
  39944. * Gets the value of the `Triangle` button
  39945. */
  39946. /**
  39947. * Sets the value of the `Triangle` button
  39948. */
  39949. buttonTriangle: number;
  39950. /**
  39951. * Gets the value of the `Options` button
  39952. */
  39953. /**
  39954. * Sets the value of the `Options` button
  39955. */
  39956. buttonOptions: number;
  39957. /**
  39958. * Gets the value of the `Share` button
  39959. */
  39960. /**
  39961. * Sets the value of the `Share` button
  39962. */
  39963. buttonShare: number;
  39964. /**
  39965. * Gets the value of the `L1` button
  39966. */
  39967. /**
  39968. * Sets the value of the `L1` button
  39969. */
  39970. buttonL1: number;
  39971. /**
  39972. * Gets the value of the `R1` button
  39973. */
  39974. /**
  39975. * Sets the value of the `R1` button
  39976. */
  39977. buttonR1: number;
  39978. /**
  39979. * Gets the value of the Left joystick
  39980. */
  39981. /**
  39982. * Sets the value of the Left joystick
  39983. */
  39984. buttonLeftStick: number;
  39985. /**
  39986. * Gets the value of the Right joystick
  39987. */
  39988. /**
  39989. * Sets the value of the Right joystick
  39990. */
  39991. buttonRightStick: number;
  39992. /**
  39993. * Gets the value of D-pad up
  39994. */
  39995. /**
  39996. * Sets the value of D-pad up
  39997. */
  39998. dPadUp: number;
  39999. /**
  40000. * Gets the value of D-pad down
  40001. */
  40002. /**
  40003. * Sets the value of D-pad down
  40004. */
  40005. dPadDown: number;
  40006. /**
  40007. * Gets the value of D-pad left
  40008. */
  40009. /**
  40010. * Sets the value of D-pad left
  40011. */
  40012. dPadLeft: number;
  40013. /**
  40014. * Gets the value of D-pad right
  40015. */
  40016. /**
  40017. * Sets the value of D-pad right
  40018. */
  40019. dPadRight: number;
  40020. /**
  40021. * Force the gamepad to synchronize with device values
  40022. */
  40023. update(): void;
  40024. /**
  40025. * Disposes the gamepad
  40026. */
  40027. dispose(): void;
  40028. }
  40029. }
  40030. declare module "babylonjs/Gamepads/gamepadManager" {
  40031. import { Observable } from "babylonjs/Misc/observable";
  40032. import { Nullable } from "babylonjs/types";
  40033. import { Scene } from "babylonjs/scene";
  40034. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40035. /**
  40036. * Manager for handling gamepads
  40037. */
  40038. export class GamepadManager {
  40039. private _scene?;
  40040. private _babylonGamepads;
  40041. private _oneGamepadConnected;
  40042. /** @hidden */
  40043. _isMonitoring: boolean;
  40044. private _gamepadEventSupported;
  40045. private _gamepadSupport;
  40046. /**
  40047. * observable to be triggered when the gamepad controller has been connected
  40048. */
  40049. onGamepadConnectedObservable: Observable<Gamepad>;
  40050. /**
  40051. * observable to be triggered when the gamepad controller has been disconnected
  40052. */
  40053. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40054. private _onGamepadConnectedEvent;
  40055. private _onGamepadDisconnectedEvent;
  40056. /**
  40057. * Initializes the gamepad manager
  40058. * @param _scene BabylonJS scene
  40059. */
  40060. constructor(_scene?: Scene | undefined);
  40061. /**
  40062. * The gamepads in the game pad manager
  40063. */
  40064. readonly gamepads: Gamepad[];
  40065. /**
  40066. * Get the gamepad controllers based on type
  40067. * @param type The type of gamepad controller
  40068. * @returns Nullable gamepad
  40069. */
  40070. getGamepadByType(type?: number): Nullable<Gamepad>;
  40071. /**
  40072. * Disposes the gamepad manager
  40073. */
  40074. dispose(): void;
  40075. private _addNewGamepad;
  40076. private _startMonitoringGamepads;
  40077. private _stopMonitoringGamepads;
  40078. /** @hidden */
  40079. _checkGamepadsStatus(): void;
  40080. private _updateGamepadObjects;
  40081. }
  40082. }
  40083. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40084. import { Nullable } from "babylonjs/types";
  40085. import { Scene } from "babylonjs/scene";
  40086. import { ISceneComponent } from "babylonjs/sceneComponent";
  40087. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40088. module "babylonjs/scene" {
  40089. interface Scene {
  40090. /** @hidden */
  40091. _gamepadManager: Nullable<GamepadManager>;
  40092. /**
  40093. * Gets the gamepad manager associated with the scene
  40094. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40095. */
  40096. gamepadManager: GamepadManager;
  40097. }
  40098. }
  40099. module "babylonjs/Cameras/freeCameraInputsManager" {
  40100. /**
  40101. * Interface representing a free camera inputs manager
  40102. */
  40103. interface FreeCameraInputsManager {
  40104. /**
  40105. * Adds gamepad input support to the FreeCameraInputsManager.
  40106. * @returns the FreeCameraInputsManager
  40107. */
  40108. addGamepad(): FreeCameraInputsManager;
  40109. }
  40110. }
  40111. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40112. /**
  40113. * Interface representing an arc rotate camera inputs manager
  40114. */
  40115. interface ArcRotateCameraInputsManager {
  40116. /**
  40117. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40118. * @returns the camera inputs manager
  40119. */
  40120. addGamepad(): ArcRotateCameraInputsManager;
  40121. }
  40122. }
  40123. /**
  40124. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40125. */
  40126. export class GamepadSystemSceneComponent implements ISceneComponent {
  40127. /**
  40128. * The component name helpfull to identify the component in the list of scene components.
  40129. */
  40130. readonly name: string;
  40131. /**
  40132. * The scene the component belongs to.
  40133. */
  40134. scene: Scene;
  40135. /**
  40136. * Creates a new instance of the component for the given scene
  40137. * @param scene Defines the scene to register the component in
  40138. */
  40139. constructor(scene: Scene);
  40140. /**
  40141. * Registers the component in a given scene
  40142. */
  40143. register(): void;
  40144. /**
  40145. * Rebuilds the elements related to this component in case of
  40146. * context lost for instance.
  40147. */
  40148. rebuild(): void;
  40149. /**
  40150. * Disposes the component and the associated ressources
  40151. */
  40152. dispose(): void;
  40153. private _beforeCameraUpdate;
  40154. }
  40155. }
  40156. declare module "babylonjs/Cameras/universalCamera" {
  40157. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40158. import { Scene } from "babylonjs/scene";
  40159. import { Vector3 } from "babylonjs/Maths/math.vector";
  40160. import "babylonjs/Gamepads/gamepadSceneComponent";
  40161. /**
  40162. * 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,
  40163. * which still works and will still be found in many Playgrounds.
  40164. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40165. */
  40166. export class UniversalCamera extends TouchCamera {
  40167. /**
  40168. * Defines the gamepad rotation sensiblity.
  40169. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40170. */
  40171. gamepadAngularSensibility: number;
  40172. /**
  40173. * Defines the gamepad move sensiblity.
  40174. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40175. */
  40176. gamepadMoveSensibility: number;
  40177. /**
  40178. * 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,
  40179. * which still works and will still be found in many Playgrounds.
  40180. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40181. * @param name Define the name of the camera in the scene
  40182. * @param position Define the start position of the camera in the scene
  40183. * @param scene Define the scene the camera belongs to
  40184. */
  40185. constructor(name: string, position: Vector3, scene: Scene);
  40186. /**
  40187. * Gets the current object class name.
  40188. * @return the class name
  40189. */
  40190. getClassName(): string;
  40191. }
  40192. }
  40193. declare module "babylonjs/Cameras/gamepadCamera" {
  40194. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40195. import { Scene } from "babylonjs/scene";
  40196. import { Vector3 } from "babylonjs/Maths/math.vector";
  40197. /**
  40198. * This represents a FPS type of camera. This is only here for back compat purpose.
  40199. * Please use the UniversalCamera instead as both are identical.
  40200. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40201. */
  40202. export class GamepadCamera extends UniversalCamera {
  40203. /**
  40204. * Instantiates a new Gamepad Camera
  40205. * This represents a FPS type of camera. This is only here for back compat purpose.
  40206. * Please use the UniversalCamera instead as both are identical.
  40207. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40208. * @param name Define the name of the camera in the scene
  40209. * @param position Define the start position of the camera in the scene
  40210. * @param scene Define the scene the camera belongs to
  40211. */
  40212. constructor(name: string, position: Vector3, scene: Scene);
  40213. /**
  40214. * Gets the current object class name.
  40215. * @return the class name
  40216. */
  40217. getClassName(): string;
  40218. }
  40219. }
  40220. declare module "babylonjs/Shaders/pass.fragment" {
  40221. /** @hidden */
  40222. export var passPixelShader: {
  40223. name: string;
  40224. shader: string;
  40225. };
  40226. }
  40227. declare module "babylonjs/Shaders/passCube.fragment" {
  40228. /** @hidden */
  40229. export var passCubePixelShader: {
  40230. name: string;
  40231. shader: string;
  40232. };
  40233. }
  40234. declare module "babylonjs/PostProcesses/passPostProcess" {
  40235. import { Nullable } from "babylonjs/types";
  40236. import { Camera } from "babylonjs/Cameras/camera";
  40237. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40238. import { Engine } from "babylonjs/Engines/engine";
  40239. import "babylonjs/Shaders/pass.fragment";
  40240. import "babylonjs/Shaders/passCube.fragment";
  40241. /**
  40242. * PassPostProcess which produces an output the same as it's input
  40243. */
  40244. export class PassPostProcess extends PostProcess {
  40245. /**
  40246. * Creates the PassPostProcess
  40247. * @param name The name of the effect.
  40248. * @param options The required width/height ratio to downsize to before computing the render pass.
  40249. * @param camera The camera to apply the render pass to.
  40250. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40251. * @param engine The engine which the post process will be applied. (default: current engine)
  40252. * @param reusable If the post process can be reused on the same frame. (default: false)
  40253. * @param textureType The type of texture to be used when performing the post processing.
  40254. * @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)
  40255. */
  40256. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40257. }
  40258. /**
  40259. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40260. */
  40261. export class PassCubePostProcess extends PostProcess {
  40262. private _face;
  40263. /**
  40264. * Gets or sets the cube face to display.
  40265. * * 0 is +X
  40266. * * 1 is -X
  40267. * * 2 is +Y
  40268. * * 3 is -Y
  40269. * * 4 is +Z
  40270. * * 5 is -Z
  40271. */
  40272. face: number;
  40273. /**
  40274. * Creates the PassCubePostProcess
  40275. * @param name The name of the effect.
  40276. * @param options The required width/height ratio to downsize to before computing the render pass.
  40277. * @param camera The camera to apply the render pass to.
  40278. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40279. * @param engine The engine which the post process will be applied. (default: current engine)
  40280. * @param reusable If the post process can be reused on the same frame. (default: false)
  40281. * @param textureType The type of texture to be used when performing the post processing.
  40282. * @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)
  40283. */
  40284. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40285. }
  40286. }
  40287. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40288. /** @hidden */
  40289. export var anaglyphPixelShader: {
  40290. name: string;
  40291. shader: string;
  40292. };
  40293. }
  40294. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40295. import { Engine } from "babylonjs/Engines/engine";
  40296. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40297. import { Camera } from "babylonjs/Cameras/camera";
  40298. import "babylonjs/Shaders/anaglyph.fragment";
  40299. /**
  40300. * Postprocess used to generate anaglyphic rendering
  40301. */
  40302. export class AnaglyphPostProcess extends PostProcess {
  40303. private _passedProcess;
  40304. /**
  40305. * Creates a new AnaglyphPostProcess
  40306. * @param name defines postprocess name
  40307. * @param options defines creation options or target ratio scale
  40308. * @param rigCameras defines cameras using this postprocess
  40309. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40310. * @param engine defines hosting engine
  40311. * @param reusable defines if the postprocess will be reused multiple times per frame
  40312. */
  40313. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40314. }
  40315. }
  40316. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40317. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40318. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40319. import { Scene } from "babylonjs/scene";
  40320. import { Vector3 } from "babylonjs/Maths/math.vector";
  40321. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40322. /**
  40323. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40324. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40325. */
  40326. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40327. /**
  40328. * Creates a new AnaglyphArcRotateCamera
  40329. * @param name defines camera name
  40330. * @param alpha defines alpha angle (in radians)
  40331. * @param beta defines beta angle (in radians)
  40332. * @param radius defines radius
  40333. * @param target defines camera target
  40334. * @param interaxialDistance defines distance between each color axis
  40335. * @param scene defines the hosting scene
  40336. */
  40337. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40338. /**
  40339. * Gets camera class name
  40340. * @returns AnaglyphArcRotateCamera
  40341. */
  40342. getClassName(): string;
  40343. }
  40344. }
  40345. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40346. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40347. import { Scene } from "babylonjs/scene";
  40348. import { Vector3 } from "babylonjs/Maths/math.vector";
  40349. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40350. /**
  40351. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40352. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40353. */
  40354. export class AnaglyphFreeCamera extends FreeCamera {
  40355. /**
  40356. * Creates a new AnaglyphFreeCamera
  40357. * @param name defines camera name
  40358. * @param position defines initial position
  40359. * @param interaxialDistance defines distance between each color axis
  40360. * @param scene defines the hosting scene
  40361. */
  40362. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40363. /**
  40364. * Gets camera class name
  40365. * @returns AnaglyphFreeCamera
  40366. */
  40367. getClassName(): string;
  40368. }
  40369. }
  40370. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40371. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40372. import { Scene } from "babylonjs/scene";
  40373. import { Vector3 } from "babylonjs/Maths/math.vector";
  40374. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40375. /**
  40376. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40377. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40378. */
  40379. export class AnaglyphGamepadCamera extends GamepadCamera {
  40380. /**
  40381. * Creates a new AnaglyphGamepadCamera
  40382. * @param name defines camera name
  40383. * @param position defines initial position
  40384. * @param interaxialDistance defines distance between each color axis
  40385. * @param scene defines the hosting scene
  40386. */
  40387. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40388. /**
  40389. * Gets camera class name
  40390. * @returns AnaglyphGamepadCamera
  40391. */
  40392. getClassName(): string;
  40393. }
  40394. }
  40395. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40396. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40397. import { Scene } from "babylonjs/scene";
  40398. import { Vector3 } from "babylonjs/Maths/math.vector";
  40399. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40400. /**
  40401. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40402. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40403. */
  40404. export class AnaglyphUniversalCamera extends UniversalCamera {
  40405. /**
  40406. * Creates a new AnaglyphUniversalCamera
  40407. * @param name defines camera name
  40408. * @param position defines initial position
  40409. * @param interaxialDistance defines distance between each color axis
  40410. * @param scene defines the hosting scene
  40411. */
  40412. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40413. /**
  40414. * Gets camera class name
  40415. * @returns AnaglyphUniversalCamera
  40416. */
  40417. getClassName(): string;
  40418. }
  40419. }
  40420. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40421. /** @hidden */
  40422. export var stereoscopicInterlacePixelShader: {
  40423. name: string;
  40424. shader: string;
  40425. };
  40426. }
  40427. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40428. import { Camera } from "babylonjs/Cameras/camera";
  40429. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40430. import { Engine } from "babylonjs/Engines/engine";
  40431. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40432. /**
  40433. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40434. */
  40435. export class StereoscopicInterlacePostProcess extends PostProcess {
  40436. private _stepSize;
  40437. private _passedProcess;
  40438. /**
  40439. * Initializes a StereoscopicInterlacePostProcess
  40440. * @param name The name of the effect.
  40441. * @param rigCameras The rig cameras to be appled to the post process
  40442. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40443. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40444. * @param engine The engine which the post process will be applied. (default: current engine)
  40445. * @param reusable If the post process can be reused on the same frame. (default: false)
  40446. */
  40447. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40448. }
  40449. }
  40450. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40451. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40452. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40453. import { Scene } from "babylonjs/scene";
  40454. import { Vector3 } from "babylonjs/Maths/math.vector";
  40455. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40456. /**
  40457. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40458. * @see http://doc.babylonjs.com/features/cameras
  40459. */
  40460. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40461. /**
  40462. * Creates a new StereoscopicArcRotateCamera
  40463. * @param name defines camera name
  40464. * @param alpha defines alpha angle (in radians)
  40465. * @param beta defines beta angle (in radians)
  40466. * @param radius defines radius
  40467. * @param target defines camera target
  40468. * @param interaxialDistance defines distance between each color axis
  40469. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40470. * @param scene defines the hosting scene
  40471. */
  40472. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40473. /**
  40474. * Gets camera class name
  40475. * @returns StereoscopicArcRotateCamera
  40476. */
  40477. getClassName(): string;
  40478. }
  40479. }
  40480. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40481. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40482. import { Scene } from "babylonjs/scene";
  40483. import { Vector3 } from "babylonjs/Maths/math.vector";
  40484. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40485. /**
  40486. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40487. * @see http://doc.babylonjs.com/features/cameras
  40488. */
  40489. export class StereoscopicFreeCamera extends FreeCamera {
  40490. /**
  40491. * Creates a new StereoscopicFreeCamera
  40492. * @param name defines camera name
  40493. * @param position defines initial position
  40494. * @param interaxialDistance defines distance between each color axis
  40495. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40496. * @param scene defines the hosting scene
  40497. */
  40498. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40499. /**
  40500. * Gets camera class name
  40501. * @returns StereoscopicFreeCamera
  40502. */
  40503. getClassName(): string;
  40504. }
  40505. }
  40506. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40507. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40508. import { Scene } from "babylonjs/scene";
  40509. import { Vector3 } from "babylonjs/Maths/math.vector";
  40510. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40511. /**
  40512. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40513. * @see http://doc.babylonjs.com/features/cameras
  40514. */
  40515. export class StereoscopicGamepadCamera extends GamepadCamera {
  40516. /**
  40517. * Creates a new StereoscopicGamepadCamera
  40518. * @param name defines camera name
  40519. * @param position defines initial position
  40520. * @param interaxialDistance defines distance between each color axis
  40521. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40522. * @param scene defines the hosting scene
  40523. */
  40524. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40525. /**
  40526. * Gets camera class name
  40527. * @returns StereoscopicGamepadCamera
  40528. */
  40529. getClassName(): string;
  40530. }
  40531. }
  40532. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40533. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40534. import { Scene } from "babylonjs/scene";
  40535. import { Vector3 } from "babylonjs/Maths/math.vector";
  40536. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40537. /**
  40538. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40539. * @see http://doc.babylonjs.com/features/cameras
  40540. */
  40541. export class StereoscopicUniversalCamera extends UniversalCamera {
  40542. /**
  40543. * Creates a new StereoscopicUniversalCamera
  40544. * @param name defines camera name
  40545. * @param position defines initial position
  40546. * @param interaxialDistance defines distance between each color axis
  40547. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40548. * @param scene defines the hosting scene
  40549. */
  40550. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40551. /**
  40552. * Gets camera class name
  40553. * @returns StereoscopicUniversalCamera
  40554. */
  40555. getClassName(): string;
  40556. }
  40557. }
  40558. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40559. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40560. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40561. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40562. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40563. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40564. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40565. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40566. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40567. }
  40568. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40569. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40570. import { Scene } from "babylonjs/scene";
  40571. import { Vector3 } from "babylonjs/Maths/math.vector";
  40572. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40573. /**
  40574. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40575. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40576. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40577. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40578. */
  40579. export class VirtualJoysticksCamera extends FreeCamera {
  40580. /**
  40581. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40582. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40583. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40584. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40585. * @param name Define the name of the camera in the scene
  40586. * @param position Define the start position of the camera in the scene
  40587. * @param scene Define the scene the camera belongs to
  40588. */
  40589. constructor(name: string, position: Vector3, scene: Scene);
  40590. /**
  40591. * Gets the current object class name.
  40592. * @return the class name
  40593. */
  40594. getClassName(): string;
  40595. }
  40596. }
  40597. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40598. import { Matrix } from "babylonjs/Maths/math.vector";
  40599. /**
  40600. * This represents all the required metrics to create a VR camera.
  40601. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40602. */
  40603. export class VRCameraMetrics {
  40604. /**
  40605. * Define the horizontal resolution off the screen.
  40606. */
  40607. hResolution: number;
  40608. /**
  40609. * Define the vertical resolution off the screen.
  40610. */
  40611. vResolution: number;
  40612. /**
  40613. * Define the horizontal screen size.
  40614. */
  40615. hScreenSize: number;
  40616. /**
  40617. * Define the vertical screen size.
  40618. */
  40619. vScreenSize: number;
  40620. /**
  40621. * Define the vertical screen center position.
  40622. */
  40623. vScreenCenter: number;
  40624. /**
  40625. * Define the distance of the eyes to the screen.
  40626. */
  40627. eyeToScreenDistance: number;
  40628. /**
  40629. * Define the distance between both lenses
  40630. */
  40631. lensSeparationDistance: number;
  40632. /**
  40633. * Define the distance between both viewer's eyes.
  40634. */
  40635. interpupillaryDistance: number;
  40636. /**
  40637. * Define the distortion factor of the VR postprocess.
  40638. * Please, touch with care.
  40639. */
  40640. distortionK: number[];
  40641. /**
  40642. * Define the chromatic aberration correction factors for the VR post process.
  40643. */
  40644. chromaAbCorrection: number[];
  40645. /**
  40646. * Define the scale factor of the post process.
  40647. * The smaller the better but the slower.
  40648. */
  40649. postProcessScaleFactor: number;
  40650. /**
  40651. * Define an offset for the lens center.
  40652. */
  40653. lensCenterOffset: number;
  40654. /**
  40655. * Define if the current vr camera should compensate the distortion of the lense or not.
  40656. */
  40657. compensateDistortion: boolean;
  40658. /**
  40659. * Defines if multiview should be enabled when rendering (Default: false)
  40660. */
  40661. multiviewEnabled: boolean;
  40662. /**
  40663. * Gets the rendering aspect ratio based on the provided resolutions.
  40664. */
  40665. readonly aspectRatio: number;
  40666. /**
  40667. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40668. */
  40669. readonly aspectRatioFov: number;
  40670. /**
  40671. * @hidden
  40672. */
  40673. readonly leftHMatrix: Matrix;
  40674. /**
  40675. * @hidden
  40676. */
  40677. readonly rightHMatrix: Matrix;
  40678. /**
  40679. * @hidden
  40680. */
  40681. readonly leftPreViewMatrix: Matrix;
  40682. /**
  40683. * @hidden
  40684. */
  40685. readonly rightPreViewMatrix: Matrix;
  40686. /**
  40687. * Get the default VRMetrics based on the most generic setup.
  40688. * @returns the default vr metrics
  40689. */
  40690. static GetDefault(): VRCameraMetrics;
  40691. }
  40692. }
  40693. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40694. /** @hidden */
  40695. export var vrDistortionCorrectionPixelShader: {
  40696. name: string;
  40697. shader: string;
  40698. };
  40699. }
  40700. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40701. import { Camera } from "babylonjs/Cameras/camera";
  40702. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40703. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40704. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40705. /**
  40706. * VRDistortionCorrectionPostProcess used for mobile VR
  40707. */
  40708. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40709. private _isRightEye;
  40710. private _distortionFactors;
  40711. private _postProcessScaleFactor;
  40712. private _lensCenterOffset;
  40713. private _scaleIn;
  40714. private _scaleFactor;
  40715. private _lensCenter;
  40716. /**
  40717. * Initializes the VRDistortionCorrectionPostProcess
  40718. * @param name The name of the effect.
  40719. * @param camera The camera to apply the render pass to.
  40720. * @param isRightEye If this is for the right eye distortion
  40721. * @param vrMetrics All the required metrics for the VR camera
  40722. */
  40723. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40724. }
  40725. }
  40726. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40727. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40728. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40729. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40730. import { Scene } from "babylonjs/scene";
  40731. import { Vector3 } from "babylonjs/Maths/math.vector";
  40732. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40733. import "babylonjs/Cameras/RigModes/vrRigMode";
  40734. /**
  40735. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40736. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40737. */
  40738. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40739. /**
  40740. * Creates a new VRDeviceOrientationArcRotateCamera
  40741. * @param name defines camera name
  40742. * @param alpha defines the camera rotation along the logitudinal axis
  40743. * @param beta defines the camera rotation along the latitudinal axis
  40744. * @param radius defines the camera distance from its target
  40745. * @param target defines the camera target
  40746. * @param scene defines the scene the camera belongs to
  40747. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40748. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40749. */
  40750. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40751. /**
  40752. * Gets camera class name
  40753. * @returns VRDeviceOrientationArcRotateCamera
  40754. */
  40755. getClassName(): string;
  40756. }
  40757. }
  40758. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40759. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40760. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40761. import { Scene } from "babylonjs/scene";
  40762. import { Vector3 } from "babylonjs/Maths/math.vector";
  40763. import "babylonjs/Cameras/RigModes/vrRigMode";
  40764. /**
  40765. * Camera used to simulate VR rendering (based on FreeCamera)
  40766. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40767. */
  40768. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40769. /**
  40770. * Creates a new VRDeviceOrientationFreeCamera
  40771. * @param name defines camera name
  40772. * @param position defines the start position of the camera
  40773. * @param scene defines the scene the camera belongs to
  40774. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40775. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40776. */
  40777. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40778. /**
  40779. * Gets camera class name
  40780. * @returns VRDeviceOrientationFreeCamera
  40781. */
  40782. getClassName(): string;
  40783. }
  40784. }
  40785. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40786. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40787. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40788. import { Scene } from "babylonjs/scene";
  40789. import { Vector3 } from "babylonjs/Maths/math.vector";
  40790. import "babylonjs/Gamepads/gamepadSceneComponent";
  40791. /**
  40792. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40793. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40794. */
  40795. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40796. /**
  40797. * Creates a new VRDeviceOrientationGamepadCamera
  40798. * @param name defines camera name
  40799. * @param position defines the start position of the camera
  40800. * @param scene defines the scene the camera belongs to
  40801. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40802. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40803. */
  40804. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40805. /**
  40806. * Gets camera class name
  40807. * @returns VRDeviceOrientationGamepadCamera
  40808. */
  40809. getClassName(): string;
  40810. }
  40811. }
  40812. declare module "babylonjs/Materials/pushMaterial" {
  40813. import { Nullable } from "babylonjs/types";
  40814. import { Scene } from "babylonjs/scene";
  40815. import { Matrix } from "babylonjs/Maths/math.vector";
  40816. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40817. import { Mesh } from "babylonjs/Meshes/mesh";
  40818. import { Material } from "babylonjs/Materials/material";
  40819. import { Effect } from "babylonjs/Materials/effect";
  40820. /**
  40821. * Base class of materials working in push mode in babylon JS
  40822. * @hidden
  40823. */
  40824. export class PushMaterial extends Material {
  40825. protected _activeEffect: Effect;
  40826. protected _normalMatrix: Matrix;
  40827. /**
  40828. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40829. * This means that the material can keep using a previous shader while a new one is being compiled.
  40830. * This is mostly used when shader parallel compilation is supported (true by default)
  40831. */
  40832. allowShaderHotSwapping: boolean;
  40833. constructor(name: string, scene: Scene);
  40834. getEffect(): Effect;
  40835. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40836. /**
  40837. * Binds the given world matrix to the active effect
  40838. *
  40839. * @param world the matrix to bind
  40840. */
  40841. bindOnlyWorldMatrix(world: Matrix): void;
  40842. /**
  40843. * Binds the given normal matrix to the active effect
  40844. *
  40845. * @param normalMatrix the matrix to bind
  40846. */
  40847. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40848. bind(world: Matrix, mesh?: Mesh): void;
  40849. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40850. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40851. }
  40852. }
  40853. declare module "babylonjs/Materials/materialFlags" {
  40854. /**
  40855. * This groups all the flags used to control the materials channel.
  40856. */
  40857. export class MaterialFlags {
  40858. private static _DiffuseTextureEnabled;
  40859. /**
  40860. * Are diffuse textures enabled in the application.
  40861. */
  40862. static DiffuseTextureEnabled: boolean;
  40863. private static _AmbientTextureEnabled;
  40864. /**
  40865. * Are ambient textures enabled in the application.
  40866. */
  40867. static AmbientTextureEnabled: boolean;
  40868. private static _OpacityTextureEnabled;
  40869. /**
  40870. * Are opacity textures enabled in the application.
  40871. */
  40872. static OpacityTextureEnabled: boolean;
  40873. private static _ReflectionTextureEnabled;
  40874. /**
  40875. * Are reflection textures enabled in the application.
  40876. */
  40877. static ReflectionTextureEnabled: boolean;
  40878. private static _EmissiveTextureEnabled;
  40879. /**
  40880. * Are emissive textures enabled in the application.
  40881. */
  40882. static EmissiveTextureEnabled: boolean;
  40883. private static _SpecularTextureEnabled;
  40884. /**
  40885. * Are specular textures enabled in the application.
  40886. */
  40887. static SpecularTextureEnabled: boolean;
  40888. private static _BumpTextureEnabled;
  40889. /**
  40890. * Are bump textures enabled in the application.
  40891. */
  40892. static BumpTextureEnabled: boolean;
  40893. private static _LightmapTextureEnabled;
  40894. /**
  40895. * Are lightmap textures enabled in the application.
  40896. */
  40897. static LightmapTextureEnabled: boolean;
  40898. private static _RefractionTextureEnabled;
  40899. /**
  40900. * Are refraction textures enabled in the application.
  40901. */
  40902. static RefractionTextureEnabled: boolean;
  40903. private static _ColorGradingTextureEnabled;
  40904. /**
  40905. * Are color grading textures enabled in the application.
  40906. */
  40907. static ColorGradingTextureEnabled: boolean;
  40908. private static _FresnelEnabled;
  40909. /**
  40910. * Are fresnels enabled in the application.
  40911. */
  40912. static FresnelEnabled: boolean;
  40913. private static _ClearCoatTextureEnabled;
  40914. /**
  40915. * Are clear coat textures enabled in the application.
  40916. */
  40917. static ClearCoatTextureEnabled: boolean;
  40918. private static _ClearCoatBumpTextureEnabled;
  40919. /**
  40920. * Are clear coat bump textures enabled in the application.
  40921. */
  40922. static ClearCoatBumpTextureEnabled: boolean;
  40923. private static _ClearCoatTintTextureEnabled;
  40924. /**
  40925. * Are clear coat tint textures enabled in the application.
  40926. */
  40927. static ClearCoatTintTextureEnabled: boolean;
  40928. private static _SheenTextureEnabled;
  40929. /**
  40930. * Are sheen textures enabled in the application.
  40931. */
  40932. static SheenTextureEnabled: boolean;
  40933. private static _AnisotropicTextureEnabled;
  40934. /**
  40935. * Are anisotropic textures enabled in the application.
  40936. */
  40937. static AnisotropicTextureEnabled: boolean;
  40938. private static _ThicknessTextureEnabled;
  40939. /**
  40940. * Are thickness textures enabled in the application.
  40941. */
  40942. static ThicknessTextureEnabled: boolean;
  40943. }
  40944. }
  40945. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40946. /** @hidden */
  40947. export var defaultFragmentDeclaration: {
  40948. name: string;
  40949. shader: string;
  40950. };
  40951. }
  40952. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40953. /** @hidden */
  40954. export var defaultUboDeclaration: {
  40955. name: string;
  40956. shader: string;
  40957. };
  40958. }
  40959. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40960. /** @hidden */
  40961. export var lightFragmentDeclaration: {
  40962. name: string;
  40963. shader: string;
  40964. };
  40965. }
  40966. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40967. /** @hidden */
  40968. export var lightUboDeclaration: {
  40969. name: string;
  40970. shader: string;
  40971. };
  40972. }
  40973. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40974. /** @hidden */
  40975. export var lightsFragmentFunctions: {
  40976. name: string;
  40977. shader: string;
  40978. };
  40979. }
  40980. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40981. /** @hidden */
  40982. export var shadowsFragmentFunctions: {
  40983. name: string;
  40984. shader: string;
  40985. };
  40986. }
  40987. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40988. /** @hidden */
  40989. export var fresnelFunction: {
  40990. name: string;
  40991. shader: string;
  40992. };
  40993. }
  40994. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40995. /** @hidden */
  40996. export var reflectionFunction: {
  40997. name: string;
  40998. shader: string;
  40999. };
  41000. }
  41001. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41002. /** @hidden */
  41003. export var bumpFragmentFunctions: {
  41004. name: string;
  41005. shader: string;
  41006. };
  41007. }
  41008. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41009. /** @hidden */
  41010. export var logDepthDeclaration: {
  41011. name: string;
  41012. shader: string;
  41013. };
  41014. }
  41015. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41016. /** @hidden */
  41017. export var bumpFragment: {
  41018. name: string;
  41019. shader: string;
  41020. };
  41021. }
  41022. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41023. /** @hidden */
  41024. export var depthPrePass: {
  41025. name: string;
  41026. shader: string;
  41027. };
  41028. }
  41029. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41030. /** @hidden */
  41031. export var lightFragment: {
  41032. name: string;
  41033. shader: string;
  41034. };
  41035. }
  41036. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41037. /** @hidden */
  41038. export var logDepthFragment: {
  41039. name: string;
  41040. shader: string;
  41041. };
  41042. }
  41043. declare module "babylonjs/Shaders/default.fragment" {
  41044. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41045. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41046. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41047. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41048. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41049. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41050. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41051. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41052. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41053. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41054. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41055. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41056. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41057. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41058. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41059. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41060. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41061. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41062. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41063. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41064. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41065. /** @hidden */
  41066. export var defaultPixelShader: {
  41067. name: string;
  41068. shader: string;
  41069. };
  41070. }
  41071. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41072. /** @hidden */
  41073. export var defaultVertexDeclaration: {
  41074. name: string;
  41075. shader: string;
  41076. };
  41077. }
  41078. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41079. /** @hidden */
  41080. export var bumpVertexDeclaration: {
  41081. name: string;
  41082. shader: string;
  41083. };
  41084. }
  41085. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41086. /** @hidden */
  41087. export var bumpVertex: {
  41088. name: string;
  41089. shader: string;
  41090. };
  41091. }
  41092. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41093. /** @hidden */
  41094. export var fogVertex: {
  41095. name: string;
  41096. shader: string;
  41097. };
  41098. }
  41099. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41100. /** @hidden */
  41101. export var shadowsVertex: {
  41102. name: string;
  41103. shader: string;
  41104. };
  41105. }
  41106. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41107. /** @hidden */
  41108. export var pointCloudVertex: {
  41109. name: string;
  41110. shader: string;
  41111. };
  41112. }
  41113. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41114. /** @hidden */
  41115. export var logDepthVertex: {
  41116. name: string;
  41117. shader: string;
  41118. };
  41119. }
  41120. declare module "babylonjs/Shaders/default.vertex" {
  41121. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41122. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41123. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41124. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41125. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41126. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41127. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41128. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41129. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41130. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41131. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41132. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41133. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41134. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41135. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41136. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41137. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41138. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41139. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41140. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41141. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41142. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41143. /** @hidden */
  41144. export var defaultVertexShader: {
  41145. name: string;
  41146. shader: string;
  41147. };
  41148. }
  41149. declare module "babylonjs/Materials/standardMaterial" {
  41150. import { SmartArray } from "babylonjs/Misc/smartArray";
  41151. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41152. import { Nullable } from "babylonjs/types";
  41153. import { Scene } from "babylonjs/scene";
  41154. import { Matrix } from "babylonjs/Maths/math.vector";
  41155. import { Color3 } from "babylonjs/Maths/math.color";
  41156. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41157. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41158. import { Mesh } from "babylonjs/Meshes/mesh";
  41159. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41160. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41161. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41162. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41163. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41164. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41165. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41166. import "babylonjs/Shaders/default.fragment";
  41167. import "babylonjs/Shaders/default.vertex";
  41168. /** @hidden */
  41169. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41170. MAINUV1: boolean;
  41171. MAINUV2: boolean;
  41172. DIFFUSE: boolean;
  41173. DIFFUSEDIRECTUV: number;
  41174. AMBIENT: boolean;
  41175. AMBIENTDIRECTUV: number;
  41176. OPACITY: boolean;
  41177. OPACITYDIRECTUV: number;
  41178. OPACITYRGB: boolean;
  41179. REFLECTION: boolean;
  41180. EMISSIVE: boolean;
  41181. EMISSIVEDIRECTUV: number;
  41182. SPECULAR: boolean;
  41183. SPECULARDIRECTUV: number;
  41184. BUMP: boolean;
  41185. BUMPDIRECTUV: number;
  41186. PARALLAX: boolean;
  41187. PARALLAXOCCLUSION: boolean;
  41188. SPECULAROVERALPHA: boolean;
  41189. CLIPPLANE: boolean;
  41190. CLIPPLANE2: boolean;
  41191. CLIPPLANE3: boolean;
  41192. CLIPPLANE4: boolean;
  41193. ALPHATEST: boolean;
  41194. DEPTHPREPASS: boolean;
  41195. ALPHAFROMDIFFUSE: boolean;
  41196. POINTSIZE: boolean;
  41197. FOG: boolean;
  41198. SPECULARTERM: boolean;
  41199. DIFFUSEFRESNEL: boolean;
  41200. OPACITYFRESNEL: boolean;
  41201. REFLECTIONFRESNEL: boolean;
  41202. REFRACTIONFRESNEL: boolean;
  41203. EMISSIVEFRESNEL: boolean;
  41204. FRESNEL: boolean;
  41205. NORMAL: boolean;
  41206. UV1: boolean;
  41207. UV2: boolean;
  41208. VERTEXCOLOR: boolean;
  41209. VERTEXALPHA: boolean;
  41210. NUM_BONE_INFLUENCERS: number;
  41211. BonesPerMesh: number;
  41212. BONETEXTURE: boolean;
  41213. INSTANCES: boolean;
  41214. GLOSSINESS: boolean;
  41215. ROUGHNESS: boolean;
  41216. EMISSIVEASILLUMINATION: boolean;
  41217. LINKEMISSIVEWITHDIFFUSE: boolean;
  41218. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41219. LIGHTMAP: boolean;
  41220. LIGHTMAPDIRECTUV: number;
  41221. OBJECTSPACE_NORMALMAP: boolean;
  41222. USELIGHTMAPASSHADOWMAP: boolean;
  41223. REFLECTIONMAP_3D: boolean;
  41224. REFLECTIONMAP_SPHERICAL: boolean;
  41225. REFLECTIONMAP_PLANAR: boolean;
  41226. REFLECTIONMAP_CUBIC: boolean;
  41227. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41228. REFLECTIONMAP_PROJECTION: boolean;
  41229. REFLECTIONMAP_SKYBOX: boolean;
  41230. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41231. REFLECTIONMAP_EXPLICIT: boolean;
  41232. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41233. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41234. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41235. INVERTCUBICMAP: boolean;
  41236. LOGARITHMICDEPTH: boolean;
  41237. REFRACTION: boolean;
  41238. REFRACTIONMAP_3D: boolean;
  41239. REFLECTIONOVERALPHA: boolean;
  41240. TWOSIDEDLIGHTING: boolean;
  41241. SHADOWFLOAT: boolean;
  41242. MORPHTARGETS: boolean;
  41243. MORPHTARGETS_NORMAL: boolean;
  41244. MORPHTARGETS_TANGENT: boolean;
  41245. MORPHTARGETS_UV: boolean;
  41246. NUM_MORPH_INFLUENCERS: number;
  41247. NONUNIFORMSCALING: boolean;
  41248. PREMULTIPLYALPHA: boolean;
  41249. IMAGEPROCESSING: boolean;
  41250. VIGNETTE: boolean;
  41251. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41252. VIGNETTEBLENDMODEOPAQUE: boolean;
  41253. TONEMAPPING: boolean;
  41254. TONEMAPPING_ACES: boolean;
  41255. CONTRAST: boolean;
  41256. COLORCURVES: boolean;
  41257. COLORGRADING: boolean;
  41258. COLORGRADING3D: boolean;
  41259. SAMPLER3DGREENDEPTH: boolean;
  41260. SAMPLER3DBGRMAP: boolean;
  41261. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41262. MULTIVIEW: boolean;
  41263. /**
  41264. * If the reflection texture on this material is in linear color space
  41265. * @hidden
  41266. */
  41267. IS_REFLECTION_LINEAR: boolean;
  41268. /**
  41269. * If the refraction texture on this material is in linear color space
  41270. * @hidden
  41271. */
  41272. IS_REFRACTION_LINEAR: boolean;
  41273. EXPOSURE: boolean;
  41274. constructor();
  41275. setReflectionMode(modeToEnable: string): void;
  41276. }
  41277. /**
  41278. * This is the default material used in Babylon. It is the best trade off between quality
  41279. * and performances.
  41280. * @see http://doc.babylonjs.com/babylon101/materials
  41281. */
  41282. export class StandardMaterial extends PushMaterial {
  41283. private _diffuseTexture;
  41284. /**
  41285. * The basic texture of the material as viewed under a light.
  41286. */
  41287. diffuseTexture: Nullable<BaseTexture>;
  41288. private _ambientTexture;
  41289. /**
  41290. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41291. */
  41292. ambientTexture: Nullable<BaseTexture>;
  41293. private _opacityTexture;
  41294. /**
  41295. * Define the transparency of the material from a texture.
  41296. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41297. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41298. */
  41299. opacityTexture: Nullable<BaseTexture>;
  41300. private _reflectionTexture;
  41301. /**
  41302. * Define the texture used to display the reflection.
  41303. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41304. */
  41305. reflectionTexture: Nullable<BaseTexture>;
  41306. private _emissiveTexture;
  41307. /**
  41308. * Define texture of the material as if self lit.
  41309. * This will be mixed in the final result even in the absence of light.
  41310. */
  41311. emissiveTexture: Nullable<BaseTexture>;
  41312. private _specularTexture;
  41313. /**
  41314. * Define how the color and intensity of the highlight given by the light in the material.
  41315. */
  41316. specularTexture: Nullable<BaseTexture>;
  41317. private _bumpTexture;
  41318. /**
  41319. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41320. * 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.
  41321. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41322. */
  41323. bumpTexture: Nullable<BaseTexture>;
  41324. private _lightmapTexture;
  41325. /**
  41326. * Complex lighting can be computationally expensive to compute at runtime.
  41327. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41328. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41329. */
  41330. lightmapTexture: Nullable<BaseTexture>;
  41331. private _refractionTexture;
  41332. /**
  41333. * Define the texture used to display the refraction.
  41334. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41335. */
  41336. refractionTexture: Nullable<BaseTexture>;
  41337. /**
  41338. * The color of the material lit by the environmental background lighting.
  41339. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41340. */
  41341. ambientColor: Color3;
  41342. /**
  41343. * The basic color of the material as viewed under a light.
  41344. */
  41345. diffuseColor: Color3;
  41346. /**
  41347. * Define how the color and intensity of the highlight given by the light in the material.
  41348. */
  41349. specularColor: Color3;
  41350. /**
  41351. * Define the color of the material as if self lit.
  41352. * This will be mixed in the final result even in the absence of light.
  41353. */
  41354. emissiveColor: Color3;
  41355. /**
  41356. * Defines how sharp are the highlights in the material.
  41357. * The bigger the value the sharper giving a more glossy feeling to the result.
  41358. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41359. */
  41360. specularPower: number;
  41361. private _useAlphaFromDiffuseTexture;
  41362. /**
  41363. * Does the transparency come from the diffuse texture alpha channel.
  41364. */
  41365. useAlphaFromDiffuseTexture: boolean;
  41366. private _useEmissiveAsIllumination;
  41367. /**
  41368. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41369. */
  41370. useEmissiveAsIllumination: boolean;
  41371. private _linkEmissiveWithDiffuse;
  41372. /**
  41373. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41374. * the emissive level when the final color is close to one.
  41375. */
  41376. linkEmissiveWithDiffuse: boolean;
  41377. private _useSpecularOverAlpha;
  41378. /**
  41379. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41380. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41381. */
  41382. useSpecularOverAlpha: boolean;
  41383. private _useReflectionOverAlpha;
  41384. /**
  41385. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41386. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41387. */
  41388. useReflectionOverAlpha: boolean;
  41389. private _disableLighting;
  41390. /**
  41391. * Does lights from the scene impacts this material.
  41392. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41393. */
  41394. disableLighting: boolean;
  41395. private _useObjectSpaceNormalMap;
  41396. /**
  41397. * Allows using an object space normal map (instead of tangent space).
  41398. */
  41399. useObjectSpaceNormalMap: boolean;
  41400. private _useParallax;
  41401. /**
  41402. * Is parallax enabled or not.
  41403. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41404. */
  41405. useParallax: boolean;
  41406. private _useParallaxOcclusion;
  41407. /**
  41408. * Is parallax occlusion enabled or not.
  41409. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41410. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41411. */
  41412. useParallaxOcclusion: boolean;
  41413. /**
  41414. * 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.
  41415. */
  41416. parallaxScaleBias: number;
  41417. private _roughness;
  41418. /**
  41419. * Helps to define how blurry the reflections should appears in the material.
  41420. */
  41421. roughness: number;
  41422. /**
  41423. * In case of refraction, define the value of the index of refraction.
  41424. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41425. */
  41426. indexOfRefraction: number;
  41427. /**
  41428. * Invert the refraction texture alongside the y axis.
  41429. * It can be useful with procedural textures or probe for instance.
  41430. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41431. */
  41432. invertRefractionY: boolean;
  41433. /**
  41434. * Defines the alpha limits in alpha test mode.
  41435. */
  41436. alphaCutOff: number;
  41437. private _useLightmapAsShadowmap;
  41438. /**
  41439. * In case of light mapping, define whether the map contains light or shadow informations.
  41440. */
  41441. useLightmapAsShadowmap: boolean;
  41442. private _diffuseFresnelParameters;
  41443. /**
  41444. * Define the diffuse fresnel parameters of the material.
  41445. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41446. */
  41447. diffuseFresnelParameters: FresnelParameters;
  41448. private _opacityFresnelParameters;
  41449. /**
  41450. * Define the opacity fresnel parameters of the material.
  41451. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41452. */
  41453. opacityFresnelParameters: FresnelParameters;
  41454. private _reflectionFresnelParameters;
  41455. /**
  41456. * Define the reflection fresnel parameters of the material.
  41457. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41458. */
  41459. reflectionFresnelParameters: FresnelParameters;
  41460. private _refractionFresnelParameters;
  41461. /**
  41462. * Define the refraction fresnel parameters of the material.
  41463. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41464. */
  41465. refractionFresnelParameters: FresnelParameters;
  41466. private _emissiveFresnelParameters;
  41467. /**
  41468. * Define the emissive fresnel parameters of the material.
  41469. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41470. */
  41471. emissiveFresnelParameters: FresnelParameters;
  41472. private _useReflectionFresnelFromSpecular;
  41473. /**
  41474. * If true automatically deducts the fresnels values from the material specularity.
  41475. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41476. */
  41477. useReflectionFresnelFromSpecular: boolean;
  41478. private _useGlossinessFromSpecularMapAlpha;
  41479. /**
  41480. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41481. */
  41482. useGlossinessFromSpecularMapAlpha: boolean;
  41483. private _maxSimultaneousLights;
  41484. /**
  41485. * Defines the maximum number of lights that can be used in the material
  41486. */
  41487. maxSimultaneousLights: number;
  41488. private _invertNormalMapX;
  41489. /**
  41490. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41491. */
  41492. invertNormalMapX: boolean;
  41493. private _invertNormalMapY;
  41494. /**
  41495. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41496. */
  41497. invertNormalMapY: boolean;
  41498. private _twoSidedLighting;
  41499. /**
  41500. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41501. */
  41502. twoSidedLighting: boolean;
  41503. /**
  41504. * Default configuration related to image processing available in the standard Material.
  41505. */
  41506. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41507. /**
  41508. * Gets the image processing configuration used either in this material.
  41509. */
  41510. /**
  41511. * Sets the Default image processing configuration used either in the this material.
  41512. *
  41513. * If sets to null, the scene one is in use.
  41514. */
  41515. imageProcessingConfiguration: ImageProcessingConfiguration;
  41516. /**
  41517. * Keep track of the image processing observer to allow dispose and replace.
  41518. */
  41519. private _imageProcessingObserver;
  41520. /**
  41521. * Attaches a new image processing configuration to the Standard Material.
  41522. * @param configuration
  41523. */
  41524. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41525. /**
  41526. * Gets wether the color curves effect is enabled.
  41527. */
  41528. /**
  41529. * Sets wether the color curves effect is enabled.
  41530. */
  41531. cameraColorCurvesEnabled: boolean;
  41532. /**
  41533. * Gets wether the color grading effect is enabled.
  41534. */
  41535. /**
  41536. * Gets wether the color grading effect is enabled.
  41537. */
  41538. cameraColorGradingEnabled: boolean;
  41539. /**
  41540. * Gets wether tonemapping is enabled or not.
  41541. */
  41542. /**
  41543. * Sets wether tonemapping is enabled or not
  41544. */
  41545. cameraToneMappingEnabled: boolean;
  41546. /**
  41547. * The camera exposure used on this material.
  41548. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41549. * This corresponds to a photographic exposure.
  41550. */
  41551. /**
  41552. * The camera exposure used on this material.
  41553. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41554. * This corresponds to a photographic exposure.
  41555. */
  41556. cameraExposure: number;
  41557. /**
  41558. * Gets The camera contrast used on this material.
  41559. */
  41560. /**
  41561. * Sets The camera contrast used on this material.
  41562. */
  41563. cameraContrast: number;
  41564. /**
  41565. * Gets the Color Grading 2D Lookup Texture.
  41566. */
  41567. /**
  41568. * Sets the Color Grading 2D Lookup Texture.
  41569. */
  41570. cameraColorGradingTexture: Nullable<BaseTexture>;
  41571. /**
  41572. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41573. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41574. * 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;
  41575. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41576. */
  41577. /**
  41578. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41579. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41580. * 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;
  41581. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41582. */
  41583. cameraColorCurves: Nullable<ColorCurves>;
  41584. /**
  41585. * Custom callback helping to override the default shader used in the material.
  41586. */
  41587. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41588. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41589. protected _worldViewProjectionMatrix: Matrix;
  41590. protected _globalAmbientColor: Color3;
  41591. protected _useLogarithmicDepth: boolean;
  41592. /**
  41593. * Instantiates a new standard material.
  41594. * This is the default material used in Babylon. It is the best trade off between quality
  41595. * and performances.
  41596. * @see http://doc.babylonjs.com/babylon101/materials
  41597. * @param name Define the name of the material in the scene
  41598. * @param scene Define the scene the material belong to
  41599. */
  41600. constructor(name: string, scene: Scene);
  41601. /**
  41602. * Gets a boolean indicating that current material needs to register RTT
  41603. */
  41604. readonly hasRenderTargetTextures: boolean;
  41605. /**
  41606. * Gets the current class name of the material e.g. "StandardMaterial"
  41607. * Mainly use in serialization.
  41608. * @returns the class name
  41609. */
  41610. getClassName(): string;
  41611. /**
  41612. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41613. * You can try switching to logarithmic depth.
  41614. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41615. */
  41616. useLogarithmicDepth: boolean;
  41617. /**
  41618. * Specifies if the material will require alpha blending
  41619. * @returns a boolean specifying if alpha blending is needed
  41620. */
  41621. needAlphaBlending(): boolean;
  41622. /**
  41623. * Specifies if this material should be rendered in alpha test mode
  41624. * @returns a boolean specifying if an alpha test is needed.
  41625. */
  41626. needAlphaTesting(): boolean;
  41627. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41628. /**
  41629. * Get the texture used for alpha test purpose.
  41630. * @returns the diffuse texture in case of the standard material.
  41631. */
  41632. getAlphaTestTexture(): Nullable<BaseTexture>;
  41633. /**
  41634. * Get if the submesh is ready to be used and all its information available.
  41635. * Child classes can use it to update shaders
  41636. * @param mesh defines the mesh to check
  41637. * @param subMesh defines which submesh to check
  41638. * @param useInstances specifies that instances should be used
  41639. * @returns a boolean indicating that the submesh is ready or not
  41640. */
  41641. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41642. /**
  41643. * Builds the material UBO layouts.
  41644. * Used internally during the effect preparation.
  41645. */
  41646. buildUniformLayout(): void;
  41647. /**
  41648. * Unbinds the material from the mesh
  41649. */
  41650. unbind(): void;
  41651. /**
  41652. * Binds the submesh to this material by preparing the effect and shader to draw
  41653. * @param world defines the world transformation matrix
  41654. * @param mesh defines the mesh containing the submesh
  41655. * @param subMesh defines the submesh to bind the material to
  41656. */
  41657. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41658. /**
  41659. * Get the list of animatables in the material.
  41660. * @returns the list of animatables object used in the material
  41661. */
  41662. getAnimatables(): IAnimatable[];
  41663. /**
  41664. * Gets the active textures from the material
  41665. * @returns an array of textures
  41666. */
  41667. getActiveTextures(): BaseTexture[];
  41668. /**
  41669. * Specifies if the material uses a texture
  41670. * @param texture defines the texture to check against the material
  41671. * @returns a boolean specifying if the material uses the texture
  41672. */
  41673. hasTexture(texture: BaseTexture): boolean;
  41674. /**
  41675. * Disposes the material
  41676. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41677. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41678. */
  41679. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41680. /**
  41681. * Makes a duplicate of the material, and gives it a new name
  41682. * @param name defines the new name for the duplicated material
  41683. * @returns the cloned material
  41684. */
  41685. clone(name: string): StandardMaterial;
  41686. /**
  41687. * Serializes this material in a JSON representation
  41688. * @returns the serialized material object
  41689. */
  41690. serialize(): any;
  41691. /**
  41692. * Creates a standard material from parsed material data
  41693. * @param source defines the JSON representation of the material
  41694. * @param scene defines the hosting scene
  41695. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41696. * @returns a new standard material
  41697. */
  41698. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41699. /**
  41700. * Are diffuse textures enabled in the application.
  41701. */
  41702. static DiffuseTextureEnabled: boolean;
  41703. /**
  41704. * Are ambient textures enabled in the application.
  41705. */
  41706. static AmbientTextureEnabled: boolean;
  41707. /**
  41708. * Are opacity textures enabled in the application.
  41709. */
  41710. static OpacityTextureEnabled: boolean;
  41711. /**
  41712. * Are reflection textures enabled in the application.
  41713. */
  41714. static ReflectionTextureEnabled: boolean;
  41715. /**
  41716. * Are emissive textures enabled in the application.
  41717. */
  41718. static EmissiveTextureEnabled: boolean;
  41719. /**
  41720. * Are specular textures enabled in the application.
  41721. */
  41722. static SpecularTextureEnabled: boolean;
  41723. /**
  41724. * Are bump textures enabled in the application.
  41725. */
  41726. static BumpTextureEnabled: boolean;
  41727. /**
  41728. * Are lightmap textures enabled in the application.
  41729. */
  41730. static LightmapTextureEnabled: boolean;
  41731. /**
  41732. * Are refraction textures enabled in the application.
  41733. */
  41734. static RefractionTextureEnabled: boolean;
  41735. /**
  41736. * Are color grading textures enabled in the application.
  41737. */
  41738. static ColorGradingTextureEnabled: boolean;
  41739. /**
  41740. * Are fresnels enabled in the application.
  41741. */
  41742. static FresnelEnabled: boolean;
  41743. }
  41744. }
  41745. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41746. import { Scene } from "babylonjs/scene";
  41747. import { Texture } from "babylonjs/Materials/Textures/texture";
  41748. /**
  41749. * A class extending Texture allowing drawing on a texture
  41750. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41751. */
  41752. export class DynamicTexture extends Texture {
  41753. private _generateMipMaps;
  41754. private _canvas;
  41755. private _context;
  41756. private _engine;
  41757. /**
  41758. * Creates a DynamicTexture
  41759. * @param name defines the name of the texture
  41760. * @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
  41761. * @param scene defines the scene where you want the texture
  41762. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41763. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41764. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41765. */
  41766. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41767. /**
  41768. * Get the current class name of the texture useful for serialization or dynamic coding.
  41769. * @returns "DynamicTexture"
  41770. */
  41771. getClassName(): string;
  41772. /**
  41773. * Gets the current state of canRescale
  41774. */
  41775. readonly canRescale: boolean;
  41776. private _recreate;
  41777. /**
  41778. * Scales the texture
  41779. * @param ratio the scale factor to apply to both width and height
  41780. */
  41781. scale(ratio: number): void;
  41782. /**
  41783. * Resizes the texture
  41784. * @param width the new width
  41785. * @param height the new height
  41786. */
  41787. scaleTo(width: number, height: number): void;
  41788. /**
  41789. * Gets the context of the canvas used by the texture
  41790. * @returns the canvas context of the dynamic texture
  41791. */
  41792. getContext(): CanvasRenderingContext2D;
  41793. /**
  41794. * Clears the texture
  41795. */
  41796. clear(): void;
  41797. /**
  41798. * Updates the texture
  41799. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41800. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41801. */
  41802. update(invertY?: boolean, premulAlpha?: boolean): void;
  41803. /**
  41804. * Draws text onto the texture
  41805. * @param text defines the text to be drawn
  41806. * @param x defines the placement of the text from the left
  41807. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41808. * @param font defines the font to be used with font-style, font-size, font-name
  41809. * @param color defines the color used for the text
  41810. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41811. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41812. * @param update defines whether texture is immediately update (default is true)
  41813. */
  41814. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41815. /**
  41816. * Clones the texture
  41817. * @returns the clone of the texture.
  41818. */
  41819. clone(): DynamicTexture;
  41820. /**
  41821. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41822. * @returns a serialized dynamic texture object
  41823. */
  41824. serialize(): any;
  41825. /** @hidden */
  41826. _rebuild(): void;
  41827. }
  41828. }
  41829. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41830. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41831. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41832. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41833. /** @hidden */
  41834. export var imageProcessingPixelShader: {
  41835. name: string;
  41836. shader: string;
  41837. };
  41838. }
  41839. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41840. import { Nullable } from "babylonjs/types";
  41841. import { Color4 } from "babylonjs/Maths/math.color";
  41842. import { Camera } from "babylonjs/Cameras/camera";
  41843. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41844. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41845. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41846. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41847. import { Engine } from "babylonjs/Engines/engine";
  41848. import "babylonjs/Shaders/imageProcessing.fragment";
  41849. import "babylonjs/Shaders/postprocess.vertex";
  41850. /**
  41851. * ImageProcessingPostProcess
  41852. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41853. */
  41854. export class ImageProcessingPostProcess extends PostProcess {
  41855. /**
  41856. * Default configuration related to image processing available in the PBR Material.
  41857. */
  41858. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41859. /**
  41860. * Gets the image processing configuration used either in this material.
  41861. */
  41862. /**
  41863. * Sets the Default image processing configuration used either in the this material.
  41864. *
  41865. * If sets to null, the scene one is in use.
  41866. */
  41867. imageProcessingConfiguration: ImageProcessingConfiguration;
  41868. /**
  41869. * Keep track of the image processing observer to allow dispose and replace.
  41870. */
  41871. private _imageProcessingObserver;
  41872. /**
  41873. * Attaches a new image processing configuration to the PBR Material.
  41874. * @param configuration
  41875. */
  41876. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41877. /**
  41878. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41879. */
  41880. /**
  41881. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41882. */
  41883. colorCurves: Nullable<ColorCurves>;
  41884. /**
  41885. * Gets wether the color curves effect is enabled.
  41886. */
  41887. /**
  41888. * Sets wether the color curves effect is enabled.
  41889. */
  41890. colorCurvesEnabled: boolean;
  41891. /**
  41892. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41893. */
  41894. /**
  41895. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41896. */
  41897. colorGradingTexture: Nullable<BaseTexture>;
  41898. /**
  41899. * Gets wether the color grading effect is enabled.
  41900. */
  41901. /**
  41902. * Gets wether the color grading effect is enabled.
  41903. */
  41904. colorGradingEnabled: boolean;
  41905. /**
  41906. * Gets exposure used in the effect.
  41907. */
  41908. /**
  41909. * Sets exposure used in the effect.
  41910. */
  41911. exposure: number;
  41912. /**
  41913. * Gets wether tonemapping is enabled or not.
  41914. */
  41915. /**
  41916. * Sets wether tonemapping is enabled or not
  41917. */
  41918. toneMappingEnabled: boolean;
  41919. /**
  41920. * Gets the type of tone mapping effect.
  41921. */
  41922. /**
  41923. * Sets the type of tone mapping effect.
  41924. */
  41925. toneMappingType: number;
  41926. /**
  41927. * Gets contrast used in the effect.
  41928. */
  41929. /**
  41930. * Sets contrast used in the effect.
  41931. */
  41932. contrast: number;
  41933. /**
  41934. * Gets Vignette stretch size.
  41935. */
  41936. /**
  41937. * Sets Vignette stretch size.
  41938. */
  41939. vignetteStretch: number;
  41940. /**
  41941. * Gets Vignette centre X Offset.
  41942. */
  41943. /**
  41944. * Sets Vignette centre X Offset.
  41945. */
  41946. vignetteCentreX: number;
  41947. /**
  41948. * Gets Vignette centre Y Offset.
  41949. */
  41950. /**
  41951. * Sets Vignette centre Y Offset.
  41952. */
  41953. vignetteCentreY: number;
  41954. /**
  41955. * Gets Vignette weight or intensity of the vignette effect.
  41956. */
  41957. /**
  41958. * Sets Vignette weight or intensity of the vignette effect.
  41959. */
  41960. vignetteWeight: number;
  41961. /**
  41962. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41963. * if vignetteEnabled is set to true.
  41964. */
  41965. /**
  41966. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41967. * if vignetteEnabled is set to true.
  41968. */
  41969. vignetteColor: Color4;
  41970. /**
  41971. * Gets Camera field of view used by the Vignette effect.
  41972. */
  41973. /**
  41974. * Sets Camera field of view used by the Vignette effect.
  41975. */
  41976. vignetteCameraFov: number;
  41977. /**
  41978. * Gets the vignette blend mode allowing different kind of effect.
  41979. */
  41980. /**
  41981. * Sets the vignette blend mode allowing different kind of effect.
  41982. */
  41983. vignetteBlendMode: number;
  41984. /**
  41985. * Gets wether the vignette effect is enabled.
  41986. */
  41987. /**
  41988. * Sets wether the vignette effect is enabled.
  41989. */
  41990. vignetteEnabled: boolean;
  41991. private _fromLinearSpace;
  41992. /**
  41993. * Gets wether the input of the processing is in Gamma or Linear Space.
  41994. */
  41995. /**
  41996. * Sets wether the input of the processing is in Gamma or Linear Space.
  41997. */
  41998. fromLinearSpace: boolean;
  41999. /**
  42000. * Defines cache preventing GC.
  42001. */
  42002. private _defines;
  42003. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42004. /**
  42005. * "ImageProcessingPostProcess"
  42006. * @returns "ImageProcessingPostProcess"
  42007. */
  42008. getClassName(): string;
  42009. protected _updateParameters(): void;
  42010. dispose(camera?: Camera): void;
  42011. }
  42012. }
  42013. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42014. import { Scene } from "babylonjs/scene";
  42015. import { Color3 } from "babylonjs/Maths/math.color";
  42016. import { Mesh } from "babylonjs/Meshes/mesh";
  42017. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42018. import { Nullable } from "babylonjs/types";
  42019. /**
  42020. * Class containing static functions to help procedurally build meshes
  42021. */
  42022. export class GroundBuilder {
  42023. /**
  42024. * Creates a ground mesh
  42025. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42026. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42027. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42028. * @param name defines the name of the mesh
  42029. * @param options defines the options used to create the mesh
  42030. * @param scene defines the hosting scene
  42031. * @returns the ground mesh
  42032. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42033. */
  42034. static CreateGround(name: string, options: {
  42035. width?: number;
  42036. height?: number;
  42037. subdivisions?: number;
  42038. subdivisionsX?: number;
  42039. subdivisionsY?: number;
  42040. updatable?: boolean;
  42041. }, scene: any): Mesh;
  42042. /**
  42043. * Creates a tiled ground mesh
  42044. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42045. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42046. * * 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
  42047. * * 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
  42048. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42049. * @param name defines the name of the mesh
  42050. * @param options defines the options used to create the mesh
  42051. * @param scene defines the hosting scene
  42052. * @returns the tiled ground mesh
  42053. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42054. */
  42055. static CreateTiledGround(name: string, options: {
  42056. xmin: number;
  42057. zmin: number;
  42058. xmax: number;
  42059. zmax: number;
  42060. subdivisions?: {
  42061. w: number;
  42062. h: number;
  42063. };
  42064. precision?: {
  42065. w: number;
  42066. h: number;
  42067. };
  42068. updatable?: boolean;
  42069. }, scene?: Nullable<Scene>): Mesh;
  42070. /**
  42071. * Creates a ground mesh from a height map
  42072. * * The parameter `url` sets the URL of the height map image resource.
  42073. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42074. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42075. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42076. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42077. * * 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.
  42078. * * 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).
  42079. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42080. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42081. * @param name defines the name of the mesh
  42082. * @param url defines the url to the height map
  42083. * @param options defines the options used to create the mesh
  42084. * @param scene defines the hosting scene
  42085. * @returns the ground mesh
  42086. * @see https://doc.babylonjs.com/babylon101/height_map
  42087. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42088. */
  42089. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42090. width?: number;
  42091. height?: number;
  42092. subdivisions?: number;
  42093. minHeight?: number;
  42094. maxHeight?: number;
  42095. colorFilter?: Color3;
  42096. alphaFilter?: number;
  42097. updatable?: boolean;
  42098. onReady?: (mesh: GroundMesh) => void;
  42099. }, scene?: Nullable<Scene>): GroundMesh;
  42100. }
  42101. }
  42102. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42103. import { Vector4 } from "babylonjs/Maths/math.vector";
  42104. import { Mesh } from "babylonjs/Meshes/mesh";
  42105. /**
  42106. * Class containing static functions to help procedurally build meshes
  42107. */
  42108. export class TorusBuilder {
  42109. /**
  42110. * Creates a torus mesh
  42111. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42112. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42113. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42114. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42115. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42116. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42117. * @param name defines the name of the mesh
  42118. * @param options defines the options used to create the mesh
  42119. * @param scene defines the hosting scene
  42120. * @returns the torus mesh
  42121. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42122. */
  42123. static CreateTorus(name: string, options: {
  42124. diameter?: number;
  42125. thickness?: number;
  42126. tessellation?: number;
  42127. updatable?: boolean;
  42128. sideOrientation?: number;
  42129. frontUVs?: Vector4;
  42130. backUVs?: Vector4;
  42131. }, scene: any): Mesh;
  42132. }
  42133. }
  42134. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42135. import { Vector4 } from "babylonjs/Maths/math.vector";
  42136. import { Color4 } from "babylonjs/Maths/math.color";
  42137. import { Mesh } from "babylonjs/Meshes/mesh";
  42138. /**
  42139. * Class containing static functions to help procedurally build meshes
  42140. */
  42141. export class CylinderBuilder {
  42142. /**
  42143. * Creates a cylinder or a cone mesh
  42144. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42145. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42146. * * 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.
  42147. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42148. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42149. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42150. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42151. * * 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).
  42152. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42153. * * 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).
  42154. * * 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
  42155. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42156. * * 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
  42157. * * 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.
  42158. * * If `enclose` is false, a ring surface is one element.
  42159. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42160. * * 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
  42161. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42162. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42163. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42164. * @param name defines the name of the mesh
  42165. * @param options defines the options used to create the mesh
  42166. * @param scene defines the hosting scene
  42167. * @returns the cylinder mesh
  42168. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42169. */
  42170. static CreateCylinder(name: string, options: {
  42171. height?: number;
  42172. diameterTop?: number;
  42173. diameterBottom?: number;
  42174. diameter?: number;
  42175. tessellation?: number;
  42176. subdivisions?: number;
  42177. arc?: number;
  42178. faceColors?: Color4[];
  42179. faceUV?: Vector4[];
  42180. updatable?: boolean;
  42181. hasRings?: boolean;
  42182. enclose?: boolean;
  42183. cap?: number;
  42184. sideOrientation?: number;
  42185. frontUVs?: Vector4;
  42186. backUVs?: Vector4;
  42187. }, scene: any): Mesh;
  42188. }
  42189. }
  42190. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42191. import { Observable } from "babylonjs/Misc/observable";
  42192. import { Nullable } from "babylonjs/types";
  42193. import { Camera } from "babylonjs/Cameras/camera";
  42194. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42195. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42196. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42197. import { Scene } from "babylonjs/scene";
  42198. import { Vector3 } from "babylonjs/Maths/math.vector";
  42199. import { Color3 } from "babylonjs/Maths/math.color";
  42200. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42201. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42202. import { Mesh } from "babylonjs/Meshes/mesh";
  42203. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42204. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42205. import "babylonjs/Meshes/Builders/groundBuilder";
  42206. import "babylonjs/Meshes/Builders/torusBuilder";
  42207. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42208. import "babylonjs/Gamepads/gamepadSceneComponent";
  42209. import "babylonjs/Animations/animatable";
  42210. /**
  42211. * Options to modify the vr teleportation behavior.
  42212. */
  42213. export interface VRTeleportationOptions {
  42214. /**
  42215. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42216. */
  42217. floorMeshName?: string;
  42218. /**
  42219. * A list of meshes to be used as the teleportation floor. (default: empty)
  42220. */
  42221. floorMeshes?: Mesh[];
  42222. }
  42223. /**
  42224. * Options to modify the vr experience helper's behavior.
  42225. */
  42226. export interface VRExperienceHelperOptions extends WebVROptions {
  42227. /**
  42228. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42229. */
  42230. createDeviceOrientationCamera?: boolean;
  42231. /**
  42232. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42233. */
  42234. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42235. /**
  42236. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42237. */
  42238. laserToggle?: boolean;
  42239. /**
  42240. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42241. */
  42242. floorMeshes?: Mesh[];
  42243. /**
  42244. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42245. */
  42246. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42247. }
  42248. /**
  42249. * Event containing information after VR has been entered
  42250. */
  42251. export class OnAfterEnteringVRObservableEvent {
  42252. /**
  42253. * If entering vr was successful
  42254. */
  42255. success: boolean;
  42256. }
  42257. /**
  42258. * Helps to quickly add VR support to an existing scene.
  42259. * See http://doc.babylonjs.com/how_to/webvr_helper
  42260. */
  42261. export class VRExperienceHelper {
  42262. /** Options to modify the vr experience helper's behavior. */
  42263. webVROptions: VRExperienceHelperOptions;
  42264. private _scene;
  42265. private _position;
  42266. private _btnVR;
  42267. private _btnVRDisplayed;
  42268. private _webVRsupported;
  42269. private _webVRready;
  42270. private _webVRrequesting;
  42271. private _webVRpresenting;
  42272. private _hasEnteredVR;
  42273. private _fullscreenVRpresenting;
  42274. private _canvas;
  42275. private _webVRCamera;
  42276. private _vrDeviceOrientationCamera;
  42277. private _deviceOrientationCamera;
  42278. private _existingCamera;
  42279. private _onKeyDown;
  42280. private _onVrDisplayPresentChange;
  42281. private _onVRDisplayChanged;
  42282. private _onVRRequestPresentStart;
  42283. private _onVRRequestPresentComplete;
  42284. /**
  42285. * 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)
  42286. */
  42287. enableGazeEvenWhenNoPointerLock: boolean;
  42288. /**
  42289. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42290. */
  42291. exitVROnDoubleTap: boolean;
  42292. /**
  42293. * Observable raised right before entering VR.
  42294. */
  42295. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42296. /**
  42297. * Observable raised when entering VR has completed.
  42298. */
  42299. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42300. /**
  42301. * Observable raised when exiting VR.
  42302. */
  42303. onExitingVRObservable: Observable<VRExperienceHelper>;
  42304. /**
  42305. * Observable raised when controller mesh is loaded.
  42306. */
  42307. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42308. /** Return this.onEnteringVRObservable
  42309. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42310. */
  42311. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42312. /** Return this.onExitingVRObservable
  42313. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42314. */
  42315. readonly onExitingVR: Observable<VRExperienceHelper>;
  42316. /** Return this.onControllerMeshLoadedObservable
  42317. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42318. */
  42319. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42320. private _rayLength;
  42321. private _useCustomVRButton;
  42322. private _teleportationRequested;
  42323. private _teleportActive;
  42324. private _floorMeshName;
  42325. private _floorMeshesCollection;
  42326. private _rotationAllowed;
  42327. private _teleportBackwardsVector;
  42328. private _teleportationTarget;
  42329. private _isDefaultTeleportationTarget;
  42330. private _postProcessMove;
  42331. private _teleportationFillColor;
  42332. private _teleportationBorderColor;
  42333. private _rotationAngle;
  42334. private _haloCenter;
  42335. private _cameraGazer;
  42336. private _padSensibilityUp;
  42337. private _padSensibilityDown;
  42338. private _leftController;
  42339. private _rightController;
  42340. /**
  42341. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42342. */
  42343. onNewMeshSelected: Observable<AbstractMesh>;
  42344. /**
  42345. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42346. * This observable will provide the mesh and the controller used to select the mesh
  42347. */
  42348. onMeshSelectedWithController: Observable<{
  42349. mesh: AbstractMesh;
  42350. controller: WebVRController;
  42351. }>;
  42352. /**
  42353. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42354. */
  42355. onNewMeshPicked: Observable<PickingInfo>;
  42356. private _circleEase;
  42357. /**
  42358. * Observable raised before camera teleportation
  42359. */
  42360. onBeforeCameraTeleport: Observable<Vector3>;
  42361. /**
  42362. * Observable raised after camera teleportation
  42363. */
  42364. onAfterCameraTeleport: Observable<Vector3>;
  42365. /**
  42366. * Observable raised when current selected mesh gets unselected
  42367. */
  42368. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42369. private _raySelectionPredicate;
  42370. /**
  42371. * To be optionaly changed by user to define custom ray selection
  42372. */
  42373. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42374. /**
  42375. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42376. */
  42377. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42378. /**
  42379. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42380. */
  42381. teleportationEnabled: boolean;
  42382. private _defaultHeight;
  42383. private _teleportationInitialized;
  42384. private _interactionsEnabled;
  42385. private _interactionsRequested;
  42386. private _displayGaze;
  42387. private _displayLaserPointer;
  42388. /**
  42389. * The mesh used to display where the user is going to teleport.
  42390. */
  42391. /**
  42392. * Sets the mesh to be used to display where the user is going to teleport.
  42393. */
  42394. teleportationTarget: Mesh;
  42395. /**
  42396. * 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
  42397. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42398. * See http://doc.babylonjs.com/resources/baking_transformations
  42399. */
  42400. gazeTrackerMesh: Mesh;
  42401. /**
  42402. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42403. */
  42404. updateGazeTrackerScale: boolean;
  42405. /**
  42406. * If the gaze trackers color should be updated when selecting meshes
  42407. */
  42408. updateGazeTrackerColor: boolean;
  42409. /**
  42410. * The gaze tracking mesh corresponding to the left controller
  42411. */
  42412. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42413. /**
  42414. * The gaze tracking mesh corresponding to the right controller
  42415. */
  42416. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42417. /**
  42418. * If the ray of the gaze should be displayed.
  42419. */
  42420. /**
  42421. * Sets if the ray of the gaze should be displayed.
  42422. */
  42423. displayGaze: boolean;
  42424. /**
  42425. * If the ray of the LaserPointer should be displayed.
  42426. */
  42427. /**
  42428. * Sets if the ray of the LaserPointer should be displayed.
  42429. */
  42430. displayLaserPointer: boolean;
  42431. /**
  42432. * The deviceOrientationCamera used as the camera when not in VR.
  42433. */
  42434. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42435. /**
  42436. * Based on the current WebVR support, returns the current VR camera used.
  42437. */
  42438. readonly currentVRCamera: Nullable<Camera>;
  42439. /**
  42440. * The webVRCamera which is used when in VR.
  42441. */
  42442. readonly webVRCamera: WebVRFreeCamera;
  42443. /**
  42444. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42445. */
  42446. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42447. /**
  42448. * The html button that is used to trigger entering into VR.
  42449. */
  42450. readonly vrButton: Nullable<HTMLButtonElement>;
  42451. private readonly _teleportationRequestInitiated;
  42452. /**
  42453. * Defines wether or not Pointer lock should be requested when switching to
  42454. * full screen.
  42455. */
  42456. requestPointerLockOnFullScreen: boolean;
  42457. /**
  42458. * Instantiates a VRExperienceHelper.
  42459. * Helps to quickly add VR support to an existing scene.
  42460. * @param scene The scene the VRExperienceHelper belongs to.
  42461. * @param webVROptions Options to modify the vr experience helper's behavior.
  42462. */
  42463. constructor(scene: Scene,
  42464. /** Options to modify the vr experience helper's behavior. */
  42465. webVROptions?: VRExperienceHelperOptions);
  42466. private _onDefaultMeshLoaded;
  42467. private _onResize;
  42468. private _onFullscreenChange;
  42469. /**
  42470. * Gets a value indicating if we are currently in VR mode.
  42471. */
  42472. readonly isInVRMode: boolean;
  42473. private onVrDisplayPresentChange;
  42474. private onVRDisplayChanged;
  42475. private moveButtonToBottomRight;
  42476. private displayVRButton;
  42477. private updateButtonVisibility;
  42478. private _cachedAngularSensibility;
  42479. /**
  42480. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42481. * Otherwise, will use the fullscreen API.
  42482. */
  42483. enterVR(): void;
  42484. /**
  42485. * Attempt to exit VR, or fullscreen.
  42486. */
  42487. exitVR(): void;
  42488. /**
  42489. * The position of the vr experience helper.
  42490. */
  42491. /**
  42492. * Sets the position of the vr experience helper.
  42493. */
  42494. position: Vector3;
  42495. /**
  42496. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42497. */
  42498. enableInteractions(): void;
  42499. private readonly _noControllerIsActive;
  42500. private beforeRender;
  42501. private _isTeleportationFloor;
  42502. /**
  42503. * Adds a floor mesh to be used for teleportation.
  42504. * @param floorMesh the mesh to be used for teleportation.
  42505. */
  42506. addFloorMesh(floorMesh: Mesh): void;
  42507. /**
  42508. * Removes a floor mesh from being used for teleportation.
  42509. * @param floorMesh the mesh to be removed.
  42510. */
  42511. removeFloorMesh(floorMesh: Mesh): void;
  42512. /**
  42513. * Enables interactions and teleportation using the VR controllers and gaze.
  42514. * @param vrTeleportationOptions options to modify teleportation behavior.
  42515. */
  42516. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42517. private _onNewGamepadConnected;
  42518. private _tryEnableInteractionOnController;
  42519. private _onNewGamepadDisconnected;
  42520. private _enableInteractionOnController;
  42521. private _checkTeleportWithRay;
  42522. private _checkRotate;
  42523. private _checkTeleportBackwards;
  42524. private _enableTeleportationOnController;
  42525. private _createTeleportationCircles;
  42526. private _displayTeleportationTarget;
  42527. private _hideTeleportationTarget;
  42528. private _rotateCamera;
  42529. private _moveTeleportationSelectorTo;
  42530. private _workingVector;
  42531. private _workingQuaternion;
  42532. private _workingMatrix;
  42533. /**
  42534. * Teleports the users feet to the desired location
  42535. * @param location The location where the user's feet should be placed
  42536. */
  42537. teleportCamera(location: Vector3): void;
  42538. private _convertNormalToDirectionOfRay;
  42539. private _castRayAndSelectObject;
  42540. private _notifySelectedMeshUnselected;
  42541. /**
  42542. * Sets the color of the laser ray from the vr controllers.
  42543. * @param color new color for the ray.
  42544. */
  42545. changeLaserColor(color: Color3): void;
  42546. /**
  42547. * Sets the color of the ray from the vr headsets gaze.
  42548. * @param color new color for the ray.
  42549. */
  42550. changeGazeColor(color: Color3): void;
  42551. /**
  42552. * Exits VR and disposes of the vr experience helper
  42553. */
  42554. dispose(): void;
  42555. /**
  42556. * Gets the name of the VRExperienceHelper class
  42557. * @returns "VRExperienceHelper"
  42558. */
  42559. getClassName(): string;
  42560. }
  42561. }
  42562. declare module "babylonjs/Cameras/VR/index" {
  42563. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42564. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42565. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42566. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42567. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42568. export * from "babylonjs/Cameras/VR/webVRCamera";
  42569. }
  42570. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42571. import { Observable } from "babylonjs/Misc/observable";
  42572. import { Nullable } from "babylonjs/types";
  42573. import { IDisposable, Scene } from "babylonjs/scene";
  42574. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42575. /**
  42576. * Manages an XRSession to work with Babylon's engine
  42577. * @see https://doc.babylonjs.com/how_to/webxr
  42578. */
  42579. export class WebXRSessionManager implements IDisposable {
  42580. private scene;
  42581. /**
  42582. * Fires every time a new xrFrame arrives which can be used to update the camera
  42583. */
  42584. onXRFrameObservable: Observable<any>;
  42585. /**
  42586. * Fires when the xr session is ended either by the device or manually done
  42587. */
  42588. onXRSessionEnded: Observable<any>;
  42589. /**
  42590. * Underlying xr session
  42591. */
  42592. session: XRSession;
  42593. /**
  42594. * Type of reference space used when creating the session
  42595. */
  42596. referenceSpace: XRReferenceSpace;
  42597. /** @hidden */
  42598. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42599. /**
  42600. * Current XR frame
  42601. */
  42602. currentFrame: Nullable<XRFrame>;
  42603. private _xrNavigator;
  42604. private baseLayer;
  42605. /**
  42606. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42607. * @param scene The scene which the session should be created for
  42608. */
  42609. constructor(scene: Scene);
  42610. /**
  42611. * Initializes the manager
  42612. * After initialization enterXR can be called to start an XR session
  42613. * @returns Promise which resolves after it is initialized
  42614. */
  42615. initializeAsync(): Promise<void>;
  42616. /**
  42617. * Initializes an xr session
  42618. * @param xrSessionMode mode to initialize
  42619. * @returns a promise which will resolve once the session has been initialized
  42620. */
  42621. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42622. /**
  42623. * Sets the reference space on the xr session
  42624. * @param referenceSpace space to set
  42625. * @returns a promise that will resolve once the reference space has been set
  42626. */
  42627. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42628. /**
  42629. * Updates the render state of the session
  42630. * @param state state to set
  42631. * @returns a promise that resolves once the render state has been updated
  42632. */
  42633. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42634. /**
  42635. * Starts rendering to the xr layer
  42636. * @returns a promise that will resolve once rendering has started
  42637. */
  42638. startRenderingToXRAsync(): Promise<void>;
  42639. /**
  42640. * Stops the xrSession and restores the renderloop
  42641. * @returns Promise which resolves after it exits XR
  42642. */
  42643. exitXRAsync(): Promise<unknown>;
  42644. /**
  42645. * Checks if a session would be supported for the creation options specified
  42646. * @param sessionMode session mode to check if supported eg. immersive-vr
  42647. * @returns true if supported
  42648. */
  42649. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42650. /**
  42651. * @hidden
  42652. * Converts the render layer of xrSession to a render target
  42653. * @param session session to create render target for
  42654. * @param scene scene the new render target should be created for
  42655. */
  42656. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42657. /**
  42658. * Disposes of the session manager
  42659. */
  42660. dispose(): void;
  42661. }
  42662. }
  42663. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42664. import { Scene } from "babylonjs/scene";
  42665. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42666. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42667. /**
  42668. * WebXR Camera which holds the views for the xrSession
  42669. * @see https://doc.babylonjs.com/how_to/webxr
  42670. */
  42671. export class WebXRCamera extends FreeCamera {
  42672. private static _TmpMatrix;
  42673. /**
  42674. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42675. * @param name the name of the camera
  42676. * @param scene the scene to add the camera to
  42677. */
  42678. constructor(name: string, scene: Scene);
  42679. private _updateNumberOfRigCameras;
  42680. /** @hidden */
  42681. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42682. /**
  42683. * Updates the cameras position from the current pose information of the XR session
  42684. * @param xrSessionManager the session containing pose information
  42685. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42686. */
  42687. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42688. }
  42689. }
  42690. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42691. import { Nullable } from "babylonjs/types";
  42692. import { IDisposable } from "babylonjs/scene";
  42693. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42694. /**
  42695. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42696. */
  42697. export class WebXRManagedOutputCanvas implements IDisposable {
  42698. private helper;
  42699. private _canvas;
  42700. /**
  42701. * xrpresent context of the canvas which can be used to display/mirror xr content
  42702. */
  42703. canvasContext: WebGLRenderingContext;
  42704. /**
  42705. * xr layer for the canvas
  42706. */
  42707. xrLayer: Nullable<XRWebGLLayer>;
  42708. /**
  42709. * Initializes the xr layer for the session
  42710. * @param xrSession xr session
  42711. * @returns a promise that will resolve once the XR Layer has been created
  42712. */
  42713. initializeXRLayerAsync(xrSession: any): any;
  42714. /**
  42715. * Initializes the canvas to be added/removed upon entering/exiting xr
  42716. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42717. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42718. */
  42719. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42720. /**
  42721. * Disposes of the object
  42722. */
  42723. dispose(): void;
  42724. private _setManagedOutputCanvas;
  42725. private _addCanvas;
  42726. private _removeCanvas;
  42727. }
  42728. }
  42729. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42730. import { Observable } from "babylonjs/Misc/observable";
  42731. import { IDisposable, Scene } from "babylonjs/scene";
  42732. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42733. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42734. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42735. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42736. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42737. /**
  42738. * States of the webXR experience
  42739. */
  42740. export enum WebXRState {
  42741. /**
  42742. * Transitioning to being in XR mode
  42743. */
  42744. ENTERING_XR = 0,
  42745. /**
  42746. * Transitioning to non XR mode
  42747. */
  42748. EXITING_XR = 1,
  42749. /**
  42750. * In XR mode and presenting
  42751. */
  42752. IN_XR = 2,
  42753. /**
  42754. * Not entered XR mode
  42755. */
  42756. NOT_IN_XR = 3
  42757. }
  42758. /**
  42759. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42760. * @see https://doc.babylonjs.com/how_to/webxr
  42761. */
  42762. export class WebXRExperienceHelper implements IDisposable {
  42763. private scene;
  42764. /**
  42765. * 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
  42766. */
  42767. container: AbstractMesh;
  42768. /**
  42769. * Camera used to render xr content
  42770. */
  42771. camera: WebXRCamera;
  42772. /**
  42773. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42774. */
  42775. state: WebXRState;
  42776. private _setState;
  42777. private static _TmpVector;
  42778. /**
  42779. * Fires when the state of the experience helper has changed
  42780. */
  42781. onStateChangedObservable: Observable<WebXRState>;
  42782. /** Session manager used to keep track of xr session */
  42783. sessionManager: WebXRSessionManager;
  42784. private _nonVRCamera;
  42785. private _originalSceneAutoClear;
  42786. private _supported;
  42787. /**
  42788. * Creates the experience helper
  42789. * @param scene the scene to attach the experience helper to
  42790. * @returns a promise for the experience helper
  42791. */
  42792. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42793. /**
  42794. * Creates a WebXRExperienceHelper
  42795. * @param scene The scene the helper should be created in
  42796. */
  42797. private constructor();
  42798. /**
  42799. * Exits XR mode and returns the scene to its original state
  42800. * @returns promise that resolves after xr mode has exited
  42801. */
  42802. exitXRAsync(): Promise<unknown>;
  42803. /**
  42804. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42805. * @param sessionCreationOptions options for the XR session
  42806. * @param referenceSpaceType frame of reference of the XR session
  42807. * @param outputCanvas the output canvas that will be used to enter XR mode
  42808. * @returns promise that resolves after xr mode has entered
  42809. */
  42810. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42811. /**
  42812. * Updates the global position of the camera by moving the camera's container
  42813. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42814. * @param position The desired global position of the camera
  42815. */
  42816. setPositionOfCameraUsingContainer(position: Vector3): void;
  42817. /**
  42818. * Rotates the xr camera by rotating the camera's container around the camera's position
  42819. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42820. * @param rotation the desired quaternion rotation to apply to the camera
  42821. */
  42822. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42823. /**
  42824. * Disposes of the experience helper
  42825. */
  42826. dispose(): void;
  42827. }
  42828. }
  42829. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42830. import { Nullable } from "babylonjs/types";
  42831. import { Observable } from "babylonjs/Misc/observable";
  42832. import { IDisposable, Scene } from "babylonjs/scene";
  42833. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42834. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42835. /**
  42836. * Button which can be used to enter a different mode of XR
  42837. */
  42838. export class WebXREnterExitUIButton {
  42839. /** button element */
  42840. element: HTMLElement;
  42841. /** XR initialization options for the button */
  42842. sessionMode: XRSessionMode;
  42843. /** Reference space type */
  42844. referenceSpaceType: XRReferenceSpaceType;
  42845. /**
  42846. * Creates a WebXREnterExitUIButton
  42847. * @param element button element
  42848. * @param sessionMode XR initialization session mode
  42849. * @param referenceSpaceType the type of reference space to be used
  42850. */
  42851. constructor(
  42852. /** button element */
  42853. element: HTMLElement,
  42854. /** XR initialization options for the button */
  42855. sessionMode: XRSessionMode,
  42856. /** Reference space type */
  42857. referenceSpaceType: XRReferenceSpaceType);
  42858. /**
  42859. * Overwritable function which can be used to update the button's visuals when the state changes
  42860. * @param activeButton the current active button in the UI
  42861. */
  42862. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42863. }
  42864. /**
  42865. * Options to create the webXR UI
  42866. */
  42867. export class WebXREnterExitUIOptions {
  42868. /**
  42869. * Context to enter xr with
  42870. */
  42871. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42872. /**
  42873. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42874. */
  42875. customButtons?: Array<WebXREnterExitUIButton>;
  42876. }
  42877. /**
  42878. * UI to allow the user to enter/exit XR mode
  42879. */
  42880. export class WebXREnterExitUI implements IDisposable {
  42881. private scene;
  42882. private _overlay;
  42883. private _buttons;
  42884. private _activeButton;
  42885. /**
  42886. * Fired every time the active button is changed.
  42887. *
  42888. * When xr is entered via a button that launches xr that button will be the callback parameter
  42889. *
  42890. * When exiting xr the callback parameter will be null)
  42891. */
  42892. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42893. /**
  42894. * Creates UI to allow the user to enter/exit XR mode
  42895. * @param scene the scene to add the ui to
  42896. * @param helper the xr experience helper to enter/exit xr with
  42897. * @param options options to configure the UI
  42898. * @returns the created ui
  42899. */
  42900. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42901. private constructor();
  42902. private _updateButtons;
  42903. /**
  42904. * Disposes of the object
  42905. */
  42906. dispose(): void;
  42907. }
  42908. }
  42909. declare module "babylonjs/Cameras/XR/webXRController" {
  42910. import { Nullable } from "babylonjs/types";
  42911. import { Observable } from "babylonjs/Misc/observable";
  42912. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42913. import { Ray } from "babylonjs/Culling/ray";
  42914. import { Scene } from "babylonjs/scene";
  42915. /**
  42916. * Represents an XR input
  42917. */
  42918. export class WebXRController {
  42919. private scene;
  42920. /** The underlying input source for the controller */
  42921. inputSource: XRInputSource;
  42922. private parentContainer;
  42923. /**
  42924. * 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
  42925. */
  42926. grip?: AbstractMesh;
  42927. /**
  42928. * Pointer which can be used to select objects or attach a visible laser to
  42929. */
  42930. pointer: AbstractMesh;
  42931. /**
  42932. * Event that fires when the controller is removed/disposed
  42933. */
  42934. onDisposeObservable: Observable<{}>;
  42935. private _tmpMatrix;
  42936. private _tmpQuaternion;
  42937. private _tmpVector;
  42938. /**
  42939. * Creates the controller
  42940. * @see https://doc.babylonjs.com/how_to/webxr
  42941. * @param scene the scene which the controller should be associated to
  42942. * @param inputSource the underlying input source for the controller
  42943. * @param parentContainer parent that the controller meshes should be children of
  42944. */
  42945. constructor(scene: Scene,
  42946. /** The underlying input source for the controller */
  42947. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42948. /**
  42949. * Updates the controller pose based on the given XRFrame
  42950. * @param xrFrame xr frame to update the pose with
  42951. * @param referenceSpace reference space to use
  42952. */
  42953. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42954. /**
  42955. * Gets a world space ray coming from the controller
  42956. * @param result the resulting ray
  42957. */
  42958. getWorldPointerRayToRef(result: Ray): void;
  42959. /**
  42960. * Disposes of the object
  42961. */
  42962. dispose(): void;
  42963. }
  42964. }
  42965. declare module "babylonjs/Cameras/XR/webXRInput" {
  42966. import { Observable } from "babylonjs/Misc/observable";
  42967. import { IDisposable } from "babylonjs/scene";
  42968. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42969. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42970. /**
  42971. * XR input used to track XR inputs such as controllers/rays
  42972. */
  42973. export class WebXRInput implements IDisposable {
  42974. /**
  42975. * Base experience the input listens to
  42976. */
  42977. baseExperience: WebXRExperienceHelper;
  42978. /**
  42979. * XR controllers being tracked
  42980. */
  42981. controllers: Array<WebXRController>;
  42982. private _frameObserver;
  42983. private _stateObserver;
  42984. /**
  42985. * Event when a controller has been connected/added
  42986. */
  42987. onControllerAddedObservable: Observable<WebXRController>;
  42988. /**
  42989. * Event when a controller has been removed/disconnected
  42990. */
  42991. onControllerRemovedObservable: Observable<WebXRController>;
  42992. /**
  42993. * Initializes the WebXRInput
  42994. * @param baseExperience experience helper which the input should be created for
  42995. */
  42996. constructor(
  42997. /**
  42998. * Base experience the input listens to
  42999. */
  43000. baseExperience: WebXRExperienceHelper);
  43001. private _onInputSourcesChange;
  43002. private _addAndRemoveControllers;
  43003. /**
  43004. * Disposes of the object
  43005. */
  43006. dispose(): void;
  43007. }
  43008. }
  43009. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43010. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43011. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43012. /**
  43013. * Enables teleportation
  43014. */
  43015. export class WebXRControllerTeleportation {
  43016. private _teleportationFillColor;
  43017. private _teleportationBorderColor;
  43018. private _tmpRay;
  43019. private _tmpVector;
  43020. /**
  43021. * Creates a WebXRControllerTeleportation
  43022. * @param input input manager to add teleportation to
  43023. * @param floorMeshes floormeshes which can be teleported to
  43024. */
  43025. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43026. }
  43027. }
  43028. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43029. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43030. /**
  43031. * Handles pointer input automatically for the pointer of XR controllers
  43032. */
  43033. export class WebXRControllerPointerSelection {
  43034. private static _idCounter;
  43035. private _tmpRay;
  43036. /**
  43037. * Creates a WebXRControllerPointerSelection
  43038. * @param input input manager to setup pointer selection
  43039. */
  43040. constructor(input: WebXRInput);
  43041. private _convertNormalToDirectionOfRay;
  43042. private _updatePointerDistance;
  43043. }
  43044. }
  43045. declare module "babylonjs/Loading/sceneLoader" {
  43046. import { Observable } from "babylonjs/Misc/observable";
  43047. import { Nullable } from "babylonjs/types";
  43048. import { Scene } from "babylonjs/scene";
  43049. import { Engine } from "babylonjs/Engines/engine";
  43050. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43051. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43052. import { AssetContainer } from "babylonjs/assetContainer";
  43053. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43054. import { Skeleton } from "babylonjs/Bones/skeleton";
  43055. /**
  43056. * Class used to represent data loading progression
  43057. */
  43058. export class SceneLoaderProgressEvent {
  43059. /** defines if data length to load can be evaluated */
  43060. readonly lengthComputable: boolean;
  43061. /** defines the loaded data length */
  43062. readonly loaded: number;
  43063. /** defines the data length to load */
  43064. readonly total: number;
  43065. /**
  43066. * Create a new progress event
  43067. * @param lengthComputable defines if data length to load can be evaluated
  43068. * @param loaded defines the loaded data length
  43069. * @param total defines the data length to load
  43070. */
  43071. constructor(
  43072. /** defines if data length to load can be evaluated */
  43073. lengthComputable: boolean,
  43074. /** defines the loaded data length */
  43075. loaded: number,
  43076. /** defines the data length to load */
  43077. total: number);
  43078. /**
  43079. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43080. * @param event defines the source event
  43081. * @returns a new SceneLoaderProgressEvent
  43082. */
  43083. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43084. }
  43085. /**
  43086. * Interface used by SceneLoader plugins to define supported file extensions
  43087. */
  43088. export interface ISceneLoaderPluginExtensions {
  43089. /**
  43090. * Defines the list of supported extensions
  43091. */
  43092. [extension: string]: {
  43093. isBinary: boolean;
  43094. };
  43095. }
  43096. /**
  43097. * Interface used by SceneLoader plugin factory
  43098. */
  43099. export interface ISceneLoaderPluginFactory {
  43100. /**
  43101. * Defines the name of the factory
  43102. */
  43103. name: string;
  43104. /**
  43105. * Function called to create a new plugin
  43106. * @return the new plugin
  43107. */
  43108. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43109. /**
  43110. * Boolean indicating if the plugin can direct load specific data
  43111. */
  43112. canDirectLoad?: (data: string) => boolean;
  43113. }
  43114. /**
  43115. * Interface used to define a SceneLoader plugin
  43116. */
  43117. export interface ISceneLoaderPlugin {
  43118. /**
  43119. * The friendly name of this plugin.
  43120. */
  43121. name: string;
  43122. /**
  43123. * The file extensions supported by this plugin.
  43124. */
  43125. extensions: string | ISceneLoaderPluginExtensions;
  43126. /**
  43127. * Import meshes into a scene.
  43128. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43129. * @param scene The scene to import into
  43130. * @param data The data to import
  43131. * @param rootUrl The root url for scene and resources
  43132. * @param meshes The meshes array to import into
  43133. * @param particleSystems The particle systems array to import into
  43134. * @param skeletons The skeletons array to import into
  43135. * @param onError The callback when import fails
  43136. * @returns True if successful or false otherwise
  43137. */
  43138. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43139. /**
  43140. * Load into a scene.
  43141. * @param scene The scene to load into
  43142. * @param data The data to import
  43143. * @param rootUrl The root url for scene and resources
  43144. * @param onError The callback when import fails
  43145. * @returns true if successful or false otherwise
  43146. */
  43147. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43148. /**
  43149. * The callback that returns true if the data can be directly loaded.
  43150. */
  43151. canDirectLoad?: (data: string) => boolean;
  43152. /**
  43153. * The callback that allows custom handling of the root url based on the response url.
  43154. */
  43155. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43156. /**
  43157. * Load into an asset container.
  43158. * @param scene The scene to load into
  43159. * @param data The data to import
  43160. * @param rootUrl The root url for scene and resources
  43161. * @param onError The callback when import fails
  43162. * @returns The loaded asset container
  43163. */
  43164. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43165. }
  43166. /**
  43167. * Interface used to define an async SceneLoader plugin
  43168. */
  43169. export interface ISceneLoaderPluginAsync {
  43170. /**
  43171. * The friendly name of this plugin.
  43172. */
  43173. name: string;
  43174. /**
  43175. * The file extensions supported by this plugin.
  43176. */
  43177. extensions: string | ISceneLoaderPluginExtensions;
  43178. /**
  43179. * Import meshes into a scene.
  43180. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43181. * @param scene The scene to import into
  43182. * @param data The data to import
  43183. * @param rootUrl The root url for scene and resources
  43184. * @param onProgress The callback when the load progresses
  43185. * @param fileName Defines the name of the file to load
  43186. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43187. */
  43188. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43189. meshes: AbstractMesh[];
  43190. particleSystems: IParticleSystem[];
  43191. skeletons: Skeleton[];
  43192. animationGroups: AnimationGroup[];
  43193. }>;
  43194. /**
  43195. * Load into a scene.
  43196. * @param scene The scene to load into
  43197. * @param data The data to import
  43198. * @param rootUrl The root url for scene and resources
  43199. * @param onProgress The callback when the load progresses
  43200. * @param fileName Defines the name of the file to load
  43201. * @returns Nothing
  43202. */
  43203. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43204. /**
  43205. * The callback that returns true if the data can be directly loaded.
  43206. */
  43207. canDirectLoad?: (data: string) => boolean;
  43208. /**
  43209. * The callback that allows custom handling of the root url based on the response url.
  43210. */
  43211. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43212. /**
  43213. * Load into an asset container.
  43214. * @param scene The scene to load into
  43215. * @param data The data to import
  43216. * @param rootUrl The root url for scene and resources
  43217. * @param onProgress The callback when the load progresses
  43218. * @param fileName Defines the name of the file to load
  43219. * @returns The loaded asset container
  43220. */
  43221. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43222. }
  43223. /**
  43224. * Class used to load scene from various file formats using registered plugins
  43225. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43226. */
  43227. export class SceneLoader {
  43228. /**
  43229. * No logging while loading
  43230. */
  43231. static readonly NO_LOGGING: number;
  43232. /**
  43233. * Minimal logging while loading
  43234. */
  43235. static readonly MINIMAL_LOGGING: number;
  43236. /**
  43237. * Summary logging while loading
  43238. */
  43239. static readonly SUMMARY_LOGGING: number;
  43240. /**
  43241. * Detailled logging while loading
  43242. */
  43243. static readonly DETAILED_LOGGING: number;
  43244. /**
  43245. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43246. */
  43247. static ForceFullSceneLoadingForIncremental: boolean;
  43248. /**
  43249. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43250. */
  43251. static ShowLoadingScreen: boolean;
  43252. /**
  43253. * Defines the current logging level (while loading the scene)
  43254. * @ignorenaming
  43255. */
  43256. static loggingLevel: number;
  43257. /**
  43258. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43259. */
  43260. static CleanBoneMatrixWeights: boolean;
  43261. /**
  43262. * Event raised when a plugin is used to load a scene
  43263. */
  43264. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43265. private static _registeredPlugins;
  43266. private static _getDefaultPlugin;
  43267. private static _getPluginForExtension;
  43268. private static _getPluginForDirectLoad;
  43269. private static _getPluginForFilename;
  43270. private static _getDirectLoad;
  43271. private static _loadData;
  43272. private static _getFileInfo;
  43273. /**
  43274. * Gets a plugin that can load the given extension
  43275. * @param extension defines the extension to load
  43276. * @returns a plugin or null if none works
  43277. */
  43278. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43279. /**
  43280. * Gets a boolean indicating that the given extension can be loaded
  43281. * @param extension defines the extension to load
  43282. * @returns true if the extension is supported
  43283. */
  43284. static IsPluginForExtensionAvailable(extension: string): boolean;
  43285. /**
  43286. * Adds a new plugin to the list of registered plugins
  43287. * @param plugin defines the plugin to add
  43288. */
  43289. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43290. /**
  43291. * Import meshes into a scene
  43292. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43293. * @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)
  43294. * @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)
  43295. * @param scene the instance of BABYLON.Scene to append to
  43296. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43297. * @param onProgress a callback with a progress event for each file being loaded
  43298. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43299. * @param pluginExtension the extension used to determine the plugin
  43300. * @returns The loaded plugin
  43301. */
  43302. 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>;
  43303. /**
  43304. * Import meshes into a scene
  43305. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43306. * @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)
  43307. * @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)
  43308. * @param scene the instance of BABYLON.Scene to append to
  43309. * @param onProgress a callback with a progress event for each file being loaded
  43310. * @param pluginExtension the extension used to determine the plugin
  43311. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43312. */
  43313. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43314. meshes: AbstractMesh[];
  43315. particleSystems: IParticleSystem[];
  43316. skeletons: Skeleton[];
  43317. animationGroups: AnimationGroup[];
  43318. }>;
  43319. /**
  43320. * Load a scene
  43321. * @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)
  43322. * @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)
  43323. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43324. * @param onSuccess a callback with the scene when import succeeds
  43325. * @param onProgress a callback with a progress event for each file being loaded
  43326. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43327. * @param pluginExtension the extension used to determine the plugin
  43328. * @returns The loaded plugin
  43329. */
  43330. 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>;
  43331. /**
  43332. * Load a scene
  43333. * @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)
  43334. * @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)
  43335. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43336. * @param onProgress a callback with a progress event for each file being loaded
  43337. * @param pluginExtension the extension used to determine the plugin
  43338. * @returns The loaded scene
  43339. */
  43340. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43341. /**
  43342. * Append a scene
  43343. * @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)
  43344. * @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)
  43345. * @param scene is the instance of BABYLON.Scene to append to
  43346. * @param onSuccess a callback with the scene when import succeeds
  43347. * @param onProgress a callback with a progress event for each file being loaded
  43348. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43349. * @param pluginExtension the extension used to determine the plugin
  43350. * @returns The loaded plugin
  43351. */
  43352. 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>;
  43353. /**
  43354. * Append a scene
  43355. * @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)
  43356. * @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)
  43357. * @param scene is the instance of BABYLON.Scene to append to
  43358. * @param onProgress a callback with a progress event for each file being loaded
  43359. * @param pluginExtension the extension used to determine the plugin
  43360. * @returns The given scene
  43361. */
  43362. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43363. /**
  43364. * Load a scene into an asset container
  43365. * @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)
  43366. * @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)
  43367. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43368. * @param onSuccess a callback with the scene when import succeeds
  43369. * @param onProgress a callback with a progress event for each file being loaded
  43370. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43371. * @param pluginExtension the extension used to determine the plugin
  43372. * @returns The loaded plugin
  43373. */
  43374. 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>;
  43375. /**
  43376. * Load a scene into an asset container
  43377. * @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)
  43378. * @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)
  43379. * @param scene is the instance of Scene to append to
  43380. * @param onProgress a callback with a progress event for each file being loaded
  43381. * @param pluginExtension the extension used to determine the plugin
  43382. * @returns The loaded asset container
  43383. */
  43384. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43385. }
  43386. }
  43387. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43388. import { Scene } from "babylonjs/scene";
  43389. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43390. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43391. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43392. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43393. /**
  43394. * Generic Controller
  43395. */
  43396. export class GenericController extends WebVRController {
  43397. /**
  43398. * Base Url for the controller model.
  43399. */
  43400. static readonly MODEL_BASE_URL: string;
  43401. /**
  43402. * File name for the controller model.
  43403. */
  43404. static readonly MODEL_FILENAME: string;
  43405. /**
  43406. * Creates a new GenericController from a gamepad
  43407. * @param vrGamepad the gamepad that the controller should be created from
  43408. */
  43409. constructor(vrGamepad: any);
  43410. /**
  43411. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43412. * @param scene scene in which to add meshes
  43413. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43414. */
  43415. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43416. /**
  43417. * Called once for each button that changed state since the last frame
  43418. * @param buttonIdx Which button index changed
  43419. * @param state New state of the button
  43420. * @param changes Which properties on the state changed since last frame
  43421. */
  43422. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43423. }
  43424. }
  43425. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43426. import { Observable } from "babylonjs/Misc/observable";
  43427. import { Scene } from "babylonjs/scene";
  43428. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43429. import { Ray } from "babylonjs/Culling/ray";
  43430. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43431. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43432. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43433. /**
  43434. * Defines the WindowsMotionController object that the state of the windows motion controller
  43435. */
  43436. export class WindowsMotionController extends WebVRController {
  43437. /**
  43438. * The base url used to load the left and right controller models
  43439. */
  43440. static MODEL_BASE_URL: string;
  43441. /**
  43442. * The name of the left controller model file
  43443. */
  43444. static MODEL_LEFT_FILENAME: string;
  43445. /**
  43446. * The name of the right controller model file
  43447. */
  43448. static MODEL_RIGHT_FILENAME: string;
  43449. /**
  43450. * The controller name prefix for this controller type
  43451. */
  43452. static readonly GAMEPAD_ID_PREFIX: string;
  43453. /**
  43454. * The controller id pattern for this controller type
  43455. */
  43456. private static readonly GAMEPAD_ID_PATTERN;
  43457. private _loadedMeshInfo;
  43458. private readonly _mapping;
  43459. /**
  43460. * Fired when the trackpad on this controller is clicked
  43461. */
  43462. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43463. /**
  43464. * Fired when the trackpad on this controller is modified
  43465. */
  43466. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43467. /**
  43468. * The current x and y values of this controller's trackpad
  43469. */
  43470. trackpad: StickValues;
  43471. /**
  43472. * Creates a new WindowsMotionController from a gamepad
  43473. * @param vrGamepad the gamepad that the controller should be created from
  43474. */
  43475. constructor(vrGamepad: any);
  43476. /**
  43477. * Fired when the trigger on this controller is modified
  43478. */
  43479. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43480. /**
  43481. * Fired when the menu button on this controller is modified
  43482. */
  43483. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43484. /**
  43485. * Fired when the grip button on this controller is modified
  43486. */
  43487. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43488. /**
  43489. * Fired when the thumbstick button on this controller is modified
  43490. */
  43491. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43492. /**
  43493. * Fired when the touchpad button on this controller is modified
  43494. */
  43495. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43496. /**
  43497. * Fired when the touchpad values on this controller are modified
  43498. */
  43499. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43500. private _updateTrackpad;
  43501. /**
  43502. * Called once per frame by the engine.
  43503. */
  43504. update(): void;
  43505. /**
  43506. * Called once for each button that changed state since the last frame
  43507. * @param buttonIdx Which button index changed
  43508. * @param state New state of the button
  43509. * @param changes Which properties on the state changed since last frame
  43510. */
  43511. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43512. /**
  43513. * Moves the buttons on the controller mesh based on their current state
  43514. * @param buttonName the name of the button to move
  43515. * @param buttonValue the value of the button which determines the buttons new position
  43516. */
  43517. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43518. /**
  43519. * Moves the axis on the controller mesh based on its current state
  43520. * @param axis the index of the axis
  43521. * @param axisValue the value of the axis which determines the meshes new position
  43522. * @hidden
  43523. */
  43524. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43525. /**
  43526. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43527. * @param scene scene in which to add meshes
  43528. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43529. */
  43530. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43531. /**
  43532. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43533. * can be transformed by button presses and axes values, based on this._mapping.
  43534. *
  43535. * @param scene scene in which the meshes exist
  43536. * @param meshes list of meshes that make up the controller model to process
  43537. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43538. */
  43539. private processModel;
  43540. private createMeshInfo;
  43541. /**
  43542. * Gets the ray of the controller in the direction the controller is pointing
  43543. * @param length the length the resulting ray should be
  43544. * @returns a ray in the direction the controller is pointing
  43545. */
  43546. getForwardRay(length?: number): Ray;
  43547. /**
  43548. * Disposes of the controller
  43549. */
  43550. dispose(): void;
  43551. }
  43552. }
  43553. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43554. import { Observable } from "babylonjs/Misc/observable";
  43555. import { Scene } from "babylonjs/scene";
  43556. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43557. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43558. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43559. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43560. /**
  43561. * Oculus Touch Controller
  43562. */
  43563. export class OculusTouchController extends WebVRController {
  43564. /**
  43565. * Base Url for the controller model.
  43566. */
  43567. static MODEL_BASE_URL: string;
  43568. /**
  43569. * File name for the left controller model.
  43570. */
  43571. static MODEL_LEFT_FILENAME: string;
  43572. /**
  43573. * File name for the right controller model.
  43574. */
  43575. static MODEL_RIGHT_FILENAME: string;
  43576. /**
  43577. * Base Url for the Quest controller model.
  43578. */
  43579. static QUEST_MODEL_BASE_URL: string;
  43580. /**
  43581. * @hidden
  43582. * If the controllers are running on a device that needs the updated Quest controller models
  43583. */
  43584. static _IsQuest: boolean;
  43585. /**
  43586. * Fired when the secondary trigger on this controller is modified
  43587. */
  43588. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43589. /**
  43590. * Fired when the thumb rest on this controller is modified
  43591. */
  43592. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43593. /**
  43594. * Creates a new OculusTouchController from a gamepad
  43595. * @param vrGamepad the gamepad that the controller should be created from
  43596. */
  43597. constructor(vrGamepad: any);
  43598. /**
  43599. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43600. * @param scene scene in which to add meshes
  43601. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43602. */
  43603. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43604. /**
  43605. * Fired when the A button on this controller is modified
  43606. */
  43607. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43608. /**
  43609. * Fired when the B button on this controller is modified
  43610. */
  43611. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43612. /**
  43613. * Fired when the X button on this controller is modified
  43614. */
  43615. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43616. /**
  43617. * Fired when the Y button on this controller is modified
  43618. */
  43619. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43620. /**
  43621. * Called once for each button that changed state since the last frame
  43622. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43623. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43624. * 2) secondary trigger (same)
  43625. * 3) A (right) X (left), touch, pressed = value
  43626. * 4) B / Y
  43627. * 5) thumb rest
  43628. * @param buttonIdx Which button index changed
  43629. * @param state New state of the button
  43630. * @param changes Which properties on the state changed since last frame
  43631. */
  43632. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43633. }
  43634. }
  43635. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43636. import { Scene } from "babylonjs/scene";
  43637. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43638. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43639. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43640. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43641. import { Observable } from "babylonjs/Misc/observable";
  43642. /**
  43643. * Vive Controller
  43644. */
  43645. export class ViveController extends WebVRController {
  43646. /**
  43647. * Base Url for the controller model.
  43648. */
  43649. static MODEL_BASE_URL: string;
  43650. /**
  43651. * File name for the controller model.
  43652. */
  43653. static MODEL_FILENAME: string;
  43654. /**
  43655. * Creates a new ViveController from a gamepad
  43656. * @param vrGamepad the gamepad that the controller should be created from
  43657. */
  43658. constructor(vrGamepad: any);
  43659. /**
  43660. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43661. * @param scene scene in which to add meshes
  43662. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43663. */
  43664. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43665. /**
  43666. * Fired when the left button on this controller is modified
  43667. */
  43668. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43669. /**
  43670. * Fired when the right button on this controller is modified
  43671. */
  43672. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43673. /**
  43674. * Fired when the menu button on this controller is modified
  43675. */
  43676. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43677. /**
  43678. * Called once for each button that changed state since the last frame
  43679. * Vive mapping:
  43680. * 0: touchpad
  43681. * 1: trigger
  43682. * 2: left AND right buttons
  43683. * 3: menu button
  43684. * @param buttonIdx Which button index changed
  43685. * @param state New state of the button
  43686. * @param changes Which properties on the state changed since last frame
  43687. */
  43688. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43689. }
  43690. }
  43691. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43692. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43693. /**
  43694. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43695. */
  43696. export class WebXRControllerModelLoader {
  43697. /**
  43698. * Creates the WebXRControllerModelLoader
  43699. * @param input xr input that creates the controllers
  43700. */
  43701. constructor(input: WebXRInput);
  43702. }
  43703. }
  43704. declare module "babylonjs/Cameras/XR/index" {
  43705. export * from "babylonjs/Cameras/XR/webXRCamera";
  43706. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43707. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43708. export * from "babylonjs/Cameras/XR/webXRInput";
  43709. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43710. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43711. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43712. export * from "babylonjs/Cameras/XR/webXRController";
  43713. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43714. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43715. }
  43716. declare module "babylonjs/Cameras/RigModes/index" {
  43717. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43718. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43719. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43720. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43721. }
  43722. declare module "babylonjs/Cameras/index" {
  43723. export * from "babylonjs/Cameras/Inputs/index";
  43724. export * from "babylonjs/Cameras/cameraInputsManager";
  43725. export * from "babylonjs/Cameras/camera";
  43726. export * from "babylonjs/Cameras/targetCamera";
  43727. export * from "babylonjs/Cameras/freeCamera";
  43728. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43729. export * from "babylonjs/Cameras/touchCamera";
  43730. export * from "babylonjs/Cameras/arcRotateCamera";
  43731. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43732. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43733. export * from "babylonjs/Cameras/flyCamera";
  43734. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43735. export * from "babylonjs/Cameras/followCamera";
  43736. export * from "babylonjs/Cameras/followCameraInputsManager";
  43737. export * from "babylonjs/Cameras/gamepadCamera";
  43738. export * from "babylonjs/Cameras/Stereoscopic/index";
  43739. export * from "babylonjs/Cameras/universalCamera";
  43740. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43741. export * from "babylonjs/Cameras/VR/index";
  43742. export * from "babylonjs/Cameras/XR/index";
  43743. export * from "babylonjs/Cameras/RigModes/index";
  43744. }
  43745. declare module "babylonjs/Collisions/index" {
  43746. export * from "babylonjs/Collisions/collider";
  43747. export * from "babylonjs/Collisions/collisionCoordinator";
  43748. export * from "babylonjs/Collisions/pickingInfo";
  43749. export * from "babylonjs/Collisions/intersectionInfo";
  43750. export * from "babylonjs/Collisions/meshCollisionData";
  43751. }
  43752. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43753. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43754. import { Vector3 } from "babylonjs/Maths/math.vector";
  43755. import { Ray } from "babylonjs/Culling/ray";
  43756. import { Plane } from "babylonjs/Maths/math.plane";
  43757. /**
  43758. * Contains an array of blocks representing the octree
  43759. */
  43760. export interface IOctreeContainer<T> {
  43761. /**
  43762. * Blocks within the octree
  43763. */
  43764. blocks: Array<OctreeBlock<T>>;
  43765. }
  43766. /**
  43767. * Class used to store a cell in an octree
  43768. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43769. */
  43770. export class OctreeBlock<T> {
  43771. /**
  43772. * Gets the content of the current block
  43773. */
  43774. entries: T[];
  43775. /**
  43776. * Gets the list of block children
  43777. */
  43778. blocks: Array<OctreeBlock<T>>;
  43779. private _depth;
  43780. private _maxDepth;
  43781. private _capacity;
  43782. private _minPoint;
  43783. private _maxPoint;
  43784. private _boundingVectors;
  43785. private _creationFunc;
  43786. /**
  43787. * Creates a new block
  43788. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43789. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43790. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43791. * @param depth defines the current depth of this block in the octree
  43792. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43793. * @param creationFunc defines a callback to call when an element is added to the block
  43794. */
  43795. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43796. /**
  43797. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43798. */
  43799. readonly capacity: number;
  43800. /**
  43801. * Gets the minimum vector (in world space) of the block's bounding box
  43802. */
  43803. readonly minPoint: Vector3;
  43804. /**
  43805. * Gets the maximum vector (in world space) of the block's bounding box
  43806. */
  43807. readonly maxPoint: Vector3;
  43808. /**
  43809. * Add a new element to this block
  43810. * @param entry defines the element to add
  43811. */
  43812. addEntry(entry: T): void;
  43813. /**
  43814. * Remove an element from this block
  43815. * @param entry defines the element to remove
  43816. */
  43817. removeEntry(entry: T): void;
  43818. /**
  43819. * Add an array of elements to this block
  43820. * @param entries defines the array of elements to add
  43821. */
  43822. addEntries(entries: T[]): void;
  43823. /**
  43824. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43825. * @param frustumPlanes defines the frustum planes to test
  43826. * @param selection defines the array to store current content if selection is positive
  43827. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43828. */
  43829. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43830. /**
  43831. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43832. * @param sphereCenter defines the bounding sphere center
  43833. * @param sphereRadius defines the bounding sphere radius
  43834. * @param selection defines the array to store current content if selection is positive
  43835. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43836. */
  43837. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43838. /**
  43839. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43840. * @param ray defines the ray to test with
  43841. * @param selection defines the array to store current content if selection is positive
  43842. */
  43843. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43844. /**
  43845. * Subdivide the content into child blocks (this block will then be empty)
  43846. */
  43847. createInnerBlocks(): void;
  43848. /**
  43849. * @hidden
  43850. */
  43851. 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;
  43852. }
  43853. }
  43854. declare module "babylonjs/Culling/Octrees/octree" {
  43855. import { SmartArray } from "babylonjs/Misc/smartArray";
  43856. import { Vector3 } from "babylonjs/Maths/math.vector";
  43857. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43858. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43859. import { Ray } from "babylonjs/Culling/ray";
  43860. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43861. import { Plane } from "babylonjs/Maths/math.plane";
  43862. /**
  43863. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43864. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43865. */
  43866. export class Octree<T> {
  43867. /** 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.) */
  43868. maxDepth: number;
  43869. /**
  43870. * Blocks within the octree containing objects
  43871. */
  43872. blocks: Array<OctreeBlock<T>>;
  43873. /**
  43874. * Content stored in the octree
  43875. */
  43876. dynamicContent: T[];
  43877. private _maxBlockCapacity;
  43878. private _selectionContent;
  43879. private _creationFunc;
  43880. /**
  43881. * Creates a octree
  43882. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43883. * @param creationFunc function to be used to instatiate the octree
  43884. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43885. * @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.)
  43886. */
  43887. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43888. /** 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.) */
  43889. maxDepth?: number);
  43890. /**
  43891. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43892. * @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);
  43893. * @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);
  43894. * @param entries meshes to be added to the octree blocks
  43895. */
  43896. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43897. /**
  43898. * Adds a mesh to the octree
  43899. * @param entry Mesh to add to the octree
  43900. */
  43901. addMesh(entry: T): void;
  43902. /**
  43903. * Remove an element from the octree
  43904. * @param entry defines the element to remove
  43905. */
  43906. removeMesh(entry: T): void;
  43907. /**
  43908. * Selects an array of meshes within the frustum
  43909. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43910. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43911. * @returns array of meshes within the frustum
  43912. */
  43913. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43914. /**
  43915. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43916. * @param sphereCenter defines the bounding sphere center
  43917. * @param sphereRadius defines the bounding sphere radius
  43918. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43919. * @returns an array of objects that intersect the sphere
  43920. */
  43921. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43922. /**
  43923. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43924. * @param ray defines the ray to test with
  43925. * @returns array of intersected objects
  43926. */
  43927. intersectsRay(ray: Ray): SmartArray<T>;
  43928. /**
  43929. * Adds a mesh into the octree block if it intersects the block
  43930. */
  43931. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43932. /**
  43933. * Adds a submesh into the octree block if it intersects the block
  43934. */
  43935. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43936. }
  43937. }
  43938. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43939. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43940. import { Scene } from "babylonjs/scene";
  43941. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43942. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43943. import { Ray } from "babylonjs/Culling/ray";
  43944. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43945. import { Collider } from "babylonjs/Collisions/collider";
  43946. module "babylonjs/scene" {
  43947. interface Scene {
  43948. /**
  43949. * @hidden
  43950. * Backing Filed
  43951. */
  43952. _selectionOctree: Octree<AbstractMesh>;
  43953. /**
  43954. * Gets the octree used to boost mesh selection (picking)
  43955. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43956. */
  43957. selectionOctree: Octree<AbstractMesh>;
  43958. /**
  43959. * Creates or updates the octree used to boost selection (picking)
  43960. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43961. * @param maxCapacity defines the maximum capacity per leaf
  43962. * @param maxDepth defines the maximum depth of the octree
  43963. * @returns an octree of AbstractMesh
  43964. */
  43965. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43966. }
  43967. }
  43968. module "babylonjs/Meshes/abstractMesh" {
  43969. interface AbstractMesh {
  43970. /**
  43971. * @hidden
  43972. * Backing Field
  43973. */
  43974. _submeshesOctree: Octree<SubMesh>;
  43975. /**
  43976. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43977. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43978. * @param maxCapacity defines the maximum size of each block (64 by default)
  43979. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43980. * @returns the new octree
  43981. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43982. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43983. */
  43984. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43985. }
  43986. }
  43987. /**
  43988. * Defines the octree scene component responsible to manage any octrees
  43989. * in a given scene.
  43990. */
  43991. export class OctreeSceneComponent {
  43992. /**
  43993. * The component name help to identify the component in the list of scene components.
  43994. */
  43995. readonly name: string;
  43996. /**
  43997. * The scene the component belongs to.
  43998. */
  43999. scene: Scene;
  44000. /**
  44001. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44002. */
  44003. readonly checksIsEnabled: boolean;
  44004. /**
  44005. * Creates a new instance of the component for the given scene
  44006. * @param scene Defines the scene to register the component in
  44007. */
  44008. constructor(scene: Scene);
  44009. /**
  44010. * Registers the component in a given scene
  44011. */
  44012. register(): void;
  44013. /**
  44014. * Return the list of active meshes
  44015. * @returns the list of active meshes
  44016. */
  44017. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44018. /**
  44019. * Return the list of active sub meshes
  44020. * @param mesh The mesh to get the candidates sub meshes from
  44021. * @returns the list of active sub meshes
  44022. */
  44023. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44024. private _tempRay;
  44025. /**
  44026. * Return the list of sub meshes intersecting with a given local ray
  44027. * @param mesh defines the mesh to find the submesh for
  44028. * @param localRay defines the ray in local space
  44029. * @returns the list of intersecting sub meshes
  44030. */
  44031. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44032. /**
  44033. * Return the list of sub meshes colliding with a collider
  44034. * @param mesh defines the mesh to find the submesh for
  44035. * @param collider defines the collider to evaluate the collision against
  44036. * @returns the list of colliding sub meshes
  44037. */
  44038. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44039. /**
  44040. * Rebuilds the elements related to this component in case of
  44041. * context lost for instance.
  44042. */
  44043. rebuild(): void;
  44044. /**
  44045. * Disposes the component and the associated ressources.
  44046. */
  44047. dispose(): void;
  44048. }
  44049. }
  44050. declare module "babylonjs/Culling/Octrees/index" {
  44051. export * from "babylonjs/Culling/Octrees/octree";
  44052. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44053. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44054. }
  44055. declare module "babylonjs/Culling/index" {
  44056. export * from "babylonjs/Culling/boundingBox";
  44057. export * from "babylonjs/Culling/boundingInfo";
  44058. export * from "babylonjs/Culling/boundingSphere";
  44059. export * from "babylonjs/Culling/Octrees/index";
  44060. export * from "babylonjs/Culling/ray";
  44061. }
  44062. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44063. import { IDisposable, Scene } from "babylonjs/scene";
  44064. import { Nullable } from "babylonjs/types";
  44065. import { Observable } from "babylonjs/Misc/observable";
  44066. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44067. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44068. import { Camera } from "babylonjs/Cameras/camera";
  44069. /**
  44070. * Renders a layer on top of an existing scene
  44071. */
  44072. export class UtilityLayerRenderer implements IDisposable {
  44073. /** the original scene that will be rendered on top of */
  44074. originalScene: Scene;
  44075. private _pointerCaptures;
  44076. private _lastPointerEvents;
  44077. private static _DefaultUtilityLayer;
  44078. private static _DefaultKeepDepthUtilityLayer;
  44079. private _sharedGizmoLight;
  44080. private _renderCamera;
  44081. /**
  44082. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44083. * @returns the camera that is used when rendering the utility layer
  44084. */
  44085. getRenderCamera(): Nullable<Camera>;
  44086. /**
  44087. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44088. * @param cam the camera that should be used when rendering the utility layer
  44089. */
  44090. setRenderCamera(cam: Nullable<Camera>): void;
  44091. /**
  44092. * @hidden
  44093. * Light which used by gizmos to get light shading
  44094. */
  44095. _getSharedGizmoLight(): HemisphericLight;
  44096. /**
  44097. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44098. */
  44099. pickUtilitySceneFirst: boolean;
  44100. /**
  44101. * 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)
  44102. */
  44103. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44104. /**
  44105. * 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)
  44106. */
  44107. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44108. /**
  44109. * The scene that is rendered on top of the original scene
  44110. */
  44111. utilityLayerScene: Scene;
  44112. /**
  44113. * If the utility layer should automatically be rendered on top of existing scene
  44114. */
  44115. shouldRender: boolean;
  44116. /**
  44117. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44118. */
  44119. onlyCheckPointerDownEvents: boolean;
  44120. /**
  44121. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44122. */
  44123. processAllEvents: boolean;
  44124. /**
  44125. * Observable raised when the pointer move from the utility layer scene to the main scene
  44126. */
  44127. onPointerOutObservable: Observable<number>;
  44128. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44129. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44130. private _afterRenderObserver;
  44131. private _sceneDisposeObserver;
  44132. private _originalPointerObserver;
  44133. /**
  44134. * Instantiates a UtilityLayerRenderer
  44135. * @param originalScene the original scene that will be rendered on top of
  44136. * @param handleEvents boolean indicating if the utility layer should handle events
  44137. */
  44138. constructor(
  44139. /** the original scene that will be rendered on top of */
  44140. originalScene: Scene, handleEvents?: boolean);
  44141. private _notifyObservers;
  44142. /**
  44143. * Renders the utility layers scene on top of the original scene
  44144. */
  44145. render(): void;
  44146. /**
  44147. * Disposes of the renderer
  44148. */
  44149. dispose(): void;
  44150. private _updateCamera;
  44151. }
  44152. }
  44153. declare module "babylonjs/Gizmos/gizmo" {
  44154. import { Nullable } from "babylonjs/types";
  44155. import { IDisposable } from "babylonjs/scene";
  44156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44157. import { Mesh } from "babylonjs/Meshes/mesh";
  44158. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44159. /**
  44160. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44161. */
  44162. export class Gizmo implements IDisposable {
  44163. /** The utility layer the gizmo will be added to */
  44164. gizmoLayer: UtilityLayerRenderer;
  44165. /**
  44166. * The root mesh of the gizmo
  44167. */
  44168. _rootMesh: Mesh;
  44169. private _attachedMesh;
  44170. /**
  44171. * Ratio for the scale of the gizmo (Default: 1)
  44172. */
  44173. scaleRatio: number;
  44174. /**
  44175. * If a custom mesh has been set (Default: false)
  44176. */
  44177. protected _customMeshSet: boolean;
  44178. /**
  44179. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44180. * * When set, interactions will be enabled
  44181. */
  44182. attachedMesh: Nullable<AbstractMesh>;
  44183. /**
  44184. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44185. * @param mesh The mesh to replace the default mesh of the gizmo
  44186. */
  44187. setCustomMesh(mesh: Mesh): void;
  44188. /**
  44189. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44190. */
  44191. updateGizmoRotationToMatchAttachedMesh: boolean;
  44192. /**
  44193. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44194. */
  44195. updateGizmoPositionToMatchAttachedMesh: boolean;
  44196. /**
  44197. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44198. */
  44199. updateScale: boolean;
  44200. protected _interactionsEnabled: boolean;
  44201. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44202. private _beforeRenderObserver;
  44203. private _tempVector;
  44204. /**
  44205. * Creates a gizmo
  44206. * @param gizmoLayer The utility layer the gizmo will be added to
  44207. */
  44208. constructor(
  44209. /** The utility layer the gizmo will be added to */
  44210. gizmoLayer?: UtilityLayerRenderer);
  44211. /**
  44212. * Updates the gizmo to match the attached mesh's position/rotation
  44213. */
  44214. protected _update(): void;
  44215. /**
  44216. * Disposes of the gizmo
  44217. */
  44218. dispose(): void;
  44219. }
  44220. }
  44221. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44222. import { Observable } from "babylonjs/Misc/observable";
  44223. import { Nullable } from "babylonjs/types";
  44224. import { Vector3 } from "babylonjs/Maths/math.vector";
  44225. import { Color3 } from "babylonjs/Maths/math.color";
  44226. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44227. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44228. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44229. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44230. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44231. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44232. import { Scene } from "babylonjs/scene";
  44233. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44234. /**
  44235. * Single plane drag gizmo
  44236. */
  44237. export class PlaneDragGizmo extends Gizmo {
  44238. /**
  44239. * Drag behavior responsible for the gizmos dragging interactions
  44240. */
  44241. dragBehavior: PointerDragBehavior;
  44242. private _pointerObserver;
  44243. /**
  44244. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44245. */
  44246. snapDistance: number;
  44247. /**
  44248. * Event that fires each time the gizmo snaps to a new location.
  44249. * * snapDistance is the the change in distance
  44250. */
  44251. onSnapObservable: Observable<{
  44252. snapDistance: number;
  44253. }>;
  44254. private _plane;
  44255. private _coloredMaterial;
  44256. private _hoverMaterial;
  44257. private _isEnabled;
  44258. private _parent;
  44259. /** @hidden */
  44260. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44261. /** @hidden */
  44262. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44263. /**
  44264. * Creates a PlaneDragGizmo
  44265. * @param gizmoLayer The utility layer the gizmo will be added to
  44266. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44267. * @param color The color of the gizmo
  44268. */
  44269. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44270. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44271. /**
  44272. * If the gizmo is enabled
  44273. */
  44274. isEnabled: boolean;
  44275. /**
  44276. * Disposes of the gizmo
  44277. */
  44278. dispose(): void;
  44279. }
  44280. }
  44281. declare module "babylonjs/Gizmos/positionGizmo" {
  44282. import { Observable } from "babylonjs/Misc/observable";
  44283. import { Nullable } from "babylonjs/types";
  44284. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44285. import { Mesh } from "babylonjs/Meshes/mesh";
  44286. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44287. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44288. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44289. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44290. /**
  44291. * Gizmo that enables dragging a mesh along 3 axis
  44292. */
  44293. export class PositionGizmo extends Gizmo {
  44294. /**
  44295. * Internal gizmo used for interactions on the x axis
  44296. */
  44297. xGizmo: AxisDragGizmo;
  44298. /**
  44299. * Internal gizmo used for interactions on the y axis
  44300. */
  44301. yGizmo: AxisDragGizmo;
  44302. /**
  44303. * Internal gizmo used for interactions on the z axis
  44304. */
  44305. zGizmo: AxisDragGizmo;
  44306. /**
  44307. * Internal gizmo used for interactions on the yz plane
  44308. */
  44309. xPlaneGizmo: PlaneDragGizmo;
  44310. /**
  44311. * Internal gizmo used for interactions on the xz plane
  44312. */
  44313. yPlaneGizmo: PlaneDragGizmo;
  44314. /**
  44315. * Internal gizmo used for interactions on the xy plane
  44316. */
  44317. zPlaneGizmo: PlaneDragGizmo;
  44318. /**
  44319. * private variables
  44320. */
  44321. private _meshAttached;
  44322. private _updateGizmoRotationToMatchAttachedMesh;
  44323. private _snapDistance;
  44324. private _scaleRatio;
  44325. /** Fires an event when any of it's sub gizmos are dragged */
  44326. onDragStartObservable: Observable<unknown>;
  44327. /** Fires an event when any of it's sub gizmos are released from dragging */
  44328. onDragEndObservable: Observable<unknown>;
  44329. /**
  44330. * If set to true, planar drag is enabled
  44331. */
  44332. private _planarGizmoEnabled;
  44333. attachedMesh: Nullable<AbstractMesh>;
  44334. /**
  44335. * Creates a PositionGizmo
  44336. * @param gizmoLayer The utility layer the gizmo will be added to
  44337. */
  44338. constructor(gizmoLayer?: UtilityLayerRenderer);
  44339. /**
  44340. * If the planar drag gizmo is enabled
  44341. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44342. */
  44343. planarGizmoEnabled: boolean;
  44344. updateGizmoRotationToMatchAttachedMesh: boolean;
  44345. /**
  44346. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44347. */
  44348. snapDistance: number;
  44349. /**
  44350. * Ratio for the scale of the gizmo (Default: 1)
  44351. */
  44352. scaleRatio: number;
  44353. /**
  44354. * Disposes of the gizmo
  44355. */
  44356. dispose(): void;
  44357. /**
  44358. * CustomMeshes are not supported by this gizmo
  44359. * @param mesh The mesh to replace the default mesh of the gizmo
  44360. */
  44361. setCustomMesh(mesh: Mesh): void;
  44362. }
  44363. }
  44364. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44365. import { Observable } from "babylonjs/Misc/observable";
  44366. import { Nullable } from "babylonjs/types";
  44367. import { Vector3 } from "babylonjs/Maths/math.vector";
  44368. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44369. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44370. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44371. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44372. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44373. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44374. import { Scene } from "babylonjs/scene";
  44375. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44376. import { Color3 } from "babylonjs/Maths/math.color";
  44377. /**
  44378. * Single axis drag gizmo
  44379. */
  44380. export class AxisDragGizmo extends Gizmo {
  44381. /**
  44382. * Drag behavior responsible for the gizmos dragging interactions
  44383. */
  44384. dragBehavior: PointerDragBehavior;
  44385. private _pointerObserver;
  44386. /**
  44387. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44388. */
  44389. snapDistance: number;
  44390. /**
  44391. * Event that fires each time the gizmo snaps to a new location.
  44392. * * snapDistance is the the change in distance
  44393. */
  44394. onSnapObservable: Observable<{
  44395. snapDistance: number;
  44396. }>;
  44397. private _isEnabled;
  44398. private _parent;
  44399. private _arrow;
  44400. private _coloredMaterial;
  44401. private _hoverMaterial;
  44402. /** @hidden */
  44403. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44404. /** @hidden */
  44405. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44406. /**
  44407. * Creates an AxisDragGizmo
  44408. * @param gizmoLayer The utility layer the gizmo will be added to
  44409. * @param dragAxis The axis which the gizmo will be able to drag on
  44410. * @param color The color of the gizmo
  44411. */
  44412. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44413. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44414. /**
  44415. * If the gizmo is enabled
  44416. */
  44417. isEnabled: boolean;
  44418. /**
  44419. * Disposes of the gizmo
  44420. */
  44421. dispose(): void;
  44422. }
  44423. }
  44424. declare module "babylonjs/Debug/axesViewer" {
  44425. import { Vector3 } from "babylonjs/Maths/math.vector";
  44426. import { Nullable } from "babylonjs/types";
  44427. import { Scene } from "babylonjs/scene";
  44428. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44429. /**
  44430. * The Axes viewer will show 3 axes in a specific point in space
  44431. */
  44432. export class AxesViewer {
  44433. private _xAxis;
  44434. private _yAxis;
  44435. private _zAxis;
  44436. private _scaleLinesFactor;
  44437. private _instanced;
  44438. /**
  44439. * Gets the hosting scene
  44440. */
  44441. scene: Scene;
  44442. /**
  44443. * Gets or sets a number used to scale line length
  44444. */
  44445. scaleLines: number;
  44446. /** Gets the node hierarchy used to render x-axis */
  44447. readonly xAxis: TransformNode;
  44448. /** Gets the node hierarchy used to render y-axis */
  44449. readonly yAxis: TransformNode;
  44450. /** Gets the node hierarchy used to render z-axis */
  44451. readonly zAxis: TransformNode;
  44452. /**
  44453. * Creates a new AxesViewer
  44454. * @param scene defines the hosting scene
  44455. * @param scaleLines defines a number used to scale line length (1 by default)
  44456. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44457. * @param xAxis defines the node hierarchy used to render the x-axis
  44458. * @param yAxis defines the node hierarchy used to render the y-axis
  44459. * @param zAxis defines the node hierarchy used to render the z-axis
  44460. */
  44461. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44462. /**
  44463. * Force the viewer to update
  44464. * @param position defines the position of the viewer
  44465. * @param xaxis defines the x axis of the viewer
  44466. * @param yaxis defines the y axis of the viewer
  44467. * @param zaxis defines the z axis of the viewer
  44468. */
  44469. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44470. /**
  44471. * Creates an instance of this axes viewer.
  44472. * @returns a new axes viewer with instanced meshes
  44473. */
  44474. createInstance(): AxesViewer;
  44475. /** Releases resources */
  44476. dispose(): void;
  44477. private static _SetRenderingGroupId;
  44478. }
  44479. }
  44480. declare module "babylonjs/Debug/boneAxesViewer" {
  44481. import { Nullable } from "babylonjs/types";
  44482. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44483. import { Vector3 } from "babylonjs/Maths/math.vector";
  44484. import { Mesh } from "babylonjs/Meshes/mesh";
  44485. import { Bone } from "babylonjs/Bones/bone";
  44486. import { Scene } from "babylonjs/scene";
  44487. /**
  44488. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44489. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44490. */
  44491. export class BoneAxesViewer extends AxesViewer {
  44492. /**
  44493. * Gets or sets the target mesh where to display the axes viewer
  44494. */
  44495. mesh: Nullable<Mesh>;
  44496. /**
  44497. * Gets or sets the target bone where to display the axes viewer
  44498. */
  44499. bone: Nullable<Bone>;
  44500. /** Gets current position */
  44501. pos: Vector3;
  44502. /** Gets direction of X axis */
  44503. xaxis: Vector3;
  44504. /** Gets direction of Y axis */
  44505. yaxis: Vector3;
  44506. /** Gets direction of Z axis */
  44507. zaxis: Vector3;
  44508. /**
  44509. * Creates a new BoneAxesViewer
  44510. * @param scene defines the hosting scene
  44511. * @param bone defines the target bone
  44512. * @param mesh defines the target mesh
  44513. * @param scaleLines defines a scaling factor for line length (1 by default)
  44514. */
  44515. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44516. /**
  44517. * Force the viewer to update
  44518. */
  44519. update(): void;
  44520. /** Releases resources */
  44521. dispose(): void;
  44522. }
  44523. }
  44524. declare module "babylonjs/Debug/debugLayer" {
  44525. import { Scene } from "babylonjs/scene";
  44526. /**
  44527. * Interface used to define scene explorer extensibility option
  44528. */
  44529. export interface IExplorerExtensibilityOption {
  44530. /**
  44531. * Define the option label
  44532. */
  44533. label: string;
  44534. /**
  44535. * Defines the action to execute on click
  44536. */
  44537. action: (entity: any) => void;
  44538. }
  44539. /**
  44540. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44541. */
  44542. export interface IExplorerExtensibilityGroup {
  44543. /**
  44544. * Defines a predicate to test if a given type mut be extended
  44545. */
  44546. predicate: (entity: any) => boolean;
  44547. /**
  44548. * Gets the list of options added to a type
  44549. */
  44550. entries: IExplorerExtensibilityOption[];
  44551. }
  44552. /**
  44553. * Interface used to define the options to use to create the Inspector
  44554. */
  44555. export interface IInspectorOptions {
  44556. /**
  44557. * Display in overlay mode (default: false)
  44558. */
  44559. overlay?: boolean;
  44560. /**
  44561. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44562. */
  44563. globalRoot?: HTMLElement;
  44564. /**
  44565. * Display the Scene explorer
  44566. */
  44567. showExplorer?: boolean;
  44568. /**
  44569. * Display the property inspector
  44570. */
  44571. showInspector?: boolean;
  44572. /**
  44573. * Display in embed mode (both panes on the right)
  44574. */
  44575. embedMode?: boolean;
  44576. /**
  44577. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44578. */
  44579. handleResize?: boolean;
  44580. /**
  44581. * Allow the panes to popup (default: true)
  44582. */
  44583. enablePopup?: boolean;
  44584. /**
  44585. * Allow the panes to be closed by users (default: true)
  44586. */
  44587. enableClose?: boolean;
  44588. /**
  44589. * Optional list of extensibility entries
  44590. */
  44591. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44592. /**
  44593. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44594. */
  44595. inspectorURL?: string;
  44596. }
  44597. module "babylonjs/scene" {
  44598. interface Scene {
  44599. /**
  44600. * @hidden
  44601. * Backing field
  44602. */
  44603. _debugLayer: DebugLayer;
  44604. /**
  44605. * Gets the debug layer (aka Inspector) associated with the scene
  44606. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44607. */
  44608. debugLayer: DebugLayer;
  44609. }
  44610. }
  44611. /**
  44612. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44613. * what is happening in your scene
  44614. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44615. */
  44616. export class DebugLayer {
  44617. /**
  44618. * Define the url to get the inspector script from.
  44619. * By default it uses the babylonjs CDN.
  44620. * @ignoreNaming
  44621. */
  44622. static InspectorURL: string;
  44623. private _scene;
  44624. private BJSINSPECTOR;
  44625. private _onPropertyChangedObservable?;
  44626. /**
  44627. * Observable triggered when a property is changed through the inspector.
  44628. */
  44629. readonly onPropertyChangedObservable: any;
  44630. /**
  44631. * Instantiates a new debug layer.
  44632. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44633. * what is happening in your scene
  44634. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44635. * @param scene Defines the scene to inspect
  44636. */
  44637. constructor(scene: Scene);
  44638. /** Creates the inspector window. */
  44639. private _createInspector;
  44640. /**
  44641. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44642. * @param entity defines the entity to select
  44643. * @param lineContainerTitle defines the specific block to highlight
  44644. */
  44645. select(entity: any, lineContainerTitle?: string): void;
  44646. /** Get the inspector from bundle or global */
  44647. private _getGlobalInspector;
  44648. /**
  44649. * Get if the inspector is visible or not.
  44650. * @returns true if visible otherwise, false
  44651. */
  44652. isVisible(): boolean;
  44653. /**
  44654. * Hide the inspector and close its window.
  44655. */
  44656. hide(): void;
  44657. /**
  44658. * Launch the debugLayer.
  44659. * @param config Define the configuration of the inspector
  44660. * @return a promise fulfilled when the debug layer is visible
  44661. */
  44662. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44663. }
  44664. }
  44665. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44666. import { Nullable } from "babylonjs/types";
  44667. import { Scene } from "babylonjs/scene";
  44668. import { Vector4 } from "babylonjs/Maths/math.vector";
  44669. import { Color4 } from "babylonjs/Maths/math.color";
  44670. import { Mesh } from "babylonjs/Meshes/mesh";
  44671. /**
  44672. * Class containing static functions to help procedurally build meshes
  44673. */
  44674. export class BoxBuilder {
  44675. /**
  44676. * Creates a box mesh
  44677. * * The parameter `size` sets the size (float) of each box side (default 1)
  44678. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44679. * * 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)
  44680. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44681. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44682. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44683. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44684. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44685. * @param name defines the name of the mesh
  44686. * @param options defines the options used to create the mesh
  44687. * @param scene defines the hosting scene
  44688. * @returns the box mesh
  44689. */
  44690. static CreateBox(name: string, options: {
  44691. size?: number;
  44692. width?: number;
  44693. height?: number;
  44694. depth?: number;
  44695. faceUV?: Vector4[];
  44696. faceColors?: Color4[];
  44697. sideOrientation?: number;
  44698. frontUVs?: Vector4;
  44699. backUVs?: Vector4;
  44700. wrap?: boolean;
  44701. topBaseAt?: number;
  44702. bottomBaseAt?: number;
  44703. updatable?: boolean;
  44704. }, scene?: Nullable<Scene>): Mesh;
  44705. }
  44706. }
  44707. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44708. import { Vector4 } from "babylonjs/Maths/math.vector";
  44709. import { Mesh } from "babylonjs/Meshes/mesh";
  44710. import { Scene } from "babylonjs/scene";
  44711. import { Nullable } from "babylonjs/types";
  44712. /**
  44713. * Class containing static functions to help procedurally build meshes
  44714. */
  44715. export class SphereBuilder {
  44716. /**
  44717. * Creates a sphere mesh
  44718. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44719. * * 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`)
  44720. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44721. * * 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
  44722. * * 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)
  44723. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44724. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44725. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44726. * @param name defines the name of the mesh
  44727. * @param options defines the options used to create the mesh
  44728. * @param scene defines the hosting scene
  44729. * @returns the sphere mesh
  44730. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44731. */
  44732. static CreateSphere(name: string, options: {
  44733. segments?: number;
  44734. diameter?: number;
  44735. diameterX?: number;
  44736. diameterY?: number;
  44737. diameterZ?: number;
  44738. arc?: number;
  44739. slice?: number;
  44740. sideOrientation?: number;
  44741. frontUVs?: Vector4;
  44742. backUVs?: Vector4;
  44743. updatable?: boolean;
  44744. }, scene?: Nullable<Scene>): Mesh;
  44745. }
  44746. }
  44747. declare module "babylonjs/Debug/physicsViewer" {
  44748. import { Nullable } from "babylonjs/types";
  44749. import { Scene } from "babylonjs/scene";
  44750. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44751. import { Mesh } from "babylonjs/Meshes/mesh";
  44752. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44753. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44754. /**
  44755. * Used to show the physics impostor around the specific mesh
  44756. */
  44757. export class PhysicsViewer {
  44758. /** @hidden */
  44759. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44760. /** @hidden */
  44761. protected _meshes: Array<Nullable<AbstractMesh>>;
  44762. /** @hidden */
  44763. protected _scene: Nullable<Scene>;
  44764. /** @hidden */
  44765. protected _numMeshes: number;
  44766. /** @hidden */
  44767. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44768. private _renderFunction;
  44769. private _utilityLayer;
  44770. private _debugBoxMesh;
  44771. private _debugSphereMesh;
  44772. private _debugCylinderMesh;
  44773. private _debugMaterial;
  44774. private _debugMeshMeshes;
  44775. /**
  44776. * Creates a new PhysicsViewer
  44777. * @param scene defines the hosting scene
  44778. */
  44779. constructor(scene: Scene);
  44780. /** @hidden */
  44781. protected _updateDebugMeshes(): void;
  44782. /**
  44783. * Renders a specified physic impostor
  44784. * @param impostor defines the impostor to render
  44785. * @param targetMesh defines the mesh represented by the impostor
  44786. * @returns the new debug mesh used to render the impostor
  44787. */
  44788. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44789. /**
  44790. * Hides a specified physic impostor
  44791. * @param impostor defines the impostor to hide
  44792. */
  44793. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44794. private _getDebugMaterial;
  44795. private _getDebugBoxMesh;
  44796. private _getDebugSphereMesh;
  44797. private _getDebugCylinderMesh;
  44798. private _getDebugMeshMesh;
  44799. private _getDebugMesh;
  44800. /** Releases all resources */
  44801. dispose(): void;
  44802. }
  44803. }
  44804. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44805. import { Vector3 } from "babylonjs/Maths/math.vector";
  44806. import { Color4 } from "babylonjs/Maths/math.color";
  44807. import { Nullable } from "babylonjs/types";
  44808. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44809. import { Scene } from "babylonjs/scene";
  44810. /**
  44811. * Class containing static functions to help procedurally build meshes
  44812. */
  44813. export class LinesBuilder {
  44814. /**
  44815. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44816. * * 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
  44817. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44818. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44819. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44820. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44821. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44822. * * 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
  44823. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44824. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44825. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44826. * @param name defines the name of the new line system
  44827. * @param options defines the options used to create the line system
  44828. * @param scene defines the hosting scene
  44829. * @returns a new line system mesh
  44830. */
  44831. static CreateLineSystem(name: string, options: {
  44832. lines: Vector3[][];
  44833. updatable?: boolean;
  44834. instance?: Nullable<LinesMesh>;
  44835. colors?: Nullable<Color4[][]>;
  44836. useVertexAlpha?: boolean;
  44837. }, scene: Nullable<Scene>): LinesMesh;
  44838. /**
  44839. * Creates a line mesh
  44840. * 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
  44841. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44842. * * The parameter `points` is an array successive Vector3
  44843. * * 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
  44844. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44845. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44846. * * When updating an instance, remember that only point positions can change, not the number of points
  44847. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44848. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44849. * @param name defines the name of the new line system
  44850. * @param options defines the options used to create the line system
  44851. * @param scene defines the hosting scene
  44852. * @returns a new line mesh
  44853. */
  44854. static CreateLines(name: string, options: {
  44855. points: Vector3[];
  44856. updatable?: boolean;
  44857. instance?: Nullable<LinesMesh>;
  44858. colors?: Color4[];
  44859. useVertexAlpha?: boolean;
  44860. }, scene?: Nullable<Scene>): LinesMesh;
  44861. /**
  44862. * Creates a dashed line mesh
  44863. * * 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
  44864. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44865. * * The parameter `points` is an array successive Vector3
  44866. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44867. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44868. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44869. * * 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
  44870. * * When updating an instance, remember that only point positions can change, not the number of points
  44871. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44872. * @param name defines the name of the mesh
  44873. * @param options defines the options used to create the mesh
  44874. * @param scene defines the hosting scene
  44875. * @returns the dashed line mesh
  44876. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44877. */
  44878. static CreateDashedLines(name: string, options: {
  44879. points: Vector3[];
  44880. dashSize?: number;
  44881. gapSize?: number;
  44882. dashNb?: number;
  44883. updatable?: boolean;
  44884. instance?: LinesMesh;
  44885. }, scene?: Nullable<Scene>): LinesMesh;
  44886. }
  44887. }
  44888. declare module "babylonjs/Debug/rayHelper" {
  44889. import { Nullable } from "babylonjs/types";
  44890. import { Ray } from "babylonjs/Culling/ray";
  44891. import { Vector3 } from "babylonjs/Maths/math.vector";
  44892. import { Color3 } from "babylonjs/Maths/math.color";
  44893. import { Scene } from "babylonjs/scene";
  44894. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44895. import "babylonjs/Meshes/Builders/linesBuilder";
  44896. /**
  44897. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44898. * in order to better appreciate the issue one might have.
  44899. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44900. */
  44901. export class RayHelper {
  44902. /**
  44903. * Defines the ray we are currently tryin to visualize.
  44904. */
  44905. ray: Nullable<Ray>;
  44906. private _renderPoints;
  44907. private _renderLine;
  44908. private _renderFunction;
  44909. private _scene;
  44910. private _updateToMeshFunction;
  44911. private _attachedToMesh;
  44912. private _meshSpaceDirection;
  44913. private _meshSpaceOrigin;
  44914. /**
  44915. * Helper function to create a colored helper in a scene in one line.
  44916. * @param ray Defines the ray we are currently tryin to visualize
  44917. * @param scene Defines the scene the ray is used in
  44918. * @param color Defines the color we want to see the ray in
  44919. * @returns The newly created ray helper.
  44920. */
  44921. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44922. /**
  44923. * Instantiate a new ray helper.
  44924. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44925. * in order to better appreciate the issue one might have.
  44926. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44927. * @param ray Defines the ray we are currently tryin to visualize
  44928. */
  44929. constructor(ray: Ray);
  44930. /**
  44931. * Shows the ray we are willing to debug.
  44932. * @param scene Defines the scene the ray needs to be rendered in
  44933. * @param color Defines the color the ray needs to be rendered in
  44934. */
  44935. show(scene: Scene, color?: Color3): void;
  44936. /**
  44937. * Hides the ray we are debugging.
  44938. */
  44939. hide(): void;
  44940. private _render;
  44941. /**
  44942. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44943. * @param mesh Defines the mesh we want the helper attached to
  44944. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44945. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44946. * @param length Defines the length of the ray
  44947. */
  44948. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44949. /**
  44950. * Detach the ray helper from the mesh it has previously been attached to.
  44951. */
  44952. detachFromMesh(): void;
  44953. private _updateToMesh;
  44954. /**
  44955. * Dispose the helper and release its associated resources.
  44956. */
  44957. dispose(): void;
  44958. }
  44959. }
  44960. declare module "babylonjs/Debug/skeletonViewer" {
  44961. import { Color3 } from "babylonjs/Maths/math.color";
  44962. import { Scene } from "babylonjs/scene";
  44963. import { Nullable } from "babylonjs/types";
  44964. import { Skeleton } from "babylonjs/Bones/skeleton";
  44965. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44966. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44967. /**
  44968. * Class used to render a debug view of a given skeleton
  44969. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44970. */
  44971. export class SkeletonViewer {
  44972. /** defines the skeleton to render */
  44973. skeleton: Skeleton;
  44974. /** defines the mesh attached to the skeleton */
  44975. mesh: AbstractMesh;
  44976. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44977. autoUpdateBonesMatrices: boolean;
  44978. /** defines the rendering group id to use with the viewer */
  44979. renderingGroupId: number;
  44980. /** Gets or sets the color used to render the skeleton */
  44981. color: Color3;
  44982. private _scene;
  44983. private _debugLines;
  44984. private _debugMesh;
  44985. private _isEnabled;
  44986. private _renderFunction;
  44987. private _utilityLayer;
  44988. /**
  44989. * Returns the mesh used to render the bones
  44990. */
  44991. readonly debugMesh: Nullable<LinesMesh>;
  44992. /**
  44993. * Creates a new SkeletonViewer
  44994. * @param skeleton defines the skeleton to render
  44995. * @param mesh defines the mesh attached to the skeleton
  44996. * @param scene defines the hosting scene
  44997. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44998. * @param renderingGroupId defines the rendering group id to use with the viewer
  44999. */
  45000. constructor(
  45001. /** defines the skeleton to render */
  45002. skeleton: Skeleton,
  45003. /** defines the mesh attached to the skeleton */
  45004. mesh: AbstractMesh, scene: Scene,
  45005. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45006. autoUpdateBonesMatrices?: boolean,
  45007. /** defines the rendering group id to use with the viewer */
  45008. renderingGroupId?: number);
  45009. /** Gets or sets a boolean indicating if the viewer is enabled */
  45010. isEnabled: boolean;
  45011. private _getBonePosition;
  45012. private _getLinesForBonesWithLength;
  45013. private _getLinesForBonesNoLength;
  45014. /** Update the viewer to sync with current skeleton state */
  45015. update(): void;
  45016. /** Release associated resources */
  45017. dispose(): void;
  45018. }
  45019. }
  45020. declare module "babylonjs/Debug/index" {
  45021. export * from "babylonjs/Debug/axesViewer";
  45022. export * from "babylonjs/Debug/boneAxesViewer";
  45023. export * from "babylonjs/Debug/debugLayer";
  45024. export * from "babylonjs/Debug/physicsViewer";
  45025. export * from "babylonjs/Debug/rayHelper";
  45026. export * from "babylonjs/Debug/skeletonViewer";
  45027. }
  45028. declare module "babylonjs/Engines/nullEngine" {
  45029. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45030. import { Scene } from "babylonjs/scene";
  45031. import { Engine } from "babylonjs/Engines/engine";
  45032. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45033. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45034. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45035. import { Effect } from "babylonjs/Materials/effect";
  45036. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45037. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45038. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45039. /**
  45040. * Options to create the null engine
  45041. */
  45042. export class NullEngineOptions {
  45043. /**
  45044. * Render width (Default: 512)
  45045. */
  45046. renderWidth: number;
  45047. /**
  45048. * Render height (Default: 256)
  45049. */
  45050. renderHeight: number;
  45051. /**
  45052. * Texture size (Default: 512)
  45053. */
  45054. textureSize: number;
  45055. /**
  45056. * If delta time between frames should be constant
  45057. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45058. */
  45059. deterministicLockstep: boolean;
  45060. /**
  45061. * Maximum about of steps between frames (Default: 4)
  45062. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45063. */
  45064. lockstepMaxSteps: number;
  45065. }
  45066. /**
  45067. * The null engine class provides support for headless version of babylon.js.
  45068. * This can be used in server side scenario or for testing purposes
  45069. */
  45070. export class NullEngine extends Engine {
  45071. private _options;
  45072. /**
  45073. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45074. */
  45075. isDeterministicLockStep(): boolean;
  45076. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  45077. getLockstepMaxSteps(): number;
  45078. /**
  45079. * Sets hardware scaling, used to save performance if needed
  45080. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  45081. */
  45082. getHardwareScalingLevel(): number;
  45083. constructor(options?: NullEngineOptions);
  45084. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45085. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45086. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45087. getRenderWidth(useScreen?: boolean): number;
  45088. getRenderHeight(useScreen?: boolean): number;
  45089. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45090. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45091. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45092. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45093. bindSamplers(effect: Effect): void;
  45094. enableEffect(effect: Effect): void;
  45095. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45096. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45097. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45098. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45099. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45100. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45101. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45102. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45103. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45104. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45105. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45106. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45107. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45108. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45109. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45110. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45111. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45112. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45113. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45114. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45115. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45116. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45117. bindBuffers(vertexBuffers: {
  45118. [key: string]: VertexBuffer;
  45119. }, indexBuffer: DataBuffer, effect: Effect): void;
  45120. wipeCaches(bruteForce?: boolean): void;
  45121. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45122. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45123. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45124. /** @hidden */
  45125. _createTexture(): WebGLTexture;
  45126. /** @hidden */
  45127. _releaseTexture(texture: InternalTexture): void;
  45128. 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;
  45129. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45130. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45131. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45132. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45133. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45134. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45135. areAllEffectsReady(): boolean;
  45136. /**
  45137. * @hidden
  45138. * Get the current error code of the webGL context
  45139. * @returns the error code
  45140. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45141. */
  45142. getError(): number;
  45143. /** @hidden */
  45144. _getUnpackAlignement(): number;
  45145. /** @hidden */
  45146. _unpackFlipY(value: boolean): void;
  45147. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45148. /**
  45149. * Updates a dynamic vertex buffer.
  45150. * @param vertexBuffer the vertex buffer to update
  45151. * @param data the data used to update the vertex buffer
  45152. * @param byteOffset the byte offset of the data (optional)
  45153. * @param byteLength the byte length of the data (optional)
  45154. */
  45155. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45156. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45157. /** @hidden */
  45158. _bindTexture(channel: number, texture: InternalTexture): void;
  45159. /** @hidden */
  45160. _releaseBuffer(buffer: DataBuffer): boolean;
  45161. releaseEffects(): void;
  45162. displayLoadingUI(): void;
  45163. hideLoadingUI(): void;
  45164. /** @hidden */
  45165. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45166. /** @hidden */
  45167. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45168. /** @hidden */
  45169. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45170. /** @hidden */
  45171. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45172. }
  45173. }
  45174. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45175. import { Nullable, int } from "babylonjs/types";
  45176. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45177. /** @hidden */
  45178. export class _OcclusionDataStorage {
  45179. /** @hidden */
  45180. occlusionInternalRetryCounter: number;
  45181. /** @hidden */
  45182. isOcclusionQueryInProgress: boolean;
  45183. /** @hidden */
  45184. isOccluded: boolean;
  45185. /** @hidden */
  45186. occlusionRetryCount: number;
  45187. /** @hidden */
  45188. occlusionType: number;
  45189. /** @hidden */
  45190. occlusionQueryAlgorithmType: number;
  45191. }
  45192. module "babylonjs/Engines/engine" {
  45193. interface Engine {
  45194. /**
  45195. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45196. * @return the new query
  45197. */
  45198. createQuery(): WebGLQuery;
  45199. /**
  45200. * Delete and release a webGL query
  45201. * @param query defines the query to delete
  45202. * @return the current engine
  45203. */
  45204. deleteQuery(query: WebGLQuery): Engine;
  45205. /**
  45206. * Check if a given query has resolved and got its value
  45207. * @param query defines the query to check
  45208. * @returns true if the query got its value
  45209. */
  45210. isQueryResultAvailable(query: WebGLQuery): boolean;
  45211. /**
  45212. * Gets the value of a given query
  45213. * @param query defines the query to check
  45214. * @returns the value of the query
  45215. */
  45216. getQueryResult(query: WebGLQuery): number;
  45217. /**
  45218. * Initiates an occlusion query
  45219. * @param algorithmType defines the algorithm to use
  45220. * @param query defines the query to use
  45221. * @returns the current engine
  45222. * @see http://doc.babylonjs.com/features/occlusionquery
  45223. */
  45224. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45225. /**
  45226. * Ends an occlusion query
  45227. * @see http://doc.babylonjs.com/features/occlusionquery
  45228. * @param algorithmType defines the algorithm to use
  45229. * @returns the current engine
  45230. */
  45231. endOcclusionQuery(algorithmType: number): Engine;
  45232. /**
  45233. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45234. * Please note that only one query can be issued at a time
  45235. * @returns a time token used to track the time span
  45236. */
  45237. startTimeQuery(): Nullable<_TimeToken>;
  45238. /**
  45239. * Ends a time query
  45240. * @param token defines the token used to measure the time span
  45241. * @returns the time spent (in ns)
  45242. */
  45243. endTimeQuery(token: _TimeToken): int;
  45244. /** @hidden */
  45245. _currentNonTimestampToken: Nullable<_TimeToken>;
  45246. /** @hidden */
  45247. _createTimeQuery(): WebGLQuery;
  45248. /** @hidden */
  45249. _deleteTimeQuery(query: WebGLQuery): void;
  45250. /** @hidden */
  45251. _getGlAlgorithmType(algorithmType: number): number;
  45252. /** @hidden */
  45253. _getTimeQueryResult(query: WebGLQuery): any;
  45254. /** @hidden */
  45255. _getTimeQueryAvailability(query: WebGLQuery): any;
  45256. }
  45257. }
  45258. module "babylonjs/Meshes/abstractMesh" {
  45259. interface AbstractMesh {
  45260. /**
  45261. * Backing filed
  45262. * @hidden
  45263. */
  45264. __occlusionDataStorage: _OcclusionDataStorage;
  45265. /**
  45266. * Access property
  45267. * @hidden
  45268. */
  45269. _occlusionDataStorage: _OcclusionDataStorage;
  45270. /**
  45271. * 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.
  45272. * The default value is -1 which means don't break the query and wait till the result
  45273. * @see http://doc.babylonjs.com/features/occlusionquery
  45274. */
  45275. occlusionRetryCount: number;
  45276. /**
  45277. * 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:
  45278. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45279. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45280. * * 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.
  45281. * @see http://doc.babylonjs.com/features/occlusionquery
  45282. */
  45283. occlusionType: number;
  45284. /**
  45285. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45286. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45287. * * 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.
  45288. * @see http://doc.babylonjs.com/features/occlusionquery
  45289. */
  45290. occlusionQueryAlgorithmType: number;
  45291. /**
  45292. * 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
  45293. * @see http://doc.babylonjs.com/features/occlusionquery
  45294. */
  45295. isOccluded: boolean;
  45296. /**
  45297. * Flag to check the progress status of the query
  45298. * @see http://doc.babylonjs.com/features/occlusionquery
  45299. */
  45300. isOcclusionQueryInProgress: boolean;
  45301. }
  45302. }
  45303. }
  45304. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45305. import { Nullable } from "babylonjs/types";
  45306. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45307. /** @hidden */
  45308. export var _forceTransformFeedbackToBundle: boolean;
  45309. module "babylonjs/Engines/engine" {
  45310. interface Engine {
  45311. /**
  45312. * Creates a webGL transform feedback object
  45313. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45314. * @returns the webGL transform feedback object
  45315. */
  45316. createTransformFeedback(): WebGLTransformFeedback;
  45317. /**
  45318. * Delete a webGL transform feedback object
  45319. * @param value defines the webGL transform feedback object to delete
  45320. */
  45321. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45322. /**
  45323. * Bind a webGL transform feedback object to the webgl context
  45324. * @param value defines the webGL transform feedback object to bind
  45325. */
  45326. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45327. /**
  45328. * Begins a transform feedback operation
  45329. * @param usePoints defines if points or triangles must be used
  45330. */
  45331. beginTransformFeedback(usePoints: boolean): void;
  45332. /**
  45333. * Ends a transform feedback operation
  45334. */
  45335. endTransformFeedback(): void;
  45336. /**
  45337. * Specify the varyings to use with transform feedback
  45338. * @param program defines the associated webGL program
  45339. * @param value defines the list of strings representing the varying names
  45340. */
  45341. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45342. /**
  45343. * Bind a webGL buffer for a transform feedback operation
  45344. * @param value defines the webGL buffer to bind
  45345. */
  45346. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45347. }
  45348. }
  45349. }
  45350. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45351. import { Scene } from "babylonjs/scene";
  45352. import { Engine } from "babylonjs/Engines/engine";
  45353. import { Texture } from "babylonjs/Materials/Textures/texture";
  45354. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45355. import "babylonjs/Engines/Extensions/engine.multiRender";
  45356. /**
  45357. * Creation options of the multi render target texture.
  45358. */
  45359. export interface IMultiRenderTargetOptions {
  45360. /**
  45361. * Define if the texture needs to create mip maps after render.
  45362. */
  45363. generateMipMaps?: boolean;
  45364. /**
  45365. * Define the types of all the draw buffers we want to create
  45366. */
  45367. types?: number[];
  45368. /**
  45369. * Define the sampling modes of all the draw buffers we want to create
  45370. */
  45371. samplingModes?: number[];
  45372. /**
  45373. * Define if a depth buffer is required
  45374. */
  45375. generateDepthBuffer?: boolean;
  45376. /**
  45377. * Define if a stencil buffer is required
  45378. */
  45379. generateStencilBuffer?: boolean;
  45380. /**
  45381. * Define if a depth texture is required instead of a depth buffer
  45382. */
  45383. generateDepthTexture?: boolean;
  45384. /**
  45385. * Define the number of desired draw buffers
  45386. */
  45387. textureCount?: number;
  45388. /**
  45389. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45390. */
  45391. doNotChangeAspectRatio?: boolean;
  45392. /**
  45393. * Define the default type of the buffers we are creating
  45394. */
  45395. defaultType?: number;
  45396. }
  45397. /**
  45398. * A multi render target, like a render target provides the ability to render to a texture.
  45399. * Unlike the render target, it can render to several draw buffers in one draw.
  45400. * This is specially interesting in deferred rendering or for any effects requiring more than
  45401. * just one color from a single pass.
  45402. */
  45403. export class MultiRenderTarget extends RenderTargetTexture {
  45404. private _internalTextures;
  45405. private _textures;
  45406. private _multiRenderTargetOptions;
  45407. /**
  45408. * Get if draw buffers are currently supported by the used hardware and browser.
  45409. */
  45410. readonly isSupported: boolean;
  45411. /**
  45412. * Get the list of textures generated by the multi render target.
  45413. */
  45414. readonly textures: Texture[];
  45415. /**
  45416. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45417. */
  45418. readonly depthTexture: Texture;
  45419. /**
  45420. * Set the wrapping mode on U of all the textures we are rendering to.
  45421. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45422. */
  45423. wrapU: number;
  45424. /**
  45425. * Set the wrapping mode on V of all the textures we are rendering to.
  45426. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45427. */
  45428. wrapV: number;
  45429. /**
  45430. * Instantiate a new multi render target texture.
  45431. * A multi render target, like a render target provides the ability to render to a texture.
  45432. * Unlike the render target, it can render to several draw buffers in one draw.
  45433. * This is specially interesting in deferred rendering or for any effects requiring more than
  45434. * just one color from a single pass.
  45435. * @param name Define the name of the texture
  45436. * @param size Define the size of the buffers to render to
  45437. * @param count Define the number of target we are rendering into
  45438. * @param scene Define the scene the texture belongs to
  45439. * @param options Define the options used to create the multi render target
  45440. */
  45441. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45442. /** @hidden */
  45443. _rebuild(): void;
  45444. private _createInternalTextures;
  45445. private _createTextures;
  45446. /**
  45447. * Define the number of samples used if MSAA is enabled.
  45448. */
  45449. samples: number;
  45450. /**
  45451. * Resize all the textures in the multi render target.
  45452. * Be carrefull as it will recreate all the data in the new texture.
  45453. * @param size Define the new size
  45454. */
  45455. resize(size: any): void;
  45456. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45457. /**
  45458. * Dispose the render targets and their associated resources
  45459. */
  45460. dispose(): void;
  45461. /**
  45462. * Release all the underlying texture used as draw buffers.
  45463. */
  45464. releaseInternalTextures(): void;
  45465. }
  45466. }
  45467. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45468. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45469. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45470. import { Nullable } from "babylonjs/types";
  45471. module "babylonjs/Engines/engine" {
  45472. interface Engine {
  45473. /**
  45474. * Unbind a list of render target textures from the webGL context
  45475. * This is used only when drawBuffer extension or webGL2 are active
  45476. * @param textures defines the render target textures to unbind
  45477. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45478. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45479. */
  45480. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45481. /**
  45482. * Create a multi render target texture
  45483. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45484. * @param size defines the size of the texture
  45485. * @param options defines the creation options
  45486. * @returns the cube texture as an InternalTexture
  45487. */
  45488. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45489. /**
  45490. * Update the sample count for a given multiple render target texture
  45491. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45492. * @param textures defines the textures to update
  45493. * @param samples defines the sample count to set
  45494. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45495. */
  45496. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45497. }
  45498. }
  45499. }
  45500. declare module "babylonjs/Engines/Extensions/index" {
  45501. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45502. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45503. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45504. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45505. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45506. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45507. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45508. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45509. }
  45510. declare module "babylonjs/Engines/index" {
  45511. export * from "babylonjs/Engines/constants";
  45512. export * from "babylonjs/Engines/engine";
  45513. export * from "babylonjs/Engines/engineStore";
  45514. export * from "babylonjs/Engines/nullEngine";
  45515. export * from "babylonjs/Engines/Extensions/index";
  45516. export * from "babylonjs/Engines/IPipelineContext";
  45517. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45518. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45519. }
  45520. declare module "babylonjs/Events/clipboardEvents" {
  45521. /**
  45522. * Gather the list of clipboard event types as constants.
  45523. */
  45524. export class ClipboardEventTypes {
  45525. /**
  45526. * The clipboard event is fired when a copy command is active (pressed).
  45527. */
  45528. static readonly COPY: number;
  45529. /**
  45530. * The clipboard event is fired when a cut command is active (pressed).
  45531. */
  45532. static readonly CUT: number;
  45533. /**
  45534. * The clipboard event is fired when a paste command is active (pressed).
  45535. */
  45536. static readonly PASTE: number;
  45537. }
  45538. /**
  45539. * This class is used to store clipboard related info for the onClipboardObservable event.
  45540. */
  45541. export class ClipboardInfo {
  45542. /**
  45543. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45544. */
  45545. type: number;
  45546. /**
  45547. * Defines the related dom event
  45548. */
  45549. event: ClipboardEvent;
  45550. /**
  45551. *Creates an instance of ClipboardInfo.
  45552. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45553. * @param event Defines the related dom event
  45554. */
  45555. constructor(
  45556. /**
  45557. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45558. */
  45559. type: number,
  45560. /**
  45561. * Defines the related dom event
  45562. */
  45563. event: ClipboardEvent);
  45564. /**
  45565. * Get the clipboard event's type from the keycode.
  45566. * @param keyCode Defines the keyCode for the current keyboard event.
  45567. * @return {number}
  45568. */
  45569. static GetTypeFromCharacter(keyCode: number): number;
  45570. }
  45571. }
  45572. declare module "babylonjs/Events/index" {
  45573. export * from "babylonjs/Events/keyboardEvents";
  45574. export * from "babylonjs/Events/pointerEvents";
  45575. export * from "babylonjs/Events/clipboardEvents";
  45576. }
  45577. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45578. import { Scene } from "babylonjs/scene";
  45579. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45580. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45581. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45582. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45583. /**
  45584. * Google Daydream controller
  45585. */
  45586. export class DaydreamController extends WebVRController {
  45587. /**
  45588. * Base Url for the controller model.
  45589. */
  45590. static MODEL_BASE_URL: string;
  45591. /**
  45592. * File name for the controller model.
  45593. */
  45594. static MODEL_FILENAME: string;
  45595. /**
  45596. * Gamepad Id prefix used to identify Daydream Controller.
  45597. */
  45598. static readonly GAMEPAD_ID_PREFIX: string;
  45599. /**
  45600. * Creates a new DaydreamController from a gamepad
  45601. * @param vrGamepad the gamepad that the controller should be created from
  45602. */
  45603. constructor(vrGamepad: any);
  45604. /**
  45605. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45606. * @param scene scene in which to add meshes
  45607. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45608. */
  45609. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45610. /**
  45611. * Called once for each button that changed state since the last frame
  45612. * @param buttonIdx Which button index changed
  45613. * @param state New state of the button
  45614. * @param changes Which properties on the state changed since last frame
  45615. */
  45616. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45617. }
  45618. }
  45619. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45620. import { Scene } from "babylonjs/scene";
  45621. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45622. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45623. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45624. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45625. /**
  45626. * Gear VR Controller
  45627. */
  45628. export class GearVRController extends WebVRController {
  45629. /**
  45630. * Base Url for the controller model.
  45631. */
  45632. static MODEL_BASE_URL: string;
  45633. /**
  45634. * File name for the controller model.
  45635. */
  45636. static MODEL_FILENAME: string;
  45637. /**
  45638. * Gamepad Id prefix used to identify this controller.
  45639. */
  45640. static readonly GAMEPAD_ID_PREFIX: string;
  45641. private readonly _buttonIndexToObservableNameMap;
  45642. /**
  45643. * Creates a new GearVRController from a gamepad
  45644. * @param vrGamepad the gamepad that the controller should be created from
  45645. */
  45646. constructor(vrGamepad: any);
  45647. /**
  45648. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45649. * @param scene scene in which to add meshes
  45650. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45651. */
  45652. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45653. /**
  45654. * Called once for each button that changed state since the last frame
  45655. * @param buttonIdx Which button index changed
  45656. * @param state New state of the button
  45657. * @param changes Which properties on the state changed since last frame
  45658. */
  45659. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45660. }
  45661. }
  45662. declare module "babylonjs/Gamepads/Controllers/index" {
  45663. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45664. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45665. export * from "babylonjs/Gamepads/Controllers/genericController";
  45666. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45667. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45668. export * from "babylonjs/Gamepads/Controllers/viveController";
  45669. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45670. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45671. }
  45672. declare module "babylonjs/Gamepads/index" {
  45673. export * from "babylonjs/Gamepads/Controllers/index";
  45674. export * from "babylonjs/Gamepads/gamepad";
  45675. export * from "babylonjs/Gamepads/gamepadManager";
  45676. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45677. export * from "babylonjs/Gamepads/xboxGamepad";
  45678. export * from "babylonjs/Gamepads/dualShockGamepad";
  45679. }
  45680. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45681. import { Scene } from "babylonjs/scene";
  45682. import { Vector4 } from "babylonjs/Maths/math.vector";
  45683. import { Color4 } from "babylonjs/Maths/math.color";
  45684. import { Mesh } from "babylonjs/Meshes/mesh";
  45685. import { Nullable } from "babylonjs/types";
  45686. /**
  45687. * Class containing static functions to help procedurally build meshes
  45688. */
  45689. export class PolyhedronBuilder {
  45690. /**
  45691. * Creates a polyhedron mesh
  45692. * * 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
  45693. * * The parameter `size` (positive float, default 1) sets the polygon size
  45694. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45695. * * 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`
  45696. * * 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
  45697. * * 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)`)
  45698. * * 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
  45699. * * 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
  45700. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45701. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45702. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45703. * @param name defines the name of the mesh
  45704. * @param options defines the options used to create the mesh
  45705. * @param scene defines the hosting scene
  45706. * @returns the polyhedron mesh
  45707. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45708. */
  45709. static CreatePolyhedron(name: string, options: {
  45710. type?: number;
  45711. size?: number;
  45712. sizeX?: number;
  45713. sizeY?: number;
  45714. sizeZ?: number;
  45715. custom?: any;
  45716. faceUV?: Vector4[];
  45717. faceColors?: Color4[];
  45718. flat?: boolean;
  45719. updatable?: boolean;
  45720. sideOrientation?: number;
  45721. frontUVs?: Vector4;
  45722. backUVs?: Vector4;
  45723. }, scene?: Nullable<Scene>): Mesh;
  45724. }
  45725. }
  45726. declare module "babylonjs/Gizmos/scaleGizmo" {
  45727. import { Observable } from "babylonjs/Misc/observable";
  45728. import { Nullable } from "babylonjs/types";
  45729. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45730. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45731. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45732. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45733. /**
  45734. * Gizmo that enables scaling a mesh along 3 axis
  45735. */
  45736. export class ScaleGizmo extends Gizmo {
  45737. /**
  45738. * Internal gizmo used for interactions on the x axis
  45739. */
  45740. xGizmo: AxisScaleGizmo;
  45741. /**
  45742. * Internal gizmo used for interactions on the y axis
  45743. */
  45744. yGizmo: AxisScaleGizmo;
  45745. /**
  45746. * Internal gizmo used for interactions on the z axis
  45747. */
  45748. zGizmo: AxisScaleGizmo;
  45749. /**
  45750. * Internal gizmo used to scale all axis equally
  45751. */
  45752. uniformScaleGizmo: AxisScaleGizmo;
  45753. private _meshAttached;
  45754. private _updateGizmoRotationToMatchAttachedMesh;
  45755. private _snapDistance;
  45756. private _scaleRatio;
  45757. private _uniformScalingMesh;
  45758. private _octahedron;
  45759. /** Fires an event when any of it's sub gizmos are dragged */
  45760. onDragStartObservable: Observable<unknown>;
  45761. /** Fires an event when any of it's sub gizmos are released from dragging */
  45762. onDragEndObservable: Observable<unknown>;
  45763. attachedMesh: Nullable<AbstractMesh>;
  45764. /**
  45765. * Creates a ScaleGizmo
  45766. * @param gizmoLayer The utility layer the gizmo will be added to
  45767. */
  45768. constructor(gizmoLayer?: UtilityLayerRenderer);
  45769. updateGizmoRotationToMatchAttachedMesh: boolean;
  45770. /**
  45771. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45772. */
  45773. snapDistance: number;
  45774. /**
  45775. * Ratio for the scale of the gizmo (Default: 1)
  45776. */
  45777. scaleRatio: number;
  45778. /**
  45779. * Disposes of the gizmo
  45780. */
  45781. dispose(): void;
  45782. }
  45783. }
  45784. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45785. import { Observable } from "babylonjs/Misc/observable";
  45786. import { Nullable } from "babylonjs/types";
  45787. import { Vector3 } from "babylonjs/Maths/math.vector";
  45788. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45789. import { Mesh } from "babylonjs/Meshes/mesh";
  45790. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45791. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45792. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45793. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45794. import { Color3 } from "babylonjs/Maths/math.color";
  45795. /**
  45796. * Single axis scale gizmo
  45797. */
  45798. export class AxisScaleGizmo extends Gizmo {
  45799. /**
  45800. * Drag behavior responsible for the gizmos dragging interactions
  45801. */
  45802. dragBehavior: PointerDragBehavior;
  45803. private _pointerObserver;
  45804. /**
  45805. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45806. */
  45807. snapDistance: number;
  45808. /**
  45809. * Event that fires each time the gizmo snaps to a new location.
  45810. * * snapDistance is the the change in distance
  45811. */
  45812. onSnapObservable: Observable<{
  45813. snapDistance: number;
  45814. }>;
  45815. /**
  45816. * If the scaling operation should be done on all axis (default: false)
  45817. */
  45818. uniformScaling: boolean;
  45819. private _isEnabled;
  45820. private _parent;
  45821. private _arrow;
  45822. private _coloredMaterial;
  45823. private _hoverMaterial;
  45824. /**
  45825. * Creates an AxisScaleGizmo
  45826. * @param gizmoLayer The utility layer the gizmo will be added to
  45827. * @param dragAxis The axis which the gizmo will be able to scale on
  45828. * @param color The color of the gizmo
  45829. */
  45830. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45831. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45832. /**
  45833. * If the gizmo is enabled
  45834. */
  45835. isEnabled: boolean;
  45836. /**
  45837. * Disposes of the gizmo
  45838. */
  45839. dispose(): void;
  45840. /**
  45841. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45842. * @param mesh The mesh to replace the default mesh of the gizmo
  45843. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45844. */
  45845. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45846. }
  45847. }
  45848. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45849. import { Observable } from "babylonjs/Misc/observable";
  45850. import { Nullable } from "babylonjs/types";
  45851. import { Vector3 } from "babylonjs/Maths/math.vector";
  45852. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45853. import { Mesh } from "babylonjs/Meshes/mesh";
  45854. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45855. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45856. import { Color3 } from "babylonjs/Maths/math.color";
  45857. import "babylonjs/Meshes/Builders/boxBuilder";
  45858. /**
  45859. * Bounding box gizmo
  45860. */
  45861. export class BoundingBoxGizmo extends Gizmo {
  45862. private _lineBoundingBox;
  45863. private _rotateSpheresParent;
  45864. private _scaleBoxesParent;
  45865. private _boundingDimensions;
  45866. private _renderObserver;
  45867. private _pointerObserver;
  45868. private _scaleDragSpeed;
  45869. private _tmpQuaternion;
  45870. private _tmpVector;
  45871. private _tmpRotationMatrix;
  45872. /**
  45873. * 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)
  45874. */
  45875. ignoreChildren: boolean;
  45876. /**
  45877. * 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)
  45878. */
  45879. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45880. /**
  45881. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45882. */
  45883. rotationSphereSize: number;
  45884. /**
  45885. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45886. */
  45887. scaleBoxSize: number;
  45888. /**
  45889. * 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)
  45890. */
  45891. fixedDragMeshScreenSize: boolean;
  45892. /**
  45893. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45894. */
  45895. fixedDragMeshScreenSizeDistanceFactor: number;
  45896. /**
  45897. * Fired when a rotation sphere or scale box is dragged
  45898. */
  45899. onDragStartObservable: Observable<{}>;
  45900. /**
  45901. * Fired when a scale box is dragged
  45902. */
  45903. onScaleBoxDragObservable: Observable<{}>;
  45904. /**
  45905. * Fired when a scale box drag is ended
  45906. */
  45907. onScaleBoxDragEndObservable: Observable<{}>;
  45908. /**
  45909. * Fired when a rotation sphere is dragged
  45910. */
  45911. onRotationSphereDragObservable: Observable<{}>;
  45912. /**
  45913. * Fired when a rotation sphere drag is ended
  45914. */
  45915. onRotationSphereDragEndObservable: Observable<{}>;
  45916. /**
  45917. * 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)
  45918. */
  45919. scalePivot: Nullable<Vector3>;
  45920. /**
  45921. * Mesh used as a pivot to rotate the attached mesh
  45922. */
  45923. private _anchorMesh;
  45924. private _existingMeshScale;
  45925. private _dragMesh;
  45926. private pointerDragBehavior;
  45927. private coloredMaterial;
  45928. private hoverColoredMaterial;
  45929. /**
  45930. * Sets the color of the bounding box gizmo
  45931. * @param color the color to set
  45932. */
  45933. setColor(color: Color3): void;
  45934. /**
  45935. * Creates an BoundingBoxGizmo
  45936. * @param gizmoLayer The utility layer the gizmo will be added to
  45937. * @param color The color of the gizmo
  45938. */
  45939. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45940. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45941. private _selectNode;
  45942. /**
  45943. * Updates the bounding box information for the Gizmo
  45944. */
  45945. updateBoundingBox(): void;
  45946. private _updateRotationSpheres;
  45947. private _updateScaleBoxes;
  45948. /**
  45949. * Enables rotation on the specified axis and disables rotation on the others
  45950. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45951. */
  45952. setEnabledRotationAxis(axis: string): void;
  45953. /**
  45954. * Enables/disables scaling
  45955. * @param enable if scaling should be enabled
  45956. */
  45957. setEnabledScaling(enable: boolean): void;
  45958. private _updateDummy;
  45959. /**
  45960. * Enables a pointer drag behavior on the bounding box of the gizmo
  45961. */
  45962. enableDragBehavior(): void;
  45963. /**
  45964. * Disposes of the gizmo
  45965. */
  45966. dispose(): void;
  45967. /**
  45968. * 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)
  45969. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45970. * @returns the bounding box mesh with the passed in mesh as a child
  45971. */
  45972. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45973. /**
  45974. * CustomMeshes are not supported by this gizmo
  45975. * @param mesh The mesh to replace the default mesh of the gizmo
  45976. */
  45977. setCustomMesh(mesh: Mesh): void;
  45978. }
  45979. }
  45980. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45981. import { Observable } from "babylonjs/Misc/observable";
  45982. import { Nullable } from "babylonjs/types";
  45983. import { Vector3 } from "babylonjs/Maths/math.vector";
  45984. import { Color3 } from "babylonjs/Maths/math.color";
  45985. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45986. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45987. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45988. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45989. import "babylonjs/Meshes/Builders/linesBuilder";
  45990. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45991. /**
  45992. * Single plane rotation gizmo
  45993. */
  45994. export class PlaneRotationGizmo extends Gizmo {
  45995. /**
  45996. * Drag behavior responsible for the gizmos dragging interactions
  45997. */
  45998. dragBehavior: PointerDragBehavior;
  45999. private _pointerObserver;
  46000. /**
  46001. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  46002. */
  46003. snapDistance: number;
  46004. /**
  46005. * Event that fires each time the gizmo snaps to a new location.
  46006. * * snapDistance is the the change in distance
  46007. */
  46008. onSnapObservable: Observable<{
  46009. snapDistance: number;
  46010. }>;
  46011. private _isEnabled;
  46012. private _parent;
  46013. /**
  46014. * Creates a PlaneRotationGizmo
  46015. * @param gizmoLayer The utility layer the gizmo will be added to
  46016. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  46017. * @param color The color of the gizmo
  46018. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46019. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46020. */
  46021. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  46022. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46023. /**
  46024. * If the gizmo is enabled
  46025. */
  46026. isEnabled: boolean;
  46027. /**
  46028. * Disposes of the gizmo
  46029. */
  46030. dispose(): void;
  46031. }
  46032. }
  46033. declare module "babylonjs/Gizmos/rotationGizmo" {
  46034. import { Observable } from "babylonjs/Misc/observable";
  46035. import { Nullable } from "babylonjs/types";
  46036. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46037. import { Mesh } from "babylonjs/Meshes/mesh";
  46038. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46039. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  46040. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46041. /**
  46042. * Gizmo that enables rotating a mesh along 3 axis
  46043. */
  46044. export class RotationGizmo extends Gizmo {
  46045. /**
  46046. * Internal gizmo used for interactions on the x axis
  46047. */
  46048. xGizmo: PlaneRotationGizmo;
  46049. /**
  46050. * Internal gizmo used for interactions on the y axis
  46051. */
  46052. yGizmo: PlaneRotationGizmo;
  46053. /**
  46054. * Internal gizmo used for interactions on the z axis
  46055. */
  46056. zGizmo: PlaneRotationGizmo;
  46057. /** Fires an event when any of it's sub gizmos are dragged */
  46058. onDragStartObservable: Observable<unknown>;
  46059. /** Fires an event when any of it's sub gizmos are released from dragging */
  46060. onDragEndObservable: Observable<unknown>;
  46061. private _meshAttached;
  46062. attachedMesh: Nullable<AbstractMesh>;
  46063. /**
  46064. * Creates a RotationGizmo
  46065. * @param gizmoLayer The utility layer the gizmo will be added to
  46066. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46067. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46068. */
  46069. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  46070. updateGizmoRotationToMatchAttachedMesh: boolean;
  46071. /**
  46072. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46073. */
  46074. snapDistance: number;
  46075. /**
  46076. * Ratio for the scale of the gizmo (Default: 1)
  46077. */
  46078. scaleRatio: number;
  46079. /**
  46080. * Disposes of the gizmo
  46081. */
  46082. dispose(): void;
  46083. /**
  46084. * CustomMeshes are not supported by this gizmo
  46085. * @param mesh The mesh to replace the default mesh of the gizmo
  46086. */
  46087. setCustomMesh(mesh: Mesh): void;
  46088. }
  46089. }
  46090. declare module "babylonjs/Gizmos/gizmoManager" {
  46091. import { Observable } from "babylonjs/Misc/observable";
  46092. import { Nullable } from "babylonjs/types";
  46093. import { Scene, IDisposable } from "babylonjs/scene";
  46094. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46095. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46096. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46097. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46098. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46099. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46100. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46101. /**
  46102. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46103. */
  46104. export class GizmoManager implements IDisposable {
  46105. private scene;
  46106. /**
  46107. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46108. */
  46109. gizmos: {
  46110. positionGizmo: Nullable<PositionGizmo>;
  46111. rotationGizmo: Nullable<RotationGizmo>;
  46112. scaleGizmo: Nullable<ScaleGizmo>;
  46113. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46114. };
  46115. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46116. clearGizmoOnEmptyPointerEvent: boolean;
  46117. /** Fires an event when the manager is attached to a mesh */
  46118. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46119. private _gizmosEnabled;
  46120. private _pointerObserver;
  46121. private _attachedMesh;
  46122. private _boundingBoxColor;
  46123. private _defaultUtilityLayer;
  46124. private _defaultKeepDepthUtilityLayer;
  46125. /**
  46126. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46127. */
  46128. boundingBoxDragBehavior: SixDofDragBehavior;
  46129. /**
  46130. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46131. */
  46132. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46133. /**
  46134. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46135. */
  46136. usePointerToAttachGizmos: boolean;
  46137. /**
  46138. * Utility layer that the bounding box gizmo belongs to
  46139. */
  46140. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46141. /**
  46142. * Utility layer that all gizmos besides bounding box belong to
  46143. */
  46144. readonly utilityLayer: UtilityLayerRenderer;
  46145. /**
  46146. * Instatiates a gizmo manager
  46147. * @param scene the scene to overlay the gizmos on top of
  46148. */
  46149. constructor(scene: Scene);
  46150. /**
  46151. * Attaches a set of gizmos to the specified mesh
  46152. * @param mesh The mesh the gizmo's should be attached to
  46153. */
  46154. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46155. /**
  46156. * If the position gizmo is enabled
  46157. */
  46158. positionGizmoEnabled: boolean;
  46159. /**
  46160. * If the rotation gizmo is enabled
  46161. */
  46162. rotationGizmoEnabled: boolean;
  46163. /**
  46164. * If the scale gizmo is enabled
  46165. */
  46166. scaleGizmoEnabled: boolean;
  46167. /**
  46168. * If the boundingBox gizmo is enabled
  46169. */
  46170. boundingBoxGizmoEnabled: boolean;
  46171. /**
  46172. * Disposes of the gizmo manager
  46173. */
  46174. dispose(): void;
  46175. }
  46176. }
  46177. declare module "babylonjs/Lights/directionalLight" {
  46178. import { Camera } from "babylonjs/Cameras/camera";
  46179. import { Scene } from "babylonjs/scene";
  46180. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46181. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46182. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46183. import { Effect } from "babylonjs/Materials/effect";
  46184. /**
  46185. * A directional light is defined by a direction (what a surprise!).
  46186. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46187. * 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.
  46188. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46189. */
  46190. export class DirectionalLight extends ShadowLight {
  46191. private _shadowFrustumSize;
  46192. /**
  46193. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46194. */
  46195. /**
  46196. * Specifies a fix frustum size for the shadow generation.
  46197. */
  46198. shadowFrustumSize: number;
  46199. private _shadowOrthoScale;
  46200. /**
  46201. * Gets the shadow projection scale against the optimal computed one.
  46202. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46203. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46204. */
  46205. /**
  46206. * Sets the shadow projection scale against the optimal computed one.
  46207. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46208. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46209. */
  46210. shadowOrthoScale: number;
  46211. /**
  46212. * Automatically compute the projection matrix to best fit (including all the casters)
  46213. * on each frame.
  46214. */
  46215. autoUpdateExtends: boolean;
  46216. private _orthoLeft;
  46217. private _orthoRight;
  46218. private _orthoTop;
  46219. private _orthoBottom;
  46220. /**
  46221. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46222. * The directional light is emitted from everywhere in the given direction.
  46223. * It can cast shadows.
  46224. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46225. * @param name The friendly name of the light
  46226. * @param direction The direction of the light
  46227. * @param scene The scene the light belongs to
  46228. */
  46229. constructor(name: string, direction: Vector3, scene: Scene);
  46230. /**
  46231. * Returns the string "DirectionalLight".
  46232. * @return The class name
  46233. */
  46234. getClassName(): string;
  46235. /**
  46236. * Returns the integer 1.
  46237. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46238. */
  46239. getTypeID(): number;
  46240. /**
  46241. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46242. * Returns the DirectionalLight Shadow projection matrix.
  46243. */
  46244. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46245. /**
  46246. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46247. * Returns the DirectionalLight Shadow projection matrix.
  46248. */
  46249. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46250. /**
  46251. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46252. * Returns the DirectionalLight Shadow projection matrix.
  46253. */
  46254. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46255. protected _buildUniformLayout(): void;
  46256. /**
  46257. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46258. * @param effect The effect to update
  46259. * @param lightIndex The index of the light in the effect to update
  46260. * @returns The directional light
  46261. */
  46262. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46263. /**
  46264. * Gets the minZ used for shadow according to both the scene and the light.
  46265. *
  46266. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46267. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46268. * @param activeCamera The camera we are returning the min for
  46269. * @returns the depth min z
  46270. */
  46271. getDepthMinZ(activeCamera: Camera): number;
  46272. /**
  46273. * Gets the maxZ used for shadow according to both the scene and the light.
  46274. *
  46275. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46276. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46277. * @param activeCamera The camera we are returning the max for
  46278. * @returns the depth max z
  46279. */
  46280. getDepthMaxZ(activeCamera: Camera): number;
  46281. /**
  46282. * Prepares the list of defines specific to the light type.
  46283. * @param defines the list of defines
  46284. * @param lightIndex defines the index of the light for the effect
  46285. */
  46286. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46287. }
  46288. }
  46289. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46290. import { Mesh } from "babylonjs/Meshes/mesh";
  46291. /**
  46292. * Class containing static functions to help procedurally build meshes
  46293. */
  46294. export class HemisphereBuilder {
  46295. /**
  46296. * Creates a hemisphere mesh
  46297. * @param name defines the name of the mesh
  46298. * @param options defines the options used to create the mesh
  46299. * @param scene defines the hosting scene
  46300. * @returns the hemisphere mesh
  46301. */
  46302. static CreateHemisphere(name: string, options: {
  46303. segments?: number;
  46304. diameter?: number;
  46305. sideOrientation?: number;
  46306. }, scene: any): Mesh;
  46307. }
  46308. }
  46309. declare module "babylonjs/Lights/spotLight" {
  46310. import { Nullable } from "babylonjs/types";
  46311. import { Scene } from "babylonjs/scene";
  46312. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46313. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46314. import { Effect } from "babylonjs/Materials/effect";
  46315. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46316. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46317. /**
  46318. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46319. * These values define a cone of light starting from the position, emitting toward the direction.
  46320. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46321. * and the exponent defines the speed of the decay of the light with distance (reach).
  46322. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46323. */
  46324. export class SpotLight extends ShadowLight {
  46325. private _angle;
  46326. private _innerAngle;
  46327. private _cosHalfAngle;
  46328. private _lightAngleScale;
  46329. private _lightAngleOffset;
  46330. /**
  46331. * Gets the cone angle of the spot light in Radians.
  46332. */
  46333. /**
  46334. * Sets the cone angle of the spot light in Radians.
  46335. */
  46336. angle: number;
  46337. /**
  46338. * Only used in gltf falloff mode, this defines the angle where
  46339. * the directional falloff will start before cutting at angle which could be seen
  46340. * as outer angle.
  46341. */
  46342. /**
  46343. * Only used in gltf falloff mode, this defines the angle where
  46344. * the directional falloff will start before cutting at angle which could be seen
  46345. * as outer angle.
  46346. */
  46347. innerAngle: number;
  46348. private _shadowAngleScale;
  46349. /**
  46350. * Allows scaling the angle of the light for shadow generation only.
  46351. */
  46352. /**
  46353. * Allows scaling the angle of the light for shadow generation only.
  46354. */
  46355. shadowAngleScale: number;
  46356. /**
  46357. * The light decay speed with the distance from the emission spot.
  46358. */
  46359. exponent: number;
  46360. private _projectionTextureMatrix;
  46361. /**
  46362. * Allows reading the projecton texture
  46363. */
  46364. readonly projectionTextureMatrix: Matrix;
  46365. protected _projectionTextureLightNear: number;
  46366. /**
  46367. * Gets the near clip of the Spotlight for texture projection.
  46368. */
  46369. /**
  46370. * Sets the near clip of the Spotlight for texture projection.
  46371. */
  46372. projectionTextureLightNear: number;
  46373. protected _projectionTextureLightFar: number;
  46374. /**
  46375. * Gets the far clip of the Spotlight for texture projection.
  46376. */
  46377. /**
  46378. * Sets the far clip of the Spotlight for texture projection.
  46379. */
  46380. projectionTextureLightFar: number;
  46381. protected _projectionTextureUpDirection: Vector3;
  46382. /**
  46383. * Gets the Up vector of the Spotlight for texture projection.
  46384. */
  46385. /**
  46386. * Sets the Up vector of the Spotlight for texture projection.
  46387. */
  46388. projectionTextureUpDirection: Vector3;
  46389. private _projectionTexture;
  46390. /**
  46391. * Gets the projection texture of the light.
  46392. */
  46393. /**
  46394. * Sets the projection texture of the light.
  46395. */
  46396. projectionTexture: Nullable<BaseTexture>;
  46397. private _projectionTextureViewLightDirty;
  46398. private _projectionTextureProjectionLightDirty;
  46399. private _projectionTextureDirty;
  46400. private _projectionTextureViewTargetVector;
  46401. private _projectionTextureViewLightMatrix;
  46402. private _projectionTextureProjectionLightMatrix;
  46403. private _projectionTextureScalingMatrix;
  46404. /**
  46405. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46406. * It can cast shadows.
  46407. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46408. * @param name The light friendly name
  46409. * @param position The position of the spot light in the scene
  46410. * @param direction The direction of the light in the scene
  46411. * @param angle The cone angle of the light in Radians
  46412. * @param exponent The light decay speed with the distance from the emission spot
  46413. * @param scene The scene the lights belongs to
  46414. */
  46415. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46416. /**
  46417. * Returns the string "SpotLight".
  46418. * @returns the class name
  46419. */
  46420. getClassName(): string;
  46421. /**
  46422. * Returns the integer 2.
  46423. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46424. */
  46425. getTypeID(): number;
  46426. /**
  46427. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46428. */
  46429. protected _setDirection(value: Vector3): void;
  46430. /**
  46431. * Overrides the position setter to recompute the projection texture view light Matrix.
  46432. */
  46433. protected _setPosition(value: Vector3): void;
  46434. /**
  46435. * 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.
  46436. * Returns the SpotLight.
  46437. */
  46438. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46439. protected _computeProjectionTextureViewLightMatrix(): void;
  46440. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46441. /**
  46442. * Main function for light texture projection matrix computing.
  46443. */
  46444. protected _computeProjectionTextureMatrix(): void;
  46445. protected _buildUniformLayout(): void;
  46446. private _computeAngleValues;
  46447. /**
  46448. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46449. * @param effect The effect to update
  46450. * @param lightIndex The index of the light in the effect to update
  46451. * @returns The spot light
  46452. */
  46453. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46454. /**
  46455. * Disposes the light and the associated resources.
  46456. */
  46457. dispose(): void;
  46458. /**
  46459. * Prepares the list of defines specific to the light type.
  46460. * @param defines the list of defines
  46461. * @param lightIndex defines the index of the light for the effect
  46462. */
  46463. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46464. }
  46465. }
  46466. declare module "babylonjs/Gizmos/lightGizmo" {
  46467. import { Nullable } from "babylonjs/types";
  46468. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46469. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46470. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  46471. import { Light } from "babylonjs/Lights/light";
  46472. /**
  46473. * Gizmo that enables viewing a light
  46474. */
  46475. export class LightGizmo extends Gizmo {
  46476. private _lightMesh;
  46477. private _material;
  46478. private cachedPosition;
  46479. private cachedForward;
  46480. /**
  46481. * Creates a LightGizmo
  46482. * @param gizmoLayer The utility layer the gizmo will be added to
  46483. */
  46484. constructor(gizmoLayer?: UtilityLayerRenderer);
  46485. private _light;
  46486. /**
  46487. * The light that the gizmo is attached to
  46488. */
  46489. light: Nullable<Light>;
  46490. /**
  46491. * Gets the material used to render the light gizmo
  46492. */
  46493. readonly material: StandardMaterial;
  46494. /**
  46495. * @hidden
  46496. * Updates the gizmo to match the attached mesh's position/rotation
  46497. */
  46498. protected _update(): void;
  46499. private static _Scale;
  46500. /**
  46501. * Creates the lines for a light mesh
  46502. */
  46503. private static _createLightLines;
  46504. /**
  46505. * Disposes of the light gizmo
  46506. */
  46507. dispose(): void;
  46508. private static _CreateHemisphericLightMesh;
  46509. private static _CreatePointLightMesh;
  46510. private static _CreateSpotLightMesh;
  46511. private static _CreateDirectionalLightMesh;
  46512. }
  46513. }
  46514. declare module "babylonjs/Gizmos/index" {
  46515. export * from "babylonjs/Gizmos/axisDragGizmo";
  46516. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46517. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46518. export * from "babylonjs/Gizmos/gizmo";
  46519. export * from "babylonjs/Gizmos/gizmoManager";
  46520. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46521. export * from "babylonjs/Gizmos/positionGizmo";
  46522. export * from "babylonjs/Gizmos/rotationGizmo";
  46523. export * from "babylonjs/Gizmos/scaleGizmo";
  46524. export * from "babylonjs/Gizmos/lightGizmo";
  46525. export * from "babylonjs/Gizmos/planeDragGizmo";
  46526. }
  46527. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46528. /** @hidden */
  46529. export var backgroundFragmentDeclaration: {
  46530. name: string;
  46531. shader: string;
  46532. };
  46533. }
  46534. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46535. /** @hidden */
  46536. export var backgroundUboDeclaration: {
  46537. name: string;
  46538. shader: string;
  46539. };
  46540. }
  46541. declare module "babylonjs/Shaders/background.fragment" {
  46542. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46543. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46544. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46545. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46546. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46547. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46548. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46549. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46550. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46551. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46552. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46553. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46554. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46555. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46556. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46557. /** @hidden */
  46558. export var backgroundPixelShader: {
  46559. name: string;
  46560. shader: string;
  46561. };
  46562. }
  46563. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46564. /** @hidden */
  46565. export var backgroundVertexDeclaration: {
  46566. name: string;
  46567. shader: string;
  46568. };
  46569. }
  46570. declare module "babylonjs/Shaders/background.vertex" {
  46571. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46572. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46573. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46574. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46575. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46576. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46577. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46578. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46579. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46580. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46581. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46582. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46583. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46584. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46585. /** @hidden */
  46586. export var backgroundVertexShader: {
  46587. name: string;
  46588. shader: string;
  46589. };
  46590. }
  46591. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46592. import { Nullable, int, float } from "babylonjs/types";
  46593. import { Scene } from "babylonjs/scene";
  46594. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46595. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46596. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46597. import { Mesh } from "babylonjs/Meshes/mesh";
  46598. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46599. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46600. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46601. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46602. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46603. import { Color3 } from "babylonjs/Maths/math.color";
  46604. import "babylonjs/Shaders/background.fragment";
  46605. import "babylonjs/Shaders/background.vertex";
  46606. /**
  46607. * Background material used to create an efficient environement around your scene.
  46608. */
  46609. export class BackgroundMaterial extends PushMaterial {
  46610. /**
  46611. * Standard reflectance value at parallel view angle.
  46612. */
  46613. static StandardReflectance0: number;
  46614. /**
  46615. * Standard reflectance value at grazing angle.
  46616. */
  46617. static StandardReflectance90: number;
  46618. protected _primaryColor: Color3;
  46619. /**
  46620. * Key light Color (multiply against the environement texture)
  46621. */
  46622. primaryColor: Color3;
  46623. protected __perceptualColor: Nullable<Color3>;
  46624. /**
  46625. * Experimental Internal Use Only.
  46626. *
  46627. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46628. * This acts as a helper to set the primary color to a more "human friendly" value.
  46629. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46630. * output color as close as possible from the chosen value.
  46631. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46632. * part of lighting setup.)
  46633. */
  46634. _perceptualColor: Nullable<Color3>;
  46635. protected _primaryColorShadowLevel: float;
  46636. /**
  46637. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46638. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46639. */
  46640. primaryColorShadowLevel: float;
  46641. protected _primaryColorHighlightLevel: float;
  46642. /**
  46643. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46644. * The primary color is used at the level chosen to define what the white area would look.
  46645. */
  46646. primaryColorHighlightLevel: float;
  46647. protected _reflectionTexture: Nullable<BaseTexture>;
  46648. /**
  46649. * Reflection Texture used in the material.
  46650. * Should be author in a specific way for the best result (refer to the documentation).
  46651. */
  46652. reflectionTexture: Nullable<BaseTexture>;
  46653. protected _reflectionBlur: float;
  46654. /**
  46655. * Reflection Texture level of blur.
  46656. *
  46657. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46658. * texture twice.
  46659. */
  46660. reflectionBlur: float;
  46661. protected _diffuseTexture: Nullable<BaseTexture>;
  46662. /**
  46663. * Diffuse Texture used in the material.
  46664. * Should be author in a specific way for the best result (refer to the documentation).
  46665. */
  46666. diffuseTexture: Nullable<BaseTexture>;
  46667. protected _shadowLights: Nullable<IShadowLight[]>;
  46668. /**
  46669. * Specify the list of lights casting shadow on the material.
  46670. * All scene shadow lights will be included if null.
  46671. */
  46672. shadowLights: Nullable<IShadowLight[]>;
  46673. protected _shadowLevel: float;
  46674. /**
  46675. * Helps adjusting the shadow to a softer level if required.
  46676. * 0 means black shadows and 1 means no shadows.
  46677. */
  46678. shadowLevel: float;
  46679. protected _sceneCenter: Vector3;
  46680. /**
  46681. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46682. * It is usually zero but might be interesting to modify according to your setup.
  46683. */
  46684. sceneCenter: Vector3;
  46685. protected _opacityFresnel: boolean;
  46686. /**
  46687. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46688. * This helps ensuring a nice transition when the camera goes under the ground.
  46689. */
  46690. opacityFresnel: boolean;
  46691. protected _reflectionFresnel: boolean;
  46692. /**
  46693. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46694. * This helps adding a mirror texture on the ground.
  46695. */
  46696. reflectionFresnel: boolean;
  46697. protected _reflectionFalloffDistance: number;
  46698. /**
  46699. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46700. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46701. */
  46702. reflectionFalloffDistance: number;
  46703. protected _reflectionAmount: number;
  46704. /**
  46705. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46706. */
  46707. reflectionAmount: number;
  46708. protected _reflectionReflectance0: number;
  46709. /**
  46710. * This specifies the weight of the reflection at grazing angle.
  46711. */
  46712. reflectionReflectance0: number;
  46713. protected _reflectionReflectance90: number;
  46714. /**
  46715. * This specifies the weight of the reflection at a perpendicular point of view.
  46716. */
  46717. reflectionReflectance90: number;
  46718. /**
  46719. * Sets the reflection reflectance fresnel values according to the default standard
  46720. * empirically know to work well :-)
  46721. */
  46722. reflectionStandardFresnelWeight: number;
  46723. protected _useRGBColor: boolean;
  46724. /**
  46725. * Helps to directly use the maps channels instead of their level.
  46726. */
  46727. useRGBColor: boolean;
  46728. protected _enableNoise: boolean;
  46729. /**
  46730. * This helps reducing the banding effect that could occur on the background.
  46731. */
  46732. enableNoise: boolean;
  46733. /**
  46734. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46735. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46736. * Recommended to be keep at 1.0 except for special cases.
  46737. */
  46738. fovMultiplier: number;
  46739. private _fovMultiplier;
  46740. /**
  46741. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46742. */
  46743. useEquirectangularFOV: boolean;
  46744. private _maxSimultaneousLights;
  46745. /**
  46746. * Number of Simultaneous lights allowed on the material.
  46747. */
  46748. maxSimultaneousLights: int;
  46749. /**
  46750. * Default configuration related to image processing available in the Background Material.
  46751. */
  46752. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46753. /**
  46754. * Keep track of the image processing observer to allow dispose and replace.
  46755. */
  46756. private _imageProcessingObserver;
  46757. /**
  46758. * Attaches a new image processing configuration to the PBR Material.
  46759. * @param configuration (if null the scene configuration will be use)
  46760. */
  46761. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46762. /**
  46763. * Gets the image processing configuration used either in this material.
  46764. */
  46765. /**
  46766. * Sets the Default image processing configuration used either in the this material.
  46767. *
  46768. * If sets to null, the scene one is in use.
  46769. */
  46770. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46771. /**
  46772. * Gets wether the color curves effect is enabled.
  46773. */
  46774. /**
  46775. * Sets wether the color curves effect is enabled.
  46776. */
  46777. cameraColorCurvesEnabled: boolean;
  46778. /**
  46779. * Gets wether the color grading effect is enabled.
  46780. */
  46781. /**
  46782. * Gets wether the color grading effect is enabled.
  46783. */
  46784. cameraColorGradingEnabled: boolean;
  46785. /**
  46786. * Gets wether tonemapping is enabled or not.
  46787. */
  46788. /**
  46789. * Sets wether tonemapping is enabled or not
  46790. */
  46791. cameraToneMappingEnabled: boolean;
  46792. /**
  46793. * The camera exposure used on this material.
  46794. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46795. * This corresponds to a photographic exposure.
  46796. */
  46797. /**
  46798. * The camera exposure used on this material.
  46799. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46800. * This corresponds to a photographic exposure.
  46801. */
  46802. cameraExposure: float;
  46803. /**
  46804. * Gets The camera contrast used on this material.
  46805. */
  46806. /**
  46807. * Sets The camera contrast used on this material.
  46808. */
  46809. cameraContrast: float;
  46810. /**
  46811. * Gets the Color Grading 2D Lookup Texture.
  46812. */
  46813. /**
  46814. * Sets the Color Grading 2D Lookup Texture.
  46815. */
  46816. cameraColorGradingTexture: Nullable<BaseTexture>;
  46817. /**
  46818. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46819. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46820. * 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;
  46821. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46822. */
  46823. /**
  46824. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46825. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46826. * 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;
  46827. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46828. */
  46829. cameraColorCurves: Nullable<ColorCurves>;
  46830. /**
  46831. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46832. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46833. */
  46834. switchToBGR: boolean;
  46835. private _renderTargets;
  46836. private _reflectionControls;
  46837. private _white;
  46838. private _primaryShadowColor;
  46839. private _primaryHighlightColor;
  46840. /**
  46841. * Instantiates a Background Material in the given scene
  46842. * @param name The friendly name of the material
  46843. * @param scene The scene to add the material to
  46844. */
  46845. constructor(name: string, scene: Scene);
  46846. /**
  46847. * Gets a boolean indicating that current material needs to register RTT
  46848. */
  46849. readonly hasRenderTargetTextures: boolean;
  46850. /**
  46851. * The entire material has been created in order to prevent overdraw.
  46852. * @returns false
  46853. */
  46854. needAlphaTesting(): boolean;
  46855. /**
  46856. * The entire material has been created in order to prevent overdraw.
  46857. * @returns true if blending is enable
  46858. */
  46859. needAlphaBlending(): boolean;
  46860. /**
  46861. * Checks wether the material is ready to be rendered for a given mesh.
  46862. * @param mesh The mesh to render
  46863. * @param subMesh The submesh to check against
  46864. * @param useInstances Specify wether or not the material is used with instances
  46865. * @returns true if all the dependencies are ready (Textures, Effects...)
  46866. */
  46867. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46868. /**
  46869. * Compute the primary color according to the chosen perceptual color.
  46870. */
  46871. private _computePrimaryColorFromPerceptualColor;
  46872. /**
  46873. * Compute the highlights and shadow colors according to their chosen levels.
  46874. */
  46875. private _computePrimaryColors;
  46876. /**
  46877. * Build the uniform buffer used in the material.
  46878. */
  46879. buildUniformLayout(): void;
  46880. /**
  46881. * Unbind the material.
  46882. */
  46883. unbind(): void;
  46884. /**
  46885. * Bind only the world matrix to the material.
  46886. * @param world The world matrix to bind.
  46887. */
  46888. bindOnlyWorldMatrix(world: Matrix): void;
  46889. /**
  46890. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46891. * @param world The world matrix to bind.
  46892. * @param subMesh The submesh to bind for.
  46893. */
  46894. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46895. /**
  46896. * Checks to see if a texture is used in the material.
  46897. * @param texture - Base texture to use.
  46898. * @returns - Boolean specifying if a texture is used in the material.
  46899. */
  46900. hasTexture(texture: BaseTexture): boolean;
  46901. /**
  46902. * Dispose the material.
  46903. * @param forceDisposeEffect Force disposal of the associated effect.
  46904. * @param forceDisposeTextures Force disposal of the associated textures.
  46905. */
  46906. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46907. /**
  46908. * Clones the material.
  46909. * @param name The cloned name.
  46910. * @returns The cloned material.
  46911. */
  46912. clone(name: string): BackgroundMaterial;
  46913. /**
  46914. * Serializes the current material to its JSON representation.
  46915. * @returns The JSON representation.
  46916. */
  46917. serialize(): any;
  46918. /**
  46919. * Gets the class name of the material
  46920. * @returns "BackgroundMaterial"
  46921. */
  46922. getClassName(): string;
  46923. /**
  46924. * Parse a JSON input to create back a background material.
  46925. * @param source The JSON data to parse
  46926. * @param scene The scene to create the parsed material in
  46927. * @param rootUrl The root url of the assets the material depends upon
  46928. * @returns the instantiated BackgroundMaterial.
  46929. */
  46930. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46931. }
  46932. }
  46933. declare module "babylonjs/Helpers/environmentHelper" {
  46934. import { Observable } from "babylonjs/Misc/observable";
  46935. import { Nullable } from "babylonjs/types";
  46936. import { Scene } from "babylonjs/scene";
  46937. import { Vector3 } from "babylonjs/Maths/math.vector";
  46938. import { Color3 } from "babylonjs/Maths/math.color";
  46939. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46940. import { Mesh } from "babylonjs/Meshes/mesh";
  46941. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46942. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46943. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46944. import "babylonjs/Meshes/Builders/planeBuilder";
  46945. import "babylonjs/Meshes/Builders/boxBuilder";
  46946. /**
  46947. * Represents the different options available during the creation of
  46948. * a Environment helper.
  46949. *
  46950. * This can control the default ground, skybox and image processing setup of your scene.
  46951. */
  46952. export interface IEnvironmentHelperOptions {
  46953. /**
  46954. * Specifies wether or not to create a ground.
  46955. * True by default.
  46956. */
  46957. createGround: boolean;
  46958. /**
  46959. * Specifies the ground size.
  46960. * 15 by default.
  46961. */
  46962. groundSize: number;
  46963. /**
  46964. * The texture used on the ground for the main color.
  46965. * Comes from the BabylonJS CDN by default.
  46966. *
  46967. * Remarks: Can be either a texture or a url.
  46968. */
  46969. groundTexture: string | BaseTexture;
  46970. /**
  46971. * The color mixed in the ground texture by default.
  46972. * BabylonJS clearColor by default.
  46973. */
  46974. groundColor: Color3;
  46975. /**
  46976. * Specifies the ground opacity.
  46977. * 1 by default.
  46978. */
  46979. groundOpacity: number;
  46980. /**
  46981. * Enables the ground to receive shadows.
  46982. * True by default.
  46983. */
  46984. enableGroundShadow: boolean;
  46985. /**
  46986. * Helps preventing the shadow to be fully black on the ground.
  46987. * 0.5 by default.
  46988. */
  46989. groundShadowLevel: number;
  46990. /**
  46991. * Creates a mirror texture attach to the ground.
  46992. * false by default.
  46993. */
  46994. enableGroundMirror: boolean;
  46995. /**
  46996. * Specifies the ground mirror size ratio.
  46997. * 0.3 by default as the default kernel is 64.
  46998. */
  46999. groundMirrorSizeRatio: number;
  47000. /**
  47001. * Specifies the ground mirror blur kernel size.
  47002. * 64 by default.
  47003. */
  47004. groundMirrorBlurKernel: number;
  47005. /**
  47006. * Specifies the ground mirror visibility amount.
  47007. * 1 by default
  47008. */
  47009. groundMirrorAmount: number;
  47010. /**
  47011. * Specifies the ground mirror reflectance weight.
  47012. * This uses the standard weight of the background material to setup the fresnel effect
  47013. * of the mirror.
  47014. * 1 by default.
  47015. */
  47016. groundMirrorFresnelWeight: number;
  47017. /**
  47018. * Specifies the ground mirror Falloff distance.
  47019. * This can helps reducing the size of the reflection.
  47020. * 0 by Default.
  47021. */
  47022. groundMirrorFallOffDistance: number;
  47023. /**
  47024. * Specifies the ground mirror texture type.
  47025. * Unsigned Int by Default.
  47026. */
  47027. groundMirrorTextureType: number;
  47028. /**
  47029. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  47030. * the shown objects.
  47031. */
  47032. groundYBias: number;
  47033. /**
  47034. * Specifies wether or not to create a skybox.
  47035. * True by default.
  47036. */
  47037. createSkybox: boolean;
  47038. /**
  47039. * Specifies the skybox size.
  47040. * 20 by default.
  47041. */
  47042. skyboxSize: number;
  47043. /**
  47044. * The texture used on the skybox for the main color.
  47045. * Comes from the BabylonJS CDN by default.
  47046. *
  47047. * Remarks: Can be either a texture or a url.
  47048. */
  47049. skyboxTexture: string | BaseTexture;
  47050. /**
  47051. * The color mixed in the skybox texture by default.
  47052. * BabylonJS clearColor by default.
  47053. */
  47054. skyboxColor: Color3;
  47055. /**
  47056. * The background rotation around the Y axis of the scene.
  47057. * This helps aligning the key lights of your scene with the background.
  47058. * 0 by default.
  47059. */
  47060. backgroundYRotation: number;
  47061. /**
  47062. * Compute automatically the size of the elements to best fit with the scene.
  47063. */
  47064. sizeAuto: boolean;
  47065. /**
  47066. * Default position of the rootMesh if autoSize is not true.
  47067. */
  47068. rootPosition: Vector3;
  47069. /**
  47070. * Sets up the image processing in the scene.
  47071. * true by default.
  47072. */
  47073. setupImageProcessing: boolean;
  47074. /**
  47075. * The texture used as your environment texture in the scene.
  47076. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  47077. *
  47078. * Remarks: Can be either a texture or a url.
  47079. */
  47080. environmentTexture: string | BaseTexture;
  47081. /**
  47082. * The value of the exposure to apply to the scene.
  47083. * 0.6 by default if setupImageProcessing is true.
  47084. */
  47085. cameraExposure: number;
  47086. /**
  47087. * The value of the contrast to apply to the scene.
  47088. * 1.6 by default if setupImageProcessing is true.
  47089. */
  47090. cameraContrast: number;
  47091. /**
  47092. * Specifies wether or not tonemapping should be enabled in the scene.
  47093. * true by default if setupImageProcessing is true.
  47094. */
  47095. toneMappingEnabled: boolean;
  47096. }
  47097. /**
  47098. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  47099. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  47100. * It also helps with the default setup of your imageProcessing configuration.
  47101. */
  47102. export class EnvironmentHelper {
  47103. /**
  47104. * Default ground texture URL.
  47105. */
  47106. private static _groundTextureCDNUrl;
  47107. /**
  47108. * Default skybox texture URL.
  47109. */
  47110. private static _skyboxTextureCDNUrl;
  47111. /**
  47112. * Default environment texture URL.
  47113. */
  47114. private static _environmentTextureCDNUrl;
  47115. /**
  47116. * Creates the default options for the helper.
  47117. */
  47118. private static _getDefaultOptions;
  47119. private _rootMesh;
  47120. /**
  47121. * Gets the root mesh created by the helper.
  47122. */
  47123. readonly rootMesh: Mesh;
  47124. private _skybox;
  47125. /**
  47126. * Gets the skybox created by the helper.
  47127. */
  47128. readonly skybox: Nullable<Mesh>;
  47129. private _skyboxTexture;
  47130. /**
  47131. * Gets the skybox texture created by the helper.
  47132. */
  47133. readonly skyboxTexture: Nullable<BaseTexture>;
  47134. private _skyboxMaterial;
  47135. /**
  47136. * Gets the skybox material created by the helper.
  47137. */
  47138. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47139. private _ground;
  47140. /**
  47141. * Gets the ground mesh created by the helper.
  47142. */
  47143. readonly ground: Nullable<Mesh>;
  47144. private _groundTexture;
  47145. /**
  47146. * Gets the ground texture created by the helper.
  47147. */
  47148. readonly groundTexture: Nullable<BaseTexture>;
  47149. private _groundMirror;
  47150. /**
  47151. * Gets the ground mirror created by the helper.
  47152. */
  47153. readonly groundMirror: Nullable<MirrorTexture>;
  47154. /**
  47155. * Gets the ground mirror render list to helps pushing the meshes
  47156. * you wish in the ground reflection.
  47157. */
  47158. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47159. private _groundMaterial;
  47160. /**
  47161. * Gets the ground material created by the helper.
  47162. */
  47163. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47164. /**
  47165. * Stores the creation options.
  47166. */
  47167. private readonly _scene;
  47168. private _options;
  47169. /**
  47170. * This observable will be notified with any error during the creation of the environment,
  47171. * mainly texture creation errors.
  47172. */
  47173. onErrorObservable: Observable<{
  47174. message?: string;
  47175. exception?: any;
  47176. }>;
  47177. /**
  47178. * constructor
  47179. * @param options Defines the options we want to customize the helper
  47180. * @param scene The scene to add the material to
  47181. */
  47182. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47183. /**
  47184. * Updates the background according to the new options
  47185. * @param options
  47186. */
  47187. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47188. /**
  47189. * Sets the primary color of all the available elements.
  47190. * @param color the main color to affect to the ground and the background
  47191. */
  47192. setMainColor(color: Color3): void;
  47193. /**
  47194. * Setup the image processing according to the specified options.
  47195. */
  47196. private _setupImageProcessing;
  47197. /**
  47198. * Setup the environment texture according to the specified options.
  47199. */
  47200. private _setupEnvironmentTexture;
  47201. /**
  47202. * Setup the background according to the specified options.
  47203. */
  47204. private _setupBackground;
  47205. /**
  47206. * Get the scene sizes according to the setup.
  47207. */
  47208. private _getSceneSize;
  47209. /**
  47210. * Setup the ground according to the specified options.
  47211. */
  47212. private _setupGround;
  47213. /**
  47214. * Setup the ground material according to the specified options.
  47215. */
  47216. private _setupGroundMaterial;
  47217. /**
  47218. * Setup the ground diffuse texture according to the specified options.
  47219. */
  47220. private _setupGroundDiffuseTexture;
  47221. /**
  47222. * Setup the ground mirror texture according to the specified options.
  47223. */
  47224. private _setupGroundMirrorTexture;
  47225. /**
  47226. * Setup the ground to receive the mirror texture.
  47227. */
  47228. private _setupMirrorInGroundMaterial;
  47229. /**
  47230. * Setup the skybox according to the specified options.
  47231. */
  47232. private _setupSkybox;
  47233. /**
  47234. * Setup the skybox material according to the specified options.
  47235. */
  47236. private _setupSkyboxMaterial;
  47237. /**
  47238. * Setup the skybox reflection texture according to the specified options.
  47239. */
  47240. private _setupSkyboxReflectionTexture;
  47241. private _errorHandler;
  47242. /**
  47243. * Dispose all the elements created by the Helper.
  47244. */
  47245. dispose(): void;
  47246. }
  47247. }
  47248. declare module "babylonjs/Helpers/photoDome" {
  47249. import { Observable } from "babylonjs/Misc/observable";
  47250. import { Nullable } from "babylonjs/types";
  47251. import { Scene } from "babylonjs/scene";
  47252. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47253. import { Mesh } from "babylonjs/Meshes/mesh";
  47254. import { Texture } from "babylonjs/Materials/Textures/texture";
  47255. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47256. import "babylonjs/Meshes/Builders/sphereBuilder";
  47257. /**
  47258. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47259. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47260. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47261. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47262. */
  47263. export class PhotoDome extends TransformNode {
  47264. /**
  47265. * Define the image as a Monoscopic panoramic 360 image.
  47266. */
  47267. static readonly MODE_MONOSCOPIC: number;
  47268. /**
  47269. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47270. */
  47271. static readonly MODE_TOPBOTTOM: number;
  47272. /**
  47273. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47274. */
  47275. static readonly MODE_SIDEBYSIDE: number;
  47276. private _useDirectMapping;
  47277. /**
  47278. * The texture being displayed on the sphere
  47279. */
  47280. protected _photoTexture: Texture;
  47281. /**
  47282. * Gets or sets the texture being displayed on the sphere
  47283. */
  47284. photoTexture: Texture;
  47285. /**
  47286. * Observable raised when an error occured while loading the 360 image
  47287. */
  47288. onLoadErrorObservable: Observable<string>;
  47289. /**
  47290. * The skybox material
  47291. */
  47292. protected _material: BackgroundMaterial;
  47293. /**
  47294. * The surface used for the skybox
  47295. */
  47296. protected _mesh: Mesh;
  47297. /**
  47298. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47299. * Also see the options.resolution property.
  47300. */
  47301. fovMultiplier: number;
  47302. private _imageMode;
  47303. /**
  47304. * Gets or set the current video mode for the video. It can be:
  47305. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47306. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47307. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47308. */
  47309. imageMode: number;
  47310. /**
  47311. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47312. * @param name Element's name, child elements will append suffixes for their own names.
  47313. * @param urlsOfPhoto defines the url of the photo to display
  47314. * @param options defines an object containing optional or exposed sub element properties
  47315. * @param onError defines a callback called when an error occured while loading the texture
  47316. */
  47317. constructor(name: string, urlOfPhoto: string, options: {
  47318. resolution?: number;
  47319. size?: number;
  47320. useDirectMapping?: boolean;
  47321. faceForward?: boolean;
  47322. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47323. private _onBeforeCameraRenderObserver;
  47324. private _changeImageMode;
  47325. /**
  47326. * Releases resources associated with this node.
  47327. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47328. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47329. */
  47330. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47331. }
  47332. }
  47333. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  47334. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47335. /** @hidden */
  47336. export var rgbdDecodePixelShader: {
  47337. name: string;
  47338. shader: string;
  47339. };
  47340. }
  47341. declare module "babylonjs/Misc/brdfTextureTools" {
  47342. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47343. import { Scene } from "babylonjs/scene";
  47344. import "babylonjs/Shaders/rgbdDecode.fragment";
  47345. /**
  47346. * Class used to host texture specific utilities
  47347. */
  47348. export class BRDFTextureTools {
  47349. /**
  47350. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  47351. * @param texture the texture to expand.
  47352. */
  47353. private static _ExpandDefaultBRDFTexture;
  47354. /**
  47355. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47356. * @param scene defines the hosting scene
  47357. * @returns the environment BRDF texture
  47358. */
  47359. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47360. private static _environmentBRDFBase64Texture;
  47361. }
  47362. }
  47363. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47364. import { Nullable } from "babylonjs/types";
  47365. import { Color3 } from "babylonjs/Maths/math.color";
  47366. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47367. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47368. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47369. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47370. import { Engine } from "babylonjs/Engines/engine";
  47371. import { Scene } from "babylonjs/scene";
  47372. /**
  47373. * @hidden
  47374. */
  47375. export interface IMaterialClearCoatDefines {
  47376. CLEARCOAT: boolean;
  47377. CLEARCOAT_DEFAULTIOR: boolean;
  47378. CLEARCOAT_TEXTURE: boolean;
  47379. CLEARCOAT_TEXTUREDIRECTUV: number;
  47380. CLEARCOAT_BUMP: boolean;
  47381. CLEARCOAT_BUMPDIRECTUV: number;
  47382. CLEARCOAT_TINT: boolean;
  47383. CLEARCOAT_TINT_TEXTURE: boolean;
  47384. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47385. /** @hidden */
  47386. _areTexturesDirty: boolean;
  47387. }
  47388. /**
  47389. * Define the code related to the clear coat parameters of the pbr material.
  47390. */
  47391. export class PBRClearCoatConfiguration {
  47392. /**
  47393. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47394. * The default fits with a polyurethane material.
  47395. */
  47396. private static readonly _DefaultIndexOfRefraction;
  47397. private _isEnabled;
  47398. /**
  47399. * Defines if the clear coat is enabled in the material.
  47400. */
  47401. isEnabled: boolean;
  47402. /**
  47403. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47404. */
  47405. intensity: number;
  47406. /**
  47407. * Defines the clear coat layer roughness.
  47408. */
  47409. roughness: number;
  47410. private _indexOfRefraction;
  47411. /**
  47412. * Defines the index of refraction of the clear coat.
  47413. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47414. * The default fits with a polyurethane material.
  47415. * Changing the default value is more performance intensive.
  47416. */
  47417. indexOfRefraction: number;
  47418. private _texture;
  47419. /**
  47420. * Stores the clear coat values in a texture.
  47421. */
  47422. texture: Nullable<BaseTexture>;
  47423. private _bumpTexture;
  47424. /**
  47425. * Define the clear coat specific bump texture.
  47426. */
  47427. bumpTexture: Nullable<BaseTexture>;
  47428. private _isTintEnabled;
  47429. /**
  47430. * Defines if the clear coat tint is enabled in the material.
  47431. */
  47432. isTintEnabled: boolean;
  47433. /**
  47434. * Defines the clear coat tint of the material.
  47435. * This is only use if tint is enabled
  47436. */
  47437. tintColor: Color3;
  47438. /**
  47439. * Defines the distance at which the tint color should be found in the
  47440. * clear coat media.
  47441. * This is only use if tint is enabled
  47442. */
  47443. tintColorAtDistance: number;
  47444. /**
  47445. * Defines the clear coat layer thickness.
  47446. * This is only use if tint is enabled
  47447. */
  47448. tintThickness: number;
  47449. private _tintTexture;
  47450. /**
  47451. * Stores the clear tint values in a texture.
  47452. * rgb is tint
  47453. * a is a thickness factor
  47454. */
  47455. tintTexture: Nullable<BaseTexture>;
  47456. /** @hidden */
  47457. private _internalMarkAllSubMeshesAsTexturesDirty;
  47458. /** @hidden */
  47459. _markAllSubMeshesAsTexturesDirty(): void;
  47460. /**
  47461. * Instantiate a new istance of clear coat configuration.
  47462. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47463. */
  47464. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47465. /**
  47466. * Gets wehter the submesh is ready to be used or not.
  47467. * @param defines the list of "defines" to update.
  47468. * @param scene defines the scene the material belongs to.
  47469. * @param engine defines the engine the material belongs to.
  47470. * @param disableBumpMap defines wether the material disables bump or not.
  47471. * @returns - boolean indicating that the submesh is ready or not.
  47472. */
  47473. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47474. /**
  47475. * Checks to see if a texture is used in the material.
  47476. * @param defines the list of "defines" to update.
  47477. * @param scene defines the scene to the material belongs to.
  47478. */
  47479. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47480. /**
  47481. * Binds the material data.
  47482. * @param uniformBuffer defines the Uniform buffer to fill in.
  47483. * @param scene defines the scene the material belongs to.
  47484. * @param engine defines the engine the material belongs to.
  47485. * @param disableBumpMap defines wether the material disables bump or not.
  47486. * @param isFrozen defines wether the material is frozen or not.
  47487. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47488. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47489. */
  47490. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47491. /**
  47492. * Checks to see if a texture is used in the material.
  47493. * @param texture - Base texture to use.
  47494. * @returns - Boolean specifying if a texture is used in the material.
  47495. */
  47496. hasTexture(texture: BaseTexture): boolean;
  47497. /**
  47498. * Returns an array of the actively used textures.
  47499. * @param activeTextures Array of BaseTextures
  47500. */
  47501. getActiveTextures(activeTextures: BaseTexture[]): void;
  47502. /**
  47503. * Returns the animatable textures.
  47504. * @param animatables Array of animatable textures.
  47505. */
  47506. getAnimatables(animatables: IAnimatable[]): void;
  47507. /**
  47508. * Disposes the resources of the material.
  47509. * @param forceDisposeTextures - Forces the disposal of all textures.
  47510. */
  47511. dispose(forceDisposeTextures?: boolean): void;
  47512. /**
  47513. * Get the current class name of the texture useful for serialization or dynamic coding.
  47514. * @returns "PBRClearCoatConfiguration"
  47515. */
  47516. getClassName(): string;
  47517. /**
  47518. * Add fallbacks to the effect fallbacks list.
  47519. * @param defines defines the Base texture to use.
  47520. * @param fallbacks defines the current fallback list.
  47521. * @param currentRank defines the current fallback rank.
  47522. * @returns the new fallback rank.
  47523. */
  47524. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47525. /**
  47526. * Add the required uniforms to the current list.
  47527. * @param uniforms defines the current uniform list.
  47528. */
  47529. static AddUniforms(uniforms: string[]): void;
  47530. /**
  47531. * Add the required samplers to the current list.
  47532. * @param samplers defines the current sampler list.
  47533. */
  47534. static AddSamplers(samplers: string[]): void;
  47535. /**
  47536. * Add the required uniforms to the current buffer.
  47537. * @param uniformBuffer defines the current uniform buffer.
  47538. */
  47539. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47540. /**
  47541. * Makes a duplicate of the current configuration into another one.
  47542. * @param clearCoatConfiguration define the config where to copy the info
  47543. */
  47544. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47545. /**
  47546. * Serializes this clear coat configuration.
  47547. * @returns - An object with the serialized config.
  47548. */
  47549. serialize(): any;
  47550. /**
  47551. * Parses a anisotropy Configuration from a serialized object.
  47552. * @param source - Serialized object.
  47553. * @param scene Defines the scene we are parsing for
  47554. * @param rootUrl Defines the rootUrl to load from
  47555. */
  47556. parse(source: any, scene: Scene, rootUrl: string): void;
  47557. }
  47558. }
  47559. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47560. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47561. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47562. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47563. import { Vector2 } from "babylonjs/Maths/math.vector";
  47564. import { Scene } from "babylonjs/scene";
  47565. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47566. import { Nullable } from "babylonjs/types";
  47567. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47568. /**
  47569. * @hidden
  47570. */
  47571. export interface IMaterialAnisotropicDefines {
  47572. ANISOTROPIC: boolean;
  47573. ANISOTROPIC_TEXTURE: boolean;
  47574. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47575. MAINUV1: boolean;
  47576. _areTexturesDirty: boolean;
  47577. _needUVs: boolean;
  47578. }
  47579. /**
  47580. * Define the code related to the anisotropic parameters of the pbr material.
  47581. */
  47582. export class PBRAnisotropicConfiguration {
  47583. private _isEnabled;
  47584. /**
  47585. * Defines if the anisotropy is enabled in the material.
  47586. */
  47587. isEnabled: boolean;
  47588. /**
  47589. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47590. */
  47591. intensity: number;
  47592. /**
  47593. * Defines if the effect is along the tangents, bitangents or in between.
  47594. * By default, the effect is "strectching" the highlights along the tangents.
  47595. */
  47596. direction: Vector2;
  47597. private _texture;
  47598. /**
  47599. * Stores the anisotropy values in a texture.
  47600. * rg is direction (like normal from -1 to 1)
  47601. * b is a intensity
  47602. */
  47603. texture: Nullable<BaseTexture>;
  47604. /** @hidden */
  47605. private _internalMarkAllSubMeshesAsTexturesDirty;
  47606. /** @hidden */
  47607. _markAllSubMeshesAsTexturesDirty(): void;
  47608. /**
  47609. * Instantiate a new istance of anisotropy configuration.
  47610. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47611. */
  47612. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47613. /**
  47614. * Specifies that the submesh is ready to be used.
  47615. * @param defines the list of "defines" to update.
  47616. * @param scene defines the scene the material belongs to.
  47617. * @returns - boolean indicating that the submesh is ready or not.
  47618. */
  47619. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47620. /**
  47621. * Checks to see if a texture is used in the material.
  47622. * @param defines the list of "defines" to update.
  47623. * @param mesh the mesh we are preparing the defines for.
  47624. * @param scene defines the scene the material belongs to.
  47625. */
  47626. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47627. /**
  47628. * Binds the material data.
  47629. * @param uniformBuffer defines the Uniform buffer to fill in.
  47630. * @param scene defines the scene the material belongs to.
  47631. * @param isFrozen defines wether the material is frozen or not.
  47632. */
  47633. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47634. /**
  47635. * Checks to see if a texture is used in the material.
  47636. * @param texture - Base texture to use.
  47637. * @returns - Boolean specifying if a texture is used in the material.
  47638. */
  47639. hasTexture(texture: BaseTexture): boolean;
  47640. /**
  47641. * Returns an array of the actively used textures.
  47642. * @param activeTextures Array of BaseTextures
  47643. */
  47644. getActiveTextures(activeTextures: BaseTexture[]): void;
  47645. /**
  47646. * Returns the animatable textures.
  47647. * @param animatables Array of animatable textures.
  47648. */
  47649. getAnimatables(animatables: IAnimatable[]): void;
  47650. /**
  47651. * Disposes the resources of the material.
  47652. * @param forceDisposeTextures - Forces the disposal of all textures.
  47653. */
  47654. dispose(forceDisposeTextures?: boolean): void;
  47655. /**
  47656. * Get the current class name of the texture useful for serialization or dynamic coding.
  47657. * @returns "PBRAnisotropicConfiguration"
  47658. */
  47659. getClassName(): string;
  47660. /**
  47661. * Add fallbacks to the effect fallbacks list.
  47662. * @param defines defines the Base texture to use.
  47663. * @param fallbacks defines the current fallback list.
  47664. * @param currentRank defines the current fallback rank.
  47665. * @returns the new fallback rank.
  47666. */
  47667. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47668. /**
  47669. * Add the required uniforms to the current list.
  47670. * @param uniforms defines the current uniform list.
  47671. */
  47672. static AddUniforms(uniforms: string[]): void;
  47673. /**
  47674. * Add the required uniforms to the current buffer.
  47675. * @param uniformBuffer defines the current uniform buffer.
  47676. */
  47677. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47678. /**
  47679. * Add the required samplers to the current list.
  47680. * @param samplers defines the current sampler list.
  47681. */
  47682. static AddSamplers(samplers: string[]): void;
  47683. /**
  47684. * Makes a duplicate of the current configuration into another one.
  47685. * @param anisotropicConfiguration define the config where to copy the info
  47686. */
  47687. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47688. /**
  47689. * Serializes this anisotropy configuration.
  47690. * @returns - An object with the serialized config.
  47691. */
  47692. serialize(): any;
  47693. /**
  47694. * Parses a anisotropy Configuration from a serialized object.
  47695. * @param source - Serialized object.
  47696. * @param scene Defines the scene we are parsing for
  47697. * @param rootUrl Defines the rootUrl to load from
  47698. */
  47699. parse(source: any, scene: Scene, rootUrl: string): void;
  47700. }
  47701. }
  47702. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47703. import { Scene } from "babylonjs/scene";
  47704. /**
  47705. * @hidden
  47706. */
  47707. export interface IMaterialBRDFDefines {
  47708. BRDF_V_HEIGHT_CORRELATED: boolean;
  47709. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47710. SPHERICAL_HARMONICS: boolean;
  47711. /** @hidden */
  47712. _areMiscDirty: boolean;
  47713. }
  47714. /**
  47715. * Define the code related to the BRDF parameters of the pbr material.
  47716. */
  47717. export class PBRBRDFConfiguration {
  47718. /**
  47719. * Default value used for the energy conservation.
  47720. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47721. */
  47722. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47723. /**
  47724. * Default value used for the Smith Visibility Height Correlated mode.
  47725. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47726. */
  47727. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47728. /**
  47729. * Default value used for the IBL diffuse part.
  47730. * This can help switching back to the polynomials mode globally which is a tiny bit
  47731. * less GPU intensive at the drawback of a lower quality.
  47732. */
  47733. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47734. private _useEnergyConservation;
  47735. /**
  47736. * Defines if the material uses energy conservation.
  47737. */
  47738. useEnergyConservation: boolean;
  47739. private _useSmithVisibilityHeightCorrelated;
  47740. /**
  47741. * LEGACY Mode set to false
  47742. * Defines if the material uses height smith correlated visibility term.
  47743. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47744. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47745. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47746. * Not relying on height correlated will also disable energy conservation.
  47747. */
  47748. useSmithVisibilityHeightCorrelated: boolean;
  47749. private _useSphericalHarmonics;
  47750. /**
  47751. * LEGACY Mode set to false
  47752. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47753. * diffuse part of the IBL.
  47754. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47755. * to the ground truth.
  47756. */
  47757. useSphericalHarmonics: boolean;
  47758. /** @hidden */
  47759. private _internalMarkAllSubMeshesAsMiscDirty;
  47760. /** @hidden */
  47761. _markAllSubMeshesAsMiscDirty(): void;
  47762. /**
  47763. * Instantiate a new istance of clear coat configuration.
  47764. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47765. */
  47766. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47767. /**
  47768. * Checks to see if a texture is used in the material.
  47769. * @param defines the list of "defines" to update.
  47770. */
  47771. prepareDefines(defines: IMaterialBRDFDefines): void;
  47772. /**
  47773. * Get the current class name of the texture useful for serialization or dynamic coding.
  47774. * @returns "PBRClearCoatConfiguration"
  47775. */
  47776. getClassName(): string;
  47777. /**
  47778. * Makes a duplicate of the current configuration into another one.
  47779. * @param brdfConfiguration define the config where to copy the info
  47780. */
  47781. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47782. /**
  47783. * Serializes this BRDF configuration.
  47784. * @returns - An object with the serialized config.
  47785. */
  47786. serialize(): any;
  47787. /**
  47788. * Parses a anisotropy Configuration from a serialized object.
  47789. * @param source - Serialized object.
  47790. * @param scene Defines the scene we are parsing for
  47791. * @param rootUrl Defines the rootUrl to load from
  47792. */
  47793. parse(source: any, scene: Scene, rootUrl: string): void;
  47794. }
  47795. }
  47796. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47797. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47798. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47799. import { Color3 } from "babylonjs/Maths/math.color";
  47800. import { Scene } from "babylonjs/scene";
  47801. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47802. import { Nullable } from "babylonjs/types";
  47803. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47804. /**
  47805. * @hidden
  47806. */
  47807. export interface IMaterialSheenDefines {
  47808. SHEEN: boolean;
  47809. SHEEN_TEXTURE: boolean;
  47810. SHEEN_TEXTUREDIRECTUV: number;
  47811. SHEEN_LINKWITHALBEDO: boolean;
  47812. /** @hidden */
  47813. _areTexturesDirty: boolean;
  47814. }
  47815. /**
  47816. * Define the code related to the Sheen parameters of the pbr material.
  47817. */
  47818. export class PBRSheenConfiguration {
  47819. private _isEnabled;
  47820. /**
  47821. * Defines if the material uses sheen.
  47822. */
  47823. isEnabled: boolean;
  47824. private _linkSheenWithAlbedo;
  47825. /**
  47826. * Defines if the sheen is linked to the sheen color.
  47827. */
  47828. linkSheenWithAlbedo: boolean;
  47829. /**
  47830. * Defines the sheen intensity.
  47831. */
  47832. intensity: number;
  47833. /**
  47834. * Defines the sheen color.
  47835. */
  47836. color: Color3;
  47837. private _texture;
  47838. /**
  47839. * Stores the sheen tint values in a texture.
  47840. * rgb is tint
  47841. * a is a intensity
  47842. */
  47843. texture: Nullable<BaseTexture>;
  47844. /** @hidden */
  47845. private _internalMarkAllSubMeshesAsTexturesDirty;
  47846. /** @hidden */
  47847. _markAllSubMeshesAsTexturesDirty(): void;
  47848. /**
  47849. * Instantiate a new istance of clear coat configuration.
  47850. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47851. */
  47852. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47853. /**
  47854. * Specifies that the submesh is ready to be used.
  47855. * @param defines the list of "defines" to update.
  47856. * @param scene defines the scene the material belongs to.
  47857. * @returns - boolean indicating that the submesh is ready or not.
  47858. */
  47859. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47860. /**
  47861. * Checks to see if a texture is used in the material.
  47862. * @param defines the list of "defines" to update.
  47863. * @param scene defines the scene the material belongs to.
  47864. */
  47865. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47866. /**
  47867. * Binds the material data.
  47868. * @param uniformBuffer defines the Uniform buffer to fill in.
  47869. * @param scene defines the scene the material belongs to.
  47870. * @param isFrozen defines wether the material is frozen or not.
  47871. */
  47872. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47873. /**
  47874. * Checks to see if a texture is used in the material.
  47875. * @param texture - Base texture to use.
  47876. * @returns - Boolean specifying if a texture is used in the material.
  47877. */
  47878. hasTexture(texture: BaseTexture): boolean;
  47879. /**
  47880. * Returns an array of the actively used textures.
  47881. * @param activeTextures Array of BaseTextures
  47882. */
  47883. getActiveTextures(activeTextures: BaseTexture[]): void;
  47884. /**
  47885. * Returns the animatable textures.
  47886. * @param animatables Array of animatable textures.
  47887. */
  47888. getAnimatables(animatables: IAnimatable[]): void;
  47889. /**
  47890. * Disposes the resources of the material.
  47891. * @param forceDisposeTextures - Forces the disposal of all textures.
  47892. */
  47893. dispose(forceDisposeTextures?: boolean): void;
  47894. /**
  47895. * Get the current class name of the texture useful for serialization or dynamic coding.
  47896. * @returns "PBRSheenConfiguration"
  47897. */
  47898. getClassName(): string;
  47899. /**
  47900. * Add fallbacks to the effect fallbacks list.
  47901. * @param defines defines the Base texture to use.
  47902. * @param fallbacks defines the current fallback list.
  47903. * @param currentRank defines the current fallback rank.
  47904. * @returns the new fallback rank.
  47905. */
  47906. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47907. /**
  47908. * Add the required uniforms to the current list.
  47909. * @param uniforms defines the current uniform list.
  47910. */
  47911. static AddUniforms(uniforms: string[]): void;
  47912. /**
  47913. * Add the required uniforms to the current buffer.
  47914. * @param uniformBuffer defines the current uniform buffer.
  47915. */
  47916. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47917. /**
  47918. * Add the required samplers to the current list.
  47919. * @param samplers defines the current sampler list.
  47920. */
  47921. static AddSamplers(samplers: string[]): void;
  47922. /**
  47923. * Makes a duplicate of the current configuration into another one.
  47924. * @param sheenConfiguration define the config where to copy the info
  47925. */
  47926. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47927. /**
  47928. * Serializes this BRDF configuration.
  47929. * @returns - An object with the serialized config.
  47930. */
  47931. serialize(): any;
  47932. /**
  47933. * Parses a anisotropy Configuration from a serialized object.
  47934. * @param source - Serialized object.
  47935. * @param scene Defines the scene we are parsing for
  47936. * @param rootUrl Defines the rootUrl to load from
  47937. */
  47938. parse(source: any, scene: Scene, rootUrl: string): void;
  47939. }
  47940. }
  47941. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47942. import { Nullable } from "babylonjs/types";
  47943. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47944. import { Color3 } from "babylonjs/Maths/math.color";
  47945. import { SmartArray } from "babylonjs/Misc/smartArray";
  47946. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47947. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47948. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47949. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47950. import { Engine } from "babylonjs/Engines/engine";
  47951. import { Scene } from "babylonjs/scene";
  47952. /**
  47953. * @hidden
  47954. */
  47955. export interface IMaterialSubSurfaceDefines {
  47956. SUBSURFACE: boolean;
  47957. SS_REFRACTION: boolean;
  47958. SS_TRANSLUCENCY: boolean;
  47959. SS_SCATERRING: boolean;
  47960. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47961. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47962. SS_REFRACTIONMAP_3D: boolean;
  47963. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47964. SS_LODINREFRACTIONALPHA: boolean;
  47965. SS_GAMMAREFRACTION: boolean;
  47966. SS_RGBDREFRACTION: boolean;
  47967. SS_LINEARSPECULARREFRACTION: boolean;
  47968. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47969. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47970. /** @hidden */
  47971. _areTexturesDirty: boolean;
  47972. }
  47973. /**
  47974. * Define the code related to the sub surface parameters of the pbr material.
  47975. */
  47976. export class PBRSubSurfaceConfiguration {
  47977. private _isRefractionEnabled;
  47978. /**
  47979. * Defines if the refraction is enabled in the material.
  47980. */
  47981. isRefractionEnabled: boolean;
  47982. private _isTranslucencyEnabled;
  47983. /**
  47984. * Defines if the translucency is enabled in the material.
  47985. */
  47986. isTranslucencyEnabled: boolean;
  47987. private _isScatteringEnabled;
  47988. /**
  47989. * Defines the refraction intensity of the material.
  47990. * The refraction when enabled replaces the Diffuse part of the material.
  47991. * The intensity helps transitionning between diffuse and refraction.
  47992. */
  47993. refractionIntensity: number;
  47994. /**
  47995. * Defines the translucency intensity of the material.
  47996. * When translucency has been enabled, this defines how much of the "translucency"
  47997. * is addded to the diffuse part of the material.
  47998. */
  47999. translucencyIntensity: number;
  48000. /**
  48001. * Defines the scattering intensity of the material.
  48002. * When scattering has been enabled, this defines how much of the "scattered light"
  48003. * is addded to the diffuse part of the material.
  48004. */
  48005. scatteringIntensity: number;
  48006. private _thicknessTexture;
  48007. /**
  48008. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  48009. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  48010. * 0 would mean minimumThickness
  48011. * 1 would mean maximumThickness
  48012. * The other channels might be use as a mask to vary the different effects intensity.
  48013. */
  48014. thicknessTexture: Nullable<BaseTexture>;
  48015. private _refractionTexture;
  48016. /**
  48017. * Defines the texture to use for refraction.
  48018. */
  48019. refractionTexture: Nullable<BaseTexture>;
  48020. private _indexOfRefraction;
  48021. /**
  48022. * Defines the index of refraction used in the material.
  48023. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  48024. */
  48025. indexOfRefraction: number;
  48026. private _invertRefractionY;
  48027. /**
  48028. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48029. */
  48030. invertRefractionY: boolean;
  48031. private _linkRefractionWithTransparency;
  48032. /**
  48033. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48034. * Materials half opaque for instance using refraction could benefit from this control.
  48035. */
  48036. linkRefractionWithTransparency: boolean;
  48037. /**
  48038. * Defines the minimum thickness stored in the thickness map.
  48039. * If no thickness map is defined, this value will be used to simulate thickness.
  48040. */
  48041. minimumThickness: number;
  48042. /**
  48043. * Defines the maximum thickness stored in the thickness map.
  48044. */
  48045. maximumThickness: number;
  48046. /**
  48047. * Defines the volume tint of the material.
  48048. * This is used for both translucency and scattering.
  48049. */
  48050. tintColor: Color3;
  48051. /**
  48052. * Defines the distance at which the tint color should be found in the media.
  48053. * This is used for refraction only.
  48054. */
  48055. tintColorAtDistance: number;
  48056. /**
  48057. * Defines how far each channel transmit through the media.
  48058. * It is defined as a color to simplify it selection.
  48059. */
  48060. diffusionDistance: Color3;
  48061. private _useMaskFromThicknessTexture;
  48062. /**
  48063. * Stores the intensity of the different subsurface effects in the thickness texture.
  48064. * * the green channel is the translucency intensity.
  48065. * * the blue channel is the scattering intensity.
  48066. * * the alpha channel is the refraction intensity.
  48067. */
  48068. useMaskFromThicknessTexture: boolean;
  48069. /** @hidden */
  48070. private _internalMarkAllSubMeshesAsTexturesDirty;
  48071. /** @hidden */
  48072. _markAllSubMeshesAsTexturesDirty(): void;
  48073. /**
  48074. * Instantiate a new istance of sub surface configuration.
  48075. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48076. */
  48077. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48078. /**
  48079. * Gets wehter the submesh is ready to be used or not.
  48080. * @param defines the list of "defines" to update.
  48081. * @param scene defines the scene the material belongs to.
  48082. * @returns - boolean indicating that the submesh is ready or not.
  48083. */
  48084. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  48085. /**
  48086. * Checks to see if a texture is used in the material.
  48087. * @param defines the list of "defines" to update.
  48088. * @param scene defines the scene to the material belongs to.
  48089. */
  48090. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  48091. /**
  48092. * Binds the material data.
  48093. * @param uniformBuffer defines the Uniform buffer to fill in.
  48094. * @param scene defines the scene the material belongs to.
  48095. * @param engine defines the engine the material belongs to.
  48096. * @param isFrozen defines wether the material is frozen or not.
  48097. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48098. */
  48099. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48100. /**
  48101. * Unbinds the material from the mesh.
  48102. * @param activeEffect defines the effect that should be unbound from.
  48103. * @returns true if unbound, otherwise false
  48104. */
  48105. unbind(activeEffect: Effect): boolean;
  48106. /**
  48107. * Returns the texture used for refraction or null if none is used.
  48108. * @param scene defines the scene the material belongs to.
  48109. * @returns - Refraction texture if present. If no refraction texture and refraction
  48110. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48111. */
  48112. private _getRefractionTexture;
  48113. /**
  48114. * Returns true if alpha blending should be disabled.
  48115. */
  48116. readonly disableAlphaBlending: boolean;
  48117. /**
  48118. * Fills the list of render target textures.
  48119. * @param renderTargets the list of render targets to update
  48120. */
  48121. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48122. /**
  48123. * Checks to see if a texture is used in the material.
  48124. * @param texture - Base texture to use.
  48125. * @returns - Boolean specifying if a texture is used in the material.
  48126. */
  48127. hasTexture(texture: BaseTexture): boolean;
  48128. /**
  48129. * Gets a boolean indicating that current material needs to register RTT
  48130. * @returns true if this uses a render target otherwise false.
  48131. */
  48132. hasRenderTargetTextures(): boolean;
  48133. /**
  48134. * Returns an array of the actively used textures.
  48135. * @param activeTextures Array of BaseTextures
  48136. */
  48137. getActiveTextures(activeTextures: BaseTexture[]): void;
  48138. /**
  48139. * Returns the animatable textures.
  48140. * @param animatables Array of animatable textures.
  48141. */
  48142. getAnimatables(animatables: IAnimatable[]): void;
  48143. /**
  48144. * Disposes the resources of the material.
  48145. * @param forceDisposeTextures - Forces the disposal of all textures.
  48146. */
  48147. dispose(forceDisposeTextures?: boolean): void;
  48148. /**
  48149. * Get the current class name of the texture useful for serialization or dynamic coding.
  48150. * @returns "PBRSubSurfaceConfiguration"
  48151. */
  48152. getClassName(): string;
  48153. /**
  48154. * Add fallbacks to the effect fallbacks list.
  48155. * @param defines defines the Base texture to use.
  48156. * @param fallbacks defines the current fallback list.
  48157. * @param currentRank defines the current fallback rank.
  48158. * @returns the new fallback rank.
  48159. */
  48160. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48161. /**
  48162. * Add the required uniforms to the current list.
  48163. * @param uniforms defines the current uniform list.
  48164. */
  48165. static AddUniforms(uniforms: string[]): void;
  48166. /**
  48167. * Add the required samplers to the current list.
  48168. * @param samplers defines the current sampler list.
  48169. */
  48170. static AddSamplers(samplers: string[]): void;
  48171. /**
  48172. * Add the required uniforms to the current buffer.
  48173. * @param uniformBuffer defines the current uniform buffer.
  48174. */
  48175. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48176. /**
  48177. * Makes a duplicate of the current configuration into another one.
  48178. * @param configuration define the config where to copy the info
  48179. */
  48180. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48181. /**
  48182. * Serializes this Sub Surface configuration.
  48183. * @returns - An object with the serialized config.
  48184. */
  48185. serialize(): any;
  48186. /**
  48187. * Parses a anisotropy Configuration from a serialized object.
  48188. * @param source - Serialized object.
  48189. * @param scene Defines the scene we are parsing for
  48190. * @param rootUrl Defines the rootUrl to load from
  48191. */
  48192. parse(source: any, scene: Scene, rootUrl: string): void;
  48193. }
  48194. }
  48195. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48196. /** @hidden */
  48197. export var pbrFragmentDeclaration: {
  48198. name: string;
  48199. shader: string;
  48200. };
  48201. }
  48202. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48203. /** @hidden */
  48204. export var pbrUboDeclaration: {
  48205. name: string;
  48206. shader: string;
  48207. };
  48208. }
  48209. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48210. /** @hidden */
  48211. export var pbrFragmentExtraDeclaration: {
  48212. name: string;
  48213. shader: string;
  48214. };
  48215. }
  48216. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48217. /** @hidden */
  48218. export var pbrFragmentSamplersDeclaration: {
  48219. name: string;
  48220. shader: string;
  48221. };
  48222. }
  48223. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48224. /** @hidden */
  48225. export var pbrHelperFunctions: {
  48226. name: string;
  48227. shader: string;
  48228. };
  48229. }
  48230. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48231. /** @hidden */
  48232. export var harmonicsFunctions: {
  48233. name: string;
  48234. shader: string;
  48235. };
  48236. }
  48237. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48238. /** @hidden */
  48239. export var pbrDirectLightingSetupFunctions: {
  48240. name: string;
  48241. shader: string;
  48242. };
  48243. }
  48244. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48245. /** @hidden */
  48246. export var pbrDirectLightingFalloffFunctions: {
  48247. name: string;
  48248. shader: string;
  48249. };
  48250. }
  48251. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48252. /** @hidden */
  48253. export var pbrBRDFFunctions: {
  48254. name: string;
  48255. shader: string;
  48256. };
  48257. }
  48258. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48259. /** @hidden */
  48260. export var pbrDirectLightingFunctions: {
  48261. name: string;
  48262. shader: string;
  48263. };
  48264. }
  48265. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48266. /** @hidden */
  48267. export var pbrIBLFunctions: {
  48268. name: string;
  48269. shader: string;
  48270. };
  48271. }
  48272. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48273. /** @hidden */
  48274. export var pbrDebug: {
  48275. name: string;
  48276. shader: string;
  48277. };
  48278. }
  48279. declare module "babylonjs/Shaders/pbr.fragment" {
  48280. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48281. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48282. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48283. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48284. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48285. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48286. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48287. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48288. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48289. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48290. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48291. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48292. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48293. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48294. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48295. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48296. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48297. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48298. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48299. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48300. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48301. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48302. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48303. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48304. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48305. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48306. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48307. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48308. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48309. /** @hidden */
  48310. export var pbrPixelShader: {
  48311. name: string;
  48312. shader: string;
  48313. };
  48314. }
  48315. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48316. /** @hidden */
  48317. export var pbrVertexDeclaration: {
  48318. name: string;
  48319. shader: string;
  48320. };
  48321. }
  48322. declare module "babylonjs/Shaders/pbr.vertex" {
  48323. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48324. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48325. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48326. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48327. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48328. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48329. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48330. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48331. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48332. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48333. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48334. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48335. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48336. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48337. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48338. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48339. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48340. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48341. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48342. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48343. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48344. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48345. /** @hidden */
  48346. export var pbrVertexShader: {
  48347. name: string;
  48348. shader: string;
  48349. };
  48350. }
  48351. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48352. import { Nullable } from "babylonjs/types";
  48353. import { Scene } from "babylonjs/scene";
  48354. import { Matrix } from "babylonjs/Maths/math.vector";
  48355. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48356. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48357. import { Mesh } from "babylonjs/Meshes/mesh";
  48358. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48359. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48360. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48361. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48362. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48363. import { Color3 } from "babylonjs/Maths/math.color";
  48364. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48365. import { Material } from "babylonjs/Materials/material";
  48366. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48367. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48368. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48369. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48370. import "babylonjs/Shaders/pbr.fragment";
  48371. import "babylonjs/Shaders/pbr.vertex";
  48372. /**
  48373. * Manages the defines for the PBR Material.
  48374. * @hidden
  48375. */
  48376. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48377. PBR: boolean;
  48378. MAINUV1: boolean;
  48379. MAINUV2: boolean;
  48380. UV1: boolean;
  48381. UV2: boolean;
  48382. ALBEDO: boolean;
  48383. ALBEDODIRECTUV: number;
  48384. VERTEXCOLOR: boolean;
  48385. AMBIENT: boolean;
  48386. AMBIENTDIRECTUV: number;
  48387. AMBIENTINGRAYSCALE: boolean;
  48388. OPACITY: boolean;
  48389. VERTEXALPHA: boolean;
  48390. OPACITYDIRECTUV: number;
  48391. OPACITYRGB: boolean;
  48392. ALPHATEST: boolean;
  48393. DEPTHPREPASS: boolean;
  48394. ALPHABLEND: boolean;
  48395. ALPHAFROMALBEDO: boolean;
  48396. ALPHATESTVALUE: string;
  48397. SPECULAROVERALPHA: boolean;
  48398. RADIANCEOVERALPHA: boolean;
  48399. ALPHAFRESNEL: boolean;
  48400. LINEARALPHAFRESNEL: boolean;
  48401. PREMULTIPLYALPHA: boolean;
  48402. EMISSIVE: boolean;
  48403. EMISSIVEDIRECTUV: number;
  48404. REFLECTIVITY: boolean;
  48405. REFLECTIVITYDIRECTUV: number;
  48406. SPECULARTERM: boolean;
  48407. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48408. MICROSURFACEAUTOMATIC: boolean;
  48409. LODBASEDMICROSFURACE: boolean;
  48410. MICROSURFACEMAP: boolean;
  48411. MICROSURFACEMAPDIRECTUV: number;
  48412. METALLICWORKFLOW: boolean;
  48413. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48414. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48415. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48416. AOSTOREINMETALMAPRED: boolean;
  48417. ENVIRONMENTBRDF: boolean;
  48418. ENVIRONMENTBRDF_RGBD: boolean;
  48419. NORMAL: boolean;
  48420. TANGENT: boolean;
  48421. BUMP: boolean;
  48422. BUMPDIRECTUV: number;
  48423. OBJECTSPACE_NORMALMAP: boolean;
  48424. PARALLAX: boolean;
  48425. PARALLAXOCCLUSION: boolean;
  48426. NORMALXYSCALE: boolean;
  48427. LIGHTMAP: boolean;
  48428. LIGHTMAPDIRECTUV: number;
  48429. USELIGHTMAPASSHADOWMAP: boolean;
  48430. GAMMALIGHTMAP: boolean;
  48431. REFLECTION: boolean;
  48432. REFLECTIONMAP_3D: boolean;
  48433. REFLECTIONMAP_SPHERICAL: boolean;
  48434. REFLECTIONMAP_PLANAR: boolean;
  48435. REFLECTIONMAP_CUBIC: boolean;
  48436. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48437. REFLECTIONMAP_PROJECTION: boolean;
  48438. REFLECTIONMAP_SKYBOX: boolean;
  48439. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48440. REFLECTIONMAP_EXPLICIT: boolean;
  48441. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48442. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48443. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48444. INVERTCUBICMAP: boolean;
  48445. USESPHERICALFROMREFLECTIONMAP: boolean;
  48446. USEIRRADIANCEMAP: boolean;
  48447. SPHERICAL_HARMONICS: boolean;
  48448. USESPHERICALINVERTEX: boolean;
  48449. REFLECTIONMAP_OPPOSITEZ: boolean;
  48450. LODINREFLECTIONALPHA: boolean;
  48451. GAMMAREFLECTION: boolean;
  48452. RGBDREFLECTION: boolean;
  48453. LINEARSPECULARREFLECTION: boolean;
  48454. RADIANCEOCCLUSION: boolean;
  48455. HORIZONOCCLUSION: boolean;
  48456. INSTANCES: boolean;
  48457. NUM_BONE_INFLUENCERS: number;
  48458. BonesPerMesh: number;
  48459. BONETEXTURE: boolean;
  48460. NONUNIFORMSCALING: boolean;
  48461. MORPHTARGETS: boolean;
  48462. MORPHTARGETS_NORMAL: boolean;
  48463. MORPHTARGETS_TANGENT: boolean;
  48464. MORPHTARGETS_UV: boolean;
  48465. NUM_MORPH_INFLUENCERS: number;
  48466. IMAGEPROCESSING: boolean;
  48467. VIGNETTE: boolean;
  48468. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48469. VIGNETTEBLENDMODEOPAQUE: boolean;
  48470. TONEMAPPING: boolean;
  48471. TONEMAPPING_ACES: boolean;
  48472. CONTRAST: boolean;
  48473. COLORCURVES: boolean;
  48474. COLORGRADING: boolean;
  48475. COLORGRADING3D: boolean;
  48476. SAMPLER3DGREENDEPTH: boolean;
  48477. SAMPLER3DBGRMAP: boolean;
  48478. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48479. EXPOSURE: boolean;
  48480. MULTIVIEW: boolean;
  48481. USEPHYSICALLIGHTFALLOFF: boolean;
  48482. USEGLTFLIGHTFALLOFF: boolean;
  48483. TWOSIDEDLIGHTING: boolean;
  48484. SHADOWFLOAT: boolean;
  48485. CLIPPLANE: boolean;
  48486. CLIPPLANE2: boolean;
  48487. CLIPPLANE3: boolean;
  48488. CLIPPLANE4: boolean;
  48489. POINTSIZE: boolean;
  48490. FOG: boolean;
  48491. LOGARITHMICDEPTH: boolean;
  48492. FORCENORMALFORWARD: boolean;
  48493. SPECULARAA: boolean;
  48494. CLEARCOAT: boolean;
  48495. CLEARCOAT_DEFAULTIOR: boolean;
  48496. CLEARCOAT_TEXTURE: boolean;
  48497. CLEARCOAT_TEXTUREDIRECTUV: number;
  48498. CLEARCOAT_BUMP: boolean;
  48499. CLEARCOAT_BUMPDIRECTUV: number;
  48500. CLEARCOAT_TINT: boolean;
  48501. CLEARCOAT_TINT_TEXTURE: boolean;
  48502. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48503. ANISOTROPIC: boolean;
  48504. ANISOTROPIC_TEXTURE: boolean;
  48505. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48506. BRDF_V_HEIGHT_CORRELATED: boolean;
  48507. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48508. SHEEN: boolean;
  48509. SHEEN_TEXTURE: boolean;
  48510. SHEEN_TEXTUREDIRECTUV: number;
  48511. SHEEN_LINKWITHALBEDO: boolean;
  48512. SUBSURFACE: boolean;
  48513. SS_REFRACTION: boolean;
  48514. SS_TRANSLUCENCY: boolean;
  48515. SS_SCATERRING: boolean;
  48516. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48517. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48518. SS_REFRACTIONMAP_3D: boolean;
  48519. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48520. SS_LODINREFRACTIONALPHA: boolean;
  48521. SS_GAMMAREFRACTION: boolean;
  48522. SS_RGBDREFRACTION: boolean;
  48523. SS_LINEARSPECULARREFRACTION: boolean;
  48524. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48525. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48526. UNLIT: boolean;
  48527. DEBUGMODE: number;
  48528. /**
  48529. * Initializes the PBR Material defines.
  48530. */
  48531. constructor();
  48532. /**
  48533. * Resets the PBR Material defines.
  48534. */
  48535. reset(): void;
  48536. }
  48537. /**
  48538. * The Physically based material base class of BJS.
  48539. *
  48540. * This offers the main features of a standard PBR material.
  48541. * For more information, please refer to the documentation :
  48542. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48543. */
  48544. export abstract class PBRBaseMaterial extends PushMaterial {
  48545. /**
  48546. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48547. */
  48548. static readonly PBRMATERIAL_OPAQUE: number;
  48549. /**
  48550. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48551. */
  48552. static readonly PBRMATERIAL_ALPHATEST: number;
  48553. /**
  48554. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48555. */
  48556. static readonly PBRMATERIAL_ALPHABLEND: number;
  48557. /**
  48558. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48559. * They are also discarded below the alpha cutoff threshold to improve performances.
  48560. */
  48561. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48562. /**
  48563. * Defines the default value of how much AO map is occluding the analytical lights
  48564. * (point spot...).
  48565. */
  48566. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48567. /**
  48568. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48569. */
  48570. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48571. /**
  48572. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48573. * to enhance interoperability with other engines.
  48574. */
  48575. static readonly LIGHTFALLOFF_GLTF: number;
  48576. /**
  48577. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48578. * to enhance interoperability with other materials.
  48579. */
  48580. static readonly LIGHTFALLOFF_STANDARD: number;
  48581. /**
  48582. * Intensity of the direct lights e.g. the four lights available in your scene.
  48583. * This impacts both the direct diffuse and specular highlights.
  48584. */
  48585. protected _directIntensity: number;
  48586. /**
  48587. * Intensity of the emissive part of the material.
  48588. * This helps controlling the emissive effect without modifying the emissive color.
  48589. */
  48590. protected _emissiveIntensity: number;
  48591. /**
  48592. * Intensity of the environment e.g. how much the environment will light the object
  48593. * either through harmonics for rough material or through the refelction for shiny ones.
  48594. */
  48595. protected _environmentIntensity: number;
  48596. /**
  48597. * This is a special control allowing the reduction of the specular highlights coming from the
  48598. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48599. */
  48600. protected _specularIntensity: number;
  48601. /**
  48602. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48603. */
  48604. private _lightingInfos;
  48605. /**
  48606. * Debug Control allowing disabling the bump map on this material.
  48607. */
  48608. protected _disableBumpMap: boolean;
  48609. /**
  48610. * AKA Diffuse Texture in standard nomenclature.
  48611. */
  48612. protected _albedoTexture: Nullable<BaseTexture>;
  48613. /**
  48614. * AKA Occlusion Texture in other nomenclature.
  48615. */
  48616. protected _ambientTexture: Nullable<BaseTexture>;
  48617. /**
  48618. * AKA Occlusion Texture Intensity in other nomenclature.
  48619. */
  48620. protected _ambientTextureStrength: number;
  48621. /**
  48622. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48623. * 1 means it completely occludes it
  48624. * 0 mean it has no impact
  48625. */
  48626. protected _ambientTextureImpactOnAnalyticalLights: number;
  48627. /**
  48628. * Stores the alpha values in a texture.
  48629. */
  48630. protected _opacityTexture: Nullable<BaseTexture>;
  48631. /**
  48632. * Stores the reflection values in a texture.
  48633. */
  48634. protected _reflectionTexture: Nullable<BaseTexture>;
  48635. /**
  48636. * Stores the emissive values in a texture.
  48637. */
  48638. protected _emissiveTexture: Nullable<BaseTexture>;
  48639. /**
  48640. * AKA Specular texture in other nomenclature.
  48641. */
  48642. protected _reflectivityTexture: Nullable<BaseTexture>;
  48643. /**
  48644. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48645. */
  48646. protected _metallicTexture: Nullable<BaseTexture>;
  48647. /**
  48648. * Specifies the metallic scalar of the metallic/roughness workflow.
  48649. * Can also be used to scale the metalness values of the metallic texture.
  48650. */
  48651. protected _metallic: Nullable<number>;
  48652. /**
  48653. * Specifies the roughness scalar of the metallic/roughness workflow.
  48654. * Can also be used to scale the roughness values of the metallic texture.
  48655. */
  48656. protected _roughness: Nullable<number>;
  48657. /**
  48658. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48659. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48660. */
  48661. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48662. /**
  48663. * Stores surface normal data used to displace a mesh in a texture.
  48664. */
  48665. protected _bumpTexture: Nullable<BaseTexture>;
  48666. /**
  48667. * Stores the pre-calculated light information of a mesh in a texture.
  48668. */
  48669. protected _lightmapTexture: Nullable<BaseTexture>;
  48670. /**
  48671. * The color of a material in ambient lighting.
  48672. */
  48673. protected _ambientColor: Color3;
  48674. /**
  48675. * AKA Diffuse Color in other nomenclature.
  48676. */
  48677. protected _albedoColor: Color3;
  48678. /**
  48679. * AKA Specular Color in other nomenclature.
  48680. */
  48681. protected _reflectivityColor: Color3;
  48682. /**
  48683. * The color applied when light is reflected from a material.
  48684. */
  48685. protected _reflectionColor: Color3;
  48686. /**
  48687. * The color applied when light is emitted from a material.
  48688. */
  48689. protected _emissiveColor: Color3;
  48690. /**
  48691. * AKA Glossiness in other nomenclature.
  48692. */
  48693. protected _microSurface: number;
  48694. /**
  48695. * Specifies that the material will use the light map as a show map.
  48696. */
  48697. protected _useLightmapAsShadowmap: boolean;
  48698. /**
  48699. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48700. * makes the reflect vector face the model (under horizon).
  48701. */
  48702. protected _useHorizonOcclusion: boolean;
  48703. /**
  48704. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48705. * too much the area relying on ambient texture to define their ambient occlusion.
  48706. */
  48707. protected _useRadianceOcclusion: boolean;
  48708. /**
  48709. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48710. */
  48711. protected _useAlphaFromAlbedoTexture: boolean;
  48712. /**
  48713. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48714. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48715. */
  48716. protected _useSpecularOverAlpha: boolean;
  48717. /**
  48718. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48719. */
  48720. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48721. /**
  48722. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48723. */
  48724. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48725. /**
  48726. * Specifies if the metallic texture contains the roughness information in its green channel.
  48727. */
  48728. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48729. /**
  48730. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48731. */
  48732. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48733. /**
  48734. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48735. */
  48736. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48737. /**
  48738. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48739. */
  48740. protected _useAmbientInGrayScale: boolean;
  48741. /**
  48742. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48743. * The material will try to infer what glossiness each pixel should be.
  48744. */
  48745. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48746. /**
  48747. * Defines the falloff type used in this material.
  48748. * It by default is Physical.
  48749. */
  48750. protected _lightFalloff: number;
  48751. /**
  48752. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48753. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48754. */
  48755. protected _useRadianceOverAlpha: boolean;
  48756. /**
  48757. * Allows using an object space normal map (instead of tangent space).
  48758. */
  48759. protected _useObjectSpaceNormalMap: boolean;
  48760. /**
  48761. * Allows using the bump map in parallax mode.
  48762. */
  48763. protected _useParallax: boolean;
  48764. /**
  48765. * Allows using the bump map in parallax occlusion mode.
  48766. */
  48767. protected _useParallaxOcclusion: boolean;
  48768. /**
  48769. * Controls the scale bias of the parallax mode.
  48770. */
  48771. protected _parallaxScaleBias: number;
  48772. /**
  48773. * If sets to true, disables all the lights affecting the material.
  48774. */
  48775. protected _disableLighting: boolean;
  48776. /**
  48777. * Number of Simultaneous lights allowed on the material.
  48778. */
  48779. protected _maxSimultaneousLights: number;
  48780. /**
  48781. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48782. */
  48783. protected _invertNormalMapX: boolean;
  48784. /**
  48785. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48786. */
  48787. protected _invertNormalMapY: boolean;
  48788. /**
  48789. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48790. */
  48791. protected _twoSidedLighting: boolean;
  48792. /**
  48793. * Defines the alpha limits in alpha test mode.
  48794. */
  48795. protected _alphaCutOff: number;
  48796. /**
  48797. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48798. */
  48799. protected _forceAlphaTest: boolean;
  48800. /**
  48801. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48802. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48803. */
  48804. protected _useAlphaFresnel: boolean;
  48805. /**
  48806. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48807. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48808. */
  48809. protected _useLinearAlphaFresnel: boolean;
  48810. /**
  48811. * The transparency mode of the material.
  48812. */
  48813. protected _transparencyMode: Nullable<number>;
  48814. /**
  48815. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48816. * from cos thetav and roughness:
  48817. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48818. */
  48819. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48820. /**
  48821. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48822. */
  48823. protected _forceIrradianceInFragment: boolean;
  48824. /**
  48825. * Force normal to face away from face.
  48826. */
  48827. protected _forceNormalForward: boolean;
  48828. /**
  48829. * Enables specular anti aliasing in the PBR shader.
  48830. * It will both interacts on the Geometry for analytical and IBL lighting.
  48831. * It also prefilter the roughness map based on the bump values.
  48832. */
  48833. protected _enableSpecularAntiAliasing: boolean;
  48834. /**
  48835. * Default configuration related to image processing available in the PBR Material.
  48836. */
  48837. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48838. /**
  48839. * Keep track of the image processing observer to allow dispose and replace.
  48840. */
  48841. private _imageProcessingObserver;
  48842. /**
  48843. * Attaches a new image processing configuration to the PBR Material.
  48844. * @param configuration
  48845. */
  48846. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48847. /**
  48848. * Stores the available render targets.
  48849. */
  48850. private _renderTargets;
  48851. /**
  48852. * Sets the global ambient color for the material used in lighting calculations.
  48853. */
  48854. private _globalAmbientColor;
  48855. /**
  48856. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48857. */
  48858. private _useLogarithmicDepth;
  48859. /**
  48860. * If set to true, no lighting calculations will be applied.
  48861. */
  48862. private _unlit;
  48863. private _debugMode;
  48864. /**
  48865. * @hidden
  48866. * This is reserved for the inspector.
  48867. * Defines the material debug mode.
  48868. * It helps seeing only some components of the material while troubleshooting.
  48869. */
  48870. debugMode: number;
  48871. /**
  48872. * @hidden
  48873. * This is reserved for the inspector.
  48874. * Specify from where on screen the debug mode should start.
  48875. * The value goes from -1 (full screen) to 1 (not visible)
  48876. * It helps with side by side comparison against the final render
  48877. * This defaults to -1
  48878. */
  48879. private debugLimit;
  48880. /**
  48881. * @hidden
  48882. * This is reserved for the inspector.
  48883. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48884. * You can use the factor to better multiply the final value.
  48885. */
  48886. private debugFactor;
  48887. /**
  48888. * Defines the clear coat layer parameters for the material.
  48889. */
  48890. readonly clearCoat: PBRClearCoatConfiguration;
  48891. /**
  48892. * Defines the anisotropic parameters for the material.
  48893. */
  48894. readonly anisotropy: PBRAnisotropicConfiguration;
  48895. /**
  48896. * Defines the BRDF parameters for the material.
  48897. */
  48898. readonly brdf: PBRBRDFConfiguration;
  48899. /**
  48900. * Defines the Sheen parameters for the material.
  48901. */
  48902. readonly sheen: PBRSheenConfiguration;
  48903. /**
  48904. * Defines the SubSurface parameters for the material.
  48905. */
  48906. readonly subSurface: PBRSubSurfaceConfiguration;
  48907. /**
  48908. * Custom callback helping to override the default shader used in the material.
  48909. */
  48910. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48911. /**
  48912. * Instantiates a new PBRMaterial instance.
  48913. *
  48914. * @param name The material name
  48915. * @param scene The scene the material will be use in.
  48916. */
  48917. constructor(name: string, scene: Scene);
  48918. /**
  48919. * Gets a boolean indicating that current material needs to register RTT
  48920. */
  48921. readonly hasRenderTargetTextures: boolean;
  48922. /**
  48923. * Gets the name of the material class.
  48924. */
  48925. getClassName(): string;
  48926. /**
  48927. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48928. */
  48929. /**
  48930. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48931. */
  48932. useLogarithmicDepth: boolean;
  48933. /**
  48934. * Gets the current transparency mode.
  48935. */
  48936. /**
  48937. * Sets the transparency mode of the material.
  48938. *
  48939. * | Value | Type | Description |
  48940. * | ----- | ----------------------------------- | ----------- |
  48941. * | 0 | OPAQUE | |
  48942. * | 1 | ALPHATEST | |
  48943. * | 2 | ALPHABLEND | |
  48944. * | 3 | ALPHATESTANDBLEND | |
  48945. *
  48946. */
  48947. transparencyMode: Nullable<number>;
  48948. /**
  48949. * Returns true if alpha blending should be disabled.
  48950. */
  48951. private readonly _disableAlphaBlending;
  48952. /**
  48953. * Specifies whether or not this material should be rendered in alpha blend mode.
  48954. */
  48955. needAlphaBlending(): boolean;
  48956. /**
  48957. * Specifies if the mesh will require alpha blending.
  48958. * @param mesh - BJS mesh.
  48959. */
  48960. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48961. /**
  48962. * Specifies whether or not this material should be rendered in alpha test mode.
  48963. */
  48964. needAlphaTesting(): boolean;
  48965. /**
  48966. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48967. */
  48968. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48969. /**
  48970. * Gets the texture used for the alpha test.
  48971. */
  48972. getAlphaTestTexture(): Nullable<BaseTexture>;
  48973. /**
  48974. * Specifies that the submesh is ready to be used.
  48975. * @param mesh - BJS mesh.
  48976. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48977. * @param useInstances - Specifies that instances should be used.
  48978. * @returns - boolean indicating that the submesh is ready or not.
  48979. */
  48980. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48981. /**
  48982. * Specifies if the material uses metallic roughness workflow.
  48983. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48984. */
  48985. isMetallicWorkflow(): boolean;
  48986. private _prepareEffect;
  48987. private _prepareDefines;
  48988. /**
  48989. * Force shader compilation
  48990. */
  48991. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48992. clipPlane: boolean;
  48993. }>): void;
  48994. /**
  48995. * Initializes the uniform buffer layout for the shader.
  48996. */
  48997. buildUniformLayout(): void;
  48998. /**
  48999. * Unbinds the material from the mesh
  49000. */
  49001. unbind(): void;
  49002. /**
  49003. * Binds the submesh data.
  49004. * @param world - The world matrix.
  49005. * @param mesh - The BJS mesh.
  49006. * @param subMesh - A submesh of the BJS mesh.
  49007. */
  49008. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  49009. /**
  49010. * Returns the animatable textures.
  49011. * @returns - Array of animatable textures.
  49012. */
  49013. getAnimatables(): IAnimatable[];
  49014. /**
  49015. * Returns the texture used for reflections.
  49016. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  49017. */
  49018. private _getReflectionTexture;
  49019. /**
  49020. * Returns an array of the actively used textures.
  49021. * @returns - Array of BaseTextures
  49022. */
  49023. getActiveTextures(): BaseTexture[];
  49024. /**
  49025. * Checks to see if a texture is used in the material.
  49026. * @param texture - Base texture to use.
  49027. * @returns - Boolean specifying if a texture is used in the material.
  49028. */
  49029. hasTexture(texture: BaseTexture): boolean;
  49030. /**
  49031. * Disposes the resources of the material.
  49032. * @param forceDisposeEffect - Forces the disposal of effects.
  49033. * @param forceDisposeTextures - Forces the disposal of all textures.
  49034. */
  49035. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  49036. }
  49037. }
  49038. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  49039. import { Nullable } from "babylonjs/types";
  49040. import { Scene } from "babylonjs/scene";
  49041. import { Color3 } from "babylonjs/Maths/math.color";
  49042. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  49043. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  49044. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49045. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  49046. /**
  49047. * The Physically based material of BJS.
  49048. *
  49049. * This offers the main features of a standard PBR material.
  49050. * For more information, please refer to the documentation :
  49051. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49052. */
  49053. export class PBRMaterial extends PBRBaseMaterial {
  49054. /**
  49055. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49056. */
  49057. static readonly PBRMATERIAL_OPAQUE: number;
  49058. /**
  49059. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49060. */
  49061. static readonly PBRMATERIAL_ALPHATEST: number;
  49062. /**
  49063. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49064. */
  49065. static readonly PBRMATERIAL_ALPHABLEND: number;
  49066. /**
  49067. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49068. * They are also discarded below the alpha cutoff threshold to improve performances.
  49069. */
  49070. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49071. /**
  49072. * Defines the default value of how much AO map is occluding the analytical lights
  49073. * (point spot...).
  49074. */
  49075. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49076. /**
  49077. * Intensity of the direct lights e.g. the four lights available in your scene.
  49078. * This impacts both the direct diffuse and specular highlights.
  49079. */
  49080. directIntensity: number;
  49081. /**
  49082. * Intensity of the emissive part of the material.
  49083. * This helps controlling the emissive effect without modifying the emissive color.
  49084. */
  49085. emissiveIntensity: number;
  49086. /**
  49087. * Intensity of the environment e.g. how much the environment will light the object
  49088. * either through harmonics for rough material or through the refelction for shiny ones.
  49089. */
  49090. environmentIntensity: number;
  49091. /**
  49092. * This is a special control allowing the reduction of the specular highlights coming from the
  49093. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49094. */
  49095. specularIntensity: number;
  49096. /**
  49097. * Debug Control allowing disabling the bump map on this material.
  49098. */
  49099. disableBumpMap: boolean;
  49100. /**
  49101. * AKA Diffuse Texture in standard nomenclature.
  49102. */
  49103. albedoTexture: BaseTexture;
  49104. /**
  49105. * AKA Occlusion Texture in other nomenclature.
  49106. */
  49107. ambientTexture: BaseTexture;
  49108. /**
  49109. * AKA Occlusion Texture Intensity in other nomenclature.
  49110. */
  49111. ambientTextureStrength: number;
  49112. /**
  49113. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49114. * 1 means it completely occludes it
  49115. * 0 mean it has no impact
  49116. */
  49117. ambientTextureImpactOnAnalyticalLights: number;
  49118. /**
  49119. * Stores the alpha values in a texture.
  49120. */
  49121. opacityTexture: BaseTexture;
  49122. /**
  49123. * Stores the reflection values in a texture.
  49124. */
  49125. reflectionTexture: Nullable<BaseTexture>;
  49126. /**
  49127. * Stores the emissive values in a texture.
  49128. */
  49129. emissiveTexture: BaseTexture;
  49130. /**
  49131. * AKA Specular texture in other nomenclature.
  49132. */
  49133. reflectivityTexture: BaseTexture;
  49134. /**
  49135. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49136. */
  49137. metallicTexture: BaseTexture;
  49138. /**
  49139. * Specifies the metallic scalar of the metallic/roughness workflow.
  49140. * Can also be used to scale the metalness values of the metallic texture.
  49141. */
  49142. metallic: Nullable<number>;
  49143. /**
  49144. * Specifies the roughness scalar of the metallic/roughness workflow.
  49145. * Can also be used to scale the roughness values of the metallic texture.
  49146. */
  49147. roughness: Nullable<number>;
  49148. /**
  49149. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49150. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49151. */
  49152. microSurfaceTexture: BaseTexture;
  49153. /**
  49154. * Stores surface normal data used to displace a mesh in a texture.
  49155. */
  49156. bumpTexture: BaseTexture;
  49157. /**
  49158. * Stores the pre-calculated light information of a mesh in a texture.
  49159. */
  49160. lightmapTexture: BaseTexture;
  49161. /**
  49162. * Stores the refracted light information in a texture.
  49163. */
  49164. refractionTexture: Nullable<BaseTexture>;
  49165. /**
  49166. * The color of a material in ambient lighting.
  49167. */
  49168. ambientColor: Color3;
  49169. /**
  49170. * AKA Diffuse Color in other nomenclature.
  49171. */
  49172. albedoColor: Color3;
  49173. /**
  49174. * AKA Specular Color in other nomenclature.
  49175. */
  49176. reflectivityColor: Color3;
  49177. /**
  49178. * The color reflected from the material.
  49179. */
  49180. reflectionColor: Color3;
  49181. /**
  49182. * The color emitted from the material.
  49183. */
  49184. emissiveColor: Color3;
  49185. /**
  49186. * AKA Glossiness in other nomenclature.
  49187. */
  49188. microSurface: number;
  49189. /**
  49190. * source material index of refraction (IOR)' / 'destination material IOR.
  49191. */
  49192. indexOfRefraction: number;
  49193. /**
  49194. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49195. */
  49196. invertRefractionY: boolean;
  49197. /**
  49198. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49199. * Materials half opaque for instance using refraction could benefit from this control.
  49200. */
  49201. linkRefractionWithTransparency: boolean;
  49202. /**
  49203. * If true, the light map contains occlusion information instead of lighting info.
  49204. */
  49205. useLightmapAsShadowmap: boolean;
  49206. /**
  49207. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49208. */
  49209. useAlphaFromAlbedoTexture: boolean;
  49210. /**
  49211. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49212. */
  49213. forceAlphaTest: boolean;
  49214. /**
  49215. * Defines the alpha limits in alpha test mode.
  49216. */
  49217. alphaCutOff: number;
  49218. /**
  49219. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49220. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49221. */
  49222. useSpecularOverAlpha: boolean;
  49223. /**
  49224. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49225. */
  49226. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49227. /**
  49228. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49229. */
  49230. useRoughnessFromMetallicTextureAlpha: boolean;
  49231. /**
  49232. * Specifies if the metallic texture contains the roughness information in its green channel.
  49233. */
  49234. useRoughnessFromMetallicTextureGreen: boolean;
  49235. /**
  49236. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49237. */
  49238. useMetallnessFromMetallicTextureBlue: boolean;
  49239. /**
  49240. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49241. */
  49242. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49243. /**
  49244. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49245. */
  49246. useAmbientInGrayScale: boolean;
  49247. /**
  49248. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49249. * The material will try to infer what glossiness each pixel should be.
  49250. */
  49251. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49252. /**
  49253. * BJS is using an harcoded light falloff based on a manually sets up range.
  49254. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49255. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49256. */
  49257. /**
  49258. * BJS is using an harcoded light falloff based on a manually sets up range.
  49259. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49260. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49261. */
  49262. usePhysicalLightFalloff: boolean;
  49263. /**
  49264. * In order to support the falloff compatibility with gltf, a special mode has been added
  49265. * to reproduce the gltf light falloff.
  49266. */
  49267. /**
  49268. * In order to support the falloff compatibility with gltf, a special mode has been added
  49269. * to reproduce the gltf light falloff.
  49270. */
  49271. useGLTFLightFalloff: boolean;
  49272. /**
  49273. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49274. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49275. */
  49276. useRadianceOverAlpha: boolean;
  49277. /**
  49278. * Allows using an object space normal map (instead of tangent space).
  49279. */
  49280. useObjectSpaceNormalMap: boolean;
  49281. /**
  49282. * Allows using the bump map in parallax mode.
  49283. */
  49284. useParallax: boolean;
  49285. /**
  49286. * Allows using the bump map in parallax occlusion mode.
  49287. */
  49288. useParallaxOcclusion: boolean;
  49289. /**
  49290. * Controls the scale bias of the parallax mode.
  49291. */
  49292. parallaxScaleBias: number;
  49293. /**
  49294. * If sets to true, disables all the lights affecting the material.
  49295. */
  49296. disableLighting: boolean;
  49297. /**
  49298. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49299. */
  49300. forceIrradianceInFragment: boolean;
  49301. /**
  49302. * Number of Simultaneous lights allowed on the material.
  49303. */
  49304. maxSimultaneousLights: number;
  49305. /**
  49306. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49307. */
  49308. invertNormalMapX: boolean;
  49309. /**
  49310. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49311. */
  49312. invertNormalMapY: boolean;
  49313. /**
  49314. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49315. */
  49316. twoSidedLighting: boolean;
  49317. /**
  49318. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49319. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49320. */
  49321. useAlphaFresnel: boolean;
  49322. /**
  49323. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49324. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49325. */
  49326. useLinearAlphaFresnel: boolean;
  49327. /**
  49328. * Let user defines the brdf lookup texture used for IBL.
  49329. * A default 8bit version is embedded but you could point at :
  49330. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49331. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49332. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49333. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49334. */
  49335. environmentBRDFTexture: Nullable<BaseTexture>;
  49336. /**
  49337. * Force normal to face away from face.
  49338. */
  49339. forceNormalForward: boolean;
  49340. /**
  49341. * Enables specular anti aliasing in the PBR shader.
  49342. * It will both interacts on the Geometry for analytical and IBL lighting.
  49343. * It also prefilter the roughness map based on the bump values.
  49344. */
  49345. enableSpecularAntiAliasing: boolean;
  49346. /**
  49347. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49348. * makes the reflect vector face the model (under horizon).
  49349. */
  49350. useHorizonOcclusion: boolean;
  49351. /**
  49352. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49353. * too much the area relying on ambient texture to define their ambient occlusion.
  49354. */
  49355. useRadianceOcclusion: boolean;
  49356. /**
  49357. * If set to true, no lighting calculations will be applied.
  49358. */
  49359. unlit: boolean;
  49360. /**
  49361. * Gets the image processing configuration used either in this material.
  49362. */
  49363. /**
  49364. * Sets the Default image processing configuration used either in the this material.
  49365. *
  49366. * If sets to null, the scene one is in use.
  49367. */
  49368. imageProcessingConfiguration: ImageProcessingConfiguration;
  49369. /**
  49370. * Gets wether the color curves effect is enabled.
  49371. */
  49372. /**
  49373. * Sets wether the color curves effect is enabled.
  49374. */
  49375. cameraColorCurvesEnabled: boolean;
  49376. /**
  49377. * Gets wether the color grading effect is enabled.
  49378. */
  49379. /**
  49380. * Gets wether the color grading effect is enabled.
  49381. */
  49382. cameraColorGradingEnabled: boolean;
  49383. /**
  49384. * Gets wether tonemapping is enabled or not.
  49385. */
  49386. /**
  49387. * Sets wether tonemapping is enabled or not
  49388. */
  49389. cameraToneMappingEnabled: boolean;
  49390. /**
  49391. * The camera exposure used on this material.
  49392. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49393. * This corresponds to a photographic exposure.
  49394. */
  49395. /**
  49396. * The camera exposure used on this material.
  49397. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49398. * This corresponds to a photographic exposure.
  49399. */
  49400. cameraExposure: number;
  49401. /**
  49402. * Gets The camera contrast used on this material.
  49403. */
  49404. /**
  49405. * Sets The camera contrast used on this material.
  49406. */
  49407. cameraContrast: number;
  49408. /**
  49409. * Gets the Color Grading 2D Lookup Texture.
  49410. */
  49411. /**
  49412. * Sets the Color Grading 2D Lookup Texture.
  49413. */
  49414. cameraColorGradingTexture: Nullable<BaseTexture>;
  49415. /**
  49416. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49417. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49418. * 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;
  49419. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49420. */
  49421. /**
  49422. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49423. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49424. * 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;
  49425. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49426. */
  49427. cameraColorCurves: Nullable<ColorCurves>;
  49428. /**
  49429. * Instantiates a new PBRMaterial instance.
  49430. *
  49431. * @param name The material name
  49432. * @param scene The scene the material will be use in.
  49433. */
  49434. constructor(name: string, scene: Scene);
  49435. /**
  49436. * Returns the name of this material class.
  49437. */
  49438. getClassName(): string;
  49439. /**
  49440. * Makes a duplicate of the current material.
  49441. * @param name - name to use for the new material.
  49442. */
  49443. clone(name: string): PBRMaterial;
  49444. /**
  49445. * Serializes this PBR Material.
  49446. * @returns - An object with the serialized material.
  49447. */
  49448. serialize(): any;
  49449. /**
  49450. * Parses a PBR Material from a serialized object.
  49451. * @param source - Serialized object.
  49452. * @param scene - BJS scene instance.
  49453. * @param rootUrl - url for the scene object
  49454. * @returns - PBRMaterial
  49455. */
  49456. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49457. }
  49458. }
  49459. declare module "babylonjs/Misc/dds" {
  49460. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49461. import { Engine } from "babylonjs/Engines/engine";
  49462. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49463. import { Nullable } from "babylonjs/types";
  49464. import { Scene } from "babylonjs/scene";
  49465. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49466. /**
  49467. * Direct draw surface info
  49468. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49469. */
  49470. export interface DDSInfo {
  49471. /**
  49472. * Width of the texture
  49473. */
  49474. width: number;
  49475. /**
  49476. * Width of the texture
  49477. */
  49478. height: number;
  49479. /**
  49480. * Number of Mipmaps for the texture
  49481. * @see https://en.wikipedia.org/wiki/Mipmap
  49482. */
  49483. mipmapCount: number;
  49484. /**
  49485. * If the textures format is a known fourCC format
  49486. * @see https://www.fourcc.org/
  49487. */
  49488. isFourCC: boolean;
  49489. /**
  49490. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49491. */
  49492. isRGB: boolean;
  49493. /**
  49494. * If the texture is a lumincance format
  49495. */
  49496. isLuminance: boolean;
  49497. /**
  49498. * If this is a cube texture
  49499. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49500. */
  49501. isCube: boolean;
  49502. /**
  49503. * If the texture is a compressed format eg. FOURCC_DXT1
  49504. */
  49505. isCompressed: boolean;
  49506. /**
  49507. * The dxgiFormat of the texture
  49508. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49509. */
  49510. dxgiFormat: number;
  49511. /**
  49512. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49513. */
  49514. textureType: number;
  49515. /**
  49516. * Sphericle polynomial created for the dds texture
  49517. */
  49518. sphericalPolynomial?: SphericalPolynomial;
  49519. }
  49520. /**
  49521. * Class used to provide DDS decompression tools
  49522. */
  49523. export class DDSTools {
  49524. /**
  49525. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49526. */
  49527. static StoreLODInAlphaChannel: boolean;
  49528. /**
  49529. * Gets DDS information from an array buffer
  49530. * @param arrayBuffer defines the array buffer to read data from
  49531. * @returns the DDS information
  49532. */
  49533. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49534. private static _FloatView;
  49535. private static _Int32View;
  49536. private static _ToHalfFloat;
  49537. private static _FromHalfFloat;
  49538. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49539. private static _GetHalfFloatRGBAArrayBuffer;
  49540. private static _GetFloatRGBAArrayBuffer;
  49541. private static _GetFloatAsUIntRGBAArrayBuffer;
  49542. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49543. private static _GetRGBAArrayBuffer;
  49544. private static _ExtractLongWordOrder;
  49545. private static _GetRGBArrayBuffer;
  49546. private static _GetLuminanceArrayBuffer;
  49547. /**
  49548. * Uploads DDS Levels to a Babylon Texture
  49549. * @hidden
  49550. */
  49551. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49552. }
  49553. module "babylonjs/Engines/engine" {
  49554. interface Engine {
  49555. /**
  49556. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49557. * @param rootUrl defines the url where the file to load is located
  49558. * @param scene defines the current scene
  49559. * @param lodScale defines scale to apply to the mip map selection
  49560. * @param lodOffset defines offset to apply to the mip map selection
  49561. * @param onLoad defines an optional callback raised when the texture is loaded
  49562. * @param onError defines an optional callback raised if there is an issue to load the texture
  49563. * @param format defines the format of the data
  49564. * @param forcedExtension defines the extension to use to pick the right loader
  49565. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49566. * @returns the cube texture as an InternalTexture
  49567. */
  49568. 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;
  49569. }
  49570. }
  49571. }
  49572. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49573. import { Nullable } from "babylonjs/types";
  49574. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49575. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49576. /**
  49577. * Implementation of the DDS Texture Loader.
  49578. * @hidden
  49579. */
  49580. export class _DDSTextureLoader implements IInternalTextureLoader {
  49581. /**
  49582. * Defines wether the loader supports cascade loading the different faces.
  49583. */
  49584. readonly supportCascades: boolean;
  49585. /**
  49586. * This returns if the loader support the current file information.
  49587. * @param extension defines the file extension of the file being loaded
  49588. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49589. * @param fallback defines the fallback internal texture if any
  49590. * @param isBase64 defines whether the texture is encoded as a base64
  49591. * @param isBuffer defines whether the texture data are stored as a buffer
  49592. * @returns true if the loader can load the specified file
  49593. */
  49594. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49595. /**
  49596. * Transform the url before loading if required.
  49597. * @param rootUrl the url of the texture
  49598. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49599. * @returns the transformed texture
  49600. */
  49601. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49602. /**
  49603. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49604. * @param rootUrl the url of the texture
  49605. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49606. * @returns the fallback texture
  49607. */
  49608. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49609. /**
  49610. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49611. * @param data contains the texture data
  49612. * @param texture defines the BabylonJS internal texture
  49613. * @param createPolynomials will be true if polynomials have been requested
  49614. * @param onLoad defines the callback to trigger once the texture is ready
  49615. * @param onError defines the callback to trigger in case of error
  49616. */
  49617. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49618. /**
  49619. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49620. * @param data contains the texture data
  49621. * @param texture defines the BabylonJS internal texture
  49622. * @param callback defines the method to call once ready to upload
  49623. */
  49624. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49625. }
  49626. }
  49627. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49628. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49629. /** @hidden */
  49630. export var rgbdEncodePixelShader: {
  49631. name: string;
  49632. shader: string;
  49633. };
  49634. }
  49635. declare module "babylonjs/Misc/environmentTextureTools" {
  49636. import { Nullable } from "babylonjs/types";
  49637. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49638. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49639. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49640. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49641. import "babylonjs/Shaders/rgbdEncode.fragment";
  49642. import "babylonjs/Shaders/rgbdDecode.fragment";
  49643. /**
  49644. * Raw texture data and descriptor sufficient for WebGL texture upload
  49645. */
  49646. export interface EnvironmentTextureInfo {
  49647. /**
  49648. * Version of the environment map
  49649. */
  49650. version: number;
  49651. /**
  49652. * Width of image
  49653. */
  49654. width: number;
  49655. /**
  49656. * Irradiance information stored in the file.
  49657. */
  49658. irradiance: any;
  49659. /**
  49660. * Specular information stored in the file.
  49661. */
  49662. specular: any;
  49663. }
  49664. /**
  49665. * Sets of helpers addressing the serialization and deserialization of environment texture
  49666. * stored in a BabylonJS env file.
  49667. * Those files are usually stored as .env files.
  49668. */
  49669. export class EnvironmentTextureTools {
  49670. /**
  49671. * Magic number identifying the env file.
  49672. */
  49673. private static _MagicBytes;
  49674. /**
  49675. * Gets the environment info from an env file.
  49676. * @param data The array buffer containing the .env bytes.
  49677. * @returns the environment file info (the json header) if successfully parsed.
  49678. */
  49679. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49680. /**
  49681. * Creates an environment texture from a loaded cube texture.
  49682. * @param texture defines the cube texture to convert in env file
  49683. * @return a promise containing the environment data if succesfull.
  49684. */
  49685. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49686. /**
  49687. * Creates a JSON representation of the spherical data.
  49688. * @param texture defines the texture containing the polynomials
  49689. * @return the JSON representation of the spherical info
  49690. */
  49691. private static _CreateEnvTextureIrradiance;
  49692. /**
  49693. * Uploads the texture info contained in the env file to the GPU.
  49694. * @param texture defines the internal texture to upload to
  49695. * @param arrayBuffer defines the buffer cotaining the data to load
  49696. * @param info defines the texture info retrieved through the GetEnvInfo method
  49697. * @returns a promise
  49698. */
  49699. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49700. /**
  49701. * Uploads the levels of image data to the GPU.
  49702. * @param texture defines the internal texture to upload to
  49703. * @param imageData defines the array buffer views of image data [mipmap][face]
  49704. * @returns a promise
  49705. */
  49706. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49707. /**
  49708. * Uploads spherical polynomials information to the texture.
  49709. * @param texture defines the texture we are trying to upload the information to
  49710. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49711. */
  49712. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49713. /** @hidden */
  49714. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49715. }
  49716. }
  49717. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49718. import { Nullable } from "babylonjs/types";
  49719. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49720. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49721. /**
  49722. * Implementation of the ENV Texture Loader.
  49723. * @hidden
  49724. */
  49725. export class _ENVTextureLoader implements IInternalTextureLoader {
  49726. /**
  49727. * Defines wether the loader supports cascade loading the different faces.
  49728. */
  49729. readonly supportCascades: boolean;
  49730. /**
  49731. * This returns if the loader support the current file information.
  49732. * @param extension defines the file extension of the file being loaded
  49733. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49734. * @param fallback defines the fallback internal texture if any
  49735. * @param isBase64 defines whether the texture is encoded as a base64
  49736. * @param isBuffer defines whether the texture data are stored as a buffer
  49737. * @returns true if the loader can load the specified file
  49738. */
  49739. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49740. /**
  49741. * Transform the url before loading if required.
  49742. * @param rootUrl the url of the texture
  49743. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49744. * @returns the transformed texture
  49745. */
  49746. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49747. /**
  49748. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49749. * @param rootUrl the url of the texture
  49750. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49751. * @returns the fallback texture
  49752. */
  49753. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49754. /**
  49755. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49756. * @param data contains the texture data
  49757. * @param texture defines the BabylonJS internal texture
  49758. * @param createPolynomials will be true if polynomials have been requested
  49759. * @param onLoad defines the callback to trigger once the texture is ready
  49760. * @param onError defines the callback to trigger in case of error
  49761. */
  49762. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49763. /**
  49764. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49765. * @param data contains the texture data
  49766. * @param texture defines the BabylonJS internal texture
  49767. * @param callback defines the method to call once ready to upload
  49768. */
  49769. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49770. }
  49771. }
  49772. declare module "babylonjs/Misc/khronosTextureContainer" {
  49773. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49774. /**
  49775. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49776. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49777. */
  49778. export class KhronosTextureContainer {
  49779. /** contents of the KTX container file */
  49780. arrayBuffer: any;
  49781. private static HEADER_LEN;
  49782. private static COMPRESSED_2D;
  49783. private static COMPRESSED_3D;
  49784. private static TEX_2D;
  49785. private static TEX_3D;
  49786. /**
  49787. * Gets the openGL type
  49788. */
  49789. glType: number;
  49790. /**
  49791. * Gets the openGL type size
  49792. */
  49793. glTypeSize: number;
  49794. /**
  49795. * Gets the openGL format
  49796. */
  49797. glFormat: number;
  49798. /**
  49799. * Gets the openGL internal format
  49800. */
  49801. glInternalFormat: number;
  49802. /**
  49803. * Gets the base internal format
  49804. */
  49805. glBaseInternalFormat: number;
  49806. /**
  49807. * Gets image width in pixel
  49808. */
  49809. pixelWidth: number;
  49810. /**
  49811. * Gets image height in pixel
  49812. */
  49813. pixelHeight: number;
  49814. /**
  49815. * Gets image depth in pixels
  49816. */
  49817. pixelDepth: number;
  49818. /**
  49819. * Gets the number of array elements
  49820. */
  49821. numberOfArrayElements: number;
  49822. /**
  49823. * Gets the number of faces
  49824. */
  49825. numberOfFaces: number;
  49826. /**
  49827. * Gets the number of mipmap levels
  49828. */
  49829. numberOfMipmapLevels: number;
  49830. /**
  49831. * Gets the bytes of key value data
  49832. */
  49833. bytesOfKeyValueData: number;
  49834. /**
  49835. * Gets the load type
  49836. */
  49837. loadType: number;
  49838. /**
  49839. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49840. */
  49841. isInvalid: boolean;
  49842. /**
  49843. * Creates a new KhronosTextureContainer
  49844. * @param arrayBuffer contents of the KTX container file
  49845. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49846. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49847. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49848. */
  49849. constructor(
  49850. /** contents of the KTX container file */
  49851. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49852. /**
  49853. * Uploads KTX content to a Babylon Texture.
  49854. * It is assumed that the texture has already been created & is currently bound
  49855. * @hidden
  49856. */
  49857. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49858. private _upload2DCompressedLevels;
  49859. }
  49860. }
  49861. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49862. import { Nullable } from "babylonjs/types";
  49863. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49864. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49865. /**
  49866. * Implementation of the KTX Texture Loader.
  49867. * @hidden
  49868. */
  49869. export class _KTXTextureLoader implements IInternalTextureLoader {
  49870. /**
  49871. * Defines wether the loader supports cascade loading the different faces.
  49872. */
  49873. readonly supportCascades: boolean;
  49874. /**
  49875. * This returns if the loader support the current file information.
  49876. * @param extension defines the file extension of the file being loaded
  49877. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49878. * @param fallback defines the fallback internal texture if any
  49879. * @param isBase64 defines whether the texture is encoded as a base64
  49880. * @param isBuffer defines whether the texture data are stored as a buffer
  49881. * @returns true if the loader can load the specified file
  49882. */
  49883. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49884. /**
  49885. * Transform the url before loading if required.
  49886. * @param rootUrl the url of the texture
  49887. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49888. * @returns the transformed texture
  49889. */
  49890. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49891. /**
  49892. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49893. * @param rootUrl the url of the texture
  49894. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49895. * @returns the fallback texture
  49896. */
  49897. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49898. /**
  49899. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49900. * @param data contains the texture data
  49901. * @param texture defines the BabylonJS internal texture
  49902. * @param createPolynomials will be true if polynomials have been requested
  49903. * @param onLoad defines the callback to trigger once the texture is ready
  49904. * @param onError defines the callback to trigger in case of error
  49905. */
  49906. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49907. /**
  49908. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49909. * @param data contains the texture data
  49910. * @param texture defines the BabylonJS internal texture
  49911. * @param callback defines the method to call once ready to upload
  49912. */
  49913. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49914. }
  49915. }
  49916. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49917. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49918. import { Scene } from "babylonjs/scene";
  49919. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49920. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49921. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49922. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49923. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49924. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49925. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49926. /**
  49927. * Options for the default xr helper
  49928. */
  49929. export class WebXRDefaultExperienceOptions {
  49930. /**
  49931. * Floor meshes that should be used for teleporting
  49932. */
  49933. floorMeshes: Array<AbstractMesh>;
  49934. }
  49935. /**
  49936. * Default experience which provides a similar setup to the previous webVRExperience
  49937. */
  49938. export class WebXRDefaultExperience {
  49939. /**
  49940. * Base experience
  49941. */
  49942. baseExperience: WebXRExperienceHelper;
  49943. /**
  49944. * Input experience extension
  49945. */
  49946. input: WebXRInput;
  49947. /**
  49948. * Loads the controller models
  49949. */
  49950. controllerModelLoader: WebXRControllerModelLoader;
  49951. /**
  49952. * Enables laser pointer and selection
  49953. */
  49954. pointerSelection: WebXRControllerPointerSelection;
  49955. /**
  49956. * Enables teleportation
  49957. */
  49958. teleportation: WebXRControllerTeleportation;
  49959. /**
  49960. * Enables ui for enetering/exiting xr
  49961. */
  49962. enterExitUI: WebXREnterExitUI;
  49963. /**
  49964. * Default output canvas xr should render to
  49965. */
  49966. outputCanvas: WebXRManagedOutputCanvas;
  49967. /**
  49968. * Creates the default xr experience
  49969. * @param scene scene
  49970. * @param options options for basic configuration
  49971. * @returns resulting WebXRDefaultExperience
  49972. */
  49973. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49974. private constructor();
  49975. /**
  49976. * DIsposes of the experience helper
  49977. */
  49978. dispose(): void;
  49979. }
  49980. }
  49981. declare module "babylonjs/Helpers/sceneHelpers" {
  49982. import { Nullable } from "babylonjs/types";
  49983. import { Mesh } from "babylonjs/Meshes/mesh";
  49984. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49985. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49986. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49987. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49988. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49989. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49990. import "babylonjs/Meshes/Builders/boxBuilder";
  49991. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49992. /** @hidden */
  49993. export var _forceSceneHelpersToBundle: boolean;
  49994. module "babylonjs/scene" {
  49995. interface Scene {
  49996. /**
  49997. * Creates a default light for the scene.
  49998. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49999. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  50000. */
  50001. createDefaultLight(replace?: boolean): void;
  50002. /**
  50003. * Creates a default camera for the scene.
  50004. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  50005. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50006. * @param replace has default false, when true replaces the active camera in the scene
  50007. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  50008. */
  50009. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50010. /**
  50011. * Creates a default camera and a default light.
  50012. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  50013. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50014. * @param replace has the default false, when true replaces the active camera/light in the scene
  50015. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  50016. */
  50017. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50018. /**
  50019. * Creates a new sky box
  50020. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  50021. * @param environmentTexture defines the texture to use as environment texture
  50022. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  50023. * @param scale defines the overall scale of the skybox
  50024. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  50025. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  50026. * @returns a new mesh holding the sky box
  50027. */
  50028. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  50029. /**
  50030. * Creates a new environment
  50031. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  50032. * @param options defines the options you can use to configure the environment
  50033. * @returns the new EnvironmentHelper
  50034. */
  50035. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  50036. /**
  50037. * Creates a new VREXperienceHelper
  50038. * @see http://doc.babylonjs.com/how_to/webvr_helper
  50039. * @param webVROptions defines the options used to create the new VREXperienceHelper
  50040. * @returns a new VREXperienceHelper
  50041. */
  50042. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  50043. /**
  50044. * Creates a new WebXRDefaultExperience
  50045. * @see http://doc.babylonjs.com/how_to/webxr
  50046. * @param options experience options
  50047. * @returns a promise for a new WebXRDefaultExperience
  50048. */
  50049. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50050. }
  50051. }
  50052. }
  50053. declare module "babylonjs/Maths/math.vertexFormat" {
  50054. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  50055. /**
  50056. * Contains position and normal vectors for a vertex
  50057. */
  50058. export class PositionNormalVertex {
  50059. /** the position of the vertex (defaut: 0,0,0) */
  50060. position: Vector3;
  50061. /** the normal of the vertex (defaut: 0,1,0) */
  50062. normal: Vector3;
  50063. /**
  50064. * Creates a PositionNormalVertex
  50065. * @param position the position of the vertex (defaut: 0,0,0)
  50066. * @param normal the normal of the vertex (defaut: 0,1,0)
  50067. */
  50068. constructor(
  50069. /** the position of the vertex (defaut: 0,0,0) */
  50070. position?: Vector3,
  50071. /** the normal of the vertex (defaut: 0,1,0) */
  50072. normal?: Vector3);
  50073. /**
  50074. * Clones the PositionNormalVertex
  50075. * @returns the cloned PositionNormalVertex
  50076. */
  50077. clone(): PositionNormalVertex;
  50078. }
  50079. /**
  50080. * Contains position, normal and uv vectors for a vertex
  50081. */
  50082. export class PositionNormalTextureVertex {
  50083. /** the position of the vertex (defaut: 0,0,0) */
  50084. position: Vector3;
  50085. /** the normal of the vertex (defaut: 0,1,0) */
  50086. normal: Vector3;
  50087. /** the uv of the vertex (default: 0,0) */
  50088. uv: Vector2;
  50089. /**
  50090. * Creates a PositionNormalTextureVertex
  50091. * @param position the position of the vertex (defaut: 0,0,0)
  50092. * @param normal the normal of the vertex (defaut: 0,1,0)
  50093. * @param uv the uv of the vertex (default: 0,0)
  50094. */
  50095. constructor(
  50096. /** the position of the vertex (defaut: 0,0,0) */
  50097. position?: Vector3,
  50098. /** the normal of the vertex (defaut: 0,1,0) */
  50099. normal?: Vector3,
  50100. /** the uv of the vertex (default: 0,0) */
  50101. uv?: Vector2);
  50102. /**
  50103. * Clones the PositionNormalTextureVertex
  50104. * @returns the cloned PositionNormalTextureVertex
  50105. */
  50106. clone(): PositionNormalTextureVertex;
  50107. }
  50108. }
  50109. declare module "babylonjs/Maths/math" {
  50110. export * from "babylonjs/Maths/math.axis";
  50111. export * from "babylonjs/Maths/math.color";
  50112. export * from "babylonjs/Maths/math.constants";
  50113. export * from "babylonjs/Maths/math.frustum";
  50114. export * from "babylonjs/Maths/math.path";
  50115. export * from "babylonjs/Maths/math.plane";
  50116. export * from "babylonjs/Maths/math.size";
  50117. export * from "babylonjs/Maths/math.vector";
  50118. export * from "babylonjs/Maths/math.vertexFormat";
  50119. export * from "babylonjs/Maths/math.viewport";
  50120. }
  50121. declare module "babylonjs/Helpers/videoDome" {
  50122. import { Scene } from "babylonjs/scene";
  50123. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50124. import { Mesh } from "babylonjs/Meshes/mesh";
  50125. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50126. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50127. import "babylonjs/Meshes/Builders/sphereBuilder";
  50128. /**
  50129. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50130. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50131. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50132. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50133. */
  50134. export class VideoDome extends TransformNode {
  50135. /**
  50136. * Define the video source as a Monoscopic panoramic 360 video.
  50137. */
  50138. static readonly MODE_MONOSCOPIC: number;
  50139. /**
  50140. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50141. */
  50142. static readonly MODE_TOPBOTTOM: number;
  50143. /**
  50144. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50145. */
  50146. static readonly MODE_SIDEBYSIDE: number;
  50147. private _halfDome;
  50148. private _useDirectMapping;
  50149. /**
  50150. * The video texture being displayed on the sphere
  50151. */
  50152. protected _videoTexture: VideoTexture;
  50153. /**
  50154. * Gets the video texture being displayed on the sphere
  50155. */
  50156. readonly videoTexture: VideoTexture;
  50157. /**
  50158. * The skybox material
  50159. */
  50160. protected _material: BackgroundMaterial;
  50161. /**
  50162. * The surface used for the skybox
  50163. */
  50164. protected _mesh: Mesh;
  50165. /**
  50166. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50167. */
  50168. private _halfDomeMask;
  50169. /**
  50170. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50171. * Also see the options.resolution property.
  50172. */
  50173. fovMultiplier: number;
  50174. private _videoMode;
  50175. /**
  50176. * Gets or set the current video mode for the video. It can be:
  50177. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50178. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50179. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50180. */
  50181. videoMode: number;
  50182. /**
  50183. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50184. *
  50185. */
  50186. /**
  50187. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50188. */
  50189. halfDome: boolean;
  50190. /**
  50191. * Oberserver used in Stereoscopic VR Mode.
  50192. */
  50193. private _onBeforeCameraRenderObserver;
  50194. /**
  50195. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50196. * @param name Element's name, child elements will append suffixes for their own names.
  50197. * @param urlsOrVideo defines the url(s) or the video element to use
  50198. * @param options An object containing optional or exposed sub element properties
  50199. */
  50200. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50201. resolution?: number;
  50202. clickToPlay?: boolean;
  50203. autoPlay?: boolean;
  50204. loop?: boolean;
  50205. size?: number;
  50206. poster?: string;
  50207. faceForward?: boolean;
  50208. useDirectMapping?: boolean;
  50209. halfDomeMode?: boolean;
  50210. }, scene: Scene);
  50211. private _changeVideoMode;
  50212. /**
  50213. * Releases resources associated with this node.
  50214. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50215. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50216. */
  50217. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50218. }
  50219. }
  50220. declare module "babylonjs/Helpers/index" {
  50221. export * from "babylonjs/Helpers/environmentHelper";
  50222. export * from "babylonjs/Helpers/photoDome";
  50223. export * from "babylonjs/Helpers/sceneHelpers";
  50224. export * from "babylonjs/Helpers/videoDome";
  50225. }
  50226. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50227. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50228. import { IDisposable } from "babylonjs/scene";
  50229. import { Engine } from "babylonjs/Engines/engine";
  50230. /**
  50231. * This class can be used to get instrumentation data from a Babylon engine
  50232. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50233. */
  50234. export class EngineInstrumentation implements IDisposable {
  50235. /**
  50236. * Define the instrumented engine.
  50237. */
  50238. engine: Engine;
  50239. private _captureGPUFrameTime;
  50240. private _gpuFrameTimeToken;
  50241. private _gpuFrameTime;
  50242. private _captureShaderCompilationTime;
  50243. private _shaderCompilationTime;
  50244. private _onBeginFrameObserver;
  50245. private _onEndFrameObserver;
  50246. private _onBeforeShaderCompilationObserver;
  50247. private _onAfterShaderCompilationObserver;
  50248. /**
  50249. * Gets the perf counter used for GPU frame time
  50250. */
  50251. readonly gpuFrameTimeCounter: PerfCounter;
  50252. /**
  50253. * Gets the GPU frame time capture status
  50254. */
  50255. /**
  50256. * Enable or disable the GPU frame time capture
  50257. */
  50258. captureGPUFrameTime: boolean;
  50259. /**
  50260. * Gets the perf counter used for shader compilation time
  50261. */
  50262. readonly shaderCompilationTimeCounter: PerfCounter;
  50263. /**
  50264. * Gets the shader compilation time capture status
  50265. */
  50266. /**
  50267. * Enable or disable the shader compilation time capture
  50268. */
  50269. captureShaderCompilationTime: boolean;
  50270. /**
  50271. * Instantiates a new engine instrumentation.
  50272. * This class can be used to get instrumentation data from a Babylon engine
  50273. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50274. * @param engine Defines the engine to instrument
  50275. */
  50276. constructor(
  50277. /**
  50278. * Define the instrumented engine.
  50279. */
  50280. engine: Engine);
  50281. /**
  50282. * Dispose and release associated resources.
  50283. */
  50284. dispose(): void;
  50285. }
  50286. }
  50287. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50288. import { Scene, IDisposable } from "babylonjs/scene";
  50289. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50290. /**
  50291. * This class can be used to get instrumentation data from a Babylon engine
  50292. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50293. */
  50294. export class SceneInstrumentation implements IDisposable {
  50295. /**
  50296. * Defines the scene to instrument
  50297. */
  50298. scene: Scene;
  50299. private _captureActiveMeshesEvaluationTime;
  50300. private _activeMeshesEvaluationTime;
  50301. private _captureRenderTargetsRenderTime;
  50302. private _renderTargetsRenderTime;
  50303. private _captureFrameTime;
  50304. private _frameTime;
  50305. private _captureRenderTime;
  50306. private _renderTime;
  50307. private _captureInterFrameTime;
  50308. private _interFrameTime;
  50309. private _captureParticlesRenderTime;
  50310. private _particlesRenderTime;
  50311. private _captureSpritesRenderTime;
  50312. private _spritesRenderTime;
  50313. private _capturePhysicsTime;
  50314. private _physicsTime;
  50315. private _captureAnimationsTime;
  50316. private _animationsTime;
  50317. private _captureCameraRenderTime;
  50318. private _cameraRenderTime;
  50319. private _onBeforeActiveMeshesEvaluationObserver;
  50320. private _onAfterActiveMeshesEvaluationObserver;
  50321. private _onBeforeRenderTargetsRenderObserver;
  50322. private _onAfterRenderTargetsRenderObserver;
  50323. private _onAfterRenderObserver;
  50324. private _onBeforeDrawPhaseObserver;
  50325. private _onAfterDrawPhaseObserver;
  50326. private _onBeforeAnimationsObserver;
  50327. private _onBeforeParticlesRenderingObserver;
  50328. private _onAfterParticlesRenderingObserver;
  50329. private _onBeforeSpritesRenderingObserver;
  50330. private _onAfterSpritesRenderingObserver;
  50331. private _onBeforePhysicsObserver;
  50332. private _onAfterPhysicsObserver;
  50333. private _onAfterAnimationsObserver;
  50334. private _onBeforeCameraRenderObserver;
  50335. private _onAfterCameraRenderObserver;
  50336. /**
  50337. * Gets the perf counter used for active meshes evaluation time
  50338. */
  50339. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50340. /**
  50341. * Gets the active meshes evaluation time capture status
  50342. */
  50343. /**
  50344. * Enable or disable the active meshes evaluation time capture
  50345. */
  50346. captureActiveMeshesEvaluationTime: boolean;
  50347. /**
  50348. * Gets the perf counter used for render targets render time
  50349. */
  50350. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50351. /**
  50352. * Gets the render targets render time capture status
  50353. */
  50354. /**
  50355. * Enable or disable the render targets render time capture
  50356. */
  50357. captureRenderTargetsRenderTime: boolean;
  50358. /**
  50359. * Gets the perf counter used for particles render time
  50360. */
  50361. readonly particlesRenderTimeCounter: PerfCounter;
  50362. /**
  50363. * Gets the particles render time capture status
  50364. */
  50365. /**
  50366. * Enable or disable the particles render time capture
  50367. */
  50368. captureParticlesRenderTime: boolean;
  50369. /**
  50370. * Gets the perf counter used for sprites render time
  50371. */
  50372. readonly spritesRenderTimeCounter: PerfCounter;
  50373. /**
  50374. * Gets the sprites render time capture status
  50375. */
  50376. /**
  50377. * Enable or disable the sprites render time capture
  50378. */
  50379. captureSpritesRenderTime: boolean;
  50380. /**
  50381. * Gets the perf counter used for physics time
  50382. */
  50383. readonly physicsTimeCounter: PerfCounter;
  50384. /**
  50385. * Gets the physics time capture status
  50386. */
  50387. /**
  50388. * Enable or disable the physics time capture
  50389. */
  50390. capturePhysicsTime: boolean;
  50391. /**
  50392. * Gets the perf counter used for animations time
  50393. */
  50394. readonly animationsTimeCounter: PerfCounter;
  50395. /**
  50396. * Gets the animations time capture status
  50397. */
  50398. /**
  50399. * Enable or disable the animations time capture
  50400. */
  50401. captureAnimationsTime: boolean;
  50402. /**
  50403. * Gets the perf counter used for frame time capture
  50404. */
  50405. readonly frameTimeCounter: PerfCounter;
  50406. /**
  50407. * Gets the frame time capture status
  50408. */
  50409. /**
  50410. * Enable or disable the frame time capture
  50411. */
  50412. captureFrameTime: boolean;
  50413. /**
  50414. * Gets the perf counter used for inter-frames time capture
  50415. */
  50416. readonly interFrameTimeCounter: PerfCounter;
  50417. /**
  50418. * Gets the inter-frames time capture status
  50419. */
  50420. /**
  50421. * Enable or disable the inter-frames time capture
  50422. */
  50423. captureInterFrameTime: boolean;
  50424. /**
  50425. * Gets the perf counter used for render time capture
  50426. */
  50427. readonly renderTimeCounter: PerfCounter;
  50428. /**
  50429. * Gets the render time capture status
  50430. */
  50431. /**
  50432. * Enable or disable the render time capture
  50433. */
  50434. captureRenderTime: boolean;
  50435. /**
  50436. * Gets the perf counter used for camera render time capture
  50437. */
  50438. readonly cameraRenderTimeCounter: PerfCounter;
  50439. /**
  50440. * Gets the camera render time capture status
  50441. */
  50442. /**
  50443. * Enable or disable the camera render time capture
  50444. */
  50445. captureCameraRenderTime: boolean;
  50446. /**
  50447. * Gets the perf counter used for draw calls
  50448. */
  50449. readonly drawCallsCounter: PerfCounter;
  50450. /**
  50451. * Instantiates a new scene instrumentation.
  50452. * This class can be used to get instrumentation data from a Babylon engine
  50453. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50454. * @param scene Defines the scene to instrument
  50455. */
  50456. constructor(
  50457. /**
  50458. * Defines the scene to instrument
  50459. */
  50460. scene: Scene);
  50461. /**
  50462. * Dispose and release associated resources.
  50463. */
  50464. dispose(): void;
  50465. }
  50466. }
  50467. declare module "babylonjs/Instrumentation/index" {
  50468. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50469. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50470. export * from "babylonjs/Instrumentation/timeToken";
  50471. }
  50472. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50473. /** @hidden */
  50474. export var glowMapGenerationPixelShader: {
  50475. name: string;
  50476. shader: string;
  50477. };
  50478. }
  50479. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50480. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50481. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50482. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50483. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50484. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50485. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50486. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50487. /** @hidden */
  50488. export var glowMapGenerationVertexShader: {
  50489. name: string;
  50490. shader: string;
  50491. };
  50492. }
  50493. declare module "babylonjs/Layers/effectLayer" {
  50494. import { Observable } from "babylonjs/Misc/observable";
  50495. import { Nullable } from "babylonjs/types";
  50496. import { Camera } from "babylonjs/Cameras/camera";
  50497. import { Scene } from "babylonjs/scene";
  50498. import { ISize } from "babylonjs/Maths/math.size";
  50499. import { Color4 } from "babylonjs/Maths/math.color";
  50500. import { Engine } from "babylonjs/Engines/engine";
  50501. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50502. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50503. import { Mesh } from "babylonjs/Meshes/mesh";
  50504. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50505. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50506. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50507. import { Effect } from "babylonjs/Materials/effect";
  50508. import { Material } from "babylonjs/Materials/material";
  50509. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50510. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50511. /**
  50512. * Effect layer options. This helps customizing the behaviour
  50513. * of the effect layer.
  50514. */
  50515. export interface IEffectLayerOptions {
  50516. /**
  50517. * Multiplication factor apply to the canvas size to compute the render target size
  50518. * used to generated the objects (the smaller the faster).
  50519. */
  50520. mainTextureRatio: number;
  50521. /**
  50522. * Enforces a fixed size texture to ensure effect stability across devices.
  50523. */
  50524. mainTextureFixedSize?: number;
  50525. /**
  50526. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50527. */
  50528. alphaBlendingMode: number;
  50529. /**
  50530. * The camera attached to the layer.
  50531. */
  50532. camera: Nullable<Camera>;
  50533. /**
  50534. * The rendering group to draw the layer in.
  50535. */
  50536. renderingGroupId: number;
  50537. }
  50538. /**
  50539. * The effect layer Helps adding post process effect blended with the main pass.
  50540. *
  50541. * This can be for instance use to generate glow or higlight effects on the scene.
  50542. *
  50543. * The effect layer class can not be used directly and is intented to inherited from to be
  50544. * customized per effects.
  50545. */
  50546. export abstract class EffectLayer {
  50547. private _vertexBuffers;
  50548. private _indexBuffer;
  50549. private _cachedDefines;
  50550. private _effectLayerMapGenerationEffect;
  50551. private _effectLayerOptions;
  50552. private _mergeEffect;
  50553. protected _scene: Scene;
  50554. protected _engine: Engine;
  50555. protected _maxSize: number;
  50556. protected _mainTextureDesiredSize: ISize;
  50557. protected _mainTexture: RenderTargetTexture;
  50558. protected _shouldRender: boolean;
  50559. protected _postProcesses: PostProcess[];
  50560. protected _textures: BaseTexture[];
  50561. protected _emissiveTextureAndColor: {
  50562. texture: Nullable<BaseTexture>;
  50563. color: Color4;
  50564. };
  50565. /**
  50566. * The name of the layer
  50567. */
  50568. name: string;
  50569. /**
  50570. * The clear color of the texture used to generate the glow map.
  50571. */
  50572. neutralColor: Color4;
  50573. /**
  50574. * Specifies wether the highlight layer is enabled or not.
  50575. */
  50576. isEnabled: boolean;
  50577. /**
  50578. * Gets the camera attached to the layer.
  50579. */
  50580. readonly camera: Nullable<Camera>;
  50581. /**
  50582. * Gets the rendering group id the layer should render in.
  50583. */
  50584. renderingGroupId: number;
  50585. /**
  50586. * An event triggered when the effect layer has been disposed.
  50587. */
  50588. onDisposeObservable: Observable<EffectLayer>;
  50589. /**
  50590. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50591. */
  50592. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50593. /**
  50594. * An event triggered when the generated texture is being merged in the scene.
  50595. */
  50596. onBeforeComposeObservable: Observable<EffectLayer>;
  50597. /**
  50598. * An event triggered when the generated texture has been merged in the scene.
  50599. */
  50600. onAfterComposeObservable: Observable<EffectLayer>;
  50601. /**
  50602. * An event triggered when the efffect layer changes its size.
  50603. */
  50604. onSizeChangedObservable: Observable<EffectLayer>;
  50605. /** @hidden */
  50606. static _SceneComponentInitialization: (scene: Scene) => void;
  50607. /**
  50608. * Instantiates a new effect Layer and references it in the scene.
  50609. * @param name The name of the layer
  50610. * @param scene The scene to use the layer in
  50611. */
  50612. constructor(
  50613. /** The Friendly of the effect in the scene */
  50614. name: string, scene: Scene);
  50615. /**
  50616. * Get the effect name of the layer.
  50617. * @return The effect name
  50618. */
  50619. abstract getEffectName(): string;
  50620. /**
  50621. * Checks for the readiness of the element composing the layer.
  50622. * @param subMesh the mesh to check for
  50623. * @param useInstances specify wether or not to use instances to render the mesh
  50624. * @return true if ready otherwise, false
  50625. */
  50626. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50627. /**
  50628. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50629. * @returns true if the effect requires stencil during the main canvas render pass.
  50630. */
  50631. abstract needStencil(): boolean;
  50632. /**
  50633. * Create the merge effect. This is the shader use to blit the information back
  50634. * to the main canvas at the end of the scene rendering.
  50635. * @returns The effect containing the shader used to merge the effect on the main canvas
  50636. */
  50637. protected abstract _createMergeEffect(): Effect;
  50638. /**
  50639. * Creates the render target textures and post processes used in the effect layer.
  50640. */
  50641. protected abstract _createTextureAndPostProcesses(): void;
  50642. /**
  50643. * Implementation specific of rendering the generating effect on the main canvas.
  50644. * @param effect The effect used to render through
  50645. */
  50646. protected abstract _internalRender(effect: Effect): void;
  50647. /**
  50648. * Sets the required values for both the emissive texture and and the main color.
  50649. */
  50650. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50651. /**
  50652. * Free any resources and references associated to a mesh.
  50653. * Internal use
  50654. * @param mesh The mesh to free.
  50655. */
  50656. abstract _disposeMesh(mesh: Mesh): void;
  50657. /**
  50658. * Serializes this layer (Glow or Highlight for example)
  50659. * @returns a serialized layer object
  50660. */
  50661. abstract serialize?(): any;
  50662. /**
  50663. * Initializes the effect layer with the required options.
  50664. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50665. */
  50666. protected _init(options: Partial<IEffectLayerOptions>): void;
  50667. /**
  50668. * Generates the index buffer of the full screen quad blending to the main canvas.
  50669. */
  50670. private _generateIndexBuffer;
  50671. /**
  50672. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50673. */
  50674. private _generateVertexBuffer;
  50675. /**
  50676. * Sets the main texture desired size which is the closest power of two
  50677. * of the engine canvas size.
  50678. */
  50679. private _setMainTextureSize;
  50680. /**
  50681. * Creates the main texture for the effect layer.
  50682. */
  50683. protected _createMainTexture(): void;
  50684. /**
  50685. * Adds specific effects defines.
  50686. * @param defines The defines to add specifics to.
  50687. */
  50688. protected _addCustomEffectDefines(defines: string[]): void;
  50689. /**
  50690. * Checks for the readiness of the element composing the layer.
  50691. * @param subMesh the mesh to check for
  50692. * @param useInstances specify wether or not to use instances to render the mesh
  50693. * @param emissiveTexture the associated emissive texture used to generate the glow
  50694. * @return true if ready otherwise, false
  50695. */
  50696. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50697. /**
  50698. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50699. */
  50700. render(): void;
  50701. /**
  50702. * Determine if a given mesh will be used in the current effect.
  50703. * @param mesh mesh to test
  50704. * @returns true if the mesh will be used
  50705. */
  50706. hasMesh(mesh: AbstractMesh): boolean;
  50707. /**
  50708. * Returns true if the layer contains information to display, otherwise false.
  50709. * @returns true if the glow layer should be rendered
  50710. */
  50711. shouldRender(): boolean;
  50712. /**
  50713. * Returns true if the mesh should render, otherwise false.
  50714. * @param mesh The mesh to render
  50715. * @returns true if it should render otherwise false
  50716. */
  50717. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50718. /**
  50719. * Returns true if the mesh can be rendered, otherwise false.
  50720. * @param mesh The mesh to render
  50721. * @param material The material used on the mesh
  50722. * @returns true if it can be rendered otherwise false
  50723. */
  50724. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50725. /**
  50726. * Returns true if the mesh should render, otherwise false.
  50727. * @param mesh The mesh to render
  50728. * @returns true if it should render otherwise false
  50729. */
  50730. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50731. /**
  50732. * Renders the submesh passed in parameter to the generation map.
  50733. */
  50734. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50735. /**
  50736. * Rebuild the required buffers.
  50737. * @hidden Internal use only.
  50738. */
  50739. _rebuild(): void;
  50740. /**
  50741. * Dispose only the render target textures and post process.
  50742. */
  50743. private _disposeTextureAndPostProcesses;
  50744. /**
  50745. * Dispose the highlight layer and free resources.
  50746. */
  50747. dispose(): void;
  50748. /**
  50749. * Gets the class name of the effect layer
  50750. * @returns the string with the class name of the effect layer
  50751. */
  50752. getClassName(): string;
  50753. /**
  50754. * Creates an effect layer from parsed effect layer data
  50755. * @param parsedEffectLayer defines effect layer data
  50756. * @param scene defines the current scene
  50757. * @param rootUrl defines the root URL containing the effect layer information
  50758. * @returns a parsed effect Layer
  50759. */
  50760. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50761. }
  50762. }
  50763. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50764. import { Scene } from "babylonjs/scene";
  50765. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50766. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50767. import { AbstractScene } from "babylonjs/abstractScene";
  50768. module "babylonjs/abstractScene" {
  50769. interface AbstractScene {
  50770. /**
  50771. * The list of effect layers (highlights/glow) added to the scene
  50772. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50773. * @see http://doc.babylonjs.com/how_to/glow_layer
  50774. */
  50775. effectLayers: Array<EffectLayer>;
  50776. /**
  50777. * Removes the given effect layer from this scene.
  50778. * @param toRemove defines the effect layer to remove
  50779. * @returns the index of the removed effect layer
  50780. */
  50781. removeEffectLayer(toRemove: EffectLayer): number;
  50782. /**
  50783. * Adds the given effect layer to this scene
  50784. * @param newEffectLayer defines the effect layer to add
  50785. */
  50786. addEffectLayer(newEffectLayer: EffectLayer): void;
  50787. }
  50788. }
  50789. /**
  50790. * Defines the layer scene component responsible to manage any effect layers
  50791. * in a given scene.
  50792. */
  50793. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50794. /**
  50795. * The component name helpfull to identify the component in the list of scene components.
  50796. */
  50797. readonly name: string;
  50798. /**
  50799. * The scene the component belongs to.
  50800. */
  50801. scene: Scene;
  50802. private _engine;
  50803. private _renderEffects;
  50804. private _needStencil;
  50805. private _previousStencilState;
  50806. /**
  50807. * Creates a new instance of the component for the given scene
  50808. * @param scene Defines the scene to register the component in
  50809. */
  50810. constructor(scene: Scene);
  50811. /**
  50812. * Registers the component in a given scene
  50813. */
  50814. register(): void;
  50815. /**
  50816. * Rebuilds the elements related to this component in case of
  50817. * context lost for instance.
  50818. */
  50819. rebuild(): void;
  50820. /**
  50821. * Serializes the component data to the specified json object
  50822. * @param serializationObject The object to serialize to
  50823. */
  50824. serialize(serializationObject: any): void;
  50825. /**
  50826. * Adds all the elements from the container to the scene
  50827. * @param container the container holding the elements
  50828. */
  50829. addFromContainer(container: AbstractScene): void;
  50830. /**
  50831. * Removes all the elements in the container from the scene
  50832. * @param container contains the elements to remove
  50833. * @param dispose if the removed element should be disposed (default: false)
  50834. */
  50835. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50836. /**
  50837. * Disposes the component and the associated ressources.
  50838. */
  50839. dispose(): void;
  50840. private _isReadyForMesh;
  50841. private _renderMainTexture;
  50842. private _setStencil;
  50843. private _setStencilBack;
  50844. private _draw;
  50845. private _drawCamera;
  50846. private _drawRenderingGroup;
  50847. }
  50848. }
  50849. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50850. /** @hidden */
  50851. export var glowMapMergePixelShader: {
  50852. name: string;
  50853. shader: string;
  50854. };
  50855. }
  50856. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50857. /** @hidden */
  50858. export var glowMapMergeVertexShader: {
  50859. name: string;
  50860. shader: string;
  50861. };
  50862. }
  50863. declare module "babylonjs/Layers/glowLayer" {
  50864. import { Nullable } from "babylonjs/types";
  50865. import { Camera } from "babylonjs/Cameras/camera";
  50866. import { Scene } from "babylonjs/scene";
  50867. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50868. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50869. import { Mesh } from "babylonjs/Meshes/mesh";
  50870. import { Texture } from "babylonjs/Materials/Textures/texture";
  50871. import { Effect } from "babylonjs/Materials/effect";
  50872. import { Material } from "babylonjs/Materials/material";
  50873. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50874. import { Color4 } from "babylonjs/Maths/math.color";
  50875. import "babylonjs/Shaders/glowMapMerge.fragment";
  50876. import "babylonjs/Shaders/glowMapMerge.vertex";
  50877. import "babylonjs/Layers/effectLayerSceneComponent";
  50878. module "babylonjs/abstractScene" {
  50879. interface AbstractScene {
  50880. /**
  50881. * Return a the first highlight layer of the scene with a given name.
  50882. * @param name The name of the highlight layer to look for.
  50883. * @return The highlight layer if found otherwise null.
  50884. */
  50885. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50886. }
  50887. }
  50888. /**
  50889. * Glow layer options. This helps customizing the behaviour
  50890. * of the glow layer.
  50891. */
  50892. export interface IGlowLayerOptions {
  50893. /**
  50894. * Multiplication factor apply to the canvas size to compute the render target size
  50895. * used to generated the glowing objects (the smaller the faster).
  50896. */
  50897. mainTextureRatio: number;
  50898. /**
  50899. * Enforces a fixed size texture to ensure resize independant blur.
  50900. */
  50901. mainTextureFixedSize?: number;
  50902. /**
  50903. * How big is the kernel of the blur texture.
  50904. */
  50905. blurKernelSize: number;
  50906. /**
  50907. * The camera attached to the layer.
  50908. */
  50909. camera: Nullable<Camera>;
  50910. /**
  50911. * Enable MSAA by chosing the number of samples.
  50912. */
  50913. mainTextureSamples?: number;
  50914. /**
  50915. * The rendering group to draw the layer in.
  50916. */
  50917. renderingGroupId: number;
  50918. }
  50919. /**
  50920. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50921. *
  50922. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50923. * glowy meshes to your scene.
  50924. *
  50925. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50926. */
  50927. export class GlowLayer extends EffectLayer {
  50928. /**
  50929. * Effect Name of the layer.
  50930. */
  50931. static readonly EffectName: string;
  50932. /**
  50933. * The default blur kernel size used for the glow.
  50934. */
  50935. static DefaultBlurKernelSize: number;
  50936. /**
  50937. * The default texture size ratio used for the glow.
  50938. */
  50939. static DefaultTextureRatio: number;
  50940. /**
  50941. * Sets the kernel size of the blur.
  50942. */
  50943. /**
  50944. * Gets the kernel size of the blur.
  50945. */
  50946. blurKernelSize: number;
  50947. /**
  50948. * Sets the glow intensity.
  50949. */
  50950. /**
  50951. * Gets the glow intensity.
  50952. */
  50953. intensity: number;
  50954. private _options;
  50955. private _intensity;
  50956. private _horizontalBlurPostprocess1;
  50957. private _verticalBlurPostprocess1;
  50958. private _horizontalBlurPostprocess2;
  50959. private _verticalBlurPostprocess2;
  50960. private _blurTexture1;
  50961. private _blurTexture2;
  50962. private _postProcesses1;
  50963. private _postProcesses2;
  50964. private _includedOnlyMeshes;
  50965. private _excludedMeshes;
  50966. /**
  50967. * Callback used to let the user override the color selection on a per mesh basis
  50968. */
  50969. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50970. /**
  50971. * Callback used to let the user override the texture selection on a per mesh basis
  50972. */
  50973. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50974. /**
  50975. * Instantiates a new glow Layer and references it to the scene.
  50976. * @param name The name of the layer
  50977. * @param scene The scene to use the layer in
  50978. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50979. */
  50980. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50981. /**
  50982. * Get the effect name of the layer.
  50983. * @return The effect name
  50984. */
  50985. getEffectName(): string;
  50986. /**
  50987. * Create the merge effect. This is the shader use to blit the information back
  50988. * to the main canvas at the end of the scene rendering.
  50989. */
  50990. protected _createMergeEffect(): Effect;
  50991. /**
  50992. * Creates the render target textures and post processes used in the glow layer.
  50993. */
  50994. protected _createTextureAndPostProcesses(): void;
  50995. /**
  50996. * Checks for the readiness of the element composing the layer.
  50997. * @param subMesh the mesh to check for
  50998. * @param useInstances specify wether or not to use instances to render the mesh
  50999. * @param emissiveTexture the associated emissive texture used to generate the glow
  51000. * @return true if ready otherwise, false
  51001. */
  51002. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51003. /**
  51004. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51005. */
  51006. needStencil(): boolean;
  51007. /**
  51008. * Returns true if the mesh can be rendered, otherwise false.
  51009. * @param mesh The mesh to render
  51010. * @param material The material used on the mesh
  51011. * @returns true if it can be rendered otherwise false
  51012. */
  51013. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51014. /**
  51015. * Implementation specific of rendering the generating effect on the main canvas.
  51016. * @param effect The effect used to render through
  51017. */
  51018. protected _internalRender(effect: Effect): void;
  51019. /**
  51020. * Sets the required values for both the emissive texture and and the main color.
  51021. */
  51022. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51023. /**
  51024. * Returns true if the mesh should render, otherwise false.
  51025. * @param mesh The mesh to render
  51026. * @returns true if it should render otherwise false
  51027. */
  51028. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51029. /**
  51030. * Adds specific effects defines.
  51031. * @param defines The defines to add specifics to.
  51032. */
  51033. protected _addCustomEffectDefines(defines: string[]): void;
  51034. /**
  51035. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  51036. * @param mesh The mesh to exclude from the glow layer
  51037. */
  51038. addExcludedMesh(mesh: Mesh): void;
  51039. /**
  51040. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  51041. * @param mesh The mesh to remove
  51042. */
  51043. removeExcludedMesh(mesh: Mesh): void;
  51044. /**
  51045. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  51046. * @param mesh The mesh to include in the glow layer
  51047. */
  51048. addIncludedOnlyMesh(mesh: Mesh): void;
  51049. /**
  51050. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  51051. * @param mesh The mesh to remove
  51052. */
  51053. removeIncludedOnlyMesh(mesh: Mesh): void;
  51054. /**
  51055. * Determine if a given mesh will be used in the glow layer
  51056. * @param mesh The mesh to test
  51057. * @returns true if the mesh will be highlighted by the current glow layer
  51058. */
  51059. hasMesh(mesh: AbstractMesh): boolean;
  51060. /**
  51061. * Free any resources and references associated to a mesh.
  51062. * Internal use
  51063. * @param mesh The mesh to free.
  51064. * @hidden
  51065. */
  51066. _disposeMesh(mesh: Mesh): void;
  51067. /**
  51068. * Gets the class name of the effect layer
  51069. * @returns the string with the class name of the effect layer
  51070. */
  51071. getClassName(): string;
  51072. /**
  51073. * Serializes this glow layer
  51074. * @returns a serialized glow layer object
  51075. */
  51076. serialize(): any;
  51077. /**
  51078. * Creates a Glow Layer from parsed glow layer data
  51079. * @param parsedGlowLayer defines glow layer data
  51080. * @param scene defines the current scene
  51081. * @param rootUrl defines the root URL containing the glow layer information
  51082. * @returns a parsed Glow Layer
  51083. */
  51084. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  51085. }
  51086. }
  51087. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  51088. /** @hidden */
  51089. export var glowBlurPostProcessPixelShader: {
  51090. name: string;
  51091. shader: string;
  51092. };
  51093. }
  51094. declare module "babylonjs/Layers/highlightLayer" {
  51095. import { Observable } from "babylonjs/Misc/observable";
  51096. import { Nullable } from "babylonjs/types";
  51097. import { Camera } from "babylonjs/Cameras/camera";
  51098. import { Scene } from "babylonjs/scene";
  51099. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51100. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51101. import { Mesh } from "babylonjs/Meshes/mesh";
  51102. import { Effect } from "babylonjs/Materials/effect";
  51103. import { Material } from "babylonjs/Materials/material";
  51104. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51105. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51106. import "babylonjs/Shaders/glowMapMerge.fragment";
  51107. import "babylonjs/Shaders/glowMapMerge.vertex";
  51108. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51109. module "babylonjs/abstractScene" {
  51110. interface AbstractScene {
  51111. /**
  51112. * Return a the first highlight layer of the scene with a given name.
  51113. * @param name The name of the highlight layer to look for.
  51114. * @return The highlight layer if found otherwise null.
  51115. */
  51116. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51117. }
  51118. }
  51119. /**
  51120. * Highlight layer options. This helps customizing the behaviour
  51121. * of the highlight layer.
  51122. */
  51123. export interface IHighlightLayerOptions {
  51124. /**
  51125. * Multiplication factor apply to the canvas size to compute the render target size
  51126. * used to generated the glowing objects (the smaller the faster).
  51127. */
  51128. mainTextureRatio: number;
  51129. /**
  51130. * Enforces a fixed size texture to ensure resize independant blur.
  51131. */
  51132. mainTextureFixedSize?: number;
  51133. /**
  51134. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51135. * of the picture to blur (the smaller the faster).
  51136. */
  51137. blurTextureSizeRatio: number;
  51138. /**
  51139. * How big in texel of the blur texture is the vertical blur.
  51140. */
  51141. blurVerticalSize: number;
  51142. /**
  51143. * How big in texel of the blur texture is the horizontal blur.
  51144. */
  51145. blurHorizontalSize: number;
  51146. /**
  51147. * Alpha blending mode used to apply the blur. Default is combine.
  51148. */
  51149. alphaBlendingMode: number;
  51150. /**
  51151. * The camera attached to the layer.
  51152. */
  51153. camera: Nullable<Camera>;
  51154. /**
  51155. * Should we display highlight as a solid stroke?
  51156. */
  51157. isStroke?: boolean;
  51158. /**
  51159. * The rendering group to draw the layer in.
  51160. */
  51161. renderingGroupId: number;
  51162. }
  51163. /**
  51164. * The highlight layer Helps adding a glow effect around a mesh.
  51165. *
  51166. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51167. * glowy meshes to your scene.
  51168. *
  51169. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51170. */
  51171. export class HighlightLayer extends EffectLayer {
  51172. name: string;
  51173. /**
  51174. * Effect Name of the highlight layer.
  51175. */
  51176. static readonly EffectName: string;
  51177. /**
  51178. * The neutral color used during the preparation of the glow effect.
  51179. * This is black by default as the blend operation is a blend operation.
  51180. */
  51181. static NeutralColor: Color4;
  51182. /**
  51183. * Stencil value used for glowing meshes.
  51184. */
  51185. static GlowingMeshStencilReference: number;
  51186. /**
  51187. * Stencil value used for the other meshes in the scene.
  51188. */
  51189. static NormalMeshStencilReference: number;
  51190. /**
  51191. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51192. */
  51193. innerGlow: boolean;
  51194. /**
  51195. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51196. */
  51197. outerGlow: boolean;
  51198. /**
  51199. * Specifies the horizontal size of the blur.
  51200. */
  51201. /**
  51202. * Gets the horizontal size of the blur.
  51203. */
  51204. blurHorizontalSize: number;
  51205. /**
  51206. * Specifies the vertical size of the blur.
  51207. */
  51208. /**
  51209. * Gets the vertical size of the blur.
  51210. */
  51211. blurVerticalSize: number;
  51212. /**
  51213. * An event triggered when the highlight layer is being blurred.
  51214. */
  51215. onBeforeBlurObservable: Observable<HighlightLayer>;
  51216. /**
  51217. * An event triggered when the highlight layer has been blurred.
  51218. */
  51219. onAfterBlurObservable: Observable<HighlightLayer>;
  51220. private _instanceGlowingMeshStencilReference;
  51221. private _options;
  51222. private _downSamplePostprocess;
  51223. private _horizontalBlurPostprocess;
  51224. private _verticalBlurPostprocess;
  51225. private _blurTexture;
  51226. private _meshes;
  51227. private _excludedMeshes;
  51228. /**
  51229. * Instantiates a new highlight Layer and references it to the scene..
  51230. * @param name The name of the layer
  51231. * @param scene The scene to use the layer in
  51232. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51233. */
  51234. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51235. /**
  51236. * Get the effect name of the layer.
  51237. * @return The effect name
  51238. */
  51239. getEffectName(): string;
  51240. /**
  51241. * Create the merge effect. This is the shader use to blit the information back
  51242. * to the main canvas at the end of the scene rendering.
  51243. */
  51244. protected _createMergeEffect(): Effect;
  51245. /**
  51246. * Creates the render target textures and post processes used in the highlight layer.
  51247. */
  51248. protected _createTextureAndPostProcesses(): void;
  51249. /**
  51250. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51251. */
  51252. needStencil(): boolean;
  51253. /**
  51254. * Checks for the readiness of the element composing the layer.
  51255. * @param subMesh the mesh to check for
  51256. * @param useInstances specify wether or not to use instances to render the mesh
  51257. * @param emissiveTexture the associated emissive texture used to generate the glow
  51258. * @return true if ready otherwise, false
  51259. */
  51260. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51261. /**
  51262. * Implementation specific of rendering the generating effect on the main canvas.
  51263. * @param effect The effect used to render through
  51264. */
  51265. protected _internalRender(effect: Effect): void;
  51266. /**
  51267. * Returns true if the layer contains information to display, otherwise false.
  51268. */
  51269. shouldRender(): boolean;
  51270. /**
  51271. * Returns true if the mesh should render, otherwise false.
  51272. * @param mesh The mesh to render
  51273. * @returns true if it should render otherwise false
  51274. */
  51275. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51276. /**
  51277. * Sets the required values for both the emissive texture and and the main color.
  51278. */
  51279. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51280. /**
  51281. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51282. * @param mesh The mesh to exclude from the highlight layer
  51283. */
  51284. addExcludedMesh(mesh: Mesh): void;
  51285. /**
  51286. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51287. * @param mesh The mesh to highlight
  51288. */
  51289. removeExcludedMesh(mesh: Mesh): void;
  51290. /**
  51291. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51292. * @param mesh mesh to test
  51293. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51294. */
  51295. hasMesh(mesh: AbstractMesh): boolean;
  51296. /**
  51297. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51298. * @param mesh The mesh to highlight
  51299. * @param color The color of the highlight
  51300. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51301. */
  51302. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51303. /**
  51304. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51305. * @param mesh The mesh to highlight
  51306. */
  51307. removeMesh(mesh: Mesh): void;
  51308. /**
  51309. * Force the stencil to the normal expected value for none glowing parts
  51310. */
  51311. private _defaultStencilReference;
  51312. /**
  51313. * Free any resources and references associated to a mesh.
  51314. * Internal use
  51315. * @param mesh The mesh to free.
  51316. * @hidden
  51317. */
  51318. _disposeMesh(mesh: Mesh): void;
  51319. /**
  51320. * Dispose the highlight layer and free resources.
  51321. */
  51322. dispose(): void;
  51323. /**
  51324. * Gets the class name of the effect layer
  51325. * @returns the string with the class name of the effect layer
  51326. */
  51327. getClassName(): string;
  51328. /**
  51329. * Serializes this Highlight layer
  51330. * @returns a serialized Highlight layer object
  51331. */
  51332. serialize(): any;
  51333. /**
  51334. * Creates a Highlight layer from parsed Highlight layer data
  51335. * @param parsedHightlightLayer defines the Highlight layer data
  51336. * @param scene defines the current scene
  51337. * @param rootUrl defines the root URL containing the Highlight layer information
  51338. * @returns a parsed Highlight layer
  51339. */
  51340. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51341. }
  51342. }
  51343. declare module "babylonjs/Layers/layerSceneComponent" {
  51344. import { Scene } from "babylonjs/scene";
  51345. import { ISceneComponent } from "babylonjs/sceneComponent";
  51346. import { Layer } from "babylonjs/Layers/layer";
  51347. import { AbstractScene } from "babylonjs/abstractScene";
  51348. module "babylonjs/abstractScene" {
  51349. interface AbstractScene {
  51350. /**
  51351. * The list of layers (background and foreground) of the scene
  51352. */
  51353. layers: Array<Layer>;
  51354. }
  51355. }
  51356. /**
  51357. * Defines the layer scene component responsible to manage any layers
  51358. * in a given scene.
  51359. */
  51360. export class LayerSceneComponent implements ISceneComponent {
  51361. /**
  51362. * The component name helpfull to identify the component in the list of scene components.
  51363. */
  51364. readonly name: string;
  51365. /**
  51366. * The scene the component belongs to.
  51367. */
  51368. scene: Scene;
  51369. private _engine;
  51370. /**
  51371. * Creates a new instance of the component for the given scene
  51372. * @param scene Defines the scene to register the component in
  51373. */
  51374. constructor(scene: Scene);
  51375. /**
  51376. * Registers the component in a given scene
  51377. */
  51378. register(): void;
  51379. /**
  51380. * Rebuilds the elements related to this component in case of
  51381. * context lost for instance.
  51382. */
  51383. rebuild(): void;
  51384. /**
  51385. * Disposes the component and the associated ressources.
  51386. */
  51387. dispose(): void;
  51388. private _draw;
  51389. private _drawCameraPredicate;
  51390. private _drawCameraBackground;
  51391. private _drawCameraForeground;
  51392. private _drawRenderTargetPredicate;
  51393. private _drawRenderTargetBackground;
  51394. private _drawRenderTargetForeground;
  51395. /**
  51396. * Adds all the elements from the container to the scene
  51397. * @param container the container holding the elements
  51398. */
  51399. addFromContainer(container: AbstractScene): void;
  51400. /**
  51401. * Removes all the elements in the container from the scene
  51402. * @param container contains the elements to remove
  51403. * @param dispose if the removed element should be disposed (default: false)
  51404. */
  51405. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51406. }
  51407. }
  51408. declare module "babylonjs/Shaders/layer.fragment" {
  51409. /** @hidden */
  51410. export var layerPixelShader: {
  51411. name: string;
  51412. shader: string;
  51413. };
  51414. }
  51415. declare module "babylonjs/Shaders/layer.vertex" {
  51416. /** @hidden */
  51417. export var layerVertexShader: {
  51418. name: string;
  51419. shader: string;
  51420. };
  51421. }
  51422. declare module "babylonjs/Layers/layer" {
  51423. import { Observable } from "babylonjs/Misc/observable";
  51424. import { Nullable } from "babylonjs/types";
  51425. import { Scene } from "babylonjs/scene";
  51426. import { Vector2 } from "babylonjs/Maths/math.vector";
  51427. import { Color4 } from "babylonjs/Maths/math.color";
  51428. import { Texture } from "babylonjs/Materials/Textures/texture";
  51429. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51430. import "babylonjs/Shaders/layer.fragment";
  51431. import "babylonjs/Shaders/layer.vertex";
  51432. /**
  51433. * This represents a full screen 2d layer.
  51434. * This can be useful to display a picture in the background of your scene for instance.
  51435. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51436. */
  51437. export class Layer {
  51438. /**
  51439. * Define the name of the layer.
  51440. */
  51441. name: string;
  51442. /**
  51443. * Define the texture the layer should display.
  51444. */
  51445. texture: Nullable<Texture>;
  51446. /**
  51447. * Is the layer in background or foreground.
  51448. */
  51449. isBackground: boolean;
  51450. /**
  51451. * Define the color of the layer (instead of texture).
  51452. */
  51453. color: Color4;
  51454. /**
  51455. * Define the scale of the layer in order to zoom in out of the texture.
  51456. */
  51457. scale: Vector2;
  51458. /**
  51459. * Define an offset for the layer in order to shift the texture.
  51460. */
  51461. offset: Vector2;
  51462. /**
  51463. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51464. */
  51465. alphaBlendingMode: number;
  51466. /**
  51467. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51468. * Alpha test will not mix with the background color in case of transparency.
  51469. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51470. */
  51471. alphaTest: boolean;
  51472. /**
  51473. * Define a mask to restrict the layer to only some of the scene cameras.
  51474. */
  51475. layerMask: number;
  51476. /**
  51477. * Define the list of render target the layer is visible into.
  51478. */
  51479. renderTargetTextures: RenderTargetTexture[];
  51480. /**
  51481. * Define if the layer is only used in renderTarget or if it also
  51482. * renders in the main frame buffer of the canvas.
  51483. */
  51484. renderOnlyInRenderTargetTextures: boolean;
  51485. private _scene;
  51486. private _vertexBuffers;
  51487. private _indexBuffer;
  51488. private _effect;
  51489. private _alphaTestEffect;
  51490. /**
  51491. * An event triggered when the layer is disposed.
  51492. */
  51493. onDisposeObservable: Observable<Layer>;
  51494. private _onDisposeObserver;
  51495. /**
  51496. * Back compatibility with callback before the onDisposeObservable existed.
  51497. * The set callback will be triggered when the layer has been disposed.
  51498. */
  51499. onDispose: () => void;
  51500. /**
  51501. * An event triggered before rendering the scene
  51502. */
  51503. onBeforeRenderObservable: Observable<Layer>;
  51504. private _onBeforeRenderObserver;
  51505. /**
  51506. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51507. * The set callback will be triggered just before rendering the layer.
  51508. */
  51509. onBeforeRender: () => void;
  51510. /**
  51511. * An event triggered after rendering the scene
  51512. */
  51513. onAfterRenderObservable: Observable<Layer>;
  51514. private _onAfterRenderObserver;
  51515. /**
  51516. * Back compatibility with callback before the onAfterRenderObservable existed.
  51517. * The set callback will be triggered just after rendering the layer.
  51518. */
  51519. onAfterRender: () => void;
  51520. /**
  51521. * Instantiates a new layer.
  51522. * This represents a full screen 2d layer.
  51523. * This can be useful to display a picture in the background of your scene for instance.
  51524. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51525. * @param name Define the name of the layer in the scene
  51526. * @param imgUrl Define the url of the texture to display in the layer
  51527. * @param scene Define the scene the layer belongs to
  51528. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51529. * @param color Defines a color for the layer
  51530. */
  51531. constructor(
  51532. /**
  51533. * Define the name of the layer.
  51534. */
  51535. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51536. private _createIndexBuffer;
  51537. /** @hidden */
  51538. _rebuild(): void;
  51539. /**
  51540. * Renders the layer in the scene.
  51541. */
  51542. render(): void;
  51543. /**
  51544. * Disposes and releases the associated ressources.
  51545. */
  51546. dispose(): void;
  51547. }
  51548. }
  51549. declare module "babylonjs/Layers/index" {
  51550. export * from "babylonjs/Layers/effectLayer";
  51551. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51552. export * from "babylonjs/Layers/glowLayer";
  51553. export * from "babylonjs/Layers/highlightLayer";
  51554. export * from "babylonjs/Layers/layer";
  51555. export * from "babylonjs/Layers/layerSceneComponent";
  51556. }
  51557. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51558. /** @hidden */
  51559. export var lensFlarePixelShader: {
  51560. name: string;
  51561. shader: string;
  51562. };
  51563. }
  51564. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51565. /** @hidden */
  51566. export var lensFlareVertexShader: {
  51567. name: string;
  51568. shader: string;
  51569. };
  51570. }
  51571. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51572. import { Scene } from "babylonjs/scene";
  51573. import { Vector3 } from "babylonjs/Maths/math.vector";
  51574. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51575. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51576. import "babylonjs/Shaders/lensFlare.fragment";
  51577. import "babylonjs/Shaders/lensFlare.vertex";
  51578. import { Viewport } from "babylonjs/Maths/math.viewport";
  51579. /**
  51580. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51581. * It is usually composed of several `lensFlare`.
  51582. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51583. */
  51584. export class LensFlareSystem {
  51585. /**
  51586. * Define the name of the lens flare system
  51587. */
  51588. name: string;
  51589. /**
  51590. * List of lens flares used in this system.
  51591. */
  51592. lensFlares: LensFlare[];
  51593. /**
  51594. * Define a limit from the border the lens flare can be visible.
  51595. */
  51596. borderLimit: number;
  51597. /**
  51598. * Define a viewport border we do not want to see the lens flare in.
  51599. */
  51600. viewportBorder: number;
  51601. /**
  51602. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51603. */
  51604. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51605. /**
  51606. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51607. */
  51608. layerMask: number;
  51609. /**
  51610. * Define the id of the lens flare system in the scene.
  51611. * (equal to name by default)
  51612. */
  51613. id: string;
  51614. private _scene;
  51615. private _emitter;
  51616. private _vertexBuffers;
  51617. private _indexBuffer;
  51618. private _effect;
  51619. private _positionX;
  51620. private _positionY;
  51621. private _isEnabled;
  51622. /** @hidden */
  51623. static _SceneComponentInitialization: (scene: Scene) => void;
  51624. /**
  51625. * Instantiates a lens flare system.
  51626. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51627. * It is usually composed of several `lensFlare`.
  51628. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51629. * @param name Define the name of the lens flare system in the scene
  51630. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51631. * @param scene Define the scene the lens flare system belongs to
  51632. */
  51633. constructor(
  51634. /**
  51635. * Define the name of the lens flare system
  51636. */
  51637. name: string, emitter: any, scene: Scene);
  51638. /**
  51639. * Define if the lens flare system is enabled.
  51640. */
  51641. isEnabled: boolean;
  51642. /**
  51643. * Get the scene the effects belongs to.
  51644. * @returns the scene holding the lens flare system
  51645. */
  51646. getScene(): Scene;
  51647. /**
  51648. * Get the emitter of the lens flare system.
  51649. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51650. * @returns the emitter of the lens flare system
  51651. */
  51652. getEmitter(): any;
  51653. /**
  51654. * Set the emitter of the lens flare system.
  51655. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51656. * @param newEmitter Define the new emitter of the system
  51657. */
  51658. setEmitter(newEmitter: any): void;
  51659. /**
  51660. * Get the lens flare system emitter position.
  51661. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51662. * @returns the position
  51663. */
  51664. getEmitterPosition(): Vector3;
  51665. /**
  51666. * @hidden
  51667. */
  51668. computeEffectivePosition(globalViewport: Viewport): boolean;
  51669. /** @hidden */
  51670. _isVisible(): boolean;
  51671. /**
  51672. * @hidden
  51673. */
  51674. render(): boolean;
  51675. /**
  51676. * Dispose and release the lens flare with its associated resources.
  51677. */
  51678. dispose(): void;
  51679. /**
  51680. * Parse a lens flare system from a JSON repressentation
  51681. * @param parsedLensFlareSystem Define the JSON to parse
  51682. * @param scene Define the scene the parsed system should be instantiated in
  51683. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51684. * @returns the parsed system
  51685. */
  51686. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51687. /**
  51688. * Serialize the current Lens Flare System into a JSON representation.
  51689. * @returns the serialized JSON
  51690. */
  51691. serialize(): any;
  51692. }
  51693. }
  51694. declare module "babylonjs/LensFlares/lensFlare" {
  51695. import { Nullable } from "babylonjs/types";
  51696. import { Color3 } from "babylonjs/Maths/math.color";
  51697. import { Texture } from "babylonjs/Materials/Textures/texture";
  51698. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51699. /**
  51700. * This represents one of the lens effect in a `lensFlareSystem`.
  51701. * It controls one of the indiviual texture used in the effect.
  51702. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51703. */
  51704. export class LensFlare {
  51705. /**
  51706. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51707. */
  51708. size: number;
  51709. /**
  51710. * 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.
  51711. */
  51712. position: number;
  51713. /**
  51714. * Define the lens color.
  51715. */
  51716. color: Color3;
  51717. /**
  51718. * Define the lens texture.
  51719. */
  51720. texture: Nullable<Texture>;
  51721. /**
  51722. * Define the alpha mode to render this particular lens.
  51723. */
  51724. alphaMode: number;
  51725. private _system;
  51726. /**
  51727. * Creates a new Lens Flare.
  51728. * This represents one of the lens effect in a `lensFlareSystem`.
  51729. * It controls one of the indiviual texture used in the effect.
  51730. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51731. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51732. * @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.
  51733. * @param color Define the lens color
  51734. * @param imgUrl Define the lens texture url
  51735. * @param system Define the `lensFlareSystem` this flare is part of
  51736. * @returns The newly created Lens Flare
  51737. */
  51738. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51739. /**
  51740. * Instantiates a new Lens Flare.
  51741. * This represents one of the lens effect in a `lensFlareSystem`.
  51742. * It controls one of the indiviual texture used in the effect.
  51743. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51744. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51745. * @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.
  51746. * @param color Define the lens color
  51747. * @param imgUrl Define the lens texture url
  51748. * @param system Define the `lensFlareSystem` this flare is part of
  51749. */
  51750. constructor(
  51751. /**
  51752. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51753. */
  51754. size: number,
  51755. /**
  51756. * 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.
  51757. */
  51758. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51759. /**
  51760. * Dispose and release the lens flare with its associated resources.
  51761. */
  51762. dispose(): void;
  51763. }
  51764. }
  51765. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51766. import { Nullable } from "babylonjs/types";
  51767. import { Scene } from "babylonjs/scene";
  51768. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51769. import { AbstractScene } from "babylonjs/abstractScene";
  51770. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51771. module "babylonjs/abstractScene" {
  51772. interface AbstractScene {
  51773. /**
  51774. * The list of lens flare system added to the scene
  51775. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51776. */
  51777. lensFlareSystems: Array<LensFlareSystem>;
  51778. /**
  51779. * Removes the given lens flare system from this scene.
  51780. * @param toRemove The lens flare system to remove
  51781. * @returns The index of the removed lens flare system
  51782. */
  51783. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51784. /**
  51785. * Adds the given lens flare system to this scene
  51786. * @param newLensFlareSystem The lens flare system to add
  51787. */
  51788. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51789. /**
  51790. * Gets a lens flare system using its name
  51791. * @param name defines the name to look for
  51792. * @returns the lens flare system or null if not found
  51793. */
  51794. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51795. /**
  51796. * Gets a lens flare system using its id
  51797. * @param id defines the id to look for
  51798. * @returns the lens flare system or null if not found
  51799. */
  51800. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51801. }
  51802. }
  51803. /**
  51804. * Defines the lens flare scene component responsible to manage any lens flares
  51805. * in a given scene.
  51806. */
  51807. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51808. /**
  51809. * The component name helpfull to identify the component in the list of scene components.
  51810. */
  51811. readonly name: string;
  51812. /**
  51813. * The scene the component belongs to.
  51814. */
  51815. scene: Scene;
  51816. /**
  51817. * Creates a new instance of the component for the given scene
  51818. * @param scene Defines the scene to register the component in
  51819. */
  51820. constructor(scene: Scene);
  51821. /**
  51822. * Registers the component in a given scene
  51823. */
  51824. register(): void;
  51825. /**
  51826. * Rebuilds the elements related to this component in case of
  51827. * context lost for instance.
  51828. */
  51829. rebuild(): void;
  51830. /**
  51831. * Adds all the elements from the container to the scene
  51832. * @param container the container holding the elements
  51833. */
  51834. addFromContainer(container: AbstractScene): void;
  51835. /**
  51836. * Removes all the elements in the container from the scene
  51837. * @param container contains the elements to remove
  51838. * @param dispose if the removed element should be disposed (default: false)
  51839. */
  51840. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51841. /**
  51842. * Serializes the component data to the specified json object
  51843. * @param serializationObject The object to serialize to
  51844. */
  51845. serialize(serializationObject: any): void;
  51846. /**
  51847. * Disposes the component and the associated ressources.
  51848. */
  51849. dispose(): void;
  51850. private _draw;
  51851. }
  51852. }
  51853. declare module "babylonjs/LensFlares/index" {
  51854. export * from "babylonjs/LensFlares/lensFlare";
  51855. export * from "babylonjs/LensFlares/lensFlareSystem";
  51856. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51857. }
  51858. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51859. import { Scene } from "babylonjs/scene";
  51860. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51861. import { AbstractScene } from "babylonjs/abstractScene";
  51862. /**
  51863. * Defines the shadow generator component responsible to manage any shadow generators
  51864. * in a given scene.
  51865. */
  51866. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51867. /**
  51868. * The component name helpfull to identify the component in the list of scene components.
  51869. */
  51870. readonly name: string;
  51871. /**
  51872. * The scene the component belongs to.
  51873. */
  51874. scene: Scene;
  51875. /**
  51876. * Creates a new instance of the component for the given scene
  51877. * @param scene Defines the scene to register the component in
  51878. */
  51879. constructor(scene: Scene);
  51880. /**
  51881. * Registers the component in a given scene
  51882. */
  51883. register(): void;
  51884. /**
  51885. * Rebuilds the elements related to this component in case of
  51886. * context lost for instance.
  51887. */
  51888. rebuild(): void;
  51889. /**
  51890. * Serializes the component data to the specified json object
  51891. * @param serializationObject The object to serialize to
  51892. */
  51893. serialize(serializationObject: any): void;
  51894. /**
  51895. * Adds all the elements from the container to the scene
  51896. * @param container the container holding the elements
  51897. */
  51898. addFromContainer(container: AbstractScene): void;
  51899. /**
  51900. * Removes all the elements in the container from the scene
  51901. * @param container contains the elements to remove
  51902. * @param dispose if the removed element should be disposed (default: false)
  51903. */
  51904. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51905. /**
  51906. * Rebuilds the elements related to this component in case of
  51907. * context lost for instance.
  51908. */
  51909. dispose(): void;
  51910. private _gatherRenderTargets;
  51911. }
  51912. }
  51913. declare module "babylonjs/Lights/Shadows/index" {
  51914. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51915. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51916. }
  51917. declare module "babylonjs/Lights/pointLight" {
  51918. import { Scene } from "babylonjs/scene";
  51919. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51920. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51921. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51922. import { Effect } from "babylonjs/Materials/effect";
  51923. /**
  51924. * A point light is a light defined by an unique point in world space.
  51925. * The light is emitted in every direction from this point.
  51926. * A good example of a point light is a standard light bulb.
  51927. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51928. */
  51929. export class PointLight extends ShadowLight {
  51930. private _shadowAngle;
  51931. /**
  51932. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51933. * This specifies what angle the shadow will use to be created.
  51934. *
  51935. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51936. */
  51937. /**
  51938. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51939. * This specifies what angle the shadow will use to be created.
  51940. *
  51941. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51942. */
  51943. shadowAngle: number;
  51944. /**
  51945. * Gets the direction if it has been set.
  51946. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51947. */
  51948. /**
  51949. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51950. */
  51951. direction: Vector3;
  51952. /**
  51953. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51954. * A PointLight emits the light in every direction.
  51955. * It can cast shadows.
  51956. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51957. * ```javascript
  51958. * var pointLight = new PointLight("pl", camera.position, scene);
  51959. * ```
  51960. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51961. * @param name The light friendly name
  51962. * @param position The position of the point light in the scene
  51963. * @param scene The scene the lights belongs to
  51964. */
  51965. constructor(name: string, position: Vector3, scene: Scene);
  51966. /**
  51967. * Returns the string "PointLight"
  51968. * @returns the class name
  51969. */
  51970. getClassName(): string;
  51971. /**
  51972. * Returns the integer 0.
  51973. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51974. */
  51975. getTypeID(): number;
  51976. /**
  51977. * Specifies wether or not the shadowmap should be a cube texture.
  51978. * @returns true if the shadowmap needs to be a cube texture.
  51979. */
  51980. needCube(): boolean;
  51981. /**
  51982. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51983. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51984. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51985. */
  51986. getShadowDirection(faceIndex?: number): Vector3;
  51987. /**
  51988. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51989. * - fov = PI / 2
  51990. * - aspect ratio : 1.0
  51991. * - z-near and far equal to the active camera minZ and maxZ.
  51992. * Returns the PointLight.
  51993. */
  51994. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51995. protected _buildUniformLayout(): void;
  51996. /**
  51997. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51998. * @param effect The effect to update
  51999. * @param lightIndex The index of the light in the effect to update
  52000. * @returns The point light
  52001. */
  52002. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  52003. /**
  52004. * Prepares the list of defines specific to the light type.
  52005. * @param defines the list of defines
  52006. * @param lightIndex defines the index of the light for the effect
  52007. */
  52008. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  52009. }
  52010. }
  52011. declare module "babylonjs/Lights/index" {
  52012. export * from "babylonjs/Lights/light";
  52013. export * from "babylonjs/Lights/shadowLight";
  52014. export * from "babylonjs/Lights/Shadows/index";
  52015. export * from "babylonjs/Lights/directionalLight";
  52016. export * from "babylonjs/Lights/hemisphericLight";
  52017. export * from "babylonjs/Lights/pointLight";
  52018. export * from "babylonjs/Lights/spotLight";
  52019. }
  52020. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  52021. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  52022. /**
  52023. * Header information of HDR texture files.
  52024. */
  52025. export interface HDRInfo {
  52026. /**
  52027. * The height of the texture in pixels.
  52028. */
  52029. height: number;
  52030. /**
  52031. * The width of the texture in pixels.
  52032. */
  52033. width: number;
  52034. /**
  52035. * The index of the beginning of the data in the binary file.
  52036. */
  52037. dataPosition: number;
  52038. }
  52039. /**
  52040. * This groups tools to convert HDR texture to native colors array.
  52041. */
  52042. export class HDRTools {
  52043. private static Ldexp;
  52044. private static Rgbe2float;
  52045. private static readStringLine;
  52046. /**
  52047. * Reads header information from an RGBE texture stored in a native array.
  52048. * More information on this format are available here:
  52049. * https://en.wikipedia.org/wiki/RGBE_image_format
  52050. *
  52051. * @param uint8array The binary file stored in native array.
  52052. * @return The header information.
  52053. */
  52054. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  52055. /**
  52056. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  52057. * This RGBE texture needs to store the information as a panorama.
  52058. *
  52059. * More information on this format are available here:
  52060. * https://en.wikipedia.org/wiki/RGBE_image_format
  52061. *
  52062. * @param buffer The binary file stored in an array buffer.
  52063. * @param size The expected size of the extracted cubemap.
  52064. * @return The Cube Map information.
  52065. */
  52066. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  52067. /**
  52068. * Returns the pixels data extracted from an RGBE texture.
  52069. * This pixels will be stored left to right up to down in the R G B order in one array.
  52070. *
  52071. * More information on this format are available here:
  52072. * https://en.wikipedia.org/wiki/RGBE_image_format
  52073. *
  52074. * @param uint8array The binary file stored in an array buffer.
  52075. * @param hdrInfo The header information of the file.
  52076. * @return The pixels data in RGB right to left up to down order.
  52077. */
  52078. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  52079. private static RGBE_ReadPixels_RLE;
  52080. }
  52081. }
  52082. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  52083. import { Nullable } from "babylonjs/types";
  52084. import { Scene } from "babylonjs/scene";
  52085. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52086. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52087. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52088. /**
  52089. * This represents a texture coming from an HDR input.
  52090. *
  52091. * The only supported format is currently panorama picture stored in RGBE format.
  52092. * Example of such files can be found on HDRLib: http://hdrlib.com/
  52093. */
  52094. export class HDRCubeTexture extends BaseTexture {
  52095. private static _facesMapping;
  52096. private _generateHarmonics;
  52097. private _noMipmap;
  52098. private _textureMatrix;
  52099. private _size;
  52100. private _onLoad;
  52101. private _onError;
  52102. /**
  52103. * The texture URL.
  52104. */
  52105. url: string;
  52106. /**
  52107. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52108. */
  52109. coordinatesMode: number;
  52110. protected _isBlocking: boolean;
  52111. /**
  52112. * Sets wether or not the texture is blocking during loading.
  52113. */
  52114. /**
  52115. * Gets wether or not the texture is blocking during loading.
  52116. */
  52117. isBlocking: boolean;
  52118. protected _rotationY: number;
  52119. /**
  52120. * Sets texture matrix rotation angle around Y axis in radians.
  52121. */
  52122. /**
  52123. * Gets texture matrix rotation angle around Y axis radians.
  52124. */
  52125. rotationY: number;
  52126. /**
  52127. * Gets or sets the center of the bounding box associated with the cube texture
  52128. * It must define where the camera used to render the texture was set
  52129. */
  52130. boundingBoxPosition: Vector3;
  52131. private _boundingBoxSize;
  52132. /**
  52133. * Gets or sets the size of the bounding box associated with the cube texture
  52134. * When defined, the cubemap will switch to local mode
  52135. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52136. * @example https://www.babylonjs-playground.com/#RNASML
  52137. */
  52138. boundingBoxSize: Vector3;
  52139. /**
  52140. * Instantiates an HDRTexture from the following parameters.
  52141. *
  52142. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52143. * @param scene The scene the texture will be used in
  52144. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52145. * @param noMipmap Forces to not generate the mipmap if true
  52146. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52147. * @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)
  52148. * @param reserved Reserved flag for internal use.
  52149. */
  52150. 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>);
  52151. /**
  52152. * Get the current class name of the texture useful for serialization or dynamic coding.
  52153. * @returns "HDRCubeTexture"
  52154. */
  52155. getClassName(): string;
  52156. /**
  52157. * Occurs when the file is raw .hdr file.
  52158. */
  52159. private loadTexture;
  52160. clone(): HDRCubeTexture;
  52161. delayLoad(): void;
  52162. /**
  52163. * Get the texture reflection matrix used to rotate/transform the reflection.
  52164. * @returns the reflection matrix
  52165. */
  52166. getReflectionTextureMatrix(): Matrix;
  52167. /**
  52168. * Set the texture reflection matrix used to rotate/transform the reflection.
  52169. * @param value Define the reflection matrix to set
  52170. */
  52171. setReflectionTextureMatrix(value: Matrix): void;
  52172. /**
  52173. * Parses a JSON representation of an HDR Texture in order to create the texture
  52174. * @param parsedTexture Define the JSON representation
  52175. * @param scene Define the scene the texture should be created in
  52176. * @param rootUrl Define the root url in case we need to load relative dependencies
  52177. * @returns the newly created texture after parsing
  52178. */
  52179. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52180. serialize(): any;
  52181. }
  52182. }
  52183. declare module "babylonjs/Physics/physicsEngine" {
  52184. import { Nullable } from "babylonjs/types";
  52185. import { Vector3 } from "babylonjs/Maths/math.vector";
  52186. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52187. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52188. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52189. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52190. /**
  52191. * Class used to control physics engine
  52192. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52193. */
  52194. export class PhysicsEngine implements IPhysicsEngine {
  52195. private _physicsPlugin;
  52196. /**
  52197. * Global value used to control the smallest number supported by the simulation
  52198. */
  52199. static Epsilon: number;
  52200. private _impostors;
  52201. private _joints;
  52202. /**
  52203. * Gets the gravity vector used by the simulation
  52204. */
  52205. gravity: Vector3;
  52206. /**
  52207. * Factory used to create the default physics plugin.
  52208. * @returns The default physics plugin
  52209. */
  52210. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52211. /**
  52212. * Creates a new Physics Engine
  52213. * @param gravity defines the gravity vector used by the simulation
  52214. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52215. */
  52216. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52217. /**
  52218. * Sets the gravity vector used by the simulation
  52219. * @param gravity defines the gravity vector to use
  52220. */
  52221. setGravity(gravity: Vector3): void;
  52222. /**
  52223. * Set the time step of the physics engine.
  52224. * Default is 1/60.
  52225. * To slow it down, enter 1/600 for example.
  52226. * To speed it up, 1/30
  52227. * @param newTimeStep defines the new timestep to apply to this world.
  52228. */
  52229. setTimeStep(newTimeStep?: number): void;
  52230. /**
  52231. * Get the time step of the physics engine.
  52232. * @returns the current time step
  52233. */
  52234. getTimeStep(): number;
  52235. /**
  52236. * Release all resources
  52237. */
  52238. dispose(): void;
  52239. /**
  52240. * Gets the name of the current physics plugin
  52241. * @returns the name of the plugin
  52242. */
  52243. getPhysicsPluginName(): string;
  52244. /**
  52245. * Adding a new impostor for the impostor tracking.
  52246. * This will be done by the impostor itself.
  52247. * @param impostor the impostor to add
  52248. */
  52249. addImpostor(impostor: PhysicsImpostor): void;
  52250. /**
  52251. * Remove an impostor from the engine.
  52252. * This impostor and its mesh will not longer be updated by the physics engine.
  52253. * @param impostor the impostor to remove
  52254. */
  52255. removeImpostor(impostor: PhysicsImpostor): void;
  52256. /**
  52257. * Add a joint to the physics engine
  52258. * @param mainImpostor defines the main impostor to which the joint is added.
  52259. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52260. * @param joint defines the joint that will connect both impostors.
  52261. */
  52262. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52263. /**
  52264. * Removes a joint from the simulation
  52265. * @param mainImpostor defines the impostor used with the joint
  52266. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52267. * @param joint defines the joint to remove
  52268. */
  52269. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52270. /**
  52271. * Called by the scene. No need to call it.
  52272. * @param delta defines the timespam between frames
  52273. */
  52274. _step(delta: number): void;
  52275. /**
  52276. * Gets the current plugin used to run the simulation
  52277. * @returns current plugin
  52278. */
  52279. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52280. /**
  52281. * Gets the list of physic impostors
  52282. * @returns an array of PhysicsImpostor
  52283. */
  52284. getImpostors(): Array<PhysicsImpostor>;
  52285. /**
  52286. * Gets the impostor for a physics enabled object
  52287. * @param object defines the object impersonated by the impostor
  52288. * @returns the PhysicsImpostor or null if not found
  52289. */
  52290. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52291. /**
  52292. * Gets the impostor for a physics body object
  52293. * @param body defines physics body used by the impostor
  52294. * @returns the PhysicsImpostor or null if not found
  52295. */
  52296. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52297. /**
  52298. * Does a raycast in the physics world
  52299. * @param from when should the ray start?
  52300. * @param to when should the ray end?
  52301. * @returns PhysicsRaycastResult
  52302. */
  52303. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52304. }
  52305. }
  52306. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52307. import { Nullable } from "babylonjs/types";
  52308. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52309. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52310. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52311. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52312. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52313. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52314. /** @hidden */
  52315. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52316. private _useDeltaForWorldStep;
  52317. world: any;
  52318. name: string;
  52319. private _physicsMaterials;
  52320. private _fixedTimeStep;
  52321. private _cannonRaycastResult;
  52322. private _raycastResult;
  52323. private _physicsBodysToRemoveAfterStep;
  52324. BJSCANNON: any;
  52325. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52326. setGravity(gravity: Vector3): void;
  52327. setTimeStep(timeStep: number): void;
  52328. getTimeStep(): number;
  52329. executeStep(delta: number): void;
  52330. private _removeMarkedPhysicsBodiesFromWorld;
  52331. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52332. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52333. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52334. private _processChildMeshes;
  52335. removePhysicsBody(impostor: PhysicsImpostor): void;
  52336. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52337. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52338. private _addMaterial;
  52339. private _checkWithEpsilon;
  52340. private _createShape;
  52341. private _createHeightmap;
  52342. private _minus90X;
  52343. private _plus90X;
  52344. private _tmpPosition;
  52345. private _tmpDeltaPosition;
  52346. private _tmpUnityRotation;
  52347. private _updatePhysicsBodyTransformation;
  52348. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52349. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52350. isSupported(): boolean;
  52351. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52352. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52353. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52354. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52355. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52356. getBodyMass(impostor: PhysicsImpostor): number;
  52357. getBodyFriction(impostor: PhysicsImpostor): number;
  52358. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52359. getBodyRestitution(impostor: PhysicsImpostor): number;
  52360. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52361. sleepBody(impostor: PhysicsImpostor): void;
  52362. wakeUpBody(impostor: PhysicsImpostor): void;
  52363. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52364. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52365. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52366. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52367. getRadius(impostor: PhysicsImpostor): number;
  52368. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52369. dispose(): void;
  52370. private _extendNamespace;
  52371. /**
  52372. * Does a raycast in the physics world
  52373. * @param from when should the ray start?
  52374. * @param to when should the ray end?
  52375. * @returns PhysicsRaycastResult
  52376. */
  52377. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52378. }
  52379. }
  52380. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52381. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52382. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52383. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52384. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52385. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52386. import { Nullable } from "babylonjs/types";
  52387. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52388. /** @hidden */
  52389. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52390. world: any;
  52391. name: string;
  52392. BJSOIMO: any;
  52393. private _raycastResult;
  52394. constructor(iterations?: number, oimoInjection?: any);
  52395. setGravity(gravity: Vector3): void;
  52396. setTimeStep(timeStep: number): void;
  52397. getTimeStep(): number;
  52398. private _tmpImpostorsArray;
  52399. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52400. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52401. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52402. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52403. private _tmpPositionVector;
  52404. removePhysicsBody(impostor: PhysicsImpostor): void;
  52405. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52406. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52407. isSupported(): boolean;
  52408. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52409. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52410. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52411. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52412. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52413. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52414. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52415. getBodyMass(impostor: PhysicsImpostor): number;
  52416. getBodyFriction(impostor: PhysicsImpostor): number;
  52417. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52418. getBodyRestitution(impostor: PhysicsImpostor): number;
  52419. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52420. sleepBody(impostor: PhysicsImpostor): void;
  52421. wakeUpBody(impostor: PhysicsImpostor): void;
  52422. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52423. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52424. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52425. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52426. getRadius(impostor: PhysicsImpostor): number;
  52427. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52428. dispose(): void;
  52429. /**
  52430. * Does a raycast in the physics world
  52431. * @param from when should the ray start?
  52432. * @param to when should the ray end?
  52433. * @returns PhysicsRaycastResult
  52434. */
  52435. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52436. }
  52437. }
  52438. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52439. import { Nullable } from "babylonjs/types";
  52440. import { Scene } from "babylonjs/scene";
  52441. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52442. import { Color4 } from "babylonjs/Maths/math.color";
  52443. import { Mesh } from "babylonjs/Meshes/mesh";
  52444. /**
  52445. * Class containing static functions to help procedurally build meshes
  52446. */
  52447. export class RibbonBuilder {
  52448. /**
  52449. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52450. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52451. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52452. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52453. * * 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
  52454. * * 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
  52455. * * 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
  52456. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52457. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52458. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52459. * * 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
  52460. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52461. * * 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
  52462. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52463. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52464. * @param name defines the name of the mesh
  52465. * @param options defines the options used to create the mesh
  52466. * @param scene defines the hosting scene
  52467. * @returns the ribbon mesh
  52468. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52469. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52470. */
  52471. static CreateRibbon(name: string, options: {
  52472. pathArray: Vector3[][];
  52473. closeArray?: boolean;
  52474. closePath?: boolean;
  52475. offset?: number;
  52476. updatable?: boolean;
  52477. sideOrientation?: number;
  52478. frontUVs?: Vector4;
  52479. backUVs?: Vector4;
  52480. instance?: Mesh;
  52481. invertUV?: boolean;
  52482. uvs?: Vector2[];
  52483. colors?: Color4[];
  52484. }, scene?: Nullable<Scene>): Mesh;
  52485. }
  52486. }
  52487. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52488. import { Nullable } from "babylonjs/types";
  52489. import { Scene } from "babylonjs/scene";
  52490. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52491. import { Mesh } from "babylonjs/Meshes/mesh";
  52492. /**
  52493. * Class containing static functions to help procedurally build meshes
  52494. */
  52495. export class ShapeBuilder {
  52496. /**
  52497. * 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.
  52498. * * 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.
  52499. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52500. * * 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.
  52501. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52502. * * 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
  52503. * * 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
  52504. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52505. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52506. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52507. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52508. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52509. * @param name defines the name of the mesh
  52510. * @param options defines the options used to create the mesh
  52511. * @param scene defines the hosting scene
  52512. * @returns the extruded shape mesh
  52513. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52514. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52515. */
  52516. static ExtrudeShape(name: string, options: {
  52517. shape: Vector3[];
  52518. path: Vector3[];
  52519. scale?: number;
  52520. rotation?: number;
  52521. cap?: number;
  52522. updatable?: boolean;
  52523. sideOrientation?: number;
  52524. frontUVs?: Vector4;
  52525. backUVs?: Vector4;
  52526. instance?: Mesh;
  52527. invertUV?: boolean;
  52528. }, scene?: Nullable<Scene>): Mesh;
  52529. /**
  52530. * Creates an custom extruded shape mesh.
  52531. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52532. * * 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.
  52533. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52534. * * 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
  52535. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52536. * * 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
  52537. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52538. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52539. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52540. * * 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
  52541. * * 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
  52542. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52543. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52544. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52545. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52546. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52547. * @param name defines the name of the mesh
  52548. * @param options defines the options used to create the mesh
  52549. * @param scene defines the hosting scene
  52550. * @returns the custom extruded shape mesh
  52551. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52552. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52553. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52554. */
  52555. static ExtrudeShapeCustom(name: string, options: {
  52556. shape: Vector3[];
  52557. path: Vector3[];
  52558. scaleFunction?: any;
  52559. rotationFunction?: any;
  52560. ribbonCloseArray?: boolean;
  52561. ribbonClosePath?: boolean;
  52562. cap?: number;
  52563. updatable?: boolean;
  52564. sideOrientation?: number;
  52565. frontUVs?: Vector4;
  52566. backUVs?: Vector4;
  52567. instance?: Mesh;
  52568. invertUV?: boolean;
  52569. }, scene?: Nullable<Scene>): Mesh;
  52570. private static _ExtrudeShapeGeneric;
  52571. }
  52572. }
  52573. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52574. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52575. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52576. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52577. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52578. import { Nullable } from "babylonjs/types";
  52579. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52580. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52581. /**
  52582. * AmmoJS Physics plugin
  52583. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52584. * @see https://github.com/kripken/ammo.js/
  52585. */
  52586. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52587. private _useDeltaForWorldStep;
  52588. /**
  52589. * Reference to the Ammo library
  52590. */
  52591. bjsAMMO: any;
  52592. /**
  52593. * Created ammoJS world which physics bodies are added to
  52594. */
  52595. world: any;
  52596. /**
  52597. * Name of the plugin
  52598. */
  52599. name: string;
  52600. private _timeStep;
  52601. private _fixedTimeStep;
  52602. private _maxSteps;
  52603. private _tmpQuaternion;
  52604. private _tmpAmmoTransform;
  52605. private _tmpAmmoQuaternion;
  52606. private _tmpAmmoConcreteContactResultCallback;
  52607. private _collisionConfiguration;
  52608. private _dispatcher;
  52609. private _overlappingPairCache;
  52610. private _solver;
  52611. private _softBodySolver;
  52612. private _tmpAmmoVectorA;
  52613. private _tmpAmmoVectorB;
  52614. private _tmpAmmoVectorC;
  52615. private _tmpAmmoVectorD;
  52616. private _tmpContactCallbackResult;
  52617. private _tmpAmmoVectorRCA;
  52618. private _tmpAmmoVectorRCB;
  52619. private _raycastResult;
  52620. private static readonly DISABLE_COLLISION_FLAG;
  52621. private static readonly KINEMATIC_FLAG;
  52622. private static readonly DISABLE_DEACTIVATION_FLAG;
  52623. /**
  52624. * Initializes the ammoJS plugin
  52625. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52626. * @param ammoInjection can be used to inject your own ammo reference
  52627. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52628. */
  52629. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52630. /**
  52631. * Sets the gravity of the physics world (m/(s^2))
  52632. * @param gravity Gravity to set
  52633. */
  52634. setGravity(gravity: Vector3): void;
  52635. /**
  52636. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52637. * @param timeStep timestep to use in seconds
  52638. */
  52639. setTimeStep(timeStep: number): void;
  52640. /**
  52641. * 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)
  52642. * @param fixedTimeStep fixedTimeStep to use in seconds
  52643. */
  52644. setFixedTimeStep(fixedTimeStep: number): void;
  52645. /**
  52646. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52647. * @param maxSteps the maximum number of steps by the physics engine per frame
  52648. */
  52649. setMaxSteps(maxSteps: number): void;
  52650. /**
  52651. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52652. * @returns the current timestep in seconds
  52653. */
  52654. getTimeStep(): number;
  52655. private _isImpostorInContact;
  52656. private _isImpostorPairInContact;
  52657. private _stepSimulation;
  52658. /**
  52659. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52660. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52661. * After the step the babylon meshes are set to the position of the physics imposters
  52662. * @param delta amount of time to step forward
  52663. * @param impostors array of imposters to update before/after the step
  52664. */
  52665. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52666. /**
  52667. * Update babylon mesh to match physics world object
  52668. * @param impostor imposter to match
  52669. */
  52670. private _afterSoftStep;
  52671. /**
  52672. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52673. * @param impostor imposter to match
  52674. */
  52675. private _ropeStep;
  52676. /**
  52677. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52678. * @param impostor imposter to match
  52679. */
  52680. private _softbodyOrClothStep;
  52681. private _tmpVector;
  52682. private _tmpMatrix;
  52683. /**
  52684. * Applies an impulse on the imposter
  52685. * @param impostor imposter to apply impulse to
  52686. * @param force amount of force to be applied to the imposter
  52687. * @param contactPoint the location to apply the impulse on the imposter
  52688. */
  52689. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52690. /**
  52691. * Applies a force on the imposter
  52692. * @param impostor imposter to apply force
  52693. * @param force amount of force to be applied to the imposter
  52694. * @param contactPoint the location to apply the force on the imposter
  52695. */
  52696. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52697. /**
  52698. * Creates a physics body using the plugin
  52699. * @param impostor the imposter to create the physics body on
  52700. */
  52701. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52702. /**
  52703. * Removes the physics body from the imposter and disposes of the body's memory
  52704. * @param impostor imposter to remove the physics body from
  52705. */
  52706. removePhysicsBody(impostor: PhysicsImpostor): void;
  52707. /**
  52708. * Generates a joint
  52709. * @param impostorJoint the imposter joint to create the joint with
  52710. */
  52711. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52712. /**
  52713. * Removes a joint
  52714. * @param impostorJoint the imposter joint to remove the joint from
  52715. */
  52716. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52717. private _addMeshVerts;
  52718. /**
  52719. * Initialise the soft body vertices to match its object's (mesh) vertices
  52720. * Softbody vertices (nodes) are in world space and to match this
  52721. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52722. * @param impostor to create the softbody for
  52723. */
  52724. private _softVertexData;
  52725. /**
  52726. * Create an impostor's soft body
  52727. * @param impostor to create the softbody for
  52728. */
  52729. private _createSoftbody;
  52730. /**
  52731. * Create cloth for an impostor
  52732. * @param impostor to create the softbody for
  52733. */
  52734. private _createCloth;
  52735. /**
  52736. * Create rope for an impostor
  52737. * @param impostor to create the softbody for
  52738. */
  52739. private _createRope;
  52740. private _addHullVerts;
  52741. private _createShape;
  52742. /**
  52743. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52744. * @param impostor imposter containing the physics body and babylon object
  52745. */
  52746. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52747. /**
  52748. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52749. * @param impostor imposter containing the physics body and babylon object
  52750. * @param newPosition new position
  52751. * @param newRotation new rotation
  52752. */
  52753. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52754. /**
  52755. * If this plugin is supported
  52756. * @returns true if its supported
  52757. */
  52758. isSupported(): boolean;
  52759. /**
  52760. * Sets the linear velocity of the physics body
  52761. * @param impostor imposter to set the velocity on
  52762. * @param velocity velocity to set
  52763. */
  52764. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52765. /**
  52766. * Sets the angular velocity of the physics body
  52767. * @param impostor imposter to set the velocity on
  52768. * @param velocity velocity to set
  52769. */
  52770. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52771. /**
  52772. * gets the linear velocity
  52773. * @param impostor imposter to get linear velocity from
  52774. * @returns linear velocity
  52775. */
  52776. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52777. /**
  52778. * gets the angular velocity
  52779. * @param impostor imposter to get angular velocity from
  52780. * @returns angular velocity
  52781. */
  52782. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52783. /**
  52784. * Sets the mass of physics body
  52785. * @param impostor imposter to set the mass on
  52786. * @param mass mass to set
  52787. */
  52788. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52789. /**
  52790. * Gets the mass of the physics body
  52791. * @param impostor imposter to get the mass from
  52792. * @returns mass
  52793. */
  52794. getBodyMass(impostor: PhysicsImpostor): number;
  52795. /**
  52796. * Gets friction of the impostor
  52797. * @param impostor impostor to get friction from
  52798. * @returns friction value
  52799. */
  52800. getBodyFriction(impostor: PhysicsImpostor): number;
  52801. /**
  52802. * Sets friction of the impostor
  52803. * @param impostor impostor to set friction on
  52804. * @param friction friction value
  52805. */
  52806. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52807. /**
  52808. * Gets restitution of the impostor
  52809. * @param impostor impostor to get restitution from
  52810. * @returns restitution value
  52811. */
  52812. getBodyRestitution(impostor: PhysicsImpostor): number;
  52813. /**
  52814. * Sets resitution of the impostor
  52815. * @param impostor impostor to set resitution on
  52816. * @param restitution resitution value
  52817. */
  52818. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52819. /**
  52820. * Gets pressure inside the impostor
  52821. * @param impostor impostor to get pressure from
  52822. * @returns pressure value
  52823. */
  52824. getBodyPressure(impostor: PhysicsImpostor): number;
  52825. /**
  52826. * Sets pressure inside a soft body impostor
  52827. * Cloth and rope must remain 0 pressure
  52828. * @param impostor impostor to set pressure on
  52829. * @param pressure pressure value
  52830. */
  52831. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52832. /**
  52833. * Gets stiffness of the impostor
  52834. * @param impostor impostor to get stiffness from
  52835. * @returns pressure value
  52836. */
  52837. getBodyStiffness(impostor: PhysicsImpostor): number;
  52838. /**
  52839. * Sets stiffness of the impostor
  52840. * @param impostor impostor to set stiffness on
  52841. * @param stiffness stiffness value from 0 to 1
  52842. */
  52843. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52844. /**
  52845. * Gets velocityIterations of the impostor
  52846. * @param impostor impostor to get velocity iterations from
  52847. * @returns velocityIterations value
  52848. */
  52849. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52850. /**
  52851. * Sets velocityIterations of the impostor
  52852. * @param impostor impostor to set velocity iterations on
  52853. * @param velocityIterations velocityIterations value
  52854. */
  52855. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52856. /**
  52857. * Gets positionIterations of the impostor
  52858. * @param impostor impostor to get position iterations from
  52859. * @returns positionIterations value
  52860. */
  52861. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52862. /**
  52863. * Sets positionIterations of the impostor
  52864. * @param impostor impostor to set position on
  52865. * @param positionIterations positionIterations value
  52866. */
  52867. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52868. /**
  52869. * Append an anchor to a cloth object
  52870. * @param impostor is the cloth impostor to add anchor to
  52871. * @param otherImpostor is the rigid impostor to anchor to
  52872. * @param width ratio across width from 0 to 1
  52873. * @param height ratio up height from 0 to 1
  52874. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52875. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52876. */
  52877. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52878. /**
  52879. * Append an hook to a rope object
  52880. * @param impostor is the rope impostor to add hook to
  52881. * @param otherImpostor is the rigid impostor to hook to
  52882. * @param length ratio along the rope from 0 to 1
  52883. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52884. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52885. */
  52886. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52887. /**
  52888. * Sleeps the physics body and stops it from being active
  52889. * @param impostor impostor to sleep
  52890. */
  52891. sleepBody(impostor: PhysicsImpostor): void;
  52892. /**
  52893. * Activates the physics body
  52894. * @param impostor impostor to activate
  52895. */
  52896. wakeUpBody(impostor: PhysicsImpostor): void;
  52897. /**
  52898. * Updates the distance parameters of the joint
  52899. * @param joint joint to update
  52900. * @param maxDistance maximum distance of the joint
  52901. * @param minDistance minimum distance of the joint
  52902. */
  52903. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52904. /**
  52905. * Sets a motor on the joint
  52906. * @param joint joint to set motor on
  52907. * @param speed speed of the motor
  52908. * @param maxForce maximum force of the motor
  52909. * @param motorIndex index of the motor
  52910. */
  52911. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52912. /**
  52913. * Sets the motors limit
  52914. * @param joint joint to set limit on
  52915. * @param upperLimit upper limit
  52916. * @param lowerLimit lower limit
  52917. */
  52918. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52919. /**
  52920. * Syncs the position and rotation of a mesh with the impostor
  52921. * @param mesh mesh to sync
  52922. * @param impostor impostor to update the mesh with
  52923. */
  52924. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52925. /**
  52926. * Gets the radius of the impostor
  52927. * @param impostor impostor to get radius from
  52928. * @returns the radius
  52929. */
  52930. getRadius(impostor: PhysicsImpostor): number;
  52931. /**
  52932. * Gets the box size of the impostor
  52933. * @param impostor impostor to get box size from
  52934. * @param result the resulting box size
  52935. */
  52936. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52937. /**
  52938. * Disposes of the impostor
  52939. */
  52940. dispose(): void;
  52941. /**
  52942. * Does a raycast in the physics world
  52943. * @param from when should the ray start?
  52944. * @param to when should the ray end?
  52945. * @returns PhysicsRaycastResult
  52946. */
  52947. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52948. }
  52949. }
  52950. declare module "babylonjs/Probes/reflectionProbe" {
  52951. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52952. import { Vector3 } from "babylonjs/Maths/math.vector";
  52953. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52954. import { Nullable } from "babylonjs/types";
  52955. import { Scene } from "babylonjs/scene";
  52956. module "babylonjs/abstractScene" {
  52957. interface AbstractScene {
  52958. /**
  52959. * The list of reflection probes added to the scene
  52960. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52961. */
  52962. reflectionProbes: Array<ReflectionProbe>;
  52963. /**
  52964. * Removes the given reflection probe from this scene.
  52965. * @param toRemove The reflection probe to remove
  52966. * @returns The index of the removed reflection probe
  52967. */
  52968. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52969. /**
  52970. * Adds the given reflection probe to this scene.
  52971. * @param newReflectionProbe The reflection probe to add
  52972. */
  52973. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52974. }
  52975. }
  52976. /**
  52977. * Class used to generate realtime reflection / refraction cube textures
  52978. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52979. */
  52980. export class ReflectionProbe {
  52981. /** defines the name of the probe */
  52982. name: string;
  52983. private _scene;
  52984. private _renderTargetTexture;
  52985. private _projectionMatrix;
  52986. private _viewMatrix;
  52987. private _target;
  52988. private _add;
  52989. private _attachedMesh;
  52990. private _invertYAxis;
  52991. /** Gets or sets probe position (center of the cube map) */
  52992. position: Vector3;
  52993. /**
  52994. * Creates a new reflection probe
  52995. * @param name defines the name of the probe
  52996. * @param size defines the texture resolution (for each face)
  52997. * @param scene defines the hosting scene
  52998. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52999. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  53000. */
  53001. constructor(
  53002. /** defines the name of the probe */
  53003. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  53004. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  53005. samples: number;
  53006. /** Gets or sets the refresh rate to use (on every frame by default) */
  53007. refreshRate: number;
  53008. /**
  53009. * Gets the hosting scene
  53010. * @returns a Scene
  53011. */
  53012. getScene(): Scene;
  53013. /** Gets the internal CubeTexture used to render to */
  53014. readonly cubeTexture: RenderTargetTexture;
  53015. /** Gets the list of meshes to render */
  53016. readonly renderList: Nullable<AbstractMesh[]>;
  53017. /**
  53018. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  53019. * @param mesh defines the mesh to attach to
  53020. */
  53021. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  53022. /**
  53023. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  53024. * @param renderingGroupId The rendering group id corresponding to its index
  53025. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  53026. */
  53027. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  53028. /**
  53029. * Clean all associated resources
  53030. */
  53031. dispose(): void;
  53032. /**
  53033. * Converts the reflection probe information to a readable string for debug purpose.
  53034. * @param fullDetails Supports for multiple levels of logging within scene loading
  53035. * @returns the human readable reflection probe info
  53036. */
  53037. toString(fullDetails?: boolean): string;
  53038. /**
  53039. * Get the class name of the relfection probe.
  53040. * @returns "ReflectionProbe"
  53041. */
  53042. getClassName(): string;
  53043. /**
  53044. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  53045. * @returns The JSON representation of the texture
  53046. */
  53047. serialize(): any;
  53048. /**
  53049. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  53050. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  53051. * @param scene Define the scene the parsed reflection probe should be instantiated in
  53052. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  53053. * @returns The parsed reflection probe if successful
  53054. */
  53055. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  53056. }
  53057. }
  53058. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  53059. /** @hidden */
  53060. export var _BabylonLoaderRegistered: boolean;
  53061. }
  53062. declare module "babylonjs/Loading/Plugins/index" {
  53063. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  53064. }
  53065. declare module "babylonjs/Loading/index" {
  53066. export * from "babylonjs/Loading/loadingScreen";
  53067. export * from "babylonjs/Loading/Plugins/index";
  53068. export * from "babylonjs/Loading/sceneLoader";
  53069. export * from "babylonjs/Loading/sceneLoaderFlags";
  53070. }
  53071. declare module "babylonjs/Materials/Background/index" {
  53072. export * from "babylonjs/Materials/Background/backgroundMaterial";
  53073. }
  53074. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  53075. import { Scene } from "babylonjs/scene";
  53076. import { Color3 } from "babylonjs/Maths/math.color";
  53077. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53078. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53079. /**
  53080. * The Physically based simple base material of BJS.
  53081. *
  53082. * This enables better naming and convention enforcements on top of the pbrMaterial.
  53083. * It is used as the base class for both the specGloss and metalRough conventions.
  53084. */
  53085. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  53086. /**
  53087. * Number of Simultaneous lights allowed on the material.
  53088. */
  53089. maxSimultaneousLights: number;
  53090. /**
  53091. * If sets to true, disables all the lights affecting the material.
  53092. */
  53093. disableLighting: boolean;
  53094. /**
  53095. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  53096. */
  53097. environmentTexture: BaseTexture;
  53098. /**
  53099. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53100. */
  53101. invertNormalMapX: boolean;
  53102. /**
  53103. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53104. */
  53105. invertNormalMapY: boolean;
  53106. /**
  53107. * Normal map used in the model.
  53108. */
  53109. normalTexture: BaseTexture;
  53110. /**
  53111. * Emissivie color used to self-illuminate the model.
  53112. */
  53113. emissiveColor: Color3;
  53114. /**
  53115. * Emissivie texture used to self-illuminate the model.
  53116. */
  53117. emissiveTexture: BaseTexture;
  53118. /**
  53119. * Occlusion Channel Strenght.
  53120. */
  53121. occlusionStrength: number;
  53122. /**
  53123. * Occlusion Texture of the material (adding extra occlusion effects).
  53124. */
  53125. occlusionTexture: BaseTexture;
  53126. /**
  53127. * Defines the alpha limits in alpha test mode.
  53128. */
  53129. alphaCutOff: number;
  53130. /**
  53131. * Gets the current double sided mode.
  53132. */
  53133. /**
  53134. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53135. */
  53136. doubleSided: boolean;
  53137. /**
  53138. * Stores the pre-calculated light information of a mesh in a texture.
  53139. */
  53140. lightmapTexture: BaseTexture;
  53141. /**
  53142. * If true, the light map contains occlusion information instead of lighting info.
  53143. */
  53144. useLightmapAsShadowmap: boolean;
  53145. /**
  53146. * Instantiates a new PBRMaterial instance.
  53147. *
  53148. * @param name The material name
  53149. * @param scene The scene the material will be use in.
  53150. */
  53151. constructor(name: string, scene: Scene);
  53152. getClassName(): string;
  53153. }
  53154. }
  53155. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53156. import { Scene } from "babylonjs/scene";
  53157. import { Color3 } from "babylonjs/Maths/math.color";
  53158. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53159. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53160. /**
  53161. * The PBR material of BJS following the metal roughness convention.
  53162. *
  53163. * This fits to the PBR convention in the GLTF definition:
  53164. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53165. */
  53166. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53167. /**
  53168. * The base color has two different interpretations depending on the value of metalness.
  53169. * When the material is a metal, the base color is the specific measured reflectance value
  53170. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53171. * of the material.
  53172. */
  53173. baseColor: Color3;
  53174. /**
  53175. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53176. * well as opacity information in the alpha channel.
  53177. */
  53178. baseTexture: BaseTexture;
  53179. /**
  53180. * Specifies the metallic scalar value of the material.
  53181. * Can also be used to scale the metalness values of the metallic texture.
  53182. */
  53183. metallic: number;
  53184. /**
  53185. * Specifies the roughness scalar value of the material.
  53186. * Can also be used to scale the roughness values of the metallic texture.
  53187. */
  53188. roughness: number;
  53189. /**
  53190. * Texture containing both the metallic value in the B channel and the
  53191. * roughness value in the G channel to keep better precision.
  53192. */
  53193. metallicRoughnessTexture: BaseTexture;
  53194. /**
  53195. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53196. *
  53197. * @param name The material name
  53198. * @param scene The scene the material will be use in.
  53199. */
  53200. constructor(name: string, scene: Scene);
  53201. /**
  53202. * Return the currrent class name of the material.
  53203. */
  53204. getClassName(): string;
  53205. /**
  53206. * Makes a duplicate of the current material.
  53207. * @param name - name to use for the new material.
  53208. */
  53209. clone(name: string): PBRMetallicRoughnessMaterial;
  53210. /**
  53211. * Serialize the material to a parsable JSON object.
  53212. */
  53213. serialize(): any;
  53214. /**
  53215. * Parses a JSON object correponding to the serialize function.
  53216. */
  53217. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53218. }
  53219. }
  53220. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53221. import { Scene } from "babylonjs/scene";
  53222. import { Color3 } from "babylonjs/Maths/math.color";
  53223. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53224. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53225. /**
  53226. * The PBR material of BJS following the specular glossiness convention.
  53227. *
  53228. * This fits to the PBR convention in the GLTF definition:
  53229. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53230. */
  53231. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53232. /**
  53233. * Specifies the diffuse color of the material.
  53234. */
  53235. diffuseColor: Color3;
  53236. /**
  53237. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53238. * channel.
  53239. */
  53240. diffuseTexture: BaseTexture;
  53241. /**
  53242. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53243. */
  53244. specularColor: Color3;
  53245. /**
  53246. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53247. */
  53248. glossiness: number;
  53249. /**
  53250. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53251. */
  53252. specularGlossinessTexture: BaseTexture;
  53253. /**
  53254. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53255. *
  53256. * @param name The material name
  53257. * @param scene The scene the material will be use in.
  53258. */
  53259. constructor(name: string, scene: Scene);
  53260. /**
  53261. * Return the currrent class name of the material.
  53262. */
  53263. getClassName(): string;
  53264. /**
  53265. * Makes a duplicate of the current material.
  53266. * @param name - name to use for the new material.
  53267. */
  53268. clone(name: string): PBRSpecularGlossinessMaterial;
  53269. /**
  53270. * Serialize the material to a parsable JSON object.
  53271. */
  53272. serialize(): any;
  53273. /**
  53274. * Parses a JSON object correponding to the serialize function.
  53275. */
  53276. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53277. }
  53278. }
  53279. declare module "babylonjs/Materials/PBR/index" {
  53280. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53281. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53282. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53283. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53284. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53285. }
  53286. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53287. import { Nullable } from "babylonjs/types";
  53288. import { Scene } from "babylonjs/scene";
  53289. import { Matrix } from "babylonjs/Maths/math.vector";
  53290. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53291. /**
  53292. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53293. * It can help converting any input color in a desired output one. This can then be used to create effects
  53294. * from sepia, black and white to sixties or futuristic rendering...
  53295. *
  53296. * The only supported format is currently 3dl.
  53297. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53298. */
  53299. export class ColorGradingTexture extends BaseTexture {
  53300. /**
  53301. * The current texture matrix. (will always be identity in color grading texture)
  53302. */
  53303. private _textureMatrix;
  53304. /**
  53305. * The texture URL.
  53306. */
  53307. url: string;
  53308. /**
  53309. * Empty line regex stored for GC.
  53310. */
  53311. private static _noneEmptyLineRegex;
  53312. private _engine;
  53313. /**
  53314. * Instantiates a ColorGradingTexture from the following parameters.
  53315. *
  53316. * @param url The location of the color gradind data (currently only supporting 3dl)
  53317. * @param scene The scene the texture will be used in
  53318. */
  53319. constructor(url: string, scene: Scene);
  53320. /**
  53321. * Returns the texture matrix used in most of the material.
  53322. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53323. */
  53324. getTextureMatrix(): Matrix;
  53325. /**
  53326. * Occurs when the file being loaded is a .3dl LUT file.
  53327. */
  53328. private load3dlTexture;
  53329. /**
  53330. * Starts the loading process of the texture.
  53331. */
  53332. private loadTexture;
  53333. /**
  53334. * Clones the color gradind texture.
  53335. */
  53336. clone(): ColorGradingTexture;
  53337. /**
  53338. * Called during delayed load for textures.
  53339. */
  53340. delayLoad(): void;
  53341. /**
  53342. * Parses a color grading texture serialized by Babylon.
  53343. * @param parsedTexture The texture information being parsedTexture
  53344. * @param scene The scene to load the texture in
  53345. * @param rootUrl The root url of the data assets to load
  53346. * @return A color gradind texture
  53347. */
  53348. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53349. /**
  53350. * Serializes the LUT texture to json format.
  53351. */
  53352. serialize(): any;
  53353. }
  53354. }
  53355. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53356. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53357. import { Scene } from "babylonjs/scene";
  53358. import { Nullable } from "babylonjs/types";
  53359. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53360. /**
  53361. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53362. */
  53363. export class EquiRectangularCubeTexture extends BaseTexture {
  53364. /** The six faces of the cube. */
  53365. private static _FacesMapping;
  53366. private _noMipmap;
  53367. private _onLoad;
  53368. private _onError;
  53369. /** The size of the cubemap. */
  53370. private _size;
  53371. /** The buffer of the image. */
  53372. private _buffer;
  53373. /** The width of the input image. */
  53374. private _width;
  53375. /** The height of the input image. */
  53376. private _height;
  53377. /** The URL to the image. */
  53378. url: string;
  53379. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53380. coordinatesMode: number;
  53381. /**
  53382. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53383. * @param url The location of the image
  53384. * @param scene The scene the texture will be used in
  53385. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53386. * @param noMipmap Forces to not generate the mipmap if true
  53387. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53388. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53389. * @param onLoad — defines a callback called when texture is loaded
  53390. * @param onError — defines a callback called if there is an error
  53391. */
  53392. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53393. /**
  53394. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53395. */
  53396. private loadImage;
  53397. /**
  53398. * Convert the image buffer into a cubemap and create a CubeTexture.
  53399. */
  53400. private loadTexture;
  53401. /**
  53402. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53403. * @param buffer The ArrayBuffer that should be converted.
  53404. * @returns The buffer as Float32Array.
  53405. */
  53406. private getFloat32ArrayFromArrayBuffer;
  53407. /**
  53408. * Get the current class name of the texture useful for serialization or dynamic coding.
  53409. * @returns "EquiRectangularCubeTexture"
  53410. */
  53411. getClassName(): string;
  53412. /**
  53413. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53414. * @returns A clone of the current EquiRectangularCubeTexture.
  53415. */
  53416. clone(): EquiRectangularCubeTexture;
  53417. }
  53418. }
  53419. declare module "babylonjs/Misc/tga" {
  53420. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53421. /**
  53422. * Based on jsTGALoader - Javascript loader for TGA file
  53423. * By Vincent Thibault
  53424. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53425. */
  53426. export class TGATools {
  53427. private static _TYPE_INDEXED;
  53428. private static _TYPE_RGB;
  53429. private static _TYPE_GREY;
  53430. private static _TYPE_RLE_INDEXED;
  53431. private static _TYPE_RLE_RGB;
  53432. private static _TYPE_RLE_GREY;
  53433. private static _ORIGIN_MASK;
  53434. private static _ORIGIN_SHIFT;
  53435. private static _ORIGIN_BL;
  53436. private static _ORIGIN_BR;
  53437. private static _ORIGIN_UL;
  53438. private static _ORIGIN_UR;
  53439. /**
  53440. * Gets the header of a TGA file
  53441. * @param data defines the TGA data
  53442. * @returns the header
  53443. */
  53444. static GetTGAHeader(data: Uint8Array): any;
  53445. /**
  53446. * Uploads TGA content to a Babylon Texture
  53447. * @hidden
  53448. */
  53449. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53450. /** @hidden */
  53451. 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;
  53452. /** @hidden */
  53453. 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;
  53454. /** @hidden */
  53455. 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;
  53456. /** @hidden */
  53457. 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;
  53458. /** @hidden */
  53459. 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;
  53460. /** @hidden */
  53461. 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;
  53462. }
  53463. }
  53464. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53465. import { Nullable } from "babylonjs/types";
  53466. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53467. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53468. /**
  53469. * Implementation of the TGA Texture Loader.
  53470. * @hidden
  53471. */
  53472. export class _TGATextureLoader implements IInternalTextureLoader {
  53473. /**
  53474. * Defines wether the loader supports cascade loading the different faces.
  53475. */
  53476. readonly supportCascades: boolean;
  53477. /**
  53478. * This returns if the loader support the current file information.
  53479. * @param extension defines the file extension of the file being loaded
  53480. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53481. * @param fallback defines the fallback internal texture if any
  53482. * @param isBase64 defines whether the texture is encoded as a base64
  53483. * @param isBuffer defines whether the texture data are stored as a buffer
  53484. * @returns true if the loader can load the specified file
  53485. */
  53486. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53487. /**
  53488. * Transform the url before loading if required.
  53489. * @param rootUrl the url of the texture
  53490. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53491. * @returns the transformed texture
  53492. */
  53493. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53494. /**
  53495. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53496. * @param rootUrl the url of the texture
  53497. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53498. * @returns the fallback texture
  53499. */
  53500. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53501. /**
  53502. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53503. * @param data contains the texture data
  53504. * @param texture defines the BabylonJS internal texture
  53505. * @param createPolynomials will be true if polynomials have been requested
  53506. * @param onLoad defines the callback to trigger once the texture is ready
  53507. * @param onError defines the callback to trigger in case of error
  53508. */
  53509. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53510. /**
  53511. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53512. * @param data contains the texture data
  53513. * @param texture defines the BabylonJS internal texture
  53514. * @param callback defines the method to call once ready to upload
  53515. */
  53516. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53517. }
  53518. }
  53519. declare module "babylonjs/Misc/basis" {
  53520. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53521. /**
  53522. * Info about the .basis files
  53523. */
  53524. class BasisFileInfo {
  53525. /**
  53526. * If the file has alpha
  53527. */
  53528. hasAlpha: boolean;
  53529. /**
  53530. * Info about each image of the basis file
  53531. */
  53532. images: Array<{
  53533. levels: Array<{
  53534. width: number;
  53535. height: number;
  53536. transcodedPixels: ArrayBufferView;
  53537. }>;
  53538. }>;
  53539. }
  53540. /**
  53541. * Result of transcoding a basis file
  53542. */
  53543. class TranscodeResult {
  53544. /**
  53545. * Info about the .basis file
  53546. */
  53547. fileInfo: BasisFileInfo;
  53548. /**
  53549. * Format to use when loading the file
  53550. */
  53551. format: number;
  53552. }
  53553. /**
  53554. * Configuration options for the Basis transcoder
  53555. */
  53556. export class BasisTranscodeConfiguration {
  53557. /**
  53558. * Supported compression formats used to determine the supported output format of the transcoder
  53559. */
  53560. supportedCompressionFormats?: {
  53561. /**
  53562. * etc1 compression format
  53563. */
  53564. etc1?: boolean;
  53565. /**
  53566. * s3tc compression format
  53567. */
  53568. s3tc?: boolean;
  53569. /**
  53570. * pvrtc compression format
  53571. */
  53572. pvrtc?: boolean;
  53573. /**
  53574. * etc2 compression format
  53575. */
  53576. etc2?: boolean;
  53577. };
  53578. /**
  53579. * If mipmap levels should be loaded for transcoded images (Default: true)
  53580. */
  53581. loadMipmapLevels?: boolean;
  53582. /**
  53583. * Index of a single image to load (Default: all images)
  53584. */
  53585. loadSingleImage?: number;
  53586. }
  53587. /**
  53588. * Used to load .Basis files
  53589. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53590. */
  53591. export class BasisTools {
  53592. private static _IgnoreSupportedFormats;
  53593. /**
  53594. * URL to use when loading the basis transcoder
  53595. */
  53596. static JSModuleURL: string;
  53597. /**
  53598. * URL to use when loading the wasm module for the transcoder
  53599. */
  53600. static WasmModuleURL: string;
  53601. /**
  53602. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53603. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53604. * @returns internal format corresponding to the Basis format
  53605. */
  53606. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53607. private static _WorkerPromise;
  53608. private static _Worker;
  53609. private static _actionId;
  53610. private static _CreateWorkerAsync;
  53611. /**
  53612. * Transcodes a loaded image file to compressed pixel data
  53613. * @param imageData image data to transcode
  53614. * @param config configuration options for the transcoding
  53615. * @returns a promise resulting in the transcoded image
  53616. */
  53617. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53618. /**
  53619. * Loads a texture from the transcode result
  53620. * @param texture texture load to
  53621. * @param transcodeResult the result of transcoding the basis file to load from
  53622. */
  53623. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53624. }
  53625. }
  53626. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53627. import { Nullable } from "babylonjs/types";
  53628. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53629. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53630. /**
  53631. * Loader for .basis file format
  53632. */
  53633. export class _BasisTextureLoader implements IInternalTextureLoader {
  53634. /**
  53635. * Defines whether the loader supports cascade loading the different faces.
  53636. */
  53637. readonly supportCascades: boolean;
  53638. /**
  53639. * This returns if the loader support the current file information.
  53640. * @param extension defines the file extension of the file being loaded
  53641. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53642. * @param fallback defines the fallback internal texture if any
  53643. * @param isBase64 defines whether the texture is encoded as a base64
  53644. * @param isBuffer defines whether the texture data are stored as a buffer
  53645. * @returns true if the loader can load the specified file
  53646. */
  53647. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53648. /**
  53649. * Transform the url before loading if required.
  53650. * @param rootUrl the url of the texture
  53651. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53652. * @returns the transformed texture
  53653. */
  53654. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53655. /**
  53656. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53657. * @param rootUrl the url of the texture
  53658. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53659. * @returns the fallback texture
  53660. */
  53661. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53662. /**
  53663. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53664. * @param data contains the texture data
  53665. * @param texture defines the BabylonJS internal texture
  53666. * @param createPolynomials will be true if polynomials have been requested
  53667. * @param onLoad defines the callback to trigger once the texture is ready
  53668. * @param onError defines the callback to trigger in case of error
  53669. */
  53670. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53671. /**
  53672. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53673. * @param data contains the texture data
  53674. * @param texture defines the BabylonJS internal texture
  53675. * @param callback defines the method to call once ready to upload
  53676. */
  53677. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53678. }
  53679. }
  53680. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53681. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53682. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53683. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53684. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53685. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53686. }
  53687. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53688. import { Scene } from "babylonjs/scene";
  53689. import { Texture } from "babylonjs/Materials/Textures/texture";
  53690. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53691. /**
  53692. * 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.
  53693. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53694. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53695. */
  53696. export class CustomProceduralTexture extends ProceduralTexture {
  53697. private _animate;
  53698. private _time;
  53699. private _config;
  53700. private _texturePath;
  53701. /**
  53702. * Instantiates a new Custom Procedural Texture.
  53703. * 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.
  53704. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53705. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53706. * @param name Define the name of the texture
  53707. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53708. * @param size Define the size of the texture to create
  53709. * @param scene Define the scene the texture belongs to
  53710. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53711. * @param generateMipMaps Define if the texture should creates mip maps or not
  53712. */
  53713. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53714. private _loadJson;
  53715. /**
  53716. * Is the texture ready to be used ? (rendered at least once)
  53717. * @returns true if ready, otherwise, false.
  53718. */
  53719. isReady(): boolean;
  53720. /**
  53721. * Render the texture to its associated render target.
  53722. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53723. */
  53724. render(useCameraPostProcess?: boolean): void;
  53725. /**
  53726. * Update the list of dependant textures samplers in the shader.
  53727. */
  53728. updateTextures(): void;
  53729. /**
  53730. * Update the uniform values of the procedural texture in the shader.
  53731. */
  53732. updateShaderUniforms(): void;
  53733. /**
  53734. * Define if the texture animates or not.
  53735. */
  53736. animate: boolean;
  53737. }
  53738. }
  53739. declare module "babylonjs/Shaders/noise.fragment" {
  53740. /** @hidden */
  53741. export var noisePixelShader: {
  53742. name: string;
  53743. shader: string;
  53744. };
  53745. }
  53746. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53747. import { Nullable } from "babylonjs/types";
  53748. import { Scene } from "babylonjs/scene";
  53749. import { Texture } from "babylonjs/Materials/Textures/texture";
  53750. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53751. import "babylonjs/Shaders/noise.fragment";
  53752. /**
  53753. * Class used to generate noise procedural textures
  53754. */
  53755. export class NoiseProceduralTexture extends ProceduralTexture {
  53756. private _time;
  53757. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53758. brightness: number;
  53759. /** Defines the number of octaves to process */
  53760. octaves: number;
  53761. /** Defines the level of persistence (0.8 by default) */
  53762. persistence: number;
  53763. /** Gets or sets animation speed factor (default is 1) */
  53764. animationSpeedFactor: number;
  53765. /**
  53766. * Creates a new NoiseProceduralTexture
  53767. * @param name defines the name fo the texture
  53768. * @param size defines the size of the texture (default is 256)
  53769. * @param scene defines the hosting scene
  53770. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53771. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53772. */
  53773. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53774. private _updateShaderUniforms;
  53775. protected _getDefines(): string;
  53776. /** Generate the current state of the procedural texture */
  53777. render(useCameraPostProcess?: boolean): void;
  53778. /**
  53779. * Serializes this noise procedural texture
  53780. * @returns a serialized noise procedural texture object
  53781. */
  53782. serialize(): any;
  53783. /**
  53784. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53785. * @param parsedTexture defines parsed texture data
  53786. * @param scene defines the current scene
  53787. * @param rootUrl defines the root URL containing noise procedural texture information
  53788. * @returns a parsed NoiseProceduralTexture
  53789. */
  53790. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53791. }
  53792. }
  53793. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53794. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53795. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53796. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53797. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53798. }
  53799. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53800. import { Nullable } from "babylonjs/types";
  53801. import { Scene } from "babylonjs/scene";
  53802. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53803. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53804. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53805. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53806. /**
  53807. * Raw cube texture where the raw buffers are passed in
  53808. */
  53809. export class RawCubeTexture extends CubeTexture {
  53810. /**
  53811. * Creates a cube texture where the raw buffers are passed in.
  53812. * @param scene defines the scene the texture is attached to
  53813. * @param data defines the array of data to use to create each face
  53814. * @param size defines the size of the textures
  53815. * @param format defines the format of the data
  53816. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53817. * @param generateMipMaps defines if the engine should generate the mip levels
  53818. * @param invertY defines if data must be stored with Y axis inverted
  53819. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53820. * @param compression defines the compression used (null by default)
  53821. */
  53822. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53823. /**
  53824. * Updates the raw cube texture.
  53825. * @param data defines the data to store
  53826. * @param format defines the data format
  53827. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53828. * @param invertY defines if data must be stored with Y axis inverted
  53829. * @param compression defines the compression used (null by default)
  53830. * @param level defines which level of the texture to update
  53831. */
  53832. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53833. /**
  53834. * Updates a raw cube texture with RGBD encoded data.
  53835. * @param data defines the array of data [mipmap][face] to use to create each face
  53836. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53837. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53838. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53839. * @returns a promsie that resolves when the operation is complete
  53840. */
  53841. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53842. /**
  53843. * Clones the raw cube texture.
  53844. * @return a new cube texture
  53845. */
  53846. clone(): CubeTexture;
  53847. /** @hidden */
  53848. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53849. }
  53850. }
  53851. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53852. import { Scene } from "babylonjs/scene";
  53853. import { Texture } from "babylonjs/Materials/Textures/texture";
  53854. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53855. /**
  53856. * Class used to store 3D textures containing user data
  53857. */
  53858. export class RawTexture3D extends Texture {
  53859. /** Gets or sets the texture format to use */
  53860. format: number;
  53861. private _engine;
  53862. /**
  53863. * Create a new RawTexture3D
  53864. * @param data defines the data of the texture
  53865. * @param width defines the width of the texture
  53866. * @param height defines the height of the texture
  53867. * @param depth defines the depth of the texture
  53868. * @param format defines the texture format to use
  53869. * @param scene defines the hosting scene
  53870. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53871. * @param invertY defines if texture must be stored with Y axis inverted
  53872. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53873. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53874. */
  53875. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53876. /** Gets or sets the texture format to use */
  53877. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53878. /**
  53879. * Update the texture with new data
  53880. * @param data defines the data to store in the texture
  53881. */
  53882. update(data: ArrayBufferView): void;
  53883. }
  53884. }
  53885. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53886. import { Scene } from "babylonjs/scene";
  53887. import { Plane } from "babylonjs/Maths/math.plane";
  53888. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53889. /**
  53890. * Creates a refraction texture used by refraction channel of the standard material.
  53891. * It is like a mirror but to see through a material.
  53892. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53893. */
  53894. export class RefractionTexture extends RenderTargetTexture {
  53895. /**
  53896. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53897. * 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.
  53898. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53899. */
  53900. refractionPlane: Plane;
  53901. /**
  53902. * Define how deep under the surface we should see.
  53903. */
  53904. depth: number;
  53905. /**
  53906. * Creates a refraction texture used by refraction channel of the standard material.
  53907. * It is like a mirror but to see through a material.
  53908. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53909. * @param name Define the texture name
  53910. * @param size Define the size of the underlying texture
  53911. * @param scene Define the scene the refraction belongs to
  53912. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53913. */
  53914. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53915. /**
  53916. * Clone the refraction texture.
  53917. * @returns the cloned texture
  53918. */
  53919. clone(): RefractionTexture;
  53920. /**
  53921. * Serialize the texture to a JSON representation you could use in Parse later on
  53922. * @returns the serialized JSON representation
  53923. */
  53924. serialize(): any;
  53925. }
  53926. }
  53927. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53928. import { Nullable } from "babylonjs/types";
  53929. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53930. import { Matrix } from "babylonjs/Maths/math.vector";
  53931. import { Engine } from "babylonjs/Engines/engine";
  53932. import { Scene } from "babylonjs/scene";
  53933. /**
  53934. * Defines the options related to the creation of an HtmlElementTexture
  53935. */
  53936. export interface IHtmlElementTextureOptions {
  53937. /**
  53938. * Defines wether mip maps should be created or not.
  53939. */
  53940. generateMipMaps?: boolean;
  53941. /**
  53942. * Defines the sampling mode of the texture.
  53943. */
  53944. samplingMode?: number;
  53945. /**
  53946. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53947. */
  53948. engine: Nullable<Engine>;
  53949. /**
  53950. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53951. */
  53952. scene: Nullable<Scene>;
  53953. }
  53954. /**
  53955. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53956. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53957. * is automatically managed.
  53958. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53959. * in your application.
  53960. *
  53961. * As the update is not automatic, you need to call them manually.
  53962. */
  53963. export class HtmlElementTexture extends BaseTexture {
  53964. /**
  53965. * The texture URL.
  53966. */
  53967. element: HTMLVideoElement | HTMLCanvasElement;
  53968. private static readonly DefaultOptions;
  53969. private _textureMatrix;
  53970. private _engine;
  53971. private _isVideo;
  53972. private _generateMipMaps;
  53973. private _samplingMode;
  53974. /**
  53975. * Instantiates a HtmlElementTexture from the following parameters.
  53976. *
  53977. * @param name Defines the name of the texture
  53978. * @param element Defines the video or canvas the texture is filled with
  53979. * @param options Defines the other none mandatory texture creation options
  53980. */
  53981. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53982. private _createInternalTexture;
  53983. /**
  53984. * Returns the texture matrix used in most of the material.
  53985. */
  53986. getTextureMatrix(): Matrix;
  53987. /**
  53988. * Updates the content of the texture.
  53989. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53990. */
  53991. update(invertY?: Nullable<boolean>): void;
  53992. }
  53993. }
  53994. declare module "babylonjs/Materials/Textures/index" {
  53995. export * from "babylonjs/Materials/Textures/baseTexture";
  53996. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53997. export * from "babylonjs/Materials/Textures/cubeTexture";
  53998. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53999. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  54000. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  54001. export * from "babylonjs/Materials/Textures/internalTexture";
  54002. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  54003. export * from "babylonjs/Materials/Textures/Loaders/index";
  54004. export * from "babylonjs/Materials/Textures/mirrorTexture";
  54005. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  54006. export * from "babylonjs/Materials/Textures/Procedurals/index";
  54007. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  54008. export * from "babylonjs/Materials/Textures/rawTexture";
  54009. export * from "babylonjs/Materials/Textures/rawTexture3D";
  54010. export * from "babylonjs/Materials/Textures/refractionTexture";
  54011. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  54012. export * from "babylonjs/Materials/Textures/texture";
  54013. export * from "babylonjs/Materials/Textures/videoTexture";
  54014. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  54015. }
  54016. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  54017. /**
  54018. * Enum used to define the target of a block
  54019. */
  54020. export enum NodeMaterialBlockTargets {
  54021. /** Vertex shader */
  54022. Vertex = 1,
  54023. /** Fragment shader */
  54024. Fragment = 2,
  54025. /** Neutral */
  54026. Neutral = 4,
  54027. /** Vertex and Fragment */
  54028. VertexAndFragment = 3
  54029. }
  54030. }
  54031. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  54032. /**
  54033. * Defines the kind of connection point for node based material
  54034. */
  54035. export enum NodeMaterialBlockConnectionPointTypes {
  54036. /** Float */
  54037. Float = 1,
  54038. /** Int */
  54039. Int = 2,
  54040. /** Vector2 */
  54041. Vector2 = 4,
  54042. /** Vector3 */
  54043. Vector3 = 8,
  54044. /** Vector4 */
  54045. Vector4 = 16,
  54046. /** Color3 */
  54047. Color3 = 32,
  54048. /** Color4 */
  54049. Color4 = 64,
  54050. /** Matrix */
  54051. Matrix = 128,
  54052. /** Detect type based on connection */
  54053. AutoDetect = 1024,
  54054. /** Output type that will be defined by input type */
  54055. BasedOnInput = 2048
  54056. }
  54057. }
  54058. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  54059. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54060. /**
  54061. * Root class for all node material optimizers
  54062. */
  54063. export class NodeMaterialOptimizer {
  54064. /**
  54065. * Function used to optimize a NodeMaterial graph
  54066. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  54067. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  54068. */
  54069. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  54070. }
  54071. }
  54072. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  54073. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54074. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54075. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54076. import { Scene } from "babylonjs/scene";
  54077. /**
  54078. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  54079. */
  54080. export class TransformBlock extends NodeMaterialBlock {
  54081. /**
  54082. * Defines the value to use to complement W value to transform it to a Vector4
  54083. */
  54084. complementW: number;
  54085. /**
  54086. * Defines the value to use to complement z value to transform it to a Vector4
  54087. */
  54088. complementZ: number;
  54089. /**
  54090. * Creates a new TransformBlock
  54091. * @param name defines the block name
  54092. */
  54093. constructor(name: string);
  54094. /**
  54095. * Gets the current class name
  54096. * @returns the class name
  54097. */
  54098. getClassName(): string;
  54099. /**
  54100. * Gets the vector input
  54101. */
  54102. readonly vector: NodeMaterialConnectionPoint;
  54103. /**
  54104. * Gets the output component
  54105. */
  54106. readonly output: NodeMaterialConnectionPoint;
  54107. /**
  54108. * Gets the matrix transform input
  54109. */
  54110. readonly transform: NodeMaterialConnectionPoint;
  54111. protected _buildBlock(state: NodeMaterialBuildState): this;
  54112. serialize(): any;
  54113. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54114. }
  54115. }
  54116. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54117. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54118. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54119. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54120. /**
  54121. * Block used to output the vertex position
  54122. */
  54123. export class VertexOutputBlock extends NodeMaterialBlock {
  54124. /**
  54125. * Creates a new VertexOutputBlock
  54126. * @param name defines the block name
  54127. */
  54128. constructor(name: string);
  54129. /**
  54130. * Gets the current class name
  54131. * @returns the class name
  54132. */
  54133. getClassName(): string;
  54134. /**
  54135. * Gets the vector input component
  54136. */
  54137. readonly vector: NodeMaterialConnectionPoint;
  54138. protected _buildBlock(state: NodeMaterialBuildState): this;
  54139. }
  54140. }
  54141. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54142. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54143. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54144. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54145. /**
  54146. * Block used to output the final color
  54147. */
  54148. export class FragmentOutputBlock extends NodeMaterialBlock {
  54149. /**
  54150. * Create a new FragmentOutputBlock
  54151. * @param name defines the block name
  54152. */
  54153. constructor(name: string);
  54154. /**
  54155. * Gets the current class name
  54156. * @returns the class name
  54157. */
  54158. getClassName(): string;
  54159. /**
  54160. * Gets the rgba input component
  54161. */
  54162. readonly rgba: NodeMaterialConnectionPoint;
  54163. /**
  54164. * Gets the rgb input component
  54165. */
  54166. readonly rgb: NodeMaterialConnectionPoint;
  54167. /**
  54168. * Gets the a input component
  54169. */
  54170. readonly a: NodeMaterialConnectionPoint;
  54171. protected _buildBlock(state: NodeMaterialBuildState): this;
  54172. }
  54173. }
  54174. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54175. /**
  54176. * Enum used to define well known values e.g. values automatically provided by the system
  54177. */
  54178. export enum NodeMaterialWellKnownValues {
  54179. /** World */
  54180. World = 1,
  54181. /** View */
  54182. View = 2,
  54183. /** Projection */
  54184. Projection = 3,
  54185. /** ViewProjection */
  54186. ViewProjection = 4,
  54187. /** WorldView */
  54188. WorldView = 5,
  54189. /** WorldViewProjection */
  54190. WorldViewProjection = 6,
  54191. /** CameraPosition */
  54192. CameraPosition = 7,
  54193. /** Fog Color */
  54194. FogColor = 8
  54195. }
  54196. }
  54197. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54198. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54199. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54200. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54201. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54202. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54203. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54204. import { Effect } from "babylonjs/Materials/effect";
  54205. import { Mesh } from "babylonjs/Meshes/mesh";
  54206. import { Nullable } from "babylonjs/types";
  54207. import { Scene } from "babylonjs/scene";
  54208. /**
  54209. * Block used to read a reflection texture from a sampler
  54210. */
  54211. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54212. private _define3DName;
  54213. private _defineCubicName;
  54214. private _defineExplicitName;
  54215. private _defineProjectionName;
  54216. private _defineLocalCubicName;
  54217. private _defineSphericalName;
  54218. private _definePlanarName;
  54219. private _defineEquirectangularName;
  54220. private _defineMirroredEquirectangularFixedName;
  54221. private _defineEquirectangularFixedName;
  54222. private _defineSkyboxName;
  54223. private _cubeSamplerName;
  54224. private _2DSamplerName;
  54225. private _positionUVWName;
  54226. private _directionWName;
  54227. private _reflectionCoordsName;
  54228. private _reflection2DCoordsName;
  54229. private _reflectionColorName;
  54230. private _reflectionMatrixName;
  54231. /**
  54232. * Gets or sets the texture associated with the node
  54233. */
  54234. texture: Nullable<BaseTexture>;
  54235. /**
  54236. * Create a new TextureBlock
  54237. * @param name defines the block name
  54238. */
  54239. constructor(name: string);
  54240. /**
  54241. * Gets the current class name
  54242. * @returns the class name
  54243. */
  54244. getClassName(): string;
  54245. /**
  54246. * Gets the world position input component
  54247. */
  54248. readonly position: NodeMaterialConnectionPoint;
  54249. /**
  54250. * Gets the world position input component
  54251. */
  54252. readonly worldPosition: NodeMaterialConnectionPoint;
  54253. /**
  54254. * Gets the world normal input component
  54255. */
  54256. readonly worldNormal: NodeMaterialConnectionPoint;
  54257. /**
  54258. * Gets the world input component
  54259. */
  54260. readonly world: NodeMaterialConnectionPoint;
  54261. /**
  54262. * Gets the camera (or eye) position component
  54263. */
  54264. readonly cameraPosition: NodeMaterialConnectionPoint;
  54265. /**
  54266. * Gets the view input component
  54267. */
  54268. readonly view: NodeMaterialConnectionPoint;
  54269. /**
  54270. * Gets the rgb output component
  54271. */
  54272. readonly rgb: NodeMaterialConnectionPoint;
  54273. /**
  54274. * Gets the r output component
  54275. */
  54276. readonly r: NodeMaterialConnectionPoint;
  54277. /**
  54278. * Gets the g output component
  54279. */
  54280. readonly g: NodeMaterialConnectionPoint;
  54281. /**
  54282. * Gets the b output component
  54283. */
  54284. readonly b: NodeMaterialConnectionPoint;
  54285. autoConfigure(): void;
  54286. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54287. isReady(): boolean;
  54288. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54289. private _injectVertexCode;
  54290. private _writeOutput;
  54291. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54292. serialize(): any;
  54293. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54294. }
  54295. }
  54296. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54297. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54298. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54299. import { Scene } from "babylonjs/scene";
  54300. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54301. import { Matrix } from "babylonjs/Maths/math.vector";
  54302. import { Mesh } from "babylonjs/Meshes/mesh";
  54303. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54304. import { Observable } from "babylonjs/Misc/observable";
  54305. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54306. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54307. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54308. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54309. import { Nullable } from "babylonjs/types";
  54310. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54311. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54312. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54313. /**
  54314. * Interface used to configure the node material editor
  54315. */
  54316. export interface INodeMaterialEditorOptions {
  54317. /** Define the URl to load node editor script */
  54318. editorURL?: string;
  54319. }
  54320. /** @hidden */
  54321. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54322. /** BONES */
  54323. NUM_BONE_INFLUENCERS: number;
  54324. BonesPerMesh: number;
  54325. BONETEXTURE: boolean;
  54326. /** MORPH TARGETS */
  54327. MORPHTARGETS: boolean;
  54328. MORPHTARGETS_NORMAL: boolean;
  54329. MORPHTARGETS_TANGENT: boolean;
  54330. MORPHTARGETS_UV: boolean;
  54331. NUM_MORPH_INFLUENCERS: number;
  54332. /** IMAGE PROCESSING */
  54333. IMAGEPROCESSING: boolean;
  54334. VIGNETTE: boolean;
  54335. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54336. VIGNETTEBLENDMODEOPAQUE: boolean;
  54337. TONEMAPPING: boolean;
  54338. TONEMAPPING_ACES: boolean;
  54339. CONTRAST: boolean;
  54340. EXPOSURE: boolean;
  54341. COLORCURVES: boolean;
  54342. COLORGRADING: boolean;
  54343. COLORGRADING3D: boolean;
  54344. SAMPLER3DGREENDEPTH: boolean;
  54345. SAMPLER3DBGRMAP: boolean;
  54346. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54347. constructor();
  54348. setValue(name: string, value: boolean): void;
  54349. }
  54350. /**
  54351. * Class used to configure NodeMaterial
  54352. */
  54353. export interface INodeMaterialOptions {
  54354. /**
  54355. * Defines if blocks should emit comments
  54356. */
  54357. emitComments: boolean;
  54358. }
  54359. /**
  54360. * Class used to create a node based material built by assembling shader blocks
  54361. */
  54362. export class NodeMaterial extends PushMaterial {
  54363. private static _BuildIdGenerator;
  54364. private _options;
  54365. private _vertexCompilationState;
  54366. private _fragmentCompilationState;
  54367. private _sharedData;
  54368. private _buildId;
  54369. private _buildWasSuccessful;
  54370. private _cachedWorldViewMatrix;
  54371. private _cachedWorldViewProjectionMatrix;
  54372. private _optimizers;
  54373. private _animationFrame;
  54374. /** Define the URl to load node editor script */
  54375. static EditorURL: string;
  54376. private BJSNODEMATERIALEDITOR;
  54377. /** Get the inspector from bundle or global */
  54378. private _getGlobalNodeMaterialEditor;
  54379. /**
  54380. * 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)
  54381. */
  54382. ignoreAlpha: boolean;
  54383. /**
  54384. * Defines the maximum number of lights that can be used in the material
  54385. */
  54386. maxSimultaneousLights: number;
  54387. /**
  54388. * Observable raised when the material is built
  54389. */
  54390. onBuildObservable: Observable<NodeMaterial>;
  54391. /**
  54392. * Gets or sets the root nodes of the material vertex shader
  54393. */
  54394. _vertexOutputNodes: NodeMaterialBlock[];
  54395. /**
  54396. * Gets or sets the root nodes of the material fragment (pixel) shader
  54397. */
  54398. _fragmentOutputNodes: NodeMaterialBlock[];
  54399. /** Gets or sets options to control the node material overall behavior */
  54400. options: INodeMaterialOptions;
  54401. /**
  54402. * Default configuration related to image processing available in the standard Material.
  54403. */
  54404. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54405. /**
  54406. * Gets the image processing configuration used either in this material.
  54407. */
  54408. /**
  54409. * Sets the Default image processing configuration used either in the this material.
  54410. *
  54411. * If sets to null, the scene one is in use.
  54412. */
  54413. imageProcessingConfiguration: ImageProcessingConfiguration;
  54414. /**
  54415. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54416. */
  54417. attachedBlocks: NodeMaterialBlock[];
  54418. /**
  54419. * Create a new node based material
  54420. * @param name defines the material name
  54421. * @param scene defines the hosting scene
  54422. * @param options defines creation option
  54423. */
  54424. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54425. /**
  54426. * Gets the current class name of the material e.g. "NodeMaterial"
  54427. * @returns the class name
  54428. */
  54429. getClassName(): string;
  54430. /**
  54431. * Keep track of the image processing observer to allow dispose and replace.
  54432. */
  54433. private _imageProcessingObserver;
  54434. /**
  54435. * Attaches a new image processing configuration to the Standard Material.
  54436. * @param configuration
  54437. */
  54438. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54439. /**
  54440. * Get a block by its name
  54441. * @param name defines the name of the block to retrieve
  54442. * @returns the required block or null if not found
  54443. */
  54444. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  54445. /**
  54446. * Gets the list of input blocks attached to this material
  54447. * @returns an array of InputBlocks
  54448. */
  54449. getInputBlocks(): InputBlock[];
  54450. /**
  54451. * Adds a new optimizer to the list of optimizers
  54452. * @param optimizer defines the optimizers to add
  54453. * @returns the current material
  54454. */
  54455. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54456. /**
  54457. * Remove an optimizer from the list of optimizers
  54458. * @param optimizer defines the optimizers to remove
  54459. * @returns the current material
  54460. */
  54461. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54462. /**
  54463. * Add a new block to the list of output nodes
  54464. * @param node defines the node to add
  54465. * @returns the current material
  54466. */
  54467. addOutputNode(node: NodeMaterialBlock): this;
  54468. /**
  54469. * Remove a block from the list of root nodes
  54470. * @param node defines the node to remove
  54471. * @returns the current material
  54472. */
  54473. removeOutputNode(node: NodeMaterialBlock): this;
  54474. private _addVertexOutputNode;
  54475. private _removeVertexOutputNode;
  54476. private _addFragmentOutputNode;
  54477. private _removeFragmentOutputNode;
  54478. /**
  54479. * Specifies if the material will require alpha blending
  54480. * @returns a boolean specifying if alpha blending is needed
  54481. */
  54482. needAlphaBlending(): boolean;
  54483. /**
  54484. * Specifies if this material should be rendered in alpha test mode
  54485. * @returns a boolean specifying if an alpha test is needed.
  54486. */
  54487. needAlphaTesting(): boolean;
  54488. private _initializeBlock;
  54489. private _resetDualBlocks;
  54490. /**
  54491. * Build the material and generates the inner effect
  54492. * @param verbose defines if the build should log activity
  54493. */
  54494. build(verbose?: boolean): void;
  54495. /**
  54496. * Runs an otpimization phase to try to improve the shader code
  54497. */
  54498. optimize(): void;
  54499. private _prepareDefinesForAttributes;
  54500. /**
  54501. * Get if the submesh is ready to be used and all its information available.
  54502. * Child classes can use it to update shaders
  54503. * @param mesh defines the mesh to check
  54504. * @param subMesh defines which submesh to check
  54505. * @param useInstances specifies that instances should be used
  54506. * @returns a boolean indicating that the submesh is ready or not
  54507. */
  54508. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54509. /**
  54510. * Get a string representing the shaders built by the current node graph
  54511. */
  54512. readonly compiledShaders: string;
  54513. /**
  54514. * Binds the world matrix to the material
  54515. * @param world defines the world transformation matrix
  54516. */
  54517. bindOnlyWorldMatrix(world: Matrix): void;
  54518. /**
  54519. * Binds the submesh to this material by preparing the effect and shader to draw
  54520. * @param world defines the world transformation matrix
  54521. * @param mesh defines the mesh containing the submesh
  54522. * @param subMesh defines the submesh to bind the material to
  54523. */
  54524. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54525. /**
  54526. * Gets the active textures from the material
  54527. * @returns an array of textures
  54528. */
  54529. getActiveTextures(): BaseTexture[];
  54530. /**
  54531. * Gets the list of texture blocks
  54532. * @returns an array of texture blocks
  54533. */
  54534. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  54535. /**
  54536. * Specifies if the material uses a texture
  54537. * @param texture defines the texture to check against the material
  54538. * @returns a boolean specifying if the material uses the texture
  54539. */
  54540. hasTexture(texture: BaseTexture): boolean;
  54541. /**
  54542. * Disposes the material
  54543. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54544. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54545. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54546. */
  54547. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54548. /** Creates the node editor window. */
  54549. private _createNodeEditor;
  54550. /**
  54551. * Launch the node material editor
  54552. * @param config Define the configuration of the editor
  54553. * @return a promise fulfilled when the node editor is visible
  54554. */
  54555. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54556. /**
  54557. * Clear the current material
  54558. */
  54559. clear(): void;
  54560. /**
  54561. * Clear the current material and set it to a default state
  54562. */
  54563. setToDefault(): void;
  54564. /**
  54565. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  54566. * @param url defines the url to load from
  54567. * @returns a promise that will fullfil when the material is fully loaded
  54568. */
  54569. loadAsync(url: string): Promise<unknown>;
  54570. private _gatherBlocks;
  54571. /**
  54572. * Generate a string containing the code declaration required to create an equivalent of this material
  54573. * @returns a string
  54574. */
  54575. generateCode(): string;
  54576. /**
  54577. * Serializes this material in a JSON representation
  54578. * @returns the serialized material object
  54579. */
  54580. serialize(): any;
  54581. private _restoreConnections;
  54582. /**
  54583. * Clear the current graph and load a new one from a serialization object
  54584. * @param source defines the JSON representation of the material
  54585. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54586. */
  54587. loadFromSerialization(source: any, rootUrl?: string): void;
  54588. /**
  54589. * Creates a node material from parsed material data
  54590. * @param source defines the JSON representation of the material
  54591. * @param scene defines the hosting scene
  54592. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54593. * @returns a new node material
  54594. */
  54595. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54596. /**
  54597. * Creates a new node material set to default basic configuration
  54598. * @param name defines the name of the material
  54599. * @param scene defines the hosting scene
  54600. * @returns a new NodeMaterial
  54601. */
  54602. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  54603. }
  54604. }
  54605. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54606. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54607. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54608. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54609. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54610. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54611. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54612. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54613. import { Effect } from "babylonjs/Materials/effect";
  54614. import { Mesh } from "babylonjs/Meshes/mesh";
  54615. import { Nullable } from "babylonjs/types";
  54616. import { Scene } from "babylonjs/scene";
  54617. /**
  54618. * Block used to read a texture from a sampler
  54619. */
  54620. export class TextureBlock extends NodeMaterialBlock {
  54621. private _defineName;
  54622. private _samplerName;
  54623. private _transformedUVName;
  54624. private _textureTransformName;
  54625. private _textureInfoName;
  54626. private _mainUVName;
  54627. private _mainUVDefineName;
  54628. /**
  54629. * Gets or sets the texture associated with the node
  54630. */
  54631. texture: Nullable<BaseTexture>;
  54632. /**
  54633. * Create a new TextureBlock
  54634. * @param name defines the block name
  54635. */
  54636. constructor(name: string);
  54637. /**
  54638. * Gets the current class name
  54639. * @returns the class name
  54640. */
  54641. getClassName(): string;
  54642. /**
  54643. * Gets the uv input component
  54644. */
  54645. readonly uv: NodeMaterialConnectionPoint;
  54646. /**
  54647. * Gets the rgba output component
  54648. */
  54649. readonly rgba: NodeMaterialConnectionPoint;
  54650. /**
  54651. * Gets the rgb output component
  54652. */
  54653. readonly rgb: NodeMaterialConnectionPoint;
  54654. /**
  54655. * Gets the r output component
  54656. */
  54657. readonly r: NodeMaterialConnectionPoint;
  54658. /**
  54659. * Gets the g output component
  54660. */
  54661. readonly g: NodeMaterialConnectionPoint;
  54662. /**
  54663. * Gets the b output component
  54664. */
  54665. readonly b: NodeMaterialConnectionPoint;
  54666. /**
  54667. * Gets the a output component
  54668. */
  54669. readonly a: NodeMaterialConnectionPoint;
  54670. readonly target: NodeMaterialBlockTargets;
  54671. autoConfigure(): void;
  54672. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54673. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54674. isReady(): boolean;
  54675. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54676. private readonly _isMixed;
  54677. private _injectVertexCode;
  54678. private _writeOutput;
  54679. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54680. serialize(): any;
  54681. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54682. }
  54683. }
  54684. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  54685. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54686. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54687. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54688. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54689. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54690. /**
  54691. * Class used to store shared data between 2 NodeMaterialBuildState
  54692. */
  54693. export class NodeMaterialBuildStateSharedData {
  54694. /**
  54695. * Gets the list of emitted varyings
  54696. */
  54697. temps: string[];
  54698. /**
  54699. * Gets the list of emitted varyings
  54700. */
  54701. varyings: string[];
  54702. /**
  54703. * Gets the varying declaration string
  54704. */
  54705. varyingDeclaration: string;
  54706. /**
  54707. * Input blocks
  54708. */
  54709. inputBlocks: InputBlock[];
  54710. /**
  54711. * Input blocks
  54712. */
  54713. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  54714. /**
  54715. * Bindable blocks (Blocks that need to set data to the effect)
  54716. */
  54717. bindableBlocks: NodeMaterialBlock[];
  54718. /**
  54719. * List of blocks that can provide a compilation fallback
  54720. */
  54721. blocksWithFallbacks: NodeMaterialBlock[];
  54722. /**
  54723. * List of blocks that can provide a define update
  54724. */
  54725. blocksWithDefines: NodeMaterialBlock[];
  54726. /**
  54727. * List of blocks that can provide a repeatable content
  54728. */
  54729. repeatableContentBlocks: NodeMaterialBlock[];
  54730. /**
  54731. * List of blocks that can provide a dynamic list of uniforms
  54732. */
  54733. dynamicUniformBlocks: NodeMaterialBlock[];
  54734. /**
  54735. * List of blocks that can block the isReady function for the material
  54736. */
  54737. blockingBlocks: NodeMaterialBlock[];
  54738. /**
  54739. * Gets the list of animated inputs
  54740. */
  54741. animatedInputs: InputBlock[];
  54742. /**
  54743. * Build Id used to avoid multiple recompilations
  54744. */
  54745. buildId: number;
  54746. /** List of emitted variables */
  54747. variableNames: {
  54748. [key: string]: number;
  54749. };
  54750. /** List of emitted defines */
  54751. defineNames: {
  54752. [key: string]: number;
  54753. };
  54754. /** Should emit comments? */
  54755. emitComments: boolean;
  54756. /** Emit build activity */
  54757. verbose: boolean;
  54758. /**
  54759. * Gets the compilation hints emitted at compilation time
  54760. */
  54761. hints: {
  54762. needWorldViewMatrix: boolean;
  54763. needWorldViewProjectionMatrix: boolean;
  54764. needAlphaBlending: boolean;
  54765. needAlphaTesting: boolean;
  54766. };
  54767. /**
  54768. * List of compilation checks
  54769. */
  54770. checks: {
  54771. emitVertex: boolean;
  54772. emitFragment: boolean;
  54773. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54774. };
  54775. /** Creates a new shared data */
  54776. constructor();
  54777. /**
  54778. * Emits console errors and exceptions if there is a failing check
  54779. */
  54780. emitErrors(): void;
  54781. }
  54782. }
  54783. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54784. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54785. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54786. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54787. /**
  54788. * Class used to store node based material build state
  54789. */
  54790. export class NodeMaterialBuildState {
  54791. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54792. supportUniformBuffers: boolean;
  54793. /**
  54794. * Gets the list of emitted attributes
  54795. */
  54796. attributes: string[];
  54797. /**
  54798. * Gets the list of emitted uniforms
  54799. */
  54800. uniforms: string[];
  54801. /**
  54802. * Gets the list of emitted uniform buffers
  54803. */
  54804. uniformBuffers: string[];
  54805. /**
  54806. * Gets the list of emitted samplers
  54807. */
  54808. samplers: string[];
  54809. /**
  54810. * Gets the list of emitted functions
  54811. */
  54812. functions: {
  54813. [key: string]: string;
  54814. };
  54815. /**
  54816. * Gets the target of the compilation state
  54817. */
  54818. target: NodeMaterialBlockTargets;
  54819. /**
  54820. * Gets the list of emitted counters
  54821. */
  54822. counters: {
  54823. [key: string]: number;
  54824. };
  54825. /**
  54826. * Shared data between multiple NodeMaterialBuildState instances
  54827. */
  54828. sharedData: NodeMaterialBuildStateSharedData;
  54829. /** @hidden */
  54830. _vertexState: NodeMaterialBuildState;
  54831. /** @hidden */
  54832. _attributeDeclaration: string;
  54833. /** @hidden */
  54834. _uniformDeclaration: string;
  54835. /** @hidden */
  54836. _samplerDeclaration: string;
  54837. /** @hidden */
  54838. _varyingTransfer: string;
  54839. private _repeatableContentAnchorIndex;
  54840. /** @hidden */
  54841. _builtCompilationString: string;
  54842. /**
  54843. * Gets the emitted compilation strings
  54844. */
  54845. compilationString: string;
  54846. /**
  54847. * Finalize the compilation strings
  54848. * @param state defines the current compilation state
  54849. */
  54850. finalize(state: NodeMaterialBuildState): void;
  54851. /** @hidden */
  54852. readonly _repeatableContentAnchor: string;
  54853. /** @hidden */
  54854. _getFreeVariableName(prefix: string): string;
  54855. /** @hidden */
  54856. _getFreeDefineName(prefix: string): string;
  54857. /** @hidden */
  54858. _excludeVariableName(name: string): void;
  54859. /** @hidden */
  54860. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54861. /** @hidden */
  54862. _emitFunction(name: string, code: string, comments: string): void;
  54863. /** @hidden */
  54864. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54865. replaceStrings?: {
  54866. search: RegExp;
  54867. replace: string;
  54868. }[];
  54869. repeatKey?: string;
  54870. }): string;
  54871. /** @hidden */
  54872. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54873. repeatKey?: string;
  54874. removeAttributes?: boolean;
  54875. removeUniforms?: boolean;
  54876. removeVaryings?: boolean;
  54877. removeIfDef?: boolean;
  54878. replaceStrings?: {
  54879. search: RegExp;
  54880. replace: string;
  54881. }[];
  54882. }, storeKey?: string): void;
  54883. /** @hidden */
  54884. _registerTempVariable(name: string): boolean;
  54885. /** @hidden */
  54886. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  54887. /** @hidden */
  54888. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54889. }
  54890. }
  54891. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54892. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54893. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54894. import { Nullable } from "babylonjs/types";
  54895. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54896. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54897. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54898. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54899. import { Mesh } from "babylonjs/Meshes/mesh";
  54900. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54901. import { Scene } from "babylonjs/scene";
  54902. /**
  54903. * Defines a block that can be used inside a node based material
  54904. */
  54905. export class NodeMaterialBlock {
  54906. private _buildId;
  54907. private _buildTarget;
  54908. private _target;
  54909. private _isFinalMerger;
  54910. private _isInput;
  54911. protected _codeVariableName: string;
  54912. /** @hidden */
  54913. _inputs: NodeMaterialConnectionPoint[];
  54914. /** @hidden */
  54915. _outputs: NodeMaterialConnectionPoint[];
  54916. /**
  54917. * Gets or sets the name of the block
  54918. */
  54919. name: string;
  54920. /**
  54921. * Gets or sets the unique id of the node
  54922. */
  54923. uniqueId: number;
  54924. /**
  54925. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54926. */
  54927. readonly isFinalMerger: boolean;
  54928. /**
  54929. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54930. */
  54931. readonly isInput: boolean;
  54932. /**
  54933. * Gets or sets the build Id
  54934. */
  54935. buildId: number;
  54936. /**
  54937. * Gets or sets the target of the block
  54938. */
  54939. target: NodeMaterialBlockTargets;
  54940. /**
  54941. * Gets the list of input points
  54942. */
  54943. readonly inputs: NodeMaterialConnectionPoint[];
  54944. /** Gets the list of output points */
  54945. readonly outputs: NodeMaterialConnectionPoint[];
  54946. /**
  54947. * Find an input by its name
  54948. * @param name defines the name of the input to look for
  54949. * @returns the input or null if not found
  54950. */
  54951. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54952. /**
  54953. * Find an output by its name
  54954. * @param name defines the name of the outputto look for
  54955. * @returns the output or null if not found
  54956. */
  54957. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54958. /**
  54959. * Creates a new NodeMaterialBlock
  54960. * @param name defines the block name
  54961. * @param target defines the target of that block (Vertex by default)
  54962. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54963. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54964. */
  54965. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54966. /**
  54967. * Initialize the block and prepare the context for build
  54968. * @param state defines the state that will be used for the build
  54969. */
  54970. initialize(state: NodeMaterialBuildState): void;
  54971. /**
  54972. * Bind data to effect. Will only be called for blocks with isBindable === true
  54973. * @param effect defines the effect to bind data to
  54974. * @param nodeMaterial defines the hosting NodeMaterial
  54975. * @param mesh defines the mesh that will be rendered
  54976. */
  54977. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54978. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54979. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54980. protected _writeFloat(value: number): string;
  54981. /**
  54982. * Gets the current class name e.g. "NodeMaterialBlock"
  54983. * @returns the class name
  54984. */
  54985. getClassName(): string;
  54986. /**
  54987. * Register a new input. Must be called inside a block constructor
  54988. * @param name defines the connection point name
  54989. * @param type defines the connection point type
  54990. * @param isOptional defines a boolean indicating that this input can be omitted
  54991. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  54992. * @returns the current block
  54993. */
  54994. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54995. /**
  54996. * Register a new output. Must be called inside a block constructor
  54997. * @param name defines the connection point name
  54998. * @param type defines the connection point type
  54999. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55000. * @returns the current block
  55001. */
  55002. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  55003. /**
  55004. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  55005. * @param forOutput defines an optional connection point to check compatibility with
  55006. * @returns the first available input or null
  55007. */
  55008. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  55009. /**
  55010. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  55011. * @param forBlock defines an optional block to check compatibility with
  55012. * @returns the first available input or null
  55013. */
  55014. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  55015. /**
  55016. * Gets the sibling of the given output
  55017. * @param current defines the current output
  55018. * @returns the next output in the list or null
  55019. */
  55020. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  55021. /**
  55022. * Connect current block with another block
  55023. * @param other defines the block to connect with
  55024. * @param options define the various options to help pick the right connections
  55025. * @returns the current block
  55026. */
  55027. connectTo(other: NodeMaterialBlock, options?: {
  55028. input?: string;
  55029. output?: string;
  55030. outputSwizzle?: string;
  55031. }): this | undefined;
  55032. protected _buildBlock(state: NodeMaterialBuildState): void;
  55033. /**
  55034. * Add uniforms, samplers and uniform buffers at compilation time
  55035. * @param state defines the state to update
  55036. * @param nodeMaterial defines the node material requesting the update
  55037. * @param defines defines the material defines to update
  55038. */
  55039. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55040. /**
  55041. * Add potential fallbacks if shader compilation fails
  55042. * @param mesh defines the mesh to be rendered
  55043. * @param fallbacks defines the current prioritized list of fallbacks
  55044. */
  55045. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55046. /**
  55047. * Update defines for shader compilation
  55048. * @param mesh defines the mesh to be rendered
  55049. * @param nodeMaterial defines the node material requesting the update
  55050. * @param defines defines the material defines to update
  55051. * @param useInstances specifies that instances should be used
  55052. */
  55053. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55054. /**
  55055. * Initialize defines for shader compilation
  55056. * @param mesh defines the mesh to be rendered
  55057. * @param nodeMaterial defines the node material requesting the update
  55058. * @param defines defines the material defines to be prepared
  55059. * @param useInstances specifies that instances should be used
  55060. */
  55061. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55062. /**
  55063. * Lets the block try to connect some inputs automatically
  55064. * @param material defines the hosting NodeMaterial
  55065. */
  55066. autoConfigure(material: NodeMaterial): void;
  55067. /**
  55068. * Function called when a block is declared as repeatable content generator
  55069. * @param vertexShaderState defines the current compilation state for the vertex shader
  55070. * @param fragmentShaderState defines the current compilation state for the fragment shader
  55071. * @param mesh defines the mesh to be rendered
  55072. * @param defines defines the material defines to update
  55073. */
  55074. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55075. /**
  55076. * Checks if the block is ready
  55077. * @param mesh defines the mesh to be rendered
  55078. * @param nodeMaterial defines the node material requesting the update
  55079. * @param defines defines the material defines to update
  55080. * @param useInstances specifies that instances should be used
  55081. * @returns true if the block is ready
  55082. */
  55083. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  55084. private _processBuild;
  55085. /**
  55086. * Compile the current node and generate the shader code
  55087. * @param state defines the current compilation state (uniforms, samplers, current string)
  55088. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  55089. * @returns true if already built
  55090. */
  55091. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  55092. protected _inputRename(name: string): string;
  55093. protected _outputRename(name: string): string;
  55094. protected _dumpPropertiesCode(): string;
  55095. /** @hidden */
  55096. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  55097. /**
  55098. * Clone the current block to a new identical block
  55099. * @param scene defines the hosting scene
  55100. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55101. * @returns a copy of the current block
  55102. */
  55103. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  55104. /**
  55105. * Serializes this block in a JSON representation
  55106. * @returns the serialized block object
  55107. */
  55108. serialize(): any;
  55109. /** @hidden */
  55110. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55111. }
  55112. }
  55113. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  55114. /**
  55115. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55116. */
  55117. export enum NodeMaterialBlockConnectionPointMode {
  55118. /** Value is an uniform */
  55119. Uniform = 0,
  55120. /** Value is a mesh attribute */
  55121. Attribute = 1,
  55122. /** Value is a varying between vertex and fragment shaders */
  55123. Varying = 2,
  55124. /** Mode is undefined */
  55125. Undefined = 3
  55126. }
  55127. }
  55128. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  55129. /**
  55130. * Enum defining the type of animations supported by InputBlock
  55131. */
  55132. export enum AnimatedInputBlockTypes {
  55133. /** No animation */
  55134. None = 0,
  55135. /** Time based animation. Will only work for floats */
  55136. Time = 1
  55137. }
  55138. }
  55139. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  55140. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55141. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55142. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55143. import { Nullable } from "babylonjs/types";
  55144. import { Effect } from "babylonjs/Materials/effect";
  55145. import { Matrix } from "babylonjs/Maths/math.vector";
  55146. import { Scene } from "babylonjs/scene";
  55147. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55148. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55149. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55150. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55151. /**
  55152. * Block used to expose an input value
  55153. */
  55154. export class InputBlock extends NodeMaterialBlock {
  55155. private _mode;
  55156. private _associatedVariableName;
  55157. private _storedValue;
  55158. private _valueCallback;
  55159. private _type;
  55160. private _animationType;
  55161. /** @hidden */
  55162. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  55163. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  55164. visibleInInspector: boolean;
  55165. /**
  55166. * Gets or sets the connection point type (default is float)
  55167. */
  55168. readonly type: NodeMaterialBlockConnectionPointTypes;
  55169. /**
  55170. * Creates a new InputBlock
  55171. * @param name defines the block name
  55172. * @param target defines the target of that block (Vertex by default)
  55173. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  55174. */
  55175. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  55176. /**
  55177. * Gets the output component
  55178. */
  55179. readonly output: NodeMaterialConnectionPoint;
  55180. /**
  55181. * Set the source of this connection point to a vertex attribute
  55182. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55183. * @returns the current connection point
  55184. */
  55185. setAsAttribute(attributeName?: string): InputBlock;
  55186. /**
  55187. * Set the source of this connection point to a well known value
  55188. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  55189. * @returns the current connection point
  55190. */
  55191. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  55192. /**
  55193. * Gets or sets the value of that point.
  55194. * Please note that this value will be ignored if valueCallback is defined
  55195. */
  55196. value: any;
  55197. /**
  55198. * Gets or sets a callback used to get the value of that point.
  55199. * Please note that setting this value will force the connection point to ignore the value property
  55200. */
  55201. valueCallback: () => any;
  55202. /**
  55203. * Gets or sets the associated variable name in the shader
  55204. */
  55205. associatedVariableName: string;
  55206. /** Gets or sets the type of animation applied to the input */
  55207. animationType: AnimatedInputBlockTypes;
  55208. /**
  55209. * Gets a boolean indicating that this connection point not defined yet
  55210. */
  55211. readonly isUndefined: boolean;
  55212. /**
  55213. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55214. * In this case the connection point name must be the name of the uniform to use.
  55215. * Can only be set on inputs
  55216. */
  55217. isUniform: boolean;
  55218. /**
  55219. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55220. * In this case the connection point name must be the name of the attribute to use
  55221. * Can only be set on inputs
  55222. */
  55223. isAttribute: boolean;
  55224. /**
  55225. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55226. * Can only be set on exit points
  55227. */
  55228. isVarying: boolean;
  55229. /**
  55230. * Gets a boolean indicating that the current connection point is a well known value
  55231. */
  55232. readonly isWellKnownValue: boolean;
  55233. /**
  55234. * Gets or sets the current well known value or null if not defined as well know value
  55235. */
  55236. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  55237. /**
  55238. * Gets the current class name
  55239. * @returns the class name
  55240. */
  55241. getClassName(): string;
  55242. /**
  55243. * Animate the input if animationType !== None
  55244. * @param scene defines the rendering scene
  55245. */
  55246. animate(scene: Scene): void;
  55247. private _emitDefine;
  55248. /**
  55249. * Set the input block to its default value (based on its type)
  55250. */
  55251. setDefaultValue(): void;
  55252. protected _dumpPropertiesCode(): string;
  55253. private _emit;
  55254. /** @hidden */
  55255. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55256. /** @hidden */
  55257. _transmit(effect: Effect, scene: Scene): void;
  55258. protected _buildBlock(state: NodeMaterialBuildState): void;
  55259. serialize(): any;
  55260. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55261. }
  55262. }
  55263. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55264. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55265. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55266. import { Nullable } from "babylonjs/types";
  55267. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55268. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55269. /**
  55270. * Defines a connection point for a block
  55271. */
  55272. export class NodeMaterialConnectionPoint {
  55273. /** @hidden */
  55274. _ownerBlock: NodeMaterialBlock;
  55275. /** @hidden */
  55276. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55277. private _endpoints;
  55278. private _associatedVariableName;
  55279. /** @hidden */
  55280. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55281. private _type;
  55282. /** @hidden */
  55283. _enforceAssociatedVariableName: boolean;
  55284. /**
  55285. * Gets or sets the additional types supported byt this connection point
  55286. */
  55287. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55288. /**
  55289. * Gets or sets the associated variable name in the shader
  55290. */
  55291. associatedVariableName: string;
  55292. /**
  55293. * Gets or sets the connection point type (default is float)
  55294. */
  55295. type: NodeMaterialBlockConnectionPointTypes;
  55296. /**
  55297. * Gets or sets the connection point name
  55298. */
  55299. name: string;
  55300. /**
  55301. * Gets or sets a boolean indicating that this connection point can be omitted
  55302. */
  55303. isOptional: boolean;
  55304. /**
  55305. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55306. */
  55307. define: string;
  55308. /** Gets or sets the target of that connection point */
  55309. target: NodeMaterialBlockTargets;
  55310. /**
  55311. * Gets a boolean indicating that the current point is connected
  55312. */
  55313. readonly isConnected: boolean;
  55314. /**
  55315. * Gets a boolean indicating that the current point is connected to an input block
  55316. */
  55317. readonly isConnectedToInputBlock: boolean;
  55318. /**
  55319. * Gets a the connected input block (if any)
  55320. */
  55321. readonly connectInputBlock: Nullable<InputBlock>;
  55322. /** Get the other side of the connection (if any) */
  55323. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55324. /** Get the block that owns this connection point */
  55325. readonly ownerBlock: NodeMaterialBlock;
  55326. /** Get the block connected on the other side of this connection (if any) */
  55327. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55328. /** Get the block connected on the endpoints of this connection (if any) */
  55329. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55330. /** Gets the list of connected endpoints */
  55331. readonly endpoints: NodeMaterialConnectionPoint[];
  55332. /** Gets a boolean indicating if that output point is connected to at least one input */
  55333. readonly hasEndpoints: boolean;
  55334. /**
  55335. * Creates a new connection point
  55336. * @param name defines the connection point name
  55337. * @param ownerBlock defines the block hosting this connection point
  55338. */
  55339. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55340. /**
  55341. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55342. * @returns the class name
  55343. */
  55344. getClassName(): string;
  55345. /**
  55346. * Gets an boolean indicating if the current point can be connected to another point
  55347. * @param connectionPoint defines the other connection point
  55348. * @returns true if the connection is possible
  55349. */
  55350. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55351. /**
  55352. * Connect this point to another connection point
  55353. * @param connectionPoint defines the other connection point
  55354. * @returns the current connection point
  55355. */
  55356. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55357. /**
  55358. * Disconnect this point from one of his endpoint
  55359. * @param endpoint defines the other connection point
  55360. * @returns the current connection point
  55361. */
  55362. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55363. /**
  55364. * Serializes this point in a JSON representation
  55365. * @returns the serialized point object
  55366. */
  55367. serialize(): any;
  55368. }
  55369. }
  55370. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55371. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55372. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55373. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55374. import { Mesh } from "babylonjs/Meshes/mesh";
  55375. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55376. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55377. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55378. /**
  55379. * Block used to add support for vertex skinning (bones)
  55380. */
  55381. export class BonesBlock extends NodeMaterialBlock {
  55382. /**
  55383. * Creates a new BonesBlock
  55384. * @param name defines the block name
  55385. */
  55386. constructor(name: string);
  55387. /**
  55388. * Initialize the block and prepare the context for build
  55389. * @param state defines the state that will be used for the build
  55390. */
  55391. initialize(state: NodeMaterialBuildState): void;
  55392. /**
  55393. * Gets the current class name
  55394. * @returns the class name
  55395. */
  55396. getClassName(): string;
  55397. /**
  55398. * Gets the matrix indices input component
  55399. */
  55400. readonly matricesIndices: NodeMaterialConnectionPoint;
  55401. /**
  55402. * Gets the matrix weights input component
  55403. */
  55404. readonly matricesWeights: NodeMaterialConnectionPoint;
  55405. /**
  55406. * Gets the extra matrix indices input component
  55407. */
  55408. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55409. /**
  55410. * Gets the extra matrix weights input component
  55411. */
  55412. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55413. /**
  55414. * Gets the world input component
  55415. */
  55416. readonly world: NodeMaterialConnectionPoint;
  55417. /**
  55418. * Gets the output component
  55419. */
  55420. readonly output: NodeMaterialConnectionPoint;
  55421. autoConfigure(): void;
  55422. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55423. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55424. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55425. protected _buildBlock(state: NodeMaterialBuildState): this;
  55426. }
  55427. }
  55428. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55429. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55430. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55431. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55432. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55433. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55434. /**
  55435. * Block used to add support for instances
  55436. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55437. */
  55438. export class InstancesBlock extends NodeMaterialBlock {
  55439. /**
  55440. * Creates a new InstancesBlock
  55441. * @param name defines the block name
  55442. */
  55443. constructor(name: string);
  55444. /**
  55445. * Gets the current class name
  55446. * @returns the class name
  55447. */
  55448. getClassName(): string;
  55449. /**
  55450. * Gets the first world row input component
  55451. */
  55452. readonly world0: NodeMaterialConnectionPoint;
  55453. /**
  55454. * Gets the second world row input component
  55455. */
  55456. readonly world1: NodeMaterialConnectionPoint;
  55457. /**
  55458. * Gets the third world row input component
  55459. */
  55460. readonly world2: NodeMaterialConnectionPoint;
  55461. /**
  55462. * Gets the forth world row input component
  55463. */
  55464. readonly world3: NodeMaterialConnectionPoint;
  55465. /**
  55466. * Gets the world input component
  55467. */
  55468. readonly world: NodeMaterialConnectionPoint;
  55469. /**
  55470. * Gets the output component
  55471. */
  55472. readonly output: NodeMaterialConnectionPoint;
  55473. autoConfigure(): void;
  55474. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55475. protected _buildBlock(state: NodeMaterialBuildState): this;
  55476. }
  55477. }
  55478. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55479. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55480. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55481. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55482. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55483. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55484. import { Effect } from "babylonjs/Materials/effect";
  55485. import { Mesh } from "babylonjs/Meshes/mesh";
  55486. /**
  55487. * Block used to add morph targets support to vertex shader
  55488. */
  55489. export class MorphTargetsBlock extends NodeMaterialBlock {
  55490. private _repeatableContentAnchor;
  55491. private _repeatebleContentGenerated;
  55492. /**
  55493. * Create a new MorphTargetsBlock
  55494. * @param name defines the block name
  55495. */
  55496. constructor(name: string);
  55497. /**
  55498. * Gets the current class name
  55499. * @returns the class name
  55500. */
  55501. getClassName(): string;
  55502. /**
  55503. * Gets the position input component
  55504. */
  55505. readonly position: NodeMaterialConnectionPoint;
  55506. /**
  55507. * Gets the normal input component
  55508. */
  55509. readonly normal: NodeMaterialConnectionPoint;
  55510. /**
  55511. * Gets the tangent input component
  55512. */
  55513. readonly tangent: NodeMaterialConnectionPoint;
  55514. /**
  55515. * Gets the tangent input component
  55516. */
  55517. readonly uv: NodeMaterialConnectionPoint;
  55518. /**
  55519. * Gets the position output component
  55520. */
  55521. readonly positionOutput: NodeMaterialConnectionPoint;
  55522. /**
  55523. * Gets the normal output component
  55524. */
  55525. readonly normalOutput: NodeMaterialConnectionPoint;
  55526. /**
  55527. * Gets the tangent output component
  55528. */
  55529. readonly tangentOutput: NodeMaterialConnectionPoint;
  55530. /**
  55531. * Gets the tangent output component
  55532. */
  55533. readonly uvOutput: NodeMaterialConnectionPoint;
  55534. initialize(state: NodeMaterialBuildState): void;
  55535. autoConfigure(): void;
  55536. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55537. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55538. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55539. protected _buildBlock(state: NodeMaterialBuildState): this;
  55540. }
  55541. }
  55542. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55543. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55544. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55545. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55546. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55547. }
  55548. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55549. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55550. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55551. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55552. /**
  55553. * Block used to add an alpha test in the fragment shader
  55554. */
  55555. export class AlphaTestBlock extends NodeMaterialBlock {
  55556. /**
  55557. * Gets or sets the alpha value where alpha testing happens
  55558. */
  55559. alphaCutOff: number;
  55560. /**
  55561. * Create a new AlphaTestBlock
  55562. * @param name defines the block name
  55563. */
  55564. constructor(name: string);
  55565. /**
  55566. * Gets the current class name
  55567. * @returns the class name
  55568. */
  55569. getClassName(): string;
  55570. /**
  55571. * Gets the color input component
  55572. */
  55573. readonly color: NodeMaterialConnectionPoint;
  55574. /**
  55575. * Gets the alpha input component
  55576. */
  55577. readonly alpha: NodeMaterialConnectionPoint;
  55578. protected _buildBlock(state: NodeMaterialBuildState): this;
  55579. }
  55580. }
  55581. declare module "babylonjs/Materials/Node/Blocks/Fragment/fresnelBlock" {
  55582. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55583. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55584. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55585. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  55586. /**
  55587. * Block used to compute fresnel value
  55588. */
  55589. export class FresnelBlock extends NodeMaterialBlock {
  55590. /**
  55591. * Create a new FresnelBlock
  55592. * @param name defines the block name
  55593. */
  55594. constructor(name: string);
  55595. /**
  55596. * Gets the current class name
  55597. * @returns the class name
  55598. */
  55599. getClassName(): string;
  55600. /**
  55601. * Gets the world position input component
  55602. */
  55603. readonly worldPosition: NodeMaterialConnectionPoint;
  55604. /**
  55605. * Gets the world normal input component
  55606. */
  55607. readonly worldNormal: NodeMaterialConnectionPoint;
  55608. /**
  55609. * Gets the camera (or eye) position component
  55610. */
  55611. readonly cameraPosition: NodeMaterialConnectionPoint;
  55612. /**
  55613. * Gets the bias input component
  55614. */
  55615. readonly bias: NodeMaterialConnectionPoint;
  55616. /**
  55617. * Gets the camera (or eye) position component
  55618. */
  55619. readonly power: NodeMaterialConnectionPoint;
  55620. /**
  55621. * Gets the fresnel output component
  55622. */
  55623. readonly fresnel: NodeMaterialConnectionPoint;
  55624. autoConfigure(material: NodeMaterial): void;
  55625. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55626. }
  55627. }
  55628. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55629. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55630. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55631. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55632. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55633. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55634. import { Effect } from "babylonjs/Materials/effect";
  55635. import { Mesh } from "babylonjs/Meshes/mesh";
  55636. /**
  55637. * Block used to add image processing support to fragment shader
  55638. */
  55639. export class ImageProcessingBlock extends NodeMaterialBlock {
  55640. /**
  55641. * Create a new ImageProcessingBlock
  55642. * @param name defines the block name
  55643. */
  55644. constructor(name: string);
  55645. /**
  55646. * Gets the current class name
  55647. * @returns the class name
  55648. */
  55649. getClassName(): string;
  55650. /**
  55651. * Gets the color input component
  55652. */
  55653. readonly color: NodeMaterialConnectionPoint;
  55654. /**
  55655. * Gets the output component
  55656. */
  55657. readonly output: NodeMaterialConnectionPoint;
  55658. /**
  55659. * Initialize the block and prepare the context for build
  55660. * @param state defines the state that will be used for the build
  55661. */
  55662. initialize(state: NodeMaterialBuildState): void;
  55663. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  55664. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55665. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55666. protected _buildBlock(state: NodeMaterialBuildState): this;
  55667. }
  55668. }
  55669. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  55670. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  55671. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  55672. export * from "babylonjs/Materials/Node/Blocks/Fragment/fresnelBlock";
  55673. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  55674. }
  55675. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  55676. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55677. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55678. import { Mesh } from "babylonjs/Meshes/mesh";
  55679. import { Effect } from "babylonjs/Materials/effect";
  55680. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55681. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55682. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55683. /**
  55684. * Block used to add support for scene fog
  55685. */
  55686. export class FogBlock extends NodeMaterialBlock {
  55687. private _fogDistanceName;
  55688. private _fogParameters;
  55689. /**
  55690. * Create a new FogBlock
  55691. * @param name defines the block name
  55692. */
  55693. constructor(name: string);
  55694. /**
  55695. * Gets the current class name
  55696. * @returns the class name
  55697. */
  55698. getClassName(): string;
  55699. /**
  55700. * Gets the world position input component
  55701. */
  55702. readonly worldPosition: NodeMaterialConnectionPoint;
  55703. /**
  55704. * Gets the view input component
  55705. */
  55706. readonly view: NodeMaterialConnectionPoint;
  55707. /**
  55708. * Gets the color input component
  55709. */
  55710. readonly input: NodeMaterialConnectionPoint;
  55711. /**
  55712. * Gets the fog color input component
  55713. */
  55714. readonly fogColor: NodeMaterialConnectionPoint;
  55715. /**
  55716. * Gets the output component
  55717. */
  55718. readonly output: NodeMaterialConnectionPoint;
  55719. autoConfigure(): void;
  55720. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55721. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55722. protected _buildBlock(state: NodeMaterialBuildState): this;
  55723. }
  55724. }
  55725. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55726. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55727. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55728. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55729. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55730. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55731. import { Effect } from "babylonjs/Materials/effect";
  55732. import { Mesh } from "babylonjs/Meshes/mesh";
  55733. import { Light } from "babylonjs/Lights/light";
  55734. import { Nullable } from "babylonjs/types";
  55735. import { Scene } from "babylonjs/scene";
  55736. /**
  55737. * Block used to add light in the fragment shader
  55738. */
  55739. export class LightBlock extends NodeMaterialBlock {
  55740. private _lightId;
  55741. /**
  55742. * Gets or sets the light associated with this block
  55743. */
  55744. light: Nullable<Light>;
  55745. /**
  55746. * Create a new LightBlock
  55747. * @param name defines the block name
  55748. */
  55749. constructor(name: string);
  55750. /**
  55751. * Gets the current class name
  55752. * @returns the class name
  55753. */
  55754. getClassName(): string;
  55755. /**
  55756. * Gets the world position input component
  55757. */
  55758. readonly worldPosition: NodeMaterialConnectionPoint;
  55759. /**
  55760. * Gets the world normal input component
  55761. */
  55762. readonly worldNormal: NodeMaterialConnectionPoint;
  55763. /**
  55764. * Gets the camera (or eye) position component
  55765. */
  55766. readonly cameraPosition: NodeMaterialConnectionPoint;
  55767. /**
  55768. * Gets the diffuse output component
  55769. */
  55770. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55771. /**
  55772. * Gets the specular output component
  55773. */
  55774. readonly specularOutput: NodeMaterialConnectionPoint;
  55775. autoConfigure(): void;
  55776. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55777. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55778. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55779. private _injectVertexCode;
  55780. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55781. serialize(): any;
  55782. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55783. }
  55784. }
  55785. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55786. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55787. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55788. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55789. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55790. }
  55791. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55792. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55793. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55794. }
  55795. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55796. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55797. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55798. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55799. /**
  55800. * Block used to multiply 2 values
  55801. */
  55802. export class MultiplyBlock extends NodeMaterialBlock {
  55803. /**
  55804. * Creates a new MultiplyBlock
  55805. * @param name defines the block name
  55806. */
  55807. constructor(name: string);
  55808. /**
  55809. * Gets the current class name
  55810. * @returns the class name
  55811. */
  55812. getClassName(): string;
  55813. /**
  55814. * Gets the left operand input component
  55815. */
  55816. readonly left: NodeMaterialConnectionPoint;
  55817. /**
  55818. * Gets the right operand input component
  55819. */
  55820. readonly right: NodeMaterialConnectionPoint;
  55821. /**
  55822. * Gets the output component
  55823. */
  55824. readonly output: NodeMaterialConnectionPoint;
  55825. protected _buildBlock(state: NodeMaterialBuildState): this;
  55826. }
  55827. }
  55828. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55829. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55830. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55831. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55832. /**
  55833. * Block used to add 2 vectors
  55834. */
  55835. export class AddBlock extends NodeMaterialBlock {
  55836. /**
  55837. * Creates a new AddBlock
  55838. * @param name defines the block name
  55839. */
  55840. constructor(name: string);
  55841. /**
  55842. * Gets the current class name
  55843. * @returns the class name
  55844. */
  55845. getClassName(): string;
  55846. /**
  55847. * Gets the left operand input component
  55848. */
  55849. readonly left: NodeMaterialConnectionPoint;
  55850. /**
  55851. * Gets the right operand input component
  55852. */
  55853. readonly right: NodeMaterialConnectionPoint;
  55854. /**
  55855. * Gets the output component
  55856. */
  55857. readonly output: NodeMaterialConnectionPoint;
  55858. protected _buildBlock(state: NodeMaterialBuildState): this;
  55859. }
  55860. }
  55861. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  55862. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55863. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55864. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55865. /**
  55866. * Block used to scale a vector by a float
  55867. */
  55868. export class ScaleBlock extends NodeMaterialBlock {
  55869. /**
  55870. * Creates a new ScaleBlock
  55871. * @param name defines the block name
  55872. */
  55873. constructor(name: string);
  55874. /**
  55875. * Gets the current class name
  55876. * @returns the class name
  55877. */
  55878. getClassName(): string;
  55879. /**
  55880. * Gets the input component
  55881. */
  55882. readonly input: NodeMaterialConnectionPoint;
  55883. /**
  55884. * Gets the factor input component
  55885. */
  55886. readonly factor: NodeMaterialConnectionPoint;
  55887. /**
  55888. * Gets the output component
  55889. */
  55890. readonly output: NodeMaterialConnectionPoint;
  55891. protected _buildBlock(state: NodeMaterialBuildState): this;
  55892. }
  55893. }
  55894. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55895. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55896. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55897. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55898. /**
  55899. * Block used to clamp a float
  55900. */
  55901. export class ClampBlock extends NodeMaterialBlock {
  55902. /** Gets or sets the minimum range */
  55903. minimum: number;
  55904. /** Gets or sets the maximum range */
  55905. maximum: number;
  55906. /**
  55907. * Creates a new ClampBlock
  55908. * @param name defines the block name
  55909. */
  55910. constructor(name: string);
  55911. /**
  55912. * Gets the current class name
  55913. * @returns the class name
  55914. */
  55915. getClassName(): string;
  55916. /**
  55917. * Gets the value input component
  55918. */
  55919. readonly value: NodeMaterialConnectionPoint;
  55920. /**
  55921. * Gets the output component
  55922. */
  55923. readonly output: NodeMaterialConnectionPoint;
  55924. protected _buildBlock(state: NodeMaterialBuildState): this;
  55925. }
  55926. }
  55927. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  55928. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55929. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55930. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55931. /**
  55932. * Block used to apply a cross product between 2 vectors
  55933. */
  55934. export class CrossBlock extends NodeMaterialBlock {
  55935. /**
  55936. * Creates a new CrossBlock
  55937. * @param name defines the block name
  55938. */
  55939. constructor(name: string);
  55940. /**
  55941. * Gets the current class name
  55942. * @returns the class name
  55943. */
  55944. getClassName(): string;
  55945. /**
  55946. * Gets the left operand input component
  55947. */
  55948. readonly left: NodeMaterialConnectionPoint;
  55949. /**
  55950. * Gets the right operand input component
  55951. */
  55952. readonly right: NodeMaterialConnectionPoint;
  55953. /**
  55954. * Gets the output component
  55955. */
  55956. readonly output: NodeMaterialConnectionPoint;
  55957. protected _buildBlock(state: NodeMaterialBuildState): this;
  55958. }
  55959. }
  55960. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  55961. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55962. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55963. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55964. /**
  55965. * Block used to apply a dot product between 2 vectors
  55966. */
  55967. export class DotBlock extends NodeMaterialBlock {
  55968. /**
  55969. * Creates a new DotBlock
  55970. * @param name defines the block name
  55971. */
  55972. constructor(name: string);
  55973. /**
  55974. * Gets the current class name
  55975. * @returns the class name
  55976. */
  55977. getClassName(): string;
  55978. /**
  55979. * Gets the left operand input component
  55980. */
  55981. readonly left: NodeMaterialConnectionPoint;
  55982. /**
  55983. * Gets the right operand input component
  55984. */
  55985. readonly right: NodeMaterialConnectionPoint;
  55986. /**
  55987. * Gets the output component
  55988. */
  55989. readonly output: NodeMaterialConnectionPoint;
  55990. protected _buildBlock(state: NodeMaterialBuildState): this;
  55991. }
  55992. }
  55993. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  55994. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55995. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55996. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55997. import { Vector2 } from "babylonjs/Maths/math.vector";
  55998. /**
  55999. * Block used to remap a float from a range to a new one
  56000. */
  56001. export class RemapBlock extends NodeMaterialBlock {
  56002. /**
  56003. * Gets or sets the source range
  56004. */
  56005. sourceRange: Vector2;
  56006. /**
  56007. * Gets or sets the target range
  56008. */
  56009. targetRange: Vector2;
  56010. /**
  56011. * Creates a new RemapBlock
  56012. * @param name defines the block name
  56013. */
  56014. constructor(name: string);
  56015. /**
  56016. * Gets the current class name
  56017. * @returns the class name
  56018. */
  56019. getClassName(): string;
  56020. /**
  56021. * Gets the input component
  56022. */
  56023. readonly input: NodeMaterialConnectionPoint;
  56024. /**
  56025. * Gets the output component
  56026. */
  56027. readonly output: NodeMaterialConnectionPoint;
  56028. protected _buildBlock(state: NodeMaterialBuildState): this;
  56029. }
  56030. }
  56031. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  56032. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56033. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56034. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56035. /**
  56036. * Block used to normalize a vector
  56037. */
  56038. export class NormalizeBlock extends NodeMaterialBlock {
  56039. /**
  56040. * Creates a new NormalizeBlock
  56041. * @param name defines the block name
  56042. */
  56043. constructor(name: string);
  56044. /**
  56045. * Gets the current class name
  56046. * @returns the class name
  56047. */
  56048. getClassName(): string;
  56049. /**
  56050. * Gets the input component
  56051. */
  56052. readonly input: NodeMaterialConnectionPoint;
  56053. /**
  56054. * Gets the output component
  56055. */
  56056. readonly output: NodeMaterialConnectionPoint;
  56057. protected _buildBlock(state: NodeMaterialBuildState): this;
  56058. }
  56059. }
  56060. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  56061. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56062. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56063. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56064. /**
  56065. * Operations supported by the Trigonometry block
  56066. */
  56067. export enum TrigonometryBlockOperations {
  56068. /** Cos */
  56069. Cos = 0,
  56070. /** Sin */
  56071. Sin = 1,
  56072. /** Abs */
  56073. Abs = 2,
  56074. /** Exp */
  56075. Exp = 3,
  56076. /** Exp2 */
  56077. Exp2 = 4,
  56078. /** Round */
  56079. Round = 5,
  56080. /** Floor */
  56081. Floor = 6,
  56082. /** Ceiling */
  56083. Ceiling = 7
  56084. }
  56085. /**
  56086. * Block used to apply trigonometry operation to floats
  56087. */
  56088. export class TrigonometryBlock extends NodeMaterialBlock {
  56089. /**
  56090. * Gets or sets the operation applied by the block
  56091. */
  56092. operation: TrigonometryBlockOperations;
  56093. /**
  56094. * Creates a new TrigonometryBlock
  56095. * @param name defines the block name
  56096. */
  56097. constructor(name: string);
  56098. /**
  56099. * Gets the current class name
  56100. * @returns the class name
  56101. */
  56102. getClassName(): string;
  56103. /**
  56104. * Gets the input component
  56105. */
  56106. readonly input: NodeMaterialConnectionPoint;
  56107. /**
  56108. * Gets the output component
  56109. */
  56110. readonly output: NodeMaterialConnectionPoint;
  56111. protected _buildBlock(state: NodeMaterialBuildState): this;
  56112. }
  56113. }
  56114. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  56115. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56116. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56117. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56118. /**
  56119. * Block used to create a Color3/4 out of individual inputs (one for each component)
  56120. */
  56121. export class ColorMergerBlock extends NodeMaterialBlock {
  56122. /**
  56123. * Create a new ColorMergerBlock
  56124. * @param name defines the block name
  56125. */
  56126. constructor(name: string);
  56127. /**
  56128. * Gets the current class name
  56129. * @returns the class name
  56130. */
  56131. getClassName(): string;
  56132. /**
  56133. * Gets the r component (input)
  56134. */
  56135. readonly r: NodeMaterialConnectionPoint;
  56136. /**
  56137. * Gets the g component (input)
  56138. */
  56139. readonly g: NodeMaterialConnectionPoint;
  56140. /**
  56141. * Gets the b component (input)
  56142. */
  56143. readonly b: NodeMaterialConnectionPoint;
  56144. /**
  56145. * Gets the a component (input)
  56146. */
  56147. readonly a: NodeMaterialConnectionPoint;
  56148. /**
  56149. * Gets the rgba component (output)
  56150. */
  56151. readonly rgba: NodeMaterialConnectionPoint;
  56152. /**
  56153. * Gets the rgb component (output)
  56154. */
  56155. readonly rgb: NodeMaterialConnectionPoint;
  56156. protected _buildBlock(state: NodeMaterialBuildState): this;
  56157. }
  56158. }
  56159. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  56160. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56161. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56162. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56163. /**
  56164. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  56165. */
  56166. export class VectorMergerBlock extends NodeMaterialBlock {
  56167. /**
  56168. * Create a new VectorMergerBlock
  56169. * @param name defines the block name
  56170. */
  56171. constructor(name: string);
  56172. /**
  56173. * Gets the current class name
  56174. * @returns the class name
  56175. */
  56176. getClassName(): string;
  56177. /**
  56178. * Gets the x component (input)
  56179. */
  56180. readonly x: NodeMaterialConnectionPoint;
  56181. /**
  56182. * Gets the y component (input)
  56183. */
  56184. readonly y: NodeMaterialConnectionPoint;
  56185. /**
  56186. * Gets the z component (input)
  56187. */
  56188. readonly z: NodeMaterialConnectionPoint;
  56189. /**
  56190. * Gets the w component (input)
  56191. */
  56192. readonly w: NodeMaterialConnectionPoint;
  56193. /**
  56194. * Gets the xyzw component (output)
  56195. */
  56196. readonly xyzw: NodeMaterialConnectionPoint;
  56197. /**
  56198. * Gets the xyz component (output)
  56199. */
  56200. readonly xyz: NodeMaterialConnectionPoint;
  56201. /**
  56202. * Gets the xy component (output)
  56203. */
  56204. readonly xy: NodeMaterialConnectionPoint;
  56205. protected _buildBlock(state: NodeMaterialBuildState): this;
  56206. }
  56207. }
  56208. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  56209. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56210. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56211. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56212. /**
  56213. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  56214. */
  56215. export class ColorSplitterBlock extends NodeMaterialBlock {
  56216. /**
  56217. * Create a new ColorSplitterBlock
  56218. * @param name defines the block name
  56219. */
  56220. constructor(name: string);
  56221. /**
  56222. * Gets the current class name
  56223. * @returns the class name
  56224. */
  56225. getClassName(): string;
  56226. /**
  56227. * Gets the rgba component (input)
  56228. */
  56229. readonly rgba: NodeMaterialConnectionPoint;
  56230. /**
  56231. * Gets the rgb component (input)
  56232. */
  56233. readonly rgbIn: NodeMaterialConnectionPoint;
  56234. /**
  56235. * Gets the rgb component (output)
  56236. */
  56237. readonly rgbOut: NodeMaterialConnectionPoint;
  56238. /**
  56239. * Gets the r component (output)
  56240. */
  56241. readonly r: NodeMaterialConnectionPoint;
  56242. /**
  56243. * Gets the g component (output)
  56244. */
  56245. readonly g: NodeMaterialConnectionPoint;
  56246. /**
  56247. * Gets the b component (output)
  56248. */
  56249. readonly b: NodeMaterialConnectionPoint;
  56250. /**
  56251. * Gets the a component (output)
  56252. */
  56253. readonly a: NodeMaterialConnectionPoint;
  56254. protected _inputRename(name: string): string;
  56255. protected _outputRename(name: string): string;
  56256. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56257. }
  56258. }
  56259. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  56260. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56261. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56262. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56263. /**
  56264. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  56265. */
  56266. export class VectorSplitterBlock extends NodeMaterialBlock {
  56267. /**
  56268. * Create a new VectorSplitterBlock
  56269. * @param name defines the block name
  56270. */
  56271. constructor(name: string);
  56272. /**
  56273. * Gets the current class name
  56274. * @returns the class name
  56275. */
  56276. getClassName(): string;
  56277. /**
  56278. * Gets the xyzw component (input)
  56279. */
  56280. readonly xyzw: NodeMaterialConnectionPoint;
  56281. /**
  56282. * Gets the xyz component (input)
  56283. */
  56284. readonly xyzIn: NodeMaterialConnectionPoint;
  56285. /**
  56286. * Gets the xy component (input)
  56287. */
  56288. readonly xyIn: NodeMaterialConnectionPoint;
  56289. /**
  56290. * Gets the xyz component (output)
  56291. */
  56292. readonly xyzOut: NodeMaterialConnectionPoint;
  56293. /**
  56294. * Gets the xy component (output)
  56295. */
  56296. readonly xyOut: NodeMaterialConnectionPoint;
  56297. /**
  56298. * Gets the x component (output)
  56299. */
  56300. readonly x: NodeMaterialConnectionPoint;
  56301. /**
  56302. * Gets the y component (output)
  56303. */
  56304. readonly y: NodeMaterialConnectionPoint;
  56305. /**
  56306. * Gets the z component (output)
  56307. */
  56308. readonly z: NodeMaterialConnectionPoint;
  56309. /**
  56310. * Gets the w component (output)
  56311. */
  56312. readonly w: NodeMaterialConnectionPoint;
  56313. protected _inputRename(name: string): string;
  56314. protected _outputRename(name: string): string;
  56315. protected _buildBlock(state: NodeMaterialBuildState): this;
  56316. }
  56317. }
  56318. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  56319. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56320. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56321. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56322. /**
  56323. * Block used to lerp 2 values
  56324. */
  56325. export class LerpBlock extends NodeMaterialBlock {
  56326. /**
  56327. * Creates a new LerpBlock
  56328. * @param name defines the block name
  56329. */
  56330. constructor(name: string);
  56331. /**
  56332. * Gets the current class name
  56333. * @returns the class name
  56334. */
  56335. getClassName(): string;
  56336. /**
  56337. * Gets the left operand input component
  56338. */
  56339. readonly left: NodeMaterialConnectionPoint;
  56340. /**
  56341. * Gets the right operand input component
  56342. */
  56343. readonly right: NodeMaterialConnectionPoint;
  56344. /**
  56345. * Gets the gradient operand input component
  56346. */
  56347. readonly gradient: NodeMaterialConnectionPoint;
  56348. /**
  56349. * Gets the output component
  56350. */
  56351. readonly output: NodeMaterialConnectionPoint;
  56352. protected _buildBlock(state: NodeMaterialBuildState): this;
  56353. }
  56354. }
  56355. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  56356. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56357. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56358. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56359. /**
  56360. * Block used to divide 2 vectors
  56361. */
  56362. export class DivideBlock extends NodeMaterialBlock {
  56363. /**
  56364. * Creates a new DivideBlock
  56365. * @param name defines the block name
  56366. */
  56367. constructor(name: string);
  56368. /**
  56369. * Gets the current class name
  56370. * @returns the class name
  56371. */
  56372. getClassName(): string;
  56373. /**
  56374. * Gets the left operand input component
  56375. */
  56376. readonly left: NodeMaterialConnectionPoint;
  56377. /**
  56378. * Gets the right operand input component
  56379. */
  56380. readonly right: NodeMaterialConnectionPoint;
  56381. /**
  56382. * Gets the output component
  56383. */
  56384. readonly output: NodeMaterialConnectionPoint;
  56385. protected _buildBlock(state: NodeMaterialBuildState): this;
  56386. }
  56387. }
  56388. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  56389. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56390. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56391. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56392. /**
  56393. * Block used to subtract 2 vectors
  56394. */
  56395. export class SubtractBlock extends NodeMaterialBlock {
  56396. /**
  56397. * Creates a new SubtractBlock
  56398. * @param name defines the block name
  56399. */
  56400. constructor(name: string);
  56401. /**
  56402. * Gets the current class name
  56403. * @returns the class name
  56404. */
  56405. getClassName(): string;
  56406. /**
  56407. * Gets the left operand input component
  56408. */
  56409. readonly left: NodeMaterialConnectionPoint;
  56410. /**
  56411. * Gets the right operand input component
  56412. */
  56413. readonly right: NodeMaterialConnectionPoint;
  56414. /**
  56415. * Gets the output component
  56416. */
  56417. readonly output: NodeMaterialConnectionPoint;
  56418. protected _buildBlock(state: NodeMaterialBuildState): this;
  56419. }
  56420. }
  56421. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  56422. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56423. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56424. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56425. /**
  56426. * Block used to step a value
  56427. */
  56428. export class StepBlock extends NodeMaterialBlock {
  56429. /**
  56430. * Creates a new AddBlock
  56431. * @param name defines the block name
  56432. */
  56433. constructor(name: string);
  56434. /**
  56435. * Gets the current class name
  56436. * @returns the class name
  56437. */
  56438. getClassName(): string;
  56439. /**
  56440. * Gets the value operand input component
  56441. */
  56442. readonly value: NodeMaterialConnectionPoint;
  56443. /**
  56444. * Gets the edge operand input component
  56445. */
  56446. readonly edge: NodeMaterialConnectionPoint;
  56447. /**
  56448. * Gets the output component
  56449. */
  56450. readonly output: NodeMaterialConnectionPoint;
  56451. protected _buildBlock(state: NodeMaterialBuildState): this;
  56452. }
  56453. }
  56454. declare module "babylonjs/Materials/Node/Blocks/index" {
  56455. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  56456. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  56457. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  56458. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  56459. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  56460. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  56461. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  56462. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  56463. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  56464. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  56465. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  56466. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  56467. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  56468. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  56469. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  56470. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  56471. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  56472. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  56473. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  56474. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  56475. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  56476. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  56477. }
  56478. declare module "babylonjs/Materials/Node/Optimizers/index" {
  56479. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  56480. }
  56481. declare module "babylonjs/Materials/Node/index" {
  56482. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  56483. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  56484. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56485. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  56486. export * from "babylonjs/Materials/Node/nodeMaterial";
  56487. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  56488. export * from "babylonjs/Materials/Node/Blocks/index";
  56489. export * from "babylonjs/Materials/Node/Optimizers/index";
  56490. }
  56491. declare module "babylonjs/Materials/effectRenderer" {
  56492. import { Nullable } from "babylonjs/types";
  56493. import { Texture } from "babylonjs/Materials/Textures/texture";
  56494. import { Engine } from "babylonjs/Engines/engine";
  56495. import { Viewport } from "babylonjs/Maths/math.viewport";
  56496. import { Observable } from "babylonjs/Misc/observable";
  56497. import { Effect } from "babylonjs/Materials/effect";
  56498. import "babylonjs/Shaders/postprocess.vertex";
  56499. /**
  56500. * Effect Render Options
  56501. */
  56502. export interface IEffectRendererOptions {
  56503. /**
  56504. * Defines the vertices positions.
  56505. */
  56506. positions?: number[];
  56507. /**
  56508. * Defines the indices.
  56509. */
  56510. indices?: number[];
  56511. }
  56512. /**
  56513. * Helper class to render one or more effects
  56514. */
  56515. export class EffectRenderer {
  56516. private engine;
  56517. private static _DefaultOptions;
  56518. private _vertexBuffers;
  56519. private _indexBuffer;
  56520. private _ringBufferIndex;
  56521. private _ringScreenBuffer;
  56522. private _fullscreenViewport;
  56523. private _getNextFrameBuffer;
  56524. /**
  56525. * Creates an effect renderer
  56526. * @param engine the engine to use for rendering
  56527. * @param options defines the options of the effect renderer
  56528. */
  56529. constructor(engine: Engine, options?: IEffectRendererOptions);
  56530. /**
  56531. * Sets the current viewport in normalized coordinates 0-1
  56532. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  56533. */
  56534. setViewport(viewport?: Viewport): void;
  56535. /**
  56536. * Sets the current effect wrapper to use during draw.
  56537. * The effect needs to be ready before calling this api.
  56538. * This also sets the default full screen position attribute.
  56539. * @param effectWrapper Defines the effect to draw with
  56540. */
  56541. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  56542. /**
  56543. * Draws a full screen quad.
  56544. */
  56545. draw(): void;
  56546. /**
  56547. * renders one or more effects to a specified texture
  56548. * @param effectWrappers list of effects to renderer
  56549. * @param outputTexture texture to draw to, if null it will render to the screen
  56550. */
  56551. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  56552. /**
  56553. * Disposes of the effect renderer
  56554. */
  56555. dispose(): void;
  56556. }
  56557. /**
  56558. * Options to create an EffectWrapper
  56559. */
  56560. interface EffectWrapperCreationOptions {
  56561. /**
  56562. * Engine to use to create the effect
  56563. */
  56564. engine: Engine;
  56565. /**
  56566. * Fragment shader for the effect
  56567. */
  56568. fragmentShader: string;
  56569. /**
  56570. * Vertex shader for the effect
  56571. */
  56572. vertexShader?: string;
  56573. /**
  56574. * Attributes to use in the shader
  56575. */
  56576. attributeNames?: Array<string>;
  56577. /**
  56578. * Uniforms to use in the shader
  56579. */
  56580. uniformNames?: Array<string>;
  56581. /**
  56582. * Texture sampler names to use in the shader
  56583. */
  56584. samplerNames?: Array<string>;
  56585. /**
  56586. * The friendly name of the effect displayed in Spector.
  56587. */
  56588. name?: string;
  56589. }
  56590. /**
  56591. * Wraps an effect to be used for rendering
  56592. */
  56593. export class EffectWrapper {
  56594. /**
  56595. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  56596. */
  56597. onApplyObservable: Observable<{}>;
  56598. /**
  56599. * The underlying effect
  56600. */
  56601. effect: Effect;
  56602. /**
  56603. * Creates an effect to be renderer
  56604. * @param creationOptions options to create the effect
  56605. */
  56606. constructor(creationOptions: EffectWrapperCreationOptions);
  56607. /**
  56608. * Disposes of the effect wrapper
  56609. */
  56610. dispose(): void;
  56611. }
  56612. }
  56613. declare module "babylonjs/Materials/index" {
  56614. export * from "babylonjs/Materials/Background/index";
  56615. export * from "babylonjs/Materials/colorCurves";
  56616. export * from "babylonjs/Materials/effect";
  56617. export * from "babylonjs/Materials/fresnelParameters";
  56618. export * from "babylonjs/Materials/imageProcessingConfiguration";
  56619. export * from "babylonjs/Materials/material";
  56620. export * from "babylonjs/Materials/materialDefines";
  56621. export * from "babylonjs/Materials/materialHelper";
  56622. export * from "babylonjs/Materials/multiMaterial";
  56623. export * from "babylonjs/Materials/PBR/index";
  56624. export * from "babylonjs/Materials/pushMaterial";
  56625. export * from "babylonjs/Materials/shaderMaterial";
  56626. export * from "babylonjs/Materials/standardMaterial";
  56627. export * from "babylonjs/Materials/Textures/index";
  56628. export * from "babylonjs/Materials/uniformBuffer";
  56629. export * from "babylonjs/Materials/materialFlags";
  56630. export * from "babylonjs/Materials/Node/index";
  56631. export * from "babylonjs/Materials/effectRenderer";
  56632. }
  56633. declare module "babylonjs/Maths/index" {
  56634. export * from "babylonjs/Maths/math.scalar";
  56635. export * from "babylonjs/Maths/math";
  56636. export * from "babylonjs/Maths/sphericalPolynomial";
  56637. }
  56638. declare module "babylonjs/Misc/workerPool" {
  56639. import { IDisposable } from "babylonjs/scene";
  56640. /**
  56641. * Helper class to push actions to a pool of workers.
  56642. */
  56643. export class WorkerPool implements IDisposable {
  56644. private _workerInfos;
  56645. private _pendingActions;
  56646. /**
  56647. * Constructor
  56648. * @param workers Array of workers to use for actions
  56649. */
  56650. constructor(workers: Array<Worker>);
  56651. /**
  56652. * Terminates all workers and clears any pending actions.
  56653. */
  56654. dispose(): void;
  56655. /**
  56656. * Pushes an action to the worker pool. If all the workers are active, the action will be
  56657. * pended until a worker has completed its action.
  56658. * @param action The action to perform. Call onComplete when the action is complete.
  56659. */
  56660. push(action: (worker: Worker, onComplete: () => void) => void): void;
  56661. private _execute;
  56662. }
  56663. }
  56664. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  56665. import { IDisposable } from "babylonjs/scene";
  56666. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56667. /**
  56668. * Configuration for Draco compression
  56669. */
  56670. export interface IDracoCompressionConfiguration {
  56671. /**
  56672. * Configuration for the decoder.
  56673. */
  56674. decoder: {
  56675. /**
  56676. * The url to the WebAssembly module.
  56677. */
  56678. wasmUrl?: string;
  56679. /**
  56680. * The url to the WebAssembly binary.
  56681. */
  56682. wasmBinaryUrl?: string;
  56683. /**
  56684. * The url to the fallback JavaScript module.
  56685. */
  56686. fallbackUrl?: string;
  56687. };
  56688. }
  56689. /**
  56690. * Draco compression (https://google.github.io/draco/)
  56691. *
  56692. * This class wraps the Draco module.
  56693. *
  56694. * **Encoder**
  56695. *
  56696. * The encoder is not currently implemented.
  56697. *
  56698. * **Decoder**
  56699. *
  56700. * 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.
  56701. *
  56702. * To update the configuration, use the following code:
  56703. * ```javascript
  56704. * DracoCompression.Configuration = {
  56705. * decoder: {
  56706. * wasmUrl: "<url to the WebAssembly library>",
  56707. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  56708. * fallbackUrl: "<url to the fallback JavaScript library>",
  56709. * }
  56710. * };
  56711. * ```
  56712. *
  56713. * 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.
  56714. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  56715. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  56716. *
  56717. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  56718. * ```javascript
  56719. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  56720. * ```
  56721. *
  56722. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  56723. */
  56724. export class DracoCompression implements IDisposable {
  56725. private _workerPoolPromise?;
  56726. private _decoderModulePromise?;
  56727. /**
  56728. * The configuration. Defaults to the following urls:
  56729. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  56730. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  56731. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  56732. */
  56733. static Configuration: IDracoCompressionConfiguration;
  56734. /**
  56735. * Returns true if the decoder configuration is available.
  56736. */
  56737. static readonly DecoderAvailable: boolean;
  56738. /**
  56739. * Default number of workers to create when creating the draco compression object.
  56740. */
  56741. static DefaultNumWorkers: number;
  56742. private static GetDefaultNumWorkers;
  56743. private static _Default;
  56744. /**
  56745. * Default instance for the draco compression object.
  56746. */
  56747. static readonly Default: DracoCompression;
  56748. /**
  56749. * Constructor
  56750. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  56751. */
  56752. constructor(numWorkers?: number);
  56753. /**
  56754. * Stop all async operations and release resources.
  56755. */
  56756. dispose(): void;
  56757. /**
  56758. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  56759. * @returns a promise that resolves when ready
  56760. */
  56761. whenReadyAsync(): Promise<void>;
  56762. /**
  56763. * Decode Draco compressed mesh data to vertex data.
  56764. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  56765. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  56766. * @returns A promise that resolves with the decoded vertex data
  56767. */
  56768. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  56769. [kind: string]: number;
  56770. }): Promise<VertexData>;
  56771. }
  56772. }
  56773. declare module "babylonjs/Meshes/Compression/index" {
  56774. export * from "babylonjs/Meshes/Compression/dracoCompression";
  56775. }
  56776. declare module "babylonjs/Meshes/csg" {
  56777. import { Nullable } from "babylonjs/types";
  56778. import { Scene } from "babylonjs/scene";
  56779. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  56780. import { Mesh } from "babylonjs/Meshes/mesh";
  56781. import { Material } from "babylonjs/Materials/material";
  56782. /**
  56783. * Class for building Constructive Solid Geometry
  56784. */
  56785. export class CSG {
  56786. private polygons;
  56787. /**
  56788. * The world matrix
  56789. */
  56790. matrix: Matrix;
  56791. /**
  56792. * Stores the position
  56793. */
  56794. position: Vector3;
  56795. /**
  56796. * Stores the rotation
  56797. */
  56798. rotation: Vector3;
  56799. /**
  56800. * Stores the rotation quaternion
  56801. */
  56802. rotationQuaternion: Nullable<Quaternion>;
  56803. /**
  56804. * Stores the scaling vector
  56805. */
  56806. scaling: Vector3;
  56807. /**
  56808. * Convert the Mesh to CSG
  56809. * @param mesh The Mesh to convert to CSG
  56810. * @returns A new CSG from the Mesh
  56811. */
  56812. static FromMesh(mesh: Mesh): CSG;
  56813. /**
  56814. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  56815. * @param polygons Polygons used to construct a CSG solid
  56816. */
  56817. private static FromPolygons;
  56818. /**
  56819. * Clones, or makes a deep copy, of the CSG
  56820. * @returns A new CSG
  56821. */
  56822. clone(): CSG;
  56823. /**
  56824. * Unions this CSG with another CSG
  56825. * @param csg The CSG to union against this CSG
  56826. * @returns The unioned CSG
  56827. */
  56828. union(csg: CSG): CSG;
  56829. /**
  56830. * Unions this CSG with another CSG in place
  56831. * @param csg The CSG to union against this CSG
  56832. */
  56833. unionInPlace(csg: CSG): void;
  56834. /**
  56835. * Subtracts this CSG with another CSG
  56836. * @param csg The CSG to subtract against this CSG
  56837. * @returns A new CSG
  56838. */
  56839. subtract(csg: CSG): CSG;
  56840. /**
  56841. * Subtracts this CSG with another CSG in place
  56842. * @param csg The CSG to subtact against this CSG
  56843. */
  56844. subtractInPlace(csg: CSG): void;
  56845. /**
  56846. * Intersect this CSG with another CSG
  56847. * @param csg The CSG to intersect against this CSG
  56848. * @returns A new CSG
  56849. */
  56850. intersect(csg: CSG): CSG;
  56851. /**
  56852. * Intersects this CSG with another CSG in place
  56853. * @param csg The CSG to intersect against this CSG
  56854. */
  56855. intersectInPlace(csg: CSG): void;
  56856. /**
  56857. * Return a new CSG solid with solid and empty space switched. This solid is
  56858. * not modified.
  56859. * @returns A new CSG solid with solid and empty space switched
  56860. */
  56861. inverse(): CSG;
  56862. /**
  56863. * Inverses the CSG in place
  56864. */
  56865. inverseInPlace(): void;
  56866. /**
  56867. * This is used to keep meshes transformations so they can be restored
  56868. * when we build back a Babylon Mesh
  56869. * NB : All CSG operations are performed in world coordinates
  56870. * @param csg The CSG to copy the transform attributes from
  56871. * @returns This CSG
  56872. */
  56873. copyTransformAttributes(csg: CSG): CSG;
  56874. /**
  56875. * Build Raw mesh from CSG
  56876. * Coordinates here are in world space
  56877. * @param name The name of the mesh geometry
  56878. * @param scene The Scene
  56879. * @param keepSubMeshes Specifies if the submeshes should be kept
  56880. * @returns A new Mesh
  56881. */
  56882. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  56883. /**
  56884. * Build Mesh from CSG taking material and transforms into account
  56885. * @param name The name of the Mesh
  56886. * @param material The material of the Mesh
  56887. * @param scene The Scene
  56888. * @param keepSubMeshes Specifies if submeshes should be kept
  56889. * @returns The new Mesh
  56890. */
  56891. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  56892. }
  56893. }
  56894. declare module "babylonjs/Meshes/trailMesh" {
  56895. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56896. import { Mesh } from "babylonjs/Meshes/mesh";
  56897. import { Scene } from "babylonjs/scene";
  56898. /**
  56899. * Class used to create a trail following a mesh
  56900. */
  56901. export class TrailMesh extends Mesh {
  56902. private _generator;
  56903. private _autoStart;
  56904. private _running;
  56905. private _diameter;
  56906. private _length;
  56907. private _sectionPolygonPointsCount;
  56908. private _sectionVectors;
  56909. private _sectionNormalVectors;
  56910. private _beforeRenderObserver;
  56911. /**
  56912. * @constructor
  56913. * @param name The value used by scene.getMeshByName() to do a lookup.
  56914. * @param generator The mesh to generate a trail.
  56915. * @param scene The scene to add this mesh to.
  56916. * @param diameter Diameter of trailing mesh. Default is 1.
  56917. * @param length Length of trailing mesh. Default is 60.
  56918. * @param autoStart Automatically start trailing mesh. Default true.
  56919. */
  56920. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  56921. /**
  56922. * "TrailMesh"
  56923. * @returns "TrailMesh"
  56924. */
  56925. getClassName(): string;
  56926. private _createMesh;
  56927. /**
  56928. * Start trailing mesh.
  56929. */
  56930. start(): void;
  56931. /**
  56932. * Stop trailing mesh.
  56933. */
  56934. stop(): void;
  56935. /**
  56936. * Update trailing mesh geometry.
  56937. */
  56938. update(): void;
  56939. /**
  56940. * Returns a new TrailMesh object.
  56941. * @param name is a string, the name given to the new mesh
  56942. * @param newGenerator use new generator object for cloned trail mesh
  56943. * @returns a new mesh
  56944. */
  56945. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  56946. /**
  56947. * Serializes this trail mesh
  56948. * @param serializationObject object to write serialization to
  56949. */
  56950. serialize(serializationObject: any): void;
  56951. /**
  56952. * Parses a serialized trail mesh
  56953. * @param parsedMesh the serialized mesh
  56954. * @param scene the scene to create the trail mesh in
  56955. * @returns the created trail mesh
  56956. */
  56957. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  56958. }
  56959. }
  56960. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  56961. import { Nullable } from "babylonjs/types";
  56962. import { Scene } from "babylonjs/scene";
  56963. import { Vector4 } from "babylonjs/Maths/math.vector";
  56964. import { Color4 } from "babylonjs/Maths/math.color";
  56965. import { Mesh } from "babylonjs/Meshes/mesh";
  56966. /**
  56967. * Class containing static functions to help procedurally build meshes
  56968. */
  56969. export class TiledBoxBuilder {
  56970. /**
  56971. * Creates a box mesh
  56972. * 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)
  56973. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56974. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56975. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56976. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56977. * @param name defines the name of the mesh
  56978. * @param options defines the options used to create the mesh
  56979. * @param scene defines the hosting scene
  56980. * @returns the box mesh
  56981. */
  56982. static CreateTiledBox(name: string, options: {
  56983. pattern?: number;
  56984. width?: number;
  56985. height?: number;
  56986. depth?: number;
  56987. tileSize?: number;
  56988. tileWidth?: number;
  56989. tileHeight?: number;
  56990. alignHorizontal?: number;
  56991. alignVertical?: number;
  56992. faceUV?: Vector4[];
  56993. faceColors?: Color4[];
  56994. sideOrientation?: number;
  56995. updatable?: boolean;
  56996. }, scene?: Nullable<Scene>): Mesh;
  56997. }
  56998. }
  56999. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  57000. import { Vector4 } from "babylonjs/Maths/math.vector";
  57001. import { Mesh } from "babylonjs/Meshes/mesh";
  57002. /**
  57003. * Class containing static functions to help procedurally build meshes
  57004. */
  57005. export class TorusKnotBuilder {
  57006. /**
  57007. * Creates a torus knot mesh
  57008. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57009. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57010. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57011. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57012. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57013. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57014. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57015. * @param name defines the name of the mesh
  57016. * @param options defines the options used to create the mesh
  57017. * @param scene defines the hosting scene
  57018. * @returns the torus knot mesh
  57019. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57020. */
  57021. static CreateTorusKnot(name: string, options: {
  57022. radius?: number;
  57023. tube?: number;
  57024. radialSegments?: number;
  57025. tubularSegments?: number;
  57026. p?: number;
  57027. q?: number;
  57028. updatable?: boolean;
  57029. sideOrientation?: number;
  57030. frontUVs?: Vector4;
  57031. backUVs?: Vector4;
  57032. }, scene: any): Mesh;
  57033. }
  57034. }
  57035. declare module "babylonjs/Meshes/polygonMesh" {
  57036. import { Scene } from "babylonjs/scene";
  57037. import { Vector2 } from "babylonjs/Maths/math.vector";
  57038. import { Mesh } from "babylonjs/Meshes/mesh";
  57039. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57040. import { Path2 } from "babylonjs/Maths/math.path";
  57041. /**
  57042. * Polygon
  57043. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  57044. */
  57045. export class Polygon {
  57046. /**
  57047. * Creates a rectangle
  57048. * @param xmin bottom X coord
  57049. * @param ymin bottom Y coord
  57050. * @param xmax top X coord
  57051. * @param ymax top Y coord
  57052. * @returns points that make the resulting rectation
  57053. */
  57054. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  57055. /**
  57056. * Creates a circle
  57057. * @param radius radius of circle
  57058. * @param cx scale in x
  57059. * @param cy scale in y
  57060. * @param numberOfSides number of sides that make up the circle
  57061. * @returns points that make the resulting circle
  57062. */
  57063. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  57064. /**
  57065. * Creates a polygon from input string
  57066. * @param input Input polygon data
  57067. * @returns the parsed points
  57068. */
  57069. static Parse(input: string): Vector2[];
  57070. /**
  57071. * Starts building a polygon from x and y coordinates
  57072. * @param x x coordinate
  57073. * @param y y coordinate
  57074. * @returns the started path2
  57075. */
  57076. static StartingAt(x: number, y: number): Path2;
  57077. }
  57078. /**
  57079. * Builds a polygon
  57080. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  57081. */
  57082. export class PolygonMeshBuilder {
  57083. private _points;
  57084. private _outlinepoints;
  57085. private _holes;
  57086. private _name;
  57087. private _scene;
  57088. private _epoints;
  57089. private _eholes;
  57090. private _addToepoint;
  57091. /**
  57092. * Babylon reference to the earcut plugin.
  57093. */
  57094. bjsEarcut: any;
  57095. /**
  57096. * Creates a PolygonMeshBuilder
  57097. * @param name name of the builder
  57098. * @param contours Path of the polygon
  57099. * @param scene scene to add to when creating the mesh
  57100. * @param earcutInjection can be used to inject your own earcut reference
  57101. */
  57102. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  57103. /**
  57104. * Adds a whole within the polygon
  57105. * @param hole Array of points defining the hole
  57106. * @returns this
  57107. */
  57108. addHole(hole: Vector2[]): PolygonMeshBuilder;
  57109. /**
  57110. * Creates the polygon
  57111. * @param updatable If the mesh should be updatable
  57112. * @param depth The depth of the mesh created
  57113. * @returns the created mesh
  57114. */
  57115. build(updatable?: boolean, depth?: number): Mesh;
  57116. /**
  57117. * Creates the polygon
  57118. * @param depth The depth of the mesh created
  57119. * @returns the created VertexData
  57120. */
  57121. buildVertexData(depth?: number): VertexData;
  57122. /**
  57123. * Adds a side to the polygon
  57124. * @param positions points that make the polygon
  57125. * @param normals normals of the polygon
  57126. * @param uvs uvs of the polygon
  57127. * @param indices indices of the polygon
  57128. * @param bounds bounds of the polygon
  57129. * @param points points of the polygon
  57130. * @param depth depth of the polygon
  57131. * @param flip flip of the polygon
  57132. */
  57133. private addSide;
  57134. }
  57135. }
  57136. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  57137. import { Scene } from "babylonjs/scene";
  57138. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57139. import { Color4 } from "babylonjs/Maths/math.color";
  57140. import { Mesh } from "babylonjs/Meshes/mesh";
  57141. import { Nullable } from "babylonjs/types";
  57142. /**
  57143. * Class containing static functions to help procedurally build meshes
  57144. */
  57145. export class PolygonBuilder {
  57146. /**
  57147. * Creates a polygon mesh
  57148. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57149. * * 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
  57150. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57151. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57152. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57153. * * Remember you can only change the shape positions, not their number when updating a polygon
  57154. * @param name defines the name of the mesh
  57155. * @param options defines the options used to create the mesh
  57156. * @param scene defines the hosting scene
  57157. * @param earcutInjection can be used to inject your own earcut reference
  57158. * @returns the polygon mesh
  57159. */
  57160. static CreatePolygon(name: string, options: {
  57161. shape: Vector3[];
  57162. holes?: Vector3[][];
  57163. depth?: number;
  57164. faceUV?: Vector4[];
  57165. faceColors?: Color4[];
  57166. updatable?: boolean;
  57167. sideOrientation?: number;
  57168. frontUVs?: Vector4;
  57169. backUVs?: Vector4;
  57170. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57171. /**
  57172. * Creates an extruded polygon mesh, with depth in the Y direction.
  57173. * * 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)
  57174. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57175. * @param name defines the name of the mesh
  57176. * @param options defines the options used to create the mesh
  57177. * @param scene defines the hosting scene
  57178. * @param earcutInjection can be used to inject your own earcut reference
  57179. * @returns the polygon mesh
  57180. */
  57181. static ExtrudePolygon(name: string, options: {
  57182. shape: Vector3[];
  57183. holes?: Vector3[][];
  57184. depth?: number;
  57185. faceUV?: Vector4[];
  57186. faceColors?: Color4[];
  57187. updatable?: boolean;
  57188. sideOrientation?: number;
  57189. frontUVs?: Vector4;
  57190. backUVs?: Vector4;
  57191. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57192. }
  57193. }
  57194. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  57195. import { Scene } from "babylonjs/scene";
  57196. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57197. import { Mesh } from "babylonjs/Meshes/mesh";
  57198. import { Nullable } from "babylonjs/types";
  57199. /**
  57200. * Class containing static functions to help procedurally build meshes
  57201. */
  57202. export class LatheBuilder {
  57203. /**
  57204. * Creates lathe mesh.
  57205. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57206. * * 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
  57207. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57208. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57209. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57210. * * 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
  57211. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57212. * * 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
  57213. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57214. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57215. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57216. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57217. * @param name defines the name of the mesh
  57218. * @param options defines the options used to create the mesh
  57219. * @param scene defines the hosting scene
  57220. * @returns the lathe mesh
  57221. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57222. */
  57223. static CreateLathe(name: string, options: {
  57224. shape: Vector3[];
  57225. radius?: number;
  57226. tessellation?: number;
  57227. clip?: number;
  57228. arc?: number;
  57229. closed?: boolean;
  57230. updatable?: boolean;
  57231. sideOrientation?: number;
  57232. frontUVs?: Vector4;
  57233. backUVs?: Vector4;
  57234. cap?: number;
  57235. invertUV?: boolean;
  57236. }, scene?: Nullable<Scene>): Mesh;
  57237. }
  57238. }
  57239. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  57240. import { Nullable } from "babylonjs/types";
  57241. import { Scene } from "babylonjs/scene";
  57242. import { Vector4 } from "babylonjs/Maths/math.vector";
  57243. import { Mesh } from "babylonjs/Meshes/mesh";
  57244. /**
  57245. * Class containing static functions to help procedurally build meshes
  57246. */
  57247. export class TiledPlaneBuilder {
  57248. /**
  57249. * Creates a tiled plane mesh
  57250. * * The parameter `pattern` will, depending on value, do nothing or
  57251. * * * flip (reflect about central vertical) alternate tiles across and up
  57252. * * * flip every tile on alternate rows
  57253. * * * rotate (180 degs) alternate tiles across and up
  57254. * * * rotate every tile on alternate rows
  57255. * * * flip and rotate alternate tiles across and up
  57256. * * * flip and rotate every tile on alternate rows
  57257. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  57258. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  57259. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57260. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57261. * * 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)
  57262. * * 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)
  57263. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57264. * @param name defines the name of the mesh
  57265. * @param options defines the options used to create the mesh
  57266. * @param scene defines the hosting scene
  57267. * @returns the box mesh
  57268. */
  57269. static CreateTiledPlane(name: string, options: {
  57270. pattern?: number;
  57271. tileSize?: number;
  57272. tileWidth?: number;
  57273. tileHeight?: number;
  57274. size?: number;
  57275. width?: number;
  57276. height?: number;
  57277. alignHorizontal?: number;
  57278. alignVertical?: number;
  57279. sideOrientation?: number;
  57280. frontUVs?: Vector4;
  57281. backUVs?: Vector4;
  57282. updatable?: boolean;
  57283. }, scene?: Nullable<Scene>): Mesh;
  57284. }
  57285. }
  57286. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  57287. import { Nullable } from "babylonjs/types";
  57288. import { Scene } from "babylonjs/scene";
  57289. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57290. import { Mesh } from "babylonjs/Meshes/mesh";
  57291. /**
  57292. * Class containing static functions to help procedurally build meshes
  57293. */
  57294. export class TubeBuilder {
  57295. /**
  57296. * Creates a tube mesh.
  57297. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57298. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57299. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57300. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57301. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57302. * * 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)
  57303. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57304. * * 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
  57305. * * 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
  57306. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57307. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57308. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57309. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57310. * @param name defines the name of the mesh
  57311. * @param options defines the options used to create the mesh
  57312. * @param scene defines the hosting scene
  57313. * @returns the tube mesh
  57314. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57315. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57316. */
  57317. static CreateTube(name: string, options: {
  57318. path: Vector3[];
  57319. radius?: number;
  57320. tessellation?: number;
  57321. radiusFunction?: {
  57322. (i: number, distance: number): number;
  57323. };
  57324. cap?: number;
  57325. arc?: number;
  57326. updatable?: boolean;
  57327. sideOrientation?: number;
  57328. frontUVs?: Vector4;
  57329. backUVs?: Vector4;
  57330. instance?: Mesh;
  57331. invertUV?: boolean;
  57332. }, scene?: Nullable<Scene>): Mesh;
  57333. }
  57334. }
  57335. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  57336. import { Scene } from "babylonjs/scene";
  57337. import { Vector4 } from "babylonjs/Maths/math.vector";
  57338. import { Mesh } from "babylonjs/Meshes/mesh";
  57339. import { Nullable } from "babylonjs/types";
  57340. /**
  57341. * Class containing static functions to help procedurally build meshes
  57342. */
  57343. export class IcoSphereBuilder {
  57344. /**
  57345. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57346. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57347. * * 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`)
  57348. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57349. * * 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
  57350. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57351. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57352. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57353. * @param name defines the name of the mesh
  57354. * @param options defines the options used to create the mesh
  57355. * @param scene defines the hosting scene
  57356. * @returns the icosahedron mesh
  57357. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57358. */
  57359. static CreateIcoSphere(name: string, options: {
  57360. radius?: number;
  57361. radiusX?: number;
  57362. radiusY?: number;
  57363. radiusZ?: number;
  57364. flat?: boolean;
  57365. subdivisions?: number;
  57366. sideOrientation?: number;
  57367. frontUVs?: Vector4;
  57368. backUVs?: Vector4;
  57369. updatable?: boolean;
  57370. }, scene?: Nullable<Scene>): Mesh;
  57371. }
  57372. }
  57373. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  57374. import { Vector3 } from "babylonjs/Maths/math.vector";
  57375. import { Mesh } from "babylonjs/Meshes/mesh";
  57376. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57377. /**
  57378. * Class containing static functions to help procedurally build meshes
  57379. */
  57380. export class DecalBuilder {
  57381. /**
  57382. * Creates a decal mesh.
  57383. * 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
  57384. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57385. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57386. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57387. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57388. * @param name defines the name of the mesh
  57389. * @param sourceMesh defines the mesh where the decal must be applied
  57390. * @param options defines the options used to create the mesh
  57391. * @param scene defines the hosting scene
  57392. * @returns the decal mesh
  57393. * @see https://doc.babylonjs.com/how_to/decals
  57394. */
  57395. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57396. position?: Vector3;
  57397. normal?: Vector3;
  57398. size?: Vector3;
  57399. angle?: number;
  57400. }): Mesh;
  57401. }
  57402. }
  57403. declare module "babylonjs/Meshes/meshBuilder" {
  57404. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  57405. import { Nullable } from "babylonjs/types";
  57406. import { Scene } from "babylonjs/scene";
  57407. import { Mesh } from "babylonjs/Meshes/mesh";
  57408. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  57409. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  57410. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57411. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57412. import { Plane } from "babylonjs/Maths/math.plane";
  57413. /**
  57414. * Class containing static functions to help procedurally build meshes
  57415. */
  57416. export class MeshBuilder {
  57417. /**
  57418. * Creates a box mesh
  57419. * * The parameter `size` sets the size (float) of each box side (default 1)
  57420. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  57421. * * 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)
  57422. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57423. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57424. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57425. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57426. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57427. * @param name defines the name of the mesh
  57428. * @param options defines the options used to create the mesh
  57429. * @param scene defines the hosting scene
  57430. * @returns the box mesh
  57431. */
  57432. static CreateBox(name: string, options: {
  57433. size?: number;
  57434. width?: number;
  57435. height?: number;
  57436. depth?: number;
  57437. faceUV?: Vector4[];
  57438. faceColors?: Color4[];
  57439. sideOrientation?: number;
  57440. frontUVs?: Vector4;
  57441. backUVs?: Vector4;
  57442. updatable?: boolean;
  57443. }, scene?: Nullable<Scene>): Mesh;
  57444. /**
  57445. * Creates a tiled box mesh
  57446. * * faceTiles sets the pattern, tile size and number of tiles for a face
  57447. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57448. * @param name defines the name of the mesh
  57449. * @param options defines the options used to create the mesh
  57450. * @param scene defines the hosting scene
  57451. * @returns the tiled box mesh
  57452. */
  57453. static CreateTiledBox(name: string, options: {
  57454. pattern?: number;
  57455. size?: number;
  57456. width?: number;
  57457. height?: number;
  57458. depth: number;
  57459. tileSize?: number;
  57460. tileWidth?: number;
  57461. tileHeight?: number;
  57462. faceUV?: Vector4[];
  57463. faceColors?: Color4[];
  57464. alignHorizontal?: number;
  57465. alignVertical?: number;
  57466. sideOrientation?: number;
  57467. updatable?: boolean;
  57468. }, scene?: Nullable<Scene>): Mesh;
  57469. /**
  57470. * Creates a sphere mesh
  57471. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  57472. * * 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`)
  57473. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  57474. * * 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
  57475. * * 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)
  57476. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57477. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57478. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57479. * @param name defines the name of the mesh
  57480. * @param options defines the options used to create the mesh
  57481. * @param scene defines the hosting scene
  57482. * @returns the sphere mesh
  57483. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  57484. */
  57485. static CreateSphere(name: string, options: {
  57486. segments?: number;
  57487. diameter?: number;
  57488. diameterX?: number;
  57489. diameterY?: number;
  57490. diameterZ?: number;
  57491. arc?: number;
  57492. slice?: number;
  57493. sideOrientation?: number;
  57494. frontUVs?: Vector4;
  57495. backUVs?: Vector4;
  57496. updatable?: boolean;
  57497. }, scene?: Nullable<Scene>): Mesh;
  57498. /**
  57499. * Creates a plane polygonal mesh. By default, this is a disc
  57500. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  57501. * * 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
  57502. * * 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
  57503. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57504. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57505. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57506. * @param name defines the name of the mesh
  57507. * @param options defines the options used to create the mesh
  57508. * @param scene defines the hosting scene
  57509. * @returns the plane polygonal mesh
  57510. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  57511. */
  57512. static CreateDisc(name: string, options: {
  57513. radius?: number;
  57514. tessellation?: number;
  57515. arc?: number;
  57516. updatable?: boolean;
  57517. sideOrientation?: number;
  57518. frontUVs?: Vector4;
  57519. backUVs?: Vector4;
  57520. }, scene?: Nullable<Scene>): Mesh;
  57521. /**
  57522. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57523. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57524. * * 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`)
  57525. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57526. * * 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
  57527. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57528. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57529. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57530. * @param name defines the name of the mesh
  57531. * @param options defines the options used to create the mesh
  57532. * @param scene defines the hosting scene
  57533. * @returns the icosahedron mesh
  57534. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57535. */
  57536. static CreateIcoSphere(name: string, options: {
  57537. radius?: number;
  57538. radiusX?: number;
  57539. radiusY?: number;
  57540. radiusZ?: number;
  57541. flat?: boolean;
  57542. subdivisions?: number;
  57543. sideOrientation?: number;
  57544. frontUVs?: Vector4;
  57545. backUVs?: Vector4;
  57546. updatable?: boolean;
  57547. }, scene?: Nullable<Scene>): Mesh;
  57548. /**
  57549. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57550. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  57551. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  57552. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  57553. * * 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
  57554. * * 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
  57555. * * 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
  57556. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57557. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57558. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57559. * * 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
  57560. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  57561. * * 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
  57562. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  57563. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57564. * @param name defines the name of the mesh
  57565. * @param options defines the options used to create the mesh
  57566. * @param scene defines the hosting scene
  57567. * @returns the ribbon mesh
  57568. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  57569. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57570. */
  57571. static CreateRibbon(name: string, options: {
  57572. pathArray: Vector3[][];
  57573. closeArray?: boolean;
  57574. closePath?: boolean;
  57575. offset?: number;
  57576. updatable?: boolean;
  57577. sideOrientation?: number;
  57578. frontUVs?: Vector4;
  57579. backUVs?: Vector4;
  57580. instance?: Mesh;
  57581. invertUV?: boolean;
  57582. uvs?: Vector2[];
  57583. colors?: Color4[];
  57584. }, scene?: Nullable<Scene>): Mesh;
  57585. /**
  57586. * Creates a cylinder or a cone mesh
  57587. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  57588. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  57589. * * 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.
  57590. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  57591. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  57592. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  57593. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  57594. * * 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).
  57595. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  57596. * * 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).
  57597. * * 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
  57598. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  57599. * * 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
  57600. * * 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.
  57601. * * If `enclose` is false, a ring surface is one element.
  57602. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  57603. * * 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
  57604. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57605. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57606. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57607. * @param name defines the name of the mesh
  57608. * @param options defines the options used to create the mesh
  57609. * @param scene defines the hosting scene
  57610. * @returns the cylinder mesh
  57611. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  57612. */
  57613. static CreateCylinder(name: string, options: {
  57614. height?: number;
  57615. diameterTop?: number;
  57616. diameterBottom?: number;
  57617. diameter?: number;
  57618. tessellation?: number;
  57619. subdivisions?: number;
  57620. arc?: number;
  57621. faceColors?: Color4[];
  57622. faceUV?: Vector4[];
  57623. updatable?: boolean;
  57624. hasRings?: boolean;
  57625. enclose?: boolean;
  57626. cap?: number;
  57627. sideOrientation?: number;
  57628. frontUVs?: Vector4;
  57629. backUVs?: Vector4;
  57630. }, scene?: Nullable<Scene>): Mesh;
  57631. /**
  57632. * Creates a torus mesh
  57633. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  57634. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  57635. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  57636. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57637. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57638. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57639. * @param name defines the name of the mesh
  57640. * @param options defines the options used to create the mesh
  57641. * @param scene defines the hosting scene
  57642. * @returns the torus mesh
  57643. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  57644. */
  57645. static CreateTorus(name: string, options: {
  57646. diameter?: number;
  57647. thickness?: number;
  57648. tessellation?: number;
  57649. updatable?: boolean;
  57650. sideOrientation?: number;
  57651. frontUVs?: Vector4;
  57652. backUVs?: Vector4;
  57653. }, scene?: Nullable<Scene>): Mesh;
  57654. /**
  57655. * Creates a torus knot mesh
  57656. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57657. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57658. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57659. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57660. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57661. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57662. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57663. * @param name defines the name of the mesh
  57664. * @param options defines the options used to create the mesh
  57665. * @param scene defines the hosting scene
  57666. * @returns the torus knot mesh
  57667. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57668. */
  57669. static CreateTorusKnot(name: string, options: {
  57670. radius?: number;
  57671. tube?: number;
  57672. radialSegments?: number;
  57673. tubularSegments?: number;
  57674. p?: number;
  57675. q?: number;
  57676. updatable?: boolean;
  57677. sideOrientation?: number;
  57678. frontUVs?: Vector4;
  57679. backUVs?: Vector4;
  57680. }, scene?: Nullable<Scene>): Mesh;
  57681. /**
  57682. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  57683. * * 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
  57684. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  57685. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  57686. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  57687. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  57688. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  57689. * * 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
  57690. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  57691. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57692. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  57693. * @param name defines the name of the new line system
  57694. * @param options defines the options used to create the line system
  57695. * @param scene defines the hosting scene
  57696. * @returns a new line system mesh
  57697. */
  57698. static CreateLineSystem(name: string, options: {
  57699. lines: Vector3[][];
  57700. updatable?: boolean;
  57701. instance?: Nullable<LinesMesh>;
  57702. colors?: Nullable<Color4[][]>;
  57703. useVertexAlpha?: boolean;
  57704. }, scene: Nullable<Scene>): LinesMesh;
  57705. /**
  57706. * Creates a line mesh
  57707. * 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
  57708. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57709. * * The parameter `points` is an array successive Vector3
  57710. * * 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
  57711. * * The optional parameter `colors` is an array of successive Color4, one per line point
  57712. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  57713. * * When updating an instance, remember that only point positions can change, not the number of points
  57714. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57715. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  57716. * @param name defines the name of the new line system
  57717. * @param options defines the options used to create the line system
  57718. * @param scene defines the hosting scene
  57719. * @returns a new line mesh
  57720. */
  57721. static CreateLines(name: string, options: {
  57722. points: Vector3[];
  57723. updatable?: boolean;
  57724. instance?: Nullable<LinesMesh>;
  57725. colors?: Color4[];
  57726. useVertexAlpha?: boolean;
  57727. }, scene?: Nullable<Scene>): LinesMesh;
  57728. /**
  57729. * Creates a dashed line mesh
  57730. * * 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
  57731. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57732. * * The parameter `points` is an array successive Vector3
  57733. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  57734. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  57735. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  57736. * * 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
  57737. * * When updating an instance, remember that only point positions can change, not the number of points
  57738. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57739. * @param name defines the name of the mesh
  57740. * @param options defines the options used to create the mesh
  57741. * @param scene defines the hosting scene
  57742. * @returns the dashed line mesh
  57743. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  57744. */
  57745. static CreateDashedLines(name: string, options: {
  57746. points: Vector3[];
  57747. dashSize?: number;
  57748. gapSize?: number;
  57749. dashNb?: number;
  57750. updatable?: boolean;
  57751. instance?: LinesMesh;
  57752. }, scene?: Nullable<Scene>): LinesMesh;
  57753. /**
  57754. * 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.
  57755. * * 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.
  57756. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57757. * * 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.
  57758. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  57759. * * 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
  57760. * * 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
  57761. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  57762. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57763. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57764. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  57765. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57766. * @param name defines the name of the mesh
  57767. * @param options defines the options used to create the mesh
  57768. * @param scene defines the hosting scene
  57769. * @returns the extruded shape mesh
  57770. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57771. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57772. */
  57773. static ExtrudeShape(name: string, options: {
  57774. shape: Vector3[];
  57775. path: Vector3[];
  57776. scale?: number;
  57777. rotation?: number;
  57778. cap?: number;
  57779. updatable?: boolean;
  57780. sideOrientation?: number;
  57781. frontUVs?: Vector4;
  57782. backUVs?: Vector4;
  57783. instance?: Mesh;
  57784. invertUV?: boolean;
  57785. }, scene?: Nullable<Scene>): Mesh;
  57786. /**
  57787. * Creates an custom extruded shape mesh.
  57788. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  57789. * * 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.
  57790. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57791. * * 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
  57792. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  57793. * * 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
  57794. * * It must returns a float value that will be the scale value applied to the shape on each path point
  57795. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  57796. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  57797. * * 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
  57798. * * 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
  57799. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  57800. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57801. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57802. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57803. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57804. * @param name defines the name of the mesh
  57805. * @param options defines the options used to create the mesh
  57806. * @param scene defines the hosting scene
  57807. * @returns the custom extruded shape mesh
  57808. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  57809. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57810. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57811. */
  57812. static ExtrudeShapeCustom(name: string, options: {
  57813. shape: Vector3[];
  57814. path: Vector3[];
  57815. scaleFunction?: any;
  57816. rotationFunction?: any;
  57817. ribbonCloseArray?: boolean;
  57818. ribbonClosePath?: boolean;
  57819. cap?: number;
  57820. updatable?: boolean;
  57821. sideOrientation?: number;
  57822. frontUVs?: Vector4;
  57823. backUVs?: Vector4;
  57824. instance?: Mesh;
  57825. invertUV?: boolean;
  57826. }, scene?: Nullable<Scene>): Mesh;
  57827. /**
  57828. * Creates lathe mesh.
  57829. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57830. * * 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
  57831. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57832. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57833. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57834. * * 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
  57835. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57836. * * 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
  57837. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57838. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57839. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57840. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57841. * @param name defines the name of the mesh
  57842. * @param options defines the options used to create the mesh
  57843. * @param scene defines the hosting scene
  57844. * @returns the lathe mesh
  57845. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57846. */
  57847. static CreateLathe(name: string, options: {
  57848. shape: Vector3[];
  57849. radius?: number;
  57850. tessellation?: number;
  57851. clip?: number;
  57852. arc?: number;
  57853. closed?: boolean;
  57854. updatable?: boolean;
  57855. sideOrientation?: number;
  57856. frontUVs?: Vector4;
  57857. backUVs?: Vector4;
  57858. cap?: number;
  57859. invertUV?: boolean;
  57860. }, scene?: Nullable<Scene>): Mesh;
  57861. /**
  57862. * Creates a tiled plane mesh
  57863. * * You can set a limited pattern arrangement with the tiles
  57864. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57865. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57866. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57867. * @param name defines the name of the mesh
  57868. * @param options defines the options used to create the mesh
  57869. * @param scene defines the hosting scene
  57870. * @returns the plane mesh
  57871. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57872. */
  57873. static CreateTiledPlane(name: string, options: {
  57874. pattern?: number;
  57875. tileSize?: number;
  57876. tileWidth?: number;
  57877. tileHeight?: number;
  57878. size?: number;
  57879. width?: number;
  57880. height?: number;
  57881. alignHorizontal?: number;
  57882. alignVertical?: number;
  57883. sideOrientation?: number;
  57884. frontUVs?: Vector4;
  57885. backUVs?: Vector4;
  57886. updatable?: boolean;
  57887. }, scene?: Nullable<Scene>): Mesh;
  57888. /**
  57889. * Creates a plane mesh
  57890. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  57891. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  57892. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  57893. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57894. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57895. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57896. * @param name defines the name of the mesh
  57897. * @param options defines the options used to create the mesh
  57898. * @param scene defines the hosting scene
  57899. * @returns the plane mesh
  57900. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57901. */
  57902. static CreatePlane(name: string, options: {
  57903. size?: number;
  57904. width?: number;
  57905. height?: number;
  57906. sideOrientation?: number;
  57907. frontUVs?: Vector4;
  57908. backUVs?: Vector4;
  57909. updatable?: boolean;
  57910. sourcePlane?: Plane;
  57911. }, scene?: Nullable<Scene>): Mesh;
  57912. /**
  57913. * Creates a ground mesh
  57914. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  57915. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  57916. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57917. * @param name defines the name of the mesh
  57918. * @param options defines the options used to create the mesh
  57919. * @param scene defines the hosting scene
  57920. * @returns the ground mesh
  57921. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  57922. */
  57923. static CreateGround(name: string, options: {
  57924. width?: number;
  57925. height?: number;
  57926. subdivisions?: number;
  57927. subdivisionsX?: number;
  57928. subdivisionsY?: number;
  57929. updatable?: boolean;
  57930. }, scene?: Nullable<Scene>): Mesh;
  57931. /**
  57932. * Creates a tiled ground mesh
  57933. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  57934. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  57935. * * 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
  57936. * * 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
  57937. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57938. * @param name defines the name of the mesh
  57939. * @param options defines the options used to create the mesh
  57940. * @param scene defines the hosting scene
  57941. * @returns the tiled ground mesh
  57942. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  57943. */
  57944. static CreateTiledGround(name: string, options: {
  57945. xmin: number;
  57946. zmin: number;
  57947. xmax: number;
  57948. zmax: number;
  57949. subdivisions?: {
  57950. w: number;
  57951. h: number;
  57952. };
  57953. precision?: {
  57954. w: number;
  57955. h: number;
  57956. };
  57957. updatable?: boolean;
  57958. }, scene?: Nullable<Scene>): Mesh;
  57959. /**
  57960. * Creates a ground mesh from a height map
  57961. * * The parameter `url` sets the URL of the height map image resource.
  57962. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  57963. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  57964. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  57965. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  57966. * * 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.
  57967. * * 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).
  57968. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  57969. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57970. * @param name defines the name of the mesh
  57971. * @param url defines the url to the height map
  57972. * @param options defines the options used to create the mesh
  57973. * @param scene defines the hosting scene
  57974. * @returns the ground mesh
  57975. * @see https://doc.babylonjs.com/babylon101/height_map
  57976. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  57977. */
  57978. static CreateGroundFromHeightMap(name: string, url: string, options: {
  57979. width?: number;
  57980. height?: number;
  57981. subdivisions?: number;
  57982. minHeight?: number;
  57983. maxHeight?: number;
  57984. colorFilter?: Color3;
  57985. alphaFilter?: number;
  57986. updatable?: boolean;
  57987. onReady?: (mesh: GroundMesh) => void;
  57988. }, scene?: Nullable<Scene>): GroundMesh;
  57989. /**
  57990. * Creates a polygon mesh
  57991. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57992. * * 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
  57993. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57994. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57995. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57996. * * Remember you can only change the shape positions, not their number when updating a polygon
  57997. * @param name defines the name of the mesh
  57998. * @param options defines the options used to create the mesh
  57999. * @param scene defines the hosting scene
  58000. * @param earcutInjection can be used to inject your own earcut reference
  58001. * @returns the polygon mesh
  58002. */
  58003. static CreatePolygon(name: string, options: {
  58004. shape: Vector3[];
  58005. holes?: Vector3[][];
  58006. depth?: number;
  58007. faceUV?: Vector4[];
  58008. faceColors?: Color4[];
  58009. updatable?: boolean;
  58010. sideOrientation?: number;
  58011. frontUVs?: Vector4;
  58012. backUVs?: Vector4;
  58013. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58014. /**
  58015. * Creates an extruded polygon mesh, with depth in the Y direction.
  58016. * * 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)
  58017. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58018. * @param name defines the name of the mesh
  58019. * @param options defines the options used to create the mesh
  58020. * @param scene defines the hosting scene
  58021. * @param earcutInjection can be used to inject your own earcut reference
  58022. * @returns the polygon mesh
  58023. */
  58024. static ExtrudePolygon(name: string, options: {
  58025. shape: Vector3[];
  58026. holes?: Vector3[][];
  58027. depth?: number;
  58028. faceUV?: Vector4[];
  58029. faceColors?: Color4[];
  58030. updatable?: boolean;
  58031. sideOrientation?: number;
  58032. frontUVs?: Vector4;
  58033. backUVs?: Vector4;
  58034. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58035. /**
  58036. * Creates a tube mesh.
  58037. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58038. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  58039. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  58040. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  58041. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  58042. * * 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)
  58043. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  58044. * * 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
  58045. * * 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
  58046. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58047. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58048. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58049. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58050. * @param name defines the name of the mesh
  58051. * @param options defines the options used to create the mesh
  58052. * @param scene defines the hosting scene
  58053. * @returns the tube mesh
  58054. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58055. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  58056. */
  58057. static CreateTube(name: string, options: {
  58058. path: Vector3[];
  58059. radius?: number;
  58060. tessellation?: number;
  58061. radiusFunction?: {
  58062. (i: number, distance: number): number;
  58063. };
  58064. cap?: number;
  58065. arc?: number;
  58066. updatable?: boolean;
  58067. sideOrientation?: number;
  58068. frontUVs?: Vector4;
  58069. backUVs?: Vector4;
  58070. instance?: Mesh;
  58071. invertUV?: boolean;
  58072. }, scene?: Nullable<Scene>): Mesh;
  58073. /**
  58074. * Creates a polyhedron mesh
  58075. * * 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
  58076. * * The parameter `size` (positive float, default 1) sets the polygon size
  58077. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  58078. * * 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`
  58079. * * 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
  58080. * * 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)`)
  58081. * * 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
  58082. * * 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
  58083. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58084. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58085. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58086. * @param name defines the name of the mesh
  58087. * @param options defines the options used to create the mesh
  58088. * @param scene defines the hosting scene
  58089. * @returns the polyhedron mesh
  58090. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  58091. */
  58092. static CreatePolyhedron(name: string, options: {
  58093. type?: number;
  58094. size?: number;
  58095. sizeX?: number;
  58096. sizeY?: number;
  58097. sizeZ?: number;
  58098. custom?: any;
  58099. faceUV?: Vector4[];
  58100. faceColors?: Color4[];
  58101. flat?: boolean;
  58102. updatable?: boolean;
  58103. sideOrientation?: number;
  58104. frontUVs?: Vector4;
  58105. backUVs?: Vector4;
  58106. }, scene?: Nullable<Scene>): Mesh;
  58107. /**
  58108. * Creates a decal mesh.
  58109. * 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
  58110. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  58111. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  58112. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  58113. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  58114. * @param name defines the name of the mesh
  58115. * @param sourceMesh defines the mesh where the decal must be applied
  58116. * @param options defines the options used to create the mesh
  58117. * @param scene defines the hosting scene
  58118. * @returns the decal mesh
  58119. * @see https://doc.babylonjs.com/how_to/decals
  58120. */
  58121. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58122. position?: Vector3;
  58123. normal?: Vector3;
  58124. size?: Vector3;
  58125. angle?: number;
  58126. }): Mesh;
  58127. }
  58128. }
  58129. declare module "babylonjs/Meshes/meshSimplification" {
  58130. import { Mesh } from "babylonjs/Meshes/mesh";
  58131. /**
  58132. * A simplifier interface for future simplification implementations
  58133. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58134. */
  58135. export interface ISimplifier {
  58136. /**
  58137. * Simplification of a given mesh according to the given settings.
  58138. * Since this requires computation, it is assumed that the function runs async.
  58139. * @param settings The settings of the simplification, including quality and distance
  58140. * @param successCallback A callback that will be called after the mesh was simplified.
  58141. * @param errorCallback in case of an error, this callback will be called. optional.
  58142. */
  58143. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  58144. }
  58145. /**
  58146. * Expected simplification settings.
  58147. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  58148. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58149. */
  58150. export interface ISimplificationSettings {
  58151. /**
  58152. * Gets or sets the expected quality
  58153. */
  58154. quality: number;
  58155. /**
  58156. * Gets or sets the distance when this optimized version should be used
  58157. */
  58158. distance: number;
  58159. /**
  58160. * Gets an already optimized mesh
  58161. */
  58162. optimizeMesh?: boolean;
  58163. }
  58164. /**
  58165. * Class used to specify simplification options
  58166. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58167. */
  58168. export class SimplificationSettings implements ISimplificationSettings {
  58169. /** expected quality */
  58170. quality: number;
  58171. /** distance when this optimized version should be used */
  58172. distance: number;
  58173. /** already optimized mesh */
  58174. optimizeMesh?: boolean | undefined;
  58175. /**
  58176. * Creates a SimplificationSettings
  58177. * @param quality expected quality
  58178. * @param distance distance when this optimized version should be used
  58179. * @param optimizeMesh already optimized mesh
  58180. */
  58181. constructor(
  58182. /** expected quality */
  58183. quality: number,
  58184. /** distance when this optimized version should be used */
  58185. distance: number,
  58186. /** already optimized mesh */
  58187. optimizeMesh?: boolean | undefined);
  58188. }
  58189. /**
  58190. * Interface used to define a simplification task
  58191. */
  58192. export interface ISimplificationTask {
  58193. /**
  58194. * Array of settings
  58195. */
  58196. settings: Array<ISimplificationSettings>;
  58197. /**
  58198. * Simplification type
  58199. */
  58200. simplificationType: SimplificationType;
  58201. /**
  58202. * Mesh to simplify
  58203. */
  58204. mesh: Mesh;
  58205. /**
  58206. * Callback called on success
  58207. */
  58208. successCallback?: () => void;
  58209. /**
  58210. * Defines if parallel processing can be used
  58211. */
  58212. parallelProcessing: boolean;
  58213. }
  58214. /**
  58215. * Queue used to order the simplification tasks
  58216. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58217. */
  58218. export class SimplificationQueue {
  58219. private _simplificationArray;
  58220. /**
  58221. * Gets a boolean indicating that the process is still running
  58222. */
  58223. running: boolean;
  58224. /**
  58225. * Creates a new queue
  58226. */
  58227. constructor();
  58228. /**
  58229. * Adds a new simplification task
  58230. * @param task defines a task to add
  58231. */
  58232. addTask(task: ISimplificationTask): void;
  58233. /**
  58234. * Execute next task
  58235. */
  58236. executeNext(): void;
  58237. /**
  58238. * Execute a simplification task
  58239. * @param task defines the task to run
  58240. */
  58241. runSimplification(task: ISimplificationTask): void;
  58242. private getSimplifier;
  58243. }
  58244. /**
  58245. * The implemented types of simplification
  58246. * At the moment only Quadratic Error Decimation is implemented
  58247. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58248. */
  58249. export enum SimplificationType {
  58250. /** Quadratic error decimation */
  58251. QUADRATIC = 0
  58252. }
  58253. }
  58254. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  58255. import { Scene } from "babylonjs/scene";
  58256. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  58257. import { ISceneComponent } from "babylonjs/sceneComponent";
  58258. module "babylonjs/scene" {
  58259. interface Scene {
  58260. /** @hidden (Backing field) */
  58261. _simplificationQueue: SimplificationQueue;
  58262. /**
  58263. * Gets or sets the simplification queue attached to the scene
  58264. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58265. */
  58266. simplificationQueue: SimplificationQueue;
  58267. }
  58268. }
  58269. module "babylonjs/Meshes/mesh" {
  58270. interface Mesh {
  58271. /**
  58272. * Simplify the mesh according to the given array of settings.
  58273. * Function will return immediately and will simplify async
  58274. * @param settings a collection of simplification settings
  58275. * @param parallelProcessing should all levels calculate parallel or one after the other
  58276. * @param simplificationType the type of simplification to run
  58277. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  58278. * @returns the current mesh
  58279. */
  58280. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  58281. }
  58282. }
  58283. /**
  58284. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  58285. * created in a scene
  58286. */
  58287. export class SimplicationQueueSceneComponent implements ISceneComponent {
  58288. /**
  58289. * The component name helpfull to identify the component in the list of scene components.
  58290. */
  58291. readonly name: string;
  58292. /**
  58293. * The scene the component belongs to.
  58294. */
  58295. scene: Scene;
  58296. /**
  58297. * Creates a new instance of the component for the given scene
  58298. * @param scene Defines the scene to register the component in
  58299. */
  58300. constructor(scene: Scene);
  58301. /**
  58302. * Registers the component in a given scene
  58303. */
  58304. register(): void;
  58305. /**
  58306. * Rebuilds the elements related to this component in case of
  58307. * context lost for instance.
  58308. */
  58309. rebuild(): void;
  58310. /**
  58311. * Disposes the component and the associated ressources
  58312. */
  58313. dispose(): void;
  58314. private _beforeCameraUpdate;
  58315. }
  58316. }
  58317. declare module "babylonjs/Meshes/Builders/index" {
  58318. export * from "babylonjs/Meshes/Builders/boxBuilder";
  58319. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  58320. export * from "babylonjs/Meshes/Builders/discBuilder";
  58321. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  58322. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  58323. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  58324. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  58325. export * from "babylonjs/Meshes/Builders/torusBuilder";
  58326. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  58327. export * from "babylonjs/Meshes/Builders/linesBuilder";
  58328. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  58329. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  58330. export * from "babylonjs/Meshes/Builders/latheBuilder";
  58331. export * from "babylonjs/Meshes/Builders/planeBuilder";
  58332. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  58333. export * from "babylonjs/Meshes/Builders/groundBuilder";
  58334. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  58335. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  58336. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  58337. export * from "babylonjs/Meshes/Builders/decalBuilder";
  58338. }
  58339. declare module "babylonjs/Meshes/index" {
  58340. export * from "babylonjs/Meshes/abstractMesh";
  58341. export * from "babylonjs/Meshes/buffer";
  58342. export * from "babylonjs/Meshes/Compression/index";
  58343. export * from "babylonjs/Meshes/csg";
  58344. export * from "babylonjs/Meshes/geometry";
  58345. export * from "babylonjs/Meshes/groundMesh";
  58346. export * from "babylonjs/Meshes/trailMesh";
  58347. export * from "babylonjs/Meshes/instancedMesh";
  58348. export * from "babylonjs/Meshes/linesMesh";
  58349. export * from "babylonjs/Meshes/mesh";
  58350. export * from "babylonjs/Meshes/mesh.vertexData";
  58351. export * from "babylonjs/Meshes/meshBuilder";
  58352. export * from "babylonjs/Meshes/meshSimplification";
  58353. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  58354. export * from "babylonjs/Meshes/polygonMesh";
  58355. export * from "babylonjs/Meshes/subMesh";
  58356. export * from "babylonjs/Meshes/meshLODLevel";
  58357. export * from "babylonjs/Meshes/transformNode";
  58358. export * from "babylonjs/Meshes/Builders/index";
  58359. export * from "babylonjs/Meshes/dataBuffer";
  58360. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  58361. }
  58362. declare module "babylonjs/Morph/index" {
  58363. export * from "babylonjs/Morph/morphTarget";
  58364. export * from "babylonjs/Morph/morphTargetManager";
  58365. }
  58366. declare module "babylonjs/Navigation/INavigationEngine" {
  58367. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58368. import { Vector3 } from "babylonjs/Maths/math";
  58369. import { Mesh } from "babylonjs/Meshes/mesh";
  58370. import { Scene } from "babylonjs/scene";
  58371. /**
  58372. * Navigation plugin interface to add navigation constrained by a navigation mesh
  58373. */
  58374. export interface INavigationEnginePlugin {
  58375. /**
  58376. * plugin name
  58377. */
  58378. name: string;
  58379. /**
  58380. * Creates a navigation mesh
  58381. * @param meshes array of all the geometry used to compute the navigatio mesh
  58382. * @param parameters bunch of parameters used to filter geometry
  58383. */
  58384. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58385. /**
  58386. * Create a navigation mesh debug mesh
  58387. * @param scene is where the mesh will be added
  58388. * @returns debug display mesh
  58389. */
  58390. createDebugNavMesh(scene: Scene): Mesh;
  58391. /**
  58392. * Get a navigation mesh constrained position, closest to the parameter position
  58393. * @param position world position
  58394. * @returns the closest point to position constrained by the navigation mesh
  58395. */
  58396. getClosestPoint(position: Vector3): Vector3;
  58397. /**
  58398. * Get a navigation mesh constrained position, within a particular radius
  58399. * @param position world position
  58400. * @param maxRadius the maximum distance to the constrained world position
  58401. * @returns the closest point to position constrained by the navigation mesh
  58402. */
  58403. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58404. /**
  58405. * Compute the final position from a segment made of destination-position
  58406. * @param position world position
  58407. * @param destination world position
  58408. * @returns the resulting point along the navmesh
  58409. */
  58410. moveAlong(position: Vector3, destination: Vector3): Vector3;
  58411. /**
  58412. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58413. * @param start world position
  58414. * @param end world position
  58415. * @returns array containing world position composing the path
  58416. */
  58417. computePath(start: Vector3, end: Vector3): Vector3[];
  58418. /**
  58419. * If this plugin is supported
  58420. * @returns true if plugin is supported
  58421. */
  58422. isSupported(): boolean;
  58423. /**
  58424. * Create a new Crowd so you can add agents
  58425. * @param maxAgents the maximum agent count in the crowd
  58426. * @param maxAgentRadius the maximum radius an agent can have
  58427. * @param scene to attach the crowd to
  58428. * @returns the crowd you can add agents to
  58429. */
  58430. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58431. /**
  58432. * Release all resources
  58433. */
  58434. dispose(): void;
  58435. }
  58436. /**
  58437. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  58438. */
  58439. export interface ICrowd {
  58440. /**
  58441. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58442. * You can attach anything to that node. The node position is updated in the scene update tick.
  58443. * @param pos world position that will be constrained by the navigation mesh
  58444. * @param parameters agent parameters
  58445. * @param transform hooked to the agent that will be update by the scene
  58446. * @returns agent index
  58447. */
  58448. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  58449. /**
  58450. * Returns the agent position in world space
  58451. * @param index agent index returned by addAgent
  58452. * @returns world space position
  58453. */
  58454. getAgentPosition(index: number): Vector3;
  58455. /**
  58456. * Gets the agent velocity in world space
  58457. * @param index agent index returned by addAgent
  58458. * @returns world space velocity
  58459. */
  58460. getAgentVelocity(index: number): Vector3;
  58461. /**
  58462. * remove a particular agent previously created
  58463. * @param index agent index returned by addAgent
  58464. */
  58465. removeAgent(index: number): void;
  58466. /**
  58467. * get the list of all agents attached to this crowd
  58468. * @returns list of agent indices
  58469. */
  58470. getAgents(): number[];
  58471. /**
  58472. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  58473. * @param deltaTime in seconds
  58474. */
  58475. update(deltaTime: number): void;
  58476. /**
  58477. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  58478. * @param index agent index returned by addAgent
  58479. * @param destination targeted world position
  58480. */
  58481. agentGoto(index: number, destination: Vector3): void;
  58482. /**
  58483. * Release all resources
  58484. */
  58485. dispose(): void;
  58486. }
  58487. /**
  58488. * Configures an agent
  58489. */
  58490. export interface IAgentParameters {
  58491. /**
  58492. * Agent radius. [Limit: >= 0]
  58493. */
  58494. radius: number;
  58495. /**
  58496. * Agent height. [Limit: > 0]
  58497. */
  58498. height: number;
  58499. /**
  58500. * Maximum allowed acceleration. [Limit: >= 0]
  58501. */
  58502. maxAcceleration: number;
  58503. /**
  58504. * Maximum allowed speed. [Limit: >= 0]
  58505. */
  58506. maxSpeed: number;
  58507. /**
  58508. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  58509. */
  58510. collisionQueryRange: number;
  58511. /**
  58512. * The path visibility optimization range. [Limit: > 0]
  58513. */
  58514. pathOptimizationRange: number;
  58515. /**
  58516. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  58517. */
  58518. separationWeight: number;
  58519. }
  58520. /**
  58521. * Configures the navigation mesh creation
  58522. */
  58523. export interface INavMeshParameters {
  58524. /**
  58525. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  58526. */
  58527. cs: number;
  58528. /**
  58529. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  58530. */
  58531. ch: number;
  58532. /**
  58533. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  58534. */
  58535. walkableSlopeAngle: number;
  58536. /**
  58537. * Minimum floor to 'ceiling' height that will still allow the floor area to
  58538. * be considered walkable. [Limit: >= 3] [Units: vx]
  58539. */
  58540. walkableHeight: number;
  58541. /**
  58542. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  58543. */
  58544. walkableClimb: number;
  58545. /**
  58546. * The distance to erode/shrink the walkable area of the heightfield away from
  58547. * obstructions. [Limit: >=0] [Units: vx]
  58548. */
  58549. walkableRadius: number;
  58550. /**
  58551. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  58552. */
  58553. maxEdgeLen: number;
  58554. /**
  58555. * The maximum distance a simplfied contour's border edges should deviate
  58556. * the original raw contour. [Limit: >=0] [Units: vx]
  58557. */
  58558. maxSimplificationError: number;
  58559. /**
  58560. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  58561. */
  58562. minRegionArea: number;
  58563. /**
  58564. * Any regions with a span count smaller than this value will, if possible,
  58565. * be merged with larger regions. [Limit: >=0] [Units: vx]
  58566. */
  58567. mergeRegionArea: number;
  58568. /**
  58569. * The maximum number of vertices allowed for polygons generated during the
  58570. * contour to polygon conversion process. [Limit: >= 3]
  58571. */
  58572. maxVertsPerPoly: number;
  58573. /**
  58574. * Sets the sampling distance to use when generating the detail mesh.
  58575. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  58576. */
  58577. detailSampleDist: number;
  58578. /**
  58579. * The maximum distance the detail mesh surface should deviate from heightfield
  58580. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  58581. */
  58582. detailSampleMaxError: number;
  58583. }
  58584. }
  58585. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  58586. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  58587. import { Mesh } from "babylonjs/Meshes/mesh";
  58588. import { Scene } from "babylonjs/scene";
  58589. import { Vector3 } from "babylonjs/Maths/math";
  58590. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58591. /**
  58592. * RecastJS navigation plugin
  58593. */
  58594. export class RecastJSPlugin implements INavigationEnginePlugin {
  58595. /**
  58596. * Reference to the Recast library
  58597. */
  58598. bjsRECAST: any;
  58599. /**
  58600. * plugin name
  58601. */
  58602. name: string;
  58603. /**
  58604. * the first navmesh created. We might extend this to support multiple navmeshes
  58605. */
  58606. navMesh: any;
  58607. /**
  58608. * Initializes the recastJS plugin
  58609. * @param recastInjection can be used to inject your own recast reference
  58610. */
  58611. constructor(recastInjection?: any);
  58612. /**
  58613. * Creates a navigation mesh
  58614. * @param meshes array of all the geometry used to compute the navigatio mesh
  58615. * @param parameters bunch of parameters used to filter geometry
  58616. */
  58617. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58618. /**
  58619. * Create a navigation mesh debug mesh
  58620. * @param scene is where the mesh will be added
  58621. * @returns debug display mesh
  58622. */
  58623. createDebugNavMesh(scene: Scene): Mesh;
  58624. /**
  58625. * Get a navigation mesh constrained position, closest to the parameter position
  58626. * @param position world position
  58627. * @returns the closest point to position constrained by the navigation mesh
  58628. */
  58629. getClosestPoint(position: Vector3): Vector3;
  58630. /**
  58631. * Get a navigation mesh constrained position, within a particular radius
  58632. * @param position world position
  58633. * @param maxRadius the maximum distance to the constrained world position
  58634. * @returns the closest point to position constrained by the navigation mesh
  58635. */
  58636. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58637. /**
  58638. * Compute the final position from a segment made of destination-position
  58639. * @param position world position
  58640. * @param destination world position
  58641. * @returns the resulting point along the navmesh
  58642. */
  58643. moveAlong(position: Vector3, destination: Vector3): Vector3;
  58644. /**
  58645. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58646. * @param start world position
  58647. * @param end world position
  58648. * @returns array containing world position composing the path
  58649. */
  58650. computePath(start: Vector3, end: Vector3): Vector3[];
  58651. /**
  58652. * Create a new Crowd so you can add agents
  58653. * @param maxAgents the maximum agent count in the crowd
  58654. * @param maxAgentRadius the maximum radius an agent can have
  58655. * @param scene to attach the crowd to
  58656. * @returns the crowd you can add agents to
  58657. */
  58658. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58659. /**
  58660. * Disposes
  58661. */
  58662. dispose(): void;
  58663. /**
  58664. * If this plugin is supported
  58665. * @returns true if plugin is supported
  58666. */
  58667. isSupported(): boolean;
  58668. }
  58669. /**
  58670. * Recast detour crowd implementation
  58671. */
  58672. export class RecastJSCrowd implements ICrowd {
  58673. /**
  58674. * Recast/detour plugin
  58675. */
  58676. bjsRECASTPlugin: RecastJSPlugin;
  58677. /**
  58678. * Link to the detour crowd
  58679. */
  58680. recastCrowd: any;
  58681. /**
  58682. * One transform per agent
  58683. */
  58684. transforms: TransformNode[];
  58685. /**
  58686. * All agents created
  58687. */
  58688. agents: number[];
  58689. /**
  58690. * Link to the scene is kept to unregister the crowd from the scene
  58691. */
  58692. private _scene;
  58693. /**
  58694. * Observer for crowd updates
  58695. */
  58696. private _onBeforeAnimationsObserver;
  58697. /**
  58698. * Constructor
  58699. * @param plugin recastJS plugin
  58700. * @param maxAgents the maximum agent count in the crowd
  58701. * @param maxAgentRadius the maximum radius an agent can have
  58702. * @param scene to attach the crowd to
  58703. * @returns the crowd you can add agents to
  58704. */
  58705. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  58706. /**
  58707. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58708. * You can attach anything to that node. The node position is updated in the scene update tick.
  58709. * @param pos world position that will be constrained by the navigation mesh
  58710. * @param parameters agent parameters
  58711. * @param transform hooked to the agent that will be update by the scene
  58712. * @returns agent index
  58713. */
  58714. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  58715. /**
  58716. * Returns the agent position in world space
  58717. * @param index agent index returned by addAgent
  58718. * @returns world space position
  58719. */
  58720. getAgentPosition(index: number): Vector3;
  58721. /**
  58722. * Returns the agent velocity in world space
  58723. * @param index agent index returned by addAgent
  58724. * @returns world space velocity
  58725. */
  58726. getAgentVelocity(index: number): Vector3;
  58727. /**
  58728. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  58729. * @param index agent index returned by addAgent
  58730. * @param destination targeted world position
  58731. */
  58732. agentGoto(index: number, destination: Vector3): void;
  58733. /**
  58734. * remove a particular agent previously created
  58735. * @param index agent index returned by addAgent
  58736. */
  58737. removeAgent(index: number): void;
  58738. /**
  58739. * get the list of all agents attached to this crowd
  58740. * @returns list of agent indices
  58741. */
  58742. getAgents(): number[];
  58743. /**
  58744. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  58745. * @param deltaTime in seconds
  58746. */
  58747. update(deltaTime: number): void;
  58748. /**
  58749. * Release all resources
  58750. */
  58751. dispose(): void;
  58752. }
  58753. }
  58754. declare module "babylonjs/Navigation/Plugins/index" {
  58755. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  58756. }
  58757. declare module "babylonjs/Navigation/index" {
  58758. export * from "babylonjs/Navigation/INavigationEngine";
  58759. export * from "babylonjs/Navigation/Plugins/index";
  58760. }
  58761. declare module "babylonjs/Offline/database" {
  58762. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  58763. /**
  58764. * Class used to enable access to IndexedDB
  58765. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  58766. */
  58767. export class Database implements IOfflineProvider {
  58768. private _callbackManifestChecked;
  58769. private _currentSceneUrl;
  58770. private _db;
  58771. private _enableSceneOffline;
  58772. private _enableTexturesOffline;
  58773. private _manifestVersionFound;
  58774. private _mustUpdateRessources;
  58775. private _hasReachedQuota;
  58776. private _isSupported;
  58777. private _idbFactory;
  58778. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  58779. private static IsUASupportingBlobStorage;
  58780. /**
  58781. * Gets a boolean indicating if Database storate is enabled (off by default)
  58782. */
  58783. static IDBStorageEnabled: boolean;
  58784. /**
  58785. * Gets a boolean indicating if scene must be saved in the database
  58786. */
  58787. readonly enableSceneOffline: boolean;
  58788. /**
  58789. * Gets a boolean indicating if textures must be saved in the database
  58790. */
  58791. readonly enableTexturesOffline: boolean;
  58792. /**
  58793. * Creates a new Database
  58794. * @param urlToScene defines the url to load the scene
  58795. * @param callbackManifestChecked defines the callback to use when manifest is checked
  58796. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  58797. */
  58798. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  58799. private static _ParseURL;
  58800. private static _ReturnFullUrlLocation;
  58801. private _checkManifestFile;
  58802. /**
  58803. * Open the database and make it available
  58804. * @param successCallback defines the callback to call on success
  58805. * @param errorCallback defines the callback to call on error
  58806. */
  58807. open(successCallback: () => void, errorCallback: () => void): void;
  58808. /**
  58809. * Loads an image from the database
  58810. * @param url defines the url to load from
  58811. * @param image defines the target DOM image
  58812. */
  58813. loadImage(url: string, image: HTMLImageElement): void;
  58814. private _loadImageFromDBAsync;
  58815. private _saveImageIntoDBAsync;
  58816. private _checkVersionFromDB;
  58817. private _loadVersionFromDBAsync;
  58818. private _saveVersionIntoDBAsync;
  58819. /**
  58820. * Loads a file from database
  58821. * @param url defines the URL to load from
  58822. * @param sceneLoaded defines a callback to call on success
  58823. * @param progressCallBack defines a callback to call when progress changed
  58824. * @param errorCallback defines a callback to call on error
  58825. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  58826. */
  58827. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  58828. private _loadFileAsync;
  58829. private _saveFileAsync;
  58830. /**
  58831. * Validates if xhr data is correct
  58832. * @param xhr defines the request to validate
  58833. * @param dataType defines the expected data type
  58834. * @returns true if data is correct
  58835. */
  58836. private static _ValidateXHRData;
  58837. }
  58838. }
  58839. declare module "babylonjs/Offline/index" {
  58840. export * from "babylonjs/Offline/database";
  58841. export * from "babylonjs/Offline/IOfflineProvider";
  58842. }
  58843. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  58844. /** @hidden */
  58845. export var gpuUpdateParticlesPixelShader: {
  58846. name: string;
  58847. shader: string;
  58848. };
  58849. }
  58850. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  58851. /** @hidden */
  58852. export var gpuUpdateParticlesVertexShader: {
  58853. name: string;
  58854. shader: string;
  58855. };
  58856. }
  58857. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  58858. /** @hidden */
  58859. export var clipPlaneFragmentDeclaration2: {
  58860. name: string;
  58861. shader: string;
  58862. };
  58863. }
  58864. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  58865. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  58866. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  58867. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58868. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  58869. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  58870. /** @hidden */
  58871. export var gpuRenderParticlesPixelShader: {
  58872. name: string;
  58873. shader: string;
  58874. };
  58875. }
  58876. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  58877. /** @hidden */
  58878. export var clipPlaneVertexDeclaration2: {
  58879. name: string;
  58880. shader: string;
  58881. };
  58882. }
  58883. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  58884. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  58885. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  58886. /** @hidden */
  58887. export var gpuRenderParticlesVertexShader: {
  58888. name: string;
  58889. shader: string;
  58890. };
  58891. }
  58892. declare module "babylonjs/Particles/gpuParticleSystem" {
  58893. import { Nullable } from "babylonjs/types";
  58894. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  58895. import { Observable } from "babylonjs/Misc/observable";
  58896. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  58897. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58898. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  58899. import { Scene, IDisposable } from "babylonjs/scene";
  58900. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  58901. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  58902. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  58903. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  58904. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  58905. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  58906. /**
  58907. * This represents a GPU particle system in Babylon
  58908. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  58909. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  58910. */
  58911. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  58912. /**
  58913. * The layer mask we are rendering the particles through.
  58914. */
  58915. layerMask: number;
  58916. private _capacity;
  58917. private _activeCount;
  58918. private _currentActiveCount;
  58919. private _accumulatedCount;
  58920. private _renderEffect;
  58921. private _updateEffect;
  58922. private _buffer0;
  58923. private _buffer1;
  58924. private _spriteBuffer;
  58925. private _updateVAO;
  58926. private _renderVAO;
  58927. private _targetIndex;
  58928. private _sourceBuffer;
  58929. private _targetBuffer;
  58930. private _engine;
  58931. private _currentRenderId;
  58932. private _started;
  58933. private _stopped;
  58934. private _timeDelta;
  58935. private _randomTexture;
  58936. private _randomTexture2;
  58937. private _attributesStrideSize;
  58938. private _updateEffectOptions;
  58939. private _randomTextureSize;
  58940. private _actualFrame;
  58941. private readonly _rawTextureWidth;
  58942. /**
  58943. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  58944. */
  58945. static readonly IsSupported: boolean;
  58946. /**
  58947. * An event triggered when the system is disposed.
  58948. */
  58949. onDisposeObservable: Observable<GPUParticleSystem>;
  58950. /**
  58951. * Gets the maximum number of particles active at the same time.
  58952. * @returns The max number of active particles.
  58953. */
  58954. getCapacity(): number;
  58955. /**
  58956. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  58957. * to override the particles.
  58958. */
  58959. forceDepthWrite: boolean;
  58960. /**
  58961. * Gets or set the number of active particles
  58962. */
  58963. activeParticleCount: number;
  58964. private _preWarmDone;
  58965. /**
  58966. * Is this system ready to be used/rendered
  58967. * @return true if the system is ready
  58968. */
  58969. isReady(): boolean;
  58970. /**
  58971. * Gets if the system has been started. (Note: this will still be true after stop is called)
  58972. * @returns True if it has been started, otherwise false.
  58973. */
  58974. isStarted(): boolean;
  58975. /**
  58976. * Starts the particle system and begins to emit
  58977. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  58978. */
  58979. start(delay?: number): void;
  58980. /**
  58981. * Stops the particle system.
  58982. */
  58983. stop(): void;
  58984. /**
  58985. * Remove all active particles
  58986. */
  58987. reset(): void;
  58988. /**
  58989. * Returns the string "GPUParticleSystem"
  58990. * @returns a string containing the class name
  58991. */
  58992. getClassName(): string;
  58993. private _colorGradientsTexture;
  58994. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  58995. /**
  58996. * Adds a new color gradient
  58997. * @param gradient defines the gradient to use (between 0 and 1)
  58998. * @param color1 defines the color to affect to the specified gradient
  58999. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  59000. * @returns the current particle system
  59001. */
  59002. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  59003. /**
  59004. * Remove a specific color gradient
  59005. * @param gradient defines the gradient to remove
  59006. * @returns the current particle system
  59007. */
  59008. removeColorGradient(gradient: number): GPUParticleSystem;
  59009. private _angularSpeedGradientsTexture;
  59010. private _sizeGradientsTexture;
  59011. private _velocityGradientsTexture;
  59012. private _limitVelocityGradientsTexture;
  59013. private _dragGradientsTexture;
  59014. private _addFactorGradient;
  59015. /**
  59016. * Adds a new size gradient
  59017. * @param gradient defines the gradient to use (between 0 and 1)
  59018. * @param factor defines the size factor to affect to the specified gradient
  59019. * @returns the current particle system
  59020. */
  59021. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  59022. /**
  59023. * Remove a specific size gradient
  59024. * @param gradient defines the gradient to remove
  59025. * @returns the current particle system
  59026. */
  59027. removeSizeGradient(gradient: number): GPUParticleSystem;
  59028. /**
  59029. * Adds a new angular speed gradient
  59030. * @param gradient defines the gradient to use (between 0 and 1)
  59031. * @param factor defines the angular speed to affect to the specified gradient
  59032. * @returns the current particle system
  59033. */
  59034. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  59035. /**
  59036. * Remove a specific angular speed gradient
  59037. * @param gradient defines the gradient to remove
  59038. * @returns the current particle system
  59039. */
  59040. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  59041. /**
  59042. * Adds a new velocity gradient
  59043. * @param gradient defines the gradient to use (between 0 and 1)
  59044. * @param factor defines the velocity to affect to the specified gradient
  59045. * @returns the current particle system
  59046. */
  59047. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59048. /**
  59049. * Remove a specific velocity gradient
  59050. * @param gradient defines the gradient to remove
  59051. * @returns the current particle system
  59052. */
  59053. removeVelocityGradient(gradient: number): GPUParticleSystem;
  59054. /**
  59055. * Adds a new limit velocity gradient
  59056. * @param gradient defines the gradient to use (between 0 and 1)
  59057. * @param factor defines the limit velocity value to affect to the specified gradient
  59058. * @returns the current particle system
  59059. */
  59060. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59061. /**
  59062. * Remove a specific limit velocity gradient
  59063. * @param gradient defines the gradient to remove
  59064. * @returns the current particle system
  59065. */
  59066. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  59067. /**
  59068. * Adds a new drag gradient
  59069. * @param gradient defines the gradient to use (between 0 and 1)
  59070. * @param factor defines the drag value to affect to the specified gradient
  59071. * @returns the current particle system
  59072. */
  59073. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  59074. /**
  59075. * Remove a specific drag gradient
  59076. * @param gradient defines the gradient to remove
  59077. * @returns the current particle system
  59078. */
  59079. removeDragGradient(gradient: number): GPUParticleSystem;
  59080. /**
  59081. * Not supported by GPUParticleSystem
  59082. * @param gradient defines the gradient to use (between 0 and 1)
  59083. * @param factor defines the emit rate value to affect to the specified gradient
  59084. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59085. * @returns the current particle system
  59086. */
  59087. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59088. /**
  59089. * Not supported by GPUParticleSystem
  59090. * @param gradient defines the gradient to remove
  59091. * @returns the current particle system
  59092. */
  59093. removeEmitRateGradient(gradient: number): IParticleSystem;
  59094. /**
  59095. * Not supported by GPUParticleSystem
  59096. * @param gradient defines the gradient to use (between 0 and 1)
  59097. * @param factor defines the start size value to affect to the specified gradient
  59098. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59099. * @returns the current particle system
  59100. */
  59101. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59102. /**
  59103. * Not supported by GPUParticleSystem
  59104. * @param gradient defines the gradient to remove
  59105. * @returns the current particle system
  59106. */
  59107. removeStartSizeGradient(gradient: number): IParticleSystem;
  59108. /**
  59109. * Not supported by GPUParticleSystem
  59110. * @param gradient defines the gradient to use (between 0 and 1)
  59111. * @param min defines the color remap minimal range
  59112. * @param max defines the color remap maximal range
  59113. * @returns the current particle system
  59114. */
  59115. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59116. /**
  59117. * Not supported by GPUParticleSystem
  59118. * @param gradient defines the gradient to remove
  59119. * @returns the current particle system
  59120. */
  59121. removeColorRemapGradient(): IParticleSystem;
  59122. /**
  59123. * Not supported by GPUParticleSystem
  59124. * @param gradient defines the gradient to use (between 0 and 1)
  59125. * @param min defines the alpha remap minimal range
  59126. * @param max defines the alpha remap maximal range
  59127. * @returns the current particle system
  59128. */
  59129. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59130. /**
  59131. * Not supported by GPUParticleSystem
  59132. * @param gradient defines the gradient to remove
  59133. * @returns the current particle system
  59134. */
  59135. removeAlphaRemapGradient(): IParticleSystem;
  59136. /**
  59137. * Not supported by GPUParticleSystem
  59138. * @param gradient defines the gradient to use (between 0 and 1)
  59139. * @param color defines the color to affect to the specified gradient
  59140. * @returns the current particle system
  59141. */
  59142. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  59143. /**
  59144. * Not supported by GPUParticleSystem
  59145. * @param gradient defines the gradient to remove
  59146. * @returns the current particle system
  59147. */
  59148. removeRampGradient(): IParticleSystem;
  59149. /**
  59150. * Not supported by GPUParticleSystem
  59151. * @returns the list of ramp gradients
  59152. */
  59153. getRampGradients(): Nullable<Array<Color3Gradient>>;
  59154. /**
  59155. * Not supported by GPUParticleSystem
  59156. * Gets or sets a boolean indicating that ramp gradients must be used
  59157. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  59158. */
  59159. useRampGradients: boolean;
  59160. /**
  59161. * Not supported by GPUParticleSystem
  59162. * @param gradient defines the gradient to use (between 0 and 1)
  59163. * @param factor defines the life time factor to affect to the specified gradient
  59164. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59165. * @returns the current particle system
  59166. */
  59167. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59168. /**
  59169. * Not supported by GPUParticleSystem
  59170. * @param gradient defines the gradient to remove
  59171. * @returns the current particle system
  59172. */
  59173. removeLifeTimeGradient(gradient: number): IParticleSystem;
  59174. /**
  59175. * Instantiates a GPU particle system.
  59176. * 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.
  59177. * @param name The name of the particle system
  59178. * @param options The options used to create the system
  59179. * @param scene The scene the particle system belongs to
  59180. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  59181. */
  59182. constructor(name: string, options: Partial<{
  59183. capacity: number;
  59184. randomTextureSize: number;
  59185. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  59186. protected _reset(): void;
  59187. private _createUpdateVAO;
  59188. private _createRenderVAO;
  59189. private _initialize;
  59190. /** @hidden */
  59191. _recreateUpdateEffect(): void;
  59192. /** @hidden */
  59193. _recreateRenderEffect(): void;
  59194. /**
  59195. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  59196. * @param preWarm defines if we are in the pre-warmimg phase
  59197. */
  59198. animate(preWarm?: boolean): void;
  59199. private _createFactorGradientTexture;
  59200. private _createSizeGradientTexture;
  59201. private _createAngularSpeedGradientTexture;
  59202. private _createVelocityGradientTexture;
  59203. private _createLimitVelocityGradientTexture;
  59204. private _createDragGradientTexture;
  59205. private _createColorGradientTexture;
  59206. /**
  59207. * Renders the particle system in its current state
  59208. * @param preWarm defines if the system should only update the particles but not render them
  59209. * @returns the current number of particles
  59210. */
  59211. render(preWarm?: boolean): number;
  59212. /**
  59213. * Rebuilds the particle system
  59214. */
  59215. rebuild(): void;
  59216. private _releaseBuffers;
  59217. private _releaseVAOs;
  59218. /**
  59219. * Disposes the particle system and free the associated resources
  59220. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  59221. */
  59222. dispose(disposeTexture?: boolean): void;
  59223. /**
  59224. * Clones the particle system.
  59225. * @param name The name of the cloned object
  59226. * @param newEmitter The new emitter to use
  59227. * @returns the cloned particle system
  59228. */
  59229. clone(name: string, newEmitter: any): GPUParticleSystem;
  59230. /**
  59231. * Serializes the particle system to a JSON object.
  59232. * @returns the JSON object
  59233. */
  59234. serialize(): any;
  59235. /**
  59236. * Parses a JSON object to create a GPU particle system.
  59237. * @param parsedParticleSystem The JSON object to parse
  59238. * @param scene The scene to create the particle system in
  59239. * @param rootUrl The root url to use to load external dependencies like texture
  59240. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  59241. * @returns the parsed GPU particle system
  59242. */
  59243. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  59244. }
  59245. }
  59246. declare module "babylonjs/Particles/particleSystemSet" {
  59247. import { Nullable } from "babylonjs/types";
  59248. import { Color3 } from "babylonjs/Maths/math.color";
  59249. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59250. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59251. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59252. import { Scene, IDisposable } from "babylonjs/scene";
  59253. /**
  59254. * Represents a set of particle systems working together to create a specific effect
  59255. */
  59256. export class ParticleSystemSet implements IDisposable {
  59257. private _emitterCreationOptions;
  59258. private _emitterNode;
  59259. /**
  59260. * Gets the particle system list
  59261. */
  59262. systems: IParticleSystem[];
  59263. /**
  59264. * Gets the emitter node used with this set
  59265. */
  59266. readonly emitterNode: Nullable<TransformNode>;
  59267. /**
  59268. * Creates a new emitter mesh as a sphere
  59269. * @param options defines the options used to create the sphere
  59270. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  59271. * @param scene defines the hosting scene
  59272. */
  59273. setEmitterAsSphere(options: {
  59274. diameter: number;
  59275. segments: number;
  59276. color: Color3;
  59277. }, renderingGroupId: number, scene: Scene): void;
  59278. /**
  59279. * Starts all particle systems of the set
  59280. * @param emitter defines an optional mesh to use as emitter for the particle systems
  59281. */
  59282. start(emitter?: AbstractMesh): void;
  59283. /**
  59284. * Release all associated resources
  59285. */
  59286. dispose(): void;
  59287. /**
  59288. * Serialize the set into a JSON compatible object
  59289. * @returns a JSON compatible representation of the set
  59290. */
  59291. serialize(): any;
  59292. /**
  59293. * Parse a new ParticleSystemSet from a serialized source
  59294. * @param data defines a JSON compatible representation of the set
  59295. * @param scene defines the hosting scene
  59296. * @param gpu defines if we want GPU particles or CPU particles
  59297. * @returns a new ParticleSystemSet
  59298. */
  59299. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  59300. }
  59301. }
  59302. declare module "babylonjs/Particles/particleHelper" {
  59303. import { Nullable } from "babylonjs/types";
  59304. import { Scene } from "babylonjs/scene";
  59305. import { Vector3 } from "babylonjs/Maths/math.vector";
  59306. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59307. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59308. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  59309. /**
  59310. * This class is made for on one-liner static method to help creating particle system set.
  59311. */
  59312. export class ParticleHelper {
  59313. /**
  59314. * Gets or sets base Assets URL
  59315. */
  59316. static BaseAssetsUrl: string;
  59317. /**
  59318. * Create a default particle system that you can tweak
  59319. * @param emitter defines the emitter to use
  59320. * @param capacity defines the system capacity (default is 500 particles)
  59321. * @param scene defines the hosting scene
  59322. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  59323. * @returns the new Particle system
  59324. */
  59325. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  59326. /**
  59327. * This is the main static method (one-liner) of this helper to create different particle systems
  59328. * @param type This string represents the type to the particle system to create
  59329. * @param scene The scene where the particle system should live
  59330. * @param gpu If the system will use gpu
  59331. * @returns the ParticleSystemSet created
  59332. */
  59333. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  59334. /**
  59335. * Static function used to export a particle system to a ParticleSystemSet variable.
  59336. * Please note that the emitter shape is not exported
  59337. * @param systems defines the particle systems to export
  59338. * @returns the created particle system set
  59339. */
  59340. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  59341. }
  59342. }
  59343. declare module "babylonjs/Particles/particleSystemComponent" {
  59344. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59345. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  59346. import "babylonjs/Shaders/particles.vertex";
  59347. module "babylonjs/Engines/engine" {
  59348. interface Engine {
  59349. /**
  59350. * Create an effect to use with particle systems.
  59351. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  59352. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  59353. * @param uniformsNames defines a list of attribute names
  59354. * @param samplers defines an array of string used to represent textures
  59355. * @param defines defines the string containing the defines to use to compile the shaders
  59356. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  59357. * @param onCompiled defines a function to call when the effect creation is successful
  59358. * @param onError defines a function to call when the effect creation has failed
  59359. * @returns the new Effect
  59360. */
  59361. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  59362. }
  59363. }
  59364. module "babylonjs/Meshes/mesh" {
  59365. interface Mesh {
  59366. /**
  59367. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  59368. * @returns an array of IParticleSystem
  59369. */
  59370. getEmittedParticleSystems(): IParticleSystem[];
  59371. /**
  59372. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  59373. * @returns an array of IParticleSystem
  59374. */
  59375. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  59376. }
  59377. }
  59378. /**
  59379. * @hidden
  59380. */
  59381. export var _IDoNeedToBeInTheBuild: number;
  59382. }
  59383. declare module "babylonjs/Particles/index" {
  59384. export * from "babylonjs/Particles/baseParticleSystem";
  59385. export * from "babylonjs/Particles/EmitterTypes/index";
  59386. export * from "babylonjs/Particles/gpuParticleSystem";
  59387. export * from "babylonjs/Particles/IParticleSystem";
  59388. export * from "babylonjs/Particles/particle";
  59389. export * from "babylonjs/Particles/particleHelper";
  59390. export * from "babylonjs/Particles/particleSystem";
  59391. export * from "babylonjs/Particles/particleSystemComponent";
  59392. export * from "babylonjs/Particles/particleSystemSet";
  59393. export * from "babylonjs/Particles/solidParticle";
  59394. export * from "babylonjs/Particles/solidParticleSystem";
  59395. export * from "babylonjs/Particles/subEmitter";
  59396. }
  59397. declare module "babylonjs/Physics/physicsEngineComponent" {
  59398. import { Nullable } from "babylonjs/types";
  59399. import { Observable, Observer } from "babylonjs/Misc/observable";
  59400. import { Vector3 } from "babylonjs/Maths/math.vector";
  59401. import { Mesh } from "babylonjs/Meshes/mesh";
  59402. import { ISceneComponent } from "babylonjs/sceneComponent";
  59403. import { Scene } from "babylonjs/scene";
  59404. import { Node } from "babylonjs/node";
  59405. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  59406. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  59407. module "babylonjs/scene" {
  59408. interface Scene {
  59409. /** @hidden (Backing field) */
  59410. _physicsEngine: Nullable<IPhysicsEngine>;
  59411. /**
  59412. * Gets the current physics engine
  59413. * @returns a IPhysicsEngine or null if none attached
  59414. */
  59415. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  59416. /**
  59417. * Enables physics to the current scene
  59418. * @param gravity defines the scene's gravity for the physics engine
  59419. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  59420. * @return a boolean indicating if the physics engine was initialized
  59421. */
  59422. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  59423. /**
  59424. * Disables and disposes the physics engine associated with the scene
  59425. */
  59426. disablePhysicsEngine(): void;
  59427. /**
  59428. * Gets a boolean indicating if there is an active physics engine
  59429. * @returns a boolean indicating if there is an active physics engine
  59430. */
  59431. isPhysicsEnabled(): boolean;
  59432. /**
  59433. * Deletes a physics compound impostor
  59434. * @param compound defines the compound to delete
  59435. */
  59436. deleteCompoundImpostor(compound: any): void;
  59437. /**
  59438. * An event triggered when physic simulation is about to be run
  59439. */
  59440. onBeforePhysicsObservable: Observable<Scene>;
  59441. /**
  59442. * An event triggered when physic simulation has been done
  59443. */
  59444. onAfterPhysicsObservable: Observable<Scene>;
  59445. }
  59446. }
  59447. module "babylonjs/Meshes/abstractMesh" {
  59448. interface AbstractMesh {
  59449. /** @hidden */
  59450. _physicsImpostor: Nullable<PhysicsImpostor>;
  59451. /**
  59452. * Gets or sets impostor used for physic simulation
  59453. * @see http://doc.babylonjs.com/features/physics_engine
  59454. */
  59455. physicsImpostor: Nullable<PhysicsImpostor>;
  59456. /**
  59457. * Gets the current physics impostor
  59458. * @see http://doc.babylonjs.com/features/physics_engine
  59459. * @returns a physics impostor or null
  59460. */
  59461. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  59462. /** Apply a physic impulse to the mesh
  59463. * @param force defines the force to apply
  59464. * @param contactPoint defines where to apply the force
  59465. * @returns the current mesh
  59466. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  59467. */
  59468. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  59469. /**
  59470. * Creates a physic joint between two meshes
  59471. * @param otherMesh defines the other mesh to use
  59472. * @param pivot1 defines the pivot to use on this mesh
  59473. * @param pivot2 defines the pivot to use on the other mesh
  59474. * @param options defines additional options (can be plugin dependent)
  59475. * @returns the current mesh
  59476. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  59477. */
  59478. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  59479. /** @hidden */
  59480. _disposePhysicsObserver: Nullable<Observer<Node>>;
  59481. }
  59482. }
  59483. /**
  59484. * Defines the physics engine scene component responsible to manage a physics engine
  59485. */
  59486. export class PhysicsEngineSceneComponent implements ISceneComponent {
  59487. /**
  59488. * The component name helpful to identify the component in the list of scene components.
  59489. */
  59490. readonly name: string;
  59491. /**
  59492. * The scene the component belongs to.
  59493. */
  59494. scene: Scene;
  59495. /**
  59496. * Creates a new instance of the component for the given scene
  59497. * @param scene Defines the scene to register the component in
  59498. */
  59499. constructor(scene: Scene);
  59500. /**
  59501. * Registers the component in a given scene
  59502. */
  59503. register(): void;
  59504. /**
  59505. * Rebuilds the elements related to this component in case of
  59506. * context lost for instance.
  59507. */
  59508. rebuild(): void;
  59509. /**
  59510. * Disposes the component and the associated ressources
  59511. */
  59512. dispose(): void;
  59513. }
  59514. }
  59515. declare module "babylonjs/Physics/physicsHelper" {
  59516. import { Nullable } from "babylonjs/types";
  59517. import { Vector3 } from "babylonjs/Maths/math.vector";
  59518. import { Mesh } from "babylonjs/Meshes/mesh";
  59519. import { Scene } from "babylonjs/scene";
  59520. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  59521. /**
  59522. * A helper for physics simulations
  59523. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59524. */
  59525. export class PhysicsHelper {
  59526. private _scene;
  59527. private _physicsEngine;
  59528. /**
  59529. * Initializes the Physics helper
  59530. * @param scene Babylon.js scene
  59531. */
  59532. constructor(scene: Scene);
  59533. /**
  59534. * Applies a radial explosion impulse
  59535. * @param origin the origin of the explosion
  59536. * @param radiusOrEventOptions the radius or the options of radial explosion
  59537. * @param strength the explosion strength
  59538. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59539. * @returns A physics radial explosion event, or null
  59540. */
  59541. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  59542. /**
  59543. * Applies a radial explosion force
  59544. * @param origin the origin of the explosion
  59545. * @param radiusOrEventOptions the radius or the options of radial explosion
  59546. * @param strength the explosion strength
  59547. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59548. * @returns A physics radial explosion event, or null
  59549. */
  59550. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  59551. /**
  59552. * Creates a gravitational field
  59553. * @param origin the origin of the explosion
  59554. * @param radiusOrEventOptions the radius or the options of radial explosion
  59555. * @param strength the explosion strength
  59556. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59557. * @returns A physics gravitational field event, or null
  59558. */
  59559. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  59560. /**
  59561. * Creates a physics updraft event
  59562. * @param origin the origin of the updraft
  59563. * @param radiusOrEventOptions the radius or the options of the updraft
  59564. * @param strength the strength of the updraft
  59565. * @param height the height of the updraft
  59566. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  59567. * @returns A physics updraft event, or null
  59568. */
  59569. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  59570. /**
  59571. * Creates a physics vortex event
  59572. * @param origin the of the vortex
  59573. * @param radiusOrEventOptions the radius or the options of the vortex
  59574. * @param strength the strength of the vortex
  59575. * @param height the height of the vortex
  59576. * @returns a Physics vortex event, or null
  59577. * A physics vortex event or null
  59578. */
  59579. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  59580. }
  59581. /**
  59582. * Represents a physics radial explosion event
  59583. */
  59584. class PhysicsRadialExplosionEvent {
  59585. private _scene;
  59586. private _options;
  59587. private _sphere;
  59588. private _dataFetched;
  59589. /**
  59590. * Initializes a radial explosioin event
  59591. * @param _scene BabylonJS scene
  59592. * @param _options The options for the vortex event
  59593. */
  59594. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  59595. /**
  59596. * Returns the data related to the radial explosion event (sphere).
  59597. * @returns The radial explosion event data
  59598. */
  59599. getData(): PhysicsRadialExplosionEventData;
  59600. /**
  59601. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  59602. * @param impostor A physics imposter
  59603. * @param origin the origin of the explosion
  59604. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  59605. */
  59606. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  59607. /**
  59608. * Triggers affecterd impostors callbacks
  59609. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  59610. */
  59611. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  59612. /**
  59613. * Disposes the sphere.
  59614. * @param force Specifies if the sphere should be disposed by force
  59615. */
  59616. dispose(force?: boolean): void;
  59617. /*** Helpers ***/
  59618. private _prepareSphere;
  59619. private _intersectsWithSphere;
  59620. }
  59621. /**
  59622. * Represents a gravitational field event
  59623. */
  59624. class PhysicsGravitationalFieldEvent {
  59625. private _physicsHelper;
  59626. private _scene;
  59627. private _origin;
  59628. private _options;
  59629. private _tickCallback;
  59630. private _sphere;
  59631. private _dataFetched;
  59632. /**
  59633. * Initializes the physics gravitational field event
  59634. * @param _physicsHelper A physics helper
  59635. * @param _scene BabylonJS scene
  59636. * @param _origin The origin position of the gravitational field event
  59637. * @param _options The options for the vortex event
  59638. */
  59639. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  59640. /**
  59641. * Returns the data related to the gravitational field event (sphere).
  59642. * @returns A gravitational field event
  59643. */
  59644. getData(): PhysicsGravitationalFieldEventData;
  59645. /**
  59646. * Enables the gravitational field.
  59647. */
  59648. enable(): void;
  59649. /**
  59650. * Disables the gravitational field.
  59651. */
  59652. disable(): void;
  59653. /**
  59654. * Disposes the sphere.
  59655. * @param force The force to dispose from the gravitational field event
  59656. */
  59657. dispose(force?: boolean): void;
  59658. private _tick;
  59659. }
  59660. /**
  59661. * Represents a physics updraft event
  59662. */
  59663. class PhysicsUpdraftEvent {
  59664. private _scene;
  59665. private _origin;
  59666. private _options;
  59667. private _physicsEngine;
  59668. private _originTop;
  59669. private _originDirection;
  59670. private _tickCallback;
  59671. private _cylinder;
  59672. private _cylinderPosition;
  59673. private _dataFetched;
  59674. /**
  59675. * Initializes the physics updraft event
  59676. * @param _scene BabylonJS scene
  59677. * @param _origin The origin position of the updraft
  59678. * @param _options The options for the updraft event
  59679. */
  59680. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  59681. /**
  59682. * Returns the data related to the updraft event (cylinder).
  59683. * @returns A physics updraft event
  59684. */
  59685. getData(): PhysicsUpdraftEventData;
  59686. /**
  59687. * Enables the updraft.
  59688. */
  59689. enable(): void;
  59690. /**
  59691. * Disables the updraft.
  59692. */
  59693. disable(): void;
  59694. /**
  59695. * Disposes the cylinder.
  59696. * @param force Specifies if the updraft should be disposed by force
  59697. */
  59698. dispose(force?: boolean): void;
  59699. private getImpostorHitData;
  59700. private _tick;
  59701. /*** Helpers ***/
  59702. private _prepareCylinder;
  59703. private _intersectsWithCylinder;
  59704. }
  59705. /**
  59706. * Represents a physics vortex event
  59707. */
  59708. class PhysicsVortexEvent {
  59709. private _scene;
  59710. private _origin;
  59711. private _options;
  59712. private _physicsEngine;
  59713. private _originTop;
  59714. private _tickCallback;
  59715. private _cylinder;
  59716. private _cylinderPosition;
  59717. private _dataFetched;
  59718. /**
  59719. * Initializes the physics vortex event
  59720. * @param _scene The BabylonJS scene
  59721. * @param _origin The origin position of the vortex
  59722. * @param _options The options for the vortex event
  59723. */
  59724. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  59725. /**
  59726. * Returns the data related to the vortex event (cylinder).
  59727. * @returns The physics vortex event data
  59728. */
  59729. getData(): PhysicsVortexEventData;
  59730. /**
  59731. * Enables the vortex.
  59732. */
  59733. enable(): void;
  59734. /**
  59735. * Disables the cortex.
  59736. */
  59737. disable(): void;
  59738. /**
  59739. * Disposes the sphere.
  59740. * @param force
  59741. */
  59742. dispose(force?: boolean): void;
  59743. private getImpostorHitData;
  59744. private _tick;
  59745. /*** Helpers ***/
  59746. private _prepareCylinder;
  59747. private _intersectsWithCylinder;
  59748. }
  59749. /**
  59750. * Options fot the radial explosion event
  59751. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59752. */
  59753. export class PhysicsRadialExplosionEventOptions {
  59754. /**
  59755. * The radius of the sphere for the radial explosion.
  59756. */
  59757. radius: number;
  59758. /**
  59759. * The strenth of the explosion.
  59760. */
  59761. strength: number;
  59762. /**
  59763. * The strenght of the force in correspondence to the distance of the affected object
  59764. */
  59765. falloff: PhysicsRadialImpulseFalloff;
  59766. /**
  59767. * Sphere options for the radial explosion.
  59768. */
  59769. sphere: {
  59770. segments: number;
  59771. diameter: number;
  59772. };
  59773. /**
  59774. * Sphere options for the radial explosion.
  59775. */
  59776. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  59777. }
  59778. /**
  59779. * Options fot the updraft event
  59780. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59781. */
  59782. export class PhysicsUpdraftEventOptions {
  59783. /**
  59784. * The radius of the cylinder for the vortex
  59785. */
  59786. radius: number;
  59787. /**
  59788. * The strenth of the updraft.
  59789. */
  59790. strength: number;
  59791. /**
  59792. * The height of the cylinder for the updraft.
  59793. */
  59794. height: number;
  59795. /**
  59796. * The mode for the the updraft.
  59797. */
  59798. updraftMode: PhysicsUpdraftMode;
  59799. }
  59800. /**
  59801. * Options fot the vortex event
  59802. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59803. */
  59804. export class PhysicsVortexEventOptions {
  59805. /**
  59806. * The radius of the cylinder for the vortex
  59807. */
  59808. radius: number;
  59809. /**
  59810. * The strenth of the vortex.
  59811. */
  59812. strength: number;
  59813. /**
  59814. * The height of the cylinder for the vortex.
  59815. */
  59816. height: number;
  59817. /**
  59818. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  59819. */
  59820. centripetalForceThreshold: number;
  59821. /**
  59822. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  59823. */
  59824. centripetalForceMultiplier: number;
  59825. /**
  59826. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  59827. */
  59828. centrifugalForceMultiplier: number;
  59829. /**
  59830. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  59831. */
  59832. updraftForceMultiplier: number;
  59833. }
  59834. /**
  59835. * The strenght of the force in correspondence to the distance of the affected object
  59836. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59837. */
  59838. export enum PhysicsRadialImpulseFalloff {
  59839. /** Defines that impulse is constant in strength across it's whole radius */
  59840. Constant = 0,
  59841. /** Defines that impulse gets weaker if it's further from the origin */
  59842. Linear = 1
  59843. }
  59844. /**
  59845. * The strength of the force in correspondence to the distance of the affected object
  59846. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59847. */
  59848. export enum PhysicsUpdraftMode {
  59849. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  59850. Center = 0,
  59851. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  59852. Perpendicular = 1
  59853. }
  59854. /**
  59855. * Interface for a physics hit data
  59856. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59857. */
  59858. export interface PhysicsHitData {
  59859. /**
  59860. * The force applied at the contact point
  59861. */
  59862. force: Vector3;
  59863. /**
  59864. * The contact point
  59865. */
  59866. contactPoint: Vector3;
  59867. /**
  59868. * The distance from the origin to the contact point
  59869. */
  59870. distanceFromOrigin: number;
  59871. }
  59872. /**
  59873. * Interface for radial explosion event data
  59874. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59875. */
  59876. export interface PhysicsRadialExplosionEventData {
  59877. /**
  59878. * A sphere used for the radial explosion event
  59879. */
  59880. sphere: Mesh;
  59881. }
  59882. /**
  59883. * Interface for gravitational field event data
  59884. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59885. */
  59886. export interface PhysicsGravitationalFieldEventData {
  59887. /**
  59888. * A sphere mesh used for the gravitational field event
  59889. */
  59890. sphere: Mesh;
  59891. }
  59892. /**
  59893. * Interface for updraft event data
  59894. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59895. */
  59896. export interface PhysicsUpdraftEventData {
  59897. /**
  59898. * A cylinder used for the updraft event
  59899. */
  59900. cylinder: Mesh;
  59901. }
  59902. /**
  59903. * Interface for vortex event data
  59904. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59905. */
  59906. export interface PhysicsVortexEventData {
  59907. /**
  59908. * A cylinder used for the vortex event
  59909. */
  59910. cylinder: Mesh;
  59911. }
  59912. /**
  59913. * Interface for an affected physics impostor
  59914. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59915. */
  59916. export interface PhysicsAffectedImpostorWithData {
  59917. /**
  59918. * The impostor affected by the effect
  59919. */
  59920. impostor: PhysicsImpostor;
  59921. /**
  59922. * The data about the hit/horce from the explosion
  59923. */
  59924. hitData: PhysicsHitData;
  59925. }
  59926. }
  59927. declare module "babylonjs/Physics/Plugins/index" {
  59928. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  59929. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  59930. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  59931. }
  59932. declare module "babylonjs/Physics/index" {
  59933. export * from "babylonjs/Physics/IPhysicsEngine";
  59934. export * from "babylonjs/Physics/physicsEngine";
  59935. export * from "babylonjs/Physics/physicsEngineComponent";
  59936. export * from "babylonjs/Physics/physicsHelper";
  59937. export * from "babylonjs/Physics/physicsImpostor";
  59938. export * from "babylonjs/Physics/physicsJoint";
  59939. export * from "babylonjs/Physics/Plugins/index";
  59940. }
  59941. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  59942. /** @hidden */
  59943. export var blackAndWhitePixelShader: {
  59944. name: string;
  59945. shader: string;
  59946. };
  59947. }
  59948. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  59949. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59950. import { Camera } from "babylonjs/Cameras/camera";
  59951. import { Engine } from "babylonjs/Engines/engine";
  59952. import "babylonjs/Shaders/blackAndWhite.fragment";
  59953. /**
  59954. * Post process used to render in black and white
  59955. */
  59956. export class BlackAndWhitePostProcess extends PostProcess {
  59957. /**
  59958. * Linear about to convert he result to black and white (default: 1)
  59959. */
  59960. degree: number;
  59961. /**
  59962. * Creates a black and white post process
  59963. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  59964. * @param name The name of the effect.
  59965. * @param options The required width/height ratio to downsize to before computing the render pass.
  59966. * @param camera The camera to apply the render pass to.
  59967. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59968. * @param engine The engine which the post process will be applied. (default: current engine)
  59969. * @param reusable If the post process can be reused on the same frame. (default: false)
  59970. */
  59971. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59972. }
  59973. }
  59974. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  59975. import { Nullable } from "babylonjs/types";
  59976. import { Camera } from "babylonjs/Cameras/camera";
  59977. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59978. import { Engine } from "babylonjs/Engines/engine";
  59979. /**
  59980. * This represents a set of one or more post processes in Babylon.
  59981. * A post process can be used to apply a shader to a texture after it is rendered.
  59982. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59983. */
  59984. export class PostProcessRenderEffect {
  59985. private _postProcesses;
  59986. private _getPostProcesses;
  59987. private _singleInstance;
  59988. private _cameras;
  59989. private _indicesForCamera;
  59990. /**
  59991. * Name of the effect
  59992. * @hidden
  59993. */
  59994. _name: string;
  59995. /**
  59996. * Instantiates a post process render effect.
  59997. * A post process can be used to apply a shader to a texture after it is rendered.
  59998. * @param engine The engine the effect is tied to
  59999. * @param name The name of the effect
  60000. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  60001. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  60002. */
  60003. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  60004. /**
  60005. * Checks if all the post processes in the effect are supported.
  60006. */
  60007. readonly isSupported: boolean;
  60008. /**
  60009. * Updates the current state of the effect
  60010. * @hidden
  60011. */
  60012. _update(): void;
  60013. /**
  60014. * Attaches the effect on cameras
  60015. * @param cameras The camera to attach to.
  60016. * @hidden
  60017. */
  60018. _attachCameras(cameras: Camera): void;
  60019. /**
  60020. * Attaches the effect on cameras
  60021. * @param cameras The camera to attach to.
  60022. * @hidden
  60023. */
  60024. _attachCameras(cameras: Camera[]): void;
  60025. /**
  60026. * Detaches the effect on cameras
  60027. * @param cameras The camera to detatch from.
  60028. * @hidden
  60029. */
  60030. _detachCameras(cameras: Camera): void;
  60031. /**
  60032. * Detatches the effect on cameras
  60033. * @param cameras The camera to detatch from.
  60034. * @hidden
  60035. */
  60036. _detachCameras(cameras: Camera[]): void;
  60037. /**
  60038. * Enables the effect on given cameras
  60039. * @param cameras The camera to enable.
  60040. * @hidden
  60041. */
  60042. _enable(cameras: Camera): void;
  60043. /**
  60044. * Enables the effect on given cameras
  60045. * @param cameras The camera to enable.
  60046. * @hidden
  60047. */
  60048. _enable(cameras: Nullable<Camera[]>): void;
  60049. /**
  60050. * Disables the effect on the given cameras
  60051. * @param cameras The camera to disable.
  60052. * @hidden
  60053. */
  60054. _disable(cameras: Camera): void;
  60055. /**
  60056. * Disables the effect on the given cameras
  60057. * @param cameras The camera to disable.
  60058. * @hidden
  60059. */
  60060. _disable(cameras: Nullable<Camera[]>): void;
  60061. /**
  60062. * Gets a list of the post processes contained in the effect.
  60063. * @param camera The camera to get the post processes on.
  60064. * @returns The list of the post processes in the effect.
  60065. */
  60066. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  60067. }
  60068. }
  60069. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  60070. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60071. /** @hidden */
  60072. export var extractHighlightsPixelShader: {
  60073. name: string;
  60074. shader: string;
  60075. };
  60076. }
  60077. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  60078. import { Nullable } from "babylonjs/types";
  60079. import { Camera } from "babylonjs/Cameras/camera";
  60080. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60081. import { Engine } from "babylonjs/Engines/engine";
  60082. import "babylonjs/Shaders/extractHighlights.fragment";
  60083. /**
  60084. * 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.
  60085. */
  60086. export class ExtractHighlightsPostProcess extends PostProcess {
  60087. /**
  60088. * The luminance threshold, pixels below this value will be set to black.
  60089. */
  60090. threshold: number;
  60091. /** @hidden */
  60092. _exposure: number;
  60093. /**
  60094. * Post process which has the input texture to be used when performing highlight extraction
  60095. * @hidden
  60096. */
  60097. _inputPostProcess: Nullable<PostProcess>;
  60098. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60099. }
  60100. }
  60101. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  60102. /** @hidden */
  60103. export var bloomMergePixelShader: {
  60104. name: string;
  60105. shader: string;
  60106. };
  60107. }
  60108. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  60109. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60110. import { Nullable } from "babylonjs/types";
  60111. import { Engine } from "babylonjs/Engines/engine";
  60112. import { Camera } from "babylonjs/Cameras/camera";
  60113. import "babylonjs/Shaders/bloomMerge.fragment";
  60114. /**
  60115. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60116. */
  60117. export class BloomMergePostProcess extends PostProcess {
  60118. /** Weight of the bloom to be added to the original input. */
  60119. weight: number;
  60120. /**
  60121. * Creates a new instance of @see BloomMergePostProcess
  60122. * @param name The name of the effect.
  60123. * @param originalFromInput Post process which's input will be used for the merge.
  60124. * @param blurred Blurred highlights post process which's output will be used.
  60125. * @param weight Weight of the bloom to be added to the original input.
  60126. * @param options The required width/height ratio to downsize to before computing the render pass.
  60127. * @param camera The camera to apply the render pass to.
  60128. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60129. * @param engine The engine which the post process will be applied. (default: current engine)
  60130. * @param reusable If the post process can be reused on the same frame. (default: false)
  60131. * @param textureType Type of textures used when performing the post process. (default: 0)
  60132. * @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)
  60133. */
  60134. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  60135. /** Weight of the bloom to be added to the original input. */
  60136. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60137. }
  60138. }
  60139. declare module "babylonjs/PostProcesses/bloomEffect" {
  60140. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60141. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60142. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  60143. import { Camera } from "babylonjs/Cameras/camera";
  60144. import { Scene } from "babylonjs/scene";
  60145. /**
  60146. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  60147. */
  60148. export class BloomEffect extends PostProcessRenderEffect {
  60149. private bloomScale;
  60150. /**
  60151. * @hidden Internal
  60152. */
  60153. _effects: Array<PostProcess>;
  60154. /**
  60155. * @hidden Internal
  60156. */
  60157. _downscale: ExtractHighlightsPostProcess;
  60158. private _blurX;
  60159. private _blurY;
  60160. private _merge;
  60161. /**
  60162. * The luminance threshold to find bright areas of the image to bloom.
  60163. */
  60164. threshold: number;
  60165. /**
  60166. * The strength of the bloom.
  60167. */
  60168. weight: number;
  60169. /**
  60170. * Specifies the size of the bloom blur kernel, relative to the final output size
  60171. */
  60172. kernel: number;
  60173. /**
  60174. * Creates a new instance of @see BloomEffect
  60175. * @param scene The scene the effect belongs to.
  60176. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  60177. * @param bloomKernel The size of the kernel to be used when applying the blur.
  60178. * @param bloomWeight The the strength of bloom.
  60179. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60180. * @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)
  60181. */
  60182. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  60183. /**
  60184. * Disposes each of the internal effects for a given camera.
  60185. * @param camera The camera to dispose the effect on.
  60186. */
  60187. disposeEffects(camera: Camera): void;
  60188. /**
  60189. * @hidden Internal
  60190. */
  60191. _updateEffects(): void;
  60192. /**
  60193. * Internal
  60194. * @returns if all the contained post processes are ready.
  60195. * @hidden
  60196. */
  60197. _isReady(): boolean;
  60198. }
  60199. }
  60200. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  60201. /** @hidden */
  60202. export var chromaticAberrationPixelShader: {
  60203. name: string;
  60204. shader: string;
  60205. };
  60206. }
  60207. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  60208. import { Vector2 } from "babylonjs/Maths/math.vector";
  60209. import { Nullable } from "babylonjs/types";
  60210. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60211. import { Camera } from "babylonjs/Cameras/camera";
  60212. import { Engine } from "babylonjs/Engines/engine";
  60213. import "babylonjs/Shaders/chromaticAberration.fragment";
  60214. /**
  60215. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  60216. */
  60217. export class ChromaticAberrationPostProcess extends PostProcess {
  60218. /**
  60219. * The amount of seperation of rgb channels (default: 30)
  60220. */
  60221. aberrationAmount: number;
  60222. /**
  60223. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  60224. */
  60225. radialIntensity: number;
  60226. /**
  60227. * 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))
  60228. */
  60229. direction: Vector2;
  60230. /**
  60231. * 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))
  60232. */
  60233. centerPosition: Vector2;
  60234. /**
  60235. * Creates a new instance ChromaticAberrationPostProcess
  60236. * @param name The name of the effect.
  60237. * @param screenWidth The width of the screen to apply the effect on.
  60238. * @param screenHeight The height of the screen to apply the effect on.
  60239. * @param options The required width/height ratio to downsize to before computing the render pass.
  60240. * @param camera The camera to apply the render pass to.
  60241. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60242. * @param engine The engine which the post process will be applied. (default: current engine)
  60243. * @param reusable If the post process can be reused on the same frame. (default: false)
  60244. * @param textureType Type of textures used when performing the post process. (default: 0)
  60245. * @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)
  60246. */
  60247. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60248. }
  60249. }
  60250. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  60251. /** @hidden */
  60252. export var circleOfConfusionPixelShader: {
  60253. name: string;
  60254. shader: string;
  60255. };
  60256. }
  60257. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  60258. import { Nullable } from "babylonjs/types";
  60259. import { Engine } from "babylonjs/Engines/engine";
  60260. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60261. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60262. import { Camera } from "babylonjs/Cameras/camera";
  60263. import "babylonjs/Shaders/circleOfConfusion.fragment";
  60264. /**
  60265. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  60266. */
  60267. export class CircleOfConfusionPostProcess extends PostProcess {
  60268. /**
  60269. * 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.
  60270. */
  60271. lensSize: number;
  60272. /**
  60273. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60274. */
  60275. fStop: number;
  60276. /**
  60277. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60278. */
  60279. focusDistance: number;
  60280. /**
  60281. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  60282. */
  60283. focalLength: number;
  60284. private _depthTexture;
  60285. /**
  60286. * Creates a new instance CircleOfConfusionPostProcess
  60287. * @param name The name of the effect.
  60288. * @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.
  60289. * @param options The required width/height ratio to downsize to before computing the render pass.
  60290. * @param camera The camera to apply the render pass to.
  60291. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60292. * @param engine The engine which the post process will be applied. (default: current engine)
  60293. * @param reusable If the post process can be reused on the same frame. (default: false)
  60294. * @param textureType Type of textures used when performing the post process. (default: 0)
  60295. * @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)
  60296. */
  60297. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60298. /**
  60299. * 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.
  60300. */
  60301. depthTexture: RenderTargetTexture;
  60302. }
  60303. }
  60304. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  60305. /** @hidden */
  60306. export var colorCorrectionPixelShader: {
  60307. name: string;
  60308. shader: string;
  60309. };
  60310. }
  60311. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  60312. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60313. import { Engine } from "babylonjs/Engines/engine";
  60314. import { Camera } from "babylonjs/Cameras/camera";
  60315. import "babylonjs/Shaders/colorCorrection.fragment";
  60316. /**
  60317. *
  60318. * This post-process allows the modification of rendered colors by using
  60319. * a 'look-up table' (LUT). This effect is also called Color Grading.
  60320. *
  60321. * The object needs to be provided an url to a texture containing the color
  60322. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  60323. * Use an image editing software to tweak the LUT to match your needs.
  60324. *
  60325. * For an example of a color LUT, see here:
  60326. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  60327. * For explanations on color grading, see here:
  60328. * @see http://udn.epicgames.com/Three/ColorGrading.html
  60329. *
  60330. */
  60331. export class ColorCorrectionPostProcess extends PostProcess {
  60332. private _colorTableTexture;
  60333. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60334. }
  60335. }
  60336. declare module "babylonjs/Shaders/convolution.fragment" {
  60337. /** @hidden */
  60338. export var convolutionPixelShader: {
  60339. name: string;
  60340. shader: string;
  60341. };
  60342. }
  60343. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  60344. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60345. import { Nullable } from "babylonjs/types";
  60346. import { Camera } from "babylonjs/Cameras/camera";
  60347. import { Engine } from "babylonjs/Engines/engine";
  60348. import "babylonjs/Shaders/convolution.fragment";
  60349. /**
  60350. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  60351. * input texture to perform effects such as edge detection or sharpening
  60352. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60353. */
  60354. export class ConvolutionPostProcess extends PostProcess {
  60355. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60356. kernel: number[];
  60357. /**
  60358. * Creates a new instance ConvolutionPostProcess
  60359. * @param name The name of the effect.
  60360. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  60361. * @param options The required width/height ratio to downsize to before computing the render pass.
  60362. * @param camera The camera to apply the render pass to.
  60363. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60364. * @param engine The engine which the post process will be applied. (default: current engine)
  60365. * @param reusable If the post process can be reused on the same frame. (default: false)
  60366. * @param textureType Type of textures used when performing the post process. (default: 0)
  60367. */
  60368. constructor(name: string,
  60369. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60370. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60371. /**
  60372. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60373. */
  60374. static EdgeDetect0Kernel: number[];
  60375. /**
  60376. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60377. */
  60378. static EdgeDetect1Kernel: number[];
  60379. /**
  60380. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60381. */
  60382. static EdgeDetect2Kernel: number[];
  60383. /**
  60384. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60385. */
  60386. static SharpenKernel: number[];
  60387. /**
  60388. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60389. */
  60390. static EmbossKernel: number[];
  60391. /**
  60392. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60393. */
  60394. static GaussianKernel: number[];
  60395. }
  60396. }
  60397. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  60398. import { Nullable } from "babylonjs/types";
  60399. import { Vector2 } from "babylonjs/Maths/math.vector";
  60400. import { Camera } from "babylonjs/Cameras/camera";
  60401. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60402. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  60403. import { Engine } from "babylonjs/Engines/engine";
  60404. import { Scene } from "babylonjs/scene";
  60405. /**
  60406. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  60407. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  60408. * based on samples that have a large difference in distance than the center pixel.
  60409. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  60410. */
  60411. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  60412. direction: Vector2;
  60413. /**
  60414. * Creates a new instance CircleOfConfusionPostProcess
  60415. * @param name The name of the effect.
  60416. * @param scene The scene the effect belongs to.
  60417. * @param direction The direction the blur should be applied.
  60418. * @param kernel The size of the kernel used to blur.
  60419. * @param options The required width/height ratio to downsize to before computing the render pass.
  60420. * @param camera The camera to apply the render pass to.
  60421. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  60422. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  60423. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60424. * @param engine The engine which the post process will be applied. (default: current engine)
  60425. * @param reusable If the post process can be reused on the same frame. (default: false)
  60426. * @param textureType Type of textures used when performing the post process. (default: 0)
  60427. * @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)
  60428. */
  60429. 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);
  60430. }
  60431. }
  60432. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  60433. /** @hidden */
  60434. export var depthOfFieldMergePixelShader: {
  60435. name: string;
  60436. shader: string;
  60437. };
  60438. }
  60439. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  60440. import { Nullable } from "babylonjs/types";
  60441. import { Camera } from "babylonjs/Cameras/camera";
  60442. import { Effect } from "babylonjs/Materials/effect";
  60443. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60444. import { Engine } from "babylonjs/Engines/engine";
  60445. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  60446. /**
  60447. * Options to be set when merging outputs from the default pipeline.
  60448. */
  60449. export class DepthOfFieldMergePostProcessOptions {
  60450. /**
  60451. * The original image to merge on top of
  60452. */
  60453. originalFromInput: PostProcess;
  60454. /**
  60455. * Parameters to perform the merge of the depth of field effect
  60456. */
  60457. depthOfField?: {
  60458. circleOfConfusion: PostProcess;
  60459. blurSteps: Array<PostProcess>;
  60460. };
  60461. /**
  60462. * Parameters to perform the merge of bloom effect
  60463. */
  60464. bloom?: {
  60465. blurred: PostProcess;
  60466. weight: number;
  60467. };
  60468. }
  60469. /**
  60470. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60471. */
  60472. export class DepthOfFieldMergePostProcess extends PostProcess {
  60473. private blurSteps;
  60474. /**
  60475. * Creates a new instance of DepthOfFieldMergePostProcess
  60476. * @param name The name of the effect.
  60477. * @param originalFromInput Post process which's input will be used for the merge.
  60478. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  60479. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  60480. * @param options The required width/height ratio to downsize to before computing the render pass.
  60481. * @param camera The camera to apply the render pass to.
  60482. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60483. * @param engine The engine which the post process will be applied. (default: current engine)
  60484. * @param reusable If the post process can be reused on the same frame. (default: false)
  60485. * @param textureType Type of textures used when performing the post process. (default: 0)
  60486. * @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)
  60487. */
  60488. 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);
  60489. /**
  60490. * Updates the effect with the current post process compile time values and recompiles the shader.
  60491. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  60492. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  60493. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  60494. * @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
  60495. * @param onCompiled Called when the shader has been compiled.
  60496. * @param onError Called if there is an error when compiling a shader.
  60497. */
  60498. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  60499. }
  60500. }
  60501. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  60502. import { Nullable } from "babylonjs/types";
  60503. import { Camera } from "babylonjs/Cameras/camera";
  60504. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60505. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60506. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60507. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  60508. import { Scene } from "babylonjs/scene";
  60509. /**
  60510. * Specifies the level of max blur that should be applied when using the depth of field effect
  60511. */
  60512. export enum DepthOfFieldEffectBlurLevel {
  60513. /**
  60514. * Subtle blur
  60515. */
  60516. Low = 0,
  60517. /**
  60518. * Medium blur
  60519. */
  60520. Medium = 1,
  60521. /**
  60522. * Large blur
  60523. */
  60524. High = 2
  60525. }
  60526. /**
  60527. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  60528. */
  60529. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  60530. private _circleOfConfusion;
  60531. /**
  60532. * @hidden Internal, blurs from high to low
  60533. */
  60534. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  60535. private _depthOfFieldBlurY;
  60536. private _dofMerge;
  60537. /**
  60538. * @hidden Internal post processes in depth of field effect
  60539. */
  60540. _effects: Array<PostProcess>;
  60541. /**
  60542. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  60543. */
  60544. focalLength: number;
  60545. /**
  60546. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60547. */
  60548. fStop: number;
  60549. /**
  60550. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60551. */
  60552. focusDistance: number;
  60553. /**
  60554. * 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.
  60555. */
  60556. lensSize: number;
  60557. /**
  60558. * Creates a new instance DepthOfFieldEffect
  60559. * @param scene The scene the effect belongs to.
  60560. * @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.
  60561. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60562. * @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)
  60563. */
  60564. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  60565. /**
  60566. * Get the current class name of the current effet
  60567. * @returns "DepthOfFieldEffect"
  60568. */
  60569. getClassName(): string;
  60570. /**
  60571. * 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.
  60572. */
  60573. depthTexture: RenderTargetTexture;
  60574. /**
  60575. * Disposes each of the internal effects for a given camera.
  60576. * @param camera The camera to dispose the effect on.
  60577. */
  60578. disposeEffects(camera: Camera): void;
  60579. /**
  60580. * @hidden Internal
  60581. */
  60582. _updateEffects(): void;
  60583. /**
  60584. * Internal
  60585. * @returns if all the contained post processes are ready.
  60586. * @hidden
  60587. */
  60588. _isReady(): boolean;
  60589. }
  60590. }
  60591. declare module "babylonjs/Shaders/displayPass.fragment" {
  60592. /** @hidden */
  60593. export var displayPassPixelShader: {
  60594. name: string;
  60595. shader: string;
  60596. };
  60597. }
  60598. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  60599. import { Nullable } from "babylonjs/types";
  60600. import { Camera } from "babylonjs/Cameras/camera";
  60601. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60602. import { Engine } from "babylonjs/Engines/engine";
  60603. import "babylonjs/Shaders/displayPass.fragment";
  60604. /**
  60605. * DisplayPassPostProcess which produces an output the same as it's input
  60606. */
  60607. export class DisplayPassPostProcess extends PostProcess {
  60608. /**
  60609. * Creates the DisplayPassPostProcess
  60610. * @param name The name of the effect.
  60611. * @param options The required width/height ratio to downsize to before computing the render pass.
  60612. * @param camera The camera to apply the render pass to.
  60613. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60614. * @param engine The engine which the post process will be applied. (default: current engine)
  60615. * @param reusable If the post process can be reused on the same frame. (default: false)
  60616. */
  60617. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60618. }
  60619. }
  60620. declare module "babylonjs/Shaders/filter.fragment" {
  60621. /** @hidden */
  60622. export var filterPixelShader: {
  60623. name: string;
  60624. shader: string;
  60625. };
  60626. }
  60627. declare module "babylonjs/PostProcesses/filterPostProcess" {
  60628. import { Nullable } from "babylonjs/types";
  60629. import { Matrix } from "babylonjs/Maths/math.vector";
  60630. import { Camera } from "babylonjs/Cameras/camera";
  60631. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60632. import { Engine } from "babylonjs/Engines/engine";
  60633. import "babylonjs/Shaders/filter.fragment";
  60634. /**
  60635. * Applies a kernel filter to the image
  60636. */
  60637. export class FilterPostProcess extends PostProcess {
  60638. /** The matrix to be applied to the image */
  60639. kernelMatrix: Matrix;
  60640. /**
  60641. *
  60642. * @param name The name of the effect.
  60643. * @param kernelMatrix The matrix to be applied to the image
  60644. * @param options The required width/height ratio to downsize to before computing the render pass.
  60645. * @param camera The camera to apply the render pass to.
  60646. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60647. * @param engine The engine which the post process will be applied. (default: current engine)
  60648. * @param reusable If the post process can be reused on the same frame. (default: false)
  60649. */
  60650. constructor(name: string,
  60651. /** The matrix to be applied to the image */
  60652. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60653. }
  60654. }
  60655. declare module "babylonjs/Shaders/fxaa.fragment" {
  60656. /** @hidden */
  60657. export var fxaaPixelShader: {
  60658. name: string;
  60659. shader: string;
  60660. };
  60661. }
  60662. declare module "babylonjs/Shaders/fxaa.vertex" {
  60663. /** @hidden */
  60664. export var fxaaVertexShader: {
  60665. name: string;
  60666. shader: string;
  60667. };
  60668. }
  60669. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  60670. import { Nullable } from "babylonjs/types";
  60671. import { Camera } from "babylonjs/Cameras/camera";
  60672. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60673. import { Engine } from "babylonjs/Engines/engine";
  60674. import "babylonjs/Shaders/fxaa.fragment";
  60675. import "babylonjs/Shaders/fxaa.vertex";
  60676. /**
  60677. * Fxaa post process
  60678. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  60679. */
  60680. export class FxaaPostProcess extends PostProcess {
  60681. /** @hidden */
  60682. texelWidth: number;
  60683. /** @hidden */
  60684. texelHeight: number;
  60685. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60686. private _getDefines;
  60687. }
  60688. }
  60689. declare module "babylonjs/Shaders/grain.fragment" {
  60690. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60691. /** @hidden */
  60692. export var grainPixelShader: {
  60693. name: string;
  60694. shader: string;
  60695. };
  60696. }
  60697. declare module "babylonjs/PostProcesses/grainPostProcess" {
  60698. import { Nullable } from "babylonjs/types";
  60699. import { Camera } from "babylonjs/Cameras/camera";
  60700. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60701. import { Engine } from "babylonjs/Engines/engine";
  60702. import "babylonjs/Shaders/grain.fragment";
  60703. /**
  60704. * The GrainPostProcess adds noise to the image at mid luminance levels
  60705. */
  60706. export class GrainPostProcess extends PostProcess {
  60707. /**
  60708. * The intensity of the grain added (default: 30)
  60709. */
  60710. intensity: number;
  60711. /**
  60712. * If the grain should be randomized on every frame
  60713. */
  60714. animated: boolean;
  60715. /**
  60716. * Creates a new instance of @see GrainPostProcess
  60717. * @param name The name of the effect.
  60718. * @param options The required width/height ratio to downsize to before computing the render pass.
  60719. * @param camera The camera to apply the render pass to.
  60720. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60721. * @param engine The engine which the post process will be applied. (default: current engine)
  60722. * @param reusable If the post process can be reused on the same frame. (default: false)
  60723. * @param textureType Type of textures used when performing the post process. (default: 0)
  60724. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60725. */
  60726. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60727. }
  60728. }
  60729. declare module "babylonjs/Shaders/highlights.fragment" {
  60730. /** @hidden */
  60731. export var highlightsPixelShader: {
  60732. name: string;
  60733. shader: string;
  60734. };
  60735. }
  60736. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  60737. import { Nullable } from "babylonjs/types";
  60738. import { Camera } from "babylonjs/Cameras/camera";
  60739. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60740. import { Engine } from "babylonjs/Engines/engine";
  60741. import "babylonjs/Shaders/highlights.fragment";
  60742. /**
  60743. * Extracts highlights from the image
  60744. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60745. */
  60746. export class HighlightsPostProcess extends PostProcess {
  60747. /**
  60748. * Extracts highlights from the image
  60749. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60750. * @param name The name of the effect.
  60751. * @param options The required width/height ratio to downsize to before computing the render pass.
  60752. * @param camera The camera to apply the render pass to.
  60753. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60754. * @param engine The engine which the post process will be applied. (default: current engine)
  60755. * @param reusable If the post process can be reused on the same frame. (default: false)
  60756. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  60757. */
  60758. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60759. }
  60760. }
  60761. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  60762. /** @hidden */
  60763. export var mrtFragmentDeclaration: {
  60764. name: string;
  60765. shader: string;
  60766. };
  60767. }
  60768. declare module "babylonjs/Shaders/geometry.fragment" {
  60769. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  60770. /** @hidden */
  60771. export var geometryPixelShader: {
  60772. name: string;
  60773. shader: string;
  60774. };
  60775. }
  60776. declare module "babylonjs/Shaders/geometry.vertex" {
  60777. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  60778. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  60779. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  60780. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  60781. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  60782. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  60783. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  60784. /** @hidden */
  60785. export var geometryVertexShader: {
  60786. name: string;
  60787. shader: string;
  60788. };
  60789. }
  60790. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  60791. import { Matrix } from "babylonjs/Maths/math.vector";
  60792. import { SubMesh } from "babylonjs/Meshes/subMesh";
  60793. import { Mesh } from "babylonjs/Meshes/mesh";
  60794. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  60795. import { Effect } from "babylonjs/Materials/effect";
  60796. import { Scene } from "babylonjs/scene";
  60797. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60798. import "babylonjs/Shaders/geometry.fragment";
  60799. import "babylonjs/Shaders/geometry.vertex";
  60800. /** @hidden */
  60801. interface ISavedTransformationMatrix {
  60802. world: Matrix;
  60803. viewProjection: Matrix;
  60804. }
  60805. /**
  60806. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  60807. */
  60808. export class GeometryBufferRenderer {
  60809. /**
  60810. * Constant used to retrieve the position texture index in the G-Buffer textures array
  60811. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  60812. */
  60813. static readonly POSITION_TEXTURE_TYPE: number;
  60814. /**
  60815. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  60816. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  60817. */
  60818. static readonly VELOCITY_TEXTURE_TYPE: number;
  60819. /**
  60820. * Dictionary used to store the previous transformation matrices of each rendered mesh
  60821. * in order to compute objects velocities when enableVelocity is set to "true"
  60822. * @hidden
  60823. */
  60824. _previousTransformationMatrices: {
  60825. [index: number]: ISavedTransformationMatrix;
  60826. };
  60827. /**
  60828. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  60829. * in order to compute objects velocities when enableVelocity is set to "true"
  60830. * @hidden
  60831. */
  60832. _previousBonesTransformationMatrices: {
  60833. [index: number]: Float32Array;
  60834. };
  60835. /**
  60836. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  60837. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  60838. */
  60839. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  60840. private _scene;
  60841. private _multiRenderTarget;
  60842. private _ratio;
  60843. private _enablePosition;
  60844. private _enableVelocity;
  60845. private _positionIndex;
  60846. private _velocityIndex;
  60847. protected _effect: Effect;
  60848. protected _cachedDefines: string;
  60849. /**
  60850. * Set the render list (meshes to be rendered) used in the G buffer.
  60851. */
  60852. renderList: Mesh[];
  60853. /**
  60854. * Gets wether or not G buffer are supported by the running hardware.
  60855. * This requires draw buffer supports
  60856. */
  60857. readonly isSupported: boolean;
  60858. /**
  60859. * Returns the index of the given texture type in the G-Buffer textures array
  60860. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  60861. * @returns the index of the given texture type in the G-Buffer textures array
  60862. */
  60863. getTextureIndex(textureType: number): number;
  60864. /**
  60865. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  60866. */
  60867. /**
  60868. * Sets whether or not objects positions are enabled for the G buffer.
  60869. */
  60870. enablePosition: boolean;
  60871. /**
  60872. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  60873. */
  60874. /**
  60875. * Sets wether or not objects velocities are enabled for the G buffer.
  60876. */
  60877. enableVelocity: boolean;
  60878. /**
  60879. * Gets the scene associated with the buffer.
  60880. */
  60881. readonly scene: Scene;
  60882. /**
  60883. * Gets the ratio used by the buffer during its creation.
  60884. * How big is the buffer related to the main canvas.
  60885. */
  60886. readonly ratio: number;
  60887. /** @hidden */
  60888. static _SceneComponentInitialization: (scene: Scene) => void;
  60889. /**
  60890. * Creates a new G Buffer for the scene
  60891. * @param scene The scene the buffer belongs to
  60892. * @param ratio How big is the buffer related to the main canvas.
  60893. */
  60894. constructor(scene: Scene, ratio?: number);
  60895. /**
  60896. * Checks wether everything is ready to render a submesh to the G buffer.
  60897. * @param subMesh the submesh to check readiness for
  60898. * @param useInstances is the mesh drawn using instance or not
  60899. * @returns true if ready otherwise false
  60900. */
  60901. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  60902. /**
  60903. * Gets the current underlying G Buffer.
  60904. * @returns the buffer
  60905. */
  60906. getGBuffer(): MultiRenderTarget;
  60907. /**
  60908. * Gets the number of samples used to render the buffer (anti aliasing).
  60909. */
  60910. /**
  60911. * Sets the number of samples used to render the buffer (anti aliasing).
  60912. */
  60913. samples: number;
  60914. /**
  60915. * Disposes the renderer and frees up associated resources.
  60916. */
  60917. dispose(): void;
  60918. protected _createRenderTargets(): void;
  60919. private _copyBonesTransformationMatrices;
  60920. }
  60921. }
  60922. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  60923. import { Nullable } from "babylonjs/types";
  60924. import { Scene } from "babylonjs/scene";
  60925. import { ISceneComponent } from "babylonjs/sceneComponent";
  60926. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  60927. module "babylonjs/scene" {
  60928. interface Scene {
  60929. /** @hidden (Backing field) */
  60930. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60931. /**
  60932. * Gets or Sets the current geometry buffer associated to the scene.
  60933. */
  60934. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60935. /**
  60936. * Enables a GeometryBufferRender and associates it with the scene
  60937. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  60938. * @returns the GeometryBufferRenderer
  60939. */
  60940. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  60941. /**
  60942. * Disables the GeometryBufferRender associated with the scene
  60943. */
  60944. disableGeometryBufferRenderer(): void;
  60945. }
  60946. }
  60947. /**
  60948. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  60949. * in several rendering techniques.
  60950. */
  60951. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  60952. /**
  60953. * The component name helpful to identify the component in the list of scene components.
  60954. */
  60955. readonly name: string;
  60956. /**
  60957. * The scene the component belongs to.
  60958. */
  60959. scene: Scene;
  60960. /**
  60961. * Creates a new instance of the component for the given scene
  60962. * @param scene Defines the scene to register the component in
  60963. */
  60964. constructor(scene: Scene);
  60965. /**
  60966. * Registers the component in a given scene
  60967. */
  60968. register(): void;
  60969. /**
  60970. * Rebuilds the elements related to this component in case of
  60971. * context lost for instance.
  60972. */
  60973. rebuild(): void;
  60974. /**
  60975. * Disposes the component and the associated ressources
  60976. */
  60977. dispose(): void;
  60978. private _gatherRenderTargets;
  60979. }
  60980. }
  60981. declare module "babylonjs/Shaders/motionBlur.fragment" {
  60982. /** @hidden */
  60983. export var motionBlurPixelShader: {
  60984. name: string;
  60985. shader: string;
  60986. };
  60987. }
  60988. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  60989. import { Nullable } from "babylonjs/types";
  60990. import { Camera } from "babylonjs/Cameras/camera";
  60991. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60992. import { Scene } from "babylonjs/scene";
  60993. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60994. import "babylonjs/Animations/animatable";
  60995. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  60996. import "babylonjs/Shaders/motionBlur.fragment";
  60997. import { Engine } from "babylonjs/Engines/engine";
  60998. /**
  60999. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  61000. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  61001. * As an example, all you have to do is to create the post-process:
  61002. * var mb = new BABYLON.MotionBlurPostProcess(
  61003. * 'mb', // The name of the effect.
  61004. * scene, // The scene containing the objects to blur according to their velocity.
  61005. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  61006. * camera // The camera to apply the render pass to.
  61007. * );
  61008. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  61009. */
  61010. export class MotionBlurPostProcess extends PostProcess {
  61011. /**
  61012. * Defines how much the image is blurred by the movement. Default value is equal to 1
  61013. */
  61014. motionStrength: number;
  61015. /**
  61016. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  61017. */
  61018. /**
  61019. * Sets the number of iterations to be used for motion blur quality
  61020. */
  61021. motionBlurSamples: number;
  61022. private _motionBlurSamples;
  61023. private _geometryBufferRenderer;
  61024. /**
  61025. * Creates a new instance MotionBlurPostProcess
  61026. * @param name The name of the effect.
  61027. * @param scene The scene containing the objects to blur according to their velocity.
  61028. * @param options The required width/height ratio to downsize to before computing the render pass.
  61029. * @param camera The camera to apply the render pass to.
  61030. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61031. * @param engine The engine which the post process will be applied. (default: current engine)
  61032. * @param reusable If the post process can be reused on the same frame. (default: false)
  61033. * @param textureType Type of textures used when performing the post process. (default: 0)
  61034. * @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)
  61035. */
  61036. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61037. /**
  61038. * Excludes the given skinned mesh from computing bones velocities.
  61039. * 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.
  61040. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  61041. */
  61042. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61043. /**
  61044. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  61045. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  61046. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  61047. */
  61048. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61049. /**
  61050. * Disposes the post process.
  61051. * @param camera The camera to dispose the post process on.
  61052. */
  61053. dispose(camera?: Camera): void;
  61054. }
  61055. }
  61056. declare module "babylonjs/Shaders/refraction.fragment" {
  61057. /** @hidden */
  61058. export var refractionPixelShader: {
  61059. name: string;
  61060. shader: string;
  61061. };
  61062. }
  61063. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  61064. import { Color3 } from "babylonjs/Maths/math.color";
  61065. import { Camera } from "babylonjs/Cameras/camera";
  61066. import { Texture } from "babylonjs/Materials/Textures/texture";
  61067. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61068. import { Engine } from "babylonjs/Engines/engine";
  61069. import "babylonjs/Shaders/refraction.fragment";
  61070. /**
  61071. * Post process which applies a refractin texture
  61072. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61073. */
  61074. export class RefractionPostProcess extends PostProcess {
  61075. /** the base color of the refraction (used to taint the rendering) */
  61076. color: Color3;
  61077. /** simulated refraction depth */
  61078. depth: number;
  61079. /** the coefficient of the base color (0 to remove base color tainting) */
  61080. colorLevel: number;
  61081. private _refTexture;
  61082. private _ownRefractionTexture;
  61083. /**
  61084. * Gets or sets the refraction texture
  61085. * Please note that you are responsible for disposing the texture if you set it manually
  61086. */
  61087. refractionTexture: Texture;
  61088. /**
  61089. * Initializes the RefractionPostProcess
  61090. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61091. * @param name The name of the effect.
  61092. * @param refractionTextureUrl Url of the refraction texture to use
  61093. * @param color the base color of the refraction (used to taint the rendering)
  61094. * @param depth simulated refraction depth
  61095. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  61096. * @param camera The camera to apply the render pass to.
  61097. * @param options The required width/height ratio to downsize to before computing the render pass.
  61098. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61099. * @param engine The engine which the post process will be applied. (default: current engine)
  61100. * @param reusable If the post process can be reused on the same frame. (default: false)
  61101. */
  61102. constructor(name: string, refractionTextureUrl: string,
  61103. /** the base color of the refraction (used to taint the rendering) */
  61104. color: Color3,
  61105. /** simulated refraction depth */
  61106. depth: number,
  61107. /** the coefficient of the base color (0 to remove base color tainting) */
  61108. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61109. /**
  61110. * Disposes of the post process
  61111. * @param camera Camera to dispose post process on
  61112. */
  61113. dispose(camera: Camera): void;
  61114. }
  61115. }
  61116. declare module "babylonjs/Shaders/sharpen.fragment" {
  61117. /** @hidden */
  61118. export var sharpenPixelShader: {
  61119. name: string;
  61120. shader: string;
  61121. };
  61122. }
  61123. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  61124. import { Nullable } from "babylonjs/types";
  61125. import { Camera } from "babylonjs/Cameras/camera";
  61126. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61127. import "babylonjs/Shaders/sharpen.fragment";
  61128. import { Engine } from "babylonjs/Engines/engine";
  61129. /**
  61130. * The SharpenPostProcess applies a sharpen kernel to every pixel
  61131. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61132. */
  61133. export class SharpenPostProcess extends PostProcess {
  61134. /**
  61135. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  61136. */
  61137. colorAmount: number;
  61138. /**
  61139. * How much sharpness should be applied (default: 0.3)
  61140. */
  61141. edgeAmount: number;
  61142. /**
  61143. * Creates a new instance ConvolutionPostProcess
  61144. * @param name The name of the effect.
  61145. * @param options The required width/height ratio to downsize to before computing the render pass.
  61146. * @param camera The camera to apply the render pass to.
  61147. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61148. * @param engine The engine which the post process will be applied. (default: current engine)
  61149. * @param reusable If the post process can be reused on the same frame. (default: false)
  61150. * @param textureType Type of textures used when performing the post process. (default: 0)
  61151. * @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)
  61152. */
  61153. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61154. }
  61155. }
  61156. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  61157. import { Nullable } from "babylonjs/types";
  61158. import { Camera } from "babylonjs/Cameras/camera";
  61159. import { Engine } from "babylonjs/Engines/engine";
  61160. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61161. import { IInspectable } from "babylonjs/Misc/iInspectable";
  61162. /**
  61163. * PostProcessRenderPipeline
  61164. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61165. */
  61166. export class PostProcessRenderPipeline {
  61167. private engine;
  61168. private _renderEffects;
  61169. private _renderEffectsForIsolatedPass;
  61170. /**
  61171. * List of inspectable custom properties (used by the Inspector)
  61172. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  61173. */
  61174. inspectableCustomProperties: IInspectable[];
  61175. /**
  61176. * @hidden
  61177. */
  61178. protected _cameras: Camera[];
  61179. /** @hidden */
  61180. _name: string;
  61181. /**
  61182. * Gets pipeline name
  61183. */
  61184. readonly name: string;
  61185. /**
  61186. * Initializes a PostProcessRenderPipeline
  61187. * @param engine engine to add the pipeline to
  61188. * @param name name of the pipeline
  61189. */
  61190. constructor(engine: Engine, name: string);
  61191. /**
  61192. * Gets the class name
  61193. * @returns "PostProcessRenderPipeline"
  61194. */
  61195. getClassName(): string;
  61196. /**
  61197. * If all the render effects in the pipeline are supported
  61198. */
  61199. readonly isSupported: boolean;
  61200. /**
  61201. * Adds an effect to the pipeline
  61202. * @param renderEffect the effect to add
  61203. */
  61204. addEffect(renderEffect: PostProcessRenderEffect): void;
  61205. /** @hidden */
  61206. _rebuild(): void;
  61207. /** @hidden */
  61208. _enableEffect(renderEffectName: string, cameras: Camera): void;
  61209. /** @hidden */
  61210. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  61211. /** @hidden */
  61212. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61213. /** @hidden */
  61214. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61215. /** @hidden */
  61216. _attachCameras(cameras: Camera, unique: boolean): void;
  61217. /** @hidden */
  61218. _attachCameras(cameras: Camera[], unique: boolean): void;
  61219. /** @hidden */
  61220. _detachCameras(cameras: Camera): void;
  61221. /** @hidden */
  61222. _detachCameras(cameras: Nullable<Camera[]>): void;
  61223. /** @hidden */
  61224. _update(): void;
  61225. /** @hidden */
  61226. _reset(): void;
  61227. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  61228. /**
  61229. * Disposes of the pipeline
  61230. */
  61231. dispose(): void;
  61232. }
  61233. }
  61234. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  61235. import { Camera } from "babylonjs/Cameras/camera";
  61236. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61237. /**
  61238. * PostProcessRenderPipelineManager class
  61239. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61240. */
  61241. export class PostProcessRenderPipelineManager {
  61242. private _renderPipelines;
  61243. /**
  61244. * Initializes a PostProcessRenderPipelineManager
  61245. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61246. */
  61247. constructor();
  61248. /**
  61249. * Gets the list of supported render pipelines
  61250. */
  61251. readonly supportedPipelines: PostProcessRenderPipeline[];
  61252. /**
  61253. * Adds a pipeline to the manager
  61254. * @param renderPipeline The pipeline to add
  61255. */
  61256. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  61257. /**
  61258. * Attaches a camera to the pipeline
  61259. * @param renderPipelineName The name of the pipeline to attach to
  61260. * @param cameras the camera to attach
  61261. * @param unique if the camera can be attached multiple times to the pipeline
  61262. */
  61263. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  61264. /**
  61265. * Detaches a camera from the pipeline
  61266. * @param renderPipelineName The name of the pipeline to detach from
  61267. * @param cameras the camera to detach
  61268. */
  61269. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  61270. /**
  61271. * Enables an effect by name on a pipeline
  61272. * @param renderPipelineName the name of the pipeline to enable the effect in
  61273. * @param renderEffectName the name of the effect to enable
  61274. * @param cameras the cameras that the effect should be enabled on
  61275. */
  61276. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61277. /**
  61278. * Disables an effect by name on a pipeline
  61279. * @param renderPipelineName the name of the pipeline to disable the effect in
  61280. * @param renderEffectName the name of the effect to disable
  61281. * @param cameras the cameras that the effect should be disabled on
  61282. */
  61283. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61284. /**
  61285. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  61286. */
  61287. update(): void;
  61288. /** @hidden */
  61289. _rebuild(): void;
  61290. /**
  61291. * Disposes of the manager and pipelines
  61292. */
  61293. dispose(): void;
  61294. }
  61295. }
  61296. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  61297. import { ISceneComponent } from "babylonjs/sceneComponent";
  61298. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61299. import { Scene } from "babylonjs/scene";
  61300. module "babylonjs/scene" {
  61301. interface Scene {
  61302. /** @hidden (Backing field) */
  61303. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61304. /**
  61305. * Gets the postprocess render pipeline manager
  61306. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61307. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61308. */
  61309. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61310. }
  61311. }
  61312. /**
  61313. * Defines the Render Pipeline scene component responsible to rendering pipelines
  61314. */
  61315. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  61316. /**
  61317. * The component name helpfull to identify the component in the list of scene components.
  61318. */
  61319. readonly name: string;
  61320. /**
  61321. * The scene the component belongs to.
  61322. */
  61323. scene: Scene;
  61324. /**
  61325. * Creates a new instance of the component for the given scene
  61326. * @param scene Defines the scene to register the component in
  61327. */
  61328. constructor(scene: Scene);
  61329. /**
  61330. * Registers the component in a given scene
  61331. */
  61332. register(): void;
  61333. /**
  61334. * Rebuilds the elements related to this component in case of
  61335. * context lost for instance.
  61336. */
  61337. rebuild(): void;
  61338. /**
  61339. * Disposes the component and the associated ressources
  61340. */
  61341. dispose(): void;
  61342. private _gatherRenderTargets;
  61343. }
  61344. }
  61345. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  61346. import { Nullable } from "babylonjs/types";
  61347. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61348. import { Camera } from "babylonjs/Cameras/camera";
  61349. import { IDisposable } from "babylonjs/scene";
  61350. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  61351. import { Scene } from "babylonjs/scene";
  61352. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  61353. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61354. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61355. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  61356. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61357. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61358. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  61359. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61360. import { Animation } from "babylonjs/Animations/animation";
  61361. /**
  61362. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  61363. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61364. */
  61365. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61366. private _scene;
  61367. private _camerasToBeAttached;
  61368. /**
  61369. * ID of the sharpen post process,
  61370. */
  61371. private readonly SharpenPostProcessId;
  61372. /**
  61373. * @ignore
  61374. * ID of the image processing post process;
  61375. */
  61376. readonly ImageProcessingPostProcessId: string;
  61377. /**
  61378. * @ignore
  61379. * ID of the Fast Approximate Anti-Aliasing post process;
  61380. */
  61381. readonly FxaaPostProcessId: string;
  61382. /**
  61383. * ID of the chromatic aberration post process,
  61384. */
  61385. private readonly ChromaticAberrationPostProcessId;
  61386. /**
  61387. * ID of the grain post process
  61388. */
  61389. private readonly GrainPostProcessId;
  61390. /**
  61391. * Sharpen post process which will apply a sharpen convolution to enhance edges
  61392. */
  61393. sharpen: SharpenPostProcess;
  61394. private _sharpenEffect;
  61395. private bloom;
  61396. /**
  61397. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  61398. */
  61399. depthOfField: DepthOfFieldEffect;
  61400. /**
  61401. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61402. */
  61403. fxaa: FxaaPostProcess;
  61404. /**
  61405. * Image post processing pass used to perform operations such as tone mapping or color grading.
  61406. */
  61407. imageProcessing: ImageProcessingPostProcess;
  61408. /**
  61409. * Chromatic aberration post process which will shift rgb colors in the image
  61410. */
  61411. chromaticAberration: ChromaticAberrationPostProcess;
  61412. private _chromaticAberrationEffect;
  61413. /**
  61414. * Grain post process which add noise to the image
  61415. */
  61416. grain: GrainPostProcess;
  61417. private _grainEffect;
  61418. /**
  61419. * Glow post process which adds a glow to emissive areas of the image
  61420. */
  61421. private _glowLayer;
  61422. /**
  61423. * Animations which can be used to tweak settings over a period of time
  61424. */
  61425. animations: Animation[];
  61426. private _imageProcessingConfigurationObserver;
  61427. private _sharpenEnabled;
  61428. private _bloomEnabled;
  61429. private _depthOfFieldEnabled;
  61430. private _depthOfFieldBlurLevel;
  61431. private _fxaaEnabled;
  61432. private _imageProcessingEnabled;
  61433. private _defaultPipelineTextureType;
  61434. private _bloomScale;
  61435. private _chromaticAberrationEnabled;
  61436. private _grainEnabled;
  61437. private _buildAllowed;
  61438. /**
  61439. * Gets active scene
  61440. */
  61441. readonly scene: Scene;
  61442. /**
  61443. * Enable or disable the sharpen process from the pipeline
  61444. */
  61445. sharpenEnabled: boolean;
  61446. private _resizeObserver;
  61447. private _hardwareScaleLevel;
  61448. private _bloomKernel;
  61449. /**
  61450. * Specifies the size of the bloom blur kernel, relative to the final output size
  61451. */
  61452. bloomKernel: number;
  61453. /**
  61454. * Specifies the weight of the bloom in the final rendering
  61455. */
  61456. private _bloomWeight;
  61457. /**
  61458. * Specifies the luma threshold for the area that will be blurred by the bloom
  61459. */
  61460. private _bloomThreshold;
  61461. private _hdr;
  61462. /**
  61463. * The strength of the bloom.
  61464. */
  61465. bloomWeight: number;
  61466. /**
  61467. * The strength of the bloom.
  61468. */
  61469. bloomThreshold: number;
  61470. /**
  61471. * The scale of the bloom, lower value will provide better performance.
  61472. */
  61473. bloomScale: number;
  61474. /**
  61475. * Enable or disable the bloom from the pipeline
  61476. */
  61477. bloomEnabled: boolean;
  61478. private _rebuildBloom;
  61479. /**
  61480. * If the depth of field is enabled.
  61481. */
  61482. depthOfFieldEnabled: boolean;
  61483. /**
  61484. * Blur level of the depth of field effect. (Higher blur will effect performance)
  61485. */
  61486. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  61487. /**
  61488. * If the anti aliasing is enabled.
  61489. */
  61490. fxaaEnabled: boolean;
  61491. private _samples;
  61492. /**
  61493. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61494. */
  61495. samples: number;
  61496. /**
  61497. * If image processing is enabled.
  61498. */
  61499. imageProcessingEnabled: boolean;
  61500. /**
  61501. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  61502. */
  61503. glowLayerEnabled: boolean;
  61504. /**
  61505. * Gets the glow layer (or null if not defined)
  61506. */
  61507. readonly glowLayer: Nullable<GlowLayer>;
  61508. /**
  61509. * Enable or disable the chromaticAberration process from the pipeline
  61510. */
  61511. chromaticAberrationEnabled: boolean;
  61512. /**
  61513. * Enable or disable the grain process from the pipeline
  61514. */
  61515. grainEnabled: boolean;
  61516. /**
  61517. * @constructor
  61518. * @param name - The rendering pipeline name (default: "")
  61519. * @param hdr - If high dynamic range textures should be used (default: true)
  61520. * @param scene - The scene linked to this pipeline (default: the last created scene)
  61521. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  61522. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  61523. */
  61524. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  61525. /**
  61526. * Get the class name
  61527. * @returns "DefaultRenderingPipeline"
  61528. */
  61529. getClassName(): string;
  61530. /**
  61531. * Force the compilation of the entire pipeline.
  61532. */
  61533. prepare(): void;
  61534. private _hasCleared;
  61535. private _prevPostProcess;
  61536. private _prevPrevPostProcess;
  61537. private _setAutoClearAndTextureSharing;
  61538. private _depthOfFieldSceneObserver;
  61539. private _buildPipeline;
  61540. private _disposePostProcesses;
  61541. /**
  61542. * Adds a camera to the pipeline
  61543. * @param camera the camera to be added
  61544. */
  61545. addCamera(camera: Camera): void;
  61546. /**
  61547. * Removes a camera from the pipeline
  61548. * @param camera the camera to remove
  61549. */
  61550. removeCamera(camera: Camera): void;
  61551. /**
  61552. * Dispose of the pipeline and stop all post processes
  61553. */
  61554. dispose(): void;
  61555. /**
  61556. * Serialize the rendering pipeline (Used when exporting)
  61557. * @returns the serialized object
  61558. */
  61559. serialize(): any;
  61560. /**
  61561. * Parse the serialized pipeline
  61562. * @param source Source pipeline.
  61563. * @param scene The scene to load the pipeline to.
  61564. * @param rootUrl The URL of the serialized pipeline.
  61565. * @returns An instantiated pipeline from the serialized object.
  61566. */
  61567. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  61568. }
  61569. }
  61570. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  61571. /** @hidden */
  61572. export var lensHighlightsPixelShader: {
  61573. name: string;
  61574. shader: string;
  61575. };
  61576. }
  61577. declare module "babylonjs/Shaders/depthOfField.fragment" {
  61578. /** @hidden */
  61579. export var depthOfFieldPixelShader: {
  61580. name: string;
  61581. shader: string;
  61582. };
  61583. }
  61584. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  61585. import { Camera } from "babylonjs/Cameras/camera";
  61586. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61587. import { Scene } from "babylonjs/scene";
  61588. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61589. import "babylonjs/Shaders/chromaticAberration.fragment";
  61590. import "babylonjs/Shaders/lensHighlights.fragment";
  61591. import "babylonjs/Shaders/depthOfField.fragment";
  61592. /**
  61593. * BABYLON.JS Chromatic Aberration GLSL Shader
  61594. * Author: Olivier Guyot
  61595. * Separates very slightly R, G and B colors on the edges of the screen
  61596. * Inspired by Francois Tarlier & Martins Upitis
  61597. */
  61598. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  61599. /**
  61600. * @ignore
  61601. * The chromatic aberration PostProcess id in the pipeline
  61602. */
  61603. LensChromaticAberrationEffect: string;
  61604. /**
  61605. * @ignore
  61606. * The highlights enhancing PostProcess id in the pipeline
  61607. */
  61608. HighlightsEnhancingEffect: string;
  61609. /**
  61610. * @ignore
  61611. * The depth-of-field PostProcess id in the pipeline
  61612. */
  61613. LensDepthOfFieldEffect: string;
  61614. private _scene;
  61615. private _depthTexture;
  61616. private _grainTexture;
  61617. private _chromaticAberrationPostProcess;
  61618. private _highlightsPostProcess;
  61619. private _depthOfFieldPostProcess;
  61620. private _edgeBlur;
  61621. private _grainAmount;
  61622. private _chromaticAberration;
  61623. private _distortion;
  61624. private _highlightsGain;
  61625. private _highlightsThreshold;
  61626. private _dofDistance;
  61627. private _dofAperture;
  61628. private _dofDarken;
  61629. private _dofPentagon;
  61630. private _blurNoise;
  61631. /**
  61632. * @constructor
  61633. *
  61634. * Effect parameters are as follow:
  61635. * {
  61636. * chromatic_aberration: number; // from 0 to x (1 for realism)
  61637. * edge_blur: number; // from 0 to x (1 for realism)
  61638. * distortion: number; // from 0 to x (1 for realism)
  61639. * grain_amount: number; // from 0 to 1
  61640. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  61641. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  61642. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  61643. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  61644. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  61645. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  61646. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  61647. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  61648. * }
  61649. * Note: if an effect parameter is unset, effect is disabled
  61650. *
  61651. * @param name The rendering pipeline name
  61652. * @param parameters - An object containing all parameters (see above)
  61653. * @param scene The scene linked to this pipeline
  61654. * @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)
  61655. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61656. */
  61657. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  61658. /**
  61659. * Get the class name
  61660. * @returns "LensRenderingPipeline"
  61661. */
  61662. getClassName(): string;
  61663. /**
  61664. * Gets associated scene
  61665. */
  61666. readonly scene: Scene;
  61667. /**
  61668. * Gets or sets the edge blur
  61669. */
  61670. edgeBlur: number;
  61671. /**
  61672. * Gets or sets the grain amount
  61673. */
  61674. grainAmount: number;
  61675. /**
  61676. * Gets or sets the chromatic aberration amount
  61677. */
  61678. chromaticAberration: number;
  61679. /**
  61680. * Gets or sets the depth of field aperture
  61681. */
  61682. dofAperture: number;
  61683. /**
  61684. * Gets or sets the edge distortion
  61685. */
  61686. edgeDistortion: number;
  61687. /**
  61688. * Gets or sets the depth of field distortion
  61689. */
  61690. dofDistortion: number;
  61691. /**
  61692. * Gets or sets the darken out of focus amount
  61693. */
  61694. darkenOutOfFocus: number;
  61695. /**
  61696. * Gets or sets a boolean indicating if blur noise is enabled
  61697. */
  61698. blurNoise: boolean;
  61699. /**
  61700. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  61701. */
  61702. pentagonBokeh: boolean;
  61703. /**
  61704. * Gets or sets the highlight grain amount
  61705. */
  61706. highlightsGain: number;
  61707. /**
  61708. * Gets or sets the highlight threshold
  61709. */
  61710. highlightsThreshold: number;
  61711. /**
  61712. * Sets the amount of blur at the edges
  61713. * @param amount blur amount
  61714. */
  61715. setEdgeBlur(amount: number): void;
  61716. /**
  61717. * Sets edge blur to 0
  61718. */
  61719. disableEdgeBlur(): void;
  61720. /**
  61721. * Sets the amout of grain
  61722. * @param amount Amount of grain
  61723. */
  61724. setGrainAmount(amount: number): void;
  61725. /**
  61726. * Set grain amount to 0
  61727. */
  61728. disableGrain(): void;
  61729. /**
  61730. * Sets the chromatic aberration amount
  61731. * @param amount amount of chromatic aberration
  61732. */
  61733. setChromaticAberration(amount: number): void;
  61734. /**
  61735. * Sets chromatic aberration amount to 0
  61736. */
  61737. disableChromaticAberration(): void;
  61738. /**
  61739. * Sets the EdgeDistortion amount
  61740. * @param amount amount of EdgeDistortion
  61741. */
  61742. setEdgeDistortion(amount: number): void;
  61743. /**
  61744. * Sets edge distortion to 0
  61745. */
  61746. disableEdgeDistortion(): void;
  61747. /**
  61748. * Sets the FocusDistance amount
  61749. * @param amount amount of FocusDistance
  61750. */
  61751. setFocusDistance(amount: number): void;
  61752. /**
  61753. * Disables depth of field
  61754. */
  61755. disableDepthOfField(): void;
  61756. /**
  61757. * Sets the Aperture amount
  61758. * @param amount amount of Aperture
  61759. */
  61760. setAperture(amount: number): void;
  61761. /**
  61762. * Sets the DarkenOutOfFocus amount
  61763. * @param amount amount of DarkenOutOfFocus
  61764. */
  61765. setDarkenOutOfFocus(amount: number): void;
  61766. private _pentagonBokehIsEnabled;
  61767. /**
  61768. * Creates a pentagon bokeh effect
  61769. */
  61770. enablePentagonBokeh(): void;
  61771. /**
  61772. * Disables the pentagon bokeh effect
  61773. */
  61774. disablePentagonBokeh(): void;
  61775. /**
  61776. * Enables noise blur
  61777. */
  61778. enableNoiseBlur(): void;
  61779. /**
  61780. * Disables noise blur
  61781. */
  61782. disableNoiseBlur(): void;
  61783. /**
  61784. * Sets the HighlightsGain amount
  61785. * @param amount amount of HighlightsGain
  61786. */
  61787. setHighlightsGain(amount: number): void;
  61788. /**
  61789. * Sets the HighlightsThreshold amount
  61790. * @param amount amount of HighlightsThreshold
  61791. */
  61792. setHighlightsThreshold(amount: number): void;
  61793. /**
  61794. * Disables highlights
  61795. */
  61796. disableHighlights(): void;
  61797. /**
  61798. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  61799. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  61800. */
  61801. dispose(disableDepthRender?: boolean): void;
  61802. private _createChromaticAberrationPostProcess;
  61803. private _createHighlightsPostProcess;
  61804. private _createDepthOfFieldPostProcess;
  61805. private _createGrainTexture;
  61806. }
  61807. }
  61808. declare module "babylonjs/Shaders/ssao2.fragment" {
  61809. /** @hidden */
  61810. export var ssao2PixelShader: {
  61811. name: string;
  61812. shader: string;
  61813. };
  61814. }
  61815. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  61816. /** @hidden */
  61817. export var ssaoCombinePixelShader: {
  61818. name: string;
  61819. shader: string;
  61820. };
  61821. }
  61822. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  61823. import { Camera } from "babylonjs/Cameras/camera";
  61824. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61825. import { Scene } from "babylonjs/scene";
  61826. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61827. import "babylonjs/Shaders/ssao2.fragment";
  61828. import "babylonjs/Shaders/ssaoCombine.fragment";
  61829. /**
  61830. * Render pipeline to produce ssao effect
  61831. */
  61832. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  61833. /**
  61834. * @ignore
  61835. * The PassPostProcess id in the pipeline that contains the original scene color
  61836. */
  61837. SSAOOriginalSceneColorEffect: string;
  61838. /**
  61839. * @ignore
  61840. * The SSAO PostProcess id in the pipeline
  61841. */
  61842. SSAORenderEffect: string;
  61843. /**
  61844. * @ignore
  61845. * The horizontal blur PostProcess id in the pipeline
  61846. */
  61847. SSAOBlurHRenderEffect: string;
  61848. /**
  61849. * @ignore
  61850. * The vertical blur PostProcess id in the pipeline
  61851. */
  61852. SSAOBlurVRenderEffect: string;
  61853. /**
  61854. * @ignore
  61855. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61856. */
  61857. SSAOCombineRenderEffect: string;
  61858. /**
  61859. * The output strength of the SSAO post-process. Default value is 1.0.
  61860. */
  61861. totalStrength: number;
  61862. /**
  61863. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  61864. */
  61865. maxZ: number;
  61866. /**
  61867. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  61868. */
  61869. minZAspect: number;
  61870. private _samples;
  61871. /**
  61872. * Number of samples used for the SSAO calculations. Default value is 8
  61873. */
  61874. samples: number;
  61875. private _textureSamples;
  61876. /**
  61877. * Number of samples to use for antialiasing
  61878. */
  61879. textureSamples: number;
  61880. /**
  61881. * Ratio object used for SSAO ratio and blur ratio
  61882. */
  61883. private _ratio;
  61884. /**
  61885. * Dynamically generated sphere sampler.
  61886. */
  61887. private _sampleSphere;
  61888. /**
  61889. * Blur filter offsets
  61890. */
  61891. private _samplerOffsets;
  61892. private _expensiveBlur;
  61893. /**
  61894. * If bilateral blur should be used
  61895. */
  61896. expensiveBlur: boolean;
  61897. /**
  61898. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  61899. */
  61900. radius: number;
  61901. /**
  61902. * The base color of the SSAO post-process
  61903. * The final result is "base + ssao" between [0, 1]
  61904. */
  61905. base: number;
  61906. /**
  61907. * Support test.
  61908. */
  61909. static readonly IsSupported: boolean;
  61910. private _scene;
  61911. private _depthTexture;
  61912. private _normalTexture;
  61913. private _randomTexture;
  61914. private _originalColorPostProcess;
  61915. private _ssaoPostProcess;
  61916. private _blurHPostProcess;
  61917. private _blurVPostProcess;
  61918. private _ssaoCombinePostProcess;
  61919. private _firstUpdate;
  61920. /**
  61921. * Gets active scene
  61922. */
  61923. readonly scene: Scene;
  61924. /**
  61925. * @constructor
  61926. * @param name The rendering pipeline name
  61927. * @param scene The scene linked to this pipeline
  61928. * @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 }
  61929. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61930. */
  61931. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61932. /**
  61933. * Get the class name
  61934. * @returns "SSAO2RenderingPipeline"
  61935. */
  61936. getClassName(): string;
  61937. /**
  61938. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61939. */
  61940. dispose(disableGeometryBufferRenderer?: boolean): void;
  61941. private _createBlurPostProcess;
  61942. /** @hidden */
  61943. _rebuild(): void;
  61944. private _bits;
  61945. private _radicalInverse_VdC;
  61946. private _hammersley;
  61947. private _hemisphereSample_uniform;
  61948. private _generateHemisphere;
  61949. private _createSSAOPostProcess;
  61950. private _createSSAOCombinePostProcess;
  61951. private _createRandomTexture;
  61952. /**
  61953. * Serialize the rendering pipeline (Used when exporting)
  61954. * @returns the serialized object
  61955. */
  61956. serialize(): any;
  61957. /**
  61958. * Parse the serialized pipeline
  61959. * @param source Source pipeline.
  61960. * @param scene The scene to load the pipeline to.
  61961. * @param rootUrl The URL of the serialized pipeline.
  61962. * @returns An instantiated pipeline from the serialized object.
  61963. */
  61964. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  61965. }
  61966. }
  61967. declare module "babylonjs/Shaders/ssao.fragment" {
  61968. /** @hidden */
  61969. export var ssaoPixelShader: {
  61970. name: string;
  61971. shader: string;
  61972. };
  61973. }
  61974. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  61975. import { Camera } from "babylonjs/Cameras/camera";
  61976. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61977. import { Scene } from "babylonjs/scene";
  61978. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61979. import "babylonjs/Shaders/ssao.fragment";
  61980. import "babylonjs/Shaders/ssaoCombine.fragment";
  61981. /**
  61982. * Render pipeline to produce ssao effect
  61983. */
  61984. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  61985. /**
  61986. * @ignore
  61987. * The PassPostProcess id in the pipeline that contains the original scene color
  61988. */
  61989. SSAOOriginalSceneColorEffect: string;
  61990. /**
  61991. * @ignore
  61992. * The SSAO PostProcess id in the pipeline
  61993. */
  61994. SSAORenderEffect: string;
  61995. /**
  61996. * @ignore
  61997. * The horizontal blur PostProcess id in the pipeline
  61998. */
  61999. SSAOBlurHRenderEffect: string;
  62000. /**
  62001. * @ignore
  62002. * The vertical blur PostProcess id in the pipeline
  62003. */
  62004. SSAOBlurVRenderEffect: string;
  62005. /**
  62006. * @ignore
  62007. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62008. */
  62009. SSAOCombineRenderEffect: string;
  62010. /**
  62011. * The output strength of the SSAO post-process. Default value is 1.0.
  62012. */
  62013. totalStrength: number;
  62014. /**
  62015. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  62016. */
  62017. radius: number;
  62018. /**
  62019. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  62020. * Must not be equal to fallOff and superior to fallOff.
  62021. * Default value is 0.0075
  62022. */
  62023. area: number;
  62024. /**
  62025. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  62026. * Must not be equal to area and inferior to area.
  62027. * Default value is 0.000001
  62028. */
  62029. fallOff: number;
  62030. /**
  62031. * The base color of the SSAO post-process
  62032. * The final result is "base + ssao" between [0, 1]
  62033. */
  62034. base: number;
  62035. private _scene;
  62036. private _depthTexture;
  62037. private _randomTexture;
  62038. private _originalColorPostProcess;
  62039. private _ssaoPostProcess;
  62040. private _blurHPostProcess;
  62041. private _blurVPostProcess;
  62042. private _ssaoCombinePostProcess;
  62043. private _firstUpdate;
  62044. /**
  62045. * Gets active scene
  62046. */
  62047. readonly scene: Scene;
  62048. /**
  62049. * @constructor
  62050. * @param name - The rendering pipeline name
  62051. * @param scene - The scene linked to this pipeline
  62052. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  62053. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  62054. */
  62055. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62056. /**
  62057. * Get the class name
  62058. * @returns "SSAORenderingPipeline"
  62059. */
  62060. getClassName(): string;
  62061. /**
  62062. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62063. */
  62064. dispose(disableDepthRender?: boolean): void;
  62065. private _createBlurPostProcess;
  62066. /** @hidden */
  62067. _rebuild(): void;
  62068. private _createSSAOPostProcess;
  62069. private _createSSAOCombinePostProcess;
  62070. private _createRandomTexture;
  62071. }
  62072. }
  62073. declare module "babylonjs/Shaders/standard.fragment" {
  62074. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62075. /** @hidden */
  62076. export var standardPixelShader: {
  62077. name: string;
  62078. shader: string;
  62079. };
  62080. }
  62081. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  62082. import { Nullable } from "babylonjs/types";
  62083. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62084. import { Camera } from "babylonjs/Cameras/camera";
  62085. import { Texture } from "babylonjs/Materials/Textures/texture";
  62086. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62087. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62088. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  62089. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62090. import { IDisposable } from "babylonjs/scene";
  62091. import { SpotLight } from "babylonjs/Lights/spotLight";
  62092. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  62093. import { Scene } from "babylonjs/scene";
  62094. import { Animation } from "babylonjs/Animations/animation";
  62095. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62096. import "babylonjs/Shaders/standard.fragment";
  62097. /**
  62098. * Standard rendering pipeline
  62099. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62100. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  62101. */
  62102. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62103. /**
  62104. * Public members
  62105. */
  62106. /**
  62107. * Post-process which contains the original scene color before the pipeline applies all the effects
  62108. */
  62109. originalPostProcess: Nullable<PostProcess>;
  62110. /**
  62111. * Post-process used to down scale an image x4
  62112. */
  62113. downSampleX4PostProcess: Nullable<PostProcess>;
  62114. /**
  62115. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  62116. */
  62117. brightPassPostProcess: Nullable<PostProcess>;
  62118. /**
  62119. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  62120. */
  62121. blurHPostProcesses: PostProcess[];
  62122. /**
  62123. * Post-process array storing all the vertical blur post-processes used by the pipeline
  62124. */
  62125. blurVPostProcesses: PostProcess[];
  62126. /**
  62127. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  62128. */
  62129. textureAdderPostProcess: Nullable<PostProcess>;
  62130. /**
  62131. * Post-process used to create volumetric lighting effect
  62132. */
  62133. volumetricLightPostProcess: Nullable<PostProcess>;
  62134. /**
  62135. * Post-process used to smooth the previous volumetric light post-process on the X axis
  62136. */
  62137. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  62138. /**
  62139. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  62140. */
  62141. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  62142. /**
  62143. * Post-process used to merge the volumetric light effect and the real scene color
  62144. */
  62145. volumetricLightMergePostProces: Nullable<PostProcess>;
  62146. /**
  62147. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  62148. */
  62149. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  62150. /**
  62151. * Base post-process used to calculate the average luminance of the final image for HDR
  62152. */
  62153. luminancePostProcess: Nullable<PostProcess>;
  62154. /**
  62155. * Post-processes used to create down sample post-processes in order to get
  62156. * the average luminance of the final image for HDR
  62157. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  62158. */
  62159. luminanceDownSamplePostProcesses: PostProcess[];
  62160. /**
  62161. * Post-process used to create a HDR effect (light adaptation)
  62162. */
  62163. hdrPostProcess: Nullable<PostProcess>;
  62164. /**
  62165. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  62166. */
  62167. textureAdderFinalPostProcess: Nullable<PostProcess>;
  62168. /**
  62169. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  62170. */
  62171. lensFlareFinalPostProcess: Nullable<PostProcess>;
  62172. /**
  62173. * Post-process used to merge the final HDR post-process and the real scene color
  62174. */
  62175. hdrFinalPostProcess: Nullable<PostProcess>;
  62176. /**
  62177. * Post-process used to create a lens flare effect
  62178. */
  62179. lensFlarePostProcess: Nullable<PostProcess>;
  62180. /**
  62181. * Post-process that merges the result of the lens flare post-process and the real scene color
  62182. */
  62183. lensFlareComposePostProcess: Nullable<PostProcess>;
  62184. /**
  62185. * Post-process used to create a motion blur effect
  62186. */
  62187. motionBlurPostProcess: Nullable<PostProcess>;
  62188. /**
  62189. * Post-process used to create a depth of field effect
  62190. */
  62191. depthOfFieldPostProcess: Nullable<PostProcess>;
  62192. /**
  62193. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62194. */
  62195. fxaaPostProcess: Nullable<FxaaPostProcess>;
  62196. /**
  62197. * Represents the brightness threshold in order to configure the illuminated surfaces
  62198. */
  62199. brightThreshold: number;
  62200. /**
  62201. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  62202. */
  62203. blurWidth: number;
  62204. /**
  62205. * Sets if the blur for highlighted surfaces must be only horizontal
  62206. */
  62207. horizontalBlur: boolean;
  62208. /**
  62209. * Gets the overall exposure used by the pipeline
  62210. */
  62211. /**
  62212. * Sets the overall exposure used by the pipeline
  62213. */
  62214. exposure: number;
  62215. /**
  62216. * Texture used typically to simulate "dirty" on camera lens
  62217. */
  62218. lensTexture: Nullable<Texture>;
  62219. /**
  62220. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  62221. */
  62222. volumetricLightCoefficient: number;
  62223. /**
  62224. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  62225. */
  62226. volumetricLightPower: number;
  62227. /**
  62228. * Used the set the blur intensity to smooth the volumetric lights
  62229. */
  62230. volumetricLightBlurScale: number;
  62231. /**
  62232. * Light (spot or directional) used to generate the volumetric lights rays
  62233. * The source light must have a shadow generate so the pipeline can get its
  62234. * depth map
  62235. */
  62236. sourceLight: Nullable<SpotLight | DirectionalLight>;
  62237. /**
  62238. * For eye adaptation, represents the minimum luminance the eye can see
  62239. */
  62240. hdrMinimumLuminance: number;
  62241. /**
  62242. * For eye adaptation, represents the decrease luminance speed
  62243. */
  62244. hdrDecreaseRate: number;
  62245. /**
  62246. * For eye adaptation, represents the increase luminance speed
  62247. */
  62248. hdrIncreaseRate: number;
  62249. /**
  62250. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62251. */
  62252. /**
  62253. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62254. */
  62255. hdrAutoExposure: boolean;
  62256. /**
  62257. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  62258. */
  62259. lensColorTexture: Nullable<Texture>;
  62260. /**
  62261. * The overall strengh for the lens flare effect
  62262. */
  62263. lensFlareStrength: number;
  62264. /**
  62265. * Dispersion coefficient for lens flare ghosts
  62266. */
  62267. lensFlareGhostDispersal: number;
  62268. /**
  62269. * Main lens flare halo width
  62270. */
  62271. lensFlareHaloWidth: number;
  62272. /**
  62273. * Based on the lens distortion effect, defines how much the lens flare result
  62274. * is distorted
  62275. */
  62276. lensFlareDistortionStrength: number;
  62277. /**
  62278. * Lens star texture must be used to simulate rays on the flares and is available
  62279. * in the documentation
  62280. */
  62281. lensStarTexture: Nullable<Texture>;
  62282. /**
  62283. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  62284. * flare effect by taking account of the dirt texture
  62285. */
  62286. lensFlareDirtTexture: Nullable<Texture>;
  62287. /**
  62288. * Represents the focal length for the depth of field effect
  62289. */
  62290. depthOfFieldDistance: number;
  62291. /**
  62292. * Represents the blur intensity for the blurred part of the depth of field effect
  62293. */
  62294. depthOfFieldBlurWidth: number;
  62295. /**
  62296. * Gets how much the image is blurred by the movement while using the motion blur post-process
  62297. */
  62298. /**
  62299. * Sets how much the image is blurred by the movement while using the motion blur post-process
  62300. */
  62301. motionStrength: number;
  62302. /**
  62303. * Gets wether or not the motion blur post-process is object based or screen based.
  62304. */
  62305. /**
  62306. * Sets wether or not the motion blur post-process should be object based or screen based
  62307. */
  62308. objectBasedMotionBlur: boolean;
  62309. /**
  62310. * List of animations for the pipeline (IAnimatable implementation)
  62311. */
  62312. animations: Animation[];
  62313. /**
  62314. * Private members
  62315. */
  62316. private _scene;
  62317. private _currentDepthOfFieldSource;
  62318. private _basePostProcess;
  62319. private _fixedExposure;
  62320. private _currentExposure;
  62321. private _hdrAutoExposure;
  62322. private _hdrCurrentLuminance;
  62323. private _motionStrength;
  62324. private _isObjectBasedMotionBlur;
  62325. private _floatTextureType;
  62326. private _camerasToBeAttached;
  62327. private _ratio;
  62328. private _bloomEnabled;
  62329. private _depthOfFieldEnabled;
  62330. private _vlsEnabled;
  62331. private _lensFlareEnabled;
  62332. private _hdrEnabled;
  62333. private _motionBlurEnabled;
  62334. private _fxaaEnabled;
  62335. private _motionBlurSamples;
  62336. private _volumetricLightStepsCount;
  62337. private _samples;
  62338. /**
  62339. * @ignore
  62340. * Specifies if the bloom pipeline is enabled
  62341. */
  62342. BloomEnabled: boolean;
  62343. /**
  62344. * @ignore
  62345. * Specifies if the depth of field pipeline is enabed
  62346. */
  62347. DepthOfFieldEnabled: boolean;
  62348. /**
  62349. * @ignore
  62350. * Specifies if the lens flare pipeline is enabed
  62351. */
  62352. LensFlareEnabled: boolean;
  62353. /**
  62354. * @ignore
  62355. * Specifies if the HDR pipeline is enabled
  62356. */
  62357. HDREnabled: boolean;
  62358. /**
  62359. * @ignore
  62360. * Specifies if the volumetric lights scattering effect is enabled
  62361. */
  62362. VLSEnabled: boolean;
  62363. /**
  62364. * @ignore
  62365. * Specifies if the motion blur effect is enabled
  62366. */
  62367. MotionBlurEnabled: boolean;
  62368. /**
  62369. * Specifies if anti-aliasing is enabled
  62370. */
  62371. fxaaEnabled: boolean;
  62372. /**
  62373. * Specifies the number of steps used to calculate the volumetric lights
  62374. * Typically in interval [50, 200]
  62375. */
  62376. volumetricLightStepsCount: number;
  62377. /**
  62378. * Specifies the number of samples used for the motion blur effect
  62379. * Typically in interval [16, 64]
  62380. */
  62381. motionBlurSamples: number;
  62382. /**
  62383. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62384. */
  62385. samples: number;
  62386. /**
  62387. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62388. * @constructor
  62389. * @param name The rendering pipeline name
  62390. * @param scene The scene linked to this pipeline
  62391. * @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)
  62392. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  62393. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62394. */
  62395. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  62396. private _buildPipeline;
  62397. private _createDownSampleX4PostProcess;
  62398. private _createBrightPassPostProcess;
  62399. private _createBlurPostProcesses;
  62400. private _createTextureAdderPostProcess;
  62401. private _createVolumetricLightPostProcess;
  62402. private _createLuminancePostProcesses;
  62403. private _createHdrPostProcess;
  62404. private _createLensFlarePostProcess;
  62405. private _createDepthOfFieldPostProcess;
  62406. private _createMotionBlurPostProcess;
  62407. private _getDepthTexture;
  62408. private _disposePostProcesses;
  62409. /**
  62410. * Dispose of the pipeline and stop all post processes
  62411. */
  62412. dispose(): void;
  62413. /**
  62414. * Serialize the rendering pipeline (Used when exporting)
  62415. * @returns the serialized object
  62416. */
  62417. serialize(): any;
  62418. /**
  62419. * Parse the serialized pipeline
  62420. * @param source Source pipeline.
  62421. * @param scene The scene to load the pipeline to.
  62422. * @param rootUrl The URL of the serialized pipeline.
  62423. * @returns An instantiated pipeline from the serialized object.
  62424. */
  62425. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  62426. /**
  62427. * Luminance steps
  62428. */
  62429. static LuminanceSteps: number;
  62430. }
  62431. }
  62432. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  62433. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  62434. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  62435. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  62436. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  62437. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  62438. }
  62439. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  62440. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  62441. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  62442. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62443. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  62444. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62445. }
  62446. declare module "babylonjs/Shaders/tonemap.fragment" {
  62447. /** @hidden */
  62448. export var tonemapPixelShader: {
  62449. name: string;
  62450. shader: string;
  62451. };
  62452. }
  62453. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  62454. import { Camera } from "babylonjs/Cameras/camera";
  62455. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62456. import "babylonjs/Shaders/tonemap.fragment";
  62457. import { Engine } from "babylonjs/Engines/engine";
  62458. /** Defines operator used for tonemapping */
  62459. export enum TonemappingOperator {
  62460. /** Hable */
  62461. Hable = 0,
  62462. /** Reinhard */
  62463. Reinhard = 1,
  62464. /** HejiDawson */
  62465. HejiDawson = 2,
  62466. /** Photographic */
  62467. Photographic = 3
  62468. }
  62469. /**
  62470. * Defines a post process to apply tone mapping
  62471. */
  62472. export class TonemapPostProcess extends PostProcess {
  62473. private _operator;
  62474. /** Defines the required exposure adjustement */
  62475. exposureAdjustment: number;
  62476. /**
  62477. * Creates a new TonemapPostProcess
  62478. * @param name defines the name of the postprocess
  62479. * @param _operator defines the operator to use
  62480. * @param exposureAdjustment defines the required exposure adjustement
  62481. * @param camera defines the camera to use (can be null)
  62482. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  62483. * @param engine defines the hosting engine (can be ignore if camera is set)
  62484. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  62485. */
  62486. constructor(name: string, _operator: TonemappingOperator,
  62487. /** Defines the required exposure adjustement */
  62488. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  62489. }
  62490. }
  62491. declare module "babylonjs/Shaders/depth.vertex" {
  62492. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62493. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62494. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62495. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62496. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62497. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62498. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62499. /** @hidden */
  62500. export var depthVertexShader: {
  62501. name: string;
  62502. shader: string;
  62503. };
  62504. }
  62505. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  62506. /** @hidden */
  62507. export var volumetricLightScatteringPixelShader: {
  62508. name: string;
  62509. shader: string;
  62510. };
  62511. }
  62512. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  62513. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62514. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62515. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62516. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62517. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62518. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62519. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62520. /** @hidden */
  62521. export var volumetricLightScatteringPassVertexShader: {
  62522. name: string;
  62523. shader: string;
  62524. };
  62525. }
  62526. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  62527. /** @hidden */
  62528. export var volumetricLightScatteringPassPixelShader: {
  62529. name: string;
  62530. shader: string;
  62531. };
  62532. }
  62533. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  62534. import { Vector3 } from "babylonjs/Maths/math.vector";
  62535. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62536. import { Mesh } from "babylonjs/Meshes/mesh";
  62537. import { Camera } from "babylonjs/Cameras/camera";
  62538. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62539. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62540. import { Scene } from "babylonjs/scene";
  62541. import "babylonjs/Meshes/Builders/planeBuilder";
  62542. import "babylonjs/Shaders/depth.vertex";
  62543. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  62544. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  62545. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  62546. import { Engine } from "babylonjs/Engines/engine";
  62547. /**
  62548. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  62549. */
  62550. export class VolumetricLightScatteringPostProcess extends PostProcess {
  62551. private _volumetricLightScatteringPass;
  62552. private _volumetricLightScatteringRTT;
  62553. private _viewPort;
  62554. private _screenCoordinates;
  62555. private _cachedDefines;
  62556. /**
  62557. * If not undefined, the mesh position is computed from the attached node position
  62558. */
  62559. attachedNode: {
  62560. position: Vector3;
  62561. };
  62562. /**
  62563. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  62564. */
  62565. customMeshPosition: Vector3;
  62566. /**
  62567. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  62568. */
  62569. useCustomMeshPosition: boolean;
  62570. /**
  62571. * If the post-process should inverse the light scattering direction
  62572. */
  62573. invert: boolean;
  62574. /**
  62575. * The internal mesh used by the post-process
  62576. */
  62577. mesh: Mesh;
  62578. /**
  62579. * @hidden
  62580. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  62581. */
  62582. useDiffuseColor: boolean;
  62583. /**
  62584. * Array containing the excluded meshes not rendered in the internal pass
  62585. */
  62586. excludedMeshes: AbstractMesh[];
  62587. /**
  62588. * Controls the overall intensity of the post-process
  62589. */
  62590. exposure: number;
  62591. /**
  62592. * Dissipates each sample's contribution in range [0, 1]
  62593. */
  62594. decay: number;
  62595. /**
  62596. * Controls the overall intensity of each sample
  62597. */
  62598. weight: number;
  62599. /**
  62600. * Controls the density of each sample
  62601. */
  62602. density: number;
  62603. /**
  62604. * @constructor
  62605. * @param name The post-process name
  62606. * @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)
  62607. * @param camera The camera that the post-process will be attached to
  62608. * @param mesh The mesh used to create the light scattering
  62609. * @param samples The post-process quality, default 100
  62610. * @param samplingModeThe post-process filtering mode
  62611. * @param engine The babylon engine
  62612. * @param reusable If the post-process is reusable
  62613. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  62614. */
  62615. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  62616. /**
  62617. * Returns the string "VolumetricLightScatteringPostProcess"
  62618. * @returns "VolumetricLightScatteringPostProcess"
  62619. */
  62620. getClassName(): string;
  62621. private _isReady;
  62622. /**
  62623. * Sets the new light position for light scattering effect
  62624. * @param position The new custom light position
  62625. */
  62626. setCustomMeshPosition(position: Vector3): void;
  62627. /**
  62628. * Returns the light position for light scattering effect
  62629. * @return Vector3 The custom light position
  62630. */
  62631. getCustomMeshPosition(): Vector3;
  62632. /**
  62633. * Disposes the internal assets and detaches the post-process from the camera
  62634. */
  62635. dispose(camera: Camera): void;
  62636. /**
  62637. * Returns the render target texture used by the post-process
  62638. * @return the render target texture used by the post-process
  62639. */
  62640. getPass(): RenderTargetTexture;
  62641. private _meshExcluded;
  62642. private _createPass;
  62643. private _updateMeshScreenCoordinates;
  62644. /**
  62645. * Creates a default mesh for the Volumeric Light Scattering post-process
  62646. * @param name The mesh name
  62647. * @param scene The scene where to create the mesh
  62648. * @return the default mesh
  62649. */
  62650. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  62651. }
  62652. }
  62653. declare module "babylonjs/PostProcesses/index" {
  62654. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  62655. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  62656. export * from "babylonjs/PostProcesses/bloomEffect";
  62657. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  62658. export * from "babylonjs/PostProcesses/blurPostProcess";
  62659. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  62660. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  62661. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  62662. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  62663. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  62664. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  62665. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  62666. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  62667. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  62668. export * from "babylonjs/PostProcesses/filterPostProcess";
  62669. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  62670. export * from "babylonjs/PostProcesses/grainPostProcess";
  62671. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  62672. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  62673. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  62674. export * from "babylonjs/PostProcesses/passPostProcess";
  62675. export * from "babylonjs/PostProcesses/postProcess";
  62676. export * from "babylonjs/PostProcesses/postProcessManager";
  62677. export * from "babylonjs/PostProcesses/refractionPostProcess";
  62678. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  62679. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  62680. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  62681. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  62682. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  62683. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  62684. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  62685. }
  62686. declare module "babylonjs/Probes/index" {
  62687. export * from "babylonjs/Probes/reflectionProbe";
  62688. }
  62689. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  62690. import { Scene } from "babylonjs/scene";
  62691. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62692. import { SmartArray } from "babylonjs/Misc/smartArray";
  62693. import { ISceneComponent } from "babylonjs/sceneComponent";
  62694. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  62695. import "babylonjs/Meshes/Builders/boxBuilder";
  62696. import "babylonjs/Shaders/color.fragment";
  62697. import "babylonjs/Shaders/color.vertex";
  62698. import { Color3 } from "babylonjs/Maths/math.color";
  62699. module "babylonjs/scene" {
  62700. interface Scene {
  62701. /** @hidden (Backing field) */
  62702. _boundingBoxRenderer: BoundingBoxRenderer;
  62703. /** @hidden (Backing field) */
  62704. _forceShowBoundingBoxes: boolean;
  62705. /**
  62706. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  62707. */
  62708. forceShowBoundingBoxes: boolean;
  62709. /**
  62710. * Gets the bounding box renderer associated with the scene
  62711. * @returns a BoundingBoxRenderer
  62712. */
  62713. getBoundingBoxRenderer(): BoundingBoxRenderer;
  62714. }
  62715. }
  62716. module "babylonjs/Meshes/abstractMesh" {
  62717. interface AbstractMesh {
  62718. /** @hidden (Backing field) */
  62719. _showBoundingBox: boolean;
  62720. /**
  62721. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  62722. */
  62723. showBoundingBox: boolean;
  62724. }
  62725. }
  62726. /**
  62727. * Component responsible of rendering the bounding box of the meshes in a scene.
  62728. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  62729. */
  62730. export class BoundingBoxRenderer implements ISceneComponent {
  62731. /**
  62732. * The component name helpfull to identify the component in the list of scene components.
  62733. */
  62734. readonly name: string;
  62735. /**
  62736. * The scene the component belongs to.
  62737. */
  62738. scene: Scene;
  62739. /**
  62740. * Color of the bounding box lines placed in front of an object
  62741. */
  62742. frontColor: Color3;
  62743. /**
  62744. * Color of the bounding box lines placed behind an object
  62745. */
  62746. backColor: Color3;
  62747. /**
  62748. * Defines if the renderer should show the back lines or not
  62749. */
  62750. showBackLines: boolean;
  62751. /**
  62752. * @hidden
  62753. */
  62754. renderList: SmartArray<BoundingBox>;
  62755. private _colorShader;
  62756. private _vertexBuffers;
  62757. private _indexBuffer;
  62758. private _fillIndexBuffer;
  62759. private _fillIndexData;
  62760. /**
  62761. * Instantiates a new bounding box renderer in a scene.
  62762. * @param scene the scene the renderer renders in
  62763. */
  62764. constructor(scene: Scene);
  62765. /**
  62766. * Registers the component in a given scene
  62767. */
  62768. register(): void;
  62769. private _evaluateSubMesh;
  62770. private _activeMesh;
  62771. private _prepareRessources;
  62772. private _createIndexBuffer;
  62773. /**
  62774. * Rebuilds the elements related to this component in case of
  62775. * context lost for instance.
  62776. */
  62777. rebuild(): void;
  62778. /**
  62779. * @hidden
  62780. */
  62781. reset(): void;
  62782. /**
  62783. * Render the bounding boxes of a specific rendering group
  62784. * @param renderingGroupId defines the rendering group to render
  62785. */
  62786. render(renderingGroupId: number): void;
  62787. /**
  62788. * In case of occlusion queries, we can render the occlusion bounding box through this method
  62789. * @param mesh Define the mesh to render the occlusion bounding box for
  62790. */
  62791. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  62792. /**
  62793. * Dispose and release the resources attached to this renderer.
  62794. */
  62795. dispose(): void;
  62796. }
  62797. }
  62798. declare module "babylonjs/Shaders/depth.fragment" {
  62799. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62800. /** @hidden */
  62801. export var depthPixelShader: {
  62802. name: string;
  62803. shader: string;
  62804. };
  62805. }
  62806. declare module "babylonjs/Rendering/depthRenderer" {
  62807. import { Nullable } from "babylonjs/types";
  62808. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62809. import { Scene } from "babylonjs/scene";
  62810. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62811. import { Camera } from "babylonjs/Cameras/camera";
  62812. import "babylonjs/Shaders/depth.fragment";
  62813. import "babylonjs/Shaders/depth.vertex";
  62814. /**
  62815. * This represents a depth renderer in Babylon.
  62816. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  62817. */
  62818. export class DepthRenderer {
  62819. private _scene;
  62820. private _depthMap;
  62821. private _effect;
  62822. private readonly _storeNonLinearDepth;
  62823. private readonly _clearColor;
  62824. /** Get if the depth renderer is using packed depth or not */
  62825. readonly isPacked: boolean;
  62826. private _cachedDefines;
  62827. private _camera;
  62828. /**
  62829. * Specifiess that the depth renderer will only be used within
  62830. * the camera it is created for.
  62831. * This can help forcing its rendering during the camera processing.
  62832. */
  62833. useOnlyInActiveCamera: boolean;
  62834. /** @hidden */
  62835. static _SceneComponentInitialization: (scene: Scene) => void;
  62836. /**
  62837. * Instantiates a depth renderer
  62838. * @param scene The scene the renderer belongs to
  62839. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  62840. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  62841. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62842. */
  62843. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  62844. /**
  62845. * Creates the depth rendering effect and checks if the effect is ready.
  62846. * @param subMesh The submesh to be used to render the depth map of
  62847. * @param useInstances If multiple world instances should be used
  62848. * @returns if the depth renderer is ready to render the depth map
  62849. */
  62850. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62851. /**
  62852. * Gets the texture which the depth map will be written to.
  62853. * @returns The depth map texture
  62854. */
  62855. getDepthMap(): RenderTargetTexture;
  62856. /**
  62857. * Disposes of the depth renderer.
  62858. */
  62859. dispose(): void;
  62860. }
  62861. }
  62862. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  62863. import { Nullable } from "babylonjs/types";
  62864. import { Scene } from "babylonjs/scene";
  62865. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  62866. import { Camera } from "babylonjs/Cameras/camera";
  62867. import { ISceneComponent } from "babylonjs/sceneComponent";
  62868. module "babylonjs/scene" {
  62869. interface Scene {
  62870. /** @hidden (Backing field) */
  62871. _depthRenderer: {
  62872. [id: string]: DepthRenderer;
  62873. };
  62874. /**
  62875. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  62876. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  62877. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62878. * @returns the created depth renderer
  62879. */
  62880. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  62881. /**
  62882. * Disables a depth renderer for a given camera
  62883. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  62884. */
  62885. disableDepthRenderer(camera?: Nullable<Camera>): void;
  62886. }
  62887. }
  62888. /**
  62889. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  62890. * in several rendering techniques.
  62891. */
  62892. export class DepthRendererSceneComponent implements ISceneComponent {
  62893. /**
  62894. * The component name helpfull to identify the component in the list of scene components.
  62895. */
  62896. readonly name: string;
  62897. /**
  62898. * The scene the component belongs to.
  62899. */
  62900. scene: Scene;
  62901. /**
  62902. * Creates a new instance of the component for the given scene
  62903. * @param scene Defines the scene to register the component in
  62904. */
  62905. constructor(scene: Scene);
  62906. /**
  62907. * Registers the component in a given scene
  62908. */
  62909. register(): void;
  62910. /**
  62911. * Rebuilds the elements related to this component in case of
  62912. * context lost for instance.
  62913. */
  62914. rebuild(): void;
  62915. /**
  62916. * Disposes the component and the associated ressources
  62917. */
  62918. dispose(): void;
  62919. private _gatherRenderTargets;
  62920. private _gatherActiveCameraRenderTargets;
  62921. }
  62922. }
  62923. declare module "babylonjs/Shaders/outline.fragment" {
  62924. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62925. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  62926. /** @hidden */
  62927. export var outlinePixelShader: {
  62928. name: string;
  62929. shader: string;
  62930. };
  62931. }
  62932. declare module "babylonjs/Shaders/outline.vertex" {
  62933. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62934. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62935. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62936. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62937. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62938. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62939. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62940. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62941. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  62942. /** @hidden */
  62943. export var outlineVertexShader: {
  62944. name: string;
  62945. shader: string;
  62946. };
  62947. }
  62948. declare module "babylonjs/Rendering/outlineRenderer" {
  62949. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62950. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  62951. import { Scene } from "babylonjs/scene";
  62952. import { ISceneComponent } from "babylonjs/sceneComponent";
  62953. import "babylonjs/Shaders/outline.fragment";
  62954. import "babylonjs/Shaders/outline.vertex";
  62955. module "babylonjs/scene" {
  62956. interface Scene {
  62957. /** @hidden */
  62958. _outlineRenderer: OutlineRenderer;
  62959. /**
  62960. * Gets the outline renderer associated with the scene
  62961. * @returns a OutlineRenderer
  62962. */
  62963. getOutlineRenderer(): OutlineRenderer;
  62964. }
  62965. }
  62966. module "babylonjs/Meshes/abstractMesh" {
  62967. interface AbstractMesh {
  62968. /** @hidden (Backing field) */
  62969. _renderOutline: boolean;
  62970. /**
  62971. * Gets or sets a boolean indicating if the outline must be rendered as well
  62972. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  62973. */
  62974. renderOutline: boolean;
  62975. /** @hidden (Backing field) */
  62976. _renderOverlay: boolean;
  62977. /**
  62978. * Gets or sets a boolean indicating if the overlay must be rendered as well
  62979. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  62980. */
  62981. renderOverlay: boolean;
  62982. }
  62983. }
  62984. /**
  62985. * This class is responsible to draw bothe outline/overlay of meshes.
  62986. * It should not be used directly but through the available method on mesh.
  62987. */
  62988. export class OutlineRenderer implements ISceneComponent {
  62989. /**
  62990. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  62991. */
  62992. private static _StencilReference;
  62993. /**
  62994. * The name of the component. Each component must have a unique name.
  62995. */
  62996. name: string;
  62997. /**
  62998. * The scene the component belongs to.
  62999. */
  63000. scene: Scene;
  63001. /**
  63002. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  63003. */
  63004. zOffset: number;
  63005. private _engine;
  63006. private _effect;
  63007. private _cachedDefines;
  63008. private _savedDepthWrite;
  63009. /**
  63010. * Instantiates a new outline renderer. (There could be only one per scene).
  63011. * @param scene Defines the scene it belongs to
  63012. */
  63013. constructor(scene: Scene);
  63014. /**
  63015. * Register the component to one instance of a scene.
  63016. */
  63017. register(): void;
  63018. /**
  63019. * Rebuilds the elements related to this component in case of
  63020. * context lost for instance.
  63021. */
  63022. rebuild(): void;
  63023. /**
  63024. * Disposes the component and the associated ressources.
  63025. */
  63026. dispose(): void;
  63027. /**
  63028. * Renders the outline in the canvas.
  63029. * @param subMesh Defines the sumesh to render
  63030. * @param batch Defines the batch of meshes in case of instances
  63031. * @param useOverlay Defines if the rendering is for the overlay or the outline
  63032. */
  63033. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  63034. /**
  63035. * Returns whether or not the outline renderer is ready for a given submesh.
  63036. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  63037. * @param subMesh Defines the submesh to check readyness for
  63038. * @param useInstances Defines wheter wee are trying to render instances or not
  63039. * @returns true if ready otherwise false
  63040. */
  63041. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63042. private _beforeRenderingMesh;
  63043. private _afterRenderingMesh;
  63044. }
  63045. }
  63046. declare module "babylonjs/Rendering/index" {
  63047. export * from "babylonjs/Rendering/boundingBoxRenderer";
  63048. export * from "babylonjs/Rendering/depthRenderer";
  63049. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  63050. export * from "babylonjs/Rendering/edgesRenderer";
  63051. export * from "babylonjs/Rendering/geometryBufferRenderer";
  63052. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63053. export * from "babylonjs/Rendering/outlineRenderer";
  63054. export * from "babylonjs/Rendering/renderingGroup";
  63055. export * from "babylonjs/Rendering/renderingManager";
  63056. export * from "babylonjs/Rendering/utilityLayerRenderer";
  63057. }
  63058. declare module "babylonjs/Sprites/spritePackedManager" {
  63059. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  63060. import { Scene } from "babylonjs/scene";
  63061. /**
  63062. * Class used to manage multiple sprites of different sizes on the same spritesheet
  63063. * @see http://doc.babylonjs.com/babylon101/sprites
  63064. */
  63065. export class SpritePackedManager extends SpriteManager {
  63066. /** defines the packed manager's name */
  63067. name: string;
  63068. /**
  63069. * Creates a new sprite manager from a packed sprite sheet
  63070. * @param name defines the manager's name
  63071. * @param imgUrl defines the sprite sheet url
  63072. * @param capacity defines the maximum allowed number of sprites
  63073. * @param scene defines the hosting scene
  63074. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  63075. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  63076. * @param samplingMode defines the smapling mode to use with spritesheet
  63077. * @param fromPacked set to true; do not alter
  63078. */
  63079. constructor(
  63080. /** defines the packed manager's name */
  63081. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  63082. }
  63083. }
  63084. declare module "babylonjs/Sprites/index" {
  63085. export * from "babylonjs/Sprites/sprite";
  63086. export * from "babylonjs/Sprites/spriteManager";
  63087. export * from "babylonjs/Sprites/spritePackedManager";
  63088. export * from "babylonjs/Sprites/spriteSceneComponent";
  63089. }
  63090. declare module "babylonjs/Misc/assetsManager" {
  63091. import { Scene } from "babylonjs/scene";
  63092. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63093. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  63094. import { Skeleton } from "babylonjs/Bones/skeleton";
  63095. import { Observable } from "babylonjs/Misc/observable";
  63096. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  63097. import { Texture } from "babylonjs/Materials/Textures/texture";
  63098. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  63099. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  63100. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  63101. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  63102. /**
  63103. * Defines the list of states available for a task inside a AssetsManager
  63104. */
  63105. export enum AssetTaskState {
  63106. /**
  63107. * Initialization
  63108. */
  63109. INIT = 0,
  63110. /**
  63111. * Running
  63112. */
  63113. RUNNING = 1,
  63114. /**
  63115. * Done
  63116. */
  63117. DONE = 2,
  63118. /**
  63119. * Error
  63120. */
  63121. ERROR = 3
  63122. }
  63123. /**
  63124. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  63125. */
  63126. export abstract class AbstractAssetTask {
  63127. /**
  63128. * Task name
  63129. */ name: string;
  63130. /**
  63131. * Callback called when the task is successful
  63132. */
  63133. onSuccess: (task: any) => void;
  63134. /**
  63135. * Callback called when the task is not successful
  63136. */
  63137. onError: (task: any, message?: string, exception?: any) => void;
  63138. /**
  63139. * Creates a new AssetsManager
  63140. * @param name defines the name of the task
  63141. */
  63142. constructor(
  63143. /**
  63144. * Task name
  63145. */ name: string);
  63146. private _isCompleted;
  63147. private _taskState;
  63148. private _errorObject;
  63149. /**
  63150. * Get if the task is completed
  63151. */
  63152. readonly isCompleted: boolean;
  63153. /**
  63154. * Gets the current state of the task
  63155. */
  63156. readonly taskState: AssetTaskState;
  63157. /**
  63158. * Gets the current error object (if task is in error)
  63159. */
  63160. readonly errorObject: {
  63161. message?: string;
  63162. exception?: any;
  63163. };
  63164. /**
  63165. * Internal only
  63166. * @hidden
  63167. */
  63168. _setErrorObject(message?: string, exception?: any): void;
  63169. /**
  63170. * Execute the current task
  63171. * @param scene defines the scene where you want your assets to be loaded
  63172. * @param onSuccess is a callback called when the task is successfully executed
  63173. * @param onError is a callback called if an error occurs
  63174. */
  63175. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63176. /**
  63177. * Execute the current task
  63178. * @param scene defines the scene where you want your assets to be loaded
  63179. * @param onSuccess is a callback called when the task is successfully executed
  63180. * @param onError is a callback called if an error occurs
  63181. */
  63182. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63183. /**
  63184. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  63185. * This can be used with failed tasks that have the reason for failure fixed.
  63186. */
  63187. reset(): void;
  63188. private onErrorCallback;
  63189. private onDoneCallback;
  63190. }
  63191. /**
  63192. * Define the interface used by progress events raised during assets loading
  63193. */
  63194. export interface IAssetsProgressEvent {
  63195. /**
  63196. * Defines the number of remaining tasks to process
  63197. */
  63198. remainingCount: number;
  63199. /**
  63200. * Defines the total number of tasks
  63201. */
  63202. totalCount: number;
  63203. /**
  63204. * Defines the task that was just processed
  63205. */
  63206. task: AbstractAssetTask;
  63207. }
  63208. /**
  63209. * Class used to share progress information about assets loading
  63210. */
  63211. export class AssetsProgressEvent implements IAssetsProgressEvent {
  63212. /**
  63213. * Defines the number of remaining tasks to process
  63214. */
  63215. remainingCount: number;
  63216. /**
  63217. * Defines the total number of tasks
  63218. */
  63219. totalCount: number;
  63220. /**
  63221. * Defines the task that was just processed
  63222. */
  63223. task: AbstractAssetTask;
  63224. /**
  63225. * Creates a AssetsProgressEvent
  63226. * @param remainingCount defines the number of remaining tasks to process
  63227. * @param totalCount defines the total number of tasks
  63228. * @param task defines the task that was just processed
  63229. */
  63230. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  63231. }
  63232. /**
  63233. * Define a task used by AssetsManager to load meshes
  63234. */
  63235. export class MeshAssetTask extends AbstractAssetTask {
  63236. /**
  63237. * Defines the name of the task
  63238. */
  63239. name: string;
  63240. /**
  63241. * Defines the list of mesh's names you want to load
  63242. */
  63243. meshesNames: any;
  63244. /**
  63245. * Defines the root url to use as a base to load your meshes and associated resources
  63246. */
  63247. rootUrl: string;
  63248. /**
  63249. * Defines the filename of the scene to load from
  63250. */
  63251. sceneFilename: string;
  63252. /**
  63253. * Gets the list of loaded meshes
  63254. */
  63255. loadedMeshes: Array<AbstractMesh>;
  63256. /**
  63257. * Gets the list of loaded particle systems
  63258. */
  63259. loadedParticleSystems: Array<IParticleSystem>;
  63260. /**
  63261. * Gets the list of loaded skeletons
  63262. */
  63263. loadedSkeletons: Array<Skeleton>;
  63264. /**
  63265. * Gets the list of loaded animation groups
  63266. */
  63267. loadedAnimationGroups: Array<AnimationGroup>;
  63268. /**
  63269. * Callback called when the task is successful
  63270. */
  63271. onSuccess: (task: MeshAssetTask) => void;
  63272. /**
  63273. * Callback called when the task is successful
  63274. */
  63275. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  63276. /**
  63277. * Creates a new MeshAssetTask
  63278. * @param name defines the name of the task
  63279. * @param meshesNames defines the list of mesh's names you want to load
  63280. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  63281. * @param sceneFilename defines the filename of the scene to load from
  63282. */
  63283. constructor(
  63284. /**
  63285. * Defines the name of the task
  63286. */
  63287. name: string,
  63288. /**
  63289. * Defines the list of mesh's names you want to load
  63290. */
  63291. meshesNames: any,
  63292. /**
  63293. * Defines the root url to use as a base to load your meshes and associated resources
  63294. */
  63295. rootUrl: string,
  63296. /**
  63297. * Defines the filename of the scene to load from
  63298. */
  63299. sceneFilename: string);
  63300. /**
  63301. * Execute the current task
  63302. * @param scene defines the scene where you want your assets to be loaded
  63303. * @param onSuccess is a callback called when the task is successfully executed
  63304. * @param onError is a callback called if an error occurs
  63305. */
  63306. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63307. }
  63308. /**
  63309. * Define a task used by AssetsManager to load text content
  63310. */
  63311. export class TextFileAssetTask extends AbstractAssetTask {
  63312. /**
  63313. * Defines the name of the task
  63314. */
  63315. name: string;
  63316. /**
  63317. * Defines the location of the file to load
  63318. */
  63319. url: string;
  63320. /**
  63321. * Gets the loaded text string
  63322. */
  63323. text: string;
  63324. /**
  63325. * Callback called when the task is successful
  63326. */
  63327. onSuccess: (task: TextFileAssetTask) => void;
  63328. /**
  63329. * Callback called when the task is successful
  63330. */
  63331. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  63332. /**
  63333. * Creates a new TextFileAssetTask object
  63334. * @param name defines the name of the task
  63335. * @param url defines the location of the file to load
  63336. */
  63337. constructor(
  63338. /**
  63339. * Defines the name of the task
  63340. */
  63341. name: string,
  63342. /**
  63343. * Defines the location of the file to load
  63344. */
  63345. url: string);
  63346. /**
  63347. * Execute the current task
  63348. * @param scene defines the scene where you want your assets to be loaded
  63349. * @param onSuccess is a callback called when the task is successfully executed
  63350. * @param onError is a callback called if an error occurs
  63351. */
  63352. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63353. }
  63354. /**
  63355. * Define a task used by AssetsManager to load binary data
  63356. */
  63357. export class BinaryFileAssetTask extends AbstractAssetTask {
  63358. /**
  63359. * Defines the name of the task
  63360. */
  63361. name: string;
  63362. /**
  63363. * Defines the location of the file to load
  63364. */
  63365. url: string;
  63366. /**
  63367. * Gets the lodaded data (as an array buffer)
  63368. */
  63369. data: ArrayBuffer;
  63370. /**
  63371. * Callback called when the task is successful
  63372. */
  63373. onSuccess: (task: BinaryFileAssetTask) => void;
  63374. /**
  63375. * Callback called when the task is successful
  63376. */
  63377. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  63378. /**
  63379. * Creates a new BinaryFileAssetTask object
  63380. * @param name defines the name of the new task
  63381. * @param url defines the location of the file to load
  63382. */
  63383. constructor(
  63384. /**
  63385. * Defines the name of the task
  63386. */
  63387. name: string,
  63388. /**
  63389. * Defines the location of the file to load
  63390. */
  63391. url: string);
  63392. /**
  63393. * Execute the current task
  63394. * @param scene defines the scene where you want your assets to be loaded
  63395. * @param onSuccess is a callback called when the task is successfully executed
  63396. * @param onError is a callback called if an error occurs
  63397. */
  63398. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63399. }
  63400. /**
  63401. * Define a task used by AssetsManager to load images
  63402. */
  63403. export class ImageAssetTask extends AbstractAssetTask {
  63404. /**
  63405. * Defines the name of the task
  63406. */
  63407. name: string;
  63408. /**
  63409. * Defines the location of the image to load
  63410. */
  63411. url: string;
  63412. /**
  63413. * Gets the loaded images
  63414. */
  63415. image: HTMLImageElement;
  63416. /**
  63417. * Callback called when the task is successful
  63418. */
  63419. onSuccess: (task: ImageAssetTask) => void;
  63420. /**
  63421. * Callback called when the task is successful
  63422. */
  63423. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  63424. /**
  63425. * Creates a new ImageAssetTask
  63426. * @param name defines the name of the task
  63427. * @param url defines the location of the image to load
  63428. */
  63429. constructor(
  63430. /**
  63431. * Defines the name of the task
  63432. */
  63433. name: string,
  63434. /**
  63435. * Defines the location of the image to load
  63436. */
  63437. url: string);
  63438. /**
  63439. * Execute the current task
  63440. * @param scene defines the scene where you want your assets to be loaded
  63441. * @param onSuccess is a callback called when the task is successfully executed
  63442. * @param onError is a callback called if an error occurs
  63443. */
  63444. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63445. }
  63446. /**
  63447. * Defines the interface used by texture loading tasks
  63448. */
  63449. export interface ITextureAssetTask<TEX extends BaseTexture> {
  63450. /**
  63451. * Gets the loaded texture
  63452. */
  63453. texture: TEX;
  63454. }
  63455. /**
  63456. * Define a task used by AssetsManager to load 2D textures
  63457. */
  63458. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  63459. /**
  63460. * Defines the name of the task
  63461. */
  63462. name: string;
  63463. /**
  63464. * Defines the location of the file to load
  63465. */
  63466. url: string;
  63467. /**
  63468. * Defines if mipmap should not be generated (default is false)
  63469. */
  63470. noMipmap?: boolean | undefined;
  63471. /**
  63472. * Defines if texture must be inverted on Y axis (default is false)
  63473. */
  63474. invertY?: boolean | undefined;
  63475. /**
  63476. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63477. */
  63478. samplingMode: number;
  63479. /**
  63480. * Gets the loaded texture
  63481. */
  63482. texture: Texture;
  63483. /**
  63484. * Callback called when the task is successful
  63485. */
  63486. onSuccess: (task: TextureAssetTask) => void;
  63487. /**
  63488. * Callback called when the task is successful
  63489. */
  63490. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  63491. /**
  63492. * Creates a new TextureAssetTask object
  63493. * @param name defines the name of the task
  63494. * @param url defines the location of the file to load
  63495. * @param noMipmap defines if mipmap should not be generated (default is false)
  63496. * @param invertY defines if texture must be inverted on Y axis (default is false)
  63497. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63498. */
  63499. constructor(
  63500. /**
  63501. * Defines the name of the task
  63502. */
  63503. name: string,
  63504. /**
  63505. * Defines the location of the file to load
  63506. */
  63507. url: string,
  63508. /**
  63509. * Defines if mipmap should not be generated (default is false)
  63510. */
  63511. noMipmap?: boolean | undefined,
  63512. /**
  63513. * Defines if texture must be inverted on Y axis (default is false)
  63514. */
  63515. invertY?: boolean | undefined,
  63516. /**
  63517. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63518. */
  63519. samplingMode?: number);
  63520. /**
  63521. * Execute the current task
  63522. * @param scene defines the scene where you want your assets to be loaded
  63523. * @param onSuccess is a callback called when the task is successfully executed
  63524. * @param onError is a callback called if an error occurs
  63525. */
  63526. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63527. }
  63528. /**
  63529. * Define a task used by AssetsManager to load cube textures
  63530. */
  63531. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  63532. /**
  63533. * Defines the name of the task
  63534. */
  63535. name: string;
  63536. /**
  63537. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63538. */
  63539. url: string;
  63540. /**
  63541. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63542. */
  63543. extensions?: string[] | undefined;
  63544. /**
  63545. * Defines if mipmaps should not be generated (default is false)
  63546. */
  63547. noMipmap?: boolean | undefined;
  63548. /**
  63549. * Defines the explicit list of files (undefined by default)
  63550. */
  63551. files?: string[] | undefined;
  63552. /**
  63553. * Gets the loaded texture
  63554. */
  63555. texture: CubeTexture;
  63556. /**
  63557. * Callback called when the task is successful
  63558. */
  63559. onSuccess: (task: CubeTextureAssetTask) => void;
  63560. /**
  63561. * Callback called when the task is successful
  63562. */
  63563. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  63564. /**
  63565. * Creates a new CubeTextureAssetTask
  63566. * @param name defines the name of the task
  63567. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63568. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63569. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63570. * @param files defines the explicit list of files (undefined by default)
  63571. */
  63572. constructor(
  63573. /**
  63574. * Defines the name of the task
  63575. */
  63576. name: string,
  63577. /**
  63578. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63579. */
  63580. url: string,
  63581. /**
  63582. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63583. */
  63584. extensions?: string[] | undefined,
  63585. /**
  63586. * Defines if mipmaps should not be generated (default is false)
  63587. */
  63588. noMipmap?: boolean | undefined,
  63589. /**
  63590. * Defines the explicit list of files (undefined by default)
  63591. */
  63592. files?: string[] | undefined);
  63593. /**
  63594. * Execute the current task
  63595. * @param scene defines the scene where you want your assets to be loaded
  63596. * @param onSuccess is a callback called when the task is successfully executed
  63597. * @param onError is a callback called if an error occurs
  63598. */
  63599. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63600. }
  63601. /**
  63602. * Define a task used by AssetsManager to load HDR cube textures
  63603. */
  63604. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  63605. /**
  63606. * Defines the name of the task
  63607. */
  63608. name: string;
  63609. /**
  63610. * Defines the location of the file to load
  63611. */
  63612. url: string;
  63613. /**
  63614. * Defines the desired size (the more it increases the longer the generation will be)
  63615. */
  63616. size: number;
  63617. /**
  63618. * Defines if mipmaps should not be generated (default is false)
  63619. */
  63620. noMipmap: boolean;
  63621. /**
  63622. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63623. */
  63624. generateHarmonics: boolean;
  63625. /**
  63626. * 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)
  63627. */
  63628. gammaSpace: boolean;
  63629. /**
  63630. * Internal Use Only
  63631. */
  63632. reserved: boolean;
  63633. /**
  63634. * Gets the loaded texture
  63635. */
  63636. texture: HDRCubeTexture;
  63637. /**
  63638. * Callback called when the task is successful
  63639. */
  63640. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  63641. /**
  63642. * Callback called when the task is successful
  63643. */
  63644. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  63645. /**
  63646. * Creates a new HDRCubeTextureAssetTask object
  63647. * @param name defines the name of the task
  63648. * @param url defines the location of the file to load
  63649. * @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.
  63650. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63651. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63652. * @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)
  63653. * @param reserved Internal use only
  63654. */
  63655. constructor(
  63656. /**
  63657. * Defines the name of the task
  63658. */
  63659. name: string,
  63660. /**
  63661. * Defines the location of the file to load
  63662. */
  63663. url: string,
  63664. /**
  63665. * Defines the desired size (the more it increases the longer the generation will be)
  63666. */
  63667. size: number,
  63668. /**
  63669. * Defines if mipmaps should not be generated (default is false)
  63670. */
  63671. noMipmap?: boolean,
  63672. /**
  63673. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63674. */
  63675. generateHarmonics?: boolean,
  63676. /**
  63677. * 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)
  63678. */
  63679. gammaSpace?: boolean,
  63680. /**
  63681. * Internal Use Only
  63682. */
  63683. reserved?: boolean);
  63684. /**
  63685. * Execute the current task
  63686. * @param scene defines the scene where you want your assets to be loaded
  63687. * @param onSuccess is a callback called when the task is successfully executed
  63688. * @param onError is a callback called if an error occurs
  63689. */
  63690. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63691. }
  63692. /**
  63693. * Define a task used by AssetsManager to load Equirectangular cube textures
  63694. */
  63695. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  63696. /**
  63697. * Defines the name of the task
  63698. */
  63699. name: string;
  63700. /**
  63701. * Defines the location of the file to load
  63702. */
  63703. url: string;
  63704. /**
  63705. * Defines the desired size (the more it increases the longer the generation will be)
  63706. */
  63707. size: number;
  63708. /**
  63709. * Defines if mipmaps should not be generated (default is false)
  63710. */
  63711. noMipmap: boolean;
  63712. /**
  63713. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63714. * but the standard material would require them in Gamma space) (default is true)
  63715. */
  63716. gammaSpace: boolean;
  63717. /**
  63718. * Gets the loaded texture
  63719. */
  63720. texture: EquiRectangularCubeTexture;
  63721. /**
  63722. * Callback called when the task is successful
  63723. */
  63724. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  63725. /**
  63726. * Callback called when the task is successful
  63727. */
  63728. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  63729. /**
  63730. * Creates a new EquiRectangularCubeTextureAssetTask object
  63731. * @param name defines the name of the task
  63732. * @param url defines the location of the file to load
  63733. * @param size defines the desired size (the more it increases the longer the generation will be)
  63734. * If the size is omitted this implies you are using a preprocessed cubemap.
  63735. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63736. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  63737. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  63738. * (default is true)
  63739. */
  63740. constructor(
  63741. /**
  63742. * Defines the name of the task
  63743. */
  63744. name: string,
  63745. /**
  63746. * Defines the location of the file to load
  63747. */
  63748. url: string,
  63749. /**
  63750. * Defines the desired size (the more it increases the longer the generation will be)
  63751. */
  63752. size: number,
  63753. /**
  63754. * Defines if mipmaps should not be generated (default is false)
  63755. */
  63756. noMipmap?: boolean,
  63757. /**
  63758. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63759. * but the standard material would require them in Gamma space) (default is true)
  63760. */
  63761. gammaSpace?: boolean);
  63762. /**
  63763. * Execute the current task
  63764. * @param scene defines the scene where you want your assets to be loaded
  63765. * @param onSuccess is a callback called when the task is successfully executed
  63766. * @param onError is a callback called if an error occurs
  63767. */
  63768. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63769. }
  63770. /**
  63771. * This class can be used to easily import assets into a scene
  63772. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  63773. */
  63774. export class AssetsManager {
  63775. private _scene;
  63776. private _isLoading;
  63777. protected _tasks: AbstractAssetTask[];
  63778. protected _waitingTasksCount: number;
  63779. protected _totalTasksCount: number;
  63780. /**
  63781. * Callback called when all tasks are processed
  63782. */
  63783. onFinish: (tasks: AbstractAssetTask[]) => void;
  63784. /**
  63785. * Callback called when a task is successful
  63786. */
  63787. onTaskSuccess: (task: AbstractAssetTask) => void;
  63788. /**
  63789. * Callback called when a task had an error
  63790. */
  63791. onTaskError: (task: AbstractAssetTask) => void;
  63792. /**
  63793. * Callback called when a task is done (whatever the result is)
  63794. */
  63795. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  63796. /**
  63797. * Observable called when all tasks are processed
  63798. */
  63799. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  63800. /**
  63801. * Observable called when a task had an error
  63802. */
  63803. onTaskErrorObservable: Observable<AbstractAssetTask>;
  63804. /**
  63805. * Observable called when all tasks were executed
  63806. */
  63807. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  63808. /**
  63809. * Observable called when a task is done (whatever the result is)
  63810. */
  63811. onProgressObservable: Observable<IAssetsProgressEvent>;
  63812. /**
  63813. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  63814. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  63815. */
  63816. useDefaultLoadingScreen: boolean;
  63817. /**
  63818. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  63819. * when all assets have been downloaded.
  63820. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  63821. */
  63822. autoHideLoadingUI: boolean;
  63823. /**
  63824. * Creates a new AssetsManager
  63825. * @param scene defines the scene to work on
  63826. */
  63827. constructor(scene: Scene);
  63828. /**
  63829. * Add a MeshAssetTask to the list of active tasks
  63830. * @param taskName defines the name of the new task
  63831. * @param meshesNames defines the name of meshes to load
  63832. * @param rootUrl defines the root url to use to locate files
  63833. * @param sceneFilename defines the filename of the scene file
  63834. * @returns a new MeshAssetTask object
  63835. */
  63836. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  63837. /**
  63838. * Add a TextFileAssetTask to the list of active tasks
  63839. * @param taskName defines the name of the new task
  63840. * @param url defines the url of the file to load
  63841. * @returns a new TextFileAssetTask object
  63842. */
  63843. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  63844. /**
  63845. * Add a BinaryFileAssetTask to the list of active tasks
  63846. * @param taskName defines the name of the new task
  63847. * @param url defines the url of the file to load
  63848. * @returns a new BinaryFileAssetTask object
  63849. */
  63850. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  63851. /**
  63852. * Add a ImageAssetTask to the list of active tasks
  63853. * @param taskName defines the name of the new task
  63854. * @param url defines the url of the file to load
  63855. * @returns a new ImageAssetTask object
  63856. */
  63857. addImageTask(taskName: string, url: string): ImageAssetTask;
  63858. /**
  63859. * Add a TextureAssetTask to the list of active tasks
  63860. * @param taskName defines the name of the new task
  63861. * @param url defines the url of the file to load
  63862. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63863. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  63864. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  63865. * @returns a new TextureAssetTask object
  63866. */
  63867. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  63868. /**
  63869. * Add a CubeTextureAssetTask to the list of active tasks
  63870. * @param taskName defines the name of the new task
  63871. * @param url defines the url of the file to load
  63872. * @param extensions defines the extension to use to load the cube map (can be null)
  63873. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63874. * @param files defines the list of files to load (can be null)
  63875. * @returns a new CubeTextureAssetTask object
  63876. */
  63877. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  63878. /**
  63879. *
  63880. * Add a HDRCubeTextureAssetTask to the list of active tasks
  63881. * @param taskName defines the name of the new task
  63882. * @param url defines the url of the file to load
  63883. * @param size defines the size you want for the cubemap (can be null)
  63884. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63885. * @param generateHarmonics defines if you want to automatically generate (true by default)
  63886. * @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)
  63887. * @param reserved Internal use only
  63888. * @returns a new HDRCubeTextureAssetTask object
  63889. */
  63890. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  63891. /**
  63892. *
  63893. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  63894. * @param taskName defines the name of the new task
  63895. * @param url defines the url of the file to load
  63896. * @param size defines the size you want for the cubemap (can be null)
  63897. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63898. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  63899. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  63900. * @returns a new EquiRectangularCubeTextureAssetTask object
  63901. */
  63902. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  63903. /**
  63904. * Remove a task from the assets manager.
  63905. * @param task the task to remove
  63906. */
  63907. removeTask(task: AbstractAssetTask): void;
  63908. private _decreaseWaitingTasksCount;
  63909. private _runTask;
  63910. /**
  63911. * Reset the AssetsManager and remove all tasks
  63912. * @return the current instance of the AssetsManager
  63913. */
  63914. reset(): AssetsManager;
  63915. /**
  63916. * Start the loading process
  63917. * @return the current instance of the AssetsManager
  63918. */
  63919. load(): AssetsManager;
  63920. /**
  63921. * Start the loading process as an async operation
  63922. * @return a promise returning the list of failed tasks
  63923. */
  63924. loadAsync(): Promise<void>;
  63925. }
  63926. }
  63927. declare module "babylonjs/Misc/deferred" {
  63928. /**
  63929. * Wrapper class for promise with external resolve and reject.
  63930. */
  63931. export class Deferred<T> {
  63932. /**
  63933. * The promise associated with this deferred object.
  63934. */
  63935. readonly promise: Promise<T>;
  63936. private _resolve;
  63937. private _reject;
  63938. /**
  63939. * The resolve method of the promise associated with this deferred object.
  63940. */
  63941. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  63942. /**
  63943. * The reject method of the promise associated with this deferred object.
  63944. */
  63945. readonly reject: (reason?: any) => void;
  63946. /**
  63947. * Constructor for this deferred object.
  63948. */
  63949. constructor();
  63950. }
  63951. }
  63952. declare module "babylonjs/Misc/meshExploder" {
  63953. import { Mesh } from "babylonjs/Meshes/mesh";
  63954. /**
  63955. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  63956. */
  63957. export class MeshExploder {
  63958. private _centerMesh;
  63959. private _meshes;
  63960. private _meshesOrigins;
  63961. private _toCenterVectors;
  63962. private _scaledDirection;
  63963. private _newPosition;
  63964. private _centerPosition;
  63965. /**
  63966. * Explodes meshes from a center mesh.
  63967. * @param meshes The meshes to explode.
  63968. * @param centerMesh The mesh to be center of explosion.
  63969. */
  63970. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  63971. private _setCenterMesh;
  63972. /**
  63973. * Get class name
  63974. * @returns "MeshExploder"
  63975. */
  63976. getClassName(): string;
  63977. /**
  63978. * "Exploded meshes"
  63979. * @returns Array of meshes with the centerMesh at index 0.
  63980. */
  63981. getMeshes(): Array<Mesh>;
  63982. /**
  63983. * Explodes meshes giving a specific direction
  63984. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  63985. */
  63986. explode(direction?: number): void;
  63987. }
  63988. }
  63989. declare module "babylonjs/Misc/filesInput" {
  63990. import { Engine } from "babylonjs/Engines/engine";
  63991. import { Scene } from "babylonjs/scene";
  63992. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  63993. /**
  63994. * Class used to help managing file picking and drag'n'drop
  63995. */
  63996. export class FilesInput {
  63997. /**
  63998. * List of files ready to be loaded
  63999. */
  64000. static readonly FilesToLoad: {
  64001. [key: string]: File;
  64002. };
  64003. /**
  64004. * Callback called when a file is processed
  64005. */
  64006. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  64007. private _engine;
  64008. private _currentScene;
  64009. private _sceneLoadedCallback;
  64010. private _progressCallback;
  64011. private _additionalRenderLoopLogicCallback;
  64012. private _textureLoadingCallback;
  64013. private _startingProcessingFilesCallback;
  64014. private _onReloadCallback;
  64015. private _errorCallback;
  64016. private _elementToMonitor;
  64017. private _sceneFileToLoad;
  64018. private _filesToLoad;
  64019. /**
  64020. * Creates a new FilesInput
  64021. * @param engine defines the rendering engine
  64022. * @param scene defines the hosting scene
  64023. * @param sceneLoadedCallback callback called when scene is loaded
  64024. * @param progressCallback callback called to track progress
  64025. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  64026. * @param textureLoadingCallback callback called when a texture is loading
  64027. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  64028. * @param onReloadCallback callback called when a reload is requested
  64029. * @param errorCallback callback call if an error occurs
  64030. */
  64031. 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);
  64032. private _dragEnterHandler;
  64033. private _dragOverHandler;
  64034. private _dropHandler;
  64035. /**
  64036. * Calls this function to listen to drag'n'drop events on a specific DOM element
  64037. * @param elementToMonitor defines the DOM element to track
  64038. */
  64039. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  64040. /**
  64041. * Release all associated resources
  64042. */
  64043. dispose(): void;
  64044. private renderFunction;
  64045. private drag;
  64046. private drop;
  64047. private _traverseFolder;
  64048. private _processFiles;
  64049. /**
  64050. * Load files from a drop event
  64051. * @param event defines the drop event to use as source
  64052. */
  64053. loadFiles(event: any): void;
  64054. private _processReload;
  64055. /**
  64056. * Reload the current scene from the loaded files
  64057. */
  64058. reload(): void;
  64059. }
  64060. }
  64061. declare module "babylonjs/Misc/HighDynamicRange/index" {
  64062. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  64063. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  64064. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  64065. }
  64066. declare module "babylonjs/Misc/sceneOptimizer" {
  64067. import { Scene, IDisposable } from "babylonjs/scene";
  64068. import { Observable } from "babylonjs/Misc/observable";
  64069. /**
  64070. * Defines the root class used to create scene optimization to use with SceneOptimizer
  64071. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64072. */
  64073. export class SceneOptimization {
  64074. /**
  64075. * Defines the priority of this optimization (0 by default which means first in the list)
  64076. */
  64077. priority: number;
  64078. /**
  64079. * Gets a string describing the action executed by the current optimization
  64080. * @returns description string
  64081. */
  64082. getDescription(): string;
  64083. /**
  64084. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64085. * @param scene defines the current scene where to apply this optimization
  64086. * @param optimizer defines the current optimizer
  64087. * @returns true if everything that can be done was applied
  64088. */
  64089. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64090. /**
  64091. * Creates the SceneOptimization object
  64092. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64093. * @param desc defines the description associated with the optimization
  64094. */
  64095. constructor(
  64096. /**
  64097. * Defines the priority of this optimization (0 by default which means first in the list)
  64098. */
  64099. priority?: number);
  64100. }
  64101. /**
  64102. * Defines an optimization used to reduce the size of render target textures
  64103. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64104. */
  64105. export class TextureOptimization extends SceneOptimization {
  64106. /**
  64107. * Defines the priority of this optimization (0 by default which means first in the list)
  64108. */
  64109. priority: number;
  64110. /**
  64111. * 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
  64112. */
  64113. maximumSize: number;
  64114. /**
  64115. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64116. */
  64117. step: number;
  64118. /**
  64119. * Gets a string describing the action executed by the current optimization
  64120. * @returns description string
  64121. */
  64122. getDescription(): string;
  64123. /**
  64124. * Creates the TextureOptimization object
  64125. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64126. * @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
  64127. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64128. */
  64129. constructor(
  64130. /**
  64131. * Defines the priority of this optimization (0 by default which means first in the list)
  64132. */
  64133. priority?: number,
  64134. /**
  64135. * 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
  64136. */
  64137. maximumSize?: number,
  64138. /**
  64139. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64140. */
  64141. step?: number);
  64142. /**
  64143. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64144. * @param scene defines the current scene where to apply this optimization
  64145. * @param optimizer defines the current optimizer
  64146. * @returns true if everything that can be done was applied
  64147. */
  64148. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64149. }
  64150. /**
  64151. * Defines an optimization used to increase or decrease the rendering resolution
  64152. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64153. */
  64154. export class HardwareScalingOptimization extends SceneOptimization {
  64155. /**
  64156. * Defines the priority of this optimization (0 by default which means first in the list)
  64157. */
  64158. priority: number;
  64159. /**
  64160. * Defines the maximum scale to use (2 by default)
  64161. */
  64162. maximumScale: number;
  64163. /**
  64164. * Defines the step to use between two passes (0.5 by default)
  64165. */
  64166. step: number;
  64167. private _currentScale;
  64168. private _directionOffset;
  64169. /**
  64170. * Gets a string describing the action executed by the current optimization
  64171. * @return description string
  64172. */
  64173. getDescription(): string;
  64174. /**
  64175. * Creates the HardwareScalingOptimization object
  64176. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64177. * @param maximumScale defines the maximum scale to use (2 by default)
  64178. * @param step defines the step to use between two passes (0.5 by default)
  64179. */
  64180. constructor(
  64181. /**
  64182. * Defines the priority of this optimization (0 by default which means first in the list)
  64183. */
  64184. priority?: number,
  64185. /**
  64186. * Defines the maximum scale to use (2 by default)
  64187. */
  64188. maximumScale?: number,
  64189. /**
  64190. * Defines the step to use between two passes (0.5 by default)
  64191. */
  64192. step?: number);
  64193. /**
  64194. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64195. * @param scene defines the current scene where to apply this optimization
  64196. * @param optimizer defines the current optimizer
  64197. * @returns true if everything that can be done was applied
  64198. */
  64199. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64200. }
  64201. /**
  64202. * Defines an optimization used to remove shadows
  64203. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64204. */
  64205. export class ShadowsOptimization extends SceneOptimization {
  64206. /**
  64207. * Gets a string describing the action executed by the current optimization
  64208. * @return description string
  64209. */
  64210. getDescription(): string;
  64211. /**
  64212. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64213. * @param scene defines the current scene where to apply this optimization
  64214. * @param optimizer defines the current optimizer
  64215. * @returns true if everything that can be done was applied
  64216. */
  64217. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64218. }
  64219. /**
  64220. * Defines an optimization used to turn post-processes off
  64221. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64222. */
  64223. export class PostProcessesOptimization extends SceneOptimization {
  64224. /**
  64225. * Gets a string describing the action executed by the current optimization
  64226. * @return description string
  64227. */
  64228. getDescription(): string;
  64229. /**
  64230. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64231. * @param scene defines the current scene where to apply this optimization
  64232. * @param optimizer defines the current optimizer
  64233. * @returns true if everything that can be done was applied
  64234. */
  64235. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64236. }
  64237. /**
  64238. * Defines an optimization used to turn lens flares off
  64239. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64240. */
  64241. export class LensFlaresOptimization extends SceneOptimization {
  64242. /**
  64243. * Gets a string describing the action executed by the current optimization
  64244. * @return description string
  64245. */
  64246. getDescription(): string;
  64247. /**
  64248. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64249. * @param scene defines the current scene where to apply this optimization
  64250. * @param optimizer defines the current optimizer
  64251. * @returns true if everything that can be done was applied
  64252. */
  64253. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64254. }
  64255. /**
  64256. * Defines an optimization based on user defined callback.
  64257. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64258. */
  64259. export class CustomOptimization extends SceneOptimization {
  64260. /**
  64261. * Callback called to apply the custom optimization.
  64262. */
  64263. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  64264. /**
  64265. * Callback called to get custom description
  64266. */
  64267. onGetDescription: () => string;
  64268. /**
  64269. * Gets a string describing the action executed by the current optimization
  64270. * @returns description string
  64271. */
  64272. getDescription(): string;
  64273. /**
  64274. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64275. * @param scene defines the current scene where to apply this optimization
  64276. * @param optimizer defines the current optimizer
  64277. * @returns true if everything that can be done was applied
  64278. */
  64279. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64280. }
  64281. /**
  64282. * Defines an optimization used to turn particles off
  64283. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64284. */
  64285. export class ParticlesOptimization extends SceneOptimization {
  64286. /**
  64287. * Gets a string describing the action executed by the current optimization
  64288. * @return description string
  64289. */
  64290. getDescription(): string;
  64291. /**
  64292. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64293. * @param scene defines the current scene where to apply this optimization
  64294. * @param optimizer defines the current optimizer
  64295. * @returns true if everything that can be done was applied
  64296. */
  64297. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64298. }
  64299. /**
  64300. * Defines an optimization used to turn render targets off
  64301. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64302. */
  64303. export class RenderTargetsOptimization extends SceneOptimization {
  64304. /**
  64305. * Gets a string describing the action executed by the current optimization
  64306. * @return description string
  64307. */
  64308. getDescription(): string;
  64309. /**
  64310. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64311. * @param scene defines the current scene where to apply this optimization
  64312. * @param optimizer defines the current optimizer
  64313. * @returns true if everything that can be done was applied
  64314. */
  64315. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64316. }
  64317. /**
  64318. * Defines an optimization used to merge meshes with compatible materials
  64319. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64320. */
  64321. export class MergeMeshesOptimization extends SceneOptimization {
  64322. private static _UpdateSelectionTree;
  64323. /**
  64324. * Gets or sets a boolean which defines if optimization octree has to be updated
  64325. */
  64326. /**
  64327. * Gets or sets a boolean which defines if optimization octree has to be updated
  64328. */
  64329. static UpdateSelectionTree: boolean;
  64330. /**
  64331. * Gets a string describing the action executed by the current optimization
  64332. * @return description string
  64333. */
  64334. getDescription(): string;
  64335. private _canBeMerged;
  64336. /**
  64337. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64338. * @param scene defines the current scene where to apply this optimization
  64339. * @param optimizer defines the current optimizer
  64340. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  64341. * @returns true if everything that can be done was applied
  64342. */
  64343. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  64344. }
  64345. /**
  64346. * Defines a list of options used by SceneOptimizer
  64347. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64348. */
  64349. export class SceneOptimizerOptions {
  64350. /**
  64351. * Defines the target frame rate to reach (60 by default)
  64352. */
  64353. targetFrameRate: number;
  64354. /**
  64355. * Defines the interval between two checkes (2000ms by default)
  64356. */
  64357. trackerDuration: number;
  64358. /**
  64359. * Gets the list of optimizations to apply
  64360. */
  64361. optimizations: SceneOptimization[];
  64362. /**
  64363. * Creates a new list of options used by SceneOptimizer
  64364. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  64365. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  64366. */
  64367. constructor(
  64368. /**
  64369. * Defines the target frame rate to reach (60 by default)
  64370. */
  64371. targetFrameRate?: number,
  64372. /**
  64373. * Defines the interval between two checkes (2000ms by default)
  64374. */
  64375. trackerDuration?: number);
  64376. /**
  64377. * Add a new optimization
  64378. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  64379. * @returns the current SceneOptimizerOptions
  64380. */
  64381. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  64382. /**
  64383. * Add a new custom optimization
  64384. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  64385. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  64386. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64387. * @returns the current SceneOptimizerOptions
  64388. */
  64389. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  64390. /**
  64391. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  64392. * @param targetFrameRate defines the target frame rate (60 by default)
  64393. * @returns a SceneOptimizerOptions object
  64394. */
  64395. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64396. /**
  64397. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  64398. * @param targetFrameRate defines the target frame rate (60 by default)
  64399. * @returns a SceneOptimizerOptions object
  64400. */
  64401. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64402. /**
  64403. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  64404. * @param targetFrameRate defines the target frame rate (60 by default)
  64405. * @returns a SceneOptimizerOptions object
  64406. */
  64407. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64408. }
  64409. /**
  64410. * Class used to run optimizations in order to reach a target frame rate
  64411. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64412. */
  64413. export class SceneOptimizer implements IDisposable {
  64414. private _isRunning;
  64415. private _options;
  64416. private _scene;
  64417. private _currentPriorityLevel;
  64418. private _targetFrameRate;
  64419. private _trackerDuration;
  64420. private _currentFrameRate;
  64421. private _sceneDisposeObserver;
  64422. private _improvementMode;
  64423. /**
  64424. * Defines an observable called when the optimizer reaches the target frame rate
  64425. */
  64426. onSuccessObservable: Observable<SceneOptimizer>;
  64427. /**
  64428. * Defines an observable called when the optimizer enables an optimization
  64429. */
  64430. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  64431. /**
  64432. * Defines an observable called when the optimizer is not able to reach the target frame rate
  64433. */
  64434. onFailureObservable: Observable<SceneOptimizer>;
  64435. /**
  64436. * Gets a boolean indicating if the optimizer is in improvement mode
  64437. */
  64438. readonly isInImprovementMode: boolean;
  64439. /**
  64440. * Gets the current priority level (0 at start)
  64441. */
  64442. readonly currentPriorityLevel: number;
  64443. /**
  64444. * Gets the current frame rate checked by the SceneOptimizer
  64445. */
  64446. readonly currentFrameRate: number;
  64447. /**
  64448. * Gets or sets the current target frame rate (60 by default)
  64449. */
  64450. /**
  64451. * Gets or sets the current target frame rate (60 by default)
  64452. */
  64453. targetFrameRate: number;
  64454. /**
  64455. * Gets or sets the current interval between two checks (every 2000ms by default)
  64456. */
  64457. /**
  64458. * Gets or sets the current interval between two checks (every 2000ms by default)
  64459. */
  64460. trackerDuration: number;
  64461. /**
  64462. * Gets the list of active optimizations
  64463. */
  64464. readonly optimizations: SceneOptimization[];
  64465. /**
  64466. * Creates a new SceneOptimizer
  64467. * @param scene defines the scene to work on
  64468. * @param options defines the options to use with the SceneOptimizer
  64469. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  64470. * @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)
  64471. */
  64472. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  64473. /**
  64474. * Stops the current optimizer
  64475. */
  64476. stop(): void;
  64477. /**
  64478. * Reset the optimizer to initial step (current priority level = 0)
  64479. */
  64480. reset(): void;
  64481. /**
  64482. * Start the optimizer. By default it will try to reach a specific framerate
  64483. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  64484. */
  64485. start(): void;
  64486. private _checkCurrentState;
  64487. /**
  64488. * Release all resources
  64489. */
  64490. dispose(): void;
  64491. /**
  64492. * Helper function to create a SceneOptimizer with one single line of code
  64493. * @param scene defines the scene to work on
  64494. * @param options defines the options to use with the SceneOptimizer
  64495. * @param onSuccess defines a callback to call on success
  64496. * @param onFailure defines a callback to call on failure
  64497. * @returns the new SceneOptimizer object
  64498. */
  64499. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  64500. }
  64501. }
  64502. declare module "babylonjs/Misc/sceneSerializer" {
  64503. import { Scene } from "babylonjs/scene";
  64504. /**
  64505. * Class used to serialize a scene into a string
  64506. */
  64507. export class SceneSerializer {
  64508. /**
  64509. * Clear cache used by a previous serialization
  64510. */
  64511. static ClearCache(): void;
  64512. /**
  64513. * Serialize a scene into a JSON compatible object
  64514. * @param scene defines the scene to serialize
  64515. * @returns a JSON compatible object
  64516. */
  64517. static Serialize(scene: Scene): any;
  64518. /**
  64519. * Serialize a mesh into a JSON compatible object
  64520. * @param toSerialize defines the mesh to serialize
  64521. * @param withParents defines if parents must be serialized as well
  64522. * @param withChildren defines if children must be serialized as well
  64523. * @returns a JSON compatible object
  64524. */
  64525. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  64526. }
  64527. }
  64528. declare module "babylonjs/Misc/textureTools" {
  64529. import { Texture } from "babylonjs/Materials/Textures/texture";
  64530. /**
  64531. * Class used to host texture specific utilities
  64532. */
  64533. export class TextureTools {
  64534. /**
  64535. * Uses the GPU to create a copy texture rescaled at a given size
  64536. * @param texture Texture to copy from
  64537. * @param width defines the desired width
  64538. * @param height defines the desired height
  64539. * @param useBilinearMode defines if bilinear mode has to be used
  64540. * @return the generated texture
  64541. */
  64542. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  64543. }
  64544. }
  64545. declare module "babylonjs/Misc/videoRecorder" {
  64546. import { Nullable } from "babylonjs/types";
  64547. import { Engine } from "babylonjs/Engines/engine";
  64548. /**
  64549. * This represents the different options available for the video capture.
  64550. */
  64551. export interface VideoRecorderOptions {
  64552. /** Defines the mime type of the video. */
  64553. mimeType: string;
  64554. /** Defines the FPS the video should be recorded at. */
  64555. fps: number;
  64556. /** Defines the chunk size for the recording data. */
  64557. recordChunckSize: number;
  64558. /** The audio tracks to attach to the recording. */
  64559. audioTracks?: MediaStreamTrack[];
  64560. }
  64561. /**
  64562. * This can help with recording videos from BabylonJS.
  64563. * This is based on the available WebRTC functionalities of the browser.
  64564. *
  64565. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  64566. */
  64567. export class VideoRecorder {
  64568. private static readonly _defaultOptions;
  64569. /**
  64570. * Returns whether or not the VideoRecorder is available in your browser.
  64571. * @param engine Defines the Babylon Engine.
  64572. * @returns true if supported otherwise false.
  64573. */
  64574. static IsSupported(engine: Engine): boolean;
  64575. private readonly _options;
  64576. private _canvas;
  64577. private _mediaRecorder;
  64578. private _recordedChunks;
  64579. private _fileName;
  64580. private _resolve;
  64581. private _reject;
  64582. /**
  64583. * True when a recording is already in progress.
  64584. */
  64585. readonly isRecording: boolean;
  64586. /**
  64587. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  64588. * @param engine Defines the BabylonJS Engine you wish to record.
  64589. * @param options Defines options that can be used to customize the capture.
  64590. */
  64591. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  64592. /**
  64593. * Stops the current recording before the default capture timeout passed in the startRecording function.
  64594. */
  64595. stopRecording(): void;
  64596. /**
  64597. * Starts recording the canvas for a max duration specified in parameters.
  64598. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  64599. * If null no automatic download will start and you can rely on the promise to get the data back.
  64600. * @param maxDuration Defines the maximum recording time in seconds.
  64601. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  64602. * @return A promise callback at the end of the recording with the video data in Blob.
  64603. */
  64604. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  64605. /**
  64606. * Releases internal resources used during the recording.
  64607. */
  64608. dispose(): void;
  64609. private _handleDataAvailable;
  64610. private _handleError;
  64611. private _handleStop;
  64612. }
  64613. }
  64614. declare module "babylonjs/Misc/screenshotTools" {
  64615. import { Camera } from "babylonjs/Cameras/camera";
  64616. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  64617. import { Engine } from "babylonjs/Engines/engine";
  64618. /**
  64619. * Class containing a set of static utilities functions for screenshots
  64620. */
  64621. export class ScreenshotTools {
  64622. /**
  64623. * Captures a screenshot of the current rendering
  64624. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64625. * @param engine defines the rendering engine
  64626. * @param camera defines the source camera
  64627. * @param size This parameter can be set to a single number or to an object with the
  64628. * following (optional) properties: precision, width, height. If a single number is passed,
  64629. * it will be used for both width and height. If an object is passed, the screenshot size
  64630. * will be derived from the parameters. The precision property is a multiplier allowing
  64631. * rendering at a higher or lower resolution
  64632. * @param successCallback defines the callback receives a single parameter which contains the
  64633. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64634. * src parameter of an <img> to display it
  64635. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64636. * Check your browser for supported MIME types
  64637. */
  64638. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  64639. /**
  64640. * Captures a screenshot of the current rendering
  64641. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64642. * @param engine defines the rendering engine
  64643. * @param camera defines the source camera
  64644. * @param size This parameter can be set to a single number or to an object with the
  64645. * following (optional) properties: precision, width, height. If a single number is passed,
  64646. * it will be used for both width and height. If an object is passed, the screenshot size
  64647. * will be derived from the parameters. The precision property is a multiplier allowing
  64648. * rendering at a higher or lower resolution
  64649. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64650. * Check your browser for supported MIME types
  64651. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64652. * to the src parameter of an <img> to display it
  64653. */
  64654. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  64655. /**
  64656. * Generates an image screenshot from the specified camera.
  64657. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64658. * @param engine The engine to use for rendering
  64659. * @param camera The camera to use for rendering
  64660. * @param size This parameter can be set to a single number or to an object with the
  64661. * following (optional) properties: precision, width, height. If a single number is passed,
  64662. * it will be used for both width and height. If an object is passed, the screenshot size
  64663. * will be derived from the parameters. The precision property is a multiplier allowing
  64664. * rendering at a higher or lower resolution
  64665. * @param successCallback The callback receives a single parameter which contains the
  64666. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64667. * src parameter of an <img> to display it
  64668. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64669. * Check your browser for supported MIME types
  64670. * @param samples Texture samples (default: 1)
  64671. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64672. * @param fileName A name for for the downloaded file.
  64673. */
  64674. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  64675. /**
  64676. * Generates an image screenshot from the specified camera.
  64677. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64678. * @param engine The engine to use for rendering
  64679. * @param camera The camera to use for rendering
  64680. * @param size This parameter can be set to a single number or to an object with the
  64681. * following (optional) properties: precision, width, height. If a single number is passed,
  64682. * it will be used for both width and height. If an object is passed, the screenshot size
  64683. * will be derived from the parameters. The precision property is a multiplier allowing
  64684. * rendering at a higher or lower resolution
  64685. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64686. * Check your browser for supported MIME types
  64687. * @param samples Texture samples (default: 1)
  64688. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64689. * @param fileName A name for for the downloaded file.
  64690. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64691. * to the src parameter of an <img> to display it
  64692. */
  64693. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  64694. /**
  64695. * Gets height and width for screenshot size
  64696. * @private
  64697. */
  64698. private static _getScreenshotSize;
  64699. }
  64700. }
  64701. declare module "babylonjs/Misc/index" {
  64702. export * from "babylonjs/Misc/andOrNotEvaluator";
  64703. export * from "babylonjs/Misc/assetsManager";
  64704. export * from "babylonjs/Misc/dds";
  64705. export * from "babylonjs/Misc/decorators";
  64706. export * from "babylonjs/Misc/deferred";
  64707. export * from "babylonjs/Misc/environmentTextureTools";
  64708. export * from "babylonjs/Misc/meshExploder";
  64709. export * from "babylonjs/Misc/filesInput";
  64710. export * from "babylonjs/Misc/HighDynamicRange/index";
  64711. export * from "babylonjs/Misc/khronosTextureContainer";
  64712. export * from "babylonjs/Misc/observable";
  64713. export * from "babylonjs/Misc/performanceMonitor";
  64714. export * from "babylonjs/Misc/promise";
  64715. export * from "babylonjs/Misc/sceneOptimizer";
  64716. export * from "babylonjs/Misc/sceneSerializer";
  64717. export * from "babylonjs/Misc/smartArray";
  64718. export * from "babylonjs/Misc/stringDictionary";
  64719. export * from "babylonjs/Misc/tags";
  64720. export * from "babylonjs/Misc/textureTools";
  64721. export * from "babylonjs/Misc/tga";
  64722. export * from "babylonjs/Misc/tools";
  64723. export * from "babylonjs/Misc/videoRecorder";
  64724. export * from "babylonjs/Misc/virtualJoystick";
  64725. export * from "babylonjs/Misc/workerPool";
  64726. export * from "babylonjs/Misc/logger";
  64727. export * from "babylonjs/Misc/typeStore";
  64728. export * from "babylonjs/Misc/filesInputStore";
  64729. export * from "babylonjs/Misc/deepCopier";
  64730. export * from "babylonjs/Misc/pivotTools";
  64731. export * from "babylonjs/Misc/precisionDate";
  64732. export * from "babylonjs/Misc/screenshotTools";
  64733. export * from "babylonjs/Misc/typeStore";
  64734. export * from "babylonjs/Misc/webRequest";
  64735. export * from "babylonjs/Misc/iInspectable";
  64736. export * from "babylonjs/Misc/brdfTextureTools";
  64737. export * from "babylonjs/Misc/gradients";
  64738. export * from "babylonjs/Misc/perfCounter";
  64739. export * from "babylonjs/Misc/fileRequest";
  64740. export * from "babylonjs/Misc/customAnimationFrameRequester";
  64741. export * from "babylonjs/Misc/retryStrategy";
  64742. export * from "babylonjs/Misc/loadFileError";
  64743. }
  64744. declare module "babylonjs/index" {
  64745. export * from "babylonjs/abstractScene";
  64746. export * from "babylonjs/Actions/index";
  64747. export * from "babylonjs/Animations/index";
  64748. export * from "babylonjs/assetContainer";
  64749. export * from "babylonjs/Audio/index";
  64750. export * from "babylonjs/Behaviors/index";
  64751. export * from "babylonjs/Bones/index";
  64752. export * from "babylonjs/Cameras/index";
  64753. export * from "babylonjs/Collisions/index";
  64754. export * from "babylonjs/Culling/index";
  64755. export * from "babylonjs/Debug/index";
  64756. export * from "babylonjs/Engines/index";
  64757. export * from "babylonjs/Events/index";
  64758. export * from "babylonjs/Gamepads/index";
  64759. export * from "babylonjs/Gizmos/index";
  64760. export * from "babylonjs/Helpers/index";
  64761. export * from "babylonjs/Instrumentation/index";
  64762. export * from "babylonjs/Layers/index";
  64763. export * from "babylonjs/LensFlares/index";
  64764. export * from "babylonjs/Lights/index";
  64765. export * from "babylonjs/Loading/index";
  64766. export * from "babylonjs/Materials/index";
  64767. export * from "babylonjs/Maths/index";
  64768. export * from "babylonjs/Meshes/index";
  64769. export * from "babylonjs/Morph/index";
  64770. export * from "babylonjs/Navigation/index";
  64771. export * from "babylonjs/node";
  64772. export * from "babylonjs/Offline/index";
  64773. export * from "babylonjs/Particles/index";
  64774. export * from "babylonjs/Physics/index";
  64775. export * from "babylonjs/PostProcesses/index";
  64776. export * from "babylonjs/Probes/index";
  64777. export * from "babylonjs/Rendering/index";
  64778. export * from "babylonjs/scene";
  64779. export * from "babylonjs/sceneComponent";
  64780. export * from "babylonjs/Sprites/index";
  64781. export * from "babylonjs/States/index";
  64782. export * from "babylonjs/Misc/index";
  64783. export * from "babylonjs/types";
  64784. }
  64785. declare module "babylonjs/Animations/pathCursor" {
  64786. import { Vector3 } from "babylonjs/Maths/math.vector";
  64787. import { Path2 } from "babylonjs/Maths/math.path";
  64788. /**
  64789. * A cursor which tracks a point on a path
  64790. */
  64791. export class PathCursor {
  64792. private path;
  64793. /**
  64794. * Stores path cursor callbacks for when an onchange event is triggered
  64795. */
  64796. private _onchange;
  64797. /**
  64798. * The value of the path cursor
  64799. */
  64800. value: number;
  64801. /**
  64802. * The animation array of the path cursor
  64803. */
  64804. animations: Animation[];
  64805. /**
  64806. * Initializes the path cursor
  64807. * @param path The path to track
  64808. */
  64809. constructor(path: Path2);
  64810. /**
  64811. * Gets the cursor point on the path
  64812. * @returns A point on the path cursor at the cursor location
  64813. */
  64814. getPoint(): Vector3;
  64815. /**
  64816. * Moves the cursor ahead by the step amount
  64817. * @param step The amount to move the cursor forward
  64818. * @returns This path cursor
  64819. */
  64820. moveAhead(step?: number): PathCursor;
  64821. /**
  64822. * Moves the cursor behind by the step amount
  64823. * @param step The amount to move the cursor back
  64824. * @returns This path cursor
  64825. */
  64826. moveBack(step?: number): PathCursor;
  64827. /**
  64828. * Moves the cursor by the step amount
  64829. * If the step amount is greater than one, an exception is thrown
  64830. * @param step The amount to move the cursor
  64831. * @returns This path cursor
  64832. */
  64833. move(step: number): PathCursor;
  64834. /**
  64835. * Ensures that the value is limited between zero and one
  64836. * @returns This path cursor
  64837. */
  64838. private ensureLimits;
  64839. /**
  64840. * Runs onchange callbacks on change (used by the animation engine)
  64841. * @returns This path cursor
  64842. */
  64843. private raiseOnChange;
  64844. /**
  64845. * Executes a function on change
  64846. * @param f A path cursor onchange callback
  64847. * @returns This path cursor
  64848. */
  64849. onchange(f: (cursor: PathCursor) => void): PathCursor;
  64850. }
  64851. }
  64852. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  64853. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  64854. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  64855. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  64856. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  64857. }
  64858. declare module "babylonjs/Engines/Processors/Expressions/index" {
  64859. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  64860. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  64861. }
  64862. declare module "babylonjs/Engines/Processors/index" {
  64863. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  64864. export * from "babylonjs/Engines/Processors/Expressions/index";
  64865. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  64866. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  64867. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  64868. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  64869. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  64870. export * from "babylonjs/Engines/Processors/shaderProcessor";
  64871. }
  64872. declare module "babylonjs/Legacy/legacy" {
  64873. import * as Babylon from "babylonjs/index";
  64874. export * from "babylonjs/index";
  64875. }
  64876. declare module "babylonjs/Shaders/blur.fragment" {
  64877. /** @hidden */
  64878. export var blurPixelShader: {
  64879. name: string;
  64880. shader: string;
  64881. };
  64882. }
  64883. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  64884. /** @hidden */
  64885. export var pointCloudVertexDeclaration: {
  64886. name: string;
  64887. shader: string;
  64888. };
  64889. }
  64890. declare module "babylonjs" {
  64891. export * from "babylonjs/Legacy/legacy";
  64892. }
  64893. declare module BABYLON {
  64894. /** Alias type for value that can be null */
  64895. export type Nullable<T> = T | null;
  64896. /**
  64897. * Alias type for number that are floats
  64898. * @ignorenaming
  64899. */
  64900. export type float = number;
  64901. /**
  64902. * Alias type for number that are doubles.
  64903. * @ignorenaming
  64904. */
  64905. export type double = number;
  64906. /**
  64907. * Alias type for number that are integer
  64908. * @ignorenaming
  64909. */
  64910. export type int = number;
  64911. /** Alias type for number array or Float32Array */
  64912. export type FloatArray = number[] | Float32Array;
  64913. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  64914. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  64915. /**
  64916. * Alias for types that can be used by a Buffer or VertexBuffer.
  64917. */
  64918. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  64919. /**
  64920. * Alias type for primitive types
  64921. * @ignorenaming
  64922. */
  64923. type Primitive = undefined | null | boolean | string | number | Function;
  64924. /**
  64925. * Type modifier to make all the properties of an object Readonly
  64926. */
  64927. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  64928. /**
  64929. * Type modifier to make all the properties of an object Readonly recursively
  64930. */
  64931. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  64932. /** @hidden */
  64933. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  64934. }
  64935. /** @hidden */
  64936. /** @hidden */
  64937. type DeepImmutableObject<T> = {
  64938. readonly [K in keyof T]: DeepImmutable<T[K]>;
  64939. };
  64940. }
  64941. declare module BABYLON {
  64942. /**
  64943. * A class serves as a medium between the observable and its observers
  64944. */
  64945. export class EventState {
  64946. /**
  64947. * Create a new EventState
  64948. * @param mask defines the mask associated with this state
  64949. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64950. * @param target defines the original target of the state
  64951. * @param currentTarget defines the current target of the state
  64952. */
  64953. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64954. /**
  64955. * Initialize the current event state
  64956. * @param mask defines the mask associated with this state
  64957. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64958. * @param target defines the original target of the state
  64959. * @param currentTarget defines the current target of the state
  64960. * @returns the current event state
  64961. */
  64962. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  64963. /**
  64964. * An Observer can set this property to true to prevent subsequent observers of being notified
  64965. */
  64966. skipNextObservers: boolean;
  64967. /**
  64968. * Get the mask value that were used to trigger the event corresponding to this EventState object
  64969. */
  64970. mask: number;
  64971. /**
  64972. * The object that originally notified the event
  64973. */
  64974. target?: any;
  64975. /**
  64976. * The current object in the bubbling phase
  64977. */
  64978. currentTarget?: any;
  64979. /**
  64980. * This will be populated with the return value of the last function that was executed.
  64981. * If it is the first function in the callback chain it will be the event data.
  64982. */
  64983. lastReturnValue?: any;
  64984. }
  64985. /**
  64986. * Represent an Observer registered to a given Observable object.
  64987. */
  64988. export class Observer<T> {
  64989. /**
  64990. * Defines the callback to call when the observer is notified
  64991. */
  64992. callback: (eventData: T, eventState: EventState) => void;
  64993. /**
  64994. * Defines the mask of the observer (used to filter notifications)
  64995. */
  64996. mask: number;
  64997. /**
  64998. * Defines the current scope used to restore the JS context
  64999. */
  65000. scope: any;
  65001. /** @hidden */
  65002. _willBeUnregistered: boolean;
  65003. /**
  65004. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  65005. */
  65006. unregisterOnNextCall: boolean;
  65007. /**
  65008. * Creates a new observer
  65009. * @param callback defines the callback to call when the observer is notified
  65010. * @param mask defines the mask of the observer (used to filter notifications)
  65011. * @param scope defines the current scope used to restore the JS context
  65012. */
  65013. constructor(
  65014. /**
  65015. * Defines the callback to call when the observer is notified
  65016. */
  65017. callback: (eventData: T, eventState: EventState) => void,
  65018. /**
  65019. * Defines the mask of the observer (used to filter notifications)
  65020. */
  65021. mask: number,
  65022. /**
  65023. * Defines the current scope used to restore the JS context
  65024. */
  65025. scope?: any);
  65026. }
  65027. /**
  65028. * Represent a list of observers registered to multiple Observables object.
  65029. */
  65030. export class MultiObserver<T> {
  65031. private _observers;
  65032. private _observables;
  65033. /**
  65034. * Release associated resources
  65035. */
  65036. dispose(): void;
  65037. /**
  65038. * Raise a callback when one of the observable will notify
  65039. * @param observables defines a list of observables to watch
  65040. * @param callback defines the callback to call on notification
  65041. * @param mask defines the mask used to filter notifications
  65042. * @param scope defines the current scope used to restore the JS context
  65043. * @returns the new MultiObserver
  65044. */
  65045. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  65046. }
  65047. /**
  65048. * The Observable class is a simple implementation of the Observable pattern.
  65049. *
  65050. * 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.
  65051. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  65052. * 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).
  65053. * 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.
  65054. */
  65055. export class Observable<T> {
  65056. private _observers;
  65057. private _eventState;
  65058. private _onObserverAdded;
  65059. /**
  65060. * Gets the list of observers
  65061. */
  65062. readonly observers: Array<Observer<T>>;
  65063. /**
  65064. * Creates a new observable
  65065. * @param onObserverAdded defines a callback to call when a new observer is added
  65066. */
  65067. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  65068. /**
  65069. * Create a new Observer with the specified callback
  65070. * @param callback the callback that will be executed for that Observer
  65071. * @param mask the mask used to filter observers
  65072. * @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.
  65073. * @param scope optional scope for the callback to be called from
  65074. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  65075. * @returns the new observer created for the callback
  65076. */
  65077. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  65078. /**
  65079. * Create a new Observer with the specified callback and unregisters after the next notification
  65080. * @param callback the callback that will be executed for that Observer
  65081. * @returns the new observer created for the callback
  65082. */
  65083. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  65084. /**
  65085. * Remove an Observer from the Observable object
  65086. * @param observer the instance of the Observer to remove
  65087. * @returns false if it doesn't belong to this Observable
  65088. */
  65089. remove(observer: Nullable<Observer<T>>): boolean;
  65090. /**
  65091. * Remove a callback from the Observable object
  65092. * @param callback the callback to remove
  65093. * @param scope optional scope. If used only the callbacks with this scope will be removed
  65094. * @returns false if it doesn't belong to this Observable
  65095. */
  65096. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  65097. private _deferUnregister;
  65098. private _remove;
  65099. /**
  65100. * Moves the observable to the top of the observer list making it get called first when notified
  65101. * @param observer the observer to move
  65102. */
  65103. makeObserverTopPriority(observer: Observer<T>): void;
  65104. /**
  65105. * Moves the observable to the bottom of the observer list making it get called last when notified
  65106. * @param observer the observer to move
  65107. */
  65108. makeObserverBottomPriority(observer: Observer<T>): void;
  65109. /**
  65110. * Notify all Observers by calling their respective callback with the given data
  65111. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  65112. * @param eventData defines the data to send to all observers
  65113. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  65114. * @param target defines the original target of the state
  65115. * @param currentTarget defines the current target of the state
  65116. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  65117. */
  65118. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  65119. /**
  65120. * Calling this will execute each callback, expecting it to be a promise or return a value.
  65121. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  65122. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  65123. * and it is crucial that all callbacks will be executed.
  65124. * The order of the callbacks is kept, callbacks are not executed parallel.
  65125. *
  65126. * @param eventData The data to be sent to each callback
  65127. * @param mask is used to filter observers defaults to -1
  65128. * @param target defines the callback target (see EventState)
  65129. * @param currentTarget defines he current object in the bubbling phase
  65130. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  65131. */
  65132. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  65133. /**
  65134. * Notify a specific observer
  65135. * @param observer defines the observer to notify
  65136. * @param eventData defines the data to be sent to each callback
  65137. * @param mask is used to filter observers defaults to -1
  65138. */
  65139. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  65140. /**
  65141. * Gets a boolean indicating if the observable has at least one observer
  65142. * @returns true is the Observable has at least one Observer registered
  65143. */
  65144. hasObservers(): boolean;
  65145. /**
  65146. * Clear the list of observers
  65147. */
  65148. clear(): void;
  65149. /**
  65150. * Clone the current observable
  65151. * @returns a new observable
  65152. */
  65153. clone(): Observable<T>;
  65154. /**
  65155. * Does this observable handles observer registered with a given mask
  65156. * @param mask defines the mask to be tested
  65157. * @return whether or not one observer registered with the given mask is handeled
  65158. **/
  65159. hasSpecificMask(mask?: number): boolean;
  65160. }
  65161. }
  65162. declare module BABYLON {
  65163. /**
  65164. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  65165. * Babylon.js
  65166. */
  65167. export class DomManagement {
  65168. /**
  65169. * Checks if the window object exists
  65170. * @returns true if the window object exists
  65171. */
  65172. static IsWindowObjectExist(): boolean;
  65173. /**
  65174. * Extracts text content from a DOM element hierarchy
  65175. * @param element defines the root element
  65176. * @returns a string
  65177. */
  65178. static GetDOMTextContent(element: HTMLElement): string;
  65179. }
  65180. }
  65181. declare module BABYLON {
  65182. /**
  65183. * Logger used througouht the application to allow configuration of
  65184. * the log level required for the messages.
  65185. */
  65186. export class Logger {
  65187. /**
  65188. * No log
  65189. */
  65190. static readonly NoneLogLevel: number;
  65191. /**
  65192. * Only message logs
  65193. */
  65194. static readonly MessageLogLevel: number;
  65195. /**
  65196. * Only warning logs
  65197. */
  65198. static readonly WarningLogLevel: number;
  65199. /**
  65200. * Only error logs
  65201. */
  65202. static readonly ErrorLogLevel: number;
  65203. /**
  65204. * All logs
  65205. */
  65206. static readonly AllLogLevel: number;
  65207. private static _LogCache;
  65208. /**
  65209. * Gets a value indicating the number of loading errors
  65210. * @ignorenaming
  65211. */
  65212. static errorsCount: number;
  65213. /**
  65214. * Callback called when a new log is added
  65215. */
  65216. static OnNewCacheEntry: (entry: string) => void;
  65217. private static _AddLogEntry;
  65218. private static _FormatMessage;
  65219. private static _LogDisabled;
  65220. private static _LogEnabled;
  65221. private static _WarnDisabled;
  65222. private static _WarnEnabled;
  65223. private static _ErrorDisabled;
  65224. private static _ErrorEnabled;
  65225. /**
  65226. * Log a message to the console
  65227. */
  65228. static Log: (message: string) => void;
  65229. /**
  65230. * Write a warning message to the console
  65231. */
  65232. static Warn: (message: string) => void;
  65233. /**
  65234. * Write an error message to the console
  65235. */
  65236. static Error: (message: string) => void;
  65237. /**
  65238. * Gets current log cache (list of logs)
  65239. */
  65240. static readonly LogCache: string;
  65241. /**
  65242. * Clears the log cache
  65243. */
  65244. static ClearLogCache(): void;
  65245. /**
  65246. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  65247. */
  65248. static LogLevels: number;
  65249. }
  65250. }
  65251. declare module BABYLON {
  65252. /** @hidden */
  65253. export class _TypeStore {
  65254. /** @hidden */
  65255. static RegisteredTypes: {
  65256. [key: string]: Object;
  65257. };
  65258. /** @hidden */
  65259. static GetClass(fqdn: string): any;
  65260. }
  65261. }
  65262. declare module BABYLON {
  65263. /**
  65264. * Class containing a set of static utilities functions for deep copy.
  65265. */
  65266. export class DeepCopier {
  65267. /**
  65268. * Tries to copy an object by duplicating every property
  65269. * @param source defines the source object
  65270. * @param destination defines the target object
  65271. * @param doNotCopyList defines a list of properties to avoid
  65272. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  65273. */
  65274. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  65275. }
  65276. }
  65277. declare module BABYLON {
  65278. /**
  65279. * Class containing a set of static utilities functions for precision date
  65280. */
  65281. export class PrecisionDate {
  65282. /**
  65283. * Gets either window.performance.now() if supported or Date.now() else
  65284. */
  65285. static readonly Now: number;
  65286. }
  65287. }
  65288. declare module BABYLON {
  65289. /** @hidden */
  65290. export class _DevTools {
  65291. static WarnImport(name: string): string;
  65292. }
  65293. }
  65294. declare module BABYLON {
  65295. /**
  65296. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  65297. */
  65298. export class WebRequest {
  65299. private _xhr;
  65300. /**
  65301. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  65302. * i.e. when loading files, where the server/service expects an Authorization header
  65303. */
  65304. static CustomRequestHeaders: {
  65305. [key: string]: string;
  65306. };
  65307. /**
  65308. * Add callback functions in this array to update all the requests before they get sent to the network
  65309. */
  65310. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  65311. private _injectCustomRequestHeaders;
  65312. /**
  65313. * Gets or sets a function to be called when loading progress changes
  65314. */
  65315. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  65316. /**
  65317. * Returns client's state
  65318. */
  65319. readonly readyState: number;
  65320. /**
  65321. * Returns client's status
  65322. */
  65323. readonly status: number;
  65324. /**
  65325. * Returns client's status as a text
  65326. */
  65327. readonly statusText: string;
  65328. /**
  65329. * Returns client's response
  65330. */
  65331. readonly response: any;
  65332. /**
  65333. * Returns client's response url
  65334. */
  65335. readonly responseURL: string;
  65336. /**
  65337. * Returns client's response as text
  65338. */
  65339. readonly responseText: string;
  65340. /**
  65341. * Gets or sets the expected response type
  65342. */
  65343. responseType: XMLHttpRequestResponseType;
  65344. /** @hidden */
  65345. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  65346. /** @hidden */
  65347. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  65348. /**
  65349. * Cancels any network activity
  65350. */
  65351. abort(): void;
  65352. /**
  65353. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  65354. * @param body defines an optional request body
  65355. */
  65356. send(body?: Document | BodyInit | null): void;
  65357. /**
  65358. * Sets the request method, request URL
  65359. * @param method defines the method to use (GET, POST, etc..)
  65360. * @param url defines the url to connect with
  65361. */
  65362. open(method: string, url: string): void;
  65363. }
  65364. }
  65365. declare module BABYLON {
  65366. /**
  65367. * File request interface
  65368. */
  65369. export interface IFileRequest {
  65370. /**
  65371. * Raised when the request is complete (success or error).
  65372. */
  65373. onCompleteObservable: Observable<IFileRequest>;
  65374. /**
  65375. * Aborts the request for a file.
  65376. */
  65377. abort: () => void;
  65378. }
  65379. }
  65380. declare module BABYLON {
  65381. /**
  65382. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  65383. */
  65384. export class PerformanceMonitor {
  65385. private _enabled;
  65386. private _rollingFrameTime;
  65387. private _lastFrameTimeMs;
  65388. /**
  65389. * constructor
  65390. * @param frameSampleSize The number of samples required to saturate the sliding window
  65391. */
  65392. constructor(frameSampleSize?: number);
  65393. /**
  65394. * Samples current frame
  65395. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  65396. */
  65397. sampleFrame(timeMs?: number): void;
  65398. /**
  65399. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  65400. */
  65401. readonly averageFrameTime: number;
  65402. /**
  65403. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  65404. */
  65405. readonly averageFrameTimeVariance: number;
  65406. /**
  65407. * Returns the frame time of the most recent frame
  65408. */
  65409. readonly instantaneousFrameTime: number;
  65410. /**
  65411. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  65412. */
  65413. readonly averageFPS: number;
  65414. /**
  65415. * Returns the average framerate in frames per second using the most recent frame time
  65416. */
  65417. readonly instantaneousFPS: number;
  65418. /**
  65419. * Returns true if enough samples have been taken to completely fill the sliding window
  65420. */
  65421. readonly isSaturated: boolean;
  65422. /**
  65423. * Enables contributions to the sliding window sample set
  65424. */
  65425. enable(): void;
  65426. /**
  65427. * Disables contributions to the sliding window sample set
  65428. * Samples will not be interpolated over the disabled period
  65429. */
  65430. disable(): void;
  65431. /**
  65432. * Returns true if sampling is enabled
  65433. */
  65434. readonly isEnabled: boolean;
  65435. /**
  65436. * Resets performance monitor
  65437. */
  65438. reset(): void;
  65439. }
  65440. /**
  65441. * RollingAverage
  65442. *
  65443. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  65444. */
  65445. export class RollingAverage {
  65446. /**
  65447. * Current average
  65448. */
  65449. average: number;
  65450. /**
  65451. * Current variance
  65452. */
  65453. variance: number;
  65454. protected _samples: Array<number>;
  65455. protected _sampleCount: number;
  65456. protected _pos: number;
  65457. protected _m2: number;
  65458. /**
  65459. * constructor
  65460. * @param length The number of samples required to saturate the sliding window
  65461. */
  65462. constructor(length: number);
  65463. /**
  65464. * Adds a sample to the sample set
  65465. * @param v The sample value
  65466. */
  65467. add(v: number): void;
  65468. /**
  65469. * Returns previously added values or null if outside of history or outside the sliding window domain
  65470. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  65471. * @return Value previously recorded with add() or null if outside of range
  65472. */
  65473. history(i: number): number;
  65474. /**
  65475. * Returns true if enough samples have been taken to completely fill the sliding window
  65476. * @return true if sample-set saturated
  65477. */
  65478. isSaturated(): boolean;
  65479. /**
  65480. * Resets the rolling average (equivalent to 0 samples taken so far)
  65481. */
  65482. reset(): void;
  65483. /**
  65484. * Wraps a value around the sample range boundaries
  65485. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  65486. * @return Wrapped position in sample range
  65487. */
  65488. protected _wrapPosition(i: number): number;
  65489. }
  65490. }
  65491. declare module BABYLON {
  65492. /**
  65493. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65494. * The underlying implementation relies on an associative array to ensure the best performances.
  65495. * The value can be anything including 'null' but except 'undefined'
  65496. */
  65497. export class StringDictionary<T> {
  65498. /**
  65499. * This will clear this dictionary and copy the content from the 'source' one.
  65500. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65501. * @param source the dictionary to take the content from and copy to this dictionary
  65502. */
  65503. copyFrom(source: StringDictionary<T>): void;
  65504. /**
  65505. * Get a value based from its key
  65506. * @param key the given key to get the matching value from
  65507. * @return the value if found, otherwise undefined is returned
  65508. */
  65509. get(key: string): T | undefined;
  65510. /**
  65511. * Get a value from its key or add it if it doesn't exist.
  65512. * This method will ensure you that a given key/data will be present in the dictionary.
  65513. * @param key the given key to get the matching value from
  65514. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65515. * The factory will only be invoked if there's no data for the given key.
  65516. * @return the value corresponding to the key.
  65517. */
  65518. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  65519. /**
  65520. * Get a value from its key if present in the dictionary otherwise add it
  65521. * @param key the key to get the value from
  65522. * @param val if there's no such key/value pair in the dictionary add it with this value
  65523. * @return the value corresponding to the key
  65524. */
  65525. getOrAdd(key: string, val: T): T;
  65526. /**
  65527. * Check if there's a given key in the dictionary
  65528. * @param key the key to check for
  65529. * @return true if the key is present, false otherwise
  65530. */
  65531. contains(key: string): boolean;
  65532. /**
  65533. * Add a new key and its corresponding value
  65534. * @param key the key to add
  65535. * @param value the value corresponding to the key
  65536. * @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
  65537. */
  65538. add(key: string, value: T): boolean;
  65539. /**
  65540. * Update a specific value associated to a key
  65541. * @param key defines the key to use
  65542. * @param value defines the value to store
  65543. * @returns true if the value was updated (or false if the key was not found)
  65544. */
  65545. set(key: string, value: T): boolean;
  65546. /**
  65547. * Get the element of the given key and remove it from the dictionary
  65548. * @param key defines the key to search
  65549. * @returns the value associated with the key or null if not found
  65550. */
  65551. getAndRemove(key: string): Nullable<T>;
  65552. /**
  65553. * Remove a key/value from the dictionary.
  65554. * @param key the key to remove
  65555. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65556. */
  65557. remove(key: string): boolean;
  65558. /**
  65559. * Clear the whole content of the dictionary
  65560. */
  65561. clear(): void;
  65562. /**
  65563. * Gets the current count
  65564. */
  65565. readonly count: number;
  65566. /**
  65567. * Execute a callback on each key/val of the dictionary.
  65568. * Note that you can remove any element in this dictionary in the callback implementation
  65569. * @param callback the callback to execute on a given key/value pair
  65570. */
  65571. forEach(callback: (key: string, val: T) => void): void;
  65572. /**
  65573. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65574. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65575. * Note that you can remove any element in this dictionary in the callback implementation
  65576. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65577. * @returns the first item
  65578. */
  65579. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  65580. private _count;
  65581. private _data;
  65582. }
  65583. }
  65584. declare module BABYLON {
  65585. /**
  65586. * Class used to store gfx data (like WebGLBuffer)
  65587. */
  65588. export class DataBuffer {
  65589. /**
  65590. * Gets or sets the number of objects referencing this buffer
  65591. */
  65592. references: number;
  65593. /** Gets or sets the size of the underlying buffer */
  65594. capacity: number;
  65595. /**
  65596. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  65597. */
  65598. is32Bits: boolean;
  65599. /**
  65600. * Gets the underlying buffer
  65601. */
  65602. readonly underlyingResource: any;
  65603. }
  65604. }
  65605. declare module BABYLON {
  65606. /**
  65607. * Class used to store data that will be store in GPU memory
  65608. */
  65609. export class Buffer {
  65610. private _engine;
  65611. private _buffer;
  65612. /** @hidden */
  65613. _data: Nullable<DataArray>;
  65614. private _updatable;
  65615. private _instanced;
  65616. /**
  65617. * Gets the byte stride.
  65618. */
  65619. readonly byteStride: number;
  65620. /**
  65621. * Constructor
  65622. * @param engine the engine
  65623. * @param data the data to use for this buffer
  65624. * @param updatable whether the data is updatable
  65625. * @param stride the stride (optional)
  65626. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65627. * @param instanced whether the buffer is instanced (optional)
  65628. * @param useBytes set to true if the stride in in bytes (optional)
  65629. */
  65630. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  65631. /**
  65632. * Create a new VertexBuffer based on the current buffer
  65633. * @param kind defines the vertex buffer kind (position, normal, etc.)
  65634. * @param offset defines offset in the buffer (0 by default)
  65635. * @param size defines the size in floats of attributes (position is 3 for instance)
  65636. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  65637. * @param instanced defines if the vertex buffer contains indexed data
  65638. * @param useBytes defines if the offset and stride are in bytes
  65639. * @returns the new vertex buffer
  65640. */
  65641. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  65642. /**
  65643. * Gets a boolean indicating if the Buffer is updatable?
  65644. * @returns true if the buffer is updatable
  65645. */
  65646. isUpdatable(): boolean;
  65647. /**
  65648. * Gets current buffer's data
  65649. * @returns a DataArray or null
  65650. */
  65651. getData(): Nullable<DataArray>;
  65652. /**
  65653. * Gets underlying native buffer
  65654. * @returns underlying native buffer
  65655. */
  65656. getBuffer(): Nullable<DataBuffer>;
  65657. /**
  65658. * Gets the stride in float32 units (i.e. byte stride / 4).
  65659. * May not be an integer if the byte stride is not divisible by 4.
  65660. * DEPRECATED. Use byteStride instead.
  65661. * @returns the stride in float32 units
  65662. */
  65663. getStrideSize(): number;
  65664. /**
  65665. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65666. * @param data defines the data to store
  65667. */
  65668. create(data?: Nullable<DataArray>): void;
  65669. /** @hidden */
  65670. _rebuild(): void;
  65671. /**
  65672. * Update current buffer data
  65673. * @param data defines the data to store
  65674. */
  65675. update(data: DataArray): void;
  65676. /**
  65677. * Updates the data directly.
  65678. * @param data the new data
  65679. * @param offset the new offset
  65680. * @param vertexCount the vertex count (optional)
  65681. * @param useBytes set to true if the offset is in bytes
  65682. */
  65683. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  65684. /**
  65685. * Release all resources
  65686. */
  65687. dispose(): void;
  65688. }
  65689. /**
  65690. * Specialized buffer used to store vertex data
  65691. */
  65692. export class VertexBuffer {
  65693. /** @hidden */
  65694. _buffer: Buffer;
  65695. private _kind;
  65696. private _size;
  65697. private _ownsBuffer;
  65698. private _instanced;
  65699. private _instanceDivisor;
  65700. /**
  65701. * The byte type.
  65702. */
  65703. static readonly BYTE: number;
  65704. /**
  65705. * The unsigned byte type.
  65706. */
  65707. static readonly UNSIGNED_BYTE: number;
  65708. /**
  65709. * The short type.
  65710. */
  65711. static readonly SHORT: number;
  65712. /**
  65713. * The unsigned short type.
  65714. */
  65715. static readonly UNSIGNED_SHORT: number;
  65716. /**
  65717. * The integer type.
  65718. */
  65719. static readonly INT: number;
  65720. /**
  65721. * The unsigned integer type.
  65722. */
  65723. static readonly UNSIGNED_INT: number;
  65724. /**
  65725. * The float type.
  65726. */
  65727. static readonly FLOAT: number;
  65728. /**
  65729. * Gets or sets the instance divisor when in instanced mode
  65730. */
  65731. instanceDivisor: number;
  65732. /**
  65733. * Gets the byte stride.
  65734. */
  65735. readonly byteStride: number;
  65736. /**
  65737. * Gets the byte offset.
  65738. */
  65739. readonly byteOffset: number;
  65740. /**
  65741. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  65742. */
  65743. readonly normalized: boolean;
  65744. /**
  65745. * Gets the data type of each component in the array.
  65746. */
  65747. readonly type: number;
  65748. /**
  65749. * Constructor
  65750. * @param engine the engine
  65751. * @param data the data to use for this vertex buffer
  65752. * @param kind the vertex buffer kind
  65753. * @param updatable whether the data is updatable
  65754. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65755. * @param stride the stride (optional)
  65756. * @param instanced whether the buffer is instanced (optional)
  65757. * @param offset the offset of the data (optional)
  65758. * @param size the number of components (optional)
  65759. * @param type the type of the component (optional)
  65760. * @param normalized whether the data contains normalized data (optional)
  65761. * @param useBytes set to true if stride and offset are in bytes (optional)
  65762. */
  65763. 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);
  65764. /** @hidden */
  65765. _rebuild(): void;
  65766. /**
  65767. * Returns the kind of the VertexBuffer (string)
  65768. * @returns a string
  65769. */
  65770. getKind(): string;
  65771. /**
  65772. * Gets a boolean indicating if the VertexBuffer is updatable?
  65773. * @returns true if the buffer is updatable
  65774. */
  65775. isUpdatable(): boolean;
  65776. /**
  65777. * Gets current buffer's data
  65778. * @returns a DataArray or null
  65779. */
  65780. getData(): Nullable<DataArray>;
  65781. /**
  65782. * Gets underlying native buffer
  65783. * @returns underlying native buffer
  65784. */
  65785. getBuffer(): Nullable<DataBuffer>;
  65786. /**
  65787. * Gets the stride in float32 units (i.e. byte stride / 4).
  65788. * May not be an integer if the byte stride is not divisible by 4.
  65789. * DEPRECATED. Use byteStride instead.
  65790. * @returns the stride in float32 units
  65791. */
  65792. getStrideSize(): number;
  65793. /**
  65794. * Returns the offset as a multiple of the type byte length.
  65795. * DEPRECATED. Use byteOffset instead.
  65796. * @returns the offset in bytes
  65797. */
  65798. getOffset(): number;
  65799. /**
  65800. * Returns the number of components per vertex attribute (integer)
  65801. * @returns the size in float
  65802. */
  65803. getSize(): number;
  65804. /**
  65805. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  65806. * @returns true if this buffer is instanced
  65807. */
  65808. getIsInstanced(): boolean;
  65809. /**
  65810. * Returns the instancing divisor, zero for non-instanced (integer).
  65811. * @returns a number
  65812. */
  65813. getInstanceDivisor(): number;
  65814. /**
  65815. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65816. * @param data defines the data to store
  65817. */
  65818. create(data?: DataArray): void;
  65819. /**
  65820. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  65821. * This function will create a new buffer if the current one is not updatable
  65822. * @param data defines the data to store
  65823. */
  65824. update(data: DataArray): void;
  65825. /**
  65826. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  65827. * Returns the directly updated WebGLBuffer.
  65828. * @param data the new data
  65829. * @param offset the new offset
  65830. * @param useBytes set to true if the offset is in bytes
  65831. */
  65832. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  65833. /**
  65834. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  65835. */
  65836. dispose(): void;
  65837. /**
  65838. * Enumerates each value of this vertex buffer as numbers.
  65839. * @param count the number of values to enumerate
  65840. * @param callback the callback function called for each value
  65841. */
  65842. forEach(count: number, callback: (value: number, index: number) => void): void;
  65843. /**
  65844. * Positions
  65845. */
  65846. static readonly PositionKind: string;
  65847. /**
  65848. * Normals
  65849. */
  65850. static readonly NormalKind: string;
  65851. /**
  65852. * Tangents
  65853. */
  65854. static readonly TangentKind: string;
  65855. /**
  65856. * Texture coordinates
  65857. */
  65858. static readonly UVKind: string;
  65859. /**
  65860. * Texture coordinates 2
  65861. */
  65862. static readonly UV2Kind: string;
  65863. /**
  65864. * Texture coordinates 3
  65865. */
  65866. static readonly UV3Kind: string;
  65867. /**
  65868. * Texture coordinates 4
  65869. */
  65870. static readonly UV4Kind: string;
  65871. /**
  65872. * Texture coordinates 5
  65873. */
  65874. static readonly UV5Kind: string;
  65875. /**
  65876. * Texture coordinates 6
  65877. */
  65878. static readonly UV6Kind: string;
  65879. /**
  65880. * Colors
  65881. */
  65882. static readonly ColorKind: string;
  65883. /**
  65884. * Matrix indices (for bones)
  65885. */
  65886. static readonly MatricesIndicesKind: string;
  65887. /**
  65888. * Matrix weights (for bones)
  65889. */
  65890. static readonly MatricesWeightsKind: string;
  65891. /**
  65892. * Additional matrix indices (for bones)
  65893. */
  65894. static readonly MatricesIndicesExtraKind: string;
  65895. /**
  65896. * Additional matrix weights (for bones)
  65897. */
  65898. static readonly MatricesWeightsExtraKind: string;
  65899. /**
  65900. * Deduces the stride given a kind.
  65901. * @param kind The kind string to deduce
  65902. * @returns The deduced stride
  65903. */
  65904. static DeduceStride(kind: string): number;
  65905. /**
  65906. * Gets the byte length of the given type.
  65907. * @param type the type
  65908. * @returns the number of bytes
  65909. */
  65910. static GetTypeByteLength(type: number): number;
  65911. /**
  65912. * Enumerates each value of the given parameters as numbers.
  65913. * @param data the data to enumerate
  65914. * @param byteOffset the byte offset of the data
  65915. * @param byteStride the byte stride of the data
  65916. * @param componentCount the number of components per element
  65917. * @param componentType the type of the component
  65918. * @param count the number of values to enumerate
  65919. * @param normalized whether the data is normalized
  65920. * @param callback the callback function called for each value
  65921. */
  65922. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  65923. private static _GetFloatValue;
  65924. }
  65925. }
  65926. declare module BABYLON {
  65927. /**
  65928. * Scalar computation library
  65929. */
  65930. export class Scalar {
  65931. /**
  65932. * Two pi constants convenient for computation.
  65933. */
  65934. static TwoPi: number;
  65935. /**
  65936. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65937. * @param a number
  65938. * @param b number
  65939. * @param epsilon (default = 1.401298E-45)
  65940. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65941. */
  65942. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  65943. /**
  65944. * Returns a string : the upper case translation of the number i to hexadecimal.
  65945. * @param i number
  65946. * @returns the upper case translation of the number i to hexadecimal.
  65947. */
  65948. static ToHex(i: number): string;
  65949. /**
  65950. * Returns -1 if value is negative and +1 is value is positive.
  65951. * @param value the value
  65952. * @returns the value itself if it's equal to zero.
  65953. */
  65954. static Sign(value: number): number;
  65955. /**
  65956. * Returns the value itself if it's between min and max.
  65957. * Returns min if the value is lower than min.
  65958. * Returns max if the value is greater than max.
  65959. * @param value the value to clmap
  65960. * @param min the min value to clamp to (default: 0)
  65961. * @param max the max value to clamp to (default: 1)
  65962. * @returns the clamped value
  65963. */
  65964. static Clamp(value: number, min?: number, max?: number): number;
  65965. /**
  65966. * the log2 of value.
  65967. * @param value the value to compute log2 of
  65968. * @returns the log2 of value.
  65969. */
  65970. static Log2(value: number): number;
  65971. /**
  65972. * Loops the value, so that it is never larger than length and never smaller than 0.
  65973. *
  65974. * This is similar to the modulo operator but it works with floating point numbers.
  65975. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  65976. * With t = 5 and length = 2.5, the result would be 0.0.
  65977. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  65978. * @param value the value
  65979. * @param length the length
  65980. * @returns the looped value
  65981. */
  65982. static Repeat(value: number, length: number): number;
  65983. /**
  65984. * Normalize the value between 0.0 and 1.0 using min and max values
  65985. * @param value value to normalize
  65986. * @param min max to normalize between
  65987. * @param max min to normalize between
  65988. * @returns the normalized value
  65989. */
  65990. static Normalize(value: number, min: number, max: number): number;
  65991. /**
  65992. * Denormalize the value from 0.0 and 1.0 using min and max values
  65993. * @param normalized value to denormalize
  65994. * @param min max to denormalize between
  65995. * @param max min to denormalize between
  65996. * @returns the denormalized value
  65997. */
  65998. static Denormalize(normalized: number, min: number, max: number): number;
  65999. /**
  66000. * Calculates the shortest difference between two given angles given in degrees.
  66001. * @param current current angle in degrees
  66002. * @param target target angle in degrees
  66003. * @returns the delta
  66004. */
  66005. static DeltaAngle(current: number, target: number): number;
  66006. /**
  66007. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  66008. * @param tx value
  66009. * @param length length
  66010. * @returns The returned value will move back and forth between 0 and length
  66011. */
  66012. static PingPong(tx: number, length: number): number;
  66013. /**
  66014. * Interpolates between min and max with smoothing at the limits.
  66015. *
  66016. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  66017. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  66018. * @param from from
  66019. * @param to to
  66020. * @param tx value
  66021. * @returns the smooth stepped value
  66022. */
  66023. static SmoothStep(from: number, to: number, tx: number): number;
  66024. /**
  66025. * Moves a value current towards target.
  66026. *
  66027. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  66028. * Negative values of maxDelta pushes the value away from target.
  66029. * @param current current value
  66030. * @param target target value
  66031. * @param maxDelta max distance to move
  66032. * @returns resulting value
  66033. */
  66034. static MoveTowards(current: number, target: number, maxDelta: number): number;
  66035. /**
  66036. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66037. *
  66038. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  66039. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  66040. * @param current current value
  66041. * @param target target value
  66042. * @param maxDelta max distance to move
  66043. * @returns resulting angle
  66044. */
  66045. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  66046. /**
  66047. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  66048. * @param start start value
  66049. * @param end target value
  66050. * @param amount amount to lerp between
  66051. * @returns the lerped value
  66052. */
  66053. static Lerp(start: number, end: number, amount: number): number;
  66054. /**
  66055. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66056. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  66057. * @param start start value
  66058. * @param end target value
  66059. * @param amount amount to lerp between
  66060. * @returns the lerped value
  66061. */
  66062. static LerpAngle(start: number, end: number, amount: number): number;
  66063. /**
  66064. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  66065. * @param a start value
  66066. * @param b target value
  66067. * @param value value between a and b
  66068. * @returns the inverseLerp value
  66069. */
  66070. static InverseLerp(a: number, b: number, value: number): number;
  66071. /**
  66072. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  66073. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  66074. * @param value1 spline value
  66075. * @param tangent1 spline value
  66076. * @param value2 spline value
  66077. * @param tangent2 spline value
  66078. * @param amount input value
  66079. * @returns hermite result
  66080. */
  66081. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  66082. /**
  66083. * Returns a random float number between and min and max values
  66084. * @param min min value of random
  66085. * @param max max value of random
  66086. * @returns random value
  66087. */
  66088. static RandomRange(min: number, max: number): number;
  66089. /**
  66090. * This function returns percentage of a number in a given range.
  66091. *
  66092. * RangeToPercent(40,20,60) will return 0.5 (50%)
  66093. * RangeToPercent(34,0,100) will return 0.34 (34%)
  66094. * @param number to convert to percentage
  66095. * @param min min range
  66096. * @param max max range
  66097. * @returns the percentage
  66098. */
  66099. static RangeToPercent(number: number, min: number, max: number): number;
  66100. /**
  66101. * This function returns number that corresponds to the percentage in a given range.
  66102. *
  66103. * PercentToRange(0.34,0,100) will return 34.
  66104. * @param percent to convert to number
  66105. * @param min min range
  66106. * @param max max range
  66107. * @returns the number
  66108. */
  66109. static PercentToRange(percent: number, min: number, max: number): number;
  66110. /**
  66111. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  66112. * @param angle The angle to normalize in radian.
  66113. * @return The converted angle.
  66114. */
  66115. static NormalizeRadians(angle: number): number;
  66116. }
  66117. }
  66118. declare module BABYLON {
  66119. /**
  66120. * Constant used to convert a value to gamma space
  66121. * @ignorenaming
  66122. */
  66123. export const ToGammaSpace: number;
  66124. /**
  66125. * Constant used to convert a value to linear space
  66126. * @ignorenaming
  66127. */
  66128. export const ToLinearSpace = 2.2;
  66129. /**
  66130. * Constant used to define the minimal number value in Babylon.js
  66131. * @ignorenaming
  66132. */
  66133. let Epsilon: number;
  66134. }
  66135. declare module BABYLON {
  66136. /**
  66137. * Class used to represent a viewport on screen
  66138. */
  66139. export class Viewport {
  66140. /** viewport left coordinate */
  66141. x: number;
  66142. /** viewport top coordinate */
  66143. y: number;
  66144. /**viewport width */
  66145. width: number;
  66146. /** viewport height */
  66147. height: number;
  66148. /**
  66149. * Creates a Viewport object located at (x, y) and sized (width, height)
  66150. * @param x defines viewport left coordinate
  66151. * @param y defines viewport top coordinate
  66152. * @param width defines the viewport width
  66153. * @param height defines the viewport height
  66154. */
  66155. constructor(
  66156. /** viewport left coordinate */
  66157. x: number,
  66158. /** viewport top coordinate */
  66159. y: number,
  66160. /**viewport width */
  66161. width: number,
  66162. /** viewport height */
  66163. height: number);
  66164. /**
  66165. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  66166. * @param renderWidth defines the rendering width
  66167. * @param renderHeight defines the rendering height
  66168. * @returns a new Viewport
  66169. */
  66170. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  66171. /**
  66172. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  66173. * @param renderWidth defines the rendering width
  66174. * @param renderHeight defines the rendering height
  66175. * @param ref defines the target viewport
  66176. * @returns the current viewport
  66177. */
  66178. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  66179. /**
  66180. * Returns a new Viewport copied from the current one
  66181. * @returns a new Viewport
  66182. */
  66183. clone(): Viewport;
  66184. }
  66185. }
  66186. declare module BABYLON {
  66187. /**
  66188. * Class containing a set of static utilities functions for arrays.
  66189. */
  66190. export class ArrayTools {
  66191. /**
  66192. * Returns an array of the given size filled with element built from the given constructor and the paramters
  66193. * @param size the number of element to construct and put in the array
  66194. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  66195. * @returns a new array filled with new objects
  66196. */
  66197. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  66198. }
  66199. }
  66200. declare module BABYLON {
  66201. /**
  66202. * @hidden
  66203. */
  66204. export interface IColor4Like {
  66205. r: float;
  66206. g: float;
  66207. b: float;
  66208. a: float;
  66209. }
  66210. /**
  66211. * @hidden
  66212. */
  66213. export interface IColor3Like {
  66214. r: float;
  66215. g: float;
  66216. b: float;
  66217. }
  66218. /**
  66219. * @hidden
  66220. */
  66221. export interface IVector4Like {
  66222. x: float;
  66223. y: float;
  66224. z: float;
  66225. w: float;
  66226. }
  66227. /**
  66228. * @hidden
  66229. */
  66230. export interface IVector3Like {
  66231. x: float;
  66232. y: float;
  66233. z: float;
  66234. }
  66235. /**
  66236. * @hidden
  66237. */
  66238. export interface IVector2Like {
  66239. x: float;
  66240. y: float;
  66241. }
  66242. /**
  66243. * @hidden
  66244. */
  66245. export interface IMatrixLike {
  66246. toArray(): DeepImmutable<Float32Array>;
  66247. updateFlag: int;
  66248. }
  66249. /**
  66250. * @hidden
  66251. */
  66252. export interface IViewportLike {
  66253. x: float;
  66254. y: float;
  66255. width: float;
  66256. height: float;
  66257. }
  66258. /**
  66259. * @hidden
  66260. */
  66261. export interface IPlaneLike {
  66262. normal: IVector3Like;
  66263. d: float;
  66264. normalize(): void;
  66265. }
  66266. }
  66267. declare module BABYLON {
  66268. /**
  66269. * Class representing a vector containing 2 coordinates
  66270. */
  66271. export class Vector2 {
  66272. /** defines the first coordinate */
  66273. x: number;
  66274. /** defines the second coordinate */
  66275. y: number;
  66276. /**
  66277. * Creates a new Vector2 from the given x and y coordinates
  66278. * @param x defines the first coordinate
  66279. * @param y defines the second coordinate
  66280. */
  66281. constructor(
  66282. /** defines the first coordinate */
  66283. x?: number,
  66284. /** defines the second coordinate */
  66285. y?: number);
  66286. /**
  66287. * Gets a string with the Vector2 coordinates
  66288. * @returns a string with the Vector2 coordinates
  66289. */
  66290. toString(): string;
  66291. /**
  66292. * Gets class name
  66293. * @returns the string "Vector2"
  66294. */
  66295. getClassName(): string;
  66296. /**
  66297. * Gets current vector hash code
  66298. * @returns the Vector2 hash code as a number
  66299. */
  66300. getHashCode(): number;
  66301. /**
  66302. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  66303. * @param array defines the source array
  66304. * @param index defines the offset in source array
  66305. * @returns the current Vector2
  66306. */
  66307. toArray(array: FloatArray, index?: number): Vector2;
  66308. /**
  66309. * Copy the current vector to an array
  66310. * @returns a new array with 2 elements: the Vector2 coordinates.
  66311. */
  66312. asArray(): number[];
  66313. /**
  66314. * Sets the Vector2 coordinates with the given Vector2 coordinates
  66315. * @param source defines the source Vector2
  66316. * @returns the current updated Vector2
  66317. */
  66318. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  66319. /**
  66320. * Sets the Vector2 coordinates with the given floats
  66321. * @param x defines the first coordinate
  66322. * @param y defines the second coordinate
  66323. * @returns the current updated Vector2
  66324. */
  66325. copyFromFloats(x: number, y: number): Vector2;
  66326. /**
  66327. * Sets the Vector2 coordinates with the given floats
  66328. * @param x defines the first coordinate
  66329. * @param y defines the second coordinate
  66330. * @returns the current updated Vector2
  66331. */
  66332. set(x: number, y: number): Vector2;
  66333. /**
  66334. * Add another vector with the current one
  66335. * @param otherVector defines the other vector
  66336. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  66337. */
  66338. add(otherVector: DeepImmutable<Vector2>): Vector2;
  66339. /**
  66340. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  66341. * @param otherVector defines the other vector
  66342. * @param result defines the target vector
  66343. * @returns the unmodified current Vector2
  66344. */
  66345. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66346. /**
  66347. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  66348. * @param otherVector defines the other vector
  66349. * @returns the current updated Vector2
  66350. */
  66351. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66352. /**
  66353. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  66354. * @param otherVector defines the other vector
  66355. * @returns a new Vector2
  66356. */
  66357. addVector3(otherVector: Vector3): Vector2;
  66358. /**
  66359. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  66360. * @param otherVector defines the other vector
  66361. * @returns a new Vector2
  66362. */
  66363. subtract(otherVector: Vector2): Vector2;
  66364. /**
  66365. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  66366. * @param otherVector defines the other vector
  66367. * @param result defines the target vector
  66368. * @returns the unmodified current Vector2
  66369. */
  66370. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66371. /**
  66372. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  66373. * @param otherVector defines the other vector
  66374. * @returns the current updated Vector2
  66375. */
  66376. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66377. /**
  66378. * Multiplies in place the current Vector2 coordinates by the given ones
  66379. * @param otherVector defines the other vector
  66380. * @returns the current updated Vector2
  66381. */
  66382. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66383. /**
  66384. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  66385. * @param otherVector defines the other vector
  66386. * @returns a new Vector2
  66387. */
  66388. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  66389. /**
  66390. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  66391. * @param otherVector defines the other vector
  66392. * @param result defines the target vector
  66393. * @returns the unmodified current Vector2
  66394. */
  66395. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66396. /**
  66397. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  66398. * @param x defines the first coordinate
  66399. * @param y defines the second coordinate
  66400. * @returns a new Vector2
  66401. */
  66402. multiplyByFloats(x: number, y: number): Vector2;
  66403. /**
  66404. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  66405. * @param otherVector defines the other vector
  66406. * @returns a new Vector2
  66407. */
  66408. divide(otherVector: Vector2): Vector2;
  66409. /**
  66410. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  66411. * @param otherVector defines the other vector
  66412. * @param result defines the target vector
  66413. * @returns the unmodified current Vector2
  66414. */
  66415. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66416. /**
  66417. * Divides the current Vector2 coordinates by the given ones
  66418. * @param otherVector defines the other vector
  66419. * @returns the current updated Vector2
  66420. */
  66421. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66422. /**
  66423. * Gets a new Vector2 with current Vector2 negated coordinates
  66424. * @returns a new Vector2
  66425. */
  66426. negate(): Vector2;
  66427. /**
  66428. * Multiply the Vector2 coordinates by scale
  66429. * @param scale defines the scaling factor
  66430. * @returns the current updated Vector2
  66431. */
  66432. scaleInPlace(scale: number): Vector2;
  66433. /**
  66434. * Returns a new Vector2 scaled by "scale" from the current Vector2
  66435. * @param scale defines the scaling factor
  66436. * @returns a new Vector2
  66437. */
  66438. scale(scale: number): Vector2;
  66439. /**
  66440. * Scale the current Vector2 values by a factor to a given Vector2
  66441. * @param scale defines the scale factor
  66442. * @param result defines the Vector2 object where to store the result
  66443. * @returns the unmodified current Vector2
  66444. */
  66445. scaleToRef(scale: number, result: Vector2): Vector2;
  66446. /**
  66447. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  66448. * @param scale defines the scale factor
  66449. * @param result defines the Vector2 object where to store the result
  66450. * @returns the unmodified current Vector2
  66451. */
  66452. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  66453. /**
  66454. * Gets a boolean if two vectors are equals
  66455. * @param otherVector defines the other vector
  66456. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  66457. */
  66458. equals(otherVector: DeepImmutable<Vector2>): boolean;
  66459. /**
  66460. * Gets a boolean if two vectors are equals (using an epsilon value)
  66461. * @param otherVector defines the other vector
  66462. * @param epsilon defines the minimal distance to consider equality
  66463. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  66464. */
  66465. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  66466. /**
  66467. * Gets a new Vector2 from current Vector2 floored values
  66468. * @returns a new Vector2
  66469. */
  66470. floor(): Vector2;
  66471. /**
  66472. * Gets a new Vector2 from current Vector2 floored values
  66473. * @returns a new Vector2
  66474. */
  66475. fract(): Vector2;
  66476. /**
  66477. * Gets the length of the vector
  66478. * @returns the vector length (float)
  66479. */
  66480. length(): number;
  66481. /**
  66482. * Gets the vector squared length
  66483. * @returns the vector squared length (float)
  66484. */
  66485. lengthSquared(): number;
  66486. /**
  66487. * Normalize the vector
  66488. * @returns the current updated Vector2
  66489. */
  66490. normalize(): Vector2;
  66491. /**
  66492. * Gets a new Vector2 copied from the Vector2
  66493. * @returns a new Vector2
  66494. */
  66495. clone(): Vector2;
  66496. /**
  66497. * Gets a new Vector2(0, 0)
  66498. * @returns a new Vector2
  66499. */
  66500. static Zero(): Vector2;
  66501. /**
  66502. * Gets a new Vector2(1, 1)
  66503. * @returns a new Vector2
  66504. */
  66505. static One(): Vector2;
  66506. /**
  66507. * Gets a new Vector2 set from the given index element of the given array
  66508. * @param array defines the data source
  66509. * @param offset defines the offset in the data source
  66510. * @returns a new Vector2
  66511. */
  66512. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  66513. /**
  66514. * Sets "result" from the given index element of the given array
  66515. * @param array defines the data source
  66516. * @param offset defines the offset in the data source
  66517. * @param result defines the target vector
  66518. */
  66519. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  66520. /**
  66521. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  66522. * @param value1 defines 1st point of control
  66523. * @param value2 defines 2nd point of control
  66524. * @param value3 defines 3rd point of control
  66525. * @param value4 defines 4th point of control
  66526. * @param amount defines the interpolation factor
  66527. * @returns a new Vector2
  66528. */
  66529. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  66530. /**
  66531. * 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".
  66532. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  66533. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  66534. * @param value defines the value to clamp
  66535. * @param min defines the lower limit
  66536. * @param max defines the upper limit
  66537. * @returns a new Vector2
  66538. */
  66539. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  66540. /**
  66541. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  66542. * @param value1 defines the 1st control point
  66543. * @param tangent1 defines the outgoing tangent
  66544. * @param value2 defines the 2nd control point
  66545. * @param tangent2 defines the incoming tangent
  66546. * @param amount defines the interpolation factor
  66547. * @returns a new Vector2
  66548. */
  66549. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  66550. /**
  66551. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  66552. * @param start defines the start vector
  66553. * @param end defines the end vector
  66554. * @param amount defines the interpolation factor
  66555. * @returns a new Vector2
  66556. */
  66557. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  66558. /**
  66559. * Gets the dot product of the vector "left" and the vector "right"
  66560. * @param left defines first vector
  66561. * @param right defines second vector
  66562. * @returns the dot product (float)
  66563. */
  66564. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  66565. /**
  66566. * Returns a new Vector2 equal to the normalized given vector
  66567. * @param vector defines the vector to normalize
  66568. * @returns a new Vector2
  66569. */
  66570. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  66571. /**
  66572. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  66573. * @param left defines 1st vector
  66574. * @param right defines 2nd vector
  66575. * @returns a new Vector2
  66576. */
  66577. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  66578. /**
  66579. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  66580. * @param left defines 1st vector
  66581. * @param right defines 2nd vector
  66582. * @returns a new Vector2
  66583. */
  66584. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  66585. /**
  66586. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  66587. * @param vector defines the vector to transform
  66588. * @param transformation defines the matrix to apply
  66589. * @returns a new Vector2
  66590. */
  66591. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  66592. /**
  66593. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  66594. * @param vector defines the vector to transform
  66595. * @param transformation defines the matrix to apply
  66596. * @param result defines the target vector
  66597. */
  66598. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  66599. /**
  66600. * Determines if a given vector is included in a triangle
  66601. * @param p defines the vector to test
  66602. * @param p0 defines 1st triangle point
  66603. * @param p1 defines 2nd triangle point
  66604. * @param p2 defines 3rd triangle point
  66605. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  66606. */
  66607. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  66608. /**
  66609. * Gets the distance between the vectors "value1" and "value2"
  66610. * @param value1 defines first vector
  66611. * @param value2 defines second vector
  66612. * @returns the distance between vectors
  66613. */
  66614. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  66615. /**
  66616. * Returns the squared distance between the vectors "value1" and "value2"
  66617. * @param value1 defines first vector
  66618. * @param value2 defines second vector
  66619. * @returns the squared distance between vectors
  66620. */
  66621. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  66622. /**
  66623. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  66624. * @param value1 defines first vector
  66625. * @param value2 defines second vector
  66626. * @returns a new Vector2
  66627. */
  66628. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  66629. /**
  66630. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  66631. * @param p defines the middle point
  66632. * @param segA defines one point of the segment
  66633. * @param segB defines the other point of the segment
  66634. * @returns the shortest distance
  66635. */
  66636. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  66637. }
  66638. /**
  66639. * Classed used to store (x,y,z) vector representation
  66640. * A Vector3 is the main object used in 3D geometry
  66641. * It can represent etiher the coordinates of a point the space, either a direction
  66642. * Reminder: js uses a left handed forward facing system
  66643. */
  66644. export class Vector3 {
  66645. /**
  66646. * Defines the first coordinates (on X axis)
  66647. */
  66648. x: number;
  66649. /**
  66650. * Defines the second coordinates (on Y axis)
  66651. */
  66652. y: number;
  66653. /**
  66654. * Defines the third coordinates (on Z axis)
  66655. */
  66656. z: number;
  66657. private static _UpReadOnly;
  66658. private static _ZeroReadOnly;
  66659. /**
  66660. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  66661. * @param x defines the first coordinates (on X axis)
  66662. * @param y defines the second coordinates (on Y axis)
  66663. * @param z defines the third coordinates (on Z axis)
  66664. */
  66665. constructor(
  66666. /**
  66667. * Defines the first coordinates (on X axis)
  66668. */
  66669. x?: number,
  66670. /**
  66671. * Defines the second coordinates (on Y axis)
  66672. */
  66673. y?: number,
  66674. /**
  66675. * Defines the third coordinates (on Z axis)
  66676. */
  66677. z?: number);
  66678. /**
  66679. * Creates a string representation of the Vector3
  66680. * @returns a string with the Vector3 coordinates.
  66681. */
  66682. toString(): string;
  66683. /**
  66684. * Gets the class name
  66685. * @returns the string "Vector3"
  66686. */
  66687. getClassName(): string;
  66688. /**
  66689. * Creates the Vector3 hash code
  66690. * @returns a number which tends to be unique between Vector3 instances
  66691. */
  66692. getHashCode(): number;
  66693. /**
  66694. * Creates an array containing three elements : the coordinates of the Vector3
  66695. * @returns a new array of numbers
  66696. */
  66697. asArray(): number[];
  66698. /**
  66699. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  66700. * @param array defines the destination array
  66701. * @param index defines the offset in the destination array
  66702. * @returns the current Vector3
  66703. */
  66704. toArray(array: FloatArray, index?: number): Vector3;
  66705. /**
  66706. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  66707. * @returns a new Quaternion object, computed from the Vector3 coordinates
  66708. */
  66709. toQuaternion(): Quaternion;
  66710. /**
  66711. * Adds the given vector to the current Vector3
  66712. * @param otherVector defines the second operand
  66713. * @returns the current updated Vector3
  66714. */
  66715. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66716. /**
  66717. * Adds the given coordinates to the current Vector3
  66718. * @param x defines the x coordinate of the operand
  66719. * @param y defines the y coordinate of the operand
  66720. * @param z defines the z coordinate of the operand
  66721. * @returns the current updated Vector3
  66722. */
  66723. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66724. /**
  66725. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  66726. * @param otherVector defines the second operand
  66727. * @returns the resulting Vector3
  66728. */
  66729. add(otherVector: DeepImmutable<Vector3>): Vector3;
  66730. /**
  66731. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  66732. * @param otherVector defines the second operand
  66733. * @param result defines the Vector3 object where to store the result
  66734. * @returns the current Vector3
  66735. */
  66736. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66737. /**
  66738. * Subtract the given vector from the current Vector3
  66739. * @param otherVector defines the second operand
  66740. * @returns the current updated Vector3
  66741. */
  66742. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66743. /**
  66744. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  66745. * @param otherVector defines the second operand
  66746. * @returns the resulting Vector3
  66747. */
  66748. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  66749. /**
  66750. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  66751. * @param otherVector defines the second operand
  66752. * @param result defines the Vector3 object where to store the result
  66753. * @returns the current Vector3
  66754. */
  66755. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66756. /**
  66757. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  66758. * @param x defines the x coordinate of the operand
  66759. * @param y defines the y coordinate of the operand
  66760. * @param z defines the z coordinate of the operand
  66761. * @returns the resulting Vector3
  66762. */
  66763. subtractFromFloats(x: number, y: number, z: number): Vector3;
  66764. /**
  66765. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  66766. * @param x defines the x coordinate of the operand
  66767. * @param y defines the y coordinate of the operand
  66768. * @param z defines the z coordinate of the operand
  66769. * @param result defines the Vector3 object where to store the result
  66770. * @returns the current Vector3
  66771. */
  66772. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  66773. /**
  66774. * Gets a new Vector3 set with the current Vector3 negated coordinates
  66775. * @returns a new Vector3
  66776. */
  66777. negate(): Vector3;
  66778. /**
  66779. * Multiplies the Vector3 coordinates by the float "scale"
  66780. * @param scale defines the multiplier factor
  66781. * @returns the current updated Vector3
  66782. */
  66783. scaleInPlace(scale: number): Vector3;
  66784. /**
  66785. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  66786. * @param scale defines the multiplier factor
  66787. * @returns a new Vector3
  66788. */
  66789. scale(scale: number): Vector3;
  66790. /**
  66791. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  66792. * @param scale defines the multiplier factor
  66793. * @param result defines the Vector3 object where to store the result
  66794. * @returns the current Vector3
  66795. */
  66796. scaleToRef(scale: number, result: Vector3): Vector3;
  66797. /**
  66798. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  66799. * @param scale defines the scale factor
  66800. * @param result defines the Vector3 object where to store the result
  66801. * @returns the unmodified current Vector3
  66802. */
  66803. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  66804. /**
  66805. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  66806. * @param otherVector defines the second operand
  66807. * @returns true if both vectors are equals
  66808. */
  66809. equals(otherVector: DeepImmutable<Vector3>): boolean;
  66810. /**
  66811. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  66812. * @param otherVector defines the second operand
  66813. * @param epsilon defines the minimal distance to define values as equals
  66814. * @returns true if both vectors are distant less than epsilon
  66815. */
  66816. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  66817. /**
  66818. * Returns true if the current Vector3 coordinates equals the given floats
  66819. * @param x defines the x coordinate of the operand
  66820. * @param y defines the y coordinate of the operand
  66821. * @param z defines the z coordinate of the operand
  66822. * @returns true if both vectors are equals
  66823. */
  66824. equalsToFloats(x: number, y: number, z: number): boolean;
  66825. /**
  66826. * Multiplies the current Vector3 coordinates by the given ones
  66827. * @param otherVector defines the second operand
  66828. * @returns the current updated Vector3
  66829. */
  66830. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66831. /**
  66832. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  66833. * @param otherVector defines the second operand
  66834. * @returns the new Vector3
  66835. */
  66836. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  66837. /**
  66838. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  66839. * @param otherVector defines the second operand
  66840. * @param result defines the Vector3 object where to store the result
  66841. * @returns the current Vector3
  66842. */
  66843. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66844. /**
  66845. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  66846. * @param x defines the x coordinate of the operand
  66847. * @param y defines the y coordinate of the operand
  66848. * @param z defines the z coordinate of the operand
  66849. * @returns the new Vector3
  66850. */
  66851. multiplyByFloats(x: number, y: number, z: number): Vector3;
  66852. /**
  66853. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  66854. * @param otherVector defines the second operand
  66855. * @returns the new Vector3
  66856. */
  66857. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  66858. /**
  66859. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  66860. * @param otherVector defines the second operand
  66861. * @param result defines the Vector3 object where to store the result
  66862. * @returns the current Vector3
  66863. */
  66864. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66865. /**
  66866. * Divides the current Vector3 coordinates by the given ones.
  66867. * @param otherVector defines the second operand
  66868. * @returns the current updated Vector3
  66869. */
  66870. divideInPlace(otherVector: Vector3): Vector3;
  66871. /**
  66872. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  66873. * @param other defines the second operand
  66874. * @returns the current updated Vector3
  66875. */
  66876. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66877. /**
  66878. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  66879. * @param other defines the second operand
  66880. * @returns the current updated Vector3
  66881. */
  66882. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66883. /**
  66884. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  66885. * @param x defines the x coordinate of the operand
  66886. * @param y defines the y coordinate of the operand
  66887. * @param z defines the z coordinate of the operand
  66888. * @returns the current updated Vector3
  66889. */
  66890. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66891. /**
  66892. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  66893. * @param x defines the x coordinate of the operand
  66894. * @param y defines the y coordinate of the operand
  66895. * @param z defines the z coordinate of the operand
  66896. * @returns the current updated Vector3
  66897. */
  66898. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66899. /**
  66900. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  66901. * Check if is non uniform within a certain amount of decimal places to account for this
  66902. * @param epsilon the amount the values can differ
  66903. * @returns if the the vector is non uniform to a certain number of decimal places
  66904. */
  66905. isNonUniformWithinEpsilon(epsilon: number): boolean;
  66906. /**
  66907. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  66908. */
  66909. readonly isNonUniform: boolean;
  66910. /**
  66911. * Gets a new Vector3 from current Vector3 floored values
  66912. * @returns a new Vector3
  66913. */
  66914. floor(): Vector3;
  66915. /**
  66916. * Gets a new Vector3 from current Vector3 floored values
  66917. * @returns a new Vector3
  66918. */
  66919. fract(): Vector3;
  66920. /**
  66921. * Gets the length of the Vector3
  66922. * @returns the length of the Vector3
  66923. */
  66924. length(): number;
  66925. /**
  66926. * Gets the squared length of the Vector3
  66927. * @returns squared length of the Vector3
  66928. */
  66929. lengthSquared(): number;
  66930. /**
  66931. * Normalize the current Vector3.
  66932. * Please note that this is an in place operation.
  66933. * @returns the current updated Vector3
  66934. */
  66935. normalize(): Vector3;
  66936. /**
  66937. * Reorders the x y z properties of the vector in place
  66938. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  66939. * @returns the current updated vector
  66940. */
  66941. reorderInPlace(order: string): this;
  66942. /**
  66943. * Rotates the vector around 0,0,0 by a quaternion
  66944. * @param quaternion the rotation quaternion
  66945. * @param result vector to store the result
  66946. * @returns the resulting vector
  66947. */
  66948. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  66949. /**
  66950. * Rotates a vector around a given point
  66951. * @param quaternion the rotation quaternion
  66952. * @param point the point to rotate around
  66953. * @param result vector to store the result
  66954. * @returns the resulting vector
  66955. */
  66956. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  66957. /**
  66958. * Normalize the current Vector3 with the given input length.
  66959. * Please note that this is an in place operation.
  66960. * @param len the length of the vector
  66961. * @returns the current updated Vector3
  66962. */
  66963. normalizeFromLength(len: number): Vector3;
  66964. /**
  66965. * Normalize the current Vector3 to a new vector
  66966. * @returns the new Vector3
  66967. */
  66968. normalizeToNew(): Vector3;
  66969. /**
  66970. * Normalize the current Vector3 to the reference
  66971. * @param reference define the Vector3 to update
  66972. * @returns the updated Vector3
  66973. */
  66974. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  66975. /**
  66976. * Creates a new Vector3 copied from the current Vector3
  66977. * @returns the new Vector3
  66978. */
  66979. clone(): Vector3;
  66980. /**
  66981. * Copies the given vector coordinates to the current Vector3 ones
  66982. * @param source defines the source Vector3
  66983. * @returns the current updated Vector3
  66984. */
  66985. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  66986. /**
  66987. * Copies the given floats to the current Vector3 coordinates
  66988. * @param x defines the x coordinate of the operand
  66989. * @param y defines the y coordinate of the operand
  66990. * @param z defines the z coordinate of the operand
  66991. * @returns the current updated Vector3
  66992. */
  66993. copyFromFloats(x: number, y: number, z: number): Vector3;
  66994. /**
  66995. * Copies the given floats to the current Vector3 coordinates
  66996. * @param x defines the x coordinate of the operand
  66997. * @param y defines the y coordinate of the operand
  66998. * @param z defines the z coordinate of the operand
  66999. * @returns the current updated Vector3
  67000. */
  67001. set(x: number, y: number, z: number): Vector3;
  67002. /**
  67003. * Copies the given float to the current Vector3 coordinates
  67004. * @param v defines the x, y and z coordinates of the operand
  67005. * @returns the current updated Vector3
  67006. */
  67007. setAll(v: number): Vector3;
  67008. /**
  67009. * Get the clip factor between two vectors
  67010. * @param vector0 defines the first operand
  67011. * @param vector1 defines the second operand
  67012. * @param axis defines the axis to use
  67013. * @param size defines the size along the axis
  67014. * @returns the clip factor
  67015. */
  67016. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  67017. /**
  67018. * Get angle between two vectors
  67019. * @param vector0 angle between vector0 and vector1
  67020. * @param vector1 angle between vector0 and vector1
  67021. * @param normal direction of the normal
  67022. * @return the angle between vector0 and vector1
  67023. */
  67024. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  67025. /**
  67026. * Returns a new Vector3 set from the index "offset" of the given array
  67027. * @param array defines the source array
  67028. * @param offset defines the offset in the source array
  67029. * @returns the new Vector3
  67030. */
  67031. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  67032. /**
  67033. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  67034. * This function is deprecated. Use FromArray instead
  67035. * @param array defines the source array
  67036. * @param offset defines the offset in the source array
  67037. * @returns the new Vector3
  67038. */
  67039. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  67040. /**
  67041. * Sets the given vector "result" with the element values from the index "offset" of the given array
  67042. * @param array defines the source array
  67043. * @param offset defines the offset in the source array
  67044. * @param result defines the Vector3 where to store the result
  67045. */
  67046. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  67047. /**
  67048. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  67049. * This function is deprecated. Use FromArrayToRef instead.
  67050. * @param array defines the source array
  67051. * @param offset defines the offset in the source array
  67052. * @param result defines the Vector3 where to store the result
  67053. */
  67054. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  67055. /**
  67056. * Sets the given vector "result" with the given floats.
  67057. * @param x defines the x coordinate of the source
  67058. * @param y defines the y coordinate of the source
  67059. * @param z defines the z coordinate of the source
  67060. * @param result defines the Vector3 where to store the result
  67061. */
  67062. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  67063. /**
  67064. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  67065. * @returns a new empty Vector3
  67066. */
  67067. static Zero(): Vector3;
  67068. /**
  67069. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  67070. * @returns a new unit Vector3
  67071. */
  67072. static One(): Vector3;
  67073. /**
  67074. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  67075. * @returns a new up Vector3
  67076. */
  67077. static Up(): Vector3;
  67078. /**
  67079. * Gets a up Vector3 that must not be updated
  67080. */
  67081. static readonly UpReadOnly: DeepImmutable<Vector3>;
  67082. /**
  67083. * Gets a zero Vector3 that must not be updated
  67084. */
  67085. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  67086. /**
  67087. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  67088. * @returns a new down Vector3
  67089. */
  67090. static Down(): Vector3;
  67091. /**
  67092. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  67093. * @returns a new forward Vector3
  67094. */
  67095. static Forward(): Vector3;
  67096. /**
  67097. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  67098. * @returns a new forward Vector3
  67099. */
  67100. static Backward(): Vector3;
  67101. /**
  67102. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  67103. * @returns a new right Vector3
  67104. */
  67105. static Right(): Vector3;
  67106. /**
  67107. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  67108. * @returns a new left Vector3
  67109. */
  67110. static Left(): Vector3;
  67111. /**
  67112. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  67113. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67114. * @param vector defines the Vector3 to transform
  67115. * @param transformation defines the transformation matrix
  67116. * @returns the transformed Vector3
  67117. */
  67118. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67119. /**
  67120. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  67121. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67122. * @param vector defines the Vector3 to transform
  67123. * @param transformation defines the transformation matrix
  67124. * @param result defines the Vector3 where to store the result
  67125. */
  67126. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67127. /**
  67128. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  67129. * This method computes tranformed coordinates only, not transformed direction vectors
  67130. * @param x define the x coordinate of the source vector
  67131. * @param y define the y coordinate of the source vector
  67132. * @param z define the z coordinate of the source vector
  67133. * @param transformation defines the transformation matrix
  67134. * @param result defines the Vector3 where to store the result
  67135. */
  67136. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67137. /**
  67138. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  67139. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67140. * @param vector defines the Vector3 to transform
  67141. * @param transformation defines the transformation matrix
  67142. * @returns the new Vector3
  67143. */
  67144. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67145. /**
  67146. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  67147. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67148. * @param vector defines the Vector3 to transform
  67149. * @param transformation defines the transformation matrix
  67150. * @param result defines the Vector3 where to store the result
  67151. */
  67152. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67153. /**
  67154. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  67155. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67156. * @param x define the x coordinate of the source vector
  67157. * @param y define the y coordinate of the source vector
  67158. * @param z define the z coordinate of the source vector
  67159. * @param transformation defines the transformation matrix
  67160. * @param result defines the Vector3 where to store the result
  67161. */
  67162. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67163. /**
  67164. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  67165. * @param value1 defines the first control point
  67166. * @param value2 defines the second control point
  67167. * @param value3 defines the third control point
  67168. * @param value4 defines the fourth control point
  67169. * @param amount defines the amount on the spline to use
  67170. * @returns the new Vector3
  67171. */
  67172. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  67173. /**
  67174. * 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"
  67175. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67176. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67177. * @param value defines the current value
  67178. * @param min defines the lower range value
  67179. * @param max defines the upper range value
  67180. * @returns the new Vector3
  67181. */
  67182. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  67183. /**
  67184. * 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"
  67185. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67186. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67187. * @param value defines the current value
  67188. * @param min defines the lower range value
  67189. * @param max defines the upper range value
  67190. * @param result defines the Vector3 where to store the result
  67191. */
  67192. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  67193. /**
  67194. * Checks if a given vector is inside a specific range
  67195. * @param v defines the vector to test
  67196. * @param min defines the minimum range
  67197. * @param max defines the maximum range
  67198. */
  67199. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  67200. /**
  67201. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  67202. * @param value1 defines the first control point
  67203. * @param tangent1 defines the first tangent vector
  67204. * @param value2 defines the second control point
  67205. * @param tangent2 defines the second tangent vector
  67206. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  67207. * @returns the new Vector3
  67208. */
  67209. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  67210. /**
  67211. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  67212. * @param start defines the start value
  67213. * @param end defines the end value
  67214. * @param amount max defines amount between both (between 0 and 1)
  67215. * @returns the new Vector3
  67216. */
  67217. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  67218. /**
  67219. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  67220. * @param start defines the start value
  67221. * @param end defines the end value
  67222. * @param amount max defines amount between both (between 0 and 1)
  67223. * @param result defines the Vector3 where to store the result
  67224. */
  67225. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  67226. /**
  67227. * Returns the dot product (float) between the vectors "left" and "right"
  67228. * @param left defines the left operand
  67229. * @param right defines the right operand
  67230. * @returns the dot product
  67231. */
  67232. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  67233. /**
  67234. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  67235. * The cross product is then orthogonal to both "left" and "right"
  67236. * @param left defines the left operand
  67237. * @param right defines the right operand
  67238. * @returns the cross product
  67239. */
  67240. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67241. /**
  67242. * Sets the given vector "result" with the cross product of "left" and "right"
  67243. * The cross product is then orthogonal to both "left" and "right"
  67244. * @param left defines the left operand
  67245. * @param right defines the right operand
  67246. * @param result defines the Vector3 where to store the result
  67247. */
  67248. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  67249. /**
  67250. * Returns a new Vector3 as the normalization of the given vector
  67251. * @param vector defines the Vector3 to normalize
  67252. * @returns the new Vector3
  67253. */
  67254. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  67255. /**
  67256. * Sets the given vector "result" with the normalization of the given first vector
  67257. * @param vector defines the Vector3 to normalize
  67258. * @param result defines the Vector3 where to store the result
  67259. */
  67260. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  67261. /**
  67262. * Project a Vector3 onto screen space
  67263. * @param vector defines the Vector3 to project
  67264. * @param world defines the world matrix to use
  67265. * @param transform defines the transform (view x projection) matrix to use
  67266. * @param viewport defines the screen viewport to use
  67267. * @returns the new Vector3
  67268. */
  67269. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  67270. /** @hidden */
  67271. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  67272. /**
  67273. * Unproject from screen space to object space
  67274. * @param source defines the screen space Vector3 to use
  67275. * @param viewportWidth defines the current width of the viewport
  67276. * @param viewportHeight defines the current height of the viewport
  67277. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67278. * @param transform defines the transform (view x projection) matrix to use
  67279. * @returns the new Vector3
  67280. */
  67281. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  67282. /**
  67283. * Unproject from screen space to object space
  67284. * @param source defines the screen space Vector3 to use
  67285. * @param viewportWidth defines the current width of the viewport
  67286. * @param viewportHeight defines the current height of the viewport
  67287. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67288. * @param view defines the view matrix to use
  67289. * @param projection defines the projection matrix to use
  67290. * @returns the new Vector3
  67291. */
  67292. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  67293. /**
  67294. * Unproject from screen space to object space
  67295. * @param source defines the screen space Vector3 to use
  67296. * @param viewportWidth defines the current width of the viewport
  67297. * @param viewportHeight defines the current height of the viewport
  67298. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67299. * @param view defines the view matrix to use
  67300. * @param projection defines the projection matrix to use
  67301. * @param result defines the Vector3 where to store the result
  67302. */
  67303. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67304. /**
  67305. * Unproject from screen space to object space
  67306. * @param sourceX defines the screen space x coordinate to use
  67307. * @param sourceY defines the screen space y coordinate to use
  67308. * @param sourceZ defines the screen space z coordinate to use
  67309. * @param viewportWidth defines the current width of the viewport
  67310. * @param viewportHeight defines the current height of the viewport
  67311. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67312. * @param view defines the view matrix to use
  67313. * @param projection defines the projection matrix to use
  67314. * @param result defines the Vector3 where to store the result
  67315. */
  67316. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67317. /**
  67318. * Gets the minimal coordinate values between two Vector3
  67319. * @param left defines the first operand
  67320. * @param right defines the second operand
  67321. * @returns the new Vector3
  67322. */
  67323. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67324. /**
  67325. * Gets the maximal coordinate values between two Vector3
  67326. * @param left defines the first operand
  67327. * @param right defines the second operand
  67328. * @returns the new Vector3
  67329. */
  67330. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67331. /**
  67332. * Returns the distance between the vectors "value1" and "value2"
  67333. * @param value1 defines the first operand
  67334. * @param value2 defines the second operand
  67335. * @returns the distance
  67336. */
  67337. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67338. /**
  67339. * Returns the squared distance between the vectors "value1" and "value2"
  67340. * @param value1 defines the first operand
  67341. * @param value2 defines the second operand
  67342. * @returns the squared distance
  67343. */
  67344. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67345. /**
  67346. * Returns a new Vector3 located at the center between "value1" and "value2"
  67347. * @param value1 defines the first operand
  67348. * @param value2 defines the second operand
  67349. * @returns the new Vector3
  67350. */
  67351. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  67352. /**
  67353. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  67354. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  67355. * to something in order to rotate it from its local system to the given target system
  67356. * Note: axis1, axis2 and axis3 are normalized during this operation
  67357. * @param axis1 defines the first axis
  67358. * @param axis2 defines the second axis
  67359. * @param axis3 defines the third axis
  67360. * @returns a new Vector3
  67361. */
  67362. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  67363. /**
  67364. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  67365. * @param axis1 defines the first axis
  67366. * @param axis2 defines the second axis
  67367. * @param axis3 defines the third axis
  67368. * @param ref defines the Vector3 where to store the result
  67369. */
  67370. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  67371. }
  67372. /**
  67373. * Vector4 class created for EulerAngle class conversion to Quaternion
  67374. */
  67375. export class Vector4 {
  67376. /** x value of the vector */
  67377. x: number;
  67378. /** y value of the vector */
  67379. y: number;
  67380. /** z value of the vector */
  67381. z: number;
  67382. /** w value of the vector */
  67383. w: number;
  67384. /**
  67385. * Creates a Vector4 object from the given floats.
  67386. * @param x x value of the vector
  67387. * @param y y value of the vector
  67388. * @param z z value of the vector
  67389. * @param w w value of the vector
  67390. */
  67391. constructor(
  67392. /** x value of the vector */
  67393. x: number,
  67394. /** y value of the vector */
  67395. y: number,
  67396. /** z value of the vector */
  67397. z: number,
  67398. /** w value of the vector */
  67399. w: number);
  67400. /**
  67401. * Returns the string with the Vector4 coordinates.
  67402. * @returns a string containing all the vector values
  67403. */
  67404. toString(): string;
  67405. /**
  67406. * Returns the string "Vector4".
  67407. * @returns "Vector4"
  67408. */
  67409. getClassName(): string;
  67410. /**
  67411. * Returns the Vector4 hash code.
  67412. * @returns a unique hash code
  67413. */
  67414. getHashCode(): number;
  67415. /**
  67416. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  67417. * @returns the resulting array
  67418. */
  67419. asArray(): number[];
  67420. /**
  67421. * Populates the given array from the given index with the Vector4 coordinates.
  67422. * @param array array to populate
  67423. * @param index index of the array to start at (default: 0)
  67424. * @returns the Vector4.
  67425. */
  67426. toArray(array: FloatArray, index?: number): Vector4;
  67427. /**
  67428. * Adds the given vector to the current Vector4.
  67429. * @param otherVector the vector to add
  67430. * @returns the updated Vector4.
  67431. */
  67432. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67433. /**
  67434. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  67435. * @param otherVector the vector to add
  67436. * @returns the resulting vector
  67437. */
  67438. add(otherVector: DeepImmutable<Vector4>): Vector4;
  67439. /**
  67440. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  67441. * @param otherVector the vector to add
  67442. * @param result the vector to store the result
  67443. * @returns the current Vector4.
  67444. */
  67445. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67446. /**
  67447. * Subtract in place the given vector from the current Vector4.
  67448. * @param otherVector the vector to subtract
  67449. * @returns the updated Vector4.
  67450. */
  67451. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67452. /**
  67453. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  67454. * @param otherVector the vector to add
  67455. * @returns the new vector with the result
  67456. */
  67457. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  67458. /**
  67459. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  67460. * @param otherVector the vector to subtract
  67461. * @param result the vector to store the result
  67462. * @returns the current Vector4.
  67463. */
  67464. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67465. /**
  67466. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67467. */
  67468. /**
  67469. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67470. * @param x value to subtract
  67471. * @param y value to subtract
  67472. * @param z value to subtract
  67473. * @param w value to subtract
  67474. * @returns new vector containing the result
  67475. */
  67476. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  67477. /**
  67478. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67479. * @param x value to subtract
  67480. * @param y value to subtract
  67481. * @param z value to subtract
  67482. * @param w value to subtract
  67483. * @param result the vector to store the result in
  67484. * @returns the current Vector4.
  67485. */
  67486. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  67487. /**
  67488. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  67489. * @returns a new vector with the negated values
  67490. */
  67491. negate(): Vector4;
  67492. /**
  67493. * Multiplies the current Vector4 coordinates by scale (float).
  67494. * @param scale the number to scale with
  67495. * @returns the updated Vector4.
  67496. */
  67497. scaleInPlace(scale: number): Vector4;
  67498. /**
  67499. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  67500. * @param scale the number to scale with
  67501. * @returns a new vector with the result
  67502. */
  67503. scale(scale: number): Vector4;
  67504. /**
  67505. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  67506. * @param scale the number to scale with
  67507. * @param result a vector to store the result in
  67508. * @returns the current Vector4.
  67509. */
  67510. scaleToRef(scale: number, result: Vector4): Vector4;
  67511. /**
  67512. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  67513. * @param scale defines the scale factor
  67514. * @param result defines the Vector4 object where to store the result
  67515. * @returns the unmodified current Vector4
  67516. */
  67517. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  67518. /**
  67519. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  67520. * @param otherVector the vector to compare against
  67521. * @returns true if they are equal
  67522. */
  67523. equals(otherVector: DeepImmutable<Vector4>): boolean;
  67524. /**
  67525. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  67526. * @param otherVector vector to compare against
  67527. * @param epsilon (Default: very small number)
  67528. * @returns true if they are equal
  67529. */
  67530. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  67531. /**
  67532. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  67533. * @param x x value to compare against
  67534. * @param y y value to compare against
  67535. * @param z z value to compare against
  67536. * @param w w value to compare against
  67537. * @returns true if equal
  67538. */
  67539. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  67540. /**
  67541. * Multiplies in place the current Vector4 by the given one.
  67542. * @param otherVector vector to multiple with
  67543. * @returns the updated Vector4.
  67544. */
  67545. multiplyInPlace(otherVector: Vector4): Vector4;
  67546. /**
  67547. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  67548. * @param otherVector vector to multiple with
  67549. * @returns resulting new vector
  67550. */
  67551. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  67552. /**
  67553. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  67554. * @param otherVector vector to multiple with
  67555. * @param result vector to store the result
  67556. * @returns the current Vector4.
  67557. */
  67558. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67559. /**
  67560. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  67561. * @param x x value multiply with
  67562. * @param y y value multiply with
  67563. * @param z z value multiply with
  67564. * @param w w value multiply with
  67565. * @returns resulting new vector
  67566. */
  67567. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  67568. /**
  67569. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  67570. * @param otherVector vector to devide with
  67571. * @returns resulting new vector
  67572. */
  67573. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  67574. /**
  67575. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  67576. * @param otherVector vector to devide with
  67577. * @param result vector to store the result
  67578. * @returns the current Vector4.
  67579. */
  67580. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67581. /**
  67582. * Divides the current Vector3 coordinates by the given ones.
  67583. * @param otherVector vector to devide with
  67584. * @returns the updated Vector3.
  67585. */
  67586. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67587. /**
  67588. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  67589. * @param other defines the second operand
  67590. * @returns the current updated Vector4
  67591. */
  67592. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  67593. /**
  67594. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  67595. * @param other defines the second operand
  67596. * @returns the current updated Vector4
  67597. */
  67598. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  67599. /**
  67600. * Gets a new Vector4 from current Vector4 floored values
  67601. * @returns a new Vector4
  67602. */
  67603. floor(): Vector4;
  67604. /**
  67605. * Gets a new Vector4 from current Vector3 floored values
  67606. * @returns a new Vector4
  67607. */
  67608. fract(): Vector4;
  67609. /**
  67610. * Returns the Vector4 length (float).
  67611. * @returns the length
  67612. */
  67613. length(): number;
  67614. /**
  67615. * Returns the Vector4 squared length (float).
  67616. * @returns the length squared
  67617. */
  67618. lengthSquared(): number;
  67619. /**
  67620. * Normalizes in place the Vector4.
  67621. * @returns the updated Vector4.
  67622. */
  67623. normalize(): Vector4;
  67624. /**
  67625. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  67626. * @returns this converted to a new vector3
  67627. */
  67628. toVector3(): Vector3;
  67629. /**
  67630. * Returns a new Vector4 copied from the current one.
  67631. * @returns the new cloned vector
  67632. */
  67633. clone(): Vector4;
  67634. /**
  67635. * Updates the current Vector4 with the given one coordinates.
  67636. * @param source the source vector to copy from
  67637. * @returns the updated Vector4.
  67638. */
  67639. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  67640. /**
  67641. * Updates the current Vector4 coordinates with the given floats.
  67642. * @param x float to copy from
  67643. * @param y float to copy from
  67644. * @param z float to copy from
  67645. * @param w float to copy from
  67646. * @returns the updated Vector4.
  67647. */
  67648. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  67649. /**
  67650. * Updates the current Vector4 coordinates with the given floats.
  67651. * @param x float to set from
  67652. * @param y float to set from
  67653. * @param z float to set from
  67654. * @param w float to set from
  67655. * @returns the updated Vector4.
  67656. */
  67657. set(x: number, y: number, z: number, w: number): Vector4;
  67658. /**
  67659. * Copies the given float to the current Vector3 coordinates
  67660. * @param v defines the x, y, z and w coordinates of the operand
  67661. * @returns the current updated Vector3
  67662. */
  67663. setAll(v: number): Vector4;
  67664. /**
  67665. * Returns a new Vector4 set from the starting index of the given array.
  67666. * @param array the array to pull values from
  67667. * @param offset the offset into the array to start at
  67668. * @returns the new vector
  67669. */
  67670. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  67671. /**
  67672. * Updates the given vector "result" from the starting index of the given array.
  67673. * @param array the array to pull values from
  67674. * @param offset the offset into the array to start at
  67675. * @param result the vector to store the result in
  67676. */
  67677. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  67678. /**
  67679. * Updates the given vector "result" from the starting index of the given Float32Array.
  67680. * @param array the array to pull values from
  67681. * @param offset the offset into the array to start at
  67682. * @param result the vector to store the result in
  67683. */
  67684. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  67685. /**
  67686. * Updates the given vector "result" coordinates from the given floats.
  67687. * @param x float to set from
  67688. * @param y float to set from
  67689. * @param z float to set from
  67690. * @param w float to set from
  67691. * @param result the vector to the floats in
  67692. */
  67693. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  67694. /**
  67695. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  67696. * @returns the new vector
  67697. */
  67698. static Zero(): Vector4;
  67699. /**
  67700. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  67701. * @returns the new vector
  67702. */
  67703. static One(): Vector4;
  67704. /**
  67705. * Returns a new normalized Vector4 from the given one.
  67706. * @param vector the vector to normalize
  67707. * @returns the vector
  67708. */
  67709. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  67710. /**
  67711. * Updates the given vector "result" from the normalization of the given one.
  67712. * @param vector the vector to normalize
  67713. * @param result the vector to store the result in
  67714. */
  67715. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  67716. /**
  67717. * Returns a vector with the minimum values from the left and right vectors
  67718. * @param left left vector to minimize
  67719. * @param right right vector to minimize
  67720. * @returns a new vector with the minimum of the left and right vector values
  67721. */
  67722. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67723. /**
  67724. * Returns a vector with the maximum values from the left and right vectors
  67725. * @param left left vector to maximize
  67726. * @param right right vector to maximize
  67727. * @returns a new vector with the maximum of the left and right vector values
  67728. */
  67729. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67730. /**
  67731. * Returns the distance (float) between the vectors "value1" and "value2".
  67732. * @param value1 value to calulate the distance between
  67733. * @param value2 value to calulate the distance between
  67734. * @return the distance between the two vectors
  67735. */
  67736. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67737. /**
  67738. * Returns the squared distance (float) between the vectors "value1" and "value2".
  67739. * @param value1 value to calulate the distance between
  67740. * @param value2 value to calulate the distance between
  67741. * @return the distance between the two vectors squared
  67742. */
  67743. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67744. /**
  67745. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  67746. * @param value1 value to calulate the center between
  67747. * @param value2 value to calulate the center between
  67748. * @return the center between the two vectors
  67749. */
  67750. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  67751. /**
  67752. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  67753. * This methods computes transformed normalized direction vectors only.
  67754. * @param vector the vector to transform
  67755. * @param transformation the transformation matrix to apply
  67756. * @returns the new vector
  67757. */
  67758. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  67759. /**
  67760. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  67761. * This methods computes transformed normalized direction vectors only.
  67762. * @param vector the vector to transform
  67763. * @param transformation the transformation matrix to apply
  67764. * @param result the vector to store the result in
  67765. */
  67766. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67767. /**
  67768. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  67769. * This methods computes transformed normalized direction vectors only.
  67770. * @param x value to transform
  67771. * @param y value to transform
  67772. * @param z value to transform
  67773. * @param w value to transform
  67774. * @param transformation the transformation matrix to apply
  67775. * @param result the vector to store the results in
  67776. */
  67777. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67778. /**
  67779. * Creates a new Vector4 from a Vector3
  67780. * @param source defines the source data
  67781. * @param w defines the 4th component (default is 0)
  67782. * @returns a new Vector4
  67783. */
  67784. static FromVector3(source: Vector3, w?: number): Vector4;
  67785. }
  67786. /**
  67787. * Class used to store quaternion data
  67788. * @see https://en.wikipedia.org/wiki/Quaternion
  67789. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  67790. */
  67791. export class Quaternion {
  67792. /** defines the first component (0 by default) */
  67793. x: number;
  67794. /** defines the second component (0 by default) */
  67795. y: number;
  67796. /** defines the third component (0 by default) */
  67797. z: number;
  67798. /** defines the fourth component (1.0 by default) */
  67799. w: number;
  67800. /**
  67801. * Creates a new Quaternion from the given floats
  67802. * @param x defines the first component (0 by default)
  67803. * @param y defines the second component (0 by default)
  67804. * @param z defines the third component (0 by default)
  67805. * @param w defines the fourth component (1.0 by default)
  67806. */
  67807. constructor(
  67808. /** defines the first component (0 by default) */
  67809. x?: number,
  67810. /** defines the second component (0 by default) */
  67811. y?: number,
  67812. /** defines the third component (0 by default) */
  67813. z?: number,
  67814. /** defines the fourth component (1.0 by default) */
  67815. w?: number);
  67816. /**
  67817. * Gets a string representation for the current quaternion
  67818. * @returns a string with the Quaternion coordinates
  67819. */
  67820. toString(): string;
  67821. /**
  67822. * Gets the class name of the quaternion
  67823. * @returns the string "Quaternion"
  67824. */
  67825. getClassName(): string;
  67826. /**
  67827. * Gets a hash code for this quaternion
  67828. * @returns the quaternion hash code
  67829. */
  67830. getHashCode(): number;
  67831. /**
  67832. * Copy the quaternion to an array
  67833. * @returns a new array populated with 4 elements from the quaternion coordinates
  67834. */
  67835. asArray(): number[];
  67836. /**
  67837. * Check if two quaternions are equals
  67838. * @param otherQuaternion defines the second operand
  67839. * @return true if the current quaternion and the given one coordinates are strictly equals
  67840. */
  67841. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  67842. /**
  67843. * Clone the current quaternion
  67844. * @returns a new quaternion copied from the current one
  67845. */
  67846. clone(): Quaternion;
  67847. /**
  67848. * Copy a quaternion to the current one
  67849. * @param other defines the other quaternion
  67850. * @returns the updated current quaternion
  67851. */
  67852. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  67853. /**
  67854. * Updates the current quaternion with the given float coordinates
  67855. * @param x defines the x coordinate
  67856. * @param y defines the y coordinate
  67857. * @param z defines the z coordinate
  67858. * @param w defines the w coordinate
  67859. * @returns the updated current quaternion
  67860. */
  67861. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  67862. /**
  67863. * Updates the current quaternion from the given float coordinates
  67864. * @param x defines the x coordinate
  67865. * @param y defines the y coordinate
  67866. * @param z defines the z coordinate
  67867. * @param w defines the w coordinate
  67868. * @returns the updated current quaternion
  67869. */
  67870. set(x: number, y: number, z: number, w: number): Quaternion;
  67871. /**
  67872. * Adds two quaternions
  67873. * @param other defines the second operand
  67874. * @returns a new quaternion as the addition result of the given one and the current quaternion
  67875. */
  67876. add(other: DeepImmutable<Quaternion>): Quaternion;
  67877. /**
  67878. * Add a quaternion to the current one
  67879. * @param other defines the quaternion to add
  67880. * @returns the current quaternion
  67881. */
  67882. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  67883. /**
  67884. * Subtract two quaternions
  67885. * @param other defines the second operand
  67886. * @returns a new quaternion as the subtraction result of the given one from the current one
  67887. */
  67888. subtract(other: Quaternion): Quaternion;
  67889. /**
  67890. * Multiplies the current quaternion by a scale factor
  67891. * @param value defines the scale factor
  67892. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  67893. */
  67894. scale(value: number): Quaternion;
  67895. /**
  67896. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  67897. * @param scale defines the scale factor
  67898. * @param result defines the Quaternion object where to store the result
  67899. * @returns the unmodified current quaternion
  67900. */
  67901. scaleToRef(scale: number, result: Quaternion): Quaternion;
  67902. /**
  67903. * Multiplies in place the current quaternion by a scale factor
  67904. * @param value defines the scale factor
  67905. * @returns the current modified quaternion
  67906. */
  67907. scaleInPlace(value: number): Quaternion;
  67908. /**
  67909. * Scale the current quaternion values by a factor and add the result to a given quaternion
  67910. * @param scale defines the scale factor
  67911. * @param result defines the Quaternion object where to store the result
  67912. * @returns the unmodified current quaternion
  67913. */
  67914. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  67915. /**
  67916. * Multiplies two quaternions
  67917. * @param q1 defines the second operand
  67918. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  67919. */
  67920. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  67921. /**
  67922. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  67923. * @param q1 defines the second operand
  67924. * @param result defines the target quaternion
  67925. * @returns the current quaternion
  67926. */
  67927. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  67928. /**
  67929. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  67930. * @param q1 defines the second operand
  67931. * @returns the currentupdated quaternion
  67932. */
  67933. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  67934. /**
  67935. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  67936. * @param ref defines the target quaternion
  67937. * @returns the current quaternion
  67938. */
  67939. conjugateToRef(ref: Quaternion): Quaternion;
  67940. /**
  67941. * Conjugates in place (1-q) the current quaternion
  67942. * @returns the current updated quaternion
  67943. */
  67944. conjugateInPlace(): Quaternion;
  67945. /**
  67946. * Conjugates in place (1-q) the current quaternion
  67947. * @returns a new quaternion
  67948. */
  67949. conjugate(): Quaternion;
  67950. /**
  67951. * Gets length of current quaternion
  67952. * @returns the quaternion length (float)
  67953. */
  67954. length(): number;
  67955. /**
  67956. * Normalize in place the current quaternion
  67957. * @returns the current updated quaternion
  67958. */
  67959. normalize(): Quaternion;
  67960. /**
  67961. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  67962. * @param order is a reserved parameter and is ignore for now
  67963. * @returns a new Vector3 containing the Euler angles
  67964. */
  67965. toEulerAngles(order?: string): Vector3;
  67966. /**
  67967. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  67968. * @param result defines the vector which will be filled with the Euler angles
  67969. * @param order is a reserved parameter and is ignore for now
  67970. * @returns the current unchanged quaternion
  67971. */
  67972. toEulerAnglesToRef(result: Vector3): Quaternion;
  67973. /**
  67974. * Updates the given rotation matrix with the current quaternion values
  67975. * @param result defines the target matrix
  67976. * @returns the current unchanged quaternion
  67977. */
  67978. toRotationMatrix(result: Matrix): Quaternion;
  67979. /**
  67980. * Updates the current quaternion from the given rotation matrix values
  67981. * @param matrix defines the source matrix
  67982. * @returns the current updated quaternion
  67983. */
  67984. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67985. /**
  67986. * Creates a new quaternion from a rotation matrix
  67987. * @param matrix defines the source matrix
  67988. * @returns a new quaternion created from the given rotation matrix values
  67989. */
  67990. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67991. /**
  67992. * Updates the given quaternion with the given rotation matrix values
  67993. * @param matrix defines the source matrix
  67994. * @param result defines the target quaternion
  67995. */
  67996. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  67997. /**
  67998. * Returns the dot product (float) between the quaternions "left" and "right"
  67999. * @param left defines the left operand
  68000. * @param right defines the right operand
  68001. * @returns the dot product
  68002. */
  68003. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  68004. /**
  68005. * Checks if the two quaternions are close to each other
  68006. * @param quat0 defines the first quaternion to check
  68007. * @param quat1 defines the second quaternion to check
  68008. * @returns true if the two quaternions are close to each other
  68009. */
  68010. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  68011. /**
  68012. * Creates an empty quaternion
  68013. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  68014. */
  68015. static Zero(): Quaternion;
  68016. /**
  68017. * Inverse a given quaternion
  68018. * @param q defines the source quaternion
  68019. * @returns a new quaternion as the inverted current quaternion
  68020. */
  68021. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  68022. /**
  68023. * Inverse a given quaternion
  68024. * @param q defines the source quaternion
  68025. * @param result the quaternion the result will be stored in
  68026. * @returns the result quaternion
  68027. */
  68028. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  68029. /**
  68030. * Creates an identity quaternion
  68031. * @returns the identity quaternion
  68032. */
  68033. static Identity(): Quaternion;
  68034. /**
  68035. * Gets a boolean indicating if the given quaternion is identity
  68036. * @param quaternion defines the quaternion to check
  68037. * @returns true if the quaternion is identity
  68038. */
  68039. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  68040. /**
  68041. * Creates a quaternion from a rotation around an axis
  68042. * @param axis defines the axis to use
  68043. * @param angle defines the angle to use
  68044. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  68045. */
  68046. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  68047. /**
  68048. * Creates a rotation around an axis and stores it into the given quaternion
  68049. * @param axis defines the axis to use
  68050. * @param angle defines the angle to use
  68051. * @param result defines the target quaternion
  68052. * @returns the target quaternion
  68053. */
  68054. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  68055. /**
  68056. * Creates a new quaternion from data stored into an array
  68057. * @param array defines the data source
  68058. * @param offset defines the offset in the source array where the data starts
  68059. * @returns a new quaternion
  68060. */
  68061. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  68062. /**
  68063. * Create a quaternion from Euler rotation angles
  68064. * @param x Pitch
  68065. * @param y Yaw
  68066. * @param z Roll
  68067. * @returns the new Quaternion
  68068. */
  68069. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  68070. /**
  68071. * Updates a quaternion from Euler rotation angles
  68072. * @param x Pitch
  68073. * @param y Yaw
  68074. * @param z Roll
  68075. * @param result the quaternion to store the result
  68076. * @returns the updated quaternion
  68077. */
  68078. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  68079. /**
  68080. * Create a quaternion from Euler rotation vector
  68081. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68082. * @returns the new Quaternion
  68083. */
  68084. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  68085. /**
  68086. * Updates a quaternion from Euler rotation vector
  68087. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68088. * @param result the quaternion to store the result
  68089. * @returns the updated quaternion
  68090. */
  68091. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  68092. /**
  68093. * Creates a new quaternion from the given Euler float angles (y, x, z)
  68094. * @param yaw defines the rotation around Y axis
  68095. * @param pitch defines the rotation around X axis
  68096. * @param roll defines the rotation around Z axis
  68097. * @returns the new quaternion
  68098. */
  68099. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  68100. /**
  68101. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  68102. * @param yaw defines the rotation around Y axis
  68103. * @param pitch defines the rotation around X axis
  68104. * @param roll defines the rotation around Z axis
  68105. * @param result defines the target quaternion
  68106. */
  68107. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  68108. /**
  68109. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  68110. * @param alpha defines the rotation around first axis
  68111. * @param beta defines the rotation around second axis
  68112. * @param gamma defines the rotation around third axis
  68113. * @returns the new quaternion
  68114. */
  68115. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  68116. /**
  68117. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  68118. * @param alpha defines the rotation around first axis
  68119. * @param beta defines the rotation around second axis
  68120. * @param gamma defines the rotation around third axis
  68121. * @param result defines the target quaternion
  68122. */
  68123. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  68124. /**
  68125. * 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)
  68126. * @param axis1 defines the first axis
  68127. * @param axis2 defines the second axis
  68128. * @param axis3 defines the third axis
  68129. * @returns the new quaternion
  68130. */
  68131. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  68132. /**
  68133. * 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
  68134. * @param axis1 defines the first axis
  68135. * @param axis2 defines the second axis
  68136. * @param axis3 defines the third axis
  68137. * @param ref defines the target quaternion
  68138. */
  68139. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  68140. /**
  68141. * Interpolates between two quaternions
  68142. * @param left defines first quaternion
  68143. * @param right defines second quaternion
  68144. * @param amount defines the gradient to use
  68145. * @returns the new interpolated quaternion
  68146. */
  68147. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68148. /**
  68149. * Interpolates between two quaternions and stores it into a target quaternion
  68150. * @param left defines first quaternion
  68151. * @param right defines second quaternion
  68152. * @param amount defines the gradient to use
  68153. * @param result defines the target quaternion
  68154. */
  68155. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  68156. /**
  68157. * Interpolate between two quaternions using Hermite interpolation
  68158. * @param value1 defines first quaternion
  68159. * @param tangent1 defines the incoming tangent
  68160. * @param value2 defines second quaternion
  68161. * @param tangent2 defines the outgoing tangent
  68162. * @param amount defines the target quaternion
  68163. * @returns the new interpolated quaternion
  68164. */
  68165. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68166. }
  68167. /**
  68168. * Class used to store matrix data (4x4)
  68169. */
  68170. export class Matrix {
  68171. private static _updateFlagSeed;
  68172. private static _identityReadOnly;
  68173. private _isIdentity;
  68174. private _isIdentityDirty;
  68175. private _isIdentity3x2;
  68176. private _isIdentity3x2Dirty;
  68177. /**
  68178. * Gets the update flag of the matrix which is an unique number for the matrix.
  68179. * It will be incremented every time the matrix data change.
  68180. * You can use it to speed the comparison between two versions of the same matrix.
  68181. */
  68182. updateFlag: number;
  68183. private readonly _m;
  68184. /**
  68185. * Gets the internal data of the matrix
  68186. */
  68187. readonly m: DeepImmutable<Float32Array>;
  68188. /** @hidden */
  68189. _markAsUpdated(): void;
  68190. /** @hidden */
  68191. private _updateIdentityStatus;
  68192. /**
  68193. * Creates an empty matrix (filled with zeros)
  68194. */
  68195. constructor();
  68196. /**
  68197. * Check if the current matrix is identity
  68198. * @returns true is the matrix is the identity matrix
  68199. */
  68200. isIdentity(): boolean;
  68201. /**
  68202. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  68203. * @returns true is the matrix is the identity matrix
  68204. */
  68205. isIdentityAs3x2(): boolean;
  68206. /**
  68207. * Gets the determinant of the matrix
  68208. * @returns the matrix determinant
  68209. */
  68210. determinant(): number;
  68211. /**
  68212. * Returns the matrix as a Float32Array
  68213. * @returns the matrix underlying array
  68214. */
  68215. toArray(): DeepImmutable<Float32Array>;
  68216. /**
  68217. * Returns the matrix as a Float32Array
  68218. * @returns the matrix underlying array.
  68219. */
  68220. asArray(): DeepImmutable<Float32Array>;
  68221. /**
  68222. * Inverts the current matrix in place
  68223. * @returns the current inverted matrix
  68224. */
  68225. invert(): Matrix;
  68226. /**
  68227. * Sets all the matrix elements to zero
  68228. * @returns the current matrix
  68229. */
  68230. reset(): Matrix;
  68231. /**
  68232. * Adds the current matrix with a second one
  68233. * @param other defines the matrix to add
  68234. * @returns a new matrix as the addition of the current matrix and the given one
  68235. */
  68236. add(other: DeepImmutable<Matrix>): Matrix;
  68237. /**
  68238. * Sets the given matrix "result" to the addition of the current matrix and the given one
  68239. * @param other defines the matrix to add
  68240. * @param result defines the target matrix
  68241. * @returns the current matrix
  68242. */
  68243. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68244. /**
  68245. * Adds in place the given matrix to the current matrix
  68246. * @param other defines the second operand
  68247. * @returns the current updated matrix
  68248. */
  68249. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  68250. /**
  68251. * Sets the given matrix to the current inverted Matrix
  68252. * @param other defines the target matrix
  68253. * @returns the unmodified current matrix
  68254. */
  68255. invertToRef(other: Matrix): Matrix;
  68256. /**
  68257. * add a value at the specified position in the current Matrix
  68258. * @param index the index of the value within the matrix. between 0 and 15.
  68259. * @param value the value to be added
  68260. * @returns the current updated matrix
  68261. */
  68262. addAtIndex(index: number, value: number): Matrix;
  68263. /**
  68264. * mutiply the specified position in the current Matrix by a value
  68265. * @param index the index of the value within the matrix. between 0 and 15.
  68266. * @param value the value to be added
  68267. * @returns the current updated matrix
  68268. */
  68269. multiplyAtIndex(index: number, value: number): Matrix;
  68270. /**
  68271. * Inserts the translation vector (using 3 floats) in the current matrix
  68272. * @param x defines the 1st component of the translation
  68273. * @param y defines the 2nd component of the translation
  68274. * @param z defines the 3rd component of the translation
  68275. * @returns the current updated matrix
  68276. */
  68277. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68278. /**
  68279. * Adds the translation vector (using 3 floats) in the current matrix
  68280. * @param x defines the 1st component of the translation
  68281. * @param y defines the 2nd component of the translation
  68282. * @param z defines the 3rd component of the translation
  68283. * @returns the current updated matrix
  68284. */
  68285. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68286. /**
  68287. * Inserts the translation vector in the current matrix
  68288. * @param vector3 defines the translation to insert
  68289. * @returns the current updated matrix
  68290. */
  68291. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  68292. /**
  68293. * Gets the translation value of the current matrix
  68294. * @returns a new Vector3 as the extracted translation from the matrix
  68295. */
  68296. getTranslation(): Vector3;
  68297. /**
  68298. * Fill a Vector3 with the extracted translation from the matrix
  68299. * @param result defines the Vector3 where to store the translation
  68300. * @returns the current matrix
  68301. */
  68302. getTranslationToRef(result: Vector3): Matrix;
  68303. /**
  68304. * Remove rotation and scaling part from the matrix
  68305. * @returns the updated matrix
  68306. */
  68307. removeRotationAndScaling(): Matrix;
  68308. /**
  68309. * Multiply two matrices
  68310. * @param other defines the second operand
  68311. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  68312. */
  68313. multiply(other: DeepImmutable<Matrix>): Matrix;
  68314. /**
  68315. * Copy the current matrix from the given one
  68316. * @param other defines the source matrix
  68317. * @returns the current updated matrix
  68318. */
  68319. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  68320. /**
  68321. * Populates the given array from the starting index with the current matrix values
  68322. * @param array defines the target array
  68323. * @param offset defines the offset in the target array where to start storing values
  68324. * @returns the current matrix
  68325. */
  68326. copyToArray(array: Float32Array, offset?: number): Matrix;
  68327. /**
  68328. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  68329. * @param other defines the second operand
  68330. * @param result defines the matrix where to store the multiplication
  68331. * @returns the current matrix
  68332. */
  68333. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68334. /**
  68335. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  68336. * @param other defines the second operand
  68337. * @param result defines the array where to store the multiplication
  68338. * @param offset defines the offset in the target array where to start storing values
  68339. * @returns the current matrix
  68340. */
  68341. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  68342. /**
  68343. * Check equality between this matrix and a second one
  68344. * @param value defines the second matrix to compare
  68345. * @returns true is the current matrix and the given one values are strictly equal
  68346. */
  68347. equals(value: DeepImmutable<Matrix>): boolean;
  68348. /**
  68349. * Clone the current matrix
  68350. * @returns a new matrix from the current matrix
  68351. */
  68352. clone(): Matrix;
  68353. /**
  68354. * Returns the name of the current matrix class
  68355. * @returns the string "Matrix"
  68356. */
  68357. getClassName(): string;
  68358. /**
  68359. * Gets the hash code of the current matrix
  68360. * @returns the hash code
  68361. */
  68362. getHashCode(): number;
  68363. /**
  68364. * Decomposes the current Matrix into a translation, rotation and scaling components
  68365. * @param scale defines the scale vector3 given as a reference to update
  68366. * @param rotation defines the rotation quaternion given as a reference to update
  68367. * @param translation defines the translation vector3 given as a reference to update
  68368. * @returns true if operation was successful
  68369. */
  68370. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  68371. /**
  68372. * Gets specific row of the matrix
  68373. * @param index defines the number of the row to get
  68374. * @returns the index-th row of the current matrix as a new Vector4
  68375. */
  68376. getRow(index: number): Nullable<Vector4>;
  68377. /**
  68378. * Sets the index-th row of the current matrix to the vector4 values
  68379. * @param index defines the number of the row to set
  68380. * @param row defines the target vector4
  68381. * @returns the updated current matrix
  68382. */
  68383. setRow(index: number, row: Vector4): Matrix;
  68384. /**
  68385. * Compute the transpose of the matrix
  68386. * @returns the new transposed matrix
  68387. */
  68388. transpose(): Matrix;
  68389. /**
  68390. * Compute the transpose of the matrix and store it in a given matrix
  68391. * @param result defines the target matrix
  68392. * @returns the current matrix
  68393. */
  68394. transposeToRef(result: Matrix): Matrix;
  68395. /**
  68396. * Sets the index-th row of the current matrix with the given 4 x float values
  68397. * @param index defines the row index
  68398. * @param x defines the x component to set
  68399. * @param y defines the y component to set
  68400. * @param z defines the z component to set
  68401. * @param w defines the w component to set
  68402. * @returns the updated current matrix
  68403. */
  68404. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  68405. /**
  68406. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  68407. * @param scale defines the scale factor
  68408. * @returns a new matrix
  68409. */
  68410. scale(scale: number): Matrix;
  68411. /**
  68412. * Scale the current matrix values by a factor to a given result matrix
  68413. * @param scale defines the scale factor
  68414. * @param result defines the matrix to store the result
  68415. * @returns the current matrix
  68416. */
  68417. scaleToRef(scale: number, result: Matrix): Matrix;
  68418. /**
  68419. * Scale the current matrix values by a factor and add the result to a given matrix
  68420. * @param scale defines the scale factor
  68421. * @param result defines the Matrix to store the result
  68422. * @returns the current matrix
  68423. */
  68424. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  68425. /**
  68426. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  68427. * @param ref matrix to store the result
  68428. */
  68429. toNormalMatrix(ref: Matrix): void;
  68430. /**
  68431. * Gets only rotation part of the current matrix
  68432. * @returns a new matrix sets to the extracted rotation matrix from the current one
  68433. */
  68434. getRotationMatrix(): Matrix;
  68435. /**
  68436. * Extracts the rotation matrix from the current one and sets it as the given "result"
  68437. * @param result defines the target matrix to store data to
  68438. * @returns the current matrix
  68439. */
  68440. getRotationMatrixToRef(result: Matrix): Matrix;
  68441. /**
  68442. * Toggles model matrix from being right handed to left handed in place and vice versa
  68443. */
  68444. toggleModelMatrixHandInPlace(): void;
  68445. /**
  68446. * Toggles projection matrix from being right handed to left handed in place and vice versa
  68447. */
  68448. toggleProjectionMatrixHandInPlace(): void;
  68449. /**
  68450. * Creates a matrix from an array
  68451. * @param array defines the source array
  68452. * @param offset defines an offset in the source array
  68453. * @returns a new Matrix set from the starting index of the given array
  68454. */
  68455. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  68456. /**
  68457. * Copy the content of an array into a given matrix
  68458. * @param array defines the source array
  68459. * @param offset defines an offset in the source array
  68460. * @param result defines the target matrix
  68461. */
  68462. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  68463. /**
  68464. * Stores an array into a matrix after having multiplied each component by a given factor
  68465. * @param array defines the source array
  68466. * @param offset defines the offset in the source array
  68467. * @param scale defines the scaling factor
  68468. * @param result defines the target matrix
  68469. */
  68470. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  68471. /**
  68472. * Gets an identity matrix that must not be updated
  68473. */
  68474. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  68475. /**
  68476. * Stores a list of values (16) inside a given matrix
  68477. * @param initialM11 defines 1st value of 1st row
  68478. * @param initialM12 defines 2nd value of 1st row
  68479. * @param initialM13 defines 3rd value of 1st row
  68480. * @param initialM14 defines 4th value of 1st row
  68481. * @param initialM21 defines 1st value of 2nd row
  68482. * @param initialM22 defines 2nd value of 2nd row
  68483. * @param initialM23 defines 3rd value of 2nd row
  68484. * @param initialM24 defines 4th value of 2nd row
  68485. * @param initialM31 defines 1st value of 3rd row
  68486. * @param initialM32 defines 2nd value of 3rd row
  68487. * @param initialM33 defines 3rd value of 3rd row
  68488. * @param initialM34 defines 4th value of 3rd row
  68489. * @param initialM41 defines 1st value of 4th row
  68490. * @param initialM42 defines 2nd value of 4th row
  68491. * @param initialM43 defines 3rd value of 4th row
  68492. * @param initialM44 defines 4th value of 4th row
  68493. * @param result defines the target matrix
  68494. */
  68495. 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;
  68496. /**
  68497. * Creates new matrix from a list of values (16)
  68498. * @param initialM11 defines 1st value of 1st row
  68499. * @param initialM12 defines 2nd value of 1st row
  68500. * @param initialM13 defines 3rd value of 1st row
  68501. * @param initialM14 defines 4th value of 1st row
  68502. * @param initialM21 defines 1st value of 2nd row
  68503. * @param initialM22 defines 2nd value of 2nd row
  68504. * @param initialM23 defines 3rd value of 2nd row
  68505. * @param initialM24 defines 4th value of 2nd row
  68506. * @param initialM31 defines 1st value of 3rd row
  68507. * @param initialM32 defines 2nd value of 3rd row
  68508. * @param initialM33 defines 3rd value of 3rd row
  68509. * @param initialM34 defines 4th value of 3rd row
  68510. * @param initialM41 defines 1st value of 4th row
  68511. * @param initialM42 defines 2nd value of 4th row
  68512. * @param initialM43 defines 3rd value of 4th row
  68513. * @param initialM44 defines 4th value of 4th row
  68514. * @returns the new matrix
  68515. */
  68516. 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;
  68517. /**
  68518. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  68519. * @param scale defines the scale vector3
  68520. * @param rotation defines the rotation quaternion
  68521. * @param translation defines the translation vector3
  68522. * @returns a new matrix
  68523. */
  68524. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  68525. /**
  68526. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  68527. * @param scale defines the scale vector3
  68528. * @param rotation defines the rotation quaternion
  68529. * @param translation defines the translation vector3
  68530. * @param result defines the target matrix
  68531. */
  68532. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  68533. /**
  68534. * Creates a new identity matrix
  68535. * @returns a new identity matrix
  68536. */
  68537. static Identity(): Matrix;
  68538. /**
  68539. * Creates a new identity matrix and stores the result in a given matrix
  68540. * @param result defines the target matrix
  68541. */
  68542. static IdentityToRef(result: Matrix): void;
  68543. /**
  68544. * Creates a new zero matrix
  68545. * @returns a new zero matrix
  68546. */
  68547. static Zero(): Matrix;
  68548. /**
  68549. * Creates a new rotation matrix for "angle" radians around the X axis
  68550. * @param angle defines the angle (in radians) to use
  68551. * @return the new matrix
  68552. */
  68553. static RotationX(angle: number): Matrix;
  68554. /**
  68555. * Creates a new matrix as the invert of a given matrix
  68556. * @param source defines the source matrix
  68557. * @returns the new matrix
  68558. */
  68559. static Invert(source: DeepImmutable<Matrix>): Matrix;
  68560. /**
  68561. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  68562. * @param angle defines the angle (in radians) to use
  68563. * @param result defines the target matrix
  68564. */
  68565. static RotationXToRef(angle: number, result: Matrix): void;
  68566. /**
  68567. * Creates a new rotation matrix for "angle" radians around the Y axis
  68568. * @param angle defines the angle (in radians) to use
  68569. * @return the new matrix
  68570. */
  68571. static RotationY(angle: number): Matrix;
  68572. /**
  68573. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  68574. * @param angle defines the angle (in radians) to use
  68575. * @param result defines the target matrix
  68576. */
  68577. static RotationYToRef(angle: number, result: Matrix): void;
  68578. /**
  68579. * Creates a new rotation matrix for "angle" radians around the Z axis
  68580. * @param angle defines the angle (in radians) to use
  68581. * @return the new matrix
  68582. */
  68583. static RotationZ(angle: number): Matrix;
  68584. /**
  68585. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  68586. * @param angle defines the angle (in radians) to use
  68587. * @param result defines the target matrix
  68588. */
  68589. static RotationZToRef(angle: number, result: Matrix): void;
  68590. /**
  68591. * Creates a new rotation matrix for "angle" radians around the given axis
  68592. * @param axis defines the axis to use
  68593. * @param angle defines the angle (in radians) to use
  68594. * @return the new matrix
  68595. */
  68596. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  68597. /**
  68598. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  68599. * @param axis defines the axis to use
  68600. * @param angle defines the angle (in radians) to use
  68601. * @param result defines the target matrix
  68602. */
  68603. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  68604. /**
  68605. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  68606. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  68607. * @param from defines the vector to align
  68608. * @param to defines the vector to align to
  68609. * @param result defines the target matrix
  68610. */
  68611. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  68612. /**
  68613. * Creates a rotation matrix
  68614. * @param yaw defines the yaw angle in radians (Y axis)
  68615. * @param pitch defines the pitch angle in radians (X axis)
  68616. * @param roll defines the roll angle in radians (X axis)
  68617. * @returns the new rotation matrix
  68618. */
  68619. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  68620. /**
  68621. * Creates a rotation matrix and stores it in a given matrix
  68622. * @param yaw defines the yaw angle in radians (Y axis)
  68623. * @param pitch defines the pitch angle in radians (X axis)
  68624. * @param roll defines the roll angle in radians (X axis)
  68625. * @param result defines the target matrix
  68626. */
  68627. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  68628. /**
  68629. * Creates a scaling matrix
  68630. * @param x defines the scale factor on X axis
  68631. * @param y defines the scale factor on Y axis
  68632. * @param z defines the scale factor on Z axis
  68633. * @returns the new matrix
  68634. */
  68635. static Scaling(x: number, y: number, z: number): Matrix;
  68636. /**
  68637. * Creates a scaling matrix and stores it in a given matrix
  68638. * @param x defines the scale factor on X axis
  68639. * @param y defines the scale factor on Y axis
  68640. * @param z defines the scale factor on Z axis
  68641. * @param result defines the target matrix
  68642. */
  68643. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  68644. /**
  68645. * Creates a translation matrix
  68646. * @param x defines the translation on X axis
  68647. * @param y defines the translation on Y axis
  68648. * @param z defines the translationon Z axis
  68649. * @returns the new matrix
  68650. */
  68651. static Translation(x: number, y: number, z: number): Matrix;
  68652. /**
  68653. * Creates a translation matrix and stores it in a given matrix
  68654. * @param x defines the translation on X axis
  68655. * @param y defines the translation on Y axis
  68656. * @param z defines the translationon Z axis
  68657. * @param result defines the target matrix
  68658. */
  68659. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  68660. /**
  68661. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68662. * @param startValue defines the start value
  68663. * @param endValue defines the end value
  68664. * @param gradient defines the gradient factor
  68665. * @returns the new matrix
  68666. */
  68667. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68668. /**
  68669. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68670. * @param startValue defines the start value
  68671. * @param endValue defines the end value
  68672. * @param gradient defines the gradient factor
  68673. * @param result defines the Matrix object where to store data
  68674. */
  68675. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68676. /**
  68677. * Builds a new matrix whose values are computed by:
  68678. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68679. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68680. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68681. * @param startValue defines the first matrix
  68682. * @param endValue defines the second matrix
  68683. * @param gradient defines the gradient between the two matrices
  68684. * @returns the new matrix
  68685. */
  68686. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68687. /**
  68688. * Update a matrix to values which are computed by:
  68689. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68690. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68691. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68692. * @param startValue defines the first matrix
  68693. * @param endValue defines the second matrix
  68694. * @param gradient defines the gradient between the two matrices
  68695. * @param result defines the target matrix
  68696. */
  68697. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68698. /**
  68699. * 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"
  68700. * This function works in left handed mode
  68701. * @param eye defines the final position of the entity
  68702. * @param target defines where the entity should look at
  68703. * @param up defines the up vector for the entity
  68704. * @returns the new matrix
  68705. */
  68706. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68707. /**
  68708. * 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".
  68709. * This function works in left handed mode
  68710. * @param eye defines the final position of the entity
  68711. * @param target defines where the entity should look at
  68712. * @param up defines the up vector for the entity
  68713. * @param result defines the target matrix
  68714. */
  68715. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68716. /**
  68717. * 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"
  68718. * This function works in right handed mode
  68719. * @param eye defines the final position of the entity
  68720. * @param target defines where the entity should look at
  68721. * @param up defines the up vector for the entity
  68722. * @returns the new matrix
  68723. */
  68724. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68725. /**
  68726. * 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".
  68727. * This function works in right handed mode
  68728. * @param eye defines the final position of the entity
  68729. * @param target defines where the entity should look at
  68730. * @param up defines the up vector for the entity
  68731. * @param result defines the target matrix
  68732. */
  68733. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68734. /**
  68735. * Create a left-handed orthographic projection matrix
  68736. * @param width defines the viewport width
  68737. * @param height defines the viewport height
  68738. * @param znear defines the near clip plane
  68739. * @param zfar defines the far clip plane
  68740. * @returns a new matrix as a left-handed orthographic projection matrix
  68741. */
  68742. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68743. /**
  68744. * Store a left-handed orthographic projection to a given matrix
  68745. * @param width defines the viewport width
  68746. * @param height defines the viewport height
  68747. * @param znear defines the near clip plane
  68748. * @param zfar defines the far clip plane
  68749. * @param result defines the target matrix
  68750. */
  68751. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  68752. /**
  68753. * Create a left-handed orthographic projection matrix
  68754. * @param left defines the viewport left coordinate
  68755. * @param right defines the viewport right coordinate
  68756. * @param bottom defines the viewport bottom coordinate
  68757. * @param top defines the viewport top coordinate
  68758. * @param znear defines the near clip plane
  68759. * @param zfar defines the far clip plane
  68760. * @returns a new matrix as a left-handed orthographic projection matrix
  68761. */
  68762. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68763. /**
  68764. * Stores a left-handed orthographic projection into a given matrix
  68765. * @param left defines the viewport left coordinate
  68766. * @param right defines the viewport right coordinate
  68767. * @param bottom defines the viewport bottom coordinate
  68768. * @param top defines the viewport top coordinate
  68769. * @param znear defines the near clip plane
  68770. * @param zfar defines the far clip plane
  68771. * @param result defines the target matrix
  68772. */
  68773. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68774. /**
  68775. * Creates a right-handed orthographic projection matrix
  68776. * @param left defines the viewport left coordinate
  68777. * @param right defines the viewport right coordinate
  68778. * @param bottom defines the viewport bottom coordinate
  68779. * @param top defines the viewport top coordinate
  68780. * @param znear defines the near clip plane
  68781. * @param zfar defines the far clip plane
  68782. * @returns a new matrix as a right-handed orthographic projection matrix
  68783. */
  68784. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68785. /**
  68786. * Stores a right-handed orthographic projection into a given matrix
  68787. * @param left defines the viewport left coordinate
  68788. * @param right defines the viewport right coordinate
  68789. * @param bottom defines the viewport bottom coordinate
  68790. * @param top defines the viewport top coordinate
  68791. * @param znear defines the near clip plane
  68792. * @param zfar defines the far clip plane
  68793. * @param result defines the target matrix
  68794. */
  68795. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68796. /**
  68797. * Creates a left-handed perspective projection matrix
  68798. * @param width defines the viewport width
  68799. * @param height defines the viewport height
  68800. * @param znear defines the near clip plane
  68801. * @param zfar defines the far clip plane
  68802. * @returns a new matrix as a left-handed perspective projection matrix
  68803. */
  68804. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68805. /**
  68806. * Creates a left-handed perspective projection matrix
  68807. * @param fov defines the horizontal field of view
  68808. * @param aspect defines the aspect ratio
  68809. * @param znear defines the near clip plane
  68810. * @param zfar defines the far clip plane
  68811. * @returns a new matrix as a left-handed perspective projection matrix
  68812. */
  68813. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68814. /**
  68815. * Stores a left-handed perspective projection into a given matrix
  68816. * @param fov defines the horizontal field of view
  68817. * @param aspect defines the aspect ratio
  68818. * @param znear defines the near clip plane
  68819. * @param zfar defines the far clip plane
  68820. * @param result defines the target matrix
  68821. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68822. */
  68823. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68824. /**
  68825. * Creates a right-handed perspective projection matrix
  68826. * @param fov defines the horizontal field of view
  68827. * @param aspect defines the aspect ratio
  68828. * @param znear defines the near clip plane
  68829. * @param zfar defines the far clip plane
  68830. * @returns a new matrix as a right-handed perspective projection matrix
  68831. */
  68832. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68833. /**
  68834. * Stores a right-handed perspective projection into a given matrix
  68835. * @param fov defines the horizontal field of view
  68836. * @param aspect defines the aspect ratio
  68837. * @param znear defines the near clip plane
  68838. * @param zfar defines the far clip plane
  68839. * @param result defines the target matrix
  68840. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68841. */
  68842. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68843. /**
  68844. * Stores a perspective projection for WebVR info a given matrix
  68845. * @param fov defines the field of view
  68846. * @param znear defines the near clip plane
  68847. * @param zfar defines the far clip plane
  68848. * @param result defines the target matrix
  68849. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  68850. */
  68851. static PerspectiveFovWebVRToRef(fov: {
  68852. upDegrees: number;
  68853. downDegrees: number;
  68854. leftDegrees: number;
  68855. rightDegrees: number;
  68856. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  68857. /**
  68858. * Computes a complete transformation matrix
  68859. * @param viewport defines the viewport to use
  68860. * @param world defines the world matrix
  68861. * @param view defines the view matrix
  68862. * @param projection defines the projection matrix
  68863. * @param zmin defines the near clip plane
  68864. * @param zmax defines the far clip plane
  68865. * @returns the transformation matrix
  68866. */
  68867. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  68868. /**
  68869. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  68870. * @param matrix defines the matrix to use
  68871. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  68872. */
  68873. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  68874. /**
  68875. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  68876. * @param matrix defines the matrix to use
  68877. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  68878. */
  68879. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  68880. /**
  68881. * Compute the transpose of a given matrix
  68882. * @param matrix defines the matrix to transpose
  68883. * @returns the new matrix
  68884. */
  68885. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  68886. /**
  68887. * Compute the transpose of a matrix and store it in a target matrix
  68888. * @param matrix defines the matrix to transpose
  68889. * @param result defines the target matrix
  68890. */
  68891. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  68892. /**
  68893. * Computes a reflection matrix from a plane
  68894. * @param plane defines the reflection plane
  68895. * @returns a new matrix
  68896. */
  68897. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  68898. /**
  68899. * Computes a reflection matrix from a plane
  68900. * @param plane defines the reflection plane
  68901. * @param result defines the target matrix
  68902. */
  68903. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  68904. /**
  68905. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  68906. * @param xaxis defines the value of the 1st axis
  68907. * @param yaxis defines the value of the 2nd axis
  68908. * @param zaxis defines the value of the 3rd axis
  68909. * @param result defines the target matrix
  68910. */
  68911. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  68912. /**
  68913. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  68914. * @param quat defines the quaternion to use
  68915. * @param result defines the target matrix
  68916. */
  68917. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  68918. }
  68919. /**
  68920. * @hidden
  68921. */
  68922. export class TmpVectors {
  68923. static Vector2: Vector2[];
  68924. static Vector3: Vector3[];
  68925. static Vector4: Vector4[];
  68926. static Quaternion: Quaternion[];
  68927. static Matrix: Matrix[];
  68928. }
  68929. }
  68930. declare module BABYLON {
  68931. /** Defines the cross module used constants to avoid circular dependncies */
  68932. export class Constants {
  68933. /** Defines that alpha blending is disabled */
  68934. static readonly ALPHA_DISABLE: number;
  68935. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68936. static readonly ALPHA_ADD: number;
  68937. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68938. static readonly ALPHA_COMBINE: number;
  68939. /** Defines that alpha blending to DEST - SRC * DEST */
  68940. static readonly ALPHA_SUBTRACT: number;
  68941. /** Defines that alpha blending to SRC * DEST */
  68942. static readonly ALPHA_MULTIPLY: number;
  68943. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68944. static readonly ALPHA_MAXIMIZED: number;
  68945. /** Defines that alpha blending to SRC + DEST */
  68946. static readonly ALPHA_ONEONE: number;
  68947. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68948. static readonly ALPHA_PREMULTIPLIED: number;
  68949. /**
  68950. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68951. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68952. */
  68953. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68954. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68955. static readonly ALPHA_INTERPOLATE: number;
  68956. /**
  68957. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68958. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68959. */
  68960. static readonly ALPHA_SCREENMODE: number;
  68961. /** Defines that the ressource is not delayed*/
  68962. static readonly DELAYLOADSTATE_NONE: number;
  68963. /** Defines that the ressource was successfully delay loaded */
  68964. static readonly DELAYLOADSTATE_LOADED: number;
  68965. /** Defines that the ressource is currently delay loading */
  68966. static readonly DELAYLOADSTATE_LOADING: number;
  68967. /** Defines that the ressource is delayed and has not started loading */
  68968. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68969. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68970. static readonly NEVER: number;
  68971. /** 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 */
  68972. static readonly ALWAYS: number;
  68973. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68974. static readonly LESS: number;
  68975. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68976. static readonly EQUAL: number;
  68977. /** 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 */
  68978. static readonly LEQUAL: number;
  68979. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68980. static readonly GREATER: number;
  68981. /** 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 */
  68982. static readonly GEQUAL: number;
  68983. /** 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 */
  68984. static readonly NOTEQUAL: number;
  68985. /** Passed to stencilOperation to specify that stencil value must be kept */
  68986. static readonly KEEP: number;
  68987. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68988. static readonly REPLACE: number;
  68989. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68990. static readonly INCR: number;
  68991. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68992. static readonly DECR: number;
  68993. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68994. static readonly INVERT: number;
  68995. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68996. static readonly INCR_WRAP: number;
  68997. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68998. static readonly DECR_WRAP: number;
  68999. /** Texture is not repeating outside of 0..1 UVs */
  69000. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  69001. /** Texture is repeating outside of 0..1 UVs */
  69002. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  69003. /** Texture is repeating and mirrored */
  69004. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  69005. /** ALPHA */
  69006. static readonly TEXTUREFORMAT_ALPHA: number;
  69007. /** LUMINANCE */
  69008. static readonly TEXTUREFORMAT_LUMINANCE: number;
  69009. /** LUMINANCE_ALPHA */
  69010. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69011. /** RGB */
  69012. static readonly TEXTUREFORMAT_RGB: number;
  69013. /** RGBA */
  69014. static readonly TEXTUREFORMAT_RGBA: number;
  69015. /** RED */
  69016. static readonly TEXTUREFORMAT_RED: number;
  69017. /** RED (2nd reference) */
  69018. static readonly TEXTUREFORMAT_R: number;
  69019. /** RG */
  69020. static readonly TEXTUREFORMAT_RG: number;
  69021. /** RED_INTEGER */
  69022. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  69023. /** RED_INTEGER (2nd reference) */
  69024. static readonly TEXTUREFORMAT_R_INTEGER: number;
  69025. /** RG_INTEGER */
  69026. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  69027. /** RGB_INTEGER */
  69028. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69029. /** RGBA_INTEGER */
  69030. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69031. /** UNSIGNED_BYTE */
  69032. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69033. /** UNSIGNED_BYTE (2nd reference) */
  69034. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69035. /** FLOAT */
  69036. static readonly TEXTURETYPE_FLOAT: number;
  69037. /** HALF_FLOAT */
  69038. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69039. /** BYTE */
  69040. static readonly TEXTURETYPE_BYTE: number;
  69041. /** SHORT */
  69042. static readonly TEXTURETYPE_SHORT: number;
  69043. /** UNSIGNED_SHORT */
  69044. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69045. /** INT */
  69046. static readonly TEXTURETYPE_INT: number;
  69047. /** UNSIGNED_INT */
  69048. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69049. /** UNSIGNED_SHORT_4_4_4_4 */
  69050. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69051. /** UNSIGNED_SHORT_5_5_5_1 */
  69052. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69053. /** UNSIGNED_SHORT_5_6_5 */
  69054. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69055. /** UNSIGNED_INT_2_10_10_10_REV */
  69056. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69057. /** UNSIGNED_INT_24_8 */
  69058. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69059. /** UNSIGNED_INT_10F_11F_11F_REV */
  69060. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69061. /** UNSIGNED_INT_5_9_9_9_REV */
  69062. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69063. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69064. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69065. /** nearest is mag = nearest and min = nearest and mip = linear */
  69066. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69067. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69068. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69069. /** Trilinear is mag = linear and min = linear and mip = linear */
  69070. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69071. /** nearest is mag = nearest and min = nearest and mip = linear */
  69072. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69073. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69074. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69075. /** Trilinear is mag = linear and min = linear and mip = linear */
  69076. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69077. /** mag = nearest and min = nearest and mip = nearest */
  69078. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69079. /** mag = nearest and min = linear and mip = nearest */
  69080. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69081. /** mag = nearest and min = linear and mip = linear */
  69082. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69083. /** mag = nearest and min = linear and mip = none */
  69084. static readonly TEXTURE_NEAREST_LINEAR: number;
  69085. /** mag = nearest and min = nearest and mip = none */
  69086. static readonly TEXTURE_NEAREST_NEAREST: number;
  69087. /** mag = linear and min = nearest and mip = nearest */
  69088. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69089. /** mag = linear and min = nearest and mip = linear */
  69090. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69091. /** mag = linear and min = linear and mip = none */
  69092. static readonly TEXTURE_LINEAR_LINEAR: number;
  69093. /** mag = linear and min = nearest and mip = none */
  69094. static readonly TEXTURE_LINEAR_NEAREST: number;
  69095. /** Explicit coordinates mode */
  69096. static readonly TEXTURE_EXPLICIT_MODE: number;
  69097. /** Spherical coordinates mode */
  69098. static readonly TEXTURE_SPHERICAL_MODE: number;
  69099. /** Planar coordinates mode */
  69100. static readonly TEXTURE_PLANAR_MODE: number;
  69101. /** Cubic coordinates mode */
  69102. static readonly TEXTURE_CUBIC_MODE: number;
  69103. /** Projection coordinates mode */
  69104. static readonly TEXTURE_PROJECTION_MODE: number;
  69105. /** Skybox coordinates mode */
  69106. static readonly TEXTURE_SKYBOX_MODE: number;
  69107. /** Inverse Cubic coordinates mode */
  69108. static readonly TEXTURE_INVCUBIC_MODE: number;
  69109. /** Equirectangular coordinates mode */
  69110. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69111. /** Equirectangular Fixed coordinates mode */
  69112. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69113. /** Equirectangular Fixed Mirrored coordinates mode */
  69114. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69115. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69116. static readonly SCALEMODE_FLOOR: number;
  69117. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69118. static readonly SCALEMODE_NEAREST: number;
  69119. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69120. static readonly SCALEMODE_CEILING: number;
  69121. /**
  69122. * The dirty texture flag value
  69123. */
  69124. static readonly MATERIAL_TextureDirtyFlag: number;
  69125. /**
  69126. * The dirty light flag value
  69127. */
  69128. static readonly MATERIAL_LightDirtyFlag: number;
  69129. /**
  69130. * The dirty fresnel flag value
  69131. */
  69132. static readonly MATERIAL_FresnelDirtyFlag: number;
  69133. /**
  69134. * The dirty attribute flag value
  69135. */
  69136. static readonly MATERIAL_AttributesDirtyFlag: number;
  69137. /**
  69138. * The dirty misc flag value
  69139. */
  69140. static readonly MATERIAL_MiscDirtyFlag: number;
  69141. /**
  69142. * The all dirty flag value
  69143. */
  69144. static readonly MATERIAL_AllDirtyFlag: number;
  69145. /**
  69146. * Returns the triangle fill mode
  69147. */
  69148. static readonly MATERIAL_TriangleFillMode: number;
  69149. /**
  69150. * Returns the wireframe mode
  69151. */
  69152. static readonly MATERIAL_WireFrameFillMode: number;
  69153. /**
  69154. * Returns the point fill mode
  69155. */
  69156. static readonly MATERIAL_PointFillMode: number;
  69157. /**
  69158. * Returns the point list draw mode
  69159. */
  69160. static readonly MATERIAL_PointListDrawMode: number;
  69161. /**
  69162. * Returns the line list draw mode
  69163. */
  69164. static readonly MATERIAL_LineListDrawMode: number;
  69165. /**
  69166. * Returns the line loop draw mode
  69167. */
  69168. static readonly MATERIAL_LineLoopDrawMode: number;
  69169. /**
  69170. * Returns the line strip draw mode
  69171. */
  69172. static readonly MATERIAL_LineStripDrawMode: number;
  69173. /**
  69174. * Returns the triangle strip draw mode
  69175. */
  69176. static readonly MATERIAL_TriangleStripDrawMode: number;
  69177. /**
  69178. * Returns the triangle fan draw mode
  69179. */
  69180. static readonly MATERIAL_TriangleFanDrawMode: number;
  69181. /**
  69182. * Stores the clock-wise side orientation
  69183. */
  69184. static readonly MATERIAL_ClockWiseSideOrientation: number;
  69185. /**
  69186. * Stores the counter clock-wise side orientation
  69187. */
  69188. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69189. /**
  69190. * Nothing
  69191. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69192. */
  69193. static readonly ACTION_NothingTrigger: number;
  69194. /**
  69195. * On pick
  69196. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69197. */
  69198. static readonly ACTION_OnPickTrigger: number;
  69199. /**
  69200. * On left pick
  69201. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69202. */
  69203. static readonly ACTION_OnLeftPickTrigger: number;
  69204. /**
  69205. * On right pick
  69206. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69207. */
  69208. static readonly ACTION_OnRightPickTrigger: number;
  69209. /**
  69210. * On center pick
  69211. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69212. */
  69213. static readonly ACTION_OnCenterPickTrigger: number;
  69214. /**
  69215. * On pick down
  69216. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69217. */
  69218. static readonly ACTION_OnPickDownTrigger: number;
  69219. /**
  69220. * On double pick
  69221. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69222. */
  69223. static readonly ACTION_OnDoublePickTrigger: number;
  69224. /**
  69225. * On pick up
  69226. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69227. */
  69228. static readonly ACTION_OnPickUpTrigger: number;
  69229. /**
  69230. * On pick out.
  69231. * This trigger will only be raised if you also declared a OnPickDown
  69232. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69233. */
  69234. static readonly ACTION_OnPickOutTrigger: number;
  69235. /**
  69236. * On long press
  69237. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69238. */
  69239. static readonly ACTION_OnLongPressTrigger: number;
  69240. /**
  69241. * On pointer over
  69242. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69243. */
  69244. static readonly ACTION_OnPointerOverTrigger: number;
  69245. /**
  69246. * On pointer out
  69247. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69248. */
  69249. static readonly ACTION_OnPointerOutTrigger: number;
  69250. /**
  69251. * On every frame
  69252. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69253. */
  69254. static readonly ACTION_OnEveryFrameTrigger: number;
  69255. /**
  69256. * On intersection enter
  69257. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69258. */
  69259. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69260. /**
  69261. * On intersection exit
  69262. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69263. */
  69264. static readonly ACTION_OnIntersectionExitTrigger: number;
  69265. /**
  69266. * On key down
  69267. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69268. */
  69269. static readonly ACTION_OnKeyDownTrigger: number;
  69270. /**
  69271. * On key up
  69272. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69273. */
  69274. static readonly ACTION_OnKeyUpTrigger: number;
  69275. /**
  69276. * Billboard mode will only apply to Y axis
  69277. */
  69278. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69279. /**
  69280. * Billboard mode will apply to all axes
  69281. */
  69282. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69283. /**
  69284. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69285. */
  69286. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69287. /**
  69288. * Gets or sets base Assets URL
  69289. */
  69290. static PARTICLES_BaseAssetsUrl: string;
  69291. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69292. * Test order :
  69293. * Is the bounding sphere outside the frustum ?
  69294. * If not, are the bounding box vertices outside the frustum ?
  69295. * It not, then the cullable object is in the frustum.
  69296. */
  69297. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69298. /** Culling strategy : Bounding Sphere Only.
  69299. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69300. * It's also less accurate than the standard because some not visible objects can still be selected.
  69301. * Test : is the bounding sphere outside the frustum ?
  69302. * If not, then the cullable object is in the frustum.
  69303. */
  69304. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69305. /** Culling strategy : Optimistic Inclusion.
  69306. * This in an inclusion test first, then the standard exclusion test.
  69307. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69308. * 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.
  69309. * Anyway, it's as accurate as the standard strategy.
  69310. * Test :
  69311. * Is the cullable object bounding sphere center in the frustum ?
  69312. * If not, apply the default culling strategy.
  69313. */
  69314. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69315. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69316. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69317. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69318. * 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.
  69319. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69320. * Test :
  69321. * Is the cullable object bounding sphere center in the frustum ?
  69322. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69323. */
  69324. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69325. /**
  69326. * No logging while loading
  69327. */
  69328. static readonly SCENELOADER_NO_LOGGING: number;
  69329. /**
  69330. * Minimal logging while loading
  69331. */
  69332. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69333. /**
  69334. * Summary logging while loading
  69335. */
  69336. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69337. /**
  69338. * Detailled logging while loading
  69339. */
  69340. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69341. }
  69342. }
  69343. declare module BABYLON {
  69344. /**
  69345. * Class used to store and describe the pipeline context associated with an effect
  69346. */
  69347. export interface IPipelineContext {
  69348. /**
  69349. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69350. */
  69351. isAsync: boolean;
  69352. /**
  69353. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69354. */
  69355. isReady: boolean;
  69356. /** @hidden */
  69357. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69358. }
  69359. }
  69360. declare module BABYLON {
  69361. /** @hidden */
  69362. export interface IShaderProcessor {
  69363. attributeProcessor?: (attribute: string) => string;
  69364. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69365. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69366. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69367. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69368. lineProcessor?: (line: string, isFragment: boolean) => string;
  69369. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69370. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69371. }
  69372. }
  69373. declare module BABYLON {
  69374. /** @hidden */
  69375. export interface ProcessingOptions {
  69376. defines: string[];
  69377. indexParameters: any;
  69378. isFragment: boolean;
  69379. shouldUseHighPrecisionShader: boolean;
  69380. supportsUniformBuffers: boolean;
  69381. shadersRepository: string;
  69382. includesShadersStore: {
  69383. [key: string]: string;
  69384. };
  69385. processor?: IShaderProcessor;
  69386. version: string;
  69387. platformName: string;
  69388. lookForClosingBracketForUniformBuffer?: boolean;
  69389. }
  69390. }
  69391. declare module BABYLON {
  69392. /**
  69393. * Helper to manipulate strings
  69394. */
  69395. export class StringTools {
  69396. /**
  69397. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  69398. * @param str Source string
  69399. * @param suffix Suffix to search for in the source string
  69400. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  69401. */
  69402. static EndsWith(str: string, suffix: string): boolean;
  69403. /**
  69404. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  69405. * @param str Source string
  69406. * @param suffix Suffix to search for in the source string
  69407. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  69408. */
  69409. static StartsWith(str: string, suffix: string): boolean;
  69410. }
  69411. }
  69412. declare module BABYLON {
  69413. /** @hidden */
  69414. export class ShaderCodeNode {
  69415. line: string;
  69416. children: ShaderCodeNode[];
  69417. additionalDefineKey?: string;
  69418. additionalDefineValue?: string;
  69419. isValid(preprocessors: {
  69420. [key: string]: string;
  69421. }): boolean;
  69422. process(preprocessors: {
  69423. [key: string]: string;
  69424. }, options: ProcessingOptions): string;
  69425. }
  69426. }
  69427. declare module BABYLON {
  69428. /** @hidden */
  69429. export class ShaderCodeCursor {
  69430. private _lines;
  69431. lineIndex: number;
  69432. readonly currentLine: string;
  69433. readonly canRead: boolean;
  69434. lines: string[];
  69435. }
  69436. }
  69437. declare module BABYLON {
  69438. /** @hidden */
  69439. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69440. process(preprocessors: {
  69441. [key: string]: string;
  69442. }, options: ProcessingOptions): string;
  69443. }
  69444. }
  69445. declare module BABYLON {
  69446. /** @hidden */
  69447. export class ShaderDefineExpression {
  69448. isTrue(preprocessors: {
  69449. [key: string]: string;
  69450. }): boolean;
  69451. }
  69452. }
  69453. declare module BABYLON {
  69454. /** @hidden */
  69455. export class ShaderCodeTestNode extends ShaderCodeNode {
  69456. testExpression: ShaderDefineExpression;
  69457. isValid(preprocessors: {
  69458. [key: string]: string;
  69459. }): boolean;
  69460. }
  69461. }
  69462. declare module BABYLON {
  69463. /** @hidden */
  69464. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69465. define: string;
  69466. not: boolean;
  69467. constructor(define: string, not?: boolean);
  69468. isTrue(preprocessors: {
  69469. [key: string]: string;
  69470. }): boolean;
  69471. }
  69472. }
  69473. declare module BABYLON {
  69474. /** @hidden */
  69475. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69476. leftOperand: ShaderDefineExpression;
  69477. rightOperand: ShaderDefineExpression;
  69478. isTrue(preprocessors: {
  69479. [key: string]: string;
  69480. }): boolean;
  69481. }
  69482. }
  69483. declare module BABYLON {
  69484. /** @hidden */
  69485. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69486. leftOperand: ShaderDefineExpression;
  69487. rightOperand: ShaderDefineExpression;
  69488. isTrue(preprocessors: {
  69489. [key: string]: string;
  69490. }): boolean;
  69491. }
  69492. }
  69493. declare module BABYLON {
  69494. /** @hidden */
  69495. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69496. define: string;
  69497. operand: string;
  69498. testValue: string;
  69499. constructor(define: string, operand: string, testValue: string);
  69500. isTrue(preprocessors: {
  69501. [key: string]: string;
  69502. }): boolean;
  69503. }
  69504. }
  69505. declare module BABYLON {
  69506. /**
  69507. * @ignore
  69508. * Application error to support additional information when loading a file
  69509. */
  69510. export class LoadFileError extends Error {
  69511. /** defines the optional web request */
  69512. request?: WebRequest | undefined;
  69513. private static _setPrototypeOf;
  69514. /**
  69515. * Creates a new LoadFileError
  69516. * @param message defines the message of the error
  69517. * @param request defines the optional web request
  69518. */
  69519. constructor(message: string,
  69520. /** defines the optional web request */
  69521. request?: WebRequest | undefined);
  69522. }
  69523. }
  69524. declare module BABYLON {
  69525. /**
  69526. * Class used to enable access to offline support
  69527. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69528. */
  69529. export interface IOfflineProvider {
  69530. /**
  69531. * Gets a boolean indicating if scene must be saved in the database
  69532. */
  69533. enableSceneOffline: boolean;
  69534. /**
  69535. * Gets a boolean indicating if textures must be saved in the database
  69536. */
  69537. enableTexturesOffline: boolean;
  69538. /**
  69539. * Open the offline support and make it available
  69540. * @param successCallback defines the callback to call on success
  69541. * @param errorCallback defines the callback to call on error
  69542. */
  69543. open(successCallback: () => void, errorCallback: () => void): void;
  69544. /**
  69545. * Loads an image from the offline support
  69546. * @param url defines the url to load from
  69547. * @param image defines the target DOM image
  69548. */
  69549. loadImage(url: string, image: HTMLImageElement): void;
  69550. /**
  69551. * Loads a file from offline support
  69552. * @param url defines the URL to load from
  69553. * @param sceneLoaded defines a callback to call on success
  69554. * @param progressCallBack defines a callback to call when progress changed
  69555. * @param errorCallback defines a callback to call on error
  69556. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69557. */
  69558. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69559. }
  69560. }
  69561. declare module BABYLON {
  69562. /**
  69563. * Class used to help managing file picking and drag'n'drop
  69564. * File Storage
  69565. */
  69566. export class FilesInputStore {
  69567. /**
  69568. * List of files ready to be loaded
  69569. */
  69570. static FilesToLoad: {
  69571. [key: string]: File;
  69572. };
  69573. }
  69574. }
  69575. declare module BABYLON {
  69576. /**
  69577. * Class used to define a retry strategy when error happens while loading assets
  69578. */
  69579. export class RetryStrategy {
  69580. /**
  69581. * Function used to defines an exponential back off strategy
  69582. * @param maxRetries defines the maximum number of retries (3 by default)
  69583. * @param baseInterval defines the interval between retries
  69584. * @returns the strategy function to use
  69585. */
  69586. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69587. }
  69588. }
  69589. declare module BABYLON {
  69590. /**
  69591. * @hidden
  69592. */
  69593. export class FileTools {
  69594. /**
  69595. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69596. */
  69597. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69598. /**
  69599. * Gets or sets the base URL to use to load assets
  69600. */
  69601. static BaseUrl: string;
  69602. /**
  69603. * Default behaviour for cors in the application.
  69604. * It can be a string if the expected behavior is identical in the entire app.
  69605. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69606. */
  69607. static CorsBehavior: string | ((url: string | string[]) => string);
  69608. /**
  69609. * Gets or sets a function used to pre-process url before using them to load assets
  69610. */
  69611. static PreprocessUrl: (url: string) => string;
  69612. /**
  69613. * Removes unwanted characters from an url
  69614. * @param url defines the url to clean
  69615. * @returns the cleaned url
  69616. */
  69617. private static _CleanUrl;
  69618. /**
  69619. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69620. * @param url define the url we are trying
  69621. * @param element define the dom element where to configure the cors policy
  69622. */
  69623. static SetCorsBehavior(url: string | string[], element: {
  69624. crossOrigin: string | null;
  69625. }): void;
  69626. /**
  69627. * Loads an image as an HTMLImageElement.
  69628. * @param input url string, ArrayBuffer, or Blob to load
  69629. * @param onLoad callback called when the image successfully loads
  69630. * @param onError callback called when the image fails to load
  69631. * @param offlineProvider offline provider for caching
  69632. * @returns the HTMLImageElement of the loaded image
  69633. */
  69634. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  69635. /**
  69636. * Loads a file
  69637. * @param fileToLoad defines the file to load
  69638. * @param callback defines the callback to call when data is loaded
  69639. * @param progressCallBack defines the callback to call during loading process
  69640. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69641. * @returns a file request object
  69642. */
  69643. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  69644. /**
  69645. * Loads a file
  69646. * @param url url string, ArrayBuffer, or Blob to load
  69647. * @param onSuccess callback called when the file successfully loads
  69648. * @param onProgress callback called while file is loading (if the server supports this mode)
  69649. * @param offlineProvider defines the offline provider for caching
  69650. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69651. * @param onError callback called when the file fails to load
  69652. * @returns a file request object
  69653. */
  69654. 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;
  69655. /**
  69656. * Checks if the loaded document was accessed via `file:`-Protocol.
  69657. * @returns boolean
  69658. */
  69659. static IsFileURL(): boolean;
  69660. }
  69661. }
  69662. declare module BABYLON {
  69663. /** @hidden */
  69664. export class ShaderProcessor {
  69665. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69666. private static _ProcessPrecision;
  69667. private static _ExtractOperation;
  69668. private static _BuildSubExpression;
  69669. private static _BuildExpression;
  69670. private static _MoveCursorWithinIf;
  69671. private static _MoveCursor;
  69672. private static _EvaluatePreProcessors;
  69673. private static _PreparePreProcessors;
  69674. private static _ProcessShaderConversion;
  69675. private static _ProcessIncludes;
  69676. }
  69677. }
  69678. declare module BABYLON {
  69679. /**
  69680. * Class used to hold a RBG color
  69681. */
  69682. export class Color3 {
  69683. /**
  69684. * Defines the red component (between 0 and 1, default is 0)
  69685. */
  69686. r: number;
  69687. /**
  69688. * Defines the green component (between 0 and 1, default is 0)
  69689. */
  69690. g: number;
  69691. /**
  69692. * Defines the blue component (between 0 and 1, default is 0)
  69693. */
  69694. b: number;
  69695. /**
  69696. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  69697. * @param r defines the red component (between 0 and 1, default is 0)
  69698. * @param g defines the green component (between 0 and 1, default is 0)
  69699. * @param b defines the blue component (between 0 and 1, default is 0)
  69700. */
  69701. constructor(
  69702. /**
  69703. * Defines the red component (between 0 and 1, default is 0)
  69704. */
  69705. r?: number,
  69706. /**
  69707. * Defines the green component (between 0 and 1, default is 0)
  69708. */
  69709. g?: number,
  69710. /**
  69711. * Defines the blue component (between 0 and 1, default is 0)
  69712. */
  69713. b?: number);
  69714. /**
  69715. * Creates a string with the Color3 current values
  69716. * @returns the string representation of the Color3 object
  69717. */
  69718. toString(): string;
  69719. /**
  69720. * Returns the string "Color3"
  69721. * @returns "Color3"
  69722. */
  69723. getClassName(): string;
  69724. /**
  69725. * Compute the Color3 hash code
  69726. * @returns an unique number that can be used to hash Color3 objects
  69727. */
  69728. getHashCode(): number;
  69729. /**
  69730. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  69731. * @param array defines the array where to store the r,g,b components
  69732. * @param index defines an optional index in the target array to define where to start storing values
  69733. * @returns the current Color3 object
  69734. */
  69735. toArray(array: FloatArray, index?: number): Color3;
  69736. /**
  69737. * Returns a new Color4 object from the current Color3 and the given alpha
  69738. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  69739. * @returns a new Color4 object
  69740. */
  69741. toColor4(alpha?: number): Color4;
  69742. /**
  69743. * Returns a new array populated with 3 numeric elements : red, green and blue values
  69744. * @returns the new array
  69745. */
  69746. asArray(): number[];
  69747. /**
  69748. * Returns the luminance value
  69749. * @returns a float value
  69750. */
  69751. toLuminance(): number;
  69752. /**
  69753. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  69754. * @param otherColor defines the second operand
  69755. * @returns the new Color3 object
  69756. */
  69757. multiply(otherColor: DeepImmutable<Color3>): Color3;
  69758. /**
  69759. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  69760. * @param otherColor defines the second operand
  69761. * @param result defines the Color3 object where to store the result
  69762. * @returns the current Color3
  69763. */
  69764. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69765. /**
  69766. * Determines equality between Color3 objects
  69767. * @param otherColor defines the second operand
  69768. * @returns true if the rgb values are equal to the given ones
  69769. */
  69770. equals(otherColor: DeepImmutable<Color3>): boolean;
  69771. /**
  69772. * Determines equality between the current Color3 object and a set of r,b,g values
  69773. * @param r defines the red component to check
  69774. * @param g defines the green component to check
  69775. * @param b defines the blue component to check
  69776. * @returns true if the rgb values are equal to the given ones
  69777. */
  69778. equalsFloats(r: number, g: number, b: number): boolean;
  69779. /**
  69780. * Multiplies in place each rgb value by scale
  69781. * @param scale defines the scaling factor
  69782. * @returns the updated Color3
  69783. */
  69784. scale(scale: number): Color3;
  69785. /**
  69786. * Multiplies the rgb values by scale and stores the result into "result"
  69787. * @param scale defines the scaling factor
  69788. * @param result defines the Color3 object where to store the result
  69789. * @returns the unmodified current Color3
  69790. */
  69791. scaleToRef(scale: number, result: Color3): Color3;
  69792. /**
  69793. * Scale the current Color3 values by a factor and add the result to a given Color3
  69794. * @param scale defines the scale factor
  69795. * @param result defines color to store the result into
  69796. * @returns the unmodified current Color3
  69797. */
  69798. scaleAndAddToRef(scale: number, result: Color3): Color3;
  69799. /**
  69800. * Clamps the rgb values by the min and max values and stores the result into "result"
  69801. * @param min defines minimum clamping value (default is 0)
  69802. * @param max defines maximum clamping value (default is 1)
  69803. * @param result defines color to store the result into
  69804. * @returns the original Color3
  69805. */
  69806. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  69807. /**
  69808. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  69809. * @param otherColor defines the second operand
  69810. * @returns the new Color3
  69811. */
  69812. add(otherColor: DeepImmutable<Color3>): Color3;
  69813. /**
  69814. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  69815. * @param otherColor defines the second operand
  69816. * @param result defines Color3 object to store the result into
  69817. * @returns the unmodified current Color3
  69818. */
  69819. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69820. /**
  69821. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  69822. * @param otherColor defines the second operand
  69823. * @returns the new Color3
  69824. */
  69825. subtract(otherColor: DeepImmutable<Color3>): Color3;
  69826. /**
  69827. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  69828. * @param otherColor defines the second operand
  69829. * @param result defines Color3 object to store the result into
  69830. * @returns the unmodified current Color3
  69831. */
  69832. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69833. /**
  69834. * Copy the current object
  69835. * @returns a new Color3 copied the current one
  69836. */
  69837. clone(): Color3;
  69838. /**
  69839. * Copies the rgb values from the source in the current Color3
  69840. * @param source defines the source Color3 object
  69841. * @returns the updated Color3 object
  69842. */
  69843. copyFrom(source: DeepImmutable<Color3>): Color3;
  69844. /**
  69845. * Updates the Color3 rgb values from the given floats
  69846. * @param r defines the red component to read from
  69847. * @param g defines the green component to read from
  69848. * @param b defines the blue component to read from
  69849. * @returns the current Color3 object
  69850. */
  69851. copyFromFloats(r: number, g: number, b: number): Color3;
  69852. /**
  69853. * Updates the Color3 rgb values from the given floats
  69854. * @param r defines the red component to read from
  69855. * @param g defines the green component to read from
  69856. * @param b defines the blue component to read from
  69857. * @returns the current Color3 object
  69858. */
  69859. set(r: number, g: number, b: number): Color3;
  69860. /**
  69861. * Compute the Color3 hexadecimal code as a string
  69862. * @returns a string containing the hexadecimal representation of the Color3 object
  69863. */
  69864. toHexString(): string;
  69865. /**
  69866. * Computes a new Color3 converted from the current one to linear space
  69867. * @returns a new Color3 object
  69868. */
  69869. toLinearSpace(): Color3;
  69870. /**
  69871. * Converts current color in rgb space to HSV values
  69872. * @returns a new color3 representing the HSV values
  69873. */
  69874. toHSV(): Color3;
  69875. /**
  69876. * Converts current color in rgb space to HSV values
  69877. * @param result defines the Color3 where to store the HSV values
  69878. */
  69879. toHSVToRef(result: Color3): void;
  69880. /**
  69881. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  69882. * @param convertedColor defines the Color3 object where to store the linear space version
  69883. * @returns the unmodified Color3
  69884. */
  69885. toLinearSpaceToRef(convertedColor: Color3): Color3;
  69886. /**
  69887. * Computes a new Color3 converted from the current one to gamma space
  69888. * @returns a new Color3 object
  69889. */
  69890. toGammaSpace(): Color3;
  69891. /**
  69892. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  69893. * @param convertedColor defines the Color3 object where to store the gamma space version
  69894. * @returns the unmodified Color3
  69895. */
  69896. toGammaSpaceToRef(convertedColor: Color3): Color3;
  69897. private static _BlackReadOnly;
  69898. /**
  69899. * Convert Hue, saturation and value to a Color3 (RGB)
  69900. * @param hue defines the hue
  69901. * @param saturation defines the saturation
  69902. * @param value defines the value
  69903. * @param result defines the Color3 where to store the RGB values
  69904. */
  69905. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  69906. /**
  69907. * Creates a new Color3 from the string containing valid hexadecimal values
  69908. * @param hex defines a string containing valid hexadecimal values
  69909. * @returns a new Color3 object
  69910. */
  69911. static FromHexString(hex: string): Color3;
  69912. /**
  69913. * Creates a new Color3 from the starting index of the given array
  69914. * @param array defines the source array
  69915. * @param offset defines an offset in the source array
  69916. * @returns a new Color3 object
  69917. */
  69918. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  69919. /**
  69920. * Creates a new Color3 from integer values (< 256)
  69921. * @param r defines the red component to read from (value between 0 and 255)
  69922. * @param g defines the green component to read from (value between 0 and 255)
  69923. * @param b defines the blue component to read from (value between 0 and 255)
  69924. * @returns a new Color3 object
  69925. */
  69926. static FromInts(r: number, g: number, b: number): Color3;
  69927. /**
  69928. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69929. * @param start defines the start Color3 value
  69930. * @param end defines the end Color3 value
  69931. * @param amount defines the gradient value between start and end
  69932. * @returns a new Color3 object
  69933. */
  69934. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  69935. /**
  69936. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69937. * @param left defines the start value
  69938. * @param right defines the end value
  69939. * @param amount defines the gradient factor
  69940. * @param result defines the Color3 object where to store the result
  69941. */
  69942. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  69943. /**
  69944. * Returns a Color3 value containing a red color
  69945. * @returns a new Color3 object
  69946. */
  69947. static Red(): Color3;
  69948. /**
  69949. * Returns a Color3 value containing a green color
  69950. * @returns a new Color3 object
  69951. */
  69952. static Green(): Color3;
  69953. /**
  69954. * Returns a Color3 value containing a blue color
  69955. * @returns a new Color3 object
  69956. */
  69957. static Blue(): Color3;
  69958. /**
  69959. * Returns a Color3 value containing a black color
  69960. * @returns a new Color3 object
  69961. */
  69962. static Black(): Color3;
  69963. /**
  69964. * Gets a Color3 value containing a black color that must not be updated
  69965. */
  69966. static readonly BlackReadOnly: DeepImmutable<Color3>;
  69967. /**
  69968. * Returns a Color3 value containing a white color
  69969. * @returns a new Color3 object
  69970. */
  69971. static White(): Color3;
  69972. /**
  69973. * Returns a Color3 value containing a purple color
  69974. * @returns a new Color3 object
  69975. */
  69976. static Purple(): Color3;
  69977. /**
  69978. * Returns a Color3 value containing a magenta color
  69979. * @returns a new Color3 object
  69980. */
  69981. static Magenta(): Color3;
  69982. /**
  69983. * Returns a Color3 value containing a yellow color
  69984. * @returns a new Color3 object
  69985. */
  69986. static Yellow(): Color3;
  69987. /**
  69988. * Returns a Color3 value containing a gray color
  69989. * @returns a new Color3 object
  69990. */
  69991. static Gray(): Color3;
  69992. /**
  69993. * Returns a Color3 value containing a teal color
  69994. * @returns a new Color3 object
  69995. */
  69996. static Teal(): Color3;
  69997. /**
  69998. * Returns a Color3 value containing a random color
  69999. * @returns a new Color3 object
  70000. */
  70001. static Random(): Color3;
  70002. }
  70003. /**
  70004. * Class used to hold a RBGA color
  70005. */
  70006. export class Color4 {
  70007. /**
  70008. * Defines the red component (between 0 and 1, default is 0)
  70009. */
  70010. r: number;
  70011. /**
  70012. * Defines the green component (between 0 and 1, default is 0)
  70013. */
  70014. g: number;
  70015. /**
  70016. * Defines the blue component (between 0 and 1, default is 0)
  70017. */
  70018. b: number;
  70019. /**
  70020. * Defines the alpha component (between 0 and 1, default is 1)
  70021. */
  70022. a: number;
  70023. /**
  70024. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  70025. * @param r defines the red component (between 0 and 1, default is 0)
  70026. * @param g defines the green component (between 0 and 1, default is 0)
  70027. * @param b defines the blue component (between 0 and 1, default is 0)
  70028. * @param a defines the alpha component (between 0 and 1, default is 1)
  70029. */
  70030. constructor(
  70031. /**
  70032. * Defines the red component (between 0 and 1, default is 0)
  70033. */
  70034. r?: number,
  70035. /**
  70036. * Defines the green component (between 0 and 1, default is 0)
  70037. */
  70038. g?: number,
  70039. /**
  70040. * Defines the blue component (between 0 and 1, default is 0)
  70041. */
  70042. b?: number,
  70043. /**
  70044. * Defines the alpha component (between 0 and 1, default is 1)
  70045. */
  70046. a?: number);
  70047. /**
  70048. * Adds in place the given Color4 values to the current Color4 object
  70049. * @param right defines the second operand
  70050. * @returns the current updated Color4 object
  70051. */
  70052. addInPlace(right: DeepImmutable<Color4>): Color4;
  70053. /**
  70054. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  70055. * @returns the new array
  70056. */
  70057. asArray(): number[];
  70058. /**
  70059. * Stores from the starting index in the given array the Color4 successive values
  70060. * @param array defines the array where to store the r,g,b components
  70061. * @param index defines an optional index in the target array to define where to start storing values
  70062. * @returns the current Color4 object
  70063. */
  70064. toArray(array: number[], index?: number): Color4;
  70065. /**
  70066. * Determines equality between Color4 objects
  70067. * @param otherColor defines the second operand
  70068. * @returns true if the rgba values are equal to the given ones
  70069. */
  70070. equals(otherColor: DeepImmutable<Color4>): boolean;
  70071. /**
  70072. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  70073. * @param right defines the second operand
  70074. * @returns a new Color4 object
  70075. */
  70076. add(right: DeepImmutable<Color4>): Color4;
  70077. /**
  70078. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  70079. * @param right defines the second operand
  70080. * @returns a new Color4 object
  70081. */
  70082. subtract(right: DeepImmutable<Color4>): Color4;
  70083. /**
  70084. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  70085. * @param right defines the second operand
  70086. * @param result defines the Color4 object where to store the result
  70087. * @returns the current Color4 object
  70088. */
  70089. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  70090. /**
  70091. * Creates a new Color4 with the current Color4 values multiplied by scale
  70092. * @param scale defines the scaling factor to apply
  70093. * @returns a new Color4 object
  70094. */
  70095. scale(scale: number): Color4;
  70096. /**
  70097. * Multiplies the current Color4 values by scale and stores the result in "result"
  70098. * @param scale defines the scaling factor to apply
  70099. * @param result defines the Color4 object where to store the result
  70100. * @returns the current unmodified Color4
  70101. */
  70102. scaleToRef(scale: number, result: Color4): Color4;
  70103. /**
  70104. * Scale the current Color4 values by a factor and add the result to a given Color4
  70105. * @param scale defines the scale factor
  70106. * @param result defines the Color4 object where to store the result
  70107. * @returns the unmodified current Color4
  70108. */
  70109. scaleAndAddToRef(scale: number, result: Color4): Color4;
  70110. /**
  70111. * Clamps the rgb values by the min and max values and stores the result into "result"
  70112. * @param min defines minimum clamping value (default is 0)
  70113. * @param max defines maximum clamping value (default is 1)
  70114. * @param result defines color to store the result into.
  70115. * @returns the cuurent Color4
  70116. */
  70117. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  70118. /**
  70119. * Multipy an Color4 value by another and return a new Color4 object
  70120. * @param color defines the Color4 value to multiply by
  70121. * @returns a new Color4 object
  70122. */
  70123. multiply(color: Color4): Color4;
  70124. /**
  70125. * Multipy a Color4 value by another and push the result in a reference value
  70126. * @param color defines the Color4 value to multiply by
  70127. * @param result defines the Color4 to fill the result in
  70128. * @returns the result Color4
  70129. */
  70130. multiplyToRef(color: Color4, result: Color4): Color4;
  70131. /**
  70132. * Creates a string with the Color4 current values
  70133. * @returns the string representation of the Color4 object
  70134. */
  70135. toString(): string;
  70136. /**
  70137. * Returns the string "Color4"
  70138. * @returns "Color4"
  70139. */
  70140. getClassName(): string;
  70141. /**
  70142. * Compute the Color4 hash code
  70143. * @returns an unique number that can be used to hash Color4 objects
  70144. */
  70145. getHashCode(): number;
  70146. /**
  70147. * Creates a new Color4 copied from the current one
  70148. * @returns a new Color4 object
  70149. */
  70150. clone(): Color4;
  70151. /**
  70152. * Copies the given Color4 values into the current one
  70153. * @param source defines the source Color4 object
  70154. * @returns the current updated Color4 object
  70155. */
  70156. copyFrom(source: Color4): Color4;
  70157. /**
  70158. * Copies the given float values into the current one
  70159. * @param r defines the red component to read from
  70160. * @param g defines the green component to read from
  70161. * @param b defines the blue component to read from
  70162. * @param a defines the alpha component to read from
  70163. * @returns the current updated Color4 object
  70164. */
  70165. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  70166. /**
  70167. * Copies the given float values into the current one
  70168. * @param r defines the red component to read from
  70169. * @param g defines the green component to read from
  70170. * @param b defines the blue component to read from
  70171. * @param a defines the alpha component to read from
  70172. * @returns the current updated Color4 object
  70173. */
  70174. set(r: number, g: number, b: number, a: number): Color4;
  70175. /**
  70176. * Compute the Color4 hexadecimal code as a string
  70177. * @returns a string containing the hexadecimal representation of the Color4 object
  70178. */
  70179. toHexString(): string;
  70180. /**
  70181. * Computes a new Color4 converted from the current one to linear space
  70182. * @returns a new Color4 object
  70183. */
  70184. toLinearSpace(): Color4;
  70185. /**
  70186. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  70187. * @param convertedColor defines the Color4 object where to store the linear space version
  70188. * @returns the unmodified Color4
  70189. */
  70190. toLinearSpaceToRef(convertedColor: Color4): Color4;
  70191. /**
  70192. * Computes a new Color4 converted from the current one to gamma space
  70193. * @returns a new Color4 object
  70194. */
  70195. toGammaSpace(): Color4;
  70196. /**
  70197. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  70198. * @param convertedColor defines the Color4 object where to store the gamma space version
  70199. * @returns the unmodified Color4
  70200. */
  70201. toGammaSpaceToRef(convertedColor: Color4): Color4;
  70202. /**
  70203. * Creates a new Color4 from the string containing valid hexadecimal values
  70204. * @param hex defines a string containing valid hexadecimal values
  70205. * @returns a new Color4 object
  70206. */
  70207. static FromHexString(hex: string): Color4;
  70208. /**
  70209. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70210. * @param left defines the start value
  70211. * @param right defines the end value
  70212. * @param amount defines the gradient factor
  70213. * @returns a new Color4 object
  70214. */
  70215. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  70216. /**
  70217. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70218. * @param left defines the start value
  70219. * @param right defines the end value
  70220. * @param amount defines the gradient factor
  70221. * @param result defines the Color4 object where to store data
  70222. */
  70223. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  70224. /**
  70225. * Creates a new Color4 from a Color3 and an alpha value
  70226. * @param color3 defines the source Color3 to read from
  70227. * @param alpha defines the alpha component (1.0 by default)
  70228. * @returns a new Color4 object
  70229. */
  70230. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  70231. /**
  70232. * Creates a new Color4 from the starting index element of the given array
  70233. * @param array defines the source array to read from
  70234. * @param offset defines the offset in the source array
  70235. * @returns a new Color4 object
  70236. */
  70237. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  70238. /**
  70239. * Creates a new Color3 from integer values (< 256)
  70240. * @param r defines the red component to read from (value between 0 and 255)
  70241. * @param g defines the green component to read from (value between 0 and 255)
  70242. * @param b defines the blue component to read from (value between 0 and 255)
  70243. * @param a defines the alpha component to read from (value between 0 and 255)
  70244. * @returns a new Color3 object
  70245. */
  70246. static FromInts(r: number, g: number, b: number, a: number): Color4;
  70247. /**
  70248. * Check the content of a given array and convert it to an array containing RGBA data
  70249. * If the original array was already containing count * 4 values then it is returned directly
  70250. * @param colors defines the array to check
  70251. * @param count defines the number of RGBA data to expect
  70252. * @returns an array containing count * 4 values (RGBA)
  70253. */
  70254. static CheckColors4(colors: number[], count: number): number[];
  70255. }
  70256. /**
  70257. * @hidden
  70258. */
  70259. export class TmpColors {
  70260. static Color3: Color3[];
  70261. static Color4: Color4[];
  70262. }
  70263. }
  70264. declare module BABYLON {
  70265. /**
  70266. * Class representing spherical harmonics coefficients to the 3rd degree
  70267. */
  70268. export class SphericalHarmonics {
  70269. /**
  70270. * Defines whether or not the harmonics have been prescaled for rendering.
  70271. */
  70272. preScaled: boolean;
  70273. /**
  70274. * The l0,0 coefficients of the spherical harmonics
  70275. */
  70276. l00: Vector3;
  70277. /**
  70278. * The l1,-1 coefficients of the spherical harmonics
  70279. */
  70280. l1_1: Vector3;
  70281. /**
  70282. * The l1,0 coefficients of the spherical harmonics
  70283. */
  70284. l10: Vector3;
  70285. /**
  70286. * The l1,1 coefficients of the spherical harmonics
  70287. */
  70288. l11: Vector3;
  70289. /**
  70290. * The l2,-2 coefficients of the spherical harmonics
  70291. */
  70292. l2_2: Vector3;
  70293. /**
  70294. * The l2,-1 coefficients of the spherical harmonics
  70295. */
  70296. l2_1: Vector3;
  70297. /**
  70298. * The l2,0 coefficients of the spherical harmonics
  70299. */
  70300. l20: Vector3;
  70301. /**
  70302. * The l2,1 coefficients of the spherical harmonics
  70303. */
  70304. l21: Vector3;
  70305. /**
  70306. * The l2,2 coefficients of the spherical harmonics
  70307. */
  70308. l22: Vector3;
  70309. /**
  70310. * Adds a light to the spherical harmonics
  70311. * @param direction the direction of the light
  70312. * @param color the color of the light
  70313. * @param deltaSolidAngle the delta solid angle of the light
  70314. */
  70315. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  70316. /**
  70317. * Scales the spherical harmonics by the given amount
  70318. * @param scale the amount to scale
  70319. */
  70320. scaleInPlace(scale: number): void;
  70321. /**
  70322. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  70323. *
  70324. * ```
  70325. * E_lm = A_l * L_lm
  70326. * ```
  70327. *
  70328. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  70329. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  70330. * the scaling factors are given in equation 9.
  70331. */
  70332. convertIncidentRadianceToIrradiance(): void;
  70333. /**
  70334. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  70335. *
  70336. * ```
  70337. * L = (1/pi) * E * rho
  70338. * ```
  70339. *
  70340. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  70341. */
  70342. convertIrradianceToLambertianRadiance(): void;
  70343. /**
  70344. * Integrates the reconstruction coefficients directly in to the SH preventing further
  70345. * required operations at run time.
  70346. *
  70347. * This is simply done by scaling back the SH with Ylm constants parameter.
  70348. * The trigonometric part being applied by the shader at run time.
  70349. */
  70350. preScaleForRendering(): void;
  70351. /**
  70352. * Constructs a spherical harmonics from an array.
  70353. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  70354. * @returns the spherical harmonics
  70355. */
  70356. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  70357. /**
  70358. * Gets the spherical harmonics from polynomial
  70359. * @param polynomial the spherical polynomial
  70360. * @returns the spherical harmonics
  70361. */
  70362. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  70363. }
  70364. /**
  70365. * Class representing spherical polynomial coefficients to the 3rd degree
  70366. */
  70367. export class SphericalPolynomial {
  70368. private _harmonics;
  70369. /**
  70370. * The spherical harmonics used to create the polynomials.
  70371. */
  70372. readonly preScaledHarmonics: SphericalHarmonics;
  70373. /**
  70374. * The x coefficients of the spherical polynomial
  70375. */
  70376. x: Vector3;
  70377. /**
  70378. * The y coefficients of the spherical polynomial
  70379. */
  70380. y: Vector3;
  70381. /**
  70382. * The z coefficients of the spherical polynomial
  70383. */
  70384. z: Vector3;
  70385. /**
  70386. * The xx coefficients of the spherical polynomial
  70387. */
  70388. xx: Vector3;
  70389. /**
  70390. * The yy coefficients of the spherical polynomial
  70391. */
  70392. yy: Vector3;
  70393. /**
  70394. * The zz coefficients of the spherical polynomial
  70395. */
  70396. zz: Vector3;
  70397. /**
  70398. * The xy coefficients of the spherical polynomial
  70399. */
  70400. xy: Vector3;
  70401. /**
  70402. * The yz coefficients of the spherical polynomial
  70403. */
  70404. yz: Vector3;
  70405. /**
  70406. * The zx coefficients of the spherical polynomial
  70407. */
  70408. zx: Vector3;
  70409. /**
  70410. * Adds an ambient color to the spherical polynomial
  70411. * @param color the color to add
  70412. */
  70413. addAmbient(color: Color3): void;
  70414. /**
  70415. * Scales the spherical polynomial by the given amount
  70416. * @param scale the amount to scale
  70417. */
  70418. scaleInPlace(scale: number): void;
  70419. /**
  70420. * Gets the spherical polynomial from harmonics
  70421. * @param harmonics the spherical harmonics
  70422. * @returns the spherical polynomial
  70423. */
  70424. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  70425. /**
  70426. * Constructs a spherical polynomial from an array.
  70427. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  70428. * @returns the spherical polynomial
  70429. */
  70430. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  70431. }
  70432. }
  70433. declare module BABYLON {
  70434. /**
  70435. * Define options used to create a render target texture
  70436. */
  70437. export class RenderTargetCreationOptions {
  70438. /**
  70439. * Specifies is mipmaps must be generated
  70440. */
  70441. generateMipMaps?: boolean;
  70442. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  70443. generateDepthBuffer?: boolean;
  70444. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  70445. generateStencilBuffer?: boolean;
  70446. /** Defines texture type (int by default) */
  70447. type?: number;
  70448. /** Defines sampling mode (trilinear by default) */
  70449. samplingMode?: number;
  70450. /** Defines format (RGBA by default) */
  70451. format?: number;
  70452. }
  70453. }
  70454. declare module BABYLON {
  70455. /**
  70456. * @hidden
  70457. **/
  70458. export class _AlphaState {
  70459. private _isAlphaBlendDirty;
  70460. private _isBlendFunctionParametersDirty;
  70461. private _isBlendEquationParametersDirty;
  70462. private _isBlendConstantsDirty;
  70463. private _alphaBlend;
  70464. private _blendFunctionParameters;
  70465. private _blendEquationParameters;
  70466. private _blendConstants;
  70467. /**
  70468. * Initializes the state.
  70469. */
  70470. constructor();
  70471. readonly isDirty: boolean;
  70472. alphaBlend: boolean;
  70473. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  70474. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  70475. setAlphaEquationParameters(rgb: number, alpha: number): void;
  70476. reset(): void;
  70477. apply(gl: WebGLRenderingContext): void;
  70478. }
  70479. }
  70480. declare module BABYLON {
  70481. /**
  70482. * @hidden
  70483. **/
  70484. export class _DepthCullingState {
  70485. private _isDepthTestDirty;
  70486. private _isDepthMaskDirty;
  70487. private _isDepthFuncDirty;
  70488. private _isCullFaceDirty;
  70489. private _isCullDirty;
  70490. private _isZOffsetDirty;
  70491. private _isFrontFaceDirty;
  70492. private _depthTest;
  70493. private _depthMask;
  70494. private _depthFunc;
  70495. private _cull;
  70496. private _cullFace;
  70497. private _zOffset;
  70498. private _frontFace;
  70499. /**
  70500. * Initializes the state.
  70501. */
  70502. constructor();
  70503. readonly isDirty: boolean;
  70504. zOffset: number;
  70505. cullFace: Nullable<number>;
  70506. cull: Nullable<boolean>;
  70507. depthFunc: Nullable<number>;
  70508. depthMask: boolean;
  70509. depthTest: boolean;
  70510. frontFace: Nullable<number>;
  70511. reset(): void;
  70512. apply(gl: WebGLRenderingContext): void;
  70513. }
  70514. }
  70515. declare module BABYLON {
  70516. /**
  70517. * @hidden
  70518. **/
  70519. export class _StencilState {
  70520. /** 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 */
  70521. static readonly ALWAYS: number;
  70522. /** Passed to stencilOperation to specify that stencil value must be kept */
  70523. static readonly KEEP: number;
  70524. /** Passed to stencilOperation to specify that stencil value must be replaced */
  70525. static readonly REPLACE: number;
  70526. private _isStencilTestDirty;
  70527. private _isStencilMaskDirty;
  70528. private _isStencilFuncDirty;
  70529. private _isStencilOpDirty;
  70530. private _stencilTest;
  70531. private _stencilMask;
  70532. private _stencilFunc;
  70533. private _stencilFuncRef;
  70534. private _stencilFuncMask;
  70535. private _stencilOpStencilFail;
  70536. private _stencilOpDepthFail;
  70537. private _stencilOpStencilDepthPass;
  70538. readonly isDirty: boolean;
  70539. stencilFunc: number;
  70540. stencilFuncRef: number;
  70541. stencilFuncMask: number;
  70542. stencilOpStencilFail: number;
  70543. stencilOpDepthFail: number;
  70544. stencilOpStencilDepthPass: number;
  70545. stencilMask: number;
  70546. stencilTest: boolean;
  70547. constructor();
  70548. reset(): void;
  70549. apply(gl: WebGLRenderingContext): void;
  70550. }
  70551. }
  70552. declare module BABYLON {
  70553. /**
  70554. * @hidden
  70555. **/
  70556. export class _TimeToken {
  70557. _startTimeQuery: Nullable<WebGLQuery>;
  70558. _endTimeQuery: Nullable<WebGLQuery>;
  70559. _timeElapsedQuery: Nullable<WebGLQuery>;
  70560. _timeElapsedQueryEnded: boolean;
  70561. }
  70562. }
  70563. declare module BABYLON {
  70564. /**
  70565. * Class used to evalaute queries containing `and` and `or` operators
  70566. */
  70567. export class AndOrNotEvaluator {
  70568. /**
  70569. * Evaluate a query
  70570. * @param query defines the query to evaluate
  70571. * @param evaluateCallback defines the callback used to filter result
  70572. * @returns true if the query matches
  70573. */
  70574. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  70575. private static _HandleParenthesisContent;
  70576. private static _SimplifyNegation;
  70577. }
  70578. }
  70579. declare module BABYLON {
  70580. /**
  70581. * Class used to store custom tags
  70582. */
  70583. export class Tags {
  70584. /**
  70585. * Adds support for tags on the given object
  70586. * @param obj defines the object to use
  70587. */
  70588. static EnableFor(obj: any): void;
  70589. /**
  70590. * Removes tags support
  70591. * @param obj defines the object to use
  70592. */
  70593. static DisableFor(obj: any): void;
  70594. /**
  70595. * Gets a boolean indicating if the given object has tags
  70596. * @param obj defines the object to use
  70597. * @returns a boolean
  70598. */
  70599. static HasTags(obj: any): boolean;
  70600. /**
  70601. * Gets the tags available on a given object
  70602. * @param obj defines the object to use
  70603. * @param asString defines if the tags must be returned as a string instead of an array of strings
  70604. * @returns the tags
  70605. */
  70606. static GetTags(obj: any, asString?: boolean): any;
  70607. /**
  70608. * Adds tags to an object
  70609. * @param obj defines the object to use
  70610. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  70611. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  70612. */
  70613. static AddTagsTo(obj: any, tagsString: string): void;
  70614. /**
  70615. * @hidden
  70616. */
  70617. static _AddTagTo(obj: any, tag: string): void;
  70618. /**
  70619. * Removes specific tags from a specific object
  70620. * @param obj defines the object to use
  70621. * @param tagsString defines the tags to remove
  70622. */
  70623. static RemoveTagsFrom(obj: any, tagsString: string): void;
  70624. /**
  70625. * @hidden
  70626. */
  70627. static _RemoveTagFrom(obj: any, tag: string): void;
  70628. /**
  70629. * Defines if tags hosted on an object match a given query
  70630. * @param obj defines the object to use
  70631. * @param tagsQuery defines the tag query
  70632. * @returns a boolean
  70633. */
  70634. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  70635. }
  70636. }
  70637. declare module BABYLON {
  70638. /**
  70639. * Defines potential orientation for back face culling
  70640. */
  70641. export enum Orientation {
  70642. /**
  70643. * Clockwise
  70644. */
  70645. CW = 0,
  70646. /** Counter clockwise */
  70647. CCW = 1
  70648. }
  70649. /** Class used to represent a Bezier curve */
  70650. export class BezierCurve {
  70651. /**
  70652. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  70653. * @param t defines the time
  70654. * @param x1 defines the left coordinate on X axis
  70655. * @param y1 defines the left coordinate on Y axis
  70656. * @param x2 defines the right coordinate on X axis
  70657. * @param y2 defines the right coordinate on Y axis
  70658. * @returns the interpolated value
  70659. */
  70660. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  70661. }
  70662. /**
  70663. * Defines angle representation
  70664. */
  70665. export class Angle {
  70666. private _radians;
  70667. /**
  70668. * Creates an Angle object of "radians" radians (float).
  70669. * @param radians the angle in radians
  70670. */
  70671. constructor(radians: number);
  70672. /**
  70673. * Get value in degrees
  70674. * @returns the Angle value in degrees (float)
  70675. */
  70676. degrees(): number;
  70677. /**
  70678. * Get value in radians
  70679. * @returns the Angle value in radians (float)
  70680. */
  70681. radians(): number;
  70682. /**
  70683. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  70684. * @param a defines first vector
  70685. * @param b defines second vector
  70686. * @returns a new Angle
  70687. */
  70688. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  70689. /**
  70690. * Gets a new Angle object from the given float in radians
  70691. * @param radians defines the angle value in radians
  70692. * @returns a new Angle
  70693. */
  70694. static FromRadians(radians: number): Angle;
  70695. /**
  70696. * Gets a new Angle object from the given float in degrees
  70697. * @param degrees defines the angle value in degrees
  70698. * @returns a new Angle
  70699. */
  70700. static FromDegrees(degrees: number): Angle;
  70701. }
  70702. /**
  70703. * This represents an arc in a 2d space.
  70704. */
  70705. export class Arc2 {
  70706. /** Defines the start point of the arc */
  70707. startPoint: Vector2;
  70708. /** Defines the mid point of the arc */
  70709. midPoint: Vector2;
  70710. /** Defines the end point of the arc */
  70711. endPoint: Vector2;
  70712. /**
  70713. * Defines the center point of the arc.
  70714. */
  70715. centerPoint: Vector2;
  70716. /**
  70717. * Defines the radius of the arc.
  70718. */
  70719. radius: number;
  70720. /**
  70721. * Defines the angle of the arc (from mid point to end point).
  70722. */
  70723. angle: Angle;
  70724. /**
  70725. * Defines the start angle of the arc (from start point to middle point).
  70726. */
  70727. startAngle: Angle;
  70728. /**
  70729. * Defines the orientation of the arc (clock wise/counter clock wise).
  70730. */
  70731. orientation: Orientation;
  70732. /**
  70733. * Creates an Arc object from the three given points : start, middle and end.
  70734. * @param startPoint Defines the start point of the arc
  70735. * @param midPoint Defines the midlle point of the arc
  70736. * @param endPoint Defines the end point of the arc
  70737. */
  70738. constructor(
  70739. /** Defines the start point of the arc */
  70740. startPoint: Vector2,
  70741. /** Defines the mid point of the arc */
  70742. midPoint: Vector2,
  70743. /** Defines the end point of the arc */
  70744. endPoint: Vector2);
  70745. }
  70746. /**
  70747. * Represents a 2D path made up of multiple 2D points
  70748. */
  70749. export class Path2 {
  70750. private _points;
  70751. private _length;
  70752. /**
  70753. * If the path start and end point are the same
  70754. */
  70755. closed: boolean;
  70756. /**
  70757. * Creates a Path2 object from the starting 2D coordinates x and y.
  70758. * @param x the starting points x value
  70759. * @param y the starting points y value
  70760. */
  70761. constructor(x: number, y: number);
  70762. /**
  70763. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  70764. * @param x the added points x value
  70765. * @param y the added points y value
  70766. * @returns the updated Path2.
  70767. */
  70768. addLineTo(x: number, y: number): Path2;
  70769. /**
  70770. * 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.
  70771. * @param midX middle point x value
  70772. * @param midY middle point y value
  70773. * @param endX end point x value
  70774. * @param endY end point y value
  70775. * @param numberOfSegments (default: 36)
  70776. * @returns the updated Path2.
  70777. */
  70778. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  70779. /**
  70780. * Closes the Path2.
  70781. * @returns the Path2.
  70782. */
  70783. close(): Path2;
  70784. /**
  70785. * Gets the sum of the distance between each sequential point in the path
  70786. * @returns the Path2 total length (float).
  70787. */
  70788. length(): number;
  70789. /**
  70790. * Gets the points which construct the path
  70791. * @returns the Path2 internal array of points.
  70792. */
  70793. getPoints(): Vector2[];
  70794. /**
  70795. * Retreives the point at the distance aways from the starting point
  70796. * @param normalizedLengthPosition the length along the path to retreive the point from
  70797. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  70798. */
  70799. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  70800. /**
  70801. * Creates a new path starting from an x and y position
  70802. * @param x starting x value
  70803. * @param y starting y value
  70804. * @returns a new Path2 starting at the coordinates (x, y).
  70805. */
  70806. static StartingAt(x: number, y: number): Path2;
  70807. }
  70808. /**
  70809. * Represents a 3D path made up of multiple 3D points
  70810. */
  70811. export class Path3D {
  70812. /**
  70813. * an array of Vector3, the curve axis of the Path3D
  70814. */
  70815. path: Vector3[];
  70816. private _curve;
  70817. private _distances;
  70818. private _tangents;
  70819. private _normals;
  70820. private _binormals;
  70821. private _raw;
  70822. /**
  70823. * new Path3D(path, normal, raw)
  70824. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  70825. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  70826. * @param path an array of Vector3, the curve axis of the Path3D
  70827. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  70828. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  70829. */
  70830. constructor(
  70831. /**
  70832. * an array of Vector3, the curve axis of the Path3D
  70833. */
  70834. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  70835. /**
  70836. * Returns the Path3D array of successive Vector3 designing its curve.
  70837. * @returns the Path3D array of successive Vector3 designing its curve.
  70838. */
  70839. getCurve(): Vector3[];
  70840. /**
  70841. * Returns an array populated with tangent vectors on each Path3D curve point.
  70842. * @returns an array populated with tangent vectors on each Path3D curve point.
  70843. */
  70844. getTangents(): Vector3[];
  70845. /**
  70846. * Returns an array populated with normal vectors on each Path3D curve point.
  70847. * @returns an array populated with normal vectors on each Path3D curve point.
  70848. */
  70849. getNormals(): Vector3[];
  70850. /**
  70851. * Returns an array populated with binormal vectors on each Path3D curve point.
  70852. * @returns an array populated with binormal vectors on each Path3D curve point.
  70853. */
  70854. getBinormals(): Vector3[];
  70855. /**
  70856. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  70857. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  70858. */
  70859. getDistances(): number[];
  70860. /**
  70861. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  70862. * @param path path which all values are copied into the curves points
  70863. * @param firstNormal which should be projected onto the curve
  70864. * @returns the same object updated.
  70865. */
  70866. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  70867. private _compute;
  70868. private _getFirstNonNullVector;
  70869. private _getLastNonNullVector;
  70870. private _normalVector;
  70871. }
  70872. /**
  70873. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70874. * A Curve3 is designed from a series of successive Vector3.
  70875. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  70876. */
  70877. export class Curve3 {
  70878. private _points;
  70879. private _length;
  70880. /**
  70881. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  70882. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  70883. * @param v1 (Vector3) the control point
  70884. * @param v2 (Vector3) the end point of the Quadratic Bezier
  70885. * @param nbPoints (integer) the wanted number of points in the curve
  70886. * @returns the created Curve3
  70887. */
  70888. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70889. /**
  70890. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  70891. * @param v0 (Vector3) the origin point of the Cubic Bezier
  70892. * @param v1 (Vector3) the first control point
  70893. * @param v2 (Vector3) the second control point
  70894. * @param v3 (Vector3) the end point of the Cubic Bezier
  70895. * @param nbPoints (integer) the wanted number of points in the curve
  70896. * @returns the created Curve3
  70897. */
  70898. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70899. /**
  70900. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  70901. * @param p1 (Vector3) the origin point of the Hermite Spline
  70902. * @param t1 (Vector3) the tangent vector at the origin point
  70903. * @param p2 (Vector3) the end point of the Hermite Spline
  70904. * @param t2 (Vector3) the tangent vector at the end point
  70905. * @param nbPoints (integer) the wanted number of points in the curve
  70906. * @returns the created Curve3
  70907. */
  70908. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70909. /**
  70910. * Returns a Curve3 object along a CatmullRom Spline curve :
  70911. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  70912. * @param nbPoints (integer) the wanted number of points between each curve control points
  70913. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  70914. * @returns the created Curve3
  70915. */
  70916. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  70917. /**
  70918. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70919. * A Curve3 is designed from a series of successive Vector3.
  70920. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  70921. * @param points points which make up the curve
  70922. */
  70923. constructor(points: Vector3[]);
  70924. /**
  70925. * @returns the Curve3 stored array of successive Vector3
  70926. */
  70927. getPoints(): Vector3[];
  70928. /**
  70929. * @returns the computed length (float) of the curve.
  70930. */
  70931. length(): number;
  70932. /**
  70933. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  70934. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  70935. * curveA and curveB keep unchanged.
  70936. * @param curve the curve to continue from this curve
  70937. * @returns the newly constructed curve
  70938. */
  70939. continue(curve: DeepImmutable<Curve3>): Curve3;
  70940. private _computeLength;
  70941. }
  70942. }
  70943. declare module BABYLON {
  70944. /**
  70945. * This represents the main contract an easing function should follow.
  70946. * Easing functions are used throughout the animation system.
  70947. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70948. */
  70949. export interface IEasingFunction {
  70950. /**
  70951. * Given an input gradient between 0 and 1, this returns the corrseponding value
  70952. * of the easing function.
  70953. * The link below provides some of the most common examples of easing functions.
  70954. * @see https://easings.net/
  70955. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70956. * @returns the corresponding value on the curve defined by the easing function
  70957. */
  70958. ease(gradient: number): number;
  70959. }
  70960. /**
  70961. * Base class used for every default easing function.
  70962. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70963. */
  70964. export class EasingFunction implements IEasingFunction {
  70965. /**
  70966. * Interpolation follows the mathematical formula associated with the easing function.
  70967. */
  70968. static readonly EASINGMODE_EASEIN: number;
  70969. /**
  70970. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  70971. */
  70972. static readonly EASINGMODE_EASEOUT: number;
  70973. /**
  70974. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  70975. */
  70976. static readonly EASINGMODE_EASEINOUT: number;
  70977. private _easingMode;
  70978. /**
  70979. * Sets the easing mode of the current function.
  70980. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  70981. */
  70982. setEasingMode(easingMode: number): void;
  70983. /**
  70984. * Gets the current easing mode.
  70985. * @returns the easing mode
  70986. */
  70987. getEasingMode(): number;
  70988. /**
  70989. * @hidden
  70990. */
  70991. easeInCore(gradient: number): number;
  70992. /**
  70993. * Given an input gradient between 0 and 1, this returns the corresponding value
  70994. * of the easing function.
  70995. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70996. * @returns the corresponding value on the curve defined by the easing function
  70997. */
  70998. ease(gradient: number): number;
  70999. }
  71000. /**
  71001. * Easing function with a circle shape (see link below).
  71002. * @see https://easings.net/#easeInCirc
  71003. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71004. */
  71005. export class CircleEase extends EasingFunction implements IEasingFunction {
  71006. /** @hidden */
  71007. easeInCore(gradient: number): number;
  71008. }
  71009. /**
  71010. * Easing function with a ease back shape (see link below).
  71011. * @see https://easings.net/#easeInBack
  71012. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71013. */
  71014. export class BackEase extends EasingFunction implements IEasingFunction {
  71015. /** Defines the amplitude of the function */
  71016. amplitude: number;
  71017. /**
  71018. * Instantiates a back ease easing
  71019. * @see https://easings.net/#easeInBack
  71020. * @param amplitude Defines the amplitude of the function
  71021. */
  71022. constructor(
  71023. /** Defines the amplitude of the function */
  71024. amplitude?: number);
  71025. /** @hidden */
  71026. easeInCore(gradient: number): number;
  71027. }
  71028. /**
  71029. * Easing function with a bouncing shape (see link below).
  71030. * @see https://easings.net/#easeInBounce
  71031. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71032. */
  71033. export class BounceEase extends EasingFunction implements IEasingFunction {
  71034. /** Defines the number of bounces */
  71035. bounces: number;
  71036. /** Defines the amplitude of the bounce */
  71037. bounciness: number;
  71038. /**
  71039. * Instantiates a bounce easing
  71040. * @see https://easings.net/#easeInBounce
  71041. * @param bounces Defines the number of bounces
  71042. * @param bounciness Defines the amplitude of the bounce
  71043. */
  71044. constructor(
  71045. /** Defines the number of bounces */
  71046. bounces?: number,
  71047. /** Defines the amplitude of the bounce */
  71048. bounciness?: number);
  71049. /** @hidden */
  71050. easeInCore(gradient: number): number;
  71051. }
  71052. /**
  71053. * Easing function with a power of 3 shape (see link below).
  71054. * @see https://easings.net/#easeInCubic
  71055. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71056. */
  71057. export class CubicEase extends EasingFunction implements IEasingFunction {
  71058. /** @hidden */
  71059. easeInCore(gradient: number): number;
  71060. }
  71061. /**
  71062. * Easing function with an elastic shape (see link below).
  71063. * @see https://easings.net/#easeInElastic
  71064. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71065. */
  71066. export class ElasticEase extends EasingFunction implements IEasingFunction {
  71067. /** Defines the number of oscillations*/
  71068. oscillations: number;
  71069. /** Defines the amplitude of the oscillations*/
  71070. springiness: number;
  71071. /**
  71072. * Instantiates an elastic easing function
  71073. * @see https://easings.net/#easeInElastic
  71074. * @param oscillations Defines the number of oscillations
  71075. * @param springiness Defines the amplitude of the oscillations
  71076. */
  71077. constructor(
  71078. /** Defines the number of oscillations*/
  71079. oscillations?: number,
  71080. /** Defines the amplitude of the oscillations*/
  71081. springiness?: number);
  71082. /** @hidden */
  71083. easeInCore(gradient: number): number;
  71084. }
  71085. /**
  71086. * Easing function with an exponential shape (see link below).
  71087. * @see https://easings.net/#easeInExpo
  71088. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71089. */
  71090. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  71091. /** Defines the exponent of the function */
  71092. exponent: number;
  71093. /**
  71094. * Instantiates an exponential easing function
  71095. * @see https://easings.net/#easeInExpo
  71096. * @param exponent Defines the exponent of the function
  71097. */
  71098. constructor(
  71099. /** Defines the exponent of the function */
  71100. exponent?: number);
  71101. /** @hidden */
  71102. easeInCore(gradient: number): number;
  71103. }
  71104. /**
  71105. * Easing function with a power shape (see link below).
  71106. * @see https://easings.net/#easeInQuad
  71107. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71108. */
  71109. export class PowerEase extends EasingFunction implements IEasingFunction {
  71110. /** Defines the power of the function */
  71111. power: number;
  71112. /**
  71113. * Instantiates an power base easing function
  71114. * @see https://easings.net/#easeInQuad
  71115. * @param power Defines the power of the function
  71116. */
  71117. constructor(
  71118. /** Defines the power of the function */
  71119. power?: number);
  71120. /** @hidden */
  71121. easeInCore(gradient: number): number;
  71122. }
  71123. /**
  71124. * Easing function with a power of 2 shape (see link below).
  71125. * @see https://easings.net/#easeInQuad
  71126. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71127. */
  71128. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  71129. /** @hidden */
  71130. easeInCore(gradient: number): number;
  71131. }
  71132. /**
  71133. * Easing function with a power of 4 shape (see link below).
  71134. * @see https://easings.net/#easeInQuart
  71135. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71136. */
  71137. export class QuarticEase extends EasingFunction implements IEasingFunction {
  71138. /** @hidden */
  71139. easeInCore(gradient: number): number;
  71140. }
  71141. /**
  71142. * Easing function with a power of 5 shape (see link below).
  71143. * @see https://easings.net/#easeInQuint
  71144. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71145. */
  71146. export class QuinticEase extends EasingFunction implements IEasingFunction {
  71147. /** @hidden */
  71148. easeInCore(gradient: number): number;
  71149. }
  71150. /**
  71151. * Easing function with a sin shape (see link below).
  71152. * @see https://easings.net/#easeInSine
  71153. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71154. */
  71155. export class SineEase extends EasingFunction implements IEasingFunction {
  71156. /** @hidden */
  71157. easeInCore(gradient: number): number;
  71158. }
  71159. /**
  71160. * Easing function with a bezier shape (see link below).
  71161. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71162. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71163. */
  71164. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  71165. /** Defines the x component of the start tangent in the bezier curve */
  71166. x1: number;
  71167. /** Defines the y component of the start tangent in the bezier curve */
  71168. y1: number;
  71169. /** Defines the x component of the end tangent in the bezier curve */
  71170. x2: number;
  71171. /** Defines the y component of the end tangent in the bezier curve */
  71172. y2: number;
  71173. /**
  71174. * Instantiates a bezier function
  71175. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71176. * @param x1 Defines the x component of the start tangent in the bezier curve
  71177. * @param y1 Defines the y component of the start tangent in the bezier curve
  71178. * @param x2 Defines the x component of the end tangent in the bezier curve
  71179. * @param y2 Defines the y component of the end tangent in the bezier curve
  71180. */
  71181. constructor(
  71182. /** Defines the x component of the start tangent in the bezier curve */
  71183. x1?: number,
  71184. /** Defines the y component of the start tangent in the bezier curve */
  71185. y1?: number,
  71186. /** Defines the x component of the end tangent in the bezier curve */
  71187. x2?: number,
  71188. /** Defines the y component of the end tangent in the bezier curve */
  71189. y2?: number);
  71190. /** @hidden */
  71191. easeInCore(gradient: number): number;
  71192. }
  71193. }
  71194. declare module BABYLON {
  71195. /**
  71196. * Defines an interface which represents an animation key frame
  71197. */
  71198. export interface IAnimationKey {
  71199. /**
  71200. * Frame of the key frame
  71201. */
  71202. frame: number;
  71203. /**
  71204. * Value at the specifies key frame
  71205. */
  71206. value: any;
  71207. /**
  71208. * The input tangent for the cubic hermite spline
  71209. */
  71210. inTangent?: any;
  71211. /**
  71212. * The output tangent for the cubic hermite spline
  71213. */
  71214. outTangent?: any;
  71215. /**
  71216. * The animation interpolation type
  71217. */
  71218. interpolation?: AnimationKeyInterpolation;
  71219. }
  71220. /**
  71221. * Enum for the animation key frame interpolation type
  71222. */
  71223. export enum AnimationKeyInterpolation {
  71224. /**
  71225. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  71226. */
  71227. STEP = 1
  71228. }
  71229. }
  71230. declare module BABYLON {
  71231. /**
  71232. * Represents the range of an animation
  71233. */
  71234. export class AnimationRange {
  71235. /**The name of the animation range**/
  71236. name: string;
  71237. /**The starting frame of the animation */
  71238. from: number;
  71239. /**The ending frame of the animation*/
  71240. to: number;
  71241. /**
  71242. * Initializes the range of an animation
  71243. * @param name The name of the animation range
  71244. * @param from The starting frame of the animation
  71245. * @param to The ending frame of the animation
  71246. */
  71247. constructor(
  71248. /**The name of the animation range**/
  71249. name: string,
  71250. /**The starting frame of the animation */
  71251. from: number,
  71252. /**The ending frame of the animation*/
  71253. to: number);
  71254. /**
  71255. * Makes a copy of the animation range
  71256. * @returns A copy of the animation range
  71257. */
  71258. clone(): AnimationRange;
  71259. }
  71260. }
  71261. declare module BABYLON {
  71262. /**
  71263. * Composed of a frame, and an action function
  71264. */
  71265. export class AnimationEvent {
  71266. /** The frame for which the event is triggered **/
  71267. frame: number;
  71268. /** The event to perform when triggered **/
  71269. action: (currentFrame: number) => void;
  71270. /** Specifies if the event should be triggered only once**/
  71271. onlyOnce?: boolean | undefined;
  71272. /**
  71273. * Specifies if the animation event is done
  71274. */
  71275. isDone: boolean;
  71276. /**
  71277. * Initializes the animation event
  71278. * @param frame The frame for which the event is triggered
  71279. * @param action The event to perform when triggered
  71280. * @param onlyOnce Specifies if the event should be triggered only once
  71281. */
  71282. constructor(
  71283. /** The frame for which the event is triggered **/
  71284. frame: number,
  71285. /** The event to perform when triggered **/
  71286. action: (currentFrame: number) => void,
  71287. /** Specifies if the event should be triggered only once**/
  71288. onlyOnce?: boolean | undefined);
  71289. /** @hidden */
  71290. _clone(): AnimationEvent;
  71291. }
  71292. }
  71293. declare module BABYLON {
  71294. /**
  71295. * Interface used to define a behavior
  71296. */
  71297. export interface Behavior<T> {
  71298. /** gets or sets behavior's name */
  71299. name: string;
  71300. /**
  71301. * Function called when the behavior needs to be initialized (after attaching it to a target)
  71302. */
  71303. init(): void;
  71304. /**
  71305. * Called when the behavior is attached to a target
  71306. * @param target defines the target where the behavior is attached to
  71307. */
  71308. attach(target: T): void;
  71309. /**
  71310. * Called when the behavior is detached from its target
  71311. */
  71312. detach(): void;
  71313. }
  71314. /**
  71315. * Interface implemented by classes supporting behaviors
  71316. */
  71317. export interface IBehaviorAware<T> {
  71318. /**
  71319. * Attach a behavior
  71320. * @param behavior defines the behavior to attach
  71321. * @returns the current host
  71322. */
  71323. addBehavior(behavior: Behavior<T>): T;
  71324. /**
  71325. * Remove a behavior from the current object
  71326. * @param behavior defines the behavior to detach
  71327. * @returns the current host
  71328. */
  71329. removeBehavior(behavior: Behavior<T>): T;
  71330. /**
  71331. * Gets a behavior using its name to search
  71332. * @param name defines the name to search
  71333. * @returns the behavior or null if not found
  71334. */
  71335. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  71336. }
  71337. }
  71338. declare module BABYLON {
  71339. /**
  71340. * Defines an array and its length.
  71341. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  71342. */
  71343. export interface ISmartArrayLike<T> {
  71344. /**
  71345. * The data of the array.
  71346. */
  71347. data: Array<T>;
  71348. /**
  71349. * The active length of the array.
  71350. */
  71351. length: number;
  71352. }
  71353. /**
  71354. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71355. */
  71356. export class SmartArray<T> implements ISmartArrayLike<T> {
  71357. /**
  71358. * The full set of data from the array.
  71359. */
  71360. data: Array<T>;
  71361. /**
  71362. * The active length of the array.
  71363. */
  71364. length: number;
  71365. protected _id: number;
  71366. /**
  71367. * Instantiates a Smart Array.
  71368. * @param capacity defines the default capacity of the array.
  71369. */
  71370. constructor(capacity: number);
  71371. /**
  71372. * Pushes a value at the end of the active data.
  71373. * @param value defines the object to push in the array.
  71374. */
  71375. push(value: T): void;
  71376. /**
  71377. * Iterates over the active data and apply the lambda to them.
  71378. * @param func defines the action to apply on each value.
  71379. */
  71380. forEach(func: (content: T) => void): void;
  71381. /**
  71382. * Sorts the full sets of data.
  71383. * @param compareFn defines the comparison function to apply.
  71384. */
  71385. sort(compareFn: (a: T, b: T) => number): void;
  71386. /**
  71387. * Resets the active data to an empty array.
  71388. */
  71389. reset(): void;
  71390. /**
  71391. * Releases all the data from the array as well as the array.
  71392. */
  71393. dispose(): void;
  71394. /**
  71395. * Concats the active data with a given array.
  71396. * @param array defines the data to concatenate with.
  71397. */
  71398. concat(array: any): void;
  71399. /**
  71400. * Returns the position of a value in the active data.
  71401. * @param value defines the value to find the index for
  71402. * @returns the index if found in the active data otherwise -1
  71403. */
  71404. indexOf(value: T): number;
  71405. /**
  71406. * Returns whether an element is part of the active data.
  71407. * @param value defines the value to look for
  71408. * @returns true if found in the active data otherwise false
  71409. */
  71410. contains(value: T): boolean;
  71411. private static _GlobalId;
  71412. }
  71413. /**
  71414. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71415. * The data in this array can only be present once
  71416. */
  71417. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  71418. private _duplicateId;
  71419. /**
  71420. * Pushes a value at the end of the active data.
  71421. * THIS DOES NOT PREVENT DUPPLICATE DATA
  71422. * @param value defines the object to push in the array.
  71423. */
  71424. push(value: T): void;
  71425. /**
  71426. * Pushes a value at the end of the active data.
  71427. * If the data is already present, it won t be added again
  71428. * @param value defines the object to push in the array.
  71429. * @returns true if added false if it was already present
  71430. */
  71431. pushNoDuplicate(value: T): boolean;
  71432. /**
  71433. * Resets the active data to an empty array.
  71434. */
  71435. reset(): void;
  71436. /**
  71437. * Concats the active data with a given array.
  71438. * This ensures no dupplicate will be present in the result.
  71439. * @param array defines the data to concatenate with.
  71440. */
  71441. concatWithNoDuplicate(array: any): void;
  71442. }
  71443. }
  71444. declare module BABYLON {
  71445. /**
  71446. * @ignore
  71447. * This is a list of all the different input types that are available in the application.
  71448. * Fo instance: ArcRotateCameraGamepadInput...
  71449. */
  71450. export var CameraInputTypes: {};
  71451. /**
  71452. * This is the contract to implement in order to create a new input class.
  71453. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  71454. */
  71455. export interface ICameraInput<TCamera extends Camera> {
  71456. /**
  71457. * Defines the camera the input is attached to.
  71458. */
  71459. camera: Nullable<TCamera>;
  71460. /**
  71461. * Gets the class name of the current intput.
  71462. * @returns the class name
  71463. */
  71464. getClassName(): string;
  71465. /**
  71466. * Get the friendly name associated with the input class.
  71467. * @returns the input friendly name
  71468. */
  71469. getSimpleName(): string;
  71470. /**
  71471. * Attach the input controls to a specific dom element to get the input from.
  71472. * @param element Defines the element the controls should be listened from
  71473. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71474. */
  71475. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  71476. /**
  71477. * Detach the current controls from the specified dom element.
  71478. * @param element Defines the element to stop listening the inputs from
  71479. */
  71480. detachControl(element: Nullable<HTMLElement>): void;
  71481. /**
  71482. * Update the current camera state depending on the inputs that have been used this frame.
  71483. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  71484. */
  71485. checkInputs?: () => void;
  71486. }
  71487. /**
  71488. * Represents a map of input types to input instance or input index to input instance.
  71489. */
  71490. export interface CameraInputsMap<TCamera extends Camera> {
  71491. /**
  71492. * Accessor to the input by input type.
  71493. */
  71494. [name: string]: ICameraInput<TCamera>;
  71495. /**
  71496. * Accessor to the input by input index.
  71497. */
  71498. [idx: number]: ICameraInput<TCamera>;
  71499. }
  71500. /**
  71501. * This represents the input manager used within a camera.
  71502. * It helps dealing with all the different kind of input attached to a camera.
  71503. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  71504. */
  71505. export class CameraInputsManager<TCamera extends Camera> {
  71506. /**
  71507. * Defines the list of inputs attahed to the camera.
  71508. */
  71509. attached: CameraInputsMap<TCamera>;
  71510. /**
  71511. * Defines the dom element the camera is collecting inputs from.
  71512. * This is null if the controls have not been attached.
  71513. */
  71514. attachedElement: Nullable<HTMLElement>;
  71515. /**
  71516. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71517. */
  71518. noPreventDefault: boolean;
  71519. /**
  71520. * Defined the camera the input manager belongs to.
  71521. */
  71522. camera: TCamera;
  71523. /**
  71524. * Update the current camera state depending on the inputs that have been used this frame.
  71525. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  71526. */
  71527. checkInputs: () => void;
  71528. /**
  71529. * Instantiate a new Camera Input Manager.
  71530. * @param camera Defines the camera the input manager blongs to
  71531. */
  71532. constructor(camera: TCamera);
  71533. /**
  71534. * Add an input method to a camera
  71535. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  71536. * @param input camera input method
  71537. */
  71538. add(input: ICameraInput<TCamera>): void;
  71539. /**
  71540. * Remove a specific input method from a camera
  71541. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  71542. * @param inputToRemove camera input method
  71543. */
  71544. remove(inputToRemove: ICameraInput<TCamera>): void;
  71545. /**
  71546. * Remove a specific input type from a camera
  71547. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  71548. * @param inputType the type of the input to remove
  71549. */
  71550. removeByType(inputType: string): void;
  71551. private _addCheckInputs;
  71552. /**
  71553. * Attach the input controls to the currently attached dom element to listen the events from.
  71554. * @param input Defines the input to attach
  71555. */
  71556. attachInput(input: ICameraInput<TCamera>): void;
  71557. /**
  71558. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  71559. * @param element Defines the dom element to collect the events from
  71560. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71561. */
  71562. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  71563. /**
  71564. * Detach the current manager inputs controls from a specific dom element.
  71565. * @param element Defines the dom element to collect the events from
  71566. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  71567. */
  71568. detachElement(element: HTMLElement, disconnect?: boolean): void;
  71569. /**
  71570. * Rebuild the dynamic inputCheck function from the current list of
  71571. * defined inputs in the manager.
  71572. */
  71573. rebuildInputCheck(): void;
  71574. /**
  71575. * Remove all attached input methods from a camera
  71576. */
  71577. clear(): void;
  71578. /**
  71579. * Serialize the current input manager attached to a camera.
  71580. * This ensures than once parsed,
  71581. * the input associated to the camera will be identical to the current ones
  71582. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  71583. */
  71584. serialize(serializedCamera: any): void;
  71585. /**
  71586. * Parses an input manager serialized JSON to restore the previous list of inputs
  71587. * and states associated to a camera.
  71588. * @param parsedCamera Defines the JSON to parse
  71589. */
  71590. parse(parsedCamera: any): void;
  71591. }
  71592. }
  71593. declare module BABYLON {
  71594. /**
  71595. * @hidden
  71596. */
  71597. export class IntersectionInfo {
  71598. bu: Nullable<number>;
  71599. bv: Nullable<number>;
  71600. distance: number;
  71601. faceId: number;
  71602. subMeshId: number;
  71603. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  71604. }
  71605. }
  71606. declare module BABYLON {
  71607. /**
  71608. * Represens a plane by the equation ax + by + cz + d = 0
  71609. */
  71610. export class Plane {
  71611. private static _TmpMatrix;
  71612. /**
  71613. * Normal of the plane (a,b,c)
  71614. */
  71615. normal: Vector3;
  71616. /**
  71617. * d component of the plane
  71618. */
  71619. d: number;
  71620. /**
  71621. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  71622. * @param a a component of the plane
  71623. * @param b b component of the plane
  71624. * @param c c component of the plane
  71625. * @param d d component of the plane
  71626. */
  71627. constructor(a: number, b: number, c: number, d: number);
  71628. /**
  71629. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  71630. */
  71631. asArray(): number[];
  71632. /**
  71633. * @returns a new plane copied from the current Plane.
  71634. */
  71635. clone(): Plane;
  71636. /**
  71637. * @returns the string "Plane".
  71638. */
  71639. getClassName(): string;
  71640. /**
  71641. * @returns the Plane hash code.
  71642. */
  71643. getHashCode(): number;
  71644. /**
  71645. * Normalize the current Plane in place.
  71646. * @returns the updated Plane.
  71647. */
  71648. normalize(): Plane;
  71649. /**
  71650. * Applies a transformation the plane and returns the result
  71651. * @param transformation the transformation matrix to be applied to the plane
  71652. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  71653. */
  71654. transform(transformation: DeepImmutable<Matrix>): Plane;
  71655. /**
  71656. * Calcualtte the dot product between the point and the plane normal
  71657. * @param point point to calculate the dot product with
  71658. * @returns the dot product (float) of the point coordinates and the plane normal.
  71659. */
  71660. dotCoordinate(point: DeepImmutable<Vector3>): number;
  71661. /**
  71662. * Updates the current Plane from the plane defined by the three given points.
  71663. * @param point1 one of the points used to contruct the plane
  71664. * @param point2 one of the points used to contruct the plane
  71665. * @param point3 one of the points used to contruct the plane
  71666. * @returns the updated Plane.
  71667. */
  71668. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71669. /**
  71670. * Checks if the plane is facing a given direction
  71671. * @param direction the direction to check if the plane is facing
  71672. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  71673. * @returns True is the vector "direction" is the same side than the plane normal.
  71674. */
  71675. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  71676. /**
  71677. * Calculates the distance to a point
  71678. * @param point point to calculate distance to
  71679. * @returns the signed distance (float) from the given point to the Plane.
  71680. */
  71681. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  71682. /**
  71683. * Creates a plane from an array
  71684. * @param array the array to create a plane from
  71685. * @returns a new Plane from the given array.
  71686. */
  71687. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  71688. /**
  71689. * Creates a plane from three points
  71690. * @param point1 point used to create the plane
  71691. * @param point2 point used to create the plane
  71692. * @param point3 point used to create the plane
  71693. * @returns a new Plane defined by the three given points.
  71694. */
  71695. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71696. /**
  71697. * Creates a plane from an origin point and a normal
  71698. * @param origin origin of the plane to be constructed
  71699. * @param normal normal of the plane to be constructed
  71700. * @returns a new Plane the normal vector to this plane at the given origin point.
  71701. * Note : the vector "normal" is updated because normalized.
  71702. */
  71703. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  71704. /**
  71705. * Calculates the distance from a plane and a point
  71706. * @param origin origin of the plane to be constructed
  71707. * @param normal normal of the plane to be constructed
  71708. * @param point point to calculate distance to
  71709. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  71710. */
  71711. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  71712. }
  71713. }
  71714. declare module BABYLON {
  71715. /**
  71716. * Class used to store bounding sphere information
  71717. */
  71718. export class BoundingSphere {
  71719. /**
  71720. * Gets the center of the bounding sphere in local space
  71721. */
  71722. readonly center: Vector3;
  71723. /**
  71724. * Radius of the bounding sphere in local space
  71725. */
  71726. radius: number;
  71727. /**
  71728. * Gets the center of the bounding sphere in world space
  71729. */
  71730. readonly centerWorld: Vector3;
  71731. /**
  71732. * Radius of the bounding sphere in world space
  71733. */
  71734. radiusWorld: number;
  71735. /**
  71736. * Gets the minimum vector in local space
  71737. */
  71738. readonly minimum: Vector3;
  71739. /**
  71740. * Gets the maximum vector in local space
  71741. */
  71742. readonly maximum: Vector3;
  71743. private _worldMatrix;
  71744. private static readonly TmpVector3;
  71745. /**
  71746. * Creates a new bounding sphere
  71747. * @param min defines the minimum vector (in local space)
  71748. * @param max defines the maximum vector (in local space)
  71749. * @param worldMatrix defines the new world matrix
  71750. */
  71751. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71752. /**
  71753. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  71754. * @param min defines the new minimum vector (in local space)
  71755. * @param max defines the new maximum vector (in local space)
  71756. * @param worldMatrix defines the new world matrix
  71757. */
  71758. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71759. /**
  71760. * Scale the current bounding sphere by applying a scale factor
  71761. * @param factor defines the scale factor to apply
  71762. * @returns the current bounding box
  71763. */
  71764. scale(factor: number): BoundingSphere;
  71765. /**
  71766. * Gets the world matrix of the bounding box
  71767. * @returns a matrix
  71768. */
  71769. getWorldMatrix(): DeepImmutable<Matrix>;
  71770. /** @hidden */
  71771. _update(worldMatrix: DeepImmutable<Matrix>): void;
  71772. /**
  71773. * Tests if the bounding sphere is intersecting the frustum planes
  71774. * @param frustumPlanes defines the frustum planes to test
  71775. * @returns true if there is an intersection
  71776. */
  71777. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71778. /**
  71779. * Tests if the bounding sphere center is in between the frustum planes.
  71780. * Used for optimistic fast inclusion.
  71781. * @param frustumPlanes defines the frustum planes to test
  71782. * @returns true if the sphere center is in between the frustum planes
  71783. */
  71784. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71785. /**
  71786. * Tests if a point is inside the bounding sphere
  71787. * @param point defines the point to test
  71788. * @returns true if the point is inside the bounding sphere
  71789. */
  71790. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71791. /**
  71792. * Checks if two sphere intersct
  71793. * @param sphere0 sphere 0
  71794. * @param sphere1 sphere 1
  71795. * @returns true if the speres intersect
  71796. */
  71797. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  71798. }
  71799. }
  71800. declare module BABYLON {
  71801. /**
  71802. * Class used to store bounding box information
  71803. */
  71804. export class BoundingBox implements ICullable {
  71805. /**
  71806. * Gets the 8 vectors representing the bounding box in local space
  71807. */
  71808. readonly vectors: Vector3[];
  71809. /**
  71810. * Gets the center of the bounding box in local space
  71811. */
  71812. readonly center: Vector3;
  71813. /**
  71814. * Gets the center of the bounding box in world space
  71815. */
  71816. readonly centerWorld: Vector3;
  71817. /**
  71818. * Gets the extend size in local space
  71819. */
  71820. readonly extendSize: Vector3;
  71821. /**
  71822. * Gets the extend size in world space
  71823. */
  71824. readonly extendSizeWorld: Vector3;
  71825. /**
  71826. * Gets the OBB (object bounding box) directions
  71827. */
  71828. readonly directions: Vector3[];
  71829. /**
  71830. * Gets the 8 vectors representing the bounding box in world space
  71831. */
  71832. readonly vectorsWorld: Vector3[];
  71833. /**
  71834. * Gets the minimum vector in world space
  71835. */
  71836. readonly minimumWorld: Vector3;
  71837. /**
  71838. * Gets the maximum vector in world space
  71839. */
  71840. readonly maximumWorld: Vector3;
  71841. /**
  71842. * Gets the minimum vector in local space
  71843. */
  71844. readonly minimum: Vector3;
  71845. /**
  71846. * Gets the maximum vector in local space
  71847. */
  71848. readonly maximum: Vector3;
  71849. private _worldMatrix;
  71850. private static readonly TmpVector3;
  71851. /**
  71852. * @hidden
  71853. */
  71854. _tag: number;
  71855. /**
  71856. * Creates a new bounding box
  71857. * @param min defines the minimum vector (in local space)
  71858. * @param max defines the maximum vector (in local space)
  71859. * @param worldMatrix defines the new world matrix
  71860. */
  71861. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71862. /**
  71863. * Recreates the entire bounding box from scratch as if we call the constructor in place
  71864. * @param min defines the new minimum vector (in local space)
  71865. * @param max defines the new maximum vector (in local space)
  71866. * @param worldMatrix defines the new world matrix
  71867. */
  71868. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71869. /**
  71870. * Scale the current bounding box by applying a scale factor
  71871. * @param factor defines the scale factor to apply
  71872. * @returns the current bounding box
  71873. */
  71874. scale(factor: number): BoundingBox;
  71875. /**
  71876. * Gets the world matrix of the bounding box
  71877. * @returns a matrix
  71878. */
  71879. getWorldMatrix(): DeepImmutable<Matrix>;
  71880. /** @hidden */
  71881. _update(world: DeepImmutable<Matrix>): void;
  71882. /**
  71883. * Tests if the bounding box is intersecting the frustum planes
  71884. * @param frustumPlanes defines the frustum planes to test
  71885. * @returns true if there is an intersection
  71886. */
  71887. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71888. /**
  71889. * Tests if the bounding box is entirely inside the frustum planes
  71890. * @param frustumPlanes defines the frustum planes to test
  71891. * @returns true if there is an inclusion
  71892. */
  71893. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71894. /**
  71895. * Tests if a point is inside the bounding box
  71896. * @param point defines the point to test
  71897. * @returns true if the point is inside the bounding box
  71898. */
  71899. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71900. /**
  71901. * Tests if the bounding box intersects with a bounding sphere
  71902. * @param sphere defines the sphere to test
  71903. * @returns true if there is an intersection
  71904. */
  71905. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  71906. /**
  71907. * Tests if the bounding box intersects with a box defined by a min and max vectors
  71908. * @param min defines the min vector to use
  71909. * @param max defines the max vector to use
  71910. * @returns true if there is an intersection
  71911. */
  71912. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  71913. /**
  71914. * Tests if two bounding boxes are intersections
  71915. * @param box0 defines the first box to test
  71916. * @param box1 defines the second box to test
  71917. * @returns true if there is an intersection
  71918. */
  71919. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  71920. /**
  71921. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  71922. * @param minPoint defines the minimum vector of the bounding box
  71923. * @param maxPoint defines the maximum vector of the bounding box
  71924. * @param sphereCenter defines the sphere center
  71925. * @param sphereRadius defines the sphere radius
  71926. * @returns true if there is an intersection
  71927. */
  71928. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  71929. /**
  71930. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  71931. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71932. * @param frustumPlanes defines the frustum planes to test
  71933. * @return true if there is an inclusion
  71934. */
  71935. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71936. /**
  71937. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  71938. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71939. * @param frustumPlanes defines the frustum planes to test
  71940. * @return true if there is an intersection
  71941. */
  71942. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71943. }
  71944. }
  71945. declare module BABYLON {
  71946. /** @hidden */
  71947. export class Collider {
  71948. /** Define if a collision was found */
  71949. collisionFound: boolean;
  71950. /**
  71951. * Define last intersection point in local space
  71952. */
  71953. intersectionPoint: Vector3;
  71954. /**
  71955. * Define last collided mesh
  71956. */
  71957. collidedMesh: Nullable<AbstractMesh>;
  71958. private _collisionPoint;
  71959. private _planeIntersectionPoint;
  71960. private _tempVector;
  71961. private _tempVector2;
  71962. private _tempVector3;
  71963. private _tempVector4;
  71964. private _edge;
  71965. private _baseToVertex;
  71966. private _destinationPoint;
  71967. private _slidePlaneNormal;
  71968. private _displacementVector;
  71969. /** @hidden */
  71970. _radius: Vector3;
  71971. /** @hidden */
  71972. _retry: number;
  71973. private _velocity;
  71974. private _basePoint;
  71975. private _epsilon;
  71976. /** @hidden */
  71977. _velocityWorldLength: number;
  71978. /** @hidden */
  71979. _basePointWorld: Vector3;
  71980. private _velocityWorld;
  71981. private _normalizedVelocity;
  71982. /** @hidden */
  71983. _initialVelocity: Vector3;
  71984. /** @hidden */
  71985. _initialPosition: Vector3;
  71986. private _nearestDistance;
  71987. private _collisionMask;
  71988. collisionMask: number;
  71989. /**
  71990. * Gets the plane normal used to compute the sliding response (in local space)
  71991. */
  71992. readonly slidePlaneNormal: Vector3;
  71993. /** @hidden */
  71994. _initialize(source: Vector3, dir: Vector3, e: number): void;
  71995. /** @hidden */
  71996. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  71997. /** @hidden */
  71998. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  71999. /** @hidden */
  72000. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72001. /** @hidden */
  72002. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72003. /** @hidden */
  72004. _getResponse(pos: Vector3, vel: Vector3): void;
  72005. }
  72006. }
  72007. declare module BABYLON {
  72008. /**
  72009. * Interface for cullable objects
  72010. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  72011. */
  72012. export interface ICullable {
  72013. /**
  72014. * Checks if the object or part of the object is in the frustum
  72015. * @param frustumPlanes Camera near/planes
  72016. * @returns true if the object is in frustum otherwise false
  72017. */
  72018. isInFrustum(frustumPlanes: Plane[]): boolean;
  72019. /**
  72020. * Checks if a cullable object (mesh...) is in the camera frustum
  72021. * Unlike isInFrustum this cheks the full bounding box
  72022. * @param frustumPlanes Camera near/planes
  72023. * @returns true if the object is in frustum otherwise false
  72024. */
  72025. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  72026. }
  72027. /**
  72028. * Info for a bounding data of a mesh
  72029. */
  72030. export class BoundingInfo implements ICullable {
  72031. /**
  72032. * Bounding box for the mesh
  72033. */
  72034. readonly boundingBox: BoundingBox;
  72035. /**
  72036. * Bounding sphere for the mesh
  72037. */
  72038. readonly boundingSphere: BoundingSphere;
  72039. private _isLocked;
  72040. private static readonly TmpVector3;
  72041. /**
  72042. * Constructs bounding info
  72043. * @param minimum min vector of the bounding box/sphere
  72044. * @param maximum max vector of the bounding box/sphere
  72045. * @param worldMatrix defines the new world matrix
  72046. */
  72047. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72048. /**
  72049. * Recreates the entire bounding info from scratch as if we call the constructor in place
  72050. * @param min defines the new minimum vector (in local space)
  72051. * @param max defines the new maximum vector (in local space)
  72052. * @param worldMatrix defines the new world matrix
  72053. */
  72054. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72055. /**
  72056. * min vector of the bounding box/sphere
  72057. */
  72058. readonly minimum: Vector3;
  72059. /**
  72060. * max vector of the bounding box/sphere
  72061. */
  72062. readonly maximum: Vector3;
  72063. /**
  72064. * If the info is locked and won't be updated to avoid perf overhead
  72065. */
  72066. isLocked: boolean;
  72067. /**
  72068. * Updates the bounding sphere and box
  72069. * @param world world matrix to be used to update
  72070. */
  72071. update(world: DeepImmutable<Matrix>): void;
  72072. /**
  72073. * Recreate the bounding info to be centered around a specific point given a specific extend.
  72074. * @param center New center of the bounding info
  72075. * @param extend New extend of the bounding info
  72076. * @returns the current bounding info
  72077. */
  72078. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  72079. /**
  72080. * Scale the current bounding info by applying a scale factor
  72081. * @param factor defines the scale factor to apply
  72082. * @returns the current bounding info
  72083. */
  72084. scale(factor: number): BoundingInfo;
  72085. /**
  72086. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  72087. * @param frustumPlanes defines the frustum to test
  72088. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  72089. * @returns true if the bounding info is in the frustum planes
  72090. */
  72091. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  72092. /**
  72093. * Gets the world distance between the min and max points of the bounding box
  72094. */
  72095. readonly diagonalLength: number;
  72096. /**
  72097. * Checks if a cullable object (mesh...) is in the camera frustum
  72098. * Unlike isInFrustum this cheks the full bounding box
  72099. * @param frustumPlanes Camera near/planes
  72100. * @returns true if the object is in frustum otherwise false
  72101. */
  72102. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72103. /** @hidden */
  72104. _checkCollision(collider: Collider): boolean;
  72105. /**
  72106. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  72107. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72108. * @param point the point to check intersection with
  72109. * @returns if the point intersects
  72110. */
  72111. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72112. /**
  72113. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  72114. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72115. * @param boundingInfo the bounding info to check intersection with
  72116. * @param precise if the intersection should be done using OBB
  72117. * @returns if the bounding info intersects
  72118. */
  72119. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  72120. }
  72121. }
  72122. declare module BABYLON {
  72123. /**
  72124. * Extracts minimum and maximum values from a list of indexed positions
  72125. * @param positions defines the positions to use
  72126. * @param indices defines the indices to the positions
  72127. * @param indexStart defines the start index
  72128. * @param indexCount defines the end index
  72129. * @param bias defines bias value to add to the result
  72130. * @return minimum and maximum values
  72131. */
  72132. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  72133. minimum: Vector3;
  72134. maximum: Vector3;
  72135. };
  72136. /**
  72137. * Extracts minimum and maximum values from a list of positions
  72138. * @param positions defines the positions to use
  72139. * @param start defines the start index in the positions array
  72140. * @param count defines the number of positions to handle
  72141. * @param bias defines bias value to add to the result
  72142. * @param stride defines the stride size to use (distance between two positions in the positions array)
  72143. * @return minimum and maximum values
  72144. */
  72145. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  72146. minimum: Vector3;
  72147. maximum: Vector3;
  72148. };
  72149. }
  72150. declare module BABYLON {
  72151. /**
  72152. * Enum that determines the text-wrapping mode to use.
  72153. */
  72154. export enum InspectableType {
  72155. /**
  72156. * Checkbox for booleans
  72157. */
  72158. Checkbox = 0,
  72159. /**
  72160. * Sliders for numbers
  72161. */
  72162. Slider = 1,
  72163. /**
  72164. * Vector3
  72165. */
  72166. Vector3 = 2,
  72167. /**
  72168. * Quaternions
  72169. */
  72170. Quaternion = 3,
  72171. /**
  72172. * Color3
  72173. */
  72174. Color3 = 4,
  72175. /**
  72176. * String
  72177. */
  72178. String = 5
  72179. }
  72180. /**
  72181. * Interface used to define custom inspectable properties.
  72182. * This interface is used by the inspector to display custom property grids
  72183. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  72184. */
  72185. export interface IInspectable {
  72186. /**
  72187. * Gets the label to display
  72188. */
  72189. label: string;
  72190. /**
  72191. * Gets the name of the property to edit
  72192. */
  72193. propertyName: string;
  72194. /**
  72195. * Gets the type of the editor to use
  72196. */
  72197. type: InspectableType;
  72198. /**
  72199. * Gets the minimum value of the property when using in "slider" mode
  72200. */
  72201. min?: number;
  72202. /**
  72203. * Gets the maximum value of the property when using in "slider" mode
  72204. */
  72205. max?: number;
  72206. /**
  72207. * Gets the setp to use when using in "slider" mode
  72208. */
  72209. step?: number;
  72210. }
  72211. }
  72212. declare module BABYLON {
  72213. /**
  72214. * Class used to provide helper for timing
  72215. */
  72216. export class TimingTools {
  72217. /**
  72218. * Polyfill for setImmediate
  72219. * @param action defines the action to execute after the current execution block
  72220. */
  72221. static SetImmediate(action: () => void): void;
  72222. }
  72223. }
  72224. declare module BABYLON {
  72225. /**
  72226. * Class used to enable instatition of objects by class name
  72227. */
  72228. export class InstantiationTools {
  72229. /**
  72230. * Use this object to register external classes like custom textures or material
  72231. * to allow the laoders to instantiate them
  72232. */
  72233. static RegisteredExternalClasses: {
  72234. [key: string]: Object;
  72235. };
  72236. /**
  72237. * Tries to instantiate a new object from a given class name
  72238. * @param className defines the class name to instantiate
  72239. * @returns the new object or null if the system was not able to do the instantiation
  72240. */
  72241. static Instantiate(className: string): any;
  72242. }
  72243. }
  72244. declare module BABYLON {
  72245. /**
  72246. * This represents the required contract to create a new type of texture loader.
  72247. */
  72248. export interface IInternalTextureLoader {
  72249. /**
  72250. * Defines wether the loader supports cascade loading the different faces.
  72251. */
  72252. supportCascades: boolean;
  72253. /**
  72254. * This returns if the loader support the current file information.
  72255. * @param extension defines the file extension of the file being loaded
  72256. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72257. * @param fallback defines the fallback internal texture if any
  72258. * @param isBase64 defines whether the texture is encoded as a base64
  72259. * @param isBuffer defines whether the texture data are stored as a buffer
  72260. * @returns true if the loader can load the specified file
  72261. */
  72262. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  72263. /**
  72264. * Transform the url before loading if required.
  72265. * @param rootUrl the url of the texture
  72266. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72267. * @returns the transformed texture
  72268. */
  72269. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  72270. /**
  72271. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  72272. * @param rootUrl the url of the texture
  72273. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72274. * @returns the fallback texture
  72275. */
  72276. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  72277. /**
  72278. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  72279. * @param data contains the texture data
  72280. * @param texture defines the BabylonJS internal texture
  72281. * @param createPolynomials will be true if polynomials have been requested
  72282. * @param onLoad defines the callback to trigger once the texture is ready
  72283. * @param onError defines the callback to trigger in case of error
  72284. */
  72285. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  72286. /**
  72287. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  72288. * @param data contains the texture data
  72289. * @param texture defines the BabylonJS internal texture
  72290. * @param callback defines the method to call once ready to upload
  72291. */
  72292. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  72293. }
  72294. }
  72295. declare module BABYLON {
  72296. interface Engine {
  72297. /**
  72298. * Creates a depth stencil cube texture.
  72299. * This is only available in WebGL 2.
  72300. * @param size The size of face edge in the cube texture.
  72301. * @param options The options defining the cube texture.
  72302. * @returns The cube texture
  72303. */
  72304. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  72305. /**
  72306. * Creates a cube texture
  72307. * @param rootUrl defines the url where the files to load is located
  72308. * @param scene defines the current scene
  72309. * @param files defines the list of files to load (1 per face)
  72310. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72311. * @param onLoad defines an optional callback raised when the texture is loaded
  72312. * @param onError defines an optional callback raised if there is an issue to load the texture
  72313. * @param format defines the format of the data
  72314. * @param forcedExtension defines the extension to use to pick the right loader
  72315. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72316. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72317. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72318. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  72319. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  72320. * @returns the cube texture as an InternalTexture
  72321. */
  72322. 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;
  72323. /**
  72324. * Creates a cube texture
  72325. * @param rootUrl defines the url where the files to load is located
  72326. * @param scene defines the current scene
  72327. * @param files defines the list of files to load (1 per face)
  72328. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72329. * @param onLoad defines an optional callback raised when the texture is loaded
  72330. * @param onError defines an optional callback raised if there is an issue to load the texture
  72331. * @param format defines the format of the data
  72332. * @param forcedExtension defines the extension to use to pick the right loader
  72333. * @returns the cube texture as an InternalTexture
  72334. */
  72335. 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;
  72336. /**
  72337. * Creates a cube texture
  72338. * @param rootUrl defines the url where the files to load is located
  72339. * @param scene defines the current scene
  72340. * @param files defines the list of files to load (1 per face)
  72341. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72342. * @param onLoad defines an optional callback raised when the texture is loaded
  72343. * @param onError defines an optional callback raised if there is an issue to load the texture
  72344. * @param format defines the format of the data
  72345. * @param forcedExtension defines the extension to use to pick the right loader
  72346. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72347. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72348. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72349. * @returns the cube texture as an InternalTexture
  72350. */
  72351. 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;
  72352. /** @hidden */
  72353. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72354. /** @hidden */
  72355. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72356. /** @hidden */
  72357. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72358. /** @hidden */
  72359. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72360. }
  72361. }
  72362. declare module BABYLON {
  72363. /**
  72364. * Class for creating a cube texture
  72365. */
  72366. export class CubeTexture extends BaseTexture {
  72367. private _delayedOnLoad;
  72368. /**
  72369. * The url of the texture
  72370. */
  72371. url: string;
  72372. /**
  72373. * Gets or sets the center of the bounding box associated with the cube texture.
  72374. * It must define where the camera used to render the texture was set
  72375. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72376. */
  72377. boundingBoxPosition: Vector3;
  72378. private _boundingBoxSize;
  72379. /**
  72380. * Gets or sets the size of the bounding box associated with the cube texture
  72381. * When defined, the cubemap will switch to local mode
  72382. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72383. * @example https://www.babylonjs-playground.com/#RNASML
  72384. */
  72385. /**
  72386. * Returns the bounding box size
  72387. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72388. */
  72389. boundingBoxSize: Vector3;
  72390. protected _rotationY: number;
  72391. /**
  72392. * Sets texture matrix rotation angle around Y axis in radians.
  72393. */
  72394. /**
  72395. * Gets texture matrix rotation angle around Y axis radians.
  72396. */
  72397. rotationY: number;
  72398. /**
  72399. * Are mip maps generated for this texture or not.
  72400. */
  72401. readonly noMipmap: boolean;
  72402. private _noMipmap;
  72403. private _files;
  72404. private _extensions;
  72405. private _textureMatrix;
  72406. private _format;
  72407. private _createPolynomials;
  72408. /** @hidden */
  72409. _prefiltered: boolean;
  72410. /**
  72411. * Creates a cube texture from an array of image urls
  72412. * @param files defines an array of image urls
  72413. * @param scene defines the hosting scene
  72414. * @param noMipmap specifies if mip maps are not used
  72415. * @returns a cube texture
  72416. */
  72417. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  72418. /**
  72419. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  72420. * @param url defines the url of the prefiltered texture
  72421. * @param scene defines the scene the texture is attached to
  72422. * @param forcedExtension defines the extension of the file if different from the url
  72423. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72424. * @return the prefiltered texture
  72425. */
  72426. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  72427. /**
  72428. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72429. * as prefiltered data.
  72430. * @param rootUrl defines the url of the texture or the root name of the six images
  72431. * @param scene defines the scene the texture is attached to
  72432. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72433. * @param noMipmap defines if mipmaps should be created or not
  72434. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  72435. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72436. * @param onError defines a callback triggered in case of error during load
  72437. * @param format defines the internal format to use for the texture once loaded
  72438. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72439. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72440. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72441. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72442. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72443. * @return the cube texture
  72444. */
  72445. 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);
  72446. /**
  72447. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  72448. */
  72449. readonly isPrefiltered: boolean;
  72450. /**
  72451. * Get the current class name of the texture useful for serialization or dynamic coding.
  72452. * @returns "CubeTexture"
  72453. */
  72454. getClassName(): string;
  72455. /**
  72456. * Update the url (and optional buffer) of this texture if url was null during construction.
  72457. * @param url the url of the texture
  72458. * @param forcedExtension defines the extension to use
  72459. * @param onLoad callback called when the texture is loaded (defaults to null)
  72460. */
  72461. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  72462. /**
  72463. * Delays loading of the cube texture
  72464. * @param forcedExtension defines the extension to use
  72465. */
  72466. delayLoad(forcedExtension?: string): void;
  72467. /**
  72468. * Returns the reflection texture matrix
  72469. * @returns the reflection texture matrix
  72470. */
  72471. getReflectionTextureMatrix(): Matrix;
  72472. /**
  72473. * Sets the reflection texture matrix
  72474. * @param value Reflection texture matrix
  72475. */
  72476. setReflectionTextureMatrix(value: Matrix): void;
  72477. /**
  72478. * Parses text to create a cube texture
  72479. * @param parsedTexture define the serialized text to read from
  72480. * @param scene defines the hosting scene
  72481. * @param rootUrl defines the root url of the cube texture
  72482. * @returns a cube texture
  72483. */
  72484. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  72485. /**
  72486. * Makes a clone, or deep copy, of the cube texture
  72487. * @returns a new cube texture
  72488. */
  72489. clone(): CubeTexture;
  72490. }
  72491. }
  72492. declare module BABYLON {
  72493. /**
  72494. * Manages the defines for the Material
  72495. */
  72496. export class MaterialDefines {
  72497. /** @hidden */
  72498. protected _keys: string[];
  72499. private _isDirty;
  72500. /** @hidden */
  72501. _renderId: number;
  72502. /** @hidden */
  72503. _areLightsDirty: boolean;
  72504. /** @hidden */
  72505. _areAttributesDirty: boolean;
  72506. /** @hidden */
  72507. _areTexturesDirty: boolean;
  72508. /** @hidden */
  72509. _areFresnelDirty: boolean;
  72510. /** @hidden */
  72511. _areMiscDirty: boolean;
  72512. /** @hidden */
  72513. _areImageProcessingDirty: boolean;
  72514. /** @hidden */
  72515. _normals: boolean;
  72516. /** @hidden */
  72517. _uvs: boolean;
  72518. /** @hidden */
  72519. _needNormals: boolean;
  72520. /** @hidden */
  72521. _needUVs: boolean;
  72522. [id: string]: any;
  72523. /**
  72524. * Specifies if the material needs to be re-calculated
  72525. */
  72526. readonly isDirty: boolean;
  72527. /**
  72528. * Marks the material to indicate that it has been re-calculated
  72529. */
  72530. markAsProcessed(): void;
  72531. /**
  72532. * Marks the material to indicate that it needs to be re-calculated
  72533. */
  72534. markAsUnprocessed(): void;
  72535. /**
  72536. * Marks the material to indicate all of its defines need to be re-calculated
  72537. */
  72538. markAllAsDirty(): void;
  72539. /**
  72540. * Marks the material to indicate that image processing needs to be re-calculated
  72541. */
  72542. markAsImageProcessingDirty(): void;
  72543. /**
  72544. * Marks the material to indicate the lights need to be re-calculated
  72545. */
  72546. markAsLightDirty(): void;
  72547. /**
  72548. * Marks the attribute state as changed
  72549. */
  72550. markAsAttributesDirty(): void;
  72551. /**
  72552. * Marks the texture state as changed
  72553. */
  72554. markAsTexturesDirty(): void;
  72555. /**
  72556. * Marks the fresnel state as changed
  72557. */
  72558. markAsFresnelDirty(): void;
  72559. /**
  72560. * Marks the misc state as changed
  72561. */
  72562. markAsMiscDirty(): void;
  72563. /**
  72564. * Rebuilds the material defines
  72565. */
  72566. rebuild(): void;
  72567. /**
  72568. * Specifies if two material defines are equal
  72569. * @param other - A material define instance to compare to
  72570. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  72571. */
  72572. isEqual(other: MaterialDefines): boolean;
  72573. /**
  72574. * Clones this instance's defines to another instance
  72575. * @param other - material defines to clone values to
  72576. */
  72577. cloneTo(other: MaterialDefines): void;
  72578. /**
  72579. * Resets the material define values
  72580. */
  72581. reset(): void;
  72582. /**
  72583. * Converts the material define values to a string
  72584. * @returns - String of material define information
  72585. */
  72586. toString(): string;
  72587. }
  72588. }
  72589. declare module BABYLON {
  72590. /**
  72591. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  72592. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  72593. * 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;
  72594. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  72595. */
  72596. export class ColorCurves {
  72597. private _dirty;
  72598. private _tempColor;
  72599. private _globalCurve;
  72600. private _highlightsCurve;
  72601. private _midtonesCurve;
  72602. private _shadowsCurve;
  72603. private _positiveCurve;
  72604. private _negativeCurve;
  72605. private _globalHue;
  72606. private _globalDensity;
  72607. private _globalSaturation;
  72608. private _globalExposure;
  72609. /**
  72610. * Gets the global Hue value.
  72611. * 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).
  72612. */
  72613. /**
  72614. * Sets the global Hue value.
  72615. * 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).
  72616. */
  72617. globalHue: number;
  72618. /**
  72619. * Gets the global Density value.
  72620. * 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.
  72621. * Values less than zero provide a filter of opposite hue.
  72622. */
  72623. /**
  72624. * Sets the global Density value.
  72625. * 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.
  72626. * Values less than zero provide a filter of opposite hue.
  72627. */
  72628. globalDensity: number;
  72629. /**
  72630. * Gets the global Saturation value.
  72631. * 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.
  72632. */
  72633. /**
  72634. * Sets the global Saturation value.
  72635. * 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.
  72636. */
  72637. globalSaturation: number;
  72638. /**
  72639. * Gets the global Exposure value.
  72640. * 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.
  72641. */
  72642. /**
  72643. * Sets the global Exposure value.
  72644. * 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.
  72645. */
  72646. globalExposure: number;
  72647. private _highlightsHue;
  72648. private _highlightsDensity;
  72649. private _highlightsSaturation;
  72650. private _highlightsExposure;
  72651. /**
  72652. * Gets the highlights Hue value.
  72653. * 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).
  72654. */
  72655. /**
  72656. * Sets the highlights Hue value.
  72657. * 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).
  72658. */
  72659. highlightsHue: number;
  72660. /**
  72661. * Gets the highlights Density value.
  72662. * 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.
  72663. * Values less than zero provide a filter of opposite hue.
  72664. */
  72665. /**
  72666. * Sets the highlights Density value.
  72667. * 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.
  72668. * Values less than zero provide a filter of opposite hue.
  72669. */
  72670. highlightsDensity: number;
  72671. /**
  72672. * Gets the highlights Saturation value.
  72673. * 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.
  72674. */
  72675. /**
  72676. * Sets the highlights Saturation value.
  72677. * 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.
  72678. */
  72679. highlightsSaturation: number;
  72680. /**
  72681. * Gets the highlights Exposure value.
  72682. * 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.
  72683. */
  72684. /**
  72685. * Sets the highlights Exposure value.
  72686. * 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.
  72687. */
  72688. highlightsExposure: number;
  72689. private _midtonesHue;
  72690. private _midtonesDensity;
  72691. private _midtonesSaturation;
  72692. private _midtonesExposure;
  72693. /**
  72694. * Gets the midtones Hue value.
  72695. * 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).
  72696. */
  72697. /**
  72698. * Sets the midtones Hue value.
  72699. * 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).
  72700. */
  72701. midtonesHue: number;
  72702. /**
  72703. * Gets the midtones Density value.
  72704. * 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.
  72705. * Values less than zero provide a filter of opposite hue.
  72706. */
  72707. /**
  72708. * Sets the midtones Density value.
  72709. * 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.
  72710. * Values less than zero provide a filter of opposite hue.
  72711. */
  72712. midtonesDensity: number;
  72713. /**
  72714. * Gets the midtones Saturation value.
  72715. * 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.
  72716. */
  72717. /**
  72718. * Sets the midtones Saturation value.
  72719. * 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.
  72720. */
  72721. midtonesSaturation: number;
  72722. /**
  72723. * Gets the midtones Exposure value.
  72724. * 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.
  72725. */
  72726. /**
  72727. * Sets the midtones Exposure value.
  72728. * 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.
  72729. */
  72730. midtonesExposure: number;
  72731. private _shadowsHue;
  72732. private _shadowsDensity;
  72733. private _shadowsSaturation;
  72734. private _shadowsExposure;
  72735. /**
  72736. * Gets the shadows Hue value.
  72737. * 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).
  72738. */
  72739. /**
  72740. * Sets the shadows Hue value.
  72741. * 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).
  72742. */
  72743. shadowsHue: number;
  72744. /**
  72745. * Gets the shadows Density value.
  72746. * 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.
  72747. * Values less than zero provide a filter of opposite hue.
  72748. */
  72749. /**
  72750. * Sets the shadows Density value.
  72751. * 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.
  72752. * Values less than zero provide a filter of opposite hue.
  72753. */
  72754. shadowsDensity: number;
  72755. /**
  72756. * Gets the shadows Saturation value.
  72757. * 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.
  72758. */
  72759. /**
  72760. * Sets the shadows Saturation value.
  72761. * 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.
  72762. */
  72763. shadowsSaturation: number;
  72764. /**
  72765. * Gets the shadows Exposure value.
  72766. * 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.
  72767. */
  72768. /**
  72769. * Sets the shadows Exposure value.
  72770. * 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.
  72771. */
  72772. shadowsExposure: number;
  72773. /**
  72774. * Returns the class name
  72775. * @returns The class name
  72776. */
  72777. getClassName(): string;
  72778. /**
  72779. * Binds the color curves to the shader.
  72780. * @param colorCurves The color curve to bind
  72781. * @param effect The effect to bind to
  72782. * @param positiveUniform The positive uniform shader parameter
  72783. * @param neutralUniform The neutral uniform shader parameter
  72784. * @param negativeUniform The negative uniform shader parameter
  72785. */
  72786. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  72787. /**
  72788. * Prepare the list of uniforms associated with the ColorCurves effects.
  72789. * @param uniformsList The list of uniforms used in the effect
  72790. */
  72791. static PrepareUniforms(uniformsList: string[]): void;
  72792. /**
  72793. * Returns color grading data based on a hue, density, saturation and exposure value.
  72794. * @param filterHue The hue of the color filter.
  72795. * @param filterDensity The density of the color filter.
  72796. * @param saturation The saturation.
  72797. * @param exposure The exposure.
  72798. * @param result The result data container.
  72799. */
  72800. private getColorGradingDataToRef;
  72801. /**
  72802. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  72803. * @param value The input slider value in range [-100,100].
  72804. * @returns Adjusted value.
  72805. */
  72806. private static applyColorGradingSliderNonlinear;
  72807. /**
  72808. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  72809. * @param hue The hue (H) input.
  72810. * @param saturation The saturation (S) input.
  72811. * @param brightness The brightness (B) input.
  72812. * @result An RGBA color represented as Vector4.
  72813. */
  72814. private static fromHSBToRef;
  72815. /**
  72816. * Returns a value clamped between min and max
  72817. * @param value The value to clamp
  72818. * @param min The minimum of value
  72819. * @param max The maximum of value
  72820. * @returns The clamped value.
  72821. */
  72822. private static clamp;
  72823. /**
  72824. * Clones the current color curve instance.
  72825. * @return The cloned curves
  72826. */
  72827. clone(): ColorCurves;
  72828. /**
  72829. * Serializes the current color curve instance to a json representation.
  72830. * @return a JSON representation
  72831. */
  72832. serialize(): any;
  72833. /**
  72834. * Parses the color curve from a json representation.
  72835. * @param source the JSON source to parse
  72836. * @return The parsed curves
  72837. */
  72838. static Parse(source: any): ColorCurves;
  72839. }
  72840. }
  72841. declare module BABYLON {
  72842. /**
  72843. * Interface to follow in your material defines to integrate easily the
  72844. * Image proccessing functions.
  72845. * @hidden
  72846. */
  72847. export interface IImageProcessingConfigurationDefines {
  72848. IMAGEPROCESSING: boolean;
  72849. VIGNETTE: boolean;
  72850. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72851. VIGNETTEBLENDMODEOPAQUE: boolean;
  72852. TONEMAPPING: boolean;
  72853. TONEMAPPING_ACES: boolean;
  72854. CONTRAST: boolean;
  72855. EXPOSURE: boolean;
  72856. COLORCURVES: boolean;
  72857. COLORGRADING: boolean;
  72858. COLORGRADING3D: boolean;
  72859. SAMPLER3DGREENDEPTH: boolean;
  72860. SAMPLER3DBGRMAP: boolean;
  72861. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72862. }
  72863. /**
  72864. * @hidden
  72865. */
  72866. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  72867. IMAGEPROCESSING: boolean;
  72868. VIGNETTE: boolean;
  72869. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72870. VIGNETTEBLENDMODEOPAQUE: boolean;
  72871. TONEMAPPING: boolean;
  72872. TONEMAPPING_ACES: boolean;
  72873. CONTRAST: boolean;
  72874. COLORCURVES: boolean;
  72875. COLORGRADING: boolean;
  72876. COLORGRADING3D: boolean;
  72877. SAMPLER3DGREENDEPTH: boolean;
  72878. SAMPLER3DBGRMAP: boolean;
  72879. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72880. EXPOSURE: boolean;
  72881. constructor();
  72882. }
  72883. /**
  72884. * This groups together the common properties used for image processing either in direct forward pass
  72885. * or through post processing effect depending on the use of the image processing pipeline in your scene
  72886. * or not.
  72887. */
  72888. export class ImageProcessingConfiguration {
  72889. /**
  72890. * Default tone mapping applied in BabylonJS.
  72891. */
  72892. static readonly TONEMAPPING_STANDARD: number;
  72893. /**
  72894. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  72895. * to other engines rendering to increase portability.
  72896. */
  72897. static readonly TONEMAPPING_ACES: number;
  72898. /**
  72899. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  72900. */
  72901. colorCurves: Nullable<ColorCurves>;
  72902. private _colorCurvesEnabled;
  72903. /**
  72904. * Gets wether the color curves effect is enabled.
  72905. */
  72906. /**
  72907. * Sets wether the color curves effect is enabled.
  72908. */
  72909. colorCurvesEnabled: boolean;
  72910. private _colorGradingTexture;
  72911. /**
  72912. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72913. */
  72914. /**
  72915. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72916. */
  72917. colorGradingTexture: Nullable<BaseTexture>;
  72918. private _colorGradingEnabled;
  72919. /**
  72920. * Gets wether the color grading effect is enabled.
  72921. */
  72922. /**
  72923. * Sets wether the color grading effect is enabled.
  72924. */
  72925. colorGradingEnabled: boolean;
  72926. private _colorGradingWithGreenDepth;
  72927. /**
  72928. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  72929. */
  72930. /**
  72931. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  72932. */
  72933. colorGradingWithGreenDepth: boolean;
  72934. private _colorGradingBGR;
  72935. /**
  72936. * Gets wether the color grading texture contains BGR values.
  72937. */
  72938. /**
  72939. * Sets wether the color grading texture contains BGR values.
  72940. */
  72941. colorGradingBGR: boolean;
  72942. /** @hidden */
  72943. _exposure: number;
  72944. /**
  72945. * Gets the Exposure used in the effect.
  72946. */
  72947. /**
  72948. * Sets the Exposure used in the effect.
  72949. */
  72950. exposure: number;
  72951. private _toneMappingEnabled;
  72952. /**
  72953. * Gets wether the tone mapping effect is enabled.
  72954. */
  72955. /**
  72956. * Sets wether the tone mapping effect is enabled.
  72957. */
  72958. toneMappingEnabled: boolean;
  72959. private _toneMappingType;
  72960. /**
  72961. * Gets the type of tone mapping effect.
  72962. */
  72963. /**
  72964. * Sets the type of tone mapping effect used in BabylonJS.
  72965. */
  72966. toneMappingType: number;
  72967. protected _contrast: number;
  72968. /**
  72969. * Gets the contrast used in the effect.
  72970. */
  72971. /**
  72972. * Sets the contrast used in the effect.
  72973. */
  72974. contrast: number;
  72975. /**
  72976. * Vignette stretch size.
  72977. */
  72978. vignetteStretch: number;
  72979. /**
  72980. * Vignette centre X Offset.
  72981. */
  72982. vignetteCentreX: number;
  72983. /**
  72984. * Vignette centre Y Offset.
  72985. */
  72986. vignetteCentreY: number;
  72987. /**
  72988. * Vignette weight or intensity of the vignette effect.
  72989. */
  72990. vignetteWeight: number;
  72991. /**
  72992. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  72993. * if vignetteEnabled is set to true.
  72994. */
  72995. vignetteColor: Color4;
  72996. /**
  72997. * Camera field of view used by the Vignette effect.
  72998. */
  72999. vignetteCameraFov: number;
  73000. private _vignetteBlendMode;
  73001. /**
  73002. * Gets the vignette blend mode allowing different kind of effect.
  73003. */
  73004. /**
  73005. * Sets the vignette blend mode allowing different kind of effect.
  73006. */
  73007. vignetteBlendMode: number;
  73008. private _vignetteEnabled;
  73009. /**
  73010. * Gets wether the vignette effect is enabled.
  73011. */
  73012. /**
  73013. * Sets wether the vignette effect is enabled.
  73014. */
  73015. vignetteEnabled: boolean;
  73016. private _applyByPostProcess;
  73017. /**
  73018. * Gets wether the image processing is applied through a post process or not.
  73019. */
  73020. /**
  73021. * Sets wether the image processing is applied through a post process or not.
  73022. */
  73023. applyByPostProcess: boolean;
  73024. private _isEnabled;
  73025. /**
  73026. * Gets wether the image processing is enabled or not.
  73027. */
  73028. /**
  73029. * Sets wether the image processing is enabled or not.
  73030. */
  73031. isEnabled: boolean;
  73032. /**
  73033. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  73034. */
  73035. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  73036. /**
  73037. * Method called each time the image processing information changes requires to recompile the effect.
  73038. */
  73039. protected _updateParameters(): void;
  73040. /**
  73041. * Gets the current class name.
  73042. * @return "ImageProcessingConfiguration"
  73043. */
  73044. getClassName(): string;
  73045. /**
  73046. * Prepare the list of uniforms associated with the Image Processing effects.
  73047. * @param uniforms The list of uniforms used in the effect
  73048. * @param defines the list of defines currently in use
  73049. */
  73050. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  73051. /**
  73052. * Prepare the list of samplers associated with the Image Processing effects.
  73053. * @param samplersList The list of uniforms used in the effect
  73054. * @param defines the list of defines currently in use
  73055. */
  73056. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  73057. /**
  73058. * Prepare the list of defines associated to the shader.
  73059. * @param defines the list of defines to complete
  73060. * @param forPostProcess Define if we are currently in post process mode or not
  73061. */
  73062. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  73063. /**
  73064. * Returns true if all the image processing information are ready.
  73065. * @returns True if ready, otherwise, false
  73066. */
  73067. isReady(): boolean;
  73068. /**
  73069. * Binds the image processing to the shader.
  73070. * @param effect The effect to bind to
  73071. * @param aspectRatio Define the current aspect ratio of the effect
  73072. */
  73073. bind(effect: Effect, aspectRatio?: number): void;
  73074. /**
  73075. * Clones the current image processing instance.
  73076. * @return The cloned image processing
  73077. */
  73078. clone(): ImageProcessingConfiguration;
  73079. /**
  73080. * Serializes the current image processing instance to a json representation.
  73081. * @return a JSON representation
  73082. */
  73083. serialize(): any;
  73084. /**
  73085. * Parses the image processing from a json representation.
  73086. * @param source the JSON source to parse
  73087. * @return The parsed image processing
  73088. */
  73089. static Parse(source: any): ImageProcessingConfiguration;
  73090. private static _VIGNETTEMODE_MULTIPLY;
  73091. private static _VIGNETTEMODE_OPAQUE;
  73092. /**
  73093. * Used to apply the vignette as a mix with the pixel color.
  73094. */
  73095. static readonly VIGNETTEMODE_MULTIPLY: number;
  73096. /**
  73097. * Used to apply the vignette as a replacement of the pixel color.
  73098. */
  73099. static readonly VIGNETTEMODE_OPAQUE: number;
  73100. }
  73101. }
  73102. declare module BABYLON {
  73103. /** @hidden */
  73104. export var postprocessVertexShader: {
  73105. name: string;
  73106. shader: string;
  73107. };
  73108. }
  73109. declare module BABYLON {
  73110. /** Defines supported spaces */
  73111. export enum Space {
  73112. /** Local (object) space */
  73113. LOCAL = 0,
  73114. /** World space */
  73115. WORLD = 1,
  73116. /** Bone space */
  73117. BONE = 2
  73118. }
  73119. /** Defines the 3 main axes */
  73120. export class Axis {
  73121. /** X axis */
  73122. static X: Vector3;
  73123. /** Y axis */
  73124. static Y: Vector3;
  73125. /** Z axis */
  73126. static Z: Vector3;
  73127. }
  73128. }
  73129. declare module BABYLON {
  73130. /**
  73131. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  73132. * This is the base of the follow, arc rotate cameras and Free camera
  73133. * @see http://doc.babylonjs.com/features/cameras
  73134. */
  73135. export class TargetCamera extends Camera {
  73136. private static _RigCamTransformMatrix;
  73137. private static _TargetTransformMatrix;
  73138. private static _TargetFocalPoint;
  73139. /**
  73140. * Define the current direction the camera is moving to
  73141. */
  73142. cameraDirection: Vector3;
  73143. /**
  73144. * Define the current rotation the camera is rotating to
  73145. */
  73146. cameraRotation: Vector2;
  73147. /**
  73148. * When set, the up vector of the camera will be updated by the rotation of the camera
  73149. */
  73150. updateUpVectorFromRotation: boolean;
  73151. private _tmpQuaternion;
  73152. /**
  73153. * Define the current rotation of the camera
  73154. */
  73155. rotation: Vector3;
  73156. /**
  73157. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  73158. */
  73159. rotationQuaternion: Quaternion;
  73160. /**
  73161. * Define the current speed of the camera
  73162. */
  73163. speed: number;
  73164. /**
  73165. * Add cconstraint to the camera to prevent it to move freely in all directions and
  73166. * around all axis.
  73167. */
  73168. noRotationConstraint: boolean;
  73169. /**
  73170. * Define the current target of the camera as an object or a position.
  73171. */
  73172. lockedTarget: any;
  73173. /** @hidden */
  73174. _currentTarget: Vector3;
  73175. /** @hidden */
  73176. _initialFocalDistance: number;
  73177. /** @hidden */
  73178. _viewMatrix: Matrix;
  73179. /** @hidden */
  73180. _camMatrix: Matrix;
  73181. /** @hidden */
  73182. _cameraTransformMatrix: Matrix;
  73183. /** @hidden */
  73184. _cameraRotationMatrix: Matrix;
  73185. /** @hidden */
  73186. _referencePoint: Vector3;
  73187. /** @hidden */
  73188. _transformedReferencePoint: Vector3;
  73189. protected _globalCurrentTarget: Vector3;
  73190. protected _globalCurrentUpVector: Vector3;
  73191. /** @hidden */
  73192. _reset: () => void;
  73193. private _defaultUp;
  73194. /**
  73195. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  73196. * This is the base of the follow, arc rotate cameras and Free camera
  73197. * @see http://doc.babylonjs.com/features/cameras
  73198. * @param name Defines the name of the camera in the scene
  73199. * @param position Defines the start position of the camera in the scene
  73200. * @param scene Defines the scene the camera belongs to
  73201. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  73202. */
  73203. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  73204. /**
  73205. * Gets the position in front of the camera at a given distance.
  73206. * @param distance The distance from the camera we want the position to be
  73207. * @returns the position
  73208. */
  73209. getFrontPosition(distance: number): Vector3;
  73210. /** @hidden */
  73211. _getLockedTargetPosition(): Nullable<Vector3>;
  73212. private _storedPosition;
  73213. private _storedRotation;
  73214. private _storedRotationQuaternion;
  73215. /**
  73216. * Store current camera state of the camera (fov, position, rotation, etc..)
  73217. * @returns the camera
  73218. */
  73219. storeState(): Camera;
  73220. /**
  73221. * Restored camera state. You must call storeState() first
  73222. * @returns whether it was successful or not
  73223. * @hidden
  73224. */
  73225. _restoreStateValues(): boolean;
  73226. /** @hidden */
  73227. _initCache(): void;
  73228. /** @hidden */
  73229. _updateCache(ignoreParentClass?: boolean): void;
  73230. /** @hidden */
  73231. _isSynchronizedViewMatrix(): boolean;
  73232. /** @hidden */
  73233. _computeLocalCameraSpeed(): number;
  73234. /**
  73235. * Defines the target the camera should look at.
  73236. * @param target Defines the new target as a Vector or a mesh
  73237. */
  73238. setTarget(target: Vector3): void;
  73239. /**
  73240. * Return the current target position of the camera. This value is expressed in local space.
  73241. * @returns the target position
  73242. */
  73243. getTarget(): Vector3;
  73244. /** @hidden */
  73245. _decideIfNeedsToMove(): boolean;
  73246. /** @hidden */
  73247. _updatePosition(): void;
  73248. /** @hidden */
  73249. _checkInputs(): void;
  73250. protected _updateCameraRotationMatrix(): void;
  73251. /**
  73252. * 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)
  73253. * @returns the current camera
  73254. */
  73255. private _rotateUpVectorWithCameraRotationMatrix;
  73256. private _cachedRotationZ;
  73257. private _cachedQuaternionRotationZ;
  73258. /** @hidden */
  73259. _getViewMatrix(): Matrix;
  73260. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  73261. /**
  73262. * @hidden
  73263. */
  73264. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  73265. /**
  73266. * @hidden
  73267. */
  73268. _updateRigCameras(): void;
  73269. private _getRigCamPositionAndTarget;
  73270. /**
  73271. * Gets the current object class name.
  73272. * @return the class name
  73273. */
  73274. getClassName(): string;
  73275. }
  73276. }
  73277. declare module BABYLON {
  73278. /**
  73279. * Gather the list of keyboard event types as constants.
  73280. */
  73281. export class KeyboardEventTypes {
  73282. /**
  73283. * The keydown event is fired when a key becomes active (pressed).
  73284. */
  73285. static readonly KEYDOWN: number;
  73286. /**
  73287. * The keyup event is fired when a key has been released.
  73288. */
  73289. static readonly KEYUP: number;
  73290. }
  73291. /**
  73292. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73293. */
  73294. export class KeyboardInfo {
  73295. /**
  73296. * Defines the type of event (KeyboardEventTypes)
  73297. */
  73298. type: number;
  73299. /**
  73300. * Defines the related dom event
  73301. */
  73302. event: KeyboardEvent;
  73303. /**
  73304. * Instantiates a new keyboard info.
  73305. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73306. * @param type Defines the type of event (KeyboardEventTypes)
  73307. * @param event Defines the related dom event
  73308. */
  73309. constructor(
  73310. /**
  73311. * Defines the type of event (KeyboardEventTypes)
  73312. */
  73313. type: number,
  73314. /**
  73315. * Defines the related dom event
  73316. */
  73317. event: KeyboardEvent);
  73318. }
  73319. /**
  73320. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73321. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  73322. */
  73323. export class KeyboardInfoPre extends KeyboardInfo {
  73324. /**
  73325. * Defines the type of event (KeyboardEventTypes)
  73326. */
  73327. type: number;
  73328. /**
  73329. * Defines the related dom event
  73330. */
  73331. event: KeyboardEvent;
  73332. /**
  73333. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  73334. */
  73335. skipOnPointerObservable: boolean;
  73336. /**
  73337. * Instantiates a new keyboard pre info.
  73338. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73339. * @param type Defines the type of event (KeyboardEventTypes)
  73340. * @param event Defines the related dom event
  73341. */
  73342. constructor(
  73343. /**
  73344. * Defines the type of event (KeyboardEventTypes)
  73345. */
  73346. type: number,
  73347. /**
  73348. * Defines the related dom event
  73349. */
  73350. event: KeyboardEvent);
  73351. }
  73352. }
  73353. declare module BABYLON {
  73354. /**
  73355. * Manage the keyboard inputs to control the movement of a free camera.
  73356. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73357. */
  73358. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  73359. /**
  73360. * Defines the camera the input is attached to.
  73361. */
  73362. camera: FreeCamera;
  73363. /**
  73364. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  73365. */
  73366. keysUp: number[];
  73367. /**
  73368. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  73369. */
  73370. keysDown: number[];
  73371. /**
  73372. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  73373. */
  73374. keysLeft: number[];
  73375. /**
  73376. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  73377. */
  73378. keysRight: number[];
  73379. private _keys;
  73380. private _onCanvasBlurObserver;
  73381. private _onKeyboardObserver;
  73382. private _engine;
  73383. private _scene;
  73384. /**
  73385. * Attach the input controls to a specific dom element to get the input from.
  73386. * @param element Defines the element the controls should be listened from
  73387. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73388. */
  73389. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  73390. /**
  73391. * Detach the current controls from the specified dom element.
  73392. * @param element Defines the element to stop listening the inputs from
  73393. */
  73394. detachControl(element: Nullable<HTMLElement>): void;
  73395. /**
  73396. * Update the current camera state depending on the inputs that have been used this frame.
  73397. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73398. */
  73399. checkInputs(): void;
  73400. /**
  73401. * Gets the class name of the current intput.
  73402. * @returns the class name
  73403. */
  73404. getClassName(): string;
  73405. /** @hidden */
  73406. _onLostFocus(): void;
  73407. /**
  73408. * Get the friendly name associated with the input class.
  73409. * @returns the input friendly name
  73410. */
  73411. getSimpleName(): string;
  73412. }
  73413. }
  73414. declare module BABYLON {
  73415. /**
  73416. * Interface describing all the common properties and methods a shadow light needs to implement.
  73417. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  73418. * as well as binding the different shadow properties to the effects.
  73419. */
  73420. export interface IShadowLight extends Light {
  73421. /**
  73422. * The light id in the scene (used in scene.findLighById for instance)
  73423. */
  73424. id: string;
  73425. /**
  73426. * The position the shdow will be casted from.
  73427. */
  73428. position: Vector3;
  73429. /**
  73430. * In 2d mode (needCube being false), the direction used to cast the shadow.
  73431. */
  73432. direction: Vector3;
  73433. /**
  73434. * The transformed position. Position of the light in world space taking parenting in account.
  73435. */
  73436. transformedPosition: Vector3;
  73437. /**
  73438. * The transformed direction. Direction of the light in world space taking parenting in account.
  73439. */
  73440. transformedDirection: Vector3;
  73441. /**
  73442. * The friendly name of the light in the scene.
  73443. */
  73444. name: string;
  73445. /**
  73446. * Defines the shadow projection clipping minimum z value.
  73447. */
  73448. shadowMinZ: number;
  73449. /**
  73450. * Defines the shadow projection clipping maximum z value.
  73451. */
  73452. shadowMaxZ: number;
  73453. /**
  73454. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  73455. * @returns true if the information has been computed, false if it does not need to (no parenting)
  73456. */
  73457. computeTransformedInformation(): boolean;
  73458. /**
  73459. * Gets the scene the light belongs to.
  73460. * @returns The scene
  73461. */
  73462. getScene(): Scene;
  73463. /**
  73464. * Callback defining a custom Projection Matrix Builder.
  73465. * This can be used to override the default projection matrix computation.
  73466. */
  73467. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  73468. /**
  73469. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  73470. * @param matrix The materix to updated with the projection information
  73471. * @param viewMatrix The transform matrix of the light
  73472. * @param renderList The list of mesh to render in the map
  73473. * @returns The current light
  73474. */
  73475. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  73476. /**
  73477. * Gets the current depth scale used in ESM.
  73478. * @returns The scale
  73479. */
  73480. getDepthScale(): number;
  73481. /**
  73482. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  73483. * @returns true if a cube texture needs to be use
  73484. */
  73485. needCube(): boolean;
  73486. /**
  73487. * Detects if the projection matrix requires to be recomputed this frame.
  73488. * @returns true if it requires to be recomputed otherwise, false.
  73489. */
  73490. needProjectionMatrixCompute(): boolean;
  73491. /**
  73492. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  73493. */
  73494. forceProjectionMatrixCompute(): void;
  73495. /**
  73496. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  73497. * @param faceIndex The index of the face we are computed the direction to generate shadow
  73498. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  73499. */
  73500. getShadowDirection(faceIndex?: number): Vector3;
  73501. /**
  73502. * Gets the minZ used for shadow according to both the scene and the light.
  73503. * @param activeCamera The camera we are returning the min for
  73504. * @returns the depth min z
  73505. */
  73506. getDepthMinZ(activeCamera: Camera): number;
  73507. /**
  73508. * Gets the maxZ used for shadow according to both the scene and the light.
  73509. * @param activeCamera The camera we are returning the max for
  73510. * @returns the depth max z
  73511. */
  73512. getDepthMaxZ(activeCamera: Camera): number;
  73513. }
  73514. /**
  73515. * Base implementation IShadowLight
  73516. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  73517. */
  73518. export abstract class ShadowLight extends Light implements IShadowLight {
  73519. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  73520. protected _position: Vector3;
  73521. protected _setPosition(value: Vector3): void;
  73522. /**
  73523. * Sets the position the shadow will be casted from. Also use as the light position for both
  73524. * point and spot lights.
  73525. */
  73526. /**
  73527. * Sets the position the shadow will be casted from. Also use as the light position for both
  73528. * point and spot lights.
  73529. */
  73530. position: Vector3;
  73531. protected _direction: Vector3;
  73532. protected _setDirection(value: Vector3): void;
  73533. /**
  73534. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  73535. * Also use as the light direction on spot and directional lights.
  73536. */
  73537. /**
  73538. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  73539. * Also use as the light direction on spot and directional lights.
  73540. */
  73541. direction: Vector3;
  73542. private _shadowMinZ;
  73543. /**
  73544. * Gets the shadow projection clipping minimum z value.
  73545. */
  73546. /**
  73547. * Sets the shadow projection clipping minimum z value.
  73548. */
  73549. shadowMinZ: number;
  73550. private _shadowMaxZ;
  73551. /**
  73552. * Sets the shadow projection clipping maximum z value.
  73553. */
  73554. /**
  73555. * Gets the shadow projection clipping maximum z value.
  73556. */
  73557. shadowMaxZ: number;
  73558. /**
  73559. * Callback defining a custom Projection Matrix Builder.
  73560. * This can be used to override the default projection matrix computation.
  73561. */
  73562. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  73563. /**
  73564. * The transformed position. Position of the light in world space taking parenting in account.
  73565. */
  73566. transformedPosition: Vector3;
  73567. /**
  73568. * The transformed direction. Direction of the light in world space taking parenting in account.
  73569. */
  73570. transformedDirection: Vector3;
  73571. private _needProjectionMatrixCompute;
  73572. /**
  73573. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  73574. * @returns true if the information has been computed, false if it does not need to (no parenting)
  73575. */
  73576. computeTransformedInformation(): boolean;
  73577. /**
  73578. * Return the depth scale used for the shadow map.
  73579. * @returns the depth scale.
  73580. */
  73581. getDepthScale(): number;
  73582. /**
  73583. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  73584. * @param faceIndex The index of the face we are computed the direction to generate shadow
  73585. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  73586. */
  73587. getShadowDirection(faceIndex?: number): Vector3;
  73588. /**
  73589. * Returns the ShadowLight absolute position in the World.
  73590. * @returns the position vector in world space
  73591. */
  73592. getAbsolutePosition(): Vector3;
  73593. /**
  73594. * Sets the ShadowLight direction toward the passed target.
  73595. * @param target The point to target in local space
  73596. * @returns the updated ShadowLight direction
  73597. */
  73598. setDirectionToTarget(target: Vector3): Vector3;
  73599. /**
  73600. * Returns the light rotation in euler definition.
  73601. * @returns the x y z rotation in local space.
  73602. */
  73603. getRotation(): Vector3;
  73604. /**
  73605. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  73606. * @returns true if a cube texture needs to be use
  73607. */
  73608. needCube(): boolean;
  73609. /**
  73610. * Detects if the projection matrix requires to be recomputed this frame.
  73611. * @returns true if it requires to be recomputed otherwise, false.
  73612. */
  73613. needProjectionMatrixCompute(): boolean;
  73614. /**
  73615. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  73616. */
  73617. forceProjectionMatrixCompute(): void;
  73618. /** @hidden */
  73619. _initCache(): void;
  73620. /** @hidden */
  73621. _isSynchronized(): boolean;
  73622. /**
  73623. * Computes the world matrix of the node
  73624. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  73625. * @returns the world matrix
  73626. */
  73627. computeWorldMatrix(force?: boolean): Matrix;
  73628. /**
  73629. * Gets the minZ used for shadow according to both the scene and the light.
  73630. * @param activeCamera The camera we are returning the min for
  73631. * @returns the depth min z
  73632. */
  73633. getDepthMinZ(activeCamera: Camera): number;
  73634. /**
  73635. * Gets the maxZ used for shadow according to both the scene and the light.
  73636. * @param activeCamera The camera we are returning the max for
  73637. * @returns the depth max z
  73638. */
  73639. getDepthMaxZ(activeCamera: Camera): number;
  73640. /**
  73641. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  73642. * @param matrix The materix to updated with the projection information
  73643. * @param viewMatrix The transform matrix of the light
  73644. * @param renderList The list of mesh to render in the map
  73645. * @returns The current light
  73646. */
  73647. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  73648. }
  73649. }
  73650. declare module BABYLON {
  73651. /**
  73652. * "Static Class" containing the most commonly used helper while dealing with material for
  73653. * rendering purpose.
  73654. *
  73655. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  73656. *
  73657. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  73658. */
  73659. export class MaterialHelper {
  73660. /**
  73661. * Bind the current view position to an effect.
  73662. * @param effect The effect to be bound
  73663. * @param scene The scene the eyes position is used from
  73664. */
  73665. static BindEyePosition(effect: Effect, scene: Scene): void;
  73666. /**
  73667. * Helps preparing the defines values about the UVs in used in the effect.
  73668. * UVs are shared as much as we can accross channels in the shaders.
  73669. * @param texture The texture we are preparing the UVs for
  73670. * @param defines The defines to update
  73671. * @param key The channel key "diffuse", "specular"... used in the shader
  73672. */
  73673. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  73674. /**
  73675. * Binds a texture matrix value to its corrsponding uniform
  73676. * @param texture The texture to bind the matrix for
  73677. * @param uniformBuffer The uniform buffer receivin the data
  73678. * @param key The channel key "diffuse", "specular"... used in the shader
  73679. */
  73680. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  73681. /**
  73682. * Gets the current status of the fog (should it be enabled?)
  73683. * @param mesh defines the mesh to evaluate for fog support
  73684. * @param scene defines the hosting scene
  73685. * @returns true if fog must be enabled
  73686. */
  73687. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  73688. /**
  73689. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  73690. * @param mesh defines the current mesh
  73691. * @param scene defines the current scene
  73692. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  73693. * @param pointsCloud defines if point cloud rendering has to be turned on
  73694. * @param fogEnabled defines if fog has to be turned on
  73695. * @param alphaTest defines if alpha testing has to be turned on
  73696. * @param defines defines the current list of defines
  73697. */
  73698. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  73699. /**
  73700. * Helper used to prepare the list of defines associated with frame values for shader compilation
  73701. * @param scene defines the current scene
  73702. * @param engine defines the current engine
  73703. * @param defines specifies the list of active defines
  73704. * @param useInstances defines if instances have to be turned on
  73705. * @param useClipPlane defines if clip plane have to be turned on
  73706. */
  73707. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  73708. /**
  73709. * Prepares the defines for bones
  73710. * @param mesh The mesh containing the geometry data we will draw
  73711. * @param defines The defines to update
  73712. */
  73713. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  73714. /**
  73715. * Prepares the defines for morph targets
  73716. * @param mesh The mesh containing the geometry data we will draw
  73717. * @param defines The defines to update
  73718. */
  73719. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  73720. /**
  73721. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  73722. * @param mesh The mesh containing the geometry data we will draw
  73723. * @param defines The defines to update
  73724. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  73725. * @param useBones Precise whether bones should be used or not (override mesh info)
  73726. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  73727. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  73728. * @returns false if defines are considered not dirty and have not been checked
  73729. */
  73730. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  73731. /**
  73732. * Prepares the defines related to multiview
  73733. * @param scene The scene we are intending to draw
  73734. * @param defines The defines to update
  73735. */
  73736. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  73737. /**
  73738. * Prepares the defines related to the light information passed in parameter
  73739. * @param scene The scene we are intending to draw
  73740. * @param mesh The mesh the effect is compiling for
  73741. * @param light The light the effect is compiling for
  73742. * @param lightIndex The index of the light
  73743. * @param defines The defines to update
  73744. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73745. * @param state Defines the current state regarding what is needed (normals, etc...)
  73746. */
  73747. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  73748. needNormals: boolean;
  73749. needRebuild: boolean;
  73750. shadowEnabled: boolean;
  73751. specularEnabled: boolean;
  73752. lightmapMode: boolean;
  73753. }): void;
  73754. /**
  73755. * Prepares the defines related to the light information passed in parameter
  73756. * @param scene The scene we are intending to draw
  73757. * @param mesh The mesh the effect is compiling for
  73758. * @param defines The defines to update
  73759. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73760. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  73761. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  73762. * @returns true if normals will be required for the rest of the effect
  73763. */
  73764. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  73765. /**
  73766. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  73767. * @param lightIndex defines the light index
  73768. * @param uniformsList The uniform list
  73769. * @param samplersList The sampler list
  73770. * @param projectedLightTexture defines if projected texture must be used
  73771. * @param uniformBuffersList defines an optional list of uniform buffers
  73772. */
  73773. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  73774. /**
  73775. * Prepares the uniforms and samplers list to be used in the effect
  73776. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  73777. * @param samplersList The sampler list
  73778. * @param defines The defines helping in the list generation
  73779. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  73780. */
  73781. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  73782. /**
  73783. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  73784. * @param defines The defines to update while falling back
  73785. * @param fallbacks The authorized effect fallbacks
  73786. * @param maxSimultaneousLights The maximum number of lights allowed
  73787. * @param rank the current rank of the Effect
  73788. * @returns The newly affected rank
  73789. */
  73790. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  73791. private static _TmpMorphInfluencers;
  73792. /**
  73793. * Prepares the list of attributes required for morph targets according to the effect defines.
  73794. * @param attribs The current list of supported attribs
  73795. * @param mesh The mesh to prepare the morph targets attributes for
  73796. * @param influencers The number of influencers
  73797. */
  73798. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  73799. /**
  73800. * Prepares the list of attributes required for morph targets according to the effect defines.
  73801. * @param attribs The current list of supported attribs
  73802. * @param mesh The mesh to prepare the morph targets attributes for
  73803. * @param defines The current Defines of the effect
  73804. */
  73805. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  73806. /**
  73807. * Prepares the list of attributes required for bones according to the effect defines.
  73808. * @param attribs The current list of supported attribs
  73809. * @param mesh The mesh to prepare the bones attributes for
  73810. * @param defines The current Defines of the effect
  73811. * @param fallbacks The current efffect fallback strategy
  73812. */
  73813. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  73814. /**
  73815. * Check and prepare the list of attributes required for instances according to the effect defines.
  73816. * @param attribs The current list of supported attribs
  73817. * @param defines The current MaterialDefines of the effect
  73818. */
  73819. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  73820. /**
  73821. * Add the list of attributes required for instances to the attribs array.
  73822. * @param attribs The current list of supported attribs
  73823. */
  73824. static PushAttributesForInstances(attribs: string[]): void;
  73825. /**
  73826. * Binds the light shadow information to the effect for the given mesh.
  73827. * @param light The light containing the generator
  73828. * @param scene The scene the lights belongs to
  73829. * @param mesh The mesh we are binding the information to render
  73830. * @param lightIndex The light index in the effect used to render the mesh
  73831. * @param effect The effect we are binding the data to
  73832. */
  73833. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  73834. /**
  73835. * Binds the light information to the effect.
  73836. * @param light The light containing the generator
  73837. * @param effect The effect we are binding the data to
  73838. * @param lightIndex The light index in the effect used to render
  73839. */
  73840. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  73841. /**
  73842. * Binds the lights information from the scene to the effect for the given mesh.
  73843. * @param light Light to bind
  73844. * @param lightIndex Light index
  73845. * @param scene The scene where the light belongs to
  73846. * @param mesh The mesh we are binding the information to render
  73847. * @param effect The effect we are binding the data to
  73848. * @param useSpecular Defines if specular is supported
  73849. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73850. */
  73851. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  73852. /**
  73853. * Binds the lights information from the scene to the effect for the given mesh.
  73854. * @param scene The scene the lights belongs to
  73855. * @param mesh The mesh we are binding the information to render
  73856. * @param effect The effect we are binding the data to
  73857. * @param defines The generated defines for the effect
  73858. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  73859. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73860. */
  73861. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  73862. private static _tempFogColor;
  73863. /**
  73864. * Binds the fog information from the scene to the effect for the given mesh.
  73865. * @param scene The scene the lights belongs to
  73866. * @param mesh The mesh we are binding the information to render
  73867. * @param effect The effect we are binding the data to
  73868. * @param linearSpace Defines if the fog effect is applied in linear space
  73869. */
  73870. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  73871. /**
  73872. * Binds the bones information from the mesh to the effect.
  73873. * @param mesh The mesh we are binding the information to render
  73874. * @param effect The effect we are binding the data to
  73875. */
  73876. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  73877. /**
  73878. * Binds the morph targets information from the mesh to the effect.
  73879. * @param abstractMesh The mesh we are binding the information to render
  73880. * @param effect The effect we are binding the data to
  73881. */
  73882. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  73883. /**
  73884. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  73885. * @param defines The generated defines used in the effect
  73886. * @param effect The effect we are binding the data to
  73887. * @param scene The scene we are willing to render with logarithmic scale for
  73888. */
  73889. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  73890. /**
  73891. * Binds the clip plane information from the scene to the effect.
  73892. * @param scene The scene the clip plane information are extracted from
  73893. * @param effect The effect we are binding the data to
  73894. */
  73895. static BindClipPlane(effect: Effect, scene: Scene): void;
  73896. }
  73897. }
  73898. declare module BABYLON {
  73899. /** @hidden */
  73900. export var packingFunctions: {
  73901. name: string;
  73902. shader: string;
  73903. };
  73904. }
  73905. declare module BABYLON {
  73906. /** @hidden */
  73907. export var shadowMapPixelShader: {
  73908. name: string;
  73909. shader: string;
  73910. };
  73911. }
  73912. declare module BABYLON {
  73913. /** @hidden */
  73914. export var bonesDeclaration: {
  73915. name: string;
  73916. shader: string;
  73917. };
  73918. }
  73919. declare module BABYLON {
  73920. /** @hidden */
  73921. export var morphTargetsVertexGlobalDeclaration: {
  73922. name: string;
  73923. shader: string;
  73924. };
  73925. }
  73926. declare module BABYLON {
  73927. /** @hidden */
  73928. export var morphTargetsVertexDeclaration: {
  73929. name: string;
  73930. shader: string;
  73931. };
  73932. }
  73933. declare module BABYLON {
  73934. /** @hidden */
  73935. export var instancesDeclaration: {
  73936. name: string;
  73937. shader: string;
  73938. };
  73939. }
  73940. declare module BABYLON {
  73941. /** @hidden */
  73942. export var helperFunctions: {
  73943. name: string;
  73944. shader: string;
  73945. };
  73946. }
  73947. declare module BABYLON {
  73948. /** @hidden */
  73949. export var morphTargetsVertex: {
  73950. name: string;
  73951. shader: string;
  73952. };
  73953. }
  73954. declare module BABYLON {
  73955. /** @hidden */
  73956. export var instancesVertex: {
  73957. name: string;
  73958. shader: string;
  73959. };
  73960. }
  73961. declare module BABYLON {
  73962. /** @hidden */
  73963. export var bonesVertex: {
  73964. name: string;
  73965. shader: string;
  73966. };
  73967. }
  73968. declare module BABYLON {
  73969. /** @hidden */
  73970. export var shadowMapVertexShader: {
  73971. name: string;
  73972. shader: string;
  73973. };
  73974. }
  73975. declare module BABYLON {
  73976. /** @hidden */
  73977. export var depthBoxBlurPixelShader: {
  73978. name: string;
  73979. shader: string;
  73980. };
  73981. }
  73982. declare module BABYLON {
  73983. /**
  73984. * Defines the options associated with the creation of a custom shader for a shadow generator.
  73985. */
  73986. export interface ICustomShaderOptions {
  73987. /**
  73988. * Gets or sets the custom shader name to use
  73989. */
  73990. shaderName: string;
  73991. /**
  73992. * The list of attribute names used in the shader
  73993. */
  73994. attributes?: string[];
  73995. /**
  73996. * The list of unifrom names used in the shader
  73997. */
  73998. uniforms?: string[];
  73999. /**
  74000. * The list of sampler names used in the shader
  74001. */
  74002. samplers?: string[];
  74003. /**
  74004. * The list of defines used in the shader
  74005. */
  74006. defines?: string[];
  74007. }
  74008. /**
  74009. * Interface to implement to create a shadow generator compatible with BJS.
  74010. */
  74011. export interface IShadowGenerator {
  74012. /**
  74013. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74014. * @returns The render target texture if present otherwise, null
  74015. */
  74016. getShadowMap(): Nullable<RenderTargetTexture>;
  74017. /**
  74018. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74019. * @returns The render target texture if the shadow map is present otherwise, null
  74020. */
  74021. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74022. /**
  74023. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74024. * @param subMesh The submesh we want to render in the shadow map
  74025. * @param useInstances Defines wether will draw in the map using instances
  74026. * @returns true if ready otherwise, false
  74027. */
  74028. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74029. /**
  74030. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74031. * @param defines Defines of the material we want to update
  74032. * @param lightIndex Index of the light in the enabled light list of the material
  74033. */
  74034. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  74035. /**
  74036. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74037. * defined in the generator but impacting the effect).
  74038. * It implies the unifroms available on the materials are the standard BJS ones.
  74039. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74040. * @param effect The effect we are binfing the information for
  74041. */
  74042. bindShadowLight(lightIndex: string, effect: Effect): void;
  74043. /**
  74044. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74045. * (eq to shadow prjection matrix * light transform matrix)
  74046. * @returns The transform matrix used to create the shadow map
  74047. */
  74048. getTransformMatrix(): Matrix;
  74049. /**
  74050. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74051. * Cube and 2D textures for instance.
  74052. */
  74053. recreateShadowMap(): void;
  74054. /**
  74055. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74056. * @param onCompiled Callback triggered at the and of the effects compilation
  74057. * @param options Sets of optional options forcing the compilation with different modes
  74058. */
  74059. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74060. useInstances: boolean;
  74061. }>): void;
  74062. /**
  74063. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74064. * @param options Sets of optional options forcing the compilation with different modes
  74065. * @returns A promise that resolves when the compilation completes
  74066. */
  74067. forceCompilationAsync(options?: Partial<{
  74068. useInstances: boolean;
  74069. }>): Promise<void>;
  74070. /**
  74071. * Serializes the shadow generator setup to a json object.
  74072. * @returns The serialized JSON object
  74073. */
  74074. serialize(): any;
  74075. /**
  74076. * Disposes the Shadow map and related Textures and effects.
  74077. */
  74078. dispose(): void;
  74079. }
  74080. /**
  74081. * Default implementation IShadowGenerator.
  74082. * This is the main object responsible of generating shadows in the framework.
  74083. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  74084. */
  74085. export class ShadowGenerator implements IShadowGenerator {
  74086. /**
  74087. * Shadow generator mode None: no filtering applied.
  74088. */
  74089. static readonly FILTER_NONE: number;
  74090. /**
  74091. * Shadow generator mode ESM: Exponential Shadow Mapping.
  74092. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74093. */
  74094. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  74095. /**
  74096. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  74097. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  74098. */
  74099. static readonly FILTER_POISSONSAMPLING: number;
  74100. /**
  74101. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  74102. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74103. */
  74104. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  74105. /**
  74106. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  74107. * edge artifacts on steep falloff.
  74108. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74109. */
  74110. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  74111. /**
  74112. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  74113. * edge artifacts on steep falloff.
  74114. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74115. */
  74116. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  74117. /**
  74118. * Shadow generator mode PCF: Percentage Closer Filtering
  74119. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74120. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  74121. */
  74122. static readonly FILTER_PCF: number;
  74123. /**
  74124. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  74125. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74126. * Contact Hardening
  74127. */
  74128. static readonly FILTER_PCSS: number;
  74129. /**
  74130. * Reserved for PCF and PCSS
  74131. * Highest Quality.
  74132. *
  74133. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  74134. *
  74135. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  74136. */
  74137. static readonly QUALITY_HIGH: number;
  74138. /**
  74139. * Reserved for PCF and PCSS
  74140. * Good tradeoff for quality/perf cross devices
  74141. *
  74142. * Execute PCF on a 3*3 kernel.
  74143. *
  74144. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  74145. */
  74146. static readonly QUALITY_MEDIUM: number;
  74147. /**
  74148. * Reserved for PCF and PCSS
  74149. * The lowest quality but the fastest.
  74150. *
  74151. * Execute PCF on a 1*1 kernel.
  74152. *
  74153. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  74154. */
  74155. static readonly QUALITY_LOW: number;
  74156. /** Gets or sets the custom shader name to use */
  74157. customShaderOptions: ICustomShaderOptions;
  74158. /**
  74159. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  74160. */
  74161. onBeforeShadowMapRenderObservable: Observable<Effect>;
  74162. /**
  74163. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  74164. */
  74165. onAfterShadowMapRenderObservable: Observable<Effect>;
  74166. /**
  74167. * Observable triggered before a mesh is rendered in the shadow map.
  74168. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  74169. */
  74170. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  74171. /**
  74172. * Observable triggered after a mesh is rendered in the shadow map.
  74173. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  74174. */
  74175. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  74176. private _bias;
  74177. /**
  74178. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  74179. */
  74180. /**
  74181. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  74182. */
  74183. bias: number;
  74184. private _normalBias;
  74185. /**
  74186. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74187. */
  74188. /**
  74189. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74190. */
  74191. normalBias: number;
  74192. private _blurBoxOffset;
  74193. /**
  74194. * Gets the blur box offset: offset applied during the blur pass.
  74195. * Only useful if useKernelBlur = false
  74196. */
  74197. /**
  74198. * Sets the blur box offset: offset applied during the blur pass.
  74199. * Only useful if useKernelBlur = false
  74200. */
  74201. blurBoxOffset: number;
  74202. private _blurScale;
  74203. /**
  74204. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  74205. * 2 means half of the size.
  74206. */
  74207. /**
  74208. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  74209. * 2 means half of the size.
  74210. */
  74211. blurScale: number;
  74212. private _blurKernel;
  74213. /**
  74214. * Gets the blur kernel: kernel size of the blur pass.
  74215. * Only useful if useKernelBlur = true
  74216. */
  74217. /**
  74218. * Sets the blur kernel: kernel size of the blur pass.
  74219. * Only useful if useKernelBlur = true
  74220. */
  74221. blurKernel: number;
  74222. private _useKernelBlur;
  74223. /**
  74224. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  74225. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74226. */
  74227. /**
  74228. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  74229. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74230. */
  74231. useKernelBlur: boolean;
  74232. private _depthScale;
  74233. /**
  74234. * Gets the depth scale used in ESM mode.
  74235. */
  74236. /**
  74237. * Sets the depth scale used in ESM mode.
  74238. * This can override the scale stored on the light.
  74239. */
  74240. depthScale: number;
  74241. private _filter;
  74242. /**
  74243. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  74244. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74245. */
  74246. /**
  74247. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  74248. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74249. */
  74250. filter: number;
  74251. /**
  74252. * Gets if the current filter is set to Poisson Sampling.
  74253. */
  74254. /**
  74255. * Sets the current filter to Poisson Sampling.
  74256. */
  74257. usePoissonSampling: boolean;
  74258. /**
  74259. * Gets if the current filter is set to ESM.
  74260. */
  74261. /**
  74262. * Sets the current filter is to ESM.
  74263. */
  74264. useExponentialShadowMap: boolean;
  74265. /**
  74266. * Gets if the current filter is set to filtered ESM.
  74267. */
  74268. /**
  74269. * Gets if the current filter is set to filtered ESM.
  74270. */
  74271. useBlurExponentialShadowMap: boolean;
  74272. /**
  74273. * Gets if the current filter is set to "close ESM" (using the inverse of the
  74274. * exponential to prevent steep falloff artifacts).
  74275. */
  74276. /**
  74277. * Sets the current filter to "close ESM" (using the inverse of the
  74278. * exponential to prevent steep falloff artifacts).
  74279. */
  74280. useCloseExponentialShadowMap: boolean;
  74281. /**
  74282. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  74283. * exponential to prevent steep falloff artifacts).
  74284. */
  74285. /**
  74286. * Sets the current filter to filtered "close ESM" (using the inverse of the
  74287. * exponential to prevent steep falloff artifacts).
  74288. */
  74289. useBlurCloseExponentialShadowMap: boolean;
  74290. /**
  74291. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  74292. */
  74293. /**
  74294. * Sets the current filter to "PCF" (percentage closer filtering).
  74295. */
  74296. usePercentageCloserFiltering: boolean;
  74297. private _filteringQuality;
  74298. /**
  74299. * Gets the PCF or PCSS Quality.
  74300. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74301. */
  74302. /**
  74303. * Sets the PCF or PCSS Quality.
  74304. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74305. */
  74306. filteringQuality: number;
  74307. /**
  74308. * Gets if the current filter is set to "PCSS" (contact hardening).
  74309. */
  74310. /**
  74311. * Sets the current filter to "PCSS" (contact hardening).
  74312. */
  74313. useContactHardeningShadow: boolean;
  74314. private _contactHardeningLightSizeUVRatio;
  74315. /**
  74316. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74317. * Using a ratio helps keeping shape stability independently of the map size.
  74318. *
  74319. * It does not account for the light projection as it was having too much
  74320. * instability during the light setup or during light position changes.
  74321. *
  74322. * Only valid if useContactHardeningShadow is true.
  74323. */
  74324. /**
  74325. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74326. * Using a ratio helps keeping shape stability independently of the map size.
  74327. *
  74328. * It does not account for the light projection as it was having too much
  74329. * instability during the light setup or during light position changes.
  74330. *
  74331. * Only valid if useContactHardeningShadow is true.
  74332. */
  74333. contactHardeningLightSizeUVRatio: number;
  74334. private _darkness;
  74335. /** Gets or sets the actual darkness of a shadow */
  74336. darkness: number;
  74337. /**
  74338. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  74339. * 0 means strongest and 1 would means no shadow.
  74340. * @returns the darkness.
  74341. */
  74342. getDarkness(): number;
  74343. /**
  74344. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  74345. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  74346. * @returns the shadow generator allowing fluent coding.
  74347. */
  74348. setDarkness(darkness: number): ShadowGenerator;
  74349. private _transparencyShadow;
  74350. /** Gets or sets the ability to have transparent shadow */
  74351. transparencyShadow: boolean;
  74352. /**
  74353. * Sets the ability to have transparent shadow (boolean).
  74354. * @param transparent True if transparent else False
  74355. * @returns the shadow generator allowing fluent coding
  74356. */
  74357. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  74358. private _shadowMap;
  74359. private _shadowMap2;
  74360. /**
  74361. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74362. * @returns The render target texture if present otherwise, null
  74363. */
  74364. getShadowMap(): Nullable<RenderTargetTexture>;
  74365. /**
  74366. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74367. * @returns The render target texture if the shadow map is present otherwise, null
  74368. */
  74369. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74370. /**
  74371. * Gets the class name of that object
  74372. * @returns "ShadowGenerator"
  74373. */
  74374. getClassName(): string;
  74375. /**
  74376. * Helper function to add a mesh and its descendants to the list of shadow casters.
  74377. * @param mesh Mesh to add
  74378. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  74379. * @returns the Shadow Generator itself
  74380. */
  74381. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74382. /**
  74383. * Helper function to remove a mesh and its descendants from the list of shadow casters
  74384. * @param mesh Mesh to remove
  74385. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  74386. * @returns the Shadow Generator itself
  74387. */
  74388. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74389. /**
  74390. * Controls the extent to which the shadows fade out at the edge of the frustum
  74391. * Used only by directionals and spots
  74392. */
  74393. frustumEdgeFalloff: number;
  74394. private _light;
  74395. /**
  74396. * Returns the associated light object.
  74397. * @returns the light generating the shadow
  74398. */
  74399. getLight(): IShadowLight;
  74400. /**
  74401. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  74402. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  74403. * It might on the other hand introduce peter panning.
  74404. */
  74405. forceBackFacesOnly: boolean;
  74406. private _scene;
  74407. private _lightDirection;
  74408. private _effect;
  74409. private _viewMatrix;
  74410. private _projectionMatrix;
  74411. private _transformMatrix;
  74412. private _cachedPosition;
  74413. private _cachedDirection;
  74414. private _cachedDefines;
  74415. private _currentRenderID;
  74416. private _boxBlurPostprocess;
  74417. private _kernelBlurXPostprocess;
  74418. private _kernelBlurYPostprocess;
  74419. private _blurPostProcesses;
  74420. private _mapSize;
  74421. private _currentFaceIndex;
  74422. private _currentFaceIndexCache;
  74423. private _textureType;
  74424. private _defaultTextureMatrix;
  74425. /** @hidden */
  74426. static _SceneComponentInitialization: (scene: Scene) => void;
  74427. /**
  74428. * Creates a ShadowGenerator object.
  74429. * A ShadowGenerator is the required tool to use the shadows.
  74430. * Each light casting shadows needs to use its own ShadowGenerator.
  74431. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  74432. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  74433. * @param light The light object generating the shadows.
  74434. * @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.
  74435. */
  74436. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  74437. private _initializeGenerator;
  74438. private _initializeShadowMap;
  74439. private _initializeBlurRTTAndPostProcesses;
  74440. private _renderForShadowMap;
  74441. private _renderSubMeshForShadowMap;
  74442. private _applyFilterValues;
  74443. /**
  74444. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74445. * @param onCompiled Callback triggered at the and of the effects compilation
  74446. * @param options Sets of optional options forcing the compilation with different modes
  74447. */
  74448. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74449. useInstances: boolean;
  74450. }>): void;
  74451. /**
  74452. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74453. * @param options Sets of optional options forcing the compilation with different modes
  74454. * @returns A promise that resolves when the compilation completes
  74455. */
  74456. forceCompilationAsync(options?: Partial<{
  74457. useInstances: boolean;
  74458. }>): Promise<void>;
  74459. /**
  74460. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74461. * @param subMesh The submesh we want to render in the shadow map
  74462. * @param useInstances Defines wether will draw in the map using instances
  74463. * @returns true if ready otherwise, false
  74464. */
  74465. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74466. /**
  74467. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74468. * @param defines Defines of the material we want to update
  74469. * @param lightIndex Index of the light in the enabled light list of the material
  74470. */
  74471. prepareDefines(defines: any, lightIndex: number): void;
  74472. /**
  74473. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74474. * defined in the generator but impacting the effect).
  74475. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74476. * @param effect The effect we are binfing the information for
  74477. */
  74478. bindShadowLight(lightIndex: string, effect: Effect): void;
  74479. /**
  74480. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74481. * (eq to shadow prjection matrix * light transform matrix)
  74482. * @returns The transform matrix used to create the shadow map
  74483. */
  74484. getTransformMatrix(): Matrix;
  74485. /**
  74486. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74487. * Cube and 2D textures for instance.
  74488. */
  74489. recreateShadowMap(): void;
  74490. private _disposeBlurPostProcesses;
  74491. private _disposeRTTandPostProcesses;
  74492. /**
  74493. * Disposes the ShadowGenerator.
  74494. * Returns nothing.
  74495. */
  74496. dispose(): void;
  74497. /**
  74498. * Serializes the shadow generator setup to a json object.
  74499. * @returns The serialized JSON object
  74500. */
  74501. serialize(): any;
  74502. /**
  74503. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  74504. * @param parsedShadowGenerator The JSON object to parse
  74505. * @param scene The scene to create the shadow map for
  74506. * @returns The parsed shadow generator
  74507. */
  74508. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  74509. }
  74510. }
  74511. declare module BABYLON {
  74512. /**
  74513. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  74514. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  74515. * 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.
  74516. */
  74517. export abstract class Light extends Node {
  74518. /**
  74519. * Falloff Default: light is falling off following the material specification:
  74520. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  74521. */
  74522. static readonly FALLOFF_DEFAULT: number;
  74523. /**
  74524. * Falloff Physical: light is falling off following the inverse squared distance law.
  74525. */
  74526. static readonly FALLOFF_PHYSICAL: number;
  74527. /**
  74528. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  74529. * to enhance interoperability with other engines.
  74530. */
  74531. static readonly FALLOFF_GLTF: number;
  74532. /**
  74533. * Falloff Standard: light is falling off like in the standard material
  74534. * to enhance interoperability with other materials.
  74535. */
  74536. static readonly FALLOFF_STANDARD: number;
  74537. /**
  74538. * If every light affecting the material is in this lightmapMode,
  74539. * material.lightmapTexture adds or multiplies
  74540. * (depends on material.useLightmapAsShadowmap)
  74541. * after every other light calculations.
  74542. */
  74543. static readonly LIGHTMAP_DEFAULT: number;
  74544. /**
  74545. * material.lightmapTexture as only diffuse lighting from this light
  74546. * adds only specular lighting from this light
  74547. * adds dynamic shadows
  74548. */
  74549. static readonly LIGHTMAP_SPECULAR: number;
  74550. /**
  74551. * material.lightmapTexture as only lighting
  74552. * no light calculation from this light
  74553. * only adds dynamic shadows from this light
  74554. */
  74555. static readonly LIGHTMAP_SHADOWSONLY: number;
  74556. /**
  74557. * Each light type uses the default quantity according to its type:
  74558. * point/spot lights use luminous intensity
  74559. * directional lights use illuminance
  74560. */
  74561. static readonly INTENSITYMODE_AUTOMATIC: number;
  74562. /**
  74563. * lumen (lm)
  74564. */
  74565. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  74566. /**
  74567. * candela (lm/sr)
  74568. */
  74569. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  74570. /**
  74571. * lux (lm/m^2)
  74572. */
  74573. static readonly INTENSITYMODE_ILLUMINANCE: number;
  74574. /**
  74575. * nit (cd/m^2)
  74576. */
  74577. static readonly INTENSITYMODE_LUMINANCE: number;
  74578. /**
  74579. * Light type const id of the point light.
  74580. */
  74581. static readonly LIGHTTYPEID_POINTLIGHT: number;
  74582. /**
  74583. * Light type const id of the directional light.
  74584. */
  74585. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  74586. /**
  74587. * Light type const id of the spot light.
  74588. */
  74589. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  74590. /**
  74591. * Light type const id of the hemispheric light.
  74592. */
  74593. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  74594. /**
  74595. * Diffuse gives the basic color to an object.
  74596. */
  74597. diffuse: Color3;
  74598. /**
  74599. * Specular produces a highlight color on an object.
  74600. * Note: This is note affecting PBR materials.
  74601. */
  74602. specular: Color3;
  74603. /**
  74604. * Defines the falloff type for this light. This lets overrriding how punctual light are
  74605. * falling off base on range or angle.
  74606. * This can be set to any values in Light.FALLOFF_x.
  74607. *
  74608. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  74609. * other types of materials.
  74610. */
  74611. falloffType: number;
  74612. /**
  74613. * Strength of the light.
  74614. * Note: By default it is define in the framework own unit.
  74615. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  74616. */
  74617. intensity: number;
  74618. private _range;
  74619. protected _inverseSquaredRange: number;
  74620. /**
  74621. * Defines how far from the source the light is impacting in scene units.
  74622. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  74623. */
  74624. /**
  74625. * Defines how far from the source the light is impacting in scene units.
  74626. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  74627. */
  74628. range: number;
  74629. /**
  74630. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  74631. * of light.
  74632. */
  74633. private _photometricScale;
  74634. private _intensityMode;
  74635. /**
  74636. * Gets the photometric scale used to interpret the intensity.
  74637. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  74638. */
  74639. /**
  74640. * Sets the photometric scale used to interpret the intensity.
  74641. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  74642. */
  74643. intensityMode: number;
  74644. private _radius;
  74645. /**
  74646. * Gets the light radius used by PBR Materials to simulate soft area lights.
  74647. */
  74648. /**
  74649. * sets the light radius used by PBR Materials to simulate soft area lights.
  74650. */
  74651. radius: number;
  74652. private _renderPriority;
  74653. /**
  74654. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  74655. * exceeding the number allowed of the materials.
  74656. */
  74657. renderPriority: number;
  74658. private _shadowEnabled;
  74659. /**
  74660. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74661. * the current shadow generator.
  74662. */
  74663. /**
  74664. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74665. * the current shadow generator.
  74666. */
  74667. shadowEnabled: boolean;
  74668. private _includedOnlyMeshes;
  74669. /**
  74670. * Gets the only meshes impacted by this light.
  74671. */
  74672. /**
  74673. * Sets the only meshes impacted by this light.
  74674. */
  74675. includedOnlyMeshes: AbstractMesh[];
  74676. private _excludedMeshes;
  74677. /**
  74678. * Gets the meshes not impacted by this light.
  74679. */
  74680. /**
  74681. * Sets the meshes not impacted by this light.
  74682. */
  74683. excludedMeshes: AbstractMesh[];
  74684. private _excludeWithLayerMask;
  74685. /**
  74686. * Gets the layer id use to find what meshes are not impacted by the light.
  74687. * Inactive if 0
  74688. */
  74689. /**
  74690. * Sets the layer id use to find what meshes are not impacted by the light.
  74691. * Inactive if 0
  74692. */
  74693. excludeWithLayerMask: number;
  74694. private _includeOnlyWithLayerMask;
  74695. /**
  74696. * Gets the layer id use to find what meshes are impacted by the light.
  74697. * Inactive if 0
  74698. */
  74699. /**
  74700. * Sets the layer id use to find what meshes are impacted by the light.
  74701. * Inactive if 0
  74702. */
  74703. includeOnlyWithLayerMask: number;
  74704. private _lightmapMode;
  74705. /**
  74706. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74707. */
  74708. /**
  74709. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74710. */
  74711. lightmapMode: number;
  74712. /**
  74713. * Shadow generator associted to the light.
  74714. * @hidden Internal use only.
  74715. */
  74716. _shadowGenerator: Nullable<IShadowGenerator>;
  74717. /**
  74718. * @hidden Internal use only.
  74719. */
  74720. _excludedMeshesIds: string[];
  74721. /**
  74722. * @hidden Internal use only.
  74723. */
  74724. _includedOnlyMeshesIds: string[];
  74725. /**
  74726. * The current light unifom buffer.
  74727. * @hidden Internal use only.
  74728. */
  74729. _uniformBuffer: UniformBuffer;
  74730. /**
  74731. * Creates a Light object in the scene.
  74732. * Documentation : https://doc.babylonjs.com/babylon101/lights
  74733. * @param name The firendly name of the light
  74734. * @param scene The scene the light belongs too
  74735. */
  74736. constructor(name: string, scene: Scene);
  74737. protected abstract _buildUniformLayout(): void;
  74738. /**
  74739. * Sets the passed Effect "effect" with the Light information.
  74740. * @param effect The effect to update
  74741. * @param lightIndex The index of the light in the effect to update
  74742. * @returns The light
  74743. */
  74744. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  74745. /**
  74746. * Returns the string "Light".
  74747. * @returns the class name
  74748. */
  74749. getClassName(): string;
  74750. /** @hidden */
  74751. readonly _isLight: boolean;
  74752. /**
  74753. * Converts the light information to a readable string for debug purpose.
  74754. * @param fullDetails Supports for multiple levels of logging within scene loading
  74755. * @returns the human readable light info
  74756. */
  74757. toString(fullDetails?: boolean): string;
  74758. /** @hidden */
  74759. protected _syncParentEnabledState(): void;
  74760. /**
  74761. * Set the enabled state of this node.
  74762. * @param value - the new enabled state
  74763. */
  74764. setEnabled(value: boolean): void;
  74765. /**
  74766. * Returns the Light associated shadow generator if any.
  74767. * @return the associated shadow generator.
  74768. */
  74769. getShadowGenerator(): Nullable<IShadowGenerator>;
  74770. /**
  74771. * Returns a Vector3, the absolute light position in the World.
  74772. * @returns the world space position of the light
  74773. */
  74774. getAbsolutePosition(): Vector3;
  74775. /**
  74776. * Specifies if the light will affect the passed mesh.
  74777. * @param mesh The mesh to test against the light
  74778. * @return true the mesh is affected otherwise, false.
  74779. */
  74780. canAffectMesh(mesh: AbstractMesh): boolean;
  74781. /**
  74782. * Sort function to order lights for rendering.
  74783. * @param a First Light object to compare to second.
  74784. * @param b Second Light object to compare first.
  74785. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  74786. */
  74787. static CompareLightsPriority(a: Light, b: Light): number;
  74788. /**
  74789. * Releases resources associated with this node.
  74790. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  74791. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  74792. */
  74793. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  74794. /**
  74795. * Returns the light type ID (integer).
  74796. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  74797. */
  74798. getTypeID(): number;
  74799. /**
  74800. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  74801. * @returns the scaled intensity in intensity mode unit
  74802. */
  74803. getScaledIntensity(): number;
  74804. /**
  74805. * Returns a new Light object, named "name", from the current one.
  74806. * @param name The name of the cloned light
  74807. * @returns the new created light
  74808. */
  74809. clone(name: string): Nullable<Light>;
  74810. /**
  74811. * Serializes the current light into a Serialization object.
  74812. * @returns the serialized object.
  74813. */
  74814. serialize(): any;
  74815. /**
  74816. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  74817. * This new light is named "name" and added to the passed scene.
  74818. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  74819. * @param name The friendly name of the light
  74820. * @param scene The scene the new light will belong to
  74821. * @returns the constructor function
  74822. */
  74823. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  74824. /**
  74825. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  74826. * @param parsedLight The JSON representation of the light
  74827. * @param scene The scene to create the parsed light in
  74828. * @returns the created light after parsing
  74829. */
  74830. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  74831. private _hookArrayForExcluded;
  74832. private _hookArrayForIncludedOnly;
  74833. private _resyncMeshes;
  74834. /**
  74835. * Forces the meshes to update their light related information in their rendering used effects
  74836. * @hidden Internal Use Only
  74837. */
  74838. _markMeshesAsLightDirty(): void;
  74839. /**
  74840. * Recomputes the cached photometric scale if needed.
  74841. */
  74842. private _computePhotometricScale;
  74843. /**
  74844. * Returns the Photometric Scale according to the light type and intensity mode.
  74845. */
  74846. private _getPhotometricScale;
  74847. /**
  74848. * Reorder the light in the scene according to their defined priority.
  74849. * @hidden Internal Use Only
  74850. */
  74851. _reorderLightsInScene(): void;
  74852. /**
  74853. * Prepares the list of defines specific to the light type.
  74854. * @param defines the list of defines
  74855. * @param lightIndex defines the index of the light for the effect
  74856. */
  74857. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  74858. }
  74859. }
  74860. declare module BABYLON {
  74861. /**
  74862. * Interface used to define Action
  74863. */
  74864. export interface IAction {
  74865. /**
  74866. * Trigger for the action
  74867. */
  74868. trigger: number;
  74869. /** Options of the trigger */
  74870. triggerOptions: any;
  74871. /**
  74872. * Gets the trigger parameters
  74873. * @returns the trigger parameters
  74874. */
  74875. getTriggerParameter(): any;
  74876. /**
  74877. * Internal only - executes current action event
  74878. * @hidden
  74879. */
  74880. _executeCurrent(evt?: ActionEvent): void;
  74881. /**
  74882. * Serialize placeholder for child classes
  74883. * @param parent of child
  74884. * @returns the serialized object
  74885. */
  74886. serialize(parent: any): any;
  74887. /**
  74888. * Internal only
  74889. * @hidden
  74890. */
  74891. _prepare(): void;
  74892. /**
  74893. * Internal only - manager for action
  74894. * @hidden
  74895. */
  74896. _actionManager: AbstractActionManager;
  74897. /**
  74898. * Adds action to chain of actions, may be a DoNothingAction
  74899. * @param action defines the next action to execute
  74900. * @returns The action passed in
  74901. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74902. */
  74903. then(action: IAction): IAction;
  74904. }
  74905. /**
  74906. * The action to be carried out following a trigger
  74907. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  74908. */
  74909. export class Action implements IAction {
  74910. /** the trigger, with or without parameters, for the action */
  74911. triggerOptions: any;
  74912. /**
  74913. * Trigger for the action
  74914. */
  74915. trigger: number;
  74916. /**
  74917. * Internal only - manager for action
  74918. * @hidden
  74919. */
  74920. _actionManager: ActionManager;
  74921. private _nextActiveAction;
  74922. private _child;
  74923. private _condition?;
  74924. private _triggerParameter;
  74925. /**
  74926. * An event triggered prior to action being executed.
  74927. */
  74928. onBeforeExecuteObservable: Observable<Action>;
  74929. /**
  74930. * Creates a new Action
  74931. * @param triggerOptions the trigger, with or without parameters, for the action
  74932. * @param condition an optional determinant of action
  74933. */
  74934. constructor(
  74935. /** the trigger, with or without parameters, for the action */
  74936. triggerOptions: any, condition?: Condition);
  74937. /**
  74938. * Internal only
  74939. * @hidden
  74940. */
  74941. _prepare(): void;
  74942. /**
  74943. * Gets the trigger parameters
  74944. * @returns the trigger parameters
  74945. */
  74946. getTriggerParameter(): any;
  74947. /**
  74948. * Internal only - executes current action event
  74949. * @hidden
  74950. */
  74951. _executeCurrent(evt?: ActionEvent): void;
  74952. /**
  74953. * Execute placeholder for child classes
  74954. * @param evt optional action event
  74955. */
  74956. execute(evt?: ActionEvent): void;
  74957. /**
  74958. * Skips to next active action
  74959. */
  74960. skipToNextActiveAction(): void;
  74961. /**
  74962. * Adds action to chain of actions, may be a DoNothingAction
  74963. * @param action defines the next action to execute
  74964. * @returns The action passed in
  74965. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74966. */
  74967. then(action: Action): Action;
  74968. /**
  74969. * Internal only
  74970. * @hidden
  74971. */
  74972. _getProperty(propertyPath: string): string;
  74973. /**
  74974. * Internal only
  74975. * @hidden
  74976. */
  74977. _getEffectiveTarget(target: any, propertyPath: string): any;
  74978. /**
  74979. * Serialize placeholder for child classes
  74980. * @param parent of child
  74981. * @returns the serialized object
  74982. */
  74983. serialize(parent: any): any;
  74984. /**
  74985. * Internal only called by serialize
  74986. * @hidden
  74987. */
  74988. protected _serialize(serializedAction: any, parent?: any): any;
  74989. /**
  74990. * Internal only
  74991. * @hidden
  74992. */
  74993. static _SerializeValueAsString: (value: any) => string;
  74994. /**
  74995. * Internal only
  74996. * @hidden
  74997. */
  74998. static _GetTargetProperty: (target: Node | Scene) => {
  74999. name: string;
  75000. targetType: string;
  75001. value: string;
  75002. };
  75003. }
  75004. }
  75005. declare module BABYLON {
  75006. /**
  75007. * A Condition applied to an Action
  75008. */
  75009. export class Condition {
  75010. /**
  75011. * Internal only - manager for action
  75012. * @hidden
  75013. */
  75014. _actionManager: ActionManager;
  75015. /**
  75016. * Internal only
  75017. * @hidden
  75018. */
  75019. _evaluationId: number;
  75020. /**
  75021. * Internal only
  75022. * @hidden
  75023. */
  75024. _currentResult: boolean;
  75025. /**
  75026. * Creates a new Condition
  75027. * @param actionManager the manager of the action the condition is applied to
  75028. */
  75029. constructor(actionManager: ActionManager);
  75030. /**
  75031. * Check if the current condition is valid
  75032. * @returns a boolean
  75033. */
  75034. isValid(): boolean;
  75035. /**
  75036. * Internal only
  75037. * @hidden
  75038. */
  75039. _getProperty(propertyPath: string): string;
  75040. /**
  75041. * Internal only
  75042. * @hidden
  75043. */
  75044. _getEffectiveTarget(target: any, propertyPath: string): any;
  75045. /**
  75046. * Serialize placeholder for child classes
  75047. * @returns the serialized object
  75048. */
  75049. serialize(): any;
  75050. /**
  75051. * Internal only
  75052. * @hidden
  75053. */
  75054. protected _serialize(serializedCondition: any): any;
  75055. }
  75056. /**
  75057. * Defines specific conditional operators as extensions of Condition
  75058. */
  75059. export class ValueCondition extends Condition {
  75060. /** path to specify the property of the target the conditional operator uses */
  75061. propertyPath: string;
  75062. /** the value compared by the conditional operator against the current value of the property */
  75063. value: any;
  75064. /** the conditional operator, default ValueCondition.IsEqual */
  75065. operator: number;
  75066. /**
  75067. * Internal only
  75068. * @hidden
  75069. */
  75070. private static _IsEqual;
  75071. /**
  75072. * Internal only
  75073. * @hidden
  75074. */
  75075. private static _IsDifferent;
  75076. /**
  75077. * Internal only
  75078. * @hidden
  75079. */
  75080. private static _IsGreater;
  75081. /**
  75082. * Internal only
  75083. * @hidden
  75084. */
  75085. private static _IsLesser;
  75086. /**
  75087. * returns the number for IsEqual
  75088. */
  75089. static readonly IsEqual: number;
  75090. /**
  75091. * Returns the number for IsDifferent
  75092. */
  75093. static readonly IsDifferent: number;
  75094. /**
  75095. * Returns the number for IsGreater
  75096. */
  75097. static readonly IsGreater: number;
  75098. /**
  75099. * Returns the number for IsLesser
  75100. */
  75101. static readonly IsLesser: number;
  75102. /**
  75103. * Internal only The action manager for the condition
  75104. * @hidden
  75105. */
  75106. _actionManager: ActionManager;
  75107. /**
  75108. * Internal only
  75109. * @hidden
  75110. */
  75111. private _target;
  75112. /**
  75113. * Internal only
  75114. * @hidden
  75115. */
  75116. private _effectiveTarget;
  75117. /**
  75118. * Internal only
  75119. * @hidden
  75120. */
  75121. private _property;
  75122. /**
  75123. * Creates a new ValueCondition
  75124. * @param actionManager manager for the action the condition applies to
  75125. * @param target for the action
  75126. * @param propertyPath path to specify the property of the target the conditional operator uses
  75127. * @param value the value compared by the conditional operator against the current value of the property
  75128. * @param operator the conditional operator, default ValueCondition.IsEqual
  75129. */
  75130. constructor(actionManager: ActionManager, target: any,
  75131. /** path to specify the property of the target the conditional operator uses */
  75132. propertyPath: string,
  75133. /** the value compared by the conditional operator against the current value of the property */
  75134. value: any,
  75135. /** the conditional operator, default ValueCondition.IsEqual */
  75136. operator?: number);
  75137. /**
  75138. * Compares the given value with the property value for the specified conditional operator
  75139. * @returns the result of the comparison
  75140. */
  75141. isValid(): boolean;
  75142. /**
  75143. * Serialize the ValueCondition into a JSON compatible object
  75144. * @returns serialization object
  75145. */
  75146. serialize(): any;
  75147. /**
  75148. * Gets the name of the conditional operator for the ValueCondition
  75149. * @param operator the conditional operator
  75150. * @returns the name
  75151. */
  75152. static GetOperatorName(operator: number): string;
  75153. }
  75154. /**
  75155. * Defines a predicate condition as an extension of Condition
  75156. */
  75157. export class PredicateCondition extends Condition {
  75158. /** defines the predicate function used to validate the condition */
  75159. predicate: () => boolean;
  75160. /**
  75161. * Internal only - manager for action
  75162. * @hidden
  75163. */
  75164. _actionManager: ActionManager;
  75165. /**
  75166. * Creates a new PredicateCondition
  75167. * @param actionManager manager for the action the condition applies to
  75168. * @param predicate defines the predicate function used to validate the condition
  75169. */
  75170. constructor(actionManager: ActionManager,
  75171. /** defines the predicate function used to validate the condition */
  75172. predicate: () => boolean);
  75173. /**
  75174. * @returns the validity of the predicate condition
  75175. */
  75176. isValid(): boolean;
  75177. }
  75178. /**
  75179. * Defines a state condition as an extension of Condition
  75180. */
  75181. export class StateCondition extends Condition {
  75182. /** Value to compare with target state */
  75183. value: string;
  75184. /**
  75185. * Internal only - manager for action
  75186. * @hidden
  75187. */
  75188. _actionManager: ActionManager;
  75189. /**
  75190. * Internal only
  75191. * @hidden
  75192. */
  75193. private _target;
  75194. /**
  75195. * Creates a new StateCondition
  75196. * @param actionManager manager for the action the condition applies to
  75197. * @param target of the condition
  75198. * @param value to compare with target state
  75199. */
  75200. constructor(actionManager: ActionManager, target: any,
  75201. /** Value to compare with target state */
  75202. value: string);
  75203. /**
  75204. * Gets a boolean indicating if the current condition is met
  75205. * @returns the validity of the state
  75206. */
  75207. isValid(): boolean;
  75208. /**
  75209. * Serialize the StateCondition into a JSON compatible object
  75210. * @returns serialization object
  75211. */
  75212. serialize(): any;
  75213. }
  75214. }
  75215. declare module BABYLON {
  75216. /**
  75217. * This defines an action responsible to toggle a boolean once triggered.
  75218. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75219. */
  75220. export class SwitchBooleanAction extends Action {
  75221. /**
  75222. * The path to the boolean property in the target object
  75223. */
  75224. propertyPath: string;
  75225. private _target;
  75226. private _effectiveTarget;
  75227. private _property;
  75228. /**
  75229. * Instantiate the action
  75230. * @param triggerOptions defines the trigger options
  75231. * @param target defines the object containing the boolean
  75232. * @param propertyPath defines the path to the boolean property in the target object
  75233. * @param condition defines the trigger related conditions
  75234. */
  75235. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  75236. /** @hidden */
  75237. _prepare(): void;
  75238. /**
  75239. * Execute the action toggle the boolean value.
  75240. */
  75241. execute(): void;
  75242. /**
  75243. * Serializes the actions and its related information.
  75244. * @param parent defines the object to serialize in
  75245. * @returns the serialized object
  75246. */
  75247. serialize(parent: any): any;
  75248. }
  75249. /**
  75250. * This defines an action responsible to set a the state field of the target
  75251. * to a desired value once triggered.
  75252. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75253. */
  75254. export class SetStateAction extends Action {
  75255. /**
  75256. * The value to store in the state field.
  75257. */
  75258. value: string;
  75259. private _target;
  75260. /**
  75261. * Instantiate the action
  75262. * @param triggerOptions defines the trigger options
  75263. * @param target defines the object containing the state property
  75264. * @param value defines the value to store in the state field
  75265. * @param condition defines the trigger related conditions
  75266. */
  75267. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  75268. /**
  75269. * Execute the action and store the value on the target state property.
  75270. */
  75271. execute(): void;
  75272. /**
  75273. * Serializes the actions and its related information.
  75274. * @param parent defines the object to serialize in
  75275. * @returns the serialized object
  75276. */
  75277. serialize(parent: any): any;
  75278. }
  75279. /**
  75280. * This defines an action responsible to set a property of the target
  75281. * to a desired value once triggered.
  75282. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75283. */
  75284. export class SetValueAction extends Action {
  75285. /**
  75286. * The path of the property to set in the target.
  75287. */
  75288. propertyPath: string;
  75289. /**
  75290. * The value to set in the property
  75291. */
  75292. value: any;
  75293. private _target;
  75294. private _effectiveTarget;
  75295. private _property;
  75296. /**
  75297. * Instantiate the action
  75298. * @param triggerOptions defines the trigger options
  75299. * @param target defines the object containing the property
  75300. * @param propertyPath defines the path of the property to set in the target
  75301. * @param value defines the value to set in the property
  75302. * @param condition defines the trigger related conditions
  75303. */
  75304. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75305. /** @hidden */
  75306. _prepare(): void;
  75307. /**
  75308. * Execute the action and set the targetted property to the desired value.
  75309. */
  75310. execute(): void;
  75311. /**
  75312. * Serializes the actions and its related information.
  75313. * @param parent defines the object to serialize in
  75314. * @returns the serialized object
  75315. */
  75316. serialize(parent: any): any;
  75317. }
  75318. /**
  75319. * This defines an action responsible to increment the target value
  75320. * to a desired value once triggered.
  75321. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75322. */
  75323. export class IncrementValueAction extends Action {
  75324. /**
  75325. * The path of the property to increment in the target.
  75326. */
  75327. propertyPath: string;
  75328. /**
  75329. * The value we should increment the property by.
  75330. */
  75331. value: any;
  75332. private _target;
  75333. private _effectiveTarget;
  75334. private _property;
  75335. /**
  75336. * Instantiate the action
  75337. * @param triggerOptions defines the trigger options
  75338. * @param target defines the object containing the property
  75339. * @param propertyPath defines the path of the property to increment in the target
  75340. * @param value defines the value value we should increment the property by
  75341. * @param condition defines the trigger related conditions
  75342. */
  75343. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75344. /** @hidden */
  75345. _prepare(): void;
  75346. /**
  75347. * Execute the action and increment the target of the value amount.
  75348. */
  75349. execute(): void;
  75350. /**
  75351. * Serializes the actions and its related information.
  75352. * @param parent defines the object to serialize in
  75353. * @returns the serialized object
  75354. */
  75355. serialize(parent: any): any;
  75356. }
  75357. /**
  75358. * This defines an action responsible to start an animation once triggered.
  75359. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75360. */
  75361. export class PlayAnimationAction extends Action {
  75362. /**
  75363. * Where the animation should start (animation frame)
  75364. */
  75365. from: number;
  75366. /**
  75367. * Where the animation should stop (animation frame)
  75368. */
  75369. to: number;
  75370. /**
  75371. * Define if the animation should loop or stop after the first play.
  75372. */
  75373. loop?: boolean;
  75374. private _target;
  75375. /**
  75376. * Instantiate the action
  75377. * @param triggerOptions defines the trigger options
  75378. * @param target defines the target animation or animation name
  75379. * @param from defines from where the animation should start (animation frame)
  75380. * @param end defines where the animation should stop (animation frame)
  75381. * @param loop defines if the animation should loop or stop after the first play
  75382. * @param condition defines the trigger related conditions
  75383. */
  75384. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  75385. /** @hidden */
  75386. _prepare(): void;
  75387. /**
  75388. * Execute the action and play the animation.
  75389. */
  75390. execute(): void;
  75391. /**
  75392. * Serializes the actions and its related information.
  75393. * @param parent defines the object to serialize in
  75394. * @returns the serialized object
  75395. */
  75396. serialize(parent: any): any;
  75397. }
  75398. /**
  75399. * This defines an action responsible to stop an animation once triggered.
  75400. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75401. */
  75402. export class StopAnimationAction extends Action {
  75403. private _target;
  75404. /**
  75405. * Instantiate the action
  75406. * @param triggerOptions defines the trigger options
  75407. * @param target defines the target animation or animation name
  75408. * @param condition defines the trigger related conditions
  75409. */
  75410. constructor(triggerOptions: any, target: any, condition?: Condition);
  75411. /** @hidden */
  75412. _prepare(): void;
  75413. /**
  75414. * Execute the action and stop the animation.
  75415. */
  75416. execute(): void;
  75417. /**
  75418. * Serializes the actions and its related information.
  75419. * @param parent defines the object to serialize in
  75420. * @returns the serialized object
  75421. */
  75422. serialize(parent: any): any;
  75423. }
  75424. /**
  75425. * This defines an action responsible that does nothing once triggered.
  75426. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75427. */
  75428. export class DoNothingAction extends Action {
  75429. /**
  75430. * Instantiate the action
  75431. * @param triggerOptions defines the trigger options
  75432. * @param condition defines the trigger related conditions
  75433. */
  75434. constructor(triggerOptions?: any, condition?: Condition);
  75435. /**
  75436. * Execute the action and do nothing.
  75437. */
  75438. execute(): void;
  75439. /**
  75440. * Serializes the actions and its related information.
  75441. * @param parent defines the object to serialize in
  75442. * @returns the serialized object
  75443. */
  75444. serialize(parent: any): any;
  75445. }
  75446. /**
  75447. * This defines an action responsible to trigger several actions once triggered.
  75448. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75449. */
  75450. export class CombineAction extends Action {
  75451. /**
  75452. * The list of aggregated animations to run.
  75453. */
  75454. children: Action[];
  75455. /**
  75456. * Instantiate the action
  75457. * @param triggerOptions defines the trigger options
  75458. * @param children defines the list of aggregated animations to run
  75459. * @param condition defines the trigger related conditions
  75460. */
  75461. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  75462. /** @hidden */
  75463. _prepare(): void;
  75464. /**
  75465. * Execute the action and executes all the aggregated actions.
  75466. */
  75467. execute(evt: ActionEvent): void;
  75468. /**
  75469. * Serializes the actions and its related information.
  75470. * @param parent defines the object to serialize in
  75471. * @returns the serialized object
  75472. */
  75473. serialize(parent: any): any;
  75474. }
  75475. /**
  75476. * This defines an action responsible to run code (external event) once triggered.
  75477. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75478. */
  75479. export class ExecuteCodeAction extends Action {
  75480. /**
  75481. * The callback function to run.
  75482. */
  75483. func: (evt: ActionEvent) => void;
  75484. /**
  75485. * Instantiate the action
  75486. * @param triggerOptions defines the trigger options
  75487. * @param func defines the callback function to run
  75488. * @param condition defines the trigger related conditions
  75489. */
  75490. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  75491. /**
  75492. * Execute the action and run the attached code.
  75493. */
  75494. execute(evt: ActionEvent): void;
  75495. }
  75496. /**
  75497. * This defines an action responsible to set the parent property of the target once triggered.
  75498. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75499. */
  75500. export class SetParentAction extends Action {
  75501. private _parent;
  75502. private _target;
  75503. /**
  75504. * Instantiate the action
  75505. * @param triggerOptions defines the trigger options
  75506. * @param target defines the target containing the parent property
  75507. * @param parent defines from where the animation should start (animation frame)
  75508. * @param condition defines the trigger related conditions
  75509. */
  75510. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  75511. /** @hidden */
  75512. _prepare(): void;
  75513. /**
  75514. * Execute the action and set the parent property.
  75515. */
  75516. execute(): void;
  75517. /**
  75518. * Serializes the actions and its related information.
  75519. * @param parent defines the object to serialize in
  75520. * @returns the serialized object
  75521. */
  75522. serialize(parent: any): any;
  75523. }
  75524. }
  75525. declare module BABYLON {
  75526. /**
  75527. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  75528. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  75529. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75530. */
  75531. export class ActionManager extends AbstractActionManager {
  75532. /**
  75533. * Nothing
  75534. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75535. */
  75536. static readonly NothingTrigger: number;
  75537. /**
  75538. * On pick
  75539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75540. */
  75541. static readonly OnPickTrigger: number;
  75542. /**
  75543. * On left pick
  75544. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75545. */
  75546. static readonly OnLeftPickTrigger: number;
  75547. /**
  75548. * On right pick
  75549. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75550. */
  75551. static readonly OnRightPickTrigger: number;
  75552. /**
  75553. * On center pick
  75554. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75555. */
  75556. static readonly OnCenterPickTrigger: number;
  75557. /**
  75558. * On pick down
  75559. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75560. */
  75561. static readonly OnPickDownTrigger: number;
  75562. /**
  75563. * On double pick
  75564. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75565. */
  75566. static readonly OnDoublePickTrigger: number;
  75567. /**
  75568. * On pick up
  75569. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75570. */
  75571. static readonly OnPickUpTrigger: number;
  75572. /**
  75573. * On pick out.
  75574. * This trigger will only be raised if you also declared a OnPickDown
  75575. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75576. */
  75577. static readonly OnPickOutTrigger: number;
  75578. /**
  75579. * On long press
  75580. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75581. */
  75582. static readonly OnLongPressTrigger: number;
  75583. /**
  75584. * On pointer over
  75585. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75586. */
  75587. static readonly OnPointerOverTrigger: number;
  75588. /**
  75589. * On pointer out
  75590. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75591. */
  75592. static readonly OnPointerOutTrigger: number;
  75593. /**
  75594. * On every frame
  75595. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75596. */
  75597. static readonly OnEveryFrameTrigger: number;
  75598. /**
  75599. * On intersection enter
  75600. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75601. */
  75602. static readonly OnIntersectionEnterTrigger: number;
  75603. /**
  75604. * On intersection exit
  75605. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75606. */
  75607. static readonly OnIntersectionExitTrigger: number;
  75608. /**
  75609. * On key down
  75610. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75611. */
  75612. static readonly OnKeyDownTrigger: number;
  75613. /**
  75614. * On key up
  75615. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75616. */
  75617. static readonly OnKeyUpTrigger: number;
  75618. private _scene;
  75619. /**
  75620. * Creates a new action manager
  75621. * @param scene defines the hosting scene
  75622. */
  75623. constructor(scene: Scene);
  75624. /**
  75625. * Releases all associated resources
  75626. */
  75627. dispose(): void;
  75628. /**
  75629. * Gets hosting scene
  75630. * @returns the hosting scene
  75631. */
  75632. getScene(): Scene;
  75633. /**
  75634. * Does this action manager handles actions of any of the given triggers
  75635. * @param triggers defines the triggers to be tested
  75636. * @return a boolean indicating whether one (or more) of the triggers is handled
  75637. */
  75638. hasSpecificTriggers(triggers: number[]): boolean;
  75639. /**
  75640. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  75641. * speed.
  75642. * @param triggerA defines the trigger to be tested
  75643. * @param triggerB defines the trigger to be tested
  75644. * @return a boolean indicating whether one (or more) of the triggers is handled
  75645. */
  75646. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  75647. /**
  75648. * Does this action manager handles actions of a given trigger
  75649. * @param trigger defines the trigger to be tested
  75650. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  75651. * @return whether the trigger is handled
  75652. */
  75653. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  75654. /**
  75655. * Does this action manager has pointer triggers
  75656. */
  75657. readonly hasPointerTriggers: boolean;
  75658. /**
  75659. * Does this action manager has pick triggers
  75660. */
  75661. readonly hasPickTriggers: boolean;
  75662. /**
  75663. * Registers an action to this action manager
  75664. * @param action defines the action to be registered
  75665. * @return the action amended (prepared) after registration
  75666. */
  75667. registerAction(action: IAction): Nullable<IAction>;
  75668. /**
  75669. * Unregisters an action to this action manager
  75670. * @param action defines the action to be unregistered
  75671. * @return a boolean indicating whether the action has been unregistered
  75672. */
  75673. unregisterAction(action: IAction): Boolean;
  75674. /**
  75675. * Process a specific trigger
  75676. * @param trigger defines the trigger to process
  75677. * @param evt defines the event details to be processed
  75678. */
  75679. processTrigger(trigger: number, evt?: IActionEvent): void;
  75680. /** @hidden */
  75681. _getEffectiveTarget(target: any, propertyPath: string): any;
  75682. /** @hidden */
  75683. _getProperty(propertyPath: string): string;
  75684. /**
  75685. * Serialize this manager to a JSON object
  75686. * @param name defines the property name to store this manager
  75687. * @returns a JSON representation of this manager
  75688. */
  75689. serialize(name: string): any;
  75690. /**
  75691. * Creates a new ActionManager from a JSON data
  75692. * @param parsedActions defines the JSON data to read from
  75693. * @param object defines the hosting mesh
  75694. * @param scene defines the hosting scene
  75695. */
  75696. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  75697. /**
  75698. * Get a trigger name by index
  75699. * @param trigger defines the trigger index
  75700. * @returns a trigger name
  75701. */
  75702. static GetTriggerName(trigger: number): string;
  75703. }
  75704. }
  75705. declare module BABYLON {
  75706. /**
  75707. * Class representing a ray with position and direction
  75708. */
  75709. export class Ray {
  75710. /** origin point */
  75711. origin: Vector3;
  75712. /** direction */
  75713. direction: Vector3;
  75714. /** length of the ray */
  75715. length: number;
  75716. private static readonly TmpVector3;
  75717. private _tmpRay;
  75718. /**
  75719. * Creates a new ray
  75720. * @param origin origin point
  75721. * @param direction direction
  75722. * @param length length of the ray
  75723. */
  75724. constructor(
  75725. /** origin point */
  75726. origin: Vector3,
  75727. /** direction */
  75728. direction: Vector3,
  75729. /** length of the ray */
  75730. length?: number);
  75731. /**
  75732. * Checks if the ray intersects a box
  75733. * @param minimum bound of the box
  75734. * @param maximum bound of the box
  75735. * @param intersectionTreshold extra extend to be added to the box in all direction
  75736. * @returns if the box was hit
  75737. */
  75738. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  75739. /**
  75740. * Checks if the ray intersects a box
  75741. * @param box the bounding box to check
  75742. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  75743. * @returns if the box was hit
  75744. */
  75745. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  75746. /**
  75747. * If the ray hits a sphere
  75748. * @param sphere the bounding sphere to check
  75749. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  75750. * @returns true if it hits the sphere
  75751. */
  75752. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  75753. /**
  75754. * If the ray hits a triange
  75755. * @param vertex0 triangle vertex
  75756. * @param vertex1 triangle vertex
  75757. * @param vertex2 triangle vertex
  75758. * @returns intersection information if hit
  75759. */
  75760. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  75761. /**
  75762. * Checks if ray intersects a plane
  75763. * @param plane the plane to check
  75764. * @returns the distance away it was hit
  75765. */
  75766. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  75767. /**
  75768. * Calculate the intercept of a ray on a given axis
  75769. * @param axis to check 'x' | 'y' | 'z'
  75770. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  75771. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  75772. */
  75773. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  75774. /**
  75775. * Checks if ray intersects a mesh
  75776. * @param mesh the mesh to check
  75777. * @param fastCheck if only the bounding box should checked
  75778. * @returns picking info of the intersecton
  75779. */
  75780. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  75781. /**
  75782. * Checks if ray intersects a mesh
  75783. * @param meshes the meshes to check
  75784. * @param fastCheck if only the bounding box should checked
  75785. * @param results array to store result in
  75786. * @returns Array of picking infos
  75787. */
  75788. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  75789. private _comparePickingInfo;
  75790. private static smallnum;
  75791. private static rayl;
  75792. /**
  75793. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  75794. * @param sega the first point of the segment to test the intersection against
  75795. * @param segb the second point of the segment to test the intersection against
  75796. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  75797. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  75798. */
  75799. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  75800. /**
  75801. * Update the ray from viewport position
  75802. * @param x position
  75803. * @param y y position
  75804. * @param viewportWidth viewport width
  75805. * @param viewportHeight viewport height
  75806. * @param world world matrix
  75807. * @param view view matrix
  75808. * @param projection projection matrix
  75809. * @returns this ray updated
  75810. */
  75811. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75812. /**
  75813. * Creates a ray with origin and direction of 0,0,0
  75814. * @returns the new ray
  75815. */
  75816. static Zero(): Ray;
  75817. /**
  75818. * Creates a new ray from screen space and viewport
  75819. * @param x position
  75820. * @param y y position
  75821. * @param viewportWidth viewport width
  75822. * @param viewportHeight viewport height
  75823. * @param world world matrix
  75824. * @param view view matrix
  75825. * @param projection projection matrix
  75826. * @returns new ray
  75827. */
  75828. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75829. /**
  75830. * 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
  75831. * transformed to the given world matrix.
  75832. * @param origin The origin point
  75833. * @param end The end point
  75834. * @param world a matrix to transform the ray to. Default is the identity matrix.
  75835. * @returns the new ray
  75836. */
  75837. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  75838. /**
  75839. * Transforms a ray by a matrix
  75840. * @param ray ray to transform
  75841. * @param matrix matrix to apply
  75842. * @returns the resulting new ray
  75843. */
  75844. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  75845. /**
  75846. * Transforms a ray by a matrix
  75847. * @param ray ray to transform
  75848. * @param matrix matrix to apply
  75849. * @param result ray to store result in
  75850. */
  75851. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  75852. /**
  75853. * Unproject a ray from screen space to object space
  75854. * @param sourceX defines the screen space x coordinate to use
  75855. * @param sourceY defines the screen space y coordinate to use
  75856. * @param viewportWidth defines the current width of the viewport
  75857. * @param viewportHeight defines the current height of the viewport
  75858. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75859. * @param view defines the view matrix to use
  75860. * @param projection defines the projection matrix to use
  75861. */
  75862. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  75863. }
  75864. /**
  75865. * Type used to define predicate used to select faces when a mesh intersection is detected
  75866. */
  75867. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  75868. interface Scene {
  75869. /** @hidden */
  75870. _tempPickingRay: Nullable<Ray>;
  75871. /** @hidden */
  75872. _cachedRayForTransform: Ray;
  75873. /** @hidden */
  75874. _pickWithRayInverseMatrix: Matrix;
  75875. /** @hidden */
  75876. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  75877. /** @hidden */
  75878. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  75879. }
  75880. }
  75881. declare module BABYLON {
  75882. /**
  75883. * Groups all the scene component constants in one place to ease maintenance.
  75884. * @hidden
  75885. */
  75886. export class SceneComponentConstants {
  75887. static readonly NAME_EFFECTLAYER: string;
  75888. static readonly NAME_LAYER: string;
  75889. static readonly NAME_LENSFLARESYSTEM: string;
  75890. static readonly NAME_BOUNDINGBOXRENDERER: string;
  75891. static readonly NAME_PARTICLESYSTEM: string;
  75892. static readonly NAME_GAMEPAD: string;
  75893. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  75894. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  75895. static readonly NAME_DEPTHRENDERER: string;
  75896. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  75897. static readonly NAME_SPRITE: string;
  75898. static readonly NAME_OUTLINERENDERER: string;
  75899. static readonly NAME_PROCEDURALTEXTURE: string;
  75900. static readonly NAME_SHADOWGENERATOR: string;
  75901. static readonly NAME_OCTREE: string;
  75902. static readonly NAME_PHYSICSENGINE: string;
  75903. static readonly NAME_AUDIO: string;
  75904. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  75905. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75906. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  75907. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75908. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  75909. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  75910. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  75911. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  75912. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  75913. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  75914. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  75915. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  75916. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  75917. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  75918. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  75919. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  75920. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  75921. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  75922. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  75923. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  75924. static readonly STEP_AFTERRENDER_AUDIO: number;
  75925. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  75926. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  75927. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  75928. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  75929. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  75930. static readonly STEP_POINTERMOVE_SPRITE: number;
  75931. static readonly STEP_POINTERDOWN_SPRITE: number;
  75932. static readonly STEP_POINTERUP_SPRITE: number;
  75933. }
  75934. /**
  75935. * This represents a scene component.
  75936. *
  75937. * This is used to decouple the dependency the scene is having on the different workloads like
  75938. * layers, post processes...
  75939. */
  75940. export interface ISceneComponent {
  75941. /**
  75942. * The name of the component. Each component must have a unique name.
  75943. */
  75944. name: string;
  75945. /**
  75946. * The scene the component belongs to.
  75947. */
  75948. scene: Scene;
  75949. /**
  75950. * Register the component to one instance of a scene.
  75951. */
  75952. register(): void;
  75953. /**
  75954. * Rebuilds the elements related to this component in case of
  75955. * context lost for instance.
  75956. */
  75957. rebuild(): void;
  75958. /**
  75959. * Disposes the component and the associated ressources.
  75960. */
  75961. dispose(): void;
  75962. }
  75963. /**
  75964. * This represents a SERIALIZABLE scene component.
  75965. *
  75966. * This extends Scene Component to add Serialization methods on top.
  75967. */
  75968. export interface ISceneSerializableComponent extends ISceneComponent {
  75969. /**
  75970. * Adds all the elements from the container to the scene
  75971. * @param container the container holding the elements
  75972. */
  75973. addFromContainer(container: AbstractScene): void;
  75974. /**
  75975. * Removes all the elements in the container from the scene
  75976. * @param container contains the elements to remove
  75977. * @param dispose if the removed element should be disposed (default: false)
  75978. */
  75979. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  75980. /**
  75981. * Serializes the component data to the specified json object
  75982. * @param serializationObject The object to serialize to
  75983. */
  75984. serialize(serializationObject: any): void;
  75985. }
  75986. /**
  75987. * Strong typing of a Mesh related stage step action
  75988. */
  75989. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  75990. /**
  75991. * Strong typing of a Evaluate Sub Mesh related stage step action
  75992. */
  75993. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  75994. /**
  75995. * Strong typing of a Active Mesh related stage step action
  75996. */
  75997. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  75998. /**
  75999. * Strong typing of a Camera related stage step action
  76000. */
  76001. export type CameraStageAction = (camera: Camera) => void;
  76002. /**
  76003. * Strong typing of a Camera Frame buffer related stage step action
  76004. */
  76005. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  76006. /**
  76007. * Strong typing of a Render Target related stage step action
  76008. */
  76009. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  76010. /**
  76011. * Strong typing of a RenderingGroup related stage step action
  76012. */
  76013. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  76014. /**
  76015. * Strong typing of a Mesh Render related stage step action
  76016. */
  76017. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  76018. /**
  76019. * Strong typing of a simple stage step action
  76020. */
  76021. export type SimpleStageAction = () => void;
  76022. /**
  76023. * Strong typing of a render target action.
  76024. */
  76025. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  76026. /**
  76027. * Strong typing of a pointer move action.
  76028. */
  76029. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  76030. /**
  76031. * Strong typing of a pointer up/down action.
  76032. */
  76033. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  76034. /**
  76035. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  76036. * @hidden
  76037. */
  76038. export class Stage<T extends Function> extends Array<{
  76039. index: number;
  76040. component: ISceneComponent;
  76041. action: T;
  76042. }> {
  76043. /**
  76044. * Hide ctor from the rest of the world.
  76045. * @param items The items to add.
  76046. */
  76047. private constructor();
  76048. /**
  76049. * Creates a new Stage.
  76050. * @returns A new instance of a Stage
  76051. */
  76052. static Create<T extends Function>(): Stage<T>;
  76053. /**
  76054. * Registers a step in an ordered way in the targeted stage.
  76055. * @param index Defines the position to register the step in
  76056. * @param component Defines the component attached to the step
  76057. * @param action Defines the action to launch during the step
  76058. */
  76059. registerStep(index: number, component: ISceneComponent, action: T): void;
  76060. /**
  76061. * Clears all the steps from the stage.
  76062. */
  76063. clear(): void;
  76064. }
  76065. }
  76066. declare module BABYLON {
  76067. interface Scene {
  76068. /** @hidden */
  76069. _pointerOverSprite: Nullable<Sprite>;
  76070. /** @hidden */
  76071. _pickedDownSprite: Nullable<Sprite>;
  76072. /** @hidden */
  76073. _tempSpritePickingRay: Nullable<Ray>;
  76074. /**
  76075. * All of the sprite managers added to this scene
  76076. * @see http://doc.babylonjs.com/babylon101/sprites
  76077. */
  76078. spriteManagers: Array<ISpriteManager>;
  76079. /**
  76080. * An event triggered when sprites rendering is about to start
  76081. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76082. */
  76083. onBeforeSpritesRenderingObservable: Observable<Scene>;
  76084. /**
  76085. * An event triggered when sprites rendering is done
  76086. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76087. */
  76088. onAfterSpritesRenderingObservable: Observable<Scene>;
  76089. /** @hidden */
  76090. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76091. /** Launch a ray to try to pick a sprite in the scene
  76092. * @param x position on screen
  76093. * @param y position on screen
  76094. * @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
  76095. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76096. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76097. * @returns a PickingInfo
  76098. */
  76099. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76100. /** Use the given ray to pick a sprite in the scene
  76101. * @param ray The ray (in world space) to use to pick meshes
  76102. * @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
  76103. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76104. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76105. * @returns a PickingInfo
  76106. */
  76107. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76108. /** @hidden */
  76109. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76110. /** Launch a ray to try to pick sprites in the scene
  76111. * @param x position on screen
  76112. * @param y position on screen
  76113. * @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
  76114. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76115. * @returns a PickingInfo array
  76116. */
  76117. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76118. /** Use the given ray to pick sprites in the scene
  76119. * @param ray The ray (in world space) to use to pick meshes
  76120. * @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
  76121. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76122. * @returns a PickingInfo array
  76123. */
  76124. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76125. /**
  76126. * Force the sprite under the pointer
  76127. * @param sprite defines the sprite to use
  76128. */
  76129. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  76130. /**
  76131. * Gets the sprite under the pointer
  76132. * @returns a Sprite or null if no sprite is under the pointer
  76133. */
  76134. getPointerOverSprite(): Nullable<Sprite>;
  76135. }
  76136. /**
  76137. * Defines the sprite scene component responsible to manage sprites
  76138. * in a given scene.
  76139. */
  76140. export class SpriteSceneComponent implements ISceneComponent {
  76141. /**
  76142. * The component name helpfull to identify the component in the list of scene components.
  76143. */
  76144. readonly name: string;
  76145. /**
  76146. * The scene the component belongs to.
  76147. */
  76148. scene: Scene;
  76149. /** @hidden */
  76150. private _spritePredicate;
  76151. /**
  76152. * Creates a new instance of the component for the given scene
  76153. * @param scene Defines the scene to register the component in
  76154. */
  76155. constructor(scene: Scene);
  76156. /**
  76157. * Registers the component in a given scene
  76158. */
  76159. register(): void;
  76160. /**
  76161. * Rebuilds the elements related to this component in case of
  76162. * context lost for instance.
  76163. */
  76164. rebuild(): void;
  76165. /**
  76166. * Disposes the component and the associated ressources.
  76167. */
  76168. dispose(): void;
  76169. private _pickSpriteButKeepRay;
  76170. private _pointerMove;
  76171. private _pointerDown;
  76172. private _pointerUp;
  76173. }
  76174. }
  76175. declare module BABYLON {
  76176. /** @hidden */
  76177. export var fogFragmentDeclaration: {
  76178. name: string;
  76179. shader: string;
  76180. };
  76181. }
  76182. declare module BABYLON {
  76183. /** @hidden */
  76184. export var fogFragment: {
  76185. name: string;
  76186. shader: string;
  76187. };
  76188. }
  76189. declare module BABYLON {
  76190. /** @hidden */
  76191. export var spritesPixelShader: {
  76192. name: string;
  76193. shader: string;
  76194. };
  76195. }
  76196. declare module BABYLON {
  76197. /** @hidden */
  76198. export var fogVertexDeclaration: {
  76199. name: string;
  76200. shader: string;
  76201. };
  76202. }
  76203. declare module BABYLON {
  76204. /** @hidden */
  76205. export var spritesVertexShader: {
  76206. name: string;
  76207. shader: string;
  76208. };
  76209. }
  76210. declare module BABYLON {
  76211. /**
  76212. * Defines the minimum interface to fullfil in order to be a sprite manager.
  76213. */
  76214. export interface ISpriteManager extends IDisposable {
  76215. /**
  76216. * Restricts the camera to viewing objects with the same layerMask.
  76217. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  76218. */
  76219. layerMask: number;
  76220. /**
  76221. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  76222. */
  76223. isPickable: boolean;
  76224. /**
  76225. * Specifies the rendering group id for this mesh (0 by default)
  76226. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  76227. */
  76228. renderingGroupId: number;
  76229. /**
  76230. * Defines the list of sprites managed by the manager.
  76231. */
  76232. sprites: Array<Sprite>;
  76233. /**
  76234. * Tests the intersection of a sprite with a specific ray.
  76235. * @param ray The ray we are sending to test the collision
  76236. * @param camera The camera space we are sending rays in
  76237. * @param predicate A predicate allowing excluding sprites from the list of object to test
  76238. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  76239. * @returns picking info or null.
  76240. */
  76241. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76242. /**
  76243. * Intersects the sprites with a ray
  76244. * @param ray defines the ray to intersect with
  76245. * @param camera defines the current active camera
  76246. * @param predicate defines a predicate used to select candidate sprites
  76247. * @returns null if no hit or a PickingInfo array
  76248. */
  76249. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  76250. /**
  76251. * Renders the list of sprites on screen.
  76252. */
  76253. render(): void;
  76254. }
  76255. /**
  76256. * Class used to manage multiple sprites on the same spritesheet
  76257. * @see http://doc.babylonjs.com/babylon101/sprites
  76258. */
  76259. export class SpriteManager implements ISpriteManager {
  76260. /** defines the manager's name */
  76261. name: string;
  76262. /** Gets the list of sprites */
  76263. sprites: Sprite[];
  76264. /** Gets or sets the rendering group id (0 by default) */
  76265. renderingGroupId: number;
  76266. /** Gets or sets camera layer mask */
  76267. layerMask: number;
  76268. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  76269. fogEnabled: boolean;
  76270. /** Gets or sets a boolean indicating if the sprites are pickable */
  76271. isPickable: boolean;
  76272. /** Defines the default width of a cell in the spritesheet */
  76273. cellWidth: number;
  76274. /** Defines the default height of a cell in the spritesheet */
  76275. cellHeight: number;
  76276. /** Associative array from JSON sprite data file */
  76277. private _cellData;
  76278. /** Array of sprite names from JSON sprite data file */
  76279. private _spriteMap;
  76280. /** True when packed cell data from JSON file is ready*/
  76281. private _packedAndReady;
  76282. /**
  76283. * An event triggered when the manager is disposed.
  76284. */
  76285. onDisposeObservable: Observable<SpriteManager>;
  76286. private _onDisposeObserver;
  76287. /**
  76288. * Callback called when the manager is disposed
  76289. */
  76290. onDispose: () => void;
  76291. private _capacity;
  76292. private _fromPacked;
  76293. private _spriteTexture;
  76294. private _epsilon;
  76295. private _scene;
  76296. private _vertexData;
  76297. private _buffer;
  76298. private _vertexBuffers;
  76299. private _indexBuffer;
  76300. private _effectBase;
  76301. private _effectFog;
  76302. /**
  76303. * Gets or sets the spritesheet texture
  76304. */
  76305. texture: Texture;
  76306. /**
  76307. * Creates a new sprite manager
  76308. * @param name defines the manager's name
  76309. * @param imgUrl defines the sprite sheet url
  76310. * @param capacity defines the maximum allowed number of sprites
  76311. * @param cellSize defines the size of a sprite cell
  76312. * @param scene defines the hosting scene
  76313. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  76314. * @param samplingMode defines the smapling mode to use with spritesheet
  76315. * @param fromPacked set to false; do not alter
  76316. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  76317. */
  76318. constructor(
  76319. /** defines the manager's name */
  76320. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  76321. private _makePacked;
  76322. private _appendSpriteVertex;
  76323. /**
  76324. * Intersects the sprites with a ray
  76325. * @param ray defines the ray to intersect with
  76326. * @param camera defines the current active camera
  76327. * @param predicate defines a predicate used to select candidate sprites
  76328. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  76329. * @returns null if no hit or a PickingInfo
  76330. */
  76331. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76332. /**
  76333. * Intersects the sprites with a ray
  76334. * @param ray defines the ray to intersect with
  76335. * @param camera defines the current active camera
  76336. * @param predicate defines a predicate used to select candidate sprites
  76337. * @returns null if no hit or a PickingInfo array
  76338. */
  76339. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  76340. /**
  76341. * Render all child sprites
  76342. */
  76343. render(): void;
  76344. /**
  76345. * Release associated resources
  76346. */
  76347. dispose(): void;
  76348. }
  76349. }
  76350. declare module BABYLON {
  76351. /**
  76352. * Class used to represent a sprite
  76353. * @see http://doc.babylonjs.com/babylon101/sprites
  76354. */
  76355. export class Sprite {
  76356. /** defines the name */
  76357. name: string;
  76358. /** Gets or sets the current world position */
  76359. position: Vector3;
  76360. /** Gets or sets the main color */
  76361. color: Color4;
  76362. /** Gets or sets the width */
  76363. width: number;
  76364. /** Gets or sets the height */
  76365. height: number;
  76366. /** Gets or sets rotation angle */
  76367. angle: number;
  76368. /** Gets or sets the cell index in the sprite sheet */
  76369. cellIndex: number;
  76370. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  76371. cellRef: string;
  76372. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  76373. invertU: number;
  76374. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  76375. invertV: number;
  76376. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  76377. disposeWhenFinishedAnimating: boolean;
  76378. /** Gets the list of attached animations */
  76379. animations: Animation[];
  76380. /** Gets or sets a boolean indicating if the sprite can be picked */
  76381. isPickable: boolean;
  76382. /**
  76383. * Gets or sets the associated action manager
  76384. */
  76385. actionManager: Nullable<ActionManager>;
  76386. private _animationStarted;
  76387. private _loopAnimation;
  76388. private _fromIndex;
  76389. private _toIndex;
  76390. private _delay;
  76391. private _direction;
  76392. private _manager;
  76393. private _time;
  76394. private _onAnimationEnd;
  76395. /**
  76396. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  76397. */
  76398. isVisible: boolean;
  76399. /**
  76400. * Gets or sets the sprite size
  76401. */
  76402. size: number;
  76403. /**
  76404. * Creates a new Sprite
  76405. * @param name defines the name
  76406. * @param manager defines the manager
  76407. */
  76408. constructor(
  76409. /** defines the name */
  76410. name: string, manager: ISpriteManager);
  76411. /**
  76412. * Starts an animation
  76413. * @param from defines the initial key
  76414. * @param to defines the end key
  76415. * @param loop defines if the animation must loop
  76416. * @param delay defines the start delay (in ms)
  76417. * @param onAnimationEnd defines a callback to call when animation ends
  76418. */
  76419. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  76420. /** Stops current animation (if any) */
  76421. stopAnimation(): void;
  76422. /** @hidden */
  76423. _animate(deltaTime: number): void;
  76424. /** Release associated resources */
  76425. dispose(): void;
  76426. }
  76427. }
  76428. declare module BABYLON {
  76429. /**
  76430. * Information about the result of picking within a scene
  76431. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  76432. */
  76433. export class PickingInfo {
  76434. /** @hidden */
  76435. _pickingUnavailable: boolean;
  76436. /**
  76437. * If the pick collided with an object
  76438. */
  76439. hit: boolean;
  76440. /**
  76441. * Distance away where the pick collided
  76442. */
  76443. distance: number;
  76444. /**
  76445. * The location of pick collision
  76446. */
  76447. pickedPoint: Nullable<Vector3>;
  76448. /**
  76449. * The mesh corresponding the the pick collision
  76450. */
  76451. pickedMesh: Nullable<AbstractMesh>;
  76452. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  76453. bu: number;
  76454. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  76455. bv: number;
  76456. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  76457. faceId: number;
  76458. /** Id of the the submesh that was picked */
  76459. subMeshId: number;
  76460. /** If a sprite was picked, this will be the sprite the pick collided with */
  76461. pickedSprite: Nullable<Sprite>;
  76462. /**
  76463. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  76464. */
  76465. originMesh: Nullable<AbstractMesh>;
  76466. /**
  76467. * The ray that was used to perform the picking.
  76468. */
  76469. ray: Nullable<Ray>;
  76470. /**
  76471. * Gets the normal correspodning to the face the pick collided with
  76472. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  76473. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  76474. * @returns The normal correspodning to the face the pick collided with
  76475. */
  76476. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  76477. /**
  76478. * Gets the texture coordinates of where the pick occured
  76479. * @returns the vector containing the coordnates of the texture
  76480. */
  76481. getTextureCoordinates(): Nullable<Vector2>;
  76482. }
  76483. }
  76484. declare module BABYLON {
  76485. /**
  76486. * Gather the list of pointer event types as constants.
  76487. */
  76488. export class PointerEventTypes {
  76489. /**
  76490. * 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.
  76491. */
  76492. static readonly POINTERDOWN: number;
  76493. /**
  76494. * The pointerup event is fired when a pointer is no longer active.
  76495. */
  76496. static readonly POINTERUP: number;
  76497. /**
  76498. * The pointermove event is fired when a pointer changes coordinates.
  76499. */
  76500. static readonly POINTERMOVE: number;
  76501. /**
  76502. * The pointerwheel event is fired when a mouse wheel has been rotated.
  76503. */
  76504. static readonly POINTERWHEEL: number;
  76505. /**
  76506. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  76507. */
  76508. static readonly POINTERPICK: number;
  76509. /**
  76510. * The pointertap event is fired when a the object has been touched and released without drag.
  76511. */
  76512. static readonly POINTERTAP: number;
  76513. /**
  76514. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  76515. */
  76516. static readonly POINTERDOUBLETAP: number;
  76517. }
  76518. /**
  76519. * Base class of pointer info types.
  76520. */
  76521. export class PointerInfoBase {
  76522. /**
  76523. * Defines the type of event (PointerEventTypes)
  76524. */
  76525. type: number;
  76526. /**
  76527. * Defines the related dom event
  76528. */
  76529. event: PointerEvent | MouseWheelEvent;
  76530. /**
  76531. * Instantiates the base class of pointers info.
  76532. * @param type Defines the type of event (PointerEventTypes)
  76533. * @param event Defines the related dom event
  76534. */
  76535. constructor(
  76536. /**
  76537. * Defines the type of event (PointerEventTypes)
  76538. */
  76539. type: number,
  76540. /**
  76541. * Defines the related dom event
  76542. */
  76543. event: PointerEvent | MouseWheelEvent);
  76544. }
  76545. /**
  76546. * This class is used to store pointer related info for the onPrePointerObservable event.
  76547. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  76548. */
  76549. export class PointerInfoPre extends PointerInfoBase {
  76550. /**
  76551. * Ray from a pointer if availible (eg. 6dof controller)
  76552. */
  76553. ray: Nullable<Ray>;
  76554. /**
  76555. * Defines the local position of the pointer on the canvas.
  76556. */
  76557. localPosition: Vector2;
  76558. /**
  76559. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  76560. */
  76561. skipOnPointerObservable: boolean;
  76562. /**
  76563. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  76564. * @param type Defines the type of event (PointerEventTypes)
  76565. * @param event Defines the related dom event
  76566. * @param localX Defines the local x coordinates of the pointer when the event occured
  76567. * @param localY Defines the local y coordinates of the pointer when the event occured
  76568. */
  76569. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  76570. }
  76571. /**
  76572. * This type contains all the data related to a pointer event in Babylon.js.
  76573. * 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.
  76574. */
  76575. export class PointerInfo extends PointerInfoBase {
  76576. /**
  76577. * Defines the picking info associated to the info (if any)\
  76578. */
  76579. pickInfo: Nullable<PickingInfo>;
  76580. /**
  76581. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  76582. * @param type Defines the type of event (PointerEventTypes)
  76583. * @param event Defines the related dom event
  76584. * @param pickInfo Defines the picking info associated to the info (if any)\
  76585. */
  76586. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  76587. /**
  76588. * Defines the picking info associated to the info (if any)\
  76589. */
  76590. pickInfo: Nullable<PickingInfo>);
  76591. }
  76592. /**
  76593. * Data relating to a touch event on the screen.
  76594. */
  76595. export interface PointerTouch {
  76596. /**
  76597. * X coordinate of touch.
  76598. */
  76599. x: number;
  76600. /**
  76601. * Y coordinate of touch.
  76602. */
  76603. y: number;
  76604. /**
  76605. * Id of touch. Unique for each finger.
  76606. */
  76607. pointerId: number;
  76608. /**
  76609. * Event type passed from DOM.
  76610. */
  76611. type: any;
  76612. }
  76613. }
  76614. declare module BABYLON {
  76615. /**
  76616. * Manage the mouse inputs to control the movement of a free camera.
  76617. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76618. */
  76619. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  76620. /**
  76621. * Define if touch is enabled in the mouse input
  76622. */
  76623. touchEnabled: boolean;
  76624. /**
  76625. * Defines the camera the input is attached to.
  76626. */
  76627. camera: FreeCamera;
  76628. /**
  76629. * Defines the buttons associated with the input to handle camera move.
  76630. */
  76631. buttons: number[];
  76632. /**
  76633. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  76634. */
  76635. angularSensibility: number;
  76636. private _pointerInput;
  76637. private _onMouseMove;
  76638. private _observer;
  76639. private previousPosition;
  76640. /**
  76641. * Observable for when a pointer move event occurs containing the move offset
  76642. */
  76643. onPointerMovedObservable: Observable<{
  76644. offsetX: number;
  76645. offsetY: number;
  76646. }>;
  76647. /**
  76648. * @hidden
  76649. * If the camera should be rotated automatically based on pointer movement
  76650. */
  76651. _allowCameraRotation: boolean;
  76652. /**
  76653. * Manage the mouse inputs to control the movement of a free camera.
  76654. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76655. * @param touchEnabled Defines if touch is enabled or not
  76656. */
  76657. constructor(
  76658. /**
  76659. * Define if touch is enabled in the mouse input
  76660. */
  76661. touchEnabled?: boolean);
  76662. /**
  76663. * Attach the input controls to a specific dom element to get the input from.
  76664. * @param element Defines the element the controls should be listened from
  76665. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76666. */
  76667. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76668. /**
  76669. * Called on JS contextmenu event.
  76670. * Override this method to provide functionality.
  76671. */
  76672. protected onContextMenu(evt: PointerEvent): void;
  76673. /**
  76674. * Detach the current controls from the specified dom element.
  76675. * @param element Defines the element to stop listening the inputs from
  76676. */
  76677. detachControl(element: Nullable<HTMLElement>): void;
  76678. /**
  76679. * Gets the class name of the current intput.
  76680. * @returns the class name
  76681. */
  76682. getClassName(): string;
  76683. /**
  76684. * Get the friendly name associated with the input class.
  76685. * @returns the input friendly name
  76686. */
  76687. getSimpleName(): string;
  76688. }
  76689. }
  76690. declare module BABYLON {
  76691. /**
  76692. * Manage the touch inputs to control the movement of a free camera.
  76693. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76694. */
  76695. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  76696. /**
  76697. * Defines the camera the input is attached to.
  76698. */
  76699. camera: FreeCamera;
  76700. /**
  76701. * Defines the touch sensibility for rotation.
  76702. * The higher the faster.
  76703. */
  76704. touchAngularSensibility: number;
  76705. /**
  76706. * Defines the touch sensibility for move.
  76707. * The higher the faster.
  76708. */
  76709. touchMoveSensibility: number;
  76710. private _offsetX;
  76711. private _offsetY;
  76712. private _pointerPressed;
  76713. private _pointerInput;
  76714. private _observer;
  76715. private _onLostFocus;
  76716. /**
  76717. * Attach the input controls to a specific dom element to get the input from.
  76718. * @param element Defines the element the controls should be listened from
  76719. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76720. */
  76721. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76722. /**
  76723. * Detach the current controls from the specified dom element.
  76724. * @param element Defines the element to stop listening the inputs from
  76725. */
  76726. detachControl(element: Nullable<HTMLElement>): void;
  76727. /**
  76728. * Update the current camera state depending on the inputs that have been used this frame.
  76729. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76730. */
  76731. checkInputs(): void;
  76732. /**
  76733. * Gets the class name of the current intput.
  76734. * @returns the class name
  76735. */
  76736. getClassName(): string;
  76737. /**
  76738. * Get the friendly name associated with the input class.
  76739. * @returns the input friendly name
  76740. */
  76741. getSimpleName(): string;
  76742. }
  76743. }
  76744. declare module BABYLON {
  76745. /**
  76746. * Default Inputs manager for the FreeCamera.
  76747. * It groups all the default supported inputs for ease of use.
  76748. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76749. */
  76750. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  76751. /**
  76752. * @hidden
  76753. */
  76754. _mouseInput: Nullable<FreeCameraMouseInput>;
  76755. /**
  76756. * Instantiates a new FreeCameraInputsManager.
  76757. * @param camera Defines the camera the inputs belong to
  76758. */
  76759. constructor(camera: FreeCamera);
  76760. /**
  76761. * Add keyboard input support to the input manager.
  76762. * @returns the current input manager
  76763. */
  76764. addKeyboard(): FreeCameraInputsManager;
  76765. /**
  76766. * Add mouse input support to the input manager.
  76767. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  76768. * @returns the current input manager
  76769. */
  76770. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  76771. /**
  76772. * Removes the mouse input support from the manager
  76773. * @returns the current input manager
  76774. */
  76775. removeMouse(): FreeCameraInputsManager;
  76776. /**
  76777. * Add touch input support to the input manager.
  76778. * @returns the current input manager
  76779. */
  76780. addTouch(): FreeCameraInputsManager;
  76781. /**
  76782. * Remove all attached input methods from a camera
  76783. */
  76784. clear(): void;
  76785. }
  76786. }
  76787. declare module BABYLON {
  76788. /**
  76789. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76790. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  76791. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76792. */
  76793. export class FreeCamera extends TargetCamera {
  76794. /**
  76795. * Define the collision ellipsoid of the camera.
  76796. * This is helpful to simulate a camera body like the player body around the camera
  76797. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  76798. */
  76799. ellipsoid: Vector3;
  76800. /**
  76801. * Define an offset for the position of the ellipsoid around the camera.
  76802. * This can be helpful to determine the center of the body near the gravity center of the body
  76803. * instead of its head.
  76804. */
  76805. ellipsoidOffset: Vector3;
  76806. /**
  76807. * Enable or disable collisions of the camera with the rest of the scene objects.
  76808. */
  76809. checkCollisions: boolean;
  76810. /**
  76811. * Enable or disable gravity on the camera.
  76812. */
  76813. applyGravity: boolean;
  76814. /**
  76815. * Define the input manager associated to the camera.
  76816. */
  76817. inputs: FreeCameraInputsManager;
  76818. /**
  76819. * Gets the input sensibility for a mouse input. (default is 2000.0)
  76820. * Higher values reduce sensitivity.
  76821. */
  76822. /**
  76823. * Sets the input sensibility for a mouse input. (default is 2000.0)
  76824. * Higher values reduce sensitivity.
  76825. */
  76826. angularSensibility: number;
  76827. /**
  76828. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76829. */
  76830. keysUp: number[];
  76831. /**
  76832. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76833. */
  76834. keysDown: number[];
  76835. /**
  76836. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76837. */
  76838. keysLeft: number[];
  76839. /**
  76840. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76841. */
  76842. keysRight: number[];
  76843. /**
  76844. * Event raised when the camera collide with a mesh in the scene.
  76845. */
  76846. onCollide: (collidedMesh: AbstractMesh) => void;
  76847. private _collider;
  76848. private _needMoveForGravity;
  76849. private _oldPosition;
  76850. private _diffPosition;
  76851. private _newPosition;
  76852. /** @hidden */
  76853. _localDirection: Vector3;
  76854. /** @hidden */
  76855. _transformedDirection: Vector3;
  76856. /**
  76857. * Instantiates a Free Camera.
  76858. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76859. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  76860. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76861. * @param name Define the name of the camera in the scene
  76862. * @param position Define the start position of the camera in the scene
  76863. * @param scene Define the scene the camera belongs to
  76864. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76865. */
  76866. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76867. /**
  76868. * Attached controls to the current camera.
  76869. * @param element Defines the element the controls should be listened from
  76870. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76871. */
  76872. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76873. /**
  76874. * Detach the current controls from the camera.
  76875. * The camera will stop reacting to inputs.
  76876. * @param element Defines the element to stop listening the inputs from
  76877. */
  76878. detachControl(element: HTMLElement): void;
  76879. private _collisionMask;
  76880. /**
  76881. * Define a collision mask to limit the list of object the camera can collide with
  76882. */
  76883. collisionMask: number;
  76884. /** @hidden */
  76885. _collideWithWorld(displacement: Vector3): void;
  76886. private _onCollisionPositionChange;
  76887. /** @hidden */
  76888. _checkInputs(): void;
  76889. /** @hidden */
  76890. _decideIfNeedsToMove(): boolean;
  76891. /** @hidden */
  76892. _updatePosition(): void;
  76893. /**
  76894. * Destroy the camera and release the current resources hold by it.
  76895. */
  76896. dispose(): void;
  76897. /**
  76898. * Gets the current object class name.
  76899. * @return the class name
  76900. */
  76901. getClassName(): string;
  76902. }
  76903. }
  76904. declare module BABYLON {
  76905. /**
  76906. * Represents a gamepad control stick position
  76907. */
  76908. export class StickValues {
  76909. /**
  76910. * The x component of the control stick
  76911. */
  76912. x: number;
  76913. /**
  76914. * The y component of the control stick
  76915. */
  76916. y: number;
  76917. /**
  76918. * Initializes the gamepad x and y control stick values
  76919. * @param x The x component of the gamepad control stick value
  76920. * @param y The y component of the gamepad control stick value
  76921. */
  76922. constructor(
  76923. /**
  76924. * The x component of the control stick
  76925. */
  76926. x: number,
  76927. /**
  76928. * The y component of the control stick
  76929. */
  76930. y: number);
  76931. }
  76932. /**
  76933. * An interface which manages callbacks for gamepad button changes
  76934. */
  76935. export interface GamepadButtonChanges {
  76936. /**
  76937. * Called when a gamepad has been changed
  76938. */
  76939. changed: boolean;
  76940. /**
  76941. * Called when a gamepad press event has been triggered
  76942. */
  76943. pressChanged: boolean;
  76944. /**
  76945. * Called when a touch event has been triggered
  76946. */
  76947. touchChanged: boolean;
  76948. /**
  76949. * Called when a value has changed
  76950. */
  76951. valueChanged: boolean;
  76952. }
  76953. /**
  76954. * Represents a gamepad
  76955. */
  76956. export class Gamepad {
  76957. /**
  76958. * The id of the gamepad
  76959. */
  76960. id: string;
  76961. /**
  76962. * The index of the gamepad
  76963. */
  76964. index: number;
  76965. /**
  76966. * The browser gamepad
  76967. */
  76968. browserGamepad: any;
  76969. /**
  76970. * Specifies what type of gamepad this represents
  76971. */
  76972. type: number;
  76973. private _leftStick;
  76974. private _rightStick;
  76975. /** @hidden */
  76976. _isConnected: boolean;
  76977. private _leftStickAxisX;
  76978. private _leftStickAxisY;
  76979. private _rightStickAxisX;
  76980. private _rightStickAxisY;
  76981. /**
  76982. * Triggered when the left control stick has been changed
  76983. */
  76984. private _onleftstickchanged;
  76985. /**
  76986. * Triggered when the right control stick has been changed
  76987. */
  76988. private _onrightstickchanged;
  76989. /**
  76990. * Represents a gamepad controller
  76991. */
  76992. static GAMEPAD: number;
  76993. /**
  76994. * Represents a generic controller
  76995. */
  76996. static GENERIC: number;
  76997. /**
  76998. * Represents an XBox controller
  76999. */
  77000. static XBOX: number;
  77001. /**
  77002. * Represents a pose-enabled controller
  77003. */
  77004. static POSE_ENABLED: number;
  77005. /**
  77006. * Represents an Dual Shock controller
  77007. */
  77008. static DUALSHOCK: number;
  77009. /**
  77010. * Specifies whether the left control stick should be Y-inverted
  77011. */
  77012. protected _invertLeftStickY: boolean;
  77013. /**
  77014. * Specifies if the gamepad has been connected
  77015. */
  77016. readonly isConnected: boolean;
  77017. /**
  77018. * Initializes the gamepad
  77019. * @param id The id of the gamepad
  77020. * @param index The index of the gamepad
  77021. * @param browserGamepad The browser gamepad
  77022. * @param leftStickX The x component of the left joystick
  77023. * @param leftStickY The y component of the left joystick
  77024. * @param rightStickX The x component of the right joystick
  77025. * @param rightStickY The y component of the right joystick
  77026. */
  77027. constructor(
  77028. /**
  77029. * The id of the gamepad
  77030. */
  77031. id: string,
  77032. /**
  77033. * The index of the gamepad
  77034. */
  77035. index: number,
  77036. /**
  77037. * The browser gamepad
  77038. */
  77039. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  77040. /**
  77041. * Callback triggered when the left joystick has changed
  77042. * @param callback
  77043. */
  77044. onleftstickchanged(callback: (values: StickValues) => void): void;
  77045. /**
  77046. * Callback triggered when the right joystick has changed
  77047. * @param callback
  77048. */
  77049. onrightstickchanged(callback: (values: StickValues) => void): void;
  77050. /**
  77051. * Gets the left joystick
  77052. */
  77053. /**
  77054. * Sets the left joystick values
  77055. */
  77056. leftStick: StickValues;
  77057. /**
  77058. * Gets the right joystick
  77059. */
  77060. /**
  77061. * Sets the right joystick value
  77062. */
  77063. rightStick: StickValues;
  77064. /**
  77065. * Updates the gamepad joystick positions
  77066. */
  77067. update(): void;
  77068. /**
  77069. * Disposes the gamepad
  77070. */
  77071. dispose(): void;
  77072. }
  77073. /**
  77074. * Represents a generic gamepad
  77075. */
  77076. export class GenericPad extends Gamepad {
  77077. private _buttons;
  77078. private _onbuttondown;
  77079. private _onbuttonup;
  77080. /**
  77081. * Observable triggered when a button has been pressed
  77082. */
  77083. onButtonDownObservable: Observable<number>;
  77084. /**
  77085. * Observable triggered when a button has been released
  77086. */
  77087. onButtonUpObservable: Observable<number>;
  77088. /**
  77089. * Callback triggered when a button has been pressed
  77090. * @param callback Called when a button has been pressed
  77091. */
  77092. onbuttondown(callback: (buttonPressed: number) => void): void;
  77093. /**
  77094. * Callback triggered when a button has been released
  77095. * @param callback Called when a button has been released
  77096. */
  77097. onbuttonup(callback: (buttonReleased: number) => void): void;
  77098. /**
  77099. * Initializes the generic gamepad
  77100. * @param id The id of the generic gamepad
  77101. * @param index The index of the generic gamepad
  77102. * @param browserGamepad The browser gamepad
  77103. */
  77104. constructor(id: string, index: number, browserGamepad: any);
  77105. private _setButtonValue;
  77106. /**
  77107. * Updates the generic gamepad
  77108. */
  77109. update(): void;
  77110. /**
  77111. * Disposes the generic gamepad
  77112. */
  77113. dispose(): void;
  77114. }
  77115. }
  77116. declare module BABYLON {
  77117. interface Engine {
  77118. /**
  77119. * Creates a raw texture
  77120. * @param data defines the data to store in the texture
  77121. * @param width defines the width of the texture
  77122. * @param height defines the height of the texture
  77123. * @param format defines the format of the data
  77124. * @param generateMipMaps defines if the engine should generate the mip levels
  77125. * @param invertY defines if data must be stored with Y axis inverted
  77126. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  77127. * @param compression defines the compression used (null by default)
  77128. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77129. * @returns the raw texture inside an InternalTexture
  77130. */
  77131. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  77132. /**
  77133. * Update a raw texture
  77134. * @param texture defines the texture to update
  77135. * @param data defines the data to store in the texture
  77136. * @param format defines the format of the data
  77137. * @param invertY defines if data must be stored with Y axis inverted
  77138. */
  77139. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77140. /**
  77141. * Update a raw texture
  77142. * @param texture defines the texture to update
  77143. * @param data defines the data to store in the texture
  77144. * @param format defines the format of the data
  77145. * @param invertY defines if data must be stored with Y axis inverted
  77146. * @param compression defines the compression used (null by default)
  77147. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77148. */
  77149. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  77150. /**
  77151. * Creates a new raw cube texture
  77152. * @param data defines the array of data to use to create each face
  77153. * @param size defines the size of the textures
  77154. * @param format defines the format of the data
  77155. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77156. * @param generateMipMaps defines if the engine should generate the mip levels
  77157. * @param invertY defines if data must be stored with Y axis inverted
  77158. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77159. * @param compression defines the compression used (null by default)
  77160. * @returns the cube texture as an InternalTexture
  77161. */
  77162. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  77163. /**
  77164. * Update a raw cube texture
  77165. * @param texture defines the texture to udpdate
  77166. * @param data defines the data to store
  77167. * @param format defines the data format
  77168. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77169. * @param invertY defines if data must be stored with Y axis inverted
  77170. */
  77171. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  77172. /**
  77173. * Update a raw cube texture
  77174. * @param texture defines the texture to udpdate
  77175. * @param data defines the data to store
  77176. * @param format defines the data format
  77177. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77178. * @param invertY defines if data must be stored with Y axis inverted
  77179. * @param compression defines the compression used (null by default)
  77180. */
  77181. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  77182. /**
  77183. * Update a raw cube texture
  77184. * @param texture defines the texture to udpdate
  77185. * @param data defines the data to store
  77186. * @param format defines the data format
  77187. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77188. * @param invertY defines if data must be stored with Y axis inverted
  77189. * @param compression defines the compression used (null by default)
  77190. * @param level defines which level of the texture to update
  77191. */
  77192. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  77193. /**
  77194. * Creates a new raw cube texture from a specified url
  77195. * @param url defines the url where the data is located
  77196. * @param scene defines the current scene
  77197. * @param size defines the size of the textures
  77198. * @param format defines the format of the data
  77199. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77200. * @param noMipmap defines if the engine should avoid generating the mip levels
  77201. * @param callback defines a callback used to extract texture data from loaded data
  77202. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77203. * @param onLoad defines a callback called when texture is loaded
  77204. * @param onError defines a callback called if there is an error
  77205. * @returns the cube texture as an InternalTexture
  77206. */
  77207. 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;
  77208. /**
  77209. * Creates a new raw cube texture from a specified url
  77210. * @param url defines the url where the data is located
  77211. * @param scene defines the current scene
  77212. * @param size defines the size of the textures
  77213. * @param format defines the format of the data
  77214. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77215. * @param noMipmap defines if the engine should avoid generating the mip levels
  77216. * @param callback defines a callback used to extract texture data from loaded data
  77217. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77218. * @param onLoad defines a callback called when texture is loaded
  77219. * @param onError defines a callback called if there is an error
  77220. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77221. * @param invertY defines if data must be stored with Y axis inverted
  77222. * @returns the cube texture as an InternalTexture
  77223. */
  77224. 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;
  77225. /**
  77226. * Creates a new raw 3D texture
  77227. * @param data defines the data used to create the texture
  77228. * @param width defines the width of the texture
  77229. * @param height defines the height of the texture
  77230. * @param depth defines the depth of the texture
  77231. * @param format defines the format of the texture
  77232. * @param generateMipMaps defines if the engine must generate mip levels
  77233. * @param invertY defines if data must be stored with Y axis inverted
  77234. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77235. * @param compression defines the compressed used (can be null)
  77236. * @param textureType defines the compressed used (can be null)
  77237. * @returns a new raw 3D texture (stored in an InternalTexture)
  77238. */
  77239. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  77240. /**
  77241. * Update a raw 3D texture
  77242. * @param texture defines the texture to update
  77243. * @param data defines the data to store
  77244. * @param format defines the data format
  77245. * @param invertY defines if data must be stored with Y axis inverted
  77246. */
  77247. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77248. /**
  77249. * Update a raw 3D texture
  77250. * @param texture defines the texture to update
  77251. * @param data defines the data to store
  77252. * @param format defines the data format
  77253. * @param invertY defines if data must be stored with Y axis inverted
  77254. * @param compression defines the used compression (can be null)
  77255. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  77256. */
  77257. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  77258. }
  77259. }
  77260. declare module BABYLON {
  77261. /**
  77262. * Raw texture can help creating a texture directly from an array of data.
  77263. * This can be super useful if you either get the data from an uncompressed source or
  77264. * if you wish to create your texture pixel by pixel.
  77265. */
  77266. export class RawTexture extends Texture {
  77267. /**
  77268. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77269. */
  77270. format: number;
  77271. private _engine;
  77272. /**
  77273. * Instantiates a new RawTexture.
  77274. * Raw texture can help creating a texture directly from an array of data.
  77275. * This can be super useful if you either get the data from an uncompressed source or
  77276. * if you wish to create your texture pixel by pixel.
  77277. * @param data define the array of data to use to create the texture
  77278. * @param width define the width of the texture
  77279. * @param height define the height of the texture
  77280. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77281. * @param scene define the scene the texture belongs to
  77282. * @param generateMipMaps define whether mip maps should be generated or not
  77283. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77284. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77285. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77286. */
  77287. constructor(data: ArrayBufferView, width: number, height: number,
  77288. /**
  77289. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77290. */
  77291. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  77292. /**
  77293. * Updates the texture underlying data.
  77294. * @param data Define the new data of the texture
  77295. */
  77296. update(data: ArrayBufferView): void;
  77297. /**
  77298. * Creates a luminance texture from some data.
  77299. * @param data Define the texture data
  77300. * @param width Define the width of the texture
  77301. * @param height Define the height of the texture
  77302. * @param scene Define the scene the texture belongs to
  77303. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77304. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77305. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77306. * @returns the luminance texture
  77307. */
  77308. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77309. /**
  77310. * Creates a luminance alpha texture from some data.
  77311. * @param data Define the texture data
  77312. * @param width Define the width of the texture
  77313. * @param height Define the height of the texture
  77314. * @param scene Define the scene the texture belongs to
  77315. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77316. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77317. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77318. * @returns the luminance alpha texture
  77319. */
  77320. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77321. /**
  77322. * Creates an alpha texture from some data.
  77323. * @param data Define the texture data
  77324. * @param width Define the width of the texture
  77325. * @param height Define the height of the texture
  77326. * @param scene Define the scene the texture belongs to
  77327. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77328. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77329. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77330. * @returns the alpha texture
  77331. */
  77332. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77333. /**
  77334. * Creates a RGB texture from some data.
  77335. * @param data Define the texture data
  77336. * @param width Define the width of the texture
  77337. * @param height Define the height of the texture
  77338. * @param scene Define the scene the texture belongs to
  77339. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77340. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77341. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77342. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77343. * @returns the RGB alpha texture
  77344. */
  77345. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77346. /**
  77347. * Creates a RGBA texture from some data.
  77348. * @param data Define the texture data
  77349. * @param width Define the width of the texture
  77350. * @param height Define the height of the texture
  77351. * @param scene Define the scene the texture belongs to
  77352. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77353. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77354. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77355. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77356. * @returns the RGBA texture
  77357. */
  77358. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77359. /**
  77360. * Creates a R texture from some data.
  77361. * @param data Define the texture data
  77362. * @param width Define the width of the texture
  77363. * @param height Define the height of the texture
  77364. * @param scene Define the scene the texture belongs to
  77365. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77366. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77367. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77368. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77369. * @returns the R texture
  77370. */
  77371. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77372. }
  77373. }
  77374. declare module BABYLON {
  77375. /**
  77376. * Interface for the size containing width and height
  77377. */
  77378. export interface ISize {
  77379. /**
  77380. * Width
  77381. */
  77382. width: number;
  77383. /**
  77384. * Heighht
  77385. */
  77386. height: number;
  77387. }
  77388. /**
  77389. * Size containing widht and height
  77390. */
  77391. export class Size implements ISize {
  77392. /**
  77393. * Width
  77394. */
  77395. width: number;
  77396. /**
  77397. * Height
  77398. */
  77399. height: number;
  77400. /**
  77401. * Creates a Size object from the given width and height (floats).
  77402. * @param width width of the new size
  77403. * @param height height of the new size
  77404. */
  77405. constructor(width: number, height: number);
  77406. /**
  77407. * Returns a string with the Size width and height
  77408. * @returns a string with the Size width and height
  77409. */
  77410. toString(): string;
  77411. /**
  77412. * "Size"
  77413. * @returns the string "Size"
  77414. */
  77415. getClassName(): string;
  77416. /**
  77417. * Returns the Size hash code.
  77418. * @returns a hash code for a unique width and height
  77419. */
  77420. getHashCode(): number;
  77421. /**
  77422. * Updates the current size from the given one.
  77423. * @param src the given size
  77424. */
  77425. copyFrom(src: Size): void;
  77426. /**
  77427. * Updates in place the current Size from the given floats.
  77428. * @param width width of the new size
  77429. * @param height height of the new size
  77430. * @returns the updated Size.
  77431. */
  77432. copyFromFloats(width: number, height: number): Size;
  77433. /**
  77434. * Updates in place the current Size from the given floats.
  77435. * @param width width to set
  77436. * @param height height to set
  77437. * @returns the updated Size.
  77438. */
  77439. set(width: number, height: number): Size;
  77440. /**
  77441. * Multiplies the width and height by numbers
  77442. * @param w factor to multiple the width by
  77443. * @param h factor to multiple the height by
  77444. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  77445. */
  77446. multiplyByFloats(w: number, h: number): Size;
  77447. /**
  77448. * Clones the size
  77449. * @returns a new Size copied from the given one.
  77450. */
  77451. clone(): Size;
  77452. /**
  77453. * True if the current Size and the given one width and height are strictly equal.
  77454. * @param other the other size to compare against
  77455. * @returns True if the current Size and the given one width and height are strictly equal.
  77456. */
  77457. equals(other: Size): boolean;
  77458. /**
  77459. * The surface of the Size : width * height (float).
  77460. */
  77461. readonly surface: number;
  77462. /**
  77463. * Create a new size of zero
  77464. * @returns a new Size set to (0.0, 0.0)
  77465. */
  77466. static Zero(): Size;
  77467. /**
  77468. * Sums the width and height of two sizes
  77469. * @param otherSize size to add to this size
  77470. * @returns a new Size set as the addition result of the current Size and the given one.
  77471. */
  77472. add(otherSize: Size): Size;
  77473. /**
  77474. * Subtracts the width and height of two
  77475. * @param otherSize size to subtract to this size
  77476. * @returns a new Size set as the subtraction result of the given one from the current Size.
  77477. */
  77478. subtract(otherSize: Size): Size;
  77479. /**
  77480. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  77481. * @param start starting size to lerp between
  77482. * @param end end size to lerp between
  77483. * @param amount amount to lerp between the start and end values
  77484. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  77485. */
  77486. static Lerp(start: Size, end: Size, amount: number): Size;
  77487. }
  77488. }
  77489. declare module BABYLON {
  77490. /**
  77491. * Defines a runtime animation
  77492. */
  77493. export class RuntimeAnimation {
  77494. private _events;
  77495. /**
  77496. * The current frame of the runtime animation
  77497. */
  77498. private _currentFrame;
  77499. /**
  77500. * The animation used by the runtime animation
  77501. */
  77502. private _animation;
  77503. /**
  77504. * The target of the runtime animation
  77505. */
  77506. private _target;
  77507. /**
  77508. * The initiating animatable
  77509. */
  77510. private _host;
  77511. /**
  77512. * The original value of the runtime animation
  77513. */
  77514. private _originalValue;
  77515. /**
  77516. * The original blend value of the runtime animation
  77517. */
  77518. private _originalBlendValue;
  77519. /**
  77520. * The offsets cache of the runtime animation
  77521. */
  77522. private _offsetsCache;
  77523. /**
  77524. * The high limits cache of the runtime animation
  77525. */
  77526. private _highLimitsCache;
  77527. /**
  77528. * Specifies if the runtime animation has been stopped
  77529. */
  77530. private _stopped;
  77531. /**
  77532. * The blending factor of the runtime animation
  77533. */
  77534. private _blendingFactor;
  77535. /**
  77536. * The BabylonJS scene
  77537. */
  77538. private _scene;
  77539. /**
  77540. * The current value of the runtime animation
  77541. */
  77542. private _currentValue;
  77543. /** @hidden */
  77544. _animationState: _IAnimationState;
  77545. /**
  77546. * The active target of the runtime animation
  77547. */
  77548. private _activeTargets;
  77549. private _currentActiveTarget;
  77550. private _directTarget;
  77551. /**
  77552. * The target path of the runtime animation
  77553. */
  77554. private _targetPath;
  77555. /**
  77556. * The weight of the runtime animation
  77557. */
  77558. private _weight;
  77559. /**
  77560. * The ratio offset of the runtime animation
  77561. */
  77562. private _ratioOffset;
  77563. /**
  77564. * The previous delay of the runtime animation
  77565. */
  77566. private _previousDelay;
  77567. /**
  77568. * The previous ratio of the runtime animation
  77569. */
  77570. private _previousRatio;
  77571. private _enableBlending;
  77572. private _keys;
  77573. private _minFrame;
  77574. private _maxFrame;
  77575. private _minValue;
  77576. private _maxValue;
  77577. private _targetIsArray;
  77578. /**
  77579. * Gets the current frame of the runtime animation
  77580. */
  77581. readonly currentFrame: number;
  77582. /**
  77583. * Gets the weight of the runtime animation
  77584. */
  77585. readonly weight: number;
  77586. /**
  77587. * Gets the current value of the runtime animation
  77588. */
  77589. readonly currentValue: any;
  77590. /**
  77591. * Gets the target path of the runtime animation
  77592. */
  77593. readonly targetPath: string;
  77594. /**
  77595. * Gets the actual target of the runtime animation
  77596. */
  77597. readonly target: any;
  77598. /** @hidden */
  77599. _onLoop: () => void;
  77600. /**
  77601. * Create a new RuntimeAnimation object
  77602. * @param target defines the target of the animation
  77603. * @param animation defines the source animation object
  77604. * @param scene defines the hosting scene
  77605. * @param host defines the initiating Animatable
  77606. */
  77607. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  77608. private _preparePath;
  77609. /**
  77610. * Gets the animation from the runtime animation
  77611. */
  77612. readonly animation: Animation;
  77613. /**
  77614. * Resets the runtime animation to the beginning
  77615. * @param restoreOriginal defines whether to restore the target property to the original value
  77616. */
  77617. reset(restoreOriginal?: boolean): void;
  77618. /**
  77619. * Specifies if the runtime animation is stopped
  77620. * @returns Boolean specifying if the runtime animation is stopped
  77621. */
  77622. isStopped(): boolean;
  77623. /**
  77624. * Disposes of the runtime animation
  77625. */
  77626. dispose(): void;
  77627. /**
  77628. * Apply the interpolated value to the target
  77629. * @param currentValue defines the value computed by the animation
  77630. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  77631. */
  77632. setValue(currentValue: any, weight: number): void;
  77633. private _getOriginalValues;
  77634. private _setValue;
  77635. /**
  77636. * Gets the loop pmode of the runtime animation
  77637. * @returns Loop Mode
  77638. */
  77639. private _getCorrectLoopMode;
  77640. /**
  77641. * Move the current animation to a given frame
  77642. * @param frame defines the frame to move to
  77643. */
  77644. goToFrame(frame: number): void;
  77645. /**
  77646. * @hidden Internal use only
  77647. */
  77648. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  77649. /**
  77650. * Execute the current animation
  77651. * @param delay defines the delay to add to the current frame
  77652. * @param from defines the lower bound of the animation range
  77653. * @param to defines the upper bound of the animation range
  77654. * @param loop defines if the current animation must loop
  77655. * @param speedRatio defines the current speed ratio
  77656. * @param weight defines the weight of the animation (default is -1 so no weight)
  77657. * @param onLoop optional callback called when animation loops
  77658. * @returns a boolean indicating if the animation is running
  77659. */
  77660. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  77661. }
  77662. }
  77663. declare module BABYLON {
  77664. /**
  77665. * Class used to store an actual running animation
  77666. */
  77667. export class Animatable {
  77668. /** defines the target object */
  77669. target: any;
  77670. /** defines the starting frame number (default is 0) */
  77671. fromFrame: number;
  77672. /** defines the ending frame number (default is 100) */
  77673. toFrame: number;
  77674. /** defines if the animation must loop (default is false) */
  77675. loopAnimation: boolean;
  77676. /** defines a callback to call when animation ends if it is not looping */
  77677. onAnimationEnd?: (() => void) | null | undefined;
  77678. /** defines a callback to call when animation loops */
  77679. onAnimationLoop?: (() => void) | null | undefined;
  77680. private _localDelayOffset;
  77681. private _pausedDelay;
  77682. private _runtimeAnimations;
  77683. private _paused;
  77684. private _scene;
  77685. private _speedRatio;
  77686. private _weight;
  77687. private _syncRoot;
  77688. /**
  77689. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  77690. * This will only apply for non looping animation (default is true)
  77691. */
  77692. disposeOnEnd: boolean;
  77693. /**
  77694. * Gets a boolean indicating if the animation has started
  77695. */
  77696. animationStarted: boolean;
  77697. /**
  77698. * Observer raised when the animation ends
  77699. */
  77700. onAnimationEndObservable: Observable<Animatable>;
  77701. /**
  77702. * Observer raised when the animation loops
  77703. */
  77704. onAnimationLoopObservable: Observable<Animatable>;
  77705. /**
  77706. * Gets the root Animatable used to synchronize and normalize animations
  77707. */
  77708. readonly syncRoot: Nullable<Animatable>;
  77709. /**
  77710. * Gets the current frame of the first RuntimeAnimation
  77711. * Used to synchronize Animatables
  77712. */
  77713. readonly masterFrame: number;
  77714. /**
  77715. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  77716. */
  77717. weight: number;
  77718. /**
  77719. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  77720. */
  77721. speedRatio: number;
  77722. /**
  77723. * Creates a new Animatable
  77724. * @param scene defines the hosting scene
  77725. * @param target defines the target object
  77726. * @param fromFrame defines the starting frame number (default is 0)
  77727. * @param toFrame defines the ending frame number (default is 100)
  77728. * @param loopAnimation defines if the animation must loop (default is false)
  77729. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  77730. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  77731. * @param animations defines a group of animation to add to the new Animatable
  77732. * @param onAnimationLoop defines a callback to call when animation loops
  77733. */
  77734. constructor(scene: Scene,
  77735. /** defines the target object */
  77736. target: any,
  77737. /** defines the starting frame number (default is 0) */
  77738. fromFrame?: number,
  77739. /** defines the ending frame number (default is 100) */
  77740. toFrame?: number,
  77741. /** defines if the animation must loop (default is false) */
  77742. loopAnimation?: boolean, speedRatio?: number,
  77743. /** defines a callback to call when animation ends if it is not looping */
  77744. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  77745. /** defines a callback to call when animation loops */
  77746. onAnimationLoop?: (() => void) | null | undefined);
  77747. /**
  77748. * Synchronize and normalize current Animatable with a source Animatable
  77749. * This is useful when using animation weights and when animations are not of the same length
  77750. * @param root defines the root Animatable to synchronize with
  77751. * @returns the current Animatable
  77752. */
  77753. syncWith(root: Animatable): Animatable;
  77754. /**
  77755. * Gets the list of runtime animations
  77756. * @returns an array of RuntimeAnimation
  77757. */
  77758. getAnimations(): RuntimeAnimation[];
  77759. /**
  77760. * Adds more animations to the current animatable
  77761. * @param target defines the target of the animations
  77762. * @param animations defines the new animations to add
  77763. */
  77764. appendAnimations(target: any, animations: Animation[]): void;
  77765. /**
  77766. * Gets the source animation for a specific property
  77767. * @param property defines the propertyu to look for
  77768. * @returns null or the source animation for the given property
  77769. */
  77770. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  77771. /**
  77772. * Gets the runtime animation for a specific property
  77773. * @param property defines the propertyu to look for
  77774. * @returns null or the runtime animation for the given property
  77775. */
  77776. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  77777. /**
  77778. * Resets the animatable to its original state
  77779. */
  77780. reset(): void;
  77781. /**
  77782. * Allows the animatable to blend with current running animations
  77783. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77784. * @param blendingSpeed defines the blending speed to use
  77785. */
  77786. enableBlending(blendingSpeed: number): void;
  77787. /**
  77788. * Disable animation blending
  77789. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77790. */
  77791. disableBlending(): void;
  77792. /**
  77793. * Jump directly to a given frame
  77794. * @param frame defines the frame to jump to
  77795. */
  77796. goToFrame(frame: number): void;
  77797. /**
  77798. * Pause the animation
  77799. */
  77800. pause(): void;
  77801. /**
  77802. * Restart the animation
  77803. */
  77804. restart(): void;
  77805. private _raiseOnAnimationEnd;
  77806. /**
  77807. * Stop and delete the current animation
  77808. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  77809. * @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)
  77810. */
  77811. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  77812. /**
  77813. * Wait asynchronously for the animation to end
  77814. * @returns a promise which will be fullfilled when the animation ends
  77815. */
  77816. waitAsync(): Promise<Animatable>;
  77817. /** @hidden */
  77818. _animate(delay: number): boolean;
  77819. }
  77820. interface Scene {
  77821. /** @hidden */
  77822. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  77823. /** @hidden */
  77824. _processLateAnimationBindingsForMatrices(holder: {
  77825. totalWeight: number;
  77826. animations: RuntimeAnimation[];
  77827. originalValue: Matrix;
  77828. }): any;
  77829. /** @hidden */
  77830. _processLateAnimationBindingsForQuaternions(holder: {
  77831. totalWeight: number;
  77832. animations: RuntimeAnimation[];
  77833. originalValue: Quaternion;
  77834. }, refQuaternion: Quaternion): Quaternion;
  77835. /** @hidden */
  77836. _processLateAnimationBindings(): void;
  77837. /**
  77838. * Will start the animation sequence of a given target
  77839. * @param target defines the target
  77840. * @param from defines from which frame should animation start
  77841. * @param to defines until which frame should animation run.
  77842. * @param weight defines the weight to apply to the animation (1.0 by default)
  77843. * @param loop defines if the animation loops
  77844. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77845. * @param onAnimationEnd defines the function to be executed when the animation ends
  77846. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77847. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77848. * @param onAnimationLoop defines the callback to call when an animation loops
  77849. * @returns the animatable object created for this animation
  77850. */
  77851. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77852. /**
  77853. * Will start the animation sequence of a given target
  77854. * @param target defines the target
  77855. * @param from defines from which frame should animation start
  77856. * @param to defines until which frame should animation run.
  77857. * @param loop defines if the animation loops
  77858. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77859. * @param onAnimationEnd defines the function to be executed when the animation ends
  77860. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77861. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77862. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  77863. * @param onAnimationLoop defines the callback to call when an animation loops
  77864. * @returns the animatable object created for this animation
  77865. */
  77866. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77867. /**
  77868. * Will start the animation sequence of a given target and its hierarchy
  77869. * @param target defines the target
  77870. * @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.
  77871. * @param from defines from which frame should animation start
  77872. * @param to defines until which frame should animation run.
  77873. * @param loop defines if the animation loops
  77874. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77875. * @param onAnimationEnd defines the function to be executed when the animation ends
  77876. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77877. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77878. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77879. * @param onAnimationLoop defines the callback to call when an animation loops
  77880. * @returns the list of created animatables
  77881. */
  77882. 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[];
  77883. /**
  77884. * Begin a new animation on a given node
  77885. * @param target defines the target where the animation will take place
  77886. * @param animations defines the list of animations to start
  77887. * @param from defines the initial value
  77888. * @param to defines the final value
  77889. * @param loop defines if you want animation to loop (off by default)
  77890. * @param speedRatio defines the speed ratio to apply to all animations
  77891. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77892. * @param onAnimationLoop defines the callback to call when an animation loops
  77893. * @returns the list of created animatables
  77894. */
  77895. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  77896. /**
  77897. * Begin a new animation on a given node and its hierarchy
  77898. * @param target defines the root node where the animation will take place
  77899. * @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.
  77900. * @param animations defines the list of animations to start
  77901. * @param from defines the initial value
  77902. * @param to defines the final value
  77903. * @param loop defines if you want animation to loop (off by default)
  77904. * @param speedRatio defines the speed ratio to apply to all animations
  77905. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77906. * @param onAnimationLoop defines the callback to call when an animation loops
  77907. * @returns the list of animatables created for all nodes
  77908. */
  77909. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  77910. /**
  77911. * Gets the animatable associated with a specific target
  77912. * @param target defines the target of the animatable
  77913. * @returns the required animatable if found
  77914. */
  77915. getAnimatableByTarget(target: any): Nullable<Animatable>;
  77916. /**
  77917. * Gets all animatables associated with a given target
  77918. * @param target defines the target to look animatables for
  77919. * @returns an array of Animatables
  77920. */
  77921. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  77922. /**
  77923. * Stops and removes all animations that have been applied to the scene
  77924. */
  77925. stopAllAnimations(): void;
  77926. }
  77927. interface Bone {
  77928. /**
  77929. * Copy an animation range from another bone
  77930. * @param source defines the source bone
  77931. * @param rangeName defines the range name to copy
  77932. * @param frameOffset defines the frame offset
  77933. * @param rescaleAsRequired defines if rescaling must be applied if required
  77934. * @param skelDimensionsRatio defines the scaling ratio
  77935. * @returns true if operation was successful
  77936. */
  77937. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  77938. }
  77939. }
  77940. declare module BABYLON {
  77941. /**
  77942. * Class used to override all child animations of a given target
  77943. */
  77944. export class AnimationPropertiesOverride {
  77945. /**
  77946. * Gets or sets a value indicating if animation blending must be used
  77947. */
  77948. enableBlending: boolean;
  77949. /**
  77950. * Gets or sets the blending speed to use when enableBlending is true
  77951. */
  77952. blendingSpeed: number;
  77953. /**
  77954. * Gets or sets the default loop mode to use
  77955. */
  77956. loopMode: number;
  77957. }
  77958. }
  77959. declare module BABYLON {
  77960. /**
  77961. * Class used to handle skinning animations
  77962. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77963. */
  77964. export class Skeleton implements IAnimatable {
  77965. /** defines the skeleton name */
  77966. name: string;
  77967. /** defines the skeleton Id */
  77968. id: string;
  77969. /**
  77970. * Defines the list of child bones
  77971. */
  77972. bones: Bone[];
  77973. /**
  77974. * Defines an estimate of the dimension of the skeleton at rest
  77975. */
  77976. dimensionsAtRest: Vector3;
  77977. /**
  77978. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  77979. */
  77980. needInitialSkinMatrix: boolean;
  77981. /**
  77982. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  77983. */
  77984. overrideMesh: Nullable<AbstractMesh>;
  77985. /**
  77986. * Gets the list of animations attached to this skeleton
  77987. */
  77988. animations: Array<Animation>;
  77989. private _scene;
  77990. private _isDirty;
  77991. private _transformMatrices;
  77992. private _transformMatrixTexture;
  77993. private _meshesWithPoseMatrix;
  77994. private _animatables;
  77995. private _identity;
  77996. private _synchronizedWithMesh;
  77997. private _ranges;
  77998. private _lastAbsoluteTransformsUpdateId;
  77999. private _canUseTextureForBones;
  78000. private _uniqueId;
  78001. /** @hidden */
  78002. _numBonesWithLinkedTransformNode: number;
  78003. /** @hidden */
  78004. _hasWaitingData: Nullable<boolean>;
  78005. /**
  78006. * Specifies if the skeleton should be serialized
  78007. */
  78008. doNotSerialize: boolean;
  78009. private _useTextureToStoreBoneMatrices;
  78010. /**
  78011. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  78012. * Please note that this option is not available if the hardware does not support it
  78013. */
  78014. useTextureToStoreBoneMatrices: boolean;
  78015. private _animationPropertiesOverride;
  78016. /**
  78017. * Gets or sets the animation properties override
  78018. */
  78019. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78020. /**
  78021. * List of inspectable custom properties (used by the Inspector)
  78022. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78023. */
  78024. inspectableCustomProperties: IInspectable[];
  78025. /**
  78026. * An observable triggered before computing the skeleton's matrices
  78027. */
  78028. onBeforeComputeObservable: Observable<Skeleton>;
  78029. /**
  78030. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  78031. */
  78032. readonly isUsingTextureForMatrices: boolean;
  78033. /**
  78034. * Gets the unique ID of this skeleton
  78035. */
  78036. readonly uniqueId: number;
  78037. /**
  78038. * Creates a new skeleton
  78039. * @param name defines the skeleton name
  78040. * @param id defines the skeleton Id
  78041. * @param scene defines the hosting scene
  78042. */
  78043. constructor(
  78044. /** defines the skeleton name */
  78045. name: string,
  78046. /** defines the skeleton Id */
  78047. id: string, scene: Scene);
  78048. /**
  78049. * Gets the current object class name.
  78050. * @return the class name
  78051. */
  78052. getClassName(): string;
  78053. /**
  78054. * Returns an array containing the root bones
  78055. * @returns an array containing the root bones
  78056. */
  78057. getChildren(): Array<Bone>;
  78058. /**
  78059. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  78060. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78061. * @returns a Float32Array containing matrices data
  78062. */
  78063. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  78064. /**
  78065. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  78066. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78067. * @returns a raw texture containing the data
  78068. */
  78069. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  78070. /**
  78071. * Gets the current hosting scene
  78072. * @returns a scene object
  78073. */
  78074. getScene(): Scene;
  78075. /**
  78076. * Gets a string representing the current skeleton data
  78077. * @param fullDetails defines a boolean indicating if we want a verbose version
  78078. * @returns a string representing the current skeleton data
  78079. */
  78080. toString(fullDetails?: boolean): string;
  78081. /**
  78082. * Get bone's index searching by name
  78083. * @param name defines bone's name to search for
  78084. * @return the indice of the bone. Returns -1 if not found
  78085. */
  78086. getBoneIndexByName(name: string): number;
  78087. /**
  78088. * Creater a new animation range
  78089. * @param name defines the name of the range
  78090. * @param from defines the start key
  78091. * @param to defines the end key
  78092. */
  78093. createAnimationRange(name: string, from: number, to: number): void;
  78094. /**
  78095. * Delete a specific animation range
  78096. * @param name defines the name of the range
  78097. * @param deleteFrames defines if frames must be removed as well
  78098. */
  78099. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  78100. /**
  78101. * Gets a specific animation range
  78102. * @param name defines the name of the range to look for
  78103. * @returns the requested animation range or null if not found
  78104. */
  78105. getAnimationRange(name: string): Nullable<AnimationRange>;
  78106. /**
  78107. * Gets the list of all animation ranges defined on this skeleton
  78108. * @returns an array
  78109. */
  78110. getAnimationRanges(): Nullable<AnimationRange>[];
  78111. /**
  78112. * Copy animation range from a source skeleton.
  78113. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  78114. * @param source defines the source skeleton
  78115. * @param name defines the name of the range to copy
  78116. * @param rescaleAsRequired defines if rescaling must be applied if required
  78117. * @returns true if operation was successful
  78118. */
  78119. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  78120. /**
  78121. * Forces the skeleton to go to rest pose
  78122. */
  78123. returnToRest(): void;
  78124. private _getHighestAnimationFrame;
  78125. /**
  78126. * Begin a specific animation range
  78127. * @param name defines the name of the range to start
  78128. * @param loop defines if looping must be turned on (false by default)
  78129. * @param speedRatio defines the speed ratio to apply (1 by default)
  78130. * @param onAnimationEnd defines a callback which will be called when animation will end
  78131. * @returns a new animatable
  78132. */
  78133. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  78134. /** @hidden */
  78135. _markAsDirty(): void;
  78136. /** @hidden */
  78137. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78138. /** @hidden */
  78139. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78140. private _computeTransformMatrices;
  78141. /**
  78142. * Build all resources required to render a skeleton
  78143. */
  78144. prepare(): void;
  78145. /**
  78146. * Gets the list of animatables currently running for this skeleton
  78147. * @returns an array of animatables
  78148. */
  78149. getAnimatables(): IAnimatable[];
  78150. /**
  78151. * Clone the current skeleton
  78152. * @param name defines the name of the new skeleton
  78153. * @param id defines the id of the new skeleton
  78154. * @returns the new skeleton
  78155. */
  78156. clone(name: string, id: string): Skeleton;
  78157. /**
  78158. * Enable animation blending for this skeleton
  78159. * @param blendingSpeed defines the blending speed to apply
  78160. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78161. */
  78162. enableBlending(blendingSpeed?: number): void;
  78163. /**
  78164. * Releases all resources associated with the current skeleton
  78165. */
  78166. dispose(): void;
  78167. /**
  78168. * Serialize the skeleton in a JSON object
  78169. * @returns a JSON object
  78170. */
  78171. serialize(): any;
  78172. /**
  78173. * Creates a new skeleton from serialized data
  78174. * @param parsedSkeleton defines the serialized data
  78175. * @param scene defines the hosting scene
  78176. * @returns a new skeleton
  78177. */
  78178. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  78179. /**
  78180. * Compute all node absolute transforms
  78181. * @param forceUpdate defines if computation must be done even if cache is up to date
  78182. */
  78183. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  78184. /**
  78185. * Gets the root pose matrix
  78186. * @returns a matrix
  78187. */
  78188. getPoseMatrix(): Nullable<Matrix>;
  78189. /**
  78190. * Sorts bones per internal index
  78191. */
  78192. sortBones(): void;
  78193. private _sortBones;
  78194. }
  78195. }
  78196. declare module BABYLON {
  78197. /**
  78198. * Class used to store bone information
  78199. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78200. */
  78201. export class Bone extends Node {
  78202. /**
  78203. * defines the bone name
  78204. */
  78205. name: string;
  78206. private static _tmpVecs;
  78207. private static _tmpQuat;
  78208. private static _tmpMats;
  78209. /**
  78210. * Gets the list of child bones
  78211. */
  78212. children: Bone[];
  78213. /** Gets the animations associated with this bone */
  78214. animations: Animation[];
  78215. /**
  78216. * Gets or sets bone length
  78217. */
  78218. length: number;
  78219. /**
  78220. * @hidden Internal only
  78221. * Set this value to map this bone to a different index in the transform matrices
  78222. * Set this value to -1 to exclude the bone from the transform matrices
  78223. */
  78224. _index: Nullable<number>;
  78225. private _skeleton;
  78226. private _localMatrix;
  78227. private _restPose;
  78228. private _baseMatrix;
  78229. private _absoluteTransform;
  78230. private _invertedAbsoluteTransform;
  78231. private _parent;
  78232. private _scalingDeterminant;
  78233. private _worldTransform;
  78234. private _localScaling;
  78235. private _localRotation;
  78236. private _localPosition;
  78237. private _needToDecompose;
  78238. private _needToCompose;
  78239. /** @hidden */
  78240. _linkedTransformNode: Nullable<TransformNode>;
  78241. /** @hidden */
  78242. _waitingTransformNodeId: Nullable<string>;
  78243. /** @hidden */
  78244. /** @hidden */
  78245. _matrix: Matrix;
  78246. /**
  78247. * Create a new bone
  78248. * @param name defines the bone name
  78249. * @param skeleton defines the parent skeleton
  78250. * @param parentBone defines the parent (can be null if the bone is the root)
  78251. * @param localMatrix defines the local matrix
  78252. * @param restPose defines the rest pose matrix
  78253. * @param baseMatrix defines the base matrix
  78254. * @param index defines index of the bone in the hiearchy
  78255. */
  78256. constructor(
  78257. /**
  78258. * defines the bone name
  78259. */
  78260. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  78261. /**
  78262. * Gets the current object class name.
  78263. * @return the class name
  78264. */
  78265. getClassName(): string;
  78266. /**
  78267. * Gets the parent skeleton
  78268. * @returns a skeleton
  78269. */
  78270. getSkeleton(): Skeleton;
  78271. /**
  78272. * Gets parent bone
  78273. * @returns a bone or null if the bone is the root of the bone hierarchy
  78274. */
  78275. getParent(): Nullable<Bone>;
  78276. /**
  78277. * Returns an array containing the root bones
  78278. * @returns an array containing the root bones
  78279. */
  78280. getChildren(): Array<Bone>;
  78281. /**
  78282. * Sets the parent bone
  78283. * @param parent defines the parent (can be null if the bone is the root)
  78284. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78285. */
  78286. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  78287. /**
  78288. * Gets the local matrix
  78289. * @returns a matrix
  78290. */
  78291. getLocalMatrix(): Matrix;
  78292. /**
  78293. * Gets the base matrix (initial matrix which remains unchanged)
  78294. * @returns a matrix
  78295. */
  78296. getBaseMatrix(): Matrix;
  78297. /**
  78298. * Gets the rest pose matrix
  78299. * @returns a matrix
  78300. */
  78301. getRestPose(): Matrix;
  78302. /**
  78303. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  78304. */
  78305. getWorldMatrix(): Matrix;
  78306. /**
  78307. * Sets the local matrix to rest pose matrix
  78308. */
  78309. returnToRest(): void;
  78310. /**
  78311. * Gets the inverse of the absolute transform matrix.
  78312. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  78313. * @returns a matrix
  78314. */
  78315. getInvertedAbsoluteTransform(): Matrix;
  78316. /**
  78317. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  78318. * @returns a matrix
  78319. */
  78320. getAbsoluteTransform(): Matrix;
  78321. /**
  78322. * Links with the given transform node.
  78323. * The local matrix of this bone is copied from the transform node every frame.
  78324. * @param transformNode defines the transform node to link to
  78325. */
  78326. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  78327. /**
  78328. * Gets the node used to drive the bone's transformation
  78329. * @returns a transform node or null
  78330. */
  78331. getTransformNode(): Nullable<TransformNode>;
  78332. /** Gets or sets current position (in local space) */
  78333. position: Vector3;
  78334. /** Gets or sets current rotation (in local space) */
  78335. rotation: Vector3;
  78336. /** Gets or sets current rotation quaternion (in local space) */
  78337. rotationQuaternion: Quaternion;
  78338. /** Gets or sets current scaling (in local space) */
  78339. scaling: Vector3;
  78340. /**
  78341. * Gets the animation properties override
  78342. */
  78343. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78344. private _decompose;
  78345. private _compose;
  78346. /**
  78347. * Update the base and local matrices
  78348. * @param matrix defines the new base or local matrix
  78349. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78350. * @param updateLocalMatrix defines if the local matrix should be updated
  78351. */
  78352. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  78353. /** @hidden */
  78354. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  78355. /**
  78356. * Flag the bone as dirty (Forcing it to update everything)
  78357. */
  78358. markAsDirty(): void;
  78359. /** @hidden */
  78360. _markAsDirtyAndCompose(): void;
  78361. private _markAsDirtyAndDecompose;
  78362. /**
  78363. * Translate the bone in local or world space
  78364. * @param vec The amount to translate the bone
  78365. * @param space The space that the translation is in
  78366. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78367. */
  78368. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78369. /**
  78370. * Set the postion of the bone in local or world space
  78371. * @param position The position to set the bone
  78372. * @param space The space that the position is in
  78373. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78374. */
  78375. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78376. /**
  78377. * Set the absolute position of the bone (world space)
  78378. * @param position The position to set the bone
  78379. * @param mesh The mesh that this bone is attached to
  78380. */
  78381. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  78382. /**
  78383. * Scale the bone on the x, y and z axes (in local space)
  78384. * @param x The amount to scale the bone on the x axis
  78385. * @param y The amount to scale the bone on the y axis
  78386. * @param z The amount to scale the bone on the z axis
  78387. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  78388. */
  78389. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  78390. /**
  78391. * Set the bone scaling in local space
  78392. * @param scale defines the scaling vector
  78393. */
  78394. setScale(scale: Vector3): void;
  78395. /**
  78396. * Gets the current scaling in local space
  78397. * @returns the current scaling vector
  78398. */
  78399. getScale(): Vector3;
  78400. /**
  78401. * Gets the current scaling in local space and stores it in a target vector
  78402. * @param result defines the target vector
  78403. */
  78404. getScaleToRef(result: Vector3): void;
  78405. /**
  78406. * Set the yaw, pitch, and roll of the bone in local or world space
  78407. * @param yaw The rotation of the bone on the y axis
  78408. * @param pitch The rotation of the bone on the x axis
  78409. * @param roll The rotation of the bone on the z axis
  78410. * @param space The space that the axes of rotation are in
  78411. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78412. */
  78413. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  78414. /**
  78415. * Add a rotation to the bone on an axis in local or world space
  78416. * @param axis The axis to rotate the bone on
  78417. * @param amount The amount to rotate the bone
  78418. * @param space The space that the axis is in
  78419. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78420. */
  78421. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  78422. /**
  78423. * Set the rotation of the bone to a particular axis angle in local or world space
  78424. * @param axis The axis to rotate the bone on
  78425. * @param angle The angle that the bone should be rotated to
  78426. * @param space The space that the axis is in
  78427. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78428. */
  78429. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  78430. /**
  78431. * Set the euler rotation of the bone in local of world space
  78432. * @param rotation The euler rotation that the bone should be set to
  78433. * @param space The space that the rotation is in
  78434. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78435. */
  78436. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78437. /**
  78438. * Set the quaternion rotation of the bone in local of world space
  78439. * @param quat The quaternion rotation that the bone should be set to
  78440. * @param space The space that the rotation is in
  78441. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78442. */
  78443. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  78444. /**
  78445. * Set the rotation matrix of the bone in local of world space
  78446. * @param rotMat The rotation matrix that the bone should be set to
  78447. * @param space The space that the rotation is in
  78448. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78449. */
  78450. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  78451. private _rotateWithMatrix;
  78452. private _getNegativeRotationToRef;
  78453. /**
  78454. * Get the position of the bone in local or world space
  78455. * @param space The space that the returned position is in
  78456. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78457. * @returns The position of the bone
  78458. */
  78459. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  78460. /**
  78461. * Copy the position of the bone to a vector3 in local or world space
  78462. * @param space The space that the returned position is in
  78463. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78464. * @param result The vector3 to copy the position to
  78465. */
  78466. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  78467. /**
  78468. * Get the absolute position of the bone (world space)
  78469. * @param mesh The mesh that this bone is attached to
  78470. * @returns The absolute position of the bone
  78471. */
  78472. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  78473. /**
  78474. * Copy the absolute position of the bone (world space) to the result param
  78475. * @param mesh The mesh that this bone is attached to
  78476. * @param result The vector3 to copy the absolute position to
  78477. */
  78478. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  78479. /**
  78480. * Compute the absolute transforms of this bone and its children
  78481. */
  78482. computeAbsoluteTransforms(): void;
  78483. /**
  78484. * Get the world direction from an axis that is in the local space of the bone
  78485. * @param localAxis The local direction that is used to compute the world direction
  78486. * @param mesh The mesh that this bone is attached to
  78487. * @returns The world direction
  78488. */
  78489. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78490. /**
  78491. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  78492. * @param localAxis The local direction that is used to compute the world direction
  78493. * @param mesh The mesh that this bone is attached to
  78494. * @param result The vector3 that the world direction will be copied to
  78495. */
  78496. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78497. /**
  78498. * Get the euler rotation of the bone in local or world space
  78499. * @param space The space that the rotation should be in
  78500. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78501. * @returns The euler rotation
  78502. */
  78503. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  78504. /**
  78505. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  78506. * @param space The space that the rotation should be in
  78507. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78508. * @param result The vector3 that the rotation should be copied to
  78509. */
  78510. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78511. /**
  78512. * Get the quaternion rotation of the bone in either local or world space
  78513. * @param space The space that the rotation should be in
  78514. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78515. * @returns The quaternion rotation
  78516. */
  78517. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  78518. /**
  78519. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  78520. * @param space The space that the rotation should be in
  78521. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78522. * @param result The quaternion that the rotation should be copied to
  78523. */
  78524. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  78525. /**
  78526. * Get the rotation matrix of the bone in local or world space
  78527. * @param space The space that the rotation should be in
  78528. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78529. * @returns The rotation matrix
  78530. */
  78531. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  78532. /**
  78533. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  78534. * @param space The space that the rotation should be in
  78535. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78536. * @param result The quaternion that the rotation should be copied to
  78537. */
  78538. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  78539. /**
  78540. * Get the world position of a point that is in the local space of the bone
  78541. * @param position The local position
  78542. * @param mesh The mesh that this bone is attached to
  78543. * @returns The world position
  78544. */
  78545. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78546. /**
  78547. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  78548. * @param position The local position
  78549. * @param mesh The mesh that this bone is attached to
  78550. * @param result The vector3 that the world position should be copied to
  78551. */
  78552. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78553. /**
  78554. * Get the local position of a point that is in world space
  78555. * @param position The world position
  78556. * @param mesh The mesh that this bone is attached to
  78557. * @returns The local position
  78558. */
  78559. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78560. /**
  78561. * Get the local position of a point that is in world space and copy it to the result param
  78562. * @param position The world position
  78563. * @param mesh The mesh that this bone is attached to
  78564. * @param result The vector3 that the local position should be copied to
  78565. */
  78566. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78567. }
  78568. }
  78569. declare module BABYLON {
  78570. /**
  78571. * 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.
  78572. * @see https://doc.babylonjs.com/how_to/transformnode
  78573. */
  78574. export class TransformNode extends Node {
  78575. /**
  78576. * Object will not rotate to face the camera
  78577. */
  78578. static BILLBOARDMODE_NONE: number;
  78579. /**
  78580. * Object will rotate to face the camera but only on the x axis
  78581. */
  78582. static BILLBOARDMODE_X: number;
  78583. /**
  78584. * Object will rotate to face the camera but only on the y axis
  78585. */
  78586. static BILLBOARDMODE_Y: number;
  78587. /**
  78588. * Object will rotate to face the camera but only on the z axis
  78589. */
  78590. static BILLBOARDMODE_Z: number;
  78591. /**
  78592. * Object will rotate to face the camera
  78593. */
  78594. static BILLBOARDMODE_ALL: number;
  78595. /**
  78596. * Object will rotate to face the camera's position instead of orientation
  78597. */
  78598. static BILLBOARDMODE_USE_POSITION: number;
  78599. private _forward;
  78600. private _forwardInverted;
  78601. private _up;
  78602. private _right;
  78603. private _rightInverted;
  78604. private _position;
  78605. private _rotation;
  78606. private _rotationQuaternion;
  78607. protected _scaling: Vector3;
  78608. protected _isDirty: boolean;
  78609. private _transformToBoneReferal;
  78610. private _isAbsoluteSynced;
  78611. private _billboardMode;
  78612. /**
  78613. * Gets or sets the billboard mode. Default is 0.
  78614. *
  78615. * | Value | Type | Description |
  78616. * | --- | --- | --- |
  78617. * | 0 | BILLBOARDMODE_NONE | |
  78618. * | 1 | BILLBOARDMODE_X | |
  78619. * | 2 | BILLBOARDMODE_Y | |
  78620. * | 4 | BILLBOARDMODE_Z | |
  78621. * | 7 | BILLBOARDMODE_ALL | |
  78622. *
  78623. */
  78624. billboardMode: number;
  78625. private _preserveParentRotationForBillboard;
  78626. /**
  78627. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  78628. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  78629. */
  78630. preserveParentRotationForBillboard: boolean;
  78631. /**
  78632. * 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
  78633. */
  78634. scalingDeterminant: number;
  78635. private _infiniteDistance;
  78636. /**
  78637. * Gets or sets the distance of the object to max, often used by skybox
  78638. */
  78639. infiniteDistance: boolean;
  78640. /**
  78641. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  78642. * By default the system will update normals to compensate
  78643. */
  78644. ignoreNonUniformScaling: boolean;
  78645. /**
  78646. * 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
  78647. */
  78648. reIntegrateRotationIntoRotationQuaternion: boolean;
  78649. /** @hidden */
  78650. _poseMatrix: Nullable<Matrix>;
  78651. /** @hidden */
  78652. _localMatrix: Matrix;
  78653. private _usePivotMatrix;
  78654. private _absolutePosition;
  78655. private _absoluteScaling;
  78656. private _absoluteRotationQuaternion;
  78657. private _pivotMatrix;
  78658. private _pivotMatrixInverse;
  78659. protected _postMultiplyPivotMatrix: boolean;
  78660. protected _isWorldMatrixFrozen: boolean;
  78661. /** @hidden */
  78662. _indexInSceneTransformNodesArray: number;
  78663. /**
  78664. * An event triggered after the world matrix is updated
  78665. */
  78666. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  78667. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  78668. /**
  78669. * Gets a string identifying the name of the class
  78670. * @returns "TransformNode" string
  78671. */
  78672. getClassName(): string;
  78673. /**
  78674. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  78675. */
  78676. position: Vector3;
  78677. /**
  78678. * 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)).
  78679. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  78680. */
  78681. rotation: Vector3;
  78682. /**
  78683. * 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)).
  78684. */
  78685. scaling: Vector3;
  78686. /**
  78687. * 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).
  78688. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  78689. */
  78690. rotationQuaternion: Nullable<Quaternion>;
  78691. /**
  78692. * The forward direction of that transform in world space.
  78693. */
  78694. readonly forward: Vector3;
  78695. /**
  78696. * The up direction of that transform in world space.
  78697. */
  78698. readonly up: Vector3;
  78699. /**
  78700. * The right direction of that transform in world space.
  78701. */
  78702. readonly right: Vector3;
  78703. /**
  78704. * Copies the parameter passed Matrix into the mesh Pose matrix.
  78705. * @param matrix the matrix to copy the pose from
  78706. * @returns this TransformNode.
  78707. */
  78708. updatePoseMatrix(matrix: Matrix): TransformNode;
  78709. /**
  78710. * Returns the mesh Pose matrix.
  78711. * @returns the pose matrix
  78712. */
  78713. getPoseMatrix(): Matrix;
  78714. /** @hidden */
  78715. _isSynchronized(): boolean;
  78716. /** @hidden */
  78717. _initCache(): void;
  78718. /**
  78719. * Flag the transform node as dirty (Forcing it to update everything)
  78720. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  78721. * @returns this transform node
  78722. */
  78723. markAsDirty(property: string): TransformNode;
  78724. /**
  78725. * Returns the current mesh absolute position.
  78726. * Returns a Vector3.
  78727. */
  78728. readonly absolutePosition: Vector3;
  78729. /**
  78730. * Returns the current mesh absolute scaling.
  78731. * Returns a Vector3.
  78732. */
  78733. readonly absoluteScaling: Vector3;
  78734. /**
  78735. * Returns the current mesh absolute rotation.
  78736. * Returns a Quaternion.
  78737. */
  78738. readonly absoluteRotationQuaternion: Quaternion;
  78739. /**
  78740. * Sets a new matrix to apply before all other transformation
  78741. * @param matrix defines the transform matrix
  78742. * @returns the current TransformNode
  78743. */
  78744. setPreTransformMatrix(matrix: Matrix): TransformNode;
  78745. /**
  78746. * Sets a new pivot matrix to the current node
  78747. * @param matrix defines the new pivot matrix to use
  78748. * @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
  78749. * @returns the current TransformNode
  78750. */
  78751. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  78752. /**
  78753. * Returns the mesh pivot matrix.
  78754. * Default : Identity.
  78755. * @returns the matrix
  78756. */
  78757. getPivotMatrix(): Matrix;
  78758. /**
  78759. * Instantiate (when possible) or clone that node with its hierarchy
  78760. * @param newParent defines the new parent to use for the instance (or clone)
  78761. * @returns an instance (or a clone) of the current node with its hiearchy
  78762. */
  78763. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  78764. /**
  78765. * Prevents the World matrix to be computed any longer
  78766. * @param newWorldMatrix defines an optional matrix to use as world matrix
  78767. * @returns the TransformNode.
  78768. */
  78769. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  78770. /**
  78771. * Allows back the World matrix computation.
  78772. * @returns the TransformNode.
  78773. */
  78774. unfreezeWorldMatrix(): this;
  78775. /**
  78776. * True if the World matrix has been frozen.
  78777. */
  78778. readonly isWorldMatrixFrozen: boolean;
  78779. /**
  78780. * Retuns the mesh absolute position in the World.
  78781. * @returns a Vector3.
  78782. */
  78783. getAbsolutePosition(): Vector3;
  78784. /**
  78785. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  78786. * @param absolutePosition the absolute position to set
  78787. * @returns the TransformNode.
  78788. */
  78789. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  78790. /**
  78791. * Sets the mesh position in its local space.
  78792. * @param vector3 the position to set in localspace
  78793. * @returns the TransformNode.
  78794. */
  78795. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  78796. /**
  78797. * Returns the mesh position in the local space from the current World matrix values.
  78798. * @returns a new Vector3.
  78799. */
  78800. getPositionExpressedInLocalSpace(): Vector3;
  78801. /**
  78802. * Translates the mesh along the passed Vector3 in its local space.
  78803. * @param vector3 the distance to translate in localspace
  78804. * @returns the TransformNode.
  78805. */
  78806. locallyTranslate(vector3: Vector3): TransformNode;
  78807. private static _lookAtVectorCache;
  78808. /**
  78809. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  78810. * @param targetPoint the position (must be in same space as current mesh) to look at
  78811. * @param yawCor optional yaw (y-axis) correction in radians
  78812. * @param pitchCor optional pitch (x-axis) correction in radians
  78813. * @param rollCor optional roll (z-axis) correction in radians
  78814. * @param space the choosen space of the target
  78815. * @returns the TransformNode.
  78816. */
  78817. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  78818. /**
  78819. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78820. * This Vector3 is expressed in the World space.
  78821. * @param localAxis axis to rotate
  78822. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78823. */
  78824. getDirection(localAxis: Vector3): Vector3;
  78825. /**
  78826. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  78827. * localAxis is expressed in the mesh local space.
  78828. * result is computed in the Wordl space from the mesh World matrix.
  78829. * @param localAxis axis to rotate
  78830. * @param result the resulting transformnode
  78831. * @returns this TransformNode.
  78832. */
  78833. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  78834. /**
  78835. * Sets this transform node rotation to the given local axis.
  78836. * @param localAxis the axis in local space
  78837. * @param yawCor optional yaw (y-axis) correction in radians
  78838. * @param pitchCor optional pitch (x-axis) correction in radians
  78839. * @param rollCor optional roll (z-axis) correction in radians
  78840. * @returns this TransformNode
  78841. */
  78842. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  78843. /**
  78844. * Sets a new pivot point to the current node
  78845. * @param point defines the new pivot point to use
  78846. * @param space defines if the point is in world or local space (local by default)
  78847. * @returns the current TransformNode
  78848. */
  78849. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  78850. /**
  78851. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  78852. * @returns the pivot point
  78853. */
  78854. getPivotPoint(): Vector3;
  78855. /**
  78856. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  78857. * @param result the vector3 to store the result
  78858. * @returns this TransformNode.
  78859. */
  78860. getPivotPointToRef(result: Vector3): TransformNode;
  78861. /**
  78862. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  78863. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  78864. */
  78865. getAbsolutePivotPoint(): Vector3;
  78866. /**
  78867. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  78868. * @param result vector3 to store the result
  78869. * @returns this TransformNode.
  78870. */
  78871. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  78872. /**
  78873. * Defines the passed node as the parent of the current node.
  78874. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  78875. * @see https://doc.babylonjs.com/how_to/parenting
  78876. * @param node the node ot set as the parent
  78877. * @returns this TransformNode.
  78878. */
  78879. setParent(node: Nullable<Node>): TransformNode;
  78880. private _nonUniformScaling;
  78881. /**
  78882. * True if the scaling property of this object is non uniform eg. (1,2,1)
  78883. */
  78884. readonly nonUniformScaling: boolean;
  78885. /** @hidden */
  78886. _updateNonUniformScalingState(value: boolean): boolean;
  78887. /**
  78888. * Attach the current TransformNode to another TransformNode associated with a bone
  78889. * @param bone Bone affecting the TransformNode
  78890. * @param affectedTransformNode TransformNode associated with the bone
  78891. * @returns this object
  78892. */
  78893. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  78894. /**
  78895. * Detach the transform node if its associated with a bone
  78896. * @returns this object
  78897. */
  78898. detachFromBone(): TransformNode;
  78899. private static _rotationAxisCache;
  78900. /**
  78901. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  78902. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78903. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78904. * The passed axis is also normalized.
  78905. * @param axis the axis to rotate around
  78906. * @param amount the amount to rotate in radians
  78907. * @param space Space to rotate in (Default: local)
  78908. * @returns the TransformNode.
  78909. */
  78910. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  78911. /**
  78912. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  78913. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78914. * The passed axis is also normalized. .
  78915. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  78916. * @param point the point to rotate around
  78917. * @param axis the axis to rotate around
  78918. * @param amount the amount to rotate in radians
  78919. * @returns the TransformNode
  78920. */
  78921. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  78922. /**
  78923. * Translates the mesh along the axis vector for the passed distance in the given space.
  78924. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78925. * @param axis the axis to translate in
  78926. * @param distance the distance to translate
  78927. * @param space Space to rotate in (Default: local)
  78928. * @returns the TransformNode.
  78929. */
  78930. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  78931. /**
  78932. * Adds a rotation step to the mesh current rotation.
  78933. * x, y, z are Euler angles expressed in radians.
  78934. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  78935. * This means this rotation is made in the mesh local space only.
  78936. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  78937. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  78938. * ```javascript
  78939. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  78940. * ```
  78941. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  78942. * 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.
  78943. * @param x Rotation to add
  78944. * @param y Rotation to add
  78945. * @param z Rotation to add
  78946. * @returns the TransformNode.
  78947. */
  78948. addRotation(x: number, y: number, z: number): TransformNode;
  78949. /**
  78950. * @hidden
  78951. */
  78952. protected _getEffectiveParent(): Nullable<Node>;
  78953. /**
  78954. * Computes the world matrix of the node
  78955. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78956. * @returns the world matrix
  78957. */
  78958. computeWorldMatrix(force?: boolean): Matrix;
  78959. protected _afterComputeWorldMatrix(): void;
  78960. /**
  78961. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  78962. * @param func callback function to add
  78963. *
  78964. * @returns the TransformNode.
  78965. */
  78966. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78967. /**
  78968. * Removes a registered callback function.
  78969. * @param func callback function to remove
  78970. * @returns the TransformNode.
  78971. */
  78972. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78973. /**
  78974. * Gets the position of the current mesh in camera space
  78975. * @param camera defines the camera to use
  78976. * @returns a position
  78977. */
  78978. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  78979. /**
  78980. * Returns the distance from the mesh to the active camera
  78981. * @param camera defines the camera to use
  78982. * @returns the distance
  78983. */
  78984. getDistanceToCamera(camera?: Nullable<Camera>): number;
  78985. /**
  78986. * Clone the current transform node
  78987. * @param name Name of the new clone
  78988. * @param newParent New parent for the clone
  78989. * @param doNotCloneChildren Do not clone children hierarchy
  78990. * @returns the new transform node
  78991. */
  78992. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  78993. /**
  78994. * Serializes the objects information.
  78995. * @param currentSerializationObject defines the object to serialize in
  78996. * @returns the serialized object
  78997. */
  78998. serialize(currentSerializationObject?: any): any;
  78999. /**
  79000. * Returns a new TransformNode object parsed from the source provided.
  79001. * @param parsedTransformNode is the source.
  79002. * @param scene the scne the object belongs to
  79003. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  79004. * @returns a new TransformNode object parsed from the source provided.
  79005. */
  79006. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  79007. /**
  79008. * Get all child-transformNodes of this node
  79009. * @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
  79010. * @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
  79011. * @returns an array of TransformNode
  79012. */
  79013. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  79014. /**
  79015. * Releases resources associated with this transform node.
  79016. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  79017. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  79018. */
  79019. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  79020. /**
  79021. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  79022. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  79023. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  79024. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  79025. * @returns the current mesh
  79026. */
  79027. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  79028. private _syncAbsoluteScalingAndRotation;
  79029. }
  79030. }
  79031. declare module BABYLON {
  79032. /**
  79033. * Defines the types of pose enabled controllers that are supported
  79034. */
  79035. export enum PoseEnabledControllerType {
  79036. /**
  79037. * HTC Vive
  79038. */
  79039. VIVE = 0,
  79040. /**
  79041. * Oculus Rift
  79042. */
  79043. OCULUS = 1,
  79044. /**
  79045. * Windows mixed reality
  79046. */
  79047. WINDOWS = 2,
  79048. /**
  79049. * Samsung gear VR
  79050. */
  79051. GEAR_VR = 3,
  79052. /**
  79053. * Google Daydream
  79054. */
  79055. DAYDREAM = 4,
  79056. /**
  79057. * Generic
  79058. */
  79059. GENERIC = 5
  79060. }
  79061. /**
  79062. * Defines the MutableGamepadButton interface for the state of a gamepad button
  79063. */
  79064. export interface MutableGamepadButton {
  79065. /**
  79066. * Value of the button/trigger
  79067. */
  79068. value: number;
  79069. /**
  79070. * If the button/trigger is currently touched
  79071. */
  79072. touched: boolean;
  79073. /**
  79074. * If the button/trigger is currently pressed
  79075. */
  79076. pressed: boolean;
  79077. }
  79078. /**
  79079. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  79080. * @hidden
  79081. */
  79082. export interface ExtendedGamepadButton extends GamepadButton {
  79083. /**
  79084. * If the button/trigger is currently pressed
  79085. */
  79086. readonly pressed: boolean;
  79087. /**
  79088. * If the button/trigger is currently touched
  79089. */
  79090. readonly touched: boolean;
  79091. /**
  79092. * Value of the button/trigger
  79093. */
  79094. readonly value: number;
  79095. }
  79096. /** @hidden */
  79097. export interface _GamePadFactory {
  79098. /**
  79099. * Returns wether or not the current gamepad can be created for this type of controller.
  79100. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79101. * @returns true if it can be created, otherwise false
  79102. */
  79103. canCreate(gamepadInfo: any): boolean;
  79104. /**
  79105. * Creates a new instance of the Gamepad.
  79106. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79107. * @returns the new gamepad instance
  79108. */
  79109. create(gamepadInfo: any): Gamepad;
  79110. }
  79111. /**
  79112. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79113. */
  79114. export class PoseEnabledControllerHelper {
  79115. /** @hidden */
  79116. static _ControllerFactories: _GamePadFactory[];
  79117. /** @hidden */
  79118. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  79119. /**
  79120. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79121. * @param vrGamepad the gamepad to initialized
  79122. * @returns a vr controller of the type the gamepad identified as
  79123. */
  79124. static InitiateController(vrGamepad: any): Gamepad;
  79125. }
  79126. /**
  79127. * Defines the PoseEnabledController object that contains state of a vr capable controller
  79128. */
  79129. export class PoseEnabledController extends Gamepad implements PoseControlled {
  79130. /**
  79131. * If the controller is used in a webXR session
  79132. */
  79133. isXR: boolean;
  79134. private _deviceRoomPosition;
  79135. private _deviceRoomRotationQuaternion;
  79136. /**
  79137. * The device position in babylon space
  79138. */
  79139. devicePosition: Vector3;
  79140. /**
  79141. * The device rotation in babylon space
  79142. */
  79143. deviceRotationQuaternion: Quaternion;
  79144. /**
  79145. * The scale factor of the device in babylon space
  79146. */
  79147. deviceScaleFactor: number;
  79148. /**
  79149. * (Likely devicePosition should be used instead) The device position in its room space
  79150. */
  79151. position: Vector3;
  79152. /**
  79153. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  79154. */
  79155. rotationQuaternion: Quaternion;
  79156. /**
  79157. * The type of controller (Eg. Windows mixed reality)
  79158. */
  79159. controllerType: PoseEnabledControllerType;
  79160. protected _calculatedPosition: Vector3;
  79161. private _calculatedRotation;
  79162. /**
  79163. * The raw pose from the device
  79164. */
  79165. rawPose: DevicePose;
  79166. private _trackPosition;
  79167. private _maxRotationDistFromHeadset;
  79168. private _draggedRoomRotation;
  79169. /**
  79170. * @hidden
  79171. */
  79172. _disableTrackPosition(fixedPosition: Vector3): void;
  79173. /**
  79174. * Internal, the mesh attached to the controller
  79175. * @hidden
  79176. */
  79177. _mesh: Nullable<AbstractMesh>;
  79178. private _poseControlledCamera;
  79179. private _leftHandSystemQuaternion;
  79180. /**
  79181. * Internal, matrix used to convert room space to babylon space
  79182. * @hidden
  79183. */
  79184. _deviceToWorld: Matrix;
  79185. /**
  79186. * Node to be used when casting a ray from the controller
  79187. * @hidden
  79188. */
  79189. _pointingPoseNode: Nullable<TransformNode>;
  79190. /**
  79191. * Name of the child mesh that can be used to cast a ray from the controller
  79192. */
  79193. static readonly POINTING_POSE: string;
  79194. /**
  79195. * Creates a new PoseEnabledController from a gamepad
  79196. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  79197. */
  79198. constructor(browserGamepad: any);
  79199. private _workingMatrix;
  79200. /**
  79201. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  79202. */
  79203. update(): void;
  79204. /**
  79205. * Updates only the pose device and mesh without doing any button event checking
  79206. */
  79207. protected _updatePoseAndMesh(): void;
  79208. /**
  79209. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  79210. * @param poseData raw pose fromthe device
  79211. */
  79212. updateFromDevice(poseData: DevicePose): void;
  79213. /**
  79214. * @hidden
  79215. */
  79216. _meshAttachedObservable: Observable<AbstractMesh>;
  79217. /**
  79218. * Attaches a mesh to the controller
  79219. * @param mesh the mesh to be attached
  79220. */
  79221. attachToMesh(mesh: AbstractMesh): void;
  79222. /**
  79223. * Attaches the controllers mesh to a camera
  79224. * @param camera the camera the mesh should be attached to
  79225. */
  79226. attachToPoseControlledCamera(camera: TargetCamera): void;
  79227. /**
  79228. * Disposes of the controller
  79229. */
  79230. dispose(): void;
  79231. /**
  79232. * The mesh that is attached to the controller
  79233. */
  79234. readonly mesh: Nullable<AbstractMesh>;
  79235. /**
  79236. * Gets the ray of the controller in the direction the controller is pointing
  79237. * @param length the length the resulting ray should be
  79238. * @returns a ray in the direction the controller is pointing
  79239. */
  79240. getForwardRay(length?: number): Ray;
  79241. }
  79242. }
  79243. declare module BABYLON {
  79244. /**
  79245. * Defines the WebVRController object that represents controllers tracked in 3D space
  79246. */
  79247. export abstract class WebVRController extends PoseEnabledController {
  79248. /**
  79249. * Internal, the default controller model for the controller
  79250. */
  79251. protected _defaultModel: AbstractMesh;
  79252. /**
  79253. * Fired when the trigger state has changed
  79254. */
  79255. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  79256. /**
  79257. * Fired when the main button state has changed
  79258. */
  79259. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79260. /**
  79261. * Fired when the secondary button state has changed
  79262. */
  79263. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79264. /**
  79265. * Fired when the pad state has changed
  79266. */
  79267. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  79268. /**
  79269. * Fired when controllers stick values have changed
  79270. */
  79271. onPadValuesChangedObservable: Observable<StickValues>;
  79272. /**
  79273. * Array of button availible on the controller
  79274. */
  79275. protected _buttons: Array<MutableGamepadButton>;
  79276. private _onButtonStateChange;
  79277. /**
  79278. * Fired when a controller button's state has changed
  79279. * @param callback the callback containing the button that was modified
  79280. */
  79281. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  79282. /**
  79283. * X and Y axis corresponding to the controllers joystick
  79284. */
  79285. pad: StickValues;
  79286. /**
  79287. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  79288. */
  79289. hand: string;
  79290. /**
  79291. * The default controller model for the controller
  79292. */
  79293. readonly defaultModel: AbstractMesh;
  79294. /**
  79295. * Creates a new WebVRController from a gamepad
  79296. * @param vrGamepad the gamepad that the WebVRController should be created from
  79297. */
  79298. constructor(vrGamepad: any);
  79299. /**
  79300. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  79301. */
  79302. update(): void;
  79303. /**
  79304. * Function to be called when a button is modified
  79305. */
  79306. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  79307. /**
  79308. * Loads a mesh and attaches it to the controller
  79309. * @param scene the scene the mesh should be added to
  79310. * @param meshLoaded callback for when the mesh has been loaded
  79311. */
  79312. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  79313. private _setButtonValue;
  79314. private _changes;
  79315. private _checkChanges;
  79316. /**
  79317. * Disposes of th webVRCOntroller
  79318. */
  79319. dispose(): void;
  79320. }
  79321. }
  79322. declare module BABYLON {
  79323. /**
  79324. * The HemisphericLight simulates the ambient environment light,
  79325. * so the passed direction is the light reflection direction, not the incoming direction.
  79326. */
  79327. export class HemisphericLight extends Light {
  79328. /**
  79329. * The groundColor is the light in the opposite direction to the one specified during creation.
  79330. * 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.
  79331. */
  79332. groundColor: Color3;
  79333. /**
  79334. * The light reflection direction, not the incoming direction.
  79335. */
  79336. direction: Vector3;
  79337. /**
  79338. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  79339. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  79340. * The HemisphericLight can't cast shadows.
  79341. * Documentation : https://doc.babylonjs.com/babylon101/lights
  79342. * @param name The friendly name of the light
  79343. * @param direction The direction of the light reflection
  79344. * @param scene The scene the light belongs to
  79345. */
  79346. constructor(name: string, direction: Vector3, scene: Scene);
  79347. protected _buildUniformLayout(): void;
  79348. /**
  79349. * Returns the string "HemisphericLight".
  79350. * @return The class name
  79351. */
  79352. getClassName(): string;
  79353. /**
  79354. * Sets the HemisphericLight direction towards the passed target (Vector3).
  79355. * Returns the updated direction.
  79356. * @param target The target the direction should point to
  79357. * @return The computed direction
  79358. */
  79359. setDirectionToTarget(target: Vector3): Vector3;
  79360. /**
  79361. * Returns the shadow generator associated to the light.
  79362. * @returns Always null for hemispheric lights because it does not support shadows.
  79363. */
  79364. getShadowGenerator(): Nullable<IShadowGenerator>;
  79365. /**
  79366. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  79367. * @param effect The effect to update
  79368. * @param lightIndex The index of the light in the effect to update
  79369. * @returns The hemispheric light
  79370. */
  79371. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  79372. /**
  79373. * Computes the world matrix of the node
  79374. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79375. * @param useWasUpdatedFlag defines a reserved property
  79376. * @returns the world matrix
  79377. */
  79378. computeWorldMatrix(): Matrix;
  79379. /**
  79380. * Returns the integer 3.
  79381. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  79382. */
  79383. getTypeID(): number;
  79384. /**
  79385. * Prepares the list of defines specific to the light type.
  79386. * @param defines the list of defines
  79387. * @param lightIndex defines the index of the light for the effect
  79388. */
  79389. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  79390. }
  79391. }
  79392. declare module BABYLON {
  79393. /** @hidden */
  79394. export var vrMultiviewToSingleviewPixelShader: {
  79395. name: string;
  79396. shader: string;
  79397. };
  79398. }
  79399. declare module BABYLON {
  79400. /**
  79401. * Renders to multiple views with a single draw call
  79402. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  79403. */
  79404. export class MultiviewRenderTarget extends RenderTargetTexture {
  79405. /**
  79406. * Creates a multiview render target
  79407. * @param scene scene used with the render target
  79408. * @param size the size of the render target (used for each view)
  79409. */
  79410. constructor(scene: Scene, size?: number | {
  79411. width: number;
  79412. height: number;
  79413. } | {
  79414. ratio: number;
  79415. });
  79416. /**
  79417. * @hidden
  79418. * @param faceIndex the face index, if its a cube texture
  79419. */
  79420. _bindFrameBuffer(faceIndex?: number): void;
  79421. /**
  79422. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  79423. * @returns the view count
  79424. */
  79425. getViewCount(): number;
  79426. }
  79427. }
  79428. declare module BABYLON {
  79429. /**
  79430. * Reprasents a camera frustum
  79431. */
  79432. export class Frustum {
  79433. /**
  79434. * Gets the planes representing the frustum
  79435. * @param transform matrix to be applied to the returned planes
  79436. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  79437. */
  79438. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  79439. /**
  79440. * Gets the near frustum plane transformed by the transform matrix
  79441. * @param transform transformation matrix to be applied to the resulting frustum plane
  79442. * @param frustumPlane the resuling frustum plane
  79443. */
  79444. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79445. /**
  79446. * Gets the far frustum plane transformed by the transform matrix
  79447. * @param transform transformation matrix to be applied to the resulting frustum plane
  79448. * @param frustumPlane the resuling frustum plane
  79449. */
  79450. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79451. /**
  79452. * Gets the left frustum plane transformed by the transform matrix
  79453. * @param transform transformation matrix to be applied to the resulting frustum plane
  79454. * @param frustumPlane the resuling frustum plane
  79455. */
  79456. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79457. /**
  79458. * Gets the right frustum plane transformed by the transform matrix
  79459. * @param transform transformation matrix to be applied to the resulting frustum plane
  79460. * @param frustumPlane the resuling frustum plane
  79461. */
  79462. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79463. /**
  79464. * Gets the top frustum plane transformed by the transform matrix
  79465. * @param transform transformation matrix to be applied to the resulting frustum plane
  79466. * @param frustumPlane the resuling frustum plane
  79467. */
  79468. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79469. /**
  79470. * Gets the bottom frustum plane transformed by the transform matrix
  79471. * @param transform transformation matrix to be applied to the resulting frustum plane
  79472. * @param frustumPlane the resuling frustum plane
  79473. */
  79474. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79475. /**
  79476. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  79477. * @param transform transformation matrix to be applied to the resulting frustum planes
  79478. * @param frustumPlanes the resuling frustum planes
  79479. */
  79480. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  79481. }
  79482. }
  79483. declare module BABYLON {
  79484. interface Engine {
  79485. /**
  79486. * Creates a new multiview render target
  79487. * @param width defines the width of the texture
  79488. * @param height defines the height of the texture
  79489. * @returns the created multiview texture
  79490. */
  79491. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  79492. /**
  79493. * Binds a multiview framebuffer to be drawn to
  79494. * @param multiviewTexture texture to bind
  79495. */
  79496. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  79497. }
  79498. interface Camera {
  79499. /**
  79500. * @hidden
  79501. * 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)
  79502. */
  79503. _useMultiviewToSingleView: boolean;
  79504. /**
  79505. * @hidden
  79506. * 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)
  79507. */
  79508. _multiviewTexture: Nullable<RenderTargetTexture>;
  79509. /**
  79510. * @hidden
  79511. * ensures the multiview texture of the camera exists and has the specified width/height
  79512. * @param width height to set on the multiview texture
  79513. * @param height width to set on the multiview texture
  79514. */
  79515. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  79516. }
  79517. interface Scene {
  79518. /** @hidden */
  79519. _transformMatrixR: Matrix;
  79520. /** @hidden */
  79521. _multiviewSceneUbo: Nullable<UniformBuffer>;
  79522. /** @hidden */
  79523. _createMultiviewUbo(): void;
  79524. /** @hidden */
  79525. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  79526. /** @hidden */
  79527. _renderMultiviewToSingleView(camera: Camera): void;
  79528. }
  79529. }
  79530. declare module BABYLON {
  79531. /**
  79532. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  79533. * This will not be used for webXR as it supports displaying texture arrays directly
  79534. */
  79535. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  79536. /**
  79537. * Initializes a VRMultiviewToSingleview
  79538. * @param name name of the post process
  79539. * @param camera camera to be applied to
  79540. * @param scaleFactor scaling factor to the size of the output texture
  79541. */
  79542. constructor(name: string, camera: Camera, scaleFactor: number);
  79543. }
  79544. }
  79545. declare module BABYLON {
  79546. interface Engine {
  79547. /** @hidden */
  79548. _vrDisplay: any;
  79549. /** @hidden */
  79550. _vrSupported: boolean;
  79551. /** @hidden */
  79552. _oldSize: Size;
  79553. /** @hidden */
  79554. _oldHardwareScaleFactor: number;
  79555. /** @hidden */
  79556. _vrExclusivePointerMode: boolean;
  79557. /** @hidden */
  79558. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  79559. /** @hidden */
  79560. _onVRDisplayPointerRestricted: () => void;
  79561. /** @hidden */
  79562. _onVRDisplayPointerUnrestricted: () => void;
  79563. /** @hidden */
  79564. _onVrDisplayConnect: Nullable<(display: any) => void>;
  79565. /** @hidden */
  79566. _onVrDisplayDisconnect: Nullable<() => void>;
  79567. /** @hidden */
  79568. _onVrDisplayPresentChange: Nullable<() => void>;
  79569. /**
  79570. * Observable signaled when VR display mode changes
  79571. */
  79572. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  79573. /**
  79574. * Observable signaled when VR request present is complete
  79575. */
  79576. onVRRequestPresentComplete: Observable<boolean>;
  79577. /**
  79578. * Observable signaled when VR request present starts
  79579. */
  79580. onVRRequestPresentStart: Observable<Engine>;
  79581. /**
  79582. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  79583. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  79584. */
  79585. isInVRExclusivePointerMode: boolean;
  79586. /**
  79587. * Gets a boolean indicating if a webVR device was detected
  79588. * @returns true if a webVR device was detected
  79589. */
  79590. isVRDevicePresent(): boolean;
  79591. /**
  79592. * Gets the current webVR device
  79593. * @returns the current webVR device (or null)
  79594. */
  79595. getVRDevice(): any;
  79596. /**
  79597. * Initializes a webVR display and starts listening to display change events
  79598. * The onVRDisplayChangedObservable will be notified upon these changes
  79599. * @returns A promise containing a VRDisplay and if vr is supported
  79600. */
  79601. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  79602. /** @hidden */
  79603. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  79604. /**
  79605. * Call this function to switch to webVR mode
  79606. * Will do nothing if webVR is not supported or if there is no webVR device
  79607. * @see http://doc.babylonjs.com/how_to/webvr_camera
  79608. */
  79609. enableVR(): void;
  79610. /** @hidden */
  79611. _onVRFullScreenTriggered(): void;
  79612. }
  79613. }
  79614. declare module BABYLON {
  79615. /**
  79616. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  79617. * IMPORTANT!! The data is right-hand data.
  79618. * @export
  79619. * @interface DevicePose
  79620. */
  79621. export interface DevicePose {
  79622. /**
  79623. * The position of the device, values in array are [x,y,z].
  79624. */
  79625. readonly position: Nullable<Float32Array>;
  79626. /**
  79627. * The linearVelocity of the device, values in array are [x,y,z].
  79628. */
  79629. readonly linearVelocity: Nullable<Float32Array>;
  79630. /**
  79631. * The linearAcceleration of the device, values in array are [x,y,z].
  79632. */
  79633. readonly linearAcceleration: Nullable<Float32Array>;
  79634. /**
  79635. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  79636. */
  79637. readonly orientation: Nullable<Float32Array>;
  79638. /**
  79639. * The angularVelocity of the device, values in array are [x,y,z].
  79640. */
  79641. readonly angularVelocity: Nullable<Float32Array>;
  79642. /**
  79643. * The angularAcceleration of the device, values in array are [x,y,z].
  79644. */
  79645. readonly angularAcceleration: Nullable<Float32Array>;
  79646. }
  79647. /**
  79648. * Interface representing a pose controlled object in Babylon.
  79649. * A pose controlled object has both regular pose values as well as pose values
  79650. * from an external device such as a VR head mounted display
  79651. */
  79652. export interface PoseControlled {
  79653. /**
  79654. * The position of the object in babylon space.
  79655. */
  79656. position: Vector3;
  79657. /**
  79658. * The rotation quaternion of the object in babylon space.
  79659. */
  79660. rotationQuaternion: Quaternion;
  79661. /**
  79662. * The position of the device in babylon space.
  79663. */
  79664. devicePosition?: Vector3;
  79665. /**
  79666. * The rotation quaternion of the device in babylon space.
  79667. */
  79668. deviceRotationQuaternion: Quaternion;
  79669. /**
  79670. * The raw pose coming from the device.
  79671. */
  79672. rawPose: Nullable<DevicePose>;
  79673. /**
  79674. * The scale of the device to be used when translating from device space to babylon space.
  79675. */
  79676. deviceScaleFactor: number;
  79677. /**
  79678. * Updates the poseControlled values based on the input device pose.
  79679. * @param poseData the pose data to update the object with
  79680. */
  79681. updateFromDevice(poseData: DevicePose): void;
  79682. }
  79683. /**
  79684. * Set of options to customize the webVRCamera
  79685. */
  79686. export interface WebVROptions {
  79687. /**
  79688. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  79689. */
  79690. trackPosition?: boolean;
  79691. /**
  79692. * Sets the scale of the vrDevice in babylon space. (default: 1)
  79693. */
  79694. positionScale?: number;
  79695. /**
  79696. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  79697. */
  79698. displayName?: string;
  79699. /**
  79700. * Should the native controller meshes be initialized. (default: true)
  79701. */
  79702. controllerMeshes?: boolean;
  79703. /**
  79704. * Creating a default HemiLight only on controllers. (default: true)
  79705. */
  79706. defaultLightingOnControllers?: boolean;
  79707. /**
  79708. * If you don't want to use the default VR button of the helper. (default: false)
  79709. */
  79710. useCustomVRButton?: boolean;
  79711. /**
  79712. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  79713. */
  79714. customVRButton?: HTMLButtonElement;
  79715. /**
  79716. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  79717. */
  79718. rayLength?: number;
  79719. /**
  79720. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  79721. */
  79722. defaultHeight?: number;
  79723. /**
  79724. * If multiview should be used if availible (default: false)
  79725. */
  79726. useMultiview?: boolean;
  79727. }
  79728. /**
  79729. * This represents a WebVR camera.
  79730. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  79731. * @example http://doc.babylonjs.com/how_to/webvr_camera
  79732. */
  79733. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  79734. private webVROptions;
  79735. /**
  79736. * @hidden
  79737. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  79738. */
  79739. _vrDevice: any;
  79740. /**
  79741. * The rawPose of the vrDevice.
  79742. */
  79743. rawPose: Nullable<DevicePose>;
  79744. private _onVREnabled;
  79745. private _specsVersion;
  79746. private _attached;
  79747. private _frameData;
  79748. protected _descendants: Array<Node>;
  79749. private _deviceRoomPosition;
  79750. /** @hidden */
  79751. _deviceRoomRotationQuaternion: Quaternion;
  79752. private _standingMatrix;
  79753. /**
  79754. * Represents device position in babylon space.
  79755. */
  79756. devicePosition: Vector3;
  79757. /**
  79758. * Represents device rotation in babylon space.
  79759. */
  79760. deviceRotationQuaternion: Quaternion;
  79761. /**
  79762. * The scale of the device to be used when translating from device space to babylon space.
  79763. */
  79764. deviceScaleFactor: number;
  79765. private _deviceToWorld;
  79766. private _worldToDevice;
  79767. /**
  79768. * References to the webVR controllers for the vrDevice.
  79769. */
  79770. controllers: Array<WebVRController>;
  79771. /**
  79772. * Emits an event when a controller is attached.
  79773. */
  79774. onControllersAttachedObservable: Observable<WebVRController[]>;
  79775. /**
  79776. * Emits an event when a controller's mesh has been loaded;
  79777. */
  79778. onControllerMeshLoadedObservable: Observable<WebVRController>;
  79779. /**
  79780. * Emits an event when the HMD's pose has been updated.
  79781. */
  79782. onPoseUpdatedFromDeviceObservable: Observable<any>;
  79783. private _poseSet;
  79784. /**
  79785. * If the rig cameras be used as parent instead of this camera.
  79786. */
  79787. rigParenting: boolean;
  79788. private _lightOnControllers;
  79789. private _defaultHeight?;
  79790. /**
  79791. * Instantiates a WebVRFreeCamera.
  79792. * @param name The name of the WebVRFreeCamera
  79793. * @param position The starting anchor position for the camera
  79794. * @param scene The scene the camera belongs to
  79795. * @param webVROptions a set of customizable options for the webVRCamera
  79796. */
  79797. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  79798. /**
  79799. * Gets the device distance from the ground in meters.
  79800. * @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.
  79801. */
  79802. deviceDistanceToRoomGround(): number;
  79803. /**
  79804. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79805. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  79806. */
  79807. useStandingMatrix(callback?: (bool: boolean) => void): void;
  79808. /**
  79809. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79810. * @returns A promise with a boolean set to if the standing matrix is supported.
  79811. */
  79812. useStandingMatrixAsync(): Promise<boolean>;
  79813. /**
  79814. * Disposes the camera
  79815. */
  79816. dispose(): void;
  79817. /**
  79818. * Gets a vrController by name.
  79819. * @param name The name of the controller to retreive
  79820. * @returns the controller matching the name specified or null if not found
  79821. */
  79822. getControllerByName(name: string): Nullable<WebVRController>;
  79823. private _leftController;
  79824. /**
  79825. * The controller corresponding to the users left hand.
  79826. */
  79827. readonly leftController: Nullable<WebVRController>;
  79828. private _rightController;
  79829. /**
  79830. * The controller corresponding to the users right hand.
  79831. */
  79832. readonly rightController: Nullable<WebVRController>;
  79833. /**
  79834. * Casts a ray forward from the vrCamera's gaze.
  79835. * @param length Length of the ray (default: 100)
  79836. * @returns the ray corresponding to the gaze
  79837. */
  79838. getForwardRay(length?: number): Ray;
  79839. /**
  79840. * @hidden
  79841. * Updates the camera based on device's frame data
  79842. */
  79843. _checkInputs(): void;
  79844. /**
  79845. * Updates the poseControlled values based on the input device pose.
  79846. * @param poseData Pose coming from the device
  79847. */
  79848. updateFromDevice(poseData: DevicePose): void;
  79849. private _htmlElementAttached;
  79850. private _detachIfAttached;
  79851. /**
  79852. * WebVR's attach control will start broadcasting frames to the device.
  79853. * Note that in certain browsers (chrome for example) this function must be called
  79854. * within a user-interaction callback. Example:
  79855. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  79856. *
  79857. * @param element html element to attach the vrDevice to
  79858. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  79859. */
  79860. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79861. /**
  79862. * Detaches the camera from the html element and disables VR
  79863. *
  79864. * @param element html element to detach from
  79865. */
  79866. detachControl(element: HTMLElement): void;
  79867. /**
  79868. * @returns the name of this class
  79869. */
  79870. getClassName(): string;
  79871. /**
  79872. * Calls resetPose on the vrDisplay
  79873. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  79874. */
  79875. resetToCurrentRotation(): void;
  79876. /**
  79877. * @hidden
  79878. * Updates the rig cameras (left and right eye)
  79879. */
  79880. _updateRigCameras(): void;
  79881. private _workingVector;
  79882. private _oneVector;
  79883. private _workingMatrix;
  79884. private updateCacheCalled;
  79885. private _correctPositionIfNotTrackPosition;
  79886. /**
  79887. * @hidden
  79888. * Updates the cached values of the camera
  79889. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  79890. */
  79891. _updateCache(ignoreParentClass?: boolean): void;
  79892. /**
  79893. * @hidden
  79894. * Get current device position in babylon world
  79895. */
  79896. _computeDevicePosition(): void;
  79897. /**
  79898. * Updates the current device position and rotation in the babylon world
  79899. */
  79900. update(): void;
  79901. /**
  79902. * @hidden
  79903. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  79904. * @returns an identity matrix
  79905. */
  79906. _getViewMatrix(): Matrix;
  79907. private _tmpMatrix;
  79908. /**
  79909. * This function is called by the two RIG cameras.
  79910. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  79911. * @hidden
  79912. */
  79913. _getWebVRViewMatrix(): Matrix;
  79914. /** @hidden */
  79915. _getWebVRProjectionMatrix(): Matrix;
  79916. private _onGamepadConnectedObserver;
  79917. private _onGamepadDisconnectedObserver;
  79918. private _updateCacheWhenTrackingDisabledObserver;
  79919. /**
  79920. * Initializes the controllers and their meshes
  79921. */
  79922. initControllers(): void;
  79923. }
  79924. }
  79925. declare module BABYLON {
  79926. /**
  79927. * Size options for a post process
  79928. */
  79929. export type PostProcessOptions = {
  79930. width: number;
  79931. height: number;
  79932. };
  79933. /**
  79934. * PostProcess can be used to apply a shader to a texture after it has been rendered
  79935. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79936. */
  79937. export class PostProcess {
  79938. /** Name of the PostProcess. */
  79939. name: string;
  79940. /**
  79941. * Gets or sets the unique id of the post process
  79942. */
  79943. uniqueId: number;
  79944. /**
  79945. * Width of the texture to apply the post process on
  79946. */
  79947. width: number;
  79948. /**
  79949. * Height of the texture to apply the post process on
  79950. */
  79951. height: number;
  79952. /**
  79953. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  79954. * @hidden
  79955. */
  79956. _outputTexture: Nullable<InternalTexture>;
  79957. /**
  79958. * Sampling mode used by the shader
  79959. * See https://doc.babylonjs.com/classes/3.1/texture
  79960. */
  79961. renderTargetSamplingMode: number;
  79962. /**
  79963. * Clear color to use when screen clearing
  79964. */
  79965. clearColor: Color4;
  79966. /**
  79967. * If the buffer needs to be cleared before applying the post process. (default: true)
  79968. * Should be set to false if shader will overwrite all previous pixels.
  79969. */
  79970. autoClear: boolean;
  79971. /**
  79972. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  79973. */
  79974. alphaMode: number;
  79975. /**
  79976. * Sets the setAlphaBlendConstants of the babylon engine
  79977. */
  79978. alphaConstants: Color4;
  79979. /**
  79980. * Animations to be used for the post processing
  79981. */
  79982. animations: Animation[];
  79983. /**
  79984. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  79985. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  79986. */
  79987. enablePixelPerfectMode: boolean;
  79988. /**
  79989. * Force the postprocess to be applied without taking in account viewport
  79990. */
  79991. forceFullscreenViewport: boolean;
  79992. /**
  79993. * List of inspectable custom properties (used by the Inspector)
  79994. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79995. */
  79996. inspectableCustomProperties: IInspectable[];
  79997. /**
  79998. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  79999. *
  80000. * | Value | Type | Description |
  80001. * | ----- | ----------------------------------- | ----------- |
  80002. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  80003. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  80004. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  80005. *
  80006. */
  80007. scaleMode: number;
  80008. /**
  80009. * Force textures to be a power of two (default: false)
  80010. */
  80011. alwaysForcePOT: boolean;
  80012. private _samples;
  80013. /**
  80014. * Number of sample textures (default: 1)
  80015. */
  80016. samples: number;
  80017. /**
  80018. * Modify the scale of the post process to be the same as the viewport (default: false)
  80019. */
  80020. adaptScaleToCurrentViewport: boolean;
  80021. private _camera;
  80022. private _scene;
  80023. private _engine;
  80024. private _options;
  80025. private _reusable;
  80026. private _textureType;
  80027. /**
  80028. * Smart array of input and output textures for the post process.
  80029. * @hidden
  80030. */
  80031. _textures: SmartArray<InternalTexture>;
  80032. /**
  80033. * The index in _textures that corresponds to the output texture.
  80034. * @hidden
  80035. */
  80036. _currentRenderTextureInd: number;
  80037. private _effect;
  80038. private _samplers;
  80039. private _fragmentUrl;
  80040. private _vertexUrl;
  80041. private _parameters;
  80042. private _scaleRatio;
  80043. protected _indexParameters: any;
  80044. private _shareOutputWithPostProcess;
  80045. private _texelSize;
  80046. private _forcedOutputTexture;
  80047. /**
  80048. * Returns the fragment url or shader name used in the post process.
  80049. * @returns the fragment url or name in the shader store.
  80050. */
  80051. getEffectName(): string;
  80052. /**
  80053. * An event triggered when the postprocess is activated.
  80054. */
  80055. onActivateObservable: Observable<Camera>;
  80056. private _onActivateObserver;
  80057. /**
  80058. * A function that is added to the onActivateObservable
  80059. */
  80060. onActivate: Nullable<(camera: Camera) => void>;
  80061. /**
  80062. * An event triggered when the postprocess changes its size.
  80063. */
  80064. onSizeChangedObservable: Observable<PostProcess>;
  80065. private _onSizeChangedObserver;
  80066. /**
  80067. * A function that is added to the onSizeChangedObservable
  80068. */
  80069. onSizeChanged: (postProcess: PostProcess) => void;
  80070. /**
  80071. * An event triggered when the postprocess applies its effect.
  80072. */
  80073. onApplyObservable: Observable<Effect>;
  80074. private _onApplyObserver;
  80075. /**
  80076. * A function that is added to the onApplyObservable
  80077. */
  80078. onApply: (effect: Effect) => void;
  80079. /**
  80080. * An event triggered before rendering the postprocess
  80081. */
  80082. onBeforeRenderObservable: Observable<Effect>;
  80083. private _onBeforeRenderObserver;
  80084. /**
  80085. * A function that is added to the onBeforeRenderObservable
  80086. */
  80087. onBeforeRender: (effect: Effect) => void;
  80088. /**
  80089. * An event triggered after rendering the postprocess
  80090. */
  80091. onAfterRenderObservable: Observable<Effect>;
  80092. private _onAfterRenderObserver;
  80093. /**
  80094. * A function that is added to the onAfterRenderObservable
  80095. */
  80096. onAfterRender: (efect: Effect) => void;
  80097. /**
  80098. * 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
  80099. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  80100. */
  80101. inputTexture: InternalTexture;
  80102. /**
  80103. * Gets the camera which post process is applied to.
  80104. * @returns The camera the post process is applied to.
  80105. */
  80106. getCamera(): Camera;
  80107. /**
  80108. * Gets the texel size of the postprocess.
  80109. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  80110. */
  80111. readonly texelSize: Vector2;
  80112. /**
  80113. * Creates a new instance PostProcess
  80114. * @param name The name of the PostProcess.
  80115. * @param fragmentUrl The url of the fragment shader to be used.
  80116. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  80117. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  80118. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80119. * @param camera The camera to apply the render pass to.
  80120. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80121. * @param engine The engine which the post process will be applied. (default: current engine)
  80122. * @param reusable If the post process can be reused on the same frame. (default: false)
  80123. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  80124. * @param textureType Type of textures used when performing the post process. (default: 0)
  80125. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  80126. * @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
  80127. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  80128. */
  80129. constructor(
  80130. /** Name of the PostProcess. */
  80131. 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);
  80132. /**
  80133. * Gets a string idenfifying the name of the class
  80134. * @returns "PostProcess" string
  80135. */
  80136. getClassName(): string;
  80137. /**
  80138. * Gets the engine which this post process belongs to.
  80139. * @returns The engine the post process was enabled with.
  80140. */
  80141. getEngine(): Engine;
  80142. /**
  80143. * The effect that is created when initializing the post process.
  80144. * @returns The created effect corresponding the the postprocess.
  80145. */
  80146. getEffect(): Effect;
  80147. /**
  80148. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  80149. * @param postProcess The post process to share the output with.
  80150. * @returns This post process.
  80151. */
  80152. shareOutputWith(postProcess: PostProcess): PostProcess;
  80153. /**
  80154. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  80155. * This should be called if the post process that shares output with this post process is disabled/disposed.
  80156. */
  80157. useOwnOutput(): void;
  80158. /**
  80159. * Updates the effect with the current post process compile time values and recompiles the shader.
  80160. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80161. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80162. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80163. * @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
  80164. * @param onCompiled Called when the shader has been compiled.
  80165. * @param onError Called if there is an error when compiling a shader.
  80166. */
  80167. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80168. /**
  80169. * The post process is reusable if it can be used multiple times within one frame.
  80170. * @returns If the post process is reusable
  80171. */
  80172. isReusable(): boolean;
  80173. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  80174. markTextureDirty(): void;
  80175. /**
  80176. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  80177. * 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.
  80178. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  80179. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  80180. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  80181. * @returns The target texture that was bound to be written to.
  80182. */
  80183. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  80184. /**
  80185. * If the post process is supported.
  80186. */
  80187. readonly isSupported: boolean;
  80188. /**
  80189. * The aspect ratio of the output texture.
  80190. */
  80191. readonly aspectRatio: number;
  80192. /**
  80193. * Get a value indicating if the post-process is ready to be used
  80194. * @returns true if the post-process is ready (shader is compiled)
  80195. */
  80196. isReady(): boolean;
  80197. /**
  80198. * Binds all textures and uniforms to the shader, this will be run on every pass.
  80199. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  80200. */
  80201. apply(): Nullable<Effect>;
  80202. private _disposeTextures;
  80203. /**
  80204. * Disposes the post process.
  80205. * @param camera The camera to dispose the post process on.
  80206. */
  80207. dispose(camera?: Camera): void;
  80208. }
  80209. }
  80210. declare module BABYLON {
  80211. /** @hidden */
  80212. export var kernelBlurVaryingDeclaration: {
  80213. name: string;
  80214. shader: string;
  80215. };
  80216. }
  80217. declare module BABYLON {
  80218. /** @hidden */
  80219. export var kernelBlurFragment: {
  80220. name: string;
  80221. shader: string;
  80222. };
  80223. }
  80224. declare module BABYLON {
  80225. /** @hidden */
  80226. export var kernelBlurFragment2: {
  80227. name: string;
  80228. shader: string;
  80229. };
  80230. }
  80231. declare module BABYLON {
  80232. /** @hidden */
  80233. export var kernelBlurPixelShader: {
  80234. name: string;
  80235. shader: string;
  80236. };
  80237. }
  80238. declare module BABYLON {
  80239. /** @hidden */
  80240. export var kernelBlurVertex: {
  80241. name: string;
  80242. shader: string;
  80243. };
  80244. }
  80245. declare module BABYLON {
  80246. /** @hidden */
  80247. export var kernelBlurVertexShader: {
  80248. name: string;
  80249. shader: string;
  80250. };
  80251. }
  80252. declare module BABYLON {
  80253. /**
  80254. * The Blur Post Process which blurs an image based on a kernel and direction.
  80255. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  80256. */
  80257. export class BlurPostProcess extends PostProcess {
  80258. /** The direction in which to blur the image. */
  80259. direction: Vector2;
  80260. private blockCompilation;
  80261. protected _kernel: number;
  80262. protected _idealKernel: number;
  80263. protected _packedFloat: boolean;
  80264. private _staticDefines;
  80265. /**
  80266. * Sets the length in pixels of the blur sample region
  80267. */
  80268. /**
  80269. * Gets the length in pixels of the blur sample region
  80270. */
  80271. kernel: number;
  80272. /**
  80273. * Sets wether or not the blur needs to unpack/repack floats
  80274. */
  80275. /**
  80276. * Gets wether or not the blur is unpacking/repacking floats
  80277. */
  80278. packedFloat: boolean;
  80279. /**
  80280. * Creates a new instance BlurPostProcess
  80281. * @param name The name of the effect.
  80282. * @param direction The direction in which to blur the image.
  80283. * @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.
  80284. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80285. * @param camera The camera to apply the render pass to.
  80286. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80287. * @param engine The engine which the post process will be applied. (default: current engine)
  80288. * @param reusable If the post process can be reused on the same frame. (default: false)
  80289. * @param textureType Type of textures used when performing the post process. (default: 0)
  80290. * @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)
  80291. */
  80292. constructor(name: string,
  80293. /** The direction in which to blur the image. */
  80294. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  80295. /**
  80296. * Updates the effect with the current post process compile time values and recompiles the shader.
  80297. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80298. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80299. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80300. * @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
  80301. * @param onCompiled Called when the shader has been compiled.
  80302. * @param onError Called if there is an error when compiling a shader.
  80303. */
  80304. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80305. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80306. /**
  80307. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  80308. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  80309. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  80310. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  80311. * The gaps between physical kernels are compensated for in the weighting of the samples
  80312. * @param idealKernel Ideal blur kernel.
  80313. * @return Nearest best kernel.
  80314. */
  80315. protected _nearestBestKernel(idealKernel: number): number;
  80316. /**
  80317. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  80318. * @param x The point on the Gaussian distribution to sample.
  80319. * @return the value of the Gaussian function at x.
  80320. */
  80321. protected _gaussianWeight(x: number): number;
  80322. /**
  80323. * Generates a string that can be used as a floating point number in GLSL.
  80324. * @param x Value to print.
  80325. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  80326. * @return GLSL float string.
  80327. */
  80328. protected _glslFloat(x: number, decimalFigures?: number): string;
  80329. }
  80330. }
  80331. declare module BABYLON {
  80332. /**
  80333. * Mirror texture can be used to simulate the view from a mirror in a scene.
  80334. * It will dynamically be rendered every frame to adapt to the camera point of view.
  80335. * You can then easily use it as a reflectionTexture on a flat surface.
  80336. * In case the surface is not a plane, please consider relying on reflection probes.
  80337. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80338. */
  80339. export class MirrorTexture extends RenderTargetTexture {
  80340. private scene;
  80341. /**
  80342. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  80343. * 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.
  80344. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80345. */
  80346. mirrorPlane: Plane;
  80347. /**
  80348. * Define the blur ratio used to blur the reflection if needed.
  80349. */
  80350. blurRatio: number;
  80351. /**
  80352. * Define the adaptive blur kernel used to blur the reflection if needed.
  80353. * This will autocompute the closest best match for the `blurKernel`
  80354. */
  80355. adaptiveBlurKernel: number;
  80356. /**
  80357. * Define the blur kernel used to blur the reflection if needed.
  80358. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80359. */
  80360. blurKernel: number;
  80361. /**
  80362. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  80363. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80364. */
  80365. blurKernelX: number;
  80366. /**
  80367. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  80368. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80369. */
  80370. blurKernelY: number;
  80371. private _autoComputeBlurKernel;
  80372. protected _onRatioRescale(): void;
  80373. private _updateGammaSpace;
  80374. private _imageProcessingConfigChangeObserver;
  80375. private _transformMatrix;
  80376. private _mirrorMatrix;
  80377. private _savedViewMatrix;
  80378. private _blurX;
  80379. private _blurY;
  80380. private _adaptiveBlurKernel;
  80381. private _blurKernelX;
  80382. private _blurKernelY;
  80383. private _blurRatio;
  80384. /**
  80385. * Instantiates a Mirror Texture.
  80386. * Mirror texture can be used to simulate the view from a mirror in a scene.
  80387. * It will dynamically be rendered every frame to adapt to the camera point of view.
  80388. * You can then easily use it as a reflectionTexture on a flat surface.
  80389. * In case the surface is not a plane, please consider relying on reflection probes.
  80390. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80391. * @param name
  80392. * @param size
  80393. * @param scene
  80394. * @param generateMipMaps
  80395. * @param type
  80396. * @param samplingMode
  80397. * @param generateDepthBuffer
  80398. */
  80399. constructor(name: string, size: number | {
  80400. width: number;
  80401. height: number;
  80402. } | {
  80403. ratio: number;
  80404. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  80405. private _preparePostProcesses;
  80406. /**
  80407. * Clone the mirror texture.
  80408. * @returns the cloned texture
  80409. */
  80410. clone(): MirrorTexture;
  80411. /**
  80412. * Serialize the texture to a JSON representation you could use in Parse later on
  80413. * @returns the serialized JSON representation
  80414. */
  80415. serialize(): any;
  80416. /**
  80417. * Dispose the texture and release its associated resources.
  80418. */
  80419. dispose(): void;
  80420. }
  80421. }
  80422. declare module BABYLON {
  80423. /**
  80424. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  80425. * @see http://doc.babylonjs.com/babylon101/materials#texture
  80426. */
  80427. export class Texture extends BaseTexture {
  80428. /** @hidden */
  80429. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  80430. /** @hidden */
  80431. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  80432. /** @hidden */
  80433. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  80434. /** nearest is mag = nearest and min = nearest and mip = linear */
  80435. static readonly NEAREST_SAMPLINGMODE: number;
  80436. /** nearest is mag = nearest and min = nearest and mip = linear */
  80437. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  80438. /** Bilinear is mag = linear and min = linear and mip = nearest */
  80439. static readonly BILINEAR_SAMPLINGMODE: number;
  80440. /** Bilinear is mag = linear and min = linear and mip = nearest */
  80441. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  80442. /** Trilinear is mag = linear and min = linear and mip = linear */
  80443. static readonly TRILINEAR_SAMPLINGMODE: number;
  80444. /** Trilinear is mag = linear and min = linear and mip = linear */
  80445. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  80446. /** mag = nearest and min = nearest and mip = nearest */
  80447. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  80448. /** mag = nearest and min = linear and mip = nearest */
  80449. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  80450. /** mag = nearest and min = linear and mip = linear */
  80451. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  80452. /** mag = nearest and min = linear and mip = none */
  80453. static readonly NEAREST_LINEAR: number;
  80454. /** mag = nearest and min = nearest and mip = none */
  80455. static readonly NEAREST_NEAREST: number;
  80456. /** mag = linear and min = nearest and mip = nearest */
  80457. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  80458. /** mag = linear and min = nearest and mip = linear */
  80459. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  80460. /** mag = linear and min = linear and mip = none */
  80461. static readonly LINEAR_LINEAR: number;
  80462. /** mag = linear and min = nearest and mip = none */
  80463. static readonly LINEAR_NEAREST: number;
  80464. /** Explicit coordinates mode */
  80465. static readonly EXPLICIT_MODE: number;
  80466. /** Spherical coordinates mode */
  80467. static readonly SPHERICAL_MODE: number;
  80468. /** Planar coordinates mode */
  80469. static readonly PLANAR_MODE: number;
  80470. /** Cubic coordinates mode */
  80471. static readonly CUBIC_MODE: number;
  80472. /** Projection coordinates mode */
  80473. static readonly PROJECTION_MODE: number;
  80474. /** Inverse Cubic coordinates mode */
  80475. static readonly SKYBOX_MODE: number;
  80476. /** Inverse Cubic coordinates mode */
  80477. static readonly INVCUBIC_MODE: number;
  80478. /** Equirectangular coordinates mode */
  80479. static readonly EQUIRECTANGULAR_MODE: number;
  80480. /** Equirectangular Fixed coordinates mode */
  80481. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  80482. /** Equirectangular Fixed Mirrored coordinates mode */
  80483. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  80484. /** Texture is not repeating outside of 0..1 UVs */
  80485. static readonly CLAMP_ADDRESSMODE: number;
  80486. /** Texture is repeating outside of 0..1 UVs */
  80487. static readonly WRAP_ADDRESSMODE: number;
  80488. /** Texture is repeating and mirrored */
  80489. static readonly MIRROR_ADDRESSMODE: number;
  80490. /**
  80491. * 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
  80492. */
  80493. static UseSerializedUrlIfAny: boolean;
  80494. /**
  80495. * Define the url of the texture.
  80496. */
  80497. url: Nullable<string>;
  80498. /**
  80499. * Define an offset on the texture to offset the u coordinates of the UVs
  80500. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  80501. */
  80502. uOffset: number;
  80503. /**
  80504. * Define an offset on the texture to offset the v coordinates of the UVs
  80505. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  80506. */
  80507. vOffset: number;
  80508. /**
  80509. * Define an offset on the texture to scale the u coordinates of the UVs
  80510. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  80511. */
  80512. uScale: number;
  80513. /**
  80514. * Define an offset on the texture to scale the v coordinates of the UVs
  80515. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  80516. */
  80517. vScale: number;
  80518. /**
  80519. * Define an offset on the texture to rotate around the u coordinates of the UVs
  80520. * @see http://doc.babylonjs.com/how_to/more_materials
  80521. */
  80522. uAng: number;
  80523. /**
  80524. * Define an offset on the texture to rotate around the v coordinates of the UVs
  80525. * @see http://doc.babylonjs.com/how_to/more_materials
  80526. */
  80527. vAng: number;
  80528. /**
  80529. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  80530. * @see http://doc.babylonjs.com/how_to/more_materials
  80531. */
  80532. wAng: number;
  80533. /**
  80534. * Defines the center of rotation (U)
  80535. */
  80536. uRotationCenter: number;
  80537. /**
  80538. * Defines the center of rotation (V)
  80539. */
  80540. vRotationCenter: number;
  80541. /**
  80542. * Defines the center of rotation (W)
  80543. */
  80544. wRotationCenter: number;
  80545. /**
  80546. * Are mip maps generated for this texture or not.
  80547. */
  80548. readonly noMipmap: boolean;
  80549. /**
  80550. * List of inspectable custom properties (used by the Inspector)
  80551. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80552. */
  80553. inspectableCustomProperties: Nullable<IInspectable[]>;
  80554. private _noMipmap;
  80555. /** @hidden */
  80556. _invertY: boolean;
  80557. private _rowGenerationMatrix;
  80558. private _cachedTextureMatrix;
  80559. private _projectionModeMatrix;
  80560. private _t0;
  80561. private _t1;
  80562. private _t2;
  80563. private _cachedUOffset;
  80564. private _cachedVOffset;
  80565. private _cachedUScale;
  80566. private _cachedVScale;
  80567. private _cachedUAng;
  80568. private _cachedVAng;
  80569. private _cachedWAng;
  80570. private _cachedProjectionMatrixId;
  80571. private _cachedCoordinatesMode;
  80572. /** @hidden */
  80573. protected _initialSamplingMode: number;
  80574. /** @hidden */
  80575. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  80576. private _deleteBuffer;
  80577. protected _format: Nullable<number>;
  80578. private _delayedOnLoad;
  80579. private _delayedOnError;
  80580. /**
  80581. * Observable triggered once the texture has been loaded.
  80582. */
  80583. onLoadObservable: Observable<Texture>;
  80584. protected _isBlocking: boolean;
  80585. /**
  80586. * Is the texture preventing material to render while loading.
  80587. * If false, a default texture will be used instead of the loading one during the preparation step.
  80588. */
  80589. isBlocking: boolean;
  80590. /**
  80591. * Get the current sampling mode associated with the texture.
  80592. */
  80593. readonly samplingMode: number;
  80594. /**
  80595. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  80596. */
  80597. readonly invertY: boolean;
  80598. /**
  80599. * Instantiates a new texture.
  80600. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  80601. * @see http://doc.babylonjs.com/babylon101/materials#texture
  80602. * @param url define the url of the picture to load as a texture
  80603. * @param scene define the scene or engine the texture will belong to
  80604. * @param noMipmap define if the texture will require mip maps or not
  80605. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80606. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80607. * @param onLoad define a callback triggered when the texture has been loaded
  80608. * @param onError define a callback triggered when an error occurred during the loading session
  80609. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  80610. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  80611. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80612. */
  80613. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  80614. /**
  80615. * Update the url (and optional buffer) of this texture if url was null during construction.
  80616. * @param url the url of the texture
  80617. * @param buffer the buffer of the texture (defaults to null)
  80618. * @param onLoad callback called when the texture is loaded (defaults to null)
  80619. */
  80620. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  80621. /**
  80622. * Finish the loading sequence of a texture flagged as delayed load.
  80623. * @hidden
  80624. */
  80625. delayLoad(): void;
  80626. private _prepareRowForTextureGeneration;
  80627. /**
  80628. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  80629. * @returns the transform matrix of the texture.
  80630. */
  80631. getTextureMatrix(): Matrix;
  80632. /**
  80633. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  80634. * @returns The reflection texture transform
  80635. */
  80636. getReflectionTextureMatrix(): Matrix;
  80637. /**
  80638. * Clones the texture.
  80639. * @returns the cloned texture
  80640. */
  80641. clone(): Texture;
  80642. /**
  80643. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  80644. * @returns The JSON representation of the texture
  80645. */
  80646. serialize(): any;
  80647. /**
  80648. * Get the current class name of the texture useful for serialization or dynamic coding.
  80649. * @returns "Texture"
  80650. */
  80651. getClassName(): string;
  80652. /**
  80653. * Dispose the texture and release its associated resources.
  80654. */
  80655. dispose(): void;
  80656. /**
  80657. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  80658. * @param parsedTexture Define the JSON representation of the texture
  80659. * @param scene Define the scene the parsed texture should be instantiated in
  80660. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  80661. * @returns The parsed texture if successful
  80662. */
  80663. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  80664. /**
  80665. * Creates a texture from its base 64 representation.
  80666. * @param data Define the base64 payload without the data: prefix
  80667. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  80668. * @param scene Define the scene the texture should belong to
  80669. * @param noMipmap Forces the texture to not create mip map information if true
  80670. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80671. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80672. * @param onLoad define a callback triggered when the texture has been loaded
  80673. * @param onError define a callback triggered when an error occurred during the loading session
  80674. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80675. * @returns the created texture
  80676. */
  80677. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  80678. /**
  80679. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  80680. * @param data Define the base64 payload without the data: prefix
  80681. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  80682. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  80683. * @param scene Define the scene the texture should belong to
  80684. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  80685. * @param noMipmap Forces the texture to not create mip map information if true
  80686. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80687. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80688. * @param onLoad define a callback triggered when the texture has been loaded
  80689. * @param onError define a callback triggered when an error occurred during the loading session
  80690. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80691. * @returns the created texture
  80692. */
  80693. 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;
  80694. }
  80695. }
  80696. declare module BABYLON {
  80697. /**
  80698. * PostProcessManager is used to manage one or more post processes or post process pipelines
  80699. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80700. */
  80701. export class PostProcessManager {
  80702. private _scene;
  80703. private _indexBuffer;
  80704. private _vertexBuffers;
  80705. /**
  80706. * Creates a new instance PostProcess
  80707. * @param scene The scene that the post process is associated with.
  80708. */
  80709. constructor(scene: Scene);
  80710. private _prepareBuffers;
  80711. private _buildIndexBuffer;
  80712. /**
  80713. * Rebuilds the vertex buffers of the manager.
  80714. * @hidden
  80715. */
  80716. _rebuild(): void;
  80717. /**
  80718. * Prepares a frame to be run through a post process.
  80719. * @param sourceTexture The input texture to the post procesess. (default: null)
  80720. * @param postProcesses An array of post processes to be run. (default: null)
  80721. * @returns True if the post processes were able to be run.
  80722. * @hidden
  80723. */
  80724. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  80725. /**
  80726. * Manually render a set of post processes to a texture.
  80727. * @param postProcesses An array of post processes to be run.
  80728. * @param targetTexture The target texture to render to.
  80729. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  80730. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  80731. * @param lodLevel defines which lod of the texture to render to
  80732. */
  80733. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  80734. /**
  80735. * Finalize the result of the output of the postprocesses.
  80736. * @param doNotPresent If true the result will not be displayed to the screen.
  80737. * @param targetTexture The target texture to render to.
  80738. * @param faceIndex The index of the face to bind the target texture to.
  80739. * @param postProcesses The array of post processes to render.
  80740. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  80741. * @hidden
  80742. */
  80743. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  80744. /**
  80745. * Disposes of the post process manager.
  80746. */
  80747. dispose(): void;
  80748. }
  80749. }
  80750. declare module BABYLON {
  80751. /** Interface used by value gradients (color, factor, ...) */
  80752. export interface IValueGradient {
  80753. /**
  80754. * Gets or sets the gradient value (between 0 and 1)
  80755. */
  80756. gradient: number;
  80757. }
  80758. /** Class used to store color4 gradient */
  80759. export class ColorGradient implements IValueGradient {
  80760. /**
  80761. * Gets or sets the gradient value (between 0 and 1)
  80762. */
  80763. gradient: number;
  80764. /**
  80765. * Gets or sets first associated color
  80766. */
  80767. color1: Color4;
  80768. /**
  80769. * Gets or sets second associated color
  80770. */
  80771. color2?: Color4;
  80772. /**
  80773. * Will get a color picked randomly between color1 and color2.
  80774. * If color2 is undefined then color1 will be used
  80775. * @param result defines the target Color4 to store the result in
  80776. */
  80777. getColorToRef(result: Color4): void;
  80778. }
  80779. /** Class used to store color 3 gradient */
  80780. export class Color3Gradient implements IValueGradient {
  80781. /**
  80782. * Gets or sets the gradient value (between 0 and 1)
  80783. */
  80784. gradient: number;
  80785. /**
  80786. * Gets or sets the associated color
  80787. */
  80788. color: Color3;
  80789. }
  80790. /** Class used to store factor gradient */
  80791. export class FactorGradient implements IValueGradient {
  80792. /**
  80793. * Gets or sets the gradient value (between 0 and 1)
  80794. */
  80795. gradient: number;
  80796. /**
  80797. * Gets or sets first associated factor
  80798. */
  80799. factor1: number;
  80800. /**
  80801. * Gets or sets second associated factor
  80802. */
  80803. factor2?: number;
  80804. /**
  80805. * Will get a number picked randomly between factor1 and factor2.
  80806. * If factor2 is undefined then factor1 will be used
  80807. * @returns the picked number
  80808. */
  80809. getFactor(): number;
  80810. }
  80811. /**
  80812. * Helper used to simplify some generic gradient tasks
  80813. */
  80814. export class GradientHelper {
  80815. /**
  80816. * Gets the current gradient from an array of IValueGradient
  80817. * @param ratio defines the current ratio to get
  80818. * @param gradients defines the array of IValueGradient
  80819. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  80820. */
  80821. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  80822. }
  80823. }
  80824. declare module BABYLON {
  80825. interface AbstractScene {
  80826. /**
  80827. * The list of procedural textures added to the scene
  80828. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80829. */
  80830. proceduralTextures: Array<ProceduralTexture>;
  80831. }
  80832. /**
  80833. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  80834. * in a given scene.
  80835. */
  80836. export class ProceduralTextureSceneComponent implements ISceneComponent {
  80837. /**
  80838. * The component name helpfull to identify the component in the list of scene components.
  80839. */
  80840. readonly name: string;
  80841. /**
  80842. * The scene the component belongs to.
  80843. */
  80844. scene: Scene;
  80845. /**
  80846. * Creates a new instance of the component for the given scene
  80847. * @param scene Defines the scene to register the component in
  80848. */
  80849. constructor(scene: Scene);
  80850. /**
  80851. * Registers the component in a given scene
  80852. */
  80853. register(): void;
  80854. /**
  80855. * Rebuilds the elements related to this component in case of
  80856. * context lost for instance.
  80857. */
  80858. rebuild(): void;
  80859. /**
  80860. * Disposes the component and the associated ressources.
  80861. */
  80862. dispose(): void;
  80863. private _beforeClear;
  80864. }
  80865. }
  80866. declare module BABYLON {
  80867. interface Engine {
  80868. /**
  80869. * Creates a new render target cube texture
  80870. * @param size defines the size of the texture
  80871. * @param options defines the options used to create the texture
  80872. * @returns a new render target cube texture stored in an InternalTexture
  80873. */
  80874. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  80875. }
  80876. }
  80877. declare module BABYLON {
  80878. /** @hidden */
  80879. export var proceduralVertexShader: {
  80880. name: string;
  80881. shader: string;
  80882. };
  80883. }
  80884. declare module BABYLON {
  80885. /**
  80886. * 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.
  80887. * This is the base class of any Procedural texture and contains most of the shareable code.
  80888. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80889. */
  80890. export class ProceduralTexture extends Texture {
  80891. isCube: boolean;
  80892. /**
  80893. * Define if the texture is enabled or not (disabled texture will not render)
  80894. */
  80895. isEnabled: boolean;
  80896. /**
  80897. * Define if the texture must be cleared before rendering (default is true)
  80898. */
  80899. autoClear: boolean;
  80900. /**
  80901. * Callback called when the texture is generated
  80902. */
  80903. onGenerated: () => void;
  80904. /**
  80905. * Event raised when the texture is generated
  80906. */
  80907. onGeneratedObservable: Observable<ProceduralTexture>;
  80908. /** @hidden */
  80909. _generateMipMaps: boolean;
  80910. /** @hidden **/
  80911. _effect: Effect;
  80912. /** @hidden */
  80913. _textures: {
  80914. [key: string]: Texture;
  80915. };
  80916. private _size;
  80917. private _currentRefreshId;
  80918. private _refreshRate;
  80919. private _vertexBuffers;
  80920. private _indexBuffer;
  80921. private _uniforms;
  80922. private _samplers;
  80923. private _fragment;
  80924. private _floats;
  80925. private _ints;
  80926. private _floatsArrays;
  80927. private _colors3;
  80928. private _colors4;
  80929. private _vectors2;
  80930. private _vectors3;
  80931. private _matrices;
  80932. private _fallbackTexture;
  80933. private _fallbackTextureUsed;
  80934. private _engine;
  80935. private _cachedDefines;
  80936. private _contentUpdateId;
  80937. private _contentData;
  80938. /**
  80939. * Instantiates a new procedural texture.
  80940. * 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.
  80941. * This is the base class of any Procedural texture and contains most of the shareable code.
  80942. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80943. * @param name Define the name of the texture
  80944. * @param size Define the size of the texture to create
  80945. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80946. * @param scene Define the scene the texture belongs to
  80947. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80948. * @param generateMipMaps Define if the texture should creates mip maps or not
  80949. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80950. */
  80951. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  80952. /**
  80953. * The effect that is created when initializing the post process.
  80954. * @returns The created effect corresponding the the postprocess.
  80955. */
  80956. getEffect(): Effect;
  80957. /**
  80958. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80959. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80960. */
  80961. getContent(): Nullable<ArrayBufferView>;
  80962. private _createIndexBuffer;
  80963. /** @hidden */
  80964. _rebuild(): void;
  80965. /**
  80966. * Resets the texture in order to recreate its associated resources.
  80967. * This can be called in case of context loss
  80968. */
  80969. reset(): void;
  80970. protected _getDefines(): string;
  80971. /**
  80972. * Is the texture ready to be used ? (rendered at least once)
  80973. * @returns true if ready, otherwise, false.
  80974. */
  80975. isReady(): boolean;
  80976. /**
  80977. * Resets the refresh counter of the texture and start bak from scratch.
  80978. * Could be useful to regenerate the texture if it is setup to render only once.
  80979. */
  80980. resetRefreshCounter(): void;
  80981. /**
  80982. * Set the fragment shader to use in order to render the texture.
  80983. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80984. */
  80985. setFragment(fragment: any): void;
  80986. /**
  80987. * Define the refresh rate of the texture or the rendering frequency.
  80988. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80989. */
  80990. refreshRate: number;
  80991. /** @hidden */
  80992. _shouldRender(): boolean;
  80993. /**
  80994. * Get the size the texture is rendering at.
  80995. * @returns the size (texture is always squared)
  80996. */
  80997. getRenderSize(): number;
  80998. /**
  80999. * Resize the texture to new value.
  81000. * @param size Define the new size the texture should have
  81001. * @param generateMipMaps Define whether the new texture should create mip maps
  81002. */
  81003. resize(size: number, generateMipMaps: boolean): void;
  81004. private _checkUniform;
  81005. /**
  81006. * Set a texture in the shader program used to render.
  81007. * @param name Define the name of the uniform samplers as defined in the shader
  81008. * @param texture Define the texture to bind to this sampler
  81009. * @return the texture itself allowing "fluent" like uniform updates
  81010. */
  81011. setTexture(name: string, texture: Texture): ProceduralTexture;
  81012. /**
  81013. * Set a float in the shader.
  81014. * @param name Define the name of the uniform as defined in the shader
  81015. * @param value Define the value to give to the uniform
  81016. * @return the texture itself allowing "fluent" like uniform updates
  81017. */
  81018. setFloat(name: string, value: number): ProceduralTexture;
  81019. /**
  81020. * Set a int in the shader.
  81021. * @param name Define the name of the uniform as defined in the shader
  81022. * @param value Define the value to give to the uniform
  81023. * @return the texture itself allowing "fluent" like uniform updates
  81024. */
  81025. setInt(name: string, value: number): ProceduralTexture;
  81026. /**
  81027. * Set an array of floats in the shader.
  81028. * @param name Define the name of the uniform as defined in the shader
  81029. * @param value Define the value to give to the uniform
  81030. * @return the texture itself allowing "fluent" like uniform updates
  81031. */
  81032. setFloats(name: string, value: number[]): ProceduralTexture;
  81033. /**
  81034. * Set a vec3 in the shader from a Color3.
  81035. * @param name Define the name of the uniform as defined in the shader
  81036. * @param value Define the value to give to the uniform
  81037. * @return the texture itself allowing "fluent" like uniform updates
  81038. */
  81039. setColor3(name: string, value: Color3): ProceduralTexture;
  81040. /**
  81041. * Set a vec4 in the shader from a Color4.
  81042. * @param name Define the name of the uniform as defined in the shader
  81043. * @param value Define the value to give to the uniform
  81044. * @return the texture itself allowing "fluent" like uniform updates
  81045. */
  81046. setColor4(name: string, value: Color4): ProceduralTexture;
  81047. /**
  81048. * Set a vec2 in the shader from a Vector2.
  81049. * @param name Define the name of the uniform as defined in the shader
  81050. * @param value Define the value to give to the uniform
  81051. * @return the texture itself allowing "fluent" like uniform updates
  81052. */
  81053. setVector2(name: string, value: Vector2): ProceduralTexture;
  81054. /**
  81055. * Set a vec3 in the shader from a Vector3.
  81056. * @param name Define the name of the uniform as defined in the shader
  81057. * @param value Define the value to give to the uniform
  81058. * @return the texture itself allowing "fluent" like uniform updates
  81059. */
  81060. setVector3(name: string, value: Vector3): ProceduralTexture;
  81061. /**
  81062. * Set a mat4 in the shader from a MAtrix.
  81063. * @param name Define the name of the uniform as defined in the shader
  81064. * @param value Define the value to give to the uniform
  81065. * @return the texture itself allowing "fluent" like uniform updates
  81066. */
  81067. setMatrix(name: string, value: Matrix): ProceduralTexture;
  81068. /**
  81069. * Render the texture to its associated render target.
  81070. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81071. */
  81072. render(useCameraPostProcess?: boolean): void;
  81073. /**
  81074. * Clone the texture.
  81075. * @returns the cloned texture
  81076. */
  81077. clone(): ProceduralTexture;
  81078. /**
  81079. * Dispose the texture and release its asoociated resources.
  81080. */
  81081. dispose(): void;
  81082. }
  81083. }
  81084. declare module BABYLON {
  81085. /**
  81086. * This represents the base class for particle system in Babylon.
  81087. * 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.
  81088. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81089. * @example https://doc.babylonjs.com/babylon101/particles
  81090. */
  81091. export class BaseParticleSystem {
  81092. /**
  81093. * Source color is added to the destination color without alpha affecting the result
  81094. */
  81095. static BLENDMODE_ONEONE: number;
  81096. /**
  81097. * Blend current color and particle color using particle’s alpha
  81098. */
  81099. static BLENDMODE_STANDARD: number;
  81100. /**
  81101. * Add current color and particle color multiplied by particle’s alpha
  81102. */
  81103. static BLENDMODE_ADD: number;
  81104. /**
  81105. * Multiply current color with particle color
  81106. */
  81107. static BLENDMODE_MULTIPLY: number;
  81108. /**
  81109. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  81110. */
  81111. static BLENDMODE_MULTIPLYADD: number;
  81112. /**
  81113. * List of animations used by the particle system.
  81114. */
  81115. animations: Animation[];
  81116. /**
  81117. * The id of the Particle system.
  81118. */
  81119. id: string;
  81120. /**
  81121. * The friendly name of the Particle system.
  81122. */
  81123. name: string;
  81124. /**
  81125. * The rendering group used by the Particle system to chose when to render.
  81126. */
  81127. renderingGroupId: number;
  81128. /**
  81129. * The emitter represents the Mesh or position we are attaching the particle system to.
  81130. */
  81131. emitter: Nullable<AbstractMesh | Vector3>;
  81132. /**
  81133. * The maximum number of particles to emit per frame
  81134. */
  81135. emitRate: number;
  81136. /**
  81137. * If you want to launch only a few particles at once, that can be done, as well.
  81138. */
  81139. manualEmitCount: number;
  81140. /**
  81141. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81142. */
  81143. updateSpeed: number;
  81144. /**
  81145. * The amount of time the particle system is running (depends of the overall update speed).
  81146. */
  81147. targetStopDuration: number;
  81148. /**
  81149. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  81150. */
  81151. disposeOnStop: boolean;
  81152. /**
  81153. * Minimum power of emitting particles.
  81154. */
  81155. minEmitPower: number;
  81156. /**
  81157. * Maximum power of emitting particles.
  81158. */
  81159. maxEmitPower: number;
  81160. /**
  81161. * Minimum life time of emitting particles.
  81162. */
  81163. minLifeTime: number;
  81164. /**
  81165. * Maximum life time of emitting particles.
  81166. */
  81167. maxLifeTime: number;
  81168. /**
  81169. * Minimum Size of emitting particles.
  81170. */
  81171. minSize: number;
  81172. /**
  81173. * Maximum Size of emitting particles.
  81174. */
  81175. maxSize: number;
  81176. /**
  81177. * Minimum scale of emitting particles on X axis.
  81178. */
  81179. minScaleX: number;
  81180. /**
  81181. * Maximum scale of emitting particles on X axis.
  81182. */
  81183. maxScaleX: number;
  81184. /**
  81185. * Minimum scale of emitting particles on Y axis.
  81186. */
  81187. minScaleY: number;
  81188. /**
  81189. * Maximum scale of emitting particles on Y axis.
  81190. */
  81191. maxScaleY: number;
  81192. /**
  81193. * Gets or sets the minimal initial rotation in radians.
  81194. */
  81195. minInitialRotation: number;
  81196. /**
  81197. * Gets or sets the maximal initial rotation in radians.
  81198. */
  81199. maxInitialRotation: number;
  81200. /**
  81201. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81202. */
  81203. minAngularSpeed: number;
  81204. /**
  81205. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81206. */
  81207. maxAngularSpeed: number;
  81208. /**
  81209. * The texture used to render each particle. (this can be a spritesheet)
  81210. */
  81211. particleTexture: Nullable<Texture>;
  81212. /**
  81213. * The layer mask we are rendering the particles through.
  81214. */
  81215. layerMask: number;
  81216. /**
  81217. * This can help using your own shader to render the particle system.
  81218. * The according effect will be created
  81219. */
  81220. customShader: any;
  81221. /**
  81222. * By default particle system starts as soon as they are created. This prevents the
  81223. * automatic start to happen and let you decide when to start emitting particles.
  81224. */
  81225. preventAutoStart: boolean;
  81226. private _noiseTexture;
  81227. /**
  81228. * Gets or sets a texture used to add random noise to particle positions
  81229. */
  81230. noiseTexture: Nullable<ProceduralTexture>;
  81231. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  81232. noiseStrength: Vector3;
  81233. /**
  81234. * Callback triggered when the particle animation is ending.
  81235. */
  81236. onAnimationEnd: Nullable<() => void>;
  81237. /**
  81238. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  81239. */
  81240. blendMode: number;
  81241. /**
  81242. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  81243. * to override the particles.
  81244. */
  81245. forceDepthWrite: boolean;
  81246. /** 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 */
  81247. preWarmCycles: number;
  81248. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  81249. preWarmStepOffset: number;
  81250. /**
  81251. * 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)
  81252. */
  81253. spriteCellChangeSpeed: number;
  81254. /**
  81255. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  81256. */
  81257. startSpriteCellID: number;
  81258. /**
  81259. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  81260. */
  81261. endSpriteCellID: number;
  81262. /**
  81263. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  81264. */
  81265. spriteCellWidth: number;
  81266. /**
  81267. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  81268. */
  81269. spriteCellHeight: number;
  81270. /**
  81271. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  81272. */
  81273. spriteRandomStartCell: boolean;
  81274. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  81275. translationPivot: Vector2;
  81276. /** @hidden */
  81277. protected _isAnimationSheetEnabled: boolean;
  81278. /**
  81279. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  81280. */
  81281. beginAnimationOnStart: boolean;
  81282. /**
  81283. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  81284. */
  81285. beginAnimationFrom: number;
  81286. /**
  81287. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  81288. */
  81289. beginAnimationTo: number;
  81290. /**
  81291. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  81292. */
  81293. beginAnimationLoop: boolean;
  81294. /**
  81295. * Gets or sets a world offset applied to all particles
  81296. */
  81297. worldOffset: Vector3;
  81298. /**
  81299. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  81300. */
  81301. isAnimationSheetEnabled: boolean;
  81302. /**
  81303. * Get hosting scene
  81304. * @returns the scene
  81305. */
  81306. getScene(): Scene;
  81307. /**
  81308. * You can use gravity if you want to give an orientation to your particles.
  81309. */
  81310. gravity: Vector3;
  81311. protected _colorGradients: Nullable<Array<ColorGradient>>;
  81312. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  81313. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  81314. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  81315. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  81316. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  81317. protected _dragGradients: Nullable<Array<FactorGradient>>;
  81318. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  81319. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  81320. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  81321. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  81322. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  81323. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  81324. /**
  81325. * Defines the delay in milliseconds before starting the system (0 by default)
  81326. */
  81327. startDelay: number;
  81328. /**
  81329. * Gets the current list of drag gradients.
  81330. * You must use addDragGradient and removeDragGradient to udpate this list
  81331. * @returns the list of drag gradients
  81332. */
  81333. getDragGradients(): Nullable<Array<FactorGradient>>;
  81334. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  81335. limitVelocityDamping: number;
  81336. /**
  81337. * Gets the current list of limit velocity gradients.
  81338. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  81339. * @returns the list of limit velocity gradients
  81340. */
  81341. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  81342. /**
  81343. * Gets the current list of color gradients.
  81344. * You must use addColorGradient and removeColorGradient to udpate this list
  81345. * @returns the list of color gradients
  81346. */
  81347. getColorGradients(): Nullable<Array<ColorGradient>>;
  81348. /**
  81349. * Gets the current list of size gradients.
  81350. * You must use addSizeGradient and removeSizeGradient to udpate this list
  81351. * @returns the list of size gradients
  81352. */
  81353. getSizeGradients(): Nullable<Array<FactorGradient>>;
  81354. /**
  81355. * Gets the current list of color remap gradients.
  81356. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  81357. * @returns the list of color remap gradients
  81358. */
  81359. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  81360. /**
  81361. * Gets the current list of alpha remap gradients.
  81362. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  81363. * @returns the list of alpha remap gradients
  81364. */
  81365. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  81366. /**
  81367. * Gets the current list of life time gradients.
  81368. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  81369. * @returns the list of life time gradients
  81370. */
  81371. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  81372. /**
  81373. * Gets the current list of angular speed gradients.
  81374. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  81375. * @returns the list of angular speed gradients
  81376. */
  81377. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  81378. /**
  81379. * Gets the current list of velocity gradients.
  81380. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  81381. * @returns the list of velocity gradients
  81382. */
  81383. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  81384. /**
  81385. * Gets the current list of start size gradients.
  81386. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  81387. * @returns the list of start size gradients
  81388. */
  81389. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  81390. /**
  81391. * Gets the current list of emit rate gradients.
  81392. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  81393. * @returns the list of emit rate gradients
  81394. */
  81395. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  81396. /**
  81397. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81398. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81399. */
  81400. direction1: Vector3;
  81401. /**
  81402. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81403. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81404. */
  81405. direction2: Vector3;
  81406. /**
  81407. * 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.
  81408. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81409. */
  81410. minEmitBox: Vector3;
  81411. /**
  81412. * 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.
  81413. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81414. */
  81415. maxEmitBox: Vector3;
  81416. /**
  81417. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  81418. */
  81419. color1: Color4;
  81420. /**
  81421. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  81422. */
  81423. color2: Color4;
  81424. /**
  81425. * Color the particle will have at the end of its lifetime
  81426. */
  81427. colorDead: Color4;
  81428. /**
  81429. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  81430. */
  81431. textureMask: Color4;
  81432. /**
  81433. * The particle emitter type defines the emitter used by the particle system.
  81434. * It can be for example box, sphere, or cone...
  81435. */
  81436. particleEmitterType: IParticleEmitterType;
  81437. /** @hidden */
  81438. _isSubEmitter: boolean;
  81439. /**
  81440. * Gets or sets the billboard mode to use when isBillboardBased = true.
  81441. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  81442. */
  81443. billboardMode: number;
  81444. protected _isBillboardBased: boolean;
  81445. /**
  81446. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  81447. */
  81448. isBillboardBased: boolean;
  81449. /**
  81450. * The scene the particle system belongs to.
  81451. */
  81452. protected _scene: Scene;
  81453. /**
  81454. * Local cache of defines for image processing.
  81455. */
  81456. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  81457. /**
  81458. * Default configuration related to image processing available in the standard Material.
  81459. */
  81460. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  81461. /**
  81462. * Gets the image processing configuration used either in this material.
  81463. */
  81464. /**
  81465. * Sets the Default image processing configuration used either in the this material.
  81466. *
  81467. * If sets to null, the scene one is in use.
  81468. */
  81469. imageProcessingConfiguration: ImageProcessingConfiguration;
  81470. /**
  81471. * Attaches a new image processing configuration to the Standard Material.
  81472. * @param configuration
  81473. */
  81474. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  81475. /** @hidden */
  81476. protected _reset(): void;
  81477. /** @hidden */
  81478. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  81479. /**
  81480. * Instantiates a particle system.
  81481. * 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.
  81482. * @param name The name of the particle system
  81483. */
  81484. constructor(name: string);
  81485. /**
  81486. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  81487. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  81488. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  81489. * @returns the emitter
  81490. */
  81491. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  81492. /**
  81493. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  81494. * @param radius The radius of the hemisphere to emit from
  81495. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  81496. * @returns the emitter
  81497. */
  81498. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  81499. /**
  81500. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  81501. * @param radius The radius of the sphere to emit from
  81502. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  81503. * @returns the emitter
  81504. */
  81505. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  81506. /**
  81507. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  81508. * @param radius The radius of the sphere to emit from
  81509. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  81510. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  81511. * @returns the emitter
  81512. */
  81513. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  81514. /**
  81515. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  81516. * @param radius The radius of the emission cylinder
  81517. * @param height The height of the emission cylinder
  81518. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  81519. * @param directionRandomizer How much to randomize the particle direction [0-1]
  81520. * @returns the emitter
  81521. */
  81522. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  81523. /**
  81524. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  81525. * @param radius The radius of the cylinder to emit from
  81526. * @param height The height of the emission cylinder
  81527. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81528. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  81529. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  81530. * @returns the emitter
  81531. */
  81532. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  81533. /**
  81534. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  81535. * @param radius The radius of the cone to emit from
  81536. * @param angle The base angle of the cone
  81537. * @returns the emitter
  81538. */
  81539. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  81540. /**
  81541. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  81542. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  81543. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  81544. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  81545. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  81546. * @returns the emitter
  81547. */
  81548. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  81549. }
  81550. }
  81551. declare module BABYLON {
  81552. /**
  81553. * Type of sub emitter
  81554. */
  81555. export enum SubEmitterType {
  81556. /**
  81557. * Attached to the particle over it's lifetime
  81558. */
  81559. ATTACHED = 0,
  81560. /**
  81561. * Created when the particle dies
  81562. */
  81563. END = 1
  81564. }
  81565. /**
  81566. * Sub emitter class used to emit particles from an existing particle
  81567. */
  81568. export class SubEmitter {
  81569. /**
  81570. * the particle system to be used by the sub emitter
  81571. */
  81572. particleSystem: ParticleSystem;
  81573. /**
  81574. * Type of the submitter (Default: END)
  81575. */
  81576. type: SubEmitterType;
  81577. /**
  81578. * 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)
  81579. * Note: This only is supported when using an emitter of type Mesh
  81580. */
  81581. inheritDirection: boolean;
  81582. /**
  81583. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  81584. */
  81585. inheritedVelocityAmount: number;
  81586. /**
  81587. * Creates a sub emitter
  81588. * @param particleSystem the particle system to be used by the sub emitter
  81589. */
  81590. constructor(
  81591. /**
  81592. * the particle system to be used by the sub emitter
  81593. */
  81594. particleSystem: ParticleSystem);
  81595. /**
  81596. * Clones the sub emitter
  81597. * @returns the cloned sub emitter
  81598. */
  81599. clone(): SubEmitter;
  81600. /**
  81601. * Serialize current object to a JSON object
  81602. * @returns the serialized object
  81603. */
  81604. serialize(): any;
  81605. /** @hidden */
  81606. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  81607. /**
  81608. * Creates a new SubEmitter from a serialized JSON version
  81609. * @param serializationObject defines the JSON object to read from
  81610. * @param scene defines the hosting scene
  81611. * @param rootUrl defines the rootUrl for data loading
  81612. * @returns a new SubEmitter
  81613. */
  81614. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  81615. /** Release associated resources */
  81616. dispose(): void;
  81617. }
  81618. }
  81619. declare module BABYLON {
  81620. /** @hidden */
  81621. export var clipPlaneFragmentDeclaration: {
  81622. name: string;
  81623. shader: string;
  81624. };
  81625. }
  81626. declare module BABYLON {
  81627. /** @hidden */
  81628. export var imageProcessingDeclaration: {
  81629. name: string;
  81630. shader: string;
  81631. };
  81632. }
  81633. declare module BABYLON {
  81634. /** @hidden */
  81635. export var imageProcessingFunctions: {
  81636. name: string;
  81637. shader: string;
  81638. };
  81639. }
  81640. declare module BABYLON {
  81641. /** @hidden */
  81642. export var clipPlaneFragment: {
  81643. name: string;
  81644. shader: string;
  81645. };
  81646. }
  81647. declare module BABYLON {
  81648. /** @hidden */
  81649. export var particlesPixelShader: {
  81650. name: string;
  81651. shader: string;
  81652. };
  81653. }
  81654. declare module BABYLON {
  81655. /** @hidden */
  81656. export var clipPlaneVertexDeclaration: {
  81657. name: string;
  81658. shader: string;
  81659. };
  81660. }
  81661. declare module BABYLON {
  81662. /** @hidden */
  81663. export var clipPlaneVertex: {
  81664. name: string;
  81665. shader: string;
  81666. };
  81667. }
  81668. declare module BABYLON {
  81669. /** @hidden */
  81670. export var particlesVertexShader: {
  81671. name: string;
  81672. shader: string;
  81673. };
  81674. }
  81675. declare module BABYLON {
  81676. /**
  81677. * This represents a particle system in Babylon.
  81678. * 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.
  81679. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81680. * @example https://doc.babylonjs.com/babylon101/particles
  81681. */
  81682. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  81683. /**
  81684. * Billboard mode will only apply to Y axis
  81685. */
  81686. static readonly BILLBOARDMODE_Y: number;
  81687. /**
  81688. * Billboard mode will apply to all axes
  81689. */
  81690. static readonly BILLBOARDMODE_ALL: number;
  81691. /**
  81692. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  81693. */
  81694. static readonly BILLBOARDMODE_STRETCHED: number;
  81695. /**
  81696. * This function can be defined to provide custom update for active particles.
  81697. * This function will be called instead of regular update (age, position, color, etc.).
  81698. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  81699. */
  81700. updateFunction: (particles: Particle[]) => void;
  81701. private _emitterWorldMatrix;
  81702. /**
  81703. * This function can be defined to specify initial direction for every new particle.
  81704. * It by default use the emitterType defined function
  81705. */
  81706. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  81707. /**
  81708. * This function can be defined to specify initial position for every new particle.
  81709. * It by default use the emitterType defined function
  81710. */
  81711. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  81712. /**
  81713. * @hidden
  81714. */
  81715. _inheritedVelocityOffset: Vector3;
  81716. /**
  81717. * An event triggered when the system is disposed
  81718. */
  81719. onDisposeObservable: Observable<ParticleSystem>;
  81720. private _onDisposeObserver;
  81721. /**
  81722. * Sets a callback that will be triggered when the system is disposed
  81723. */
  81724. onDispose: () => void;
  81725. private _particles;
  81726. private _epsilon;
  81727. private _capacity;
  81728. private _stockParticles;
  81729. private _newPartsExcess;
  81730. private _vertexData;
  81731. private _vertexBuffer;
  81732. private _vertexBuffers;
  81733. private _spriteBuffer;
  81734. private _indexBuffer;
  81735. private _effect;
  81736. private _customEffect;
  81737. private _cachedDefines;
  81738. private _scaledColorStep;
  81739. private _colorDiff;
  81740. private _scaledDirection;
  81741. private _scaledGravity;
  81742. private _currentRenderId;
  81743. private _alive;
  81744. private _useInstancing;
  81745. private _started;
  81746. private _stopped;
  81747. private _actualFrame;
  81748. private _scaledUpdateSpeed;
  81749. private _vertexBufferSize;
  81750. /** @hidden */
  81751. _currentEmitRateGradient: Nullable<FactorGradient>;
  81752. /** @hidden */
  81753. _currentEmitRate1: number;
  81754. /** @hidden */
  81755. _currentEmitRate2: number;
  81756. /** @hidden */
  81757. _currentStartSizeGradient: Nullable<FactorGradient>;
  81758. /** @hidden */
  81759. _currentStartSize1: number;
  81760. /** @hidden */
  81761. _currentStartSize2: number;
  81762. private readonly _rawTextureWidth;
  81763. private _rampGradientsTexture;
  81764. private _useRampGradients;
  81765. /** Gets or sets a boolean indicating that ramp gradients must be used
  81766. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  81767. */
  81768. useRampGradients: boolean;
  81769. /**
  81770. * 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.
  81771. * 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: [])
  81772. */
  81773. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  81774. private _subEmitters;
  81775. /**
  81776. * @hidden
  81777. * If the particle systems emitter should be disposed when the particle system is disposed
  81778. */
  81779. _disposeEmitterOnDispose: boolean;
  81780. /**
  81781. * The current active Sub-systems, this property is used by the root particle system only.
  81782. */
  81783. activeSubSystems: Array<ParticleSystem>;
  81784. private _rootParticleSystem;
  81785. /**
  81786. * Gets the current list of active particles
  81787. */
  81788. readonly particles: Particle[];
  81789. /**
  81790. * Returns the string "ParticleSystem"
  81791. * @returns a string containing the class name
  81792. */
  81793. getClassName(): string;
  81794. /**
  81795. * Instantiates a particle system.
  81796. * 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.
  81797. * @param name The name of the particle system
  81798. * @param capacity The max number of particles alive at the same time
  81799. * @param scene The scene the particle system belongs to
  81800. * @param customEffect a custom effect used to change the way particles are rendered by default
  81801. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  81802. * @param epsilon Offset used to render the particles
  81803. */
  81804. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  81805. private _addFactorGradient;
  81806. private _removeFactorGradient;
  81807. /**
  81808. * Adds a new life time gradient
  81809. * @param gradient defines the gradient to use (between 0 and 1)
  81810. * @param factor defines the life time factor to affect to the specified gradient
  81811. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81812. * @returns the current particle system
  81813. */
  81814. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81815. /**
  81816. * Remove a specific life time gradient
  81817. * @param gradient defines the gradient to remove
  81818. * @returns the current particle system
  81819. */
  81820. removeLifeTimeGradient(gradient: number): IParticleSystem;
  81821. /**
  81822. * Adds a new size gradient
  81823. * @param gradient defines the gradient to use (between 0 and 1)
  81824. * @param factor defines the size factor to affect to the specified gradient
  81825. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81826. * @returns the current particle system
  81827. */
  81828. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81829. /**
  81830. * Remove a specific size gradient
  81831. * @param gradient defines the gradient to remove
  81832. * @returns the current particle system
  81833. */
  81834. removeSizeGradient(gradient: number): IParticleSystem;
  81835. /**
  81836. * Adds a new color remap gradient
  81837. * @param gradient defines the gradient to use (between 0 and 1)
  81838. * @param min defines the color remap minimal range
  81839. * @param max defines the color remap maximal range
  81840. * @returns the current particle system
  81841. */
  81842. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81843. /**
  81844. * Remove a specific color remap gradient
  81845. * @param gradient defines the gradient to remove
  81846. * @returns the current particle system
  81847. */
  81848. removeColorRemapGradient(gradient: number): IParticleSystem;
  81849. /**
  81850. * Adds a new alpha remap gradient
  81851. * @param gradient defines the gradient to use (between 0 and 1)
  81852. * @param min defines the alpha remap minimal range
  81853. * @param max defines the alpha remap maximal range
  81854. * @returns the current particle system
  81855. */
  81856. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81857. /**
  81858. * Remove a specific alpha remap gradient
  81859. * @param gradient defines the gradient to remove
  81860. * @returns the current particle system
  81861. */
  81862. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  81863. /**
  81864. * Adds a new angular speed gradient
  81865. * @param gradient defines the gradient to use (between 0 and 1)
  81866. * @param factor defines the angular speed to affect to the specified gradient
  81867. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81868. * @returns the current particle system
  81869. */
  81870. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81871. /**
  81872. * Remove a specific angular speed gradient
  81873. * @param gradient defines the gradient to remove
  81874. * @returns the current particle system
  81875. */
  81876. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  81877. /**
  81878. * Adds a new velocity gradient
  81879. * @param gradient defines the gradient to use (between 0 and 1)
  81880. * @param factor defines the velocity to affect to the specified gradient
  81881. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81882. * @returns the current particle system
  81883. */
  81884. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81885. /**
  81886. * Remove a specific velocity gradient
  81887. * @param gradient defines the gradient to remove
  81888. * @returns the current particle system
  81889. */
  81890. removeVelocityGradient(gradient: number): IParticleSystem;
  81891. /**
  81892. * Adds a new limit velocity gradient
  81893. * @param gradient defines the gradient to use (between 0 and 1)
  81894. * @param factor defines the limit velocity value to affect to the specified gradient
  81895. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81896. * @returns the current particle system
  81897. */
  81898. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81899. /**
  81900. * Remove a specific limit velocity gradient
  81901. * @param gradient defines the gradient to remove
  81902. * @returns the current particle system
  81903. */
  81904. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  81905. /**
  81906. * Adds a new drag gradient
  81907. * @param gradient defines the gradient to use (between 0 and 1)
  81908. * @param factor defines the drag value to affect to the specified gradient
  81909. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81910. * @returns the current particle system
  81911. */
  81912. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81913. /**
  81914. * Remove a specific drag gradient
  81915. * @param gradient defines the gradient to remove
  81916. * @returns the current particle system
  81917. */
  81918. removeDragGradient(gradient: number): IParticleSystem;
  81919. /**
  81920. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  81921. * @param gradient defines the gradient to use (between 0 and 1)
  81922. * @param factor defines the emit rate value to affect to the specified gradient
  81923. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81924. * @returns the current particle system
  81925. */
  81926. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81927. /**
  81928. * Remove a specific emit rate gradient
  81929. * @param gradient defines the gradient to remove
  81930. * @returns the current particle system
  81931. */
  81932. removeEmitRateGradient(gradient: number): IParticleSystem;
  81933. /**
  81934. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  81935. * @param gradient defines the gradient to use (between 0 and 1)
  81936. * @param factor defines the start size value to affect to the specified gradient
  81937. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81938. * @returns the current particle system
  81939. */
  81940. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81941. /**
  81942. * Remove a specific start size gradient
  81943. * @param gradient defines the gradient to remove
  81944. * @returns the current particle system
  81945. */
  81946. removeStartSizeGradient(gradient: number): IParticleSystem;
  81947. private _createRampGradientTexture;
  81948. /**
  81949. * Gets the current list of ramp gradients.
  81950. * You must use addRampGradient and removeRampGradient to udpate this list
  81951. * @returns the list of ramp gradients
  81952. */
  81953. getRampGradients(): Nullable<Array<Color3Gradient>>;
  81954. /**
  81955. * Adds a new ramp gradient used to remap particle colors
  81956. * @param gradient defines the gradient to use (between 0 and 1)
  81957. * @param color defines the color to affect to the specified gradient
  81958. * @returns the current particle system
  81959. */
  81960. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  81961. /**
  81962. * Remove a specific ramp gradient
  81963. * @param gradient defines the gradient to remove
  81964. * @returns the current particle system
  81965. */
  81966. removeRampGradient(gradient: number): ParticleSystem;
  81967. /**
  81968. * Adds a new color gradient
  81969. * @param gradient defines the gradient to use (between 0 and 1)
  81970. * @param color1 defines the color to affect to the specified gradient
  81971. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  81972. * @returns this particle system
  81973. */
  81974. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  81975. /**
  81976. * Remove a specific color gradient
  81977. * @param gradient defines the gradient to remove
  81978. * @returns this particle system
  81979. */
  81980. removeColorGradient(gradient: number): IParticleSystem;
  81981. private _fetchR;
  81982. protected _reset(): void;
  81983. private _resetEffect;
  81984. private _createVertexBuffers;
  81985. private _createIndexBuffer;
  81986. /**
  81987. * Gets the maximum number of particles active at the same time.
  81988. * @returns The max number of active particles.
  81989. */
  81990. getCapacity(): number;
  81991. /**
  81992. * Gets whether there are still active particles in the system.
  81993. * @returns True if it is alive, otherwise false.
  81994. */
  81995. isAlive(): boolean;
  81996. /**
  81997. * Gets if the system has been started. (Note: this will still be true after stop is called)
  81998. * @returns True if it has been started, otherwise false.
  81999. */
  82000. isStarted(): boolean;
  82001. private _prepareSubEmitterInternalArray;
  82002. /**
  82003. * Starts the particle system and begins to emit
  82004. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  82005. */
  82006. start(delay?: number): void;
  82007. /**
  82008. * Stops the particle system.
  82009. * @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.
  82010. */
  82011. stop(stopSubEmitters?: boolean): void;
  82012. /**
  82013. * Remove all active particles
  82014. */
  82015. reset(): void;
  82016. /**
  82017. * @hidden (for internal use only)
  82018. */
  82019. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  82020. /**
  82021. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  82022. * Its lifetime will start back at 0.
  82023. */
  82024. recycleParticle: (particle: Particle) => void;
  82025. private _stopSubEmitters;
  82026. private _createParticle;
  82027. private _removeFromRoot;
  82028. private _emitFromParticle;
  82029. private _update;
  82030. /** @hidden */
  82031. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  82032. /** @hidden */
  82033. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  82034. /** @hidden */
  82035. private _getEffect;
  82036. /**
  82037. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  82038. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  82039. */
  82040. animate(preWarmOnly?: boolean): void;
  82041. private _appendParticleVertices;
  82042. /**
  82043. * Rebuilds the particle system.
  82044. */
  82045. rebuild(): void;
  82046. /**
  82047. * Is this system ready to be used/rendered
  82048. * @return true if the system is ready
  82049. */
  82050. isReady(): boolean;
  82051. private _render;
  82052. /**
  82053. * Renders the particle system in its current state.
  82054. * @returns the current number of particles
  82055. */
  82056. render(): number;
  82057. /**
  82058. * Disposes the particle system and free the associated resources
  82059. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82060. */
  82061. dispose(disposeTexture?: boolean): void;
  82062. /**
  82063. * Clones the particle system.
  82064. * @param name The name of the cloned object
  82065. * @param newEmitter The new emitter to use
  82066. * @returns the cloned particle system
  82067. */
  82068. clone(name: string, newEmitter: any): ParticleSystem;
  82069. /**
  82070. * Serializes the particle system to a JSON object.
  82071. * @returns the JSON object
  82072. */
  82073. serialize(): any;
  82074. /** @hidden */
  82075. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  82076. /** @hidden */
  82077. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  82078. /**
  82079. * Parses a JSON object to create a particle system.
  82080. * @param parsedParticleSystem The JSON object to parse
  82081. * @param scene The scene to create the particle system in
  82082. * @param rootUrl The root url to use to load external dependencies like texture
  82083. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  82084. * @returns the Parsed particle system
  82085. */
  82086. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  82087. }
  82088. }
  82089. declare module BABYLON {
  82090. /**
  82091. * A particle represents one of the element emitted by a particle system.
  82092. * This is mainly define by its coordinates, direction, velocity and age.
  82093. */
  82094. export class Particle {
  82095. /**
  82096. * The particle system the particle belongs to.
  82097. */
  82098. particleSystem: ParticleSystem;
  82099. private static _Count;
  82100. /**
  82101. * Unique ID of the particle
  82102. */
  82103. id: number;
  82104. /**
  82105. * The world position of the particle in the scene.
  82106. */
  82107. position: Vector3;
  82108. /**
  82109. * The world direction of the particle in the scene.
  82110. */
  82111. direction: Vector3;
  82112. /**
  82113. * The color of the particle.
  82114. */
  82115. color: Color4;
  82116. /**
  82117. * The color change of the particle per step.
  82118. */
  82119. colorStep: Color4;
  82120. /**
  82121. * Defines how long will the life of the particle be.
  82122. */
  82123. lifeTime: number;
  82124. /**
  82125. * The current age of the particle.
  82126. */
  82127. age: number;
  82128. /**
  82129. * The current size of the particle.
  82130. */
  82131. size: number;
  82132. /**
  82133. * The current scale of the particle.
  82134. */
  82135. scale: Vector2;
  82136. /**
  82137. * The current angle of the particle.
  82138. */
  82139. angle: number;
  82140. /**
  82141. * Defines how fast is the angle changing.
  82142. */
  82143. angularSpeed: number;
  82144. /**
  82145. * Defines the cell index used by the particle to be rendered from a sprite.
  82146. */
  82147. cellIndex: number;
  82148. /**
  82149. * The information required to support color remapping
  82150. */
  82151. remapData: Vector4;
  82152. /** @hidden */
  82153. _randomCellOffset?: number;
  82154. /** @hidden */
  82155. _initialDirection: Nullable<Vector3>;
  82156. /** @hidden */
  82157. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  82158. /** @hidden */
  82159. _initialStartSpriteCellID: number;
  82160. /** @hidden */
  82161. _initialEndSpriteCellID: number;
  82162. /** @hidden */
  82163. _currentColorGradient: Nullable<ColorGradient>;
  82164. /** @hidden */
  82165. _currentColor1: Color4;
  82166. /** @hidden */
  82167. _currentColor2: Color4;
  82168. /** @hidden */
  82169. _currentSizeGradient: Nullable<FactorGradient>;
  82170. /** @hidden */
  82171. _currentSize1: number;
  82172. /** @hidden */
  82173. _currentSize2: number;
  82174. /** @hidden */
  82175. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  82176. /** @hidden */
  82177. _currentAngularSpeed1: number;
  82178. /** @hidden */
  82179. _currentAngularSpeed2: number;
  82180. /** @hidden */
  82181. _currentVelocityGradient: Nullable<FactorGradient>;
  82182. /** @hidden */
  82183. _currentVelocity1: number;
  82184. /** @hidden */
  82185. _currentVelocity2: number;
  82186. /** @hidden */
  82187. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  82188. /** @hidden */
  82189. _currentLimitVelocity1: number;
  82190. /** @hidden */
  82191. _currentLimitVelocity2: number;
  82192. /** @hidden */
  82193. _currentDragGradient: Nullable<FactorGradient>;
  82194. /** @hidden */
  82195. _currentDrag1: number;
  82196. /** @hidden */
  82197. _currentDrag2: number;
  82198. /** @hidden */
  82199. _randomNoiseCoordinates1: Vector3;
  82200. /** @hidden */
  82201. _randomNoiseCoordinates2: Vector3;
  82202. /**
  82203. * Creates a new instance Particle
  82204. * @param particleSystem the particle system the particle belongs to
  82205. */
  82206. constructor(
  82207. /**
  82208. * The particle system the particle belongs to.
  82209. */
  82210. particleSystem: ParticleSystem);
  82211. private updateCellInfoFromSystem;
  82212. /**
  82213. * Defines how the sprite cell index is updated for the particle
  82214. */
  82215. updateCellIndex(): void;
  82216. /** @hidden */
  82217. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  82218. /** @hidden */
  82219. _inheritParticleInfoToSubEmitters(): void;
  82220. /** @hidden */
  82221. _reset(): void;
  82222. /**
  82223. * Copy the properties of particle to another one.
  82224. * @param other the particle to copy the information to.
  82225. */
  82226. copyTo(other: Particle): void;
  82227. }
  82228. }
  82229. declare module BABYLON {
  82230. /**
  82231. * Particle emitter represents a volume emitting particles.
  82232. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  82233. */
  82234. export interface IParticleEmitterType {
  82235. /**
  82236. * Called by the particle System when the direction is computed for the created particle.
  82237. * @param worldMatrix is the world matrix of the particle system
  82238. * @param directionToUpdate is the direction vector to update with the result
  82239. * @param particle is the particle we are computed the direction for
  82240. */
  82241. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82242. /**
  82243. * Called by the particle System when the position is computed for the created particle.
  82244. * @param worldMatrix is the world matrix of the particle system
  82245. * @param positionToUpdate is the position vector to update with the result
  82246. * @param particle is the particle we are computed the position for
  82247. */
  82248. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82249. /**
  82250. * Clones the current emitter and returns a copy of it
  82251. * @returns the new emitter
  82252. */
  82253. clone(): IParticleEmitterType;
  82254. /**
  82255. * Called by the GPUParticleSystem to setup the update shader
  82256. * @param effect defines the update shader
  82257. */
  82258. applyToShader(effect: Effect): void;
  82259. /**
  82260. * Returns a string to use to update the GPU particles update shader
  82261. * @returns the effect defines string
  82262. */
  82263. getEffectDefines(): string;
  82264. /**
  82265. * Returns a string representing the class name
  82266. * @returns a string containing the class name
  82267. */
  82268. getClassName(): string;
  82269. /**
  82270. * Serializes the particle system to a JSON object.
  82271. * @returns the JSON object
  82272. */
  82273. serialize(): any;
  82274. /**
  82275. * Parse properties from a JSON object
  82276. * @param serializationObject defines the JSON object
  82277. */
  82278. parse(serializationObject: any): void;
  82279. }
  82280. }
  82281. declare module BABYLON {
  82282. /**
  82283. * Particle emitter emitting particles from the inside of a box.
  82284. * It emits the particles randomly between 2 given directions.
  82285. */
  82286. export class BoxParticleEmitter implements IParticleEmitterType {
  82287. /**
  82288. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82289. */
  82290. direction1: Vector3;
  82291. /**
  82292. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82293. */
  82294. direction2: Vector3;
  82295. /**
  82296. * 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.
  82297. */
  82298. minEmitBox: Vector3;
  82299. /**
  82300. * 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.
  82301. */
  82302. maxEmitBox: Vector3;
  82303. /**
  82304. * Creates a new instance BoxParticleEmitter
  82305. */
  82306. constructor();
  82307. /**
  82308. * Called by the particle System when the direction is computed for the created particle.
  82309. * @param worldMatrix is the world matrix of the particle system
  82310. * @param directionToUpdate is the direction vector to update with the result
  82311. * @param particle is the particle we are computed the direction for
  82312. */
  82313. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82314. /**
  82315. * Called by the particle System when the position is computed for the created particle.
  82316. * @param worldMatrix is the world matrix of the particle system
  82317. * @param positionToUpdate is the position vector to update with the result
  82318. * @param particle is the particle we are computed the position for
  82319. */
  82320. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82321. /**
  82322. * Clones the current emitter and returns a copy of it
  82323. * @returns the new emitter
  82324. */
  82325. clone(): BoxParticleEmitter;
  82326. /**
  82327. * Called by the GPUParticleSystem to setup the update shader
  82328. * @param effect defines the update shader
  82329. */
  82330. applyToShader(effect: Effect): void;
  82331. /**
  82332. * Returns a string to use to update the GPU particles update shader
  82333. * @returns a string containng the defines string
  82334. */
  82335. getEffectDefines(): string;
  82336. /**
  82337. * Returns the string "BoxParticleEmitter"
  82338. * @returns a string containing the class name
  82339. */
  82340. getClassName(): string;
  82341. /**
  82342. * Serializes the particle system to a JSON object.
  82343. * @returns the JSON object
  82344. */
  82345. serialize(): any;
  82346. /**
  82347. * Parse properties from a JSON object
  82348. * @param serializationObject defines the JSON object
  82349. */
  82350. parse(serializationObject: any): void;
  82351. }
  82352. }
  82353. declare module BABYLON {
  82354. /**
  82355. * Particle emitter emitting particles from the inside of a cone.
  82356. * It emits the particles alongside the cone volume from the base to the particle.
  82357. * The emission direction might be randomized.
  82358. */
  82359. export class ConeParticleEmitter implements IParticleEmitterType {
  82360. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  82361. directionRandomizer: number;
  82362. private _radius;
  82363. private _angle;
  82364. private _height;
  82365. /**
  82366. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  82367. */
  82368. radiusRange: number;
  82369. /**
  82370. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  82371. */
  82372. heightRange: number;
  82373. /**
  82374. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  82375. */
  82376. emitFromSpawnPointOnly: boolean;
  82377. /**
  82378. * Gets or sets the radius of the emission cone
  82379. */
  82380. radius: number;
  82381. /**
  82382. * Gets or sets the angle of the emission cone
  82383. */
  82384. angle: number;
  82385. private _buildHeight;
  82386. /**
  82387. * Creates a new instance ConeParticleEmitter
  82388. * @param radius the radius of the emission cone (1 by default)
  82389. * @param angle the cone base angle (PI by default)
  82390. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  82391. */
  82392. constructor(radius?: number, angle?: number,
  82393. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  82394. directionRandomizer?: number);
  82395. /**
  82396. * Called by the particle System when the direction is computed for the created particle.
  82397. * @param worldMatrix is the world matrix of the particle system
  82398. * @param directionToUpdate is the direction vector to update with the result
  82399. * @param particle is the particle we are computed the direction for
  82400. */
  82401. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82402. /**
  82403. * Called by the particle System when the position is computed for the created particle.
  82404. * @param worldMatrix is the world matrix of the particle system
  82405. * @param positionToUpdate is the position vector to update with the result
  82406. * @param particle is the particle we are computed the position for
  82407. */
  82408. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82409. /**
  82410. * Clones the current emitter and returns a copy of it
  82411. * @returns the new emitter
  82412. */
  82413. clone(): ConeParticleEmitter;
  82414. /**
  82415. * Called by the GPUParticleSystem to setup the update shader
  82416. * @param effect defines the update shader
  82417. */
  82418. applyToShader(effect: Effect): void;
  82419. /**
  82420. * Returns a string to use to update the GPU particles update shader
  82421. * @returns a string containng the defines string
  82422. */
  82423. getEffectDefines(): string;
  82424. /**
  82425. * Returns the string "ConeParticleEmitter"
  82426. * @returns a string containing the class name
  82427. */
  82428. getClassName(): string;
  82429. /**
  82430. * Serializes the particle system to a JSON object.
  82431. * @returns the JSON object
  82432. */
  82433. serialize(): any;
  82434. /**
  82435. * Parse properties from a JSON object
  82436. * @param serializationObject defines the JSON object
  82437. */
  82438. parse(serializationObject: any): void;
  82439. }
  82440. }
  82441. declare module BABYLON {
  82442. /**
  82443. * Particle emitter emitting particles from the inside of a cylinder.
  82444. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  82445. */
  82446. export class CylinderParticleEmitter implements IParticleEmitterType {
  82447. /**
  82448. * The radius of the emission cylinder.
  82449. */
  82450. radius: number;
  82451. /**
  82452. * The height of the emission cylinder.
  82453. */
  82454. height: number;
  82455. /**
  82456. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82457. */
  82458. radiusRange: number;
  82459. /**
  82460. * How much to randomize the particle direction [0-1].
  82461. */
  82462. directionRandomizer: number;
  82463. /**
  82464. * Creates a new instance CylinderParticleEmitter
  82465. * @param radius the radius of the emission cylinder (1 by default)
  82466. * @param height the height of the emission cylinder (1 by default)
  82467. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82468. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82469. */
  82470. constructor(
  82471. /**
  82472. * The radius of the emission cylinder.
  82473. */
  82474. radius?: number,
  82475. /**
  82476. * The height of the emission cylinder.
  82477. */
  82478. height?: number,
  82479. /**
  82480. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82481. */
  82482. radiusRange?: number,
  82483. /**
  82484. * How much to randomize the particle direction [0-1].
  82485. */
  82486. directionRandomizer?: number);
  82487. /**
  82488. * Called by the particle System when the direction is computed for the created particle.
  82489. * @param worldMatrix is the world matrix of the particle system
  82490. * @param directionToUpdate is the direction vector to update with the result
  82491. * @param particle is the particle we are computed the direction for
  82492. */
  82493. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82494. /**
  82495. * Called by the particle System when the position is computed for the created particle.
  82496. * @param worldMatrix is the world matrix of the particle system
  82497. * @param positionToUpdate is the position vector to update with the result
  82498. * @param particle is the particle we are computed the position for
  82499. */
  82500. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82501. /**
  82502. * Clones the current emitter and returns a copy of it
  82503. * @returns the new emitter
  82504. */
  82505. clone(): CylinderParticleEmitter;
  82506. /**
  82507. * Called by the GPUParticleSystem to setup the update shader
  82508. * @param effect defines the update shader
  82509. */
  82510. applyToShader(effect: Effect): void;
  82511. /**
  82512. * Returns a string to use to update the GPU particles update shader
  82513. * @returns a string containng the defines string
  82514. */
  82515. getEffectDefines(): string;
  82516. /**
  82517. * Returns the string "CylinderParticleEmitter"
  82518. * @returns a string containing the class name
  82519. */
  82520. getClassName(): string;
  82521. /**
  82522. * Serializes the particle system to a JSON object.
  82523. * @returns the JSON object
  82524. */
  82525. serialize(): any;
  82526. /**
  82527. * Parse properties from a JSON object
  82528. * @param serializationObject defines the JSON object
  82529. */
  82530. parse(serializationObject: any): void;
  82531. }
  82532. /**
  82533. * Particle emitter emitting particles from the inside of a cylinder.
  82534. * It emits the particles randomly between two vectors.
  82535. */
  82536. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  82537. /**
  82538. * The min limit of the emission direction.
  82539. */
  82540. direction1: Vector3;
  82541. /**
  82542. * The max limit of the emission direction.
  82543. */
  82544. direction2: Vector3;
  82545. /**
  82546. * Creates a new instance CylinderDirectedParticleEmitter
  82547. * @param radius the radius of the emission cylinder (1 by default)
  82548. * @param height the height of the emission cylinder (1 by default)
  82549. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82550. * @param direction1 the min limit of the emission direction (up vector by default)
  82551. * @param direction2 the max limit of the emission direction (up vector by default)
  82552. */
  82553. constructor(radius?: number, height?: number, radiusRange?: number,
  82554. /**
  82555. * The min limit of the emission direction.
  82556. */
  82557. direction1?: Vector3,
  82558. /**
  82559. * The max limit of the emission direction.
  82560. */
  82561. direction2?: Vector3);
  82562. /**
  82563. * Called by the particle System when the direction is computed for the created particle.
  82564. * @param worldMatrix is the world matrix of the particle system
  82565. * @param directionToUpdate is the direction vector to update with the result
  82566. * @param particle is the particle we are computed the direction for
  82567. */
  82568. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82569. /**
  82570. * Clones the current emitter and returns a copy of it
  82571. * @returns the new emitter
  82572. */
  82573. clone(): CylinderDirectedParticleEmitter;
  82574. /**
  82575. * Called by the GPUParticleSystem to setup the update shader
  82576. * @param effect defines the update shader
  82577. */
  82578. applyToShader(effect: Effect): void;
  82579. /**
  82580. * Returns a string to use to update the GPU particles update shader
  82581. * @returns a string containng the defines string
  82582. */
  82583. getEffectDefines(): string;
  82584. /**
  82585. * Returns the string "CylinderDirectedParticleEmitter"
  82586. * @returns a string containing the class name
  82587. */
  82588. getClassName(): string;
  82589. /**
  82590. * Serializes the particle system to a JSON object.
  82591. * @returns the JSON object
  82592. */
  82593. serialize(): any;
  82594. /**
  82595. * Parse properties from a JSON object
  82596. * @param serializationObject defines the JSON object
  82597. */
  82598. parse(serializationObject: any): void;
  82599. }
  82600. }
  82601. declare module BABYLON {
  82602. /**
  82603. * Particle emitter emitting particles from the inside of a hemisphere.
  82604. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  82605. */
  82606. export class HemisphericParticleEmitter implements IParticleEmitterType {
  82607. /**
  82608. * The radius of the emission hemisphere.
  82609. */
  82610. radius: number;
  82611. /**
  82612. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82613. */
  82614. radiusRange: number;
  82615. /**
  82616. * How much to randomize the particle direction [0-1].
  82617. */
  82618. directionRandomizer: number;
  82619. /**
  82620. * Creates a new instance HemisphericParticleEmitter
  82621. * @param radius the radius of the emission hemisphere (1 by default)
  82622. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82623. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82624. */
  82625. constructor(
  82626. /**
  82627. * The radius of the emission hemisphere.
  82628. */
  82629. radius?: number,
  82630. /**
  82631. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82632. */
  82633. radiusRange?: number,
  82634. /**
  82635. * How much to randomize the particle direction [0-1].
  82636. */
  82637. directionRandomizer?: number);
  82638. /**
  82639. * Called by the particle System when the direction is computed for the created particle.
  82640. * @param worldMatrix is the world matrix of the particle system
  82641. * @param directionToUpdate is the direction vector to update with the result
  82642. * @param particle is the particle we are computed the direction for
  82643. */
  82644. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82645. /**
  82646. * Called by the particle System when the position is computed for the created particle.
  82647. * @param worldMatrix is the world matrix of the particle system
  82648. * @param positionToUpdate is the position vector to update with the result
  82649. * @param particle is the particle we are computed the position for
  82650. */
  82651. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82652. /**
  82653. * Clones the current emitter and returns a copy of it
  82654. * @returns the new emitter
  82655. */
  82656. clone(): HemisphericParticleEmitter;
  82657. /**
  82658. * Called by the GPUParticleSystem to setup the update shader
  82659. * @param effect defines the update shader
  82660. */
  82661. applyToShader(effect: Effect): void;
  82662. /**
  82663. * Returns a string to use to update the GPU particles update shader
  82664. * @returns a string containng the defines string
  82665. */
  82666. getEffectDefines(): string;
  82667. /**
  82668. * Returns the string "HemisphericParticleEmitter"
  82669. * @returns a string containing the class name
  82670. */
  82671. getClassName(): string;
  82672. /**
  82673. * Serializes the particle system to a JSON object.
  82674. * @returns the JSON object
  82675. */
  82676. serialize(): any;
  82677. /**
  82678. * Parse properties from a JSON object
  82679. * @param serializationObject defines the JSON object
  82680. */
  82681. parse(serializationObject: any): void;
  82682. }
  82683. }
  82684. declare module BABYLON {
  82685. /**
  82686. * Particle emitter emitting particles from a point.
  82687. * It emits the particles randomly between 2 given directions.
  82688. */
  82689. export class PointParticleEmitter implements IParticleEmitterType {
  82690. /**
  82691. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82692. */
  82693. direction1: Vector3;
  82694. /**
  82695. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82696. */
  82697. direction2: Vector3;
  82698. /**
  82699. * Creates a new instance PointParticleEmitter
  82700. */
  82701. constructor();
  82702. /**
  82703. * Called by the particle System when the direction is computed for the created particle.
  82704. * @param worldMatrix is the world matrix of the particle system
  82705. * @param directionToUpdate is the direction vector to update with the result
  82706. * @param particle is the particle we are computed the direction for
  82707. */
  82708. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82709. /**
  82710. * Called by the particle System when the position is computed for the created particle.
  82711. * @param worldMatrix is the world matrix of the particle system
  82712. * @param positionToUpdate is the position vector to update with the result
  82713. * @param particle is the particle we are computed the position for
  82714. */
  82715. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82716. /**
  82717. * Clones the current emitter and returns a copy of it
  82718. * @returns the new emitter
  82719. */
  82720. clone(): PointParticleEmitter;
  82721. /**
  82722. * Called by the GPUParticleSystem to setup the update shader
  82723. * @param effect defines the update shader
  82724. */
  82725. applyToShader(effect: Effect): void;
  82726. /**
  82727. * Returns a string to use to update the GPU particles update shader
  82728. * @returns a string containng the defines string
  82729. */
  82730. getEffectDefines(): string;
  82731. /**
  82732. * Returns the string "PointParticleEmitter"
  82733. * @returns a string containing the class name
  82734. */
  82735. getClassName(): string;
  82736. /**
  82737. * Serializes the particle system to a JSON object.
  82738. * @returns the JSON object
  82739. */
  82740. serialize(): any;
  82741. /**
  82742. * Parse properties from a JSON object
  82743. * @param serializationObject defines the JSON object
  82744. */
  82745. parse(serializationObject: any): void;
  82746. }
  82747. }
  82748. declare module BABYLON {
  82749. /**
  82750. * Particle emitter emitting particles from the inside of a sphere.
  82751. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  82752. */
  82753. export class SphereParticleEmitter implements IParticleEmitterType {
  82754. /**
  82755. * The radius of the emission sphere.
  82756. */
  82757. radius: number;
  82758. /**
  82759. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82760. */
  82761. radiusRange: number;
  82762. /**
  82763. * How much to randomize the particle direction [0-1].
  82764. */
  82765. directionRandomizer: number;
  82766. /**
  82767. * Creates a new instance SphereParticleEmitter
  82768. * @param radius the radius of the emission sphere (1 by default)
  82769. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82770. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82771. */
  82772. constructor(
  82773. /**
  82774. * The radius of the emission sphere.
  82775. */
  82776. radius?: number,
  82777. /**
  82778. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82779. */
  82780. radiusRange?: number,
  82781. /**
  82782. * How much to randomize the particle direction [0-1].
  82783. */
  82784. directionRandomizer?: number);
  82785. /**
  82786. * Called by the particle System when the direction is computed for the created particle.
  82787. * @param worldMatrix is the world matrix of the particle system
  82788. * @param directionToUpdate is the direction vector to update with the result
  82789. * @param particle is the particle we are computed the direction for
  82790. */
  82791. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82792. /**
  82793. * Called by the particle System when the position is computed for the created particle.
  82794. * @param worldMatrix is the world matrix of the particle system
  82795. * @param positionToUpdate is the position vector to update with the result
  82796. * @param particle is the particle we are computed the position for
  82797. */
  82798. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82799. /**
  82800. * Clones the current emitter and returns a copy of it
  82801. * @returns the new emitter
  82802. */
  82803. clone(): SphereParticleEmitter;
  82804. /**
  82805. * Called by the GPUParticleSystem to setup the update shader
  82806. * @param effect defines the update shader
  82807. */
  82808. applyToShader(effect: Effect): void;
  82809. /**
  82810. * Returns a string to use to update the GPU particles update shader
  82811. * @returns a string containng the defines string
  82812. */
  82813. getEffectDefines(): string;
  82814. /**
  82815. * Returns the string "SphereParticleEmitter"
  82816. * @returns a string containing the class name
  82817. */
  82818. getClassName(): string;
  82819. /**
  82820. * Serializes the particle system to a JSON object.
  82821. * @returns the JSON object
  82822. */
  82823. serialize(): any;
  82824. /**
  82825. * Parse properties from a JSON object
  82826. * @param serializationObject defines the JSON object
  82827. */
  82828. parse(serializationObject: any): void;
  82829. }
  82830. /**
  82831. * Particle emitter emitting particles from the inside of a sphere.
  82832. * It emits the particles randomly between two vectors.
  82833. */
  82834. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  82835. /**
  82836. * The min limit of the emission direction.
  82837. */
  82838. direction1: Vector3;
  82839. /**
  82840. * The max limit of the emission direction.
  82841. */
  82842. direction2: Vector3;
  82843. /**
  82844. * Creates a new instance SphereDirectedParticleEmitter
  82845. * @param radius the radius of the emission sphere (1 by default)
  82846. * @param direction1 the min limit of the emission direction (up vector by default)
  82847. * @param direction2 the max limit of the emission direction (up vector by default)
  82848. */
  82849. constructor(radius?: number,
  82850. /**
  82851. * The min limit of the emission direction.
  82852. */
  82853. direction1?: Vector3,
  82854. /**
  82855. * The max limit of the emission direction.
  82856. */
  82857. direction2?: Vector3);
  82858. /**
  82859. * Called by the particle System when the direction is computed for the created particle.
  82860. * @param worldMatrix is the world matrix of the particle system
  82861. * @param directionToUpdate is the direction vector to update with the result
  82862. * @param particle is the particle we are computed the direction for
  82863. */
  82864. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82865. /**
  82866. * Clones the current emitter and returns a copy of it
  82867. * @returns the new emitter
  82868. */
  82869. clone(): SphereDirectedParticleEmitter;
  82870. /**
  82871. * Called by the GPUParticleSystem to setup the update shader
  82872. * @param effect defines the update shader
  82873. */
  82874. applyToShader(effect: Effect): void;
  82875. /**
  82876. * Returns a string to use to update the GPU particles update shader
  82877. * @returns a string containng the defines string
  82878. */
  82879. getEffectDefines(): string;
  82880. /**
  82881. * Returns the string "SphereDirectedParticleEmitter"
  82882. * @returns a string containing the class name
  82883. */
  82884. getClassName(): string;
  82885. /**
  82886. * Serializes the particle system to a JSON object.
  82887. * @returns the JSON object
  82888. */
  82889. serialize(): any;
  82890. /**
  82891. * Parse properties from a JSON object
  82892. * @param serializationObject defines the JSON object
  82893. */
  82894. parse(serializationObject: any): void;
  82895. }
  82896. }
  82897. declare module BABYLON {
  82898. /**
  82899. * Interface representing a particle system in Babylon.js.
  82900. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  82901. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  82902. */
  82903. export interface IParticleSystem {
  82904. /**
  82905. * List of animations used by the particle system.
  82906. */
  82907. animations: Animation[];
  82908. /**
  82909. * The id of the Particle system.
  82910. */
  82911. id: string;
  82912. /**
  82913. * The name of the Particle system.
  82914. */
  82915. name: string;
  82916. /**
  82917. * The emitter represents the Mesh or position we are attaching the particle system to.
  82918. */
  82919. emitter: Nullable<AbstractMesh | Vector3>;
  82920. /**
  82921. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82922. */
  82923. isBillboardBased: boolean;
  82924. /**
  82925. * The rendering group used by the Particle system to chose when to render.
  82926. */
  82927. renderingGroupId: number;
  82928. /**
  82929. * The layer mask we are rendering the particles through.
  82930. */
  82931. layerMask: number;
  82932. /**
  82933. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  82934. */
  82935. updateSpeed: number;
  82936. /**
  82937. * The amount of time the particle system is running (depends of the overall update speed).
  82938. */
  82939. targetStopDuration: number;
  82940. /**
  82941. * The texture used to render each particle. (this can be a spritesheet)
  82942. */
  82943. particleTexture: Nullable<Texture>;
  82944. /**
  82945. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  82946. */
  82947. blendMode: number;
  82948. /**
  82949. * Minimum life time of emitting particles.
  82950. */
  82951. minLifeTime: number;
  82952. /**
  82953. * Maximum life time of emitting particles.
  82954. */
  82955. maxLifeTime: number;
  82956. /**
  82957. * Minimum Size of emitting particles.
  82958. */
  82959. minSize: number;
  82960. /**
  82961. * Maximum Size of emitting particles.
  82962. */
  82963. maxSize: number;
  82964. /**
  82965. * Minimum scale of emitting particles on X axis.
  82966. */
  82967. minScaleX: number;
  82968. /**
  82969. * Maximum scale of emitting particles on X axis.
  82970. */
  82971. maxScaleX: number;
  82972. /**
  82973. * Minimum scale of emitting particles on Y axis.
  82974. */
  82975. minScaleY: number;
  82976. /**
  82977. * Maximum scale of emitting particles on Y axis.
  82978. */
  82979. maxScaleY: number;
  82980. /**
  82981. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82982. */
  82983. color1: Color4;
  82984. /**
  82985. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82986. */
  82987. color2: Color4;
  82988. /**
  82989. * Color the particle will have at the end of its lifetime.
  82990. */
  82991. colorDead: Color4;
  82992. /**
  82993. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  82994. */
  82995. emitRate: number;
  82996. /**
  82997. * You can use gravity if you want to give an orientation to your particles.
  82998. */
  82999. gravity: Vector3;
  83000. /**
  83001. * Minimum power of emitting particles.
  83002. */
  83003. minEmitPower: number;
  83004. /**
  83005. * Maximum power of emitting particles.
  83006. */
  83007. maxEmitPower: number;
  83008. /**
  83009. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  83010. */
  83011. minAngularSpeed: number;
  83012. /**
  83013. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  83014. */
  83015. maxAngularSpeed: number;
  83016. /**
  83017. * Gets or sets the minimal initial rotation in radians.
  83018. */
  83019. minInitialRotation: number;
  83020. /**
  83021. * Gets or sets the maximal initial rotation in radians.
  83022. */
  83023. maxInitialRotation: number;
  83024. /**
  83025. * The particle emitter type defines the emitter used by the particle system.
  83026. * It can be for example box, sphere, or cone...
  83027. */
  83028. particleEmitterType: Nullable<IParticleEmitterType>;
  83029. /**
  83030. * Defines the delay in milliseconds before starting the system (0 by default)
  83031. */
  83032. startDelay: number;
  83033. /**
  83034. * 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
  83035. */
  83036. preWarmCycles: number;
  83037. /**
  83038. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  83039. */
  83040. preWarmStepOffset: number;
  83041. /**
  83042. * 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)
  83043. */
  83044. spriteCellChangeSpeed: number;
  83045. /**
  83046. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  83047. */
  83048. startSpriteCellID: number;
  83049. /**
  83050. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  83051. */
  83052. endSpriteCellID: number;
  83053. /**
  83054. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  83055. */
  83056. spriteCellWidth: number;
  83057. /**
  83058. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  83059. */
  83060. spriteCellHeight: number;
  83061. /**
  83062. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  83063. */
  83064. spriteRandomStartCell: boolean;
  83065. /**
  83066. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  83067. */
  83068. isAnimationSheetEnabled: boolean;
  83069. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  83070. translationPivot: Vector2;
  83071. /**
  83072. * Gets or sets a texture used to add random noise to particle positions
  83073. */
  83074. noiseTexture: Nullable<BaseTexture>;
  83075. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  83076. noiseStrength: Vector3;
  83077. /**
  83078. * Gets or sets the billboard mode to use when isBillboardBased = true.
  83079. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  83080. */
  83081. billboardMode: number;
  83082. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  83083. limitVelocityDamping: number;
  83084. /**
  83085. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  83086. */
  83087. beginAnimationOnStart: boolean;
  83088. /**
  83089. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  83090. */
  83091. beginAnimationFrom: number;
  83092. /**
  83093. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  83094. */
  83095. beginAnimationTo: number;
  83096. /**
  83097. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  83098. */
  83099. beginAnimationLoop: boolean;
  83100. /**
  83101. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  83102. */
  83103. disposeOnStop: boolean;
  83104. /**
  83105. * Gets the maximum number of particles active at the same time.
  83106. * @returns The max number of active particles.
  83107. */
  83108. getCapacity(): number;
  83109. /**
  83110. * Gets if the system has been started. (Note: this will still be true after stop is called)
  83111. * @returns True if it has been started, otherwise false.
  83112. */
  83113. isStarted(): boolean;
  83114. /**
  83115. * Animates the particle system for this frame.
  83116. */
  83117. animate(): void;
  83118. /**
  83119. * Renders the particle system in its current state.
  83120. * @returns the current number of particles
  83121. */
  83122. render(): number;
  83123. /**
  83124. * Dispose the particle system and frees its associated resources.
  83125. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  83126. */
  83127. dispose(disposeTexture?: boolean): void;
  83128. /**
  83129. * Clones the particle system.
  83130. * @param name The name of the cloned object
  83131. * @param newEmitter The new emitter to use
  83132. * @returns the cloned particle system
  83133. */
  83134. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  83135. /**
  83136. * Serializes the particle system to a JSON object.
  83137. * @returns the JSON object
  83138. */
  83139. serialize(): any;
  83140. /**
  83141. * Rebuild the particle system
  83142. */
  83143. rebuild(): void;
  83144. /**
  83145. * Starts the particle system and begins to emit
  83146. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  83147. */
  83148. start(delay?: number): void;
  83149. /**
  83150. * Stops the particle system.
  83151. */
  83152. stop(): void;
  83153. /**
  83154. * Remove all active particles
  83155. */
  83156. reset(): void;
  83157. /**
  83158. * Is this system ready to be used/rendered
  83159. * @return true if the system is ready
  83160. */
  83161. isReady(): boolean;
  83162. /**
  83163. * Adds a new color gradient
  83164. * @param gradient defines the gradient to use (between 0 and 1)
  83165. * @param color1 defines the color to affect to the specified gradient
  83166. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  83167. * @returns the current particle system
  83168. */
  83169. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  83170. /**
  83171. * Remove a specific color gradient
  83172. * @param gradient defines the gradient to remove
  83173. * @returns the current particle system
  83174. */
  83175. removeColorGradient(gradient: number): IParticleSystem;
  83176. /**
  83177. * Adds a new size gradient
  83178. * @param gradient defines the gradient to use (between 0 and 1)
  83179. * @param factor defines the size factor to affect to the specified gradient
  83180. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83181. * @returns the current particle system
  83182. */
  83183. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83184. /**
  83185. * Remove a specific size gradient
  83186. * @param gradient defines the gradient to remove
  83187. * @returns the current particle system
  83188. */
  83189. removeSizeGradient(gradient: number): IParticleSystem;
  83190. /**
  83191. * Gets the current list of color gradients.
  83192. * You must use addColorGradient and removeColorGradient to udpate this list
  83193. * @returns the list of color gradients
  83194. */
  83195. getColorGradients(): Nullable<Array<ColorGradient>>;
  83196. /**
  83197. * Gets the current list of size gradients.
  83198. * You must use addSizeGradient and removeSizeGradient to udpate this list
  83199. * @returns the list of size gradients
  83200. */
  83201. getSizeGradients(): Nullable<Array<FactorGradient>>;
  83202. /**
  83203. * Gets the current list of angular speed gradients.
  83204. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  83205. * @returns the list of angular speed gradients
  83206. */
  83207. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  83208. /**
  83209. * Adds a new angular speed gradient
  83210. * @param gradient defines the gradient to use (between 0 and 1)
  83211. * @param factor defines the angular speed to affect to the specified gradient
  83212. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83213. * @returns the current particle system
  83214. */
  83215. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83216. /**
  83217. * Remove a specific angular speed gradient
  83218. * @param gradient defines the gradient to remove
  83219. * @returns the current particle system
  83220. */
  83221. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  83222. /**
  83223. * Gets the current list of velocity gradients.
  83224. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  83225. * @returns the list of velocity gradients
  83226. */
  83227. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  83228. /**
  83229. * Adds a new velocity gradient
  83230. * @param gradient defines the gradient to use (between 0 and 1)
  83231. * @param factor defines the velocity to affect to the specified gradient
  83232. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83233. * @returns the current particle system
  83234. */
  83235. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83236. /**
  83237. * Remove a specific velocity gradient
  83238. * @param gradient defines the gradient to remove
  83239. * @returns the current particle system
  83240. */
  83241. removeVelocityGradient(gradient: number): IParticleSystem;
  83242. /**
  83243. * Gets the current list of limit velocity gradients.
  83244. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  83245. * @returns the list of limit velocity gradients
  83246. */
  83247. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  83248. /**
  83249. * Adds a new limit velocity gradient
  83250. * @param gradient defines the gradient to use (between 0 and 1)
  83251. * @param factor defines the limit velocity to affect to the specified gradient
  83252. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83253. * @returns the current particle system
  83254. */
  83255. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83256. /**
  83257. * Remove a specific limit velocity gradient
  83258. * @param gradient defines the gradient to remove
  83259. * @returns the current particle system
  83260. */
  83261. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  83262. /**
  83263. * Adds a new drag gradient
  83264. * @param gradient defines the gradient to use (between 0 and 1)
  83265. * @param factor defines the drag to affect to the specified gradient
  83266. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83267. * @returns the current particle system
  83268. */
  83269. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83270. /**
  83271. * Remove a specific drag gradient
  83272. * @param gradient defines the gradient to remove
  83273. * @returns the current particle system
  83274. */
  83275. removeDragGradient(gradient: number): IParticleSystem;
  83276. /**
  83277. * Gets the current list of drag gradients.
  83278. * You must use addDragGradient and removeDragGradient to udpate this list
  83279. * @returns the list of drag gradients
  83280. */
  83281. getDragGradients(): Nullable<Array<FactorGradient>>;
  83282. /**
  83283. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  83284. * @param gradient defines the gradient to use (between 0 and 1)
  83285. * @param factor defines the emit rate to affect to the specified gradient
  83286. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83287. * @returns the current particle system
  83288. */
  83289. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83290. /**
  83291. * Remove a specific emit rate gradient
  83292. * @param gradient defines the gradient to remove
  83293. * @returns the current particle system
  83294. */
  83295. removeEmitRateGradient(gradient: number): IParticleSystem;
  83296. /**
  83297. * Gets the current list of emit rate gradients.
  83298. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  83299. * @returns the list of emit rate gradients
  83300. */
  83301. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  83302. /**
  83303. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  83304. * @param gradient defines the gradient to use (between 0 and 1)
  83305. * @param factor defines the start size to affect to the specified gradient
  83306. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83307. * @returns the current particle system
  83308. */
  83309. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83310. /**
  83311. * Remove a specific start size gradient
  83312. * @param gradient defines the gradient to remove
  83313. * @returns the current particle system
  83314. */
  83315. removeStartSizeGradient(gradient: number): IParticleSystem;
  83316. /**
  83317. * Gets the current list of start size gradients.
  83318. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  83319. * @returns the list of start size gradients
  83320. */
  83321. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  83322. /**
  83323. * Adds a new life time gradient
  83324. * @param gradient defines the gradient to use (between 0 and 1)
  83325. * @param factor defines the life time factor to affect to the specified gradient
  83326. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83327. * @returns the current particle system
  83328. */
  83329. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83330. /**
  83331. * Remove a specific life time gradient
  83332. * @param gradient defines the gradient to remove
  83333. * @returns the current particle system
  83334. */
  83335. removeLifeTimeGradient(gradient: number): IParticleSystem;
  83336. /**
  83337. * Gets the current list of life time gradients.
  83338. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  83339. * @returns the list of life time gradients
  83340. */
  83341. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  83342. /**
  83343. * Gets the current list of color gradients.
  83344. * You must use addColorGradient and removeColorGradient to udpate this list
  83345. * @returns the list of color gradients
  83346. */
  83347. getColorGradients(): Nullable<Array<ColorGradient>>;
  83348. /**
  83349. * Adds a new ramp gradient used to remap particle colors
  83350. * @param gradient defines the gradient to use (between 0 and 1)
  83351. * @param color defines the color to affect to the specified gradient
  83352. * @returns the current particle system
  83353. */
  83354. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  83355. /**
  83356. * Gets the current list of ramp gradients.
  83357. * You must use addRampGradient and removeRampGradient to udpate this list
  83358. * @returns the list of ramp gradients
  83359. */
  83360. getRampGradients(): Nullable<Array<Color3Gradient>>;
  83361. /** Gets or sets a boolean indicating that ramp gradients must be used
  83362. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  83363. */
  83364. useRampGradients: boolean;
  83365. /**
  83366. * Adds a new color remap gradient
  83367. * @param gradient defines the gradient to use (between 0 and 1)
  83368. * @param min defines the color remap minimal range
  83369. * @param max defines the color remap maximal range
  83370. * @returns the current particle system
  83371. */
  83372. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  83373. /**
  83374. * Gets the current list of color remap gradients.
  83375. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  83376. * @returns the list of color remap gradients
  83377. */
  83378. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  83379. /**
  83380. * Adds a new alpha remap gradient
  83381. * @param gradient defines the gradient to use (between 0 and 1)
  83382. * @param min defines the alpha remap minimal range
  83383. * @param max defines the alpha remap maximal range
  83384. * @returns the current particle system
  83385. */
  83386. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  83387. /**
  83388. * Gets the current list of alpha remap gradients.
  83389. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  83390. * @returns the list of alpha remap gradients
  83391. */
  83392. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  83393. /**
  83394. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  83395. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  83396. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  83397. * @returns the emitter
  83398. */
  83399. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  83400. /**
  83401. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  83402. * @param radius The radius of the hemisphere to emit from
  83403. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  83404. * @returns the emitter
  83405. */
  83406. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  83407. /**
  83408. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  83409. * @param radius The radius of the sphere to emit from
  83410. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  83411. * @returns the emitter
  83412. */
  83413. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  83414. /**
  83415. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  83416. * @param radius The radius of the sphere to emit from
  83417. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  83418. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  83419. * @returns the emitter
  83420. */
  83421. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  83422. /**
  83423. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  83424. * @param radius The radius of the emission cylinder
  83425. * @param height The height of the emission cylinder
  83426. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  83427. * @param directionRandomizer How much to randomize the particle direction [0-1]
  83428. * @returns the emitter
  83429. */
  83430. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  83431. /**
  83432. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  83433. * @param radius The radius of the cylinder to emit from
  83434. * @param height The height of the emission cylinder
  83435. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83436. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  83437. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  83438. * @returns the emitter
  83439. */
  83440. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  83441. /**
  83442. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  83443. * @param radius The radius of the cone to emit from
  83444. * @param angle The base angle of the cone
  83445. * @returns the emitter
  83446. */
  83447. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  83448. /**
  83449. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  83450. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  83451. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  83452. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  83453. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  83454. * @returns the emitter
  83455. */
  83456. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  83457. /**
  83458. * Get hosting scene
  83459. * @returns the scene
  83460. */
  83461. getScene(): Scene;
  83462. }
  83463. }
  83464. declare module BABYLON {
  83465. /**
  83466. * Creates an instance based on a source mesh.
  83467. */
  83468. export class InstancedMesh extends AbstractMesh {
  83469. private _sourceMesh;
  83470. private _currentLOD;
  83471. /** @hidden */
  83472. _indexInSourceMeshInstanceArray: number;
  83473. constructor(name: string, source: Mesh);
  83474. /**
  83475. * Returns the string "InstancedMesh".
  83476. */
  83477. getClassName(): string;
  83478. /** Gets the list of lights affecting that mesh */
  83479. readonly lightSources: Light[];
  83480. _resyncLightSources(): void;
  83481. _resyncLighSource(light: Light): void;
  83482. _removeLightSource(light: Light): void;
  83483. /**
  83484. * If the source mesh receives shadows
  83485. */
  83486. readonly receiveShadows: boolean;
  83487. /**
  83488. * The material of the source mesh
  83489. */
  83490. readonly material: Nullable<Material>;
  83491. /**
  83492. * Visibility of the source mesh
  83493. */
  83494. readonly visibility: number;
  83495. /**
  83496. * Skeleton of the source mesh
  83497. */
  83498. readonly skeleton: Nullable<Skeleton>;
  83499. /**
  83500. * Rendering ground id of the source mesh
  83501. */
  83502. renderingGroupId: number;
  83503. /**
  83504. * Returns the total number of vertices (integer).
  83505. */
  83506. getTotalVertices(): number;
  83507. /**
  83508. * Returns a positive integer : the total number of indices in this mesh geometry.
  83509. * @returns the numner of indices or zero if the mesh has no geometry.
  83510. */
  83511. getTotalIndices(): number;
  83512. /**
  83513. * The source mesh of the instance
  83514. */
  83515. readonly sourceMesh: Mesh;
  83516. /**
  83517. * Is this node ready to be used/rendered
  83518. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  83519. * @return {boolean} is it ready
  83520. */
  83521. isReady(completeCheck?: boolean): boolean;
  83522. /**
  83523. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  83524. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  83525. * @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.
  83526. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  83527. */
  83528. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  83529. /**
  83530. * Sets the vertex data of the mesh geometry for the requested `kind`.
  83531. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  83532. * The `data` are either a numeric array either a Float32Array.
  83533. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  83534. * 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).
  83535. * Note that a new underlying VertexBuffer object is created each call.
  83536. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  83537. *
  83538. * Possible `kind` values :
  83539. * - VertexBuffer.PositionKind
  83540. * - VertexBuffer.UVKind
  83541. * - VertexBuffer.UV2Kind
  83542. * - VertexBuffer.UV3Kind
  83543. * - VertexBuffer.UV4Kind
  83544. * - VertexBuffer.UV5Kind
  83545. * - VertexBuffer.UV6Kind
  83546. * - VertexBuffer.ColorKind
  83547. * - VertexBuffer.MatricesIndicesKind
  83548. * - VertexBuffer.MatricesIndicesExtraKind
  83549. * - VertexBuffer.MatricesWeightsKind
  83550. * - VertexBuffer.MatricesWeightsExtraKind
  83551. *
  83552. * Returns the Mesh.
  83553. */
  83554. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  83555. /**
  83556. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  83557. * If the mesh has no geometry, it is simply returned as it is.
  83558. * The `data` are either a numeric array either a Float32Array.
  83559. * No new underlying VertexBuffer object is created.
  83560. * 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.
  83561. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  83562. *
  83563. * Possible `kind` values :
  83564. * - VertexBuffer.PositionKind
  83565. * - VertexBuffer.UVKind
  83566. * - VertexBuffer.UV2Kind
  83567. * - VertexBuffer.UV3Kind
  83568. * - VertexBuffer.UV4Kind
  83569. * - VertexBuffer.UV5Kind
  83570. * - VertexBuffer.UV6Kind
  83571. * - VertexBuffer.ColorKind
  83572. * - VertexBuffer.MatricesIndicesKind
  83573. * - VertexBuffer.MatricesIndicesExtraKind
  83574. * - VertexBuffer.MatricesWeightsKind
  83575. * - VertexBuffer.MatricesWeightsExtraKind
  83576. *
  83577. * Returns the Mesh.
  83578. */
  83579. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  83580. /**
  83581. * Sets the mesh indices.
  83582. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  83583. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  83584. * This method creates a new index buffer each call.
  83585. * Returns the Mesh.
  83586. */
  83587. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  83588. /**
  83589. * Boolean : True if the mesh owns the requested kind of data.
  83590. */
  83591. isVerticesDataPresent(kind: string): boolean;
  83592. /**
  83593. * Returns an array of indices (IndicesArray).
  83594. */
  83595. getIndices(): Nullable<IndicesArray>;
  83596. readonly _positions: Nullable<Vector3[]>;
  83597. /**
  83598. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  83599. * This means the mesh underlying bounding box and sphere are recomputed.
  83600. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  83601. * @returns the current mesh
  83602. */
  83603. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  83604. /** @hidden */
  83605. _preActivate(): InstancedMesh;
  83606. /** @hidden */
  83607. _activate(renderId: number, intermediateRendering: boolean): boolean;
  83608. /** @hidden */
  83609. _postActivate(): void;
  83610. getWorldMatrix(): Matrix;
  83611. readonly isAnInstance: boolean;
  83612. /**
  83613. * Returns the current associated LOD AbstractMesh.
  83614. */
  83615. getLOD(camera: Camera): AbstractMesh;
  83616. /** @hidden */
  83617. _syncSubMeshes(): InstancedMesh;
  83618. /** @hidden */
  83619. _generatePointsArray(): boolean;
  83620. /**
  83621. * Creates a new InstancedMesh from the current mesh.
  83622. * - name (string) : the cloned mesh name
  83623. * - newParent (optional Node) : the optional Node to parent the clone to.
  83624. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  83625. *
  83626. * Returns the clone.
  83627. */
  83628. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  83629. /**
  83630. * Disposes the InstancedMesh.
  83631. * Returns nothing.
  83632. */
  83633. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  83634. }
  83635. }
  83636. declare module BABYLON {
  83637. /**
  83638. * Defines the options associated with the creation of a shader material.
  83639. */
  83640. export interface IShaderMaterialOptions {
  83641. /**
  83642. * Does the material work in alpha blend mode
  83643. */
  83644. needAlphaBlending: boolean;
  83645. /**
  83646. * Does the material work in alpha test mode
  83647. */
  83648. needAlphaTesting: boolean;
  83649. /**
  83650. * The list of attribute names used in the shader
  83651. */
  83652. attributes: string[];
  83653. /**
  83654. * The list of unifrom names used in the shader
  83655. */
  83656. uniforms: string[];
  83657. /**
  83658. * The list of UBO names used in the shader
  83659. */
  83660. uniformBuffers: string[];
  83661. /**
  83662. * The list of sampler names used in the shader
  83663. */
  83664. samplers: string[];
  83665. /**
  83666. * The list of defines used in the shader
  83667. */
  83668. defines: string[];
  83669. }
  83670. /**
  83671. * 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.
  83672. *
  83673. * This returned material effects how the mesh will look based on the code in the shaders.
  83674. *
  83675. * @see http://doc.babylonjs.com/how_to/shader_material
  83676. */
  83677. export class ShaderMaterial extends Material {
  83678. private _shaderPath;
  83679. private _options;
  83680. private _textures;
  83681. private _textureArrays;
  83682. private _floats;
  83683. private _ints;
  83684. private _floatsArrays;
  83685. private _colors3;
  83686. private _colors3Arrays;
  83687. private _colors4;
  83688. private _colors4Arrays;
  83689. private _vectors2;
  83690. private _vectors3;
  83691. private _vectors4;
  83692. private _matrices;
  83693. private _matrices3x3;
  83694. private _matrices2x2;
  83695. private _vectors2Arrays;
  83696. private _vectors3Arrays;
  83697. private _vectors4Arrays;
  83698. private _cachedWorldViewMatrix;
  83699. private _cachedWorldViewProjectionMatrix;
  83700. private _renderId;
  83701. /**
  83702. * Instantiate a new shader material.
  83703. * 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.
  83704. * This returned material effects how the mesh will look based on the code in the shaders.
  83705. * @see http://doc.babylonjs.com/how_to/shader_material
  83706. * @param name Define the name of the material in the scene
  83707. * @param scene Define the scene the material belongs to
  83708. * @param shaderPath Defines the route to the shader code in one of three ways:
  83709. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  83710. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  83711. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  83712. * @param options Define the options used to create the shader
  83713. */
  83714. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  83715. /**
  83716. * Gets the options used to compile the shader.
  83717. * They can be modified to trigger a new compilation
  83718. */
  83719. readonly options: IShaderMaterialOptions;
  83720. /**
  83721. * Gets the current class name of the material e.g. "ShaderMaterial"
  83722. * Mainly use in serialization.
  83723. * @returns the class name
  83724. */
  83725. getClassName(): string;
  83726. /**
  83727. * Specifies if the material will require alpha blending
  83728. * @returns a boolean specifying if alpha blending is needed
  83729. */
  83730. needAlphaBlending(): boolean;
  83731. /**
  83732. * Specifies if this material should be rendered in alpha test mode
  83733. * @returns a boolean specifying if an alpha test is needed.
  83734. */
  83735. needAlphaTesting(): boolean;
  83736. private _checkUniform;
  83737. /**
  83738. * Set a texture in the shader.
  83739. * @param name Define the name of the uniform samplers as defined in the shader
  83740. * @param texture Define the texture to bind to this sampler
  83741. * @return the material itself allowing "fluent" like uniform updates
  83742. */
  83743. setTexture(name: string, texture: Texture): ShaderMaterial;
  83744. /**
  83745. * Set a texture array in the shader.
  83746. * @param name Define the name of the uniform sampler array as defined in the shader
  83747. * @param textures Define the list of textures to bind to this sampler
  83748. * @return the material itself allowing "fluent" like uniform updates
  83749. */
  83750. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  83751. /**
  83752. * Set a float in the shader.
  83753. * @param name Define the name of the uniform as defined in the shader
  83754. * @param value Define the value to give to the uniform
  83755. * @return the material itself allowing "fluent" like uniform updates
  83756. */
  83757. setFloat(name: string, value: number): ShaderMaterial;
  83758. /**
  83759. * Set a int in the shader.
  83760. * @param name Define the name of the uniform as defined in the shader
  83761. * @param value Define the value to give to the uniform
  83762. * @return the material itself allowing "fluent" like uniform updates
  83763. */
  83764. setInt(name: string, value: number): ShaderMaterial;
  83765. /**
  83766. * Set an array of floats in the shader.
  83767. * @param name Define the name of the uniform as defined in the shader
  83768. * @param value Define the value to give to the uniform
  83769. * @return the material itself allowing "fluent" like uniform updates
  83770. */
  83771. setFloats(name: string, value: number[]): ShaderMaterial;
  83772. /**
  83773. * Set a vec3 in the shader from a Color3.
  83774. * @param name Define the name of the uniform as defined in the shader
  83775. * @param value Define the value to give to the uniform
  83776. * @return the material itself allowing "fluent" like uniform updates
  83777. */
  83778. setColor3(name: string, value: Color3): ShaderMaterial;
  83779. /**
  83780. * Set a vec3 array in the shader from a Color3 array.
  83781. * @param name Define the name of the uniform as defined in the shader
  83782. * @param value Define the value to give to the uniform
  83783. * @return the material itself allowing "fluent" like uniform updates
  83784. */
  83785. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  83786. /**
  83787. * Set a vec4 in the shader from a Color4.
  83788. * @param name Define the name of the uniform as defined in the shader
  83789. * @param value Define the value to give to the uniform
  83790. * @return the material itself allowing "fluent" like uniform updates
  83791. */
  83792. setColor4(name: string, value: Color4): ShaderMaterial;
  83793. /**
  83794. * Set a vec4 array in the shader from a Color4 array.
  83795. * @param name Define the name of the uniform as defined in the shader
  83796. * @param value Define the value to give to the uniform
  83797. * @return the material itself allowing "fluent" like uniform updates
  83798. */
  83799. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  83800. /**
  83801. * Set a vec2 in the shader from a Vector2.
  83802. * @param name Define the name of the uniform as defined in the shader
  83803. * @param value Define the value to give to the uniform
  83804. * @return the material itself allowing "fluent" like uniform updates
  83805. */
  83806. setVector2(name: string, value: Vector2): ShaderMaterial;
  83807. /**
  83808. * Set a vec3 in the shader from a Vector3.
  83809. * @param name Define the name of the uniform as defined in the shader
  83810. * @param value Define the value to give to the uniform
  83811. * @return the material itself allowing "fluent" like uniform updates
  83812. */
  83813. setVector3(name: string, value: Vector3): ShaderMaterial;
  83814. /**
  83815. * Set a vec4 in the shader from a Vector4.
  83816. * @param name Define the name of the uniform as defined in the shader
  83817. * @param value Define the value to give to the uniform
  83818. * @return the material itself allowing "fluent" like uniform updates
  83819. */
  83820. setVector4(name: string, value: Vector4): ShaderMaterial;
  83821. /**
  83822. * Set a mat4 in the shader from a Matrix.
  83823. * @param name Define the name of the uniform as defined in the shader
  83824. * @param value Define the value to give to the uniform
  83825. * @return the material itself allowing "fluent" like uniform updates
  83826. */
  83827. setMatrix(name: string, value: Matrix): ShaderMaterial;
  83828. /**
  83829. * Set a mat3 in the shader from a Float32Array.
  83830. * @param name Define the name of the uniform as defined in the shader
  83831. * @param value Define the value to give to the uniform
  83832. * @return the material itself allowing "fluent" like uniform updates
  83833. */
  83834. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  83835. /**
  83836. * Set a mat2 in the shader from a Float32Array.
  83837. * @param name Define the name of the uniform as defined in the shader
  83838. * @param value Define the value to give to the uniform
  83839. * @return the material itself allowing "fluent" like uniform updates
  83840. */
  83841. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  83842. /**
  83843. * Set a vec2 array in the shader from a number array.
  83844. * @param name Define the name of the uniform as defined in the shader
  83845. * @param value Define the value to give to the uniform
  83846. * @return the material itself allowing "fluent" like uniform updates
  83847. */
  83848. setArray2(name: string, value: number[]): ShaderMaterial;
  83849. /**
  83850. * Set a vec3 array in the shader from a number array.
  83851. * @param name Define the name of the uniform as defined in the shader
  83852. * @param value Define the value to give to the uniform
  83853. * @return the material itself allowing "fluent" like uniform updates
  83854. */
  83855. setArray3(name: string, value: number[]): ShaderMaterial;
  83856. /**
  83857. * Set a vec4 array in the shader from a number array.
  83858. * @param name Define the name of the uniform as defined in the shader
  83859. * @param value Define the value to give to the uniform
  83860. * @return the material itself allowing "fluent" like uniform updates
  83861. */
  83862. setArray4(name: string, value: number[]): ShaderMaterial;
  83863. private _checkCache;
  83864. /**
  83865. * Specifies that the submesh is ready to be used
  83866. * @param mesh defines the mesh to check
  83867. * @param subMesh defines which submesh to check
  83868. * @param useInstances specifies that instances should be used
  83869. * @returns a boolean indicating that the submesh is ready or not
  83870. */
  83871. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  83872. /**
  83873. * Checks if the material is ready to render the requested mesh
  83874. * @param mesh Define the mesh to render
  83875. * @param useInstances Define whether or not the material is used with instances
  83876. * @returns true if ready, otherwise false
  83877. */
  83878. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  83879. /**
  83880. * Binds the world matrix to the material
  83881. * @param world defines the world transformation matrix
  83882. */
  83883. bindOnlyWorldMatrix(world: Matrix): void;
  83884. /**
  83885. * Binds the material to the mesh
  83886. * @param world defines the world transformation matrix
  83887. * @param mesh defines the mesh to bind the material to
  83888. */
  83889. bind(world: Matrix, mesh?: Mesh): void;
  83890. /**
  83891. * Gets the active textures from the material
  83892. * @returns an array of textures
  83893. */
  83894. getActiveTextures(): BaseTexture[];
  83895. /**
  83896. * Specifies if the material uses a texture
  83897. * @param texture defines the texture to check against the material
  83898. * @returns a boolean specifying if the material uses the texture
  83899. */
  83900. hasTexture(texture: BaseTexture): boolean;
  83901. /**
  83902. * Makes a duplicate of the material, and gives it a new name
  83903. * @param name defines the new name for the duplicated material
  83904. * @returns the cloned material
  83905. */
  83906. clone(name: string): ShaderMaterial;
  83907. /**
  83908. * Disposes the material
  83909. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  83910. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  83911. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  83912. */
  83913. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  83914. /**
  83915. * Serializes this material in a JSON representation
  83916. * @returns the serialized material object
  83917. */
  83918. serialize(): any;
  83919. /**
  83920. * Creates a shader material from parsed shader material data
  83921. * @param source defines the JSON represnetation of the material
  83922. * @param scene defines the hosting scene
  83923. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  83924. * @returns a new material
  83925. */
  83926. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  83927. }
  83928. }
  83929. declare module BABYLON {
  83930. /** @hidden */
  83931. export var colorPixelShader: {
  83932. name: string;
  83933. shader: string;
  83934. };
  83935. }
  83936. declare module BABYLON {
  83937. /** @hidden */
  83938. export var colorVertexShader: {
  83939. name: string;
  83940. shader: string;
  83941. };
  83942. }
  83943. declare module BABYLON {
  83944. /**
  83945. * Line mesh
  83946. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  83947. */
  83948. export class LinesMesh extends Mesh {
  83949. /**
  83950. * If vertex color should be applied to the mesh
  83951. */
  83952. readonly useVertexColor?: boolean | undefined;
  83953. /**
  83954. * If vertex alpha should be applied to the mesh
  83955. */
  83956. readonly useVertexAlpha?: boolean | undefined;
  83957. /**
  83958. * Color of the line (Default: White)
  83959. */
  83960. color: Color3;
  83961. /**
  83962. * Alpha of the line (Default: 1)
  83963. */
  83964. alpha: number;
  83965. /**
  83966. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83967. * This margin is expressed in world space coordinates, so its value may vary.
  83968. * Default value is 0.1
  83969. */
  83970. intersectionThreshold: number;
  83971. private _colorShader;
  83972. private color4;
  83973. /**
  83974. * Creates a new LinesMesh
  83975. * @param name defines the name
  83976. * @param scene defines the hosting scene
  83977. * @param parent defines the parent mesh if any
  83978. * @param source defines the optional source LinesMesh used to clone data from
  83979. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  83980. * When false, achieved by calling a clone(), also passing False.
  83981. * This will make creation of children, recursive.
  83982. * @param useVertexColor defines if this LinesMesh supports vertex color
  83983. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  83984. */
  83985. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  83986. /**
  83987. * If vertex color should be applied to the mesh
  83988. */
  83989. useVertexColor?: boolean | undefined,
  83990. /**
  83991. * If vertex alpha should be applied to the mesh
  83992. */
  83993. useVertexAlpha?: boolean | undefined);
  83994. private _addClipPlaneDefine;
  83995. private _removeClipPlaneDefine;
  83996. isReady(): boolean;
  83997. /**
  83998. * Returns the string "LineMesh"
  83999. */
  84000. getClassName(): string;
  84001. /**
  84002. * @hidden
  84003. */
  84004. /**
  84005. * @hidden
  84006. */
  84007. material: Material;
  84008. /**
  84009. * @hidden
  84010. */
  84011. readonly checkCollisions: boolean;
  84012. /** @hidden */
  84013. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  84014. /** @hidden */
  84015. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  84016. /**
  84017. * Disposes of the line mesh
  84018. * @param doNotRecurse If children should be disposed
  84019. */
  84020. dispose(doNotRecurse?: boolean): void;
  84021. /**
  84022. * Returns a new LineMesh object cloned from the current one.
  84023. */
  84024. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84025. /**
  84026. * Creates a new InstancedLinesMesh object from the mesh model.
  84027. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  84028. * @param name defines the name of the new instance
  84029. * @returns a new InstancedLinesMesh
  84030. */
  84031. createInstance(name: string): InstancedLinesMesh;
  84032. }
  84033. /**
  84034. * Creates an instance based on a source LinesMesh
  84035. */
  84036. export class InstancedLinesMesh extends InstancedMesh {
  84037. /**
  84038. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84039. * This margin is expressed in world space coordinates, so its value may vary.
  84040. * Initilized with the intersectionThreshold value of the source LinesMesh
  84041. */
  84042. intersectionThreshold: number;
  84043. constructor(name: string, source: LinesMesh);
  84044. /**
  84045. * Returns the string "InstancedLinesMesh".
  84046. */
  84047. getClassName(): string;
  84048. }
  84049. }
  84050. declare module BABYLON {
  84051. /** @hidden */
  84052. export var linePixelShader: {
  84053. name: string;
  84054. shader: string;
  84055. };
  84056. }
  84057. declare module BABYLON {
  84058. /** @hidden */
  84059. export var lineVertexShader: {
  84060. name: string;
  84061. shader: string;
  84062. };
  84063. }
  84064. declare module BABYLON {
  84065. interface AbstractMesh {
  84066. /**
  84067. * Gets the edgesRenderer associated with the mesh
  84068. */
  84069. edgesRenderer: Nullable<EdgesRenderer>;
  84070. }
  84071. interface LinesMesh {
  84072. /**
  84073. * Enables the edge rendering mode on the mesh.
  84074. * This mode makes the mesh edges visible
  84075. * @param epsilon defines the maximal distance between two angles to detect a face
  84076. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84077. * @returns the currentAbstractMesh
  84078. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84079. */
  84080. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  84081. }
  84082. interface InstancedLinesMesh {
  84083. /**
  84084. * Enables the edge rendering mode on the mesh.
  84085. * This mode makes the mesh edges visible
  84086. * @param epsilon defines the maximal distance between two angles to detect a face
  84087. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84088. * @returns the current InstancedLinesMesh
  84089. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84090. */
  84091. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  84092. }
  84093. /**
  84094. * Defines the minimum contract an Edges renderer should follow.
  84095. */
  84096. export interface IEdgesRenderer extends IDisposable {
  84097. /**
  84098. * Gets or sets a boolean indicating if the edgesRenderer is active
  84099. */
  84100. isEnabled: boolean;
  84101. /**
  84102. * Renders the edges of the attached mesh,
  84103. */
  84104. render(): void;
  84105. /**
  84106. * Checks wether or not the edges renderer is ready to render.
  84107. * @return true if ready, otherwise false.
  84108. */
  84109. isReady(): boolean;
  84110. }
  84111. /**
  84112. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  84113. */
  84114. export class EdgesRenderer implements IEdgesRenderer {
  84115. /**
  84116. * Define the size of the edges with an orthographic camera
  84117. */
  84118. edgesWidthScalerForOrthographic: number;
  84119. /**
  84120. * Define the size of the edges with a perspective camera
  84121. */
  84122. edgesWidthScalerForPerspective: number;
  84123. protected _source: AbstractMesh;
  84124. protected _linesPositions: number[];
  84125. protected _linesNormals: number[];
  84126. protected _linesIndices: number[];
  84127. protected _epsilon: number;
  84128. protected _indicesCount: number;
  84129. protected _lineShader: ShaderMaterial;
  84130. protected _ib: DataBuffer;
  84131. protected _buffers: {
  84132. [key: string]: Nullable<VertexBuffer>;
  84133. };
  84134. protected _checkVerticesInsteadOfIndices: boolean;
  84135. private _meshRebuildObserver;
  84136. private _meshDisposeObserver;
  84137. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  84138. isEnabled: boolean;
  84139. /**
  84140. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  84141. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  84142. * @param source Mesh used to create edges
  84143. * @param epsilon sum of angles in adjacency to check for edge
  84144. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  84145. * @param generateEdgesLines - should generate Lines or only prepare resources.
  84146. */
  84147. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  84148. protected _prepareRessources(): void;
  84149. /** @hidden */
  84150. _rebuild(): void;
  84151. /**
  84152. * Releases the required resources for the edges renderer
  84153. */
  84154. dispose(): void;
  84155. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  84156. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  84157. /**
  84158. * Checks if the pair of p0 and p1 is en edge
  84159. * @param faceIndex
  84160. * @param edge
  84161. * @param faceNormals
  84162. * @param p0
  84163. * @param p1
  84164. * @private
  84165. */
  84166. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  84167. /**
  84168. * push line into the position, normal and index buffer
  84169. * @protected
  84170. */
  84171. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  84172. /**
  84173. * Generates lines edges from adjacencjes
  84174. * @private
  84175. */
  84176. _generateEdgesLines(): void;
  84177. /**
  84178. * Checks wether or not the edges renderer is ready to render.
  84179. * @return true if ready, otherwise false.
  84180. */
  84181. isReady(): boolean;
  84182. /**
  84183. * Renders the edges of the attached mesh,
  84184. */
  84185. render(): void;
  84186. }
  84187. /**
  84188. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  84189. */
  84190. export class LineEdgesRenderer extends EdgesRenderer {
  84191. /**
  84192. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  84193. * @param source LineMesh used to generate edges
  84194. * @param epsilon not important (specified angle for edge detection)
  84195. * @param checkVerticesInsteadOfIndices not important for LineMesh
  84196. */
  84197. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  84198. /**
  84199. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  84200. */
  84201. _generateEdgesLines(): void;
  84202. }
  84203. }
  84204. declare module BABYLON {
  84205. /**
  84206. * This represents the object necessary to create a rendering group.
  84207. * This is exclusively used and created by the rendering manager.
  84208. * To modify the behavior, you use the available helpers in your scene or meshes.
  84209. * @hidden
  84210. */
  84211. export class RenderingGroup {
  84212. index: number;
  84213. private static _zeroVector;
  84214. private _scene;
  84215. private _opaqueSubMeshes;
  84216. private _transparentSubMeshes;
  84217. private _alphaTestSubMeshes;
  84218. private _depthOnlySubMeshes;
  84219. private _particleSystems;
  84220. private _spriteManagers;
  84221. private _opaqueSortCompareFn;
  84222. private _alphaTestSortCompareFn;
  84223. private _transparentSortCompareFn;
  84224. private _renderOpaque;
  84225. private _renderAlphaTest;
  84226. private _renderTransparent;
  84227. /** @hidden */
  84228. _edgesRenderers: SmartArray<IEdgesRenderer>;
  84229. onBeforeTransparentRendering: () => void;
  84230. /**
  84231. * Set the opaque sort comparison function.
  84232. * If null the sub meshes will be render in the order they were created
  84233. */
  84234. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84235. /**
  84236. * Set the alpha test sort comparison function.
  84237. * If null the sub meshes will be render in the order they were created
  84238. */
  84239. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84240. /**
  84241. * Set the transparent sort comparison function.
  84242. * If null the sub meshes will be render in the order they were created
  84243. */
  84244. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84245. /**
  84246. * Creates a new rendering group.
  84247. * @param index The rendering group index
  84248. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  84249. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  84250. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  84251. */
  84252. 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>);
  84253. /**
  84254. * Render all the sub meshes contained in the group.
  84255. * @param customRenderFunction Used to override the default render behaviour of the group.
  84256. * @returns true if rendered some submeshes.
  84257. */
  84258. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  84259. /**
  84260. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  84261. * @param subMeshes The submeshes to render
  84262. */
  84263. private renderOpaqueSorted;
  84264. /**
  84265. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  84266. * @param subMeshes The submeshes to render
  84267. */
  84268. private renderAlphaTestSorted;
  84269. /**
  84270. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  84271. * @param subMeshes The submeshes to render
  84272. */
  84273. private renderTransparentSorted;
  84274. /**
  84275. * Renders the submeshes in a specified order.
  84276. * @param subMeshes The submeshes to sort before render
  84277. * @param sortCompareFn The comparison function use to sort
  84278. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  84279. * @param transparent Specifies to activate blending if true
  84280. */
  84281. private static renderSorted;
  84282. /**
  84283. * Renders the submeshes in the order they were dispatched (no sort applied).
  84284. * @param subMeshes The submeshes to render
  84285. */
  84286. private static renderUnsorted;
  84287. /**
  84288. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84289. * are rendered back to front if in the same alpha index.
  84290. *
  84291. * @param a The first submesh
  84292. * @param b The second submesh
  84293. * @returns The result of the comparison
  84294. */
  84295. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  84296. /**
  84297. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84298. * are rendered back to front.
  84299. *
  84300. * @param a The first submesh
  84301. * @param b The second submesh
  84302. * @returns The result of the comparison
  84303. */
  84304. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  84305. /**
  84306. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84307. * are rendered front to back (prevent overdraw).
  84308. *
  84309. * @param a The first submesh
  84310. * @param b The second submesh
  84311. * @returns The result of the comparison
  84312. */
  84313. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  84314. /**
  84315. * Resets the different lists of submeshes to prepare a new frame.
  84316. */
  84317. prepare(): void;
  84318. dispose(): void;
  84319. /**
  84320. * Inserts the submesh in its correct queue depending on its material.
  84321. * @param subMesh The submesh to dispatch
  84322. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  84323. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  84324. */
  84325. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  84326. dispatchSprites(spriteManager: ISpriteManager): void;
  84327. dispatchParticles(particleSystem: IParticleSystem): void;
  84328. private _renderParticles;
  84329. private _renderSprites;
  84330. }
  84331. }
  84332. declare module BABYLON {
  84333. /**
  84334. * Interface describing the different options available in the rendering manager
  84335. * regarding Auto Clear between groups.
  84336. */
  84337. export interface IRenderingManagerAutoClearSetup {
  84338. /**
  84339. * Defines whether or not autoclear is enable.
  84340. */
  84341. autoClear: boolean;
  84342. /**
  84343. * Defines whether or not to autoclear the depth buffer.
  84344. */
  84345. depth: boolean;
  84346. /**
  84347. * Defines whether or not to autoclear the stencil buffer.
  84348. */
  84349. stencil: boolean;
  84350. }
  84351. /**
  84352. * This class is used by the onRenderingGroupObservable
  84353. */
  84354. export class RenderingGroupInfo {
  84355. /**
  84356. * The Scene that being rendered
  84357. */
  84358. scene: Scene;
  84359. /**
  84360. * The camera currently used for the rendering pass
  84361. */
  84362. camera: Nullable<Camera>;
  84363. /**
  84364. * The ID of the renderingGroup being processed
  84365. */
  84366. renderingGroupId: number;
  84367. }
  84368. /**
  84369. * This is the manager responsible of all the rendering for meshes sprites and particles.
  84370. * It is enable to manage the different groups as well as the different necessary sort functions.
  84371. * This should not be used directly aside of the few static configurations
  84372. */
  84373. export class RenderingManager {
  84374. /**
  84375. * The max id used for rendering groups (not included)
  84376. */
  84377. static MAX_RENDERINGGROUPS: number;
  84378. /**
  84379. * The min id used for rendering groups (included)
  84380. */
  84381. static MIN_RENDERINGGROUPS: number;
  84382. /**
  84383. * Used to globally prevent autoclearing scenes.
  84384. */
  84385. static AUTOCLEAR: boolean;
  84386. /**
  84387. * @hidden
  84388. */
  84389. _useSceneAutoClearSetup: boolean;
  84390. private _scene;
  84391. private _renderingGroups;
  84392. private _depthStencilBufferAlreadyCleaned;
  84393. private _autoClearDepthStencil;
  84394. private _customOpaqueSortCompareFn;
  84395. private _customAlphaTestSortCompareFn;
  84396. private _customTransparentSortCompareFn;
  84397. private _renderingGroupInfo;
  84398. /**
  84399. * Instantiates a new rendering group for a particular scene
  84400. * @param scene Defines the scene the groups belongs to
  84401. */
  84402. constructor(scene: Scene);
  84403. private _clearDepthStencilBuffer;
  84404. /**
  84405. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  84406. * @hidden
  84407. */
  84408. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  84409. /**
  84410. * Resets the different information of the group to prepare a new frame
  84411. * @hidden
  84412. */
  84413. reset(): void;
  84414. /**
  84415. * Dispose and release the group and its associated resources.
  84416. * @hidden
  84417. */
  84418. dispose(): void;
  84419. /**
  84420. * Clear the info related to rendering groups preventing retention points during dispose.
  84421. */
  84422. freeRenderingGroups(): void;
  84423. private _prepareRenderingGroup;
  84424. /**
  84425. * Add a sprite manager to the rendering manager in order to render it this frame.
  84426. * @param spriteManager Define the sprite manager to render
  84427. */
  84428. dispatchSprites(spriteManager: ISpriteManager): void;
  84429. /**
  84430. * Add a particle system to the rendering manager in order to render it this frame.
  84431. * @param particleSystem Define the particle system to render
  84432. */
  84433. dispatchParticles(particleSystem: IParticleSystem): void;
  84434. /**
  84435. * Add a submesh to the manager in order to render it this frame
  84436. * @param subMesh The submesh to dispatch
  84437. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  84438. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  84439. */
  84440. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  84441. /**
  84442. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  84443. * This allowed control for front to back rendering or reversly depending of the special needs.
  84444. *
  84445. * @param renderingGroupId The rendering group id corresponding to its index
  84446. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  84447. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  84448. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  84449. */
  84450. 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;
  84451. /**
  84452. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  84453. *
  84454. * @param renderingGroupId The rendering group id corresponding to its index
  84455. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  84456. * @param depth Automatically clears depth between groups if true and autoClear is true.
  84457. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  84458. */
  84459. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  84460. /**
  84461. * Gets the current auto clear configuration for one rendering group of the rendering
  84462. * manager.
  84463. * @param index the rendering group index to get the information for
  84464. * @returns The auto clear setup for the requested rendering group
  84465. */
  84466. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  84467. }
  84468. }
  84469. declare module BABYLON {
  84470. /**
  84471. * This Helps creating a texture that will be created from a camera in your scene.
  84472. * It is basically a dynamic texture that could be used to create special effects for instance.
  84473. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  84474. */
  84475. export class RenderTargetTexture extends Texture {
  84476. isCube: boolean;
  84477. /**
  84478. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  84479. */
  84480. static readonly REFRESHRATE_RENDER_ONCE: number;
  84481. /**
  84482. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  84483. */
  84484. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  84485. /**
  84486. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  84487. * the central point of your effect and can save a lot of performances.
  84488. */
  84489. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  84490. /**
  84491. * Use this predicate to dynamically define the list of mesh you want to render.
  84492. * If set, the renderList property will be overwritten.
  84493. */
  84494. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  84495. private _renderList;
  84496. /**
  84497. * Use this list to define the list of mesh you want to render.
  84498. */
  84499. renderList: Nullable<Array<AbstractMesh>>;
  84500. private _hookArray;
  84501. /**
  84502. * Define if particles should be rendered in your texture.
  84503. */
  84504. renderParticles: boolean;
  84505. /**
  84506. * Define if sprites should be rendered in your texture.
  84507. */
  84508. renderSprites: boolean;
  84509. /**
  84510. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  84511. */
  84512. coordinatesMode: number;
  84513. /**
  84514. * Define the camera used to render the texture.
  84515. */
  84516. activeCamera: Nullable<Camera>;
  84517. /**
  84518. * Override the render function of the texture with your own one.
  84519. */
  84520. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  84521. /**
  84522. * Define if camera post processes should be use while rendering the texture.
  84523. */
  84524. useCameraPostProcesses: boolean;
  84525. /**
  84526. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  84527. */
  84528. ignoreCameraViewport: boolean;
  84529. private _postProcessManager;
  84530. private _postProcesses;
  84531. private _resizeObserver;
  84532. /**
  84533. * An event triggered when the texture is unbind.
  84534. */
  84535. onBeforeBindObservable: Observable<RenderTargetTexture>;
  84536. /**
  84537. * An event triggered when the texture is unbind.
  84538. */
  84539. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  84540. private _onAfterUnbindObserver;
  84541. /**
  84542. * Set a after unbind callback in the texture.
  84543. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  84544. */
  84545. onAfterUnbind: () => void;
  84546. /**
  84547. * An event triggered before rendering the texture
  84548. */
  84549. onBeforeRenderObservable: Observable<number>;
  84550. private _onBeforeRenderObserver;
  84551. /**
  84552. * Set a before render callback in the texture.
  84553. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  84554. */
  84555. onBeforeRender: (faceIndex: number) => void;
  84556. /**
  84557. * An event triggered after rendering the texture
  84558. */
  84559. onAfterRenderObservable: Observable<number>;
  84560. private _onAfterRenderObserver;
  84561. /**
  84562. * Set a after render callback in the texture.
  84563. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  84564. */
  84565. onAfterRender: (faceIndex: number) => void;
  84566. /**
  84567. * An event triggered after the texture clear
  84568. */
  84569. onClearObservable: Observable<Engine>;
  84570. private _onClearObserver;
  84571. /**
  84572. * Set a clear callback in the texture.
  84573. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  84574. */
  84575. onClear: (Engine: Engine) => void;
  84576. /**
  84577. * An event triggered when the texture is resized.
  84578. */
  84579. onResizeObservable: Observable<RenderTargetTexture>;
  84580. /**
  84581. * Define the clear color of the Render Target if it should be different from the scene.
  84582. */
  84583. clearColor: Color4;
  84584. protected _size: number | {
  84585. width: number;
  84586. height: number;
  84587. };
  84588. protected _initialSizeParameter: number | {
  84589. width: number;
  84590. height: number;
  84591. } | {
  84592. ratio: number;
  84593. };
  84594. protected _sizeRatio: Nullable<number>;
  84595. /** @hidden */
  84596. _generateMipMaps: boolean;
  84597. protected _renderingManager: RenderingManager;
  84598. /** @hidden */
  84599. _waitingRenderList: string[];
  84600. protected _doNotChangeAspectRatio: boolean;
  84601. protected _currentRefreshId: number;
  84602. protected _refreshRate: number;
  84603. protected _textureMatrix: Matrix;
  84604. protected _samples: number;
  84605. protected _renderTargetOptions: RenderTargetCreationOptions;
  84606. /**
  84607. * Gets render target creation options that were used.
  84608. */
  84609. readonly renderTargetOptions: RenderTargetCreationOptions;
  84610. protected _engine: Engine;
  84611. protected _onRatioRescale(): void;
  84612. /**
  84613. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  84614. * It must define where the camera used to render the texture is set
  84615. */
  84616. boundingBoxPosition: Vector3;
  84617. private _boundingBoxSize;
  84618. /**
  84619. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  84620. * When defined, the cubemap will switch to local mode
  84621. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  84622. * @example https://www.babylonjs-playground.com/#RNASML
  84623. */
  84624. boundingBoxSize: Vector3;
  84625. /**
  84626. * In case the RTT has been created with a depth texture, get the associated
  84627. * depth texture.
  84628. * Otherwise, return null.
  84629. */
  84630. depthStencilTexture: Nullable<InternalTexture>;
  84631. /**
  84632. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  84633. * or used a shadow, depth texture...
  84634. * @param name The friendly name of the texture
  84635. * @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)
  84636. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  84637. * @param generateMipMaps True if mip maps need to be generated after render.
  84638. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  84639. * @param type The type of the buffer in the RTT (int, half float, float...)
  84640. * @param isCube True if a cube texture needs to be created
  84641. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  84642. * @param generateDepthBuffer True to generate a depth buffer
  84643. * @param generateStencilBuffer True to generate a stencil buffer
  84644. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  84645. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  84646. * @param delayAllocation if the texture allocation should be delayed (default: false)
  84647. */
  84648. constructor(name: string, size: number | {
  84649. width: number;
  84650. height: number;
  84651. } | {
  84652. ratio: number;
  84653. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  84654. /**
  84655. * Creates a depth stencil texture.
  84656. * This is only available in WebGL 2 or with the depth texture extension available.
  84657. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  84658. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  84659. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  84660. */
  84661. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  84662. private _processSizeParameter;
  84663. /**
  84664. * Define the number of samples to use in case of MSAA.
  84665. * It defaults to one meaning no MSAA has been enabled.
  84666. */
  84667. samples: number;
  84668. /**
  84669. * Resets the refresh counter of the texture and start bak from scratch.
  84670. * Could be useful to regenerate the texture if it is setup to render only once.
  84671. */
  84672. resetRefreshCounter(): void;
  84673. /**
  84674. * Define the refresh rate of the texture or the rendering frequency.
  84675. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84676. */
  84677. refreshRate: number;
  84678. /**
  84679. * Adds a post process to the render target rendering passes.
  84680. * @param postProcess define the post process to add
  84681. */
  84682. addPostProcess(postProcess: PostProcess): void;
  84683. /**
  84684. * Clear all the post processes attached to the render target
  84685. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  84686. */
  84687. clearPostProcesses(dispose?: boolean): void;
  84688. /**
  84689. * Remove one of the post process from the list of attached post processes to the texture
  84690. * @param postProcess define the post process to remove from the list
  84691. */
  84692. removePostProcess(postProcess: PostProcess): void;
  84693. /** @hidden */
  84694. _shouldRender(): boolean;
  84695. /**
  84696. * Gets the actual render size of the texture.
  84697. * @returns the width of the render size
  84698. */
  84699. getRenderSize(): number;
  84700. /**
  84701. * Gets the actual render width of the texture.
  84702. * @returns the width of the render size
  84703. */
  84704. getRenderWidth(): number;
  84705. /**
  84706. * Gets the actual render height of the texture.
  84707. * @returns the height of the render size
  84708. */
  84709. getRenderHeight(): number;
  84710. /**
  84711. * Get if the texture can be rescaled or not.
  84712. */
  84713. readonly canRescale: boolean;
  84714. /**
  84715. * Resize the texture using a ratio.
  84716. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  84717. */
  84718. scale(ratio: number): void;
  84719. /**
  84720. * Get the texture reflection matrix used to rotate/transform the reflection.
  84721. * @returns the reflection matrix
  84722. */
  84723. getReflectionTextureMatrix(): Matrix;
  84724. /**
  84725. * Resize the texture to a new desired size.
  84726. * Be carrefull as it will recreate all the data in the new texture.
  84727. * @param size Define the new size. It can be:
  84728. * - a number for squared texture,
  84729. * - an object containing { width: number, height: number }
  84730. * - or an object containing a ratio { ratio: number }
  84731. */
  84732. resize(size: number | {
  84733. width: number;
  84734. height: number;
  84735. } | {
  84736. ratio: number;
  84737. }): void;
  84738. /**
  84739. * Renders all the objects from the render list into the texture.
  84740. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  84741. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  84742. */
  84743. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  84744. private _bestReflectionRenderTargetDimension;
  84745. /**
  84746. * @hidden
  84747. * @param faceIndex face index to bind to if this is a cubetexture
  84748. */
  84749. _bindFrameBuffer(faceIndex?: number): void;
  84750. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  84751. private renderToTarget;
  84752. /**
  84753. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  84754. * This allowed control for front to back rendering or reversly depending of the special needs.
  84755. *
  84756. * @param renderingGroupId The rendering group id corresponding to its index
  84757. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  84758. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  84759. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  84760. */
  84761. 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;
  84762. /**
  84763. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  84764. *
  84765. * @param renderingGroupId The rendering group id corresponding to its index
  84766. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  84767. */
  84768. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  84769. /**
  84770. * Clones the texture.
  84771. * @returns the cloned texture
  84772. */
  84773. clone(): RenderTargetTexture;
  84774. /**
  84775. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84776. * @returns The JSON representation of the texture
  84777. */
  84778. serialize(): any;
  84779. /**
  84780. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  84781. */
  84782. disposeFramebufferObjects(): void;
  84783. /**
  84784. * Dispose the texture and release its associated resources.
  84785. */
  84786. dispose(): void;
  84787. /** @hidden */
  84788. _rebuild(): void;
  84789. /**
  84790. * Clear the info related to rendering groups preventing retention point in material dispose.
  84791. */
  84792. freeRenderingGroups(): void;
  84793. /**
  84794. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  84795. * @returns the view count
  84796. */
  84797. getViewCount(): number;
  84798. }
  84799. }
  84800. declare module BABYLON {
  84801. /**
  84802. * Base class for the main features of a material in Babylon.js
  84803. */
  84804. export class Material implements IAnimatable {
  84805. /**
  84806. * Returns the triangle fill mode
  84807. */
  84808. static readonly TriangleFillMode: number;
  84809. /**
  84810. * Returns the wireframe mode
  84811. */
  84812. static readonly WireFrameFillMode: number;
  84813. /**
  84814. * Returns the point fill mode
  84815. */
  84816. static readonly PointFillMode: number;
  84817. /**
  84818. * Returns the point list draw mode
  84819. */
  84820. static readonly PointListDrawMode: number;
  84821. /**
  84822. * Returns the line list draw mode
  84823. */
  84824. static readonly LineListDrawMode: number;
  84825. /**
  84826. * Returns the line loop draw mode
  84827. */
  84828. static readonly LineLoopDrawMode: number;
  84829. /**
  84830. * Returns the line strip draw mode
  84831. */
  84832. static readonly LineStripDrawMode: number;
  84833. /**
  84834. * Returns the triangle strip draw mode
  84835. */
  84836. static readonly TriangleStripDrawMode: number;
  84837. /**
  84838. * Returns the triangle fan draw mode
  84839. */
  84840. static readonly TriangleFanDrawMode: number;
  84841. /**
  84842. * Stores the clock-wise side orientation
  84843. */
  84844. static readonly ClockWiseSideOrientation: number;
  84845. /**
  84846. * Stores the counter clock-wise side orientation
  84847. */
  84848. static readonly CounterClockWiseSideOrientation: number;
  84849. /**
  84850. * The dirty texture flag value
  84851. */
  84852. static readonly TextureDirtyFlag: number;
  84853. /**
  84854. * The dirty light flag value
  84855. */
  84856. static readonly LightDirtyFlag: number;
  84857. /**
  84858. * The dirty fresnel flag value
  84859. */
  84860. static readonly FresnelDirtyFlag: number;
  84861. /**
  84862. * The dirty attribute flag value
  84863. */
  84864. static readonly AttributesDirtyFlag: number;
  84865. /**
  84866. * The dirty misc flag value
  84867. */
  84868. static readonly MiscDirtyFlag: number;
  84869. /**
  84870. * The all dirty flag value
  84871. */
  84872. static readonly AllDirtyFlag: number;
  84873. /**
  84874. * The ID of the material
  84875. */
  84876. id: string;
  84877. /**
  84878. * Gets or sets the unique id of the material
  84879. */
  84880. uniqueId: number;
  84881. /**
  84882. * The name of the material
  84883. */
  84884. name: string;
  84885. /**
  84886. * Gets or sets user defined metadata
  84887. */
  84888. metadata: any;
  84889. /**
  84890. * For internal use only. Please do not use.
  84891. */
  84892. reservedDataStore: any;
  84893. /**
  84894. * Specifies if the ready state should be checked on each call
  84895. */
  84896. checkReadyOnEveryCall: boolean;
  84897. /**
  84898. * Specifies if the ready state should be checked once
  84899. */
  84900. checkReadyOnlyOnce: boolean;
  84901. /**
  84902. * The state of the material
  84903. */
  84904. state: string;
  84905. /**
  84906. * The alpha value of the material
  84907. */
  84908. protected _alpha: number;
  84909. /**
  84910. * List of inspectable custom properties (used by the Inspector)
  84911. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84912. */
  84913. inspectableCustomProperties: IInspectable[];
  84914. /**
  84915. * Sets the alpha value of the material
  84916. */
  84917. /**
  84918. * Gets the alpha value of the material
  84919. */
  84920. alpha: number;
  84921. /**
  84922. * Specifies if back face culling is enabled
  84923. */
  84924. protected _backFaceCulling: boolean;
  84925. /**
  84926. * Sets the back-face culling state
  84927. */
  84928. /**
  84929. * Gets the back-face culling state
  84930. */
  84931. backFaceCulling: boolean;
  84932. /**
  84933. * Stores the value for side orientation
  84934. */
  84935. sideOrientation: number;
  84936. /**
  84937. * Callback triggered when the material is compiled
  84938. */
  84939. onCompiled: Nullable<(effect: Effect) => void>;
  84940. /**
  84941. * Callback triggered when an error occurs
  84942. */
  84943. onError: Nullable<(effect: Effect, errors: string) => void>;
  84944. /**
  84945. * Callback triggered to get the render target textures
  84946. */
  84947. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  84948. /**
  84949. * Gets a boolean indicating that current material needs to register RTT
  84950. */
  84951. readonly hasRenderTargetTextures: boolean;
  84952. /**
  84953. * Specifies if the material should be serialized
  84954. */
  84955. doNotSerialize: boolean;
  84956. /**
  84957. * @hidden
  84958. */
  84959. _storeEffectOnSubMeshes: boolean;
  84960. /**
  84961. * Stores the animations for the material
  84962. */
  84963. animations: Nullable<Array<Animation>>;
  84964. /**
  84965. * An event triggered when the material is disposed
  84966. */
  84967. onDisposeObservable: Observable<Material>;
  84968. /**
  84969. * An observer which watches for dispose events
  84970. */
  84971. private _onDisposeObserver;
  84972. private _onUnBindObservable;
  84973. /**
  84974. * Called during a dispose event
  84975. */
  84976. onDispose: () => void;
  84977. private _onBindObservable;
  84978. /**
  84979. * An event triggered when the material is bound
  84980. */
  84981. readonly onBindObservable: Observable<AbstractMesh>;
  84982. /**
  84983. * An observer which watches for bind events
  84984. */
  84985. private _onBindObserver;
  84986. /**
  84987. * Called during a bind event
  84988. */
  84989. onBind: (Mesh: AbstractMesh) => void;
  84990. /**
  84991. * An event triggered when the material is unbound
  84992. */
  84993. readonly onUnBindObservable: Observable<Material>;
  84994. /**
  84995. * Stores the value of the alpha mode
  84996. */
  84997. private _alphaMode;
  84998. /**
  84999. * Sets the value of the alpha mode.
  85000. *
  85001. * | Value | Type | Description |
  85002. * | --- | --- | --- |
  85003. * | 0 | ALPHA_DISABLE | |
  85004. * | 1 | ALPHA_ADD | |
  85005. * | 2 | ALPHA_COMBINE | |
  85006. * | 3 | ALPHA_SUBTRACT | |
  85007. * | 4 | ALPHA_MULTIPLY | |
  85008. * | 5 | ALPHA_MAXIMIZED | |
  85009. * | 6 | ALPHA_ONEONE | |
  85010. * | 7 | ALPHA_PREMULTIPLIED | |
  85011. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  85012. * | 9 | ALPHA_INTERPOLATE | |
  85013. * | 10 | ALPHA_SCREENMODE | |
  85014. *
  85015. */
  85016. /**
  85017. * Gets the value of the alpha mode
  85018. */
  85019. alphaMode: number;
  85020. /**
  85021. * Stores the state of the need depth pre-pass value
  85022. */
  85023. private _needDepthPrePass;
  85024. /**
  85025. * Sets the need depth pre-pass value
  85026. */
  85027. /**
  85028. * Gets the depth pre-pass value
  85029. */
  85030. needDepthPrePass: boolean;
  85031. /**
  85032. * Specifies if depth writing should be disabled
  85033. */
  85034. disableDepthWrite: boolean;
  85035. /**
  85036. * Specifies if depth writing should be forced
  85037. */
  85038. forceDepthWrite: boolean;
  85039. /**
  85040. * Specifies if there should be a separate pass for culling
  85041. */
  85042. separateCullingPass: boolean;
  85043. /**
  85044. * Stores the state specifing if fog should be enabled
  85045. */
  85046. private _fogEnabled;
  85047. /**
  85048. * Sets the state for enabling fog
  85049. */
  85050. /**
  85051. * Gets the value of the fog enabled state
  85052. */
  85053. fogEnabled: boolean;
  85054. /**
  85055. * Stores the size of points
  85056. */
  85057. pointSize: number;
  85058. /**
  85059. * Stores the z offset value
  85060. */
  85061. zOffset: number;
  85062. /**
  85063. * Gets a value specifying if wireframe mode is enabled
  85064. */
  85065. /**
  85066. * Sets the state of wireframe mode
  85067. */
  85068. wireframe: boolean;
  85069. /**
  85070. * Gets the value specifying if point clouds are enabled
  85071. */
  85072. /**
  85073. * Sets the state of point cloud mode
  85074. */
  85075. pointsCloud: boolean;
  85076. /**
  85077. * Gets the material fill mode
  85078. */
  85079. /**
  85080. * Sets the material fill mode
  85081. */
  85082. fillMode: number;
  85083. /**
  85084. * @hidden
  85085. * Stores the effects for the material
  85086. */
  85087. _effect: Nullable<Effect>;
  85088. /**
  85089. * @hidden
  85090. * Specifies if the material was previously ready
  85091. */
  85092. _wasPreviouslyReady: boolean;
  85093. /**
  85094. * Specifies if uniform buffers should be used
  85095. */
  85096. private _useUBO;
  85097. /**
  85098. * Stores a reference to the scene
  85099. */
  85100. private _scene;
  85101. /**
  85102. * Stores the fill mode state
  85103. */
  85104. private _fillMode;
  85105. /**
  85106. * Specifies if the depth write state should be cached
  85107. */
  85108. private _cachedDepthWriteState;
  85109. /**
  85110. * Stores the uniform buffer
  85111. */
  85112. protected _uniformBuffer: UniformBuffer;
  85113. /** @hidden */
  85114. _indexInSceneMaterialArray: number;
  85115. /** @hidden */
  85116. meshMap: Nullable<{
  85117. [id: string]: AbstractMesh | undefined;
  85118. }>;
  85119. /**
  85120. * Creates a material instance
  85121. * @param name defines the name of the material
  85122. * @param scene defines the scene to reference
  85123. * @param doNotAdd specifies if the material should be added to the scene
  85124. */
  85125. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  85126. /**
  85127. * Returns a string representation of the current material
  85128. * @param fullDetails defines a boolean indicating which levels of logging is desired
  85129. * @returns a string with material information
  85130. */
  85131. toString(fullDetails?: boolean): string;
  85132. /**
  85133. * Gets the class name of the material
  85134. * @returns a string with the class name of the material
  85135. */
  85136. getClassName(): string;
  85137. /**
  85138. * Specifies if updates for the material been locked
  85139. */
  85140. readonly isFrozen: boolean;
  85141. /**
  85142. * Locks updates for the material
  85143. */
  85144. freeze(): void;
  85145. /**
  85146. * Unlocks updates for the material
  85147. */
  85148. unfreeze(): void;
  85149. /**
  85150. * Specifies if the material is ready to be used
  85151. * @param mesh defines the mesh to check
  85152. * @param useInstances specifies if instances should be used
  85153. * @returns a boolean indicating if the material is ready to be used
  85154. */
  85155. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  85156. /**
  85157. * Specifies that the submesh is ready to be used
  85158. * @param mesh defines the mesh to check
  85159. * @param subMesh defines which submesh to check
  85160. * @param useInstances specifies that instances should be used
  85161. * @returns a boolean indicating that the submesh is ready or not
  85162. */
  85163. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  85164. /**
  85165. * Returns the material effect
  85166. * @returns the effect associated with the material
  85167. */
  85168. getEffect(): Nullable<Effect>;
  85169. /**
  85170. * Returns the current scene
  85171. * @returns a Scene
  85172. */
  85173. getScene(): Scene;
  85174. /**
  85175. * Specifies if the material will require alpha blending
  85176. * @returns a boolean specifying if alpha blending is needed
  85177. */
  85178. needAlphaBlending(): boolean;
  85179. /**
  85180. * Specifies if the mesh will require alpha blending
  85181. * @param mesh defines the mesh to check
  85182. * @returns a boolean specifying if alpha blending is needed for the mesh
  85183. */
  85184. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  85185. /**
  85186. * Specifies if this material should be rendered in alpha test mode
  85187. * @returns a boolean specifying if an alpha test is needed.
  85188. */
  85189. needAlphaTesting(): boolean;
  85190. /**
  85191. * Gets the texture used for the alpha test
  85192. * @returns the texture to use for alpha testing
  85193. */
  85194. getAlphaTestTexture(): Nullable<BaseTexture>;
  85195. /**
  85196. * Marks the material to indicate that it needs to be re-calculated
  85197. */
  85198. markDirty(): void;
  85199. /** @hidden */
  85200. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  85201. /**
  85202. * Binds the material to the mesh
  85203. * @param world defines the world transformation matrix
  85204. * @param mesh defines the mesh to bind the material to
  85205. */
  85206. bind(world: Matrix, mesh?: Mesh): void;
  85207. /**
  85208. * Binds the submesh to the material
  85209. * @param world defines the world transformation matrix
  85210. * @param mesh defines the mesh containing the submesh
  85211. * @param subMesh defines the submesh to bind the material to
  85212. */
  85213. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  85214. /**
  85215. * Binds the world matrix to the material
  85216. * @param world defines the world transformation matrix
  85217. */
  85218. bindOnlyWorldMatrix(world: Matrix): void;
  85219. /**
  85220. * Binds the scene's uniform buffer to the effect.
  85221. * @param effect defines the effect to bind to the scene uniform buffer
  85222. * @param sceneUbo defines the uniform buffer storing scene data
  85223. */
  85224. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  85225. /**
  85226. * Binds the view matrix to the effect
  85227. * @param effect defines the effect to bind the view matrix to
  85228. */
  85229. bindView(effect: Effect): void;
  85230. /**
  85231. * Binds the view projection matrix to the effect
  85232. * @param effect defines the effect to bind the view projection matrix to
  85233. */
  85234. bindViewProjection(effect: Effect): void;
  85235. /**
  85236. * Specifies if material alpha testing should be turned on for the mesh
  85237. * @param mesh defines the mesh to check
  85238. */
  85239. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  85240. /**
  85241. * Processes to execute after binding the material to a mesh
  85242. * @param mesh defines the rendered mesh
  85243. */
  85244. protected _afterBind(mesh?: Mesh): void;
  85245. /**
  85246. * Unbinds the material from the mesh
  85247. */
  85248. unbind(): void;
  85249. /**
  85250. * Gets the active textures from the material
  85251. * @returns an array of textures
  85252. */
  85253. getActiveTextures(): BaseTexture[];
  85254. /**
  85255. * Specifies if the material uses a texture
  85256. * @param texture defines the texture to check against the material
  85257. * @returns a boolean specifying if the material uses the texture
  85258. */
  85259. hasTexture(texture: BaseTexture): boolean;
  85260. /**
  85261. * Makes a duplicate of the material, and gives it a new name
  85262. * @param name defines the new name for the duplicated material
  85263. * @returns the cloned material
  85264. */
  85265. clone(name: string): Nullable<Material>;
  85266. /**
  85267. * Gets the meshes bound to the material
  85268. * @returns an array of meshes bound to the material
  85269. */
  85270. getBindedMeshes(): AbstractMesh[];
  85271. /**
  85272. * Force shader compilation
  85273. * @param mesh defines the mesh associated with this material
  85274. * @param onCompiled defines a function to execute once the material is compiled
  85275. * @param options defines the options to configure the compilation
  85276. */
  85277. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  85278. clipPlane: boolean;
  85279. }>): void;
  85280. /**
  85281. * Force shader compilation
  85282. * @param mesh defines the mesh that will use this material
  85283. * @param options defines additional options for compiling the shaders
  85284. * @returns a promise that resolves when the compilation completes
  85285. */
  85286. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  85287. clipPlane: boolean;
  85288. }>): Promise<void>;
  85289. private static readonly _AllDirtyCallBack;
  85290. private static readonly _ImageProcessingDirtyCallBack;
  85291. private static readonly _TextureDirtyCallBack;
  85292. private static readonly _FresnelDirtyCallBack;
  85293. private static readonly _MiscDirtyCallBack;
  85294. private static readonly _LightsDirtyCallBack;
  85295. private static readonly _AttributeDirtyCallBack;
  85296. private static _FresnelAndMiscDirtyCallBack;
  85297. private static _TextureAndMiscDirtyCallBack;
  85298. private static readonly _DirtyCallbackArray;
  85299. private static readonly _RunDirtyCallBacks;
  85300. /**
  85301. * Marks a define in the material to indicate that it needs to be re-computed
  85302. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  85303. */
  85304. markAsDirty(flag: number): void;
  85305. /**
  85306. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  85307. * @param func defines a function which checks material defines against the submeshes
  85308. */
  85309. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  85310. /**
  85311. * Indicates that we need to re-calculated for all submeshes
  85312. */
  85313. protected _markAllSubMeshesAsAllDirty(): void;
  85314. /**
  85315. * Indicates that image processing needs to be re-calculated for all submeshes
  85316. */
  85317. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  85318. /**
  85319. * Indicates that textures need to be re-calculated for all submeshes
  85320. */
  85321. protected _markAllSubMeshesAsTexturesDirty(): void;
  85322. /**
  85323. * Indicates that fresnel needs to be re-calculated for all submeshes
  85324. */
  85325. protected _markAllSubMeshesAsFresnelDirty(): void;
  85326. /**
  85327. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  85328. */
  85329. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  85330. /**
  85331. * Indicates that lights need to be re-calculated for all submeshes
  85332. */
  85333. protected _markAllSubMeshesAsLightsDirty(): void;
  85334. /**
  85335. * Indicates that attributes need to be re-calculated for all submeshes
  85336. */
  85337. protected _markAllSubMeshesAsAttributesDirty(): void;
  85338. /**
  85339. * Indicates that misc needs to be re-calculated for all submeshes
  85340. */
  85341. protected _markAllSubMeshesAsMiscDirty(): void;
  85342. /**
  85343. * Indicates that textures and misc need to be re-calculated for all submeshes
  85344. */
  85345. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  85346. /**
  85347. * Disposes the material
  85348. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  85349. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  85350. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  85351. */
  85352. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  85353. /** @hidden */
  85354. private releaseVertexArrayObject;
  85355. /**
  85356. * Serializes this material
  85357. * @returns the serialized material object
  85358. */
  85359. serialize(): any;
  85360. /**
  85361. * Creates a material from parsed material data
  85362. * @param parsedMaterial defines parsed material data
  85363. * @param scene defines the hosting scene
  85364. * @param rootUrl defines the root URL to use to load textures
  85365. * @returns a new material
  85366. */
  85367. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  85368. }
  85369. }
  85370. declare module BABYLON {
  85371. /**
  85372. * A multi-material is used to apply different materials to different parts of the same object without the need of
  85373. * separate meshes. This can be use to improve performances.
  85374. * @see http://doc.babylonjs.com/how_to/multi_materials
  85375. */
  85376. export class MultiMaterial extends Material {
  85377. private _subMaterials;
  85378. /**
  85379. * Gets or Sets the list of Materials used within the multi material.
  85380. * They need to be ordered according to the submeshes order in the associated mesh
  85381. */
  85382. subMaterials: Nullable<Material>[];
  85383. /**
  85384. * Function used to align with Node.getChildren()
  85385. * @returns the list of Materials used within the multi material
  85386. */
  85387. getChildren(): Nullable<Material>[];
  85388. /**
  85389. * Instantiates a new Multi Material
  85390. * A multi-material is used to apply different materials to different parts of the same object without the need of
  85391. * separate meshes. This can be use to improve performances.
  85392. * @see http://doc.babylonjs.com/how_to/multi_materials
  85393. * @param name Define the name in the scene
  85394. * @param scene Define the scene the material belongs to
  85395. */
  85396. constructor(name: string, scene: Scene);
  85397. private _hookArray;
  85398. /**
  85399. * Get one of the submaterial by its index in the submaterials array
  85400. * @param index The index to look the sub material at
  85401. * @returns The Material if the index has been defined
  85402. */
  85403. getSubMaterial(index: number): Nullable<Material>;
  85404. /**
  85405. * Get the list of active textures for the whole sub materials list.
  85406. * @returns All the textures that will be used during the rendering
  85407. */
  85408. getActiveTextures(): BaseTexture[];
  85409. /**
  85410. * Gets the current class name of the material e.g. "MultiMaterial"
  85411. * Mainly use in serialization.
  85412. * @returns the class name
  85413. */
  85414. getClassName(): string;
  85415. /**
  85416. * Checks if the material is ready to render the requested sub mesh
  85417. * @param mesh Define the mesh the submesh belongs to
  85418. * @param subMesh Define the sub mesh to look readyness for
  85419. * @param useInstances Define whether or not the material is used with instances
  85420. * @returns true if ready, otherwise false
  85421. */
  85422. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  85423. /**
  85424. * Clones the current material and its related sub materials
  85425. * @param name Define the name of the newly cloned material
  85426. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  85427. * @returns the cloned material
  85428. */
  85429. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  85430. /**
  85431. * Serializes the materials into a JSON representation.
  85432. * @returns the JSON representation
  85433. */
  85434. serialize(): any;
  85435. /**
  85436. * Dispose the material and release its associated resources
  85437. * @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)
  85438. * @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)
  85439. * @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)
  85440. */
  85441. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  85442. /**
  85443. * Creates a MultiMaterial from parsed MultiMaterial data.
  85444. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  85445. * @param scene defines the hosting scene
  85446. * @returns a new MultiMaterial
  85447. */
  85448. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  85449. }
  85450. }
  85451. declare module BABYLON {
  85452. /**
  85453. * Base class for submeshes
  85454. */
  85455. export class BaseSubMesh {
  85456. /** @hidden */
  85457. _materialDefines: Nullable<MaterialDefines>;
  85458. /** @hidden */
  85459. _materialEffect: Nullable<Effect>;
  85460. /**
  85461. * Gets associated effect
  85462. */
  85463. readonly effect: Nullable<Effect>;
  85464. /**
  85465. * Sets associated effect (effect used to render this submesh)
  85466. * @param effect defines the effect to associate with
  85467. * @param defines defines the set of defines used to compile this effect
  85468. */
  85469. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  85470. }
  85471. /**
  85472. * Defines a subdivision inside a mesh
  85473. */
  85474. export class SubMesh extends BaseSubMesh implements ICullable {
  85475. /** the material index to use */
  85476. materialIndex: number;
  85477. /** vertex index start */
  85478. verticesStart: number;
  85479. /** vertices count */
  85480. verticesCount: number;
  85481. /** index start */
  85482. indexStart: number;
  85483. /** indices count */
  85484. indexCount: number;
  85485. /** @hidden */
  85486. _linesIndexCount: number;
  85487. private _mesh;
  85488. private _renderingMesh;
  85489. private _boundingInfo;
  85490. private _linesIndexBuffer;
  85491. /** @hidden */
  85492. _lastColliderWorldVertices: Nullable<Vector3[]>;
  85493. /** @hidden */
  85494. _trianglePlanes: Plane[];
  85495. /** @hidden */
  85496. _lastColliderTransformMatrix: Nullable<Matrix>;
  85497. /** @hidden */
  85498. _renderId: number;
  85499. /** @hidden */
  85500. _alphaIndex: number;
  85501. /** @hidden */
  85502. _distanceToCamera: number;
  85503. /** @hidden */
  85504. _id: number;
  85505. private _currentMaterial;
  85506. /**
  85507. * Add a new submesh to a mesh
  85508. * @param materialIndex defines the material index to use
  85509. * @param verticesStart defines vertex index start
  85510. * @param verticesCount defines vertices count
  85511. * @param indexStart defines index start
  85512. * @param indexCount defines indices count
  85513. * @param mesh defines the parent mesh
  85514. * @param renderingMesh defines an optional rendering mesh
  85515. * @param createBoundingBox defines if bounding box should be created for this submesh
  85516. * @returns the new submesh
  85517. */
  85518. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  85519. /**
  85520. * Creates a new submesh
  85521. * @param materialIndex defines the material index to use
  85522. * @param verticesStart defines vertex index start
  85523. * @param verticesCount defines vertices count
  85524. * @param indexStart defines index start
  85525. * @param indexCount defines indices count
  85526. * @param mesh defines the parent mesh
  85527. * @param renderingMesh defines an optional rendering mesh
  85528. * @param createBoundingBox defines if bounding box should be created for this submesh
  85529. */
  85530. constructor(
  85531. /** the material index to use */
  85532. materialIndex: number,
  85533. /** vertex index start */
  85534. verticesStart: number,
  85535. /** vertices count */
  85536. verticesCount: number,
  85537. /** index start */
  85538. indexStart: number,
  85539. /** indices count */
  85540. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  85541. /**
  85542. * Returns true if this submesh covers the entire parent mesh
  85543. * @ignorenaming
  85544. */
  85545. readonly IsGlobal: boolean;
  85546. /**
  85547. * Returns the submesh BoudingInfo object
  85548. * @returns current bounding info (or mesh's one if the submesh is global)
  85549. */
  85550. getBoundingInfo(): BoundingInfo;
  85551. /**
  85552. * Sets the submesh BoundingInfo
  85553. * @param boundingInfo defines the new bounding info to use
  85554. * @returns the SubMesh
  85555. */
  85556. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  85557. /**
  85558. * Returns the mesh of the current submesh
  85559. * @return the parent mesh
  85560. */
  85561. getMesh(): AbstractMesh;
  85562. /**
  85563. * Returns the rendering mesh of the submesh
  85564. * @returns the rendering mesh (could be different from parent mesh)
  85565. */
  85566. getRenderingMesh(): Mesh;
  85567. /**
  85568. * Returns the submesh material
  85569. * @returns null or the current material
  85570. */
  85571. getMaterial(): Nullable<Material>;
  85572. /**
  85573. * Sets a new updated BoundingInfo object to the submesh
  85574. * @param data defines an optional position array to use to determine the bounding info
  85575. * @returns the SubMesh
  85576. */
  85577. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  85578. /** @hidden */
  85579. _checkCollision(collider: Collider): boolean;
  85580. /**
  85581. * Updates the submesh BoundingInfo
  85582. * @param world defines the world matrix to use to update the bounding info
  85583. * @returns the submesh
  85584. */
  85585. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  85586. /**
  85587. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  85588. * @param frustumPlanes defines the frustum planes
  85589. * @returns true if the submesh is intersecting with the frustum
  85590. */
  85591. isInFrustum(frustumPlanes: Plane[]): boolean;
  85592. /**
  85593. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  85594. * @param frustumPlanes defines the frustum planes
  85595. * @returns true if the submesh is inside the frustum
  85596. */
  85597. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  85598. /**
  85599. * Renders the submesh
  85600. * @param enableAlphaMode defines if alpha needs to be used
  85601. * @returns the submesh
  85602. */
  85603. render(enableAlphaMode: boolean): SubMesh;
  85604. /**
  85605. * @hidden
  85606. */
  85607. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  85608. /**
  85609. * Checks if the submesh intersects with a ray
  85610. * @param ray defines the ray to test
  85611. * @returns true is the passed ray intersects the submesh bounding box
  85612. */
  85613. canIntersects(ray: Ray): boolean;
  85614. /**
  85615. * Intersects current submesh with a ray
  85616. * @param ray defines the ray to test
  85617. * @param positions defines mesh's positions array
  85618. * @param indices defines mesh's indices array
  85619. * @param fastCheck defines if only bounding info should be used
  85620. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  85621. * @returns intersection info or null if no intersection
  85622. */
  85623. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  85624. /** @hidden */
  85625. private _intersectLines;
  85626. /** @hidden */
  85627. private _intersectUnIndexedLines;
  85628. /** @hidden */
  85629. private _intersectTriangles;
  85630. /** @hidden */
  85631. private _intersectUnIndexedTriangles;
  85632. /** @hidden */
  85633. _rebuild(): void;
  85634. /**
  85635. * Creates a new submesh from the passed mesh
  85636. * @param newMesh defines the new hosting mesh
  85637. * @param newRenderingMesh defines an optional rendering mesh
  85638. * @returns the new submesh
  85639. */
  85640. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  85641. /**
  85642. * Release associated resources
  85643. */
  85644. dispose(): void;
  85645. /**
  85646. * Gets the class name
  85647. * @returns the string "SubMesh".
  85648. */
  85649. getClassName(): string;
  85650. /**
  85651. * Creates a new submesh from indices data
  85652. * @param materialIndex the index of the main mesh material
  85653. * @param startIndex the index where to start the copy in the mesh indices array
  85654. * @param indexCount the number of indices to copy then from the startIndex
  85655. * @param mesh the main mesh to create the submesh from
  85656. * @param renderingMesh the optional rendering mesh
  85657. * @returns a new submesh
  85658. */
  85659. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  85660. }
  85661. }
  85662. declare module BABYLON {
  85663. /**
  85664. * Class used to represent data loading progression
  85665. */
  85666. export class SceneLoaderFlags {
  85667. private static _ForceFullSceneLoadingForIncremental;
  85668. private static _ShowLoadingScreen;
  85669. private static _CleanBoneMatrixWeights;
  85670. private static _loggingLevel;
  85671. /**
  85672. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  85673. */
  85674. static ForceFullSceneLoadingForIncremental: boolean;
  85675. /**
  85676. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  85677. */
  85678. static ShowLoadingScreen: boolean;
  85679. /**
  85680. * Defines the current logging level (while loading the scene)
  85681. * @ignorenaming
  85682. */
  85683. static loggingLevel: number;
  85684. /**
  85685. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  85686. */
  85687. static CleanBoneMatrixWeights: boolean;
  85688. }
  85689. }
  85690. declare module BABYLON {
  85691. /**
  85692. * Class used to store geometry data (vertex buffers + index buffer)
  85693. */
  85694. export class Geometry implements IGetSetVerticesData {
  85695. /**
  85696. * Gets or sets the ID of the geometry
  85697. */
  85698. id: string;
  85699. /**
  85700. * Gets or sets the unique ID of the geometry
  85701. */
  85702. uniqueId: number;
  85703. /**
  85704. * Gets the delay loading state of the geometry (none by default which means not delayed)
  85705. */
  85706. delayLoadState: number;
  85707. /**
  85708. * Gets the file containing the data to load when running in delay load state
  85709. */
  85710. delayLoadingFile: Nullable<string>;
  85711. /**
  85712. * Callback called when the geometry is updated
  85713. */
  85714. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  85715. private _scene;
  85716. private _engine;
  85717. private _meshes;
  85718. private _totalVertices;
  85719. /** @hidden */
  85720. _indices: IndicesArray;
  85721. /** @hidden */
  85722. _vertexBuffers: {
  85723. [key: string]: VertexBuffer;
  85724. };
  85725. private _isDisposed;
  85726. private _extend;
  85727. private _boundingBias;
  85728. /** @hidden */
  85729. _delayInfo: Array<string>;
  85730. private _indexBuffer;
  85731. private _indexBufferIsUpdatable;
  85732. /** @hidden */
  85733. _boundingInfo: Nullable<BoundingInfo>;
  85734. /** @hidden */
  85735. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  85736. /** @hidden */
  85737. _softwareSkinningFrameId: number;
  85738. private _vertexArrayObjects;
  85739. private _updatable;
  85740. /** @hidden */
  85741. _positions: Nullable<Vector3[]>;
  85742. /**
  85743. * 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
  85744. */
  85745. /**
  85746. * 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
  85747. */
  85748. boundingBias: Vector2;
  85749. /**
  85750. * Static function used to attach a new empty geometry to a mesh
  85751. * @param mesh defines the mesh to attach the geometry to
  85752. * @returns the new Geometry
  85753. */
  85754. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  85755. /**
  85756. * Creates a new geometry
  85757. * @param id defines the unique ID
  85758. * @param scene defines the hosting scene
  85759. * @param vertexData defines the VertexData used to get geometry data
  85760. * @param updatable defines if geometry must be updatable (false by default)
  85761. * @param mesh defines the mesh that will be associated with the geometry
  85762. */
  85763. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  85764. /**
  85765. * Gets the current extend of the geometry
  85766. */
  85767. readonly extend: {
  85768. minimum: Vector3;
  85769. maximum: Vector3;
  85770. };
  85771. /**
  85772. * Gets the hosting scene
  85773. * @returns the hosting Scene
  85774. */
  85775. getScene(): Scene;
  85776. /**
  85777. * Gets the hosting engine
  85778. * @returns the hosting Engine
  85779. */
  85780. getEngine(): Engine;
  85781. /**
  85782. * Defines if the geometry is ready to use
  85783. * @returns true if the geometry is ready to be used
  85784. */
  85785. isReady(): boolean;
  85786. /**
  85787. * Gets a value indicating that the geometry should not be serialized
  85788. */
  85789. readonly doNotSerialize: boolean;
  85790. /** @hidden */
  85791. _rebuild(): void;
  85792. /**
  85793. * Affects all geometry data in one call
  85794. * @param vertexData defines the geometry data
  85795. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  85796. */
  85797. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  85798. /**
  85799. * Set specific vertex data
  85800. * @param kind defines the data kind (Position, normal, etc...)
  85801. * @param data defines the vertex data to use
  85802. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85803. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85804. */
  85805. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  85806. /**
  85807. * Removes a specific vertex data
  85808. * @param kind defines the data kind (Position, normal, etc...)
  85809. */
  85810. removeVerticesData(kind: string): void;
  85811. /**
  85812. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  85813. * @param buffer defines the vertex buffer to use
  85814. * @param totalVertices defines the total number of vertices for position kind (could be null)
  85815. */
  85816. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  85817. /**
  85818. * Update a specific vertex buffer
  85819. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  85820. * It will do nothing if the buffer is not updatable
  85821. * @param kind defines the data kind (Position, normal, etc...)
  85822. * @param data defines the data to use
  85823. * @param offset defines the offset in the target buffer where to store the data
  85824. * @param useBytes set to true if the offset is in bytes
  85825. */
  85826. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  85827. /**
  85828. * Update a specific vertex buffer
  85829. * This function will create a new buffer if the current one is not updatable
  85830. * @param kind defines the data kind (Position, normal, etc...)
  85831. * @param data defines the data to use
  85832. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  85833. */
  85834. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  85835. private _updateBoundingInfo;
  85836. /** @hidden */
  85837. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  85838. /**
  85839. * Gets total number of vertices
  85840. * @returns the total number of vertices
  85841. */
  85842. getTotalVertices(): number;
  85843. /**
  85844. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85845. * @param kind defines the data kind (Position, normal, etc...)
  85846. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85847. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85848. * @returns a float array containing vertex data
  85849. */
  85850. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85851. /**
  85852. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  85853. * @param kind defines the data kind (Position, normal, etc...)
  85854. * @returns true if the vertex buffer with the specified kind is updatable
  85855. */
  85856. isVertexBufferUpdatable(kind: string): boolean;
  85857. /**
  85858. * Gets a specific vertex buffer
  85859. * @param kind defines the data kind (Position, normal, etc...)
  85860. * @returns a VertexBuffer
  85861. */
  85862. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  85863. /**
  85864. * Returns all vertex buffers
  85865. * @return an object holding all vertex buffers indexed by kind
  85866. */
  85867. getVertexBuffers(): Nullable<{
  85868. [key: string]: VertexBuffer;
  85869. }>;
  85870. /**
  85871. * Gets a boolean indicating if specific vertex buffer is present
  85872. * @param kind defines the data kind (Position, normal, etc...)
  85873. * @returns true if data is present
  85874. */
  85875. isVerticesDataPresent(kind: string): boolean;
  85876. /**
  85877. * Gets a list of all attached data kinds (Position, normal, etc...)
  85878. * @returns a list of string containing all kinds
  85879. */
  85880. getVerticesDataKinds(): string[];
  85881. /**
  85882. * Update index buffer
  85883. * @param indices defines the indices to store in the index buffer
  85884. * @param offset defines the offset in the target buffer where to store the data
  85885. * @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)
  85886. */
  85887. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  85888. /**
  85889. * Creates a new index buffer
  85890. * @param indices defines the indices to store in the index buffer
  85891. * @param totalVertices defines the total number of vertices (could be null)
  85892. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85893. */
  85894. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  85895. /**
  85896. * Return the total number of indices
  85897. * @returns the total number of indices
  85898. */
  85899. getTotalIndices(): number;
  85900. /**
  85901. * Gets the index buffer array
  85902. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85903. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85904. * @returns the index buffer array
  85905. */
  85906. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85907. /**
  85908. * Gets the index buffer
  85909. * @return the index buffer
  85910. */
  85911. getIndexBuffer(): Nullable<DataBuffer>;
  85912. /** @hidden */
  85913. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  85914. /**
  85915. * Release the associated resources for a specific mesh
  85916. * @param mesh defines the source mesh
  85917. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  85918. */
  85919. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  85920. /**
  85921. * Apply current geometry to a given mesh
  85922. * @param mesh defines the mesh to apply geometry to
  85923. */
  85924. applyToMesh(mesh: Mesh): void;
  85925. private _updateExtend;
  85926. private _applyToMesh;
  85927. private notifyUpdate;
  85928. /**
  85929. * Load the geometry if it was flagged as delay loaded
  85930. * @param scene defines the hosting scene
  85931. * @param onLoaded defines a callback called when the geometry is loaded
  85932. */
  85933. load(scene: Scene, onLoaded?: () => void): void;
  85934. private _queueLoad;
  85935. /**
  85936. * Invert the geometry to move from a right handed system to a left handed one.
  85937. */
  85938. toLeftHanded(): void;
  85939. /** @hidden */
  85940. _resetPointsArrayCache(): void;
  85941. /** @hidden */
  85942. _generatePointsArray(): boolean;
  85943. /**
  85944. * Gets a value indicating if the geometry is disposed
  85945. * @returns true if the geometry was disposed
  85946. */
  85947. isDisposed(): boolean;
  85948. private _disposeVertexArrayObjects;
  85949. /**
  85950. * Free all associated resources
  85951. */
  85952. dispose(): void;
  85953. /**
  85954. * Clone the current geometry into a new geometry
  85955. * @param id defines the unique ID of the new geometry
  85956. * @returns a new geometry object
  85957. */
  85958. copy(id: string): Geometry;
  85959. /**
  85960. * Serialize the current geometry info (and not the vertices data) into a JSON object
  85961. * @return a JSON representation of the current geometry data (without the vertices data)
  85962. */
  85963. serialize(): any;
  85964. private toNumberArray;
  85965. /**
  85966. * Serialize all vertices data into a JSON oject
  85967. * @returns a JSON representation of the current geometry data
  85968. */
  85969. serializeVerticeData(): any;
  85970. /**
  85971. * Extracts a clone of a mesh geometry
  85972. * @param mesh defines the source mesh
  85973. * @param id defines the unique ID of the new geometry object
  85974. * @returns the new geometry object
  85975. */
  85976. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  85977. /**
  85978. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  85979. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  85980. * Be aware Math.random() could cause collisions, but:
  85981. * "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"
  85982. * @returns a string containing a new GUID
  85983. */
  85984. static RandomId(): string;
  85985. /** @hidden */
  85986. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  85987. private static _CleanMatricesWeights;
  85988. /**
  85989. * Create a new geometry from persisted data (Using .babylon file format)
  85990. * @param parsedVertexData defines the persisted data
  85991. * @param scene defines the hosting scene
  85992. * @param rootUrl defines the root url to use to load assets (like delayed data)
  85993. * @returns the new geometry object
  85994. */
  85995. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  85996. }
  85997. }
  85998. declare module BABYLON {
  85999. /**
  86000. * Define an interface for all classes that will get and set the data on vertices
  86001. */
  86002. export interface IGetSetVerticesData {
  86003. /**
  86004. * Gets a boolean indicating if specific vertex data is present
  86005. * @param kind defines the vertex data kind to use
  86006. * @returns true is data kind is present
  86007. */
  86008. isVerticesDataPresent(kind: string): boolean;
  86009. /**
  86010. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86011. * @param kind defines the data kind (Position, normal, etc...)
  86012. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86013. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86014. * @returns a float array containing vertex data
  86015. */
  86016. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86017. /**
  86018. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86019. * @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.
  86020. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86021. * @returns the indices array or an empty array if the mesh has no geometry
  86022. */
  86023. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86024. /**
  86025. * Set specific vertex data
  86026. * @param kind defines the data kind (Position, normal, etc...)
  86027. * @param data defines the vertex data to use
  86028. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86029. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86030. */
  86031. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  86032. /**
  86033. * Update a specific associated vertex buffer
  86034. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  86035. * - VertexBuffer.PositionKind
  86036. * - VertexBuffer.UVKind
  86037. * - VertexBuffer.UV2Kind
  86038. * - VertexBuffer.UV3Kind
  86039. * - VertexBuffer.UV4Kind
  86040. * - VertexBuffer.UV5Kind
  86041. * - VertexBuffer.UV6Kind
  86042. * - VertexBuffer.ColorKind
  86043. * - VertexBuffer.MatricesIndicesKind
  86044. * - VertexBuffer.MatricesIndicesExtraKind
  86045. * - VertexBuffer.MatricesWeightsKind
  86046. * - VertexBuffer.MatricesWeightsExtraKind
  86047. * @param data defines the data source
  86048. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  86049. * @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)
  86050. */
  86051. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  86052. /**
  86053. * Creates a new index buffer
  86054. * @param indices defines the indices to store in the index buffer
  86055. * @param totalVertices defines the total number of vertices (could be null)
  86056. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86057. */
  86058. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  86059. }
  86060. /**
  86061. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  86062. */
  86063. export class VertexData {
  86064. /**
  86065. * Mesh side orientation : usually the external or front surface
  86066. */
  86067. static readonly FRONTSIDE: number;
  86068. /**
  86069. * Mesh side orientation : usually the internal or back surface
  86070. */
  86071. static readonly BACKSIDE: number;
  86072. /**
  86073. * Mesh side orientation : both internal and external or front and back surfaces
  86074. */
  86075. static readonly DOUBLESIDE: number;
  86076. /**
  86077. * Mesh side orientation : by default, `FRONTSIDE`
  86078. */
  86079. static readonly DEFAULTSIDE: number;
  86080. /**
  86081. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  86082. */
  86083. positions: Nullable<FloatArray>;
  86084. /**
  86085. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  86086. */
  86087. normals: Nullable<FloatArray>;
  86088. /**
  86089. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  86090. */
  86091. tangents: Nullable<FloatArray>;
  86092. /**
  86093. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86094. */
  86095. uvs: Nullable<FloatArray>;
  86096. /**
  86097. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86098. */
  86099. uvs2: Nullable<FloatArray>;
  86100. /**
  86101. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86102. */
  86103. uvs3: Nullable<FloatArray>;
  86104. /**
  86105. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86106. */
  86107. uvs4: Nullable<FloatArray>;
  86108. /**
  86109. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86110. */
  86111. uvs5: Nullable<FloatArray>;
  86112. /**
  86113. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86114. */
  86115. uvs6: Nullable<FloatArray>;
  86116. /**
  86117. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  86118. */
  86119. colors: Nullable<FloatArray>;
  86120. /**
  86121. * 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).
  86122. */
  86123. matricesIndices: Nullable<FloatArray>;
  86124. /**
  86125. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  86126. */
  86127. matricesWeights: Nullable<FloatArray>;
  86128. /**
  86129. * An array extending the number of possible indices
  86130. */
  86131. matricesIndicesExtra: Nullable<FloatArray>;
  86132. /**
  86133. * An array extending the number of possible weights when the number of indices is extended
  86134. */
  86135. matricesWeightsExtra: Nullable<FloatArray>;
  86136. /**
  86137. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  86138. */
  86139. indices: Nullable<IndicesArray>;
  86140. /**
  86141. * Uses the passed data array to set the set the values for the specified kind of data
  86142. * @param data a linear array of floating numbers
  86143. * @param kind the type of data that is being set, eg positions, colors etc
  86144. */
  86145. set(data: FloatArray, kind: string): void;
  86146. /**
  86147. * Associates the vertexData to the passed Mesh.
  86148. * Sets it as updatable or not (default `false`)
  86149. * @param mesh the mesh the vertexData is applied to
  86150. * @param updatable when used and having the value true allows new data to update the vertexData
  86151. * @returns the VertexData
  86152. */
  86153. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  86154. /**
  86155. * Associates the vertexData to the passed Geometry.
  86156. * Sets it as updatable or not (default `false`)
  86157. * @param geometry the geometry the vertexData is applied to
  86158. * @param updatable when used and having the value true allows new data to update the vertexData
  86159. * @returns VertexData
  86160. */
  86161. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  86162. /**
  86163. * Updates the associated mesh
  86164. * @param mesh the mesh to be updated
  86165. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86166. * @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
  86167. * @returns VertexData
  86168. */
  86169. updateMesh(mesh: Mesh): VertexData;
  86170. /**
  86171. * Updates the associated geometry
  86172. * @param geometry the geometry to be updated
  86173. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86174. * @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
  86175. * @returns VertexData.
  86176. */
  86177. updateGeometry(geometry: Geometry): VertexData;
  86178. private _applyTo;
  86179. private _update;
  86180. /**
  86181. * Transforms each position and each normal of the vertexData according to the passed Matrix
  86182. * @param matrix the transforming matrix
  86183. * @returns the VertexData
  86184. */
  86185. transform(matrix: Matrix): VertexData;
  86186. /**
  86187. * Merges the passed VertexData into the current one
  86188. * @param other the VertexData to be merged into the current one
  86189. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  86190. * @returns the modified VertexData
  86191. */
  86192. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  86193. private _mergeElement;
  86194. private _validate;
  86195. /**
  86196. * Serializes the VertexData
  86197. * @returns a serialized object
  86198. */
  86199. serialize(): any;
  86200. /**
  86201. * Extracts the vertexData from a mesh
  86202. * @param mesh the mesh from which to extract the VertexData
  86203. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  86204. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86205. * @returns the object VertexData associated to the passed mesh
  86206. */
  86207. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86208. /**
  86209. * Extracts the vertexData from the geometry
  86210. * @param geometry the geometry from which to extract the VertexData
  86211. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  86212. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86213. * @returns the object VertexData associated to the passed mesh
  86214. */
  86215. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86216. private static _ExtractFrom;
  86217. /**
  86218. * Creates the VertexData for a Ribbon
  86219. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  86220. * * pathArray array of paths, each of which an array of successive Vector3
  86221. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  86222. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  86223. * * 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
  86224. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86225. * * 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)
  86226. * * 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)
  86227. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  86228. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  86229. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  86230. * @returns the VertexData of the ribbon
  86231. */
  86232. static CreateRibbon(options: {
  86233. pathArray: Vector3[][];
  86234. closeArray?: boolean;
  86235. closePath?: boolean;
  86236. offset?: number;
  86237. sideOrientation?: number;
  86238. frontUVs?: Vector4;
  86239. backUVs?: Vector4;
  86240. invertUV?: boolean;
  86241. uvs?: Vector2[];
  86242. colors?: Color4[];
  86243. }): VertexData;
  86244. /**
  86245. * Creates the VertexData for a box
  86246. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86247. * * size sets the width, height and depth of the box to the value of size, optional default 1
  86248. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  86249. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  86250. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  86251. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86252. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86253. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86254. * * 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)
  86255. * * 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)
  86256. * @returns the VertexData of the box
  86257. */
  86258. static CreateBox(options: {
  86259. size?: number;
  86260. width?: number;
  86261. height?: number;
  86262. depth?: number;
  86263. faceUV?: Vector4[];
  86264. faceColors?: Color4[];
  86265. sideOrientation?: number;
  86266. frontUVs?: Vector4;
  86267. backUVs?: Vector4;
  86268. }): VertexData;
  86269. /**
  86270. * Creates the VertexData for a tiled box
  86271. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86272. * * faceTiles sets the pattern, tile size and number of tiles for a face
  86273. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86274. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86275. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86276. * @returns the VertexData of the box
  86277. */
  86278. static CreateTiledBox(options: {
  86279. pattern?: number;
  86280. width?: number;
  86281. height?: number;
  86282. depth?: number;
  86283. tileSize?: number;
  86284. tileWidth?: number;
  86285. tileHeight?: number;
  86286. alignHorizontal?: number;
  86287. alignVertical?: number;
  86288. faceUV?: Vector4[];
  86289. faceColors?: Color4[];
  86290. sideOrientation?: number;
  86291. }): VertexData;
  86292. /**
  86293. * Creates the VertexData for a tiled plane
  86294. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86295. * * pattern a limited pattern arrangement depending on the number
  86296. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  86297. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  86298. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  86299. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86300. * * 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)
  86301. * * 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)
  86302. * @returns the VertexData of the tiled plane
  86303. */
  86304. static CreateTiledPlane(options: {
  86305. pattern?: number;
  86306. tileSize?: number;
  86307. tileWidth?: number;
  86308. tileHeight?: number;
  86309. size?: number;
  86310. width?: number;
  86311. height?: number;
  86312. alignHorizontal?: number;
  86313. alignVertical?: number;
  86314. sideOrientation?: number;
  86315. frontUVs?: Vector4;
  86316. backUVs?: Vector4;
  86317. }): VertexData;
  86318. /**
  86319. * Creates the VertexData for an ellipsoid, defaults to a sphere
  86320. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86321. * * segments sets the number of horizontal strips optional, default 32
  86322. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  86323. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  86324. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  86325. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  86326. * * 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
  86327. * * 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
  86328. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86329. * * 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)
  86330. * * 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)
  86331. * @returns the VertexData of the ellipsoid
  86332. */
  86333. static CreateSphere(options: {
  86334. segments?: number;
  86335. diameter?: number;
  86336. diameterX?: number;
  86337. diameterY?: number;
  86338. diameterZ?: number;
  86339. arc?: number;
  86340. slice?: number;
  86341. sideOrientation?: number;
  86342. frontUVs?: Vector4;
  86343. backUVs?: Vector4;
  86344. }): VertexData;
  86345. /**
  86346. * Creates the VertexData for a cylinder, cone or prism
  86347. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86348. * * height sets the height (y direction) of the cylinder, optional, default 2
  86349. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  86350. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  86351. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  86352. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  86353. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  86354. * * 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
  86355. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86356. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86357. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  86358. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  86359. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86360. * * 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)
  86361. * * 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)
  86362. * @returns the VertexData of the cylinder, cone or prism
  86363. */
  86364. static CreateCylinder(options: {
  86365. height?: number;
  86366. diameterTop?: number;
  86367. diameterBottom?: number;
  86368. diameter?: number;
  86369. tessellation?: number;
  86370. subdivisions?: number;
  86371. arc?: number;
  86372. faceColors?: Color4[];
  86373. faceUV?: Vector4[];
  86374. hasRings?: boolean;
  86375. enclose?: boolean;
  86376. sideOrientation?: number;
  86377. frontUVs?: Vector4;
  86378. backUVs?: Vector4;
  86379. }): VertexData;
  86380. /**
  86381. * Creates the VertexData for a torus
  86382. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86383. * * diameter the diameter of the torus, optional default 1
  86384. * * thickness the diameter of the tube forming the torus, optional default 0.5
  86385. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  86386. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86387. * * 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)
  86388. * * 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)
  86389. * @returns the VertexData of the torus
  86390. */
  86391. static CreateTorus(options: {
  86392. diameter?: number;
  86393. thickness?: number;
  86394. tessellation?: number;
  86395. sideOrientation?: number;
  86396. frontUVs?: Vector4;
  86397. backUVs?: Vector4;
  86398. }): VertexData;
  86399. /**
  86400. * Creates the VertexData of the LineSystem
  86401. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  86402. * - lines an array of lines, each line being an array of successive Vector3
  86403. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  86404. * @returns the VertexData of the LineSystem
  86405. */
  86406. static CreateLineSystem(options: {
  86407. lines: Vector3[][];
  86408. colors?: Nullable<Color4[][]>;
  86409. }): VertexData;
  86410. /**
  86411. * Create the VertexData for a DashedLines
  86412. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  86413. * - points an array successive Vector3
  86414. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  86415. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  86416. * - dashNb the intended total number of dashes, optional, default 200
  86417. * @returns the VertexData for the DashedLines
  86418. */
  86419. static CreateDashedLines(options: {
  86420. points: Vector3[];
  86421. dashSize?: number;
  86422. gapSize?: number;
  86423. dashNb?: number;
  86424. }): VertexData;
  86425. /**
  86426. * Creates the VertexData for a Ground
  86427. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  86428. * - width the width (x direction) of the ground, optional, default 1
  86429. * - height the height (z direction) of the ground, optional, default 1
  86430. * - subdivisions the number of subdivisions per side, optional, default 1
  86431. * @returns the VertexData of the Ground
  86432. */
  86433. static CreateGround(options: {
  86434. width?: number;
  86435. height?: number;
  86436. subdivisions?: number;
  86437. subdivisionsX?: number;
  86438. subdivisionsY?: number;
  86439. }): VertexData;
  86440. /**
  86441. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  86442. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  86443. * * xmin the ground minimum X coordinate, optional, default -1
  86444. * * zmin the ground minimum Z coordinate, optional, default -1
  86445. * * xmax the ground maximum X coordinate, optional, default 1
  86446. * * zmax the ground maximum Z coordinate, optional, default 1
  86447. * * 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}
  86448. * * 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}
  86449. * @returns the VertexData of the TiledGround
  86450. */
  86451. static CreateTiledGround(options: {
  86452. xmin: number;
  86453. zmin: number;
  86454. xmax: number;
  86455. zmax: number;
  86456. subdivisions?: {
  86457. w: number;
  86458. h: number;
  86459. };
  86460. precision?: {
  86461. w: number;
  86462. h: number;
  86463. };
  86464. }): VertexData;
  86465. /**
  86466. * Creates the VertexData of the Ground designed from a heightmap
  86467. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  86468. * * width the width (x direction) of the ground
  86469. * * height the height (z direction) of the ground
  86470. * * subdivisions the number of subdivisions per side
  86471. * * minHeight the minimum altitude on the ground, optional, default 0
  86472. * * maxHeight the maximum altitude on the ground, optional default 1
  86473. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  86474. * * buffer the array holding the image color data
  86475. * * bufferWidth the width of image
  86476. * * bufferHeight the height of image
  86477. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  86478. * @returns the VertexData of the Ground designed from a heightmap
  86479. */
  86480. static CreateGroundFromHeightMap(options: {
  86481. width: number;
  86482. height: number;
  86483. subdivisions: number;
  86484. minHeight: number;
  86485. maxHeight: number;
  86486. colorFilter: Color3;
  86487. buffer: Uint8Array;
  86488. bufferWidth: number;
  86489. bufferHeight: number;
  86490. alphaFilter: number;
  86491. }): VertexData;
  86492. /**
  86493. * Creates the VertexData for a Plane
  86494. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  86495. * * size sets the width and height of the plane to the value of size, optional default 1
  86496. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  86497. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  86498. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86499. * * 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)
  86500. * * 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)
  86501. * @returns the VertexData of the box
  86502. */
  86503. static CreatePlane(options: {
  86504. size?: number;
  86505. width?: number;
  86506. height?: number;
  86507. sideOrientation?: number;
  86508. frontUVs?: Vector4;
  86509. backUVs?: Vector4;
  86510. }): VertexData;
  86511. /**
  86512. * Creates the VertexData of the Disc or regular Polygon
  86513. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  86514. * * radius the radius of the disc, optional default 0.5
  86515. * * tessellation the number of polygon sides, optional, default 64
  86516. * * 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
  86517. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86518. * * 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)
  86519. * * 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)
  86520. * @returns the VertexData of the box
  86521. */
  86522. static CreateDisc(options: {
  86523. radius?: number;
  86524. tessellation?: number;
  86525. arc?: number;
  86526. sideOrientation?: number;
  86527. frontUVs?: Vector4;
  86528. backUVs?: Vector4;
  86529. }): VertexData;
  86530. /**
  86531. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  86532. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  86533. * @param polygon a mesh built from polygonTriangulation.build()
  86534. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86535. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86536. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86537. * @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)
  86538. * @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)
  86539. * @returns the VertexData of the Polygon
  86540. */
  86541. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  86542. /**
  86543. * Creates the VertexData of the IcoSphere
  86544. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  86545. * * radius the radius of the IcoSphere, optional default 1
  86546. * * radiusX allows stretching in the x direction, optional, default radius
  86547. * * radiusY allows stretching in the y direction, optional, default radius
  86548. * * radiusZ allows stretching in the z direction, optional, default radius
  86549. * * flat when true creates a flat shaded mesh, optional, default true
  86550. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  86551. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86552. * * 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)
  86553. * * 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)
  86554. * @returns the VertexData of the IcoSphere
  86555. */
  86556. static CreateIcoSphere(options: {
  86557. radius?: number;
  86558. radiusX?: number;
  86559. radiusY?: number;
  86560. radiusZ?: number;
  86561. flat?: boolean;
  86562. subdivisions?: number;
  86563. sideOrientation?: number;
  86564. frontUVs?: Vector4;
  86565. backUVs?: Vector4;
  86566. }): VertexData;
  86567. /**
  86568. * Creates the VertexData for a Polyhedron
  86569. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  86570. * * type provided types are:
  86571. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  86572. * * 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)
  86573. * * size the size of the IcoSphere, optional default 1
  86574. * * sizeX allows stretching in the x direction, optional, default size
  86575. * * sizeY allows stretching in the y direction, optional, default size
  86576. * * sizeZ allows stretching in the z direction, optional, default size
  86577. * * 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
  86578. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86579. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86580. * * flat when true creates a flat shaded mesh, optional, default true
  86581. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  86582. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86583. * * 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)
  86584. * * 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)
  86585. * @returns the VertexData of the Polyhedron
  86586. */
  86587. static CreatePolyhedron(options: {
  86588. type?: number;
  86589. size?: number;
  86590. sizeX?: number;
  86591. sizeY?: number;
  86592. sizeZ?: number;
  86593. custom?: any;
  86594. faceUV?: Vector4[];
  86595. faceColors?: Color4[];
  86596. flat?: boolean;
  86597. sideOrientation?: number;
  86598. frontUVs?: Vector4;
  86599. backUVs?: Vector4;
  86600. }): VertexData;
  86601. /**
  86602. * Creates the VertexData for a TorusKnot
  86603. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  86604. * * radius the radius of the torus knot, optional, default 2
  86605. * * tube the thickness of the tube, optional, default 0.5
  86606. * * radialSegments the number of sides on each tube segments, optional, default 32
  86607. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  86608. * * p the number of windings around the z axis, optional, default 2
  86609. * * q the number of windings around the x axis, optional, default 3
  86610. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86611. * * 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)
  86612. * * 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)
  86613. * @returns the VertexData of the Torus Knot
  86614. */
  86615. static CreateTorusKnot(options: {
  86616. radius?: number;
  86617. tube?: number;
  86618. radialSegments?: number;
  86619. tubularSegments?: number;
  86620. p?: number;
  86621. q?: number;
  86622. sideOrientation?: number;
  86623. frontUVs?: Vector4;
  86624. backUVs?: Vector4;
  86625. }): VertexData;
  86626. /**
  86627. * Compute normals for given positions and indices
  86628. * @param positions an array of vertex positions, [...., x, y, z, ......]
  86629. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  86630. * @param normals an array of vertex normals, [...., x, y, z, ......]
  86631. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  86632. * * facetNormals : optional array of facet normals (vector3)
  86633. * * facetPositions : optional array of facet positions (vector3)
  86634. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  86635. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  86636. * * bInfo : optional bounding info, required for facetPartitioning computation
  86637. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  86638. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  86639. * * useRightHandedSystem: optional boolean to for right handed system computation
  86640. * * depthSort : optional boolean to enable the facet depth sort computation
  86641. * * distanceTo : optional Vector3 to compute the facet depth from this location
  86642. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  86643. */
  86644. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  86645. facetNormals?: any;
  86646. facetPositions?: any;
  86647. facetPartitioning?: any;
  86648. ratio?: number;
  86649. bInfo?: any;
  86650. bbSize?: Vector3;
  86651. subDiv?: any;
  86652. useRightHandedSystem?: boolean;
  86653. depthSort?: boolean;
  86654. distanceTo?: Vector3;
  86655. depthSortedFacets?: any;
  86656. }): void;
  86657. /** @hidden */
  86658. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  86659. /**
  86660. * Applies VertexData created from the imported parameters to the geometry
  86661. * @param parsedVertexData the parsed data from an imported file
  86662. * @param geometry the geometry to apply the VertexData to
  86663. */
  86664. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  86665. }
  86666. }
  86667. declare module BABYLON {
  86668. /**
  86669. * Defines a target to use with MorphTargetManager
  86670. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86671. */
  86672. export class MorphTarget implements IAnimatable {
  86673. /** defines the name of the target */
  86674. name: string;
  86675. /**
  86676. * Gets or sets the list of animations
  86677. */
  86678. animations: Animation[];
  86679. private _scene;
  86680. private _positions;
  86681. private _normals;
  86682. private _tangents;
  86683. private _uvs;
  86684. private _influence;
  86685. /**
  86686. * Observable raised when the influence changes
  86687. */
  86688. onInfluenceChanged: Observable<boolean>;
  86689. /** @hidden */
  86690. _onDataLayoutChanged: Observable<void>;
  86691. /**
  86692. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  86693. */
  86694. influence: number;
  86695. /**
  86696. * Gets or sets the id of the morph Target
  86697. */
  86698. id: string;
  86699. private _animationPropertiesOverride;
  86700. /**
  86701. * Gets or sets the animation properties override
  86702. */
  86703. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  86704. /**
  86705. * Creates a new MorphTarget
  86706. * @param name defines the name of the target
  86707. * @param influence defines the influence to use
  86708. * @param scene defines the scene the morphtarget belongs to
  86709. */
  86710. constructor(
  86711. /** defines the name of the target */
  86712. name: string, influence?: number, scene?: Nullable<Scene>);
  86713. /**
  86714. * Gets a boolean defining if the target contains position data
  86715. */
  86716. readonly hasPositions: boolean;
  86717. /**
  86718. * Gets a boolean defining if the target contains normal data
  86719. */
  86720. readonly hasNormals: boolean;
  86721. /**
  86722. * Gets a boolean defining if the target contains tangent data
  86723. */
  86724. readonly hasTangents: boolean;
  86725. /**
  86726. * Gets a boolean defining if the target contains texture coordinates data
  86727. */
  86728. readonly hasUVs: boolean;
  86729. /**
  86730. * Affects position data to this target
  86731. * @param data defines the position data to use
  86732. */
  86733. setPositions(data: Nullable<FloatArray>): void;
  86734. /**
  86735. * Gets the position data stored in this target
  86736. * @returns a FloatArray containing the position data (or null if not present)
  86737. */
  86738. getPositions(): Nullable<FloatArray>;
  86739. /**
  86740. * Affects normal data to this target
  86741. * @param data defines the normal data to use
  86742. */
  86743. setNormals(data: Nullable<FloatArray>): void;
  86744. /**
  86745. * Gets the normal data stored in this target
  86746. * @returns a FloatArray containing the normal data (or null if not present)
  86747. */
  86748. getNormals(): Nullable<FloatArray>;
  86749. /**
  86750. * Affects tangent data to this target
  86751. * @param data defines the tangent data to use
  86752. */
  86753. setTangents(data: Nullable<FloatArray>): void;
  86754. /**
  86755. * Gets the tangent data stored in this target
  86756. * @returns a FloatArray containing the tangent data (or null if not present)
  86757. */
  86758. getTangents(): Nullable<FloatArray>;
  86759. /**
  86760. * Affects texture coordinates data to this target
  86761. * @param data defines the texture coordinates data to use
  86762. */
  86763. setUVs(data: Nullable<FloatArray>): void;
  86764. /**
  86765. * Gets the texture coordinates data stored in this target
  86766. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  86767. */
  86768. getUVs(): Nullable<FloatArray>;
  86769. /**
  86770. * Serializes the current target into a Serialization object
  86771. * @returns the serialized object
  86772. */
  86773. serialize(): any;
  86774. /**
  86775. * Returns the string "MorphTarget"
  86776. * @returns "MorphTarget"
  86777. */
  86778. getClassName(): string;
  86779. /**
  86780. * Creates a new target from serialized data
  86781. * @param serializationObject defines the serialized data to use
  86782. * @returns a new MorphTarget
  86783. */
  86784. static Parse(serializationObject: any): MorphTarget;
  86785. /**
  86786. * Creates a MorphTarget from mesh data
  86787. * @param mesh defines the source mesh
  86788. * @param name defines the name to use for the new target
  86789. * @param influence defines the influence to attach to the target
  86790. * @returns a new MorphTarget
  86791. */
  86792. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  86793. }
  86794. }
  86795. declare module BABYLON {
  86796. /**
  86797. * This class is used to deform meshes using morphing between different targets
  86798. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86799. */
  86800. export class MorphTargetManager {
  86801. private _targets;
  86802. private _targetInfluenceChangedObservers;
  86803. private _targetDataLayoutChangedObservers;
  86804. private _activeTargets;
  86805. private _scene;
  86806. private _influences;
  86807. private _supportsNormals;
  86808. private _supportsTangents;
  86809. private _supportsUVs;
  86810. private _vertexCount;
  86811. private _uniqueId;
  86812. private _tempInfluences;
  86813. /**
  86814. * Gets or sets a boolean indicating if normals must be morphed
  86815. */
  86816. enableNormalMorphing: boolean;
  86817. /**
  86818. * Gets or sets a boolean indicating if tangents must be morphed
  86819. */
  86820. enableTangentMorphing: boolean;
  86821. /**
  86822. * Gets or sets a boolean indicating if UV must be morphed
  86823. */
  86824. enableUVMorphing: boolean;
  86825. /**
  86826. * Creates a new MorphTargetManager
  86827. * @param scene defines the current scene
  86828. */
  86829. constructor(scene?: Nullable<Scene>);
  86830. /**
  86831. * Gets the unique ID of this manager
  86832. */
  86833. readonly uniqueId: number;
  86834. /**
  86835. * Gets the number of vertices handled by this manager
  86836. */
  86837. readonly vertexCount: number;
  86838. /**
  86839. * Gets a boolean indicating if this manager supports morphing of normals
  86840. */
  86841. readonly supportsNormals: boolean;
  86842. /**
  86843. * Gets a boolean indicating if this manager supports morphing of tangents
  86844. */
  86845. readonly supportsTangents: boolean;
  86846. /**
  86847. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  86848. */
  86849. readonly supportsUVs: boolean;
  86850. /**
  86851. * Gets the number of targets stored in this manager
  86852. */
  86853. readonly numTargets: number;
  86854. /**
  86855. * Gets the number of influencers (ie. the number of targets with influences > 0)
  86856. */
  86857. readonly numInfluencers: number;
  86858. /**
  86859. * Gets the list of influences (one per target)
  86860. */
  86861. readonly influences: Float32Array;
  86862. /**
  86863. * Gets the active target at specified index. An active target is a target with an influence > 0
  86864. * @param index defines the index to check
  86865. * @returns the requested target
  86866. */
  86867. getActiveTarget(index: number): MorphTarget;
  86868. /**
  86869. * Gets the target at specified index
  86870. * @param index defines the index to check
  86871. * @returns the requested target
  86872. */
  86873. getTarget(index: number): MorphTarget;
  86874. /**
  86875. * Add a new target to this manager
  86876. * @param target defines the target to add
  86877. */
  86878. addTarget(target: MorphTarget): void;
  86879. /**
  86880. * Removes a target from the manager
  86881. * @param target defines the target to remove
  86882. */
  86883. removeTarget(target: MorphTarget): void;
  86884. /**
  86885. * Serializes the current manager into a Serialization object
  86886. * @returns the serialized object
  86887. */
  86888. serialize(): any;
  86889. private _syncActiveTargets;
  86890. /**
  86891. * Syncrhonize the targets with all the meshes using this morph target manager
  86892. */
  86893. synchronize(): void;
  86894. /**
  86895. * Creates a new MorphTargetManager from serialized data
  86896. * @param serializationObject defines the serialized data
  86897. * @param scene defines the hosting scene
  86898. * @returns the new MorphTargetManager
  86899. */
  86900. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  86901. }
  86902. }
  86903. declare module BABYLON {
  86904. /**
  86905. * Class used to represent a specific level of detail of a mesh
  86906. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  86907. */
  86908. export class MeshLODLevel {
  86909. /** Defines the distance where this level should star being displayed */
  86910. distance: number;
  86911. /** Defines the mesh to use to render this level */
  86912. mesh: Nullable<Mesh>;
  86913. /**
  86914. * Creates a new LOD level
  86915. * @param distance defines the distance where this level should star being displayed
  86916. * @param mesh defines the mesh to use to render this level
  86917. */
  86918. constructor(
  86919. /** Defines the distance where this level should star being displayed */
  86920. distance: number,
  86921. /** Defines the mesh to use to render this level */
  86922. mesh: Nullable<Mesh>);
  86923. }
  86924. }
  86925. declare module BABYLON {
  86926. /**
  86927. * Mesh representing the gorund
  86928. */
  86929. export class GroundMesh extends Mesh {
  86930. /** If octree should be generated */
  86931. generateOctree: boolean;
  86932. private _heightQuads;
  86933. /** @hidden */
  86934. _subdivisionsX: number;
  86935. /** @hidden */
  86936. _subdivisionsY: number;
  86937. /** @hidden */
  86938. _width: number;
  86939. /** @hidden */
  86940. _height: number;
  86941. /** @hidden */
  86942. _minX: number;
  86943. /** @hidden */
  86944. _maxX: number;
  86945. /** @hidden */
  86946. _minZ: number;
  86947. /** @hidden */
  86948. _maxZ: number;
  86949. constructor(name: string, scene: Scene);
  86950. /**
  86951. * "GroundMesh"
  86952. * @returns "GroundMesh"
  86953. */
  86954. getClassName(): string;
  86955. /**
  86956. * The minimum of x and y subdivisions
  86957. */
  86958. readonly subdivisions: number;
  86959. /**
  86960. * X subdivisions
  86961. */
  86962. readonly subdivisionsX: number;
  86963. /**
  86964. * Y subdivisions
  86965. */
  86966. readonly subdivisionsY: number;
  86967. /**
  86968. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  86969. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  86970. * @param chunksCount the number of subdivisions for x and y
  86971. * @param octreeBlocksSize (Default: 32)
  86972. */
  86973. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  86974. /**
  86975. * Returns a height (y) value in the Worl system :
  86976. * the ground altitude at the coordinates (x, z) expressed in the World system.
  86977. * @param x x coordinate
  86978. * @param z z coordinate
  86979. * @returns the ground y position if (x, z) are outside the ground surface.
  86980. */
  86981. getHeightAtCoordinates(x: number, z: number): number;
  86982. /**
  86983. * Returns a normalized vector (Vector3) orthogonal to the ground
  86984. * at the ground coordinates (x, z) expressed in the World system.
  86985. * @param x x coordinate
  86986. * @param z z coordinate
  86987. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  86988. */
  86989. getNormalAtCoordinates(x: number, z: number): Vector3;
  86990. /**
  86991. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  86992. * at the ground coordinates (x, z) expressed in the World system.
  86993. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  86994. * @param x x coordinate
  86995. * @param z z coordinate
  86996. * @param ref vector to store the result
  86997. * @returns the GroundMesh.
  86998. */
  86999. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  87000. /**
  87001. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  87002. * if the ground has been updated.
  87003. * This can be used in the render loop.
  87004. * @returns the GroundMesh.
  87005. */
  87006. updateCoordinateHeights(): GroundMesh;
  87007. private _getFacetAt;
  87008. private _initHeightQuads;
  87009. private _computeHeightQuads;
  87010. /**
  87011. * Serializes this ground mesh
  87012. * @param serializationObject object to write serialization to
  87013. */
  87014. serialize(serializationObject: any): void;
  87015. /**
  87016. * Parses a serialized ground mesh
  87017. * @param parsedMesh the serialized mesh
  87018. * @param scene the scene to create the ground mesh in
  87019. * @returns the created ground mesh
  87020. */
  87021. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  87022. }
  87023. }
  87024. declare module BABYLON {
  87025. /**
  87026. * Interface for Physics-Joint data
  87027. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87028. */
  87029. export interface PhysicsJointData {
  87030. /**
  87031. * The main pivot of the joint
  87032. */
  87033. mainPivot?: Vector3;
  87034. /**
  87035. * The connected pivot of the joint
  87036. */
  87037. connectedPivot?: Vector3;
  87038. /**
  87039. * The main axis of the joint
  87040. */
  87041. mainAxis?: Vector3;
  87042. /**
  87043. * The connected axis of the joint
  87044. */
  87045. connectedAxis?: Vector3;
  87046. /**
  87047. * The collision of the joint
  87048. */
  87049. collision?: boolean;
  87050. /**
  87051. * Native Oimo/Cannon/Energy data
  87052. */
  87053. nativeParams?: any;
  87054. }
  87055. /**
  87056. * This is a holder class for the physics joint created by the physics plugin
  87057. * It holds a set of functions to control the underlying joint
  87058. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87059. */
  87060. export class PhysicsJoint {
  87061. /**
  87062. * The type of the physics joint
  87063. */
  87064. type: number;
  87065. /**
  87066. * The data for the physics joint
  87067. */
  87068. jointData: PhysicsJointData;
  87069. private _physicsJoint;
  87070. protected _physicsPlugin: IPhysicsEnginePlugin;
  87071. /**
  87072. * Initializes the physics joint
  87073. * @param type The type of the physics joint
  87074. * @param jointData The data for the physics joint
  87075. */
  87076. constructor(
  87077. /**
  87078. * The type of the physics joint
  87079. */
  87080. type: number,
  87081. /**
  87082. * The data for the physics joint
  87083. */
  87084. jointData: PhysicsJointData);
  87085. /**
  87086. * Gets the physics joint
  87087. */
  87088. /**
  87089. * Sets the physics joint
  87090. */
  87091. physicsJoint: any;
  87092. /**
  87093. * Sets the physics plugin
  87094. */
  87095. physicsPlugin: IPhysicsEnginePlugin;
  87096. /**
  87097. * Execute a function that is physics-plugin specific.
  87098. * @param {Function} func the function that will be executed.
  87099. * It accepts two parameters: the physics world and the physics joint
  87100. */
  87101. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  87102. /**
  87103. * Distance-Joint type
  87104. */
  87105. static DistanceJoint: number;
  87106. /**
  87107. * Hinge-Joint type
  87108. */
  87109. static HingeJoint: number;
  87110. /**
  87111. * Ball-and-Socket joint type
  87112. */
  87113. static BallAndSocketJoint: number;
  87114. /**
  87115. * Wheel-Joint type
  87116. */
  87117. static WheelJoint: number;
  87118. /**
  87119. * Slider-Joint type
  87120. */
  87121. static SliderJoint: number;
  87122. /**
  87123. * Prismatic-Joint type
  87124. */
  87125. static PrismaticJoint: number;
  87126. /**
  87127. * Universal-Joint type
  87128. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  87129. */
  87130. static UniversalJoint: number;
  87131. /**
  87132. * Hinge-Joint 2 type
  87133. */
  87134. static Hinge2Joint: number;
  87135. /**
  87136. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  87137. */
  87138. static PointToPointJoint: number;
  87139. /**
  87140. * Spring-Joint type
  87141. */
  87142. static SpringJoint: number;
  87143. /**
  87144. * Lock-Joint type
  87145. */
  87146. static LockJoint: number;
  87147. }
  87148. /**
  87149. * A class representing a physics distance joint
  87150. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87151. */
  87152. export class DistanceJoint extends PhysicsJoint {
  87153. /**
  87154. *
  87155. * @param jointData The data for the Distance-Joint
  87156. */
  87157. constructor(jointData: DistanceJointData);
  87158. /**
  87159. * Update the predefined distance.
  87160. * @param maxDistance The maximum preferred distance
  87161. * @param minDistance The minimum preferred distance
  87162. */
  87163. updateDistance(maxDistance: number, minDistance?: number): void;
  87164. }
  87165. /**
  87166. * Represents a Motor-Enabled Joint
  87167. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87168. */
  87169. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  87170. /**
  87171. * Initializes the Motor-Enabled Joint
  87172. * @param type The type of the joint
  87173. * @param jointData The physica joint data for the joint
  87174. */
  87175. constructor(type: number, jointData: PhysicsJointData);
  87176. /**
  87177. * Set the motor values.
  87178. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87179. * @param force the force to apply
  87180. * @param maxForce max force for this motor.
  87181. */
  87182. setMotor(force?: number, maxForce?: number): void;
  87183. /**
  87184. * Set the motor's limits.
  87185. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87186. * @param upperLimit The upper limit of the motor
  87187. * @param lowerLimit The lower limit of the motor
  87188. */
  87189. setLimit(upperLimit: number, lowerLimit?: number): void;
  87190. }
  87191. /**
  87192. * This class represents a single physics Hinge-Joint
  87193. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87194. */
  87195. export class HingeJoint extends MotorEnabledJoint {
  87196. /**
  87197. * Initializes the Hinge-Joint
  87198. * @param jointData The joint data for the Hinge-Joint
  87199. */
  87200. constructor(jointData: PhysicsJointData);
  87201. /**
  87202. * Set the motor values.
  87203. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87204. * @param {number} force the force to apply
  87205. * @param {number} maxForce max force for this motor.
  87206. */
  87207. setMotor(force?: number, maxForce?: number): void;
  87208. /**
  87209. * Set the motor's limits.
  87210. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87211. * @param upperLimit The upper limit of the motor
  87212. * @param lowerLimit The lower limit of the motor
  87213. */
  87214. setLimit(upperLimit: number, lowerLimit?: number): void;
  87215. }
  87216. /**
  87217. * This class represents a dual hinge physics joint (same as wheel joint)
  87218. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87219. */
  87220. export class Hinge2Joint extends MotorEnabledJoint {
  87221. /**
  87222. * Initializes the Hinge2-Joint
  87223. * @param jointData The joint data for the Hinge2-Joint
  87224. */
  87225. constructor(jointData: PhysicsJointData);
  87226. /**
  87227. * Set the motor values.
  87228. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87229. * @param {number} targetSpeed the speed the motor is to reach
  87230. * @param {number} maxForce max force for this motor.
  87231. * @param {motorIndex} the motor's index, 0 or 1.
  87232. */
  87233. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  87234. /**
  87235. * Set the motor limits.
  87236. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87237. * @param {number} upperLimit the upper limit
  87238. * @param {number} lowerLimit lower limit
  87239. * @param {motorIndex} the motor's index, 0 or 1.
  87240. */
  87241. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87242. }
  87243. /**
  87244. * Interface for a motor enabled joint
  87245. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87246. */
  87247. export interface IMotorEnabledJoint {
  87248. /**
  87249. * Physics joint
  87250. */
  87251. physicsJoint: any;
  87252. /**
  87253. * Sets the motor of the motor-enabled joint
  87254. * @param force The force of the motor
  87255. * @param maxForce The maximum force of the motor
  87256. * @param motorIndex The index of the motor
  87257. */
  87258. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  87259. /**
  87260. * Sets the limit of the motor
  87261. * @param upperLimit The upper limit of the motor
  87262. * @param lowerLimit The lower limit of the motor
  87263. * @param motorIndex The index of the motor
  87264. */
  87265. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87266. }
  87267. /**
  87268. * Joint data for a Distance-Joint
  87269. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87270. */
  87271. export interface DistanceJointData extends PhysicsJointData {
  87272. /**
  87273. * Max distance the 2 joint objects can be apart
  87274. */
  87275. maxDistance: number;
  87276. }
  87277. /**
  87278. * Joint data from a spring joint
  87279. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87280. */
  87281. export interface SpringJointData extends PhysicsJointData {
  87282. /**
  87283. * Length of the spring
  87284. */
  87285. length: number;
  87286. /**
  87287. * Stiffness of the spring
  87288. */
  87289. stiffness: number;
  87290. /**
  87291. * Damping of the spring
  87292. */
  87293. damping: number;
  87294. /** this callback will be called when applying the force to the impostors. */
  87295. forceApplicationCallback: () => void;
  87296. }
  87297. }
  87298. declare module BABYLON {
  87299. /**
  87300. * Holds the data for the raycast result
  87301. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87302. */
  87303. export class PhysicsRaycastResult {
  87304. private _hasHit;
  87305. private _hitDistance;
  87306. private _hitNormalWorld;
  87307. private _hitPointWorld;
  87308. private _rayFromWorld;
  87309. private _rayToWorld;
  87310. /**
  87311. * Gets if there was a hit
  87312. */
  87313. readonly hasHit: boolean;
  87314. /**
  87315. * Gets the distance from the hit
  87316. */
  87317. readonly hitDistance: number;
  87318. /**
  87319. * Gets the hit normal/direction in the world
  87320. */
  87321. readonly hitNormalWorld: Vector3;
  87322. /**
  87323. * Gets the hit point in the world
  87324. */
  87325. readonly hitPointWorld: Vector3;
  87326. /**
  87327. * Gets the ray "start point" of the ray in the world
  87328. */
  87329. readonly rayFromWorld: Vector3;
  87330. /**
  87331. * Gets the ray "end point" of the ray in the world
  87332. */
  87333. readonly rayToWorld: Vector3;
  87334. /**
  87335. * Sets the hit data (normal & point in world space)
  87336. * @param hitNormalWorld defines the normal in world space
  87337. * @param hitPointWorld defines the point in world space
  87338. */
  87339. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  87340. /**
  87341. * Sets the distance from the start point to the hit point
  87342. * @param distance
  87343. */
  87344. setHitDistance(distance: number): void;
  87345. /**
  87346. * Calculates the distance manually
  87347. */
  87348. calculateHitDistance(): void;
  87349. /**
  87350. * Resets all the values to default
  87351. * @param from The from point on world space
  87352. * @param to The to point on world space
  87353. */
  87354. reset(from?: Vector3, to?: Vector3): void;
  87355. }
  87356. /**
  87357. * Interface for the size containing width and height
  87358. */
  87359. interface IXYZ {
  87360. /**
  87361. * X
  87362. */
  87363. x: number;
  87364. /**
  87365. * Y
  87366. */
  87367. y: number;
  87368. /**
  87369. * Z
  87370. */
  87371. z: number;
  87372. }
  87373. }
  87374. declare module BABYLON {
  87375. /**
  87376. * Interface used to describe a physics joint
  87377. */
  87378. export interface PhysicsImpostorJoint {
  87379. /** Defines the main impostor to which the joint is linked */
  87380. mainImpostor: PhysicsImpostor;
  87381. /** Defines the impostor that is connected to the main impostor using this joint */
  87382. connectedImpostor: PhysicsImpostor;
  87383. /** Defines the joint itself */
  87384. joint: PhysicsJoint;
  87385. }
  87386. /** @hidden */
  87387. export interface IPhysicsEnginePlugin {
  87388. world: any;
  87389. name: string;
  87390. setGravity(gravity: Vector3): void;
  87391. setTimeStep(timeStep: number): void;
  87392. getTimeStep(): number;
  87393. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  87394. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  87395. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  87396. generatePhysicsBody(impostor: PhysicsImpostor): void;
  87397. removePhysicsBody(impostor: PhysicsImpostor): void;
  87398. generateJoint(joint: PhysicsImpostorJoint): void;
  87399. removeJoint(joint: PhysicsImpostorJoint): void;
  87400. isSupported(): boolean;
  87401. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  87402. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  87403. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  87404. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  87405. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  87406. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  87407. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  87408. getBodyMass(impostor: PhysicsImpostor): number;
  87409. getBodyFriction(impostor: PhysicsImpostor): number;
  87410. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  87411. getBodyRestitution(impostor: PhysicsImpostor): number;
  87412. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  87413. getBodyPressure?(impostor: PhysicsImpostor): number;
  87414. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  87415. getBodyStiffness?(impostor: PhysicsImpostor): number;
  87416. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  87417. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  87418. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  87419. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  87420. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  87421. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  87422. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  87423. sleepBody(impostor: PhysicsImpostor): void;
  87424. wakeUpBody(impostor: PhysicsImpostor): void;
  87425. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  87426. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  87427. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  87428. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87429. getRadius(impostor: PhysicsImpostor): number;
  87430. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  87431. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  87432. dispose(): void;
  87433. }
  87434. /**
  87435. * Interface used to define a physics engine
  87436. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  87437. */
  87438. export interface IPhysicsEngine {
  87439. /**
  87440. * Gets the gravity vector used by the simulation
  87441. */
  87442. gravity: Vector3;
  87443. /**
  87444. * Sets the gravity vector used by the simulation
  87445. * @param gravity defines the gravity vector to use
  87446. */
  87447. setGravity(gravity: Vector3): void;
  87448. /**
  87449. * Set the time step of the physics engine.
  87450. * Default is 1/60.
  87451. * To slow it down, enter 1/600 for example.
  87452. * To speed it up, 1/30
  87453. * @param newTimeStep the new timestep to apply to this world.
  87454. */
  87455. setTimeStep(newTimeStep: number): void;
  87456. /**
  87457. * Get the time step of the physics engine.
  87458. * @returns the current time step
  87459. */
  87460. getTimeStep(): number;
  87461. /**
  87462. * Release all resources
  87463. */
  87464. dispose(): void;
  87465. /**
  87466. * Gets the name of the current physics plugin
  87467. * @returns the name of the plugin
  87468. */
  87469. getPhysicsPluginName(): string;
  87470. /**
  87471. * Adding a new impostor for the impostor tracking.
  87472. * This will be done by the impostor itself.
  87473. * @param impostor the impostor to add
  87474. */
  87475. addImpostor(impostor: PhysicsImpostor): void;
  87476. /**
  87477. * Remove an impostor from the engine.
  87478. * This impostor and its mesh will not longer be updated by the physics engine.
  87479. * @param impostor the impostor to remove
  87480. */
  87481. removeImpostor(impostor: PhysicsImpostor): void;
  87482. /**
  87483. * Add a joint to the physics engine
  87484. * @param mainImpostor defines the main impostor to which the joint is added.
  87485. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  87486. * @param joint defines the joint that will connect both impostors.
  87487. */
  87488. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  87489. /**
  87490. * Removes a joint from the simulation
  87491. * @param mainImpostor defines the impostor used with the joint
  87492. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  87493. * @param joint defines the joint to remove
  87494. */
  87495. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  87496. /**
  87497. * Gets the current plugin used to run the simulation
  87498. * @returns current plugin
  87499. */
  87500. getPhysicsPlugin(): IPhysicsEnginePlugin;
  87501. /**
  87502. * Gets the list of physic impostors
  87503. * @returns an array of PhysicsImpostor
  87504. */
  87505. getImpostors(): Array<PhysicsImpostor>;
  87506. /**
  87507. * Gets the impostor for a physics enabled object
  87508. * @param object defines the object impersonated by the impostor
  87509. * @returns the PhysicsImpostor or null if not found
  87510. */
  87511. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87512. /**
  87513. * Gets the impostor for a physics body object
  87514. * @param body defines physics body used by the impostor
  87515. * @returns the PhysicsImpostor or null if not found
  87516. */
  87517. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  87518. /**
  87519. * Does a raycast in the physics world
  87520. * @param from when should the ray start?
  87521. * @param to when should the ray end?
  87522. * @returns PhysicsRaycastResult
  87523. */
  87524. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  87525. /**
  87526. * Called by the scene. No need to call it.
  87527. * @param delta defines the timespam between frames
  87528. */
  87529. _step(delta: number): void;
  87530. }
  87531. }
  87532. declare module BABYLON {
  87533. /**
  87534. * The interface for the physics imposter parameters
  87535. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87536. */
  87537. export interface PhysicsImpostorParameters {
  87538. /**
  87539. * The mass of the physics imposter
  87540. */
  87541. mass: number;
  87542. /**
  87543. * The friction of the physics imposter
  87544. */
  87545. friction?: number;
  87546. /**
  87547. * The coefficient of restitution of the physics imposter
  87548. */
  87549. restitution?: number;
  87550. /**
  87551. * The native options of the physics imposter
  87552. */
  87553. nativeOptions?: any;
  87554. /**
  87555. * Specifies if the parent should be ignored
  87556. */
  87557. ignoreParent?: boolean;
  87558. /**
  87559. * Specifies if bi-directional transformations should be disabled
  87560. */
  87561. disableBidirectionalTransformation?: boolean;
  87562. /**
  87563. * The pressure inside the physics imposter, soft object only
  87564. */
  87565. pressure?: number;
  87566. /**
  87567. * The stiffness the physics imposter, soft object only
  87568. */
  87569. stiffness?: number;
  87570. /**
  87571. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  87572. */
  87573. velocityIterations?: number;
  87574. /**
  87575. * The number of iterations used in maintaining consistent vertex positions, soft object only
  87576. */
  87577. positionIterations?: number;
  87578. /**
  87579. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  87580. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  87581. * Add to fix multiple points
  87582. */
  87583. fixedPoints?: number;
  87584. /**
  87585. * The collision margin around a soft object
  87586. */
  87587. margin?: number;
  87588. /**
  87589. * The collision margin around a soft object
  87590. */
  87591. damping?: number;
  87592. /**
  87593. * The path for a rope based on an extrusion
  87594. */
  87595. path?: any;
  87596. /**
  87597. * The shape of an extrusion used for a rope based on an extrusion
  87598. */
  87599. shape?: any;
  87600. }
  87601. /**
  87602. * Interface for a physics-enabled object
  87603. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87604. */
  87605. export interface IPhysicsEnabledObject {
  87606. /**
  87607. * The position of the physics-enabled object
  87608. */
  87609. position: Vector3;
  87610. /**
  87611. * The rotation of the physics-enabled object
  87612. */
  87613. rotationQuaternion: Nullable<Quaternion>;
  87614. /**
  87615. * The scale of the physics-enabled object
  87616. */
  87617. scaling: Vector3;
  87618. /**
  87619. * The rotation of the physics-enabled object
  87620. */
  87621. rotation?: Vector3;
  87622. /**
  87623. * The parent of the physics-enabled object
  87624. */
  87625. parent?: any;
  87626. /**
  87627. * The bounding info of the physics-enabled object
  87628. * @returns The bounding info of the physics-enabled object
  87629. */
  87630. getBoundingInfo(): BoundingInfo;
  87631. /**
  87632. * Computes the world matrix
  87633. * @param force Specifies if the world matrix should be computed by force
  87634. * @returns A world matrix
  87635. */
  87636. computeWorldMatrix(force: boolean): Matrix;
  87637. /**
  87638. * Gets the world matrix
  87639. * @returns A world matrix
  87640. */
  87641. getWorldMatrix?(): Matrix;
  87642. /**
  87643. * Gets the child meshes
  87644. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  87645. * @returns An array of abstract meshes
  87646. */
  87647. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  87648. /**
  87649. * Gets the vertex data
  87650. * @param kind The type of vertex data
  87651. * @returns A nullable array of numbers, or a float32 array
  87652. */
  87653. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  87654. /**
  87655. * Gets the indices from the mesh
  87656. * @returns A nullable array of index arrays
  87657. */
  87658. getIndices?(): Nullable<IndicesArray>;
  87659. /**
  87660. * Gets the scene from the mesh
  87661. * @returns the indices array or null
  87662. */
  87663. getScene?(): Scene;
  87664. /**
  87665. * Gets the absolute position from the mesh
  87666. * @returns the absolute position
  87667. */
  87668. getAbsolutePosition(): Vector3;
  87669. /**
  87670. * Gets the absolute pivot point from the mesh
  87671. * @returns the absolute pivot point
  87672. */
  87673. getAbsolutePivotPoint(): Vector3;
  87674. /**
  87675. * Rotates the mesh
  87676. * @param axis The axis of rotation
  87677. * @param amount The amount of rotation
  87678. * @param space The space of the rotation
  87679. * @returns The rotation transform node
  87680. */
  87681. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  87682. /**
  87683. * Translates the mesh
  87684. * @param axis The axis of translation
  87685. * @param distance The distance of translation
  87686. * @param space The space of the translation
  87687. * @returns The transform node
  87688. */
  87689. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  87690. /**
  87691. * Sets the absolute position of the mesh
  87692. * @param absolutePosition The absolute position of the mesh
  87693. * @returns The transform node
  87694. */
  87695. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  87696. /**
  87697. * Gets the class name of the mesh
  87698. * @returns The class name
  87699. */
  87700. getClassName(): string;
  87701. }
  87702. /**
  87703. * Represents a physics imposter
  87704. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87705. */
  87706. export class PhysicsImpostor {
  87707. /**
  87708. * The physics-enabled object used as the physics imposter
  87709. */
  87710. object: IPhysicsEnabledObject;
  87711. /**
  87712. * The type of the physics imposter
  87713. */
  87714. type: number;
  87715. private _options;
  87716. private _scene?;
  87717. /**
  87718. * The default object size of the imposter
  87719. */
  87720. static DEFAULT_OBJECT_SIZE: Vector3;
  87721. /**
  87722. * The identity quaternion of the imposter
  87723. */
  87724. static IDENTITY_QUATERNION: Quaternion;
  87725. /** @hidden */
  87726. _pluginData: any;
  87727. private _physicsEngine;
  87728. private _physicsBody;
  87729. private _bodyUpdateRequired;
  87730. private _onBeforePhysicsStepCallbacks;
  87731. private _onAfterPhysicsStepCallbacks;
  87732. /** @hidden */
  87733. _onPhysicsCollideCallbacks: Array<{
  87734. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  87735. otherImpostors: Array<PhysicsImpostor>;
  87736. }>;
  87737. private _deltaPosition;
  87738. private _deltaRotation;
  87739. private _deltaRotationConjugated;
  87740. /** @hidden */
  87741. _isFromLine: boolean;
  87742. private _parent;
  87743. private _isDisposed;
  87744. private static _tmpVecs;
  87745. private static _tmpQuat;
  87746. /**
  87747. * Specifies if the physics imposter is disposed
  87748. */
  87749. readonly isDisposed: boolean;
  87750. /**
  87751. * Gets the mass of the physics imposter
  87752. */
  87753. mass: number;
  87754. /**
  87755. * Gets the coefficient of friction
  87756. */
  87757. /**
  87758. * Sets the coefficient of friction
  87759. */
  87760. friction: number;
  87761. /**
  87762. * Gets the coefficient of restitution
  87763. */
  87764. /**
  87765. * Sets the coefficient of restitution
  87766. */
  87767. restitution: number;
  87768. /**
  87769. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  87770. */
  87771. /**
  87772. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  87773. */
  87774. pressure: number;
  87775. /**
  87776. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87777. */
  87778. /**
  87779. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87780. */
  87781. stiffness: number;
  87782. /**
  87783. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87784. */
  87785. /**
  87786. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87787. */
  87788. velocityIterations: number;
  87789. /**
  87790. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87791. */
  87792. /**
  87793. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87794. */
  87795. positionIterations: number;
  87796. /**
  87797. * The unique id of the physics imposter
  87798. * set by the physics engine when adding this impostor to the array
  87799. */
  87800. uniqueId: number;
  87801. /**
  87802. * @hidden
  87803. */
  87804. soft: boolean;
  87805. /**
  87806. * @hidden
  87807. */
  87808. segments: number;
  87809. private _joints;
  87810. /**
  87811. * Initializes the physics imposter
  87812. * @param object The physics-enabled object used as the physics imposter
  87813. * @param type The type of the physics imposter
  87814. * @param _options The options for the physics imposter
  87815. * @param _scene The Babylon scene
  87816. */
  87817. constructor(
  87818. /**
  87819. * The physics-enabled object used as the physics imposter
  87820. */
  87821. object: IPhysicsEnabledObject,
  87822. /**
  87823. * The type of the physics imposter
  87824. */
  87825. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  87826. /**
  87827. * This function will completly initialize this impostor.
  87828. * It will create a new body - but only if this mesh has no parent.
  87829. * If it has, this impostor will not be used other than to define the impostor
  87830. * of the child mesh.
  87831. * @hidden
  87832. */
  87833. _init(): void;
  87834. private _getPhysicsParent;
  87835. /**
  87836. * Should a new body be generated.
  87837. * @returns boolean specifying if body initialization is required
  87838. */
  87839. isBodyInitRequired(): boolean;
  87840. /**
  87841. * Sets the updated scaling
  87842. * @param updated Specifies if the scaling is updated
  87843. */
  87844. setScalingUpdated(): void;
  87845. /**
  87846. * Force a regeneration of this or the parent's impostor's body.
  87847. * Use under cautious - This will remove all joints already implemented.
  87848. */
  87849. forceUpdate(): void;
  87850. /**
  87851. * Gets the body that holds this impostor. Either its own, or its parent.
  87852. */
  87853. /**
  87854. * Set the physics body. Used mainly by the physics engine/plugin
  87855. */
  87856. physicsBody: any;
  87857. /**
  87858. * Get the parent of the physics imposter
  87859. * @returns Physics imposter or null
  87860. */
  87861. /**
  87862. * Sets the parent of the physics imposter
  87863. */
  87864. parent: Nullable<PhysicsImpostor>;
  87865. /**
  87866. * Resets the update flags
  87867. */
  87868. resetUpdateFlags(): void;
  87869. /**
  87870. * Gets the object extend size
  87871. * @returns the object extend size
  87872. */
  87873. getObjectExtendSize(): Vector3;
  87874. /**
  87875. * Gets the object center
  87876. * @returns The object center
  87877. */
  87878. getObjectCenter(): Vector3;
  87879. /**
  87880. * Get a specific parametes from the options parameter
  87881. * @param paramName The object parameter name
  87882. * @returns The object parameter
  87883. */
  87884. getParam(paramName: string): any;
  87885. /**
  87886. * Sets a specific parameter in the options given to the physics plugin
  87887. * @param paramName The parameter name
  87888. * @param value The value of the parameter
  87889. */
  87890. setParam(paramName: string, value: number): void;
  87891. /**
  87892. * Specifically change the body's mass option. Won't recreate the physics body object
  87893. * @param mass The mass of the physics imposter
  87894. */
  87895. setMass(mass: number): void;
  87896. /**
  87897. * Gets the linear velocity
  87898. * @returns linear velocity or null
  87899. */
  87900. getLinearVelocity(): Nullable<Vector3>;
  87901. /**
  87902. * Sets the linear velocity
  87903. * @param velocity linear velocity or null
  87904. */
  87905. setLinearVelocity(velocity: Nullable<Vector3>): void;
  87906. /**
  87907. * Gets the angular velocity
  87908. * @returns angular velocity or null
  87909. */
  87910. getAngularVelocity(): Nullable<Vector3>;
  87911. /**
  87912. * Sets the angular velocity
  87913. * @param velocity The velocity or null
  87914. */
  87915. setAngularVelocity(velocity: Nullable<Vector3>): void;
  87916. /**
  87917. * Execute a function with the physics plugin native code
  87918. * Provide a function the will have two variables - the world object and the physics body object
  87919. * @param func The function to execute with the physics plugin native code
  87920. */
  87921. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  87922. /**
  87923. * Register a function that will be executed before the physics world is stepping forward
  87924. * @param func The function to execute before the physics world is stepped forward
  87925. */
  87926. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87927. /**
  87928. * Unregister a function that will be executed before the physics world is stepping forward
  87929. * @param func The function to execute before the physics world is stepped forward
  87930. */
  87931. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87932. /**
  87933. * Register a function that will be executed after the physics step
  87934. * @param func The function to execute after physics step
  87935. */
  87936. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87937. /**
  87938. * Unregisters a function that will be executed after the physics step
  87939. * @param func The function to execute after physics step
  87940. */
  87941. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87942. /**
  87943. * register a function that will be executed when this impostor collides against a different body
  87944. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  87945. * @param func Callback that is executed on collision
  87946. */
  87947. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  87948. /**
  87949. * Unregisters the physics imposter on contact
  87950. * @param collideAgainst The physics object to collide against
  87951. * @param func Callback to execute on collision
  87952. */
  87953. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  87954. private _tmpQuat;
  87955. private _tmpQuat2;
  87956. /**
  87957. * Get the parent rotation
  87958. * @returns The parent rotation
  87959. */
  87960. getParentsRotation(): Quaternion;
  87961. /**
  87962. * this function is executed by the physics engine.
  87963. */
  87964. beforeStep: () => void;
  87965. /**
  87966. * this function is executed by the physics engine
  87967. */
  87968. afterStep: () => void;
  87969. /**
  87970. * Legacy collision detection event support
  87971. */
  87972. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  87973. /**
  87974. * event and body object due to cannon's event-based architecture.
  87975. */
  87976. onCollide: (e: {
  87977. body: any;
  87978. }) => void;
  87979. /**
  87980. * Apply a force
  87981. * @param force The force to apply
  87982. * @param contactPoint The contact point for the force
  87983. * @returns The physics imposter
  87984. */
  87985. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87986. /**
  87987. * Apply an impulse
  87988. * @param force The impulse force
  87989. * @param contactPoint The contact point for the impulse force
  87990. * @returns The physics imposter
  87991. */
  87992. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87993. /**
  87994. * A help function to create a joint
  87995. * @param otherImpostor A physics imposter used to create a joint
  87996. * @param jointType The type of joint
  87997. * @param jointData The data for the joint
  87998. * @returns The physics imposter
  87999. */
  88000. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  88001. /**
  88002. * Add a joint to this impostor with a different impostor
  88003. * @param otherImpostor A physics imposter used to add a joint
  88004. * @param joint The joint to add
  88005. * @returns The physics imposter
  88006. */
  88007. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  88008. /**
  88009. * Add an anchor to a cloth impostor
  88010. * @param otherImpostor rigid impostor to anchor to
  88011. * @param width ratio across width from 0 to 1
  88012. * @param height ratio up height from 0 to 1
  88013. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  88014. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  88015. * @returns impostor the soft imposter
  88016. */
  88017. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88018. /**
  88019. * Add a hook to a rope impostor
  88020. * @param otherImpostor rigid impostor to anchor to
  88021. * @param length ratio across rope from 0 to 1
  88022. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  88023. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  88024. * @returns impostor the rope imposter
  88025. */
  88026. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88027. /**
  88028. * Will keep this body still, in a sleep mode.
  88029. * @returns the physics imposter
  88030. */
  88031. sleep(): PhysicsImpostor;
  88032. /**
  88033. * Wake the body up.
  88034. * @returns The physics imposter
  88035. */
  88036. wakeUp(): PhysicsImpostor;
  88037. /**
  88038. * Clones the physics imposter
  88039. * @param newObject The physics imposter clones to this physics-enabled object
  88040. * @returns A nullable physics imposter
  88041. */
  88042. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88043. /**
  88044. * Disposes the physics imposter
  88045. */
  88046. dispose(): void;
  88047. /**
  88048. * Sets the delta position
  88049. * @param position The delta position amount
  88050. */
  88051. setDeltaPosition(position: Vector3): void;
  88052. /**
  88053. * Sets the delta rotation
  88054. * @param rotation The delta rotation amount
  88055. */
  88056. setDeltaRotation(rotation: Quaternion): void;
  88057. /**
  88058. * Gets the box size of the physics imposter and stores the result in the input parameter
  88059. * @param result Stores the box size
  88060. * @returns The physics imposter
  88061. */
  88062. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  88063. /**
  88064. * Gets the radius of the physics imposter
  88065. * @returns Radius of the physics imposter
  88066. */
  88067. getRadius(): number;
  88068. /**
  88069. * Sync a bone with this impostor
  88070. * @param bone The bone to sync to the impostor.
  88071. * @param boneMesh The mesh that the bone is influencing.
  88072. * @param jointPivot The pivot of the joint / bone in local space.
  88073. * @param distToJoint Optional distance from the impostor to the joint.
  88074. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88075. */
  88076. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  88077. /**
  88078. * Sync impostor to a bone
  88079. * @param bone The bone that the impostor will be synced to.
  88080. * @param boneMesh The mesh that the bone is influencing.
  88081. * @param jointPivot The pivot of the joint / bone in local space.
  88082. * @param distToJoint Optional distance from the impostor to the joint.
  88083. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88084. * @param boneAxis Optional vector3 axis the bone is aligned with
  88085. */
  88086. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  88087. /**
  88088. * No-Imposter type
  88089. */
  88090. static NoImpostor: number;
  88091. /**
  88092. * Sphere-Imposter type
  88093. */
  88094. static SphereImpostor: number;
  88095. /**
  88096. * Box-Imposter type
  88097. */
  88098. static BoxImpostor: number;
  88099. /**
  88100. * Plane-Imposter type
  88101. */
  88102. static PlaneImpostor: number;
  88103. /**
  88104. * Mesh-imposter type
  88105. */
  88106. static MeshImpostor: number;
  88107. /**
  88108. * Capsule-Impostor type (Ammo.js plugin only)
  88109. */
  88110. static CapsuleImpostor: number;
  88111. /**
  88112. * Cylinder-Imposter type
  88113. */
  88114. static CylinderImpostor: number;
  88115. /**
  88116. * Particle-Imposter type
  88117. */
  88118. static ParticleImpostor: number;
  88119. /**
  88120. * Heightmap-Imposter type
  88121. */
  88122. static HeightmapImpostor: number;
  88123. /**
  88124. * ConvexHull-Impostor type (Ammo.js plugin only)
  88125. */
  88126. static ConvexHullImpostor: number;
  88127. /**
  88128. * Rope-Imposter type
  88129. */
  88130. static RopeImpostor: number;
  88131. /**
  88132. * Cloth-Imposter type
  88133. */
  88134. static ClothImpostor: number;
  88135. /**
  88136. * Softbody-Imposter type
  88137. */
  88138. static SoftbodyImpostor: number;
  88139. }
  88140. }
  88141. declare module BABYLON {
  88142. /**
  88143. * @hidden
  88144. **/
  88145. export class _CreationDataStorage {
  88146. closePath?: boolean;
  88147. closeArray?: boolean;
  88148. idx: number[];
  88149. dashSize: number;
  88150. gapSize: number;
  88151. path3D: Path3D;
  88152. pathArray: Vector3[][];
  88153. arc: number;
  88154. radius: number;
  88155. cap: number;
  88156. tessellation: number;
  88157. }
  88158. /**
  88159. * @hidden
  88160. **/
  88161. class _InstanceDataStorage {
  88162. visibleInstances: any;
  88163. batchCache: _InstancesBatch;
  88164. instancesBufferSize: number;
  88165. instancesBuffer: Nullable<Buffer>;
  88166. instancesData: Float32Array;
  88167. overridenInstanceCount: number;
  88168. isFrozen: boolean;
  88169. previousBatch: Nullable<_InstancesBatch>;
  88170. hardwareInstancedRendering: boolean;
  88171. sideOrientation: number;
  88172. }
  88173. /**
  88174. * @hidden
  88175. **/
  88176. export class _InstancesBatch {
  88177. mustReturn: boolean;
  88178. visibleInstances: Nullable<InstancedMesh[]>[];
  88179. renderSelf: boolean[];
  88180. hardwareInstancedRendering: boolean[];
  88181. }
  88182. /**
  88183. * Class used to represent renderable models
  88184. */
  88185. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  88186. /**
  88187. * Mesh side orientation : usually the external or front surface
  88188. */
  88189. static readonly FRONTSIDE: number;
  88190. /**
  88191. * Mesh side orientation : usually the internal or back surface
  88192. */
  88193. static readonly BACKSIDE: number;
  88194. /**
  88195. * Mesh side orientation : both internal and external or front and back surfaces
  88196. */
  88197. static readonly DOUBLESIDE: number;
  88198. /**
  88199. * Mesh side orientation : by default, `FRONTSIDE`
  88200. */
  88201. static readonly DEFAULTSIDE: number;
  88202. /**
  88203. * Mesh cap setting : no cap
  88204. */
  88205. static readonly NO_CAP: number;
  88206. /**
  88207. * Mesh cap setting : one cap at the beginning of the mesh
  88208. */
  88209. static readonly CAP_START: number;
  88210. /**
  88211. * Mesh cap setting : one cap at the end of the mesh
  88212. */
  88213. static readonly CAP_END: number;
  88214. /**
  88215. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  88216. */
  88217. static readonly CAP_ALL: number;
  88218. /**
  88219. * Mesh pattern setting : no flip or rotate
  88220. */
  88221. static readonly NO_FLIP: number;
  88222. /**
  88223. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  88224. */
  88225. static readonly FLIP_TILE: number;
  88226. /**
  88227. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  88228. */
  88229. static readonly ROTATE_TILE: number;
  88230. /**
  88231. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  88232. */
  88233. static readonly FLIP_ROW: number;
  88234. /**
  88235. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  88236. */
  88237. static readonly ROTATE_ROW: number;
  88238. /**
  88239. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  88240. */
  88241. static readonly FLIP_N_ROTATE_TILE: number;
  88242. /**
  88243. * Mesh pattern setting : rotate pattern and rotate
  88244. */
  88245. static readonly FLIP_N_ROTATE_ROW: number;
  88246. /**
  88247. * Mesh tile positioning : part tiles same on left/right or top/bottom
  88248. */
  88249. static readonly CENTER: number;
  88250. /**
  88251. * Mesh tile positioning : part tiles on left
  88252. */
  88253. static readonly LEFT: number;
  88254. /**
  88255. * Mesh tile positioning : part tiles on right
  88256. */
  88257. static readonly RIGHT: number;
  88258. /**
  88259. * Mesh tile positioning : part tiles on top
  88260. */
  88261. static readonly TOP: number;
  88262. /**
  88263. * Mesh tile positioning : part tiles on bottom
  88264. */
  88265. static readonly BOTTOM: number;
  88266. /**
  88267. * Gets the default side orientation.
  88268. * @param orientation the orientation to value to attempt to get
  88269. * @returns the default orientation
  88270. * @hidden
  88271. */
  88272. static _GetDefaultSideOrientation(orientation?: number): number;
  88273. private _internalMeshDataInfo;
  88274. /**
  88275. * An event triggered before rendering the mesh
  88276. */
  88277. readonly onBeforeRenderObservable: Observable<Mesh>;
  88278. /**
  88279. * An event triggered before binding the mesh
  88280. */
  88281. readonly onBeforeBindObservable: Observable<Mesh>;
  88282. /**
  88283. * An event triggered after rendering the mesh
  88284. */
  88285. readonly onAfterRenderObservable: Observable<Mesh>;
  88286. /**
  88287. * An event triggered before drawing the mesh
  88288. */
  88289. readonly onBeforeDrawObservable: Observable<Mesh>;
  88290. private _onBeforeDrawObserver;
  88291. /**
  88292. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  88293. */
  88294. onBeforeDraw: () => void;
  88295. readonly hasInstances: boolean;
  88296. /**
  88297. * Gets the delay loading state of the mesh (when delay loading is turned on)
  88298. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  88299. */
  88300. delayLoadState: number;
  88301. /**
  88302. * Gets the list of instances created from this mesh
  88303. * it is not supposed to be modified manually.
  88304. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  88305. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88306. */
  88307. instances: InstancedMesh[];
  88308. /**
  88309. * Gets the file containing delay loading data for this mesh
  88310. */
  88311. delayLoadingFile: string;
  88312. /** @hidden */
  88313. _binaryInfo: any;
  88314. /**
  88315. * User defined function used to change how LOD level selection is done
  88316. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  88317. */
  88318. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  88319. /**
  88320. * Gets or sets the morph target manager
  88321. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  88322. */
  88323. morphTargetManager: Nullable<MorphTargetManager>;
  88324. /** @hidden */
  88325. _creationDataStorage: Nullable<_CreationDataStorage>;
  88326. /** @hidden */
  88327. _geometry: Nullable<Geometry>;
  88328. /** @hidden */
  88329. _delayInfo: Array<string>;
  88330. /** @hidden */
  88331. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  88332. /** @hidden */
  88333. _instanceDataStorage: _InstanceDataStorage;
  88334. private _effectiveMaterial;
  88335. /** @hidden */
  88336. _shouldGenerateFlatShading: boolean;
  88337. /** @hidden */
  88338. _originalBuilderSideOrientation: number;
  88339. /**
  88340. * Use this property to change the original side orientation defined at construction time
  88341. */
  88342. overrideMaterialSideOrientation: Nullable<number>;
  88343. /**
  88344. * Gets the source mesh (the one used to clone this one from)
  88345. */
  88346. readonly source: Nullable<Mesh>;
  88347. /**
  88348. * Gets or sets a boolean indicating that this mesh does not use index buffer
  88349. */
  88350. isUnIndexed: boolean;
  88351. /**
  88352. * @constructor
  88353. * @param name The value used by scene.getMeshByName() to do a lookup.
  88354. * @param scene The scene to add this mesh to.
  88355. * @param parent The parent of this mesh, if it has one
  88356. * @param source An optional Mesh from which geometry is shared, cloned.
  88357. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  88358. * When false, achieved by calling a clone(), also passing False.
  88359. * This will make creation of children, recursive.
  88360. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  88361. */
  88362. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  88363. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  88364. /**
  88365. * Gets the class name
  88366. * @returns the string "Mesh".
  88367. */
  88368. getClassName(): string;
  88369. /** @hidden */
  88370. readonly _isMesh: boolean;
  88371. /**
  88372. * Returns a description of this mesh
  88373. * @param fullDetails define if full details about this mesh must be used
  88374. * @returns a descriptive string representing this mesh
  88375. */
  88376. toString(fullDetails?: boolean): string;
  88377. /** @hidden */
  88378. _unBindEffect(): void;
  88379. /**
  88380. * Gets a boolean indicating if this mesh has LOD
  88381. */
  88382. readonly hasLODLevels: boolean;
  88383. /**
  88384. * Gets the list of MeshLODLevel associated with the current mesh
  88385. * @returns an array of MeshLODLevel
  88386. */
  88387. getLODLevels(): MeshLODLevel[];
  88388. private _sortLODLevels;
  88389. /**
  88390. * Add a mesh as LOD level triggered at the given distance.
  88391. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88392. * @param distance The distance from the center of the object to show this level
  88393. * @param mesh The mesh to be added as LOD level (can be null)
  88394. * @return This mesh (for chaining)
  88395. */
  88396. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  88397. /**
  88398. * Returns the LOD level mesh at the passed distance or null if not found.
  88399. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88400. * @param distance The distance from the center of the object to show this level
  88401. * @returns a Mesh or `null`
  88402. */
  88403. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  88404. /**
  88405. * Remove a mesh from the LOD array
  88406. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88407. * @param mesh defines the mesh to be removed
  88408. * @return This mesh (for chaining)
  88409. */
  88410. removeLODLevel(mesh: Mesh): Mesh;
  88411. /**
  88412. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  88413. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88414. * @param camera defines the camera to use to compute distance
  88415. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  88416. * @return This mesh (for chaining)
  88417. */
  88418. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  88419. /**
  88420. * Gets the mesh internal Geometry object
  88421. */
  88422. readonly geometry: Nullable<Geometry>;
  88423. /**
  88424. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  88425. * @returns the total number of vertices
  88426. */
  88427. getTotalVertices(): number;
  88428. /**
  88429. * Returns the content of an associated vertex buffer
  88430. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88431. * - VertexBuffer.PositionKind
  88432. * - VertexBuffer.UVKind
  88433. * - VertexBuffer.UV2Kind
  88434. * - VertexBuffer.UV3Kind
  88435. * - VertexBuffer.UV4Kind
  88436. * - VertexBuffer.UV5Kind
  88437. * - VertexBuffer.UV6Kind
  88438. * - VertexBuffer.ColorKind
  88439. * - VertexBuffer.MatricesIndicesKind
  88440. * - VertexBuffer.MatricesIndicesExtraKind
  88441. * - VertexBuffer.MatricesWeightsKind
  88442. * - VertexBuffer.MatricesWeightsExtraKind
  88443. * @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
  88444. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  88445. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  88446. */
  88447. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  88448. /**
  88449. * Returns the mesh VertexBuffer object from the requested `kind`
  88450. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88451. * - VertexBuffer.PositionKind
  88452. * - VertexBuffer.NormalKind
  88453. * - VertexBuffer.UVKind
  88454. * - VertexBuffer.UV2Kind
  88455. * - VertexBuffer.UV3Kind
  88456. * - VertexBuffer.UV4Kind
  88457. * - VertexBuffer.UV5Kind
  88458. * - VertexBuffer.UV6Kind
  88459. * - VertexBuffer.ColorKind
  88460. * - VertexBuffer.MatricesIndicesKind
  88461. * - VertexBuffer.MatricesIndicesExtraKind
  88462. * - VertexBuffer.MatricesWeightsKind
  88463. * - VertexBuffer.MatricesWeightsExtraKind
  88464. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  88465. */
  88466. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  88467. /**
  88468. * Tests if a specific vertex buffer is associated with this mesh
  88469. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  88470. * - VertexBuffer.PositionKind
  88471. * - VertexBuffer.NormalKind
  88472. * - VertexBuffer.UVKind
  88473. * - VertexBuffer.UV2Kind
  88474. * - VertexBuffer.UV3Kind
  88475. * - VertexBuffer.UV4Kind
  88476. * - VertexBuffer.UV5Kind
  88477. * - VertexBuffer.UV6Kind
  88478. * - VertexBuffer.ColorKind
  88479. * - VertexBuffer.MatricesIndicesKind
  88480. * - VertexBuffer.MatricesIndicesExtraKind
  88481. * - VertexBuffer.MatricesWeightsKind
  88482. * - VertexBuffer.MatricesWeightsExtraKind
  88483. * @returns a boolean
  88484. */
  88485. isVerticesDataPresent(kind: string): boolean;
  88486. /**
  88487. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  88488. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  88489. * - VertexBuffer.PositionKind
  88490. * - VertexBuffer.UVKind
  88491. * - VertexBuffer.UV2Kind
  88492. * - VertexBuffer.UV3Kind
  88493. * - VertexBuffer.UV4Kind
  88494. * - VertexBuffer.UV5Kind
  88495. * - VertexBuffer.UV6Kind
  88496. * - VertexBuffer.ColorKind
  88497. * - VertexBuffer.MatricesIndicesKind
  88498. * - VertexBuffer.MatricesIndicesExtraKind
  88499. * - VertexBuffer.MatricesWeightsKind
  88500. * - VertexBuffer.MatricesWeightsExtraKind
  88501. * @returns a boolean
  88502. */
  88503. isVertexBufferUpdatable(kind: string): boolean;
  88504. /**
  88505. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  88506. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88507. * - VertexBuffer.PositionKind
  88508. * - VertexBuffer.NormalKind
  88509. * - VertexBuffer.UVKind
  88510. * - VertexBuffer.UV2Kind
  88511. * - VertexBuffer.UV3Kind
  88512. * - VertexBuffer.UV4Kind
  88513. * - VertexBuffer.UV5Kind
  88514. * - VertexBuffer.UV6Kind
  88515. * - VertexBuffer.ColorKind
  88516. * - VertexBuffer.MatricesIndicesKind
  88517. * - VertexBuffer.MatricesIndicesExtraKind
  88518. * - VertexBuffer.MatricesWeightsKind
  88519. * - VertexBuffer.MatricesWeightsExtraKind
  88520. * @returns an array of strings
  88521. */
  88522. getVerticesDataKinds(): string[];
  88523. /**
  88524. * Returns a positive integer : the total number of indices in this mesh geometry.
  88525. * @returns the numner of indices or zero if the mesh has no geometry.
  88526. */
  88527. getTotalIndices(): number;
  88528. /**
  88529. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  88530. * @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.
  88531. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88532. * @returns the indices array or an empty array if the mesh has no geometry
  88533. */
  88534. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  88535. readonly isBlocked: boolean;
  88536. /**
  88537. * Determine if the current mesh is ready to be rendered
  88538. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  88539. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  88540. * @returns true if all associated assets are ready (material, textures, shaders)
  88541. */
  88542. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  88543. /**
  88544. * 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.
  88545. */
  88546. readonly areNormalsFrozen: boolean;
  88547. /**
  88548. * 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.
  88549. * @returns the current mesh
  88550. */
  88551. freezeNormals(): Mesh;
  88552. /**
  88553. * 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
  88554. * @returns the current mesh
  88555. */
  88556. unfreezeNormals(): Mesh;
  88557. /**
  88558. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  88559. */
  88560. overridenInstanceCount: number;
  88561. /** @hidden */
  88562. _preActivate(): Mesh;
  88563. /** @hidden */
  88564. _preActivateForIntermediateRendering(renderId: number): Mesh;
  88565. /** @hidden */
  88566. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  88567. /**
  88568. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  88569. * This means the mesh underlying bounding box and sphere are recomputed.
  88570. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  88571. * @returns the current mesh
  88572. */
  88573. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  88574. /** @hidden */
  88575. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  88576. /**
  88577. * This function will subdivide the mesh into multiple submeshes
  88578. * @param count defines the expected number of submeshes
  88579. */
  88580. subdivide(count: number): void;
  88581. /**
  88582. * Copy a FloatArray into a specific associated vertex buffer
  88583. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88584. * - VertexBuffer.PositionKind
  88585. * - VertexBuffer.UVKind
  88586. * - VertexBuffer.UV2Kind
  88587. * - VertexBuffer.UV3Kind
  88588. * - VertexBuffer.UV4Kind
  88589. * - VertexBuffer.UV5Kind
  88590. * - VertexBuffer.UV6Kind
  88591. * - VertexBuffer.ColorKind
  88592. * - VertexBuffer.MatricesIndicesKind
  88593. * - VertexBuffer.MatricesIndicesExtraKind
  88594. * - VertexBuffer.MatricesWeightsKind
  88595. * - VertexBuffer.MatricesWeightsExtraKind
  88596. * @param data defines the data source
  88597. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  88598. * @param stride defines the data stride size (can be null)
  88599. * @returns the current mesh
  88600. */
  88601. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  88602. /**
  88603. * Flags an associated vertex buffer as updatable
  88604. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  88605. * - VertexBuffer.PositionKind
  88606. * - VertexBuffer.UVKind
  88607. * - VertexBuffer.UV2Kind
  88608. * - VertexBuffer.UV3Kind
  88609. * - VertexBuffer.UV4Kind
  88610. * - VertexBuffer.UV5Kind
  88611. * - VertexBuffer.UV6Kind
  88612. * - VertexBuffer.ColorKind
  88613. * - VertexBuffer.MatricesIndicesKind
  88614. * - VertexBuffer.MatricesIndicesExtraKind
  88615. * - VertexBuffer.MatricesWeightsKind
  88616. * - VertexBuffer.MatricesWeightsExtraKind
  88617. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  88618. */
  88619. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  88620. /**
  88621. * Sets the mesh global Vertex Buffer
  88622. * @param buffer defines the buffer to use
  88623. * @returns the current mesh
  88624. */
  88625. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  88626. /**
  88627. * Update a specific associated vertex buffer
  88628. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88629. * - VertexBuffer.PositionKind
  88630. * - VertexBuffer.UVKind
  88631. * - VertexBuffer.UV2Kind
  88632. * - VertexBuffer.UV3Kind
  88633. * - VertexBuffer.UV4Kind
  88634. * - VertexBuffer.UV5Kind
  88635. * - VertexBuffer.UV6Kind
  88636. * - VertexBuffer.ColorKind
  88637. * - VertexBuffer.MatricesIndicesKind
  88638. * - VertexBuffer.MatricesIndicesExtraKind
  88639. * - VertexBuffer.MatricesWeightsKind
  88640. * - VertexBuffer.MatricesWeightsExtraKind
  88641. * @param data defines the data source
  88642. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  88643. * @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)
  88644. * @returns the current mesh
  88645. */
  88646. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  88647. /**
  88648. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  88649. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  88650. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  88651. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  88652. * @returns the current mesh
  88653. */
  88654. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  88655. /**
  88656. * Creates a un-shared specific occurence of the geometry for the mesh.
  88657. * @returns the current mesh
  88658. */
  88659. makeGeometryUnique(): Mesh;
  88660. /**
  88661. * Set the index buffer of this mesh
  88662. * @param indices defines the source data
  88663. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  88664. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  88665. * @returns the current mesh
  88666. */
  88667. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  88668. /**
  88669. * Update the current index buffer
  88670. * @param indices defines the source data
  88671. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  88672. * @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)
  88673. * @returns the current mesh
  88674. */
  88675. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  88676. /**
  88677. * Invert the geometry to move from a right handed system to a left handed one.
  88678. * @returns the current mesh
  88679. */
  88680. toLeftHanded(): Mesh;
  88681. /** @hidden */
  88682. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  88683. /** @hidden */
  88684. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  88685. /**
  88686. * Registers for this mesh a javascript function called just before the rendering process
  88687. * @param func defines the function to call before rendering this mesh
  88688. * @returns the current mesh
  88689. */
  88690. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  88691. /**
  88692. * Disposes a previously registered javascript function called before the rendering
  88693. * @param func defines the function to remove
  88694. * @returns the current mesh
  88695. */
  88696. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  88697. /**
  88698. * Registers for this mesh a javascript function called just after the rendering is complete
  88699. * @param func defines the function to call after rendering this mesh
  88700. * @returns the current mesh
  88701. */
  88702. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88703. /**
  88704. * Disposes a previously registered javascript function called after the rendering.
  88705. * @param func defines the function to remove
  88706. * @returns the current mesh
  88707. */
  88708. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88709. /** @hidden */
  88710. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  88711. /** @hidden */
  88712. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  88713. /** @hidden */
  88714. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  88715. /** @hidden */
  88716. _rebuild(): void;
  88717. /** @hidden */
  88718. _freeze(): void;
  88719. /** @hidden */
  88720. _unFreeze(): void;
  88721. /**
  88722. * 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
  88723. * @param subMesh defines the subMesh to render
  88724. * @param enableAlphaMode defines if alpha mode can be changed
  88725. * @returns the current mesh
  88726. */
  88727. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  88728. private _onBeforeDraw;
  88729. /**
  88730. * Renormalize the mesh and patch it up if there are no weights
  88731. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  88732. * However in the case of zero weights then we set just a single influence to 1.
  88733. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  88734. */
  88735. cleanMatrixWeights(): void;
  88736. private normalizeSkinFourWeights;
  88737. private normalizeSkinWeightsAndExtra;
  88738. /**
  88739. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  88740. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  88741. * the user know there was an issue with importing the mesh
  88742. * @returns a validation object with skinned, valid and report string
  88743. */
  88744. validateSkinning(): {
  88745. skinned: boolean;
  88746. valid: boolean;
  88747. report: string;
  88748. };
  88749. /** @hidden */
  88750. _checkDelayState(): Mesh;
  88751. private _queueLoad;
  88752. /**
  88753. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  88754. * A mesh is in the frustum if its bounding box intersects the frustum
  88755. * @param frustumPlanes defines the frustum to test
  88756. * @returns true if the mesh is in the frustum planes
  88757. */
  88758. isInFrustum(frustumPlanes: Plane[]): boolean;
  88759. /**
  88760. * Sets the mesh material by the material or multiMaterial `id` property
  88761. * @param id is a string identifying the material or the multiMaterial
  88762. * @returns the current mesh
  88763. */
  88764. setMaterialByID(id: string): Mesh;
  88765. /**
  88766. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  88767. * @returns an array of IAnimatable
  88768. */
  88769. getAnimatables(): IAnimatable[];
  88770. /**
  88771. * Modifies the mesh geometry according to the passed transformation matrix.
  88772. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  88773. * The mesh normals are modified using the same transformation.
  88774. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88775. * @param transform defines the transform matrix to use
  88776. * @see http://doc.babylonjs.com/resources/baking_transformations
  88777. * @returns the current mesh
  88778. */
  88779. bakeTransformIntoVertices(transform: Matrix): Mesh;
  88780. /**
  88781. * Modifies the mesh geometry according to its own current World Matrix.
  88782. * The mesh World Matrix is then reset.
  88783. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  88784. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88785. * @see http://doc.babylonjs.com/resources/baking_transformations
  88786. * @returns the current mesh
  88787. */
  88788. bakeCurrentTransformIntoVertices(): Mesh;
  88789. /** @hidden */
  88790. readonly _positions: Nullable<Vector3[]>;
  88791. /** @hidden */
  88792. _resetPointsArrayCache(): Mesh;
  88793. /** @hidden */
  88794. _generatePointsArray(): boolean;
  88795. /**
  88796. * Returns a new Mesh object generated from the current mesh properties.
  88797. * This method must not get confused with createInstance()
  88798. * @param name is a string, the name given to the new mesh
  88799. * @param newParent can be any Node object (default `null`)
  88800. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  88801. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  88802. * @returns a new mesh
  88803. */
  88804. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  88805. /**
  88806. * Releases resources associated with this mesh.
  88807. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88808. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88809. */
  88810. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88811. /**
  88812. * Modifies the mesh geometry according to a displacement map.
  88813. * 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.
  88814. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88815. * @param url is a string, the URL from the image file is to be downloaded.
  88816. * @param minHeight is the lower limit of the displacement.
  88817. * @param maxHeight is the upper limit of the displacement.
  88818. * @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.
  88819. * @param uvOffset is an optional vector2 used to offset UV.
  88820. * @param uvScale is an optional vector2 used to scale UV.
  88821. * @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.
  88822. * @returns the Mesh.
  88823. */
  88824. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88825. /**
  88826. * Modifies the mesh geometry according to a displacementMap buffer.
  88827. * 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.
  88828. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88829. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  88830. * @param heightMapWidth is the width of the buffer image.
  88831. * @param heightMapHeight is the height of the buffer image.
  88832. * @param minHeight is the lower limit of the displacement.
  88833. * @param maxHeight is the upper limit of the displacement.
  88834. * @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.
  88835. * @param uvOffset is an optional vector2 used to offset UV.
  88836. * @param uvScale is an optional vector2 used to scale UV.
  88837. * @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.
  88838. * @returns the Mesh.
  88839. */
  88840. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88841. /**
  88842. * Modify the mesh to get a flat shading rendering.
  88843. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  88844. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  88845. * @returns current mesh
  88846. */
  88847. convertToFlatShadedMesh(): Mesh;
  88848. /**
  88849. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  88850. * In other words, more vertices, no more indices and a single bigger VBO.
  88851. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  88852. * @returns current mesh
  88853. */
  88854. convertToUnIndexedMesh(): Mesh;
  88855. /**
  88856. * Inverses facet orientations.
  88857. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88858. * @param flipNormals will also inverts the normals
  88859. * @returns current mesh
  88860. */
  88861. flipFaces(flipNormals?: boolean): Mesh;
  88862. /**
  88863. * Increase the number of facets and hence vertices in a mesh
  88864. * Vertex normals are interpolated from existing vertex normals
  88865. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88866. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  88867. */
  88868. increaseVertices(numberPerEdge: number): void;
  88869. /**
  88870. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  88871. * This will undo any application of covertToFlatShadedMesh
  88872. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88873. */
  88874. forceSharedVertices(): void;
  88875. /** @hidden */
  88876. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  88877. /** @hidden */
  88878. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  88879. /**
  88880. * Creates a new InstancedMesh object from the mesh model.
  88881. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88882. * @param name defines the name of the new instance
  88883. * @returns a new InstancedMesh
  88884. */
  88885. createInstance(name: string): InstancedMesh;
  88886. /**
  88887. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  88888. * After this call, all the mesh instances have the same submeshes than the current mesh.
  88889. * @returns the current mesh
  88890. */
  88891. synchronizeInstances(): Mesh;
  88892. /**
  88893. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  88894. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  88895. * This should be used together with the simplification to avoid disappearing triangles.
  88896. * @param successCallback an optional success callback to be called after the optimization finished.
  88897. * @returns the current mesh
  88898. */
  88899. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  88900. /**
  88901. * Serialize current mesh
  88902. * @param serializationObject defines the object which will receive the serialization data
  88903. */
  88904. serialize(serializationObject: any): void;
  88905. /** @hidden */
  88906. _syncGeometryWithMorphTargetManager(): void;
  88907. /** @hidden */
  88908. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  88909. /**
  88910. * Returns a new Mesh object parsed from the source provided.
  88911. * @param parsedMesh is the source
  88912. * @param scene defines the hosting scene
  88913. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  88914. * @returns a new Mesh
  88915. */
  88916. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  88917. /**
  88918. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  88919. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88920. * @param name defines the name of the mesh to create
  88921. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  88922. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  88923. * @param closePath creates a seam between the first and the last points of each path of the path array
  88924. * @param offset is taken in account only if the `pathArray` is containing a single path
  88925. * @param scene defines the hosting scene
  88926. * @param updatable defines if the mesh must be flagged as updatable
  88927. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88928. * @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)
  88929. * @returns a new Mesh
  88930. */
  88931. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88932. /**
  88933. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  88934. * @param name defines the name of the mesh to create
  88935. * @param radius sets the radius size (float) of the polygon (default 0.5)
  88936. * @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
  88937. * @param scene defines the hosting scene
  88938. * @param updatable defines if the mesh must be flagged as updatable
  88939. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88940. * @returns a new Mesh
  88941. */
  88942. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88943. /**
  88944. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  88945. * @param name defines the name of the mesh to create
  88946. * @param size sets the size (float) of each box side (default 1)
  88947. * @param scene defines the hosting scene
  88948. * @param updatable defines if the mesh must be flagged as updatable
  88949. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88950. * @returns a new Mesh
  88951. */
  88952. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88953. /**
  88954. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  88955. * @param name defines the name of the mesh to create
  88956. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88957. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88958. * @param scene defines the hosting scene
  88959. * @param updatable defines if the mesh must be flagged as updatable
  88960. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88961. * @returns a new Mesh
  88962. */
  88963. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88964. /**
  88965. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  88966. * @param name defines the name of the mesh to create
  88967. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88968. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88969. * @param scene defines the hosting scene
  88970. * @returns a new Mesh
  88971. */
  88972. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  88973. /**
  88974. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  88975. * @param name defines the name of the mesh to create
  88976. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  88977. * @param diameterTop set the top cap diameter (floats, default 1)
  88978. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  88979. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  88980. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  88981. * @param scene defines the hosting scene
  88982. * @param updatable defines if the mesh must be flagged as updatable
  88983. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88984. * @returns a new Mesh
  88985. */
  88986. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  88987. /**
  88988. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  88989. * @param name defines the name of the mesh to create
  88990. * @param diameter sets the diameter size (float) of the torus (default 1)
  88991. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  88992. * @param tessellation sets the number of torus sides (postive integer, default 16)
  88993. * @param scene defines the hosting scene
  88994. * @param updatable defines if the mesh must be flagged as updatable
  88995. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88996. * @returns a new Mesh
  88997. */
  88998. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88999. /**
  89000. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  89001. * @param name defines the name of the mesh to create
  89002. * @param radius sets the global radius size (float) of the torus knot (default 2)
  89003. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  89004. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  89005. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  89006. * @param p the number of windings on X axis (positive integers, default 2)
  89007. * @param q the number of windings on Y axis (positive integers, default 3)
  89008. * @param scene defines the hosting scene
  89009. * @param updatable defines if the mesh must be flagged as updatable
  89010. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89011. * @returns a new Mesh
  89012. */
  89013. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89014. /**
  89015. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  89016. * @param name defines the name of the mesh to create
  89017. * @param points is an array successive Vector3
  89018. * @param scene defines the hosting scene
  89019. * @param updatable defines if the mesh must be flagged as updatable
  89020. * @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).
  89021. * @returns a new Mesh
  89022. */
  89023. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  89024. /**
  89025. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  89026. * @param name defines the name of the mesh to create
  89027. * @param points is an array successive Vector3
  89028. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  89029. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  89030. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  89031. * @param scene defines the hosting scene
  89032. * @param updatable defines if the mesh must be flagged as updatable
  89033. * @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)
  89034. * @returns a new Mesh
  89035. */
  89036. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  89037. /**
  89038. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  89039. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  89040. * 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.
  89041. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89042. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  89043. * Remember you can only change the shape positions, not their number when updating a polygon.
  89044. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  89045. * @param name defines the name of the mesh to create
  89046. * @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
  89047. * @param scene defines the hosting scene
  89048. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89049. * @param updatable defines if the mesh must be flagged as updatable
  89050. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89051. * @param earcutInjection can be used to inject your own earcut reference
  89052. * @returns a new Mesh
  89053. */
  89054. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89055. /**
  89056. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  89057. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  89058. * @param name defines the name of the mesh to create
  89059. * @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
  89060. * @param depth defines the height of extrusion
  89061. * @param scene defines the hosting scene
  89062. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89063. * @param updatable defines if the mesh must be flagged as updatable
  89064. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89065. * @param earcutInjection can be used to inject your own earcut reference
  89066. * @returns a new Mesh
  89067. */
  89068. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89069. /**
  89070. * Creates an extruded shape mesh.
  89071. * 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
  89072. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89073. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89074. * @param name defines the name of the mesh to create
  89075. * @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
  89076. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89077. * @param scale is the value to scale the shape
  89078. * @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
  89079. * @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
  89080. * @param scene defines the hosting scene
  89081. * @param updatable defines if the mesh must be flagged as updatable
  89082. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89083. * @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)
  89084. * @returns a new Mesh
  89085. */
  89086. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89087. /**
  89088. * Creates an custom extruded shape mesh.
  89089. * The custom extrusion is a parametric shape.
  89090. * It has no predefined shape. Its final shape will depend on the input parameters.
  89091. * Please consider using the same method from the MeshBuilder class instead
  89092. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89093. * @param name defines the name of the mesh to create
  89094. * @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
  89095. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89096. * @param scaleFunction is a custom Javascript function called on each path point
  89097. * @param rotationFunction is a custom Javascript function called on each path point
  89098. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  89099. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  89100. * @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
  89101. * @param scene defines the hosting scene
  89102. * @param updatable defines if the mesh must be flagged as updatable
  89103. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89104. * @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)
  89105. * @returns a new Mesh
  89106. */
  89107. 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;
  89108. /**
  89109. * Creates lathe mesh.
  89110. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  89111. * Please consider using the same method from the MeshBuilder class instead
  89112. * @param name defines the name of the mesh to create
  89113. * @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
  89114. * @param radius is the radius value of the lathe
  89115. * @param tessellation is the side number of the lathe.
  89116. * @param scene defines the hosting scene
  89117. * @param updatable defines if the mesh must be flagged as updatable
  89118. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89119. * @returns a new Mesh
  89120. */
  89121. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89122. /**
  89123. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  89124. * @param name defines the name of the mesh to create
  89125. * @param size sets the size (float) of both sides of the plane at once (default 1)
  89126. * @param scene defines the hosting scene
  89127. * @param updatable defines if the mesh must be flagged as updatable
  89128. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89129. * @returns a new Mesh
  89130. */
  89131. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89132. /**
  89133. * Creates a ground mesh.
  89134. * Please consider using the same method from the MeshBuilder class instead
  89135. * @param name defines the name of the mesh to create
  89136. * @param width set the width of the ground
  89137. * @param height set the height of the ground
  89138. * @param subdivisions sets the number of subdivisions per side
  89139. * @param scene defines the hosting scene
  89140. * @param updatable defines if the mesh must be flagged as updatable
  89141. * @returns a new Mesh
  89142. */
  89143. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  89144. /**
  89145. * Creates a tiled ground mesh.
  89146. * Please consider using the same method from the MeshBuilder class instead
  89147. * @param name defines the name of the mesh to create
  89148. * @param xmin set the ground minimum X coordinate
  89149. * @param zmin set the ground minimum Y coordinate
  89150. * @param xmax set the ground maximum X coordinate
  89151. * @param zmax set the ground maximum Z coordinate
  89152. * @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
  89153. * @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
  89154. * @param scene defines the hosting scene
  89155. * @param updatable defines if the mesh must be flagged as updatable
  89156. * @returns a new Mesh
  89157. */
  89158. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  89159. w: number;
  89160. h: number;
  89161. }, precision: {
  89162. w: number;
  89163. h: number;
  89164. }, scene: Scene, updatable?: boolean): Mesh;
  89165. /**
  89166. * Creates a ground mesh from a height map.
  89167. * Please consider using the same method from the MeshBuilder class instead
  89168. * @see http://doc.babylonjs.com/babylon101/height_map
  89169. * @param name defines the name of the mesh to create
  89170. * @param url sets the URL of the height map image resource
  89171. * @param width set the ground width size
  89172. * @param height set the ground height size
  89173. * @param subdivisions sets the number of subdivision per side
  89174. * @param minHeight is the minimum altitude on the ground
  89175. * @param maxHeight is the maximum altitude on the ground
  89176. * @param scene defines the hosting scene
  89177. * @param updatable defines if the mesh must be flagged as updatable
  89178. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  89179. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  89180. * @returns a new Mesh
  89181. */
  89182. 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;
  89183. /**
  89184. * Creates a tube mesh.
  89185. * The tube is a parametric shape.
  89186. * It has no predefined shape. Its final shape will depend on the input parameters.
  89187. * Please consider using the same method from the MeshBuilder class instead
  89188. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89189. * @param name defines the name of the mesh to create
  89190. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  89191. * @param radius sets the tube radius size
  89192. * @param tessellation is the number of sides on the tubular surface
  89193. * @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
  89194. * @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
  89195. * @param scene defines the hosting scene
  89196. * @param updatable defines if the mesh must be flagged as updatable
  89197. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89198. * @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)
  89199. * @returns a new Mesh
  89200. */
  89201. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  89202. (i: number, distance: number): number;
  89203. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89204. /**
  89205. * Creates a polyhedron mesh.
  89206. * Please consider using the same method from the MeshBuilder class instead.
  89207. * * 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
  89208. * * The parameter `size` (positive float, default 1) sets the polygon size
  89209. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  89210. * * 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`
  89211. * * 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
  89212. * * 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)`)
  89213. * * 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
  89214. * * 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
  89215. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89216. * * If you create a double-sided mesh, you can choose what parts of 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
  89217. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89218. * @param name defines the name of the mesh to create
  89219. * @param options defines the options used to create the mesh
  89220. * @param scene defines the hosting scene
  89221. * @returns a new Mesh
  89222. */
  89223. static CreatePolyhedron(name: string, options: {
  89224. type?: number;
  89225. size?: number;
  89226. sizeX?: number;
  89227. sizeY?: number;
  89228. sizeZ?: number;
  89229. custom?: any;
  89230. faceUV?: Vector4[];
  89231. faceColors?: Color4[];
  89232. updatable?: boolean;
  89233. sideOrientation?: number;
  89234. }, scene: Scene): Mesh;
  89235. /**
  89236. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  89237. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  89238. * * 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`)
  89239. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  89240. * * 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
  89241. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89242. * * If you create a double-sided mesh, you can choose what parts of 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
  89243. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89244. * @param name defines the name of the mesh
  89245. * @param options defines the options used to create the mesh
  89246. * @param scene defines the hosting scene
  89247. * @returns a new Mesh
  89248. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  89249. */
  89250. static CreateIcoSphere(name: string, options: {
  89251. radius?: number;
  89252. flat?: boolean;
  89253. subdivisions?: number;
  89254. sideOrientation?: number;
  89255. updatable?: boolean;
  89256. }, scene: Scene): Mesh;
  89257. /**
  89258. * Creates a decal mesh.
  89259. * Please consider using the same method from the MeshBuilder class instead.
  89260. * A decal is a mesh usually applied as a model onto the surface of another mesh
  89261. * @param name defines the name of the mesh
  89262. * @param sourceMesh defines the mesh receiving the decal
  89263. * @param position sets the position of the decal in world coordinates
  89264. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  89265. * @param size sets the decal scaling
  89266. * @param angle sets the angle to rotate the decal
  89267. * @returns a new Mesh
  89268. */
  89269. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  89270. /**
  89271. * Prepare internal position array for software CPU skinning
  89272. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  89273. */
  89274. setPositionsForCPUSkinning(): Float32Array;
  89275. /**
  89276. * Prepare internal normal array for software CPU skinning
  89277. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  89278. */
  89279. setNormalsForCPUSkinning(): Float32Array;
  89280. /**
  89281. * Updates the vertex buffer by applying transformation from the bones
  89282. * @param skeleton defines the skeleton to apply to current mesh
  89283. * @returns the current mesh
  89284. */
  89285. applySkeleton(skeleton: Skeleton): Mesh;
  89286. /**
  89287. * 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
  89288. * @param meshes defines the list of meshes to scan
  89289. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  89290. */
  89291. static MinMax(meshes: AbstractMesh[]): {
  89292. min: Vector3;
  89293. max: Vector3;
  89294. };
  89295. /**
  89296. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  89297. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  89298. * @returns a vector3
  89299. */
  89300. static Center(meshesOrMinMaxVector: {
  89301. min: Vector3;
  89302. max: Vector3;
  89303. } | AbstractMesh[]): Vector3;
  89304. /**
  89305. * Merge the array of meshes into a single mesh for performance reasons.
  89306. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  89307. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  89308. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  89309. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  89310. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  89311. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  89312. * @returns a new mesh
  89313. */
  89314. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  89315. /** @hidden */
  89316. addInstance(instance: InstancedMesh): void;
  89317. /** @hidden */
  89318. removeInstance(instance: InstancedMesh): void;
  89319. }
  89320. }
  89321. declare module BABYLON {
  89322. /**
  89323. * This is the base class of all the camera used in the application.
  89324. * @see http://doc.babylonjs.com/features/cameras
  89325. */
  89326. export class Camera extends Node {
  89327. /** @hidden */
  89328. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  89329. /**
  89330. * This is the default projection mode used by the cameras.
  89331. * It helps recreating a feeling of perspective and better appreciate depth.
  89332. * This is the best way to simulate real life cameras.
  89333. */
  89334. static readonly PERSPECTIVE_CAMERA: number;
  89335. /**
  89336. * This helps creating camera with an orthographic mode.
  89337. * 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.
  89338. */
  89339. static readonly ORTHOGRAPHIC_CAMERA: number;
  89340. /**
  89341. * This is the default FOV mode for perspective cameras.
  89342. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  89343. */
  89344. static readonly FOVMODE_VERTICAL_FIXED: number;
  89345. /**
  89346. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  89347. */
  89348. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  89349. /**
  89350. * This specifies ther is no need for a camera rig.
  89351. * Basically only one eye is rendered corresponding to the camera.
  89352. */
  89353. static readonly RIG_MODE_NONE: number;
  89354. /**
  89355. * Simulates a camera Rig with one blue eye and one red eye.
  89356. * This can be use with 3d blue and red glasses.
  89357. */
  89358. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  89359. /**
  89360. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  89361. */
  89362. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  89363. /**
  89364. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  89365. */
  89366. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  89367. /**
  89368. * Defines that both eyes of the camera will be rendered over under each other.
  89369. */
  89370. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  89371. /**
  89372. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  89373. */
  89374. static readonly RIG_MODE_VR: number;
  89375. /**
  89376. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  89377. */
  89378. static readonly RIG_MODE_WEBVR: number;
  89379. /**
  89380. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  89381. */
  89382. static readonly RIG_MODE_CUSTOM: number;
  89383. /**
  89384. * Defines if by default attaching controls should prevent the default javascript event to continue.
  89385. */
  89386. static ForceAttachControlToAlwaysPreventDefault: boolean;
  89387. /**
  89388. * Define the input manager associated with the camera.
  89389. */
  89390. inputs: CameraInputsManager<Camera>;
  89391. /** @hidden */
  89392. _position: Vector3;
  89393. /**
  89394. * Define the current local position of the camera in the scene
  89395. */
  89396. position: Vector3;
  89397. /**
  89398. * The vector the camera should consider as up.
  89399. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  89400. */
  89401. upVector: Vector3;
  89402. /**
  89403. * Define the current limit on the left side for an orthographic camera
  89404. * In scene unit
  89405. */
  89406. orthoLeft: Nullable<number>;
  89407. /**
  89408. * Define the current limit on the right side for an orthographic camera
  89409. * In scene unit
  89410. */
  89411. orthoRight: Nullable<number>;
  89412. /**
  89413. * Define the current limit on the bottom side for an orthographic camera
  89414. * In scene unit
  89415. */
  89416. orthoBottom: Nullable<number>;
  89417. /**
  89418. * Define the current limit on the top side for an orthographic camera
  89419. * In scene unit
  89420. */
  89421. orthoTop: Nullable<number>;
  89422. /**
  89423. * Field Of View is set in Radians. (default is 0.8)
  89424. */
  89425. fov: number;
  89426. /**
  89427. * Define the minimum distance the camera can see from.
  89428. * This is important to note that the depth buffer are not infinite and the closer it starts
  89429. * the more your scene might encounter depth fighting issue.
  89430. */
  89431. minZ: number;
  89432. /**
  89433. * Define the maximum distance the camera can see to.
  89434. * This is important to note that the depth buffer are not infinite and the further it end
  89435. * the more your scene might encounter depth fighting issue.
  89436. */
  89437. maxZ: number;
  89438. /**
  89439. * Define the default inertia of the camera.
  89440. * This helps giving a smooth feeling to the camera movement.
  89441. */
  89442. inertia: number;
  89443. /**
  89444. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  89445. */
  89446. mode: number;
  89447. /**
  89448. * Define wether the camera is intermediate.
  89449. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  89450. */
  89451. isIntermediate: boolean;
  89452. /**
  89453. * Define the viewport of the camera.
  89454. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  89455. */
  89456. viewport: Viewport;
  89457. /**
  89458. * Restricts the camera to viewing objects with the same layerMask.
  89459. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  89460. */
  89461. layerMask: number;
  89462. /**
  89463. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  89464. */
  89465. fovMode: number;
  89466. /**
  89467. * Rig mode of the camera.
  89468. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  89469. * This is normally controlled byt the camera themselves as internal use.
  89470. */
  89471. cameraRigMode: number;
  89472. /**
  89473. * Defines the distance between both "eyes" in case of a RIG
  89474. */
  89475. interaxialDistance: number;
  89476. /**
  89477. * Defines if stereoscopic rendering is done side by side or over under.
  89478. */
  89479. isStereoscopicSideBySide: boolean;
  89480. /**
  89481. * 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
  89482. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  89483. * else in the scene. (Eg. security camera)
  89484. *
  89485. * 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)
  89486. */
  89487. customRenderTargets: RenderTargetTexture[];
  89488. /**
  89489. * When set, the camera will render to this render target instead of the default canvas
  89490. *
  89491. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  89492. */
  89493. outputRenderTarget: Nullable<RenderTargetTexture>;
  89494. /**
  89495. * Observable triggered when the camera view matrix has changed.
  89496. */
  89497. onViewMatrixChangedObservable: Observable<Camera>;
  89498. /**
  89499. * Observable triggered when the camera Projection matrix has changed.
  89500. */
  89501. onProjectionMatrixChangedObservable: Observable<Camera>;
  89502. /**
  89503. * Observable triggered when the inputs have been processed.
  89504. */
  89505. onAfterCheckInputsObservable: Observable<Camera>;
  89506. /**
  89507. * Observable triggered when reset has been called and applied to the camera.
  89508. */
  89509. onRestoreStateObservable: Observable<Camera>;
  89510. /** @hidden */
  89511. _cameraRigParams: any;
  89512. /** @hidden */
  89513. _rigCameras: Camera[];
  89514. /** @hidden */
  89515. _rigPostProcess: Nullable<PostProcess>;
  89516. protected _webvrViewMatrix: Matrix;
  89517. /** @hidden */
  89518. _skipRendering: boolean;
  89519. /** @hidden */
  89520. _projectionMatrix: Matrix;
  89521. /** @hidden */
  89522. _postProcesses: Nullable<PostProcess>[];
  89523. /** @hidden */
  89524. _activeMeshes: SmartArray<AbstractMesh>;
  89525. protected _globalPosition: Vector3;
  89526. /** @hidden */
  89527. _computedViewMatrix: Matrix;
  89528. private _doNotComputeProjectionMatrix;
  89529. private _transformMatrix;
  89530. private _frustumPlanes;
  89531. private _refreshFrustumPlanes;
  89532. private _storedFov;
  89533. private _stateStored;
  89534. /**
  89535. * Instantiates a new camera object.
  89536. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  89537. * @see http://doc.babylonjs.com/features/cameras
  89538. * @param name Defines the name of the camera in the scene
  89539. * @param position Defines the position of the camera
  89540. * @param scene Defines the scene the camera belongs too
  89541. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  89542. */
  89543. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  89544. /**
  89545. * Store current camera state (fov, position, etc..)
  89546. * @returns the camera
  89547. */
  89548. storeState(): Camera;
  89549. /**
  89550. * Restores the camera state values if it has been stored. You must call storeState() first
  89551. */
  89552. protected _restoreStateValues(): boolean;
  89553. /**
  89554. * Restored camera state. You must call storeState() first.
  89555. * @returns true if restored and false otherwise
  89556. */
  89557. restoreState(): boolean;
  89558. /**
  89559. * Gets the class name of the camera.
  89560. * @returns the class name
  89561. */
  89562. getClassName(): string;
  89563. /** @hidden */
  89564. readonly _isCamera: boolean;
  89565. /**
  89566. * Gets a string representation of the camera useful for debug purpose.
  89567. * @param fullDetails Defines that a more verboe level of logging is required
  89568. * @returns the string representation
  89569. */
  89570. toString(fullDetails?: boolean): string;
  89571. /**
  89572. * Gets the current world space position of the camera.
  89573. */
  89574. readonly globalPosition: Vector3;
  89575. /**
  89576. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  89577. * @returns the active meshe list
  89578. */
  89579. getActiveMeshes(): SmartArray<AbstractMesh>;
  89580. /**
  89581. * Check wether a mesh is part of the current active mesh list of the camera
  89582. * @param mesh Defines the mesh to check
  89583. * @returns true if active, false otherwise
  89584. */
  89585. isActiveMesh(mesh: Mesh): boolean;
  89586. /**
  89587. * Is this camera ready to be used/rendered
  89588. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  89589. * @return true if the camera is ready
  89590. */
  89591. isReady(completeCheck?: boolean): boolean;
  89592. /** @hidden */
  89593. _initCache(): void;
  89594. /** @hidden */
  89595. _updateCache(ignoreParentClass?: boolean): void;
  89596. /** @hidden */
  89597. _isSynchronized(): boolean;
  89598. /** @hidden */
  89599. _isSynchronizedViewMatrix(): boolean;
  89600. /** @hidden */
  89601. _isSynchronizedProjectionMatrix(): boolean;
  89602. /**
  89603. * Attach the input controls to a specific dom element to get the input from.
  89604. * @param element Defines the element the controls should be listened from
  89605. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  89606. */
  89607. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  89608. /**
  89609. * Detach the current controls from the specified dom element.
  89610. * @param element Defines the element to stop listening the inputs from
  89611. */
  89612. detachControl(element: HTMLElement): void;
  89613. /**
  89614. * Update the camera state according to the different inputs gathered during the frame.
  89615. */
  89616. update(): void;
  89617. /** @hidden */
  89618. _checkInputs(): void;
  89619. /** @hidden */
  89620. readonly rigCameras: Camera[];
  89621. /**
  89622. * Gets the post process used by the rig cameras
  89623. */
  89624. readonly rigPostProcess: Nullable<PostProcess>;
  89625. /**
  89626. * Internal, gets the first post proces.
  89627. * @returns the first post process to be run on this camera.
  89628. */
  89629. _getFirstPostProcess(): Nullable<PostProcess>;
  89630. private _cascadePostProcessesToRigCams;
  89631. /**
  89632. * Attach a post process to the camera.
  89633. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  89634. * @param postProcess The post process to attach to the camera
  89635. * @param insertAt The position of the post process in case several of them are in use in the scene
  89636. * @returns the position the post process has been inserted at
  89637. */
  89638. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  89639. /**
  89640. * Detach a post process to the camera.
  89641. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  89642. * @param postProcess The post process to detach from the camera
  89643. */
  89644. detachPostProcess(postProcess: PostProcess): void;
  89645. /**
  89646. * Gets the current world matrix of the camera
  89647. */
  89648. getWorldMatrix(): Matrix;
  89649. /** @hidden */
  89650. _getViewMatrix(): Matrix;
  89651. /**
  89652. * Gets the current view matrix of the camera.
  89653. * @param force forces the camera to recompute the matrix without looking at the cached state
  89654. * @returns the view matrix
  89655. */
  89656. getViewMatrix(force?: boolean): Matrix;
  89657. /**
  89658. * Freeze the projection matrix.
  89659. * It will prevent the cache check of the camera projection compute and can speed up perf
  89660. * if no parameter of the camera are meant to change
  89661. * @param projection Defines manually a projection if necessary
  89662. */
  89663. freezeProjectionMatrix(projection?: Matrix): void;
  89664. /**
  89665. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  89666. */
  89667. unfreezeProjectionMatrix(): void;
  89668. /**
  89669. * Gets the current projection matrix of the camera.
  89670. * @param force forces the camera to recompute the matrix without looking at the cached state
  89671. * @returns the projection matrix
  89672. */
  89673. getProjectionMatrix(force?: boolean): Matrix;
  89674. /**
  89675. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  89676. * @returns a Matrix
  89677. */
  89678. getTransformationMatrix(): Matrix;
  89679. private _updateFrustumPlanes;
  89680. /**
  89681. * Checks if a cullable object (mesh...) is in the camera frustum
  89682. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  89683. * @param target The object to check
  89684. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  89685. * @returns true if the object is in frustum otherwise false
  89686. */
  89687. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  89688. /**
  89689. * Checks if a cullable object (mesh...) is in the camera frustum
  89690. * Unlike isInFrustum this cheks the full bounding box
  89691. * @param target The object to check
  89692. * @returns true if the object is in frustum otherwise false
  89693. */
  89694. isCompletelyInFrustum(target: ICullable): boolean;
  89695. /**
  89696. * Gets a ray in the forward direction from the camera.
  89697. * @param length Defines the length of the ray to create
  89698. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  89699. * @param origin Defines the start point of the ray which defaults to the camera position
  89700. * @returns the forward ray
  89701. */
  89702. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  89703. /**
  89704. * Releases resources associated with this node.
  89705. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89706. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89707. */
  89708. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89709. /** @hidden */
  89710. _isLeftCamera: boolean;
  89711. /**
  89712. * Gets the left camera of a rig setup in case of Rigged Camera
  89713. */
  89714. readonly isLeftCamera: boolean;
  89715. /** @hidden */
  89716. _isRightCamera: boolean;
  89717. /**
  89718. * Gets the right camera of a rig setup in case of Rigged Camera
  89719. */
  89720. readonly isRightCamera: boolean;
  89721. /**
  89722. * Gets the left camera of a rig setup in case of Rigged Camera
  89723. */
  89724. readonly leftCamera: Nullable<FreeCamera>;
  89725. /**
  89726. * Gets the right camera of a rig setup in case of Rigged Camera
  89727. */
  89728. readonly rightCamera: Nullable<FreeCamera>;
  89729. /**
  89730. * Gets the left camera target of a rig setup in case of Rigged Camera
  89731. * @returns the target position
  89732. */
  89733. getLeftTarget(): Nullable<Vector3>;
  89734. /**
  89735. * Gets the right camera target of a rig setup in case of Rigged Camera
  89736. * @returns the target position
  89737. */
  89738. getRightTarget(): Nullable<Vector3>;
  89739. /**
  89740. * @hidden
  89741. */
  89742. setCameraRigMode(mode: number, rigParams: any): void;
  89743. /** @hidden */
  89744. static _setStereoscopicRigMode(camera: Camera): void;
  89745. /** @hidden */
  89746. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  89747. /** @hidden */
  89748. static _setVRRigMode(camera: Camera, rigParams: any): void;
  89749. /** @hidden */
  89750. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  89751. /** @hidden */
  89752. _getVRProjectionMatrix(): Matrix;
  89753. protected _updateCameraRotationMatrix(): void;
  89754. protected _updateWebVRCameraRotationMatrix(): void;
  89755. /**
  89756. * This function MUST be overwritten by the different WebVR cameras available.
  89757. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89758. * @hidden
  89759. */
  89760. _getWebVRProjectionMatrix(): Matrix;
  89761. /**
  89762. * This function MUST be overwritten by the different WebVR cameras available.
  89763. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89764. * @hidden
  89765. */
  89766. _getWebVRViewMatrix(): Matrix;
  89767. /** @hidden */
  89768. setCameraRigParameter(name: string, value: any): void;
  89769. /**
  89770. * needs to be overridden by children so sub has required properties to be copied
  89771. * @hidden
  89772. */
  89773. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  89774. /**
  89775. * May need to be overridden by children
  89776. * @hidden
  89777. */
  89778. _updateRigCameras(): void;
  89779. /** @hidden */
  89780. _setupInputs(): void;
  89781. /**
  89782. * Serialiaze the camera setup to a json represention
  89783. * @returns the JSON representation
  89784. */
  89785. serialize(): any;
  89786. /**
  89787. * Clones the current camera.
  89788. * @param name The cloned camera name
  89789. * @returns the cloned camera
  89790. */
  89791. clone(name: string): Camera;
  89792. /**
  89793. * Gets the direction of the camera relative to a given local axis.
  89794. * @param localAxis Defines the reference axis to provide a relative direction.
  89795. * @return the direction
  89796. */
  89797. getDirection(localAxis: Vector3): Vector3;
  89798. /**
  89799. * Gets the direction of the camera relative to a given local axis into a passed vector.
  89800. * @param localAxis Defines the reference axis to provide a relative direction.
  89801. * @param result Defines the vector to store the result in
  89802. */
  89803. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  89804. /**
  89805. * Gets a camera constructor for a given camera type
  89806. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  89807. * @param name The name of the camera the result will be able to instantiate
  89808. * @param scene The scene the result will construct the camera in
  89809. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  89810. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  89811. * @returns a factory method to construc the camera
  89812. */
  89813. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  89814. /**
  89815. * Compute the world matrix of the camera.
  89816. * @returns the camera workd matrix
  89817. */
  89818. computeWorldMatrix(): Matrix;
  89819. /**
  89820. * Parse a JSON and creates the camera from the parsed information
  89821. * @param parsedCamera The JSON to parse
  89822. * @param scene The scene to instantiate the camera in
  89823. * @returns the newly constructed camera
  89824. */
  89825. static Parse(parsedCamera: any, scene: Scene): Camera;
  89826. }
  89827. }
  89828. declare module BABYLON {
  89829. /**
  89830. * Class containing static functions to help procedurally build meshes
  89831. */
  89832. export class DiscBuilder {
  89833. /**
  89834. * Creates a plane polygonal mesh. By default, this is a disc
  89835. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  89836. * * 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
  89837. * * 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
  89838. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  89839. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  89840. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89841. * @param name defines the name of the mesh
  89842. * @param options defines the options used to create the mesh
  89843. * @param scene defines the hosting scene
  89844. * @returns the plane polygonal mesh
  89845. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  89846. */
  89847. static CreateDisc(name: string, options: {
  89848. radius?: number;
  89849. tessellation?: number;
  89850. arc?: number;
  89851. updatable?: boolean;
  89852. sideOrientation?: number;
  89853. frontUVs?: Vector4;
  89854. backUVs?: Vector4;
  89855. }, scene?: Nullable<Scene>): Mesh;
  89856. }
  89857. }
  89858. declare module BABYLON {
  89859. /**
  89860. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  89861. *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.
  89862. * The SPS is also a particle system. It provides some methods to manage the particles.
  89863. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  89864. *
  89865. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  89866. */
  89867. export class SolidParticleSystem implements IDisposable {
  89868. /**
  89869. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  89870. * Example : var p = SPS.particles[i];
  89871. */
  89872. particles: SolidParticle[];
  89873. /**
  89874. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  89875. */
  89876. nbParticles: number;
  89877. /**
  89878. * If the particles must ever face the camera (default false). Useful for planar particles.
  89879. */
  89880. billboard: boolean;
  89881. /**
  89882. * Recompute normals when adding a shape
  89883. */
  89884. recomputeNormals: boolean;
  89885. /**
  89886. * This a counter ofr your own usage. It's not set by any SPS functions.
  89887. */
  89888. counter: number;
  89889. /**
  89890. * The SPS name. This name is also given to the underlying mesh.
  89891. */
  89892. name: string;
  89893. /**
  89894. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  89895. */
  89896. mesh: Mesh;
  89897. /**
  89898. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  89899. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  89900. */
  89901. vars: any;
  89902. /**
  89903. * This array is populated when the SPS is set as 'pickable'.
  89904. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  89905. * Each element of this array is an object `{idx: int, faceId: int}`.
  89906. * `idx` is the picked particle index in the `SPS.particles` array
  89907. * `faceId` is the picked face index counted within this particle.
  89908. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  89909. */
  89910. pickedParticles: {
  89911. idx: number;
  89912. faceId: number;
  89913. }[];
  89914. /**
  89915. * This array is populated when `enableDepthSort` is set to true.
  89916. * Each element of this array is an instance of the class DepthSortedParticle.
  89917. */
  89918. depthSortedParticles: DepthSortedParticle[];
  89919. /**
  89920. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  89921. * @hidden
  89922. */
  89923. _bSphereOnly: boolean;
  89924. /**
  89925. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  89926. * @hidden
  89927. */
  89928. _bSphereRadiusFactor: number;
  89929. private _scene;
  89930. private _positions;
  89931. private _indices;
  89932. private _normals;
  89933. private _colors;
  89934. private _uvs;
  89935. private _indices32;
  89936. private _positions32;
  89937. private _normals32;
  89938. private _fixedNormal32;
  89939. private _colors32;
  89940. private _uvs32;
  89941. private _index;
  89942. private _updatable;
  89943. private _pickable;
  89944. private _isVisibilityBoxLocked;
  89945. private _alwaysVisible;
  89946. private _depthSort;
  89947. private _shapeCounter;
  89948. private _copy;
  89949. private _color;
  89950. private _computeParticleColor;
  89951. private _computeParticleTexture;
  89952. private _computeParticleRotation;
  89953. private _computeParticleVertex;
  89954. private _computeBoundingBox;
  89955. private _depthSortParticles;
  89956. private _camera;
  89957. private _mustUnrotateFixedNormals;
  89958. private _particlesIntersect;
  89959. private _needs32Bits;
  89960. /**
  89961. * Creates a SPS (Solid Particle System) object.
  89962. * @param name (String) is the SPS name, this will be the underlying mesh name.
  89963. * @param scene (Scene) is the scene in which the SPS is added.
  89964. * @param options defines the options of the sps e.g.
  89965. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  89966. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  89967. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  89968. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  89969. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  89970. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  89971. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  89972. */
  89973. constructor(name: string, scene: Scene, options?: {
  89974. updatable?: boolean;
  89975. isPickable?: boolean;
  89976. enableDepthSort?: boolean;
  89977. particleIntersection?: boolean;
  89978. boundingSphereOnly?: boolean;
  89979. bSphereRadiusFactor?: number;
  89980. });
  89981. /**
  89982. * Builds the SPS underlying mesh. Returns a standard Mesh.
  89983. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  89984. * @returns the created mesh
  89985. */
  89986. buildMesh(): Mesh;
  89987. /**
  89988. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  89989. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  89990. * Thus the particles generated from `digest()` have their property `position` set yet.
  89991. * @param mesh ( Mesh ) is the mesh to be digested
  89992. * @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
  89993. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  89994. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  89995. * @returns the current SPS
  89996. */
  89997. digest(mesh: Mesh, options?: {
  89998. facetNb?: number;
  89999. number?: number;
  90000. delta?: number;
  90001. }): SolidParticleSystem;
  90002. private _unrotateFixedNormals;
  90003. private _resetCopy;
  90004. private _meshBuilder;
  90005. private _posToShape;
  90006. private _uvsToShapeUV;
  90007. private _addParticle;
  90008. /**
  90009. * Adds some particles to the SPS from the model shape. Returns the shape id.
  90010. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  90011. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  90012. * @param nb (positive integer) the number of particles to be created from this model
  90013. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  90014. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  90015. * @returns the number of shapes in the system
  90016. */
  90017. addShape(mesh: Mesh, nb: number, options?: {
  90018. positionFunction?: any;
  90019. vertexFunction?: any;
  90020. }): number;
  90021. private _rebuildParticle;
  90022. /**
  90023. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  90024. * @returns the SPS.
  90025. */
  90026. rebuildMesh(): SolidParticleSystem;
  90027. /**
  90028. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  90029. * This method calls `updateParticle()` for each particle of the SPS.
  90030. * For an animated SPS, it is usually called within the render loop.
  90031. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  90032. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  90033. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  90034. * @returns the SPS.
  90035. */
  90036. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  90037. /**
  90038. * Disposes the SPS.
  90039. */
  90040. dispose(): void;
  90041. /**
  90042. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  90043. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90044. * @returns the SPS.
  90045. */
  90046. refreshVisibleSize(): SolidParticleSystem;
  90047. /**
  90048. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  90049. * @param size the size (float) of the visibility box
  90050. * note : this doesn't lock the SPS mesh bounding box.
  90051. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90052. */
  90053. setVisibilityBox(size: number): void;
  90054. /**
  90055. * Gets whether the SPS as always visible or not
  90056. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90057. */
  90058. /**
  90059. * Sets the SPS as always visible or not
  90060. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90061. */
  90062. isAlwaysVisible: boolean;
  90063. /**
  90064. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90065. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90066. */
  90067. /**
  90068. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90069. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90070. */
  90071. isVisibilityBoxLocked: boolean;
  90072. /**
  90073. * Tells to `setParticles()` to compute the particle rotations or not.
  90074. * Default value : true. The SPS is faster when it's set to false.
  90075. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90076. */
  90077. /**
  90078. * Gets if `setParticles()` computes the particle rotations or not.
  90079. * Default value : true. The SPS is faster when it's set to false.
  90080. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90081. */
  90082. computeParticleRotation: boolean;
  90083. /**
  90084. * Tells to `setParticles()` to compute the particle colors or not.
  90085. * Default value : true. The SPS is faster when it's set to false.
  90086. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90087. */
  90088. /**
  90089. * Gets if `setParticles()` computes the particle colors or not.
  90090. * Default value : true. The SPS is faster when it's set to false.
  90091. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90092. */
  90093. computeParticleColor: boolean;
  90094. /**
  90095. * Gets if `setParticles()` computes the particle textures or not.
  90096. * Default value : true. The SPS is faster when it's set to false.
  90097. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  90098. */
  90099. computeParticleTexture: boolean;
  90100. /**
  90101. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  90102. * Default value : false. The SPS is faster when it's set to false.
  90103. * Note : the particle custom vertex positions aren't stored values.
  90104. */
  90105. /**
  90106. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  90107. * Default value : false. The SPS is faster when it's set to false.
  90108. * Note : the particle custom vertex positions aren't stored values.
  90109. */
  90110. computeParticleVertex: boolean;
  90111. /**
  90112. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  90113. */
  90114. /**
  90115. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  90116. */
  90117. computeBoundingBox: boolean;
  90118. /**
  90119. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  90120. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90121. * Default : `true`
  90122. */
  90123. /**
  90124. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  90125. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90126. * Default : `true`
  90127. */
  90128. depthSortParticles: boolean;
  90129. /**
  90130. * This function does nothing. It may be overwritten to set all the particle first values.
  90131. * The SPS doesn't call this function, you may have to call it by your own.
  90132. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90133. */
  90134. initParticles(): void;
  90135. /**
  90136. * This function does nothing. It may be overwritten to recycle a particle.
  90137. * The SPS doesn't call this function, you may have to call it by your own.
  90138. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90139. * @param particle The particle to recycle
  90140. * @returns the recycled particle
  90141. */
  90142. recycleParticle(particle: SolidParticle): SolidParticle;
  90143. /**
  90144. * Updates a particle : this function should be overwritten by the user.
  90145. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  90146. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90147. * @example : just set a particle position or velocity and recycle conditions
  90148. * @param particle The particle to update
  90149. * @returns the updated particle
  90150. */
  90151. updateParticle(particle: SolidParticle): SolidParticle;
  90152. /**
  90153. * Updates a vertex of a particle : it can be overwritten by the user.
  90154. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  90155. * @param particle the current particle
  90156. * @param vertex the current index of the current particle
  90157. * @param pt the index of the current vertex in the particle shape
  90158. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  90159. * @example : just set a vertex particle position
  90160. * @returns the updated vertex
  90161. */
  90162. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  90163. /**
  90164. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  90165. * This does nothing and may be overwritten by the user.
  90166. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90167. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90168. * @param update the boolean update value actually passed to setParticles()
  90169. */
  90170. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  90171. /**
  90172. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  90173. * This will be passed three parameters.
  90174. * This does nothing and may be overwritten by the user.
  90175. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90176. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90177. * @param update the boolean update value actually passed to setParticles()
  90178. */
  90179. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  90180. }
  90181. }
  90182. declare module BABYLON {
  90183. /**
  90184. * Represents one particle of a solid particle system.
  90185. */
  90186. export class SolidParticle {
  90187. /**
  90188. * particle global index
  90189. */
  90190. idx: number;
  90191. /**
  90192. * The color of the particle
  90193. */
  90194. color: Nullable<Color4>;
  90195. /**
  90196. * The world space position of the particle.
  90197. */
  90198. position: Vector3;
  90199. /**
  90200. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  90201. */
  90202. rotation: Vector3;
  90203. /**
  90204. * The world space rotation quaternion of the particle.
  90205. */
  90206. rotationQuaternion: Nullable<Quaternion>;
  90207. /**
  90208. * The scaling of the particle.
  90209. */
  90210. scaling: Vector3;
  90211. /**
  90212. * The uvs of the particle.
  90213. */
  90214. uvs: Vector4;
  90215. /**
  90216. * The current speed of the particle.
  90217. */
  90218. velocity: Vector3;
  90219. /**
  90220. * The pivot point in the particle local space.
  90221. */
  90222. pivot: Vector3;
  90223. /**
  90224. * Must the particle be translated from its pivot point in its local space ?
  90225. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  90226. * Default : false
  90227. */
  90228. translateFromPivot: boolean;
  90229. /**
  90230. * Is the particle active or not ?
  90231. */
  90232. alive: boolean;
  90233. /**
  90234. * Is the particle visible or not ?
  90235. */
  90236. isVisible: boolean;
  90237. /**
  90238. * Index of this particle in the global "positions" array (Internal use)
  90239. * @hidden
  90240. */
  90241. _pos: number;
  90242. /**
  90243. * @hidden Index of this particle in the global "indices" array (Internal use)
  90244. */
  90245. _ind: number;
  90246. /**
  90247. * @hidden ModelShape of this particle (Internal use)
  90248. */
  90249. _model: ModelShape;
  90250. /**
  90251. * ModelShape id of this particle
  90252. */
  90253. shapeId: number;
  90254. /**
  90255. * Index of the particle in its shape id
  90256. */
  90257. idxInShape: number;
  90258. /**
  90259. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  90260. */
  90261. _modelBoundingInfo: BoundingInfo;
  90262. /**
  90263. * @hidden Particle BoundingInfo object (Internal use)
  90264. */
  90265. _boundingInfo: BoundingInfo;
  90266. /**
  90267. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  90268. */
  90269. _sps: SolidParticleSystem;
  90270. /**
  90271. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  90272. */
  90273. _stillInvisible: boolean;
  90274. /**
  90275. * @hidden Last computed particle rotation matrix
  90276. */
  90277. _rotationMatrix: number[];
  90278. /**
  90279. * Parent particle Id, if any.
  90280. * Default null.
  90281. */
  90282. parentId: Nullable<number>;
  90283. /**
  90284. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  90285. * The possible values are :
  90286. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  90287. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90288. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  90289. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  90290. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90291. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  90292. * */
  90293. cullingStrategy: number;
  90294. /**
  90295. * @hidden Internal global position in the SPS.
  90296. */
  90297. _globalPosition: Vector3;
  90298. /**
  90299. * Creates a Solid Particle object.
  90300. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  90301. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  90302. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  90303. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  90304. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  90305. * @param shapeId (integer) is the model shape identifier in the SPS.
  90306. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  90307. * @param sps defines the sps it is associated to
  90308. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  90309. */
  90310. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  90311. /**
  90312. * Legacy support, changed scale to scaling
  90313. */
  90314. /**
  90315. * Legacy support, changed scale to scaling
  90316. */
  90317. scale: Vector3;
  90318. /**
  90319. * Legacy support, changed quaternion to rotationQuaternion
  90320. */
  90321. /**
  90322. * Legacy support, changed quaternion to rotationQuaternion
  90323. */
  90324. quaternion: Nullable<Quaternion>;
  90325. /**
  90326. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  90327. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  90328. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  90329. * @returns true if it intersects
  90330. */
  90331. intersectsMesh(target: Mesh | SolidParticle): boolean;
  90332. /**
  90333. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  90334. * A particle is in the frustum if its bounding box intersects the frustum
  90335. * @param frustumPlanes defines the frustum to test
  90336. * @returns true if the particle is in the frustum planes
  90337. */
  90338. isInFrustum(frustumPlanes: Plane[]): boolean;
  90339. /**
  90340. * get the rotation matrix of the particle
  90341. * @hidden
  90342. */
  90343. getRotationMatrix(m: Matrix): void;
  90344. }
  90345. /**
  90346. * Represents the shape of the model used by one particle of a solid particle system.
  90347. * SPS internal tool, don't use it manually.
  90348. */
  90349. export class ModelShape {
  90350. /**
  90351. * The shape id
  90352. * @hidden
  90353. */
  90354. shapeID: number;
  90355. /**
  90356. * flat array of model positions (internal use)
  90357. * @hidden
  90358. */
  90359. _shape: Vector3[];
  90360. /**
  90361. * flat array of model UVs (internal use)
  90362. * @hidden
  90363. */
  90364. _shapeUV: number[];
  90365. /**
  90366. * length of the shape in the model indices array (internal use)
  90367. * @hidden
  90368. */
  90369. _indicesLength: number;
  90370. /**
  90371. * Custom position function (internal use)
  90372. * @hidden
  90373. */
  90374. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  90375. /**
  90376. * Custom vertex function (internal use)
  90377. * @hidden
  90378. */
  90379. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  90380. /**
  90381. * 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.
  90382. * SPS internal tool, don't use it manually.
  90383. * @hidden
  90384. */
  90385. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  90386. }
  90387. /**
  90388. * Represents a Depth Sorted Particle in the solid particle system.
  90389. */
  90390. export class DepthSortedParticle {
  90391. /**
  90392. * Index of the particle in the "indices" array
  90393. */
  90394. ind: number;
  90395. /**
  90396. * Length of the particle shape in the "indices" array
  90397. */
  90398. indicesLength: number;
  90399. /**
  90400. * Squared distance from the particle to the camera
  90401. */
  90402. sqDistance: number;
  90403. }
  90404. }
  90405. declare module BABYLON {
  90406. /**
  90407. * @hidden
  90408. */
  90409. export class _MeshCollisionData {
  90410. _checkCollisions: boolean;
  90411. _collisionMask: number;
  90412. _collisionGroup: number;
  90413. _collider: Nullable<Collider>;
  90414. _oldPositionForCollisions: Vector3;
  90415. _diffPositionForCollisions: Vector3;
  90416. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  90417. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  90418. }
  90419. }
  90420. declare module BABYLON {
  90421. /** @hidden */
  90422. class _FacetDataStorage {
  90423. facetPositions: Vector3[];
  90424. facetNormals: Vector3[];
  90425. facetPartitioning: number[][];
  90426. facetNb: number;
  90427. partitioningSubdivisions: number;
  90428. partitioningBBoxRatio: number;
  90429. facetDataEnabled: boolean;
  90430. facetParameters: any;
  90431. bbSize: Vector3;
  90432. subDiv: {
  90433. max: number;
  90434. X: number;
  90435. Y: number;
  90436. Z: number;
  90437. };
  90438. facetDepthSort: boolean;
  90439. facetDepthSortEnabled: boolean;
  90440. depthSortedIndices: IndicesArray;
  90441. depthSortedFacets: {
  90442. ind: number;
  90443. sqDistance: number;
  90444. }[];
  90445. facetDepthSortFunction: (f1: {
  90446. ind: number;
  90447. sqDistance: number;
  90448. }, f2: {
  90449. ind: number;
  90450. sqDistance: number;
  90451. }) => number;
  90452. facetDepthSortFrom: Vector3;
  90453. facetDepthSortOrigin: Vector3;
  90454. invertedMatrix: Matrix;
  90455. }
  90456. /**
  90457. * @hidden
  90458. **/
  90459. class _InternalAbstractMeshDataInfo {
  90460. _hasVertexAlpha: boolean;
  90461. _useVertexColors: boolean;
  90462. _numBoneInfluencers: number;
  90463. _applyFog: boolean;
  90464. _receiveShadows: boolean;
  90465. _facetData: _FacetDataStorage;
  90466. _visibility: number;
  90467. _skeleton: Nullable<Skeleton>;
  90468. _layerMask: number;
  90469. _computeBonesUsingShaders: boolean;
  90470. _isActive: boolean;
  90471. _onlyForInstances: boolean;
  90472. _isActiveIntermediate: boolean;
  90473. _onlyForInstancesIntermediate: boolean;
  90474. }
  90475. /**
  90476. * Class used to store all common mesh properties
  90477. */
  90478. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  90479. /** No occlusion */
  90480. static OCCLUSION_TYPE_NONE: number;
  90481. /** Occlusion set to optimisitic */
  90482. static OCCLUSION_TYPE_OPTIMISTIC: number;
  90483. /** Occlusion set to strict */
  90484. static OCCLUSION_TYPE_STRICT: number;
  90485. /** Use an accurante occlusion algorithm */
  90486. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  90487. /** Use a conservative occlusion algorithm */
  90488. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  90489. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  90490. * Test order :
  90491. * Is the bounding sphere outside the frustum ?
  90492. * If not, are the bounding box vertices outside the frustum ?
  90493. * It not, then the cullable object is in the frustum.
  90494. */
  90495. static readonly CULLINGSTRATEGY_STANDARD: number;
  90496. /** Culling strategy : Bounding Sphere Only.
  90497. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  90498. * It's also less accurate than the standard because some not visible objects can still be selected.
  90499. * Test : is the bounding sphere outside the frustum ?
  90500. * If not, then the cullable object is in the frustum.
  90501. */
  90502. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  90503. /** Culling strategy : Optimistic Inclusion.
  90504. * This in an inclusion test first, then the standard exclusion test.
  90505. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  90506. * 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.
  90507. * Anyway, it's as accurate as the standard strategy.
  90508. * Test :
  90509. * Is the cullable object bounding sphere center in the frustum ?
  90510. * If not, apply the default culling strategy.
  90511. */
  90512. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  90513. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  90514. * This in an inclusion test first, then the bounding sphere only exclusion test.
  90515. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  90516. * 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.
  90517. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  90518. * Test :
  90519. * Is the cullable object bounding sphere center in the frustum ?
  90520. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  90521. */
  90522. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  90523. /**
  90524. * No billboard
  90525. */
  90526. static readonly BILLBOARDMODE_NONE: number;
  90527. /** Billboard on X axis */
  90528. static readonly BILLBOARDMODE_X: number;
  90529. /** Billboard on Y axis */
  90530. static readonly BILLBOARDMODE_Y: number;
  90531. /** Billboard on Z axis */
  90532. static readonly BILLBOARDMODE_Z: number;
  90533. /** Billboard on all axes */
  90534. static readonly BILLBOARDMODE_ALL: number;
  90535. /** Billboard on using position instead of orientation */
  90536. static readonly BILLBOARDMODE_USE_POSITION: number;
  90537. /** @hidden */
  90538. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  90539. /**
  90540. * The culling strategy to use to check whether the mesh must be rendered or not.
  90541. * This value can be changed at any time and will be used on the next render mesh selection.
  90542. * The possible values are :
  90543. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  90544. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90545. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  90546. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  90547. * Please read each static variable documentation to get details about the culling process.
  90548. * */
  90549. cullingStrategy: number;
  90550. /**
  90551. * Gets the number of facets in the mesh
  90552. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  90553. */
  90554. readonly facetNb: number;
  90555. /**
  90556. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  90557. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  90558. */
  90559. partitioningSubdivisions: number;
  90560. /**
  90561. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  90562. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  90563. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  90564. */
  90565. partitioningBBoxRatio: number;
  90566. /**
  90567. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  90568. * Works only for updatable meshes.
  90569. * Doesn't work with multi-materials
  90570. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  90571. */
  90572. mustDepthSortFacets: boolean;
  90573. /**
  90574. * The location (Vector3) where the facet depth sort must be computed from.
  90575. * By default, the active camera position.
  90576. * Used only when facet depth sort is enabled
  90577. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  90578. */
  90579. facetDepthSortFrom: Vector3;
  90580. /**
  90581. * gets a boolean indicating if facetData is enabled
  90582. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  90583. */
  90584. readonly isFacetDataEnabled: boolean;
  90585. /** @hidden */
  90586. _updateNonUniformScalingState(value: boolean): boolean;
  90587. /**
  90588. * An event triggered when this mesh collides with another one
  90589. */
  90590. onCollideObservable: Observable<AbstractMesh>;
  90591. /** Set a function to call when this mesh collides with another one */
  90592. onCollide: () => void;
  90593. /**
  90594. * An event triggered when the collision's position changes
  90595. */
  90596. onCollisionPositionChangeObservable: Observable<Vector3>;
  90597. /** Set a function to call when the collision's position changes */
  90598. onCollisionPositionChange: () => void;
  90599. /**
  90600. * An event triggered when material is changed
  90601. */
  90602. onMaterialChangedObservable: Observable<AbstractMesh>;
  90603. /**
  90604. * Gets or sets the orientation for POV movement & rotation
  90605. */
  90606. definedFacingForward: boolean;
  90607. /** @hidden */
  90608. _occlusionQuery: Nullable<WebGLQuery>;
  90609. /** @hidden */
  90610. _renderingGroup: Nullable<RenderingGroup>;
  90611. /**
  90612. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  90613. */
  90614. /**
  90615. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  90616. */
  90617. visibility: number;
  90618. /** Gets or sets the alpha index used to sort transparent meshes
  90619. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  90620. */
  90621. alphaIndex: number;
  90622. /**
  90623. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  90624. */
  90625. isVisible: boolean;
  90626. /**
  90627. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  90628. */
  90629. isPickable: boolean;
  90630. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  90631. showSubMeshesBoundingBox: boolean;
  90632. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  90633. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  90634. */
  90635. isBlocker: boolean;
  90636. /**
  90637. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  90638. */
  90639. enablePointerMoveEvents: boolean;
  90640. /**
  90641. * Specifies the rendering group id for this mesh (0 by default)
  90642. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  90643. */
  90644. renderingGroupId: number;
  90645. private _material;
  90646. /** Gets or sets current material */
  90647. material: Nullable<Material>;
  90648. /**
  90649. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  90650. * @see http://doc.babylonjs.com/babylon101/shadows
  90651. */
  90652. receiveShadows: boolean;
  90653. /** Defines color to use when rendering outline */
  90654. outlineColor: Color3;
  90655. /** Define width to use when rendering outline */
  90656. outlineWidth: number;
  90657. /** Defines color to use when rendering overlay */
  90658. overlayColor: Color3;
  90659. /** Defines alpha to use when rendering overlay */
  90660. overlayAlpha: number;
  90661. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  90662. hasVertexAlpha: boolean;
  90663. /** 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) */
  90664. useVertexColors: boolean;
  90665. /**
  90666. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  90667. */
  90668. computeBonesUsingShaders: boolean;
  90669. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  90670. numBoneInfluencers: number;
  90671. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  90672. applyFog: boolean;
  90673. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  90674. useOctreeForRenderingSelection: boolean;
  90675. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  90676. useOctreeForPicking: boolean;
  90677. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  90678. useOctreeForCollisions: boolean;
  90679. /**
  90680. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  90681. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  90682. */
  90683. layerMask: number;
  90684. /**
  90685. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  90686. */
  90687. alwaysSelectAsActiveMesh: boolean;
  90688. /**
  90689. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  90690. */
  90691. doNotSyncBoundingInfo: boolean;
  90692. /**
  90693. * Gets or sets the current action manager
  90694. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90695. */
  90696. actionManager: Nullable<AbstractActionManager>;
  90697. private _meshCollisionData;
  90698. /**
  90699. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  90700. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90701. */
  90702. ellipsoid: Vector3;
  90703. /**
  90704. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  90705. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90706. */
  90707. ellipsoidOffset: Vector3;
  90708. /**
  90709. * Gets or sets a collision mask used to mask collisions (default is -1).
  90710. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90711. */
  90712. collisionMask: number;
  90713. /**
  90714. * Gets or sets the current collision group mask (-1 by default).
  90715. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90716. */
  90717. collisionGroup: number;
  90718. /**
  90719. * Defines edge width used when edgesRenderer is enabled
  90720. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90721. */
  90722. edgesWidth: number;
  90723. /**
  90724. * Defines edge color used when edgesRenderer is enabled
  90725. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90726. */
  90727. edgesColor: Color4;
  90728. /** @hidden */
  90729. _edgesRenderer: Nullable<IEdgesRenderer>;
  90730. /** @hidden */
  90731. _masterMesh: Nullable<AbstractMesh>;
  90732. /** @hidden */
  90733. _boundingInfo: Nullable<BoundingInfo>;
  90734. /** @hidden */
  90735. _renderId: number;
  90736. /**
  90737. * Gets or sets the list of subMeshes
  90738. * @see http://doc.babylonjs.com/how_to/multi_materials
  90739. */
  90740. subMeshes: SubMesh[];
  90741. /** @hidden */
  90742. _intersectionsInProgress: AbstractMesh[];
  90743. /** @hidden */
  90744. _unIndexed: boolean;
  90745. /** @hidden */
  90746. _lightSources: Light[];
  90747. /** Gets the list of lights affecting that mesh */
  90748. readonly lightSources: Light[];
  90749. /** @hidden */
  90750. readonly _positions: Nullable<Vector3[]>;
  90751. /** @hidden */
  90752. _waitingData: {
  90753. lods: Nullable<any>;
  90754. actions: Nullable<any>;
  90755. freezeWorldMatrix: Nullable<boolean>;
  90756. };
  90757. /** @hidden */
  90758. _bonesTransformMatrices: Nullable<Float32Array>;
  90759. /** @hidden */
  90760. _transformMatrixTexture: Nullable<RawTexture>;
  90761. /**
  90762. * Gets or sets a skeleton to apply skining transformations
  90763. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  90764. */
  90765. skeleton: Nullable<Skeleton>;
  90766. /**
  90767. * An event triggered when the mesh is rebuilt.
  90768. */
  90769. onRebuildObservable: Observable<AbstractMesh>;
  90770. /**
  90771. * Creates a new AbstractMesh
  90772. * @param name defines the name of the mesh
  90773. * @param scene defines the hosting scene
  90774. */
  90775. constructor(name: string, scene?: Nullable<Scene>);
  90776. /**
  90777. * Returns the string "AbstractMesh"
  90778. * @returns "AbstractMesh"
  90779. */
  90780. getClassName(): string;
  90781. /**
  90782. * Gets a string representation of the current mesh
  90783. * @param fullDetails defines a boolean indicating if full details must be included
  90784. * @returns a string representation of the current mesh
  90785. */
  90786. toString(fullDetails?: boolean): string;
  90787. /**
  90788. * @hidden
  90789. */
  90790. protected _getEffectiveParent(): Nullable<Node>;
  90791. /** @hidden */
  90792. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90793. /** @hidden */
  90794. _rebuild(): void;
  90795. /** @hidden */
  90796. _resyncLightSources(): void;
  90797. /** @hidden */
  90798. _resyncLighSource(light: Light): void;
  90799. /** @hidden */
  90800. _unBindEffect(): void;
  90801. /** @hidden */
  90802. _removeLightSource(light: Light): void;
  90803. private _markSubMeshesAsDirty;
  90804. /** @hidden */
  90805. _markSubMeshesAsLightDirty(): void;
  90806. /** @hidden */
  90807. _markSubMeshesAsAttributesDirty(): void;
  90808. /** @hidden */
  90809. _markSubMeshesAsMiscDirty(): void;
  90810. /**
  90811. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  90812. */
  90813. scaling: Vector3;
  90814. /**
  90815. * Returns true if the mesh is blocked. Implemented by child classes
  90816. */
  90817. readonly isBlocked: boolean;
  90818. /**
  90819. * Returns the mesh itself by default. Implemented by child classes
  90820. * @param camera defines the camera to use to pick the right LOD level
  90821. * @returns the currentAbstractMesh
  90822. */
  90823. getLOD(camera: Camera): Nullable<AbstractMesh>;
  90824. /**
  90825. * Returns 0 by default. Implemented by child classes
  90826. * @returns an integer
  90827. */
  90828. getTotalVertices(): number;
  90829. /**
  90830. * Returns a positive integer : the total number of indices in this mesh geometry.
  90831. * @returns the numner of indices or zero if the mesh has no geometry.
  90832. */
  90833. getTotalIndices(): number;
  90834. /**
  90835. * Returns null by default. Implemented by child classes
  90836. * @returns null
  90837. */
  90838. getIndices(): Nullable<IndicesArray>;
  90839. /**
  90840. * Returns the array of the requested vertex data kind. Implemented by child classes
  90841. * @param kind defines the vertex data kind to use
  90842. * @returns null
  90843. */
  90844. getVerticesData(kind: string): Nullable<FloatArray>;
  90845. /**
  90846. * Sets the vertex data of the mesh geometry for the requested `kind`.
  90847. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  90848. * Note that a new underlying VertexBuffer object is created each call.
  90849. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  90850. * @param kind defines vertex data kind:
  90851. * * VertexBuffer.PositionKind
  90852. * * VertexBuffer.UVKind
  90853. * * VertexBuffer.UV2Kind
  90854. * * VertexBuffer.UV3Kind
  90855. * * VertexBuffer.UV4Kind
  90856. * * VertexBuffer.UV5Kind
  90857. * * VertexBuffer.UV6Kind
  90858. * * VertexBuffer.ColorKind
  90859. * * VertexBuffer.MatricesIndicesKind
  90860. * * VertexBuffer.MatricesIndicesExtraKind
  90861. * * VertexBuffer.MatricesWeightsKind
  90862. * * VertexBuffer.MatricesWeightsExtraKind
  90863. * @param data defines the data source
  90864. * @param updatable defines if the data must be flagged as updatable (or static)
  90865. * @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
  90866. * @returns the current mesh
  90867. */
  90868. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  90869. /**
  90870. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  90871. * If the mesh has no geometry, it is simply returned as it is.
  90872. * @param kind defines vertex data kind:
  90873. * * VertexBuffer.PositionKind
  90874. * * VertexBuffer.UVKind
  90875. * * VertexBuffer.UV2Kind
  90876. * * VertexBuffer.UV3Kind
  90877. * * VertexBuffer.UV4Kind
  90878. * * VertexBuffer.UV5Kind
  90879. * * VertexBuffer.UV6Kind
  90880. * * VertexBuffer.ColorKind
  90881. * * VertexBuffer.MatricesIndicesKind
  90882. * * VertexBuffer.MatricesIndicesExtraKind
  90883. * * VertexBuffer.MatricesWeightsKind
  90884. * * VertexBuffer.MatricesWeightsExtraKind
  90885. * @param data defines the data source
  90886. * @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
  90887. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  90888. * @returns the current mesh
  90889. */
  90890. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  90891. /**
  90892. * Sets the mesh indices,
  90893. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  90894. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  90895. * @param totalVertices Defines the total number of vertices
  90896. * @returns the current mesh
  90897. */
  90898. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  90899. /**
  90900. * Gets a boolean indicating if specific vertex data is present
  90901. * @param kind defines the vertex data kind to use
  90902. * @returns true is data kind is present
  90903. */
  90904. isVerticesDataPresent(kind: string): boolean;
  90905. /**
  90906. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  90907. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  90908. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  90909. * @returns a BoundingInfo
  90910. */
  90911. getBoundingInfo(): BoundingInfo;
  90912. /**
  90913. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  90914. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  90915. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  90916. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  90917. * @returns the current mesh
  90918. */
  90919. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  90920. /**
  90921. * Overwrite the current bounding info
  90922. * @param boundingInfo defines the new bounding info
  90923. * @returns the current mesh
  90924. */
  90925. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  90926. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  90927. readonly useBones: boolean;
  90928. /** @hidden */
  90929. _preActivate(): void;
  90930. /** @hidden */
  90931. _preActivateForIntermediateRendering(renderId: number): void;
  90932. /** @hidden */
  90933. _activate(renderId: number, intermediateRendering: boolean): boolean;
  90934. /** @hidden */
  90935. _postActivate(): void;
  90936. /** @hidden */
  90937. _freeze(): void;
  90938. /** @hidden */
  90939. _unFreeze(): void;
  90940. /**
  90941. * Gets the current world matrix
  90942. * @returns a Matrix
  90943. */
  90944. getWorldMatrix(): Matrix;
  90945. /** @hidden */
  90946. _getWorldMatrixDeterminant(): number;
  90947. /**
  90948. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  90949. */
  90950. readonly isAnInstance: boolean;
  90951. /**
  90952. * Gets a boolean indicating if this mesh has instances
  90953. */
  90954. readonly hasInstances: boolean;
  90955. /**
  90956. * Perform relative position change from the point of view of behind the front of the mesh.
  90957. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90958. * Supports definition of mesh facing forward or backward
  90959. * @param amountRight defines the distance on the right axis
  90960. * @param amountUp defines the distance on the up axis
  90961. * @param amountForward defines the distance on the forward axis
  90962. * @returns the current mesh
  90963. */
  90964. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  90965. /**
  90966. * Calculate relative position change from the point of view of behind the front of the mesh.
  90967. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90968. * Supports definition of mesh facing forward or backward
  90969. * @param amountRight defines the distance on the right axis
  90970. * @param amountUp defines the distance on the up axis
  90971. * @param amountForward defines the distance on the forward axis
  90972. * @returns the new displacement vector
  90973. */
  90974. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  90975. /**
  90976. * Perform relative rotation change from the point of view of behind the front of the mesh.
  90977. * Supports definition of mesh facing forward or backward
  90978. * @param flipBack defines the flip
  90979. * @param twirlClockwise defines the twirl
  90980. * @param tiltRight defines the tilt
  90981. * @returns the current mesh
  90982. */
  90983. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  90984. /**
  90985. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  90986. * Supports definition of mesh facing forward or backward.
  90987. * @param flipBack defines the flip
  90988. * @param twirlClockwise defines the twirl
  90989. * @param tiltRight defines the tilt
  90990. * @returns the new rotation vector
  90991. */
  90992. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  90993. /**
  90994. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  90995. * This means the mesh underlying bounding box and sphere are recomputed.
  90996. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  90997. * @returns the current mesh
  90998. */
  90999. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  91000. /** @hidden */
  91001. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  91002. /** @hidden */
  91003. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  91004. /** @hidden */
  91005. _updateBoundingInfo(): AbstractMesh;
  91006. /** @hidden */
  91007. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  91008. /** @hidden */
  91009. protected _afterComputeWorldMatrix(): void;
  91010. /** @hidden */
  91011. readonly _effectiveMesh: AbstractMesh;
  91012. /**
  91013. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91014. * A mesh is in the frustum if its bounding box intersects the frustum
  91015. * @param frustumPlanes defines the frustum to test
  91016. * @returns true if the mesh is in the frustum planes
  91017. */
  91018. isInFrustum(frustumPlanes: Plane[]): boolean;
  91019. /**
  91020. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  91021. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  91022. * @param frustumPlanes defines the frustum to test
  91023. * @returns true if the mesh is completely in the frustum planes
  91024. */
  91025. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  91026. /**
  91027. * True if the mesh intersects another mesh or a SolidParticle object
  91028. * @param mesh defines a target mesh or SolidParticle to test
  91029. * @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)
  91030. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  91031. * @returns true if there is an intersection
  91032. */
  91033. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  91034. /**
  91035. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  91036. * @param point defines the point to test
  91037. * @returns true if there is an intersection
  91038. */
  91039. intersectsPoint(point: Vector3): boolean;
  91040. /**
  91041. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  91042. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91043. */
  91044. checkCollisions: boolean;
  91045. /**
  91046. * Gets Collider object used to compute collisions (not physics)
  91047. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91048. */
  91049. readonly collider: Nullable<Collider>;
  91050. /**
  91051. * Move the mesh using collision engine
  91052. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91053. * @param displacement defines the requested displacement vector
  91054. * @returns the current mesh
  91055. */
  91056. moveWithCollisions(displacement: Vector3): AbstractMesh;
  91057. private _onCollisionPositionChange;
  91058. /** @hidden */
  91059. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  91060. /** @hidden */
  91061. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  91062. /** @hidden */
  91063. _checkCollision(collider: Collider): AbstractMesh;
  91064. /** @hidden */
  91065. _generatePointsArray(): boolean;
  91066. /**
  91067. * Checks if the passed Ray intersects with the mesh
  91068. * @param ray defines the ray to use
  91069. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  91070. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  91071. * @returns the picking info
  91072. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  91073. */
  91074. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  91075. /**
  91076. * Clones the current mesh
  91077. * @param name defines the mesh name
  91078. * @param newParent defines the new mesh parent
  91079. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  91080. * @returns the new mesh
  91081. */
  91082. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  91083. /**
  91084. * Disposes all the submeshes of the current meshnp
  91085. * @returns the current mesh
  91086. */
  91087. releaseSubMeshes(): AbstractMesh;
  91088. /**
  91089. * Releases resources associated with this abstract mesh.
  91090. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91091. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91092. */
  91093. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91094. /**
  91095. * Adds the passed mesh as a child to the current mesh
  91096. * @param mesh defines the child mesh
  91097. * @returns the current mesh
  91098. */
  91099. addChild(mesh: AbstractMesh): AbstractMesh;
  91100. /**
  91101. * Removes the passed mesh from the current mesh children list
  91102. * @param mesh defines the child mesh
  91103. * @returns the current mesh
  91104. */
  91105. removeChild(mesh: AbstractMesh): AbstractMesh;
  91106. /** @hidden */
  91107. private _initFacetData;
  91108. /**
  91109. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  91110. * This method can be called within the render loop.
  91111. * 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
  91112. * @returns the current mesh
  91113. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91114. */
  91115. updateFacetData(): AbstractMesh;
  91116. /**
  91117. * Returns the facetLocalNormals array.
  91118. * The normals are expressed in the mesh local spac
  91119. * @returns an array of Vector3
  91120. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91121. */
  91122. getFacetLocalNormals(): Vector3[];
  91123. /**
  91124. * Returns the facetLocalPositions array.
  91125. * The facet positions are expressed in the mesh local space
  91126. * @returns an array of Vector3
  91127. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91128. */
  91129. getFacetLocalPositions(): Vector3[];
  91130. /**
  91131. * Returns the facetLocalPartioning array
  91132. * @returns an array of array of numbers
  91133. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91134. */
  91135. getFacetLocalPartitioning(): number[][];
  91136. /**
  91137. * Returns the i-th facet position in the world system.
  91138. * This method allocates a new Vector3 per call
  91139. * @param i defines the facet index
  91140. * @returns a new Vector3
  91141. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91142. */
  91143. getFacetPosition(i: number): Vector3;
  91144. /**
  91145. * Sets the reference Vector3 with the i-th facet position in the world system
  91146. * @param i defines the facet index
  91147. * @param ref defines the target vector
  91148. * @returns the current mesh
  91149. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91150. */
  91151. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  91152. /**
  91153. * Returns the i-th facet normal in the world system.
  91154. * This method allocates a new Vector3 per call
  91155. * @param i defines the facet index
  91156. * @returns a new Vector3
  91157. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91158. */
  91159. getFacetNormal(i: number): Vector3;
  91160. /**
  91161. * Sets the reference Vector3 with the i-th facet normal in the world system
  91162. * @param i defines the facet index
  91163. * @param ref defines the target vector
  91164. * @returns the current mesh
  91165. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91166. */
  91167. getFacetNormalToRef(i: number, ref: Vector3): this;
  91168. /**
  91169. * 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)
  91170. * @param x defines x coordinate
  91171. * @param y defines y coordinate
  91172. * @param z defines z coordinate
  91173. * @returns the array of facet indexes
  91174. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91175. */
  91176. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  91177. /**
  91178. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  91179. * @param projected sets as the (x,y,z) world projection on the facet
  91180. * @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
  91181. * @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
  91182. * @param x defines x coordinate
  91183. * @param y defines y coordinate
  91184. * @param z defines z coordinate
  91185. * @returns the face index if found (or null instead)
  91186. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91187. */
  91188. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91189. /**
  91190. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  91191. * @param projected sets as the (x,y,z) local projection on the facet
  91192. * @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
  91193. * @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
  91194. * @param x defines x coordinate
  91195. * @param y defines y coordinate
  91196. * @param z defines z coordinate
  91197. * @returns the face index if found (or null instead)
  91198. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91199. */
  91200. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91201. /**
  91202. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  91203. * @returns the parameters
  91204. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91205. */
  91206. getFacetDataParameters(): any;
  91207. /**
  91208. * Disables the feature FacetData and frees the related memory
  91209. * @returns the current mesh
  91210. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91211. */
  91212. disableFacetData(): AbstractMesh;
  91213. /**
  91214. * Updates the AbstractMesh indices array
  91215. * @param indices defines the data source
  91216. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  91217. * @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)
  91218. * @returns the current mesh
  91219. */
  91220. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  91221. /**
  91222. * Creates new normals data for the mesh
  91223. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  91224. * @returns the current mesh
  91225. */
  91226. createNormals(updatable: boolean): AbstractMesh;
  91227. /**
  91228. * Align the mesh with a normal
  91229. * @param normal defines the normal to use
  91230. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  91231. * @returns the current mesh
  91232. */
  91233. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  91234. /** @hidden */
  91235. _checkOcclusionQuery(): boolean;
  91236. /**
  91237. * Disables the mesh edge rendering mode
  91238. * @returns the currentAbstractMesh
  91239. */
  91240. disableEdgesRendering(): AbstractMesh;
  91241. /**
  91242. * Enables the edge rendering mode on the mesh.
  91243. * This mode makes the mesh edges visible
  91244. * @param epsilon defines the maximal distance between two angles to detect a face
  91245. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  91246. * @returns the currentAbstractMesh
  91247. * @see https://www.babylonjs-playground.com/#19O9TU#0
  91248. */
  91249. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  91250. }
  91251. }
  91252. declare module BABYLON {
  91253. /**
  91254. * Interface used to define ActionEvent
  91255. */
  91256. export interface IActionEvent {
  91257. /** The mesh or sprite that triggered the action */
  91258. source: any;
  91259. /** The X mouse cursor position at the time of the event */
  91260. pointerX: number;
  91261. /** The Y mouse cursor position at the time of the event */
  91262. pointerY: number;
  91263. /** The mesh that is currently pointed at (can be null) */
  91264. meshUnderPointer: Nullable<AbstractMesh>;
  91265. /** the original (browser) event that triggered the ActionEvent */
  91266. sourceEvent?: any;
  91267. /** additional data for the event */
  91268. additionalData?: any;
  91269. }
  91270. /**
  91271. * ActionEvent is the event being sent when an action is triggered.
  91272. */
  91273. export class ActionEvent implements IActionEvent {
  91274. /** The mesh or sprite that triggered the action */
  91275. source: any;
  91276. /** The X mouse cursor position at the time of the event */
  91277. pointerX: number;
  91278. /** The Y mouse cursor position at the time of the event */
  91279. pointerY: number;
  91280. /** The mesh that is currently pointed at (can be null) */
  91281. meshUnderPointer: Nullable<AbstractMesh>;
  91282. /** the original (browser) event that triggered the ActionEvent */
  91283. sourceEvent?: any;
  91284. /** additional data for the event */
  91285. additionalData?: any;
  91286. /**
  91287. * Creates a new ActionEvent
  91288. * @param source The mesh or sprite that triggered the action
  91289. * @param pointerX The X mouse cursor position at the time of the event
  91290. * @param pointerY The Y mouse cursor position at the time of the event
  91291. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  91292. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  91293. * @param additionalData additional data for the event
  91294. */
  91295. constructor(
  91296. /** The mesh or sprite that triggered the action */
  91297. source: any,
  91298. /** The X mouse cursor position at the time of the event */
  91299. pointerX: number,
  91300. /** The Y mouse cursor position at the time of the event */
  91301. pointerY: number,
  91302. /** The mesh that is currently pointed at (can be null) */
  91303. meshUnderPointer: Nullable<AbstractMesh>,
  91304. /** the original (browser) event that triggered the ActionEvent */
  91305. sourceEvent?: any,
  91306. /** additional data for the event */
  91307. additionalData?: any);
  91308. /**
  91309. * Helper function to auto-create an ActionEvent from a source mesh.
  91310. * @param source The source mesh that triggered the event
  91311. * @param evt The original (browser) event
  91312. * @param additionalData additional data for the event
  91313. * @returns the new ActionEvent
  91314. */
  91315. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  91316. /**
  91317. * Helper function to auto-create an ActionEvent from a source sprite
  91318. * @param source The source sprite that triggered the event
  91319. * @param scene Scene associated with the sprite
  91320. * @param evt The original (browser) event
  91321. * @param additionalData additional data for the event
  91322. * @returns the new ActionEvent
  91323. */
  91324. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  91325. /**
  91326. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  91327. * @param scene the scene where the event occurred
  91328. * @param evt The original (browser) event
  91329. * @returns the new ActionEvent
  91330. */
  91331. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  91332. /**
  91333. * Helper function to auto-create an ActionEvent from a primitive
  91334. * @param prim defines the target primitive
  91335. * @param pointerPos defines the pointer position
  91336. * @param evt The original (browser) event
  91337. * @param additionalData additional data for the event
  91338. * @returns the new ActionEvent
  91339. */
  91340. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  91341. }
  91342. }
  91343. declare module BABYLON {
  91344. /**
  91345. * Abstract class used to decouple action Manager from scene and meshes.
  91346. * Do not instantiate.
  91347. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91348. */
  91349. export abstract class AbstractActionManager implements IDisposable {
  91350. /** Gets the list of active triggers */
  91351. static Triggers: {
  91352. [key: string]: number;
  91353. };
  91354. /** Gets the cursor to use when hovering items */
  91355. hoverCursor: string;
  91356. /** Gets the list of actions */
  91357. actions: IAction[];
  91358. /**
  91359. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  91360. */
  91361. isRecursive: boolean;
  91362. /**
  91363. * Releases all associated resources
  91364. */
  91365. abstract dispose(): void;
  91366. /**
  91367. * Does this action manager has pointer triggers
  91368. */
  91369. abstract readonly hasPointerTriggers: boolean;
  91370. /**
  91371. * Does this action manager has pick triggers
  91372. */
  91373. abstract readonly hasPickTriggers: boolean;
  91374. /**
  91375. * Process a specific trigger
  91376. * @param trigger defines the trigger to process
  91377. * @param evt defines the event details to be processed
  91378. */
  91379. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  91380. /**
  91381. * Does this action manager handles actions of any of the given triggers
  91382. * @param triggers defines the triggers to be tested
  91383. * @return a boolean indicating whether one (or more) of the triggers is handled
  91384. */
  91385. abstract hasSpecificTriggers(triggers: number[]): boolean;
  91386. /**
  91387. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  91388. * speed.
  91389. * @param triggerA defines the trigger to be tested
  91390. * @param triggerB defines the trigger to be tested
  91391. * @return a boolean indicating whether one (or more) of the triggers is handled
  91392. */
  91393. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  91394. /**
  91395. * Does this action manager handles actions of a given trigger
  91396. * @param trigger defines the trigger to be tested
  91397. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  91398. * @return whether the trigger is handled
  91399. */
  91400. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  91401. /**
  91402. * Serialize this manager to a JSON object
  91403. * @param name defines the property name to store this manager
  91404. * @returns a JSON representation of this manager
  91405. */
  91406. abstract serialize(name: string): any;
  91407. /**
  91408. * Registers an action to this action manager
  91409. * @param action defines the action to be registered
  91410. * @return the action amended (prepared) after registration
  91411. */
  91412. abstract registerAction(action: IAction): Nullable<IAction>;
  91413. /**
  91414. * Unregisters an action to this action manager
  91415. * @param action defines the action to be unregistered
  91416. * @return a boolean indicating whether the action has been unregistered
  91417. */
  91418. abstract unregisterAction(action: IAction): Boolean;
  91419. /**
  91420. * Does exist one action manager with at least one trigger
  91421. **/
  91422. static readonly HasTriggers: boolean;
  91423. /**
  91424. * Does exist one action manager with at least one pick trigger
  91425. **/
  91426. static readonly HasPickTriggers: boolean;
  91427. /**
  91428. * Does exist one action manager that handles actions of a given trigger
  91429. * @param trigger defines the trigger to be tested
  91430. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  91431. **/
  91432. static HasSpecificTrigger(trigger: number): boolean;
  91433. }
  91434. }
  91435. declare module BABYLON {
  91436. /**
  91437. * Defines how a node can be built from a string name.
  91438. */
  91439. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  91440. /**
  91441. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  91442. */
  91443. export class Node implements IBehaviorAware<Node> {
  91444. /** @hidden */
  91445. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  91446. private static _NodeConstructors;
  91447. /**
  91448. * Add a new node constructor
  91449. * @param type defines the type name of the node to construct
  91450. * @param constructorFunc defines the constructor function
  91451. */
  91452. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  91453. /**
  91454. * Returns a node constructor based on type name
  91455. * @param type defines the type name
  91456. * @param name defines the new node name
  91457. * @param scene defines the hosting scene
  91458. * @param options defines optional options to transmit to constructors
  91459. * @returns the new constructor or null
  91460. */
  91461. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  91462. /**
  91463. * Gets or sets the name of the node
  91464. */
  91465. name: string;
  91466. /**
  91467. * Gets or sets the id of the node
  91468. */
  91469. id: string;
  91470. /**
  91471. * Gets or sets the unique id of the node
  91472. */
  91473. uniqueId: number;
  91474. /**
  91475. * Gets or sets a string used to store user defined state for the node
  91476. */
  91477. state: string;
  91478. /**
  91479. * Gets or sets an object used to store user defined information for the node
  91480. */
  91481. metadata: any;
  91482. /**
  91483. * For internal use only. Please do not use.
  91484. */
  91485. reservedDataStore: any;
  91486. /**
  91487. * List of inspectable custom properties (used by the Inspector)
  91488. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  91489. */
  91490. inspectableCustomProperties: IInspectable[];
  91491. /**
  91492. * Gets or sets a boolean used to define if the node must be serialized
  91493. */
  91494. doNotSerialize: boolean;
  91495. /** @hidden */
  91496. _isDisposed: boolean;
  91497. /**
  91498. * Gets a list of Animations associated with the node
  91499. */
  91500. animations: Animation[];
  91501. protected _ranges: {
  91502. [name: string]: Nullable<AnimationRange>;
  91503. };
  91504. /**
  91505. * Callback raised when the node is ready to be used
  91506. */
  91507. onReady: Nullable<(node: Node) => void>;
  91508. private _isEnabled;
  91509. private _isParentEnabled;
  91510. private _isReady;
  91511. /** @hidden */
  91512. _currentRenderId: number;
  91513. private _parentUpdateId;
  91514. /** @hidden */
  91515. _childUpdateId: number;
  91516. /** @hidden */
  91517. _waitingParentId: Nullable<string>;
  91518. /** @hidden */
  91519. _scene: Scene;
  91520. /** @hidden */
  91521. _cache: any;
  91522. private _parentNode;
  91523. private _children;
  91524. /** @hidden */
  91525. _worldMatrix: Matrix;
  91526. /** @hidden */
  91527. _worldMatrixDeterminant: number;
  91528. /** @hidden */
  91529. _worldMatrixDeterminantIsDirty: boolean;
  91530. /** @hidden */
  91531. private _sceneRootNodesIndex;
  91532. /**
  91533. * Gets a boolean indicating if the node has been disposed
  91534. * @returns true if the node was disposed
  91535. */
  91536. isDisposed(): boolean;
  91537. /**
  91538. * Gets or sets the parent of the node (without keeping the current position in the scene)
  91539. * @see https://doc.babylonjs.com/how_to/parenting
  91540. */
  91541. parent: Nullable<Node>;
  91542. private addToSceneRootNodes;
  91543. private removeFromSceneRootNodes;
  91544. private _animationPropertiesOverride;
  91545. /**
  91546. * Gets or sets the animation properties override
  91547. */
  91548. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  91549. /**
  91550. * Gets a string idenfifying the name of the class
  91551. * @returns "Node" string
  91552. */
  91553. getClassName(): string;
  91554. /** @hidden */
  91555. readonly _isNode: boolean;
  91556. /**
  91557. * An event triggered when the mesh is disposed
  91558. */
  91559. onDisposeObservable: Observable<Node>;
  91560. private _onDisposeObserver;
  91561. /**
  91562. * Sets a callback that will be raised when the node will be disposed
  91563. */
  91564. onDispose: () => void;
  91565. /**
  91566. * Creates a new Node
  91567. * @param name the name and id to be given to this node
  91568. * @param scene the scene this node will be added to
  91569. * @param addToRootNodes the node will be added to scene.rootNodes
  91570. */
  91571. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  91572. /**
  91573. * Gets the scene of the node
  91574. * @returns a scene
  91575. */
  91576. getScene(): Scene;
  91577. /**
  91578. * Gets the engine of the node
  91579. * @returns a Engine
  91580. */
  91581. getEngine(): Engine;
  91582. private _behaviors;
  91583. /**
  91584. * Attach a behavior to the node
  91585. * @see http://doc.babylonjs.com/features/behaviour
  91586. * @param behavior defines the behavior to attach
  91587. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  91588. * @returns the current Node
  91589. */
  91590. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  91591. /**
  91592. * Remove an attached behavior
  91593. * @see http://doc.babylonjs.com/features/behaviour
  91594. * @param behavior defines the behavior to attach
  91595. * @returns the current Node
  91596. */
  91597. removeBehavior(behavior: Behavior<Node>): Node;
  91598. /**
  91599. * Gets the list of attached behaviors
  91600. * @see http://doc.babylonjs.com/features/behaviour
  91601. */
  91602. readonly behaviors: Behavior<Node>[];
  91603. /**
  91604. * Gets an attached behavior by name
  91605. * @param name defines the name of the behavior to look for
  91606. * @see http://doc.babylonjs.com/features/behaviour
  91607. * @returns null if behavior was not found else the requested behavior
  91608. */
  91609. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  91610. /**
  91611. * Returns the latest update of the World matrix
  91612. * @returns a Matrix
  91613. */
  91614. getWorldMatrix(): Matrix;
  91615. /** @hidden */
  91616. _getWorldMatrixDeterminant(): number;
  91617. /**
  91618. * Returns directly the latest state of the mesh World matrix.
  91619. * A Matrix is returned.
  91620. */
  91621. readonly worldMatrixFromCache: Matrix;
  91622. /** @hidden */
  91623. _initCache(): void;
  91624. /** @hidden */
  91625. updateCache(force?: boolean): void;
  91626. /** @hidden */
  91627. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91628. /** @hidden */
  91629. _updateCache(ignoreParentClass?: boolean): void;
  91630. /** @hidden */
  91631. _isSynchronized(): boolean;
  91632. /** @hidden */
  91633. _markSyncedWithParent(): void;
  91634. /** @hidden */
  91635. isSynchronizedWithParent(): boolean;
  91636. /** @hidden */
  91637. isSynchronized(): boolean;
  91638. /**
  91639. * Is this node ready to be used/rendered
  91640. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91641. * @return true if the node is ready
  91642. */
  91643. isReady(completeCheck?: boolean): boolean;
  91644. /**
  91645. * Is this node enabled?
  91646. * 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
  91647. * @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
  91648. * @return whether this node (and its parent) is enabled
  91649. */
  91650. isEnabled(checkAncestors?: boolean): boolean;
  91651. /** @hidden */
  91652. protected _syncParentEnabledState(): void;
  91653. /**
  91654. * Set the enabled state of this node
  91655. * @param value defines the new enabled state
  91656. */
  91657. setEnabled(value: boolean): void;
  91658. /**
  91659. * Is this node a descendant of the given node?
  91660. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  91661. * @param ancestor defines the parent node to inspect
  91662. * @returns a boolean indicating if this node is a descendant of the given node
  91663. */
  91664. isDescendantOf(ancestor: Node): boolean;
  91665. /** @hidden */
  91666. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  91667. /**
  91668. * Will return all nodes that have this node as ascendant
  91669. * @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
  91670. * @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
  91671. * @return all children nodes of all types
  91672. */
  91673. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  91674. /**
  91675. * Get all child-meshes of this node
  91676. * @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)
  91677. * @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
  91678. * @returns an array of AbstractMesh
  91679. */
  91680. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  91681. /**
  91682. * Get all direct children of this node
  91683. * @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
  91684. * @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)
  91685. * @returns an array of Node
  91686. */
  91687. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  91688. /** @hidden */
  91689. _setReady(state: boolean): void;
  91690. /**
  91691. * Get an animation by name
  91692. * @param name defines the name of the animation to look for
  91693. * @returns null if not found else the requested animation
  91694. */
  91695. getAnimationByName(name: string): Nullable<Animation>;
  91696. /**
  91697. * Creates an animation range for this node
  91698. * @param name defines the name of the range
  91699. * @param from defines the starting key
  91700. * @param to defines the end key
  91701. */
  91702. createAnimationRange(name: string, from: number, to: number): void;
  91703. /**
  91704. * Delete a specific animation range
  91705. * @param name defines the name of the range to delete
  91706. * @param deleteFrames defines if animation frames from the range must be deleted as well
  91707. */
  91708. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  91709. /**
  91710. * Get an animation range by name
  91711. * @param name defines the name of the animation range to look for
  91712. * @returns null if not found else the requested animation range
  91713. */
  91714. getAnimationRange(name: string): Nullable<AnimationRange>;
  91715. /**
  91716. * Gets the list of all animation ranges defined on this node
  91717. * @returns an array
  91718. */
  91719. getAnimationRanges(): Nullable<AnimationRange>[];
  91720. /**
  91721. * Will start the animation sequence
  91722. * @param name defines the range frames for animation sequence
  91723. * @param loop defines if the animation should loop (false by default)
  91724. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  91725. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  91726. * @returns the object created for this animation. If range does not exist, it will return null
  91727. */
  91728. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  91729. /**
  91730. * Serialize animation ranges into a JSON compatible object
  91731. * @returns serialization object
  91732. */
  91733. serializeAnimationRanges(): any;
  91734. /**
  91735. * Computes the world matrix of the node
  91736. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  91737. * @returns the world matrix
  91738. */
  91739. computeWorldMatrix(force?: boolean): Matrix;
  91740. /**
  91741. * Releases resources associated with this node.
  91742. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91743. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91744. */
  91745. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91746. /**
  91747. * Parse animation range data from a serialization object and store them into a given node
  91748. * @param node defines where to store the animation ranges
  91749. * @param parsedNode defines the serialization object to read data from
  91750. * @param scene defines the hosting scene
  91751. */
  91752. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  91753. /**
  91754. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  91755. * @param includeDescendants Include bounding info from descendants as well (true by default)
  91756. * @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
  91757. * @returns the new bounding vectors
  91758. */
  91759. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  91760. min: Vector3;
  91761. max: Vector3;
  91762. };
  91763. }
  91764. }
  91765. declare module BABYLON {
  91766. /**
  91767. * @hidden
  91768. */
  91769. export class _IAnimationState {
  91770. key: number;
  91771. repeatCount: number;
  91772. workValue?: any;
  91773. loopMode?: number;
  91774. offsetValue?: any;
  91775. highLimitValue?: any;
  91776. }
  91777. /**
  91778. * Class used to store any kind of animation
  91779. */
  91780. export class Animation {
  91781. /**Name of the animation */
  91782. name: string;
  91783. /**Property to animate */
  91784. targetProperty: string;
  91785. /**The frames per second of the animation */
  91786. framePerSecond: number;
  91787. /**The data type of the animation */
  91788. dataType: number;
  91789. /**The loop mode of the animation */
  91790. loopMode?: number | undefined;
  91791. /**Specifies if blending should be enabled */
  91792. enableBlending?: boolean | undefined;
  91793. /**
  91794. * Use matrix interpolation instead of using direct key value when animating matrices
  91795. */
  91796. static AllowMatricesInterpolation: boolean;
  91797. /**
  91798. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  91799. */
  91800. static AllowMatrixDecomposeForInterpolation: boolean;
  91801. /**
  91802. * Stores the key frames of the animation
  91803. */
  91804. private _keys;
  91805. /**
  91806. * Stores the easing function of the animation
  91807. */
  91808. private _easingFunction;
  91809. /**
  91810. * @hidden Internal use only
  91811. */
  91812. _runtimeAnimations: RuntimeAnimation[];
  91813. /**
  91814. * The set of event that will be linked to this animation
  91815. */
  91816. private _events;
  91817. /**
  91818. * Stores an array of target property paths
  91819. */
  91820. targetPropertyPath: string[];
  91821. /**
  91822. * Stores the blending speed of the animation
  91823. */
  91824. blendingSpeed: number;
  91825. /**
  91826. * Stores the animation ranges for the animation
  91827. */
  91828. private _ranges;
  91829. /**
  91830. * @hidden Internal use
  91831. */
  91832. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  91833. /**
  91834. * Sets up an animation
  91835. * @param property The property to animate
  91836. * @param animationType The animation type to apply
  91837. * @param framePerSecond The frames per second of the animation
  91838. * @param easingFunction The easing function used in the animation
  91839. * @returns The created animation
  91840. */
  91841. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  91842. /**
  91843. * Create and start an animation on a node
  91844. * @param name defines the name of the global animation that will be run on all nodes
  91845. * @param node defines the root node where the animation will take place
  91846. * @param targetProperty defines property to animate
  91847. * @param framePerSecond defines the number of frame per second yo use
  91848. * @param totalFrame defines the number of frames in total
  91849. * @param from defines the initial value
  91850. * @param to defines the final value
  91851. * @param loopMode defines which loop mode you want to use (off by default)
  91852. * @param easingFunction defines the easing function to use (linear by default)
  91853. * @param onAnimationEnd defines the callback to call when animation end
  91854. * @returns the animatable created for this animation
  91855. */
  91856. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91857. /**
  91858. * Create and start an animation on a node and its descendants
  91859. * @param name defines the name of the global animation that will be run on all nodes
  91860. * @param node defines the root node where the animation will take place
  91861. * @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
  91862. * @param targetProperty defines property to animate
  91863. * @param framePerSecond defines the number of frame per second to use
  91864. * @param totalFrame defines the number of frames in total
  91865. * @param from defines the initial value
  91866. * @param to defines the final value
  91867. * @param loopMode defines which loop mode you want to use (off by default)
  91868. * @param easingFunction defines the easing function to use (linear by default)
  91869. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  91870. * @returns the list of animatables created for all nodes
  91871. * @example https://www.babylonjs-playground.com/#MH0VLI
  91872. */
  91873. 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[]>;
  91874. /**
  91875. * Creates a new animation, merges it with the existing animations and starts it
  91876. * @param name Name of the animation
  91877. * @param node Node which contains the scene that begins the animations
  91878. * @param targetProperty Specifies which property to animate
  91879. * @param framePerSecond The frames per second of the animation
  91880. * @param totalFrame The total number of frames
  91881. * @param from The frame at the beginning of the animation
  91882. * @param to The frame at the end of the animation
  91883. * @param loopMode Specifies the loop mode of the animation
  91884. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  91885. * @param onAnimationEnd Callback to run once the animation is complete
  91886. * @returns Nullable animation
  91887. */
  91888. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91889. /**
  91890. * Transition property of an host to the target Value
  91891. * @param property The property to transition
  91892. * @param targetValue The target Value of the property
  91893. * @param host The object where the property to animate belongs
  91894. * @param scene Scene used to run the animation
  91895. * @param frameRate Framerate (in frame/s) to use
  91896. * @param transition The transition type we want to use
  91897. * @param duration The duration of the animation, in milliseconds
  91898. * @param onAnimationEnd Callback trigger at the end of the animation
  91899. * @returns Nullable animation
  91900. */
  91901. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  91902. /**
  91903. * Return the array of runtime animations currently using this animation
  91904. */
  91905. readonly runtimeAnimations: RuntimeAnimation[];
  91906. /**
  91907. * Specifies if any of the runtime animations are currently running
  91908. */
  91909. readonly hasRunningRuntimeAnimations: boolean;
  91910. /**
  91911. * Initializes the animation
  91912. * @param name Name of the animation
  91913. * @param targetProperty Property to animate
  91914. * @param framePerSecond The frames per second of the animation
  91915. * @param dataType The data type of the animation
  91916. * @param loopMode The loop mode of the animation
  91917. * @param enableBlending Specifies if blending should be enabled
  91918. */
  91919. constructor(
  91920. /**Name of the animation */
  91921. name: string,
  91922. /**Property to animate */
  91923. targetProperty: string,
  91924. /**The frames per second of the animation */
  91925. framePerSecond: number,
  91926. /**The data type of the animation */
  91927. dataType: number,
  91928. /**The loop mode of the animation */
  91929. loopMode?: number | undefined,
  91930. /**Specifies if blending should be enabled */
  91931. enableBlending?: boolean | undefined);
  91932. /**
  91933. * Converts the animation to a string
  91934. * @param fullDetails support for multiple levels of logging within scene loading
  91935. * @returns String form of the animation
  91936. */
  91937. toString(fullDetails?: boolean): string;
  91938. /**
  91939. * Add an event to this animation
  91940. * @param event Event to add
  91941. */
  91942. addEvent(event: AnimationEvent): void;
  91943. /**
  91944. * Remove all events found at the given frame
  91945. * @param frame The frame to remove events from
  91946. */
  91947. removeEvents(frame: number): void;
  91948. /**
  91949. * Retrieves all the events from the animation
  91950. * @returns Events from the animation
  91951. */
  91952. getEvents(): AnimationEvent[];
  91953. /**
  91954. * Creates an animation range
  91955. * @param name Name of the animation range
  91956. * @param from Starting frame of the animation range
  91957. * @param to Ending frame of the animation
  91958. */
  91959. createRange(name: string, from: number, to: number): void;
  91960. /**
  91961. * Deletes an animation range by name
  91962. * @param name Name of the animation range to delete
  91963. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  91964. */
  91965. deleteRange(name: string, deleteFrames?: boolean): void;
  91966. /**
  91967. * Gets the animation range by name, or null if not defined
  91968. * @param name Name of the animation range
  91969. * @returns Nullable animation range
  91970. */
  91971. getRange(name: string): Nullable<AnimationRange>;
  91972. /**
  91973. * Gets the key frames from the animation
  91974. * @returns The key frames of the animation
  91975. */
  91976. getKeys(): Array<IAnimationKey>;
  91977. /**
  91978. * Gets the highest frame rate of the animation
  91979. * @returns Highest frame rate of the animation
  91980. */
  91981. getHighestFrame(): number;
  91982. /**
  91983. * Gets the easing function of the animation
  91984. * @returns Easing function of the animation
  91985. */
  91986. getEasingFunction(): IEasingFunction;
  91987. /**
  91988. * Sets the easing function of the animation
  91989. * @param easingFunction A custom mathematical formula for animation
  91990. */
  91991. setEasingFunction(easingFunction: EasingFunction): void;
  91992. /**
  91993. * Interpolates a scalar linearly
  91994. * @param startValue Start value of the animation curve
  91995. * @param endValue End value of the animation curve
  91996. * @param gradient Scalar amount to interpolate
  91997. * @returns Interpolated scalar value
  91998. */
  91999. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  92000. /**
  92001. * Interpolates a scalar cubically
  92002. * @param startValue Start value of the animation curve
  92003. * @param outTangent End tangent of the animation
  92004. * @param endValue End value of the animation curve
  92005. * @param inTangent Start tangent of the animation curve
  92006. * @param gradient Scalar amount to interpolate
  92007. * @returns Interpolated scalar value
  92008. */
  92009. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  92010. /**
  92011. * Interpolates a quaternion using a spherical linear interpolation
  92012. * @param startValue Start value of the animation curve
  92013. * @param endValue End value of the animation curve
  92014. * @param gradient Scalar amount to interpolate
  92015. * @returns Interpolated quaternion value
  92016. */
  92017. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  92018. /**
  92019. * Interpolates a quaternion cubically
  92020. * @param startValue Start value of the animation curve
  92021. * @param outTangent End tangent of the animation curve
  92022. * @param endValue End value of the animation curve
  92023. * @param inTangent Start tangent of the animation curve
  92024. * @param gradient Scalar amount to interpolate
  92025. * @returns Interpolated quaternion value
  92026. */
  92027. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  92028. /**
  92029. * Interpolates a Vector3 linearl
  92030. * @param startValue Start value of the animation curve
  92031. * @param endValue End value of the animation curve
  92032. * @param gradient Scalar amount to interpolate
  92033. * @returns Interpolated scalar value
  92034. */
  92035. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  92036. /**
  92037. * Interpolates a Vector3 cubically
  92038. * @param startValue Start value of the animation curve
  92039. * @param outTangent End tangent of the animation
  92040. * @param endValue End value of the animation curve
  92041. * @param inTangent Start tangent of the animation curve
  92042. * @param gradient Scalar amount to interpolate
  92043. * @returns InterpolatedVector3 value
  92044. */
  92045. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  92046. /**
  92047. * Interpolates a Vector2 linearly
  92048. * @param startValue Start value of the animation curve
  92049. * @param endValue End value of the animation curve
  92050. * @param gradient Scalar amount to interpolate
  92051. * @returns Interpolated Vector2 value
  92052. */
  92053. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  92054. /**
  92055. * Interpolates a Vector2 cubically
  92056. * @param startValue Start value of the animation curve
  92057. * @param outTangent End tangent of the animation
  92058. * @param endValue End value of the animation curve
  92059. * @param inTangent Start tangent of the animation curve
  92060. * @param gradient Scalar amount to interpolate
  92061. * @returns Interpolated Vector2 value
  92062. */
  92063. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  92064. /**
  92065. * Interpolates a size linearly
  92066. * @param startValue Start value of the animation curve
  92067. * @param endValue End value of the animation curve
  92068. * @param gradient Scalar amount to interpolate
  92069. * @returns Interpolated Size value
  92070. */
  92071. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  92072. /**
  92073. * Interpolates a Color3 linearly
  92074. * @param startValue Start value of the animation curve
  92075. * @param endValue End value of the animation curve
  92076. * @param gradient Scalar amount to interpolate
  92077. * @returns Interpolated Color3 value
  92078. */
  92079. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  92080. /**
  92081. * @hidden Internal use only
  92082. */
  92083. _getKeyValue(value: any): any;
  92084. /**
  92085. * @hidden Internal use only
  92086. */
  92087. _interpolate(currentFrame: number, state: _IAnimationState): any;
  92088. /**
  92089. * Defines the function to use to interpolate matrices
  92090. * @param startValue defines the start matrix
  92091. * @param endValue defines the end matrix
  92092. * @param gradient defines the gradient between both matrices
  92093. * @param result defines an optional target matrix where to store the interpolation
  92094. * @returns the interpolated matrix
  92095. */
  92096. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  92097. /**
  92098. * Makes a copy of the animation
  92099. * @returns Cloned animation
  92100. */
  92101. clone(): Animation;
  92102. /**
  92103. * Sets the key frames of the animation
  92104. * @param values The animation key frames to set
  92105. */
  92106. setKeys(values: Array<IAnimationKey>): void;
  92107. /**
  92108. * Serializes the animation to an object
  92109. * @returns Serialized object
  92110. */
  92111. serialize(): any;
  92112. /**
  92113. * Float animation type
  92114. */
  92115. private static _ANIMATIONTYPE_FLOAT;
  92116. /**
  92117. * Vector3 animation type
  92118. */
  92119. private static _ANIMATIONTYPE_VECTOR3;
  92120. /**
  92121. * Quaternion animation type
  92122. */
  92123. private static _ANIMATIONTYPE_QUATERNION;
  92124. /**
  92125. * Matrix animation type
  92126. */
  92127. private static _ANIMATIONTYPE_MATRIX;
  92128. /**
  92129. * Color3 animation type
  92130. */
  92131. private static _ANIMATIONTYPE_COLOR3;
  92132. /**
  92133. * Vector2 animation type
  92134. */
  92135. private static _ANIMATIONTYPE_VECTOR2;
  92136. /**
  92137. * Size animation type
  92138. */
  92139. private static _ANIMATIONTYPE_SIZE;
  92140. /**
  92141. * Relative Loop Mode
  92142. */
  92143. private static _ANIMATIONLOOPMODE_RELATIVE;
  92144. /**
  92145. * Cycle Loop Mode
  92146. */
  92147. private static _ANIMATIONLOOPMODE_CYCLE;
  92148. /**
  92149. * Constant Loop Mode
  92150. */
  92151. private static _ANIMATIONLOOPMODE_CONSTANT;
  92152. /**
  92153. * Get the float animation type
  92154. */
  92155. static readonly ANIMATIONTYPE_FLOAT: number;
  92156. /**
  92157. * Get the Vector3 animation type
  92158. */
  92159. static readonly ANIMATIONTYPE_VECTOR3: number;
  92160. /**
  92161. * Get the Vector2 animation type
  92162. */
  92163. static readonly ANIMATIONTYPE_VECTOR2: number;
  92164. /**
  92165. * Get the Size animation type
  92166. */
  92167. static readonly ANIMATIONTYPE_SIZE: number;
  92168. /**
  92169. * Get the Quaternion animation type
  92170. */
  92171. static readonly ANIMATIONTYPE_QUATERNION: number;
  92172. /**
  92173. * Get the Matrix animation type
  92174. */
  92175. static readonly ANIMATIONTYPE_MATRIX: number;
  92176. /**
  92177. * Get the Color3 animation type
  92178. */
  92179. static readonly ANIMATIONTYPE_COLOR3: number;
  92180. /**
  92181. * Get the Relative Loop Mode
  92182. */
  92183. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  92184. /**
  92185. * Get the Cycle Loop Mode
  92186. */
  92187. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  92188. /**
  92189. * Get the Constant Loop Mode
  92190. */
  92191. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  92192. /** @hidden */
  92193. static _UniversalLerp(left: any, right: any, amount: number): any;
  92194. /**
  92195. * Parses an animation object and creates an animation
  92196. * @param parsedAnimation Parsed animation object
  92197. * @returns Animation object
  92198. */
  92199. static Parse(parsedAnimation: any): Animation;
  92200. /**
  92201. * Appends the serialized animations from the source animations
  92202. * @param source Source containing the animations
  92203. * @param destination Target to store the animations
  92204. */
  92205. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92206. }
  92207. }
  92208. declare module BABYLON {
  92209. /**
  92210. * Interface containing an array of animations
  92211. */
  92212. export interface IAnimatable {
  92213. /**
  92214. * Array of animations
  92215. */
  92216. animations: Nullable<Array<Animation>>;
  92217. }
  92218. }
  92219. declare module BABYLON {
  92220. /**
  92221. * This represents all the required information to add a fresnel effect on a material:
  92222. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  92223. */
  92224. export class FresnelParameters {
  92225. private _isEnabled;
  92226. /**
  92227. * Define if the fresnel effect is enable or not.
  92228. */
  92229. isEnabled: boolean;
  92230. /**
  92231. * Define the color used on edges (grazing angle)
  92232. */
  92233. leftColor: Color3;
  92234. /**
  92235. * Define the color used on center
  92236. */
  92237. rightColor: Color3;
  92238. /**
  92239. * Define bias applied to computed fresnel term
  92240. */
  92241. bias: number;
  92242. /**
  92243. * Defined the power exponent applied to fresnel term
  92244. */
  92245. power: number;
  92246. /**
  92247. * Clones the current fresnel and its valuues
  92248. * @returns a clone fresnel configuration
  92249. */
  92250. clone(): FresnelParameters;
  92251. /**
  92252. * Serializes the current fresnel parameters to a JSON representation.
  92253. * @return the JSON serialization
  92254. */
  92255. serialize(): any;
  92256. /**
  92257. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  92258. * @param parsedFresnelParameters Define the JSON representation
  92259. * @returns the parsed parameters
  92260. */
  92261. static Parse(parsedFresnelParameters: any): FresnelParameters;
  92262. }
  92263. }
  92264. declare module BABYLON {
  92265. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  92266. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92267. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92268. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92269. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92270. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92271. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92272. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92273. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92274. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92275. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92276. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92277. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92278. /**
  92279. * Decorator used to define property that can be serialized as reference to a camera
  92280. * @param sourceName defines the name of the property to decorate
  92281. */
  92282. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92283. /**
  92284. * Class used to help serialization objects
  92285. */
  92286. export class SerializationHelper {
  92287. /** @hidden */
  92288. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  92289. /** @hidden */
  92290. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  92291. /** @hidden */
  92292. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  92293. /** @hidden */
  92294. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  92295. /**
  92296. * Appends the serialized animations from the source animations
  92297. * @param source Source containing the animations
  92298. * @param destination Target to store the animations
  92299. */
  92300. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92301. /**
  92302. * Static function used to serialized a specific entity
  92303. * @param entity defines the entity to serialize
  92304. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  92305. * @returns a JSON compatible object representing the serialization of the entity
  92306. */
  92307. static Serialize<T>(entity: T, serializationObject?: any): any;
  92308. /**
  92309. * Creates a new entity from a serialization data object
  92310. * @param creationFunction defines a function used to instanciated the new entity
  92311. * @param source defines the source serialization data
  92312. * @param scene defines the hosting scene
  92313. * @param rootUrl defines the root url for resources
  92314. * @returns a new entity
  92315. */
  92316. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  92317. /**
  92318. * Clones an object
  92319. * @param creationFunction defines the function used to instanciate the new object
  92320. * @param source defines the source object
  92321. * @returns the cloned object
  92322. */
  92323. static Clone<T>(creationFunction: () => T, source: T): T;
  92324. /**
  92325. * Instanciates a new object based on a source one (some data will be shared between both object)
  92326. * @param creationFunction defines the function used to instanciate the new object
  92327. * @param source defines the source object
  92328. * @returns the new object
  92329. */
  92330. static Instanciate<T>(creationFunction: () => T, source: T): T;
  92331. }
  92332. }
  92333. declare module BABYLON {
  92334. /**
  92335. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  92336. */
  92337. export interface CubeMapInfo {
  92338. /**
  92339. * The pixel array for the front face.
  92340. * This is stored in format, left to right, up to down format.
  92341. */
  92342. front: Nullable<ArrayBufferView>;
  92343. /**
  92344. * The pixel array for the back face.
  92345. * This is stored in format, left to right, up to down format.
  92346. */
  92347. back: Nullable<ArrayBufferView>;
  92348. /**
  92349. * The pixel array for the left face.
  92350. * This is stored in format, left to right, up to down format.
  92351. */
  92352. left: Nullable<ArrayBufferView>;
  92353. /**
  92354. * The pixel array for the right face.
  92355. * This is stored in format, left to right, up to down format.
  92356. */
  92357. right: Nullable<ArrayBufferView>;
  92358. /**
  92359. * The pixel array for the up face.
  92360. * This is stored in format, left to right, up to down format.
  92361. */
  92362. up: Nullable<ArrayBufferView>;
  92363. /**
  92364. * The pixel array for the down face.
  92365. * This is stored in format, left to right, up to down format.
  92366. */
  92367. down: Nullable<ArrayBufferView>;
  92368. /**
  92369. * The size of the cubemap stored.
  92370. *
  92371. * Each faces will be size * size pixels.
  92372. */
  92373. size: number;
  92374. /**
  92375. * The format of the texture.
  92376. *
  92377. * RGBA, RGB.
  92378. */
  92379. format: number;
  92380. /**
  92381. * The type of the texture data.
  92382. *
  92383. * UNSIGNED_INT, FLOAT.
  92384. */
  92385. type: number;
  92386. /**
  92387. * Specifies whether the texture is in gamma space.
  92388. */
  92389. gammaSpace: boolean;
  92390. }
  92391. /**
  92392. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  92393. */
  92394. export class PanoramaToCubeMapTools {
  92395. private static FACE_FRONT;
  92396. private static FACE_BACK;
  92397. private static FACE_RIGHT;
  92398. private static FACE_LEFT;
  92399. private static FACE_DOWN;
  92400. private static FACE_UP;
  92401. /**
  92402. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  92403. *
  92404. * @param float32Array The source data.
  92405. * @param inputWidth The width of the input panorama.
  92406. * @param inputHeight The height of the input panorama.
  92407. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  92408. * @return The cubemap data
  92409. */
  92410. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  92411. private static CreateCubemapTexture;
  92412. private static CalcProjectionSpherical;
  92413. }
  92414. }
  92415. declare module BABYLON {
  92416. /**
  92417. * Helper class dealing with the extraction of spherical polynomial dataArray
  92418. * from a cube map.
  92419. */
  92420. export class CubeMapToSphericalPolynomialTools {
  92421. private static FileFaces;
  92422. /**
  92423. * Converts a texture to the according Spherical Polynomial data.
  92424. * This extracts the first 3 orders only as they are the only one used in the lighting.
  92425. *
  92426. * @param texture The texture to extract the information from.
  92427. * @return The Spherical Polynomial data.
  92428. */
  92429. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  92430. /**
  92431. * Converts a cubemap to the according Spherical Polynomial data.
  92432. * This extracts the first 3 orders only as they are the only one used in the lighting.
  92433. *
  92434. * @param cubeInfo The Cube map to extract the information from.
  92435. * @return The Spherical Polynomial data.
  92436. */
  92437. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  92438. }
  92439. }
  92440. declare module BABYLON {
  92441. /**
  92442. * Class used to manipulate GUIDs
  92443. */
  92444. export class GUID {
  92445. /**
  92446. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  92447. * Be aware Math.random() could cause collisions, but:
  92448. * "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"
  92449. * @returns a pseudo random id
  92450. */
  92451. static RandomId(): string;
  92452. }
  92453. }
  92454. declare module BABYLON {
  92455. /**
  92456. * Base class of all the textures in babylon.
  92457. * It groups all the common properties the materials, post process, lights... might need
  92458. * in order to make a correct use of the texture.
  92459. */
  92460. export class BaseTexture implements IAnimatable {
  92461. /**
  92462. * Default anisotropic filtering level for the application.
  92463. * It is set to 4 as a good tradeoff between perf and quality.
  92464. */
  92465. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  92466. /**
  92467. * Gets or sets the unique id of the texture
  92468. */
  92469. uniqueId: number;
  92470. /**
  92471. * Define the name of the texture.
  92472. */
  92473. name: string;
  92474. /**
  92475. * Gets or sets an object used to store user defined information.
  92476. */
  92477. metadata: any;
  92478. /**
  92479. * For internal use only. Please do not use.
  92480. */
  92481. reservedDataStore: any;
  92482. private _hasAlpha;
  92483. /**
  92484. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  92485. */
  92486. hasAlpha: boolean;
  92487. /**
  92488. * Defines if the alpha value should be determined via the rgb values.
  92489. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  92490. */
  92491. getAlphaFromRGB: boolean;
  92492. /**
  92493. * Intensity or strength of the texture.
  92494. * It is commonly used by materials to fine tune the intensity of the texture
  92495. */
  92496. level: number;
  92497. /**
  92498. * Define the UV chanel to use starting from 0 and defaulting to 0.
  92499. * This is part of the texture as textures usually maps to one uv set.
  92500. */
  92501. coordinatesIndex: number;
  92502. private _coordinatesMode;
  92503. /**
  92504. * How a texture is mapped.
  92505. *
  92506. * | Value | Type | Description |
  92507. * | ----- | ----------------------------------- | ----------- |
  92508. * | 0 | EXPLICIT_MODE | |
  92509. * | 1 | SPHERICAL_MODE | |
  92510. * | 2 | PLANAR_MODE | |
  92511. * | 3 | CUBIC_MODE | |
  92512. * | 4 | PROJECTION_MODE | |
  92513. * | 5 | SKYBOX_MODE | |
  92514. * | 6 | INVCUBIC_MODE | |
  92515. * | 7 | EQUIRECTANGULAR_MODE | |
  92516. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  92517. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  92518. */
  92519. coordinatesMode: number;
  92520. /**
  92521. * | Value | Type | Description |
  92522. * | ----- | ------------------ | ----------- |
  92523. * | 0 | CLAMP_ADDRESSMODE | |
  92524. * | 1 | WRAP_ADDRESSMODE | |
  92525. * | 2 | MIRROR_ADDRESSMODE | |
  92526. */
  92527. wrapU: number;
  92528. /**
  92529. * | Value | Type | Description |
  92530. * | ----- | ------------------ | ----------- |
  92531. * | 0 | CLAMP_ADDRESSMODE | |
  92532. * | 1 | WRAP_ADDRESSMODE | |
  92533. * | 2 | MIRROR_ADDRESSMODE | |
  92534. */
  92535. wrapV: number;
  92536. /**
  92537. * | Value | Type | Description |
  92538. * | ----- | ------------------ | ----------- |
  92539. * | 0 | CLAMP_ADDRESSMODE | |
  92540. * | 1 | WRAP_ADDRESSMODE | |
  92541. * | 2 | MIRROR_ADDRESSMODE | |
  92542. */
  92543. wrapR: number;
  92544. /**
  92545. * With compliant hardware and browser (supporting anisotropic filtering)
  92546. * this defines the level of anisotropic filtering in the texture.
  92547. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  92548. */
  92549. anisotropicFilteringLevel: number;
  92550. /**
  92551. * Define if the texture is a cube texture or if false a 2d texture.
  92552. */
  92553. isCube: boolean;
  92554. /**
  92555. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  92556. */
  92557. is3D: boolean;
  92558. /**
  92559. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  92560. * HDR texture are usually stored in linear space.
  92561. * This only impacts the PBR and Background materials
  92562. */
  92563. gammaSpace: boolean;
  92564. /**
  92565. * Gets whether or not the texture contains RGBD data.
  92566. */
  92567. readonly isRGBD: boolean;
  92568. /**
  92569. * Is Z inverted in the texture (useful in a cube texture).
  92570. */
  92571. invertZ: boolean;
  92572. /**
  92573. * Are mip maps generated for this texture or not.
  92574. */
  92575. readonly noMipmap: boolean;
  92576. /**
  92577. * @hidden
  92578. */
  92579. lodLevelInAlpha: boolean;
  92580. /**
  92581. * With prefiltered texture, defined the offset used during the prefiltering steps.
  92582. */
  92583. lodGenerationOffset: number;
  92584. /**
  92585. * With prefiltered texture, defined the scale used during the prefiltering steps.
  92586. */
  92587. lodGenerationScale: number;
  92588. /**
  92589. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  92590. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  92591. * average roughness values.
  92592. */
  92593. linearSpecularLOD: boolean;
  92594. /**
  92595. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  92596. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  92597. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  92598. */
  92599. irradianceTexture: Nullable<BaseTexture>;
  92600. /**
  92601. * Define if the texture is a render target.
  92602. */
  92603. isRenderTarget: boolean;
  92604. /**
  92605. * Define the unique id of the texture in the scene.
  92606. */
  92607. readonly uid: string;
  92608. /**
  92609. * Return a string representation of the texture.
  92610. * @returns the texture as a string
  92611. */
  92612. toString(): string;
  92613. /**
  92614. * Get the class name of the texture.
  92615. * @returns "BaseTexture"
  92616. */
  92617. getClassName(): string;
  92618. /**
  92619. * Define the list of animation attached to the texture.
  92620. */
  92621. animations: Animation[];
  92622. /**
  92623. * An event triggered when the texture is disposed.
  92624. */
  92625. onDisposeObservable: Observable<BaseTexture>;
  92626. private _onDisposeObserver;
  92627. /**
  92628. * Callback triggered when the texture has been disposed.
  92629. * Kept for back compatibility, you can use the onDisposeObservable instead.
  92630. */
  92631. onDispose: () => void;
  92632. /**
  92633. * Define the current state of the loading sequence when in delayed load mode.
  92634. */
  92635. delayLoadState: number;
  92636. private _scene;
  92637. /** @hidden */
  92638. _texture: Nullable<InternalTexture>;
  92639. private _uid;
  92640. /**
  92641. * Define if the texture is preventinga material to render or not.
  92642. * If not and the texture is not ready, the engine will use a default black texture instead.
  92643. */
  92644. readonly isBlocking: boolean;
  92645. /**
  92646. * Instantiates a new BaseTexture.
  92647. * Base class of all the textures in babylon.
  92648. * It groups all the common properties the materials, post process, lights... might need
  92649. * in order to make a correct use of the texture.
  92650. * @param scene Define the scene the texture blongs to
  92651. */
  92652. constructor(scene: Nullable<Scene>);
  92653. /**
  92654. * Get the scene the texture belongs to.
  92655. * @returns the scene or null if undefined
  92656. */
  92657. getScene(): Nullable<Scene>;
  92658. /**
  92659. * Get the texture transform matrix used to offset tile the texture for istance.
  92660. * @returns the transformation matrix
  92661. */
  92662. getTextureMatrix(): Matrix;
  92663. /**
  92664. * Get the texture reflection matrix used to rotate/transform the reflection.
  92665. * @returns the reflection matrix
  92666. */
  92667. getReflectionTextureMatrix(): Matrix;
  92668. /**
  92669. * Get the underlying lower level texture from Babylon.
  92670. * @returns the insternal texture
  92671. */
  92672. getInternalTexture(): Nullable<InternalTexture>;
  92673. /**
  92674. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  92675. * @returns true if ready or not blocking
  92676. */
  92677. isReadyOrNotBlocking(): boolean;
  92678. /**
  92679. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  92680. * @returns true if fully ready
  92681. */
  92682. isReady(): boolean;
  92683. private _cachedSize;
  92684. /**
  92685. * Get the size of the texture.
  92686. * @returns the texture size.
  92687. */
  92688. getSize(): ISize;
  92689. /**
  92690. * Get the base size of the texture.
  92691. * It can be different from the size if the texture has been resized for POT for instance
  92692. * @returns the base size
  92693. */
  92694. getBaseSize(): ISize;
  92695. /**
  92696. * Update the sampling mode of the texture.
  92697. * Default is Trilinear mode.
  92698. *
  92699. * | Value | Type | Description |
  92700. * | ----- | ------------------ | ----------- |
  92701. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  92702. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  92703. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  92704. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  92705. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  92706. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  92707. * | 7 | NEAREST_LINEAR | |
  92708. * | 8 | NEAREST_NEAREST | |
  92709. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  92710. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  92711. * | 11 | LINEAR_LINEAR | |
  92712. * | 12 | LINEAR_NEAREST | |
  92713. *
  92714. * > _mag_: magnification filter (close to the viewer)
  92715. * > _min_: minification filter (far from the viewer)
  92716. * > _mip_: filter used between mip map levels
  92717. *@param samplingMode Define the new sampling mode of the texture
  92718. */
  92719. updateSamplingMode(samplingMode: number): void;
  92720. /**
  92721. * Scales the texture if is `canRescale()`
  92722. * @param ratio the resize factor we want to use to rescale
  92723. */
  92724. scale(ratio: number): void;
  92725. /**
  92726. * Get if the texture can rescale.
  92727. */
  92728. readonly canRescale: boolean;
  92729. /** @hidden */
  92730. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  92731. /** @hidden */
  92732. _rebuild(): void;
  92733. /**
  92734. * Triggers the load sequence in delayed load mode.
  92735. */
  92736. delayLoad(): void;
  92737. /**
  92738. * Clones the texture.
  92739. * @returns the cloned texture
  92740. */
  92741. clone(): Nullable<BaseTexture>;
  92742. /**
  92743. * Get the texture underlying type (INT, FLOAT...)
  92744. */
  92745. readonly textureType: number;
  92746. /**
  92747. * Get the texture underlying format (RGB, RGBA...)
  92748. */
  92749. readonly textureFormat: number;
  92750. /**
  92751. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  92752. * This will returns an RGBA array buffer containing either in values (0-255) or
  92753. * float values (0-1) depending of the underlying buffer type.
  92754. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  92755. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  92756. * @param buffer defines a user defined buffer to fill with data (can be null)
  92757. * @returns The Array buffer containing the pixels data.
  92758. */
  92759. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  92760. /**
  92761. * Release and destroy the underlying lower level texture aka internalTexture.
  92762. */
  92763. releaseInternalTexture(): void;
  92764. /**
  92765. * Get the polynomial representation of the texture data.
  92766. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  92767. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  92768. */
  92769. sphericalPolynomial: Nullable<SphericalPolynomial>;
  92770. /** @hidden */
  92771. readonly _lodTextureHigh: Nullable<BaseTexture>;
  92772. /** @hidden */
  92773. readonly _lodTextureMid: Nullable<BaseTexture>;
  92774. /** @hidden */
  92775. readonly _lodTextureLow: Nullable<BaseTexture>;
  92776. /**
  92777. * Dispose the texture and release its associated resources.
  92778. */
  92779. dispose(): void;
  92780. /**
  92781. * Serialize the texture into a JSON representation that can be parsed later on.
  92782. * @returns the JSON representation of the texture
  92783. */
  92784. serialize(): any;
  92785. /**
  92786. * Helper function to be called back once a list of texture contains only ready textures.
  92787. * @param textures Define the list of textures to wait for
  92788. * @param callback Define the callback triggered once the entire list will be ready
  92789. */
  92790. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  92791. }
  92792. }
  92793. declare module BABYLON {
  92794. /**
  92795. * Class used to store data associated with WebGL texture data for the engine
  92796. * This class should not be used directly
  92797. */
  92798. export class InternalTexture {
  92799. /** @hidden */
  92800. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  92801. /**
  92802. * The source of the texture data is unknown
  92803. */
  92804. static DATASOURCE_UNKNOWN: number;
  92805. /**
  92806. * Texture data comes from an URL
  92807. */
  92808. static DATASOURCE_URL: number;
  92809. /**
  92810. * Texture data is only used for temporary storage
  92811. */
  92812. static DATASOURCE_TEMP: number;
  92813. /**
  92814. * Texture data comes from raw data (ArrayBuffer)
  92815. */
  92816. static DATASOURCE_RAW: number;
  92817. /**
  92818. * Texture content is dynamic (video or dynamic texture)
  92819. */
  92820. static DATASOURCE_DYNAMIC: number;
  92821. /**
  92822. * Texture content is generated by rendering to it
  92823. */
  92824. static DATASOURCE_RENDERTARGET: number;
  92825. /**
  92826. * Texture content is part of a multi render target process
  92827. */
  92828. static DATASOURCE_MULTIRENDERTARGET: number;
  92829. /**
  92830. * Texture data comes from a cube data file
  92831. */
  92832. static DATASOURCE_CUBE: number;
  92833. /**
  92834. * Texture data comes from a raw cube data
  92835. */
  92836. static DATASOURCE_CUBERAW: number;
  92837. /**
  92838. * Texture data come from a prefiltered cube data file
  92839. */
  92840. static DATASOURCE_CUBEPREFILTERED: number;
  92841. /**
  92842. * Texture content is raw 3D data
  92843. */
  92844. static DATASOURCE_RAW3D: number;
  92845. /**
  92846. * Texture content is a depth texture
  92847. */
  92848. static DATASOURCE_DEPTHTEXTURE: number;
  92849. /**
  92850. * Texture data comes from a raw cube data encoded with RGBD
  92851. */
  92852. static DATASOURCE_CUBERAW_RGBD: number;
  92853. /**
  92854. * Defines if the texture is ready
  92855. */
  92856. isReady: boolean;
  92857. /**
  92858. * Defines if the texture is a cube texture
  92859. */
  92860. isCube: boolean;
  92861. /**
  92862. * Defines if the texture contains 3D data
  92863. */
  92864. is3D: boolean;
  92865. /**
  92866. * Defines if the texture contains multiview data
  92867. */
  92868. isMultiview: boolean;
  92869. /**
  92870. * Gets the URL used to load this texture
  92871. */
  92872. url: string;
  92873. /**
  92874. * Gets the sampling mode of the texture
  92875. */
  92876. samplingMode: number;
  92877. /**
  92878. * Gets a boolean indicating if the texture needs mipmaps generation
  92879. */
  92880. generateMipMaps: boolean;
  92881. /**
  92882. * Gets the number of samples used by the texture (WebGL2+ only)
  92883. */
  92884. samples: number;
  92885. /**
  92886. * Gets the type of the texture (int, float...)
  92887. */
  92888. type: number;
  92889. /**
  92890. * Gets the format of the texture (RGB, RGBA...)
  92891. */
  92892. format: number;
  92893. /**
  92894. * Observable called when the texture is loaded
  92895. */
  92896. onLoadedObservable: Observable<InternalTexture>;
  92897. /**
  92898. * Gets the width of the texture
  92899. */
  92900. width: number;
  92901. /**
  92902. * Gets the height of the texture
  92903. */
  92904. height: number;
  92905. /**
  92906. * Gets the depth of the texture
  92907. */
  92908. depth: number;
  92909. /**
  92910. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  92911. */
  92912. baseWidth: number;
  92913. /**
  92914. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  92915. */
  92916. baseHeight: number;
  92917. /**
  92918. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  92919. */
  92920. baseDepth: number;
  92921. /**
  92922. * Gets a boolean indicating if the texture is inverted on Y axis
  92923. */
  92924. invertY: boolean;
  92925. /** @hidden */
  92926. _invertVScale: boolean;
  92927. /** @hidden */
  92928. _associatedChannel: number;
  92929. /** @hidden */
  92930. _dataSource: number;
  92931. /** @hidden */
  92932. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  92933. /** @hidden */
  92934. _bufferView: Nullable<ArrayBufferView>;
  92935. /** @hidden */
  92936. _bufferViewArray: Nullable<ArrayBufferView[]>;
  92937. /** @hidden */
  92938. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  92939. /** @hidden */
  92940. _size: number;
  92941. /** @hidden */
  92942. _extension: string;
  92943. /** @hidden */
  92944. _files: Nullable<string[]>;
  92945. /** @hidden */
  92946. _workingCanvas: Nullable<HTMLCanvasElement>;
  92947. /** @hidden */
  92948. _workingContext: Nullable<CanvasRenderingContext2D>;
  92949. /** @hidden */
  92950. _framebuffer: Nullable<WebGLFramebuffer>;
  92951. /** @hidden */
  92952. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  92953. /** @hidden */
  92954. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  92955. /** @hidden */
  92956. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  92957. /** @hidden */
  92958. _attachments: Nullable<number[]>;
  92959. /** @hidden */
  92960. _cachedCoordinatesMode: Nullable<number>;
  92961. /** @hidden */
  92962. _cachedWrapU: Nullable<number>;
  92963. /** @hidden */
  92964. _cachedWrapV: Nullable<number>;
  92965. /** @hidden */
  92966. _cachedWrapR: Nullable<number>;
  92967. /** @hidden */
  92968. _cachedAnisotropicFilteringLevel: Nullable<number>;
  92969. /** @hidden */
  92970. _isDisabled: boolean;
  92971. /** @hidden */
  92972. _compression: Nullable<string>;
  92973. /** @hidden */
  92974. _generateStencilBuffer: boolean;
  92975. /** @hidden */
  92976. _generateDepthBuffer: boolean;
  92977. /** @hidden */
  92978. _comparisonFunction: number;
  92979. /** @hidden */
  92980. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  92981. /** @hidden */
  92982. _lodGenerationScale: number;
  92983. /** @hidden */
  92984. _lodGenerationOffset: number;
  92985. /** @hidden */
  92986. _colorTextureArray: Nullable<WebGLTexture>;
  92987. /** @hidden */
  92988. _depthStencilTextureArray: Nullable<WebGLTexture>;
  92989. /** @hidden */
  92990. _lodTextureHigh: Nullable<BaseTexture>;
  92991. /** @hidden */
  92992. _lodTextureMid: Nullable<BaseTexture>;
  92993. /** @hidden */
  92994. _lodTextureLow: Nullable<BaseTexture>;
  92995. /** @hidden */
  92996. _isRGBD: boolean;
  92997. /** @hidden */
  92998. _linearSpecularLOD: boolean;
  92999. /** @hidden */
  93000. _irradianceTexture: Nullable<BaseTexture>;
  93001. /** @hidden */
  93002. _webGLTexture: Nullable<WebGLTexture>;
  93003. /** @hidden */
  93004. _references: number;
  93005. private _engine;
  93006. /**
  93007. * Gets the Engine the texture belongs to.
  93008. * @returns The babylon engine
  93009. */
  93010. getEngine(): Engine;
  93011. /**
  93012. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  93013. */
  93014. readonly dataSource: number;
  93015. /**
  93016. * Creates a new InternalTexture
  93017. * @param engine defines the engine to use
  93018. * @param dataSource defines the type of data that will be used
  93019. * @param delayAllocation if the texture allocation should be delayed (default: false)
  93020. */
  93021. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  93022. /**
  93023. * Increments the number of references (ie. the number of Texture that point to it)
  93024. */
  93025. incrementReferences(): void;
  93026. /**
  93027. * Change the size of the texture (not the size of the content)
  93028. * @param width defines the new width
  93029. * @param height defines the new height
  93030. * @param depth defines the new depth (1 by default)
  93031. */
  93032. updateSize(width: int, height: int, depth?: int): void;
  93033. /** @hidden */
  93034. _rebuild(): void;
  93035. /** @hidden */
  93036. _swapAndDie(target: InternalTexture): void;
  93037. /**
  93038. * Dispose the current allocated resources
  93039. */
  93040. dispose(): void;
  93041. }
  93042. }
  93043. declare module BABYLON {
  93044. /**
  93045. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  93046. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  93047. */
  93048. export class EffectFallbacks {
  93049. private _defines;
  93050. private _currentRank;
  93051. private _maxRank;
  93052. private _mesh;
  93053. /**
  93054. * Removes the fallback from the bound mesh.
  93055. */
  93056. unBindMesh(): void;
  93057. /**
  93058. * Adds a fallback on the specified property.
  93059. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93060. * @param define The name of the define in the shader
  93061. */
  93062. addFallback(rank: number, define: string): void;
  93063. /**
  93064. * Sets the mesh to use CPU skinning when needing to fallback.
  93065. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93066. * @param mesh The mesh to use the fallbacks.
  93067. */
  93068. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  93069. /**
  93070. * Checks to see if more fallbacks are still availible.
  93071. */
  93072. readonly hasMoreFallbacks: boolean;
  93073. /**
  93074. * Removes the defines that should be removed when falling back.
  93075. * @param currentDefines defines the current define statements for the shader.
  93076. * @param effect defines the current effect we try to compile
  93077. * @returns The resulting defines with defines of the current rank removed.
  93078. */
  93079. reduce(currentDefines: string, effect: Effect): string;
  93080. }
  93081. /**
  93082. * Options to be used when creating an effect.
  93083. */
  93084. export class EffectCreationOptions {
  93085. /**
  93086. * Atrributes that will be used in the shader.
  93087. */
  93088. attributes: string[];
  93089. /**
  93090. * Uniform varible names that will be set in the shader.
  93091. */
  93092. uniformsNames: string[];
  93093. /**
  93094. * Uniform buffer varible names that will be set in the shader.
  93095. */
  93096. uniformBuffersNames: string[];
  93097. /**
  93098. * Sampler texture variable names that will be set in the shader.
  93099. */
  93100. samplers: string[];
  93101. /**
  93102. * Define statements that will be set in the shader.
  93103. */
  93104. defines: any;
  93105. /**
  93106. * Possible fallbacks for this effect to improve performance when needed.
  93107. */
  93108. fallbacks: Nullable<EffectFallbacks>;
  93109. /**
  93110. * Callback that will be called when the shader is compiled.
  93111. */
  93112. onCompiled: Nullable<(effect: Effect) => void>;
  93113. /**
  93114. * Callback that will be called if an error occurs during shader compilation.
  93115. */
  93116. onError: Nullable<(effect: Effect, errors: string) => void>;
  93117. /**
  93118. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93119. */
  93120. indexParameters: any;
  93121. /**
  93122. * Max number of lights that can be used in the shader.
  93123. */
  93124. maxSimultaneousLights: number;
  93125. /**
  93126. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  93127. */
  93128. transformFeedbackVaryings: Nullable<string[]>;
  93129. }
  93130. /**
  93131. * Effect containing vertex and fragment shader that can be executed on an object.
  93132. */
  93133. export class Effect implements IDisposable {
  93134. /**
  93135. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93136. */
  93137. static ShadersRepository: string;
  93138. /**
  93139. * Name of the effect.
  93140. */
  93141. name: any;
  93142. /**
  93143. * String container all the define statements that should be set on the shader.
  93144. */
  93145. defines: string;
  93146. /**
  93147. * Callback that will be called when the shader is compiled.
  93148. */
  93149. onCompiled: Nullable<(effect: Effect) => void>;
  93150. /**
  93151. * Callback that will be called if an error occurs during shader compilation.
  93152. */
  93153. onError: Nullable<(effect: Effect, errors: string) => void>;
  93154. /**
  93155. * Callback that will be called when effect is bound.
  93156. */
  93157. onBind: Nullable<(effect: Effect) => void>;
  93158. /**
  93159. * Unique ID of the effect.
  93160. */
  93161. uniqueId: number;
  93162. /**
  93163. * Observable that will be called when the shader is compiled.
  93164. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  93165. */
  93166. onCompileObservable: Observable<Effect>;
  93167. /**
  93168. * Observable that will be called if an error occurs during shader compilation.
  93169. */
  93170. onErrorObservable: Observable<Effect>;
  93171. /** @hidden */
  93172. _onBindObservable: Nullable<Observable<Effect>>;
  93173. /**
  93174. * Observable that will be called when effect is bound.
  93175. */
  93176. readonly onBindObservable: Observable<Effect>;
  93177. /** @hidden */
  93178. _bonesComputationForcedToCPU: boolean;
  93179. private static _uniqueIdSeed;
  93180. private _engine;
  93181. private _uniformBuffersNames;
  93182. private _uniformsNames;
  93183. private _samplerList;
  93184. private _samplers;
  93185. private _isReady;
  93186. private _compilationError;
  93187. private _attributesNames;
  93188. private _attributes;
  93189. private _uniforms;
  93190. /**
  93191. * Key for the effect.
  93192. * @hidden
  93193. */
  93194. _key: string;
  93195. private _indexParameters;
  93196. private _fallbacks;
  93197. private _vertexSourceCode;
  93198. private _fragmentSourceCode;
  93199. private _vertexSourceCodeOverride;
  93200. private _fragmentSourceCodeOverride;
  93201. private _transformFeedbackVaryings;
  93202. /**
  93203. * Compiled shader to webGL program.
  93204. * @hidden
  93205. */
  93206. _pipelineContext: Nullable<IPipelineContext>;
  93207. private _valueCache;
  93208. private static _baseCache;
  93209. /**
  93210. * Instantiates an effect.
  93211. * An effect can be used to create/manage/execute vertex and fragment shaders.
  93212. * @param baseName Name of the effect.
  93213. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  93214. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  93215. * @param samplers List of sampler variables that will be passed to the shader.
  93216. * @param engine Engine to be used to render the effect
  93217. * @param defines Define statements to be added to the shader.
  93218. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  93219. * @param onCompiled Callback that will be called when the shader is compiled.
  93220. * @param onError Callback that will be called if an error occurs during shader compilation.
  93221. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93222. */
  93223. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  93224. private _useFinalCode;
  93225. /**
  93226. * Unique key for this effect
  93227. */
  93228. readonly key: string;
  93229. /**
  93230. * If the effect has been compiled and prepared.
  93231. * @returns if the effect is compiled and prepared.
  93232. */
  93233. isReady(): boolean;
  93234. private _isReadyInternal;
  93235. /**
  93236. * The engine the effect was initialized with.
  93237. * @returns the engine.
  93238. */
  93239. getEngine(): Engine;
  93240. /**
  93241. * The pipeline context for this effect
  93242. * @returns the associated pipeline context
  93243. */
  93244. getPipelineContext(): Nullable<IPipelineContext>;
  93245. /**
  93246. * The set of names of attribute variables for the shader.
  93247. * @returns An array of attribute names.
  93248. */
  93249. getAttributesNames(): string[];
  93250. /**
  93251. * Returns the attribute at the given index.
  93252. * @param index The index of the attribute.
  93253. * @returns The location of the attribute.
  93254. */
  93255. getAttributeLocation(index: number): number;
  93256. /**
  93257. * Returns the attribute based on the name of the variable.
  93258. * @param name of the attribute to look up.
  93259. * @returns the attribute location.
  93260. */
  93261. getAttributeLocationByName(name: string): number;
  93262. /**
  93263. * The number of attributes.
  93264. * @returns the numnber of attributes.
  93265. */
  93266. getAttributesCount(): number;
  93267. /**
  93268. * Gets the index of a uniform variable.
  93269. * @param uniformName of the uniform to look up.
  93270. * @returns the index.
  93271. */
  93272. getUniformIndex(uniformName: string): number;
  93273. /**
  93274. * Returns the attribute based on the name of the variable.
  93275. * @param uniformName of the uniform to look up.
  93276. * @returns the location of the uniform.
  93277. */
  93278. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  93279. /**
  93280. * Returns an array of sampler variable names
  93281. * @returns The array of sampler variable neames.
  93282. */
  93283. getSamplers(): string[];
  93284. /**
  93285. * The error from the last compilation.
  93286. * @returns the error string.
  93287. */
  93288. getCompilationError(): string;
  93289. /**
  93290. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  93291. * @param func The callback to be used.
  93292. */
  93293. executeWhenCompiled(func: (effect: Effect) => void): void;
  93294. private _checkIsReady;
  93295. /** @hidden */
  93296. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  93297. /** @hidden */
  93298. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  93299. /** @hidden */
  93300. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  93301. /**
  93302. * Recompiles the webGL program
  93303. * @param vertexSourceCode The source code for the vertex shader.
  93304. * @param fragmentSourceCode The source code for the fragment shader.
  93305. * @param onCompiled Callback called when completed.
  93306. * @param onError Callback called on error.
  93307. * @hidden
  93308. */
  93309. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  93310. /**
  93311. * Prepares the effect
  93312. * @hidden
  93313. */
  93314. _prepareEffect(): void;
  93315. private _processCompilationErrors;
  93316. /**
  93317. * Checks if the effect is supported. (Must be called after compilation)
  93318. */
  93319. readonly isSupported: boolean;
  93320. /**
  93321. * Binds a texture to the engine to be used as output of the shader.
  93322. * @param channel Name of the output variable.
  93323. * @param texture Texture to bind.
  93324. * @hidden
  93325. */
  93326. _bindTexture(channel: string, texture: InternalTexture): void;
  93327. /**
  93328. * Sets a texture on the engine to be used in the shader.
  93329. * @param channel Name of the sampler variable.
  93330. * @param texture Texture to set.
  93331. */
  93332. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  93333. /**
  93334. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  93335. * @param channel Name of the sampler variable.
  93336. * @param texture Texture to set.
  93337. */
  93338. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  93339. /**
  93340. * Sets an array of textures on the engine to be used in the shader.
  93341. * @param channel Name of the variable.
  93342. * @param textures Textures to set.
  93343. */
  93344. setTextureArray(channel: string, textures: BaseTexture[]): void;
  93345. /**
  93346. * 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)
  93347. * @param channel Name of the sampler variable.
  93348. * @param postProcess Post process to get the input texture from.
  93349. */
  93350. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  93351. /**
  93352. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  93353. * 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)
  93354. * @param channel Name of the sampler variable.
  93355. * @param postProcess Post process to get the output texture from.
  93356. */
  93357. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  93358. /** @hidden */
  93359. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  93360. /** @hidden */
  93361. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  93362. /** @hidden */
  93363. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  93364. /** @hidden */
  93365. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  93366. /**
  93367. * Binds a buffer to a uniform.
  93368. * @param buffer Buffer to bind.
  93369. * @param name Name of the uniform variable to bind to.
  93370. */
  93371. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  93372. /**
  93373. * Binds block to a uniform.
  93374. * @param blockName Name of the block to bind.
  93375. * @param index Index to bind.
  93376. */
  93377. bindUniformBlock(blockName: string, index: number): void;
  93378. /**
  93379. * Sets an interger value on a uniform variable.
  93380. * @param uniformName Name of the variable.
  93381. * @param value Value to be set.
  93382. * @returns this effect.
  93383. */
  93384. setInt(uniformName: string, value: number): Effect;
  93385. /**
  93386. * Sets an int array on a uniform variable.
  93387. * @param uniformName Name of the variable.
  93388. * @param array array to be set.
  93389. * @returns this effect.
  93390. */
  93391. setIntArray(uniformName: string, array: Int32Array): Effect;
  93392. /**
  93393. * 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)
  93394. * @param uniformName Name of the variable.
  93395. * @param array array to be set.
  93396. * @returns this effect.
  93397. */
  93398. setIntArray2(uniformName: string, array: Int32Array): Effect;
  93399. /**
  93400. * 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)
  93401. * @param uniformName Name of the variable.
  93402. * @param array array to be set.
  93403. * @returns this effect.
  93404. */
  93405. setIntArray3(uniformName: string, array: Int32Array): Effect;
  93406. /**
  93407. * 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)
  93408. * @param uniformName Name of the variable.
  93409. * @param array array to be set.
  93410. * @returns this effect.
  93411. */
  93412. setIntArray4(uniformName: string, array: Int32Array): Effect;
  93413. /**
  93414. * Sets an float array on a uniform variable.
  93415. * @param uniformName Name of the variable.
  93416. * @param array array to be set.
  93417. * @returns this effect.
  93418. */
  93419. setFloatArray(uniformName: string, array: Float32Array): Effect;
  93420. /**
  93421. * 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)
  93422. * @param uniformName Name of the variable.
  93423. * @param array array to be set.
  93424. * @returns this effect.
  93425. */
  93426. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  93427. /**
  93428. * 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)
  93429. * @param uniformName Name of the variable.
  93430. * @param array array to be set.
  93431. * @returns this effect.
  93432. */
  93433. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  93434. /**
  93435. * 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)
  93436. * @param uniformName Name of the variable.
  93437. * @param array array to be set.
  93438. * @returns this effect.
  93439. */
  93440. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  93441. /**
  93442. * Sets an array on a uniform variable.
  93443. * @param uniformName Name of the variable.
  93444. * @param array array to be set.
  93445. * @returns this effect.
  93446. */
  93447. setArray(uniformName: string, array: number[]): Effect;
  93448. /**
  93449. * 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)
  93450. * @param uniformName Name of the variable.
  93451. * @param array array to be set.
  93452. * @returns this effect.
  93453. */
  93454. setArray2(uniformName: string, array: number[]): Effect;
  93455. /**
  93456. * 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)
  93457. * @param uniformName Name of the variable.
  93458. * @param array array to be set.
  93459. * @returns this effect.
  93460. */
  93461. setArray3(uniformName: string, array: number[]): Effect;
  93462. /**
  93463. * 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)
  93464. * @param uniformName Name of the variable.
  93465. * @param array array to be set.
  93466. * @returns this effect.
  93467. */
  93468. setArray4(uniformName: string, array: number[]): Effect;
  93469. /**
  93470. * Sets matrices on a uniform variable.
  93471. * @param uniformName Name of the variable.
  93472. * @param matrices matrices to be set.
  93473. * @returns this effect.
  93474. */
  93475. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  93476. /**
  93477. * Sets matrix on a uniform variable.
  93478. * @param uniformName Name of the variable.
  93479. * @param matrix matrix to be set.
  93480. * @returns this effect.
  93481. */
  93482. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  93483. /**
  93484. * 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)
  93485. * @param uniformName Name of the variable.
  93486. * @param matrix matrix to be set.
  93487. * @returns this effect.
  93488. */
  93489. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  93490. /**
  93491. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  93492. * @param uniformName Name of the variable.
  93493. * @param matrix matrix to be set.
  93494. * @returns this effect.
  93495. */
  93496. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  93497. /**
  93498. * Sets a float on a uniform variable.
  93499. * @param uniformName Name of the variable.
  93500. * @param value value to be set.
  93501. * @returns this effect.
  93502. */
  93503. setFloat(uniformName: string, value: number): Effect;
  93504. /**
  93505. * Sets a boolean on a uniform variable.
  93506. * @param uniformName Name of the variable.
  93507. * @param bool value to be set.
  93508. * @returns this effect.
  93509. */
  93510. setBool(uniformName: string, bool: boolean): Effect;
  93511. /**
  93512. * Sets a Vector2 on a uniform variable.
  93513. * @param uniformName Name of the variable.
  93514. * @param vector2 vector2 to be set.
  93515. * @returns this effect.
  93516. */
  93517. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  93518. /**
  93519. * Sets a float2 on a uniform variable.
  93520. * @param uniformName Name of the variable.
  93521. * @param x First float in float2.
  93522. * @param y Second float in float2.
  93523. * @returns this effect.
  93524. */
  93525. setFloat2(uniformName: string, x: number, y: number): Effect;
  93526. /**
  93527. * Sets a Vector3 on a uniform variable.
  93528. * @param uniformName Name of the variable.
  93529. * @param vector3 Value to be set.
  93530. * @returns this effect.
  93531. */
  93532. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  93533. /**
  93534. * Sets a float3 on a uniform variable.
  93535. * @param uniformName Name of the variable.
  93536. * @param x First float in float3.
  93537. * @param y Second float in float3.
  93538. * @param z Third float in float3.
  93539. * @returns this effect.
  93540. */
  93541. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  93542. /**
  93543. * Sets a Vector4 on a uniform variable.
  93544. * @param uniformName Name of the variable.
  93545. * @param vector4 Value to be set.
  93546. * @returns this effect.
  93547. */
  93548. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  93549. /**
  93550. * Sets a float4 on a uniform variable.
  93551. * @param uniformName Name of the variable.
  93552. * @param x First float in float4.
  93553. * @param y Second float in float4.
  93554. * @param z Third float in float4.
  93555. * @param w Fourth float in float4.
  93556. * @returns this effect.
  93557. */
  93558. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  93559. /**
  93560. * Sets a Color3 on a uniform variable.
  93561. * @param uniformName Name of the variable.
  93562. * @param color3 Value to be set.
  93563. * @returns this effect.
  93564. */
  93565. setColor3(uniformName: string, color3: IColor3Like): Effect;
  93566. /**
  93567. * Sets a Color4 on a uniform variable.
  93568. * @param uniformName Name of the variable.
  93569. * @param color3 Value to be set.
  93570. * @param alpha Alpha value to be set.
  93571. * @returns this effect.
  93572. */
  93573. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  93574. /**
  93575. * Sets a Color4 on a uniform variable
  93576. * @param uniformName defines the name of the variable
  93577. * @param color4 defines the value to be set
  93578. * @returns this effect.
  93579. */
  93580. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  93581. /** Release all associated resources */
  93582. dispose(): void;
  93583. /**
  93584. * This function will add a new shader to the shader store
  93585. * @param name the name of the shader
  93586. * @param pixelShader optional pixel shader content
  93587. * @param vertexShader optional vertex shader content
  93588. */
  93589. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  93590. /**
  93591. * Store of each shader (The can be looked up using effect.key)
  93592. */
  93593. static ShadersStore: {
  93594. [key: string]: string;
  93595. };
  93596. /**
  93597. * Store of each included file for a shader (The can be looked up using effect.key)
  93598. */
  93599. static IncludesShadersStore: {
  93600. [key: string]: string;
  93601. };
  93602. /**
  93603. * Resets the cache of effects.
  93604. */
  93605. static ResetCache(): void;
  93606. }
  93607. }
  93608. declare module BABYLON {
  93609. /**
  93610. * Uniform buffer objects.
  93611. *
  93612. * Handles blocks of uniform on the GPU.
  93613. *
  93614. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  93615. *
  93616. * For more information, please refer to :
  93617. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93618. */
  93619. export class UniformBuffer {
  93620. private _engine;
  93621. private _buffer;
  93622. private _data;
  93623. private _bufferData;
  93624. private _dynamic?;
  93625. private _uniformLocations;
  93626. private _uniformSizes;
  93627. private _uniformLocationPointer;
  93628. private _needSync;
  93629. private _noUBO;
  93630. private _currentEffect;
  93631. private static _MAX_UNIFORM_SIZE;
  93632. private static _tempBuffer;
  93633. /**
  93634. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  93635. * This is dynamic to allow compat with webgl 1 and 2.
  93636. * You will need to pass the name of the uniform as well as the value.
  93637. */
  93638. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  93639. /**
  93640. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  93641. * This is dynamic to allow compat with webgl 1 and 2.
  93642. * You will need to pass the name of the uniform as well as the value.
  93643. */
  93644. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  93645. /**
  93646. * Lambda to Update a single float in a uniform buffer.
  93647. * This is dynamic to allow compat with webgl 1 and 2.
  93648. * You will need to pass the name of the uniform as well as the value.
  93649. */
  93650. updateFloat: (name: string, x: number) => void;
  93651. /**
  93652. * Lambda to Update a vec2 of float in a uniform buffer.
  93653. * This is dynamic to allow compat with webgl 1 and 2.
  93654. * You will need to pass the name of the uniform as well as the value.
  93655. */
  93656. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  93657. /**
  93658. * Lambda to Update a vec3 of float in a uniform buffer.
  93659. * This is dynamic to allow compat with webgl 1 and 2.
  93660. * You will need to pass the name of the uniform as well as the value.
  93661. */
  93662. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  93663. /**
  93664. * Lambda to Update a vec4 of float in a uniform buffer.
  93665. * This is dynamic to allow compat with webgl 1 and 2.
  93666. * You will need to pass the name of the uniform as well as the value.
  93667. */
  93668. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  93669. /**
  93670. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  93671. * This is dynamic to allow compat with webgl 1 and 2.
  93672. * You will need to pass the name of the uniform as well as the value.
  93673. */
  93674. updateMatrix: (name: string, mat: Matrix) => void;
  93675. /**
  93676. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  93677. * This is dynamic to allow compat with webgl 1 and 2.
  93678. * You will need to pass the name of the uniform as well as the value.
  93679. */
  93680. updateVector3: (name: string, vector: Vector3) => void;
  93681. /**
  93682. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  93683. * This is dynamic to allow compat with webgl 1 and 2.
  93684. * You will need to pass the name of the uniform as well as the value.
  93685. */
  93686. updateVector4: (name: string, vector: Vector4) => void;
  93687. /**
  93688. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  93689. * This is dynamic to allow compat with webgl 1 and 2.
  93690. * You will need to pass the name of the uniform as well as the value.
  93691. */
  93692. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  93693. /**
  93694. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  93695. * This is dynamic to allow compat with webgl 1 and 2.
  93696. * You will need to pass the name of the uniform as well as the value.
  93697. */
  93698. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  93699. /**
  93700. * Instantiates a new Uniform buffer objects.
  93701. *
  93702. * Handles blocks of uniform on the GPU.
  93703. *
  93704. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  93705. *
  93706. * For more information, please refer to :
  93707. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93708. * @param engine Define the engine the buffer is associated with
  93709. * @param data Define the data contained in the buffer
  93710. * @param dynamic Define if the buffer is updatable
  93711. */
  93712. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  93713. /**
  93714. * Indicates if the buffer is using the WebGL2 UBO implementation,
  93715. * or just falling back on setUniformXXX calls.
  93716. */
  93717. readonly useUbo: boolean;
  93718. /**
  93719. * Indicates if the WebGL underlying uniform buffer is in sync
  93720. * with the javascript cache data.
  93721. */
  93722. readonly isSync: boolean;
  93723. /**
  93724. * Indicates if the WebGL underlying uniform buffer is dynamic.
  93725. * Also, a dynamic UniformBuffer will disable cache verification and always
  93726. * update the underlying WebGL uniform buffer to the GPU.
  93727. * @returns if Dynamic, otherwise false
  93728. */
  93729. isDynamic(): boolean;
  93730. /**
  93731. * The data cache on JS side.
  93732. * @returns the underlying data as a float array
  93733. */
  93734. getData(): Float32Array;
  93735. /**
  93736. * The underlying WebGL Uniform buffer.
  93737. * @returns the webgl buffer
  93738. */
  93739. getBuffer(): Nullable<DataBuffer>;
  93740. /**
  93741. * std140 layout specifies how to align data within an UBO structure.
  93742. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  93743. * for specs.
  93744. */
  93745. private _fillAlignment;
  93746. /**
  93747. * Adds an uniform in the buffer.
  93748. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  93749. * for the layout to be correct !
  93750. * @param name Name of the uniform, as used in the uniform block in the shader.
  93751. * @param size Data size, or data directly.
  93752. */
  93753. addUniform(name: string, size: number | number[]): void;
  93754. /**
  93755. * Adds a Matrix 4x4 to the uniform buffer.
  93756. * @param name Name of the uniform, as used in the uniform block in the shader.
  93757. * @param mat A 4x4 matrix.
  93758. */
  93759. addMatrix(name: string, mat: Matrix): void;
  93760. /**
  93761. * Adds a vec2 to the uniform buffer.
  93762. * @param name Name of the uniform, as used in the uniform block in the shader.
  93763. * @param x Define the x component value of the vec2
  93764. * @param y Define the y component value of the vec2
  93765. */
  93766. addFloat2(name: string, x: number, y: number): void;
  93767. /**
  93768. * Adds a vec3 to the uniform buffer.
  93769. * @param name Name of the uniform, as used in the uniform block in the shader.
  93770. * @param x Define the x component value of the vec3
  93771. * @param y Define the y component value of the vec3
  93772. * @param z Define the z component value of the vec3
  93773. */
  93774. addFloat3(name: string, x: number, y: number, z: number): void;
  93775. /**
  93776. * Adds a vec3 to the uniform buffer.
  93777. * @param name Name of the uniform, as used in the uniform block in the shader.
  93778. * @param color Define the vec3 from a Color
  93779. */
  93780. addColor3(name: string, color: Color3): void;
  93781. /**
  93782. * Adds a vec4 to the uniform buffer.
  93783. * @param name Name of the uniform, as used in the uniform block in the shader.
  93784. * @param color Define the rgb components from a Color
  93785. * @param alpha Define the a component of the vec4
  93786. */
  93787. addColor4(name: string, color: Color3, alpha: number): void;
  93788. /**
  93789. * Adds a vec3 to the uniform buffer.
  93790. * @param name Name of the uniform, as used in the uniform block in the shader.
  93791. * @param vector Define the vec3 components from a Vector
  93792. */
  93793. addVector3(name: string, vector: Vector3): void;
  93794. /**
  93795. * Adds a Matrix 3x3 to the uniform buffer.
  93796. * @param name Name of the uniform, as used in the uniform block in the shader.
  93797. */
  93798. addMatrix3x3(name: string): void;
  93799. /**
  93800. * Adds a Matrix 2x2 to the uniform buffer.
  93801. * @param name Name of the uniform, as used in the uniform block in the shader.
  93802. */
  93803. addMatrix2x2(name: string): void;
  93804. /**
  93805. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  93806. */
  93807. create(): void;
  93808. /** @hidden */
  93809. _rebuild(): void;
  93810. /**
  93811. * Updates the WebGL Uniform Buffer on the GPU.
  93812. * If the `dynamic` flag is set to true, no cache comparison is done.
  93813. * Otherwise, the buffer will be updated only if the cache differs.
  93814. */
  93815. update(): void;
  93816. /**
  93817. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  93818. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93819. * @param data Define the flattened data
  93820. * @param size Define the size of the data.
  93821. */
  93822. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  93823. private _valueCache;
  93824. private _cacheMatrix;
  93825. private _updateMatrix3x3ForUniform;
  93826. private _updateMatrix3x3ForEffect;
  93827. private _updateMatrix2x2ForEffect;
  93828. private _updateMatrix2x2ForUniform;
  93829. private _updateFloatForEffect;
  93830. private _updateFloatForUniform;
  93831. private _updateFloat2ForEffect;
  93832. private _updateFloat2ForUniform;
  93833. private _updateFloat3ForEffect;
  93834. private _updateFloat3ForUniform;
  93835. private _updateFloat4ForEffect;
  93836. private _updateFloat4ForUniform;
  93837. private _updateMatrixForEffect;
  93838. private _updateMatrixForUniform;
  93839. private _updateVector3ForEffect;
  93840. private _updateVector3ForUniform;
  93841. private _updateVector4ForEffect;
  93842. private _updateVector4ForUniform;
  93843. private _updateColor3ForEffect;
  93844. private _updateColor3ForUniform;
  93845. private _updateColor4ForEffect;
  93846. private _updateColor4ForUniform;
  93847. /**
  93848. * Sets a sampler uniform on the effect.
  93849. * @param name Define the name of the sampler.
  93850. * @param texture Define the texture to set in the sampler
  93851. */
  93852. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  93853. /**
  93854. * Directly updates the value of the uniform in the cache AND on the GPU.
  93855. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93856. * @param data Define the flattened data
  93857. */
  93858. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  93859. /**
  93860. * Binds this uniform buffer to an effect.
  93861. * @param effect Define the effect to bind the buffer to
  93862. * @param name Name of the uniform block in the shader.
  93863. */
  93864. bindToEffect(effect: Effect, name: string): void;
  93865. /**
  93866. * Disposes the uniform buffer.
  93867. */
  93868. dispose(): void;
  93869. }
  93870. }
  93871. declare module BABYLON {
  93872. /**
  93873. * Class used to work with sound analyzer using fast fourier transform (FFT)
  93874. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93875. */
  93876. export class Analyser {
  93877. /**
  93878. * Gets or sets the smoothing
  93879. * @ignorenaming
  93880. */
  93881. SMOOTHING: number;
  93882. /**
  93883. * Gets or sets the FFT table size
  93884. * @ignorenaming
  93885. */
  93886. FFT_SIZE: number;
  93887. /**
  93888. * Gets or sets the bar graph amplitude
  93889. * @ignorenaming
  93890. */
  93891. BARGRAPHAMPLITUDE: number;
  93892. /**
  93893. * Gets or sets the position of the debug canvas
  93894. * @ignorenaming
  93895. */
  93896. DEBUGCANVASPOS: {
  93897. x: number;
  93898. y: number;
  93899. };
  93900. /**
  93901. * Gets or sets the debug canvas size
  93902. * @ignorenaming
  93903. */
  93904. DEBUGCANVASSIZE: {
  93905. width: number;
  93906. height: number;
  93907. };
  93908. private _byteFreqs;
  93909. private _byteTime;
  93910. private _floatFreqs;
  93911. private _webAudioAnalyser;
  93912. private _debugCanvas;
  93913. private _debugCanvasContext;
  93914. private _scene;
  93915. private _registerFunc;
  93916. private _audioEngine;
  93917. /**
  93918. * Creates a new analyser
  93919. * @param scene defines hosting scene
  93920. */
  93921. constructor(scene: Scene);
  93922. /**
  93923. * Get the number of data values you will have to play with for the visualization
  93924. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  93925. * @returns a number
  93926. */
  93927. getFrequencyBinCount(): number;
  93928. /**
  93929. * Gets the current frequency data as a byte array
  93930. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93931. * @returns a Uint8Array
  93932. */
  93933. getByteFrequencyData(): Uint8Array;
  93934. /**
  93935. * Gets the current waveform as a byte array
  93936. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  93937. * @returns a Uint8Array
  93938. */
  93939. getByteTimeDomainData(): Uint8Array;
  93940. /**
  93941. * Gets the current frequency data as a float array
  93942. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93943. * @returns a Float32Array
  93944. */
  93945. getFloatFrequencyData(): Float32Array;
  93946. /**
  93947. * Renders the debug canvas
  93948. */
  93949. drawDebugCanvas(): void;
  93950. /**
  93951. * Stops rendering the debug canvas and removes it
  93952. */
  93953. stopDebugCanvas(): void;
  93954. /**
  93955. * Connects two audio nodes
  93956. * @param inputAudioNode defines first node to connect
  93957. * @param outputAudioNode defines second node to connect
  93958. */
  93959. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  93960. /**
  93961. * Releases all associated resources
  93962. */
  93963. dispose(): void;
  93964. }
  93965. }
  93966. declare module BABYLON {
  93967. /**
  93968. * This represents an audio engine and it is responsible
  93969. * to play, synchronize and analyse sounds throughout the application.
  93970. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93971. */
  93972. export interface IAudioEngine extends IDisposable {
  93973. /**
  93974. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93975. */
  93976. readonly canUseWebAudio: boolean;
  93977. /**
  93978. * Gets the current AudioContext if available.
  93979. */
  93980. readonly audioContext: Nullable<AudioContext>;
  93981. /**
  93982. * The master gain node defines the global audio volume of your audio engine.
  93983. */
  93984. readonly masterGain: GainNode;
  93985. /**
  93986. * Gets whether or not mp3 are supported by your browser.
  93987. */
  93988. readonly isMP3supported: boolean;
  93989. /**
  93990. * Gets whether or not ogg are supported by your browser.
  93991. */
  93992. readonly isOGGsupported: boolean;
  93993. /**
  93994. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93995. * @ignoreNaming
  93996. */
  93997. WarnedWebAudioUnsupported: boolean;
  93998. /**
  93999. * Defines if the audio engine relies on a custom unlocked button.
  94000. * In this case, the embedded button will not be displayed.
  94001. */
  94002. useCustomUnlockedButton: boolean;
  94003. /**
  94004. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  94005. */
  94006. readonly unlocked: boolean;
  94007. /**
  94008. * Event raised when audio has been unlocked on the browser.
  94009. */
  94010. onAudioUnlockedObservable: Observable<AudioEngine>;
  94011. /**
  94012. * Event raised when audio has been locked on the browser.
  94013. */
  94014. onAudioLockedObservable: Observable<AudioEngine>;
  94015. /**
  94016. * Flags the audio engine in Locked state.
  94017. * This happens due to new browser policies preventing audio to autoplay.
  94018. */
  94019. lock(): void;
  94020. /**
  94021. * Unlocks the audio engine once a user action has been done on the dom.
  94022. * This is helpful to resume play once browser policies have been satisfied.
  94023. */
  94024. unlock(): void;
  94025. }
  94026. /**
  94027. * This represents the default audio engine used in babylon.
  94028. * It is responsible to play, synchronize and analyse sounds throughout the application.
  94029. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94030. */
  94031. export class AudioEngine implements IAudioEngine {
  94032. private _audioContext;
  94033. private _audioContextInitialized;
  94034. private _muteButton;
  94035. private _hostElement;
  94036. /**
  94037. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94038. */
  94039. canUseWebAudio: boolean;
  94040. /**
  94041. * The master gain node defines the global audio volume of your audio engine.
  94042. */
  94043. masterGain: GainNode;
  94044. /**
  94045. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94046. * @ignoreNaming
  94047. */
  94048. WarnedWebAudioUnsupported: boolean;
  94049. /**
  94050. * Gets whether or not mp3 are supported by your browser.
  94051. */
  94052. isMP3supported: boolean;
  94053. /**
  94054. * Gets whether or not ogg are supported by your browser.
  94055. */
  94056. isOGGsupported: boolean;
  94057. /**
  94058. * Gets whether audio has been unlocked on the device.
  94059. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  94060. * a user interaction has happened.
  94061. */
  94062. unlocked: boolean;
  94063. /**
  94064. * Defines if the audio engine relies on a custom unlocked button.
  94065. * In this case, the embedded button will not be displayed.
  94066. */
  94067. useCustomUnlockedButton: boolean;
  94068. /**
  94069. * Event raised when audio has been unlocked on the browser.
  94070. */
  94071. onAudioUnlockedObservable: Observable<AudioEngine>;
  94072. /**
  94073. * Event raised when audio has been locked on the browser.
  94074. */
  94075. onAudioLockedObservable: Observable<AudioEngine>;
  94076. /**
  94077. * Gets the current AudioContext if available.
  94078. */
  94079. readonly audioContext: Nullable<AudioContext>;
  94080. private _connectedAnalyser;
  94081. /**
  94082. * Instantiates a new audio engine.
  94083. *
  94084. * There should be only one per page as some browsers restrict the number
  94085. * of audio contexts you can create.
  94086. * @param hostElement defines the host element where to display the mute icon if necessary
  94087. */
  94088. constructor(hostElement?: Nullable<HTMLElement>);
  94089. /**
  94090. * Flags the audio engine in Locked state.
  94091. * This happens due to new browser policies preventing audio to autoplay.
  94092. */
  94093. lock(): void;
  94094. /**
  94095. * Unlocks the audio engine once a user action has been done on the dom.
  94096. * This is helpful to resume play once browser policies have been satisfied.
  94097. */
  94098. unlock(): void;
  94099. private _resumeAudioContext;
  94100. private _initializeAudioContext;
  94101. private _tryToRun;
  94102. private _triggerRunningState;
  94103. private _triggerSuspendedState;
  94104. private _displayMuteButton;
  94105. private _moveButtonToTopLeft;
  94106. private _onResize;
  94107. private _hideMuteButton;
  94108. /**
  94109. * Destroy and release the resources associated with the audio ccontext.
  94110. */
  94111. dispose(): void;
  94112. /**
  94113. * Gets the global volume sets on the master gain.
  94114. * @returns the global volume if set or -1 otherwise
  94115. */
  94116. getGlobalVolume(): number;
  94117. /**
  94118. * Sets the global volume of your experience (sets on the master gain).
  94119. * @param newVolume Defines the new global volume of the application
  94120. */
  94121. setGlobalVolume(newVolume: number): void;
  94122. /**
  94123. * Connect the audio engine to an audio analyser allowing some amazing
  94124. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  94125. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  94126. * @param analyser The analyser to connect to the engine
  94127. */
  94128. connectToAnalyser(analyser: Analyser): void;
  94129. }
  94130. }
  94131. declare module BABYLON {
  94132. /**
  94133. * Interface used to present a loading screen while loading a scene
  94134. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94135. */
  94136. export interface ILoadingScreen {
  94137. /**
  94138. * Function called to display the loading screen
  94139. */
  94140. displayLoadingUI: () => void;
  94141. /**
  94142. * Function called to hide the loading screen
  94143. */
  94144. hideLoadingUI: () => void;
  94145. /**
  94146. * Gets or sets the color to use for the background
  94147. */
  94148. loadingUIBackgroundColor: string;
  94149. /**
  94150. * Gets or sets the text to display while loading
  94151. */
  94152. loadingUIText: string;
  94153. }
  94154. /**
  94155. * Class used for the default loading screen
  94156. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94157. */
  94158. export class DefaultLoadingScreen implements ILoadingScreen {
  94159. private _renderingCanvas;
  94160. private _loadingText;
  94161. private _loadingDivBackgroundColor;
  94162. private _loadingDiv;
  94163. private _loadingTextDiv;
  94164. /** Gets or sets the logo url to use for the default loading screen */
  94165. static DefaultLogoUrl: string;
  94166. /** Gets or sets the spinner url to use for the default loading screen */
  94167. static DefaultSpinnerUrl: string;
  94168. /**
  94169. * Creates a new default loading screen
  94170. * @param _renderingCanvas defines the canvas used to render the scene
  94171. * @param _loadingText defines the default text to display
  94172. * @param _loadingDivBackgroundColor defines the default background color
  94173. */
  94174. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  94175. /**
  94176. * Function called to display the loading screen
  94177. */
  94178. displayLoadingUI(): void;
  94179. /**
  94180. * Function called to hide the loading screen
  94181. */
  94182. hideLoadingUI(): void;
  94183. /**
  94184. * Gets or sets the text to display while loading
  94185. */
  94186. loadingUIText: string;
  94187. /**
  94188. * Gets or sets the color to use for the background
  94189. */
  94190. loadingUIBackgroundColor: string;
  94191. private _resizeLoadingUI;
  94192. }
  94193. }
  94194. declare module BABYLON {
  94195. /** @hidden */
  94196. export class WebGLPipelineContext implements IPipelineContext {
  94197. engine: Engine;
  94198. program: Nullable<WebGLProgram>;
  94199. context?: WebGLRenderingContext;
  94200. vertexShader?: WebGLShader;
  94201. fragmentShader?: WebGLShader;
  94202. isParallelCompiled: boolean;
  94203. onCompiled?: () => void;
  94204. transformFeedback?: WebGLTransformFeedback | null;
  94205. readonly isAsync: boolean;
  94206. readonly isReady: boolean;
  94207. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  94208. }
  94209. }
  94210. declare module BABYLON {
  94211. /** @hidden */
  94212. export class WebGLDataBuffer extends DataBuffer {
  94213. private _buffer;
  94214. constructor(resource: WebGLBuffer);
  94215. readonly underlyingResource: any;
  94216. }
  94217. }
  94218. declare module BABYLON {
  94219. /** @hidden */
  94220. export class WebGL2ShaderProcessor implements IShaderProcessor {
  94221. attributeProcessor(attribute: string): string;
  94222. varyingProcessor(varying: string, isFragment: boolean): string;
  94223. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  94224. }
  94225. }
  94226. declare module BABYLON {
  94227. /**
  94228. * This class is used to track a performance counter which is number based.
  94229. * The user has access to many properties which give statistics of different nature.
  94230. *
  94231. * The implementer can track two kinds of Performance Counter: time and count.
  94232. * 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.
  94233. * 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.
  94234. */
  94235. export class PerfCounter {
  94236. /**
  94237. * Gets or sets a global boolean to turn on and off all the counters
  94238. */
  94239. static Enabled: boolean;
  94240. /**
  94241. * Returns the smallest value ever
  94242. */
  94243. readonly min: number;
  94244. /**
  94245. * Returns the biggest value ever
  94246. */
  94247. readonly max: number;
  94248. /**
  94249. * Returns the average value since the performance counter is running
  94250. */
  94251. readonly average: number;
  94252. /**
  94253. * Returns the average value of the last second the counter was monitored
  94254. */
  94255. readonly lastSecAverage: number;
  94256. /**
  94257. * Returns the current value
  94258. */
  94259. readonly current: number;
  94260. /**
  94261. * Gets the accumulated total
  94262. */
  94263. readonly total: number;
  94264. /**
  94265. * Gets the total value count
  94266. */
  94267. readonly count: number;
  94268. /**
  94269. * Creates a new counter
  94270. */
  94271. constructor();
  94272. /**
  94273. * Call this method to start monitoring a new frame.
  94274. * 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.
  94275. */
  94276. fetchNewFrame(): void;
  94277. /**
  94278. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  94279. * @param newCount the count value to add to the monitored count
  94280. * @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.
  94281. */
  94282. addCount(newCount: number, fetchResult: boolean): void;
  94283. /**
  94284. * Start monitoring this performance counter
  94285. */
  94286. beginMonitoring(): void;
  94287. /**
  94288. * Compute the time lapsed since the previous beginMonitoring() call.
  94289. * @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
  94290. */
  94291. endMonitoring(newFrame?: boolean): void;
  94292. private _fetchResult;
  94293. private _startMonitoringTime;
  94294. private _min;
  94295. private _max;
  94296. private _average;
  94297. private _current;
  94298. private _totalValueCount;
  94299. private _totalAccumulated;
  94300. private _lastSecAverage;
  94301. private _lastSecAccumulated;
  94302. private _lastSecTime;
  94303. private _lastSecValueCount;
  94304. }
  94305. }
  94306. declare module BABYLON {
  94307. /**
  94308. * Interface for any object that can request an animation frame
  94309. */
  94310. export interface ICustomAnimationFrameRequester {
  94311. /**
  94312. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  94313. */
  94314. renderFunction?: Function;
  94315. /**
  94316. * Called to request the next frame to render to
  94317. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  94318. */
  94319. requestAnimationFrame: Function;
  94320. /**
  94321. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  94322. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  94323. */
  94324. requestID?: number;
  94325. }
  94326. }
  94327. declare module BABYLON {
  94328. /**
  94329. * Settings for finer control over video usage
  94330. */
  94331. export interface VideoTextureSettings {
  94332. /**
  94333. * Applies `autoplay` to video, if specified
  94334. */
  94335. autoPlay?: boolean;
  94336. /**
  94337. * Applies `loop` to video, if specified
  94338. */
  94339. loop?: boolean;
  94340. /**
  94341. * Automatically updates internal texture from video at every frame in the render loop
  94342. */
  94343. autoUpdateTexture: boolean;
  94344. /**
  94345. * Image src displayed during the video loading or until the user interacts with the video.
  94346. */
  94347. poster?: string;
  94348. }
  94349. /**
  94350. * If you want to display a video in your scene, this is the special texture for that.
  94351. * This special texture works similar to other textures, with the exception of a few parameters.
  94352. * @see https://doc.babylonjs.com/how_to/video_texture
  94353. */
  94354. export class VideoTexture extends Texture {
  94355. /**
  94356. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  94357. */
  94358. readonly autoUpdateTexture: boolean;
  94359. /**
  94360. * The video instance used by the texture internally
  94361. */
  94362. readonly video: HTMLVideoElement;
  94363. private _onUserActionRequestedObservable;
  94364. /**
  94365. * Event triggerd when a dom action is required by the user to play the video.
  94366. * This happens due to recent changes in browser policies preventing video to auto start.
  94367. */
  94368. readonly onUserActionRequestedObservable: Observable<Texture>;
  94369. private _generateMipMaps;
  94370. private _engine;
  94371. private _stillImageCaptured;
  94372. private _displayingPosterTexture;
  94373. private _settings;
  94374. private _createInternalTextureOnEvent;
  94375. /**
  94376. * Creates a video texture.
  94377. * If you want to display a video in your scene, this is the special texture for that.
  94378. * This special texture works similar to other textures, with the exception of a few parameters.
  94379. * @see https://doc.babylonjs.com/how_to/video_texture
  94380. * @param name optional name, will detect from video source, if not defined
  94381. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  94382. * @param scene is obviously the current scene.
  94383. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  94384. * @param invertY is false by default but can be used to invert video on Y axis
  94385. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  94386. * @param settings allows finer control over video usage
  94387. */
  94388. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  94389. private _getName;
  94390. private _getVideo;
  94391. private _createInternalTexture;
  94392. private reset;
  94393. /**
  94394. * @hidden Internal method to initiate `update`.
  94395. */
  94396. _rebuild(): void;
  94397. /**
  94398. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  94399. */
  94400. update(): void;
  94401. /**
  94402. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  94403. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  94404. */
  94405. updateTexture(isVisible: boolean): void;
  94406. protected _updateInternalTexture: () => void;
  94407. /**
  94408. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  94409. * @param url New url.
  94410. */
  94411. updateURL(url: string): void;
  94412. /**
  94413. * Dispose the texture and release its associated resources.
  94414. */
  94415. dispose(): void;
  94416. /**
  94417. * Creates a video texture straight from a stream.
  94418. * @param scene Define the scene the texture should be created in
  94419. * @param stream Define the stream the texture should be created from
  94420. * @returns The created video texture as a promise
  94421. */
  94422. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  94423. /**
  94424. * Creates a video texture straight from your WebCam video feed.
  94425. * @param scene Define the scene the texture should be created in
  94426. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  94427. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  94428. * @returns The created video texture as a promise
  94429. */
  94430. static CreateFromWebCamAsync(scene: Scene, constraints: {
  94431. minWidth: number;
  94432. maxWidth: number;
  94433. minHeight: number;
  94434. maxHeight: number;
  94435. deviceId: string;
  94436. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  94437. /**
  94438. * Creates a video texture straight from your WebCam video feed.
  94439. * @param scene Define the scene the texture should be created in
  94440. * @param onReady Define a callback to triggered once the texture will be ready
  94441. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  94442. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  94443. */
  94444. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  94445. minWidth: number;
  94446. maxWidth: number;
  94447. minHeight: number;
  94448. maxHeight: number;
  94449. deviceId: string;
  94450. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  94451. }
  94452. }
  94453. declare module BABYLON {
  94454. /**
  94455. * Defines the interface used by objects containing a viewport (like a camera)
  94456. */
  94457. interface IViewportOwnerLike {
  94458. /**
  94459. * Gets or sets the viewport
  94460. */
  94461. viewport: IViewportLike;
  94462. }
  94463. /**
  94464. * Interface for attribute information associated with buffer instanciation
  94465. */
  94466. export class InstancingAttributeInfo {
  94467. /**
  94468. * Index/offset of the attribute in the vertex shader
  94469. */
  94470. index: number;
  94471. /**
  94472. * size of the attribute, 1, 2, 3 or 4
  94473. */
  94474. attributeSize: number;
  94475. /**
  94476. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  94477. * default is FLOAT
  94478. */
  94479. attribyteType: number;
  94480. /**
  94481. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  94482. */
  94483. normalized: boolean;
  94484. /**
  94485. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  94486. */
  94487. offset: number;
  94488. /**
  94489. * Name of the GLSL attribute, for debugging purpose only
  94490. */
  94491. attributeName: string;
  94492. }
  94493. /**
  94494. * Define options used to create a depth texture
  94495. */
  94496. export class DepthTextureCreationOptions {
  94497. /** Specifies whether or not a stencil should be allocated in the texture */
  94498. generateStencil?: boolean;
  94499. /** Specifies whether or not bilinear filtering is enable on the texture */
  94500. bilinearFiltering?: boolean;
  94501. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  94502. comparisonFunction?: number;
  94503. /** Specifies if the created texture is a cube texture */
  94504. isCube?: boolean;
  94505. }
  94506. /**
  94507. * Class used to describe the capabilities of the engine relatively to the current browser
  94508. */
  94509. export class EngineCapabilities {
  94510. /** Maximum textures units per fragment shader */
  94511. maxTexturesImageUnits: number;
  94512. /** Maximum texture units per vertex shader */
  94513. maxVertexTextureImageUnits: number;
  94514. /** Maximum textures units in the entire pipeline */
  94515. maxCombinedTexturesImageUnits: number;
  94516. /** Maximum texture size */
  94517. maxTextureSize: number;
  94518. /** Maximum cube texture size */
  94519. maxCubemapTextureSize: number;
  94520. /** Maximum render texture size */
  94521. maxRenderTextureSize: number;
  94522. /** Maximum number of vertex attributes */
  94523. maxVertexAttribs: number;
  94524. /** Maximum number of varyings */
  94525. maxVaryingVectors: number;
  94526. /** Maximum number of uniforms per vertex shader */
  94527. maxVertexUniformVectors: number;
  94528. /** Maximum number of uniforms per fragment shader */
  94529. maxFragmentUniformVectors: number;
  94530. /** Defines if standard derivates (dx/dy) are supported */
  94531. standardDerivatives: boolean;
  94532. /** Defines if s3tc texture compression is supported */
  94533. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  94534. /** Defines if pvrtc texture compression is supported */
  94535. pvrtc: any;
  94536. /** Defines if etc1 texture compression is supported */
  94537. etc1: any;
  94538. /** Defines if etc2 texture compression is supported */
  94539. etc2: any;
  94540. /** Defines if astc texture compression is supported */
  94541. astc: any;
  94542. /** Defines if float textures are supported */
  94543. textureFloat: boolean;
  94544. /** Defines if vertex array objects are supported */
  94545. vertexArrayObject: boolean;
  94546. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  94547. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  94548. /** Gets the maximum level of anisotropy supported */
  94549. maxAnisotropy: number;
  94550. /** Defines if instancing is supported */
  94551. instancedArrays: boolean;
  94552. /** Defines if 32 bits indices are supported */
  94553. uintIndices: boolean;
  94554. /** Defines if high precision shaders are supported */
  94555. highPrecisionShaderSupported: boolean;
  94556. /** Defines if depth reading in the fragment shader is supported */
  94557. fragmentDepthSupported: boolean;
  94558. /** Defines if float texture linear filtering is supported*/
  94559. textureFloatLinearFiltering: boolean;
  94560. /** Defines if rendering to float textures is supported */
  94561. textureFloatRender: boolean;
  94562. /** Defines if half float textures are supported*/
  94563. textureHalfFloat: boolean;
  94564. /** Defines if half float texture linear filtering is supported*/
  94565. textureHalfFloatLinearFiltering: boolean;
  94566. /** Defines if rendering to half float textures is supported */
  94567. textureHalfFloatRender: boolean;
  94568. /** Defines if textureLOD shader command is supported */
  94569. textureLOD: boolean;
  94570. /** Defines if draw buffers extension is supported */
  94571. drawBuffersExtension: boolean;
  94572. /** Defines if depth textures are supported */
  94573. depthTextureExtension: boolean;
  94574. /** Defines if float color buffer are supported */
  94575. colorBufferFloat: boolean;
  94576. /** Gets disjoint timer query extension (null if not supported) */
  94577. timerQuery: EXT_disjoint_timer_query;
  94578. /** Defines if timestamp can be used with timer query */
  94579. canUseTimestampForTimerQuery: boolean;
  94580. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  94581. multiview: any;
  94582. /** Function used to let the system compiles shaders in background */
  94583. parallelShaderCompile: {
  94584. COMPLETION_STATUS_KHR: number;
  94585. };
  94586. /** Max number of texture samples for MSAA */
  94587. maxMSAASamples: number;
  94588. }
  94589. /** Interface defining initialization parameters for Engine class */
  94590. export interface EngineOptions extends WebGLContextAttributes {
  94591. /**
  94592. * Defines if the engine should no exceed a specified device ratio
  94593. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  94594. */
  94595. limitDeviceRatio?: number;
  94596. /**
  94597. * Defines if webvr should be enabled automatically
  94598. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94599. */
  94600. autoEnableWebVR?: boolean;
  94601. /**
  94602. * Defines if webgl2 should be turned off even if supported
  94603. * @see http://doc.babylonjs.com/features/webgl2
  94604. */
  94605. disableWebGL2Support?: boolean;
  94606. /**
  94607. * Defines if webaudio should be initialized as well
  94608. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94609. */
  94610. audioEngine?: boolean;
  94611. /**
  94612. * Defines if animations should run using a deterministic lock step
  94613. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94614. */
  94615. deterministicLockstep?: boolean;
  94616. /** Defines the maximum steps to use with deterministic lock step mode */
  94617. lockstepMaxSteps?: number;
  94618. /**
  94619. * Defines that engine should ignore context lost events
  94620. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  94621. */
  94622. doNotHandleContextLost?: boolean;
  94623. /**
  94624. * Defines that engine should ignore modifying touch action attribute and style
  94625. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  94626. */
  94627. doNotHandleTouchAction?: boolean;
  94628. /**
  94629. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  94630. */
  94631. useHighPrecisionFloats?: boolean;
  94632. }
  94633. /**
  94634. * Defines the interface used by display changed events
  94635. */
  94636. export interface IDisplayChangedEventArgs {
  94637. /** Gets the vrDisplay object (if any) */
  94638. vrDisplay: Nullable<any>;
  94639. /** Gets a boolean indicating if webVR is supported */
  94640. vrSupported: boolean;
  94641. }
  94642. /**
  94643. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  94644. */
  94645. export class Engine {
  94646. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  94647. static ExceptionList: ({
  94648. key: string;
  94649. capture: string;
  94650. captureConstraint: number;
  94651. targets: string[];
  94652. } | {
  94653. key: string;
  94654. capture: null;
  94655. captureConstraint: null;
  94656. targets: string[];
  94657. })[];
  94658. /** Gets the list of created engines */
  94659. static readonly Instances: Engine[];
  94660. /**
  94661. * Gets the latest created engine
  94662. */
  94663. static readonly LastCreatedEngine: Nullable<Engine>;
  94664. /**
  94665. * Gets the latest created scene
  94666. */
  94667. static readonly LastCreatedScene: Nullable<Scene>;
  94668. /**
  94669. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  94670. * @param flag defines which part of the materials must be marked as dirty
  94671. * @param predicate defines a predicate used to filter which materials should be affected
  94672. */
  94673. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  94674. /** @hidden */
  94675. static _TextureLoaders: IInternalTextureLoader[];
  94676. /** Defines that alpha blending is disabled */
  94677. static readonly ALPHA_DISABLE: number;
  94678. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  94679. static readonly ALPHA_ADD: number;
  94680. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  94681. static readonly ALPHA_COMBINE: number;
  94682. /** Defines that alpha blending to DEST - SRC * DEST */
  94683. static readonly ALPHA_SUBTRACT: number;
  94684. /** Defines that alpha blending to SRC * DEST */
  94685. static readonly ALPHA_MULTIPLY: number;
  94686. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  94687. static readonly ALPHA_MAXIMIZED: number;
  94688. /** Defines that alpha blending to SRC + DEST */
  94689. static readonly ALPHA_ONEONE: number;
  94690. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  94691. static readonly ALPHA_PREMULTIPLIED: number;
  94692. /**
  94693. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  94694. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  94695. */
  94696. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  94697. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  94698. static readonly ALPHA_INTERPOLATE: number;
  94699. /**
  94700. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  94701. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  94702. */
  94703. static readonly ALPHA_SCREENMODE: number;
  94704. /** Defines that the ressource is not delayed*/
  94705. static readonly DELAYLOADSTATE_NONE: number;
  94706. /** Defines that the ressource was successfully delay loaded */
  94707. static readonly DELAYLOADSTATE_LOADED: number;
  94708. /** Defines that the ressource is currently delay loading */
  94709. static readonly DELAYLOADSTATE_LOADING: number;
  94710. /** Defines that the ressource is delayed and has not started loading */
  94711. static readonly DELAYLOADSTATE_NOTLOADED: number;
  94712. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  94713. static readonly NEVER: number;
  94714. /** 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 */
  94715. static readonly ALWAYS: number;
  94716. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  94717. static readonly LESS: number;
  94718. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  94719. static readonly EQUAL: number;
  94720. /** 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 */
  94721. static readonly LEQUAL: number;
  94722. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  94723. static readonly GREATER: number;
  94724. /** 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 */
  94725. static readonly GEQUAL: number;
  94726. /** 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 */
  94727. static readonly NOTEQUAL: number;
  94728. /** Passed to stencilOperation to specify that stencil value must be kept */
  94729. static readonly KEEP: number;
  94730. /** Passed to stencilOperation to specify that stencil value must be replaced */
  94731. static readonly REPLACE: number;
  94732. /** Passed to stencilOperation to specify that stencil value must be incremented */
  94733. static readonly INCR: number;
  94734. /** Passed to stencilOperation to specify that stencil value must be decremented */
  94735. static readonly DECR: number;
  94736. /** Passed to stencilOperation to specify that stencil value must be inverted */
  94737. static readonly INVERT: number;
  94738. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  94739. static readonly INCR_WRAP: number;
  94740. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  94741. static readonly DECR_WRAP: number;
  94742. /** Texture is not repeating outside of 0..1 UVs */
  94743. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  94744. /** Texture is repeating outside of 0..1 UVs */
  94745. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  94746. /** Texture is repeating and mirrored */
  94747. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  94748. /** ALPHA */
  94749. static readonly TEXTUREFORMAT_ALPHA: number;
  94750. /** LUMINANCE */
  94751. static readonly TEXTUREFORMAT_LUMINANCE: number;
  94752. /** LUMINANCE_ALPHA */
  94753. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  94754. /** RGB */
  94755. static readonly TEXTUREFORMAT_RGB: number;
  94756. /** RGBA */
  94757. static readonly TEXTUREFORMAT_RGBA: number;
  94758. /** RED */
  94759. static readonly TEXTUREFORMAT_RED: number;
  94760. /** RED (2nd reference) */
  94761. static readonly TEXTUREFORMAT_R: number;
  94762. /** RG */
  94763. static readonly TEXTUREFORMAT_RG: number;
  94764. /** RED_INTEGER */
  94765. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  94766. /** RED_INTEGER (2nd reference) */
  94767. static readonly TEXTUREFORMAT_R_INTEGER: number;
  94768. /** RG_INTEGER */
  94769. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  94770. /** RGB_INTEGER */
  94771. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  94772. /** RGBA_INTEGER */
  94773. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  94774. /** UNSIGNED_BYTE */
  94775. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  94776. /** UNSIGNED_BYTE (2nd reference) */
  94777. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  94778. /** FLOAT */
  94779. static readonly TEXTURETYPE_FLOAT: number;
  94780. /** HALF_FLOAT */
  94781. static readonly TEXTURETYPE_HALF_FLOAT: number;
  94782. /** BYTE */
  94783. static readonly TEXTURETYPE_BYTE: number;
  94784. /** SHORT */
  94785. static readonly TEXTURETYPE_SHORT: number;
  94786. /** UNSIGNED_SHORT */
  94787. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  94788. /** INT */
  94789. static readonly TEXTURETYPE_INT: number;
  94790. /** UNSIGNED_INT */
  94791. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  94792. /** UNSIGNED_SHORT_4_4_4_4 */
  94793. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  94794. /** UNSIGNED_SHORT_5_5_5_1 */
  94795. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  94796. /** UNSIGNED_SHORT_5_6_5 */
  94797. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  94798. /** UNSIGNED_INT_2_10_10_10_REV */
  94799. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  94800. /** UNSIGNED_INT_24_8 */
  94801. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  94802. /** UNSIGNED_INT_10F_11F_11F_REV */
  94803. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  94804. /** UNSIGNED_INT_5_9_9_9_REV */
  94805. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  94806. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  94807. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  94808. /** nearest is mag = nearest and min = nearest and mip = linear */
  94809. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  94810. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94811. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  94812. /** Trilinear is mag = linear and min = linear and mip = linear */
  94813. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  94814. /** nearest is mag = nearest and min = nearest and mip = linear */
  94815. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  94816. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94817. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  94818. /** Trilinear is mag = linear and min = linear and mip = linear */
  94819. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  94820. /** mag = nearest and min = nearest and mip = nearest */
  94821. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  94822. /** mag = nearest and min = linear and mip = nearest */
  94823. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  94824. /** mag = nearest and min = linear and mip = linear */
  94825. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  94826. /** mag = nearest and min = linear and mip = none */
  94827. static readonly TEXTURE_NEAREST_LINEAR: number;
  94828. /** mag = nearest and min = nearest and mip = none */
  94829. static readonly TEXTURE_NEAREST_NEAREST: number;
  94830. /** mag = linear and min = nearest and mip = nearest */
  94831. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  94832. /** mag = linear and min = nearest and mip = linear */
  94833. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  94834. /** mag = linear and min = linear and mip = none */
  94835. static readonly TEXTURE_LINEAR_LINEAR: number;
  94836. /** mag = linear and min = nearest and mip = none */
  94837. static readonly TEXTURE_LINEAR_NEAREST: number;
  94838. /** Explicit coordinates mode */
  94839. static readonly TEXTURE_EXPLICIT_MODE: number;
  94840. /** Spherical coordinates mode */
  94841. static readonly TEXTURE_SPHERICAL_MODE: number;
  94842. /** Planar coordinates mode */
  94843. static readonly TEXTURE_PLANAR_MODE: number;
  94844. /** Cubic coordinates mode */
  94845. static readonly TEXTURE_CUBIC_MODE: number;
  94846. /** Projection coordinates mode */
  94847. static readonly TEXTURE_PROJECTION_MODE: number;
  94848. /** Skybox coordinates mode */
  94849. static readonly TEXTURE_SKYBOX_MODE: number;
  94850. /** Inverse Cubic coordinates mode */
  94851. static readonly TEXTURE_INVCUBIC_MODE: number;
  94852. /** Equirectangular coordinates mode */
  94853. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  94854. /** Equirectangular Fixed coordinates mode */
  94855. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  94856. /** Equirectangular Fixed Mirrored coordinates mode */
  94857. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  94858. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  94859. static readonly SCALEMODE_FLOOR: number;
  94860. /** Defines that texture rescaling will look for the nearest power of 2 size */
  94861. static readonly SCALEMODE_NEAREST: number;
  94862. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  94863. static readonly SCALEMODE_CEILING: number;
  94864. /**
  94865. * Returns the current npm package of the sdk
  94866. */
  94867. static readonly NpmPackage: string;
  94868. /**
  94869. * Returns the current version of the framework
  94870. */
  94871. static readonly Version: string;
  94872. /**
  94873. * Returns a string describing the current engine
  94874. */
  94875. readonly description: string;
  94876. /**
  94877. * Gets or sets the epsilon value used by collision engine
  94878. */
  94879. static CollisionsEpsilon: number;
  94880. /**
  94881. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  94882. */
  94883. static ShadersRepository: string;
  94884. /**
  94885. * Method called to create the default loading screen.
  94886. * This can be overriden in your own app.
  94887. * @param canvas The rendering canvas element
  94888. * @returns The loading screen
  94889. */
  94890. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  94891. /**
  94892. * Method called to create the default rescale post process on each engine.
  94893. */
  94894. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  94895. /** @hidden */
  94896. _shaderProcessor: IShaderProcessor;
  94897. /**
  94898. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  94899. */
  94900. forcePOTTextures: boolean;
  94901. /**
  94902. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  94903. */
  94904. isFullscreen: boolean;
  94905. /**
  94906. * Gets a boolean indicating if the pointer is currently locked
  94907. */
  94908. isPointerLock: boolean;
  94909. /**
  94910. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  94911. */
  94912. cullBackFaces: boolean;
  94913. /**
  94914. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  94915. */
  94916. renderEvenInBackground: boolean;
  94917. /**
  94918. * Gets or sets a boolean indicating that cache can be kept between frames
  94919. */
  94920. preventCacheWipeBetweenFrames: boolean;
  94921. /**
  94922. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  94923. **/
  94924. enableOfflineSupport: boolean;
  94925. /**
  94926. * 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)
  94927. **/
  94928. disableManifestCheck: boolean;
  94929. /**
  94930. * Gets the list of created scenes
  94931. */
  94932. scenes: Scene[];
  94933. /**
  94934. * Event raised when a new scene is created
  94935. */
  94936. onNewSceneAddedObservable: Observable<Scene>;
  94937. /**
  94938. * Gets the list of created postprocesses
  94939. */
  94940. postProcesses: PostProcess[];
  94941. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  94942. validateShaderPrograms: boolean;
  94943. /**
  94944. * Observable event triggered each time the rendering canvas is resized
  94945. */
  94946. onResizeObservable: Observable<Engine>;
  94947. /**
  94948. * Observable event triggered each time the canvas loses focus
  94949. */
  94950. onCanvasBlurObservable: Observable<Engine>;
  94951. /**
  94952. * Observable event triggered each time the canvas gains focus
  94953. */
  94954. onCanvasFocusObservable: Observable<Engine>;
  94955. /**
  94956. * Observable event triggered each time the canvas receives pointerout event
  94957. */
  94958. onCanvasPointerOutObservable: Observable<PointerEvent>;
  94959. /**
  94960. * Observable event triggered before each texture is initialized
  94961. */
  94962. onBeforeTextureInitObservable: Observable<Texture>;
  94963. /**
  94964. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  94965. */
  94966. disableUniformBuffers: boolean;
  94967. /** @hidden */
  94968. _uniformBuffers: UniformBuffer[];
  94969. /**
  94970. * Gets a boolean indicating that the engine supports uniform buffers
  94971. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94972. */
  94973. readonly supportsUniformBuffers: boolean;
  94974. /**
  94975. * Observable raised when the engine begins a new frame
  94976. */
  94977. onBeginFrameObservable: Observable<Engine>;
  94978. /**
  94979. * If set, will be used to request the next animation frame for the render loop
  94980. */
  94981. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  94982. /**
  94983. * Observable raised when the engine ends the current frame
  94984. */
  94985. onEndFrameObservable: Observable<Engine>;
  94986. /**
  94987. * Observable raised when the engine is about to compile a shader
  94988. */
  94989. onBeforeShaderCompilationObservable: Observable<Engine>;
  94990. /**
  94991. * Observable raised when the engine has jsut compiled a shader
  94992. */
  94993. onAfterShaderCompilationObservable: Observable<Engine>;
  94994. /** @hidden */
  94995. _gl: WebGLRenderingContext;
  94996. private _renderingCanvas;
  94997. private _windowIsBackground;
  94998. private _webGLVersion;
  94999. protected _highPrecisionShadersAllowed: boolean;
  95000. /** @hidden */
  95001. readonly _shouldUseHighPrecisionShader: boolean;
  95002. /**
  95003. * Gets a boolean indicating that only power of 2 textures are supported
  95004. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  95005. */
  95006. readonly needPOTTextures: boolean;
  95007. /** @hidden */
  95008. _badOS: boolean;
  95009. /** @hidden */
  95010. _badDesktopOS: boolean;
  95011. /**
  95012. * Gets the audio engine
  95013. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95014. * @ignorenaming
  95015. */
  95016. static audioEngine: IAudioEngine;
  95017. /**
  95018. * Default AudioEngine factory responsible of creating the Audio Engine.
  95019. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  95020. */
  95021. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  95022. /**
  95023. * Default offline support factory responsible of creating a tool used to store data locally.
  95024. * By default, this will create a Database object if the workload has been embedded.
  95025. */
  95026. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  95027. private _onFocus;
  95028. private _onBlur;
  95029. private _onCanvasPointerOut;
  95030. private _onCanvasBlur;
  95031. private _onCanvasFocus;
  95032. private _onFullscreenChange;
  95033. private _onPointerLockChange;
  95034. private _hardwareScalingLevel;
  95035. /** @hidden */
  95036. _caps: EngineCapabilities;
  95037. private _pointerLockRequested;
  95038. private _isStencilEnable;
  95039. private _colorWrite;
  95040. private _loadingScreen;
  95041. /** @hidden */
  95042. _drawCalls: PerfCounter;
  95043. private _glVersion;
  95044. private _glRenderer;
  95045. private _glVendor;
  95046. private _videoTextureSupported;
  95047. private _renderingQueueLaunched;
  95048. private _activeRenderLoops;
  95049. private _deterministicLockstep;
  95050. private _lockstepMaxSteps;
  95051. /**
  95052. * Observable signaled when a context lost event is raised
  95053. */
  95054. onContextLostObservable: Observable<Engine>;
  95055. /**
  95056. * Observable signaled when a context restored event is raised
  95057. */
  95058. onContextRestoredObservable: Observable<Engine>;
  95059. private _onContextLost;
  95060. private _onContextRestored;
  95061. private _contextWasLost;
  95062. /** @hidden */
  95063. _doNotHandleContextLost: boolean;
  95064. /**
  95065. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  95066. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  95067. */
  95068. doNotHandleContextLost: boolean;
  95069. private _performanceMonitor;
  95070. private _fps;
  95071. private _deltaTime;
  95072. /**
  95073. * Turn this value on if you want to pause FPS computation when in background
  95074. */
  95075. disablePerformanceMonitorInBackground: boolean;
  95076. /**
  95077. * Gets the performance monitor attached to this engine
  95078. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  95079. */
  95080. readonly performanceMonitor: PerformanceMonitor;
  95081. /**
  95082. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  95083. */
  95084. disableVertexArrayObjects: boolean;
  95085. /** @hidden */
  95086. protected _depthCullingState: _DepthCullingState;
  95087. /** @hidden */
  95088. protected _stencilState: _StencilState;
  95089. /** @hidden */
  95090. protected _alphaState: _AlphaState;
  95091. /** @hidden */
  95092. protected _alphaMode: number;
  95093. /** @hidden */
  95094. _internalTexturesCache: InternalTexture[];
  95095. /** @hidden */
  95096. protected _activeChannel: number;
  95097. private _currentTextureChannel;
  95098. /** @hidden */
  95099. protected _boundTexturesCache: {
  95100. [key: string]: Nullable<InternalTexture>;
  95101. };
  95102. /** @hidden */
  95103. protected _currentEffect: Nullable<Effect>;
  95104. /** @hidden */
  95105. protected _currentProgram: Nullable<WebGLProgram>;
  95106. private _compiledEffects;
  95107. private _vertexAttribArraysEnabled;
  95108. /** @hidden */
  95109. protected _cachedViewport: Nullable<IViewportLike>;
  95110. private _cachedVertexArrayObject;
  95111. /** @hidden */
  95112. protected _cachedVertexBuffers: any;
  95113. /** @hidden */
  95114. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  95115. /** @hidden */
  95116. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  95117. /** @hidden */
  95118. _currentRenderTarget: Nullable<InternalTexture>;
  95119. private _uintIndicesCurrentlySet;
  95120. private _currentBoundBuffer;
  95121. /** @hidden */
  95122. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  95123. private _currentBufferPointers;
  95124. private _currentInstanceLocations;
  95125. private _currentInstanceBuffers;
  95126. private _textureUnits;
  95127. /** @hidden */
  95128. _workingCanvas: Nullable<HTMLCanvasElement>;
  95129. /** @hidden */
  95130. _workingContext: Nullable<CanvasRenderingContext2D>;
  95131. private _rescalePostProcess;
  95132. private _dummyFramebuffer;
  95133. private _externalData;
  95134. /** @hidden */
  95135. _bindedRenderFunction: any;
  95136. private _vaoRecordInProgress;
  95137. private _mustWipeVertexAttributes;
  95138. private _emptyTexture;
  95139. private _emptyCubeTexture;
  95140. private _emptyTexture3D;
  95141. /** @hidden */
  95142. _frameHandler: number;
  95143. private _nextFreeTextureSlots;
  95144. private _maxSimultaneousTextures;
  95145. private _activeRequests;
  95146. private _texturesSupported;
  95147. /** @hidden */
  95148. _textureFormatInUse: Nullable<string>;
  95149. /**
  95150. * Gets the list of texture formats supported
  95151. */
  95152. readonly texturesSupported: Array<string>;
  95153. /**
  95154. * Gets the list of texture formats in use
  95155. */
  95156. readonly textureFormatInUse: Nullable<string>;
  95157. /**
  95158. * Gets the current viewport
  95159. */
  95160. readonly currentViewport: Nullable<IViewportLike>;
  95161. /**
  95162. * Gets the default empty texture
  95163. */
  95164. readonly emptyTexture: InternalTexture;
  95165. /**
  95166. * Gets the default empty 3D texture
  95167. */
  95168. readonly emptyTexture3D: InternalTexture;
  95169. /**
  95170. * Gets the default empty cube texture
  95171. */
  95172. readonly emptyCubeTexture: InternalTexture;
  95173. /**
  95174. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  95175. */
  95176. readonly premultipliedAlpha: boolean;
  95177. /**
  95178. * Creates a new engine
  95179. * @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
  95180. * @param antialias defines enable antialiasing (default: false)
  95181. * @param options defines further options to be sent to the getContext() function
  95182. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  95183. */
  95184. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  95185. /**
  95186. * Initializes a webVR display and starts listening to display change events
  95187. * The onVRDisplayChangedObservable will be notified upon these changes
  95188. * @returns The onVRDisplayChangedObservable
  95189. */
  95190. initWebVR(): Observable<IDisplayChangedEventArgs>;
  95191. /** @hidden */
  95192. _prepareVRComponent(): void;
  95193. /** @hidden */
  95194. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  95195. /** @hidden */
  95196. _submitVRFrame(): void;
  95197. /**
  95198. * Call this function to leave webVR mode
  95199. * Will do nothing if webVR is not supported or if there is no webVR device
  95200. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95201. */
  95202. disableVR(): void;
  95203. /**
  95204. * Gets a boolean indicating that the system is in VR mode and is presenting
  95205. * @returns true if VR mode is engaged
  95206. */
  95207. isVRPresenting(): boolean;
  95208. /** @hidden */
  95209. _requestVRFrame(): void;
  95210. private _disableTouchAction;
  95211. private _rebuildInternalTextures;
  95212. private _rebuildEffects;
  95213. /**
  95214. * Gets a boolean indicating if all created effects are ready
  95215. * @returns true if all effects are ready
  95216. */
  95217. areAllEffectsReady(): boolean;
  95218. private _rebuildBuffers;
  95219. private _initGLContext;
  95220. /**
  95221. * Gets version of the current webGL context
  95222. */
  95223. readonly webGLVersion: number;
  95224. /**
  95225. * Gets a string idenfifying the name of the class
  95226. * @returns "Engine" string
  95227. */
  95228. getClassName(): string;
  95229. /**
  95230. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  95231. */
  95232. readonly isStencilEnable: boolean;
  95233. /** @hidden */
  95234. _prepareWorkingCanvas(): void;
  95235. /**
  95236. * Reset the texture cache to empty state
  95237. */
  95238. resetTextureCache(): void;
  95239. /**
  95240. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  95241. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95242. * @returns true if engine is in deterministic lock step mode
  95243. */
  95244. isDeterministicLockStep(): boolean;
  95245. /**
  95246. * Gets the max steps when engine is running in deterministic lock step
  95247. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95248. * @returns the max steps
  95249. */
  95250. getLockstepMaxSteps(): number;
  95251. /**
  95252. * Gets an object containing information about the current webGL context
  95253. * @returns an object containing the vender, the renderer and the version of the current webGL context
  95254. */
  95255. getGlInfo(): {
  95256. vendor: string;
  95257. renderer: string;
  95258. version: string;
  95259. };
  95260. /**
  95261. * Gets current aspect ratio
  95262. * @param viewportOwner defines the camera to use to get the aspect ratio
  95263. * @param useScreen defines if screen size must be used (or the current render target if any)
  95264. * @returns a number defining the aspect ratio
  95265. */
  95266. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  95267. /**
  95268. * Gets current screen aspect ratio
  95269. * @returns a number defining the aspect ratio
  95270. */
  95271. getScreenAspectRatio(): number;
  95272. /**
  95273. * Gets the current render width
  95274. * @param useScreen defines if screen size must be used (or the current render target if any)
  95275. * @returns a number defining the current render width
  95276. */
  95277. getRenderWidth(useScreen?: boolean): number;
  95278. /**
  95279. * Gets the current render height
  95280. * @param useScreen defines if screen size must be used (or the current render target if any)
  95281. * @returns a number defining the current render height
  95282. */
  95283. getRenderHeight(useScreen?: boolean): number;
  95284. /**
  95285. * Gets the HTML canvas attached with the current webGL context
  95286. * @returns a HTML canvas
  95287. */
  95288. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  95289. /**
  95290. * Gets host window
  95291. * @returns the host window object
  95292. */
  95293. getHostWindow(): Window;
  95294. /**
  95295. * Gets host document
  95296. * @returns the host document object
  95297. */
  95298. getHostDocument(): Document;
  95299. /**
  95300. * Gets the client rect of the HTML canvas attached with the current webGL context
  95301. * @returns a client rectanglee
  95302. */
  95303. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  95304. /**
  95305. * Defines the hardware scaling level.
  95306. * By default the hardware scaling level is computed from the window device ratio.
  95307. * 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.
  95308. * @param level defines the level to use
  95309. */
  95310. setHardwareScalingLevel(level: number): void;
  95311. /**
  95312. * Gets the current hardware scaling level.
  95313. * By default the hardware scaling level is computed from the window device ratio.
  95314. * 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.
  95315. * @returns a number indicating the current hardware scaling level
  95316. */
  95317. getHardwareScalingLevel(): number;
  95318. /**
  95319. * Gets the list of loaded textures
  95320. * @returns an array containing all loaded textures
  95321. */
  95322. getLoadedTexturesCache(): InternalTexture[];
  95323. /**
  95324. * Gets the object containing all engine capabilities
  95325. * @returns the EngineCapabilities object
  95326. */
  95327. getCaps(): EngineCapabilities;
  95328. /**
  95329. * Gets the current depth function
  95330. * @returns a number defining the depth function
  95331. */
  95332. getDepthFunction(): Nullable<number>;
  95333. /**
  95334. * Sets the current depth function
  95335. * @param depthFunc defines the function to use
  95336. */
  95337. setDepthFunction(depthFunc: number): void;
  95338. /**
  95339. * Sets the current depth function to GREATER
  95340. */
  95341. setDepthFunctionToGreater(): void;
  95342. /**
  95343. * Sets the current depth function to GEQUAL
  95344. */
  95345. setDepthFunctionToGreaterOrEqual(): void;
  95346. /**
  95347. * Sets the current depth function to LESS
  95348. */
  95349. setDepthFunctionToLess(): void;
  95350. private _cachedStencilBuffer;
  95351. private _cachedStencilFunction;
  95352. private _cachedStencilMask;
  95353. private _cachedStencilOperationPass;
  95354. private _cachedStencilOperationFail;
  95355. private _cachedStencilOperationDepthFail;
  95356. private _cachedStencilReference;
  95357. /**
  95358. * Caches the the state of the stencil buffer
  95359. */
  95360. cacheStencilState(): void;
  95361. /**
  95362. * Restores the state of the stencil buffer
  95363. */
  95364. restoreStencilState(): void;
  95365. /**
  95366. * Sets the current depth function to LEQUAL
  95367. */
  95368. setDepthFunctionToLessOrEqual(): void;
  95369. /**
  95370. * Gets a boolean indicating if stencil buffer is enabled
  95371. * @returns the current stencil buffer state
  95372. */
  95373. getStencilBuffer(): boolean;
  95374. /**
  95375. * Enable or disable the stencil buffer
  95376. * @param enable defines if the stencil buffer must be enabled or disabled
  95377. */
  95378. setStencilBuffer(enable: boolean): void;
  95379. /**
  95380. * Gets the current stencil mask
  95381. * @returns a number defining the new stencil mask to use
  95382. */
  95383. getStencilMask(): number;
  95384. /**
  95385. * Sets the current stencil mask
  95386. * @param mask defines the new stencil mask to use
  95387. */
  95388. setStencilMask(mask: number): void;
  95389. /**
  95390. * Gets the current stencil function
  95391. * @returns a number defining the stencil function to use
  95392. */
  95393. getStencilFunction(): number;
  95394. /**
  95395. * Gets the current stencil reference value
  95396. * @returns a number defining the stencil reference value to use
  95397. */
  95398. getStencilFunctionReference(): number;
  95399. /**
  95400. * Gets the current stencil mask
  95401. * @returns a number defining the stencil mask to use
  95402. */
  95403. getStencilFunctionMask(): number;
  95404. /**
  95405. * Sets the current stencil function
  95406. * @param stencilFunc defines the new stencil function to use
  95407. */
  95408. setStencilFunction(stencilFunc: number): void;
  95409. /**
  95410. * Sets the current stencil reference
  95411. * @param reference defines the new stencil reference to use
  95412. */
  95413. setStencilFunctionReference(reference: number): void;
  95414. /**
  95415. * Sets the current stencil mask
  95416. * @param mask defines the new stencil mask to use
  95417. */
  95418. setStencilFunctionMask(mask: number): void;
  95419. /**
  95420. * Gets the current stencil operation when stencil fails
  95421. * @returns a number defining stencil operation to use when stencil fails
  95422. */
  95423. getStencilOperationFail(): number;
  95424. /**
  95425. * Gets the current stencil operation when depth fails
  95426. * @returns a number defining stencil operation to use when depth fails
  95427. */
  95428. getStencilOperationDepthFail(): number;
  95429. /**
  95430. * Gets the current stencil operation when stencil passes
  95431. * @returns a number defining stencil operation to use when stencil passes
  95432. */
  95433. getStencilOperationPass(): number;
  95434. /**
  95435. * Sets the stencil operation to use when stencil fails
  95436. * @param operation defines the stencil operation to use when stencil fails
  95437. */
  95438. setStencilOperationFail(operation: number): void;
  95439. /**
  95440. * Sets the stencil operation to use when depth fails
  95441. * @param operation defines the stencil operation to use when depth fails
  95442. */
  95443. setStencilOperationDepthFail(operation: number): void;
  95444. /**
  95445. * Sets the stencil operation to use when stencil passes
  95446. * @param operation defines the stencil operation to use when stencil passes
  95447. */
  95448. setStencilOperationPass(operation: number): void;
  95449. /**
  95450. * Sets a boolean indicating if the dithering state is enabled or disabled
  95451. * @param value defines the dithering state
  95452. */
  95453. setDitheringState(value: boolean): void;
  95454. /**
  95455. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  95456. * @param value defines the rasterizer state
  95457. */
  95458. setRasterizerState(value: boolean): void;
  95459. /**
  95460. * stop executing a render loop function and remove it from the execution array
  95461. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  95462. */
  95463. stopRenderLoop(renderFunction?: () => void): void;
  95464. /** @hidden */
  95465. _renderLoop(): void;
  95466. /**
  95467. * Register and execute a render loop. The engine can have more than one render function
  95468. * @param renderFunction defines the function to continuously execute
  95469. */
  95470. runRenderLoop(renderFunction: () => void): void;
  95471. /**
  95472. * Toggle full screen mode
  95473. * @param requestPointerLock defines if a pointer lock should be requested from the user
  95474. */
  95475. switchFullscreen(requestPointerLock: boolean): void;
  95476. /**
  95477. * Enters full screen mode
  95478. * @param requestPointerLock defines if a pointer lock should be requested from the user
  95479. */
  95480. enterFullscreen(requestPointerLock: boolean): void;
  95481. /**
  95482. * Exits full screen mode
  95483. */
  95484. exitFullscreen(): void;
  95485. /**
  95486. * Enters Pointerlock mode
  95487. */
  95488. enterPointerlock(): void;
  95489. /**
  95490. * Exits Pointerlock mode
  95491. */
  95492. exitPointerlock(): void;
  95493. /**
  95494. * Clear the current render buffer or the current render target (if any is set up)
  95495. * @param color defines the color to use
  95496. * @param backBuffer defines if the back buffer must be cleared
  95497. * @param depth defines if the depth buffer must be cleared
  95498. * @param stencil defines if the stencil buffer must be cleared
  95499. */
  95500. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  95501. /**
  95502. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  95503. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  95504. * @param y defines the y-coordinate of the corner of the clear rectangle
  95505. * @param width defines the width of the clear rectangle
  95506. * @param height defines the height of the clear rectangle
  95507. * @param clearColor defines the clear color
  95508. */
  95509. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  95510. /**
  95511. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  95512. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  95513. * @param y defines the y-coordinate of the corner of the clear rectangle
  95514. * @param width defines the width of the clear rectangle
  95515. * @param height defines the height of the clear rectangle
  95516. */
  95517. enableScissor(x: number, y: number, width: number, height: number): void;
  95518. /**
  95519. * Disable previously set scissor test rectangle
  95520. */
  95521. disableScissor(): void;
  95522. private _viewportCached;
  95523. /** @hidden */
  95524. _viewport(x: number, y: number, width: number, height: number): void;
  95525. /**
  95526. * Set the WebGL's viewport
  95527. * @param viewport defines the viewport element to be used
  95528. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  95529. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  95530. */
  95531. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  95532. /**
  95533. * Directly set the WebGL Viewport
  95534. * @param x defines the x coordinate of the viewport (in screen space)
  95535. * @param y defines the y coordinate of the viewport (in screen space)
  95536. * @param width defines the width of the viewport (in screen space)
  95537. * @param height defines the height of the viewport (in screen space)
  95538. * @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
  95539. */
  95540. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  95541. /**
  95542. * Begin a new frame
  95543. */
  95544. beginFrame(): void;
  95545. /**
  95546. * Enf the current frame
  95547. */
  95548. endFrame(): void;
  95549. /**
  95550. * Resize the view according to the canvas' size
  95551. */
  95552. resize(): void;
  95553. /**
  95554. * Force a specific size of the canvas
  95555. * @param width defines the new canvas' width
  95556. * @param height defines the new canvas' height
  95557. */
  95558. setSize(width: number, height: number): void;
  95559. /**
  95560. * Binds the frame buffer to the specified texture.
  95561. * @param texture The texture to render to or null for the default canvas
  95562. * @param faceIndex The face of the texture to render to in case of cube texture
  95563. * @param requiredWidth The width of the target to render to
  95564. * @param requiredHeight The height of the target to render to
  95565. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  95566. * @param depthStencilTexture The depth stencil texture to use to render
  95567. * @param lodLevel defines le lod level to bind to the frame buffer
  95568. */
  95569. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  95570. /** @hidden */
  95571. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  95572. /**
  95573. * Unbind the current render target texture from the webGL context
  95574. * @param texture defines the render target texture to unbind
  95575. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  95576. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  95577. */
  95578. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  95579. /**
  95580. * Force the mipmap generation for the given render target texture
  95581. * @param texture defines the render target texture to use
  95582. */
  95583. generateMipMapsForCubemap(texture: InternalTexture): void;
  95584. /**
  95585. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  95586. */
  95587. flushFramebuffer(): void;
  95588. /**
  95589. * Unbind the current render target and bind the default framebuffer
  95590. */
  95591. restoreDefaultFramebuffer(): void;
  95592. /**
  95593. * Create an uniform buffer
  95594. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95595. * @param elements defines the content of the uniform buffer
  95596. * @returns the webGL uniform buffer
  95597. */
  95598. createUniformBuffer(elements: FloatArray): DataBuffer;
  95599. /**
  95600. * Create a dynamic uniform buffer
  95601. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95602. * @param elements defines the content of the uniform buffer
  95603. * @returns the webGL uniform buffer
  95604. */
  95605. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  95606. /**
  95607. * Update an existing uniform buffer
  95608. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95609. * @param uniformBuffer defines the target uniform buffer
  95610. * @param elements defines the content to update
  95611. * @param offset defines the offset in the uniform buffer where update should start
  95612. * @param count defines the size of the data to update
  95613. */
  95614. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  95615. private _resetVertexBufferBinding;
  95616. /**
  95617. * Creates a vertex buffer
  95618. * @param data the data for the vertex buffer
  95619. * @returns the new WebGL static buffer
  95620. */
  95621. createVertexBuffer(data: DataArray): DataBuffer;
  95622. /**
  95623. * Creates a dynamic vertex buffer
  95624. * @param data the data for the dynamic vertex buffer
  95625. * @returns the new WebGL dynamic buffer
  95626. */
  95627. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  95628. /**
  95629. * Update a dynamic index buffer
  95630. * @param indexBuffer defines the target index buffer
  95631. * @param indices defines the data to update
  95632. * @param offset defines the offset in the target index buffer where update should start
  95633. */
  95634. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  95635. /**
  95636. * Updates a dynamic vertex buffer.
  95637. * @param vertexBuffer the vertex buffer to update
  95638. * @param data the data used to update the vertex buffer
  95639. * @param byteOffset the byte offset of the data
  95640. * @param byteLength the byte length of the data
  95641. */
  95642. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  95643. private _resetIndexBufferBinding;
  95644. /**
  95645. * Creates a new index buffer
  95646. * @param indices defines the content of the index buffer
  95647. * @param updatable defines if the index buffer must be updatable
  95648. * @returns a new webGL buffer
  95649. */
  95650. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  95651. /**
  95652. * Bind a webGL buffer to the webGL context
  95653. * @param buffer defines the buffer to bind
  95654. */
  95655. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  95656. /**
  95657. * Bind an uniform buffer to the current webGL context
  95658. * @param buffer defines the buffer to bind
  95659. */
  95660. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  95661. /**
  95662. * Bind a buffer to the current webGL context at a given location
  95663. * @param buffer defines the buffer to bind
  95664. * @param location defines the index where to bind the buffer
  95665. */
  95666. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  95667. /**
  95668. * Bind a specific block at a given index in a specific shader program
  95669. * @param pipelineContext defines the pipeline context to use
  95670. * @param blockName defines the block name
  95671. * @param index defines the index where to bind the block
  95672. */
  95673. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  95674. private bindIndexBuffer;
  95675. private bindBuffer;
  95676. /**
  95677. * update the bound buffer with the given data
  95678. * @param data defines the data to update
  95679. */
  95680. updateArrayBuffer(data: Float32Array): void;
  95681. private _vertexAttribPointer;
  95682. private _bindIndexBufferWithCache;
  95683. private _bindVertexBuffersAttributes;
  95684. /**
  95685. * Records a vertex array object
  95686. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  95687. * @param vertexBuffers defines the list of vertex buffers to store
  95688. * @param indexBuffer defines the index buffer to store
  95689. * @param effect defines the effect to store
  95690. * @returns the new vertex array object
  95691. */
  95692. recordVertexArrayObject(vertexBuffers: {
  95693. [key: string]: VertexBuffer;
  95694. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  95695. /**
  95696. * Bind a specific vertex array object
  95697. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  95698. * @param vertexArrayObject defines the vertex array object to bind
  95699. * @param indexBuffer defines the index buffer to bind
  95700. */
  95701. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  95702. /**
  95703. * Bind webGl buffers directly to the webGL context
  95704. * @param vertexBuffer defines the vertex buffer to bind
  95705. * @param indexBuffer defines the index buffer to bind
  95706. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  95707. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  95708. * @param effect defines the effect associated with the vertex buffer
  95709. */
  95710. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  95711. private _unbindVertexArrayObject;
  95712. /**
  95713. * Bind a list of vertex buffers to the webGL context
  95714. * @param vertexBuffers defines the list of vertex buffers to bind
  95715. * @param indexBuffer defines the index buffer to bind
  95716. * @param effect defines the effect associated with the vertex buffers
  95717. */
  95718. bindBuffers(vertexBuffers: {
  95719. [key: string]: Nullable<VertexBuffer>;
  95720. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  95721. /**
  95722. * Unbind all instance attributes
  95723. */
  95724. unbindInstanceAttributes(): void;
  95725. /**
  95726. * Release and free the memory of a vertex array object
  95727. * @param vao defines the vertex array object to delete
  95728. */
  95729. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  95730. /** @hidden */
  95731. _releaseBuffer(buffer: DataBuffer): boolean;
  95732. /**
  95733. * Creates a webGL buffer to use with instanciation
  95734. * @param capacity defines the size of the buffer
  95735. * @returns the webGL buffer
  95736. */
  95737. createInstancesBuffer(capacity: number): DataBuffer;
  95738. /**
  95739. * Delete a webGL buffer used with instanciation
  95740. * @param buffer defines the webGL buffer to delete
  95741. */
  95742. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  95743. /**
  95744. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  95745. * @param instancesBuffer defines the webGL buffer to update and bind
  95746. * @param data defines the data to store in the buffer
  95747. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  95748. */
  95749. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  95750. /**
  95751. * Apply all cached states (depth, culling, stencil and alpha)
  95752. */
  95753. applyStates(): void;
  95754. /**
  95755. * Send a draw order
  95756. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95757. * @param indexStart defines the starting index
  95758. * @param indexCount defines the number of index to draw
  95759. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95760. */
  95761. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  95762. /**
  95763. * Draw a list of points
  95764. * @param verticesStart defines the index of first vertex to draw
  95765. * @param verticesCount defines the count of vertices to draw
  95766. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95767. */
  95768. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95769. /**
  95770. * Draw a list of unindexed primitives
  95771. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95772. * @param verticesStart defines the index of first vertex to draw
  95773. * @param verticesCount defines the count of vertices to draw
  95774. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95775. */
  95776. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95777. /**
  95778. * Draw a list of indexed primitives
  95779. * @param fillMode defines the primitive to use
  95780. * @param indexStart defines the starting index
  95781. * @param indexCount defines the number of index to draw
  95782. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95783. */
  95784. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  95785. /**
  95786. * Draw a list of unindexed primitives
  95787. * @param fillMode defines the primitive to use
  95788. * @param verticesStart defines the index of first vertex to draw
  95789. * @param verticesCount defines the count of vertices to draw
  95790. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95791. */
  95792. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95793. private _drawMode;
  95794. /** @hidden */
  95795. _releaseEffect(effect: Effect): void;
  95796. /** @hidden */
  95797. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  95798. /**
  95799. * Create a new effect (used to store vertex/fragment shaders)
  95800. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  95801. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  95802. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  95803. * @param samplers defines an array of string used to represent textures
  95804. * @param defines defines the string containing the defines to use to compile the shaders
  95805. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  95806. * @param onCompiled defines a function to call when the effect creation is successful
  95807. * @param onError defines a function to call when the effect creation has failed
  95808. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  95809. * @returns the new Effect
  95810. */
  95811. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  95812. private _compileShader;
  95813. private _compileRawShader;
  95814. /**
  95815. * Directly creates a webGL program
  95816. * @param pipelineContext defines the pipeline context to attach to
  95817. * @param vertexCode defines the vertex shader code to use
  95818. * @param fragmentCode defines the fragment shader code to use
  95819. * @param context defines the webGL context to use (if not set, the current one will be used)
  95820. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95821. * @returns the new webGL program
  95822. */
  95823. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95824. /**
  95825. * Creates a webGL program
  95826. * @param pipelineContext defines the pipeline context to attach to
  95827. * @param vertexCode defines the vertex shader code to use
  95828. * @param fragmentCode defines the fragment shader code to use
  95829. * @param defines defines the string containing the defines to use to compile the shaders
  95830. * @param context defines the webGL context to use (if not set, the current one will be used)
  95831. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95832. * @returns the new webGL program
  95833. */
  95834. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95835. /**
  95836. * Creates a new pipeline context
  95837. * @returns the new pipeline
  95838. */
  95839. createPipelineContext(): WebGLPipelineContext;
  95840. private _createShaderProgram;
  95841. private _finalizePipelineContext;
  95842. /** @hidden */
  95843. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  95844. /** @hidden */
  95845. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  95846. /** @hidden */
  95847. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  95848. /**
  95849. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  95850. * @param pipelineContext defines the pipeline context to use
  95851. * @param uniformsNames defines the list of uniform names
  95852. * @returns an array of webGL uniform locations
  95853. */
  95854. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  95855. /**
  95856. * Gets the lsit of active attributes for a given webGL program
  95857. * @param pipelineContext defines the pipeline context to use
  95858. * @param attributesNames defines the list of attribute names to get
  95859. * @returns an array of indices indicating the offset of each attribute
  95860. */
  95861. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  95862. /**
  95863. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  95864. * @param effect defines the effect to activate
  95865. */
  95866. enableEffect(effect: Nullable<Effect>): void;
  95867. /**
  95868. * Set the value of an uniform to an array of int32
  95869. * @param uniform defines the webGL uniform location where to store the value
  95870. * @param array defines the array of int32 to store
  95871. */
  95872. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95873. /**
  95874. * Set the value of an uniform to an array of int32 (stored as vec2)
  95875. * @param uniform defines the webGL uniform location where to store the value
  95876. * @param array defines the array of int32 to store
  95877. */
  95878. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95879. /**
  95880. * Set the value of an uniform to an array of int32 (stored as vec3)
  95881. * @param uniform defines the webGL uniform location where to store the value
  95882. * @param array defines the array of int32 to store
  95883. */
  95884. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95885. /**
  95886. * Set the value of an uniform to an array of int32 (stored as vec4)
  95887. * @param uniform defines the webGL uniform location where to store the value
  95888. * @param array defines the array of int32 to store
  95889. */
  95890. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95891. /**
  95892. * Set the value of an uniform to an array of float32
  95893. * @param uniform defines the webGL uniform location where to store the value
  95894. * @param array defines the array of float32 to store
  95895. */
  95896. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95897. /**
  95898. * Set the value of an uniform to an array of float32 (stored as vec2)
  95899. * @param uniform defines the webGL uniform location where to store the value
  95900. * @param array defines the array of float32 to store
  95901. */
  95902. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95903. /**
  95904. * Set the value of an uniform to an array of float32 (stored as vec3)
  95905. * @param uniform defines the webGL uniform location where to store the value
  95906. * @param array defines the array of float32 to store
  95907. */
  95908. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95909. /**
  95910. * Set the value of an uniform to an array of float32 (stored as vec4)
  95911. * @param uniform defines the webGL uniform location where to store the value
  95912. * @param array defines the array of float32 to store
  95913. */
  95914. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95915. /**
  95916. * Set the value of an uniform to an array of number
  95917. * @param uniform defines the webGL uniform location where to store the value
  95918. * @param array defines the array of number to store
  95919. */
  95920. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95921. /**
  95922. * Set the value of an uniform to an array of number (stored as vec2)
  95923. * @param uniform defines the webGL uniform location where to store the value
  95924. * @param array defines the array of number to store
  95925. */
  95926. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95927. /**
  95928. * Set the value of an uniform to an array of number (stored as vec3)
  95929. * @param uniform defines the webGL uniform location where to store the value
  95930. * @param array defines the array of number to store
  95931. */
  95932. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95933. /**
  95934. * Set the value of an uniform to an array of number (stored as vec4)
  95935. * @param uniform defines the webGL uniform location where to store the value
  95936. * @param array defines the array of number to store
  95937. */
  95938. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95939. /**
  95940. * Set the value of an uniform to an array of float32 (stored as matrices)
  95941. * @param uniform defines the webGL uniform location where to store the value
  95942. * @param matrices defines the array of float32 to store
  95943. */
  95944. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  95945. /**
  95946. * Set the value of an uniform to a matrix (3x3)
  95947. * @param uniform defines the webGL uniform location where to store the value
  95948. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  95949. */
  95950. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95951. /**
  95952. * Set the value of an uniform to a matrix (2x2)
  95953. * @param uniform defines the webGL uniform location where to store the value
  95954. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  95955. */
  95956. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95957. /**
  95958. * Set the value of an uniform to a number (int)
  95959. * @param uniform defines the webGL uniform location where to store the value
  95960. * @param value defines the int number to store
  95961. */
  95962. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95963. /**
  95964. * Set the value of an uniform to a number (float)
  95965. * @param uniform defines the webGL uniform location where to store the value
  95966. * @param value defines the float number to store
  95967. */
  95968. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95969. /**
  95970. * Set the value of an uniform to a vec2
  95971. * @param uniform defines the webGL uniform location where to store the value
  95972. * @param x defines the 1st component of the value
  95973. * @param y defines the 2nd component of the value
  95974. */
  95975. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  95976. /**
  95977. * Set the value of an uniform to a vec3
  95978. * @param uniform defines the webGL uniform location where to store the value
  95979. * @param x defines the 1st component of the value
  95980. * @param y defines the 2nd component of the value
  95981. * @param z defines the 3rd component of the value
  95982. */
  95983. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  95984. /**
  95985. * Set the value of an uniform to a boolean
  95986. * @param uniform defines the webGL uniform location where to store the value
  95987. * @param bool defines the boolean to store
  95988. */
  95989. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  95990. /**
  95991. * Set the value of an uniform to a vec4
  95992. * @param uniform defines the webGL uniform location where to store the value
  95993. * @param x defines the 1st component of the value
  95994. * @param y defines the 2nd component of the value
  95995. * @param z defines the 3rd component of the value
  95996. * @param w defines the 4th component of the value
  95997. */
  95998. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  95999. /**
  96000. * Sets a Color4 on a uniform variable
  96001. * @param uniform defines the uniform location
  96002. * @param color4 defines the value to be set
  96003. */
  96004. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  96005. /**
  96006. * Set various states to the webGL context
  96007. * @param culling defines backface culling state
  96008. * @param zOffset defines the value to apply to zOffset (0 by default)
  96009. * @param force defines if states must be applied even if cache is up to date
  96010. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  96011. */
  96012. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  96013. /**
  96014. * Set the z offset to apply to current rendering
  96015. * @param value defines the offset to apply
  96016. */
  96017. setZOffset(value: number): void;
  96018. /**
  96019. * Gets the current value of the zOffset
  96020. * @returns the current zOffset state
  96021. */
  96022. getZOffset(): number;
  96023. /**
  96024. * Enable or disable depth buffering
  96025. * @param enable defines the state to set
  96026. */
  96027. setDepthBuffer(enable: boolean): void;
  96028. /**
  96029. * Gets a boolean indicating if depth writing is enabled
  96030. * @returns the current depth writing state
  96031. */
  96032. getDepthWrite(): boolean;
  96033. /**
  96034. * Enable or disable depth writing
  96035. * @param enable defines the state to set
  96036. */
  96037. setDepthWrite(enable: boolean): void;
  96038. /**
  96039. * Enable or disable color writing
  96040. * @param enable defines the state to set
  96041. */
  96042. setColorWrite(enable: boolean): void;
  96043. /**
  96044. * Gets a boolean indicating if color writing is enabled
  96045. * @returns the current color writing state
  96046. */
  96047. getColorWrite(): boolean;
  96048. /**
  96049. * Sets alpha constants used by some alpha blending modes
  96050. * @param r defines the red component
  96051. * @param g defines the green component
  96052. * @param b defines the blue component
  96053. * @param a defines the alpha component
  96054. */
  96055. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  96056. /**
  96057. * Sets the current alpha mode
  96058. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  96059. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  96060. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96061. */
  96062. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  96063. /**
  96064. * Gets the current alpha mode
  96065. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96066. * @returns the current alpha mode
  96067. */
  96068. getAlphaMode(): number;
  96069. /**
  96070. * Clears the list of texture accessible through engine.
  96071. * This can help preventing texture load conflict due to name collision.
  96072. */
  96073. clearInternalTexturesCache(): void;
  96074. /**
  96075. * Force the entire cache to be cleared
  96076. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  96077. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  96078. */
  96079. wipeCaches(bruteForce?: boolean): void;
  96080. /**
  96081. * Set the compressed texture format to use, based on the formats you have, and the formats
  96082. * supported by the hardware / browser.
  96083. *
  96084. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  96085. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  96086. * to API arguments needed to compressed textures. This puts the burden on the container
  96087. * generator to house the arcane code for determining these for current & future formats.
  96088. *
  96089. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  96090. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  96091. *
  96092. * Note: The result of this call is not taken into account when a texture is base64.
  96093. *
  96094. * @param formatsAvailable defines the list of those format families you have created
  96095. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  96096. *
  96097. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  96098. * @returns The extension selected.
  96099. */
  96100. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  96101. /** @hidden */
  96102. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  96103. min: number;
  96104. mag: number;
  96105. };
  96106. /** @hidden */
  96107. _createTexture(): WebGLTexture;
  96108. /**
  96109. * Usually called from Texture.ts.
  96110. * Passed information to create a WebGLTexture
  96111. * @param urlArg defines a value which contains one of the following:
  96112. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  96113. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  96114. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  96115. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  96116. * @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)
  96117. * @param scene needed for loading to the correct scene
  96118. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  96119. * @param onLoad optional callback to be called upon successful completion
  96120. * @param onError optional callback to be called upon failure
  96121. * @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
  96122. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  96123. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  96124. * @param forcedExtension defines the extension to use to pick the right loader
  96125. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  96126. * @returns a InternalTexture for assignment back into BABYLON.Texture
  96127. */
  96128. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  96129. /**
  96130. * @hidden
  96131. * Rescales a texture
  96132. * @param source input texutre
  96133. * @param destination destination texture
  96134. * @param scene scene to use to render the resize
  96135. * @param internalFormat format to use when resizing
  96136. * @param onComplete callback to be called when resize has completed
  96137. */
  96138. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  96139. private _unpackFlipYCached;
  96140. /**
  96141. * In case you are sharing the context with other applications, it might
  96142. * be interested to not cache the unpack flip y state to ensure a consistent
  96143. * value would be set.
  96144. */
  96145. enableUnpackFlipYCached: boolean;
  96146. /** @hidden */
  96147. _unpackFlipY(value: boolean): void;
  96148. /** @hidden */
  96149. _getUnpackAlignement(): number;
  96150. /**
  96151. * Creates a dynamic texture
  96152. * @param width defines the width of the texture
  96153. * @param height defines the height of the texture
  96154. * @param generateMipMaps defines if the engine should generate the mip levels
  96155. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  96156. * @returns the dynamic texture inside an InternalTexture
  96157. */
  96158. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  96159. /**
  96160. * Update the sampling mode of a given texture
  96161. * @param samplingMode defines the required sampling mode
  96162. * @param texture defines the texture to update
  96163. */
  96164. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  96165. /**
  96166. * Update the content of a dynamic texture
  96167. * @param texture defines the texture to update
  96168. * @param canvas defines the canvas containing the source
  96169. * @param invertY defines if data must be stored with Y axis inverted
  96170. * @param premulAlpha defines if alpha is stored as premultiplied
  96171. * @param format defines the format of the data
  96172. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  96173. */
  96174. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  96175. /**
  96176. * Update a video texture
  96177. * @param texture defines the texture to update
  96178. * @param video defines the video element to use
  96179. * @param invertY defines if data must be stored with Y axis inverted
  96180. */
  96181. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  96182. /**
  96183. * Updates a depth texture Comparison Mode and Function.
  96184. * If the comparison Function is equal to 0, the mode will be set to none.
  96185. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  96186. * @param texture The texture to set the comparison function for
  96187. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  96188. */
  96189. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  96190. /** @hidden */
  96191. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  96192. width: number;
  96193. height: number;
  96194. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  96195. /**
  96196. * Creates a depth stencil texture.
  96197. * This is only available in WebGL 2 or with the depth texture extension available.
  96198. * @param size The size of face edge in the texture.
  96199. * @param options The options defining the texture.
  96200. * @returns The texture
  96201. */
  96202. createDepthStencilTexture(size: number | {
  96203. width: number;
  96204. height: number;
  96205. }, options: DepthTextureCreationOptions): InternalTexture;
  96206. /**
  96207. * Creates a depth stencil texture.
  96208. * This is only available in WebGL 2 or with the depth texture extension available.
  96209. * @param size The size of face edge in the texture.
  96210. * @param options The options defining the texture.
  96211. * @returns The texture
  96212. */
  96213. private _createDepthStencilTexture;
  96214. /**
  96215. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  96216. * @param renderTarget The render target to set the frame buffer for
  96217. */
  96218. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  96219. /**
  96220. * Creates a new render target texture
  96221. * @param size defines the size of the texture
  96222. * @param options defines the options used to create the texture
  96223. * @returns a new render target texture stored in an InternalTexture
  96224. */
  96225. createRenderTargetTexture(size: number | {
  96226. width: number;
  96227. height: number;
  96228. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  96229. /** @hidden */
  96230. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  96231. /**
  96232. * Updates the sample count of a render target texture
  96233. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  96234. * @param texture defines the texture to update
  96235. * @param samples defines the sample count to set
  96236. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  96237. */
  96238. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  96239. /** @hidden */
  96240. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96241. /** @hidden */
  96242. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  96243. /** @hidden */
  96244. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96245. /** @hidden */
  96246. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  96247. /**
  96248. * @hidden
  96249. */
  96250. _setCubeMapTextureParams(loadMipmap: boolean): void;
  96251. private _prepareWebGLTextureContinuation;
  96252. private _prepareWebGLTexture;
  96253. /** @hidden */
  96254. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  96255. /** @hidden */
  96256. _releaseFramebufferObjects(texture: InternalTexture): void;
  96257. /** @hidden */
  96258. _releaseTexture(texture: InternalTexture): void;
  96259. private setProgram;
  96260. private _boundUniforms;
  96261. /**
  96262. * Binds an effect to the webGL context
  96263. * @param effect defines the effect to bind
  96264. */
  96265. bindSamplers(effect: Effect): void;
  96266. private _activateCurrentTexture;
  96267. /** @hidden */
  96268. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  96269. /** @hidden */
  96270. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  96271. /**
  96272. * Sets a texture to the webGL context from a postprocess
  96273. * @param channel defines the channel to use
  96274. * @param postProcess defines the source postprocess
  96275. */
  96276. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  96277. /**
  96278. * Binds the output of the passed in post process to the texture channel specified
  96279. * @param channel The channel the texture should be bound to
  96280. * @param postProcess The post process which's output should be bound
  96281. */
  96282. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  96283. /**
  96284. * Unbind all textures from the webGL context
  96285. */
  96286. unbindAllTextures(): void;
  96287. /**
  96288. * Sets a texture to the according uniform.
  96289. * @param channel The texture channel
  96290. * @param uniform The uniform to set
  96291. * @param texture The texture to apply
  96292. */
  96293. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  96294. /**
  96295. * Sets a depth stencil texture from a render target to the according uniform.
  96296. * @param channel The texture channel
  96297. * @param uniform The uniform to set
  96298. * @param texture The render target texture containing the depth stencil texture to apply
  96299. */
  96300. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  96301. private _bindSamplerUniformToChannel;
  96302. private _getTextureWrapMode;
  96303. private _setTexture;
  96304. /**
  96305. * Sets an array of texture to the webGL context
  96306. * @param channel defines the channel where the texture array must be set
  96307. * @param uniform defines the associated uniform location
  96308. * @param textures defines the array of textures to bind
  96309. */
  96310. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  96311. /** @hidden */
  96312. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  96313. private _setTextureParameterFloat;
  96314. private _setTextureParameterInteger;
  96315. /**
  96316. * Reads pixels from the current frame buffer. Please note that this function can be slow
  96317. * @param x defines the x coordinate of the rectangle where pixels must be read
  96318. * @param y defines the y coordinate of the rectangle where pixels must be read
  96319. * @param width defines the width of the rectangle where pixels must be read
  96320. * @param height defines the height of the rectangle where pixels must be read
  96321. * @returns a Uint8Array containing RGBA colors
  96322. */
  96323. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  96324. /**
  96325. * Add an externaly attached data from its key.
  96326. * This method call will fail and return false, if such key already exists.
  96327. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  96328. * @param key the unique key that identifies the data
  96329. * @param data the data object to associate to the key for this Engine instance
  96330. * @return true if no such key were already present and the data was added successfully, false otherwise
  96331. */
  96332. addExternalData<T>(key: string, data: T): boolean;
  96333. /**
  96334. * Get an externaly attached data from its key
  96335. * @param key the unique key that identifies the data
  96336. * @return the associated data, if present (can be null), or undefined if not present
  96337. */
  96338. getExternalData<T>(key: string): T;
  96339. /**
  96340. * Get an externaly attached data from its key, create it using a factory if it's not already present
  96341. * @param key the unique key that identifies the data
  96342. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  96343. * @return the associated data, can be null if the factory returned null.
  96344. */
  96345. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  96346. /**
  96347. * Remove an externaly attached data from the Engine instance
  96348. * @param key the unique key that identifies the data
  96349. * @return true if the data was successfully removed, false if it doesn't exist
  96350. */
  96351. removeExternalData(key: string): boolean;
  96352. /**
  96353. * Unbind all vertex attributes from the webGL context
  96354. */
  96355. unbindAllAttributes(): void;
  96356. /**
  96357. * 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
  96358. */
  96359. releaseEffects(): void;
  96360. /**
  96361. * Dispose and release all associated resources
  96362. */
  96363. dispose(): void;
  96364. /**
  96365. * Display the loading screen
  96366. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96367. */
  96368. displayLoadingUI(): void;
  96369. /**
  96370. * Hide the loading screen
  96371. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96372. */
  96373. hideLoadingUI(): void;
  96374. /**
  96375. * Gets the current loading screen object
  96376. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96377. */
  96378. /**
  96379. * Sets the current loading screen object
  96380. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96381. */
  96382. loadingScreen: ILoadingScreen;
  96383. /**
  96384. * Sets the current loading screen text
  96385. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96386. */
  96387. loadingUIText: string;
  96388. /**
  96389. * Sets the current loading screen background color
  96390. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96391. */
  96392. loadingUIBackgroundColor: string;
  96393. /**
  96394. * Attach a new callback raised when context lost event is fired
  96395. * @param callback defines the callback to call
  96396. */
  96397. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  96398. /**
  96399. * Attach a new callback raised when context restored event is fired
  96400. * @param callback defines the callback to call
  96401. */
  96402. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  96403. /**
  96404. * Gets the source code of the vertex shader associated with a specific webGL program
  96405. * @param program defines the program to use
  96406. * @returns a string containing the source code of the vertex shader associated with the program
  96407. */
  96408. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  96409. /**
  96410. * Gets the source code of the fragment shader associated with a specific webGL program
  96411. * @param program defines the program to use
  96412. * @returns a string containing the source code of the fragment shader associated with the program
  96413. */
  96414. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  96415. /**
  96416. * Get the current error code of the webGL context
  96417. * @returns the error code
  96418. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  96419. */
  96420. getError(): number;
  96421. /**
  96422. * Gets the current framerate
  96423. * @returns a number representing the framerate
  96424. */
  96425. getFps(): number;
  96426. /**
  96427. * Gets the time spent between current and previous frame
  96428. * @returns a number representing the delta time in ms
  96429. */
  96430. getDeltaTime(): number;
  96431. private _measureFps;
  96432. /** @hidden */
  96433. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  96434. private _canRenderToFloatFramebuffer;
  96435. private _canRenderToHalfFloatFramebuffer;
  96436. private _canRenderToFramebuffer;
  96437. /** @hidden */
  96438. _getWebGLTextureType(type: number): number;
  96439. /** @hidden */
  96440. _getInternalFormat(format: number): number;
  96441. /** @hidden */
  96442. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  96443. /** @hidden */
  96444. _getRGBAMultiSampleBufferFormat(type: number): number;
  96445. /** @hidden */
  96446. _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;
  96447. /** @hidden */
  96448. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  96449. /**
  96450. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  96451. * @returns true if the engine can be created
  96452. * @ignorenaming
  96453. */
  96454. static isSupported(): boolean;
  96455. /**
  96456. * Find the next highest power of two.
  96457. * @param x Number to start search from.
  96458. * @return Next highest power of two.
  96459. */
  96460. static CeilingPOT(x: number): number;
  96461. /**
  96462. * Find the next lowest power of two.
  96463. * @param x Number to start search from.
  96464. * @return Next lowest power of two.
  96465. */
  96466. static FloorPOT(x: number): number;
  96467. /**
  96468. * Find the nearest power of two.
  96469. * @param x Number to start search from.
  96470. * @return Next nearest power of two.
  96471. */
  96472. static NearestPOT(x: number): number;
  96473. /**
  96474. * Get the closest exponent of two
  96475. * @param value defines the value to approximate
  96476. * @param max defines the maximum value to return
  96477. * @param mode defines how to define the closest value
  96478. * @returns closest exponent of two of the given value
  96479. */
  96480. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  96481. /**
  96482. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  96483. * @param func - the function to be called
  96484. * @param requester - the object that will request the next frame. Falls back to window.
  96485. * @returns frame number
  96486. */
  96487. static QueueNewFrame(func: () => void, requester?: any): number;
  96488. /**
  96489. * Ask the browser to promote the current element to pointerlock mode
  96490. * @param element defines the DOM element to promote
  96491. */
  96492. static _RequestPointerlock(element: HTMLElement): void;
  96493. /**
  96494. * Asks the browser to exit pointerlock mode
  96495. */
  96496. static _ExitPointerlock(): void;
  96497. /**
  96498. * Ask the browser to promote the current element to fullscreen rendering mode
  96499. * @param element defines the DOM element to promote
  96500. */
  96501. static _RequestFullscreen(element: HTMLElement): void;
  96502. /**
  96503. * Asks the browser to exit fullscreen mode
  96504. */
  96505. static _ExitFullscreen(): void;
  96506. }
  96507. }
  96508. declare module BABYLON {
  96509. /**
  96510. * The engine store class is responsible to hold all the instances of Engine and Scene created
  96511. * during the life time of the application.
  96512. */
  96513. export class EngineStore {
  96514. /** Gets the list of created engines */
  96515. static Instances: Engine[];
  96516. /** @hidden */
  96517. static _LastCreatedScene: Nullable<Scene>;
  96518. /**
  96519. * Gets the latest created engine
  96520. */
  96521. static readonly LastCreatedEngine: Nullable<Engine>;
  96522. /**
  96523. * Gets the latest created scene
  96524. */
  96525. static readonly LastCreatedScene: Nullable<Scene>;
  96526. /**
  96527. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  96528. * @ignorenaming
  96529. */
  96530. static UseFallbackTexture: boolean;
  96531. /**
  96532. * Texture content used if a texture cannot loaded
  96533. * @ignorenaming
  96534. */
  96535. static FallbackTexture: string;
  96536. }
  96537. }
  96538. declare module BABYLON {
  96539. /**
  96540. * Helper class that provides a small promise polyfill
  96541. */
  96542. export class PromisePolyfill {
  96543. /**
  96544. * Static function used to check if the polyfill is required
  96545. * If this is the case then the function will inject the polyfill to window.Promise
  96546. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  96547. */
  96548. static Apply(force?: boolean): void;
  96549. }
  96550. }
  96551. declare module BABYLON {
  96552. /**
  96553. * Interface for screenshot methods with describe argument called `size` as object with options
  96554. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  96555. */
  96556. export interface IScreenshotSize {
  96557. /**
  96558. * number in pixels for canvas height
  96559. */
  96560. height?: number;
  96561. /**
  96562. * multiplier allowing render at a higher or lower resolution
  96563. * If value is defined then height and width will be ignored and taken from camera
  96564. */
  96565. precision?: number;
  96566. /**
  96567. * number in pixels for canvas width
  96568. */
  96569. width?: number;
  96570. }
  96571. }
  96572. declare module BABYLON {
  96573. interface IColor4Like {
  96574. r: float;
  96575. g: float;
  96576. b: float;
  96577. a: float;
  96578. }
  96579. /**
  96580. * Class containing a set of static utilities functions
  96581. */
  96582. export class Tools {
  96583. /**
  96584. * Gets or sets the base URL to use to load assets
  96585. */
  96586. static BaseUrl: string;
  96587. /**
  96588. * Enable/Disable Custom HTTP Request Headers globally.
  96589. * default = false
  96590. * @see CustomRequestHeaders
  96591. */
  96592. static UseCustomRequestHeaders: boolean;
  96593. /**
  96594. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  96595. * i.e. when loading files, where the server/service expects an Authorization header
  96596. */
  96597. static CustomRequestHeaders: {
  96598. [key: string]: string;
  96599. };
  96600. /**
  96601. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  96602. */
  96603. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  96604. /**
  96605. * Default behaviour for cors in the application.
  96606. * It can be a string if the expected behavior is identical in the entire app.
  96607. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  96608. */
  96609. static CorsBehavior: string | ((url: string | string[]) => string);
  96610. /**
  96611. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  96612. * @ignorenaming
  96613. */
  96614. static UseFallbackTexture: boolean;
  96615. /**
  96616. * Use this object to register external classes like custom textures or material
  96617. * to allow the laoders to instantiate them
  96618. */
  96619. static RegisteredExternalClasses: {
  96620. [key: string]: Object;
  96621. };
  96622. /**
  96623. * Texture content used if a texture cannot loaded
  96624. * @ignorenaming
  96625. */
  96626. static fallbackTexture: string;
  96627. /**
  96628. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  96629. * @param u defines the coordinate on X axis
  96630. * @param v defines the coordinate on Y axis
  96631. * @param width defines the width of the source data
  96632. * @param height defines the height of the source data
  96633. * @param pixels defines the source byte array
  96634. * @param color defines the output color
  96635. */
  96636. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  96637. /**
  96638. * Interpolates between a and b via alpha
  96639. * @param a The lower value (returned when alpha = 0)
  96640. * @param b The upper value (returned when alpha = 1)
  96641. * @param alpha The interpolation-factor
  96642. * @return The mixed value
  96643. */
  96644. static Mix(a: number, b: number, alpha: number): number;
  96645. /**
  96646. * Tries to instantiate a new object from a given class name
  96647. * @param className defines the class name to instantiate
  96648. * @returns the new object or null if the system was not able to do the instantiation
  96649. */
  96650. static Instantiate(className: string): any;
  96651. /**
  96652. * Provides a slice function that will work even on IE
  96653. * @param data defines the array to slice
  96654. * @param start defines the start of the data (optional)
  96655. * @param end defines the end of the data (optional)
  96656. * @returns the new sliced array
  96657. */
  96658. static Slice<T>(data: T, start?: number, end?: number): T;
  96659. /**
  96660. * Polyfill for setImmediate
  96661. * @param action defines the action to execute after the current execution block
  96662. */
  96663. static SetImmediate(action: () => void): void;
  96664. /**
  96665. * Function indicating if a number is an exponent of 2
  96666. * @param value defines the value to test
  96667. * @returns true if the value is an exponent of 2
  96668. */
  96669. static IsExponentOfTwo(value: number): boolean;
  96670. private static _tmpFloatArray;
  96671. /**
  96672. * Returns the nearest 32-bit single precision float representation of a Number
  96673. * @param value A Number. If the parameter is of a different type, it will get converted
  96674. * to a number or to NaN if it cannot be converted
  96675. * @returns number
  96676. */
  96677. static FloatRound(value: number): number;
  96678. /**
  96679. * Extracts the filename from a path
  96680. * @param path defines the path to use
  96681. * @returns the filename
  96682. */
  96683. static GetFilename(path: string): string;
  96684. /**
  96685. * Extracts the "folder" part of a path (everything before the filename).
  96686. * @param uri The URI to extract the info from
  96687. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  96688. * @returns The "folder" part of the path
  96689. */
  96690. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  96691. /**
  96692. * Extracts text content from a DOM element hierarchy
  96693. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  96694. */
  96695. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  96696. /**
  96697. * Convert an angle in radians to degrees
  96698. * @param angle defines the angle to convert
  96699. * @returns the angle in degrees
  96700. */
  96701. static ToDegrees(angle: number): number;
  96702. /**
  96703. * Convert an angle in degrees to radians
  96704. * @param angle defines the angle to convert
  96705. * @returns the angle in radians
  96706. */
  96707. static ToRadians(angle: number): number;
  96708. /**
  96709. * Encode a buffer to a base64 string
  96710. * @param buffer defines the buffer to encode
  96711. * @returns the encoded string
  96712. */
  96713. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  96714. /**
  96715. * Returns an array if obj is not an array
  96716. * @param obj defines the object to evaluate as an array
  96717. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  96718. * @returns either obj directly if obj is an array or a new array containing obj
  96719. */
  96720. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  96721. /**
  96722. * Gets the pointer prefix to use
  96723. * @returns "pointer" if touch is enabled. Else returns "mouse"
  96724. */
  96725. static GetPointerPrefix(): string;
  96726. /**
  96727. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  96728. * @param url define the url we are trying
  96729. * @param element define the dom element where to configure the cors policy
  96730. */
  96731. static SetCorsBehavior(url: string | string[], element: {
  96732. crossOrigin: string | null;
  96733. }): void;
  96734. /**
  96735. * Removes unwanted characters from an url
  96736. * @param url defines the url to clean
  96737. * @returns the cleaned url
  96738. */
  96739. static CleanUrl(url: string): string;
  96740. /**
  96741. * Gets or sets a function used to pre-process url before using them to load assets
  96742. */
  96743. static PreprocessUrl: (url: string) => string;
  96744. /**
  96745. * Loads an image as an HTMLImageElement.
  96746. * @param input url string, ArrayBuffer, or Blob to load
  96747. * @param onLoad callback called when the image successfully loads
  96748. * @param onError callback called when the image fails to load
  96749. * @param offlineProvider offline provider for caching
  96750. * @returns the HTMLImageElement of the loaded image
  96751. */
  96752. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  96753. /**
  96754. * Loads a file
  96755. * @param url url string, ArrayBuffer, or Blob to load
  96756. * @param onSuccess callback called when the file successfully loads
  96757. * @param onProgress callback called while file is loading (if the server supports this mode)
  96758. * @param offlineProvider defines the offline provider for caching
  96759. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  96760. * @param onError callback called when the file fails to load
  96761. * @returns a file request object
  96762. */
  96763. 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;
  96764. /**
  96765. * Loads a file from a url
  96766. * @param url the file url to load
  96767. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  96768. */
  96769. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  96770. /**
  96771. * Load a script (identified by an url). When the url returns, the
  96772. * content of this file is added into a new script element, attached to the DOM (body element)
  96773. * @param scriptUrl defines the url of the script to laod
  96774. * @param onSuccess defines the callback called when the script is loaded
  96775. * @param onError defines the callback to call if an error occurs
  96776. * @param scriptId defines the id of the script element
  96777. */
  96778. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  96779. /**
  96780. * Load an asynchronous script (identified by an url). When the url returns, the
  96781. * content of this file is added into a new script element, attached to the DOM (body element)
  96782. * @param scriptUrl defines the url of the script to laod
  96783. * @param scriptId defines the id of the script element
  96784. * @returns a promise request object
  96785. */
  96786. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  96787. /**
  96788. * Loads a file from a blob
  96789. * @param fileToLoad defines the blob to use
  96790. * @param callback defines the callback to call when data is loaded
  96791. * @param progressCallback defines the callback to call during loading process
  96792. * @returns a file request object
  96793. */
  96794. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  96795. /**
  96796. * Loads a file
  96797. * @param fileToLoad defines the file to load
  96798. * @param callback defines the callback to call when data is loaded
  96799. * @param progressCallBack defines the callback to call during loading process
  96800. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  96801. * @returns a file request object
  96802. */
  96803. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  96804. /**
  96805. * Creates a data url from a given string content
  96806. * @param content defines the content to convert
  96807. * @returns the new data url link
  96808. */
  96809. static FileAsURL(content: string): string;
  96810. /**
  96811. * Format the given number to a specific decimal format
  96812. * @param value defines the number to format
  96813. * @param decimals defines the number of decimals to use
  96814. * @returns the formatted string
  96815. */
  96816. static Format(value: number, decimals?: number): string;
  96817. /**
  96818. * Tries to copy an object by duplicating every property
  96819. * @param source defines the source object
  96820. * @param destination defines the target object
  96821. * @param doNotCopyList defines a list of properties to avoid
  96822. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  96823. */
  96824. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  96825. /**
  96826. * Gets a boolean indicating if the given object has no own property
  96827. * @param obj defines the object to test
  96828. * @returns true if object has no own property
  96829. */
  96830. static IsEmpty(obj: any): boolean;
  96831. /**
  96832. * Function used to register events at window level
  96833. * @param windowElement defines the Window object to use
  96834. * @param events defines the events to register
  96835. */
  96836. static RegisterTopRootEvents(windowElement: Window, events: {
  96837. name: string;
  96838. handler: Nullable<(e: FocusEvent) => any>;
  96839. }[]): void;
  96840. /**
  96841. * Function used to unregister events from window level
  96842. * @param windowElement defines the Window object to use
  96843. * @param events defines the events to unregister
  96844. */
  96845. static UnregisterTopRootEvents(windowElement: Window, events: {
  96846. name: string;
  96847. handler: Nullable<(e: FocusEvent) => any>;
  96848. }[]): void;
  96849. /**
  96850. * @ignore
  96851. */
  96852. static _ScreenshotCanvas: HTMLCanvasElement;
  96853. /**
  96854. * Dumps the current bound framebuffer
  96855. * @param width defines the rendering width
  96856. * @param height defines the rendering height
  96857. * @param engine defines the hosting engine
  96858. * @param successCallback defines the callback triggered once the data are available
  96859. * @param mimeType defines the mime type of the result
  96860. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  96861. */
  96862. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96863. /**
  96864. * Converts the canvas data to blob.
  96865. * This acts as a polyfill for browsers not supporting the to blob function.
  96866. * @param canvas Defines the canvas to extract the data from
  96867. * @param successCallback Defines the callback triggered once the data are available
  96868. * @param mimeType Defines the mime type of the result
  96869. */
  96870. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  96871. /**
  96872. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  96873. * @param successCallback defines the callback triggered once the data are available
  96874. * @param mimeType defines the mime type of the result
  96875. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  96876. */
  96877. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96878. /**
  96879. * Downloads a blob in the browser
  96880. * @param blob defines the blob to download
  96881. * @param fileName defines the name of the downloaded file
  96882. */
  96883. static Download(blob: Blob, fileName: string): void;
  96884. /**
  96885. * Captures a screenshot of the current rendering
  96886. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96887. * @param engine defines the rendering engine
  96888. * @param camera defines the source camera
  96889. * @param size This parameter can be set to a single number or to an object with the
  96890. * following (optional) properties: precision, width, height. If a single number is passed,
  96891. * it will be used for both width and height. If an object is passed, the screenshot size
  96892. * will be derived from the parameters. The precision property is a multiplier allowing
  96893. * rendering at a higher or lower resolution
  96894. * @param successCallback defines the callback receives a single parameter which contains the
  96895. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96896. * src parameter of an <img> to display it
  96897. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96898. * Check your browser for supported MIME types
  96899. */
  96900. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  96901. /**
  96902. * Captures a screenshot of the current rendering
  96903. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96904. * @param engine defines the rendering engine
  96905. * @param camera defines the source camera
  96906. * @param size This parameter can be set to a single number or to an object with the
  96907. * following (optional) properties: precision, width, height. If a single number is passed,
  96908. * it will be used for both width and height. If an object is passed, the screenshot size
  96909. * will be derived from the parameters. The precision property is a multiplier allowing
  96910. * rendering at a higher or lower resolution
  96911. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96912. * Check your browser for supported MIME types
  96913. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96914. * to the src parameter of an <img> to display it
  96915. */
  96916. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  96917. /**
  96918. * Generates an image screenshot from the specified camera.
  96919. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96920. * @param engine The engine to use for rendering
  96921. * @param camera The camera to use for rendering
  96922. * @param size This parameter can be set to a single number or to an object with the
  96923. * following (optional) properties: precision, width, height. If a single number is passed,
  96924. * it will be used for both width and height. If an object is passed, the screenshot size
  96925. * will be derived from the parameters. The precision property is a multiplier allowing
  96926. * rendering at a higher or lower resolution
  96927. * @param successCallback The callback receives a single parameter which contains the
  96928. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96929. * src parameter of an <img> to display it
  96930. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96931. * Check your browser for supported MIME types
  96932. * @param samples Texture samples (default: 1)
  96933. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96934. * @param fileName A name for for the downloaded file.
  96935. */
  96936. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  96937. /**
  96938. * Generates an image screenshot from the specified camera.
  96939. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96940. * @param engine The engine to use for rendering
  96941. * @param camera The camera to use for rendering
  96942. * @param size This parameter can be set to a single number or to an object with the
  96943. * following (optional) properties: precision, width, height. If a single number is passed,
  96944. * it will be used for both width and height. If an object is passed, the screenshot size
  96945. * will be derived from the parameters. The precision property is a multiplier allowing
  96946. * rendering at a higher or lower resolution
  96947. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96948. * Check your browser for supported MIME types
  96949. * @param samples Texture samples (default: 1)
  96950. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96951. * @param fileName A name for for the downloaded file.
  96952. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96953. * to the src parameter of an <img> to display it
  96954. */
  96955. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  96956. /**
  96957. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96958. * Be aware Math.random() could cause collisions, but:
  96959. * "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"
  96960. * @returns a pseudo random id
  96961. */
  96962. static RandomId(): string;
  96963. /**
  96964. * Test if the given uri is a base64 string
  96965. * @param uri The uri to test
  96966. * @return True if the uri is a base64 string or false otherwise
  96967. */
  96968. static IsBase64(uri: string): boolean;
  96969. /**
  96970. * Decode the given base64 uri.
  96971. * @param uri The uri to decode
  96972. * @return The decoded base64 data.
  96973. */
  96974. static DecodeBase64(uri: string): ArrayBuffer;
  96975. /**
  96976. * Gets the absolute url.
  96977. * @param url the input url
  96978. * @return the absolute url
  96979. */
  96980. static GetAbsoluteUrl(url: string): string;
  96981. /**
  96982. * No log
  96983. */
  96984. static readonly NoneLogLevel: number;
  96985. /**
  96986. * Only message logs
  96987. */
  96988. static readonly MessageLogLevel: number;
  96989. /**
  96990. * Only warning logs
  96991. */
  96992. static readonly WarningLogLevel: number;
  96993. /**
  96994. * Only error logs
  96995. */
  96996. static readonly ErrorLogLevel: number;
  96997. /**
  96998. * All logs
  96999. */
  97000. static readonly AllLogLevel: number;
  97001. /**
  97002. * Gets a value indicating the number of loading errors
  97003. * @ignorenaming
  97004. */
  97005. static readonly errorsCount: number;
  97006. /**
  97007. * Callback called when a new log is added
  97008. */
  97009. static OnNewCacheEntry: (entry: string) => void;
  97010. /**
  97011. * Log a message to the console
  97012. * @param message defines the message to log
  97013. */
  97014. static Log(message: string): void;
  97015. /**
  97016. * Write a warning message to the console
  97017. * @param message defines the message to log
  97018. */
  97019. static Warn(message: string): void;
  97020. /**
  97021. * Write an error message to the console
  97022. * @param message defines the message to log
  97023. */
  97024. static Error(message: string): void;
  97025. /**
  97026. * Gets current log cache (list of logs)
  97027. */
  97028. static readonly LogCache: string;
  97029. /**
  97030. * Clears the log cache
  97031. */
  97032. static ClearLogCache(): void;
  97033. /**
  97034. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  97035. */
  97036. static LogLevels: number;
  97037. /**
  97038. * Checks if the window object exists
  97039. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  97040. */
  97041. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  97042. /**
  97043. * No performance log
  97044. */
  97045. static readonly PerformanceNoneLogLevel: number;
  97046. /**
  97047. * Use user marks to log performance
  97048. */
  97049. static readonly PerformanceUserMarkLogLevel: number;
  97050. /**
  97051. * Log performance to the console
  97052. */
  97053. static readonly PerformanceConsoleLogLevel: number;
  97054. private static _performance;
  97055. /**
  97056. * Sets the current performance log level
  97057. */
  97058. static PerformanceLogLevel: number;
  97059. private static _StartPerformanceCounterDisabled;
  97060. private static _EndPerformanceCounterDisabled;
  97061. private static _StartUserMark;
  97062. private static _EndUserMark;
  97063. private static _StartPerformanceConsole;
  97064. private static _EndPerformanceConsole;
  97065. /**
  97066. * Starts a performance counter
  97067. */
  97068. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97069. /**
  97070. * Ends a specific performance coutner
  97071. */
  97072. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97073. /**
  97074. * Gets either window.performance.now() if supported or Date.now() else
  97075. */
  97076. static readonly Now: number;
  97077. /**
  97078. * This method will return the name of the class used to create the instance of the given object.
  97079. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  97080. * @param object the object to get the class name from
  97081. * @param isType defines if the object is actually a type
  97082. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  97083. */
  97084. static GetClassName(object: any, isType?: boolean): string;
  97085. /**
  97086. * Gets the first element of an array satisfying a given predicate
  97087. * @param array defines the array to browse
  97088. * @param predicate defines the predicate to use
  97089. * @returns null if not found or the element
  97090. */
  97091. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  97092. /**
  97093. * This method will return the name of the full name of the class, including its owning module (if any).
  97094. * 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).
  97095. * @param object the object to get the class name from
  97096. * @param isType defines if the object is actually a type
  97097. * @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.
  97098. * @ignorenaming
  97099. */
  97100. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  97101. /**
  97102. * Returns a promise that resolves after the given amount of time.
  97103. * @param delay Number of milliseconds to delay
  97104. * @returns Promise that resolves after the given amount of time
  97105. */
  97106. static DelayAsync(delay: number): Promise<void>;
  97107. }
  97108. /**
  97109. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  97110. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  97111. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  97112. * @param name The name of the class, case should be preserved
  97113. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  97114. */
  97115. export function className(name: string, module?: string): (target: Object) => void;
  97116. /**
  97117. * An implementation of a loop for asynchronous functions.
  97118. */
  97119. export class AsyncLoop {
  97120. /**
  97121. * Defines the number of iterations for the loop
  97122. */
  97123. iterations: number;
  97124. /**
  97125. * Defines the current index of the loop.
  97126. */
  97127. index: number;
  97128. private _done;
  97129. private _fn;
  97130. private _successCallback;
  97131. /**
  97132. * Constructor.
  97133. * @param iterations the number of iterations.
  97134. * @param func the function to run each iteration
  97135. * @param successCallback the callback that will be called upon succesful execution
  97136. * @param offset starting offset.
  97137. */
  97138. constructor(
  97139. /**
  97140. * Defines the number of iterations for the loop
  97141. */
  97142. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  97143. /**
  97144. * Execute the next iteration. Must be called after the last iteration was finished.
  97145. */
  97146. executeNext(): void;
  97147. /**
  97148. * Break the loop and run the success callback.
  97149. */
  97150. breakLoop(): void;
  97151. /**
  97152. * Create and run an async loop.
  97153. * @param iterations the number of iterations.
  97154. * @param fn the function to run each iteration
  97155. * @param successCallback the callback that will be called upon succesful execution
  97156. * @param offset starting offset.
  97157. * @returns the created async loop object
  97158. */
  97159. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  97160. /**
  97161. * A for-loop that will run a given number of iterations synchronous and the rest async.
  97162. * @param iterations total number of iterations
  97163. * @param syncedIterations number of synchronous iterations in each async iteration.
  97164. * @param fn the function to call each iteration.
  97165. * @param callback a success call back that will be called when iterating stops.
  97166. * @param breakFunction a break condition (optional)
  97167. * @param timeout timeout settings for the setTimeout function. default - 0.
  97168. * @returns the created async loop object
  97169. */
  97170. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  97171. }
  97172. }
  97173. declare module BABYLON {
  97174. /** @hidden */
  97175. export interface ICollisionCoordinator {
  97176. createCollider(): Collider;
  97177. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97178. init(scene: Scene): void;
  97179. }
  97180. /** @hidden */
  97181. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  97182. private _scene;
  97183. private _scaledPosition;
  97184. private _scaledVelocity;
  97185. private _finalPosition;
  97186. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97187. createCollider(): Collider;
  97188. init(scene: Scene): void;
  97189. private _collideWithWorld;
  97190. }
  97191. }
  97192. declare module BABYLON {
  97193. /**
  97194. * Class used to manage all inputs for the scene.
  97195. */
  97196. export class InputManager {
  97197. /** The distance in pixel that you have to move to prevent some events */
  97198. static DragMovementThreshold: number;
  97199. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  97200. static LongPressDelay: number;
  97201. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  97202. static DoubleClickDelay: number;
  97203. /** If you need to check double click without raising a single click at first click, enable this flag */
  97204. static ExclusiveDoubleClickMode: boolean;
  97205. private _wheelEventName;
  97206. private _onPointerMove;
  97207. private _onPointerDown;
  97208. private _onPointerUp;
  97209. private _initClickEvent;
  97210. private _initActionManager;
  97211. private _delayedSimpleClick;
  97212. private _delayedSimpleClickTimeout;
  97213. private _previousDelayedSimpleClickTimeout;
  97214. private _meshPickProceed;
  97215. private _previousButtonPressed;
  97216. private _currentPickResult;
  97217. private _previousPickResult;
  97218. private _totalPointersPressed;
  97219. private _doubleClickOccured;
  97220. private _pointerOverMesh;
  97221. private _pickedDownMesh;
  97222. private _pickedUpMesh;
  97223. private _pointerX;
  97224. private _pointerY;
  97225. private _unTranslatedPointerX;
  97226. private _unTranslatedPointerY;
  97227. private _startingPointerPosition;
  97228. private _previousStartingPointerPosition;
  97229. private _startingPointerTime;
  97230. private _previousStartingPointerTime;
  97231. private _pointerCaptures;
  97232. private _onKeyDown;
  97233. private _onKeyUp;
  97234. private _onCanvasFocusObserver;
  97235. private _onCanvasBlurObserver;
  97236. private _scene;
  97237. /**
  97238. * Creates a new InputManager
  97239. * @param scene defines the hosting scene
  97240. */
  97241. constructor(scene: Scene);
  97242. /**
  97243. * Gets the mesh that is currently under the pointer
  97244. */
  97245. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97246. /**
  97247. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  97248. */
  97249. readonly unTranslatedPointer: Vector2;
  97250. /**
  97251. * Gets or sets the current on-screen X position of the pointer
  97252. */
  97253. pointerX: number;
  97254. /**
  97255. * Gets or sets the current on-screen Y position of the pointer
  97256. */
  97257. pointerY: number;
  97258. private _updatePointerPosition;
  97259. private _processPointerMove;
  97260. private _setRayOnPointerInfo;
  97261. private _checkPrePointerObservable;
  97262. /**
  97263. * Use this method to simulate a pointer move on a mesh
  97264. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97265. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97266. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97267. */
  97268. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97269. /**
  97270. * Use this method to simulate a pointer down on a mesh
  97271. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97272. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97273. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97274. */
  97275. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97276. private _processPointerDown;
  97277. /** @hidden */
  97278. _isPointerSwiping(): boolean;
  97279. /**
  97280. * Use this method to simulate a pointer up on a mesh
  97281. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97282. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97283. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97284. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97285. */
  97286. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  97287. private _processPointerUp;
  97288. /**
  97289. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97290. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97291. * @returns true if the pointer was captured
  97292. */
  97293. isPointerCaptured(pointerId?: number): boolean;
  97294. /**
  97295. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97296. * @param attachUp defines if you want to attach events to pointerup
  97297. * @param attachDown defines if you want to attach events to pointerdown
  97298. * @param attachMove defines if you want to attach events to pointermove
  97299. */
  97300. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97301. /**
  97302. * Detaches all event handlers
  97303. */
  97304. detachControl(): void;
  97305. /**
  97306. * Force the value of meshUnderPointer
  97307. * @param mesh defines the mesh to use
  97308. */
  97309. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  97310. /**
  97311. * Gets the mesh under the pointer
  97312. * @returns a Mesh or null if no mesh is under the pointer
  97313. */
  97314. getPointerOverMesh(): Nullable<AbstractMesh>;
  97315. }
  97316. }
  97317. declare module BABYLON {
  97318. /**
  97319. * Helper class used to generate session unique ID
  97320. */
  97321. export class UniqueIdGenerator {
  97322. private static _UniqueIdCounter;
  97323. /**
  97324. * Gets an unique (relatively to the current scene) Id
  97325. */
  97326. static readonly UniqueId: number;
  97327. }
  97328. }
  97329. declare module BABYLON {
  97330. /**
  97331. * This class defines the direct association between an animation and a target
  97332. */
  97333. export class TargetedAnimation {
  97334. /**
  97335. * Animation to perform
  97336. */
  97337. animation: Animation;
  97338. /**
  97339. * Target to animate
  97340. */
  97341. target: any;
  97342. /**
  97343. * Serialize the object
  97344. * @returns the JSON object representing the current entity
  97345. */
  97346. serialize(): any;
  97347. }
  97348. /**
  97349. * Use this class to create coordinated animations on multiple targets
  97350. */
  97351. export class AnimationGroup implements IDisposable {
  97352. /** The name of the animation group */
  97353. name: string;
  97354. private _scene;
  97355. private _targetedAnimations;
  97356. private _animatables;
  97357. private _from;
  97358. private _to;
  97359. private _isStarted;
  97360. private _isPaused;
  97361. private _speedRatio;
  97362. private _loopAnimation;
  97363. /**
  97364. * Gets or sets the unique id of the node
  97365. */
  97366. uniqueId: number;
  97367. /**
  97368. * This observable will notify when one animation have ended
  97369. */
  97370. onAnimationEndObservable: Observable<TargetedAnimation>;
  97371. /**
  97372. * Observer raised when one animation loops
  97373. */
  97374. onAnimationLoopObservable: Observable<TargetedAnimation>;
  97375. /**
  97376. * This observable will notify when all animations have ended.
  97377. */
  97378. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  97379. /**
  97380. * This observable will notify when all animations have paused.
  97381. */
  97382. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  97383. /**
  97384. * This observable will notify when all animations are playing.
  97385. */
  97386. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  97387. /**
  97388. * Gets the first frame
  97389. */
  97390. readonly from: number;
  97391. /**
  97392. * Gets the last frame
  97393. */
  97394. readonly to: number;
  97395. /**
  97396. * Define if the animations are started
  97397. */
  97398. readonly isStarted: boolean;
  97399. /**
  97400. * Gets a value indicating that the current group is playing
  97401. */
  97402. readonly isPlaying: boolean;
  97403. /**
  97404. * Gets or sets the speed ratio to use for all animations
  97405. */
  97406. /**
  97407. * Gets or sets the speed ratio to use for all animations
  97408. */
  97409. speedRatio: number;
  97410. /**
  97411. * Gets or sets if all animations should loop or not
  97412. */
  97413. loopAnimation: boolean;
  97414. /**
  97415. * Gets the targeted animations for this animation group
  97416. */
  97417. readonly targetedAnimations: Array<TargetedAnimation>;
  97418. /**
  97419. * returning the list of animatables controlled by this animation group.
  97420. */
  97421. readonly animatables: Array<Animatable>;
  97422. /**
  97423. * Instantiates a new Animation Group.
  97424. * This helps managing several animations at once.
  97425. * @see http://doc.babylonjs.com/how_to/group
  97426. * @param name Defines the name of the group
  97427. * @param scene Defines the scene the group belongs to
  97428. */
  97429. constructor(
  97430. /** The name of the animation group */
  97431. name: string, scene?: Nullable<Scene>);
  97432. /**
  97433. * Add an animation (with its target) in the group
  97434. * @param animation defines the animation we want to add
  97435. * @param target defines the target of the animation
  97436. * @returns the TargetedAnimation object
  97437. */
  97438. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  97439. /**
  97440. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  97441. * It can add constant keys at begin or end
  97442. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  97443. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  97444. * @returns the animation group
  97445. */
  97446. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  97447. /**
  97448. * Start all animations on given targets
  97449. * @param loop defines if animations must loop
  97450. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  97451. * @param from defines the from key (optional)
  97452. * @param to defines the to key (optional)
  97453. * @returns the current animation group
  97454. */
  97455. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  97456. /**
  97457. * Pause all animations
  97458. * @returns the animation group
  97459. */
  97460. pause(): AnimationGroup;
  97461. /**
  97462. * Play all animations to initial state
  97463. * This function will start() the animations if they were not started or will restart() them if they were paused
  97464. * @param loop defines if animations must loop
  97465. * @returns the animation group
  97466. */
  97467. play(loop?: boolean): AnimationGroup;
  97468. /**
  97469. * Reset all animations to initial state
  97470. * @returns the animation group
  97471. */
  97472. reset(): AnimationGroup;
  97473. /**
  97474. * Restart animations from key 0
  97475. * @returns the animation group
  97476. */
  97477. restart(): AnimationGroup;
  97478. /**
  97479. * Stop all animations
  97480. * @returns the animation group
  97481. */
  97482. stop(): AnimationGroup;
  97483. /**
  97484. * Set animation weight for all animatables
  97485. * @param weight defines the weight to use
  97486. * @return the animationGroup
  97487. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  97488. */
  97489. setWeightForAllAnimatables(weight: number): AnimationGroup;
  97490. /**
  97491. * Synchronize and normalize all animatables with a source animatable
  97492. * @param root defines the root animatable to synchronize with
  97493. * @return the animationGroup
  97494. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  97495. */
  97496. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  97497. /**
  97498. * Goes to a specific frame in this animation group
  97499. * @param frame the frame number to go to
  97500. * @return the animationGroup
  97501. */
  97502. goToFrame(frame: number): AnimationGroup;
  97503. /**
  97504. * Dispose all associated resources
  97505. */
  97506. dispose(): void;
  97507. private _checkAnimationGroupEnded;
  97508. /**
  97509. * Clone the current animation group and returns a copy
  97510. * @param newName defines the name of the new group
  97511. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  97512. * @returns the new aniamtion group
  97513. */
  97514. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  97515. /**
  97516. * Serializes the animationGroup to an object
  97517. * @returns Serialized object
  97518. */
  97519. serialize(): any;
  97520. /**
  97521. * Returns a new AnimationGroup object parsed from the source provided.
  97522. * @param parsedAnimationGroup defines the source
  97523. * @param scene defines the scene that will receive the animationGroup
  97524. * @returns a new AnimationGroup
  97525. */
  97526. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  97527. /**
  97528. * Returns the string "AnimationGroup"
  97529. * @returns "AnimationGroup"
  97530. */
  97531. getClassName(): string;
  97532. /**
  97533. * Creates a detailled string about the object
  97534. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  97535. * @returns a string representing the object
  97536. */
  97537. toString(fullDetails?: boolean): string;
  97538. }
  97539. }
  97540. declare module BABYLON {
  97541. /**
  97542. * Define an interface for all classes that will hold resources
  97543. */
  97544. export interface IDisposable {
  97545. /**
  97546. * Releases all held resources
  97547. */
  97548. dispose(): void;
  97549. }
  97550. /** Interface defining initialization parameters for Scene class */
  97551. export interface SceneOptions {
  97552. /**
  97553. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  97554. * It will improve performance when the number of geometries becomes important.
  97555. */
  97556. useGeometryUniqueIdsMap?: boolean;
  97557. /**
  97558. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  97559. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  97560. */
  97561. useMaterialMeshMap?: boolean;
  97562. /**
  97563. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  97564. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  97565. */
  97566. useClonedMeshhMap?: boolean;
  97567. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  97568. virtual?: boolean;
  97569. }
  97570. /**
  97571. * Represents a scene to be rendered by the engine.
  97572. * @see http://doc.babylonjs.com/features/scene
  97573. */
  97574. export class Scene extends AbstractScene implements IAnimatable {
  97575. /** The fog is deactivated */
  97576. static readonly FOGMODE_NONE: number;
  97577. /** The fog density is following an exponential function */
  97578. static readonly FOGMODE_EXP: number;
  97579. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  97580. static readonly FOGMODE_EXP2: number;
  97581. /** The fog density is following a linear function. */
  97582. static readonly FOGMODE_LINEAR: number;
  97583. /**
  97584. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  97585. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97586. */
  97587. static MinDeltaTime: number;
  97588. /**
  97589. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  97590. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97591. */
  97592. static MaxDeltaTime: number;
  97593. /**
  97594. * Factory used to create the default material.
  97595. * @param name The name of the material to create
  97596. * @param scene The scene to create the material for
  97597. * @returns The default material
  97598. */
  97599. static DefaultMaterialFactory(scene: Scene): Material;
  97600. /**
  97601. * Factory used to create the a collision coordinator.
  97602. * @returns The collision coordinator
  97603. */
  97604. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  97605. /** @hidden */
  97606. _inputManager: InputManager;
  97607. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  97608. cameraToUseForPointers: Nullable<Camera>;
  97609. /** @hidden */
  97610. readonly _isScene: boolean;
  97611. /**
  97612. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  97613. */
  97614. autoClear: boolean;
  97615. /**
  97616. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  97617. */
  97618. autoClearDepthAndStencil: boolean;
  97619. /**
  97620. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  97621. */
  97622. clearColor: Color4;
  97623. /**
  97624. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  97625. */
  97626. ambientColor: Color3;
  97627. /**
  97628. * This is use to store the default BRDF lookup for PBR materials in your scene.
  97629. * It should only be one of the following (if not the default embedded one):
  97630. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  97631. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  97632. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  97633. * The material properties need to be setup according to the type of texture in use.
  97634. */
  97635. environmentBRDFTexture: BaseTexture;
  97636. /** @hidden */
  97637. protected _environmentTexture: Nullable<BaseTexture>;
  97638. /**
  97639. * Texture used in all pbr material as the reflection texture.
  97640. * As in the majority of the scene they are the same (exception for multi room and so on),
  97641. * this is easier to reference from here than from all the materials.
  97642. */
  97643. /**
  97644. * Texture used in all pbr material as the reflection texture.
  97645. * As in the majority of the scene they are the same (exception for multi room and so on),
  97646. * this is easier to set here than in all the materials.
  97647. */
  97648. environmentTexture: Nullable<BaseTexture>;
  97649. /** @hidden */
  97650. protected _environmentIntensity: number;
  97651. /**
  97652. * Intensity of the environment in all pbr material.
  97653. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  97654. * As in the majority of the scene they are the same (exception for multi room and so on),
  97655. * this is easier to reference from here than from all the materials.
  97656. */
  97657. /**
  97658. * Intensity of the environment in all pbr material.
  97659. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  97660. * As in the majority of the scene they are the same (exception for multi room and so on),
  97661. * this is easier to set here than in all the materials.
  97662. */
  97663. environmentIntensity: number;
  97664. /** @hidden */
  97665. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  97666. /**
  97667. * Default image processing configuration used either in the rendering
  97668. * Forward main pass or through the imageProcessingPostProcess if present.
  97669. * As in the majority of the scene they are the same (exception for multi camera),
  97670. * this is easier to reference from here than from all the materials and post process.
  97671. *
  97672. * No setter as we it is a shared configuration, you can set the values instead.
  97673. */
  97674. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  97675. private _forceWireframe;
  97676. /**
  97677. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  97678. */
  97679. forceWireframe: boolean;
  97680. private _forcePointsCloud;
  97681. /**
  97682. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  97683. */
  97684. forcePointsCloud: boolean;
  97685. /**
  97686. * Gets or sets the active clipplane 1
  97687. */
  97688. clipPlane: Nullable<Plane>;
  97689. /**
  97690. * Gets or sets the active clipplane 2
  97691. */
  97692. clipPlane2: Nullable<Plane>;
  97693. /**
  97694. * Gets or sets the active clipplane 3
  97695. */
  97696. clipPlane3: Nullable<Plane>;
  97697. /**
  97698. * Gets or sets the active clipplane 4
  97699. */
  97700. clipPlane4: Nullable<Plane>;
  97701. /**
  97702. * Gets or sets a boolean indicating if animations are enabled
  97703. */
  97704. animationsEnabled: boolean;
  97705. private _animationPropertiesOverride;
  97706. /**
  97707. * Gets or sets the animation properties override
  97708. */
  97709. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  97710. /**
  97711. * Gets or sets a boolean indicating if a constant deltatime has to be used
  97712. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  97713. */
  97714. useConstantAnimationDeltaTime: boolean;
  97715. /**
  97716. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  97717. * Please note that it requires to run a ray cast through the scene on every frame
  97718. */
  97719. constantlyUpdateMeshUnderPointer: boolean;
  97720. /**
  97721. * Defines the HTML cursor to use when hovering over interactive elements
  97722. */
  97723. hoverCursor: string;
  97724. /**
  97725. * Defines the HTML default cursor to use (empty by default)
  97726. */
  97727. defaultCursor: string;
  97728. /**
  97729. * This is used to call preventDefault() on pointer down
  97730. * in order to block unwanted artifacts like system double clicks
  97731. */
  97732. preventDefaultOnPointerDown: boolean;
  97733. /**
  97734. * This is used to call preventDefault() on pointer up
  97735. * in order to block unwanted artifacts like system double clicks
  97736. */
  97737. preventDefaultOnPointerUp: boolean;
  97738. /**
  97739. * Gets or sets user defined metadata
  97740. */
  97741. metadata: any;
  97742. /**
  97743. * For internal use only. Please do not use.
  97744. */
  97745. reservedDataStore: any;
  97746. /**
  97747. * Gets the name of the plugin used to load this scene (null by default)
  97748. */
  97749. loadingPluginName: string;
  97750. /**
  97751. * Use this array to add regular expressions used to disable offline support for specific urls
  97752. */
  97753. disableOfflineSupportExceptionRules: RegExp[];
  97754. /**
  97755. * An event triggered when the scene is disposed.
  97756. */
  97757. onDisposeObservable: Observable<Scene>;
  97758. private _onDisposeObserver;
  97759. /** Sets a function to be executed when this scene is disposed. */
  97760. onDispose: () => void;
  97761. /**
  97762. * An event triggered before rendering the scene (right after animations and physics)
  97763. */
  97764. onBeforeRenderObservable: Observable<Scene>;
  97765. private _onBeforeRenderObserver;
  97766. /** Sets a function to be executed before rendering this scene */
  97767. beforeRender: Nullable<() => void>;
  97768. /**
  97769. * An event triggered after rendering the scene
  97770. */
  97771. onAfterRenderObservable: Observable<Scene>;
  97772. /**
  97773. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  97774. */
  97775. onAfterRenderCameraObservable: Observable<Camera>;
  97776. private _onAfterRenderObserver;
  97777. /** Sets a function to be executed after rendering this scene */
  97778. afterRender: Nullable<() => void>;
  97779. /**
  97780. * An event triggered before animating the scene
  97781. */
  97782. onBeforeAnimationsObservable: Observable<Scene>;
  97783. /**
  97784. * An event triggered after animations processing
  97785. */
  97786. onAfterAnimationsObservable: Observable<Scene>;
  97787. /**
  97788. * An event triggered before draw calls are ready to be sent
  97789. */
  97790. onBeforeDrawPhaseObservable: Observable<Scene>;
  97791. /**
  97792. * An event triggered after draw calls have been sent
  97793. */
  97794. onAfterDrawPhaseObservable: Observable<Scene>;
  97795. /**
  97796. * An event triggered when the scene is ready
  97797. */
  97798. onReadyObservable: Observable<Scene>;
  97799. /**
  97800. * An event triggered before rendering a camera
  97801. */
  97802. onBeforeCameraRenderObservable: Observable<Camera>;
  97803. private _onBeforeCameraRenderObserver;
  97804. /** Sets a function to be executed before rendering a camera*/
  97805. beforeCameraRender: () => void;
  97806. /**
  97807. * An event triggered after rendering a camera
  97808. */
  97809. onAfterCameraRenderObservable: Observable<Camera>;
  97810. private _onAfterCameraRenderObserver;
  97811. /** Sets a function to be executed after rendering a camera*/
  97812. afterCameraRender: () => void;
  97813. /**
  97814. * An event triggered when active meshes evaluation is about to start
  97815. */
  97816. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  97817. /**
  97818. * An event triggered when active meshes evaluation is done
  97819. */
  97820. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  97821. /**
  97822. * An event triggered when particles rendering is about to start
  97823. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97824. */
  97825. onBeforeParticlesRenderingObservable: Observable<Scene>;
  97826. /**
  97827. * An event triggered when particles rendering is done
  97828. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97829. */
  97830. onAfterParticlesRenderingObservable: Observable<Scene>;
  97831. /**
  97832. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  97833. */
  97834. onDataLoadedObservable: Observable<Scene>;
  97835. /**
  97836. * An event triggered when a camera is created
  97837. */
  97838. onNewCameraAddedObservable: Observable<Camera>;
  97839. /**
  97840. * An event triggered when a camera is removed
  97841. */
  97842. onCameraRemovedObservable: Observable<Camera>;
  97843. /**
  97844. * An event triggered when a light is created
  97845. */
  97846. onNewLightAddedObservable: Observable<Light>;
  97847. /**
  97848. * An event triggered when a light is removed
  97849. */
  97850. onLightRemovedObservable: Observable<Light>;
  97851. /**
  97852. * An event triggered when a geometry is created
  97853. */
  97854. onNewGeometryAddedObservable: Observable<Geometry>;
  97855. /**
  97856. * An event triggered when a geometry is removed
  97857. */
  97858. onGeometryRemovedObservable: Observable<Geometry>;
  97859. /**
  97860. * An event triggered when a transform node is created
  97861. */
  97862. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  97863. /**
  97864. * An event triggered when a transform node is removed
  97865. */
  97866. onTransformNodeRemovedObservable: Observable<TransformNode>;
  97867. /**
  97868. * An event triggered when a mesh is created
  97869. */
  97870. onNewMeshAddedObservable: Observable<AbstractMesh>;
  97871. /**
  97872. * An event triggered when a mesh is removed
  97873. */
  97874. onMeshRemovedObservable: Observable<AbstractMesh>;
  97875. /**
  97876. * An event triggered when a skeleton is created
  97877. */
  97878. onNewSkeletonAddedObservable: Observable<Skeleton>;
  97879. /**
  97880. * An event triggered when a skeleton is removed
  97881. */
  97882. onSkeletonRemovedObservable: Observable<Skeleton>;
  97883. /**
  97884. * An event triggered when a material is created
  97885. */
  97886. onNewMaterialAddedObservable: Observable<Material>;
  97887. /**
  97888. * An event triggered when a material is removed
  97889. */
  97890. onMaterialRemovedObservable: Observable<Material>;
  97891. /**
  97892. * An event triggered when a texture is created
  97893. */
  97894. onNewTextureAddedObservable: Observable<BaseTexture>;
  97895. /**
  97896. * An event triggered when a texture is removed
  97897. */
  97898. onTextureRemovedObservable: Observable<BaseTexture>;
  97899. /**
  97900. * An event triggered when render targets are about to be rendered
  97901. * Can happen multiple times per frame.
  97902. */
  97903. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  97904. /**
  97905. * An event triggered when render targets were rendered.
  97906. * Can happen multiple times per frame.
  97907. */
  97908. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  97909. /**
  97910. * An event triggered before calculating deterministic simulation step
  97911. */
  97912. onBeforeStepObservable: Observable<Scene>;
  97913. /**
  97914. * An event triggered after calculating deterministic simulation step
  97915. */
  97916. onAfterStepObservable: Observable<Scene>;
  97917. /**
  97918. * An event triggered when the activeCamera property is updated
  97919. */
  97920. onActiveCameraChanged: Observable<Scene>;
  97921. /**
  97922. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  97923. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97924. * 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)
  97925. */
  97926. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97927. /**
  97928. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  97929. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97930. * 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)
  97931. */
  97932. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97933. /**
  97934. * This Observable will when a mesh has been imported into the scene.
  97935. */
  97936. onMeshImportedObservable: Observable<AbstractMesh>;
  97937. /**
  97938. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  97939. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  97940. */
  97941. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  97942. /** @hidden */
  97943. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  97944. /**
  97945. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  97946. */
  97947. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  97948. /**
  97949. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  97950. */
  97951. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  97952. /**
  97953. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  97954. */
  97955. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  97956. /** Callback called when a pointer move is detected */
  97957. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97958. /** Callback called when a pointer down is detected */
  97959. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97960. /** Callback called when a pointer up is detected */
  97961. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  97962. /** Callback called when a pointer pick is detected */
  97963. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  97964. /**
  97965. * 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).
  97966. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  97967. */
  97968. onPrePointerObservable: Observable<PointerInfoPre>;
  97969. /**
  97970. * Observable event triggered each time an input event is received from the rendering canvas
  97971. */
  97972. onPointerObservable: Observable<PointerInfo>;
  97973. /**
  97974. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  97975. */
  97976. readonly unTranslatedPointer: Vector2;
  97977. /**
  97978. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  97979. */
  97980. static DragMovementThreshold: number;
  97981. /**
  97982. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  97983. */
  97984. static LongPressDelay: number;
  97985. /**
  97986. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  97987. */
  97988. static DoubleClickDelay: number;
  97989. /** If you need to check double click without raising a single click at first click, enable this flag */
  97990. static ExclusiveDoubleClickMode: boolean;
  97991. /** @hidden */
  97992. _mirroredCameraPosition: Nullable<Vector3>;
  97993. /**
  97994. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  97995. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  97996. */
  97997. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  97998. /**
  97999. * Observable event triggered each time an keyboard event is received from the hosting window
  98000. */
  98001. onKeyboardObservable: Observable<KeyboardInfo>;
  98002. private _useRightHandedSystem;
  98003. /**
  98004. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  98005. */
  98006. useRightHandedSystem: boolean;
  98007. private _timeAccumulator;
  98008. private _currentStepId;
  98009. private _currentInternalStep;
  98010. /**
  98011. * Sets the step Id used by deterministic lock step
  98012. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98013. * @param newStepId defines the step Id
  98014. */
  98015. setStepId(newStepId: number): void;
  98016. /**
  98017. * Gets the step Id used by deterministic lock step
  98018. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98019. * @returns the step Id
  98020. */
  98021. getStepId(): number;
  98022. /**
  98023. * Gets the internal step used by deterministic lock step
  98024. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98025. * @returns the internal step
  98026. */
  98027. getInternalStep(): number;
  98028. private _fogEnabled;
  98029. /**
  98030. * Gets or sets a boolean indicating if fog is enabled on this scene
  98031. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98032. * (Default is true)
  98033. */
  98034. fogEnabled: boolean;
  98035. private _fogMode;
  98036. /**
  98037. * Gets or sets the fog mode to use
  98038. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98039. * | mode | value |
  98040. * | --- | --- |
  98041. * | FOGMODE_NONE | 0 |
  98042. * | FOGMODE_EXP | 1 |
  98043. * | FOGMODE_EXP2 | 2 |
  98044. * | FOGMODE_LINEAR | 3 |
  98045. */
  98046. fogMode: number;
  98047. /**
  98048. * Gets or sets the fog color to use
  98049. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98050. * (Default is Color3(0.2, 0.2, 0.3))
  98051. */
  98052. fogColor: Color3;
  98053. /**
  98054. * Gets or sets the fog density to use
  98055. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98056. * (Default is 0.1)
  98057. */
  98058. fogDensity: number;
  98059. /**
  98060. * Gets or sets the fog start distance to use
  98061. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98062. * (Default is 0)
  98063. */
  98064. fogStart: number;
  98065. /**
  98066. * Gets or sets the fog end distance to use
  98067. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98068. * (Default is 1000)
  98069. */
  98070. fogEnd: number;
  98071. private _shadowsEnabled;
  98072. /**
  98073. * Gets or sets a boolean indicating if shadows are enabled on this scene
  98074. */
  98075. shadowsEnabled: boolean;
  98076. private _lightsEnabled;
  98077. /**
  98078. * Gets or sets a boolean indicating if lights are enabled on this scene
  98079. */
  98080. lightsEnabled: boolean;
  98081. /** All of the active cameras added to this scene. */
  98082. activeCameras: Camera[];
  98083. /** @hidden */
  98084. _activeCamera: Nullable<Camera>;
  98085. /** Gets or sets the current active camera */
  98086. activeCamera: Nullable<Camera>;
  98087. private _defaultMaterial;
  98088. /** The default material used on meshes when no material is affected */
  98089. /** The default material used on meshes when no material is affected */
  98090. defaultMaterial: Material;
  98091. private _texturesEnabled;
  98092. /**
  98093. * Gets or sets a boolean indicating if textures are enabled on this scene
  98094. */
  98095. texturesEnabled: boolean;
  98096. /**
  98097. * Gets or sets a boolean indicating if particles are enabled on this scene
  98098. */
  98099. particlesEnabled: boolean;
  98100. /**
  98101. * Gets or sets a boolean indicating if sprites are enabled on this scene
  98102. */
  98103. spritesEnabled: boolean;
  98104. private _skeletonsEnabled;
  98105. /**
  98106. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  98107. */
  98108. skeletonsEnabled: boolean;
  98109. /**
  98110. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  98111. */
  98112. lensFlaresEnabled: boolean;
  98113. /**
  98114. * Gets or sets a boolean indicating if collisions are enabled on this scene
  98115. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98116. */
  98117. collisionsEnabled: boolean;
  98118. private _collisionCoordinator;
  98119. /** @hidden */
  98120. readonly collisionCoordinator: ICollisionCoordinator;
  98121. /**
  98122. * Defines the gravity applied to this scene (used only for collisions)
  98123. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98124. */
  98125. gravity: Vector3;
  98126. /**
  98127. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  98128. */
  98129. postProcessesEnabled: boolean;
  98130. /**
  98131. * The list of postprocesses added to the scene
  98132. */
  98133. postProcesses: PostProcess[];
  98134. /**
  98135. * Gets the current postprocess manager
  98136. */
  98137. postProcessManager: PostProcessManager;
  98138. /**
  98139. * Gets or sets a boolean indicating if render targets are enabled on this scene
  98140. */
  98141. renderTargetsEnabled: boolean;
  98142. /**
  98143. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  98144. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  98145. */
  98146. dumpNextRenderTargets: boolean;
  98147. /**
  98148. * The list of user defined render targets added to the scene
  98149. */
  98150. customRenderTargets: RenderTargetTexture[];
  98151. /**
  98152. * Defines if texture loading must be delayed
  98153. * If true, textures will only be loaded when they need to be rendered
  98154. */
  98155. useDelayedTextureLoading: boolean;
  98156. /**
  98157. * Gets the list of meshes imported to the scene through SceneLoader
  98158. */
  98159. importedMeshesFiles: String[];
  98160. /**
  98161. * Gets or sets a boolean indicating if probes are enabled on this scene
  98162. */
  98163. probesEnabled: boolean;
  98164. /**
  98165. * Gets or sets the current offline provider to use to store scene data
  98166. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  98167. */
  98168. offlineProvider: IOfflineProvider;
  98169. /**
  98170. * Gets or sets the action manager associated with the scene
  98171. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98172. */
  98173. actionManager: AbstractActionManager;
  98174. private _meshesForIntersections;
  98175. /**
  98176. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  98177. */
  98178. proceduralTexturesEnabled: boolean;
  98179. private _engine;
  98180. private _totalVertices;
  98181. /** @hidden */
  98182. _activeIndices: PerfCounter;
  98183. /** @hidden */
  98184. _activeParticles: PerfCounter;
  98185. /** @hidden */
  98186. _activeBones: PerfCounter;
  98187. private _animationRatio;
  98188. /** @hidden */
  98189. _animationTimeLast: number;
  98190. /** @hidden */
  98191. _animationTime: number;
  98192. /**
  98193. * Gets or sets a general scale for animation speed
  98194. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  98195. */
  98196. animationTimeScale: number;
  98197. /** @hidden */
  98198. _cachedMaterial: Nullable<Material>;
  98199. /** @hidden */
  98200. _cachedEffect: Nullable<Effect>;
  98201. /** @hidden */
  98202. _cachedVisibility: Nullable<number>;
  98203. private _renderId;
  98204. private _frameId;
  98205. private _executeWhenReadyTimeoutId;
  98206. private _intermediateRendering;
  98207. private _viewUpdateFlag;
  98208. private _projectionUpdateFlag;
  98209. /** @hidden */
  98210. _toBeDisposed: Nullable<IDisposable>[];
  98211. private _activeRequests;
  98212. /** @hidden */
  98213. _pendingData: any[];
  98214. private _isDisposed;
  98215. /**
  98216. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  98217. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  98218. */
  98219. dispatchAllSubMeshesOfActiveMeshes: boolean;
  98220. private _activeMeshes;
  98221. private _processedMaterials;
  98222. private _renderTargets;
  98223. /** @hidden */
  98224. _activeParticleSystems: SmartArray<IParticleSystem>;
  98225. private _activeSkeletons;
  98226. private _softwareSkinnedMeshes;
  98227. private _renderingManager;
  98228. /** @hidden */
  98229. _activeAnimatables: Animatable[];
  98230. private _transformMatrix;
  98231. private _sceneUbo;
  98232. /** @hidden */
  98233. _viewMatrix: Matrix;
  98234. private _projectionMatrix;
  98235. /** @hidden */
  98236. _forcedViewPosition: Nullable<Vector3>;
  98237. /** @hidden */
  98238. _frustumPlanes: Plane[];
  98239. /**
  98240. * Gets the list of frustum planes (built from the active camera)
  98241. */
  98242. readonly frustumPlanes: Plane[];
  98243. /**
  98244. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  98245. * This is useful if there are more lights that the maximum simulteanous authorized
  98246. */
  98247. requireLightSorting: boolean;
  98248. /** @hidden */
  98249. readonly useMaterialMeshMap: boolean;
  98250. /** @hidden */
  98251. readonly useClonedMeshhMap: boolean;
  98252. private _externalData;
  98253. private _uid;
  98254. /**
  98255. * @hidden
  98256. * Backing store of defined scene components.
  98257. */
  98258. _components: ISceneComponent[];
  98259. /**
  98260. * @hidden
  98261. * Backing store of defined scene components.
  98262. */
  98263. _serializableComponents: ISceneSerializableComponent[];
  98264. /**
  98265. * List of components to register on the next registration step.
  98266. */
  98267. private _transientComponents;
  98268. /**
  98269. * Registers the transient components if needed.
  98270. */
  98271. private _registerTransientComponents;
  98272. /**
  98273. * @hidden
  98274. * Add a component to the scene.
  98275. * Note that the ccomponent could be registered on th next frame if this is called after
  98276. * the register component stage.
  98277. * @param component Defines the component to add to the scene
  98278. */
  98279. _addComponent(component: ISceneComponent): void;
  98280. /**
  98281. * @hidden
  98282. * Gets a component from the scene.
  98283. * @param name defines the name of the component to retrieve
  98284. * @returns the component or null if not present
  98285. */
  98286. _getComponent(name: string): Nullable<ISceneComponent>;
  98287. /**
  98288. * @hidden
  98289. * Defines the actions happening before camera updates.
  98290. */
  98291. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  98292. /**
  98293. * @hidden
  98294. * Defines the actions happening before clear the canvas.
  98295. */
  98296. _beforeClearStage: Stage<SimpleStageAction>;
  98297. /**
  98298. * @hidden
  98299. * Defines the actions when collecting render targets for the frame.
  98300. */
  98301. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  98302. /**
  98303. * @hidden
  98304. * Defines the actions happening for one camera in the frame.
  98305. */
  98306. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  98307. /**
  98308. * @hidden
  98309. * Defines the actions happening during the per mesh ready checks.
  98310. */
  98311. _isReadyForMeshStage: Stage<MeshStageAction>;
  98312. /**
  98313. * @hidden
  98314. * Defines the actions happening before evaluate active mesh checks.
  98315. */
  98316. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  98317. /**
  98318. * @hidden
  98319. * Defines the actions happening during the evaluate sub mesh checks.
  98320. */
  98321. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  98322. /**
  98323. * @hidden
  98324. * Defines the actions happening during the active mesh stage.
  98325. */
  98326. _activeMeshStage: Stage<ActiveMeshStageAction>;
  98327. /**
  98328. * @hidden
  98329. * Defines the actions happening during the per camera render target step.
  98330. */
  98331. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  98332. /**
  98333. * @hidden
  98334. * Defines the actions happening just before the active camera is drawing.
  98335. */
  98336. _beforeCameraDrawStage: Stage<CameraStageAction>;
  98337. /**
  98338. * @hidden
  98339. * Defines the actions happening just before a render target is drawing.
  98340. */
  98341. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  98342. /**
  98343. * @hidden
  98344. * Defines the actions happening just before a rendering group is drawing.
  98345. */
  98346. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  98347. /**
  98348. * @hidden
  98349. * Defines the actions happening just before a mesh is drawing.
  98350. */
  98351. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  98352. /**
  98353. * @hidden
  98354. * Defines the actions happening just after a mesh has been drawn.
  98355. */
  98356. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  98357. /**
  98358. * @hidden
  98359. * Defines the actions happening just after a rendering group has been drawn.
  98360. */
  98361. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  98362. /**
  98363. * @hidden
  98364. * Defines the actions happening just after the active camera has been drawn.
  98365. */
  98366. _afterCameraDrawStage: Stage<CameraStageAction>;
  98367. /**
  98368. * @hidden
  98369. * Defines the actions happening just after a render target has been drawn.
  98370. */
  98371. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  98372. /**
  98373. * @hidden
  98374. * Defines the actions happening just after rendering all cameras and computing intersections.
  98375. */
  98376. _afterRenderStage: Stage<SimpleStageAction>;
  98377. /**
  98378. * @hidden
  98379. * Defines the actions happening when a pointer move event happens.
  98380. */
  98381. _pointerMoveStage: Stage<PointerMoveStageAction>;
  98382. /**
  98383. * @hidden
  98384. * Defines the actions happening when a pointer down event happens.
  98385. */
  98386. _pointerDownStage: Stage<PointerUpDownStageAction>;
  98387. /**
  98388. * @hidden
  98389. * Defines the actions happening when a pointer up event happens.
  98390. */
  98391. _pointerUpStage: Stage<PointerUpDownStageAction>;
  98392. /**
  98393. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  98394. */
  98395. private geometriesByUniqueId;
  98396. /**
  98397. * Creates a new Scene
  98398. * @param engine defines the engine to use to render this scene
  98399. * @param options defines the scene options
  98400. */
  98401. constructor(engine: Engine, options?: SceneOptions);
  98402. /**
  98403. * Gets a string idenfifying the name of the class
  98404. * @returns "Scene" string
  98405. */
  98406. getClassName(): string;
  98407. private _defaultMeshCandidates;
  98408. /**
  98409. * @hidden
  98410. */
  98411. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  98412. private _defaultSubMeshCandidates;
  98413. /**
  98414. * @hidden
  98415. */
  98416. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  98417. /**
  98418. * Sets the default candidate providers for the scene.
  98419. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  98420. * and getCollidingSubMeshCandidates to their default function
  98421. */
  98422. setDefaultCandidateProviders(): void;
  98423. /**
  98424. * Gets the mesh that is currently under the pointer
  98425. */
  98426. readonly meshUnderPointer: Nullable<AbstractMesh>;
  98427. /**
  98428. * Gets or sets the current on-screen X position of the pointer
  98429. */
  98430. pointerX: number;
  98431. /**
  98432. * Gets or sets the current on-screen Y position of the pointer
  98433. */
  98434. pointerY: number;
  98435. /**
  98436. * Gets the cached material (ie. the latest rendered one)
  98437. * @returns the cached material
  98438. */
  98439. getCachedMaterial(): Nullable<Material>;
  98440. /**
  98441. * Gets the cached effect (ie. the latest rendered one)
  98442. * @returns the cached effect
  98443. */
  98444. getCachedEffect(): Nullable<Effect>;
  98445. /**
  98446. * Gets the cached visibility state (ie. the latest rendered one)
  98447. * @returns the cached visibility state
  98448. */
  98449. getCachedVisibility(): Nullable<number>;
  98450. /**
  98451. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  98452. * @param material defines the current material
  98453. * @param effect defines the current effect
  98454. * @param visibility defines the current visibility state
  98455. * @returns true if one parameter is not cached
  98456. */
  98457. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  98458. /**
  98459. * Gets the engine associated with the scene
  98460. * @returns an Engine
  98461. */
  98462. getEngine(): Engine;
  98463. /**
  98464. * Gets the total number of vertices rendered per frame
  98465. * @returns the total number of vertices rendered per frame
  98466. */
  98467. getTotalVertices(): number;
  98468. /**
  98469. * Gets the performance counter for total vertices
  98470. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98471. */
  98472. readonly totalVerticesPerfCounter: PerfCounter;
  98473. /**
  98474. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  98475. * @returns the total number of active indices rendered per frame
  98476. */
  98477. getActiveIndices(): number;
  98478. /**
  98479. * Gets the performance counter for active indices
  98480. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98481. */
  98482. readonly totalActiveIndicesPerfCounter: PerfCounter;
  98483. /**
  98484. * Gets the total number of active particles rendered per frame
  98485. * @returns the total number of active particles rendered per frame
  98486. */
  98487. getActiveParticles(): number;
  98488. /**
  98489. * Gets the performance counter for active particles
  98490. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98491. */
  98492. readonly activeParticlesPerfCounter: PerfCounter;
  98493. /**
  98494. * Gets the total number of active bones rendered per frame
  98495. * @returns the total number of active bones rendered per frame
  98496. */
  98497. getActiveBones(): number;
  98498. /**
  98499. * Gets the performance counter for active bones
  98500. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98501. */
  98502. readonly activeBonesPerfCounter: PerfCounter;
  98503. /**
  98504. * Gets the array of active meshes
  98505. * @returns an array of AbstractMesh
  98506. */
  98507. getActiveMeshes(): SmartArray<AbstractMesh>;
  98508. /**
  98509. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  98510. * @returns a number
  98511. */
  98512. getAnimationRatio(): number;
  98513. /**
  98514. * Gets an unique Id for the current render phase
  98515. * @returns a number
  98516. */
  98517. getRenderId(): number;
  98518. /**
  98519. * Gets an unique Id for the current frame
  98520. * @returns a number
  98521. */
  98522. getFrameId(): number;
  98523. /** Call this function if you want to manually increment the render Id*/
  98524. incrementRenderId(): void;
  98525. private _createUbo;
  98526. /**
  98527. * Use this method to simulate a pointer move on a mesh
  98528. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98529. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98530. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98531. * @returns the current scene
  98532. */
  98533. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  98534. /**
  98535. * Use this method to simulate a pointer down on a mesh
  98536. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98537. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98538. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98539. * @returns the current scene
  98540. */
  98541. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  98542. /**
  98543. * Use this method to simulate a pointer up on a mesh
  98544. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98545. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98546. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98547. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  98548. * @returns the current scene
  98549. */
  98550. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  98551. /**
  98552. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  98553. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  98554. * @returns true if the pointer was captured
  98555. */
  98556. isPointerCaptured(pointerId?: number): boolean;
  98557. /**
  98558. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  98559. * @param attachUp defines if you want to attach events to pointerup
  98560. * @param attachDown defines if you want to attach events to pointerdown
  98561. * @param attachMove defines if you want to attach events to pointermove
  98562. */
  98563. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  98564. /** Detaches all event handlers*/
  98565. detachControl(): void;
  98566. /**
  98567. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  98568. * Delay loaded resources are not taking in account
  98569. * @return true if all required resources are ready
  98570. */
  98571. isReady(): boolean;
  98572. /** Resets all cached information relative to material (including effect and visibility) */
  98573. resetCachedMaterial(): void;
  98574. /**
  98575. * Registers a function to be called before every frame render
  98576. * @param func defines the function to register
  98577. */
  98578. registerBeforeRender(func: () => void): void;
  98579. /**
  98580. * Unregisters a function called before every frame render
  98581. * @param func defines the function to unregister
  98582. */
  98583. unregisterBeforeRender(func: () => void): void;
  98584. /**
  98585. * Registers a function to be called after every frame render
  98586. * @param func defines the function to register
  98587. */
  98588. registerAfterRender(func: () => void): void;
  98589. /**
  98590. * Unregisters a function called after every frame render
  98591. * @param func defines the function to unregister
  98592. */
  98593. unregisterAfterRender(func: () => void): void;
  98594. private _executeOnceBeforeRender;
  98595. /**
  98596. * The provided function will run before render once and will be disposed afterwards.
  98597. * A timeout delay can be provided so that the function will be executed in N ms.
  98598. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  98599. * @param func The function to be executed.
  98600. * @param timeout optional delay in ms
  98601. */
  98602. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  98603. /** @hidden */
  98604. _addPendingData(data: any): void;
  98605. /** @hidden */
  98606. _removePendingData(data: any): void;
  98607. /**
  98608. * Returns the number of items waiting to be loaded
  98609. * @returns the number of items waiting to be loaded
  98610. */
  98611. getWaitingItemsCount(): number;
  98612. /**
  98613. * Returns a boolean indicating if the scene is still loading data
  98614. */
  98615. readonly isLoading: boolean;
  98616. /**
  98617. * Registers a function to be executed when the scene is ready
  98618. * @param {Function} func - the function to be executed
  98619. */
  98620. executeWhenReady(func: () => void): void;
  98621. /**
  98622. * Returns a promise that resolves when the scene is ready
  98623. * @returns A promise that resolves when the scene is ready
  98624. */
  98625. whenReadyAsync(): Promise<void>;
  98626. /** @hidden */
  98627. _checkIsReady(): void;
  98628. /**
  98629. * Gets all animatable attached to the scene
  98630. */
  98631. readonly animatables: Animatable[];
  98632. /**
  98633. * Resets the last animation time frame.
  98634. * Useful to override when animations start running when loading a scene for the first time.
  98635. */
  98636. resetLastAnimationTimeFrame(): void;
  98637. /**
  98638. * Gets the current view matrix
  98639. * @returns a Matrix
  98640. */
  98641. getViewMatrix(): Matrix;
  98642. /**
  98643. * Gets the current projection matrix
  98644. * @returns a Matrix
  98645. */
  98646. getProjectionMatrix(): Matrix;
  98647. /**
  98648. * Gets the current transform matrix
  98649. * @returns a Matrix made of View * Projection
  98650. */
  98651. getTransformMatrix(): Matrix;
  98652. /**
  98653. * Sets the current transform matrix
  98654. * @param viewL defines the View matrix to use
  98655. * @param projectionL defines the Projection matrix to use
  98656. * @param viewR defines the right View matrix to use (if provided)
  98657. * @param projectionR defines the right Projection matrix to use (if provided)
  98658. */
  98659. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  98660. /**
  98661. * Gets the uniform buffer used to store scene data
  98662. * @returns a UniformBuffer
  98663. */
  98664. getSceneUniformBuffer(): UniformBuffer;
  98665. /**
  98666. * Gets an unique (relatively to the current scene) Id
  98667. * @returns an unique number for the scene
  98668. */
  98669. getUniqueId(): number;
  98670. /**
  98671. * Add a mesh to the list of scene's meshes
  98672. * @param newMesh defines the mesh to add
  98673. * @param recursive if all child meshes should also be added to the scene
  98674. */
  98675. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  98676. /**
  98677. * Remove a mesh for the list of scene's meshes
  98678. * @param toRemove defines the mesh to remove
  98679. * @param recursive if all child meshes should also be removed from the scene
  98680. * @returns the index where the mesh was in the mesh list
  98681. */
  98682. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  98683. /**
  98684. * Add a transform node to the list of scene's transform nodes
  98685. * @param newTransformNode defines the transform node to add
  98686. */
  98687. addTransformNode(newTransformNode: TransformNode): void;
  98688. /**
  98689. * Remove a transform node for the list of scene's transform nodes
  98690. * @param toRemove defines the transform node to remove
  98691. * @returns the index where the transform node was in the transform node list
  98692. */
  98693. removeTransformNode(toRemove: TransformNode): number;
  98694. /**
  98695. * Remove a skeleton for the list of scene's skeletons
  98696. * @param toRemove defines the skeleton to remove
  98697. * @returns the index where the skeleton was in the skeleton list
  98698. */
  98699. removeSkeleton(toRemove: Skeleton): number;
  98700. /**
  98701. * Remove a morph target for the list of scene's morph targets
  98702. * @param toRemove defines the morph target to remove
  98703. * @returns the index where the morph target was in the morph target list
  98704. */
  98705. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  98706. /**
  98707. * Remove a light for the list of scene's lights
  98708. * @param toRemove defines the light to remove
  98709. * @returns the index where the light was in the light list
  98710. */
  98711. removeLight(toRemove: Light): number;
  98712. /**
  98713. * Remove a camera for the list of scene's cameras
  98714. * @param toRemove defines the camera to remove
  98715. * @returns the index where the camera was in the camera list
  98716. */
  98717. removeCamera(toRemove: Camera): number;
  98718. /**
  98719. * Remove a particle system for the list of scene's particle systems
  98720. * @param toRemove defines the particle system to remove
  98721. * @returns the index where the particle system was in the particle system list
  98722. */
  98723. removeParticleSystem(toRemove: IParticleSystem): number;
  98724. /**
  98725. * Remove a animation for the list of scene's animations
  98726. * @param toRemove defines the animation to remove
  98727. * @returns the index where the animation was in the animation list
  98728. */
  98729. removeAnimation(toRemove: Animation): number;
  98730. /**
  98731. * Will stop the animation of the given target
  98732. * @param target - the target
  98733. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  98734. * @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)
  98735. */
  98736. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  98737. /**
  98738. * Removes the given animation group from this scene.
  98739. * @param toRemove The animation group to remove
  98740. * @returns The index of the removed animation group
  98741. */
  98742. removeAnimationGroup(toRemove: AnimationGroup): number;
  98743. /**
  98744. * Removes the given multi-material from this scene.
  98745. * @param toRemove The multi-material to remove
  98746. * @returns The index of the removed multi-material
  98747. */
  98748. removeMultiMaterial(toRemove: MultiMaterial): number;
  98749. /**
  98750. * Removes the given material from this scene.
  98751. * @param toRemove The material to remove
  98752. * @returns The index of the removed material
  98753. */
  98754. removeMaterial(toRemove: Material): number;
  98755. /**
  98756. * Removes the given action manager from this scene.
  98757. * @param toRemove The action manager to remove
  98758. * @returns The index of the removed action manager
  98759. */
  98760. removeActionManager(toRemove: AbstractActionManager): number;
  98761. /**
  98762. * Removes the given texture from this scene.
  98763. * @param toRemove The texture to remove
  98764. * @returns The index of the removed texture
  98765. */
  98766. removeTexture(toRemove: BaseTexture): number;
  98767. /**
  98768. * Adds the given light to this scene
  98769. * @param newLight The light to add
  98770. */
  98771. addLight(newLight: Light): void;
  98772. /**
  98773. * Sorts the list list based on light priorities
  98774. */
  98775. sortLightsByPriority(): void;
  98776. /**
  98777. * Adds the given camera to this scene
  98778. * @param newCamera The camera to add
  98779. */
  98780. addCamera(newCamera: Camera): void;
  98781. /**
  98782. * Adds the given skeleton to this scene
  98783. * @param newSkeleton The skeleton to add
  98784. */
  98785. addSkeleton(newSkeleton: Skeleton): void;
  98786. /**
  98787. * Adds the given particle system to this scene
  98788. * @param newParticleSystem The particle system to add
  98789. */
  98790. addParticleSystem(newParticleSystem: IParticleSystem): void;
  98791. /**
  98792. * Adds the given animation to this scene
  98793. * @param newAnimation The animation to add
  98794. */
  98795. addAnimation(newAnimation: Animation): void;
  98796. /**
  98797. * Adds the given animation group to this scene.
  98798. * @param newAnimationGroup The animation group to add
  98799. */
  98800. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  98801. /**
  98802. * Adds the given multi-material to this scene
  98803. * @param newMultiMaterial The multi-material to add
  98804. */
  98805. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  98806. /**
  98807. * Adds the given material to this scene
  98808. * @param newMaterial The material to add
  98809. */
  98810. addMaterial(newMaterial: Material): void;
  98811. /**
  98812. * Adds the given morph target to this scene
  98813. * @param newMorphTargetManager The morph target to add
  98814. */
  98815. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  98816. /**
  98817. * Adds the given geometry to this scene
  98818. * @param newGeometry The geometry to add
  98819. */
  98820. addGeometry(newGeometry: Geometry): void;
  98821. /**
  98822. * Adds the given action manager to this scene
  98823. * @param newActionManager The action manager to add
  98824. */
  98825. addActionManager(newActionManager: AbstractActionManager): void;
  98826. /**
  98827. * Adds the given texture to this scene.
  98828. * @param newTexture The texture to add
  98829. */
  98830. addTexture(newTexture: BaseTexture): void;
  98831. /**
  98832. * Switch active camera
  98833. * @param newCamera defines the new active camera
  98834. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  98835. */
  98836. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  98837. /**
  98838. * sets the active camera of the scene using its ID
  98839. * @param id defines the camera's ID
  98840. * @return the new active camera or null if none found.
  98841. */
  98842. setActiveCameraByID(id: string): Nullable<Camera>;
  98843. /**
  98844. * sets the active camera of the scene using its name
  98845. * @param name defines the camera's name
  98846. * @returns the new active camera or null if none found.
  98847. */
  98848. setActiveCameraByName(name: string): Nullable<Camera>;
  98849. /**
  98850. * get an animation group using its name
  98851. * @param name defines the material's name
  98852. * @return the animation group or null if none found.
  98853. */
  98854. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  98855. /**
  98856. * Get a material using its unique id
  98857. * @param uniqueId defines the material's unique id
  98858. * @return the material or null if none found.
  98859. */
  98860. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  98861. /**
  98862. * get a material using its id
  98863. * @param id defines the material's ID
  98864. * @return the material or null if none found.
  98865. */
  98866. getMaterialByID(id: string): Nullable<Material>;
  98867. /**
  98868. * Gets a the last added material using a given id
  98869. * @param id defines the material's ID
  98870. * @return the last material with the given id or null if none found.
  98871. */
  98872. getLastMaterialByID(id: string): Nullable<Material>;
  98873. /**
  98874. * Gets a material using its name
  98875. * @param name defines the material's name
  98876. * @return the material or null if none found.
  98877. */
  98878. getMaterialByName(name: string): Nullable<Material>;
  98879. /**
  98880. * Get a texture using its unique id
  98881. * @param uniqueId defines the texture's unique id
  98882. * @return the texture or null if none found.
  98883. */
  98884. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  98885. /**
  98886. * Gets a camera using its id
  98887. * @param id defines the id to look for
  98888. * @returns the camera or null if not found
  98889. */
  98890. getCameraByID(id: string): Nullable<Camera>;
  98891. /**
  98892. * Gets a camera using its unique id
  98893. * @param uniqueId defines the unique id to look for
  98894. * @returns the camera or null if not found
  98895. */
  98896. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  98897. /**
  98898. * Gets a camera using its name
  98899. * @param name defines the camera's name
  98900. * @return the camera or null if none found.
  98901. */
  98902. getCameraByName(name: string): Nullable<Camera>;
  98903. /**
  98904. * Gets a bone using its id
  98905. * @param id defines the bone's id
  98906. * @return the bone or null if not found
  98907. */
  98908. getBoneByID(id: string): Nullable<Bone>;
  98909. /**
  98910. * Gets a bone using its id
  98911. * @param name defines the bone's name
  98912. * @return the bone or null if not found
  98913. */
  98914. getBoneByName(name: string): Nullable<Bone>;
  98915. /**
  98916. * Gets a light node using its name
  98917. * @param name defines the the light's name
  98918. * @return the light or null if none found.
  98919. */
  98920. getLightByName(name: string): Nullable<Light>;
  98921. /**
  98922. * Gets a light node using its id
  98923. * @param id defines the light's id
  98924. * @return the light or null if none found.
  98925. */
  98926. getLightByID(id: string): Nullable<Light>;
  98927. /**
  98928. * Gets a light node using its scene-generated unique ID
  98929. * @param uniqueId defines the light's unique id
  98930. * @return the light or null if none found.
  98931. */
  98932. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  98933. /**
  98934. * Gets a particle system by id
  98935. * @param id defines the particle system id
  98936. * @return the corresponding system or null if none found
  98937. */
  98938. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  98939. /**
  98940. * Gets a geometry using its ID
  98941. * @param id defines the geometry's id
  98942. * @return the geometry or null if none found.
  98943. */
  98944. getGeometryByID(id: string): Nullable<Geometry>;
  98945. private _getGeometryByUniqueID;
  98946. /**
  98947. * Add a new geometry to this scene
  98948. * @param geometry defines the geometry to be added to the scene.
  98949. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  98950. * @return a boolean defining if the geometry was added or not
  98951. */
  98952. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  98953. /**
  98954. * Removes an existing geometry
  98955. * @param geometry defines the geometry to be removed from the scene
  98956. * @return a boolean defining if the geometry was removed or not
  98957. */
  98958. removeGeometry(geometry: Geometry): boolean;
  98959. /**
  98960. * Gets the list of geometries attached to the scene
  98961. * @returns an array of Geometry
  98962. */
  98963. getGeometries(): Geometry[];
  98964. /**
  98965. * Gets the first added mesh found of a given ID
  98966. * @param id defines the id to search for
  98967. * @return the mesh found or null if not found at all
  98968. */
  98969. getMeshByID(id: string): Nullable<AbstractMesh>;
  98970. /**
  98971. * Gets a list of meshes using their id
  98972. * @param id defines the id to search for
  98973. * @returns a list of meshes
  98974. */
  98975. getMeshesByID(id: string): Array<AbstractMesh>;
  98976. /**
  98977. * Gets the first added transform node found of a given ID
  98978. * @param id defines the id to search for
  98979. * @return the found transform node or null if not found at all.
  98980. */
  98981. getTransformNodeByID(id: string): Nullable<TransformNode>;
  98982. /**
  98983. * Gets a transform node with its auto-generated unique id
  98984. * @param uniqueId efines the unique id to search for
  98985. * @return the found transform node or null if not found at all.
  98986. */
  98987. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  98988. /**
  98989. * Gets a list of transform nodes using their id
  98990. * @param id defines the id to search for
  98991. * @returns a list of transform nodes
  98992. */
  98993. getTransformNodesByID(id: string): Array<TransformNode>;
  98994. /**
  98995. * Gets a mesh with its auto-generated unique id
  98996. * @param uniqueId defines the unique id to search for
  98997. * @return the found mesh or null if not found at all.
  98998. */
  98999. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  99000. /**
  99001. * Gets a the last added mesh using a given id
  99002. * @param id defines the id to search for
  99003. * @return the found mesh or null if not found at all.
  99004. */
  99005. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  99006. /**
  99007. * Gets a the last added node (Mesh, Camera, Light) using a given id
  99008. * @param id defines the id to search for
  99009. * @return the found node or null if not found at all
  99010. */
  99011. getLastEntryByID(id: string): Nullable<Node>;
  99012. /**
  99013. * Gets a node (Mesh, Camera, Light) using a given id
  99014. * @param id defines the id to search for
  99015. * @return the found node or null if not found at all
  99016. */
  99017. getNodeByID(id: string): Nullable<Node>;
  99018. /**
  99019. * Gets a node (Mesh, Camera, Light) using a given name
  99020. * @param name defines the name to search for
  99021. * @return the found node or null if not found at all.
  99022. */
  99023. getNodeByName(name: string): Nullable<Node>;
  99024. /**
  99025. * Gets a mesh using a given name
  99026. * @param name defines the name to search for
  99027. * @return the found mesh or null if not found at all.
  99028. */
  99029. getMeshByName(name: string): Nullable<AbstractMesh>;
  99030. /**
  99031. * Gets a transform node using a given name
  99032. * @param name defines the name to search for
  99033. * @return the found transform node or null if not found at all.
  99034. */
  99035. getTransformNodeByName(name: string): Nullable<TransformNode>;
  99036. /**
  99037. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  99038. * @param id defines the id to search for
  99039. * @return the found skeleton or null if not found at all.
  99040. */
  99041. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  99042. /**
  99043. * Gets a skeleton using a given auto generated unique id
  99044. * @param uniqueId defines the unique id to search for
  99045. * @return the found skeleton or null if not found at all.
  99046. */
  99047. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  99048. /**
  99049. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  99050. * @param id defines the id to search for
  99051. * @return the found skeleton or null if not found at all.
  99052. */
  99053. getSkeletonById(id: string): Nullable<Skeleton>;
  99054. /**
  99055. * Gets a skeleton using a given name
  99056. * @param name defines the name to search for
  99057. * @return the found skeleton or null if not found at all.
  99058. */
  99059. getSkeletonByName(name: string): Nullable<Skeleton>;
  99060. /**
  99061. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  99062. * @param id defines the id to search for
  99063. * @return the found morph target manager or null if not found at all.
  99064. */
  99065. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  99066. /**
  99067. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  99068. * @param id defines the id to search for
  99069. * @return the found morph target or null if not found at all.
  99070. */
  99071. getMorphTargetById(id: string): Nullable<MorphTarget>;
  99072. /**
  99073. * Gets a boolean indicating if the given mesh is active
  99074. * @param mesh defines the mesh to look for
  99075. * @returns true if the mesh is in the active list
  99076. */
  99077. isActiveMesh(mesh: AbstractMesh): boolean;
  99078. /**
  99079. * Return a unique id as a string which can serve as an identifier for the scene
  99080. */
  99081. readonly uid: string;
  99082. /**
  99083. * Add an externaly attached data from its key.
  99084. * This method call will fail and return false, if such key already exists.
  99085. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  99086. * @param key the unique key that identifies the data
  99087. * @param data the data object to associate to the key for this Engine instance
  99088. * @return true if no such key were already present and the data was added successfully, false otherwise
  99089. */
  99090. addExternalData<T>(key: string, data: T): boolean;
  99091. /**
  99092. * Get an externaly attached data from its key
  99093. * @param key the unique key that identifies the data
  99094. * @return the associated data, if present (can be null), or undefined if not present
  99095. */
  99096. getExternalData<T>(key: string): Nullable<T>;
  99097. /**
  99098. * Get an externaly attached data from its key, create it using a factory if it's not already present
  99099. * @param key the unique key that identifies the data
  99100. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  99101. * @return the associated data, can be null if the factory returned null.
  99102. */
  99103. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  99104. /**
  99105. * Remove an externaly attached data from the Engine instance
  99106. * @param key the unique key that identifies the data
  99107. * @return true if the data was successfully removed, false if it doesn't exist
  99108. */
  99109. removeExternalData(key: string): boolean;
  99110. private _evaluateSubMesh;
  99111. /**
  99112. * Clear the processed materials smart array preventing retention point in material dispose.
  99113. */
  99114. freeProcessedMaterials(): void;
  99115. private _preventFreeActiveMeshesAndRenderingGroups;
  99116. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  99117. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  99118. * when disposing several meshes in a row or a hierarchy of meshes.
  99119. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  99120. */
  99121. blockfreeActiveMeshesAndRenderingGroups: boolean;
  99122. /**
  99123. * Clear the active meshes smart array preventing retention point in mesh dispose.
  99124. */
  99125. freeActiveMeshes(): void;
  99126. /**
  99127. * Clear the info related to rendering groups preventing retention points during dispose.
  99128. */
  99129. freeRenderingGroups(): void;
  99130. /** @hidden */
  99131. _isInIntermediateRendering(): boolean;
  99132. /**
  99133. * Lambda returning the list of potentially active meshes.
  99134. */
  99135. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  99136. /**
  99137. * Lambda returning the list of potentially active sub meshes.
  99138. */
  99139. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  99140. /**
  99141. * Lambda returning the list of potentially intersecting sub meshes.
  99142. */
  99143. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  99144. /**
  99145. * Lambda returning the list of potentially colliding sub meshes.
  99146. */
  99147. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  99148. private _activeMeshesFrozen;
  99149. /**
  99150. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  99151. * @returns the current scene
  99152. */
  99153. freezeActiveMeshes(): Scene;
  99154. /**
  99155. * Use this function to restart evaluating active meshes on every frame
  99156. * @returns the current scene
  99157. */
  99158. unfreezeActiveMeshes(): Scene;
  99159. private _evaluateActiveMeshes;
  99160. private _activeMesh;
  99161. /**
  99162. * Update the transform matrix to update from the current active camera
  99163. * @param force defines a boolean used to force the update even if cache is up to date
  99164. */
  99165. updateTransformMatrix(force?: boolean): void;
  99166. private _bindFrameBuffer;
  99167. /** @hidden */
  99168. _allowPostProcessClearColor: boolean;
  99169. /** @hidden */
  99170. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  99171. private _processSubCameras;
  99172. private _checkIntersections;
  99173. /** @hidden */
  99174. _advancePhysicsEngineStep(step: number): void;
  99175. /**
  99176. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  99177. */
  99178. getDeterministicFrameTime: () => number;
  99179. /** @hidden */
  99180. _animate(): void;
  99181. /** Execute all animations (for a frame) */
  99182. animate(): void;
  99183. /**
  99184. * Render the scene
  99185. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  99186. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  99187. */
  99188. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  99189. /**
  99190. * Freeze all materials
  99191. * A frozen material will not be updatable but should be faster to render
  99192. */
  99193. freezeMaterials(): void;
  99194. /**
  99195. * Unfreeze all materials
  99196. * A frozen material will not be updatable but should be faster to render
  99197. */
  99198. unfreezeMaterials(): void;
  99199. /**
  99200. * Releases all held ressources
  99201. */
  99202. dispose(): void;
  99203. /**
  99204. * Gets if the scene is already disposed
  99205. */
  99206. readonly isDisposed: boolean;
  99207. /**
  99208. * Call this function to reduce memory footprint of the scene.
  99209. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  99210. */
  99211. clearCachedVertexData(): void;
  99212. /**
  99213. * This function will remove the local cached buffer data from texture.
  99214. * It will save memory but will prevent the texture from being rebuilt
  99215. */
  99216. cleanCachedTextureBuffer(): void;
  99217. /**
  99218. * Get the world extend vectors with an optional filter
  99219. *
  99220. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  99221. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  99222. */
  99223. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  99224. min: Vector3;
  99225. max: Vector3;
  99226. };
  99227. /**
  99228. * Creates a ray that can be used to pick in the scene
  99229. * @param x defines the x coordinate of the origin (on-screen)
  99230. * @param y defines the y coordinate of the origin (on-screen)
  99231. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99232. * @param camera defines the camera to use for the picking
  99233. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99234. * @returns a Ray
  99235. */
  99236. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  99237. /**
  99238. * Creates a ray that can be used to pick in the scene
  99239. * @param x defines the x coordinate of the origin (on-screen)
  99240. * @param y defines the y coordinate of the origin (on-screen)
  99241. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99242. * @param result defines the ray where to store the picking ray
  99243. * @param camera defines the camera to use for the picking
  99244. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99245. * @returns the current scene
  99246. */
  99247. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  99248. /**
  99249. * Creates a ray that can be used to pick in the scene
  99250. * @param x defines the x coordinate of the origin (on-screen)
  99251. * @param y defines the y coordinate of the origin (on-screen)
  99252. * @param camera defines the camera to use for the picking
  99253. * @returns a Ray
  99254. */
  99255. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  99256. /**
  99257. * Creates a ray that can be used to pick in the scene
  99258. * @param x defines the x coordinate of the origin (on-screen)
  99259. * @param y defines the y coordinate of the origin (on-screen)
  99260. * @param result defines the ray where to store the picking ray
  99261. * @param camera defines the camera to use for the picking
  99262. * @returns the current scene
  99263. */
  99264. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  99265. /** Launch a ray to try to pick a mesh in the scene
  99266. * @param x position on screen
  99267. * @param y position on screen
  99268. * @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
  99269. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  99270. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99271. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99272. * @returns a PickingInfo
  99273. */
  99274. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99275. /** Use the given ray to pick a mesh in the scene
  99276. * @param ray The ray to use to pick meshes
  99277. * @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
  99278. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  99279. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99280. * @returns a PickingInfo
  99281. */
  99282. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99283. /**
  99284. * Launch a ray to try to pick a mesh in the scene
  99285. * @param x X position on screen
  99286. * @param y Y position on screen
  99287. * @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
  99288. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99289. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99290. * @returns an array of PickingInfo
  99291. */
  99292. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  99293. /**
  99294. * Launch a ray to try to pick a mesh in the scene
  99295. * @param ray Ray to use
  99296. * @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
  99297. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99298. * @returns an array of PickingInfo
  99299. */
  99300. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  99301. /**
  99302. * Force the value of meshUnderPointer
  99303. * @param mesh defines the mesh to use
  99304. */
  99305. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  99306. /**
  99307. * Gets the mesh under the pointer
  99308. * @returns a Mesh or null if no mesh is under the pointer
  99309. */
  99310. getPointerOverMesh(): Nullable<AbstractMesh>;
  99311. /** @hidden */
  99312. _rebuildGeometries(): void;
  99313. /** @hidden */
  99314. _rebuildTextures(): void;
  99315. private _getByTags;
  99316. /**
  99317. * Get a list of meshes by tags
  99318. * @param tagsQuery defines the tags query to use
  99319. * @param forEach defines a predicate used to filter results
  99320. * @returns an array of Mesh
  99321. */
  99322. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  99323. /**
  99324. * Get a list of cameras by tags
  99325. * @param tagsQuery defines the tags query to use
  99326. * @param forEach defines a predicate used to filter results
  99327. * @returns an array of Camera
  99328. */
  99329. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  99330. /**
  99331. * Get a list of lights by tags
  99332. * @param tagsQuery defines the tags query to use
  99333. * @param forEach defines a predicate used to filter results
  99334. * @returns an array of Light
  99335. */
  99336. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  99337. /**
  99338. * Get a list of materials by tags
  99339. * @param tagsQuery defines the tags query to use
  99340. * @param forEach defines a predicate used to filter results
  99341. * @returns an array of Material
  99342. */
  99343. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  99344. /**
  99345. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  99346. * This allowed control for front to back rendering or reversly depending of the special needs.
  99347. *
  99348. * @param renderingGroupId The rendering group id corresponding to its index
  99349. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  99350. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  99351. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  99352. */
  99353. 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;
  99354. /**
  99355. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  99356. *
  99357. * @param renderingGroupId The rendering group id corresponding to its index
  99358. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  99359. * @param depth Automatically clears depth between groups if true and autoClear is true.
  99360. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  99361. */
  99362. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  99363. /**
  99364. * Gets the current auto clear configuration for one rendering group of the rendering
  99365. * manager.
  99366. * @param index the rendering group index to get the information for
  99367. * @returns The auto clear setup for the requested rendering group
  99368. */
  99369. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  99370. private _blockMaterialDirtyMechanism;
  99371. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  99372. blockMaterialDirtyMechanism: boolean;
  99373. /**
  99374. * Will flag all materials as dirty to trigger new shader compilation
  99375. * @param flag defines the flag used to specify which material part must be marked as dirty
  99376. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  99377. */
  99378. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  99379. /** @hidden */
  99380. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  99381. /** @hidden */
  99382. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  99383. }
  99384. }
  99385. declare module BABYLON {
  99386. /**
  99387. * Set of assets to keep when moving a scene into an asset container.
  99388. */
  99389. export class KeepAssets extends AbstractScene {
  99390. }
  99391. /**
  99392. * Container with a set of assets that can be added or removed from a scene.
  99393. */
  99394. export class AssetContainer extends AbstractScene {
  99395. /**
  99396. * The scene the AssetContainer belongs to.
  99397. */
  99398. scene: Scene;
  99399. /**
  99400. * Instantiates an AssetContainer.
  99401. * @param scene The scene the AssetContainer belongs to.
  99402. */
  99403. constructor(scene: Scene);
  99404. /**
  99405. * Adds all the assets from the container to the scene.
  99406. */
  99407. addAllToScene(): void;
  99408. /**
  99409. * Removes all the assets in the container from the scene
  99410. */
  99411. removeAllFromScene(): void;
  99412. /**
  99413. * Disposes all the assets in the container
  99414. */
  99415. dispose(): void;
  99416. private _moveAssets;
  99417. /**
  99418. * Removes all the assets contained in the scene and adds them to the container.
  99419. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  99420. */
  99421. moveAllFromScene(keepAssets?: KeepAssets): void;
  99422. /**
  99423. * 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.
  99424. * @returns the root mesh
  99425. */
  99426. createRootMesh(): Mesh;
  99427. }
  99428. }
  99429. declare module BABYLON {
  99430. /**
  99431. * Defines how the parser contract is defined.
  99432. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  99433. */
  99434. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  99435. /**
  99436. * Defines how the individual parser contract is defined.
  99437. * These parser can parse an individual asset
  99438. */
  99439. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  99440. /**
  99441. * Base class of the scene acting as a container for the different elements composing a scene.
  99442. * This class is dynamically extended by the different components of the scene increasing
  99443. * flexibility and reducing coupling
  99444. */
  99445. export abstract class AbstractScene {
  99446. /**
  99447. * Stores the list of available parsers in the application.
  99448. */
  99449. private static _BabylonFileParsers;
  99450. /**
  99451. * Stores the list of available individual parsers in the application.
  99452. */
  99453. private static _IndividualBabylonFileParsers;
  99454. /**
  99455. * Adds a parser in the list of available ones
  99456. * @param name Defines the name of the parser
  99457. * @param parser Defines the parser to add
  99458. */
  99459. static AddParser(name: string, parser: BabylonFileParser): void;
  99460. /**
  99461. * Gets a general parser from the list of avaialble ones
  99462. * @param name Defines the name of the parser
  99463. * @returns the requested parser or null
  99464. */
  99465. static GetParser(name: string): Nullable<BabylonFileParser>;
  99466. /**
  99467. * Adds n individual parser in the list of available ones
  99468. * @param name Defines the name of the parser
  99469. * @param parser Defines the parser to add
  99470. */
  99471. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  99472. /**
  99473. * Gets an individual parser from the list of avaialble ones
  99474. * @param name Defines the name of the parser
  99475. * @returns the requested parser or null
  99476. */
  99477. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  99478. /**
  99479. * Parser json data and populate both a scene and its associated container object
  99480. * @param jsonData Defines the data to parse
  99481. * @param scene Defines the scene to parse the data for
  99482. * @param container Defines the container attached to the parsing sequence
  99483. * @param rootUrl Defines the root url of the data
  99484. */
  99485. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  99486. /**
  99487. * Gets the list of root nodes (ie. nodes with no parent)
  99488. */
  99489. rootNodes: Node[];
  99490. /** All of the cameras added to this scene
  99491. * @see http://doc.babylonjs.com/babylon101/cameras
  99492. */
  99493. cameras: Camera[];
  99494. /**
  99495. * All of the lights added to this scene
  99496. * @see http://doc.babylonjs.com/babylon101/lights
  99497. */
  99498. lights: Light[];
  99499. /**
  99500. * All of the (abstract) meshes added to this scene
  99501. */
  99502. meshes: AbstractMesh[];
  99503. /**
  99504. * The list of skeletons added to the scene
  99505. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  99506. */
  99507. skeletons: Skeleton[];
  99508. /**
  99509. * All of the particle systems added to this scene
  99510. * @see http://doc.babylonjs.com/babylon101/particles
  99511. */
  99512. particleSystems: IParticleSystem[];
  99513. /**
  99514. * Gets a list of Animations associated with the scene
  99515. */
  99516. animations: Animation[];
  99517. /**
  99518. * All of the animation groups added to this scene
  99519. * @see http://doc.babylonjs.com/how_to/group
  99520. */
  99521. animationGroups: AnimationGroup[];
  99522. /**
  99523. * All of the multi-materials added to this scene
  99524. * @see http://doc.babylonjs.com/how_to/multi_materials
  99525. */
  99526. multiMaterials: MultiMaterial[];
  99527. /**
  99528. * All of the materials added to this scene
  99529. * In the context of a Scene, it is not supposed to be modified manually.
  99530. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  99531. * Note also that the order of the Material wihin the array is not significant and might change.
  99532. * @see http://doc.babylonjs.com/babylon101/materials
  99533. */
  99534. materials: Material[];
  99535. /**
  99536. * The list of morph target managers added to the scene
  99537. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  99538. */
  99539. morphTargetManagers: MorphTargetManager[];
  99540. /**
  99541. * The list of geometries used in the scene.
  99542. */
  99543. geometries: Geometry[];
  99544. /**
  99545. * All of the tranform nodes added to this scene
  99546. * In the context of a Scene, it is not supposed to be modified manually.
  99547. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  99548. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  99549. * @see http://doc.babylonjs.com/how_to/transformnode
  99550. */
  99551. transformNodes: TransformNode[];
  99552. /**
  99553. * ActionManagers available on the scene.
  99554. */
  99555. actionManagers: AbstractActionManager[];
  99556. /**
  99557. * Textures to keep.
  99558. */
  99559. textures: BaseTexture[];
  99560. /**
  99561. * Environment texture for the scene
  99562. */
  99563. environmentTexture: Nullable<BaseTexture>;
  99564. }
  99565. }
  99566. declare module BABYLON {
  99567. /**
  99568. * Interface used to define options for Sound class
  99569. */
  99570. export interface ISoundOptions {
  99571. /**
  99572. * Does the sound autoplay once loaded.
  99573. */
  99574. autoplay?: boolean;
  99575. /**
  99576. * Does the sound loop after it finishes playing once.
  99577. */
  99578. loop?: boolean;
  99579. /**
  99580. * Sound's volume
  99581. */
  99582. volume?: number;
  99583. /**
  99584. * Is it a spatial sound?
  99585. */
  99586. spatialSound?: boolean;
  99587. /**
  99588. * Maximum distance to hear that sound
  99589. */
  99590. maxDistance?: number;
  99591. /**
  99592. * Uses user defined attenuation function
  99593. */
  99594. useCustomAttenuation?: boolean;
  99595. /**
  99596. * Define the roll off factor of spatial sounds.
  99597. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99598. */
  99599. rolloffFactor?: number;
  99600. /**
  99601. * Define the reference distance the sound should be heard perfectly.
  99602. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99603. */
  99604. refDistance?: number;
  99605. /**
  99606. * Define the distance attenuation model the sound will follow.
  99607. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99608. */
  99609. distanceModel?: string;
  99610. /**
  99611. * Defines the playback speed (1 by default)
  99612. */
  99613. playbackRate?: number;
  99614. /**
  99615. * Defines if the sound is from a streaming source
  99616. */
  99617. streaming?: boolean;
  99618. /**
  99619. * Defines an optional length (in seconds) inside the sound file
  99620. */
  99621. length?: number;
  99622. /**
  99623. * Defines an optional offset (in seconds) inside the sound file
  99624. */
  99625. offset?: number;
  99626. /**
  99627. * If true, URLs will not be required to state the audio file codec to use.
  99628. */
  99629. skipCodecCheck?: boolean;
  99630. }
  99631. /**
  99632. * Defines a sound that can be played in the application.
  99633. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  99634. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99635. */
  99636. export class Sound {
  99637. /**
  99638. * The name of the sound in the scene.
  99639. */
  99640. name: string;
  99641. /**
  99642. * Does the sound autoplay once loaded.
  99643. */
  99644. autoplay: boolean;
  99645. /**
  99646. * Does the sound loop after it finishes playing once.
  99647. */
  99648. loop: boolean;
  99649. /**
  99650. * Does the sound use a custom attenuation curve to simulate the falloff
  99651. * happening when the source gets further away from the camera.
  99652. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99653. */
  99654. useCustomAttenuation: boolean;
  99655. /**
  99656. * The sound track id this sound belongs to.
  99657. */
  99658. soundTrackId: number;
  99659. /**
  99660. * Is this sound currently played.
  99661. */
  99662. isPlaying: boolean;
  99663. /**
  99664. * Is this sound currently paused.
  99665. */
  99666. isPaused: boolean;
  99667. /**
  99668. * Does this sound enables spatial sound.
  99669. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99670. */
  99671. spatialSound: boolean;
  99672. /**
  99673. * Define the reference distance the sound should be heard perfectly.
  99674. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99675. */
  99676. refDistance: number;
  99677. /**
  99678. * Define the roll off factor of spatial sounds.
  99679. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99680. */
  99681. rolloffFactor: number;
  99682. /**
  99683. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  99684. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99685. */
  99686. maxDistance: number;
  99687. /**
  99688. * Define the distance attenuation model the sound will follow.
  99689. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99690. */
  99691. distanceModel: string;
  99692. /**
  99693. * @hidden
  99694. * Back Compat
  99695. **/
  99696. onended: () => any;
  99697. /**
  99698. * Observable event when the current playing sound finishes.
  99699. */
  99700. onEndedObservable: Observable<Sound>;
  99701. private _panningModel;
  99702. private _playbackRate;
  99703. private _streaming;
  99704. private _startTime;
  99705. private _startOffset;
  99706. private _position;
  99707. /** @hidden */
  99708. _positionInEmitterSpace: boolean;
  99709. private _localDirection;
  99710. private _volume;
  99711. private _isReadyToPlay;
  99712. private _isDirectional;
  99713. private _readyToPlayCallback;
  99714. private _audioBuffer;
  99715. private _soundSource;
  99716. private _streamingSource;
  99717. private _soundPanner;
  99718. private _soundGain;
  99719. private _inputAudioNode;
  99720. private _outputAudioNode;
  99721. private _coneInnerAngle;
  99722. private _coneOuterAngle;
  99723. private _coneOuterGain;
  99724. private _scene;
  99725. private _connectedTransformNode;
  99726. private _customAttenuationFunction;
  99727. private _registerFunc;
  99728. private _isOutputConnected;
  99729. private _htmlAudioElement;
  99730. private _urlType;
  99731. private _length?;
  99732. private _offset?;
  99733. /** @hidden */
  99734. static _SceneComponentInitialization: (scene: Scene) => void;
  99735. /**
  99736. * Create a sound and attach it to a scene
  99737. * @param name Name of your sound
  99738. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  99739. * @param scene defines the scene the sound belongs to
  99740. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  99741. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  99742. */
  99743. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  99744. /**
  99745. * Release the sound and its associated resources
  99746. */
  99747. dispose(): void;
  99748. /**
  99749. * Gets if the sounds is ready to be played or not.
  99750. * @returns true if ready, otherwise false
  99751. */
  99752. isReady(): boolean;
  99753. private _soundLoaded;
  99754. /**
  99755. * Sets the data of the sound from an audiobuffer
  99756. * @param audioBuffer The audioBuffer containing the data
  99757. */
  99758. setAudioBuffer(audioBuffer: AudioBuffer): void;
  99759. /**
  99760. * Updates the current sounds options such as maxdistance, loop...
  99761. * @param options A JSON object containing values named as the object properties
  99762. */
  99763. updateOptions(options: ISoundOptions): void;
  99764. private _createSpatialParameters;
  99765. private _updateSpatialParameters;
  99766. /**
  99767. * Switch the panning model to HRTF:
  99768. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99769. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99770. */
  99771. switchPanningModelToHRTF(): void;
  99772. /**
  99773. * Switch the panning model to Equal Power:
  99774. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99775. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99776. */
  99777. switchPanningModelToEqualPower(): void;
  99778. private _switchPanningModel;
  99779. /**
  99780. * Connect this sound to a sound track audio node like gain...
  99781. * @param soundTrackAudioNode the sound track audio node to connect to
  99782. */
  99783. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  99784. /**
  99785. * Transform this sound into a directional source
  99786. * @param coneInnerAngle Size of the inner cone in degree
  99787. * @param coneOuterAngle Size of the outer cone in degree
  99788. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  99789. */
  99790. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  99791. /**
  99792. * Gets or sets the inner angle for the directional cone.
  99793. */
  99794. /**
  99795. * Gets or sets the inner angle for the directional cone.
  99796. */
  99797. directionalConeInnerAngle: number;
  99798. /**
  99799. * Gets or sets the outer angle for the directional cone.
  99800. */
  99801. /**
  99802. * Gets or sets the outer angle for the directional cone.
  99803. */
  99804. directionalConeOuterAngle: number;
  99805. /**
  99806. * Sets the position of the emitter if spatial sound is enabled
  99807. * @param newPosition Defines the new posisiton
  99808. */
  99809. setPosition(newPosition: Vector3): void;
  99810. /**
  99811. * Sets the local direction of the emitter if spatial sound is enabled
  99812. * @param newLocalDirection Defines the new local direction
  99813. */
  99814. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  99815. private _updateDirection;
  99816. /** @hidden */
  99817. updateDistanceFromListener(): void;
  99818. /**
  99819. * Sets a new custom attenuation function for the sound.
  99820. * @param callback Defines the function used for the attenuation
  99821. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99822. */
  99823. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  99824. /**
  99825. * Play the sound
  99826. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  99827. * @param offset (optional) Start the sound at a specific time in seconds
  99828. * @param length (optional) Sound duration (in seconds)
  99829. */
  99830. play(time?: number, offset?: number, length?: number): void;
  99831. private _onended;
  99832. /**
  99833. * Stop the sound
  99834. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  99835. */
  99836. stop(time?: number): void;
  99837. /**
  99838. * Put the sound in pause
  99839. */
  99840. pause(): void;
  99841. /**
  99842. * Sets a dedicated volume for this sounds
  99843. * @param newVolume Define the new volume of the sound
  99844. * @param time Define time for gradual change to new volume
  99845. */
  99846. setVolume(newVolume: number, time?: number): void;
  99847. /**
  99848. * Set the sound play back rate
  99849. * @param newPlaybackRate Define the playback rate the sound should be played at
  99850. */
  99851. setPlaybackRate(newPlaybackRate: number): void;
  99852. /**
  99853. * Gets the volume of the sound.
  99854. * @returns the volume of the sound
  99855. */
  99856. getVolume(): number;
  99857. /**
  99858. * Attach the sound to a dedicated mesh
  99859. * @param transformNode The transform node to connect the sound with
  99860. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99861. */
  99862. attachToMesh(transformNode: TransformNode): void;
  99863. /**
  99864. * Detach the sound from the previously attached mesh
  99865. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99866. */
  99867. detachFromMesh(): void;
  99868. private _onRegisterAfterWorldMatrixUpdate;
  99869. /**
  99870. * Clone the current sound in the scene.
  99871. * @returns the new sound clone
  99872. */
  99873. clone(): Nullable<Sound>;
  99874. /**
  99875. * Gets the current underlying audio buffer containing the data
  99876. * @returns the audio buffer
  99877. */
  99878. getAudioBuffer(): Nullable<AudioBuffer>;
  99879. /**
  99880. * Serializes the Sound in a JSON representation
  99881. * @returns the JSON representation of the sound
  99882. */
  99883. serialize(): any;
  99884. /**
  99885. * Parse a JSON representation of a sound to innstantiate in a given scene
  99886. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  99887. * @param scene Define the scene the new parsed sound should be created in
  99888. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  99889. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  99890. * @returns the newly parsed sound
  99891. */
  99892. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  99893. }
  99894. }
  99895. declare module BABYLON {
  99896. /**
  99897. * This defines an action helpful to play a defined sound on a triggered action.
  99898. */
  99899. export class PlaySoundAction extends Action {
  99900. private _sound;
  99901. /**
  99902. * Instantiate the action
  99903. * @param triggerOptions defines the trigger options
  99904. * @param sound defines the sound to play
  99905. * @param condition defines the trigger related conditions
  99906. */
  99907. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99908. /** @hidden */
  99909. _prepare(): void;
  99910. /**
  99911. * Execute the action and play the sound.
  99912. */
  99913. execute(): void;
  99914. /**
  99915. * Serializes the actions and its related information.
  99916. * @param parent defines the object to serialize in
  99917. * @returns the serialized object
  99918. */
  99919. serialize(parent: any): any;
  99920. }
  99921. /**
  99922. * This defines an action helpful to stop a defined sound on a triggered action.
  99923. */
  99924. export class StopSoundAction extends Action {
  99925. private _sound;
  99926. /**
  99927. * Instantiate the action
  99928. * @param triggerOptions defines the trigger options
  99929. * @param sound defines the sound to stop
  99930. * @param condition defines the trigger related conditions
  99931. */
  99932. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99933. /** @hidden */
  99934. _prepare(): void;
  99935. /**
  99936. * Execute the action and stop the sound.
  99937. */
  99938. execute(): void;
  99939. /**
  99940. * Serializes the actions and its related information.
  99941. * @param parent defines the object to serialize in
  99942. * @returns the serialized object
  99943. */
  99944. serialize(parent: any): any;
  99945. }
  99946. }
  99947. declare module BABYLON {
  99948. /**
  99949. * This defines an action responsible to change the value of a property
  99950. * by interpolating between its current value and the newly set one once triggered.
  99951. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  99952. */
  99953. export class InterpolateValueAction extends Action {
  99954. /**
  99955. * Defines the path of the property where the value should be interpolated
  99956. */
  99957. propertyPath: string;
  99958. /**
  99959. * Defines the target value at the end of the interpolation.
  99960. */
  99961. value: any;
  99962. /**
  99963. * Defines the time it will take for the property to interpolate to the value.
  99964. */
  99965. duration: number;
  99966. /**
  99967. * Defines if the other scene animations should be stopped when the action has been triggered
  99968. */
  99969. stopOtherAnimations?: boolean;
  99970. /**
  99971. * Defines a callback raised once the interpolation animation has been done.
  99972. */
  99973. onInterpolationDone?: () => void;
  99974. /**
  99975. * Observable triggered once the interpolation animation has been done.
  99976. */
  99977. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  99978. private _target;
  99979. private _effectiveTarget;
  99980. private _property;
  99981. /**
  99982. * Instantiate the action
  99983. * @param triggerOptions defines the trigger options
  99984. * @param target defines the object containing the value to interpolate
  99985. * @param propertyPath defines the path to the property in the target object
  99986. * @param value defines the target value at the end of the interpolation
  99987. * @param duration deines the time it will take for the property to interpolate to the value.
  99988. * @param condition defines the trigger related conditions
  99989. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  99990. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  99991. */
  99992. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  99993. /** @hidden */
  99994. _prepare(): void;
  99995. /**
  99996. * Execute the action starts the value interpolation.
  99997. */
  99998. execute(): void;
  99999. /**
  100000. * Serializes the actions and its related information.
  100001. * @param parent defines the object to serialize in
  100002. * @returns the serialized object
  100003. */
  100004. serialize(parent: any): any;
  100005. }
  100006. }
  100007. declare module BABYLON {
  100008. /**
  100009. * Options allowed during the creation of a sound track.
  100010. */
  100011. export interface ISoundTrackOptions {
  100012. /**
  100013. * The volume the sound track should take during creation
  100014. */
  100015. volume?: number;
  100016. /**
  100017. * Define if the sound track is the main sound track of the scene
  100018. */
  100019. mainTrack?: boolean;
  100020. }
  100021. /**
  100022. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  100023. * It will be also used in a future release to apply effects on a specific track.
  100024. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100025. */
  100026. export class SoundTrack {
  100027. /**
  100028. * The unique identifier of the sound track in the scene.
  100029. */
  100030. id: number;
  100031. /**
  100032. * The list of sounds included in the sound track.
  100033. */
  100034. soundCollection: Array<Sound>;
  100035. private _outputAudioNode;
  100036. private _scene;
  100037. private _isMainTrack;
  100038. private _connectedAnalyser;
  100039. private _options;
  100040. private _isInitialized;
  100041. /**
  100042. * Creates a new sound track.
  100043. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100044. * @param scene Define the scene the sound track belongs to
  100045. * @param options
  100046. */
  100047. constructor(scene: Scene, options?: ISoundTrackOptions);
  100048. private _initializeSoundTrackAudioGraph;
  100049. /**
  100050. * Release the sound track and its associated resources
  100051. */
  100052. dispose(): void;
  100053. /**
  100054. * Adds a sound to this sound track
  100055. * @param sound define the cound to add
  100056. * @ignoreNaming
  100057. */
  100058. AddSound(sound: Sound): void;
  100059. /**
  100060. * Removes a sound to this sound track
  100061. * @param sound define the cound to remove
  100062. * @ignoreNaming
  100063. */
  100064. RemoveSound(sound: Sound): void;
  100065. /**
  100066. * Set a global volume for the full sound track.
  100067. * @param newVolume Define the new volume of the sound track
  100068. */
  100069. setVolume(newVolume: number): void;
  100070. /**
  100071. * Switch the panning model to HRTF:
  100072. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100073. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100074. */
  100075. switchPanningModelToHRTF(): void;
  100076. /**
  100077. * Switch the panning model to Equal Power:
  100078. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100079. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100080. */
  100081. switchPanningModelToEqualPower(): void;
  100082. /**
  100083. * Connect the sound track to an audio analyser allowing some amazing
  100084. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  100085. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  100086. * @param analyser The analyser to connect to the engine
  100087. */
  100088. connectToAnalyser(analyser: Analyser): void;
  100089. }
  100090. }
  100091. declare module BABYLON {
  100092. interface AbstractScene {
  100093. /**
  100094. * The list of sounds used in the scene.
  100095. */
  100096. sounds: Nullable<Array<Sound>>;
  100097. }
  100098. interface Scene {
  100099. /**
  100100. * @hidden
  100101. * Backing field
  100102. */
  100103. _mainSoundTrack: SoundTrack;
  100104. /**
  100105. * The main sound track played by the scene.
  100106. * It cotains your primary collection of sounds.
  100107. */
  100108. mainSoundTrack: SoundTrack;
  100109. /**
  100110. * The list of sound tracks added to the scene
  100111. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100112. */
  100113. soundTracks: Nullable<Array<SoundTrack>>;
  100114. /**
  100115. * Gets a sound using a given name
  100116. * @param name defines the name to search for
  100117. * @return the found sound or null if not found at all.
  100118. */
  100119. getSoundByName(name: string): Nullable<Sound>;
  100120. /**
  100121. * Gets or sets if audio support is enabled
  100122. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100123. */
  100124. audioEnabled: boolean;
  100125. /**
  100126. * Gets or sets if audio will be output to headphones
  100127. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100128. */
  100129. headphone: boolean;
  100130. /**
  100131. * Gets or sets custom audio listener position provider
  100132. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100133. */
  100134. audioListenerPositionProvider: Nullable<() => Vector3>;
  100135. }
  100136. /**
  100137. * Defines the sound scene component responsible to manage any sounds
  100138. * in a given scene.
  100139. */
  100140. export class AudioSceneComponent implements ISceneSerializableComponent {
  100141. /**
  100142. * The component name helpfull to identify the component in the list of scene components.
  100143. */
  100144. readonly name: string;
  100145. /**
  100146. * The scene the component belongs to.
  100147. */
  100148. scene: Scene;
  100149. private _audioEnabled;
  100150. /**
  100151. * Gets whether audio is enabled or not.
  100152. * Please use related enable/disable method to switch state.
  100153. */
  100154. readonly audioEnabled: boolean;
  100155. private _headphone;
  100156. /**
  100157. * Gets whether audio is outputing to headphone or not.
  100158. * Please use the according Switch methods to change output.
  100159. */
  100160. readonly headphone: boolean;
  100161. private _audioListenerPositionProvider;
  100162. /**
  100163. * Gets the current audio listener position provider
  100164. */
  100165. /**
  100166. * Sets a custom listener position for all sounds in the scene
  100167. * By default, this is the position of the first active camera
  100168. */
  100169. audioListenerPositionProvider: Nullable<() => Vector3>;
  100170. /**
  100171. * Creates a new instance of the component for the given scene
  100172. * @param scene Defines the scene to register the component in
  100173. */
  100174. constructor(scene: Scene);
  100175. /**
  100176. * Registers the component in a given scene
  100177. */
  100178. register(): void;
  100179. /**
  100180. * Rebuilds the elements related to this component in case of
  100181. * context lost for instance.
  100182. */
  100183. rebuild(): void;
  100184. /**
  100185. * Serializes the component data to the specified json object
  100186. * @param serializationObject The object to serialize to
  100187. */
  100188. serialize(serializationObject: any): void;
  100189. /**
  100190. * Adds all the elements from the container to the scene
  100191. * @param container the container holding the elements
  100192. */
  100193. addFromContainer(container: AbstractScene): void;
  100194. /**
  100195. * Removes all the elements in the container from the scene
  100196. * @param container contains the elements to remove
  100197. * @param dispose if the removed element should be disposed (default: false)
  100198. */
  100199. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  100200. /**
  100201. * Disposes the component and the associated ressources.
  100202. */
  100203. dispose(): void;
  100204. /**
  100205. * Disables audio in the associated scene.
  100206. */
  100207. disableAudio(): void;
  100208. /**
  100209. * Enables audio in the associated scene.
  100210. */
  100211. enableAudio(): void;
  100212. /**
  100213. * Switch audio to headphone output.
  100214. */
  100215. switchAudioModeForHeadphones(): void;
  100216. /**
  100217. * Switch audio to normal speakers.
  100218. */
  100219. switchAudioModeForNormalSpeakers(): void;
  100220. private _afterRender;
  100221. }
  100222. }
  100223. declare module BABYLON {
  100224. /**
  100225. * Wraps one or more Sound objects and selects one with random weight for playback.
  100226. */
  100227. export class WeightedSound {
  100228. /** When true a Sound will be selected and played when the current playing Sound completes. */
  100229. loop: boolean;
  100230. private _coneInnerAngle;
  100231. private _coneOuterAngle;
  100232. private _volume;
  100233. /** A Sound is currently playing. */
  100234. isPlaying: boolean;
  100235. /** A Sound is currently paused. */
  100236. isPaused: boolean;
  100237. private _sounds;
  100238. private _weights;
  100239. private _currentIndex?;
  100240. /**
  100241. * Creates a new WeightedSound from the list of sounds given.
  100242. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  100243. * @param sounds Array of Sounds that will be selected from.
  100244. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  100245. */
  100246. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  100247. /**
  100248. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  100249. */
  100250. /**
  100251. * The size of cone in degress for a directional sound in which there will be no attenuation.
  100252. */
  100253. directionalConeInnerAngle: number;
  100254. /**
  100255. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100256. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100257. */
  100258. /**
  100259. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100260. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100261. */
  100262. directionalConeOuterAngle: number;
  100263. /**
  100264. * Playback volume.
  100265. */
  100266. /**
  100267. * Playback volume.
  100268. */
  100269. volume: number;
  100270. private _onended;
  100271. /**
  100272. * Suspend playback
  100273. */
  100274. pause(): void;
  100275. /**
  100276. * Stop playback
  100277. */
  100278. stop(): void;
  100279. /**
  100280. * Start playback.
  100281. * @param startOffset Position the clip head at a specific time in seconds.
  100282. */
  100283. play(startOffset?: number): void;
  100284. }
  100285. }
  100286. declare module BABYLON {
  100287. /**
  100288. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  100289. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100290. */
  100291. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  100292. /**
  100293. * Gets the name of the behavior.
  100294. */
  100295. readonly name: string;
  100296. /**
  100297. * The easing function used by animations
  100298. */
  100299. static EasingFunction: BackEase;
  100300. /**
  100301. * The easing mode used by animations
  100302. */
  100303. static EasingMode: number;
  100304. /**
  100305. * The duration of the animation, in milliseconds
  100306. */
  100307. transitionDuration: number;
  100308. /**
  100309. * Length of the distance animated by the transition when lower radius is reached
  100310. */
  100311. lowerRadiusTransitionRange: number;
  100312. /**
  100313. * Length of the distance animated by the transition when upper radius is reached
  100314. */
  100315. upperRadiusTransitionRange: number;
  100316. private _autoTransitionRange;
  100317. /**
  100318. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  100319. */
  100320. /**
  100321. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  100322. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  100323. */
  100324. autoTransitionRange: boolean;
  100325. private _attachedCamera;
  100326. private _onAfterCheckInputsObserver;
  100327. private _onMeshTargetChangedObserver;
  100328. /**
  100329. * Initializes the behavior.
  100330. */
  100331. init(): void;
  100332. /**
  100333. * Attaches the behavior to its arc rotate camera.
  100334. * @param camera Defines the camera to attach the behavior to
  100335. */
  100336. attach(camera: ArcRotateCamera): void;
  100337. /**
  100338. * Detaches the behavior from its current arc rotate camera.
  100339. */
  100340. detach(): void;
  100341. private _radiusIsAnimating;
  100342. private _radiusBounceTransition;
  100343. private _animatables;
  100344. private _cachedWheelPrecision;
  100345. /**
  100346. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  100347. * @param radiusLimit The limit to check against.
  100348. * @return Bool to indicate if at limit.
  100349. */
  100350. private _isRadiusAtLimit;
  100351. /**
  100352. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  100353. * @param radiusDelta The delta by which to animate to. Can be negative.
  100354. */
  100355. private _applyBoundRadiusAnimation;
  100356. /**
  100357. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  100358. */
  100359. protected _clearAnimationLocks(): void;
  100360. /**
  100361. * Stops and removes all animations that have been applied to the camera
  100362. */
  100363. stopAllAnimations(): void;
  100364. }
  100365. }
  100366. declare module BABYLON {
  100367. /**
  100368. * 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.
  100369. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100370. */
  100371. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  100372. /**
  100373. * Gets the name of the behavior.
  100374. */
  100375. readonly name: string;
  100376. private _mode;
  100377. private _radiusScale;
  100378. private _positionScale;
  100379. private _defaultElevation;
  100380. private _elevationReturnTime;
  100381. private _elevationReturnWaitTime;
  100382. private _zoomStopsAnimation;
  100383. private _framingTime;
  100384. /**
  100385. * The easing function used by animations
  100386. */
  100387. static EasingFunction: ExponentialEase;
  100388. /**
  100389. * The easing mode used by animations
  100390. */
  100391. static EasingMode: number;
  100392. /**
  100393. * Sets the current mode used by the behavior
  100394. */
  100395. /**
  100396. * Gets current mode used by the behavior.
  100397. */
  100398. mode: number;
  100399. /**
  100400. * Sets the scale applied to the radius (1 by default)
  100401. */
  100402. /**
  100403. * Gets the scale applied to the radius
  100404. */
  100405. radiusScale: number;
  100406. /**
  100407. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  100408. */
  100409. /**
  100410. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  100411. */
  100412. positionScale: number;
  100413. /**
  100414. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  100415. * behaviour is triggered, in radians.
  100416. */
  100417. /**
  100418. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  100419. * behaviour is triggered, in radians.
  100420. */
  100421. defaultElevation: number;
  100422. /**
  100423. * Sets the time (in milliseconds) taken to return to the default beta position.
  100424. * Negative value indicates camera should not return to default.
  100425. */
  100426. /**
  100427. * Gets the time (in milliseconds) taken to return to the default beta position.
  100428. * Negative value indicates camera should not return to default.
  100429. */
  100430. elevationReturnTime: number;
  100431. /**
  100432. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  100433. */
  100434. /**
  100435. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  100436. */
  100437. elevationReturnWaitTime: number;
  100438. /**
  100439. * Sets the flag that indicates if user zooming should stop animation.
  100440. */
  100441. /**
  100442. * Gets the flag that indicates if user zooming should stop animation.
  100443. */
  100444. zoomStopsAnimation: boolean;
  100445. /**
  100446. * Sets the transition time when framing the mesh, in milliseconds
  100447. */
  100448. /**
  100449. * Gets the transition time when framing the mesh, in milliseconds
  100450. */
  100451. framingTime: number;
  100452. /**
  100453. * Define if the behavior should automatically change the configured
  100454. * camera limits and sensibilities.
  100455. */
  100456. autoCorrectCameraLimitsAndSensibility: boolean;
  100457. private _onPrePointerObservableObserver;
  100458. private _onAfterCheckInputsObserver;
  100459. private _onMeshTargetChangedObserver;
  100460. private _attachedCamera;
  100461. private _isPointerDown;
  100462. private _lastInteractionTime;
  100463. /**
  100464. * Initializes the behavior.
  100465. */
  100466. init(): void;
  100467. /**
  100468. * Attaches the behavior to its arc rotate camera.
  100469. * @param camera Defines the camera to attach the behavior to
  100470. */
  100471. attach(camera: ArcRotateCamera): void;
  100472. /**
  100473. * Detaches the behavior from its current arc rotate camera.
  100474. */
  100475. detach(): void;
  100476. private _animatables;
  100477. private _betaIsAnimating;
  100478. private _betaTransition;
  100479. private _radiusTransition;
  100480. private _vectorTransition;
  100481. /**
  100482. * Targets the given mesh and updates zoom level accordingly.
  100483. * @param mesh The mesh to target.
  100484. * @param radius Optional. If a cached radius position already exists, overrides default.
  100485. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100486. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100487. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100488. */
  100489. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100490. /**
  100491. * Targets the given mesh with its children and updates zoom level accordingly.
  100492. * @param mesh The mesh to target.
  100493. * @param radius Optional. If a cached radius position already exists, overrides default.
  100494. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100495. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100496. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100497. */
  100498. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100499. /**
  100500. * Targets the given meshes with their children and updates zoom level accordingly.
  100501. * @param meshes The mesh to target.
  100502. * @param radius Optional. If a cached radius position already exists, overrides default.
  100503. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100504. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100505. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100506. */
  100507. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100508. /**
  100509. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  100510. * @param minimumWorld Determines the smaller position of the bounding box extend
  100511. * @param maximumWorld Determines the bigger position of the bounding box extend
  100512. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100513. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100514. */
  100515. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100516. /**
  100517. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  100518. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  100519. * frustum width.
  100520. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  100521. * to fully enclose the mesh in the viewing frustum.
  100522. */
  100523. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  100524. /**
  100525. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  100526. * is automatically returned to its default position (expected to be above ground plane).
  100527. */
  100528. private _maintainCameraAboveGround;
  100529. /**
  100530. * Returns the frustum slope based on the canvas ratio and camera FOV
  100531. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  100532. */
  100533. private _getFrustumSlope;
  100534. /**
  100535. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  100536. */
  100537. private _clearAnimationLocks;
  100538. /**
  100539. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  100540. */
  100541. private _applyUserInteraction;
  100542. /**
  100543. * Stops and removes all animations that have been applied to the camera
  100544. */
  100545. stopAllAnimations(): void;
  100546. /**
  100547. * Gets a value indicating if the user is moving the camera
  100548. */
  100549. readonly isUserIsMoving: boolean;
  100550. /**
  100551. * The camera can move all the way towards the mesh.
  100552. */
  100553. static IgnoreBoundsSizeMode: number;
  100554. /**
  100555. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  100556. */
  100557. static FitFrustumSidesMode: number;
  100558. }
  100559. }
  100560. declare module BABYLON {
  100561. /**
  100562. * Base class for Camera Pointer Inputs.
  100563. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  100564. * for example usage.
  100565. */
  100566. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  100567. /**
  100568. * Defines the camera the input is attached to.
  100569. */
  100570. abstract camera: Camera;
  100571. /**
  100572. * Whether keyboard modifier keys are pressed at time of last mouse event.
  100573. */
  100574. protected _altKey: boolean;
  100575. protected _ctrlKey: boolean;
  100576. protected _metaKey: boolean;
  100577. protected _shiftKey: boolean;
  100578. /**
  100579. * Which mouse buttons were pressed at time of last mouse event.
  100580. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  100581. */
  100582. protected _buttonsPressed: number;
  100583. /**
  100584. * Defines the buttons associated with the input to handle camera move.
  100585. */
  100586. buttons: number[];
  100587. /**
  100588. * Attach the input controls to a specific dom element to get the input from.
  100589. * @param element Defines the element the controls should be listened from
  100590. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100591. */
  100592. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100593. /**
  100594. * Detach the current controls from the specified dom element.
  100595. * @param element Defines the element to stop listening the inputs from
  100596. */
  100597. detachControl(element: Nullable<HTMLElement>): void;
  100598. /**
  100599. * Gets the class name of the current input.
  100600. * @returns the class name
  100601. */
  100602. getClassName(): string;
  100603. /**
  100604. * Get the friendly name associated with the input class.
  100605. * @returns the input friendly name
  100606. */
  100607. getSimpleName(): string;
  100608. /**
  100609. * Called on pointer POINTERDOUBLETAP event.
  100610. * Override this method to provide functionality on POINTERDOUBLETAP event.
  100611. */
  100612. protected onDoubleTap(type: string): void;
  100613. /**
  100614. * Called on pointer POINTERMOVE event if only a single touch is active.
  100615. * Override this method to provide functionality.
  100616. */
  100617. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100618. /**
  100619. * Called on pointer POINTERMOVE event if multiple touches are active.
  100620. * Override this method to provide functionality.
  100621. */
  100622. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100623. /**
  100624. * Called on JS contextmenu event.
  100625. * Override this method to provide functionality.
  100626. */
  100627. protected onContextMenu(evt: PointerEvent): void;
  100628. /**
  100629. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100630. * press.
  100631. * Override this method to provide functionality.
  100632. */
  100633. protected onButtonDown(evt: PointerEvent): void;
  100634. /**
  100635. * Called each time a new POINTERUP event occurs. Ie, for each button
  100636. * release.
  100637. * Override this method to provide functionality.
  100638. */
  100639. protected onButtonUp(evt: PointerEvent): void;
  100640. /**
  100641. * Called when window becomes inactive.
  100642. * Override this method to provide functionality.
  100643. */
  100644. protected onLostFocus(): void;
  100645. private _pointerInput;
  100646. private _observer;
  100647. private _onLostFocus;
  100648. private pointA;
  100649. private pointB;
  100650. }
  100651. }
  100652. declare module BABYLON {
  100653. /**
  100654. * Manage the pointers inputs to control an arc rotate camera.
  100655. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100656. */
  100657. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  100658. /**
  100659. * Defines the camera the input is attached to.
  100660. */
  100661. camera: ArcRotateCamera;
  100662. /**
  100663. * Gets the class name of the current input.
  100664. * @returns the class name
  100665. */
  100666. getClassName(): string;
  100667. /**
  100668. * Defines the buttons associated with the input to handle camera move.
  100669. */
  100670. buttons: number[];
  100671. /**
  100672. * Defines the pointer angular sensibility along the X axis or how fast is
  100673. * the camera rotating.
  100674. */
  100675. angularSensibilityX: number;
  100676. /**
  100677. * Defines the pointer angular sensibility along the Y axis or how fast is
  100678. * the camera rotating.
  100679. */
  100680. angularSensibilityY: number;
  100681. /**
  100682. * Defines the pointer pinch precision or how fast is the camera zooming.
  100683. */
  100684. pinchPrecision: number;
  100685. /**
  100686. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  100687. * from 0.
  100688. * It defines the percentage of current camera.radius to use as delta when
  100689. * pinch zoom is used.
  100690. */
  100691. pinchDeltaPercentage: number;
  100692. /**
  100693. * Defines the pointer panning sensibility or how fast is the camera moving.
  100694. */
  100695. panningSensibility: number;
  100696. /**
  100697. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  100698. */
  100699. multiTouchPanning: boolean;
  100700. /**
  100701. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  100702. * zoom (pinch) through multitouch.
  100703. */
  100704. multiTouchPanAndZoom: boolean;
  100705. /**
  100706. * Revers pinch action direction.
  100707. */
  100708. pinchInwards: boolean;
  100709. private _isPanClick;
  100710. private _twoFingerActivityCount;
  100711. private _isPinching;
  100712. /**
  100713. * Called on pointer POINTERMOVE event if only a single touch is active.
  100714. */
  100715. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100716. /**
  100717. * Called on pointer POINTERDOUBLETAP event.
  100718. */
  100719. protected onDoubleTap(type: string): void;
  100720. /**
  100721. * Called on pointer POINTERMOVE event if multiple touches are active.
  100722. */
  100723. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100724. /**
  100725. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100726. * press.
  100727. */
  100728. protected onButtonDown(evt: PointerEvent): void;
  100729. /**
  100730. * Called each time a new POINTERUP event occurs. Ie, for each button
  100731. * release.
  100732. */
  100733. protected onButtonUp(evt: PointerEvent): void;
  100734. /**
  100735. * Called when window becomes inactive.
  100736. */
  100737. protected onLostFocus(): void;
  100738. }
  100739. }
  100740. declare module BABYLON {
  100741. /**
  100742. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  100743. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100744. */
  100745. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  100746. /**
  100747. * Defines the camera the input is attached to.
  100748. */
  100749. camera: ArcRotateCamera;
  100750. /**
  100751. * Defines the list of key codes associated with the up action (increase alpha)
  100752. */
  100753. keysUp: number[];
  100754. /**
  100755. * Defines the list of key codes associated with the down action (decrease alpha)
  100756. */
  100757. keysDown: number[];
  100758. /**
  100759. * Defines the list of key codes associated with the left action (increase beta)
  100760. */
  100761. keysLeft: number[];
  100762. /**
  100763. * Defines the list of key codes associated with the right action (decrease beta)
  100764. */
  100765. keysRight: number[];
  100766. /**
  100767. * Defines the list of key codes associated with the reset action.
  100768. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  100769. */
  100770. keysReset: number[];
  100771. /**
  100772. * Defines the panning sensibility of the inputs.
  100773. * (How fast is the camera paning)
  100774. */
  100775. panningSensibility: number;
  100776. /**
  100777. * Defines the zooming sensibility of the inputs.
  100778. * (How fast is the camera zooming)
  100779. */
  100780. zoomingSensibility: number;
  100781. /**
  100782. * Defines wether maintaining the alt key down switch the movement mode from
  100783. * orientation to zoom.
  100784. */
  100785. useAltToZoom: boolean;
  100786. /**
  100787. * Rotation speed of the camera
  100788. */
  100789. angularSpeed: number;
  100790. private _keys;
  100791. private _ctrlPressed;
  100792. private _altPressed;
  100793. private _onCanvasBlurObserver;
  100794. private _onKeyboardObserver;
  100795. private _engine;
  100796. private _scene;
  100797. /**
  100798. * Attach the input controls to a specific dom element to get the input from.
  100799. * @param element Defines the element the controls should be listened from
  100800. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100801. */
  100802. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100803. /**
  100804. * Detach the current controls from the specified dom element.
  100805. * @param element Defines the element to stop listening the inputs from
  100806. */
  100807. detachControl(element: Nullable<HTMLElement>): void;
  100808. /**
  100809. * Update the current camera state depending on the inputs that have been used this frame.
  100810. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100811. */
  100812. checkInputs(): void;
  100813. /**
  100814. * Gets the class name of the current intput.
  100815. * @returns the class name
  100816. */
  100817. getClassName(): string;
  100818. /**
  100819. * Get the friendly name associated with the input class.
  100820. * @returns the input friendly name
  100821. */
  100822. getSimpleName(): string;
  100823. }
  100824. }
  100825. declare module BABYLON {
  100826. /**
  100827. * Manage the mouse wheel inputs to control an arc rotate camera.
  100828. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100829. */
  100830. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  100831. /**
  100832. * Defines the camera the input is attached to.
  100833. */
  100834. camera: ArcRotateCamera;
  100835. /**
  100836. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100837. */
  100838. wheelPrecision: number;
  100839. /**
  100840. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  100841. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  100842. */
  100843. wheelDeltaPercentage: number;
  100844. private _wheel;
  100845. private _observer;
  100846. private computeDeltaFromMouseWheelLegacyEvent;
  100847. /**
  100848. * Attach the input controls to a specific dom element to get the input from.
  100849. * @param element Defines the element the controls should be listened from
  100850. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100851. */
  100852. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100853. /**
  100854. * Detach the current controls from the specified dom element.
  100855. * @param element Defines the element to stop listening the inputs from
  100856. */
  100857. detachControl(element: Nullable<HTMLElement>): void;
  100858. /**
  100859. * Gets the class name of the current intput.
  100860. * @returns the class name
  100861. */
  100862. getClassName(): string;
  100863. /**
  100864. * Get the friendly name associated with the input class.
  100865. * @returns the input friendly name
  100866. */
  100867. getSimpleName(): string;
  100868. }
  100869. }
  100870. declare module BABYLON {
  100871. /**
  100872. * Default Inputs manager for the ArcRotateCamera.
  100873. * It groups all the default supported inputs for ease of use.
  100874. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100875. */
  100876. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  100877. /**
  100878. * Instantiates a new ArcRotateCameraInputsManager.
  100879. * @param camera Defines the camera the inputs belong to
  100880. */
  100881. constructor(camera: ArcRotateCamera);
  100882. /**
  100883. * Add mouse wheel input support to the input manager.
  100884. * @returns the current input manager
  100885. */
  100886. addMouseWheel(): ArcRotateCameraInputsManager;
  100887. /**
  100888. * Add pointers input support to the input manager.
  100889. * @returns the current input manager
  100890. */
  100891. addPointers(): ArcRotateCameraInputsManager;
  100892. /**
  100893. * Add keyboard input support to the input manager.
  100894. * @returns the current input manager
  100895. */
  100896. addKeyboard(): ArcRotateCameraInputsManager;
  100897. }
  100898. }
  100899. declare module BABYLON {
  100900. /**
  100901. * This represents an orbital type of camera.
  100902. *
  100903. * 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.
  100904. * 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.
  100905. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  100906. */
  100907. export class ArcRotateCamera extends TargetCamera {
  100908. /**
  100909. * Defines the rotation angle of the camera along the longitudinal axis.
  100910. */
  100911. alpha: number;
  100912. /**
  100913. * Defines the rotation angle of the camera along the latitudinal axis.
  100914. */
  100915. beta: number;
  100916. /**
  100917. * Defines the radius of the camera from it s target point.
  100918. */
  100919. radius: number;
  100920. protected _target: Vector3;
  100921. protected _targetHost: Nullable<AbstractMesh>;
  100922. /**
  100923. * Defines the target point of the camera.
  100924. * The camera looks towards it form the radius distance.
  100925. */
  100926. target: Vector3;
  100927. /**
  100928. * Define the current local position of the camera in the scene
  100929. */
  100930. position: Vector3;
  100931. protected _upVector: Vector3;
  100932. protected _upToYMatrix: Matrix;
  100933. protected _YToUpMatrix: Matrix;
  100934. /**
  100935. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  100936. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  100937. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  100938. */
  100939. upVector: Vector3;
  100940. /**
  100941. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  100942. */
  100943. setMatUp(): void;
  100944. /**
  100945. * Current inertia value on the longitudinal axis.
  100946. * The bigger this number the longer it will take for the camera to stop.
  100947. */
  100948. inertialAlphaOffset: number;
  100949. /**
  100950. * Current inertia value on the latitudinal axis.
  100951. * The bigger this number the longer it will take for the camera to stop.
  100952. */
  100953. inertialBetaOffset: number;
  100954. /**
  100955. * Current inertia value on the radius axis.
  100956. * The bigger this number the longer it will take for the camera to stop.
  100957. */
  100958. inertialRadiusOffset: number;
  100959. /**
  100960. * Minimum allowed angle on the longitudinal axis.
  100961. * This can help limiting how the Camera is able to move in the scene.
  100962. */
  100963. lowerAlphaLimit: Nullable<number>;
  100964. /**
  100965. * Maximum allowed angle on the longitudinal axis.
  100966. * This can help limiting how the Camera is able to move in the scene.
  100967. */
  100968. upperAlphaLimit: Nullable<number>;
  100969. /**
  100970. * Minimum allowed angle on the latitudinal axis.
  100971. * This can help limiting how the Camera is able to move in the scene.
  100972. */
  100973. lowerBetaLimit: number;
  100974. /**
  100975. * Maximum allowed angle on the latitudinal axis.
  100976. * This can help limiting how the Camera is able to move in the scene.
  100977. */
  100978. upperBetaLimit: number;
  100979. /**
  100980. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  100981. * This can help limiting how the Camera is able to move in the scene.
  100982. */
  100983. lowerRadiusLimit: Nullable<number>;
  100984. /**
  100985. * Maximum allowed distance of the camera to the target (The camera can not get further).
  100986. * This can help limiting how the Camera is able to move in the scene.
  100987. */
  100988. upperRadiusLimit: Nullable<number>;
  100989. /**
  100990. * Defines the current inertia value used during panning of the camera along the X axis.
  100991. */
  100992. inertialPanningX: number;
  100993. /**
  100994. * Defines the current inertia value used during panning of the camera along the Y axis.
  100995. */
  100996. inertialPanningY: number;
  100997. /**
  100998. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  100999. * Basically if your fingers moves away from more than this distance you will be considered
  101000. * in pinch mode.
  101001. */
  101002. pinchToPanMaxDistance: number;
  101003. /**
  101004. * Defines the maximum distance the camera can pan.
  101005. * This could help keeping the cammera always in your scene.
  101006. */
  101007. panningDistanceLimit: Nullable<number>;
  101008. /**
  101009. * Defines the target of the camera before paning.
  101010. */
  101011. panningOriginTarget: Vector3;
  101012. /**
  101013. * Defines the value of the inertia used during panning.
  101014. * 0 would mean stop inertia and one would mean no decelleration at all.
  101015. */
  101016. panningInertia: number;
  101017. /**
  101018. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  101019. */
  101020. angularSensibilityX: number;
  101021. /**
  101022. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  101023. */
  101024. angularSensibilityY: number;
  101025. /**
  101026. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  101027. */
  101028. pinchPrecision: number;
  101029. /**
  101030. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  101031. * It will be used instead of pinchDeltaPrecision if different from 0.
  101032. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101033. */
  101034. pinchDeltaPercentage: number;
  101035. /**
  101036. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  101037. */
  101038. panningSensibility: number;
  101039. /**
  101040. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  101041. */
  101042. keysUp: number[];
  101043. /**
  101044. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  101045. */
  101046. keysDown: number[];
  101047. /**
  101048. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  101049. */
  101050. keysLeft: number[];
  101051. /**
  101052. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  101053. */
  101054. keysRight: number[];
  101055. /**
  101056. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101057. */
  101058. wheelPrecision: number;
  101059. /**
  101060. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  101061. * It will be used instead of pinchDeltaPrecision if different from 0.
  101062. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101063. */
  101064. wheelDeltaPercentage: number;
  101065. /**
  101066. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  101067. */
  101068. zoomOnFactor: number;
  101069. /**
  101070. * Defines a screen offset for the camera position.
  101071. */
  101072. targetScreenOffset: Vector2;
  101073. /**
  101074. * Allows the camera to be completely reversed.
  101075. * If false the camera can not arrive upside down.
  101076. */
  101077. allowUpsideDown: boolean;
  101078. /**
  101079. * Define if double tap/click is used to restore the previously saved state of the camera.
  101080. */
  101081. useInputToRestoreState: boolean;
  101082. /** @hidden */
  101083. _viewMatrix: Matrix;
  101084. /** @hidden */
  101085. _useCtrlForPanning: boolean;
  101086. /** @hidden */
  101087. _panningMouseButton: number;
  101088. /**
  101089. * Defines the input associated to the camera.
  101090. */
  101091. inputs: ArcRotateCameraInputsManager;
  101092. /** @hidden */
  101093. _reset: () => void;
  101094. /**
  101095. * Defines the allowed panning axis.
  101096. */
  101097. panningAxis: Vector3;
  101098. protected _localDirection: Vector3;
  101099. protected _transformedDirection: Vector3;
  101100. private _bouncingBehavior;
  101101. /**
  101102. * Gets the bouncing behavior of the camera if it has been enabled.
  101103. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101104. */
  101105. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  101106. /**
  101107. * Defines if the bouncing behavior of the camera is enabled on the camera.
  101108. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101109. */
  101110. useBouncingBehavior: boolean;
  101111. private _framingBehavior;
  101112. /**
  101113. * Gets the framing behavior of the camera if it has been enabled.
  101114. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101115. */
  101116. readonly framingBehavior: Nullable<FramingBehavior>;
  101117. /**
  101118. * Defines if the framing behavior of the camera is enabled on the camera.
  101119. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101120. */
  101121. useFramingBehavior: boolean;
  101122. private _autoRotationBehavior;
  101123. /**
  101124. * Gets the auto rotation behavior of the camera if it has been enabled.
  101125. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101126. */
  101127. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  101128. /**
  101129. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  101130. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101131. */
  101132. useAutoRotationBehavior: boolean;
  101133. /**
  101134. * Observable triggered when the mesh target has been changed on the camera.
  101135. */
  101136. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  101137. /**
  101138. * Event raised when the camera is colliding with a mesh.
  101139. */
  101140. onCollide: (collidedMesh: AbstractMesh) => void;
  101141. /**
  101142. * Defines whether the camera should check collision with the objects oh the scene.
  101143. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  101144. */
  101145. checkCollisions: boolean;
  101146. /**
  101147. * Defines the collision radius of the camera.
  101148. * This simulates a sphere around the camera.
  101149. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101150. */
  101151. collisionRadius: Vector3;
  101152. protected _collider: Collider;
  101153. protected _previousPosition: Vector3;
  101154. protected _collisionVelocity: Vector3;
  101155. protected _newPosition: Vector3;
  101156. protected _previousAlpha: number;
  101157. protected _previousBeta: number;
  101158. protected _previousRadius: number;
  101159. protected _collisionTriggered: boolean;
  101160. protected _targetBoundingCenter: Nullable<Vector3>;
  101161. private _computationVector;
  101162. /**
  101163. * Instantiates a new ArcRotateCamera in a given scene
  101164. * @param name Defines the name of the camera
  101165. * @param alpha Defines the camera rotation along the logitudinal axis
  101166. * @param beta Defines the camera rotation along the latitudinal axis
  101167. * @param radius Defines the camera distance from its target
  101168. * @param target Defines the camera target
  101169. * @param scene Defines the scene the camera belongs to
  101170. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  101171. */
  101172. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101173. /** @hidden */
  101174. _initCache(): void;
  101175. /** @hidden */
  101176. _updateCache(ignoreParentClass?: boolean): void;
  101177. protected _getTargetPosition(): Vector3;
  101178. private _storedAlpha;
  101179. private _storedBeta;
  101180. private _storedRadius;
  101181. private _storedTarget;
  101182. /**
  101183. * Stores the current state of the camera (alpha, beta, radius and target)
  101184. * @returns the camera itself
  101185. */
  101186. storeState(): Camera;
  101187. /**
  101188. * @hidden
  101189. * Restored camera state. You must call storeState() first
  101190. */
  101191. _restoreStateValues(): boolean;
  101192. /** @hidden */
  101193. _isSynchronizedViewMatrix(): boolean;
  101194. /**
  101195. * Attached controls to the current camera.
  101196. * @param element Defines the element the controls should be listened from
  101197. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101198. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  101199. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  101200. */
  101201. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  101202. /**
  101203. * Detach the current controls from the camera.
  101204. * The camera will stop reacting to inputs.
  101205. * @param element Defines the element to stop listening the inputs from
  101206. */
  101207. detachControl(element: HTMLElement): void;
  101208. /** @hidden */
  101209. _checkInputs(): void;
  101210. protected _checkLimits(): void;
  101211. /**
  101212. * Rebuilds angles (alpha, beta) and radius from the give position and target
  101213. */
  101214. rebuildAnglesAndRadius(): void;
  101215. /**
  101216. * Use a position to define the current camera related information like aplha, beta and radius
  101217. * @param position Defines the position to set the camera at
  101218. */
  101219. setPosition(position: Vector3): void;
  101220. /**
  101221. * Defines the target the camera should look at.
  101222. * This will automatically adapt alpha beta and radius to fit within the new target.
  101223. * @param target Defines the new target as a Vector or a mesh
  101224. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  101225. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  101226. */
  101227. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  101228. /** @hidden */
  101229. _getViewMatrix(): Matrix;
  101230. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  101231. /**
  101232. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  101233. * @param meshes Defines the mesh to zoom on
  101234. * @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)
  101235. */
  101236. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  101237. /**
  101238. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  101239. * The target will be changed but the radius
  101240. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  101241. * @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)
  101242. */
  101243. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  101244. min: Vector3;
  101245. max: Vector3;
  101246. distance: number;
  101247. }, doNotUpdateMaxZ?: boolean): void;
  101248. /**
  101249. * @override
  101250. * Override Camera.createRigCamera
  101251. */
  101252. createRigCamera(name: string, cameraIndex: number): Camera;
  101253. /**
  101254. * @hidden
  101255. * @override
  101256. * Override Camera._updateRigCameras
  101257. */
  101258. _updateRigCameras(): void;
  101259. /**
  101260. * Destroy the camera and release the current resources hold by it.
  101261. */
  101262. dispose(): void;
  101263. /**
  101264. * Gets the current object class name.
  101265. * @return the class name
  101266. */
  101267. getClassName(): string;
  101268. }
  101269. }
  101270. declare module BABYLON {
  101271. /**
  101272. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  101273. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101274. */
  101275. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  101276. /**
  101277. * Gets the name of the behavior.
  101278. */
  101279. readonly name: string;
  101280. private _zoomStopsAnimation;
  101281. private _idleRotationSpeed;
  101282. private _idleRotationWaitTime;
  101283. private _idleRotationSpinupTime;
  101284. /**
  101285. * Sets the flag that indicates if user zooming should stop animation.
  101286. */
  101287. /**
  101288. * Gets the flag that indicates if user zooming should stop animation.
  101289. */
  101290. zoomStopsAnimation: boolean;
  101291. /**
  101292. * Sets the default speed at which the camera rotates around the model.
  101293. */
  101294. /**
  101295. * Gets the default speed at which the camera rotates around the model.
  101296. */
  101297. idleRotationSpeed: number;
  101298. /**
  101299. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  101300. */
  101301. /**
  101302. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  101303. */
  101304. idleRotationWaitTime: number;
  101305. /**
  101306. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  101307. */
  101308. /**
  101309. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  101310. */
  101311. idleRotationSpinupTime: number;
  101312. /**
  101313. * Gets a value indicating if the camera is currently rotating because of this behavior
  101314. */
  101315. readonly rotationInProgress: boolean;
  101316. private _onPrePointerObservableObserver;
  101317. private _onAfterCheckInputsObserver;
  101318. private _attachedCamera;
  101319. private _isPointerDown;
  101320. private _lastFrameTime;
  101321. private _lastInteractionTime;
  101322. private _cameraRotationSpeed;
  101323. /**
  101324. * Initializes the behavior.
  101325. */
  101326. init(): void;
  101327. /**
  101328. * Attaches the behavior to its arc rotate camera.
  101329. * @param camera Defines the camera to attach the behavior to
  101330. */
  101331. attach(camera: ArcRotateCamera): void;
  101332. /**
  101333. * Detaches the behavior from its current arc rotate camera.
  101334. */
  101335. detach(): void;
  101336. /**
  101337. * Returns true if user is scrolling.
  101338. * @return true if user is scrolling.
  101339. */
  101340. private _userIsZooming;
  101341. private _lastFrameRadius;
  101342. private _shouldAnimationStopForInteraction;
  101343. /**
  101344. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  101345. */
  101346. private _applyUserInteraction;
  101347. private _userIsMoving;
  101348. }
  101349. }
  101350. declare module BABYLON {
  101351. /**
  101352. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101353. */
  101354. export class AttachToBoxBehavior implements Behavior<Mesh> {
  101355. private ui;
  101356. /**
  101357. * The name of the behavior
  101358. */
  101359. name: string;
  101360. /**
  101361. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  101362. */
  101363. distanceAwayFromFace: number;
  101364. /**
  101365. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  101366. */
  101367. distanceAwayFromBottomOfFace: number;
  101368. private _faceVectors;
  101369. private _target;
  101370. private _scene;
  101371. private _onRenderObserver;
  101372. private _tmpMatrix;
  101373. private _tmpVector;
  101374. /**
  101375. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101376. * @param ui The transform node that should be attched to the mesh
  101377. */
  101378. constructor(ui: TransformNode);
  101379. /**
  101380. * Initializes the behavior
  101381. */
  101382. init(): void;
  101383. private _closestFace;
  101384. private _zeroVector;
  101385. private _lookAtTmpMatrix;
  101386. private _lookAtToRef;
  101387. /**
  101388. * Attaches the AttachToBoxBehavior to the passed in mesh
  101389. * @param target The mesh that the specified node will be attached to
  101390. */
  101391. attach(target: Mesh): void;
  101392. /**
  101393. * Detaches the behavior from the mesh
  101394. */
  101395. detach(): void;
  101396. }
  101397. }
  101398. declare module BABYLON {
  101399. /**
  101400. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101401. */
  101402. export class FadeInOutBehavior implements Behavior<Mesh> {
  101403. /**
  101404. * Time in milliseconds to delay before fading in (Default: 0)
  101405. */
  101406. delay: number;
  101407. /**
  101408. * Time in milliseconds for the mesh to fade in (Default: 300)
  101409. */
  101410. fadeInTime: number;
  101411. private _millisecondsPerFrame;
  101412. private _hovered;
  101413. private _hoverValue;
  101414. private _ownerNode;
  101415. /**
  101416. * Instatiates the FadeInOutBehavior
  101417. */
  101418. constructor();
  101419. /**
  101420. * The name of the behavior
  101421. */
  101422. readonly name: string;
  101423. /**
  101424. * Initializes the behavior
  101425. */
  101426. init(): void;
  101427. /**
  101428. * Attaches the fade behavior on the passed in mesh
  101429. * @param ownerNode The mesh that will be faded in/out once attached
  101430. */
  101431. attach(ownerNode: Mesh): void;
  101432. /**
  101433. * Detaches the behavior from the mesh
  101434. */
  101435. detach(): void;
  101436. /**
  101437. * Triggers the mesh to begin fading in or out
  101438. * @param value if the object should fade in or out (true to fade in)
  101439. */
  101440. fadeIn(value: boolean): void;
  101441. private _update;
  101442. private _setAllVisibility;
  101443. }
  101444. }
  101445. declare module BABYLON {
  101446. /**
  101447. * Class containing a set of static utilities functions for managing Pivots
  101448. * @hidden
  101449. */
  101450. export class PivotTools {
  101451. private static _PivotCached;
  101452. private static _OldPivotPoint;
  101453. private static _PivotTranslation;
  101454. private static _PivotTmpVector;
  101455. /** @hidden */
  101456. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  101457. /** @hidden */
  101458. static _RestorePivotPoint(mesh: AbstractMesh): void;
  101459. }
  101460. }
  101461. declare module BABYLON {
  101462. /**
  101463. * Class containing static functions to help procedurally build meshes
  101464. */
  101465. export class PlaneBuilder {
  101466. /**
  101467. * Creates a plane mesh
  101468. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  101469. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  101470. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  101471. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  101472. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  101473. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  101474. * @param name defines the name of the mesh
  101475. * @param options defines the options used to create the mesh
  101476. * @param scene defines the hosting scene
  101477. * @returns the plane mesh
  101478. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  101479. */
  101480. static CreatePlane(name: string, options: {
  101481. size?: number;
  101482. width?: number;
  101483. height?: number;
  101484. sideOrientation?: number;
  101485. frontUVs?: Vector4;
  101486. backUVs?: Vector4;
  101487. updatable?: boolean;
  101488. sourcePlane?: Plane;
  101489. }, scene?: Nullable<Scene>): Mesh;
  101490. }
  101491. }
  101492. declare module BABYLON {
  101493. /**
  101494. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101495. */
  101496. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  101497. private static _AnyMouseID;
  101498. /**
  101499. * Abstract mesh the behavior is set on
  101500. */
  101501. attachedNode: AbstractMesh;
  101502. private _dragPlane;
  101503. private _scene;
  101504. private _pointerObserver;
  101505. private _beforeRenderObserver;
  101506. private static _planeScene;
  101507. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  101508. /**
  101509. * 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)
  101510. */
  101511. maxDragAngle: number;
  101512. /**
  101513. * @hidden
  101514. */
  101515. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  101516. /**
  101517. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101518. */
  101519. currentDraggingPointerID: number;
  101520. /**
  101521. * The last position where the pointer hit the drag plane in world space
  101522. */
  101523. lastDragPosition: Vector3;
  101524. /**
  101525. * If the behavior is currently in a dragging state
  101526. */
  101527. dragging: boolean;
  101528. /**
  101529. * 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)
  101530. */
  101531. dragDeltaRatio: number;
  101532. /**
  101533. * If the drag plane orientation should be updated during the dragging (Default: true)
  101534. */
  101535. updateDragPlane: boolean;
  101536. private _debugMode;
  101537. private _moving;
  101538. /**
  101539. * Fires each time the attached mesh is dragged with the pointer
  101540. * * delta between last drag position and current drag position in world space
  101541. * * dragDistance along the drag axis
  101542. * * dragPlaneNormal normal of the current drag plane used during the drag
  101543. * * dragPlanePoint in world space where the drag intersects the drag plane
  101544. */
  101545. onDragObservable: Observable<{
  101546. delta: Vector3;
  101547. dragPlanePoint: Vector3;
  101548. dragPlaneNormal: Vector3;
  101549. dragDistance: number;
  101550. pointerId: number;
  101551. }>;
  101552. /**
  101553. * Fires each time a drag begins (eg. mouse down on mesh)
  101554. */
  101555. onDragStartObservable: Observable<{
  101556. dragPlanePoint: Vector3;
  101557. pointerId: number;
  101558. }>;
  101559. /**
  101560. * Fires each time a drag ends (eg. mouse release after drag)
  101561. */
  101562. onDragEndObservable: Observable<{
  101563. dragPlanePoint: Vector3;
  101564. pointerId: number;
  101565. }>;
  101566. /**
  101567. * If the attached mesh should be moved when dragged
  101568. */
  101569. moveAttached: boolean;
  101570. /**
  101571. * If the drag behavior will react to drag events (Default: true)
  101572. */
  101573. enabled: boolean;
  101574. /**
  101575. * If pointer events should start and release the drag (Default: true)
  101576. */
  101577. startAndReleaseDragOnPointerEvents: boolean;
  101578. /**
  101579. * If camera controls should be detached during the drag
  101580. */
  101581. detachCameraControls: boolean;
  101582. /**
  101583. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101584. */
  101585. useObjectOrienationForDragging: boolean;
  101586. private _options;
  101587. /**
  101588. * Creates a pointer drag behavior that can be attached to a mesh
  101589. * @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)
  101590. */
  101591. constructor(options?: {
  101592. dragAxis?: Vector3;
  101593. dragPlaneNormal?: Vector3;
  101594. });
  101595. /**
  101596. * Predicate to determine if it is valid to move the object to a new position when it is moved
  101597. */
  101598. validateDrag: (targetPosition: Vector3) => boolean;
  101599. /**
  101600. * The name of the behavior
  101601. */
  101602. readonly name: string;
  101603. /**
  101604. * Initializes the behavior
  101605. */
  101606. init(): void;
  101607. private _tmpVector;
  101608. private _alternatePickedPoint;
  101609. private _worldDragAxis;
  101610. private _targetPosition;
  101611. private _attachedElement;
  101612. /**
  101613. * Attaches the drag behavior the passed in mesh
  101614. * @param ownerNode The mesh that will be dragged around once attached
  101615. */
  101616. attach(ownerNode: AbstractMesh): void;
  101617. /**
  101618. * Force relase the drag action by code.
  101619. */
  101620. releaseDrag(): void;
  101621. private _startDragRay;
  101622. private _lastPointerRay;
  101623. /**
  101624. * Simulates the start of a pointer drag event on the behavior
  101625. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101626. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101627. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101628. */
  101629. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  101630. private _startDrag;
  101631. private _dragDelta;
  101632. private _moveDrag;
  101633. private _pickWithRayOnDragPlane;
  101634. private _pointA;
  101635. private _pointB;
  101636. private _pointC;
  101637. private _lineA;
  101638. private _lineB;
  101639. private _localAxis;
  101640. private _lookAt;
  101641. private _updateDragPlanePosition;
  101642. /**
  101643. * Detaches the behavior from the mesh
  101644. */
  101645. detach(): void;
  101646. }
  101647. }
  101648. declare module BABYLON {
  101649. /**
  101650. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101651. */
  101652. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  101653. private _dragBehaviorA;
  101654. private _dragBehaviorB;
  101655. private _startDistance;
  101656. private _initialScale;
  101657. private _targetScale;
  101658. private _ownerNode;
  101659. private _sceneRenderObserver;
  101660. /**
  101661. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101662. */
  101663. constructor();
  101664. /**
  101665. * The name of the behavior
  101666. */
  101667. readonly name: string;
  101668. /**
  101669. * Initializes the behavior
  101670. */
  101671. init(): void;
  101672. private _getCurrentDistance;
  101673. /**
  101674. * Attaches the scale behavior the passed in mesh
  101675. * @param ownerNode The mesh that will be scaled around once attached
  101676. */
  101677. attach(ownerNode: Mesh): void;
  101678. /**
  101679. * Detaches the behavior from the mesh
  101680. */
  101681. detach(): void;
  101682. }
  101683. }
  101684. declare module BABYLON {
  101685. /**
  101686. * 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
  101687. */
  101688. export class SixDofDragBehavior implements Behavior<Mesh> {
  101689. private static _virtualScene;
  101690. private _ownerNode;
  101691. private _sceneRenderObserver;
  101692. private _scene;
  101693. private _targetPosition;
  101694. private _virtualOriginMesh;
  101695. private _virtualDragMesh;
  101696. private _pointerObserver;
  101697. private _moving;
  101698. private _startingOrientation;
  101699. /**
  101700. * 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)
  101701. */
  101702. private zDragFactor;
  101703. /**
  101704. * If the object should rotate to face the drag origin
  101705. */
  101706. rotateDraggedObject: boolean;
  101707. /**
  101708. * If the behavior is currently in a dragging state
  101709. */
  101710. dragging: boolean;
  101711. /**
  101712. * 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)
  101713. */
  101714. dragDeltaRatio: number;
  101715. /**
  101716. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101717. */
  101718. currentDraggingPointerID: number;
  101719. /**
  101720. * If camera controls should be detached during the drag
  101721. */
  101722. detachCameraControls: boolean;
  101723. /**
  101724. * Fires each time a drag starts
  101725. */
  101726. onDragStartObservable: Observable<{}>;
  101727. /**
  101728. * Fires each time a drag ends (eg. mouse release after drag)
  101729. */
  101730. onDragEndObservable: Observable<{}>;
  101731. /**
  101732. * 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
  101733. */
  101734. constructor();
  101735. /**
  101736. * The name of the behavior
  101737. */
  101738. readonly name: string;
  101739. /**
  101740. * Initializes the behavior
  101741. */
  101742. init(): void;
  101743. /**
  101744. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  101745. */
  101746. private readonly _pointerCamera;
  101747. /**
  101748. * Attaches the scale behavior the passed in mesh
  101749. * @param ownerNode The mesh that will be scaled around once attached
  101750. */
  101751. attach(ownerNode: Mesh): void;
  101752. /**
  101753. * Detaches the behavior from the mesh
  101754. */
  101755. detach(): void;
  101756. }
  101757. }
  101758. declare module BABYLON {
  101759. /**
  101760. * Class used to apply inverse kinematics to bones
  101761. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  101762. */
  101763. export class BoneIKController {
  101764. private static _tmpVecs;
  101765. private static _tmpQuat;
  101766. private static _tmpMats;
  101767. /**
  101768. * Gets or sets the target mesh
  101769. */
  101770. targetMesh: AbstractMesh;
  101771. /** Gets or sets the mesh used as pole */
  101772. poleTargetMesh: AbstractMesh;
  101773. /**
  101774. * Gets or sets the bone used as pole
  101775. */
  101776. poleTargetBone: Nullable<Bone>;
  101777. /**
  101778. * Gets or sets the target position
  101779. */
  101780. targetPosition: Vector3;
  101781. /**
  101782. * Gets or sets the pole target position
  101783. */
  101784. poleTargetPosition: Vector3;
  101785. /**
  101786. * Gets or sets the pole target local offset
  101787. */
  101788. poleTargetLocalOffset: Vector3;
  101789. /**
  101790. * Gets or sets the pole angle
  101791. */
  101792. poleAngle: number;
  101793. /**
  101794. * Gets or sets the mesh associated with the controller
  101795. */
  101796. mesh: AbstractMesh;
  101797. /**
  101798. * 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)
  101799. */
  101800. slerpAmount: number;
  101801. private _bone1Quat;
  101802. private _bone1Mat;
  101803. private _bone2Ang;
  101804. private _bone1;
  101805. private _bone2;
  101806. private _bone1Length;
  101807. private _bone2Length;
  101808. private _maxAngle;
  101809. private _maxReach;
  101810. private _rightHandedSystem;
  101811. private _bendAxis;
  101812. private _slerping;
  101813. private _adjustRoll;
  101814. /**
  101815. * Gets or sets maximum allowed angle
  101816. */
  101817. maxAngle: number;
  101818. /**
  101819. * Creates a new BoneIKController
  101820. * @param mesh defines the mesh to control
  101821. * @param bone defines the bone to control
  101822. * @param options defines options to set up the controller
  101823. */
  101824. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  101825. targetMesh?: AbstractMesh;
  101826. poleTargetMesh?: AbstractMesh;
  101827. poleTargetBone?: Bone;
  101828. poleTargetLocalOffset?: Vector3;
  101829. poleAngle?: number;
  101830. bendAxis?: Vector3;
  101831. maxAngle?: number;
  101832. slerpAmount?: number;
  101833. });
  101834. private _setMaxAngle;
  101835. /**
  101836. * Force the controller to update the bones
  101837. */
  101838. update(): void;
  101839. }
  101840. }
  101841. declare module BABYLON {
  101842. /**
  101843. * Class used to make a bone look toward a point in space
  101844. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  101845. */
  101846. export class BoneLookController {
  101847. private static _tmpVecs;
  101848. private static _tmpQuat;
  101849. private static _tmpMats;
  101850. /**
  101851. * The target Vector3 that the bone will look at
  101852. */
  101853. target: Vector3;
  101854. /**
  101855. * The mesh that the bone is attached to
  101856. */
  101857. mesh: AbstractMesh;
  101858. /**
  101859. * The bone that will be looking to the target
  101860. */
  101861. bone: Bone;
  101862. /**
  101863. * The up axis of the coordinate system that is used when the bone is rotated
  101864. */
  101865. upAxis: Vector3;
  101866. /**
  101867. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  101868. */
  101869. upAxisSpace: Space;
  101870. /**
  101871. * Used to make an adjustment to the yaw of the bone
  101872. */
  101873. adjustYaw: number;
  101874. /**
  101875. * Used to make an adjustment to the pitch of the bone
  101876. */
  101877. adjustPitch: number;
  101878. /**
  101879. * Used to make an adjustment to the roll of the bone
  101880. */
  101881. adjustRoll: number;
  101882. /**
  101883. * 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)
  101884. */
  101885. slerpAmount: number;
  101886. private _minYaw;
  101887. private _maxYaw;
  101888. private _minPitch;
  101889. private _maxPitch;
  101890. private _minYawSin;
  101891. private _minYawCos;
  101892. private _maxYawSin;
  101893. private _maxYawCos;
  101894. private _midYawConstraint;
  101895. private _minPitchTan;
  101896. private _maxPitchTan;
  101897. private _boneQuat;
  101898. private _slerping;
  101899. private _transformYawPitch;
  101900. private _transformYawPitchInv;
  101901. private _firstFrameSkipped;
  101902. private _yawRange;
  101903. private _fowardAxis;
  101904. /**
  101905. * Gets or sets the minimum yaw angle that the bone can look to
  101906. */
  101907. minYaw: number;
  101908. /**
  101909. * Gets or sets the maximum yaw angle that the bone can look to
  101910. */
  101911. maxYaw: number;
  101912. /**
  101913. * Gets or sets the minimum pitch angle that the bone can look to
  101914. */
  101915. minPitch: number;
  101916. /**
  101917. * Gets or sets the maximum pitch angle that the bone can look to
  101918. */
  101919. maxPitch: number;
  101920. /**
  101921. * Create a BoneLookController
  101922. * @param mesh the mesh that the bone belongs to
  101923. * @param bone the bone that will be looking to the target
  101924. * @param target the target Vector3 to look at
  101925. * @param options optional settings:
  101926. * * maxYaw: the maximum angle the bone will yaw to
  101927. * * minYaw: the minimum angle the bone will yaw to
  101928. * * maxPitch: the maximum angle the bone will pitch to
  101929. * * minPitch: the minimum angle the bone will yaw to
  101930. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  101931. * * upAxis: the up axis of the coordinate system
  101932. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  101933. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  101934. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  101935. * * adjustYaw: used to make an adjustment to the yaw of the bone
  101936. * * adjustPitch: used to make an adjustment to the pitch of the bone
  101937. * * adjustRoll: used to make an adjustment to the roll of the bone
  101938. **/
  101939. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  101940. maxYaw?: number;
  101941. minYaw?: number;
  101942. maxPitch?: number;
  101943. minPitch?: number;
  101944. slerpAmount?: number;
  101945. upAxis?: Vector3;
  101946. upAxisSpace?: Space;
  101947. yawAxis?: Vector3;
  101948. pitchAxis?: Vector3;
  101949. adjustYaw?: number;
  101950. adjustPitch?: number;
  101951. adjustRoll?: number;
  101952. });
  101953. /**
  101954. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  101955. */
  101956. update(): void;
  101957. private _getAngleDiff;
  101958. private _getAngleBetween;
  101959. private _isAngleBetween;
  101960. }
  101961. }
  101962. declare module BABYLON {
  101963. /**
  101964. * Manage the gamepad inputs to control an arc rotate camera.
  101965. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101966. */
  101967. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  101968. /**
  101969. * Defines the camera the input is attached to.
  101970. */
  101971. camera: ArcRotateCamera;
  101972. /**
  101973. * Defines the gamepad the input is gathering event from.
  101974. */
  101975. gamepad: Nullable<Gamepad>;
  101976. /**
  101977. * Defines the gamepad rotation sensiblity.
  101978. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101979. */
  101980. gamepadRotationSensibility: number;
  101981. /**
  101982. * Defines the gamepad move sensiblity.
  101983. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101984. */
  101985. gamepadMoveSensibility: number;
  101986. private _onGamepadConnectedObserver;
  101987. private _onGamepadDisconnectedObserver;
  101988. /**
  101989. * Attach the input controls to a specific dom element to get the input from.
  101990. * @param element Defines the element the controls should be listened from
  101991. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101992. */
  101993. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101994. /**
  101995. * Detach the current controls from the specified dom element.
  101996. * @param element Defines the element to stop listening the inputs from
  101997. */
  101998. detachControl(element: Nullable<HTMLElement>): void;
  101999. /**
  102000. * Update the current camera state depending on the inputs that have been used this frame.
  102001. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102002. */
  102003. checkInputs(): void;
  102004. /**
  102005. * Gets the class name of the current intput.
  102006. * @returns the class name
  102007. */
  102008. getClassName(): string;
  102009. /**
  102010. * Get the friendly name associated with the input class.
  102011. * @returns the input friendly name
  102012. */
  102013. getSimpleName(): string;
  102014. }
  102015. }
  102016. declare module BABYLON {
  102017. interface ArcRotateCameraInputsManager {
  102018. /**
  102019. * Add orientation input support to the input manager.
  102020. * @returns the current input manager
  102021. */
  102022. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  102023. }
  102024. /**
  102025. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  102026. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102027. */
  102028. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  102029. /**
  102030. * Defines the camera the input is attached to.
  102031. */
  102032. camera: ArcRotateCamera;
  102033. /**
  102034. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  102035. */
  102036. alphaCorrection: number;
  102037. /**
  102038. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  102039. */
  102040. gammaCorrection: number;
  102041. private _alpha;
  102042. private _gamma;
  102043. private _dirty;
  102044. private _deviceOrientationHandler;
  102045. /**
  102046. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  102047. */
  102048. constructor();
  102049. /**
  102050. * Attach the input controls to a specific dom element to get the input from.
  102051. * @param element Defines the element the controls should be listened from
  102052. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102053. */
  102054. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102055. /** @hidden */
  102056. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  102057. /**
  102058. * Update the current camera state depending on the inputs that have been used this frame.
  102059. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102060. */
  102061. checkInputs(): void;
  102062. /**
  102063. * Detach the current controls from the specified dom element.
  102064. * @param element Defines the element to stop listening the inputs from
  102065. */
  102066. detachControl(element: Nullable<HTMLElement>): void;
  102067. /**
  102068. * Gets the class name of the current intput.
  102069. * @returns the class name
  102070. */
  102071. getClassName(): string;
  102072. /**
  102073. * Get the friendly name associated with the input class.
  102074. * @returns the input friendly name
  102075. */
  102076. getSimpleName(): string;
  102077. }
  102078. }
  102079. declare module BABYLON {
  102080. /**
  102081. * Listen to mouse events to control the camera.
  102082. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102083. */
  102084. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  102085. /**
  102086. * Defines the camera the input is attached to.
  102087. */
  102088. camera: FlyCamera;
  102089. /**
  102090. * Defines if touch is enabled. (Default is true.)
  102091. */
  102092. touchEnabled: boolean;
  102093. /**
  102094. * Defines the buttons associated with the input to handle camera rotation.
  102095. */
  102096. buttons: number[];
  102097. /**
  102098. * Assign buttons for Yaw control.
  102099. */
  102100. buttonsYaw: number[];
  102101. /**
  102102. * Assign buttons for Pitch control.
  102103. */
  102104. buttonsPitch: number[];
  102105. /**
  102106. * Assign buttons for Roll control.
  102107. */
  102108. buttonsRoll: number[];
  102109. /**
  102110. * Detect if any button is being pressed while mouse is moved.
  102111. * -1 = Mouse locked.
  102112. * 0 = Left button.
  102113. * 1 = Middle Button.
  102114. * 2 = Right Button.
  102115. */
  102116. activeButton: number;
  102117. /**
  102118. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  102119. * Higher values reduce its sensitivity.
  102120. */
  102121. angularSensibility: number;
  102122. private _mousemoveCallback;
  102123. private _observer;
  102124. private _rollObserver;
  102125. private previousPosition;
  102126. private noPreventDefault;
  102127. private element;
  102128. /**
  102129. * Listen to mouse events to control the camera.
  102130. * @param touchEnabled Define if touch is enabled. (Default is true.)
  102131. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102132. */
  102133. constructor(touchEnabled?: boolean);
  102134. /**
  102135. * Attach the mouse control to the HTML DOM element.
  102136. * @param element Defines the element that listens to the input events.
  102137. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  102138. */
  102139. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102140. /**
  102141. * Detach the current controls from the specified dom element.
  102142. * @param element Defines the element to stop listening the inputs from
  102143. */
  102144. detachControl(element: Nullable<HTMLElement>): void;
  102145. /**
  102146. * Gets the class name of the current input.
  102147. * @returns the class name.
  102148. */
  102149. getClassName(): string;
  102150. /**
  102151. * Get the friendly name associated with the input class.
  102152. * @returns the input's friendly name.
  102153. */
  102154. getSimpleName(): string;
  102155. private _pointerInput;
  102156. private _onMouseMove;
  102157. /**
  102158. * Rotate camera by mouse offset.
  102159. */
  102160. private rotateCamera;
  102161. }
  102162. }
  102163. declare module BABYLON {
  102164. /**
  102165. * Default Inputs manager for the FlyCamera.
  102166. * It groups all the default supported inputs for ease of use.
  102167. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102168. */
  102169. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  102170. /**
  102171. * Instantiates a new FlyCameraInputsManager.
  102172. * @param camera Defines the camera the inputs belong to.
  102173. */
  102174. constructor(camera: FlyCamera);
  102175. /**
  102176. * Add keyboard input support to the input manager.
  102177. * @returns the new FlyCameraKeyboardMoveInput().
  102178. */
  102179. addKeyboard(): FlyCameraInputsManager;
  102180. /**
  102181. * Add mouse input support to the input manager.
  102182. * @param touchEnabled Enable touch screen support.
  102183. * @returns the new FlyCameraMouseInput().
  102184. */
  102185. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  102186. }
  102187. }
  102188. declare module BABYLON {
  102189. /**
  102190. * This is a flying camera, designed for 3D movement and rotation in all directions,
  102191. * such as in a 3D Space Shooter or a Flight Simulator.
  102192. */
  102193. export class FlyCamera extends TargetCamera {
  102194. /**
  102195. * Define the collision ellipsoid of the camera.
  102196. * This is helpful for simulating a camera body, like a player's body.
  102197. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  102198. */
  102199. ellipsoid: Vector3;
  102200. /**
  102201. * Define an offset for the position of the ellipsoid around the camera.
  102202. * This can be helpful if the camera is attached away from the player's body center,
  102203. * such as at its head.
  102204. */
  102205. ellipsoidOffset: Vector3;
  102206. /**
  102207. * Enable or disable collisions of the camera with the rest of the scene objects.
  102208. */
  102209. checkCollisions: boolean;
  102210. /**
  102211. * Enable or disable gravity on the camera.
  102212. */
  102213. applyGravity: boolean;
  102214. /**
  102215. * Define the current direction the camera is moving to.
  102216. */
  102217. cameraDirection: Vector3;
  102218. /**
  102219. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  102220. * This overrides and empties cameraRotation.
  102221. */
  102222. rotationQuaternion: Quaternion;
  102223. /**
  102224. * Track Roll to maintain the wanted Rolling when looking around.
  102225. */
  102226. _trackRoll: number;
  102227. /**
  102228. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  102229. */
  102230. rollCorrect: number;
  102231. /**
  102232. * Mimic a banked turn, Rolling the camera when Yawing.
  102233. * It's recommended to use rollCorrect = 10 for faster banking correction.
  102234. */
  102235. bankedTurn: boolean;
  102236. /**
  102237. * Limit in radians for how much Roll banking will add. (Default: 90°)
  102238. */
  102239. bankedTurnLimit: number;
  102240. /**
  102241. * Value of 0 disables the banked Roll.
  102242. * Value of 1 is equal to the Yaw angle in radians.
  102243. */
  102244. bankedTurnMultiplier: number;
  102245. /**
  102246. * The inputs manager loads all the input sources, such as keyboard and mouse.
  102247. */
  102248. inputs: FlyCameraInputsManager;
  102249. /**
  102250. * Gets the input sensibility for mouse input.
  102251. * Higher values reduce sensitivity.
  102252. */
  102253. /**
  102254. * Sets the input sensibility for a mouse input.
  102255. * Higher values reduce sensitivity.
  102256. */
  102257. angularSensibility: number;
  102258. /**
  102259. * Get the keys for camera movement forward.
  102260. */
  102261. /**
  102262. * Set the keys for camera movement forward.
  102263. */
  102264. keysForward: number[];
  102265. /**
  102266. * Get the keys for camera movement backward.
  102267. */
  102268. keysBackward: number[];
  102269. /**
  102270. * Get the keys for camera movement up.
  102271. */
  102272. /**
  102273. * Set the keys for camera movement up.
  102274. */
  102275. keysUp: number[];
  102276. /**
  102277. * Get the keys for camera movement down.
  102278. */
  102279. /**
  102280. * Set the keys for camera movement down.
  102281. */
  102282. keysDown: number[];
  102283. /**
  102284. * Get the keys for camera movement left.
  102285. */
  102286. /**
  102287. * Set the keys for camera movement left.
  102288. */
  102289. keysLeft: number[];
  102290. /**
  102291. * Set the keys for camera movement right.
  102292. */
  102293. /**
  102294. * Set the keys for camera movement right.
  102295. */
  102296. keysRight: number[];
  102297. /**
  102298. * Event raised when the camera collides with a mesh in the scene.
  102299. */
  102300. onCollide: (collidedMesh: AbstractMesh) => void;
  102301. private _collider;
  102302. private _needMoveForGravity;
  102303. private _oldPosition;
  102304. private _diffPosition;
  102305. private _newPosition;
  102306. /** @hidden */
  102307. _localDirection: Vector3;
  102308. /** @hidden */
  102309. _transformedDirection: Vector3;
  102310. /**
  102311. * Instantiates a FlyCamera.
  102312. * This is a flying camera, designed for 3D movement and rotation in all directions,
  102313. * such as in a 3D Space Shooter or a Flight Simulator.
  102314. * @param name Define the name of the camera in the scene.
  102315. * @param position Define the starting position of the camera in the scene.
  102316. * @param scene Define the scene the camera belongs to.
  102317. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  102318. */
  102319. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  102320. /**
  102321. * Attach a control to the HTML DOM element.
  102322. * @param element Defines the element that listens to the input events.
  102323. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  102324. */
  102325. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102326. /**
  102327. * Detach a control from the HTML DOM element.
  102328. * The camera will stop reacting to that input.
  102329. * @param element Defines the element that listens to the input events.
  102330. */
  102331. detachControl(element: HTMLElement): void;
  102332. private _collisionMask;
  102333. /**
  102334. * Get the mask that the camera ignores in collision events.
  102335. */
  102336. /**
  102337. * Set the mask that the camera ignores in collision events.
  102338. */
  102339. collisionMask: number;
  102340. /** @hidden */
  102341. _collideWithWorld(displacement: Vector3): void;
  102342. /** @hidden */
  102343. private _onCollisionPositionChange;
  102344. /** @hidden */
  102345. _checkInputs(): void;
  102346. /** @hidden */
  102347. _decideIfNeedsToMove(): boolean;
  102348. /** @hidden */
  102349. _updatePosition(): void;
  102350. /**
  102351. * Restore the Roll to its target value at the rate specified.
  102352. * @param rate - Higher means slower restoring.
  102353. * @hidden
  102354. */
  102355. restoreRoll(rate: number): void;
  102356. /**
  102357. * Destroy the camera and release the current resources held by it.
  102358. */
  102359. dispose(): void;
  102360. /**
  102361. * Get the current object class name.
  102362. * @returns the class name.
  102363. */
  102364. getClassName(): string;
  102365. }
  102366. }
  102367. declare module BABYLON {
  102368. /**
  102369. * Listen to keyboard events to control the camera.
  102370. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102371. */
  102372. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  102373. /**
  102374. * Defines the camera the input is attached to.
  102375. */
  102376. camera: FlyCamera;
  102377. /**
  102378. * The list of keyboard keys used to control the forward move of the camera.
  102379. */
  102380. keysForward: number[];
  102381. /**
  102382. * The list of keyboard keys used to control the backward move of the camera.
  102383. */
  102384. keysBackward: number[];
  102385. /**
  102386. * The list of keyboard keys used to control the forward move of the camera.
  102387. */
  102388. keysUp: number[];
  102389. /**
  102390. * The list of keyboard keys used to control the backward move of the camera.
  102391. */
  102392. keysDown: number[];
  102393. /**
  102394. * The list of keyboard keys used to control the right strafe move of the camera.
  102395. */
  102396. keysRight: number[];
  102397. /**
  102398. * The list of keyboard keys used to control the left strafe move of the camera.
  102399. */
  102400. keysLeft: number[];
  102401. private _keys;
  102402. private _onCanvasBlurObserver;
  102403. private _onKeyboardObserver;
  102404. private _engine;
  102405. private _scene;
  102406. /**
  102407. * Attach the input controls to a specific dom element to get the input from.
  102408. * @param element Defines the element the controls should be listened from
  102409. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102410. */
  102411. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102412. /**
  102413. * Detach the current controls from the specified dom element.
  102414. * @param element Defines the element to stop listening the inputs from
  102415. */
  102416. detachControl(element: Nullable<HTMLElement>): void;
  102417. /**
  102418. * Gets the class name of the current intput.
  102419. * @returns the class name
  102420. */
  102421. getClassName(): string;
  102422. /** @hidden */
  102423. _onLostFocus(e: FocusEvent): void;
  102424. /**
  102425. * Get the friendly name associated with the input class.
  102426. * @returns the input friendly name
  102427. */
  102428. getSimpleName(): string;
  102429. /**
  102430. * Update the current camera state depending on the inputs that have been used this frame.
  102431. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102432. */
  102433. checkInputs(): void;
  102434. }
  102435. }
  102436. declare module BABYLON {
  102437. /**
  102438. * Manage the mouse wheel inputs to control a follow camera.
  102439. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102440. */
  102441. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  102442. /**
  102443. * Defines the camera the input is attached to.
  102444. */
  102445. camera: FollowCamera;
  102446. /**
  102447. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  102448. */
  102449. axisControlRadius: boolean;
  102450. /**
  102451. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  102452. */
  102453. axisControlHeight: boolean;
  102454. /**
  102455. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  102456. */
  102457. axisControlRotation: boolean;
  102458. /**
  102459. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  102460. * relation to mouseWheel events.
  102461. */
  102462. wheelPrecision: number;
  102463. /**
  102464. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  102465. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  102466. */
  102467. wheelDeltaPercentage: number;
  102468. private _wheel;
  102469. private _observer;
  102470. /**
  102471. * Attach the input controls to a specific dom element to get the input from.
  102472. * @param element Defines the element the controls should be listened from
  102473. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102474. */
  102475. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102476. /**
  102477. * Detach the current controls from the specified dom element.
  102478. * @param element Defines the element to stop listening the inputs from
  102479. */
  102480. detachControl(element: Nullable<HTMLElement>): void;
  102481. /**
  102482. * Gets the class name of the current intput.
  102483. * @returns the class name
  102484. */
  102485. getClassName(): string;
  102486. /**
  102487. * Get the friendly name associated with the input class.
  102488. * @returns the input friendly name
  102489. */
  102490. getSimpleName(): string;
  102491. }
  102492. }
  102493. declare module BABYLON {
  102494. /**
  102495. * Manage the pointers inputs to control an follow camera.
  102496. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102497. */
  102498. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  102499. /**
  102500. * Defines the camera the input is attached to.
  102501. */
  102502. camera: FollowCamera;
  102503. /**
  102504. * Gets the class name of the current input.
  102505. * @returns the class name
  102506. */
  102507. getClassName(): string;
  102508. /**
  102509. * Defines the pointer angular sensibility along the X axis or how fast is
  102510. * the camera rotating.
  102511. * A negative number will reverse the axis direction.
  102512. */
  102513. angularSensibilityX: number;
  102514. /**
  102515. * Defines the pointer angular sensibility along the Y axis or how fast is
  102516. * the camera rotating.
  102517. * A negative number will reverse the axis direction.
  102518. */
  102519. angularSensibilityY: number;
  102520. /**
  102521. * Defines the pointer pinch precision or how fast is the camera zooming.
  102522. * A negative number will reverse the axis direction.
  102523. */
  102524. pinchPrecision: number;
  102525. /**
  102526. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  102527. * from 0.
  102528. * It defines the percentage of current camera.radius to use as delta when
  102529. * pinch zoom is used.
  102530. */
  102531. pinchDeltaPercentage: number;
  102532. /**
  102533. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  102534. */
  102535. axisXControlRadius: boolean;
  102536. /**
  102537. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  102538. */
  102539. axisXControlHeight: boolean;
  102540. /**
  102541. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  102542. */
  102543. axisXControlRotation: boolean;
  102544. /**
  102545. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  102546. */
  102547. axisYControlRadius: boolean;
  102548. /**
  102549. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  102550. */
  102551. axisYControlHeight: boolean;
  102552. /**
  102553. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  102554. */
  102555. axisYControlRotation: boolean;
  102556. /**
  102557. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  102558. */
  102559. axisPinchControlRadius: boolean;
  102560. /**
  102561. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  102562. */
  102563. axisPinchControlHeight: boolean;
  102564. /**
  102565. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  102566. */
  102567. axisPinchControlRotation: boolean;
  102568. /**
  102569. * Log error messages if basic misconfiguration has occurred.
  102570. */
  102571. warningEnable: boolean;
  102572. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  102573. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  102574. private _warningCounter;
  102575. private _warning;
  102576. }
  102577. }
  102578. declare module BABYLON {
  102579. /**
  102580. * Default Inputs manager for the FollowCamera.
  102581. * It groups all the default supported inputs for ease of use.
  102582. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102583. */
  102584. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  102585. /**
  102586. * Instantiates a new FollowCameraInputsManager.
  102587. * @param camera Defines the camera the inputs belong to
  102588. */
  102589. constructor(camera: FollowCamera);
  102590. /**
  102591. * Add keyboard input support to the input manager.
  102592. * @returns the current input manager
  102593. */
  102594. addKeyboard(): FollowCameraInputsManager;
  102595. /**
  102596. * Add mouse wheel input support to the input manager.
  102597. * @returns the current input manager
  102598. */
  102599. addMouseWheel(): FollowCameraInputsManager;
  102600. /**
  102601. * Add pointers input support to the input manager.
  102602. * @returns the current input manager
  102603. */
  102604. addPointers(): FollowCameraInputsManager;
  102605. /**
  102606. * Add orientation input support to the input manager.
  102607. * @returns the current input manager
  102608. */
  102609. addVRDeviceOrientation(): FollowCameraInputsManager;
  102610. }
  102611. }
  102612. declare module BABYLON {
  102613. /**
  102614. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  102615. * an arc rotate version arcFollowCamera are available.
  102616. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102617. */
  102618. export class FollowCamera extends TargetCamera {
  102619. /**
  102620. * Distance the follow camera should follow an object at
  102621. */
  102622. radius: number;
  102623. /**
  102624. * Minimum allowed distance of the camera to the axis of rotation
  102625. * (The camera can not get closer).
  102626. * This can help limiting how the Camera is able to move in the scene.
  102627. */
  102628. lowerRadiusLimit: Nullable<number>;
  102629. /**
  102630. * Maximum allowed distance of the camera to the axis of rotation
  102631. * (The camera can not get further).
  102632. * This can help limiting how the Camera is able to move in the scene.
  102633. */
  102634. upperRadiusLimit: Nullable<number>;
  102635. /**
  102636. * Define a rotation offset between the camera and the object it follows
  102637. */
  102638. rotationOffset: number;
  102639. /**
  102640. * Minimum allowed angle to camera position relative to target object.
  102641. * This can help limiting how the Camera is able to move in the scene.
  102642. */
  102643. lowerRotationOffsetLimit: Nullable<number>;
  102644. /**
  102645. * Maximum allowed angle to camera position relative to target object.
  102646. * This can help limiting how the Camera is able to move in the scene.
  102647. */
  102648. upperRotationOffsetLimit: Nullable<number>;
  102649. /**
  102650. * Define a height offset between the camera and the object it follows.
  102651. * It can help following an object from the top (like a car chaing a plane)
  102652. */
  102653. heightOffset: number;
  102654. /**
  102655. * Minimum allowed height of camera position relative to target object.
  102656. * This can help limiting how the Camera is able to move in the scene.
  102657. */
  102658. lowerHeightOffsetLimit: Nullable<number>;
  102659. /**
  102660. * Maximum allowed height of camera position relative to target object.
  102661. * This can help limiting how the Camera is able to move in the scene.
  102662. */
  102663. upperHeightOffsetLimit: Nullable<number>;
  102664. /**
  102665. * Define how fast the camera can accelerate to follow it s target.
  102666. */
  102667. cameraAcceleration: number;
  102668. /**
  102669. * Define the speed limit of the camera following an object.
  102670. */
  102671. maxCameraSpeed: number;
  102672. /**
  102673. * Define the target of the camera.
  102674. */
  102675. lockedTarget: Nullable<AbstractMesh>;
  102676. /**
  102677. * Defines the input associated with the camera.
  102678. */
  102679. inputs: FollowCameraInputsManager;
  102680. /**
  102681. * Instantiates the follow camera.
  102682. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102683. * @param name Define the name of the camera in the scene
  102684. * @param position Define the position of the camera
  102685. * @param scene Define the scene the camera belong to
  102686. * @param lockedTarget Define the target of the camera
  102687. */
  102688. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  102689. private _follow;
  102690. /**
  102691. * Attached controls to the current camera.
  102692. * @param element Defines the element the controls should be listened from
  102693. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102694. */
  102695. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102696. /**
  102697. * Detach the current controls from the camera.
  102698. * The camera will stop reacting to inputs.
  102699. * @param element Defines the element to stop listening the inputs from
  102700. */
  102701. detachControl(element: HTMLElement): void;
  102702. /** @hidden */
  102703. _checkInputs(): void;
  102704. private _checkLimits;
  102705. /**
  102706. * Gets the camera class name.
  102707. * @returns the class name
  102708. */
  102709. getClassName(): string;
  102710. }
  102711. /**
  102712. * Arc Rotate version of the follow camera.
  102713. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  102714. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102715. */
  102716. export class ArcFollowCamera extends TargetCamera {
  102717. /** The longitudinal angle of the camera */
  102718. alpha: number;
  102719. /** The latitudinal angle of the camera */
  102720. beta: number;
  102721. /** The radius of the camera from its target */
  102722. radius: number;
  102723. /** Define the camera target (the messh it should follow) */
  102724. target: Nullable<AbstractMesh>;
  102725. private _cartesianCoordinates;
  102726. /**
  102727. * Instantiates a new ArcFollowCamera
  102728. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102729. * @param name Define the name of the camera
  102730. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  102731. * @param beta Define the rotation angle of the camera around the elevation axis
  102732. * @param radius Define the radius of the camera from its target point
  102733. * @param target Define the target of the camera
  102734. * @param scene Define the scene the camera belongs to
  102735. */
  102736. constructor(name: string,
  102737. /** The longitudinal angle of the camera */
  102738. alpha: number,
  102739. /** The latitudinal angle of the camera */
  102740. beta: number,
  102741. /** The radius of the camera from its target */
  102742. radius: number,
  102743. /** Define the camera target (the messh it should follow) */
  102744. target: Nullable<AbstractMesh>, scene: Scene);
  102745. private _follow;
  102746. /** @hidden */
  102747. _checkInputs(): void;
  102748. /**
  102749. * Returns the class name of the object.
  102750. * It is mostly used internally for serialization purposes.
  102751. */
  102752. getClassName(): string;
  102753. }
  102754. }
  102755. declare module BABYLON {
  102756. /**
  102757. * Manage the keyboard inputs to control the movement of a follow camera.
  102758. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102759. */
  102760. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  102761. /**
  102762. * Defines the camera the input is attached to.
  102763. */
  102764. camera: FollowCamera;
  102765. /**
  102766. * Defines the list of key codes associated with the up action (increase heightOffset)
  102767. */
  102768. keysHeightOffsetIncr: number[];
  102769. /**
  102770. * Defines the list of key codes associated with the down action (decrease heightOffset)
  102771. */
  102772. keysHeightOffsetDecr: number[];
  102773. /**
  102774. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  102775. */
  102776. keysHeightOffsetModifierAlt: boolean;
  102777. /**
  102778. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  102779. */
  102780. keysHeightOffsetModifierCtrl: boolean;
  102781. /**
  102782. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  102783. */
  102784. keysHeightOffsetModifierShift: boolean;
  102785. /**
  102786. * Defines the list of key codes associated with the left action (increase rotationOffset)
  102787. */
  102788. keysRotationOffsetIncr: number[];
  102789. /**
  102790. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  102791. */
  102792. keysRotationOffsetDecr: number[];
  102793. /**
  102794. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  102795. */
  102796. keysRotationOffsetModifierAlt: boolean;
  102797. /**
  102798. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  102799. */
  102800. keysRotationOffsetModifierCtrl: boolean;
  102801. /**
  102802. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  102803. */
  102804. keysRotationOffsetModifierShift: boolean;
  102805. /**
  102806. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  102807. */
  102808. keysRadiusIncr: number[];
  102809. /**
  102810. * Defines the list of key codes associated with the zoom-out action (increase radius)
  102811. */
  102812. keysRadiusDecr: number[];
  102813. /**
  102814. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  102815. */
  102816. keysRadiusModifierAlt: boolean;
  102817. /**
  102818. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  102819. */
  102820. keysRadiusModifierCtrl: boolean;
  102821. /**
  102822. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  102823. */
  102824. keysRadiusModifierShift: boolean;
  102825. /**
  102826. * Defines the rate of change of heightOffset.
  102827. */
  102828. heightSensibility: number;
  102829. /**
  102830. * Defines the rate of change of rotationOffset.
  102831. */
  102832. rotationSensibility: number;
  102833. /**
  102834. * Defines the rate of change of radius.
  102835. */
  102836. radiusSensibility: number;
  102837. private _keys;
  102838. private _ctrlPressed;
  102839. private _altPressed;
  102840. private _shiftPressed;
  102841. private _onCanvasBlurObserver;
  102842. private _onKeyboardObserver;
  102843. private _engine;
  102844. private _scene;
  102845. /**
  102846. * Attach the input controls to a specific dom element to get the input from.
  102847. * @param element Defines the element the controls should be listened from
  102848. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102849. */
  102850. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102851. /**
  102852. * Detach the current controls from the specified dom element.
  102853. * @param element Defines the element to stop listening the inputs from
  102854. */
  102855. detachControl(element: Nullable<HTMLElement>): void;
  102856. /**
  102857. * Update the current camera state depending on the inputs that have been used this frame.
  102858. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102859. */
  102860. checkInputs(): void;
  102861. /**
  102862. * Gets the class name of the current input.
  102863. * @returns the class name
  102864. */
  102865. getClassName(): string;
  102866. /**
  102867. * Get the friendly name associated with the input class.
  102868. * @returns the input friendly name
  102869. */
  102870. getSimpleName(): string;
  102871. /**
  102872. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102873. * allow modification of the heightOffset value.
  102874. */
  102875. private _modifierHeightOffset;
  102876. /**
  102877. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102878. * allow modification of the rotationOffset value.
  102879. */
  102880. private _modifierRotationOffset;
  102881. /**
  102882. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102883. * allow modification of the radius value.
  102884. */
  102885. private _modifierRadius;
  102886. }
  102887. }
  102888. declare module BABYLON {
  102889. interface FreeCameraInputsManager {
  102890. /**
  102891. * @hidden
  102892. */
  102893. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  102894. /**
  102895. * Add orientation input support to the input manager.
  102896. * @returns the current input manager
  102897. */
  102898. addDeviceOrientation(): FreeCameraInputsManager;
  102899. }
  102900. /**
  102901. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  102902. * Screen rotation is taken into account.
  102903. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102904. */
  102905. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  102906. private _camera;
  102907. private _screenOrientationAngle;
  102908. private _constantTranform;
  102909. private _screenQuaternion;
  102910. private _alpha;
  102911. private _beta;
  102912. private _gamma;
  102913. /**
  102914. * Can be used to detect if a device orientation sensor is availible on a device
  102915. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  102916. * @returns a promise that will resolve on orientation change
  102917. */
  102918. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  102919. /**
  102920. * @hidden
  102921. */
  102922. _onDeviceOrientationChangedObservable: Observable<void>;
  102923. /**
  102924. * Instantiates a new input
  102925. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102926. */
  102927. constructor();
  102928. /**
  102929. * Define the camera controlled by the input.
  102930. */
  102931. camera: FreeCamera;
  102932. /**
  102933. * Attach the input controls to a specific dom element to get the input from.
  102934. * @param element Defines the element the controls should be listened from
  102935. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102936. */
  102937. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102938. private _orientationChanged;
  102939. private _deviceOrientation;
  102940. /**
  102941. * Detach the current controls from the specified dom element.
  102942. * @param element Defines the element to stop listening the inputs from
  102943. */
  102944. detachControl(element: Nullable<HTMLElement>): void;
  102945. /**
  102946. * Update the current camera state depending on the inputs that have been used this frame.
  102947. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102948. */
  102949. checkInputs(): void;
  102950. /**
  102951. * Gets the class name of the current intput.
  102952. * @returns the class name
  102953. */
  102954. getClassName(): string;
  102955. /**
  102956. * Get the friendly name associated with the input class.
  102957. * @returns the input friendly name
  102958. */
  102959. getSimpleName(): string;
  102960. }
  102961. }
  102962. declare module BABYLON {
  102963. /**
  102964. * Manage the gamepad inputs to control a free camera.
  102965. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102966. */
  102967. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  102968. /**
  102969. * Define the camera the input is attached to.
  102970. */
  102971. camera: FreeCamera;
  102972. /**
  102973. * Define the Gamepad controlling the input
  102974. */
  102975. gamepad: Nullable<Gamepad>;
  102976. /**
  102977. * Defines the gamepad rotation sensiblity.
  102978. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102979. */
  102980. gamepadAngularSensibility: number;
  102981. /**
  102982. * Defines the gamepad move sensiblity.
  102983. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102984. */
  102985. gamepadMoveSensibility: number;
  102986. private _onGamepadConnectedObserver;
  102987. private _onGamepadDisconnectedObserver;
  102988. private _cameraTransform;
  102989. private _deltaTransform;
  102990. private _vector3;
  102991. private _vector2;
  102992. /**
  102993. * Attach the input controls to a specific dom element to get the input from.
  102994. * @param element Defines the element the controls should be listened from
  102995. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102996. */
  102997. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102998. /**
  102999. * Detach the current controls from the specified dom element.
  103000. * @param element Defines the element to stop listening the inputs from
  103001. */
  103002. detachControl(element: Nullable<HTMLElement>): void;
  103003. /**
  103004. * Update the current camera state depending on the inputs that have been used this frame.
  103005. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103006. */
  103007. checkInputs(): void;
  103008. /**
  103009. * Gets the class name of the current intput.
  103010. * @returns the class name
  103011. */
  103012. getClassName(): string;
  103013. /**
  103014. * Get the friendly name associated with the input class.
  103015. * @returns the input friendly name
  103016. */
  103017. getSimpleName(): string;
  103018. }
  103019. }
  103020. declare module BABYLON {
  103021. /**
  103022. * Defines the potential axis of a Joystick
  103023. */
  103024. export enum JoystickAxis {
  103025. /** X axis */
  103026. X = 0,
  103027. /** Y axis */
  103028. Y = 1,
  103029. /** Z axis */
  103030. Z = 2
  103031. }
  103032. /**
  103033. * Class used to define virtual joystick (used in touch mode)
  103034. */
  103035. export class VirtualJoystick {
  103036. /**
  103037. * Gets or sets a boolean indicating that left and right values must be inverted
  103038. */
  103039. reverseLeftRight: boolean;
  103040. /**
  103041. * Gets or sets a boolean indicating that up and down values must be inverted
  103042. */
  103043. reverseUpDown: boolean;
  103044. /**
  103045. * Gets the offset value for the position (ie. the change of the position value)
  103046. */
  103047. deltaPosition: Vector3;
  103048. /**
  103049. * Gets a boolean indicating if the virtual joystick was pressed
  103050. */
  103051. pressed: boolean;
  103052. /**
  103053. * Canvas the virtual joystick will render onto, default z-index of this is 5
  103054. */
  103055. static Canvas: Nullable<HTMLCanvasElement>;
  103056. private static _globalJoystickIndex;
  103057. private static vjCanvasContext;
  103058. private static vjCanvasWidth;
  103059. private static vjCanvasHeight;
  103060. private static halfWidth;
  103061. private _action;
  103062. private _axisTargetedByLeftAndRight;
  103063. private _axisTargetedByUpAndDown;
  103064. private _joystickSensibility;
  103065. private _inversedSensibility;
  103066. private _joystickPointerID;
  103067. private _joystickColor;
  103068. private _joystickPointerPos;
  103069. private _joystickPreviousPointerPos;
  103070. private _joystickPointerStartPos;
  103071. private _deltaJoystickVector;
  103072. private _leftJoystick;
  103073. private _touches;
  103074. private _onPointerDownHandlerRef;
  103075. private _onPointerMoveHandlerRef;
  103076. private _onPointerUpHandlerRef;
  103077. private _onResize;
  103078. /**
  103079. * Creates a new virtual joystick
  103080. * @param leftJoystick defines that the joystick is for left hand (false by default)
  103081. */
  103082. constructor(leftJoystick?: boolean);
  103083. /**
  103084. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  103085. * @param newJoystickSensibility defines the new sensibility
  103086. */
  103087. setJoystickSensibility(newJoystickSensibility: number): void;
  103088. private _onPointerDown;
  103089. private _onPointerMove;
  103090. private _onPointerUp;
  103091. /**
  103092. * Change the color of the virtual joystick
  103093. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  103094. */
  103095. setJoystickColor(newColor: string): void;
  103096. /**
  103097. * Defines a callback to call when the joystick is touched
  103098. * @param action defines the callback
  103099. */
  103100. setActionOnTouch(action: () => any): void;
  103101. /**
  103102. * Defines which axis you'd like to control for left & right
  103103. * @param axis defines the axis to use
  103104. */
  103105. setAxisForLeftRight(axis: JoystickAxis): void;
  103106. /**
  103107. * Defines which axis you'd like to control for up & down
  103108. * @param axis defines the axis to use
  103109. */
  103110. setAxisForUpDown(axis: JoystickAxis): void;
  103111. private _drawVirtualJoystick;
  103112. /**
  103113. * Release internal HTML canvas
  103114. */
  103115. releaseCanvas(): void;
  103116. }
  103117. }
  103118. declare module BABYLON {
  103119. interface FreeCameraInputsManager {
  103120. /**
  103121. * Add virtual joystick input support to the input manager.
  103122. * @returns the current input manager
  103123. */
  103124. addVirtualJoystick(): FreeCameraInputsManager;
  103125. }
  103126. /**
  103127. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  103128. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103129. */
  103130. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  103131. /**
  103132. * Defines the camera the input is attached to.
  103133. */
  103134. camera: FreeCamera;
  103135. private _leftjoystick;
  103136. private _rightjoystick;
  103137. /**
  103138. * Gets the left stick of the virtual joystick.
  103139. * @returns The virtual Joystick
  103140. */
  103141. getLeftJoystick(): VirtualJoystick;
  103142. /**
  103143. * Gets the right stick of the virtual joystick.
  103144. * @returns The virtual Joystick
  103145. */
  103146. getRightJoystick(): VirtualJoystick;
  103147. /**
  103148. * Update the current camera state depending on the inputs that have been used this frame.
  103149. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103150. */
  103151. checkInputs(): void;
  103152. /**
  103153. * Attach the input controls to a specific dom element to get the input from.
  103154. * @param element Defines the element the controls should be listened from
  103155. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103156. */
  103157. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103158. /**
  103159. * Detach the current controls from the specified dom element.
  103160. * @param element Defines the element to stop listening the inputs from
  103161. */
  103162. detachControl(element: Nullable<HTMLElement>): void;
  103163. /**
  103164. * Gets the class name of the current intput.
  103165. * @returns the class name
  103166. */
  103167. getClassName(): string;
  103168. /**
  103169. * Get the friendly name associated with the input class.
  103170. * @returns the input friendly name
  103171. */
  103172. getSimpleName(): string;
  103173. }
  103174. }
  103175. declare module BABYLON {
  103176. /**
  103177. * This represents a FPS type of camera controlled by touch.
  103178. * This is like a universal camera minus the Gamepad controls.
  103179. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103180. */
  103181. export class TouchCamera extends FreeCamera {
  103182. /**
  103183. * Defines the touch sensibility for rotation.
  103184. * The higher the faster.
  103185. */
  103186. touchAngularSensibility: number;
  103187. /**
  103188. * Defines the touch sensibility for move.
  103189. * The higher the faster.
  103190. */
  103191. touchMoveSensibility: number;
  103192. /**
  103193. * Instantiates a new touch camera.
  103194. * This represents a FPS type of camera controlled by touch.
  103195. * This is like a universal camera minus the Gamepad controls.
  103196. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103197. * @param name Define the name of the camera in the scene
  103198. * @param position Define the start position of the camera in the scene
  103199. * @param scene Define the scene the camera belongs to
  103200. */
  103201. constructor(name: string, position: Vector3, scene: Scene);
  103202. /**
  103203. * Gets the current object class name.
  103204. * @return the class name
  103205. */
  103206. getClassName(): string;
  103207. /** @hidden */
  103208. _setupInputs(): void;
  103209. }
  103210. }
  103211. declare module BABYLON {
  103212. /**
  103213. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  103214. * being tilted forward or back and left or right.
  103215. */
  103216. export class DeviceOrientationCamera extends FreeCamera {
  103217. private _initialQuaternion;
  103218. private _quaternionCache;
  103219. private _tmpDragQuaternion;
  103220. private _disablePointerInputWhenUsingDeviceOrientation;
  103221. /**
  103222. * Creates a new device orientation camera
  103223. * @param name The name of the camera
  103224. * @param position The start position camera
  103225. * @param scene The scene the camera belongs to
  103226. */
  103227. constructor(name: string, position: Vector3, scene: Scene);
  103228. /**
  103229. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  103230. */
  103231. disablePointerInputWhenUsingDeviceOrientation: boolean;
  103232. private _dragFactor;
  103233. /**
  103234. * Enabled turning on the y axis when the orientation sensor is active
  103235. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  103236. */
  103237. enableHorizontalDragging(dragFactor?: number): void;
  103238. /**
  103239. * Gets the current instance class name ("DeviceOrientationCamera").
  103240. * This helps avoiding instanceof at run time.
  103241. * @returns the class name
  103242. */
  103243. getClassName(): string;
  103244. /**
  103245. * @hidden
  103246. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  103247. */
  103248. _checkInputs(): void;
  103249. /**
  103250. * Reset the camera to its default orientation on the specified axis only.
  103251. * @param axis The axis to reset
  103252. */
  103253. resetToCurrentRotation(axis?: Axis): void;
  103254. }
  103255. }
  103256. declare module BABYLON {
  103257. /**
  103258. * Defines supported buttons for XBox360 compatible gamepads
  103259. */
  103260. export enum Xbox360Button {
  103261. /** A */
  103262. A = 0,
  103263. /** B */
  103264. B = 1,
  103265. /** X */
  103266. X = 2,
  103267. /** Y */
  103268. Y = 3,
  103269. /** Start */
  103270. Start = 4,
  103271. /** Back */
  103272. Back = 5,
  103273. /** Left button */
  103274. LB = 6,
  103275. /** Right button */
  103276. RB = 7,
  103277. /** Left stick */
  103278. LeftStick = 8,
  103279. /** Right stick */
  103280. RightStick = 9
  103281. }
  103282. /** Defines values for XBox360 DPad */
  103283. export enum Xbox360Dpad {
  103284. /** Up */
  103285. Up = 0,
  103286. /** Down */
  103287. Down = 1,
  103288. /** Left */
  103289. Left = 2,
  103290. /** Right */
  103291. Right = 3
  103292. }
  103293. /**
  103294. * Defines a XBox360 gamepad
  103295. */
  103296. export class Xbox360Pad extends Gamepad {
  103297. private _leftTrigger;
  103298. private _rightTrigger;
  103299. private _onlefttriggerchanged;
  103300. private _onrighttriggerchanged;
  103301. private _onbuttondown;
  103302. private _onbuttonup;
  103303. private _ondpaddown;
  103304. private _ondpadup;
  103305. /** Observable raised when a button is pressed */
  103306. onButtonDownObservable: Observable<Xbox360Button>;
  103307. /** Observable raised when a button is released */
  103308. onButtonUpObservable: Observable<Xbox360Button>;
  103309. /** Observable raised when a pad is pressed */
  103310. onPadDownObservable: Observable<Xbox360Dpad>;
  103311. /** Observable raised when a pad is released */
  103312. onPadUpObservable: Observable<Xbox360Dpad>;
  103313. private _buttonA;
  103314. private _buttonB;
  103315. private _buttonX;
  103316. private _buttonY;
  103317. private _buttonBack;
  103318. private _buttonStart;
  103319. private _buttonLB;
  103320. private _buttonRB;
  103321. private _buttonLeftStick;
  103322. private _buttonRightStick;
  103323. private _dPadUp;
  103324. private _dPadDown;
  103325. private _dPadLeft;
  103326. private _dPadRight;
  103327. private _isXboxOnePad;
  103328. /**
  103329. * Creates a new XBox360 gamepad object
  103330. * @param id defines the id of this gamepad
  103331. * @param index defines its index
  103332. * @param gamepad defines the internal HTML gamepad object
  103333. * @param xboxOne defines if it is a XBox One gamepad
  103334. */
  103335. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  103336. /**
  103337. * Defines the callback to call when left trigger is pressed
  103338. * @param callback defines the callback to use
  103339. */
  103340. onlefttriggerchanged(callback: (value: number) => void): void;
  103341. /**
  103342. * Defines the callback to call when right trigger is pressed
  103343. * @param callback defines the callback to use
  103344. */
  103345. onrighttriggerchanged(callback: (value: number) => void): void;
  103346. /**
  103347. * Gets the left trigger value
  103348. */
  103349. /**
  103350. * Sets the left trigger value
  103351. */
  103352. leftTrigger: number;
  103353. /**
  103354. * Gets the right trigger value
  103355. */
  103356. /**
  103357. * Sets the right trigger value
  103358. */
  103359. rightTrigger: number;
  103360. /**
  103361. * Defines the callback to call when a button is pressed
  103362. * @param callback defines the callback to use
  103363. */
  103364. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  103365. /**
  103366. * Defines the callback to call when a button is released
  103367. * @param callback defines the callback to use
  103368. */
  103369. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  103370. /**
  103371. * Defines the callback to call when a pad is pressed
  103372. * @param callback defines the callback to use
  103373. */
  103374. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  103375. /**
  103376. * Defines the callback to call when a pad is released
  103377. * @param callback defines the callback to use
  103378. */
  103379. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  103380. private _setButtonValue;
  103381. private _setDPadValue;
  103382. /**
  103383. * Gets the value of the `A` button
  103384. */
  103385. /**
  103386. * Sets the value of the `A` button
  103387. */
  103388. buttonA: number;
  103389. /**
  103390. * Gets the value of the `B` button
  103391. */
  103392. /**
  103393. * Sets the value of the `B` button
  103394. */
  103395. buttonB: number;
  103396. /**
  103397. * Gets the value of the `X` button
  103398. */
  103399. /**
  103400. * Sets the value of the `X` button
  103401. */
  103402. buttonX: number;
  103403. /**
  103404. * Gets the value of the `Y` button
  103405. */
  103406. /**
  103407. * Sets the value of the `Y` button
  103408. */
  103409. buttonY: number;
  103410. /**
  103411. * Gets the value of the `Start` button
  103412. */
  103413. /**
  103414. * Sets the value of the `Start` button
  103415. */
  103416. buttonStart: number;
  103417. /**
  103418. * Gets the value of the `Back` button
  103419. */
  103420. /**
  103421. * Sets the value of the `Back` button
  103422. */
  103423. buttonBack: number;
  103424. /**
  103425. * Gets the value of the `Left` button
  103426. */
  103427. /**
  103428. * Sets the value of the `Left` button
  103429. */
  103430. buttonLB: number;
  103431. /**
  103432. * Gets the value of the `Right` button
  103433. */
  103434. /**
  103435. * Sets the value of the `Right` button
  103436. */
  103437. buttonRB: number;
  103438. /**
  103439. * Gets the value of the Left joystick
  103440. */
  103441. /**
  103442. * Sets the value of the Left joystick
  103443. */
  103444. buttonLeftStick: number;
  103445. /**
  103446. * Gets the value of the Right joystick
  103447. */
  103448. /**
  103449. * Sets the value of the Right joystick
  103450. */
  103451. buttonRightStick: number;
  103452. /**
  103453. * Gets the value of D-pad up
  103454. */
  103455. /**
  103456. * Sets the value of D-pad up
  103457. */
  103458. dPadUp: number;
  103459. /**
  103460. * Gets the value of D-pad down
  103461. */
  103462. /**
  103463. * Sets the value of D-pad down
  103464. */
  103465. dPadDown: number;
  103466. /**
  103467. * Gets the value of D-pad left
  103468. */
  103469. /**
  103470. * Sets the value of D-pad left
  103471. */
  103472. dPadLeft: number;
  103473. /**
  103474. * Gets the value of D-pad right
  103475. */
  103476. /**
  103477. * Sets the value of D-pad right
  103478. */
  103479. dPadRight: number;
  103480. /**
  103481. * Force the gamepad to synchronize with device values
  103482. */
  103483. update(): void;
  103484. /**
  103485. * Disposes the gamepad
  103486. */
  103487. dispose(): void;
  103488. }
  103489. }
  103490. declare module BABYLON {
  103491. /**
  103492. * Defines supported buttons for DualShock compatible gamepads
  103493. */
  103494. export enum DualShockButton {
  103495. /** Cross */
  103496. Cross = 0,
  103497. /** Circle */
  103498. Circle = 1,
  103499. /** Square */
  103500. Square = 2,
  103501. /** Triangle */
  103502. Triangle = 3,
  103503. /** Options */
  103504. Options = 4,
  103505. /** Share */
  103506. Share = 5,
  103507. /** L1 */
  103508. L1 = 6,
  103509. /** R1 */
  103510. R1 = 7,
  103511. /** Left stick */
  103512. LeftStick = 8,
  103513. /** Right stick */
  103514. RightStick = 9
  103515. }
  103516. /** Defines values for DualShock DPad */
  103517. export enum DualShockDpad {
  103518. /** Up */
  103519. Up = 0,
  103520. /** Down */
  103521. Down = 1,
  103522. /** Left */
  103523. Left = 2,
  103524. /** Right */
  103525. Right = 3
  103526. }
  103527. /**
  103528. * Defines a DualShock gamepad
  103529. */
  103530. export class DualShockPad extends Gamepad {
  103531. private _leftTrigger;
  103532. private _rightTrigger;
  103533. private _onlefttriggerchanged;
  103534. private _onrighttriggerchanged;
  103535. private _onbuttondown;
  103536. private _onbuttonup;
  103537. private _ondpaddown;
  103538. private _ondpadup;
  103539. /** Observable raised when a button is pressed */
  103540. onButtonDownObservable: Observable<DualShockButton>;
  103541. /** Observable raised when a button is released */
  103542. onButtonUpObservable: Observable<DualShockButton>;
  103543. /** Observable raised when a pad is pressed */
  103544. onPadDownObservable: Observable<DualShockDpad>;
  103545. /** Observable raised when a pad is released */
  103546. onPadUpObservable: Observable<DualShockDpad>;
  103547. private _buttonCross;
  103548. private _buttonCircle;
  103549. private _buttonSquare;
  103550. private _buttonTriangle;
  103551. private _buttonShare;
  103552. private _buttonOptions;
  103553. private _buttonL1;
  103554. private _buttonR1;
  103555. private _buttonLeftStick;
  103556. private _buttonRightStick;
  103557. private _dPadUp;
  103558. private _dPadDown;
  103559. private _dPadLeft;
  103560. private _dPadRight;
  103561. /**
  103562. * Creates a new DualShock gamepad object
  103563. * @param id defines the id of this gamepad
  103564. * @param index defines its index
  103565. * @param gamepad defines the internal HTML gamepad object
  103566. */
  103567. constructor(id: string, index: number, gamepad: any);
  103568. /**
  103569. * Defines the callback to call when left trigger is pressed
  103570. * @param callback defines the callback to use
  103571. */
  103572. onlefttriggerchanged(callback: (value: number) => void): void;
  103573. /**
  103574. * Defines the callback to call when right trigger is pressed
  103575. * @param callback defines the callback to use
  103576. */
  103577. onrighttriggerchanged(callback: (value: number) => void): void;
  103578. /**
  103579. * Gets the left trigger value
  103580. */
  103581. /**
  103582. * Sets the left trigger value
  103583. */
  103584. leftTrigger: number;
  103585. /**
  103586. * Gets the right trigger value
  103587. */
  103588. /**
  103589. * Sets the right trigger value
  103590. */
  103591. rightTrigger: number;
  103592. /**
  103593. * Defines the callback to call when a button is pressed
  103594. * @param callback defines the callback to use
  103595. */
  103596. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  103597. /**
  103598. * Defines the callback to call when a button is released
  103599. * @param callback defines the callback to use
  103600. */
  103601. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  103602. /**
  103603. * Defines the callback to call when a pad is pressed
  103604. * @param callback defines the callback to use
  103605. */
  103606. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  103607. /**
  103608. * Defines the callback to call when a pad is released
  103609. * @param callback defines the callback to use
  103610. */
  103611. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  103612. private _setButtonValue;
  103613. private _setDPadValue;
  103614. /**
  103615. * Gets the value of the `Cross` button
  103616. */
  103617. /**
  103618. * Sets the value of the `Cross` button
  103619. */
  103620. buttonCross: number;
  103621. /**
  103622. * Gets the value of the `Circle` button
  103623. */
  103624. /**
  103625. * Sets the value of the `Circle` button
  103626. */
  103627. buttonCircle: number;
  103628. /**
  103629. * Gets the value of the `Square` button
  103630. */
  103631. /**
  103632. * Sets the value of the `Square` button
  103633. */
  103634. buttonSquare: number;
  103635. /**
  103636. * Gets the value of the `Triangle` button
  103637. */
  103638. /**
  103639. * Sets the value of the `Triangle` button
  103640. */
  103641. buttonTriangle: number;
  103642. /**
  103643. * Gets the value of the `Options` button
  103644. */
  103645. /**
  103646. * Sets the value of the `Options` button
  103647. */
  103648. buttonOptions: number;
  103649. /**
  103650. * Gets the value of the `Share` button
  103651. */
  103652. /**
  103653. * Sets the value of the `Share` button
  103654. */
  103655. buttonShare: number;
  103656. /**
  103657. * Gets the value of the `L1` button
  103658. */
  103659. /**
  103660. * Sets the value of the `L1` button
  103661. */
  103662. buttonL1: number;
  103663. /**
  103664. * Gets the value of the `R1` button
  103665. */
  103666. /**
  103667. * Sets the value of the `R1` button
  103668. */
  103669. buttonR1: number;
  103670. /**
  103671. * Gets the value of the Left joystick
  103672. */
  103673. /**
  103674. * Sets the value of the Left joystick
  103675. */
  103676. buttonLeftStick: number;
  103677. /**
  103678. * Gets the value of the Right joystick
  103679. */
  103680. /**
  103681. * Sets the value of the Right joystick
  103682. */
  103683. buttonRightStick: number;
  103684. /**
  103685. * Gets the value of D-pad up
  103686. */
  103687. /**
  103688. * Sets the value of D-pad up
  103689. */
  103690. dPadUp: number;
  103691. /**
  103692. * Gets the value of D-pad down
  103693. */
  103694. /**
  103695. * Sets the value of D-pad down
  103696. */
  103697. dPadDown: number;
  103698. /**
  103699. * Gets the value of D-pad left
  103700. */
  103701. /**
  103702. * Sets the value of D-pad left
  103703. */
  103704. dPadLeft: number;
  103705. /**
  103706. * Gets the value of D-pad right
  103707. */
  103708. /**
  103709. * Sets the value of D-pad right
  103710. */
  103711. dPadRight: number;
  103712. /**
  103713. * Force the gamepad to synchronize with device values
  103714. */
  103715. update(): void;
  103716. /**
  103717. * Disposes the gamepad
  103718. */
  103719. dispose(): void;
  103720. }
  103721. }
  103722. declare module BABYLON {
  103723. /**
  103724. * Manager for handling gamepads
  103725. */
  103726. export class GamepadManager {
  103727. private _scene?;
  103728. private _babylonGamepads;
  103729. private _oneGamepadConnected;
  103730. /** @hidden */
  103731. _isMonitoring: boolean;
  103732. private _gamepadEventSupported;
  103733. private _gamepadSupport;
  103734. /**
  103735. * observable to be triggered when the gamepad controller has been connected
  103736. */
  103737. onGamepadConnectedObservable: Observable<Gamepad>;
  103738. /**
  103739. * observable to be triggered when the gamepad controller has been disconnected
  103740. */
  103741. onGamepadDisconnectedObservable: Observable<Gamepad>;
  103742. private _onGamepadConnectedEvent;
  103743. private _onGamepadDisconnectedEvent;
  103744. /**
  103745. * Initializes the gamepad manager
  103746. * @param _scene BabylonJS scene
  103747. */
  103748. constructor(_scene?: Scene | undefined);
  103749. /**
  103750. * The gamepads in the game pad manager
  103751. */
  103752. readonly gamepads: Gamepad[];
  103753. /**
  103754. * Get the gamepad controllers based on type
  103755. * @param type The type of gamepad controller
  103756. * @returns Nullable gamepad
  103757. */
  103758. getGamepadByType(type?: number): Nullable<Gamepad>;
  103759. /**
  103760. * Disposes the gamepad manager
  103761. */
  103762. dispose(): void;
  103763. private _addNewGamepad;
  103764. private _startMonitoringGamepads;
  103765. private _stopMonitoringGamepads;
  103766. /** @hidden */
  103767. _checkGamepadsStatus(): void;
  103768. private _updateGamepadObjects;
  103769. }
  103770. }
  103771. declare module BABYLON {
  103772. interface Scene {
  103773. /** @hidden */
  103774. _gamepadManager: Nullable<GamepadManager>;
  103775. /**
  103776. * Gets the gamepad manager associated with the scene
  103777. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  103778. */
  103779. gamepadManager: GamepadManager;
  103780. }
  103781. /**
  103782. * Interface representing a free camera inputs manager
  103783. */
  103784. interface FreeCameraInputsManager {
  103785. /**
  103786. * Adds gamepad input support to the FreeCameraInputsManager.
  103787. * @returns the FreeCameraInputsManager
  103788. */
  103789. addGamepad(): FreeCameraInputsManager;
  103790. }
  103791. /**
  103792. * Interface representing an arc rotate camera inputs manager
  103793. */
  103794. interface ArcRotateCameraInputsManager {
  103795. /**
  103796. * Adds gamepad input support to the ArcRotateCamera InputManager.
  103797. * @returns the camera inputs manager
  103798. */
  103799. addGamepad(): ArcRotateCameraInputsManager;
  103800. }
  103801. /**
  103802. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  103803. */
  103804. export class GamepadSystemSceneComponent implements ISceneComponent {
  103805. /**
  103806. * The component name helpfull to identify the component in the list of scene components.
  103807. */
  103808. readonly name: string;
  103809. /**
  103810. * The scene the component belongs to.
  103811. */
  103812. scene: Scene;
  103813. /**
  103814. * Creates a new instance of the component for the given scene
  103815. * @param scene Defines the scene to register the component in
  103816. */
  103817. constructor(scene: Scene);
  103818. /**
  103819. * Registers the component in a given scene
  103820. */
  103821. register(): void;
  103822. /**
  103823. * Rebuilds the elements related to this component in case of
  103824. * context lost for instance.
  103825. */
  103826. rebuild(): void;
  103827. /**
  103828. * Disposes the component and the associated ressources
  103829. */
  103830. dispose(): void;
  103831. private _beforeCameraUpdate;
  103832. }
  103833. }
  103834. declare module BABYLON {
  103835. /**
  103836. * 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,
  103837. * which still works and will still be found in many Playgrounds.
  103838. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103839. */
  103840. export class UniversalCamera extends TouchCamera {
  103841. /**
  103842. * Defines the gamepad rotation sensiblity.
  103843. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103844. */
  103845. gamepadAngularSensibility: number;
  103846. /**
  103847. * Defines the gamepad move sensiblity.
  103848. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103849. */
  103850. gamepadMoveSensibility: number;
  103851. /**
  103852. * 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,
  103853. * which still works and will still be found in many Playgrounds.
  103854. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103855. * @param name Define the name of the camera in the scene
  103856. * @param position Define the start position of the camera in the scene
  103857. * @param scene Define the scene the camera belongs to
  103858. */
  103859. constructor(name: string, position: Vector3, scene: Scene);
  103860. /**
  103861. * Gets the current object class name.
  103862. * @return the class name
  103863. */
  103864. getClassName(): string;
  103865. }
  103866. }
  103867. declare module BABYLON {
  103868. /**
  103869. * This represents a FPS type of camera. This is only here for back compat purpose.
  103870. * Please use the UniversalCamera instead as both are identical.
  103871. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103872. */
  103873. export class GamepadCamera extends UniversalCamera {
  103874. /**
  103875. * Instantiates a new Gamepad Camera
  103876. * This represents a FPS type of camera. This is only here for back compat purpose.
  103877. * Please use the UniversalCamera instead as both are identical.
  103878. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103879. * @param name Define the name of the camera in the scene
  103880. * @param position Define the start position of the camera in the scene
  103881. * @param scene Define the scene the camera belongs to
  103882. */
  103883. constructor(name: string, position: Vector3, scene: Scene);
  103884. /**
  103885. * Gets the current object class name.
  103886. * @return the class name
  103887. */
  103888. getClassName(): string;
  103889. }
  103890. }
  103891. declare module BABYLON {
  103892. /** @hidden */
  103893. export var passPixelShader: {
  103894. name: string;
  103895. shader: string;
  103896. };
  103897. }
  103898. declare module BABYLON {
  103899. /** @hidden */
  103900. export var passCubePixelShader: {
  103901. name: string;
  103902. shader: string;
  103903. };
  103904. }
  103905. declare module BABYLON {
  103906. /**
  103907. * PassPostProcess which produces an output the same as it's input
  103908. */
  103909. export class PassPostProcess extends PostProcess {
  103910. /**
  103911. * Creates the PassPostProcess
  103912. * @param name The name of the effect.
  103913. * @param options The required width/height ratio to downsize to before computing the render pass.
  103914. * @param camera The camera to apply the render pass to.
  103915. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103916. * @param engine The engine which the post process will be applied. (default: current engine)
  103917. * @param reusable If the post process can be reused on the same frame. (default: false)
  103918. * @param textureType The type of texture to be used when performing the post processing.
  103919. * @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)
  103920. */
  103921. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103922. }
  103923. /**
  103924. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  103925. */
  103926. export class PassCubePostProcess extends PostProcess {
  103927. private _face;
  103928. /**
  103929. * Gets or sets the cube face to display.
  103930. * * 0 is +X
  103931. * * 1 is -X
  103932. * * 2 is +Y
  103933. * * 3 is -Y
  103934. * * 4 is +Z
  103935. * * 5 is -Z
  103936. */
  103937. face: number;
  103938. /**
  103939. * Creates the PassCubePostProcess
  103940. * @param name The name of the effect.
  103941. * @param options The required width/height ratio to downsize to before computing the render pass.
  103942. * @param camera The camera to apply the render pass to.
  103943. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103944. * @param engine The engine which the post process will be applied. (default: current engine)
  103945. * @param reusable If the post process can be reused on the same frame. (default: false)
  103946. * @param textureType The type of texture to be used when performing the post processing.
  103947. * @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)
  103948. */
  103949. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103950. }
  103951. }
  103952. declare module BABYLON {
  103953. /** @hidden */
  103954. export var anaglyphPixelShader: {
  103955. name: string;
  103956. shader: string;
  103957. };
  103958. }
  103959. declare module BABYLON {
  103960. /**
  103961. * Postprocess used to generate anaglyphic rendering
  103962. */
  103963. export class AnaglyphPostProcess extends PostProcess {
  103964. private _passedProcess;
  103965. /**
  103966. * Creates a new AnaglyphPostProcess
  103967. * @param name defines postprocess name
  103968. * @param options defines creation options or target ratio scale
  103969. * @param rigCameras defines cameras using this postprocess
  103970. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  103971. * @param engine defines hosting engine
  103972. * @param reusable defines if the postprocess will be reused multiple times per frame
  103973. */
  103974. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  103975. }
  103976. }
  103977. declare module BABYLON {
  103978. /**
  103979. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  103980. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103981. */
  103982. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  103983. /**
  103984. * Creates a new AnaglyphArcRotateCamera
  103985. * @param name defines camera name
  103986. * @param alpha defines alpha angle (in radians)
  103987. * @param beta defines beta angle (in radians)
  103988. * @param radius defines radius
  103989. * @param target defines camera target
  103990. * @param interaxialDistance defines distance between each color axis
  103991. * @param scene defines the hosting scene
  103992. */
  103993. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  103994. /**
  103995. * Gets camera class name
  103996. * @returns AnaglyphArcRotateCamera
  103997. */
  103998. getClassName(): string;
  103999. }
  104000. }
  104001. declare module BABYLON {
  104002. /**
  104003. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104004. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104005. */
  104006. export class AnaglyphFreeCamera extends FreeCamera {
  104007. /**
  104008. * Creates a new AnaglyphFreeCamera
  104009. * @param name defines camera name
  104010. * @param position defines initial position
  104011. * @param interaxialDistance defines distance between each color axis
  104012. * @param scene defines the hosting scene
  104013. */
  104014. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104015. /**
  104016. * Gets camera class name
  104017. * @returns AnaglyphFreeCamera
  104018. */
  104019. getClassName(): string;
  104020. }
  104021. }
  104022. declare module BABYLON {
  104023. /**
  104024. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104025. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104026. */
  104027. export class AnaglyphGamepadCamera extends GamepadCamera {
  104028. /**
  104029. * Creates a new AnaglyphGamepadCamera
  104030. * @param name defines camera name
  104031. * @param position defines initial position
  104032. * @param interaxialDistance defines distance between each color axis
  104033. * @param scene defines the hosting scene
  104034. */
  104035. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104036. /**
  104037. * Gets camera class name
  104038. * @returns AnaglyphGamepadCamera
  104039. */
  104040. getClassName(): string;
  104041. }
  104042. }
  104043. declare module BABYLON {
  104044. /**
  104045. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104046. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104047. */
  104048. export class AnaglyphUniversalCamera extends UniversalCamera {
  104049. /**
  104050. * Creates a new AnaglyphUniversalCamera
  104051. * @param name defines camera name
  104052. * @param position defines initial position
  104053. * @param interaxialDistance defines distance between each color axis
  104054. * @param scene defines the hosting scene
  104055. */
  104056. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104057. /**
  104058. * Gets camera class name
  104059. * @returns AnaglyphUniversalCamera
  104060. */
  104061. getClassName(): string;
  104062. }
  104063. }
  104064. declare module BABYLON {
  104065. /** @hidden */
  104066. export var stereoscopicInterlacePixelShader: {
  104067. name: string;
  104068. shader: string;
  104069. };
  104070. }
  104071. declare module BABYLON {
  104072. /**
  104073. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104074. */
  104075. export class StereoscopicInterlacePostProcess extends PostProcess {
  104076. private _stepSize;
  104077. private _passedProcess;
  104078. /**
  104079. * Initializes a StereoscopicInterlacePostProcess
  104080. * @param name The name of the effect.
  104081. * @param rigCameras The rig cameras to be appled to the post process
  104082. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104083. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104084. * @param engine The engine which the post process will be applied. (default: current engine)
  104085. * @param reusable If the post process can be reused on the same frame. (default: false)
  104086. */
  104087. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  104088. }
  104089. }
  104090. declare module BABYLON {
  104091. /**
  104092. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104093. * @see http://doc.babylonjs.com/features/cameras
  104094. */
  104095. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  104096. /**
  104097. * Creates a new StereoscopicArcRotateCamera
  104098. * @param name defines camera name
  104099. * @param alpha defines alpha angle (in radians)
  104100. * @param beta defines beta angle (in radians)
  104101. * @param radius defines radius
  104102. * @param target defines camera target
  104103. * @param interaxialDistance defines distance between each color axis
  104104. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104105. * @param scene defines the hosting scene
  104106. */
  104107. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104108. /**
  104109. * Gets camera class name
  104110. * @returns StereoscopicArcRotateCamera
  104111. */
  104112. getClassName(): string;
  104113. }
  104114. }
  104115. declare module BABYLON {
  104116. /**
  104117. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104118. * @see http://doc.babylonjs.com/features/cameras
  104119. */
  104120. export class StereoscopicFreeCamera extends FreeCamera {
  104121. /**
  104122. * Creates a new StereoscopicFreeCamera
  104123. * @param name defines camera name
  104124. * @param position defines initial position
  104125. * @param interaxialDistance defines distance between each color axis
  104126. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104127. * @param scene defines the hosting scene
  104128. */
  104129. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104130. /**
  104131. * Gets camera class name
  104132. * @returns StereoscopicFreeCamera
  104133. */
  104134. getClassName(): string;
  104135. }
  104136. }
  104137. declare module BABYLON {
  104138. /**
  104139. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104140. * @see http://doc.babylonjs.com/features/cameras
  104141. */
  104142. export class StereoscopicGamepadCamera extends GamepadCamera {
  104143. /**
  104144. * Creates a new StereoscopicGamepadCamera
  104145. * @param name defines camera name
  104146. * @param position defines initial position
  104147. * @param interaxialDistance defines distance between each color axis
  104148. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104149. * @param scene defines the hosting scene
  104150. */
  104151. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104152. /**
  104153. * Gets camera class name
  104154. * @returns StereoscopicGamepadCamera
  104155. */
  104156. getClassName(): string;
  104157. }
  104158. }
  104159. declare module BABYLON {
  104160. /**
  104161. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104162. * @see http://doc.babylonjs.com/features/cameras
  104163. */
  104164. export class StereoscopicUniversalCamera extends UniversalCamera {
  104165. /**
  104166. * Creates a new StereoscopicUniversalCamera
  104167. * @param name defines camera name
  104168. * @param position defines initial position
  104169. * @param interaxialDistance defines distance between each color axis
  104170. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104171. * @param scene defines the hosting scene
  104172. */
  104173. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104174. /**
  104175. * Gets camera class name
  104176. * @returns StereoscopicUniversalCamera
  104177. */
  104178. getClassName(): string;
  104179. }
  104180. }
  104181. declare module BABYLON {
  104182. /**
  104183. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  104184. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104185. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104186. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104187. */
  104188. export class VirtualJoysticksCamera extends FreeCamera {
  104189. /**
  104190. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  104191. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104192. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104193. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104194. * @param name Define the name of the camera in the scene
  104195. * @param position Define the start position of the camera in the scene
  104196. * @param scene Define the scene the camera belongs to
  104197. */
  104198. constructor(name: string, position: Vector3, scene: Scene);
  104199. /**
  104200. * Gets the current object class name.
  104201. * @return the class name
  104202. */
  104203. getClassName(): string;
  104204. }
  104205. }
  104206. declare module BABYLON {
  104207. /**
  104208. * This represents all the required metrics to create a VR camera.
  104209. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  104210. */
  104211. export class VRCameraMetrics {
  104212. /**
  104213. * Define the horizontal resolution off the screen.
  104214. */
  104215. hResolution: number;
  104216. /**
  104217. * Define the vertical resolution off the screen.
  104218. */
  104219. vResolution: number;
  104220. /**
  104221. * Define the horizontal screen size.
  104222. */
  104223. hScreenSize: number;
  104224. /**
  104225. * Define the vertical screen size.
  104226. */
  104227. vScreenSize: number;
  104228. /**
  104229. * Define the vertical screen center position.
  104230. */
  104231. vScreenCenter: number;
  104232. /**
  104233. * Define the distance of the eyes to the screen.
  104234. */
  104235. eyeToScreenDistance: number;
  104236. /**
  104237. * Define the distance between both lenses
  104238. */
  104239. lensSeparationDistance: number;
  104240. /**
  104241. * Define the distance between both viewer's eyes.
  104242. */
  104243. interpupillaryDistance: number;
  104244. /**
  104245. * Define the distortion factor of the VR postprocess.
  104246. * Please, touch with care.
  104247. */
  104248. distortionK: number[];
  104249. /**
  104250. * Define the chromatic aberration correction factors for the VR post process.
  104251. */
  104252. chromaAbCorrection: number[];
  104253. /**
  104254. * Define the scale factor of the post process.
  104255. * The smaller the better but the slower.
  104256. */
  104257. postProcessScaleFactor: number;
  104258. /**
  104259. * Define an offset for the lens center.
  104260. */
  104261. lensCenterOffset: number;
  104262. /**
  104263. * Define if the current vr camera should compensate the distortion of the lense or not.
  104264. */
  104265. compensateDistortion: boolean;
  104266. /**
  104267. * Defines if multiview should be enabled when rendering (Default: false)
  104268. */
  104269. multiviewEnabled: boolean;
  104270. /**
  104271. * Gets the rendering aspect ratio based on the provided resolutions.
  104272. */
  104273. readonly aspectRatio: number;
  104274. /**
  104275. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  104276. */
  104277. readonly aspectRatioFov: number;
  104278. /**
  104279. * @hidden
  104280. */
  104281. readonly leftHMatrix: Matrix;
  104282. /**
  104283. * @hidden
  104284. */
  104285. readonly rightHMatrix: Matrix;
  104286. /**
  104287. * @hidden
  104288. */
  104289. readonly leftPreViewMatrix: Matrix;
  104290. /**
  104291. * @hidden
  104292. */
  104293. readonly rightPreViewMatrix: Matrix;
  104294. /**
  104295. * Get the default VRMetrics based on the most generic setup.
  104296. * @returns the default vr metrics
  104297. */
  104298. static GetDefault(): VRCameraMetrics;
  104299. }
  104300. }
  104301. declare module BABYLON {
  104302. /** @hidden */
  104303. export var vrDistortionCorrectionPixelShader: {
  104304. name: string;
  104305. shader: string;
  104306. };
  104307. }
  104308. declare module BABYLON {
  104309. /**
  104310. * VRDistortionCorrectionPostProcess used for mobile VR
  104311. */
  104312. export class VRDistortionCorrectionPostProcess extends PostProcess {
  104313. private _isRightEye;
  104314. private _distortionFactors;
  104315. private _postProcessScaleFactor;
  104316. private _lensCenterOffset;
  104317. private _scaleIn;
  104318. private _scaleFactor;
  104319. private _lensCenter;
  104320. /**
  104321. * Initializes the VRDistortionCorrectionPostProcess
  104322. * @param name The name of the effect.
  104323. * @param camera The camera to apply the render pass to.
  104324. * @param isRightEye If this is for the right eye distortion
  104325. * @param vrMetrics All the required metrics for the VR camera
  104326. */
  104327. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  104328. }
  104329. }
  104330. declare module BABYLON {
  104331. /**
  104332. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  104333. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104334. */
  104335. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  104336. /**
  104337. * Creates a new VRDeviceOrientationArcRotateCamera
  104338. * @param name defines camera name
  104339. * @param alpha defines the camera rotation along the logitudinal axis
  104340. * @param beta defines the camera rotation along the latitudinal axis
  104341. * @param radius defines the camera distance from its target
  104342. * @param target defines the camera target
  104343. * @param scene defines the scene the camera belongs to
  104344. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104345. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104346. */
  104347. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104348. /**
  104349. * Gets camera class name
  104350. * @returns VRDeviceOrientationArcRotateCamera
  104351. */
  104352. getClassName(): string;
  104353. }
  104354. }
  104355. declare module BABYLON {
  104356. /**
  104357. * Camera used to simulate VR rendering (based on FreeCamera)
  104358. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104359. */
  104360. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  104361. /**
  104362. * Creates a new VRDeviceOrientationFreeCamera
  104363. * @param name defines camera name
  104364. * @param position defines the start position of the camera
  104365. * @param scene defines the scene the camera belongs to
  104366. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104367. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104368. */
  104369. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104370. /**
  104371. * Gets camera class name
  104372. * @returns VRDeviceOrientationFreeCamera
  104373. */
  104374. getClassName(): string;
  104375. }
  104376. }
  104377. declare module BABYLON {
  104378. /**
  104379. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  104380. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104381. */
  104382. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  104383. /**
  104384. * Creates a new VRDeviceOrientationGamepadCamera
  104385. * @param name defines camera name
  104386. * @param position defines the start position of the camera
  104387. * @param scene defines the scene the camera belongs to
  104388. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104389. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104390. */
  104391. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104392. /**
  104393. * Gets camera class name
  104394. * @returns VRDeviceOrientationGamepadCamera
  104395. */
  104396. getClassName(): string;
  104397. }
  104398. }
  104399. declare module BABYLON {
  104400. /**
  104401. * Base class of materials working in push mode in babylon JS
  104402. * @hidden
  104403. */
  104404. export class PushMaterial extends Material {
  104405. protected _activeEffect: Effect;
  104406. protected _normalMatrix: Matrix;
  104407. /**
  104408. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  104409. * This means that the material can keep using a previous shader while a new one is being compiled.
  104410. * This is mostly used when shader parallel compilation is supported (true by default)
  104411. */
  104412. allowShaderHotSwapping: boolean;
  104413. constructor(name: string, scene: Scene);
  104414. getEffect(): Effect;
  104415. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  104416. /**
  104417. * Binds the given world matrix to the active effect
  104418. *
  104419. * @param world the matrix to bind
  104420. */
  104421. bindOnlyWorldMatrix(world: Matrix): void;
  104422. /**
  104423. * Binds the given normal matrix to the active effect
  104424. *
  104425. * @param normalMatrix the matrix to bind
  104426. */
  104427. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  104428. bind(world: Matrix, mesh?: Mesh): void;
  104429. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  104430. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  104431. }
  104432. }
  104433. declare module BABYLON {
  104434. /**
  104435. * This groups all the flags used to control the materials channel.
  104436. */
  104437. export class MaterialFlags {
  104438. private static _DiffuseTextureEnabled;
  104439. /**
  104440. * Are diffuse textures enabled in the application.
  104441. */
  104442. static DiffuseTextureEnabled: boolean;
  104443. private static _AmbientTextureEnabled;
  104444. /**
  104445. * Are ambient textures enabled in the application.
  104446. */
  104447. static AmbientTextureEnabled: boolean;
  104448. private static _OpacityTextureEnabled;
  104449. /**
  104450. * Are opacity textures enabled in the application.
  104451. */
  104452. static OpacityTextureEnabled: boolean;
  104453. private static _ReflectionTextureEnabled;
  104454. /**
  104455. * Are reflection textures enabled in the application.
  104456. */
  104457. static ReflectionTextureEnabled: boolean;
  104458. private static _EmissiveTextureEnabled;
  104459. /**
  104460. * Are emissive textures enabled in the application.
  104461. */
  104462. static EmissiveTextureEnabled: boolean;
  104463. private static _SpecularTextureEnabled;
  104464. /**
  104465. * Are specular textures enabled in the application.
  104466. */
  104467. static SpecularTextureEnabled: boolean;
  104468. private static _BumpTextureEnabled;
  104469. /**
  104470. * Are bump textures enabled in the application.
  104471. */
  104472. static BumpTextureEnabled: boolean;
  104473. private static _LightmapTextureEnabled;
  104474. /**
  104475. * Are lightmap textures enabled in the application.
  104476. */
  104477. static LightmapTextureEnabled: boolean;
  104478. private static _RefractionTextureEnabled;
  104479. /**
  104480. * Are refraction textures enabled in the application.
  104481. */
  104482. static RefractionTextureEnabled: boolean;
  104483. private static _ColorGradingTextureEnabled;
  104484. /**
  104485. * Are color grading textures enabled in the application.
  104486. */
  104487. static ColorGradingTextureEnabled: boolean;
  104488. private static _FresnelEnabled;
  104489. /**
  104490. * Are fresnels enabled in the application.
  104491. */
  104492. static FresnelEnabled: boolean;
  104493. private static _ClearCoatTextureEnabled;
  104494. /**
  104495. * Are clear coat textures enabled in the application.
  104496. */
  104497. static ClearCoatTextureEnabled: boolean;
  104498. private static _ClearCoatBumpTextureEnabled;
  104499. /**
  104500. * Are clear coat bump textures enabled in the application.
  104501. */
  104502. static ClearCoatBumpTextureEnabled: boolean;
  104503. private static _ClearCoatTintTextureEnabled;
  104504. /**
  104505. * Are clear coat tint textures enabled in the application.
  104506. */
  104507. static ClearCoatTintTextureEnabled: boolean;
  104508. private static _SheenTextureEnabled;
  104509. /**
  104510. * Are sheen textures enabled in the application.
  104511. */
  104512. static SheenTextureEnabled: boolean;
  104513. private static _AnisotropicTextureEnabled;
  104514. /**
  104515. * Are anisotropic textures enabled in the application.
  104516. */
  104517. static AnisotropicTextureEnabled: boolean;
  104518. private static _ThicknessTextureEnabled;
  104519. /**
  104520. * Are thickness textures enabled in the application.
  104521. */
  104522. static ThicknessTextureEnabled: boolean;
  104523. }
  104524. }
  104525. declare module BABYLON {
  104526. /** @hidden */
  104527. export var defaultFragmentDeclaration: {
  104528. name: string;
  104529. shader: string;
  104530. };
  104531. }
  104532. declare module BABYLON {
  104533. /** @hidden */
  104534. export var defaultUboDeclaration: {
  104535. name: string;
  104536. shader: string;
  104537. };
  104538. }
  104539. declare module BABYLON {
  104540. /** @hidden */
  104541. export var lightFragmentDeclaration: {
  104542. name: string;
  104543. shader: string;
  104544. };
  104545. }
  104546. declare module BABYLON {
  104547. /** @hidden */
  104548. export var lightUboDeclaration: {
  104549. name: string;
  104550. shader: string;
  104551. };
  104552. }
  104553. declare module BABYLON {
  104554. /** @hidden */
  104555. export var lightsFragmentFunctions: {
  104556. name: string;
  104557. shader: string;
  104558. };
  104559. }
  104560. declare module BABYLON {
  104561. /** @hidden */
  104562. export var shadowsFragmentFunctions: {
  104563. name: string;
  104564. shader: string;
  104565. };
  104566. }
  104567. declare module BABYLON {
  104568. /** @hidden */
  104569. export var fresnelFunction: {
  104570. name: string;
  104571. shader: string;
  104572. };
  104573. }
  104574. declare module BABYLON {
  104575. /** @hidden */
  104576. export var reflectionFunction: {
  104577. name: string;
  104578. shader: string;
  104579. };
  104580. }
  104581. declare module BABYLON {
  104582. /** @hidden */
  104583. export var bumpFragmentFunctions: {
  104584. name: string;
  104585. shader: string;
  104586. };
  104587. }
  104588. declare module BABYLON {
  104589. /** @hidden */
  104590. export var logDepthDeclaration: {
  104591. name: string;
  104592. shader: string;
  104593. };
  104594. }
  104595. declare module BABYLON {
  104596. /** @hidden */
  104597. export var bumpFragment: {
  104598. name: string;
  104599. shader: string;
  104600. };
  104601. }
  104602. declare module BABYLON {
  104603. /** @hidden */
  104604. export var depthPrePass: {
  104605. name: string;
  104606. shader: string;
  104607. };
  104608. }
  104609. declare module BABYLON {
  104610. /** @hidden */
  104611. export var lightFragment: {
  104612. name: string;
  104613. shader: string;
  104614. };
  104615. }
  104616. declare module BABYLON {
  104617. /** @hidden */
  104618. export var logDepthFragment: {
  104619. name: string;
  104620. shader: string;
  104621. };
  104622. }
  104623. declare module BABYLON {
  104624. /** @hidden */
  104625. export var defaultPixelShader: {
  104626. name: string;
  104627. shader: string;
  104628. };
  104629. }
  104630. declare module BABYLON {
  104631. /** @hidden */
  104632. export var defaultVertexDeclaration: {
  104633. name: string;
  104634. shader: string;
  104635. };
  104636. }
  104637. declare module BABYLON {
  104638. /** @hidden */
  104639. export var bumpVertexDeclaration: {
  104640. name: string;
  104641. shader: string;
  104642. };
  104643. }
  104644. declare module BABYLON {
  104645. /** @hidden */
  104646. export var bumpVertex: {
  104647. name: string;
  104648. shader: string;
  104649. };
  104650. }
  104651. declare module BABYLON {
  104652. /** @hidden */
  104653. export var fogVertex: {
  104654. name: string;
  104655. shader: string;
  104656. };
  104657. }
  104658. declare module BABYLON {
  104659. /** @hidden */
  104660. export var shadowsVertex: {
  104661. name: string;
  104662. shader: string;
  104663. };
  104664. }
  104665. declare module BABYLON {
  104666. /** @hidden */
  104667. export var pointCloudVertex: {
  104668. name: string;
  104669. shader: string;
  104670. };
  104671. }
  104672. declare module BABYLON {
  104673. /** @hidden */
  104674. export var logDepthVertex: {
  104675. name: string;
  104676. shader: string;
  104677. };
  104678. }
  104679. declare module BABYLON {
  104680. /** @hidden */
  104681. export var defaultVertexShader: {
  104682. name: string;
  104683. shader: string;
  104684. };
  104685. }
  104686. declare module BABYLON {
  104687. /** @hidden */
  104688. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  104689. MAINUV1: boolean;
  104690. MAINUV2: boolean;
  104691. DIFFUSE: boolean;
  104692. DIFFUSEDIRECTUV: number;
  104693. AMBIENT: boolean;
  104694. AMBIENTDIRECTUV: number;
  104695. OPACITY: boolean;
  104696. OPACITYDIRECTUV: number;
  104697. OPACITYRGB: boolean;
  104698. REFLECTION: boolean;
  104699. EMISSIVE: boolean;
  104700. EMISSIVEDIRECTUV: number;
  104701. SPECULAR: boolean;
  104702. SPECULARDIRECTUV: number;
  104703. BUMP: boolean;
  104704. BUMPDIRECTUV: number;
  104705. PARALLAX: boolean;
  104706. PARALLAXOCCLUSION: boolean;
  104707. SPECULAROVERALPHA: boolean;
  104708. CLIPPLANE: boolean;
  104709. CLIPPLANE2: boolean;
  104710. CLIPPLANE3: boolean;
  104711. CLIPPLANE4: boolean;
  104712. ALPHATEST: boolean;
  104713. DEPTHPREPASS: boolean;
  104714. ALPHAFROMDIFFUSE: boolean;
  104715. POINTSIZE: boolean;
  104716. FOG: boolean;
  104717. SPECULARTERM: boolean;
  104718. DIFFUSEFRESNEL: boolean;
  104719. OPACITYFRESNEL: boolean;
  104720. REFLECTIONFRESNEL: boolean;
  104721. REFRACTIONFRESNEL: boolean;
  104722. EMISSIVEFRESNEL: boolean;
  104723. FRESNEL: boolean;
  104724. NORMAL: boolean;
  104725. UV1: boolean;
  104726. UV2: boolean;
  104727. VERTEXCOLOR: boolean;
  104728. VERTEXALPHA: boolean;
  104729. NUM_BONE_INFLUENCERS: number;
  104730. BonesPerMesh: number;
  104731. BONETEXTURE: boolean;
  104732. INSTANCES: boolean;
  104733. GLOSSINESS: boolean;
  104734. ROUGHNESS: boolean;
  104735. EMISSIVEASILLUMINATION: boolean;
  104736. LINKEMISSIVEWITHDIFFUSE: boolean;
  104737. REFLECTIONFRESNELFROMSPECULAR: boolean;
  104738. LIGHTMAP: boolean;
  104739. LIGHTMAPDIRECTUV: number;
  104740. OBJECTSPACE_NORMALMAP: boolean;
  104741. USELIGHTMAPASSHADOWMAP: boolean;
  104742. REFLECTIONMAP_3D: boolean;
  104743. REFLECTIONMAP_SPHERICAL: boolean;
  104744. REFLECTIONMAP_PLANAR: boolean;
  104745. REFLECTIONMAP_CUBIC: boolean;
  104746. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  104747. REFLECTIONMAP_PROJECTION: boolean;
  104748. REFLECTIONMAP_SKYBOX: boolean;
  104749. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  104750. REFLECTIONMAP_EXPLICIT: boolean;
  104751. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  104752. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  104753. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  104754. INVERTCUBICMAP: boolean;
  104755. LOGARITHMICDEPTH: boolean;
  104756. REFRACTION: boolean;
  104757. REFRACTIONMAP_3D: boolean;
  104758. REFLECTIONOVERALPHA: boolean;
  104759. TWOSIDEDLIGHTING: boolean;
  104760. SHADOWFLOAT: boolean;
  104761. MORPHTARGETS: boolean;
  104762. MORPHTARGETS_NORMAL: boolean;
  104763. MORPHTARGETS_TANGENT: boolean;
  104764. MORPHTARGETS_UV: boolean;
  104765. NUM_MORPH_INFLUENCERS: number;
  104766. NONUNIFORMSCALING: boolean;
  104767. PREMULTIPLYALPHA: boolean;
  104768. IMAGEPROCESSING: boolean;
  104769. VIGNETTE: boolean;
  104770. VIGNETTEBLENDMODEMULTIPLY: boolean;
  104771. VIGNETTEBLENDMODEOPAQUE: boolean;
  104772. TONEMAPPING: boolean;
  104773. TONEMAPPING_ACES: boolean;
  104774. CONTRAST: boolean;
  104775. COLORCURVES: boolean;
  104776. COLORGRADING: boolean;
  104777. COLORGRADING3D: boolean;
  104778. SAMPLER3DGREENDEPTH: boolean;
  104779. SAMPLER3DBGRMAP: boolean;
  104780. IMAGEPROCESSINGPOSTPROCESS: boolean;
  104781. MULTIVIEW: boolean;
  104782. /**
  104783. * If the reflection texture on this material is in linear color space
  104784. * @hidden
  104785. */
  104786. IS_REFLECTION_LINEAR: boolean;
  104787. /**
  104788. * If the refraction texture on this material is in linear color space
  104789. * @hidden
  104790. */
  104791. IS_REFRACTION_LINEAR: boolean;
  104792. EXPOSURE: boolean;
  104793. constructor();
  104794. setReflectionMode(modeToEnable: string): void;
  104795. }
  104796. /**
  104797. * This is the default material used in Babylon. It is the best trade off between quality
  104798. * and performances.
  104799. * @see http://doc.babylonjs.com/babylon101/materials
  104800. */
  104801. export class StandardMaterial extends PushMaterial {
  104802. private _diffuseTexture;
  104803. /**
  104804. * The basic texture of the material as viewed under a light.
  104805. */
  104806. diffuseTexture: Nullable<BaseTexture>;
  104807. private _ambientTexture;
  104808. /**
  104809. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  104810. */
  104811. ambientTexture: Nullable<BaseTexture>;
  104812. private _opacityTexture;
  104813. /**
  104814. * Define the transparency of the material from a texture.
  104815. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  104816. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  104817. */
  104818. opacityTexture: Nullable<BaseTexture>;
  104819. private _reflectionTexture;
  104820. /**
  104821. * Define the texture used to display the reflection.
  104822. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104823. */
  104824. reflectionTexture: Nullable<BaseTexture>;
  104825. private _emissiveTexture;
  104826. /**
  104827. * Define texture of the material as if self lit.
  104828. * This will be mixed in the final result even in the absence of light.
  104829. */
  104830. emissiveTexture: Nullable<BaseTexture>;
  104831. private _specularTexture;
  104832. /**
  104833. * Define how the color and intensity of the highlight given by the light in the material.
  104834. */
  104835. specularTexture: Nullable<BaseTexture>;
  104836. private _bumpTexture;
  104837. /**
  104838. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  104839. * 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.
  104840. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  104841. */
  104842. bumpTexture: Nullable<BaseTexture>;
  104843. private _lightmapTexture;
  104844. /**
  104845. * Complex lighting can be computationally expensive to compute at runtime.
  104846. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  104847. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  104848. */
  104849. lightmapTexture: Nullable<BaseTexture>;
  104850. private _refractionTexture;
  104851. /**
  104852. * Define the texture used to display the refraction.
  104853. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104854. */
  104855. refractionTexture: Nullable<BaseTexture>;
  104856. /**
  104857. * The color of the material lit by the environmental background lighting.
  104858. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  104859. */
  104860. ambientColor: Color3;
  104861. /**
  104862. * The basic color of the material as viewed under a light.
  104863. */
  104864. diffuseColor: Color3;
  104865. /**
  104866. * Define how the color and intensity of the highlight given by the light in the material.
  104867. */
  104868. specularColor: Color3;
  104869. /**
  104870. * Define the color of the material as if self lit.
  104871. * This will be mixed in the final result even in the absence of light.
  104872. */
  104873. emissiveColor: Color3;
  104874. /**
  104875. * Defines how sharp are the highlights in the material.
  104876. * The bigger the value the sharper giving a more glossy feeling to the result.
  104877. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  104878. */
  104879. specularPower: number;
  104880. private _useAlphaFromDiffuseTexture;
  104881. /**
  104882. * Does the transparency come from the diffuse texture alpha channel.
  104883. */
  104884. useAlphaFromDiffuseTexture: boolean;
  104885. private _useEmissiveAsIllumination;
  104886. /**
  104887. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  104888. */
  104889. useEmissiveAsIllumination: boolean;
  104890. private _linkEmissiveWithDiffuse;
  104891. /**
  104892. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  104893. * the emissive level when the final color is close to one.
  104894. */
  104895. linkEmissiveWithDiffuse: boolean;
  104896. private _useSpecularOverAlpha;
  104897. /**
  104898. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  104899. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  104900. */
  104901. useSpecularOverAlpha: boolean;
  104902. private _useReflectionOverAlpha;
  104903. /**
  104904. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  104905. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  104906. */
  104907. useReflectionOverAlpha: boolean;
  104908. private _disableLighting;
  104909. /**
  104910. * Does lights from the scene impacts this material.
  104911. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  104912. */
  104913. disableLighting: boolean;
  104914. private _useObjectSpaceNormalMap;
  104915. /**
  104916. * Allows using an object space normal map (instead of tangent space).
  104917. */
  104918. useObjectSpaceNormalMap: boolean;
  104919. private _useParallax;
  104920. /**
  104921. * Is parallax enabled or not.
  104922. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104923. */
  104924. useParallax: boolean;
  104925. private _useParallaxOcclusion;
  104926. /**
  104927. * Is parallax occlusion enabled or not.
  104928. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  104929. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104930. */
  104931. useParallaxOcclusion: boolean;
  104932. /**
  104933. * 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.
  104934. */
  104935. parallaxScaleBias: number;
  104936. private _roughness;
  104937. /**
  104938. * Helps to define how blurry the reflections should appears in the material.
  104939. */
  104940. roughness: number;
  104941. /**
  104942. * In case of refraction, define the value of the index of refraction.
  104943. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104944. */
  104945. indexOfRefraction: number;
  104946. /**
  104947. * Invert the refraction texture alongside the y axis.
  104948. * It can be useful with procedural textures or probe for instance.
  104949. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104950. */
  104951. invertRefractionY: boolean;
  104952. /**
  104953. * Defines the alpha limits in alpha test mode.
  104954. */
  104955. alphaCutOff: number;
  104956. private _useLightmapAsShadowmap;
  104957. /**
  104958. * In case of light mapping, define whether the map contains light or shadow informations.
  104959. */
  104960. useLightmapAsShadowmap: boolean;
  104961. private _diffuseFresnelParameters;
  104962. /**
  104963. * Define the diffuse fresnel parameters of the material.
  104964. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104965. */
  104966. diffuseFresnelParameters: FresnelParameters;
  104967. private _opacityFresnelParameters;
  104968. /**
  104969. * Define the opacity fresnel parameters of the material.
  104970. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104971. */
  104972. opacityFresnelParameters: FresnelParameters;
  104973. private _reflectionFresnelParameters;
  104974. /**
  104975. * Define the reflection fresnel parameters of the material.
  104976. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104977. */
  104978. reflectionFresnelParameters: FresnelParameters;
  104979. private _refractionFresnelParameters;
  104980. /**
  104981. * Define the refraction fresnel parameters of the material.
  104982. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104983. */
  104984. refractionFresnelParameters: FresnelParameters;
  104985. private _emissiveFresnelParameters;
  104986. /**
  104987. * Define the emissive fresnel parameters of the material.
  104988. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104989. */
  104990. emissiveFresnelParameters: FresnelParameters;
  104991. private _useReflectionFresnelFromSpecular;
  104992. /**
  104993. * If true automatically deducts the fresnels values from the material specularity.
  104994. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104995. */
  104996. useReflectionFresnelFromSpecular: boolean;
  104997. private _useGlossinessFromSpecularMapAlpha;
  104998. /**
  104999. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  105000. */
  105001. useGlossinessFromSpecularMapAlpha: boolean;
  105002. private _maxSimultaneousLights;
  105003. /**
  105004. * Defines the maximum number of lights that can be used in the material
  105005. */
  105006. maxSimultaneousLights: number;
  105007. private _invertNormalMapX;
  105008. /**
  105009. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  105010. */
  105011. invertNormalMapX: boolean;
  105012. private _invertNormalMapY;
  105013. /**
  105014. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  105015. */
  105016. invertNormalMapY: boolean;
  105017. private _twoSidedLighting;
  105018. /**
  105019. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  105020. */
  105021. twoSidedLighting: boolean;
  105022. /**
  105023. * Default configuration related to image processing available in the standard Material.
  105024. */
  105025. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  105026. /**
  105027. * Gets the image processing configuration used either in this material.
  105028. */
  105029. /**
  105030. * Sets the Default image processing configuration used either in the this material.
  105031. *
  105032. * If sets to null, the scene one is in use.
  105033. */
  105034. imageProcessingConfiguration: ImageProcessingConfiguration;
  105035. /**
  105036. * Keep track of the image processing observer to allow dispose and replace.
  105037. */
  105038. private _imageProcessingObserver;
  105039. /**
  105040. * Attaches a new image processing configuration to the Standard Material.
  105041. * @param configuration
  105042. */
  105043. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  105044. /**
  105045. * Gets wether the color curves effect is enabled.
  105046. */
  105047. /**
  105048. * Sets wether the color curves effect is enabled.
  105049. */
  105050. cameraColorCurvesEnabled: boolean;
  105051. /**
  105052. * Gets wether the color grading effect is enabled.
  105053. */
  105054. /**
  105055. * Gets wether the color grading effect is enabled.
  105056. */
  105057. cameraColorGradingEnabled: boolean;
  105058. /**
  105059. * Gets wether tonemapping is enabled or not.
  105060. */
  105061. /**
  105062. * Sets wether tonemapping is enabled or not
  105063. */
  105064. cameraToneMappingEnabled: boolean;
  105065. /**
  105066. * The camera exposure used on this material.
  105067. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105068. * This corresponds to a photographic exposure.
  105069. */
  105070. /**
  105071. * The camera exposure used on this material.
  105072. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105073. * This corresponds to a photographic exposure.
  105074. */
  105075. cameraExposure: number;
  105076. /**
  105077. * Gets The camera contrast used on this material.
  105078. */
  105079. /**
  105080. * Sets The camera contrast used on this material.
  105081. */
  105082. cameraContrast: number;
  105083. /**
  105084. * Gets the Color Grading 2D Lookup Texture.
  105085. */
  105086. /**
  105087. * Sets the Color Grading 2D Lookup Texture.
  105088. */
  105089. cameraColorGradingTexture: Nullable<BaseTexture>;
  105090. /**
  105091. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105092. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105093. * 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;
  105094. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105095. */
  105096. /**
  105097. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105098. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105099. * 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;
  105100. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105101. */
  105102. cameraColorCurves: Nullable<ColorCurves>;
  105103. /**
  105104. * Custom callback helping to override the default shader used in the material.
  105105. */
  105106. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  105107. protected _renderTargets: SmartArray<RenderTargetTexture>;
  105108. protected _worldViewProjectionMatrix: Matrix;
  105109. protected _globalAmbientColor: Color3;
  105110. protected _useLogarithmicDepth: boolean;
  105111. /**
  105112. * Instantiates a new standard material.
  105113. * This is the default material used in Babylon. It is the best trade off between quality
  105114. * and performances.
  105115. * @see http://doc.babylonjs.com/babylon101/materials
  105116. * @param name Define the name of the material in the scene
  105117. * @param scene Define the scene the material belong to
  105118. */
  105119. constructor(name: string, scene: Scene);
  105120. /**
  105121. * Gets a boolean indicating that current material needs to register RTT
  105122. */
  105123. readonly hasRenderTargetTextures: boolean;
  105124. /**
  105125. * Gets the current class name of the material e.g. "StandardMaterial"
  105126. * Mainly use in serialization.
  105127. * @returns the class name
  105128. */
  105129. getClassName(): string;
  105130. /**
  105131. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  105132. * You can try switching to logarithmic depth.
  105133. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  105134. */
  105135. useLogarithmicDepth: boolean;
  105136. /**
  105137. * Specifies if the material will require alpha blending
  105138. * @returns a boolean specifying if alpha blending is needed
  105139. */
  105140. needAlphaBlending(): boolean;
  105141. /**
  105142. * Specifies if this material should be rendered in alpha test mode
  105143. * @returns a boolean specifying if an alpha test is needed.
  105144. */
  105145. needAlphaTesting(): boolean;
  105146. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  105147. /**
  105148. * Get the texture used for alpha test purpose.
  105149. * @returns the diffuse texture in case of the standard material.
  105150. */
  105151. getAlphaTestTexture(): Nullable<BaseTexture>;
  105152. /**
  105153. * Get if the submesh is ready to be used and all its information available.
  105154. * Child classes can use it to update shaders
  105155. * @param mesh defines the mesh to check
  105156. * @param subMesh defines which submesh to check
  105157. * @param useInstances specifies that instances should be used
  105158. * @returns a boolean indicating that the submesh is ready or not
  105159. */
  105160. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  105161. /**
  105162. * Builds the material UBO layouts.
  105163. * Used internally during the effect preparation.
  105164. */
  105165. buildUniformLayout(): void;
  105166. /**
  105167. * Unbinds the material from the mesh
  105168. */
  105169. unbind(): void;
  105170. /**
  105171. * Binds the submesh to this material by preparing the effect and shader to draw
  105172. * @param world defines the world transformation matrix
  105173. * @param mesh defines the mesh containing the submesh
  105174. * @param subMesh defines the submesh to bind the material to
  105175. */
  105176. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  105177. /**
  105178. * Get the list of animatables in the material.
  105179. * @returns the list of animatables object used in the material
  105180. */
  105181. getAnimatables(): IAnimatable[];
  105182. /**
  105183. * Gets the active textures from the material
  105184. * @returns an array of textures
  105185. */
  105186. getActiveTextures(): BaseTexture[];
  105187. /**
  105188. * Specifies if the material uses a texture
  105189. * @param texture defines the texture to check against the material
  105190. * @returns a boolean specifying if the material uses the texture
  105191. */
  105192. hasTexture(texture: BaseTexture): boolean;
  105193. /**
  105194. * Disposes the material
  105195. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  105196. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  105197. */
  105198. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  105199. /**
  105200. * Makes a duplicate of the material, and gives it a new name
  105201. * @param name defines the new name for the duplicated material
  105202. * @returns the cloned material
  105203. */
  105204. clone(name: string): StandardMaterial;
  105205. /**
  105206. * Serializes this material in a JSON representation
  105207. * @returns the serialized material object
  105208. */
  105209. serialize(): any;
  105210. /**
  105211. * Creates a standard material from parsed material data
  105212. * @param source defines the JSON representation of the material
  105213. * @param scene defines the hosting scene
  105214. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  105215. * @returns a new standard material
  105216. */
  105217. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  105218. /**
  105219. * Are diffuse textures enabled in the application.
  105220. */
  105221. static DiffuseTextureEnabled: boolean;
  105222. /**
  105223. * Are ambient textures enabled in the application.
  105224. */
  105225. static AmbientTextureEnabled: boolean;
  105226. /**
  105227. * Are opacity textures enabled in the application.
  105228. */
  105229. static OpacityTextureEnabled: boolean;
  105230. /**
  105231. * Are reflection textures enabled in the application.
  105232. */
  105233. static ReflectionTextureEnabled: boolean;
  105234. /**
  105235. * Are emissive textures enabled in the application.
  105236. */
  105237. static EmissiveTextureEnabled: boolean;
  105238. /**
  105239. * Are specular textures enabled in the application.
  105240. */
  105241. static SpecularTextureEnabled: boolean;
  105242. /**
  105243. * Are bump textures enabled in the application.
  105244. */
  105245. static BumpTextureEnabled: boolean;
  105246. /**
  105247. * Are lightmap textures enabled in the application.
  105248. */
  105249. static LightmapTextureEnabled: boolean;
  105250. /**
  105251. * Are refraction textures enabled in the application.
  105252. */
  105253. static RefractionTextureEnabled: boolean;
  105254. /**
  105255. * Are color grading textures enabled in the application.
  105256. */
  105257. static ColorGradingTextureEnabled: boolean;
  105258. /**
  105259. * Are fresnels enabled in the application.
  105260. */
  105261. static FresnelEnabled: boolean;
  105262. }
  105263. }
  105264. declare module BABYLON {
  105265. /**
  105266. * A class extending Texture allowing drawing on a texture
  105267. * @see http://doc.babylonjs.com/how_to/dynamictexture
  105268. */
  105269. export class DynamicTexture extends Texture {
  105270. private _generateMipMaps;
  105271. private _canvas;
  105272. private _context;
  105273. private _engine;
  105274. /**
  105275. * Creates a DynamicTexture
  105276. * @param name defines the name of the texture
  105277. * @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
  105278. * @param scene defines the scene where you want the texture
  105279. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  105280. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  105281. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  105282. */
  105283. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  105284. /**
  105285. * Get the current class name of the texture useful for serialization or dynamic coding.
  105286. * @returns "DynamicTexture"
  105287. */
  105288. getClassName(): string;
  105289. /**
  105290. * Gets the current state of canRescale
  105291. */
  105292. readonly canRescale: boolean;
  105293. private _recreate;
  105294. /**
  105295. * Scales the texture
  105296. * @param ratio the scale factor to apply to both width and height
  105297. */
  105298. scale(ratio: number): void;
  105299. /**
  105300. * Resizes the texture
  105301. * @param width the new width
  105302. * @param height the new height
  105303. */
  105304. scaleTo(width: number, height: number): void;
  105305. /**
  105306. * Gets the context of the canvas used by the texture
  105307. * @returns the canvas context of the dynamic texture
  105308. */
  105309. getContext(): CanvasRenderingContext2D;
  105310. /**
  105311. * Clears the texture
  105312. */
  105313. clear(): void;
  105314. /**
  105315. * Updates the texture
  105316. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  105317. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  105318. */
  105319. update(invertY?: boolean, premulAlpha?: boolean): void;
  105320. /**
  105321. * Draws text onto the texture
  105322. * @param text defines the text to be drawn
  105323. * @param x defines the placement of the text from the left
  105324. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  105325. * @param font defines the font to be used with font-style, font-size, font-name
  105326. * @param color defines the color used for the text
  105327. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  105328. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  105329. * @param update defines whether texture is immediately update (default is true)
  105330. */
  105331. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  105332. /**
  105333. * Clones the texture
  105334. * @returns the clone of the texture.
  105335. */
  105336. clone(): DynamicTexture;
  105337. /**
  105338. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  105339. * @returns a serialized dynamic texture object
  105340. */
  105341. serialize(): any;
  105342. /** @hidden */
  105343. _rebuild(): void;
  105344. }
  105345. }
  105346. declare module BABYLON {
  105347. /** @hidden */
  105348. export var imageProcessingPixelShader: {
  105349. name: string;
  105350. shader: string;
  105351. };
  105352. }
  105353. declare module BABYLON {
  105354. /**
  105355. * ImageProcessingPostProcess
  105356. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  105357. */
  105358. export class ImageProcessingPostProcess extends PostProcess {
  105359. /**
  105360. * Default configuration related to image processing available in the PBR Material.
  105361. */
  105362. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  105363. /**
  105364. * Gets the image processing configuration used either in this material.
  105365. */
  105366. /**
  105367. * Sets the Default image processing configuration used either in the this material.
  105368. *
  105369. * If sets to null, the scene one is in use.
  105370. */
  105371. imageProcessingConfiguration: ImageProcessingConfiguration;
  105372. /**
  105373. * Keep track of the image processing observer to allow dispose and replace.
  105374. */
  105375. private _imageProcessingObserver;
  105376. /**
  105377. * Attaches a new image processing configuration to the PBR Material.
  105378. * @param configuration
  105379. */
  105380. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  105381. /**
  105382. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  105383. */
  105384. /**
  105385. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  105386. */
  105387. colorCurves: Nullable<ColorCurves>;
  105388. /**
  105389. * Gets wether the color curves effect is enabled.
  105390. */
  105391. /**
  105392. * Sets wether the color curves effect is enabled.
  105393. */
  105394. colorCurvesEnabled: boolean;
  105395. /**
  105396. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  105397. */
  105398. /**
  105399. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  105400. */
  105401. colorGradingTexture: Nullable<BaseTexture>;
  105402. /**
  105403. * Gets wether the color grading effect is enabled.
  105404. */
  105405. /**
  105406. * Gets wether the color grading effect is enabled.
  105407. */
  105408. colorGradingEnabled: boolean;
  105409. /**
  105410. * Gets exposure used in the effect.
  105411. */
  105412. /**
  105413. * Sets exposure used in the effect.
  105414. */
  105415. exposure: number;
  105416. /**
  105417. * Gets wether tonemapping is enabled or not.
  105418. */
  105419. /**
  105420. * Sets wether tonemapping is enabled or not
  105421. */
  105422. toneMappingEnabled: boolean;
  105423. /**
  105424. * Gets the type of tone mapping effect.
  105425. */
  105426. /**
  105427. * Sets the type of tone mapping effect.
  105428. */
  105429. toneMappingType: number;
  105430. /**
  105431. * Gets contrast used in the effect.
  105432. */
  105433. /**
  105434. * Sets contrast used in the effect.
  105435. */
  105436. contrast: number;
  105437. /**
  105438. * Gets Vignette stretch size.
  105439. */
  105440. /**
  105441. * Sets Vignette stretch size.
  105442. */
  105443. vignetteStretch: number;
  105444. /**
  105445. * Gets Vignette centre X Offset.
  105446. */
  105447. /**
  105448. * Sets Vignette centre X Offset.
  105449. */
  105450. vignetteCentreX: number;
  105451. /**
  105452. * Gets Vignette centre Y Offset.
  105453. */
  105454. /**
  105455. * Sets Vignette centre Y Offset.
  105456. */
  105457. vignetteCentreY: number;
  105458. /**
  105459. * Gets Vignette weight or intensity of the vignette effect.
  105460. */
  105461. /**
  105462. * Sets Vignette weight or intensity of the vignette effect.
  105463. */
  105464. vignetteWeight: number;
  105465. /**
  105466. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  105467. * if vignetteEnabled is set to true.
  105468. */
  105469. /**
  105470. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  105471. * if vignetteEnabled is set to true.
  105472. */
  105473. vignetteColor: Color4;
  105474. /**
  105475. * Gets Camera field of view used by the Vignette effect.
  105476. */
  105477. /**
  105478. * Sets Camera field of view used by the Vignette effect.
  105479. */
  105480. vignetteCameraFov: number;
  105481. /**
  105482. * Gets the vignette blend mode allowing different kind of effect.
  105483. */
  105484. /**
  105485. * Sets the vignette blend mode allowing different kind of effect.
  105486. */
  105487. vignetteBlendMode: number;
  105488. /**
  105489. * Gets wether the vignette effect is enabled.
  105490. */
  105491. /**
  105492. * Sets wether the vignette effect is enabled.
  105493. */
  105494. vignetteEnabled: boolean;
  105495. private _fromLinearSpace;
  105496. /**
  105497. * Gets wether the input of the processing is in Gamma or Linear Space.
  105498. */
  105499. /**
  105500. * Sets wether the input of the processing is in Gamma or Linear Space.
  105501. */
  105502. fromLinearSpace: boolean;
  105503. /**
  105504. * Defines cache preventing GC.
  105505. */
  105506. private _defines;
  105507. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  105508. /**
  105509. * "ImageProcessingPostProcess"
  105510. * @returns "ImageProcessingPostProcess"
  105511. */
  105512. getClassName(): string;
  105513. protected _updateParameters(): void;
  105514. dispose(camera?: Camera): void;
  105515. }
  105516. }
  105517. declare module BABYLON {
  105518. /**
  105519. * Class containing static functions to help procedurally build meshes
  105520. */
  105521. export class GroundBuilder {
  105522. /**
  105523. * Creates a ground mesh
  105524. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  105525. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  105526. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105527. * @param name defines the name of the mesh
  105528. * @param options defines the options used to create the mesh
  105529. * @param scene defines the hosting scene
  105530. * @returns the ground mesh
  105531. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  105532. */
  105533. static CreateGround(name: string, options: {
  105534. width?: number;
  105535. height?: number;
  105536. subdivisions?: number;
  105537. subdivisionsX?: number;
  105538. subdivisionsY?: number;
  105539. updatable?: boolean;
  105540. }, scene: any): Mesh;
  105541. /**
  105542. * Creates a tiled ground mesh
  105543. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  105544. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  105545. * * 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
  105546. * * 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
  105547. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105548. * @param name defines the name of the mesh
  105549. * @param options defines the options used to create the mesh
  105550. * @param scene defines the hosting scene
  105551. * @returns the tiled ground mesh
  105552. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  105553. */
  105554. static CreateTiledGround(name: string, options: {
  105555. xmin: number;
  105556. zmin: number;
  105557. xmax: number;
  105558. zmax: number;
  105559. subdivisions?: {
  105560. w: number;
  105561. h: number;
  105562. };
  105563. precision?: {
  105564. w: number;
  105565. h: number;
  105566. };
  105567. updatable?: boolean;
  105568. }, scene?: Nullable<Scene>): Mesh;
  105569. /**
  105570. * Creates a ground mesh from a height map
  105571. * * The parameter `url` sets the URL of the height map image resource.
  105572. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  105573. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  105574. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  105575. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  105576. * * 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.
  105577. * * 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).
  105578. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  105579. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105580. * @param name defines the name of the mesh
  105581. * @param url defines the url to the height map
  105582. * @param options defines the options used to create the mesh
  105583. * @param scene defines the hosting scene
  105584. * @returns the ground mesh
  105585. * @see https://doc.babylonjs.com/babylon101/height_map
  105586. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  105587. */
  105588. static CreateGroundFromHeightMap(name: string, url: string, options: {
  105589. width?: number;
  105590. height?: number;
  105591. subdivisions?: number;
  105592. minHeight?: number;
  105593. maxHeight?: number;
  105594. colorFilter?: Color3;
  105595. alphaFilter?: number;
  105596. updatable?: boolean;
  105597. onReady?: (mesh: GroundMesh) => void;
  105598. }, scene?: Nullable<Scene>): GroundMesh;
  105599. }
  105600. }
  105601. declare module BABYLON {
  105602. /**
  105603. * Class containing static functions to help procedurally build meshes
  105604. */
  105605. export class TorusBuilder {
  105606. /**
  105607. * Creates a torus mesh
  105608. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  105609. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  105610. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  105611. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105612. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  105613. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105614. * @param name defines the name of the mesh
  105615. * @param options defines the options used to create the mesh
  105616. * @param scene defines the hosting scene
  105617. * @returns the torus mesh
  105618. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  105619. */
  105620. static CreateTorus(name: string, options: {
  105621. diameter?: number;
  105622. thickness?: number;
  105623. tessellation?: number;
  105624. updatable?: boolean;
  105625. sideOrientation?: number;
  105626. frontUVs?: Vector4;
  105627. backUVs?: Vector4;
  105628. }, scene: any): Mesh;
  105629. }
  105630. }
  105631. declare module BABYLON {
  105632. /**
  105633. * Class containing static functions to help procedurally build meshes
  105634. */
  105635. export class CylinderBuilder {
  105636. /**
  105637. * Creates a cylinder or a cone mesh
  105638. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  105639. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  105640. * * 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.
  105641. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  105642. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  105643. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  105644. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  105645. * * 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).
  105646. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  105647. * * 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).
  105648. * * 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
  105649. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  105650. * * 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
  105651. * * 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.
  105652. * * If `enclose` is false, a ring surface is one element.
  105653. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  105654. * * 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
  105655. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105656. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  105657. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105658. * @param name defines the name of the mesh
  105659. * @param options defines the options used to create the mesh
  105660. * @param scene defines the hosting scene
  105661. * @returns the cylinder mesh
  105662. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  105663. */
  105664. static CreateCylinder(name: string, options: {
  105665. height?: number;
  105666. diameterTop?: number;
  105667. diameterBottom?: number;
  105668. diameter?: number;
  105669. tessellation?: number;
  105670. subdivisions?: number;
  105671. arc?: number;
  105672. faceColors?: Color4[];
  105673. faceUV?: Vector4[];
  105674. updatable?: boolean;
  105675. hasRings?: boolean;
  105676. enclose?: boolean;
  105677. cap?: number;
  105678. sideOrientation?: number;
  105679. frontUVs?: Vector4;
  105680. backUVs?: Vector4;
  105681. }, scene: any): Mesh;
  105682. }
  105683. }
  105684. declare module BABYLON {
  105685. /**
  105686. * Options to modify the vr teleportation behavior.
  105687. */
  105688. export interface VRTeleportationOptions {
  105689. /**
  105690. * The name of the mesh which should be used as the teleportation floor. (default: null)
  105691. */
  105692. floorMeshName?: string;
  105693. /**
  105694. * A list of meshes to be used as the teleportation floor. (default: empty)
  105695. */
  105696. floorMeshes?: Mesh[];
  105697. }
  105698. /**
  105699. * Options to modify the vr experience helper's behavior.
  105700. */
  105701. export interface VRExperienceHelperOptions extends WebVROptions {
  105702. /**
  105703. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  105704. */
  105705. createDeviceOrientationCamera?: boolean;
  105706. /**
  105707. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  105708. */
  105709. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  105710. /**
  105711. * Uses the main button on the controller to toggle the laser casted. (default: true)
  105712. */
  105713. laserToggle?: boolean;
  105714. /**
  105715. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  105716. */
  105717. floorMeshes?: Mesh[];
  105718. /**
  105719. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  105720. */
  105721. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  105722. }
  105723. /**
  105724. * Event containing information after VR has been entered
  105725. */
  105726. export class OnAfterEnteringVRObservableEvent {
  105727. /**
  105728. * If entering vr was successful
  105729. */
  105730. success: boolean;
  105731. }
  105732. /**
  105733. * Helps to quickly add VR support to an existing scene.
  105734. * See http://doc.babylonjs.com/how_to/webvr_helper
  105735. */
  105736. export class VRExperienceHelper {
  105737. /** Options to modify the vr experience helper's behavior. */
  105738. webVROptions: VRExperienceHelperOptions;
  105739. private _scene;
  105740. private _position;
  105741. private _btnVR;
  105742. private _btnVRDisplayed;
  105743. private _webVRsupported;
  105744. private _webVRready;
  105745. private _webVRrequesting;
  105746. private _webVRpresenting;
  105747. private _hasEnteredVR;
  105748. private _fullscreenVRpresenting;
  105749. private _canvas;
  105750. private _webVRCamera;
  105751. private _vrDeviceOrientationCamera;
  105752. private _deviceOrientationCamera;
  105753. private _existingCamera;
  105754. private _onKeyDown;
  105755. private _onVrDisplayPresentChange;
  105756. private _onVRDisplayChanged;
  105757. private _onVRRequestPresentStart;
  105758. private _onVRRequestPresentComplete;
  105759. /**
  105760. * 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)
  105761. */
  105762. enableGazeEvenWhenNoPointerLock: boolean;
  105763. /**
  105764. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  105765. */
  105766. exitVROnDoubleTap: boolean;
  105767. /**
  105768. * Observable raised right before entering VR.
  105769. */
  105770. onEnteringVRObservable: Observable<VRExperienceHelper>;
  105771. /**
  105772. * Observable raised when entering VR has completed.
  105773. */
  105774. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  105775. /**
  105776. * Observable raised when exiting VR.
  105777. */
  105778. onExitingVRObservable: Observable<VRExperienceHelper>;
  105779. /**
  105780. * Observable raised when controller mesh is loaded.
  105781. */
  105782. onControllerMeshLoadedObservable: Observable<WebVRController>;
  105783. /** Return this.onEnteringVRObservable
  105784. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  105785. */
  105786. readonly onEnteringVR: Observable<VRExperienceHelper>;
  105787. /** Return this.onExitingVRObservable
  105788. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  105789. */
  105790. readonly onExitingVR: Observable<VRExperienceHelper>;
  105791. /** Return this.onControllerMeshLoadedObservable
  105792. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  105793. */
  105794. readonly onControllerMeshLoaded: Observable<WebVRController>;
  105795. private _rayLength;
  105796. private _useCustomVRButton;
  105797. private _teleportationRequested;
  105798. private _teleportActive;
  105799. private _floorMeshName;
  105800. private _floorMeshesCollection;
  105801. private _rotationAllowed;
  105802. private _teleportBackwardsVector;
  105803. private _teleportationTarget;
  105804. private _isDefaultTeleportationTarget;
  105805. private _postProcessMove;
  105806. private _teleportationFillColor;
  105807. private _teleportationBorderColor;
  105808. private _rotationAngle;
  105809. private _haloCenter;
  105810. private _cameraGazer;
  105811. private _padSensibilityUp;
  105812. private _padSensibilityDown;
  105813. private _leftController;
  105814. private _rightController;
  105815. /**
  105816. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  105817. */
  105818. onNewMeshSelected: Observable<AbstractMesh>;
  105819. /**
  105820. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  105821. * This observable will provide the mesh and the controller used to select the mesh
  105822. */
  105823. onMeshSelectedWithController: Observable<{
  105824. mesh: AbstractMesh;
  105825. controller: WebVRController;
  105826. }>;
  105827. /**
  105828. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  105829. */
  105830. onNewMeshPicked: Observable<PickingInfo>;
  105831. private _circleEase;
  105832. /**
  105833. * Observable raised before camera teleportation
  105834. */
  105835. onBeforeCameraTeleport: Observable<Vector3>;
  105836. /**
  105837. * Observable raised after camera teleportation
  105838. */
  105839. onAfterCameraTeleport: Observable<Vector3>;
  105840. /**
  105841. * Observable raised when current selected mesh gets unselected
  105842. */
  105843. onSelectedMeshUnselected: Observable<AbstractMesh>;
  105844. private _raySelectionPredicate;
  105845. /**
  105846. * To be optionaly changed by user to define custom ray selection
  105847. */
  105848. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  105849. /**
  105850. * To be optionaly changed by user to define custom selection logic (after ray selection)
  105851. */
  105852. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  105853. /**
  105854. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  105855. */
  105856. teleportationEnabled: boolean;
  105857. private _defaultHeight;
  105858. private _teleportationInitialized;
  105859. private _interactionsEnabled;
  105860. private _interactionsRequested;
  105861. private _displayGaze;
  105862. private _displayLaserPointer;
  105863. /**
  105864. * The mesh used to display where the user is going to teleport.
  105865. */
  105866. /**
  105867. * Sets the mesh to be used to display where the user is going to teleport.
  105868. */
  105869. teleportationTarget: Mesh;
  105870. /**
  105871. * 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
  105872. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  105873. * See http://doc.babylonjs.com/resources/baking_transformations
  105874. */
  105875. gazeTrackerMesh: Mesh;
  105876. /**
  105877. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  105878. */
  105879. updateGazeTrackerScale: boolean;
  105880. /**
  105881. * If the gaze trackers color should be updated when selecting meshes
  105882. */
  105883. updateGazeTrackerColor: boolean;
  105884. /**
  105885. * The gaze tracking mesh corresponding to the left controller
  105886. */
  105887. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  105888. /**
  105889. * The gaze tracking mesh corresponding to the right controller
  105890. */
  105891. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  105892. /**
  105893. * If the ray of the gaze should be displayed.
  105894. */
  105895. /**
  105896. * Sets if the ray of the gaze should be displayed.
  105897. */
  105898. displayGaze: boolean;
  105899. /**
  105900. * If the ray of the LaserPointer should be displayed.
  105901. */
  105902. /**
  105903. * Sets if the ray of the LaserPointer should be displayed.
  105904. */
  105905. displayLaserPointer: boolean;
  105906. /**
  105907. * The deviceOrientationCamera used as the camera when not in VR.
  105908. */
  105909. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  105910. /**
  105911. * Based on the current WebVR support, returns the current VR camera used.
  105912. */
  105913. readonly currentVRCamera: Nullable<Camera>;
  105914. /**
  105915. * The webVRCamera which is used when in VR.
  105916. */
  105917. readonly webVRCamera: WebVRFreeCamera;
  105918. /**
  105919. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  105920. */
  105921. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  105922. /**
  105923. * The html button that is used to trigger entering into VR.
  105924. */
  105925. readonly vrButton: Nullable<HTMLButtonElement>;
  105926. private readonly _teleportationRequestInitiated;
  105927. /**
  105928. * Defines wether or not Pointer lock should be requested when switching to
  105929. * full screen.
  105930. */
  105931. requestPointerLockOnFullScreen: boolean;
  105932. /**
  105933. * Instantiates a VRExperienceHelper.
  105934. * Helps to quickly add VR support to an existing scene.
  105935. * @param scene The scene the VRExperienceHelper belongs to.
  105936. * @param webVROptions Options to modify the vr experience helper's behavior.
  105937. */
  105938. constructor(scene: Scene,
  105939. /** Options to modify the vr experience helper's behavior. */
  105940. webVROptions?: VRExperienceHelperOptions);
  105941. private _onDefaultMeshLoaded;
  105942. private _onResize;
  105943. private _onFullscreenChange;
  105944. /**
  105945. * Gets a value indicating if we are currently in VR mode.
  105946. */
  105947. readonly isInVRMode: boolean;
  105948. private onVrDisplayPresentChange;
  105949. private onVRDisplayChanged;
  105950. private moveButtonToBottomRight;
  105951. private displayVRButton;
  105952. private updateButtonVisibility;
  105953. private _cachedAngularSensibility;
  105954. /**
  105955. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  105956. * Otherwise, will use the fullscreen API.
  105957. */
  105958. enterVR(): void;
  105959. /**
  105960. * Attempt to exit VR, or fullscreen.
  105961. */
  105962. exitVR(): void;
  105963. /**
  105964. * The position of the vr experience helper.
  105965. */
  105966. /**
  105967. * Sets the position of the vr experience helper.
  105968. */
  105969. position: Vector3;
  105970. /**
  105971. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  105972. */
  105973. enableInteractions(): void;
  105974. private readonly _noControllerIsActive;
  105975. private beforeRender;
  105976. private _isTeleportationFloor;
  105977. /**
  105978. * Adds a floor mesh to be used for teleportation.
  105979. * @param floorMesh the mesh to be used for teleportation.
  105980. */
  105981. addFloorMesh(floorMesh: Mesh): void;
  105982. /**
  105983. * Removes a floor mesh from being used for teleportation.
  105984. * @param floorMesh the mesh to be removed.
  105985. */
  105986. removeFloorMesh(floorMesh: Mesh): void;
  105987. /**
  105988. * Enables interactions and teleportation using the VR controllers and gaze.
  105989. * @param vrTeleportationOptions options to modify teleportation behavior.
  105990. */
  105991. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  105992. private _onNewGamepadConnected;
  105993. private _tryEnableInteractionOnController;
  105994. private _onNewGamepadDisconnected;
  105995. private _enableInteractionOnController;
  105996. private _checkTeleportWithRay;
  105997. private _checkRotate;
  105998. private _checkTeleportBackwards;
  105999. private _enableTeleportationOnController;
  106000. private _createTeleportationCircles;
  106001. private _displayTeleportationTarget;
  106002. private _hideTeleportationTarget;
  106003. private _rotateCamera;
  106004. private _moveTeleportationSelectorTo;
  106005. private _workingVector;
  106006. private _workingQuaternion;
  106007. private _workingMatrix;
  106008. /**
  106009. * Teleports the users feet to the desired location
  106010. * @param location The location where the user's feet should be placed
  106011. */
  106012. teleportCamera(location: Vector3): void;
  106013. private _convertNormalToDirectionOfRay;
  106014. private _castRayAndSelectObject;
  106015. private _notifySelectedMeshUnselected;
  106016. /**
  106017. * Sets the color of the laser ray from the vr controllers.
  106018. * @param color new color for the ray.
  106019. */
  106020. changeLaserColor(color: Color3): void;
  106021. /**
  106022. * Sets the color of the ray from the vr headsets gaze.
  106023. * @param color new color for the ray.
  106024. */
  106025. changeGazeColor(color: Color3): void;
  106026. /**
  106027. * Exits VR and disposes of the vr experience helper
  106028. */
  106029. dispose(): void;
  106030. /**
  106031. * Gets the name of the VRExperienceHelper class
  106032. * @returns "VRExperienceHelper"
  106033. */
  106034. getClassName(): string;
  106035. }
  106036. }
  106037. declare module BABYLON {
  106038. /**
  106039. * Manages an XRSession to work with Babylon's engine
  106040. * @see https://doc.babylonjs.com/how_to/webxr
  106041. */
  106042. export class WebXRSessionManager implements IDisposable {
  106043. private scene;
  106044. /**
  106045. * Fires every time a new xrFrame arrives which can be used to update the camera
  106046. */
  106047. onXRFrameObservable: Observable<any>;
  106048. /**
  106049. * Fires when the xr session is ended either by the device or manually done
  106050. */
  106051. onXRSessionEnded: Observable<any>;
  106052. /**
  106053. * Underlying xr session
  106054. */
  106055. session: XRSession;
  106056. /**
  106057. * Type of reference space used when creating the session
  106058. */
  106059. referenceSpace: XRReferenceSpace;
  106060. /** @hidden */
  106061. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  106062. /**
  106063. * Current XR frame
  106064. */
  106065. currentFrame: Nullable<XRFrame>;
  106066. private _xrNavigator;
  106067. private baseLayer;
  106068. /**
  106069. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  106070. * @param scene The scene which the session should be created for
  106071. */
  106072. constructor(scene: Scene);
  106073. /**
  106074. * Initializes the manager
  106075. * After initialization enterXR can be called to start an XR session
  106076. * @returns Promise which resolves after it is initialized
  106077. */
  106078. initializeAsync(): Promise<void>;
  106079. /**
  106080. * Initializes an xr session
  106081. * @param xrSessionMode mode to initialize
  106082. * @returns a promise which will resolve once the session has been initialized
  106083. */
  106084. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  106085. /**
  106086. * Sets the reference space on the xr session
  106087. * @param referenceSpace space to set
  106088. * @returns a promise that will resolve once the reference space has been set
  106089. */
  106090. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  106091. /**
  106092. * Updates the render state of the session
  106093. * @param state state to set
  106094. * @returns a promise that resolves once the render state has been updated
  106095. */
  106096. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  106097. /**
  106098. * Starts rendering to the xr layer
  106099. * @returns a promise that will resolve once rendering has started
  106100. */
  106101. startRenderingToXRAsync(): Promise<void>;
  106102. /**
  106103. * Stops the xrSession and restores the renderloop
  106104. * @returns Promise which resolves after it exits XR
  106105. */
  106106. exitXRAsync(): Promise<unknown>;
  106107. /**
  106108. * Checks if a session would be supported for the creation options specified
  106109. * @param sessionMode session mode to check if supported eg. immersive-vr
  106110. * @returns true if supported
  106111. */
  106112. supportsSessionAsync(sessionMode: XRSessionMode): any;
  106113. /**
  106114. * @hidden
  106115. * Converts the render layer of xrSession to a render target
  106116. * @param session session to create render target for
  106117. * @param scene scene the new render target should be created for
  106118. */
  106119. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  106120. /**
  106121. * Disposes of the session manager
  106122. */
  106123. dispose(): void;
  106124. }
  106125. }
  106126. declare module BABYLON {
  106127. /**
  106128. * WebXR Camera which holds the views for the xrSession
  106129. * @see https://doc.babylonjs.com/how_to/webxr
  106130. */
  106131. export class WebXRCamera extends FreeCamera {
  106132. private static _TmpMatrix;
  106133. /**
  106134. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  106135. * @param name the name of the camera
  106136. * @param scene the scene to add the camera to
  106137. */
  106138. constructor(name: string, scene: Scene);
  106139. private _updateNumberOfRigCameras;
  106140. /** @hidden */
  106141. _updateForDualEyeDebugging(pupilDistance?: number): void;
  106142. /**
  106143. * Updates the cameras position from the current pose information of the XR session
  106144. * @param xrSessionManager the session containing pose information
  106145. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  106146. */
  106147. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  106148. }
  106149. }
  106150. declare module BABYLON {
  106151. /**
  106152. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  106153. */
  106154. export class WebXRManagedOutputCanvas implements IDisposable {
  106155. private helper;
  106156. private _canvas;
  106157. /**
  106158. * xrpresent context of the canvas which can be used to display/mirror xr content
  106159. */
  106160. canvasContext: WebGLRenderingContext;
  106161. /**
  106162. * xr layer for the canvas
  106163. */
  106164. xrLayer: Nullable<XRWebGLLayer>;
  106165. /**
  106166. * Initializes the xr layer for the session
  106167. * @param xrSession xr session
  106168. * @returns a promise that will resolve once the XR Layer has been created
  106169. */
  106170. initializeXRLayerAsync(xrSession: any): any;
  106171. /**
  106172. * Initializes the canvas to be added/removed upon entering/exiting xr
  106173. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  106174. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  106175. */
  106176. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  106177. /**
  106178. * Disposes of the object
  106179. */
  106180. dispose(): void;
  106181. private _setManagedOutputCanvas;
  106182. private _addCanvas;
  106183. private _removeCanvas;
  106184. }
  106185. }
  106186. declare module BABYLON {
  106187. /**
  106188. * States of the webXR experience
  106189. */
  106190. export enum WebXRState {
  106191. /**
  106192. * Transitioning to being in XR mode
  106193. */
  106194. ENTERING_XR = 0,
  106195. /**
  106196. * Transitioning to non XR mode
  106197. */
  106198. EXITING_XR = 1,
  106199. /**
  106200. * In XR mode and presenting
  106201. */
  106202. IN_XR = 2,
  106203. /**
  106204. * Not entered XR mode
  106205. */
  106206. NOT_IN_XR = 3
  106207. }
  106208. /**
  106209. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  106210. * @see https://doc.babylonjs.com/how_to/webxr
  106211. */
  106212. export class WebXRExperienceHelper implements IDisposable {
  106213. private scene;
  106214. /**
  106215. * 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
  106216. */
  106217. container: AbstractMesh;
  106218. /**
  106219. * Camera used to render xr content
  106220. */
  106221. camera: WebXRCamera;
  106222. /**
  106223. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  106224. */
  106225. state: WebXRState;
  106226. private _setState;
  106227. private static _TmpVector;
  106228. /**
  106229. * Fires when the state of the experience helper has changed
  106230. */
  106231. onStateChangedObservable: Observable<WebXRState>;
  106232. /** Session manager used to keep track of xr session */
  106233. sessionManager: WebXRSessionManager;
  106234. private _nonVRCamera;
  106235. private _originalSceneAutoClear;
  106236. private _supported;
  106237. /**
  106238. * Creates the experience helper
  106239. * @param scene the scene to attach the experience helper to
  106240. * @returns a promise for the experience helper
  106241. */
  106242. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  106243. /**
  106244. * Creates a WebXRExperienceHelper
  106245. * @param scene The scene the helper should be created in
  106246. */
  106247. private constructor();
  106248. /**
  106249. * Exits XR mode and returns the scene to its original state
  106250. * @returns promise that resolves after xr mode has exited
  106251. */
  106252. exitXRAsync(): Promise<unknown>;
  106253. /**
  106254. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  106255. * @param sessionCreationOptions options for the XR session
  106256. * @param referenceSpaceType frame of reference of the XR session
  106257. * @param outputCanvas the output canvas that will be used to enter XR mode
  106258. * @returns promise that resolves after xr mode has entered
  106259. */
  106260. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  106261. /**
  106262. * Updates the global position of the camera by moving the camera's container
  106263. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  106264. * @param position The desired global position of the camera
  106265. */
  106266. setPositionOfCameraUsingContainer(position: Vector3): void;
  106267. /**
  106268. * Rotates the xr camera by rotating the camera's container around the camera's position
  106269. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  106270. * @param rotation the desired quaternion rotation to apply to the camera
  106271. */
  106272. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  106273. /**
  106274. * Disposes of the experience helper
  106275. */
  106276. dispose(): void;
  106277. }
  106278. }
  106279. declare module BABYLON {
  106280. /**
  106281. * Button which can be used to enter a different mode of XR
  106282. */
  106283. export class WebXREnterExitUIButton {
  106284. /** button element */
  106285. element: HTMLElement;
  106286. /** XR initialization options for the button */
  106287. sessionMode: XRSessionMode;
  106288. /** Reference space type */
  106289. referenceSpaceType: XRReferenceSpaceType;
  106290. /**
  106291. * Creates a WebXREnterExitUIButton
  106292. * @param element button element
  106293. * @param sessionMode XR initialization session mode
  106294. * @param referenceSpaceType the type of reference space to be used
  106295. */
  106296. constructor(
  106297. /** button element */
  106298. element: HTMLElement,
  106299. /** XR initialization options for the button */
  106300. sessionMode: XRSessionMode,
  106301. /** Reference space type */
  106302. referenceSpaceType: XRReferenceSpaceType);
  106303. /**
  106304. * Overwritable function which can be used to update the button's visuals when the state changes
  106305. * @param activeButton the current active button in the UI
  106306. */
  106307. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  106308. }
  106309. /**
  106310. * Options to create the webXR UI
  106311. */
  106312. export class WebXREnterExitUIOptions {
  106313. /**
  106314. * Context to enter xr with
  106315. */
  106316. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  106317. /**
  106318. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  106319. */
  106320. customButtons?: Array<WebXREnterExitUIButton>;
  106321. }
  106322. /**
  106323. * UI to allow the user to enter/exit XR mode
  106324. */
  106325. export class WebXREnterExitUI implements IDisposable {
  106326. private scene;
  106327. private _overlay;
  106328. private _buttons;
  106329. private _activeButton;
  106330. /**
  106331. * Fired every time the active button is changed.
  106332. *
  106333. * When xr is entered via a button that launches xr that button will be the callback parameter
  106334. *
  106335. * When exiting xr the callback parameter will be null)
  106336. */
  106337. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  106338. /**
  106339. * Creates UI to allow the user to enter/exit XR mode
  106340. * @param scene the scene to add the ui to
  106341. * @param helper the xr experience helper to enter/exit xr with
  106342. * @param options options to configure the UI
  106343. * @returns the created ui
  106344. */
  106345. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  106346. private constructor();
  106347. private _updateButtons;
  106348. /**
  106349. * Disposes of the object
  106350. */
  106351. dispose(): void;
  106352. }
  106353. }
  106354. declare module BABYLON {
  106355. /**
  106356. * Represents an XR input
  106357. */
  106358. export class WebXRController {
  106359. private scene;
  106360. /** The underlying input source for the controller */
  106361. inputSource: XRInputSource;
  106362. private parentContainer;
  106363. /**
  106364. * 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
  106365. */
  106366. grip?: AbstractMesh;
  106367. /**
  106368. * Pointer which can be used to select objects or attach a visible laser to
  106369. */
  106370. pointer: AbstractMesh;
  106371. /**
  106372. * Event that fires when the controller is removed/disposed
  106373. */
  106374. onDisposeObservable: Observable<{}>;
  106375. private _tmpMatrix;
  106376. private _tmpQuaternion;
  106377. private _tmpVector;
  106378. /**
  106379. * Creates the controller
  106380. * @see https://doc.babylonjs.com/how_to/webxr
  106381. * @param scene the scene which the controller should be associated to
  106382. * @param inputSource the underlying input source for the controller
  106383. * @param parentContainer parent that the controller meshes should be children of
  106384. */
  106385. constructor(scene: Scene,
  106386. /** The underlying input source for the controller */
  106387. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  106388. /**
  106389. * Updates the controller pose based on the given XRFrame
  106390. * @param xrFrame xr frame to update the pose with
  106391. * @param referenceSpace reference space to use
  106392. */
  106393. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  106394. /**
  106395. * Gets a world space ray coming from the controller
  106396. * @param result the resulting ray
  106397. */
  106398. getWorldPointerRayToRef(result: Ray): void;
  106399. /**
  106400. * Disposes of the object
  106401. */
  106402. dispose(): void;
  106403. }
  106404. }
  106405. declare module BABYLON {
  106406. /**
  106407. * XR input used to track XR inputs such as controllers/rays
  106408. */
  106409. export class WebXRInput implements IDisposable {
  106410. /**
  106411. * Base experience the input listens to
  106412. */
  106413. baseExperience: WebXRExperienceHelper;
  106414. /**
  106415. * XR controllers being tracked
  106416. */
  106417. controllers: Array<WebXRController>;
  106418. private _frameObserver;
  106419. private _stateObserver;
  106420. /**
  106421. * Event when a controller has been connected/added
  106422. */
  106423. onControllerAddedObservable: Observable<WebXRController>;
  106424. /**
  106425. * Event when a controller has been removed/disconnected
  106426. */
  106427. onControllerRemovedObservable: Observable<WebXRController>;
  106428. /**
  106429. * Initializes the WebXRInput
  106430. * @param baseExperience experience helper which the input should be created for
  106431. */
  106432. constructor(
  106433. /**
  106434. * Base experience the input listens to
  106435. */
  106436. baseExperience: WebXRExperienceHelper);
  106437. private _onInputSourcesChange;
  106438. private _addAndRemoveControllers;
  106439. /**
  106440. * Disposes of the object
  106441. */
  106442. dispose(): void;
  106443. }
  106444. }
  106445. declare module BABYLON {
  106446. /**
  106447. * Enables teleportation
  106448. */
  106449. export class WebXRControllerTeleportation {
  106450. private _teleportationFillColor;
  106451. private _teleportationBorderColor;
  106452. private _tmpRay;
  106453. private _tmpVector;
  106454. /**
  106455. * Creates a WebXRControllerTeleportation
  106456. * @param input input manager to add teleportation to
  106457. * @param floorMeshes floormeshes which can be teleported to
  106458. */
  106459. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  106460. }
  106461. }
  106462. declare module BABYLON {
  106463. /**
  106464. * Handles pointer input automatically for the pointer of XR controllers
  106465. */
  106466. export class WebXRControllerPointerSelection {
  106467. private static _idCounter;
  106468. private _tmpRay;
  106469. /**
  106470. * Creates a WebXRControllerPointerSelection
  106471. * @param input input manager to setup pointer selection
  106472. */
  106473. constructor(input: WebXRInput);
  106474. private _convertNormalToDirectionOfRay;
  106475. private _updatePointerDistance;
  106476. }
  106477. }
  106478. declare module BABYLON {
  106479. /**
  106480. * Class used to represent data loading progression
  106481. */
  106482. export class SceneLoaderProgressEvent {
  106483. /** defines if data length to load can be evaluated */
  106484. readonly lengthComputable: boolean;
  106485. /** defines the loaded data length */
  106486. readonly loaded: number;
  106487. /** defines the data length to load */
  106488. readonly total: number;
  106489. /**
  106490. * Create a new progress event
  106491. * @param lengthComputable defines if data length to load can be evaluated
  106492. * @param loaded defines the loaded data length
  106493. * @param total defines the data length to load
  106494. */
  106495. constructor(
  106496. /** defines if data length to load can be evaluated */
  106497. lengthComputable: boolean,
  106498. /** defines the loaded data length */
  106499. loaded: number,
  106500. /** defines the data length to load */
  106501. total: number);
  106502. /**
  106503. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  106504. * @param event defines the source event
  106505. * @returns a new SceneLoaderProgressEvent
  106506. */
  106507. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  106508. }
  106509. /**
  106510. * Interface used by SceneLoader plugins to define supported file extensions
  106511. */
  106512. export interface ISceneLoaderPluginExtensions {
  106513. /**
  106514. * Defines the list of supported extensions
  106515. */
  106516. [extension: string]: {
  106517. isBinary: boolean;
  106518. };
  106519. }
  106520. /**
  106521. * Interface used by SceneLoader plugin factory
  106522. */
  106523. export interface ISceneLoaderPluginFactory {
  106524. /**
  106525. * Defines the name of the factory
  106526. */
  106527. name: string;
  106528. /**
  106529. * Function called to create a new plugin
  106530. * @return the new plugin
  106531. */
  106532. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  106533. /**
  106534. * Boolean indicating if the plugin can direct load specific data
  106535. */
  106536. canDirectLoad?: (data: string) => boolean;
  106537. }
  106538. /**
  106539. * Interface used to define a SceneLoader plugin
  106540. */
  106541. export interface ISceneLoaderPlugin {
  106542. /**
  106543. * The friendly name of this plugin.
  106544. */
  106545. name: string;
  106546. /**
  106547. * The file extensions supported by this plugin.
  106548. */
  106549. extensions: string | ISceneLoaderPluginExtensions;
  106550. /**
  106551. * Import meshes into a scene.
  106552. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106553. * @param scene The scene to import into
  106554. * @param data The data to import
  106555. * @param rootUrl The root url for scene and resources
  106556. * @param meshes The meshes array to import into
  106557. * @param particleSystems The particle systems array to import into
  106558. * @param skeletons The skeletons array to import into
  106559. * @param onError The callback when import fails
  106560. * @returns True if successful or false otherwise
  106561. */
  106562. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  106563. /**
  106564. * Load into a scene.
  106565. * @param scene The scene to load into
  106566. * @param data The data to import
  106567. * @param rootUrl The root url for scene and resources
  106568. * @param onError The callback when import fails
  106569. * @returns true if successful or false otherwise
  106570. */
  106571. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  106572. /**
  106573. * The callback that returns true if the data can be directly loaded.
  106574. */
  106575. canDirectLoad?: (data: string) => boolean;
  106576. /**
  106577. * The callback that allows custom handling of the root url based on the response url.
  106578. */
  106579. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  106580. /**
  106581. * Load into an asset container.
  106582. * @param scene The scene to load into
  106583. * @param data The data to import
  106584. * @param rootUrl The root url for scene and resources
  106585. * @param onError The callback when import fails
  106586. * @returns The loaded asset container
  106587. */
  106588. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  106589. }
  106590. /**
  106591. * Interface used to define an async SceneLoader plugin
  106592. */
  106593. export interface ISceneLoaderPluginAsync {
  106594. /**
  106595. * The friendly name of this plugin.
  106596. */
  106597. name: string;
  106598. /**
  106599. * The file extensions supported by this plugin.
  106600. */
  106601. extensions: string | ISceneLoaderPluginExtensions;
  106602. /**
  106603. * Import meshes into a scene.
  106604. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106605. * @param scene The scene to import into
  106606. * @param data The data to import
  106607. * @param rootUrl The root url for scene and resources
  106608. * @param onProgress The callback when the load progresses
  106609. * @param fileName Defines the name of the file to load
  106610. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  106611. */
  106612. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  106613. meshes: AbstractMesh[];
  106614. particleSystems: IParticleSystem[];
  106615. skeletons: Skeleton[];
  106616. animationGroups: AnimationGroup[];
  106617. }>;
  106618. /**
  106619. * Load into a scene.
  106620. * @param scene The scene to load into
  106621. * @param data The data to import
  106622. * @param rootUrl The root url for scene and resources
  106623. * @param onProgress The callback when the load progresses
  106624. * @param fileName Defines the name of the file to load
  106625. * @returns Nothing
  106626. */
  106627. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  106628. /**
  106629. * The callback that returns true if the data can be directly loaded.
  106630. */
  106631. canDirectLoad?: (data: string) => boolean;
  106632. /**
  106633. * The callback that allows custom handling of the root url based on the response url.
  106634. */
  106635. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  106636. /**
  106637. * Load into an asset container.
  106638. * @param scene The scene to load into
  106639. * @param data The data to import
  106640. * @param rootUrl The root url for scene and resources
  106641. * @param onProgress The callback when the load progresses
  106642. * @param fileName Defines the name of the file to load
  106643. * @returns The loaded asset container
  106644. */
  106645. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  106646. }
  106647. /**
  106648. * Class used to load scene from various file formats using registered plugins
  106649. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  106650. */
  106651. export class SceneLoader {
  106652. /**
  106653. * No logging while loading
  106654. */
  106655. static readonly NO_LOGGING: number;
  106656. /**
  106657. * Minimal logging while loading
  106658. */
  106659. static readonly MINIMAL_LOGGING: number;
  106660. /**
  106661. * Summary logging while loading
  106662. */
  106663. static readonly SUMMARY_LOGGING: number;
  106664. /**
  106665. * Detailled logging while loading
  106666. */
  106667. static readonly DETAILED_LOGGING: number;
  106668. /**
  106669. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  106670. */
  106671. static ForceFullSceneLoadingForIncremental: boolean;
  106672. /**
  106673. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  106674. */
  106675. static ShowLoadingScreen: boolean;
  106676. /**
  106677. * Defines the current logging level (while loading the scene)
  106678. * @ignorenaming
  106679. */
  106680. static loggingLevel: number;
  106681. /**
  106682. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  106683. */
  106684. static CleanBoneMatrixWeights: boolean;
  106685. /**
  106686. * Event raised when a plugin is used to load a scene
  106687. */
  106688. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106689. private static _registeredPlugins;
  106690. private static _getDefaultPlugin;
  106691. private static _getPluginForExtension;
  106692. private static _getPluginForDirectLoad;
  106693. private static _getPluginForFilename;
  106694. private static _getDirectLoad;
  106695. private static _loadData;
  106696. private static _getFileInfo;
  106697. /**
  106698. * Gets a plugin that can load the given extension
  106699. * @param extension defines the extension to load
  106700. * @returns a plugin or null if none works
  106701. */
  106702. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  106703. /**
  106704. * Gets a boolean indicating that the given extension can be loaded
  106705. * @param extension defines the extension to load
  106706. * @returns true if the extension is supported
  106707. */
  106708. static IsPluginForExtensionAvailable(extension: string): boolean;
  106709. /**
  106710. * Adds a new plugin to the list of registered plugins
  106711. * @param plugin defines the plugin to add
  106712. */
  106713. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  106714. /**
  106715. * Import meshes into a scene
  106716. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106717. * @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)
  106718. * @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)
  106719. * @param scene the instance of BABYLON.Scene to append to
  106720. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  106721. * @param onProgress a callback with a progress event for each file being loaded
  106722. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106723. * @param pluginExtension the extension used to determine the plugin
  106724. * @returns The loaded plugin
  106725. */
  106726. 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>;
  106727. /**
  106728. * Import meshes into a scene
  106729. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106730. * @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)
  106731. * @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)
  106732. * @param scene the instance of BABYLON.Scene to append to
  106733. * @param onProgress a callback with a progress event for each file being loaded
  106734. * @param pluginExtension the extension used to determine the plugin
  106735. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  106736. */
  106737. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  106738. meshes: AbstractMesh[];
  106739. particleSystems: IParticleSystem[];
  106740. skeletons: Skeleton[];
  106741. animationGroups: AnimationGroup[];
  106742. }>;
  106743. /**
  106744. * Load a scene
  106745. * @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)
  106746. * @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)
  106747. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106748. * @param onSuccess a callback with the scene when import succeeds
  106749. * @param onProgress a callback with a progress event for each file being loaded
  106750. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106751. * @param pluginExtension the extension used to determine the plugin
  106752. * @returns The loaded plugin
  106753. */
  106754. 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>;
  106755. /**
  106756. * Load a scene
  106757. * @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)
  106758. * @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)
  106759. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106760. * @param onProgress a callback with a progress event for each file being loaded
  106761. * @param pluginExtension the extension used to determine the plugin
  106762. * @returns The loaded scene
  106763. */
  106764. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106765. /**
  106766. * Append a scene
  106767. * @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)
  106768. * @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)
  106769. * @param scene is the instance of BABYLON.Scene to append to
  106770. * @param onSuccess a callback with the scene when import succeeds
  106771. * @param onProgress a callback with a progress event for each file being loaded
  106772. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106773. * @param pluginExtension the extension used to determine the plugin
  106774. * @returns The loaded plugin
  106775. */
  106776. 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>;
  106777. /**
  106778. * Append a scene
  106779. * @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)
  106780. * @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)
  106781. * @param scene is the instance of BABYLON.Scene to append to
  106782. * @param onProgress a callback with a progress event for each file being loaded
  106783. * @param pluginExtension the extension used to determine the plugin
  106784. * @returns The given scene
  106785. */
  106786. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106787. /**
  106788. * Load a scene into an asset container
  106789. * @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)
  106790. * @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)
  106791. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  106792. * @param onSuccess a callback with the scene when import succeeds
  106793. * @param onProgress a callback with a progress event for each file being loaded
  106794. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106795. * @param pluginExtension the extension used to determine the plugin
  106796. * @returns The loaded plugin
  106797. */
  106798. 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>;
  106799. /**
  106800. * Load a scene into an asset container
  106801. * @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)
  106802. * @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)
  106803. * @param scene is the instance of Scene to append to
  106804. * @param onProgress a callback with a progress event for each file being loaded
  106805. * @param pluginExtension the extension used to determine the plugin
  106806. * @returns The loaded asset container
  106807. */
  106808. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  106809. }
  106810. }
  106811. declare module BABYLON {
  106812. /**
  106813. * Generic Controller
  106814. */
  106815. export class GenericController extends WebVRController {
  106816. /**
  106817. * Base Url for the controller model.
  106818. */
  106819. static readonly MODEL_BASE_URL: string;
  106820. /**
  106821. * File name for the controller model.
  106822. */
  106823. static readonly MODEL_FILENAME: string;
  106824. /**
  106825. * Creates a new GenericController from a gamepad
  106826. * @param vrGamepad the gamepad that the controller should be created from
  106827. */
  106828. constructor(vrGamepad: any);
  106829. /**
  106830. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106831. * @param scene scene in which to add meshes
  106832. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106833. */
  106834. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106835. /**
  106836. * Called once for each button that changed state since the last frame
  106837. * @param buttonIdx Which button index changed
  106838. * @param state New state of the button
  106839. * @param changes Which properties on the state changed since last frame
  106840. */
  106841. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106842. }
  106843. }
  106844. declare module BABYLON {
  106845. /**
  106846. * Defines the WindowsMotionController object that the state of the windows motion controller
  106847. */
  106848. export class WindowsMotionController extends WebVRController {
  106849. /**
  106850. * The base url used to load the left and right controller models
  106851. */
  106852. static MODEL_BASE_URL: string;
  106853. /**
  106854. * The name of the left controller model file
  106855. */
  106856. static MODEL_LEFT_FILENAME: string;
  106857. /**
  106858. * The name of the right controller model file
  106859. */
  106860. static MODEL_RIGHT_FILENAME: string;
  106861. /**
  106862. * The controller name prefix for this controller type
  106863. */
  106864. static readonly GAMEPAD_ID_PREFIX: string;
  106865. /**
  106866. * The controller id pattern for this controller type
  106867. */
  106868. private static readonly GAMEPAD_ID_PATTERN;
  106869. private _loadedMeshInfo;
  106870. private readonly _mapping;
  106871. /**
  106872. * Fired when the trackpad on this controller is clicked
  106873. */
  106874. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  106875. /**
  106876. * Fired when the trackpad on this controller is modified
  106877. */
  106878. onTrackpadValuesChangedObservable: Observable<StickValues>;
  106879. /**
  106880. * The current x and y values of this controller's trackpad
  106881. */
  106882. trackpad: StickValues;
  106883. /**
  106884. * Creates a new WindowsMotionController from a gamepad
  106885. * @param vrGamepad the gamepad that the controller should be created from
  106886. */
  106887. constructor(vrGamepad: any);
  106888. /**
  106889. * Fired when the trigger on this controller is modified
  106890. */
  106891. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106892. /**
  106893. * Fired when the menu button on this controller is modified
  106894. */
  106895. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106896. /**
  106897. * Fired when the grip button on this controller is modified
  106898. */
  106899. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106900. /**
  106901. * Fired when the thumbstick button on this controller is modified
  106902. */
  106903. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106904. /**
  106905. * Fired when the touchpad button on this controller is modified
  106906. */
  106907. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106908. /**
  106909. * Fired when the touchpad values on this controller are modified
  106910. */
  106911. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  106912. private _updateTrackpad;
  106913. /**
  106914. * Called once per frame by the engine.
  106915. */
  106916. update(): void;
  106917. /**
  106918. * Called once for each button that changed state since the last frame
  106919. * @param buttonIdx Which button index changed
  106920. * @param state New state of the button
  106921. * @param changes Which properties on the state changed since last frame
  106922. */
  106923. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106924. /**
  106925. * Moves the buttons on the controller mesh based on their current state
  106926. * @param buttonName the name of the button to move
  106927. * @param buttonValue the value of the button which determines the buttons new position
  106928. */
  106929. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  106930. /**
  106931. * Moves the axis on the controller mesh based on its current state
  106932. * @param axis the index of the axis
  106933. * @param axisValue the value of the axis which determines the meshes new position
  106934. * @hidden
  106935. */
  106936. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  106937. /**
  106938. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106939. * @param scene scene in which to add meshes
  106940. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106941. */
  106942. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  106943. /**
  106944. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  106945. * can be transformed by button presses and axes values, based on this._mapping.
  106946. *
  106947. * @param scene scene in which the meshes exist
  106948. * @param meshes list of meshes that make up the controller model to process
  106949. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  106950. */
  106951. private processModel;
  106952. private createMeshInfo;
  106953. /**
  106954. * Gets the ray of the controller in the direction the controller is pointing
  106955. * @param length the length the resulting ray should be
  106956. * @returns a ray in the direction the controller is pointing
  106957. */
  106958. getForwardRay(length?: number): Ray;
  106959. /**
  106960. * Disposes of the controller
  106961. */
  106962. dispose(): void;
  106963. }
  106964. }
  106965. declare module BABYLON {
  106966. /**
  106967. * Oculus Touch Controller
  106968. */
  106969. export class OculusTouchController extends WebVRController {
  106970. /**
  106971. * Base Url for the controller model.
  106972. */
  106973. static MODEL_BASE_URL: string;
  106974. /**
  106975. * File name for the left controller model.
  106976. */
  106977. static MODEL_LEFT_FILENAME: string;
  106978. /**
  106979. * File name for the right controller model.
  106980. */
  106981. static MODEL_RIGHT_FILENAME: string;
  106982. /**
  106983. * Base Url for the Quest controller model.
  106984. */
  106985. static QUEST_MODEL_BASE_URL: string;
  106986. /**
  106987. * @hidden
  106988. * If the controllers are running on a device that needs the updated Quest controller models
  106989. */
  106990. static _IsQuest: boolean;
  106991. /**
  106992. * Fired when the secondary trigger on this controller is modified
  106993. */
  106994. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  106995. /**
  106996. * Fired when the thumb rest on this controller is modified
  106997. */
  106998. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  106999. /**
  107000. * Creates a new OculusTouchController from a gamepad
  107001. * @param vrGamepad the gamepad that the controller should be created from
  107002. */
  107003. constructor(vrGamepad: any);
  107004. /**
  107005. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107006. * @param scene scene in which to add meshes
  107007. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107008. */
  107009. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107010. /**
  107011. * Fired when the A button on this controller is modified
  107012. */
  107013. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107014. /**
  107015. * Fired when the B button on this controller is modified
  107016. */
  107017. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107018. /**
  107019. * Fired when the X button on this controller is modified
  107020. */
  107021. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107022. /**
  107023. * Fired when the Y button on this controller is modified
  107024. */
  107025. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107026. /**
  107027. * Called once for each button that changed state since the last frame
  107028. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  107029. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  107030. * 2) secondary trigger (same)
  107031. * 3) A (right) X (left), touch, pressed = value
  107032. * 4) B / Y
  107033. * 5) thumb rest
  107034. * @param buttonIdx Which button index changed
  107035. * @param state New state of the button
  107036. * @param changes Which properties on the state changed since last frame
  107037. */
  107038. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107039. }
  107040. }
  107041. declare module BABYLON {
  107042. /**
  107043. * Vive Controller
  107044. */
  107045. export class ViveController extends WebVRController {
  107046. /**
  107047. * Base Url for the controller model.
  107048. */
  107049. static MODEL_BASE_URL: string;
  107050. /**
  107051. * File name for the controller model.
  107052. */
  107053. static MODEL_FILENAME: string;
  107054. /**
  107055. * Creates a new ViveController from a gamepad
  107056. * @param vrGamepad the gamepad that the controller should be created from
  107057. */
  107058. constructor(vrGamepad: any);
  107059. /**
  107060. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107061. * @param scene scene in which to add meshes
  107062. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107063. */
  107064. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107065. /**
  107066. * Fired when the left button on this controller is modified
  107067. */
  107068. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107069. /**
  107070. * Fired when the right button on this controller is modified
  107071. */
  107072. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107073. /**
  107074. * Fired when the menu button on this controller is modified
  107075. */
  107076. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107077. /**
  107078. * Called once for each button that changed state since the last frame
  107079. * Vive mapping:
  107080. * 0: touchpad
  107081. * 1: trigger
  107082. * 2: left AND right buttons
  107083. * 3: menu button
  107084. * @param buttonIdx Which button index changed
  107085. * @param state New state of the button
  107086. * @param changes Which properties on the state changed since last frame
  107087. */
  107088. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107089. }
  107090. }
  107091. declare module BABYLON {
  107092. /**
  107093. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  107094. */
  107095. export class WebXRControllerModelLoader {
  107096. /**
  107097. * Creates the WebXRControllerModelLoader
  107098. * @param input xr input that creates the controllers
  107099. */
  107100. constructor(input: WebXRInput);
  107101. }
  107102. }
  107103. declare module BABYLON {
  107104. /**
  107105. * Contains an array of blocks representing the octree
  107106. */
  107107. export interface IOctreeContainer<T> {
  107108. /**
  107109. * Blocks within the octree
  107110. */
  107111. blocks: Array<OctreeBlock<T>>;
  107112. }
  107113. /**
  107114. * Class used to store a cell in an octree
  107115. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107116. */
  107117. export class OctreeBlock<T> {
  107118. /**
  107119. * Gets the content of the current block
  107120. */
  107121. entries: T[];
  107122. /**
  107123. * Gets the list of block children
  107124. */
  107125. blocks: Array<OctreeBlock<T>>;
  107126. private _depth;
  107127. private _maxDepth;
  107128. private _capacity;
  107129. private _minPoint;
  107130. private _maxPoint;
  107131. private _boundingVectors;
  107132. private _creationFunc;
  107133. /**
  107134. * Creates a new block
  107135. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  107136. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  107137. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107138. * @param depth defines the current depth of this block in the octree
  107139. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  107140. * @param creationFunc defines a callback to call when an element is added to the block
  107141. */
  107142. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  107143. /**
  107144. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107145. */
  107146. readonly capacity: number;
  107147. /**
  107148. * Gets the minimum vector (in world space) of the block's bounding box
  107149. */
  107150. readonly minPoint: Vector3;
  107151. /**
  107152. * Gets the maximum vector (in world space) of the block's bounding box
  107153. */
  107154. readonly maxPoint: Vector3;
  107155. /**
  107156. * Add a new element to this block
  107157. * @param entry defines the element to add
  107158. */
  107159. addEntry(entry: T): void;
  107160. /**
  107161. * Remove an element from this block
  107162. * @param entry defines the element to remove
  107163. */
  107164. removeEntry(entry: T): void;
  107165. /**
  107166. * Add an array of elements to this block
  107167. * @param entries defines the array of elements to add
  107168. */
  107169. addEntries(entries: T[]): void;
  107170. /**
  107171. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  107172. * @param frustumPlanes defines the frustum planes to test
  107173. * @param selection defines the array to store current content if selection is positive
  107174. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107175. */
  107176. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  107177. /**
  107178. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  107179. * @param sphereCenter defines the bounding sphere center
  107180. * @param sphereRadius defines the bounding sphere radius
  107181. * @param selection defines the array to store current content if selection is positive
  107182. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107183. */
  107184. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  107185. /**
  107186. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  107187. * @param ray defines the ray to test with
  107188. * @param selection defines the array to store current content if selection is positive
  107189. */
  107190. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  107191. /**
  107192. * Subdivide the content into child blocks (this block will then be empty)
  107193. */
  107194. createInnerBlocks(): void;
  107195. /**
  107196. * @hidden
  107197. */
  107198. 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;
  107199. }
  107200. }
  107201. declare module BABYLON {
  107202. /**
  107203. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  107204. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107205. */
  107206. export class Octree<T> {
  107207. /** 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.) */
  107208. maxDepth: number;
  107209. /**
  107210. * Blocks within the octree containing objects
  107211. */
  107212. blocks: Array<OctreeBlock<T>>;
  107213. /**
  107214. * Content stored in the octree
  107215. */
  107216. dynamicContent: T[];
  107217. private _maxBlockCapacity;
  107218. private _selectionContent;
  107219. private _creationFunc;
  107220. /**
  107221. * Creates a octree
  107222. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107223. * @param creationFunc function to be used to instatiate the octree
  107224. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  107225. * @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.)
  107226. */
  107227. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  107228. /** 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.) */
  107229. maxDepth?: number);
  107230. /**
  107231. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  107232. * @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);
  107233. * @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);
  107234. * @param entries meshes to be added to the octree blocks
  107235. */
  107236. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  107237. /**
  107238. * Adds a mesh to the octree
  107239. * @param entry Mesh to add to the octree
  107240. */
  107241. addMesh(entry: T): void;
  107242. /**
  107243. * Remove an element from the octree
  107244. * @param entry defines the element to remove
  107245. */
  107246. removeMesh(entry: T): void;
  107247. /**
  107248. * Selects an array of meshes within the frustum
  107249. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  107250. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  107251. * @returns array of meshes within the frustum
  107252. */
  107253. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  107254. /**
  107255. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  107256. * @param sphereCenter defines the bounding sphere center
  107257. * @param sphereRadius defines the bounding sphere radius
  107258. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107259. * @returns an array of objects that intersect the sphere
  107260. */
  107261. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  107262. /**
  107263. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  107264. * @param ray defines the ray to test with
  107265. * @returns array of intersected objects
  107266. */
  107267. intersectsRay(ray: Ray): SmartArray<T>;
  107268. /**
  107269. * Adds a mesh into the octree block if it intersects the block
  107270. */
  107271. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  107272. /**
  107273. * Adds a submesh into the octree block if it intersects the block
  107274. */
  107275. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  107276. }
  107277. }
  107278. declare module BABYLON {
  107279. interface Scene {
  107280. /**
  107281. * @hidden
  107282. * Backing Filed
  107283. */
  107284. _selectionOctree: Octree<AbstractMesh>;
  107285. /**
  107286. * Gets the octree used to boost mesh selection (picking)
  107287. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107288. */
  107289. selectionOctree: Octree<AbstractMesh>;
  107290. /**
  107291. * Creates or updates the octree used to boost selection (picking)
  107292. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107293. * @param maxCapacity defines the maximum capacity per leaf
  107294. * @param maxDepth defines the maximum depth of the octree
  107295. * @returns an octree of AbstractMesh
  107296. */
  107297. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  107298. }
  107299. interface AbstractMesh {
  107300. /**
  107301. * @hidden
  107302. * Backing Field
  107303. */
  107304. _submeshesOctree: Octree<SubMesh>;
  107305. /**
  107306. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  107307. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  107308. * @param maxCapacity defines the maximum size of each block (64 by default)
  107309. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  107310. * @returns the new octree
  107311. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  107312. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107313. */
  107314. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  107315. }
  107316. /**
  107317. * Defines the octree scene component responsible to manage any octrees
  107318. * in a given scene.
  107319. */
  107320. export class OctreeSceneComponent {
  107321. /**
  107322. * The component name help to identify the component in the list of scene components.
  107323. */
  107324. readonly name: string;
  107325. /**
  107326. * The scene the component belongs to.
  107327. */
  107328. scene: Scene;
  107329. /**
  107330. * Indicates if the meshes have been checked to make sure they are isEnabled()
  107331. */
  107332. readonly checksIsEnabled: boolean;
  107333. /**
  107334. * Creates a new instance of the component for the given scene
  107335. * @param scene Defines the scene to register the component in
  107336. */
  107337. constructor(scene: Scene);
  107338. /**
  107339. * Registers the component in a given scene
  107340. */
  107341. register(): void;
  107342. /**
  107343. * Return the list of active meshes
  107344. * @returns the list of active meshes
  107345. */
  107346. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  107347. /**
  107348. * Return the list of active sub meshes
  107349. * @param mesh The mesh to get the candidates sub meshes from
  107350. * @returns the list of active sub meshes
  107351. */
  107352. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  107353. private _tempRay;
  107354. /**
  107355. * Return the list of sub meshes intersecting with a given local ray
  107356. * @param mesh defines the mesh to find the submesh for
  107357. * @param localRay defines the ray in local space
  107358. * @returns the list of intersecting sub meshes
  107359. */
  107360. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  107361. /**
  107362. * Return the list of sub meshes colliding with a collider
  107363. * @param mesh defines the mesh to find the submesh for
  107364. * @param collider defines the collider to evaluate the collision against
  107365. * @returns the list of colliding sub meshes
  107366. */
  107367. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  107368. /**
  107369. * Rebuilds the elements related to this component in case of
  107370. * context lost for instance.
  107371. */
  107372. rebuild(): void;
  107373. /**
  107374. * Disposes the component and the associated ressources.
  107375. */
  107376. dispose(): void;
  107377. }
  107378. }
  107379. declare module BABYLON {
  107380. /**
  107381. * Renders a layer on top of an existing scene
  107382. */
  107383. export class UtilityLayerRenderer implements IDisposable {
  107384. /** the original scene that will be rendered on top of */
  107385. originalScene: Scene;
  107386. private _pointerCaptures;
  107387. private _lastPointerEvents;
  107388. private static _DefaultUtilityLayer;
  107389. private static _DefaultKeepDepthUtilityLayer;
  107390. private _sharedGizmoLight;
  107391. private _renderCamera;
  107392. /**
  107393. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  107394. * @returns the camera that is used when rendering the utility layer
  107395. */
  107396. getRenderCamera(): Nullable<Camera>;
  107397. /**
  107398. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  107399. * @param cam the camera that should be used when rendering the utility layer
  107400. */
  107401. setRenderCamera(cam: Nullable<Camera>): void;
  107402. /**
  107403. * @hidden
  107404. * Light which used by gizmos to get light shading
  107405. */
  107406. _getSharedGizmoLight(): HemisphericLight;
  107407. /**
  107408. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  107409. */
  107410. pickUtilitySceneFirst: boolean;
  107411. /**
  107412. * 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)
  107413. */
  107414. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  107415. /**
  107416. * 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)
  107417. */
  107418. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  107419. /**
  107420. * The scene that is rendered on top of the original scene
  107421. */
  107422. utilityLayerScene: Scene;
  107423. /**
  107424. * If the utility layer should automatically be rendered on top of existing scene
  107425. */
  107426. shouldRender: boolean;
  107427. /**
  107428. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  107429. */
  107430. onlyCheckPointerDownEvents: boolean;
  107431. /**
  107432. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  107433. */
  107434. processAllEvents: boolean;
  107435. /**
  107436. * Observable raised when the pointer move from the utility layer scene to the main scene
  107437. */
  107438. onPointerOutObservable: Observable<number>;
  107439. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  107440. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  107441. private _afterRenderObserver;
  107442. private _sceneDisposeObserver;
  107443. private _originalPointerObserver;
  107444. /**
  107445. * Instantiates a UtilityLayerRenderer
  107446. * @param originalScene the original scene that will be rendered on top of
  107447. * @param handleEvents boolean indicating if the utility layer should handle events
  107448. */
  107449. constructor(
  107450. /** the original scene that will be rendered on top of */
  107451. originalScene: Scene, handleEvents?: boolean);
  107452. private _notifyObservers;
  107453. /**
  107454. * Renders the utility layers scene on top of the original scene
  107455. */
  107456. render(): void;
  107457. /**
  107458. * Disposes of the renderer
  107459. */
  107460. dispose(): void;
  107461. private _updateCamera;
  107462. }
  107463. }
  107464. declare module BABYLON {
  107465. /**
  107466. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  107467. */
  107468. export class Gizmo implements IDisposable {
  107469. /** The utility layer the gizmo will be added to */
  107470. gizmoLayer: UtilityLayerRenderer;
  107471. /**
  107472. * The root mesh of the gizmo
  107473. */
  107474. _rootMesh: Mesh;
  107475. private _attachedMesh;
  107476. /**
  107477. * Ratio for the scale of the gizmo (Default: 1)
  107478. */
  107479. scaleRatio: number;
  107480. /**
  107481. * If a custom mesh has been set (Default: false)
  107482. */
  107483. protected _customMeshSet: boolean;
  107484. /**
  107485. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  107486. * * When set, interactions will be enabled
  107487. */
  107488. attachedMesh: Nullable<AbstractMesh>;
  107489. /**
  107490. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  107491. * @param mesh The mesh to replace the default mesh of the gizmo
  107492. */
  107493. setCustomMesh(mesh: Mesh): void;
  107494. /**
  107495. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  107496. */
  107497. updateGizmoRotationToMatchAttachedMesh: boolean;
  107498. /**
  107499. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  107500. */
  107501. updateGizmoPositionToMatchAttachedMesh: boolean;
  107502. /**
  107503. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  107504. */
  107505. updateScale: boolean;
  107506. protected _interactionsEnabled: boolean;
  107507. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107508. private _beforeRenderObserver;
  107509. private _tempVector;
  107510. /**
  107511. * Creates a gizmo
  107512. * @param gizmoLayer The utility layer the gizmo will be added to
  107513. */
  107514. constructor(
  107515. /** The utility layer the gizmo will be added to */
  107516. gizmoLayer?: UtilityLayerRenderer);
  107517. /**
  107518. * Updates the gizmo to match the attached mesh's position/rotation
  107519. */
  107520. protected _update(): void;
  107521. /**
  107522. * Disposes of the gizmo
  107523. */
  107524. dispose(): void;
  107525. }
  107526. }
  107527. declare module BABYLON {
  107528. /**
  107529. * Single plane drag gizmo
  107530. */
  107531. export class PlaneDragGizmo extends Gizmo {
  107532. /**
  107533. * Drag behavior responsible for the gizmos dragging interactions
  107534. */
  107535. dragBehavior: PointerDragBehavior;
  107536. private _pointerObserver;
  107537. /**
  107538. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107539. */
  107540. snapDistance: number;
  107541. /**
  107542. * Event that fires each time the gizmo snaps to a new location.
  107543. * * snapDistance is the the change in distance
  107544. */
  107545. onSnapObservable: Observable<{
  107546. snapDistance: number;
  107547. }>;
  107548. private _plane;
  107549. private _coloredMaterial;
  107550. private _hoverMaterial;
  107551. private _isEnabled;
  107552. private _parent;
  107553. /** @hidden */
  107554. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  107555. /** @hidden */
  107556. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  107557. /**
  107558. * Creates a PlaneDragGizmo
  107559. * @param gizmoLayer The utility layer the gizmo will be added to
  107560. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  107561. * @param color The color of the gizmo
  107562. */
  107563. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  107564. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107565. /**
  107566. * If the gizmo is enabled
  107567. */
  107568. isEnabled: boolean;
  107569. /**
  107570. * Disposes of the gizmo
  107571. */
  107572. dispose(): void;
  107573. }
  107574. }
  107575. declare module BABYLON {
  107576. /**
  107577. * Gizmo that enables dragging a mesh along 3 axis
  107578. */
  107579. export class PositionGizmo extends Gizmo {
  107580. /**
  107581. * Internal gizmo used for interactions on the x axis
  107582. */
  107583. xGizmo: AxisDragGizmo;
  107584. /**
  107585. * Internal gizmo used for interactions on the y axis
  107586. */
  107587. yGizmo: AxisDragGizmo;
  107588. /**
  107589. * Internal gizmo used for interactions on the z axis
  107590. */
  107591. zGizmo: AxisDragGizmo;
  107592. /**
  107593. * Internal gizmo used for interactions on the yz plane
  107594. */
  107595. xPlaneGizmo: PlaneDragGizmo;
  107596. /**
  107597. * Internal gizmo used for interactions on the xz plane
  107598. */
  107599. yPlaneGizmo: PlaneDragGizmo;
  107600. /**
  107601. * Internal gizmo used for interactions on the xy plane
  107602. */
  107603. zPlaneGizmo: PlaneDragGizmo;
  107604. /**
  107605. * private variables
  107606. */
  107607. private _meshAttached;
  107608. private _updateGizmoRotationToMatchAttachedMesh;
  107609. private _snapDistance;
  107610. private _scaleRatio;
  107611. /** Fires an event when any of it's sub gizmos are dragged */
  107612. onDragStartObservable: Observable<unknown>;
  107613. /** Fires an event when any of it's sub gizmos are released from dragging */
  107614. onDragEndObservable: Observable<unknown>;
  107615. /**
  107616. * If set to true, planar drag is enabled
  107617. */
  107618. private _planarGizmoEnabled;
  107619. attachedMesh: Nullable<AbstractMesh>;
  107620. /**
  107621. * Creates a PositionGizmo
  107622. * @param gizmoLayer The utility layer the gizmo will be added to
  107623. */
  107624. constructor(gizmoLayer?: UtilityLayerRenderer);
  107625. /**
  107626. * If the planar drag gizmo is enabled
  107627. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  107628. */
  107629. planarGizmoEnabled: boolean;
  107630. updateGizmoRotationToMatchAttachedMesh: boolean;
  107631. /**
  107632. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107633. */
  107634. snapDistance: number;
  107635. /**
  107636. * Ratio for the scale of the gizmo (Default: 1)
  107637. */
  107638. scaleRatio: number;
  107639. /**
  107640. * Disposes of the gizmo
  107641. */
  107642. dispose(): void;
  107643. /**
  107644. * CustomMeshes are not supported by this gizmo
  107645. * @param mesh The mesh to replace the default mesh of the gizmo
  107646. */
  107647. setCustomMesh(mesh: Mesh): void;
  107648. }
  107649. }
  107650. declare module BABYLON {
  107651. /**
  107652. * Single axis drag gizmo
  107653. */
  107654. export class AxisDragGizmo extends Gizmo {
  107655. /**
  107656. * Drag behavior responsible for the gizmos dragging interactions
  107657. */
  107658. dragBehavior: PointerDragBehavior;
  107659. private _pointerObserver;
  107660. /**
  107661. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107662. */
  107663. snapDistance: number;
  107664. /**
  107665. * Event that fires each time the gizmo snaps to a new location.
  107666. * * snapDistance is the the change in distance
  107667. */
  107668. onSnapObservable: Observable<{
  107669. snapDistance: number;
  107670. }>;
  107671. private _isEnabled;
  107672. private _parent;
  107673. private _arrow;
  107674. private _coloredMaterial;
  107675. private _hoverMaterial;
  107676. /** @hidden */
  107677. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  107678. /** @hidden */
  107679. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  107680. /**
  107681. * Creates an AxisDragGizmo
  107682. * @param gizmoLayer The utility layer the gizmo will be added to
  107683. * @param dragAxis The axis which the gizmo will be able to drag on
  107684. * @param color The color of the gizmo
  107685. */
  107686. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  107687. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107688. /**
  107689. * If the gizmo is enabled
  107690. */
  107691. isEnabled: boolean;
  107692. /**
  107693. * Disposes of the gizmo
  107694. */
  107695. dispose(): void;
  107696. }
  107697. }
  107698. declare module BABYLON.Debug {
  107699. /**
  107700. * The Axes viewer will show 3 axes in a specific point in space
  107701. */
  107702. export class AxesViewer {
  107703. private _xAxis;
  107704. private _yAxis;
  107705. private _zAxis;
  107706. private _scaleLinesFactor;
  107707. private _instanced;
  107708. /**
  107709. * Gets the hosting scene
  107710. */
  107711. scene: Scene;
  107712. /**
  107713. * Gets or sets a number used to scale line length
  107714. */
  107715. scaleLines: number;
  107716. /** Gets the node hierarchy used to render x-axis */
  107717. readonly xAxis: TransformNode;
  107718. /** Gets the node hierarchy used to render y-axis */
  107719. readonly yAxis: TransformNode;
  107720. /** Gets the node hierarchy used to render z-axis */
  107721. readonly zAxis: TransformNode;
  107722. /**
  107723. * Creates a new AxesViewer
  107724. * @param scene defines the hosting scene
  107725. * @param scaleLines defines a number used to scale line length (1 by default)
  107726. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  107727. * @param xAxis defines the node hierarchy used to render the x-axis
  107728. * @param yAxis defines the node hierarchy used to render the y-axis
  107729. * @param zAxis defines the node hierarchy used to render the z-axis
  107730. */
  107731. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  107732. /**
  107733. * Force the viewer to update
  107734. * @param position defines the position of the viewer
  107735. * @param xaxis defines the x axis of the viewer
  107736. * @param yaxis defines the y axis of the viewer
  107737. * @param zaxis defines the z axis of the viewer
  107738. */
  107739. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  107740. /**
  107741. * Creates an instance of this axes viewer.
  107742. * @returns a new axes viewer with instanced meshes
  107743. */
  107744. createInstance(): AxesViewer;
  107745. /** Releases resources */
  107746. dispose(): void;
  107747. private static _SetRenderingGroupId;
  107748. }
  107749. }
  107750. declare module BABYLON.Debug {
  107751. /**
  107752. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  107753. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  107754. */
  107755. export class BoneAxesViewer extends AxesViewer {
  107756. /**
  107757. * Gets or sets the target mesh where to display the axes viewer
  107758. */
  107759. mesh: Nullable<Mesh>;
  107760. /**
  107761. * Gets or sets the target bone where to display the axes viewer
  107762. */
  107763. bone: Nullable<Bone>;
  107764. /** Gets current position */
  107765. pos: Vector3;
  107766. /** Gets direction of X axis */
  107767. xaxis: Vector3;
  107768. /** Gets direction of Y axis */
  107769. yaxis: Vector3;
  107770. /** Gets direction of Z axis */
  107771. zaxis: Vector3;
  107772. /**
  107773. * Creates a new BoneAxesViewer
  107774. * @param scene defines the hosting scene
  107775. * @param bone defines the target bone
  107776. * @param mesh defines the target mesh
  107777. * @param scaleLines defines a scaling factor for line length (1 by default)
  107778. */
  107779. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  107780. /**
  107781. * Force the viewer to update
  107782. */
  107783. update(): void;
  107784. /** Releases resources */
  107785. dispose(): void;
  107786. }
  107787. }
  107788. declare module BABYLON {
  107789. /**
  107790. * Interface used to define scene explorer extensibility option
  107791. */
  107792. export interface IExplorerExtensibilityOption {
  107793. /**
  107794. * Define the option label
  107795. */
  107796. label: string;
  107797. /**
  107798. * Defines the action to execute on click
  107799. */
  107800. action: (entity: any) => void;
  107801. }
  107802. /**
  107803. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  107804. */
  107805. export interface IExplorerExtensibilityGroup {
  107806. /**
  107807. * Defines a predicate to test if a given type mut be extended
  107808. */
  107809. predicate: (entity: any) => boolean;
  107810. /**
  107811. * Gets the list of options added to a type
  107812. */
  107813. entries: IExplorerExtensibilityOption[];
  107814. }
  107815. /**
  107816. * Interface used to define the options to use to create the Inspector
  107817. */
  107818. export interface IInspectorOptions {
  107819. /**
  107820. * Display in overlay mode (default: false)
  107821. */
  107822. overlay?: boolean;
  107823. /**
  107824. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  107825. */
  107826. globalRoot?: HTMLElement;
  107827. /**
  107828. * Display the Scene explorer
  107829. */
  107830. showExplorer?: boolean;
  107831. /**
  107832. * Display the property inspector
  107833. */
  107834. showInspector?: boolean;
  107835. /**
  107836. * Display in embed mode (both panes on the right)
  107837. */
  107838. embedMode?: boolean;
  107839. /**
  107840. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  107841. */
  107842. handleResize?: boolean;
  107843. /**
  107844. * Allow the panes to popup (default: true)
  107845. */
  107846. enablePopup?: boolean;
  107847. /**
  107848. * Allow the panes to be closed by users (default: true)
  107849. */
  107850. enableClose?: boolean;
  107851. /**
  107852. * Optional list of extensibility entries
  107853. */
  107854. explorerExtensibility?: IExplorerExtensibilityGroup[];
  107855. /**
  107856. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  107857. */
  107858. inspectorURL?: string;
  107859. }
  107860. interface Scene {
  107861. /**
  107862. * @hidden
  107863. * Backing field
  107864. */
  107865. _debugLayer: DebugLayer;
  107866. /**
  107867. * Gets the debug layer (aka Inspector) associated with the scene
  107868. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107869. */
  107870. debugLayer: DebugLayer;
  107871. }
  107872. /**
  107873. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107874. * what is happening in your scene
  107875. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107876. */
  107877. export class DebugLayer {
  107878. /**
  107879. * Define the url to get the inspector script from.
  107880. * By default it uses the babylonjs CDN.
  107881. * @ignoreNaming
  107882. */
  107883. static InspectorURL: string;
  107884. private _scene;
  107885. private BJSINSPECTOR;
  107886. private _onPropertyChangedObservable?;
  107887. /**
  107888. * Observable triggered when a property is changed through the inspector.
  107889. */
  107890. readonly onPropertyChangedObservable: any;
  107891. /**
  107892. * Instantiates a new debug layer.
  107893. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107894. * what is happening in your scene
  107895. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107896. * @param scene Defines the scene to inspect
  107897. */
  107898. constructor(scene: Scene);
  107899. /** Creates the inspector window. */
  107900. private _createInspector;
  107901. /**
  107902. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  107903. * @param entity defines the entity to select
  107904. * @param lineContainerTitle defines the specific block to highlight
  107905. */
  107906. select(entity: any, lineContainerTitle?: string): void;
  107907. /** Get the inspector from bundle or global */
  107908. private _getGlobalInspector;
  107909. /**
  107910. * Get if the inspector is visible or not.
  107911. * @returns true if visible otherwise, false
  107912. */
  107913. isVisible(): boolean;
  107914. /**
  107915. * Hide the inspector and close its window.
  107916. */
  107917. hide(): void;
  107918. /**
  107919. * Launch the debugLayer.
  107920. * @param config Define the configuration of the inspector
  107921. * @return a promise fulfilled when the debug layer is visible
  107922. */
  107923. show(config?: IInspectorOptions): Promise<DebugLayer>;
  107924. }
  107925. }
  107926. declare module BABYLON {
  107927. /**
  107928. * Class containing static functions to help procedurally build meshes
  107929. */
  107930. export class BoxBuilder {
  107931. /**
  107932. * Creates a box mesh
  107933. * * The parameter `size` sets the size (float) of each box side (default 1)
  107934. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  107935. * * 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)
  107936. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  107937. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107938. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  107939. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107940. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  107941. * @param name defines the name of the mesh
  107942. * @param options defines the options used to create the mesh
  107943. * @param scene defines the hosting scene
  107944. * @returns the box mesh
  107945. */
  107946. static CreateBox(name: string, options: {
  107947. size?: number;
  107948. width?: number;
  107949. height?: number;
  107950. depth?: number;
  107951. faceUV?: Vector4[];
  107952. faceColors?: Color4[];
  107953. sideOrientation?: number;
  107954. frontUVs?: Vector4;
  107955. backUVs?: Vector4;
  107956. wrap?: boolean;
  107957. topBaseAt?: number;
  107958. bottomBaseAt?: number;
  107959. updatable?: boolean;
  107960. }, scene?: Nullable<Scene>): Mesh;
  107961. }
  107962. }
  107963. declare module BABYLON {
  107964. /**
  107965. * Class containing static functions to help procedurally build meshes
  107966. */
  107967. export class SphereBuilder {
  107968. /**
  107969. * Creates a sphere mesh
  107970. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  107971. * * 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`)
  107972. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  107973. * * 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
  107974. * * 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)
  107975. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107976. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  107977. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107978. * @param name defines the name of the mesh
  107979. * @param options defines the options used to create the mesh
  107980. * @param scene defines the hosting scene
  107981. * @returns the sphere mesh
  107982. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  107983. */
  107984. static CreateSphere(name: string, options: {
  107985. segments?: number;
  107986. diameter?: number;
  107987. diameterX?: number;
  107988. diameterY?: number;
  107989. diameterZ?: number;
  107990. arc?: number;
  107991. slice?: number;
  107992. sideOrientation?: number;
  107993. frontUVs?: Vector4;
  107994. backUVs?: Vector4;
  107995. updatable?: boolean;
  107996. }, scene?: Nullable<Scene>): Mesh;
  107997. }
  107998. }
  107999. declare module BABYLON.Debug {
  108000. /**
  108001. * Used to show the physics impostor around the specific mesh
  108002. */
  108003. export class PhysicsViewer {
  108004. /** @hidden */
  108005. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  108006. /** @hidden */
  108007. protected _meshes: Array<Nullable<AbstractMesh>>;
  108008. /** @hidden */
  108009. protected _scene: Nullable<Scene>;
  108010. /** @hidden */
  108011. protected _numMeshes: number;
  108012. /** @hidden */
  108013. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  108014. private _renderFunction;
  108015. private _utilityLayer;
  108016. private _debugBoxMesh;
  108017. private _debugSphereMesh;
  108018. private _debugCylinderMesh;
  108019. private _debugMaterial;
  108020. private _debugMeshMeshes;
  108021. /**
  108022. * Creates a new PhysicsViewer
  108023. * @param scene defines the hosting scene
  108024. */
  108025. constructor(scene: Scene);
  108026. /** @hidden */
  108027. protected _updateDebugMeshes(): void;
  108028. /**
  108029. * Renders a specified physic impostor
  108030. * @param impostor defines the impostor to render
  108031. * @param targetMesh defines the mesh represented by the impostor
  108032. * @returns the new debug mesh used to render the impostor
  108033. */
  108034. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  108035. /**
  108036. * Hides a specified physic impostor
  108037. * @param impostor defines the impostor to hide
  108038. */
  108039. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  108040. private _getDebugMaterial;
  108041. private _getDebugBoxMesh;
  108042. private _getDebugSphereMesh;
  108043. private _getDebugCylinderMesh;
  108044. private _getDebugMeshMesh;
  108045. private _getDebugMesh;
  108046. /** Releases all resources */
  108047. dispose(): void;
  108048. }
  108049. }
  108050. declare module BABYLON {
  108051. /**
  108052. * Class containing static functions to help procedurally build meshes
  108053. */
  108054. export class LinesBuilder {
  108055. /**
  108056. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  108057. * * 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
  108058. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  108059. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  108060. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  108061. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  108062. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  108063. * * 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
  108064. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  108065. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108066. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  108067. * @param name defines the name of the new line system
  108068. * @param options defines the options used to create the line system
  108069. * @param scene defines the hosting scene
  108070. * @returns a new line system mesh
  108071. */
  108072. static CreateLineSystem(name: string, options: {
  108073. lines: Vector3[][];
  108074. updatable?: boolean;
  108075. instance?: Nullable<LinesMesh>;
  108076. colors?: Nullable<Color4[][]>;
  108077. useVertexAlpha?: boolean;
  108078. }, scene: Nullable<Scene>): LinesMesh;
  108079. /**
  108080. * Creates a line mesh
  108081. * 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
  108082. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108083. * * The parameter `points` is an array successive Vector3
  108084. * * 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
  108085. * * The optional parameter `colors` is an array of successive Color4, one per line point
  108086. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  108087. * * When updating an instance, remember that only point positions can change, not the number of points
  108088. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108089. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  108090. * @param name defines the name of the new line system
  108091. * @param options defines the options used to create the line system
  108092. * @param scene defines the hosting scene
  108093. * @returns a new line mesh
  108094. */
  108095. static CreateLines(name: string, options: {
  108096. points: Vector3[];
  108097. updatable?: boolean;
  108098. instance?: Nullable<LinesMesh>;
  108099. colors?: Color4[];
  108100. useVertexAlpha?: boolean;
  108101. }, scene?: Nullable<Scene>): LinesMesh;
  108102. /**
  108103. * Creates a dashed line mesh
  108104. * * 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
  108105. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108106. * * The parameter `points` is an array successive Vector3
  108107. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  108108. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  108109. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  108110. * * 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
  108111. * * When updating an instance, remember that only point positions can change, not the number of points
  108112. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108113. * @param name defines the name of the mesh
  108114. * @param options defines the options used to create the mesh
  108115. * @param scene defines the hosting scene
  108116. * @returns the dashed line mesh
  108117. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  108118. */
  108119. static CreateDashedLines(name: string, options: {
  108120. points: Vector3[];
  108121. dashSize?: number;
  108122. gapSize?: number;
  108123. dashNb?: number;
  108124. updatable?: boolean;
  108125. instance?: LinesMesh;
  108126. }, scene?: Nullable<Scene>): LinesMesh;
  108127. }
  108128. }
  108129. declare module BABYLON {
  108130. /**
  108131. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108132. * in order to better appreciate the issue one might have.
  108133. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108134. */
  108135. export class RayHelper {
  108136. /**
  108137. * Defines the ray we are currently tryin to visualize.
  108138. */
  108139. ray: Nullable<Ray>;
  108140. private _renderPoints;
  108141. private _renderLine;
  108142. private _renderFunction;
  108143. private _scene;
  108144. private _updateToMeshFunction;
  108145. private _attachedToMesh;
  108146. private _meshSpaceDirection;
  108147. private _meshSpaceOrigin;
  108148. /**
  108149. * Helper function to create a colored helper in a scene in one line.
  108150. * @param ray Defines the ray we are currently tryin to visualize
  108151. * @param scene Defines the scene the ray is used in
  108152. * @param color Defines the color we want to see the ray in
  108153. * @returns The newly created ray helper.
  108154. */
  108155. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  108156. /**
  108157. * Instantiate a new ray helper.
  108158. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108159. * in order to better appreciate the issue one might have.
  108160. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108161. * @param ray Defines the ray we are currently tryin to visualize
  108162. */
  108163. constructor(ray: Ray);
  108164. /**
  108165. * Shows the ray we are willing to debug.
  108166. * @param scene Defines the scene the ray needs to be rendered in
  108167. * @param color Defines the color the ray needs to be rendered in
  108168. */
  108169. show(scene: Scene, color?: Color3): void;
  108170. /**
  108171. * Hides the ray we are debugging.
  108172. */
  108173. hide(): void;
  108174. private _render;
  108175. /**
  108176. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  108177. * @param mesh Defines the mesh we want the helper attached to
  108178. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  108179. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  108180. * @param length Defines the length of the ray
  108181. */
  108182. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  108183. /**
  108184. * Detach the ray helper from the mesh it has previously been attached to.
  108185. */
  108186. detachFromMesh(): void;
  108187. private _updateToMesh;
  108188. /**
  108189. * Dispose the helper and release its associated resources.
  108190. */
  108191. dispose(): void;
  108192. }
  108193. }
  108194. declare module BABYLON.Debug {
  108195. /**
  108196. * Class used to render a debug view of a given skeleton
  108197. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  108198. */
  108199. export class SkeletonViewer {
  108200. /** defines the skeleton to render */
  108201. skeleton: Skeleton;
  108202. /** defines the mesh attached to the skeleton */
  108203. mesh: AbstractMesh;
  108204. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108205. autoUpdateBonesMatrices: boolean;
  108206. /** defines the rendering group id to use with the viewer */
  108207. renderingGroupId: number;
  108208. /** Gets or sets the color used to render the skeleton */
  108209. color: Color3;
  108210. private _scene;
  108211. private _debugLines;
  108212. private _debugMesh;
  108213. private _isEnabled;
  108214. private _renderFunction;
  108215. private _utilityLayer;
  108216. /**
  108217. * Returns the mesh used to render the bones
  108218. */
  108219. readonly debugMesh: Nullable<LinesMesh>;
  108220. /**
  108221. * Creates a new SkeletonViewer
  108222. * @param skeleton defines the skeleton to render
  108223. * @param mesh defines the mesh attached to the skeleton
  108224. * @param scene defines the hosting scene
  108225. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  108226. * @param renderingGroupId defines the rendering group id to use with the viewer
  108227. */
  108228. constructor(
  108229. /** defines the skeleton to render */
  108230. skeleton: Skeleton,
  108231. /** defines the mesh attached to the skeleton */
  108232. mesh: AbstractMesh, scene: Scene,
  108233. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108234. autoUpdateBonesMatrices?: boolean,
  108235. /** defines the rendering group id to use with the viewer */
  108236. renderingGroupId?: number);
  108237. /** Gets or sets a boolean indicating if the viewer is enabled */
  108238. isEnabled: boolean;
  108239. private _getBonePosition;
  108240. private _getLinesForBonesWithLength;
  108241. private _getLinesForBonesNoLength;
  108242. /** Update the viewer to sync with current skeleton state */
  108243. update(): void;
  108244. /** Release associated resources */
  108245. dispose(): void;
  108246. }
  108247. }
  108248. declare module BABYLON {
  108249. /**
  108250. * Options to create the null engine
  108251. */
  108252. export class NullEngineOptions {
  108253. /**
  108254. * Render width (Default: 512)
  108255. */
  108256. renderWidth: number;
  108257. /**
  108258. * Render height (Default: 256)
  108259. */
  108260. renderHeight: number;
  108261. /**
  108262. * Texture size (Default: 512)
  108263. */
  108264. textureSize: number;
  108265. /**
  108266. * If delta time between frames should be constant
  108267. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108268. */
  108269. deterministicLockstep: boolean;
  108270. /**
  108271. * Maximum about of steps between frames (Default: 4)
  108272. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108273. */
  108274. lockstepMaxSteps: number;
  108275. }
  108276. /**
  108277. * The null engine class provides support for headless version of babylon.js.
  108278. * This can be used in server side scenario or for testing purposes
  108279. */
  108280. export class NullEngine extends Engine {
  108281. private _options;
  108282. /**
  108283. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108284. */
  108285. isDeterministicLockStep(): boolean;
  108286. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  108287. getLockstepMaxSteps(): number;
  108288. /**
  108289. * Sets hardware scaling, used to save performance if needed
  108290. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108291. */
  108292. getHardwareScalingLevel(): number;
  108293. constructor(options?: NullEngineOptions);
  108294. createVertexBuffer(vertices: FloatArray): DataBuffer;
  108295. createIndexBuffer(indices: IndicesArray): DataBuffer;
  108296. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  108297. getRenderWidth(useScreen?: boolean): number;
  108298. getRenderHeight(useScreen?: boolean): number;
  108299. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  108300. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  108301. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  108302. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  108303. bindSamplers(effect: Effect): void;
  108304. enableEffect(effect: Effect): void;
  108305. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  108306. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  108307. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  108308. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  108309. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  108310. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  108311. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  108312. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  108313. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  108314. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  108315. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  108316. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  108317. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  108318. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  108319. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  108320. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  108321. setFloat(uniform: WebGLUniformLocation, value: number): void;
  108322. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  108323. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  108324. setBool(uniform: WebGLUniformLocation, bool: number): void;
  108325. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  108326. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  108327. bindBuffers(vertexBuffers: {
  108328. [key: string]: VertexBuffer;
  108329. }, indexBuffer: DataBuffer, effect: Effect): void;
  108330. wipeCaches(bruteForce?: boolean): void;
  108331. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  108332. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  108333. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  108334. /** @hidden */
  108335. _createTexture(): WebGLTexture;
  108336. /** @hidden */
  108337. _releaseTexture(texture: InternalTexture): void;
  108338. 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;
  108339. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  108340. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  108341. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  108342. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  108343. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  108344. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  108345. areAllEffectsReady(): boolean;
  108346. /**
  108347. * @hidden
  108348. * Get the current error code of the webGL context
  108349. * @returns the error code
  108350. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  108351. */
  108352. getError(): number;
  108353. /** @hidden */
  108354. _getUnpackAlignement(): number;
  108355. /** @hidden */
  108356. _unpackFlipY(value: boolean): void;
  108357. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  108358. /**
  108359. * Updates a dynamic vertex buffer.
  108360. * @param vertexBuffer the vertex buffer to update
  108361. * @param data the data used to update the vertex buffer
  108362. * @param byteOffset the byte offset of the data (optional)
  108363. * @param byteLength the byte length of the data (optional)
  108364. */
  108365. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  108366. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  108367. /** @hidden */
  108368. _bindTexture(channel: number, texture: InternalTexture): void;
  108369. /** @hidden */
  108370. _releaseBuffer(buffer: DataBuffer): boolean;
  108371. releaseEffects(): void;
  108372. displayLoadingUI(): void;
  108373. hideLoadingUI(): void;
  108374. /** @hidden */
  108375. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108376. /** @hidden */
  108377. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108378. /** @hidden */
  108379. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108380. /** @hidden */
  108381. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  108382. }
  108383. }
  108384. declare module BABYLON {
  108385. /** @hidden */
  108386. export class _OcclusionDataStorage {
  108387. /** @hidden */
  108388. occlusionInternalRetryCounter: number;
  108389. /** @hidden */
  108390. isOcclusionQueryInProgress: boolean;
  108391. /** @hidden */
  108392. isOccluded: boolean;
  108393. /** @hidden */
  108394. occlusionRetryCount: number;
  108395. /** @hidden */
  108396. occlusionType: number;
  108397. /** @hidden */
  108398. occlusionQueryAlgorithmType: number;
  108399. }
  108400. interface Engine {
  108401. /**
  108402. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  108403. * @return the new query
  108404. */
  108405. createQuery(): WebGLQuery;
  108406. /**
  108407. * Delete and release a webGL query
  108408. * @param query defines the query to delete
  108409. * @return the current engine
  108410. */
  108411. deleteQuery(query: WebGLQuery): Engine;
  108412. /**
  108413. * Check if a given query has resolved and got its value
  108414. * @param query defines the query to check
  108415. * @returns true if the query got its value
  108416. */
  108417. isQueryResultAvailable(query: WebGLQuery): boolean;
  108418. /**
  108419. * Gets the value of a given query
  108420. * @param query defines the query to check
  108421. * @returns the value of the query
  108422. */
  108423. getQueryResult(query: WebGLQuery): number;
  108424. /**
  108425. * Initiates an occlusion query
  108426. * @param algorithmType defines the algorithm to use
  108427. * @param query defines the query to use
  108428. * @returns the current engine
  108429. * @see http://doc.babylonjs.com/features/occlusionquery
  108430. */
  108431. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  108432. /**
  108433. * Ends an occlusion query
  108434. * @see http://doc.babylonjs.com/features/occlusionquery
  108435. * @param algorithmType defines the algorithm to use
  108436. * @returns the current engine
  108437. */
  108438. endOcclusionQuery(algorithmType: number): Engine;
  108439. /**
  108440. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  108441. * Please note that only one query can be issued at a time
  108442. * @returns a time token used to track the time span
  108443. */
  108444. startTimeQuery(): Nullable<_TimeToken>;
  108445. /**
  108446. * Ends a time query
  108447. * @param token defines the token used to measure the time span
  108448. * @returns the time spent (in ns)
  108449. */
  108450. endTimeQuery(token: _TimeToken): int;
  108451. /** @hidden */
  108452. _currentNonTimestampToken: Nullable<_TimeToken>;
  108453. /** @hidden */
  108454. _createTimeQuery(): WebGLQuery;
  108455. /** @hidden */
  108456. _deleteTimeQuery(query: WebGLQuery): void;
  108457. /** @hidden */
  108458. _getGlAlgorithmType(algorithmType: number): number;
  108459. /** @hidden */
  108460. _getTimeQueryResult(query: WebGLQuery): any;
  108461. /** @hidden */
  108462. _getTimeQueryAvailability(query: WebGLQuery): any;
  108463. }
  108464. interface AbstractMesh {
  108465. /**
  108466. * Backing filed
  108467. * @hidden
  108468. */
  108469. __occlusionDataStorage: _OcclusionDataStorage;
  108470. /**
  108471. * Access property
  108472. * @hidden
  108473. */
  108474. _occlusionDataStorage: _OcclusionDataStorage;
  108475. /**
  108476. * 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.
  108477. * The default value is -1 which means don't break the query and wait till the result
  108478. * @see http://doc.babylonjs.com/features/occlusionquery
  108479. */
  108480. occlusionRetryCount: number;
  108481. /**
  108482. * 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:
  108483. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  108484. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  108485. * * 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.
  108486. * @see http://doc.babylonjs.com/features/occlusionquery
  108487. */
  108488. occlusionType: number;
  108489. /**
  108490. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  108491. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  108492. * * 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.
  108493. * @see http://doc.babylonjs.com/features/occlusionquery
  108494. */
  108495. occlusionQueryAlgorithmType: number;
  108496. /**
  108497. * 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
  108498. * @see http://doc.babylonjs.com/features/occlusionquery
  108499. */
  108500. isOccluded: boolean;
  108501. /**
  108502. * Flag to check the progress status of the query
  108503. * @see http://doc.babylonjs.com/features/occlusionquery
  108504. */
  108505. isOcclusionQueryInProgress: boolean;
  108506. }
  108507. }
  108508. declare module BABYLON {
  108509. /** @hidden */
  108510. export var _forceTransformFeedbackToBundle: boolean;
  108511. interface Engine {
  108512. /**
  108513. * Creates a webGL transform feedback object
  108514. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  108515. * @returns the webGL transform feedback object
  108516. */
  108517. createTransformFeedback(): WebGLTransformFeedback;
  108518. /**
  108519. * Delete a webGL transform feedback object
  108520. * @param value defines the webGL transform feedback object to delete
  108521. */
  108522. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  108523. /**
  108524. * Bind a webGL transform feedback object to the webgl context
  108525. * @param value defines the webGL transform feedback object to bind
  108526. */
  108527. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  108528. /**
  108529. * Begins a transform feedback operation
  108530. * @param usePoints defines if points or triangles must be used
  108531. */
  108532. beginTransformFeedback(usePoints: boolean): void;
  108533. /**
  108534. * Ends a transform feedback operation
  108535. */
  108536. endTransformFeedback(): void;
  108537. /**
  108538. * Specify the varyings to use with transform feedback
  108539. * @param program defines the associated webGL program
  108540. * @param value defines the list of strings representing the varying names
  108541. */
  108542. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  108543. /**
  108544. * Bind a webGL buffer for a transform feedback operation
  108545. * @param value defines the webGL buffer to bind
  108546. */
  108547. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  108548. }
  108549. }
  108550. declare module BABYLON {
  108551. /**
  108552. * Creation options of the multi render target texture.
  108553. */
  108554. export interface IMultiRenderTargetOptions {
  108555. /**
  108556. * Define if the texture needs to create mip maps after render.
  108557. */
  108558. generateMipMaps?: boolean;
  108559. /**
  108560. * Define the types of all the draw buffers we want to create
  108561. */
  108562. types?: number[];
  108563. /**
  108564. * Define the sampling modes of all the draw buffers we want to create
  108565. */
  108566. samplingModes?: number[];
  108567. /**
  108568. * Define if a depth buffer is required
  108569. */
  108570. generateDepthBuffer?: boolean;
  108571. /**
  108572. * Define if a stencil buffer is required
  108573. */
  108574. generateStencilBuffer?: boolean;
  108575. /**
  108576. * Define if a depth texture is required instead of a depth buffer
  108577. */
  108578. generateDepthTexture?: boolean;
  108579. /**
  108580. * Define the number of desired draw buffers
  108581. */
  108582. textureCount?: number;
  108583. /**
  108584. * Define if aspect ratio should be adapted to the texture or stay the scene one
  108585. */
  108586. doNotChangeAspectRatio?: boolean;
  108587. /**
  108588. * Define the default type of the buffers we are creating
  108589. */
  108590. defaultType?: number;
  108591. }
  108592. /**
  108593. * A multi render target, like a render target provides the ability to render to a texture.
  108594. * Unlike the render target, it can render to several draw buffers in one draw.
  108595. * This is specially interesting in deferred rendering or for any effects requiring more than
  108596. * just one color from a single pass.
  108597. */
  108598. export class MultiRenderTarget extends RenderTargetTexture {
  108599. private _internalTextures;
  108600. private _textures;
  108601. private _multiRenderTargetOptions;
  108602. /**
  108603. * Get if draw buffers are currently supported by the used hardware and browser.
  108604. */
  108605. readonly isSupported: boolean;
  108606. /**
  108607. * Get the list of textures generated by the multi render target.
  108608. */
  108609. readonly textures: Texture[];
  108610. /**
  108611. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  108612. */
  108613. readonly depthTexture: Texture;
  108614. /**
  108615. * Set the wrapping mode on U of all the textures we are rendering to.
  108616. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  108617. */
  108618. wrapU: number;
  108619. /**
  108620. * Set the wrapping mode on V of all the textures we are rendering to.
  108621. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  108622. */
  108623. wrapV: number;
  108624. /**
  108625. * Instantiate a new multi render target texture.
  108626. * A multi render target, like a render target provides the ability to render to a texture.
  108627. * Unlike the render target, it can render to several draw buffers in one draw.
  108628. * This is specially interesting in deferred rendering or for any effects requiring more than
  108629. * just one color from a single pass.
  108630. * @param name Define the name of the texture
  108631. * @param size Define the size of the buffers to render to
  108632. * @param count Define the number of target we are rendering into
  108633. * @param scene Define the scene the texture belongs to
  108634. * @param options Define the options used to create the multi render target
  108635. */
  108636. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  108637. /** @hidden */
  108638. _rebuild(): void;
  108639. private _createInternalTextures;
  108640. private _createTextures;
  108641. /**
  108642. * Define the number of samples used if MSAA is enabled.
  108643. */
  108644. samples: number;
  108645. /**
  108646. * Resize all the textures in the multi render target.
  108647. * Be carrefull as it will recreate all the data in the new texture.
  108648. * @param size Define the new size
  108649. */
  108650. resize(size: any): void;
  108651. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  108652. /**
  108653. * Dispose the render targets and their associated resources
  108654. */
  108655. dispose(): void;
  108656. /**
  108657. * Release all the underlying texture used as draw buffers.
  108658. */
  108659. releaseInternalTextures(): void;
  108660. }
  108661. }
  108662. declare module BABYLON {
  108663. interface Engine {
  108664. /**
  108665. * Unbind a list of render target textures from the webGL context
  108666. * This is used only when drawBuffer extension or webGL2 are active
  108667. * @param textures defines the render target textures to unbind
  108668. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  108669. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  108670. */
  108671. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  108672. /**
  108673. * Create a multi render target texture
  108674. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  108675. * @param size defines the size of the texture
  108676. * @param options defines the creation options
  108677. * @returns the cube texture as an InternalTexture
  108678. */
  108679. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  108680. /**
  108681. * Update the sample count for a given multiple render target texture
  108682. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  108683. * @param textures defines the textures to update
  108684. * @param samples defines the sample count to set
  108685. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  108686. */
  108687. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  108688. }
  108689. }
  108690. declare module BABYLON {
  108691. /**
  108692. * Gather the list of clipboard event types as constants.
  108693. */
  108694. export class ClipboardEventTypes {
  108695. /**
  108696. * The clipboard event is fired when a copy command is active (pressed).
  108697. */
  108698. static readonly COPY: number;
  108699. /**
  108700. * The clipboard event is fired when a cut command is active (pressed).
  108701. */
  108702. static readonly CUT: number;
  108703. /**
  108704. * The clipboard event is fired when a paste command is active (pressed).
  108705. */
  108706. static readonly PASTE: number;
  108707. }
  108708. /**
  108709. * This class is used to store clipboard related info for the onClipboardObservable event.
  108710. */
  108711. export class ClipboardInfo {
  108712. /**
  108713. * Defines the type of event (BABYLON.ClipboardEventTypes)
  108714. */
  108715. type: number;
  108716. /**
  108717. * Defines the related dom event
  108718. */
  108719. event: ClipboardEvent;
  108720. /**
  108721. *Creates an instance of ClipboardInfo.
  108722. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  108723. * @param event Defines the related dom event
  108724. */
  108725. constructor(
  108726. /**
  108727. * Defines the type of event (BABYLON.ClipboardEventTypes)
  108728. */
  108729. type: number,
  108730. /**
  108731. * Defines the related dom event
  108732. */
  108733. event: ClipboardEvent);
  108734. /**
  108735. * Get the clipboard event's type from the keycode.
  108736. * @param keyCode Defines the keyCode for the current keyboard event.
  108737. * @return {number}
  108738. */
  108739. static GetTypeFromCharacter(keyCode: number): number;
  108740. }
  108741. }
  108742. declare module BABYLON {
  108743. /**
  108744. * Google Daydream controller
  108745. */
  108746. export class DaydreamController extends WebVRController {
  108747. /**
  108748. * Base Url for the controller model.
  108749. */
  108750. static MODEL_BASE_URL: string;
  108751. /**
  108752. * File name for the controller model.
  108753. */
  108754. static MODEL_FILENAME: string;
  108755. /**
  108756. * Gamepad Id prefix used to identify Daydream Controller.
  108757. */
  108758. static readonly GAMEPAD_ID_PREFIX: string;
  108759. /**
  108760. * Creates a new DaydreamController from a gamepad
  108761. * @param vrGamepad the gamepad that the controller should be created from
  108762. */
  108763. constructor(vrGamepad: any);
  108764. /**
  108765. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108766. * @param scene scene in which to add meshes
  108767. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108768. */
  108769. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108770. /**
  108771. * Called once for each button that changed state since the last frame
  108772. * @param buttonIdx Which button index changed
  108773. * @param state New state of the button
  108774. * @param changes Which properties on the state changed since last frame
  108775. */
  108776. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108777. }
  108778. }
  108779. declare module BABYLON {
  108780. /**
  108781. * Gear VR Controller
  108782. */
  108783. export class GearVRController extends WebVRController {
  108784. /**
  108785. * Base Url for the controller model.
  108786. */
  108787. static MODEL_BASE_URL: string;
  108788. /**
  108789. * File name for the controller model.
  108790. */
  108791. static MODEL_FILENAME: string;
  108792. /**
  108793. * Gamepad Id prefix used to identify this controller.
  108794. */
  108795. static readonly GAMEPAD_ID_PREFIX: string;
  108796. private readonly _buttonIndexToObservableNameMap;
  108797. /**
  108798. * Creates a new GearVRController from a gamepad
  108799. * @param vrGamepad the gamepad that the controller should be created from
  108800. */
  108801. constructor(vrGamepad: any);
  108802. /**
  108803. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108804. * @param scene scene in which to add meshes
  108805. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108806. */
  108807. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108808. /**
  108809. * Called once for each button that changed state since the last frame
  108810. * @param buttonIdx Which button index changed
  108811. * @param state New state of the button
  108812. * @param changes Which properties on the state changed since last frame
  108813. */
  108814. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108815. }
  108816. }
  108817. declare module BABYLON {
  108818. /**
  108819. * Class containing static functions to help procedurally build meshes
  108820. */
  108821. export class PolyhedronBuilder {
  108822. /**
  108823. * Creates a polyhedron mesh
  108824. * * 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
  108825. * * The parameter `size` (positive float, default 1) sets the polygon size
  108826. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  108827. * * 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`
  108828. * * 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
  108829. * * 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)`)
  108830. * * 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
  108831. * * 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
  108832. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108833. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  108834. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108835. * @param name defines the name of the mesh
  108836. * @param options defines the options used to create the mesh
  108837. * @param scene defines the hosting scene
  108838. * @returns the polyhedron mesh
  108839. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  108840. */
  108841. static CreatePolyhedron(name: string, options: {
  108842. type?: number;
  108843. size?: number;
  108844. sizeX?: number;
  108845. sizeY?: number;
  108846. sizeZ?: number;
  108847. custom?: any;
  108848. faceUV?: Vector4[];
  108849. faceColors?: Color4[];
  108850. flat?: boolean;
  108851. updatable?: boolean;
  108852. sideOrientation?: number;
  108853. frontUVs?: Vector4;
  108854. backUVs?: Vector4;
  108855. }, scene?: Nullable<Scene>): Mesh;
  108856. }
  108857. }
  108858. declare module BABYLON {
  108859. /**
  108860. * Gizmo that enables scaling a mesh along 3 axis
  108861. */
  108862. export class ScaleGizmo extends Gizmo {
  108863. /**
  108864. * Internal gizmo used for interactions on the x axis
  108865. */
  108866. xGizmo: AxisScaleGizmo;
  108867. /**
  108868. * Internal gizmo used for interactions on the y axis
  108869. */
  108870. yGizmo: AxisScaleGizmo;
  108871. /**
  108872. * Internal gizmo used for interactions on the z axis
  108873. */
  108874. zGizmo: AxisScaleGizmo;
  108875. /**
  108876. * Internal gizmo used to scale all axis equally
  108877. */
  108878. uniformScaleGizmo: AxisScaleGizmo;
  108879. private _meshAttached;
  108880. private _updateGizmoRotationToMatchAttachedMesh;
  108881. private _snapDistance;
  108882. private _scaleRatio;
  108883. private _uniformScalingMesh;
  108884. private _octahedron;
  108885. /** Fires an event when any of it's sub gizmos are dragged */
  108886. onDragStartObservable: Observable<unknown>;
  108887. /** Fires an event when any of it's sub gizmos are released from dragging */
  108888. onDragEndObservable: Observable<unknown>;
  108889. attachedMesh: Nullable<AbstractMesh>;
  108890. /**
  108891. * Creates a ScaleGizmo
  108892. * @param gizmoLayer The utility layer the gizmo will be added to
  108893. */
  108894. constructor(gizmoLayer?: UtilityLayerRenderer);
  108895. updateGizmoRotationToMatchAttachedMesh: boolean;
  108896. /**
  108897. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108898. */
  108899. snapDistance: number;
  108900. /**
  108901. * Ratio for the scale of the gizmo (Default: 1)
  108902. */
  108903. scaleRatio: number;
  108904. /**
  108905. * Disposes of the gizmo
  108906. */
  108907. dispose(): void;
  108908. }
  108909. }
  108910. declare module BABYLON {
  108911. /**
  108912. * Single axis scale gizmo
  108913. */
  108914. export class AxisScaleGizmo extends Gizmo {
  108915. /**
  108916. * Drag behavior responsible for the gizmos dragging interactions
  108917. */
  108918. dragBehavior: PointerDragBehavior;
  108919. private _pointerObserver;
  108920. /**
  108921. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108922. */
  108923. snapDistance: number;
  108924. /**
  108925. * Event that fires each time the gizmo snaps to a new location.
  108926. * * snapDistance is the the change in distance
  108927. */
  108928. onSnapObservable: Observable<{
  108929. snapDistance: number;
  108930. }>;
  108931. /**
  108932. * If the scaling operation should be done on all axis (default: false)
  108933. */
  108934. uniformScaling: boolean;
  108935. private _isEnabled;
  108936. private _parent;
  108937. private _arrow;
  108938. private _coloredMaterial;
  108939. private _hoverMaterial;
  108940. /**
  108941. * Creates an AxisScaleGizmo
  108942. * @param gizmoLayer The utility layer the gizmo will be added to
  108943. * @param dragAxis The axis which the gizmo will be able to scale on
  108944. * @param color The color of the gizmo
  108945. */
  108946. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  108947. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108948. /**
  108949. * If the gizmo is enabled
  108950. */
  108951. isEnabled: boolean;
  108952. /**
  108953. * Disposes of the gizmo
  108954. */
  108955. dispose(): void;
  108956. /**
  108957. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108958. * @param mesh The mesh to replace the default mesh of the gizmo
  108959. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  108960. */
  108961. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  108962. }
  108963. }
  108964. declare module BABYLON {
  108965. /**
  108966. * Bounding box gizmo
  108967. */
  108968. export class BoundingBoxGizmo extends Gizmo {
  108969. private _lineBoundingBox;
  108970. private _rotateSpheresParent;
  108971. private _scaleBoxesParent;
  108972. private _boundingDimensions;
  108973. private _renderObserver;
  108974. private _pointerObserver;
  108975. private _scaleDragSpeed;
  108976. private _tmpQuaternion;
  108977. private _tmpVector;
  108978. private _tmpRotationMatrix;
  108979. /**
  108980. * 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)
  108981. */
  108982. ignoreChildren: boolean;
  108983. /**
  108984. * 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)
  108985. */
  108986. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  108987. /**
  108988. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  108989. */
  108990. rotationSphereSize: number;
  108991. /**
  108992. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  108993. */
  108994. scaleBoxSize: number;
  108995. /**
  108996. * 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)
  108997. */
  108998. fixedDragMeshScreenSize: boolean;
  108999. /**
  109000. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  109001. */
  109002. fixedDragMeshScreenSizeDistanceFactor: number;
  109003. /**
  109004. * Fired when a rotation sphere or scale box is dragged
  109005. */
  109006. onDragStartObservable: Observable<{}>;
  109007. /**
  109008. * Fired when a scale box is dragged
  109009. */
  109010. onScaleBoxDragObservable: Observable<{}>;
  109011. /**
  109012. * Fired when a scale box drag is ended
  109013. */
  109014. onScaleBoxDragEndObservable: Observable<{}>;
  109015. /**
  109016. * Fired when a rotation sphere is dragged
  109017. */
  109018. onRotationSphereDragObservable: Observable<{}>;
  109019. /**
  109020. * Fired when a rotation sphere drag is ended
  109021. */
  109022. onRotationSphereDragEndObservable: Observable<{}>;
  109023. /**
  109024. * 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)
  109025. */
  109026. scalePivot: Nullable<Vector3>;
  109027. /**
  109028. * Mesh used as a pivot to rotate the attached mesh
  109029. */
  109030. private _anchorMesh;
  109031. private _existingMeshScale;
  109032. private _dragMesh;
  109033. private pointerDragBehavior;
  109034. private coloredMaterial;
  109035. private hoverColoredMaterial;
  109036. /**
  109037. * Sets the color of the bounding box gizmo
  109038. * @param color the color to set
  109039. */
  109040. setColor(color: Color3): void;
  109041. /**
  109042. * Creates an BoundingBoxGizmo
  109043. * @param gizmoLayer The utility layer the gizmo will be added to
  109044. * @param color The color of the gizmo
  109045. */
  109046. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  109047. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  109048. private _selectNode;
  109049. /**
  109050. * Updates the bounding box information for the Gizmo
  109051. */
  109052. updateBoundingBox(): void;
  109053. private _updateRotationSpheres;
  109054. private _updateScaleBoxes;
  109055. /**
  109056. * Enables rotation on the specified axis and disables rotation on the others
  109057. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  109058. */
  109059. setEnabledRotationAxis(axis: string): void;
  109060. /**
  109061. * Enables/disables scaling
  109062. * @param enable if scaling should be enabled
  109063. */
  109064. setEnabledScaling(enable: boolean): void;
  109065. private _updateDummy;
  109066. /**
  109067. * Enables a pointer drag behavior on the bounding box of the gizmo
  109068. */
  109069. enableDragBehavior(): void;
  109070. /**
  109071. * Disposes of the gizmo
  109072. */
  109073. dispose(): void;
  109074. /**
  109075. * 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)
  109076. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  109077. * @returns the bounding box mesh with the passed in mesh as a child
  109078. */
  109079. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  109080. /**
  109081. * CustomMeshes are not supported by this gizmo
  109082. * @param mesh The mesh to replace the default mesh of the gizmo
  109083. */
  109084. setCustomMesh(mesh: Mesh): void;
  109085. }
  109086. }
  109087. declare module BABYLON {
  109088. /**
  109089. * Single plane rotation gizmo
  109090. */
  109091. export class PlaneRotationGizmo extends Gizmo {
  109092. /**
  109093. * Drag behavior responsible for the gizmos dragging interactions
  109094. */
  109095. dragBehavior: PointerDragBehavior;
  109096. private _pointerObserver;
  109097. /**
  109098. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  109099. */
  109100. snapDistance: number;
  109101. /**
  109102. * Event that fires each time the gizmo snaps to a new location.
  109103. * * snapDistance is the the change in distance
  109104. */
  109105. onSnapObservable: Observable<{
  109106. snapDistance: number;
  109107. }>;
  109108. private _isEnabled;
  109109. private _parent;
  109110. /**
  109111. * Creates a PlaneRotationGizmo
  109112. * @param gizmoLayer The utility layer the gizmo will be added to
  109113. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  109114. * @param color The color of the gizmo
  109115. * @param tessellation Amount of tessellation to be used when creating rotation circles
  109116. * @param useEulerRotation Use and update Euler angle instead of quaternion
  109117. */
  109118. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  109119. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  109120. /**
  109121. * If the gizmo is enabled
  109122. */
  109123. isEnabled: boolean;
  109124. /**
  109125. * Disposes of the gizmo
  109126. */
  109127. dispose(): void;
  109128. }
  109129. }
  109130. declare module BABYLON {
  109131. /**
  109132. * Gizmo that enables rotating a mesh along 3 axis
  109133. */
  109134. export class RotationGizmo extends Gizmo {
  109135. /**
  109136. * Internal gizmo used for interactions on the x axis
  109137. */
  109138. xGizmo: PlaneRotationGizmo;
  109139. /**
  109140. * Internal gizmo used for interactions on the y axis
  109141. */
  109142. yGizmo: PlaneRotationGizmo;
  109143. /**
  109144. * Internal gizmo used for interactions on the z axis
  109145. */
  109146. zGizmo: PlaneRotationGizmo;
  109147. /** Fires an event when any of it's sub gizmos are dragged */
  109148. onDragStartObservable: Observable<unknown>;
  109149. /** Fires an event when any of it's sub gizmos are released from dragging */
  109150. onDragEndObservable: Observable<unknown>;
  109151. private _meshAttached;
  109152. attachedMesh: Nullable<AbstractMesh>;
  109153. /**
  109154. * Creates a RotationGizmo
  109155. * @param gizmoLayer The utility layer the gizmo will be added to
  109156. * @param tessellation Amount of tessellation to be used when creating rotation circles
  109157. * @param useEulerRotation Use and update Euler angle instead of quaternion
  109158. */
  109159. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  109160. updateGizmoRotationToMatchAttachedMesh: boolean;
  109161. /**
  109162. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  109163. */
  109164. snapDistance: number;
  109165. /**
  109166. * Ratio for the scale of the gizmo (Default: 1)
  109167. */
  109168. scaleRatio: number;
  109169. /**
  109170. * Disposes of the gizmo
  109171. */
  109172. dispose(): void;
  109173. /**
  109174. * CustomMeshes are not supported by this gizmo
  109175. * @param mesh The mesh to replace the default mesh of the gizmo
  109176. */
  109177. setCustomMesh(mesh: Mesh): void;
  109178. }
  109179. }
  109180. declare module BABYLON {
  109181. /**
  109182. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  109183. */
  109184. export class GizmoManager implements IDisposable {
  109185. private scene;
  109186. /**
  109187. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  109188. */
  109189. gizmos: {
  109190. positionGizmo: Nullable<PositionGizmo>;
  109191. rotationGizmo: Nullable<RotationGizmo>;
  109192. scaleGizmo: Nullable<ScaleGizmo>;
  109193. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  109194. };
  109195. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  109196. clearGizmoOnEmptyPointerEvent: boolean;
  109197. /** Fires an event when the manager is attached to a mesh */
  109198. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  109199. private _gizmosEnabled;
  109200. private _pointerObserver;
  109201. private _attachedMesh;
  109202. private _boundingBoxColor;
  109203. private _defaultUtilityLayer;
  109204. private _defaultKeepDepthUtilityLayer;
  109205. /**
  109206. * When bounding box gizmo is enabled, this can be used to track drag/end events
  109207. */
  109208. boundingBoxDragBehavior: SixDofDragBehavior;
  109209. /**
  109210. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  109211. */
  109212. attachableMeshes: Nullable<Array<AbstractMesh>>;
  109213. /**
  109214. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  109215. */
  109216. usePointerToAttachGizmos: boolean;
  109217. /**
  109218. * Utility layer that the bounding box gizmo belongs to
  109219. */
  109220. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  109221. /**
  109222. * Utility layer that all gizmos besides bounding box belong to
  109223. */
  109224. readonly utilityLayer: UtilityLayerRenderer;
  109225. /**
  109226. * Instatiates a gizmo manager
  109227. * @param scene the scene to overlay the gizmos on top of
  109228. */
  109229. constructor(scene: Scene);
  109230. /**
  109231. * Attaches a set of gizmos to the specified mesh
  109232. * @param mesh The mesh the gizmo's should be attached to
  109233. */
  109234. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  109235. /**
  109236. * If the position gizmo is enabled
  109237. */
  109238. positionGizmoEnabled: boolean;
  109239. /**
  109240. * If the rotation gizmo is enabled
  109241. */
  109242. rotationGizmoEnabled: boolean;
  109243. /**
  109244. * If the scale gizmo is enabled
  109245. */
  109246. scaleGizmoEnabled: boolean;
  109247. /**
  109248. * If the boundingBox gizmo is enabled
  109249. */
  109250. boundingBoxGizmoEnabled: boolean;
  109251. /**
  109252. * Disposes of the gizmo manager
  109253. */
  109254. dispose(): void;
  109255. }
  109256. }
  109257. declare module BABYLON {
  109258. /**
  109259. * A directional light is defined by a direction (what a surprise!).
  109260. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  109261. * 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.
  109262. * Documentation: https://doc.babylonjs.com/babylon101/lights
  109263. */
  109264. export class DirectionalLight extends ShadowLight {
  109265. private _shadowFrustumSize;
  109266. /**
  109267. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  109268. */
  109269. /**
  109270. * Specifies a fix frustum size for the shadow generation.
  109271. */
  109272. shadowFrustumSize: number;
  109273. private _shadowOrthoScale;
  109274. /**
  109275. * Gets the shadow projection scale against the optimal computed one.
  109276. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  109277. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  109278. */
  109279. /**
  109280. * Sets the shadow projection scale against the optimal computed one.
  109281. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  109282. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  109283. */
  109284. shadowOrthoScale: number;
  109285. /**
  109286. * Automatically compute the projection matrix to best fit (including all the casters)
  109287. * on each frame.
  109288. */
  109289. autoUpdateExtends: boolean;
  109290. private _orthoLeft;
  109291. private _orthoRight;
  109292. private _orthoTop;
  109293. private _orthoBottom;
  109294. /**
  109295. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  109296. * The directional light is emitted from everywhere in the given direction.
  109297. * It can cast shadows.
  109298. * Documentation : https://doc.babylonjs.com/babylon101/lights
  109299. * @param name The friendly name of the light
  109300. * @param direction The direction of the light
  109301. * @param scene The scene the light belongs to
  109302. */
  109303. constructor(name: string, direction: Vector3, scene: Scene);
  109304. /**
  109305. * Returns the string "DirectionalLight".
  109306. * @return The class name
  109307. */
  109308. getClassName(): string;
  109309. /**
  109310. * Returns the integer 1.
  109311. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  109312. */
  109313. getTypeID(): number;
  109314. /**
  109315. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  109316. * Returns the DirectionalLight Shadow projection matrix.
  109317. */
  109318. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  109319. /**
  109320. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  109321. * Returns the DirectionalLight Shadow projection matrix.
  109322. */
  109323. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  109324. /**
  109325. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  109326. * Returns the DirectionalLight Shadow projection matrix.
  109327. */
  109328. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  109329. protected _buildUniformLayout(): void;
  109330. /**
  109331. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  109332. * @param effect The effect to update
  109333. * @param lightIndex The index of the light in the effect to update
  109334. * @returns The directional light
  109335. */
  109336. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  109337. /**
  109338. * Gets the minZ used for shadow according to both the scene and the light.
  109339. *
  109340. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  109341. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  109342. * @param activeCamera The camera we are returning the min for
  109343. * @returns the depth min z
  109344. */
  109345. getDepthMinZ(activeCamera: Camera): number;
  109346. /**
  109347. * Gets the maxZ used for shadow according to both the scene and the light.
  109348. *
  109349. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  109350. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  109351. * @param activeCamera The camera we are returning the max for
  109352. * @returns the depth max z
  109353. */
  109354. getDepthMaxZ(activeCamera: Camera): number;
  109355. /**
  109356. * Prepares the list of defines specific to the light type.
  109357. * @param defines the list of defines
  109358. * @param lightIndex defines the index of the light for the effect
  109359. */
  109360. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  109361. }
  109362. }
  109363. declare module BABYLON {
  109364. /**
  109365. * Class containing static functions to help procedurally build meshes
  109366. */
  109367. export class HemisphereBuilder {
  109368. /**
  109369. * Creates a hemisphere mesh
  109370. * @param name defines the name of the mesh
  109371. * @param options defines the options used to create the mesh
  109372. * @param scene defines the hosting scene
  109373. * @returns the hemisphere mesh
  109374. */
  109375. static CreateHemisphere(name: string, options: {
  109376. segments?: number;
  109377. diameter?: number;
  109378. sideOrientation?: number;
  109379. }, scene: any): Mesh;
  109380. }
  109381. }
  109382. declare module BABYLON {
  109383. /**
  109384. * A spot light is defined by a position, a direction, an angle, and an exponent.
  109385. * These values define a cone of light starting from the position, emitting toward the direction.
  109386. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  109387. * and the exponent defines the speed of the decay of the light with distance (reach).
  109388. * Documentation: https://doc.babylonjs.com/babylon101/lights
  109389. */
  109390. export class SpotLight extends ShadowLight {
  109391. private _angle;
  109392. private _innerAngle;
  109393. private _cosHalfAngle;
  109394. private _lightAngleScale;
  109395. private _lightAngleOffset;
  109396. /**
  109397. * Gets the cone angle of the spot light in Radians.
  109398. */
  109399. /**
  109400. * Sets the cone angle of the spot light in Radians.
  109401. */
  109402. angle: number;
  109403. /**
  109404. * Only used in gltf falloff mode, this defines the angle where
  109405. * the directional falloff will start before cutting at angle which could be seen
  109406. * as outer angle.
  109407. */
  109408. /**
  109409. * Only used in gltf falloff mode, this defines the angle where
  109410. * the directional falloff will start before cutting at angle which could be seen
  109411. * as outer angle.
  109412. */
  109413. innerAngle: number;
  109414. private _shadowAngleScale;
  109415. /**
  109416. * Allows scaling the angle of the light for shadow generation only.
  109417. */
  109418. /**
  109419. * Allows scaling the angle of the light for shadow generation only.
  109420. */
  109421. shadowAngleScale: number;
  109422. /**
  109423. * The light decay speed with the distance from the emission spot.
  109424. */
  109425. exponent: number;
  109426. private _projectionTextureMatrix;
  109427. /**
  109428. * Allows reading the projecton texture
  109429. */
  109430. readonly projectionTextureMatrix: Matrix;
  109431. protected _projectionTextureLightNear: number;
  109432. /**
  109433. * Gets the near clip of the Spotlight for texture projection.
  109434. */
  109435. /**
  109436. * Sets the near clip of the Spotlight for texture projection.
  109437. */
  109438. projectionTextureLightNear: number;
  109439. protected _projectionTextureLightFar: number;
  109440. /**
  109441. * Gets the far clip of the Spotlight for texture projection.
  109442. */
  109443. /**
  109444. * Sets the far clip of the Spotlight for texture projection.
  109445. */
  109446. projectionTextureLightFar: number;
  109447. protected _projectionTextureUpDirection: Vector3;
  109448. /**
  109449. * Gets the Up vector of the Spotlight for texture projection.
  109450. */
  109451. /**
  109452. * Sets the Up vector of the Spotlight for texture projection.
  109453. */
  109454. projectionTextureUpDirection: Vector3;
  109455. private _projectionTexture;
  109456. /**
  109457. * Gets the projection texture of the light.
  109458. */
  109459. /**
  109460. * Sets the projection texture of the light.
  109461. */
  109462. projectionTexture: Nullable<BaseTexture>;
  109463. private _projectionTextureViewLightDirty;
  109464. private _projectionTextureProjectionLightDirty;
  109465. private _projectionTextureDirty;
  109466. private _projectionTextureViewTargetVector;
  109467. private _projectionTextureViewLightMatrix;
  109468. private _projectionTextureProjectionLightMatrix;
  109469. private _projectionTextureScalingMatrix;
  109470. /**
  109471. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  109472. * It can cast shadows.
  109473. * Documentation : https://doc.babylonjs.com/babylon101/lights
  109474. * @param name The light friendly name
  109475. * @param position The position of the spot light in the scene
  109476. * @param direction The direction of the light in the scene
  109477. * @param angle The cone angle of the light in Radians
  109478. * @param exponent The light decay speed with the distance from the emission spot
  109479. * @param scene The scene the lights belongs to
  109480. */
  109481. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  109482. /**
  109483. * Returns the string "SpotLight".
  109484. * @returns the class name
  109485. */
  109486. getClassName(): string;
  109487. /**
  109488. * Returns the integer 2.
  109489. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  109490. */
  109491. getTypeID(): number;
  109492. /**
  109493. * Overrides the direction setter to recompute the projection texture view light Matrix.
  109494. */
  109495. protected _setDirection(value: Vector3): void;
  109496. /**
  109497. * Overrides the position setter to recompute the projection texture view light Matrix.
  109498. */
  109499. protected _setPosition(value: Vector3): void;
  109500. /**
  109501. * 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.
  109502. * Returns the SpotLight.
  109503. */
  109504. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  109505. protected _computeProjectionTextureViewLightMatrix(): void;
  109506. protected _computeProjectionTextureProjectionLightMatrix(): void;
  109507. /**
  109508. * Main function for light texture projection matrix computing.
  109509. */
  109510. protected _computeProjectionTextureMatrix(): void;
  109511. protected _buildUniformLayout(): void;
  109512. private _computeAngleValues;
  109513. /**
  109514. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  109515. * @param effect The effect to update
  109516. * @param lightIndex The index of the light in the effect to update
  109517. * @returns The spot light
  109518. */
  109519. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  109520. /**
  109521. * Disposes the light and the associated resources.
  109522. */
  109523. dispose(): void;
  109524. /**
  109525. * Prepares the list of defines specific to the light type.
  109526. * @param defines the list of defines
  109527. * @param lightIndex defines the index of the light for the effect
  109528. */
  109529. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  109530. }
  109531. }
  109532. declare module BABYLON {
  109533. /**
  109534. * Gizmo that enables viewing a light
  109535. */
  109536. export class LightGizmo extends Gizmo {
  109537. private _lightMesh;
  109538. private _material;
  109539. private cachedPosition;
  109540. private cachedForward;
  109541. /**
  109542. * Creates a LightGizmo
  109543. * @param gizmoLayer The utility layer the gizmo will be added to
  109544. */
  109545. constructor(gizmoLayer?: UtilityLayerRenderer);
  109546. private _light;
  109547. /**
  109548. * The light that the gizmo is attached to
  109549. */
  109550. light: Nullable<Light>;
  109551. /**
  109552. * Gets the material used to render the light gizmo
  109553. */
  109554. readonly material: StandardMaterial;
  109555. /**
  109556. * @hidden
  109557. * Updates the gizmo to match the attached mesh's position/rotation
  109558. */
  109559. protected _update(): void;
  109560. private static _Scale;
  109561. /**
  109562. * Creates the lines for a light mesh
  109563. */
  109564. private static _createLightLines;
  109565. /**
  109566. * Disposes of the light gizmo
  109567. */
  109568. dispose(): void;
  109569. private static _CreateHemisphericLightMesh;
  109570. private static _CreatePointLightMesh;
  109571. private static _CreateSpotLightMesh;
  109572. private static _CreateDirectionalLightMesh;
  109573. }
  109574. }
  109575. declare module BABYLON {
  109576. /** @hidden */
  109577. export var backgroundFragmentDeclaration: {
  109578. name: string;
  109579. shader: string;
  109580. };
  109581. }
  109582. declare module BABYLON {
  109583. /** @hidden */
  109584. export var backgroundUboDeclaration: {
  109585. name: string;
  109586. shader: string;
  109587. };
  109588. }
  109589. declare module BABYLON {
  109590. /** @hidden */
  109591. export var backgroundPixelShader: {
  109592. name: string;
  109593. shader: string;
  109594. };
  109595. }
  109596. declare module BABYLON {
  109597. /** @hidden */
  109598. export var backgroundVertexDeclaration: {
  109599. name: string;
  109600. shader: string;
  109601. };
  109602. }
  109603. declare module BABYLON {
  109604. /** @hidden */
  109605. export var backgroundVertexShader: {
  109606. name: string;
  109607. shader: string;
  109608. };
  109609. }
  109610. declare module BABYLON {
  109611. /**
  109612. * Background material used to create an efficient environement around your scene.
  109613. */
  109614. export class BackgroundMaterial extends PushMaterial {
  109615. /**
  109616. * Standard reflectance value at parallel view angle.
  109617. */
  109618. static StandardReflectance0: number;
  109619. /**
  109620. * Standard reflectance value at grazing angle.
  109621. */
  109622. static StandardReflectance90: number;
  109623. protected _primaryColor: Color3;
  109624. /**
  109625. * Key light Color (multiply against the environement texture)
  109626. */
  109627. primaryColor: Color3;
  109628. protected __perceptualColor: Nullable<Color3>;
  109629. /**
  109630. * Experimental Internal Use Only.
  109631. *
  109632. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  109633. * This acts as a helper to set the primary color to a more "human friendly" value.
  109634. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  109635. * output color as close as possible from the chosen value.
  109636. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  109637. * part of lighting setup.)
  109638. */
  109639. _perceptualColor: Nullable<Color3>;
  109640. protected _primaryColorShadowLevel: float;
  109641. /**
  109642. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  109643. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  109644. */
  109645. primaryColorShadowLevel: float;
  109646. protected _primaryColorHighlightLevel: float;
  109647. /**
  109648. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  109649. * The primary color is used at the level chosen to define what the white area would look.
  109650. */
  109651. primaryColorHighlightLevel: float;
  109652. protected _reflectionTexture: Nullable<BaseTexture>;
  109653. /**
  109654. * Reflection Texture used in the material.
  109655. * Should be author in a specific way for the best result (refer to the documentation).
  109656. */
  109657. reflectionTexture: Nullable<BaseTexture>;
  109658. protected _reflectionBlur: float;
  109659. /**
  109660. * Reflection Texture level of blur.
  109661. *
  109662. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  109663. * texture twice.
  109664. */
  109665. reflectionBlur: float;
  109666. protected _diffuseTexture: Nullable<BaseTexture>;
  109667. /**
  109668. * Diffuse Texture used in the material.
  109669. * Should be author in a specific way for the best result (refer to the documentation).
  109670. */
  109671. diffuseTexture: Nullable<BaseTexture>;
  109672. protected _shadowLights: Nullable<IShadowLight[]>;
  109673. /**
  109674. * Specify the list of lights casting shadow on the material.
  109675. * All scene shadow lights will be included if null.
  109676. */
  109677. shadowLights: Nullable<IShadowLight[]>;
  109678. protected _shadowLevel: float;
  109679. /**
  109680. * Helps adjusting the shadow to a softer level if required.
  109681. * 0 means black shadows and 1 means no shadows.
  109682. */
  109683. shadowLevel: float;
  109684. protected _sceneCenter: Vector3;
  109685. /**
  109686. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  109687. * It is usually zero but might be interesting to modify according to your setup.
  109688. */
  109689. sceneCenter: Vector3;
  109690. protected _opacityFresnel: boolean;
  109691. /**
  109692. * This helps specifying that the material is falling off to the sky box at grazing angle.
  109693. * This helps ensuring a nice transition when the camera goes under the ground.
  109694. */
  109695. opacityFresnel: boolean;
  109696. protected _reflectionFresnel: boolean;
  109697. /**
  109698. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  109699. * This helps adding a mirror texture on the ground.
  109700. */
  109701. reflectionFresnel: boolean;
  109702. protected _reflectionFalloffDistance: number;
  109703. /**
  109704. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  109705. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  109706. */
  109707. reflectionFalloffDistance: number;
  109708. protected _reflectionAmount: number;
  109709. /**
  109710. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  109711. */
  109712. reflectionAmount: number;
  109713. protected _reflectionReflectance0: number;
  109714. /**
  109715. * This specifies the weight of the reflection at grazing angle.
  109716. */
  109717. reflectionReflectance0: number;
  109718. protected _reflectionReflectance90: number;
  109719. /**
  109720. * This specifies the weight of the reflection at a perpendicular point of view.
  109721. */
  109722. reflectionReflectance90: number;
  109723. /**
  109724. * Sets the reflection reflectance fresnel values according to the default standard
  109725. * empirically know to work well :-)
  109726. */
  109727. reflectionStandardFresnelWeight: number;
  109728. protected _useRGBColor: boolean;
  109729. /**
  109730. * Helps to directly use the maps channels instead of their level.
  109731. */
  109732. useRGBColor: boolean;
  109733. protected _enableNoise: boolean;
  109734. /**
  109735. * This helps reducing the banding effect that could occur on the background.
  109736. */
  109737. enableNoise: boolean;
  109738. /**
  109739. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  109740. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  109741. * Recommended to be keep at 1.0 except for special cases.
  109742. */
  109743. fovMultiplier: number;
  109744. private _fovMultiplier;
  109745. /**
  109746. * Enable the FOV adjustment feature controlled by fovMultiplier.
  109747. */
  109748. useEquirectangularFOV: boolean;
  109749. private _maxSimultaneousLights;
  109750. /**
  109751. * Number of Simultaneous lights allowed on the material.
  109752. */
  109753. maxSimultaneousLights: int;
  109754. /**
  109755. * Default configuration related to image processing available in the Background Material.
  109756. */
  109757. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109758. /**
  109759. * Keep track of the image processing observer to allow dispose and replace.
  109760. */
  109761. private _imageProcessingObserver;
  109762. /**
  109763. * Attaches a new image processing configuration to the PBR Material.
  109764. * @param configuration (if null the scene configuration will be use)
  109765. */
  109766. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109767. /**
  109768. * Gets the image processing configuration used either in this material.
  109769. */
  109770. /**
  109771. * Sets the Default image processing configuration used either in the this material.
  109772. *
  109773. * If sets to null, the scene one is in use.
  109774. */
  109775. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  109776. /**
  109777. * Gets wether the color curves effect is enabled.
  109778. */
  109779. /**
  109780. * Sets wether the color curves effect is enabled.
  109781. */
  109782. cameraColorCurvesEnabled: boolean;
  109783. /**
  109784. * Gets wether the color grading effect is enabled.
  109785. */
  109786. /**
  109787. * Gets wether the color grading effect is enabled.
  109788. */
  109789. cameraColorGradingEnabled: boolean;
  109790. /**
  109791. * Gets wether tonemapping is enabled or not.
  109792. */
  109793. /**
  109794. * Sets wether tonemapping is enabled or not
  109795. */
  109796. cameraToneMappingEnabled: boolean;
  109797. /**
  109798. * The camera exposure used on this material.
  109799. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109800. * This corresponds to a photographic exposure.
  109801. */
  109802. /**
  109803. * The camera exposure used on this material.
  109804. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109805. * This corresponds to a photographic exposure.
  109806. */
  109807. cameraExposure: float;
  109808. /**
  109809. * Gets The camera contrast used on this material.
  109810. */
  109811. /**
  109812. * Sets The camera contrast used on this material.
  109813. */
  109814. cameraContrast: float;
  109815. /**
  109816. * Gets the Color Grading 2D Lookup Texture.
  109817. */
  109818. /**
  109819. * Sets the Color Grading 2D Lookup Texture.
  109820. */
  109821. cameraColorGradingTexture: Nullable<BaseTexture>;
  109822. /**
  109823. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109824. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109825. * 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;
  109826. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109827. */
  109828. /**
  109829. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109830. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109831. * 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;
  109832. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109833. */
  109834. cameraColorCurves: Nullable<ColorCurves>;
  109835. /**
  109836. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  109837. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  109838. */
  109839. switchToBGR: boolean;
  109840. private _renderTargets;
  109841. private _reflectionControls;
  109842. private _white;
  109843. private _primaryShadowColor;
  109844. private _primaryHighlightColor;
  109845. /**
  109846. * Instantiates a Background Material in the given scene
  109847. * @param name The friendly name of the material
  109848. * @param scene The scene to add the material to
  109849. */
  109850. constructor(name: string, scene: Scene);
  109851. /**
  109852. * Gets a boolean indicating that current material needs to register RTT
  109853. */
  109854. readonly hasRenderTargetTextures: boolean;
  109855. /**
  109856. * The entire material has been created in order to prevent overdraw.
  109857. * @returns false
  109858. */
  109859. needAlphaTesting(): boolean;
  109860. /**
  109861. * The entire material has been created in order to prevent overdraw.
  109862. * @returns true if blending is enable
  109863. */
  109864. needAlphaBlending(): boolean;
  109865. /**
  109866. * Checks wether the material is ready to be rendered for a given mesh.
  109867. * @param mesh The mesh to render
  109868. * @param subMesh The submesh to check against
  109869. * @param useInstances Specify wether or not the material is used with instances
  109870. * @returns true if all the dependencies are ready (Textures, Effects...)
  109871. */
  109872. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109873. /**
  109874. * Compute the primary color according to the chosen perceptual color.
  109875. */
  109876. private _computePrimaryColorFromPerceptualColor;
  109877. /**
  109878. * Compute the highlights and shadow colors according to their chosen levels.
  109879. */
  109880. private _computePrimaryColors;
  109881. /**
  109882. * Build the uniform buffer used in the material.
  109883. */
  109884. buildUniformLayout(): void;
  109885. /**
  109886. * Unbind the material.
  109887. */
  109888. unbind(): void;
  109889. /**
  109890. * Bind only the world matrix to the material.
  109891. * @param world The world matrix to bind.
  109892. */
  109893. bindOnlyWorldMatrix(world: Matrix): void;
  109894. /**
  109895. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  109896. * @param world The world matrix to bind.
  109897. * @param subMesh The submesh to bind for.
  109898. */
  109899. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109900. /**
  109901. * Checks to see if a texture is used in the material.
  109902. * @param texture - Base texture to use.
  109903. * @returns - Boolean specifying if a texture is used in the material.
  109904. */
  109905. hasTexture(texture: BaseTexture): boolean;
  109906. /**
  109907. * Dispose the material.
  109908. * @param forceDisposeEffect Force disposal of the associated effect.
  109909. * @param forceDisposeTextures Force disposal of the associated textures.
  109910. */
  109911. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109912. /**
  109913. * Clones the material.
  109914. * @param name The cloned name.
  109915. * @returns The cloned material.
  109916. */
  109917. clone(name: string): BackgroundMaterial;
  109918. /**
  109919. * Serializes the current material to its JSON representation.
  109920. * @returns The JSON representation.
  109921. */
  109922. serialize(): any;
  109923. /**
  109924. * Gets the class name of the material
  109925. * @returns "BackgroundMaterial"
  109926. */
  109927. getClassName(): string;
  109928. /**
  109929. * Parse a JSON input to create back a background material.
  109930. * @param source The JSON data to parse
  109931. * @param scene The scene to create the parsed material in
  109932. * @param rootUrl The root url of the assets the material depends upon
  109933. * @returns the instantiated BackgroundMaterial.
  109934. */
  109935. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  109936. }
  109937. }
  109938. declare module BABYLON {
  109939. /**
  109940. * Represents the different options available during the creation of
  109941. * a Environment helper.
  109942. *
  109943. * This can control the default ground, skybox and image processing setup of your scene.
  109944. */
  109945. export interface IEnvironmentHelperOptions {
  109946. /**
  109947. * Specifies wether or not to create a ground.
  109948. * True by default.
  109949. */
  109950. createGround: boolean;
  109951. /**
  109952. * Specifies the ground size.
  109953. * 15 by default.
  109954. */
  109955. groundSize: number;
  109956. /**
  109957. * The texture used on the ground for the main color.
  109958. * Comes from the BabylonJS CDN by default.
  109959. *
  109960. * Remarks: Can be either a texture or a url.
  109961. */
  109962. groundTexture: string | BaseTexture;
  109963. /**
  109964. * The color mixed in the ground texture by default.
  109965. * BabylonJS clearColor by default.
  109966. */
  109967. groundColor: Color3;
  109968. /**
  109969. * Specifies the ground opacity.
  109970. * 1 by default.
  109971. */
  109972. groundOpacity: number;
  109973. /**
  109974. * Enables the ground to receive shadows.
  109975. * True by default.
  109976. */
  109977. enableGroundShadow: boolean;
  109978. /**
  109979. * Helps preventing the shadow to be fully black on the ground.
  109980. * 0.5 by default.
  109981. */
  109982. groundShadowLevel: number;
  109983. /**
  109984. * Creates a mirror texture attach to the ground.
  109985. * false by default.
  109986. */
  109987. enableGroundMirror: boolean;
  109988. /**
  109989. * Specifies the ground mirror size ratio.
  109990. * 0.3 by default as the default kernel is 64.
  109991. */
  109992. groundMirrorSizeRatio: number;
  109993. /**
  109994. * Specifies the ground mirror blur kernel size.
  109995. * 64 by default.
  109996. */
  109997. groundMirrorBlurKernel: number;
  109998. /**
  109999. * Specifies the ground mirror visibility amount.
  110000. * 1 by default
  110001. */
  110002. groundMirrorAmount: number;
  110003. /**
  110004. * Specifies the ground mirror reflectance weight.
  110005. * This uses the standard weight of the background material to setup the fresnel effect
  110006. * of the mirror.
  110007. * 1 by default.
  110008. */
  110009. groundMirrorFresnelWeight: number;
  110010. /**
  110011. * Specifies the ground mirror Falloff distance.
  110012. * This can helps reducing the size of the reflection.
  110013. * 0 by Default.
  110014. */
  110015. groundMirrorFallOffDistance: number;
  110016. /**
  110017. * Specifies the ground mirror texture type.
  110018. * Unsigned Int by Default.
  110019. */
  110020. groundMirrorTextureType: number;
  110021. /**
  110022. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  110023. * the shown objects.
  110024. */
  110025. groundYBias: number;
  110026. /**
  110027. * Specifies wether or not to create a skybox.
  110028. * True by default.
  110029. */
  110030. createSkybox: boolean;
  110031. /**
  110032. * Specifies the skybox size.
  110033. * 20 by default.
  110034. */
  110035. skyboxSize: number;
  110036. /**
  110037. * The texture used on the skybox for the main color.
  110038. * Comes from the BabylonJS CDN by default.
  110039. *
  110040. * Remarks: Can be either a texture or a url.
  110041. */
  110042. skyboxTexture: string | BaseTexture;
  110043. /**
  110044. * The color mixed in the skybox texture by default.
  110045. * BabylonJS clearColor by default.
  110046. */
  110047. skyboxColor: Color3;
  110048. /**
  110049. * The background rotation around the Y axis of the scene.
  110050. * This helps aligning the key lights of your scene with the background.
  110051. * 0 by default.
  110052. */
  110053. backgroundYRotation: number;
  110054. /**
  110055. * Compute automatically the size of the elements to best fit with the scene.
  110056. */
  110057. sizeAuto: boolean;
  110058. /**
  110059. * Default position of the rootMesh if autoSize is not true.
  110060. */
  110061. rootPosition: Vector3;
  110062. /**
  110063. * Sets up the image processing in the scene.
  110064. * true by default.
  110065. */
  110066. setupImageProcessing: boolean;
  110067. /**
  110068. * The texture used as your environment texture in the scene.
  110069. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  110070. *
  110071. * Remarks: Can be either a texture or a url.
  110072. */
  110073. environmentTexture: string | BaseTexture;
  110074. /**
  110075. * The value of the exposure to apply to the scene.
  110076. * 0.6 by default if setupImageProcessing is true.
  110077. */
  110078. cameraExposure: number;
  110079. /**
  110080. * The value of the contrast to apply to the scene.
  110081. * 1.6 by default if setupImageProcessing is true.
  110082. */
  110083. cameraContrast: number;
  110084. /**
  110085. * Specifies wether or not tonemapping should be enabled in the scene.
  110086. * true by default if setupImageProcessing is true.
  110087. */
  110088. toneMappingEnabled: boolean;
  110089. }
  110090. /**
  110091. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  110092. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  110093. * It also helps with the default setup of your imageProcessing configuration.
  110094. */
  110095. export class EnvironmentHelper {
  110096. /**
  110097. * Default ground texture URL.
  110098. */
  110099. private static _groundTextureCDNUrl;
  110100. /**
  110101. * Default skybox texture URL.
  110102. */
  110103. private static _skyboxTextureCDNUrl;
  110104. /**
  110105. * Default environment texture URL.
  110106. */
  110107. private static _environmentTextureCDNUrl;
  110108. /**
  110109. * Creates the default options for the helper.
  110110. */
  110111. private static _getDefaultOptions;
  110112. private _rootMesh;
  110113. /**
  110114. * Gets the root mesh created by the helper.
  110115. */
  110116. readonly rootMesh: Mesh;
  110117. private _skybox;
  110118. /**
  110119. * Gets the skybox created by the helper.
  110120. */
  110121. readonly skybox: Nullable<Mesh>;
  110122. private _skyboxTexture;
  110123. /**
  110124. * Gets the skybox texture created by the helper.
  110125. */
  110126. readonly skyboxTexture: Nullable<BaseTexture>;
  110127. private _skyboxMaterial;
  110128. /**
  110129. * Gets the skybox material created by the helper.
  110130. */
  110131. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  110132. private _ground;
  110133. /**
  110134. * Gets the ground mesh created by the helper.
  110135. */
  110136. readonly ground: Nullable<Mesh>;
  110137. private _groundTexture;
  110138. /**
  110139. * Gets the ground texture created by the helper.
  110140. */
  110141. readonly groundTexture: Nullable<BaseTexture>;
  110142. private _groundMirror;
  110143. /**
  110144. * Gets the ground mirror created by the helper.
  110145. */
  110146. readonly groundMirror: Nullable<MirrorTexture>;
  110147. /**
  110148. * Gets the ground mirror render list to helps pushing the meshes
  110149. * you wish in the ground reflection.
  110150. */
  110151. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  110152. private _groundMaterial;
  110153. /**
  110154. * Gets the ground material created by the helper.
  110155. */
  110156. readonly groundMaterial: Nullable<BackgroundMaterial>;
  110157. /**
  110158. * Stores the creation options.
  110159. */
  110160. private readonly _scene;
  110161. private _options;
  110162. /**
  110163. * This observable will be notified with any error during the creation of the environment,
  110164. * mainly texture creation errors.
  110165. */
  110166. onErrorObservable: Observable<{
  110167. message?: string;
  110168. exception?: any;
  110169. }>;
  110170. /**
  110171. * constructor
  110172. * @param options Defines the options we want to customize the helper
  110173. * @param scene The scene to add the material to
  110174. */
  110175. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  110176. /**
  110177. * Updates the background according to the new options
  110178. * @param options
  110179. */
  110180. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  110181. /**
  110182. * Sets the primary color of all the available elements.
  110183. * @param color the main color to affect to the ground and the background
  110184. */
  110185. setMainColor(color: Color3): void;
  110186. /**
  110187. * Setup the image processing according to the specified options.
  110188. */
  110189. private _setupImageProcessing;
  110190. /**
  110191. * Setup the environment texture according to the specified options.
  110192. */
  110193. private _setupEnvironmentTexture;
  110194. /**
  110195. * Setup the background according to the specified options.
  110196. */
  110197. private _setupBackground;
  110198. /**
  110199. * Get the scene sizes according to the setup.
  110200. */
  110201. private _getSceneSize;
  110202. /**
  110203. * Setup the ground according to the specified options.
  110204. */
  110205. private _setupGround;
  110206. /**
  110207. * Setup the ground material according to the specified options.
  110208. */
  110209. private _setupGroundMaterial;
  110210. /**
  110211. * Setup the ground diffuse texture according to the specified options.
  110212. */
  110213. private _setupGroundDiffuseTexture;
  110214. /**
  110215. * Setup the ground mirror texture according to the specified options.
  110216. */
  110217. private _setupGroundMirrorTexture;
  110218. /**
  110219. * Setup the ground to receive the mirror texture.
  110220. */
  110221. private _setupMirrorInGroundMaterial;
  110222. /**
  110223. * Setup the skybox according to the specified options.
  110224. */
  110225. private _setupSkybox;
  110226. /**
  110227. * Setup the skybox material according to the specified options.
  110228. */
  110229. private _setupSkyboxMaterial;
  110230. /**
  110231. * Setup the skybox reflection texture according to the specified options.
  110232. */
  110233. private _setupSkyboxReflectionTexture;
  110234. private _errorHandler;
  110235. /**
  110236. * Dispose all the elements created by the Helper.
  110237. */
  110238. dispose(): void;
  110239. }
  110240. }
  110241. declare module BABYLON {
  110242. /**
  110243. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  110244. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  110245. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  110246. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  110247. */
  110248. export class PhotoDome extends TransformNode {
  110249. /**
  110250. * Define the image as a Monoscopic panoramic 360 image.
  110251. */
  110252. static readonly MODE_MONOSCOPIC: number;
  110253. /**
  110254. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  110255. */
  110256. static readonly MODE_TOPBOTTOM: number;
  110257. /**
  110258. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  110259. */
  110260. static readonly MODE_SIDEBYSIDE: number;
  110261. private _useDirectMapping;
  110262. /**
  110263. * The texture being displayed on the sphere
  110264. */
  110265. protected _photoTexture: Texture;
  110266. /**
  110267. * Gets or sets the texture being displayed on the sphere
  110268. */
  110269. photoTexture: Texture;
  110270. /**
  110271. * Observable raised when an error occured while loading the 360 image
  110272. */
  110273. onLoadErrorObservable: Observable<string>;
  110274. /**
  110275. * The skybox material
  110276. */
  110277. protected _material: BackgroundMaterial;
  110278. /**
  110279. * The surface used for the skybox
  110280. */
  110281. protected _mesh: Mesh;
  110282. /**
  110283. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  110284. * Also see the options.resolution property.
  110285. */
  110286. fovMultiplier: number;
  110287. private _imageMode;
  110288. /**
  110289. * Gets or set the current video mode for the video. It can be:
  110290. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  110291. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  110292. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  110293. */
  110294. imageMode: number;
  110295. /**
  110296. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  110297. * @param name Element's name, child elements will append suffixes for their own names.
  110298. * @param urlsOfPhoto defines the url of the photo to display
  110299. * @param options defines an object containing optional or exposed sub element properties
  110300. * @param onError defines a callback called when an error occured while loading the texture
  110301. */
  110302. constructor(name: string, urlOfPhoto: string, options: {
  110303. resolution?: number;
  110304. size?: number;
  110305. useDirectMapping?: boolean;
  110306. faceForward?: boolean;
  110307. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  110308. private _onBeforeCameraRenderObserver;
  110309. private _changeImageMode;
  110310. /**
  110311. * Releases resources associated with this node.
  110312. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  110313. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  110314. */
  110315. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  110316. }
  110317. }
  110318. declare module BABYLON {
  110319. /** @hidden */
  110320. export var rgbdDecodePixelShader: {
  110321. name: string;
  110322. shader: string;
  110323. };
  110324. }
  110325. declare module BABYLON {
  110326. /**
  110327. * Class used to host texture specific utilities
  110328. */
  110329. export class BRDFTextureTools {
  110330. /**
  110331. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  110332. * @param texture the texture to expand.
  110333. */
  110334. private static _ExpandDefaultBRDFTexture;
  110335. /**
  110336. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  110337. * @param scene defines the hosting scene
  110338. * @returns the environment BRDF texture
  110339. */
  110340. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  110341. private static _environmentBRDFBase64Texture;
  110342. }
  110343. }
  110344. declare module BABYLON {
  110345. /**
  110346. * @hidden
  110347. */
  110348. export interface IMaterialClearCoatDefines {
  110349. CLEARCOAT: boolean;
  110350. CLEARCOAT_DEFAULTIOR: boolean;
  110351. CLEARCOAT_TEXTURE: boolean;
  110352. CLEARCOAT_TEXTUREDIRECTUV: number;
  110353. CLEARCOAT_BUMP: boolean;
  110354. CLEARCOAT_BUMPDIRECTUV: number;
  110355. CLEARCOAT_TINT: boolean;
  110356. CLEARCOAT_TINT_TEXTURE: boolean;
  110357. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  110358. /** @hidden */
  110359. _areTexturesDirty: boolean;
  110360. }
  110361. /**
  110362. * Define the code related to the clear coat parameters of the pbr material.
  110363. */
  110364. export class PBRClearCoatConfiguration {
  110365. /**
  110366. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  110367. * The default fits with a polyurethane material.
  110368. */
  110369. private static readonly _DefaultIndexOfRefraction;
  110370. private _isEnabled;
  110371. /**
  110372. * Defines if the clear coat is enabled in the material.
  110373. */
  110374. isEnabled: boolean;
  110375. /**
  110376. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  110377. */
  110378. intensity: number;
  110379. /**
  110380. * Defines the clear coat layer roughness.
  110381. */
  110382. roughness: number;
  110383. private _indexOfRefraction;
  110384. /**
  110385. * Defines the index of refraction of the clear coat.
  110386. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  110387. * The default fits with a polyurethane material.
  110388. * Changing the default value is more performance intensive.
  110389. */
  110390. indexOfRefraction: number;
  110391. private _texture;
  110392. /**
  110393. * Stores the clear coat values in a texture.
  110394. */
  110395. texture: Nullable<BaseTexture>;
  110396. private _bumpTexture;
  110397. /**
  110398. * Define the clear coat specific bump texture.
  110399. */
  110400. bumpTexture: Nullable<BaseTexture>;
  110401. private _isTintEnabled;
  110402. /**
  110403. * Defines if the clear coat tint is enabled in the material.
  110404. */
  110405. isTintEnabled: boolean;
  110406. /**
  110407. * Defines the clear coat tint of the material.
  110408. * This is only use if tint is enabled
  110409. */
  110410. tintColor: Color3;
  110411. /**
  110412. * Defines the distance at which the tint color should be found in the
  110413. * clear coat media.
  110414. * This is only use if tint is enabled
  110415. */
  110416. tintColorAtDistance: number;
  110417. /**
  110418. * Defines the clear coat layer thickness.
  110419. * This is only use if tint is enabled
  110420. */
  110421. tintThickness: number;
  110422. private _tintTexture;
  110423. /**
  110424. * Stores the clear tint values in a texture.
  110425. * rgb is tint
  110426. * a is a thickness factor
  110427. */
  110428. tintTexture: Nullable<BaseTexture>;
  110429. /** @hidden */
  110430. private _internalMarkAllSubMeshesAsTexturesDirty;
  110431. /** @hidden */
  110432. _markAllSubMeshesAsTexturesDirty(): void;
  110433. /**
  110434. * Instantiate a new istance of clear coat configuration.
  110435. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110436. */
  110437. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110438. /**
  110439. * Gets wehter the submesh is ready to be used or not.
  110440. * @param defines the list of "defines" to update.
  110441. * @param scene defines the scene the material belongs to.
  110442. * @param engine defines the engine the material belongs to.
  110443. * @param disableBumpMap defines wether the material disables bump or not.
  110444. * @returns - boolean indicating that the submesh is ready or not.
  110445. */
  110446. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  110447. /**
  110448. * Checks to see if a texture is used in the material.
  110449. * @param defines the list of "defines" to update.
  110450. * @param scene defines the scene to the material belongs to.
  110451. */
  110452. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  110453. /**
  110454. * Binds the material data.
  110455. * @param uniformBuffer defines the Uniform buffer to fill in.
  110456. * @param scene defines the scene the material belongs to.
  110457. * @param engine defines the engine the material belongs to.
  110458. * @param disableBumpMap defines wether the material disables bump or not.
  110459. * @param isFrozen defines wether the material is frozen or not.
  110460. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  110461. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  110462. */
  110463. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  110464. /**
  110465. * Checks to see if a texture is used in the material.
  110466. * @param texture - Base texture to use.
  110467. * @returns - Boolean specifying if a texture is used in the material.
  110468. */
  110469. hasTexture(texture: BaseTexture): boolean;
  110470. /**
  110471. * Returns an array of the actively used textures.
  110472. * @param activeTextures Array of BaseTextures
  110473. */
  110474. getActiveTextures(activeTextures: BaseTexture[]): void;
  110475. /**
  110476. * Returns the animatable textures.
  110477. * @param animatables Array of animatable textures.
  110478. */
  110479. getAnimatables(animatables: IAnimatable[]): void;
  110480. /**
  110481. * Disposes the resources of the material.
  110482. * @param forceDisposeTextures - Forces the disposal of all textures.
  110483. */
  110484. dispose(forceDisposeTextures?: boolean): void;
  110485. /**
  110486. * Get the current class name of the texture useful for serialization or dynamic coding.
  110487. * @returns "PBRClearCoatConfiguration"
  110488. */
  110489. getClassName(): string;
  110490. /**
  110491. * Add fallbacks to the effect fallbacks list.
  110492. * @param defines defines the Base texture to use.
  110493. * @param fallbacks defines the current fallback list.
  110494. * @param currentRank defines the current fallback rank.
  110495. * @returns the new fallback rank.
  110496. */
  110497. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110498. /**
  110499. * Add the required uniforms to the current list.
  110500. * @param uniforms defines the current uniform list.
  110501. */
  110502. static AddUniforms(uniforms: string[]): void;
  110503. /**
  110504. * Add the required samplers to the current list.
  110505. * @param samplers defines the current sampler list.
  110506. */
  110507. static AddSamplers(samplers: string[]): void;
  110508. /**
  110509. * Add the required uniforms to the current buffer.
  110510. * @param uniformBuffer defines the current uniform buffer.
  110511. */
  110512. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110513. /**
  110514. * Makes a duplicate of the current configuration into another one.
  110515. * @param clearCoatConfiguration define the config where to copy the info
  110516. */
  110517. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  110518. /**
  110519. * Serializes this clear coat configuration.
  110520. * @returns - An object with the serialized config.
  110521. */
  110522. serialize(): any;
  110523. /**
  110524. * Parses a anisotropy Configuration from a serialized object.
  110525. * @param source - Serialized object.
  110526. * @param scene Defines the scene we are parsing for
  110527. * @param rootUrl Defines the rootUrl to load from
  110528. */
  110529. parse(source: any, scene: Scene, rootUrl: string): void;
  110530. }
  110531. }
  110532. declare module BABYLON {
  110533. /**
  110534. * @hidden
  110535. */
  110536. export interface IMaterialAnisotropicDefines {
  110537. ANISOTROPIC: boolean;
  110538. ANISOTROPIC_TEXTURE: boolean;
  110539. ANISOTROPIC_TEXTUREDIRECTUV: number;
  110540. MAINUV1: boolean;
  110541. _areTexturesDirty: boolean;
  110542. _needUVs: boolean;
  110543. }
  110544. /**
  110545. * Define the code related to the anisotropic parameters of the pbr material.
  110546. */
  110547. export class PBRAnisotropicConfiguration {
  110548. private _isEnabled;
  110549. /**
  110550. * Defines if the anisotropy is enabled in the material.
  110551. */
  110552. isEnabled: boolean;
  110553. /**
  110554. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  110555. */
  110556. intensity: number;
  110557. /**
  110558. * Defines if the effect is along the tangents, bitangents or in between.
  110559. * By default, the effect is "strectching" the highlights along the tangents.
  110560. */
  110561. direction: Vector2;
  110562. private _texture;
  110563. /**
  110564. * Stores the anisotropy values in a texture.
  110565. * rg is direction (like normal from -1 to 1)
  110566. * b is a intensity
  110567. */
  110568. texture: Nullable<BaseTexture>;
  110569. /** @hidden */
  110570. private _internalMarkAllSubMeshesAsTexturesDirty;
  110571. /** @hidden */
  110572. _markAllSubMeshesAsTexturesDirty(): void;
  110573. /**
  110574. * Instantiate a new istance of anisotropy configuration.
  110575. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110576. */
  110577. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110578. /**
  110579. * Specifies that the submesh is ready to be used.
  110580. * @param defines the list of "defines" to update.
  110581. * @param scene defines the scene the material belongs to.
  110582. * @returns - boolean indicating that the submesh is ready or not.
  110583. */
  110584. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  110585. /**
  110586. * Checks to see if a texture is used in the material.
  110587. * @param defines the list of "defines" to update.
  110588. * @param mesh the mesh we are preparing the defines for.
  110589. * @param scene defines the scene the material belongs to.
  110590. */
  110591. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  110592. /**
  110593. * Binds the material data.
  110594. * @param uniformBuffer defines the Uniform buffer to fill in.
  110595. * @param scene defines the scene the material belongs to.
  110596. * @param isFrozen defines wether the material is frozen or not.
  110597. */
  110598. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  110599. /**
  110600. * Checks to see if a texture is used in the material.
  110601. * @param texture - Base texture to use.
  110602. * @returns - Boolean specifying if a texture is used in the material.
  110603. */
  110604. hasTexture(texture: BaseTexture): boolean;
  110605. /**
  110606. * Returns an array of the actively used textures.
  110607. * @param activeTextures Array of BaseTextures
  110608. */
  110609. getActiveTextures(activeTextures: BaseTexture[]): void;
  110610. /**
  110611. * Returns the animatable textures.
  110612. * @param animatables Array of animatable textures.
  110613. */
  110614. getAnimatables(animatables: IAnimatable[]): void;
  110615. /**
  110616. * Disposes the resources of the material.
  110617. * @param forceDisposeTextures - Forces the disposal of all textures.
  110618. */
  110619. dispose(forceDisposeTextures?: boolean): void;
  110620. /**
  110621. * Get the current class name of the texture useful for serialization or dynamic coding.
  110622. * @returns "PBRAnisotropicConfiguration"
  110623. */
  110624. getClassName(): string;
  110625. /**
  110626. * Add fallbacks to the effect fallbacks list.
  110627. * @param defines defines the Base texture to use.
  110628. * @param fallbacks defines the current fallback list.
  110629. * @param currentRank defines the current fallback rank.
  110630. * @returns the new fallback rank.
  110631. */
  110632. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110633. /**
  110634. * Add the required uniforms to the current list.
  110635. * @param uniforms defines the current uniform list.
  110636. */
  110637. static AddUniforms(uniforms: string[]): void;
  110638. /**
  110639. * Add the required uniforms to the current buffer.
  110640. * @param uniformBuffer defines the current uniform buffer.
  110641. */
  110642. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110643. /**
  110644. * Add the required samplers to the current list.
  110645. * @param samplers defines the current sampler list.
  110646. */
  110647. static AddSamplers(samplers: string[]): void;
  110648. /**
  110649. * Makes a duplicate of the current configuration into another one.
  110650. * @param anisotropicConfiguration define the config where to copy the info
  110651. */
  110652. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  110653. /**
  110654. * Serializes this anisotropy configuration.
  110655. * @returns - An object with the serialized config.
  110656. */
  110657. serialize(): any;
  110658. /**
  110659. * Parses a anisotropy Configuration from a serialized object.
  110660. * @param source - Serialized object.
  110661. * @param scene Defines the scene we are parsing for
  110662. * @param rootUrl Defines the rootUrl to load from
  110663. */
  110664. parse(source: any, scene: Scene, rootUrl: string): void;
  110665. }
  110666. }
  110667. declare module BABYLON {
  110668. /**
  110669. * @hidden
  110670. */
  110671. export interface IMaterialBRDFDefines {
  110672. BRDF_V_HEIGHT_CORRELATED: boolean;
  110673. MS_BRDF_ENERGY_CONSERVATION: boolean;
  110674. SPHERICAL_HARMONICS: boolean;
  110675. /** @hidden */
  110676. _areMiscDirty: boolean;
  110677. }
  110678. /**
  110679. * Define the code related to the BRDF parameters of the pbr material.
  110680. */
  110681. export class PBRBRDFConfiguration {
  110682. /**
  110683. * Default value used for the energy conservation.
  110684. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  110685. */
  110686. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  110687. /**
  110688. * Default value used for the Smith Visibility Height Correlated mode.
  110689. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  110690. */
  110691. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  110692. /**
  110693. * Default value used for the IBL diffuse part.
  110694. * This can help switching back to the polynomials mode globally which is a tiny bit
  110695. * less GPU intensive at the drawback of a lower quality.
  110696. */
  110697. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  110698. private _useEnergyConservation;
  110699. /**
  110700. * Defines if the material uses energy conservation.
  110701. */
  110702. useEnergyConservation: boolean;
  110703. private _useSmithVisibilityHeightCorrelated;
  110704. /**
  110705. * LEGACY Mode set to false
  110706. * Defines if the material uses height smith correlated visibility term.
  110707. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  110708. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  110709. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  110710. * Not relying on height correlated will also disable energy conservation.
  110711. */
  110712. useSmithVisibilityHeightCorrelated: boolean;
  110713. private _useSphericalHarmonics;
  110714. /**
  110715. * LEGACY Mode set to false
  110716. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  110717. * diffuse part of the IBL.
  110718. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  110719. * to the ground truth.
  110720. */
  110721. useSphericalHarmonics: boolean;
  110722. /** @hidden */
  110723. private _internalMarkAllSubMeshesAsMiscDirty;
  110724. /** @hidden */
  110725. _markAllSubMeshesAsMiscDirty(): void;
  110726. /**
  110727. * Instantiate a new istance of clear coat configuration.
  110728. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  110729. */
  110730. constructor(markAllSubMeshesAsMiscDirty: () => void);
  110731. /**
  110732. * Checks to see if a texture is used in the material.
  110733. * @param defines the list of "defines" to update.
  110734. */
  110735. prepareDefines(defines: IMaterialBRDFDefines): void;
  110736. /**
  110737. * Get the current class name of the texture useful for serialization or dynamic coding.
  110738. * @returns "PBRClearCoatConfiguration"
  110739. */
  110740. getClassName(): string;
  110741. /**
  110742. * Makes a duplicate of the current configuration into another one.
  110743. * @param brdfConfiguration define the config where to copy the info
  110744. */
  110745. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  110746. /**
  110747. * Serializes this BRDF configuration.
  110748. * @returns - An object with the serialized config.
  110749. */
  110750. serialize(): any;
  110751. /**
  110752. * Parses a anisotropy Configuration from a serialized object.
  110753. * @param source - Serialized object.
  110754. * @param scene Defines the scene we are parsing for
  110755. * @param rootUrl Defines the rootUrl to load from
  110756. */
  110757. parse(source: any, scene: Scene, rootUrl: string): void;
  110758. }
  110759. }
  110760. declare module BABYLON {
  110761. /**
  110762. * @hidden
  110763. */
  110764. export interface IMaterialSheenDefines {
  110765. SHEEN: boolean;
  110766. SHEEN_TEXTURE: boolean;
  110767. SHEEN_TEXTUREDIRECTUV: number;
  110768. SHEEN_LINKWITHALBEDO: boolean;
  110769. /** @hidden */
  110770. _areTexturesDirty: boolean;
  110771. }
  110772. /**
  110773. * Define the code related to the Sheen parameters of the pbr material.
  110774. */
  110775. export class PBRSheenConfiguration {
  110776. private _isEnabled;
  110777. /**
  110778. * Defines if the material uses sheen.
  110779. */
  110780. isEnabled: boolean;
  110781. private _linkSheenWithAlbedo;
  110782. /**
  110783. * Defines if the sheen is linked to the sheen color.
  110784. */
  110785. linkSheenWithAlbedo: boolean;
  110786. /**
  110787. * Defines the sheen intensity.
  110788. */
  110789. intensity: number;
  110790. /**
  110791. * Defines the sheen color.
  110792. */
  110793. color: Color3;
  110794. private _texture;
  110795. /**
  110796. * Stores the sheen tint values in a texture.
  110797. * rgb is tint
  110798. * a is a intensity
  110799. */
  110800. texture: Nullable<BaseTexture>;
  110801. /** @hidden */
  110802. private _internalMarkAllSubMeshesAsTexturesDirty;
  110803. /** @hidden */
  110804. _markAllSubMeshesAsTexturesDirty(): void;
  110805. /**
  110806. * Instantiate a new istance of clear coat configuration.
  110807. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110808. */
  110809. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110810. /**
  110811. * Specifies that the submesh is ready to be used.
  110812. * @param defines the list of "defines" to update.
  110813. * @param scene defines the scene the material belongs to.
  110814. * @returns - boolean indicating that the submesh is ready or not.
  110815. */
  110816. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  110817. /**
  110818. * Checks to see if a texture is used in the material.
  110819. * @param defines the list of "defines" to update.
  110820. * @param scene defines the scene the material belongs to.
  110821. */
  110822. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  110823. /**
  110824. * Binds the material data.
  110825. * @param uniformBuffer defines the Uniform buffer to fill in.
  110826. * @param scene defines the scene the material belongs to.
  110827. * @param isFrozen defines wether the material is frozen or not.
  110828. */
  110829. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  110830. /**
  110831. * Checks to see if a texture is used in the material.
  110832. * @param texture - Base texture to use.
  110833. * @returns - Boolean specifying if a texture is used in the material.
  110834. */
  110835. hasTexture(texture: BaseTexture): boolean;
  110836. /**
  110837. * Returns an array of the actively used textures.
  110838. * @param activeTextures Array of BaseTextures
  110839. */
  110840. getActiveTextures(activeTextures: BaseTexture[]): void;
  110841. /**
  110842. * Returns the animatable textures.
  110843. * @param animatables Array of animatable textures.
  110844. */
  110845. getAnimatables(animatables: IAnimatable[]): void;
  110846. /**
  110847. * Disposes the resources of the material.
  110848. * @param forceDisposeTextures - Forces the disposal of all textures.
  110849. */
  110850. dispose(forceDisposeTextures?: boolean): void;
  110851. /**
  110852. * Get the current class name of the texture useful for serialization or dynamic coding.
  110853. * @returns "PBRSheenConfiguration"
  110854. */
  110855. getClassName(): string;
  110856. /**
  110857. * Add fallbacks to the effect fallbacks list.
  110858. * @param defines defines the Base texture to use.
  110859. * @param fallbacks defines the current fallback list.
  110860. * @param currentRank defines the current fallback rank.
  110861. * @returns the new fallback rank.
  110862. */
  110863. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110864. /**
  110865. * Add the required uniforms to the current list.
  110866. * @param uniforms defines the current uniform list.
  110867. */
  110868. static AddUniforms(uniforms: string[]): void;
  110869. /**
  110870. * Add the required uniforms to the current buffer.
  110871. * @param uniformBuffer defines the current uniform buffer.
  110872. */
  110873. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110874. /**
  110875. * Add the required samplers to the current list.
  110876. * @param samplers defines the current sampler list.
  110877. */
  110878. static AddSamplers(samplers: string[]): void;
  110879. /**
  110880. * Makes a duplicate of the current configuration into another one.
  110881. * @param sheenConfiguration define the config where to copy the info
  110882. */
  110883. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  110884. /**
  110885. * Serializes this BRDF configuration.
  110886. * @returns - An object with the serialized config.
  110887. */
  110888. serialize(): any;
  110889. /**
  110890. * Parses a anisotropy Configuration from a serialized object.
  110891. * @param source - Serialized object.
  110892. * @param scene Defines the scene we are parsing for
  110893. * @param rootUrl Defines the rootUrl to load from
  110894. */
  110895. parse(source: any, scene: Scene, rootUrl: string): void;
  110896. }
  110897. }
  110898. declare module BABYLON {
  110899. /**
  110900. * @hidden
  110901. */
  110902. export interface IMaterialSubSurfaceDefines {
  110903. SUBSURFACE: boolean;
  110904. SS_REFRACTION: boolean;
  110905. SS_TRANSLUCENCY: boolean;
  110906. SS_SCATERRING: boolean;
  110907. SS_THICKNESSANDMASK_TEXTURE: boolean;
  110908. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  110909. SS_REFRACTIONMAP_3D: boolean;
  110910. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  110911. SS_LODINREFRACTIONALPHA: boolean;
  110912. SS_GAMMAREFRACTION: boolean;
  110913. SS_RGBDREFRACTION: boolean;
  110914. SS_LINEARSPECULARREFRACTION: boolean;
  110915. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  110916. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  110917. /** @hidden */
  110918. _areTexturesDirty: boolean;
  110919. }
  110920. /**
  110921. * Define the code related to the sub surface parameters of the pbr material.
  110922. */
  110923. export class PBRSubSurfaceConfiguration {
  110924. private _isRefractionEnabled;
  110925. /**
  110926. * Defines if the refraction is enabled in the material.
  110927. */
  110928. isRefractionEnabled: boolean;
  110929. private _isTranslucencyEnabled;
  110930. /**
  110931. * Defines if the translucency is enabled in the material.
  110932. */
  110933. isTranslucencyEnabled: boolean;
  110934. private _isScatteringEnabled;
  110935. /**
  110936. * Defines the refraction intensity of the material.
  110937. * The refraction when enabled replaces the Diffuse part of the material.
  110938. * The intensity helps transitionning between diffuse and refraction.
  110939. */
  110940. refractionIntensity: number;
  110941. /**
  110942. * Defines the translucency intensity of the material.
  110943. * When translucency has been enabled, this defines how much of the "translucency"
  110944. * is addded to the diffuse part of the material.
  110945. */
  110946. translucencyIntensity: number;
  110947. /**
  110948. * Defines the scattering intensity of the material.
  110949. * When scattering has been enabled, this defines how much of the "scattered light"
  110950. * is addded to the diffuse part of the material.
  110951. */
  110952. scatteringIntensity: number;
  110953. private _thicknessTexture;
  110954. /**
  110955. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  110956. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  110957. * 0 would mean minimumThickness
  110958. * 1 would mean maximumThickness
  110959. * The other channels might be use as a mask to vary the different effects intensity.
  110960. */
  110961. thicknessTexture: Nullable<BaseTexture>;
  110962. private _refractionTexture;
  110963. /**
  110964. * Defines the texture to use for refraction.
  110965. */
  110966. refractionTexture: Nullable<BaseTexture>;
  110967. private _indexOfRefraction;
  110968. /**
  110969. * Defines the index of refraction used in the material.
  110970. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  110971. */
  110972. indexOfRefraction: number;
  110973. private _invertRefractionY;
  110974. /**
  110975. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110976. */
  110977. invertRefractionY: boolean;
  110978. private _linkRefractionWithTransparency;
  110979. /**
  110980. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110981. * Materials half opaque for instance using refraction could benefit from this control.
  110982. */
  110983. linkRefractionWithTransparency: boolean;
  110984. /**
  110985. * Defines the minimum thickness stored in the thickness map.
  110986. * If no thickness map is defined, this value will be used to simulate thickness.
  110987. */
  110988. minimumThickness: number;
  110989. /**
  110990. * Defines the maximum thickness stored in the thickness map.
  110991. */
  110992. maximumThickness: number;
  110993. /**
  110994. * Defines the volume tint of the material.
  110995. * This is used for both translucency and scattering.
  110996. */
  110997. tintColor: Color3;
  110998. /**
  110999. * Defines the distance at which the tint color should be found in the media.
  111000. * This is used for refraction only.
  111001. */
  111002. tintColorAtDistance: number;
  111003. /**
  111004. * Defines how far each channel transmit through the media.
  111005. * It is defined as a color to simplify it selection.
  111006. */
  111007. diffusionDistance: Color3;
  111008. private _useMaskFromThicknessTexture;
  111009. /**
  111010. * Stores the intensity of the different subsurface effects in the thickness texture.
  111011. * * the green channel is the translucency intensity.
  111012. * * the blue channel is the scattering intensity.
  111013. * * the alpha channel is the refraction intensity.
  111014. */
  111015. useMaskFromThicknessTexture: boolean;
  111016. /** @hidden */
  111017. private _internalMarkAllSubMeshesAsTexturesDirty;
  111018. /** @hidden */
  111019. _markAllSubMeshesAsTexturesDirty(): void;
  111020. /**
  111021. * Instantiate a new istance of sub surface configuration.
  111022. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111023. */
  111024. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111025. /**
  111026. * Gets wehter the submesh is ready to be used or not.
  111027. * @param defines the list of "defines" to update.
  111028. * @param scene defines the scene the material belongs to.
  111029. * @returns - boolean indicating that the submesh is ready or not.
  111030. */
  111031. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  111032. /**
  111033. * Checks to see if a texture is used in the material.
  111034. * @param defines the list of "defines" to update.
  111035. * @param scene defines the scene to the material belongs to.
  111036. */
  111037. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  111038. /**
  111039. * Binds the material data.
  111040. * @param uniformBuffer defines the Uniform buffer to fill in.
  111041. * @param scene defines the scene the material belongs to.
  111042. * @param engine defines the engine the material belongs to.
  111043. * @param isFrozen defines wether the material is frozen or not.
  111044. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  111045. */
  111046. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  111047. /**
  111048. * Unbinds the material from the mesh.
  111049. * @param activeEffect defines the effect that should be unbound from.
  111050. * @returns true if unbound, otherwise false
  111051. */
  111052. unbind(activeEffect: Effect): boolean;
  111053. /**
  111054. * Returns the texture used for refraction or null if none is used.
  111055. * @param scene defines the scene the material belongs to.
  111056. * @returns - Refraction texture if present. If no refraction texture and refraction
  111057. * is linked with transparency, returns environment texture. Otherwise, returns null.
  111058. */
  111059. private _getRefractionTexture;
  111060. /**
  111061. * Returns true if alpha blending should be disabled.
  111062. */
  111063. readonly disableAlphaBlending: boolean;
  111064. /**
  111065. * Fills the list of render target textures.
  111066. * @param renderTargets the list of render targets to update
  111067. */
  111068. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  111069. /**
  111070. * Checks to see if a texture is used in the material.
  111071. * @param texture - Base texture to use.
  111072. * @returns - Boolean specifying if a texture is used in the material.
  111073. */
  111074. hasTexture(texture: BaseTexture): boolean;
  111075. /**
  111076. * Gets a boolean indicating that current material needs to register RTT
  111077. * @returns true if this uses a render target otherwise false.
  111078. */
  111079. hasRenderTargetTextures(): boolean;
  111080. /**
  111081. * Returns an array of the actively used textures.
  111082. * @param activeTextures Array of BaseTextures
  111083. */
  111084. getActiveTextures(activeTextures: BaseTexture[]): void;
  111085. /**
  111086. * Returns the animatable textures.
  111087. * @param animatables Array of animatable textures.
  111088. */
  111089. getAnimatables(animatables: IAnimatable[]): void;
  111090. /**
  111091. * Disposes the resources of the material.
  111092. * @param forceDisposeTextures - Forces the disposal of all textures.
  111093. */
  111094. dispose(forceDisposeTextures?: boolean): void;
  111095. /**
  111096. * Get the current class name of the texture useful for serialization or dynamic coding.
  111097. * @returns "PBRSubSurfaceConfiguration"
  111098. */
  111099. getClassName(): string;
  111100. /**
  111101. * Add fallbacks to the effect fallbacks list.
  111102. * @param defines defines the Base texture to use.
  111103. * @param fallbacks defines the current fallback list.
  111104. * @param currentRank defines the current fallback rank.
  111105. * @returns the new fallback rank.
  111106. */
  111107. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111108. /**
  111109. * Add the required uniforms to the current list.
  111110. * @param uniforms defines the current uniform list.
  111111. */
  111112. static AddUniforms(uniforms: string[]): void;
  111113. /**
  111114. * Add the required samplers to the current list.
  111115. * @param samplers defines the current sampler list.
  111116. */
  111117. static AddSamplers(samplers: string[]): void;
  111118. /**
  111119. * Add the required uniforms to the current buffer.
  111120. * @param uniformBuffer defines the current uniform buffer.
  111121. */
  111122. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111123. /**
  111124. * Makes a duplicate of the current configuration into another one.
  111125. * @param configuration define the config where to copy the info
  111126. */
  111127. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  111128. /**
  111129. * Serializes this Sub Surface configuration.
  111130. * @returns - An object with the serialized config.
  111131. */
  111132. serialize(): any;
  111133. /**
  111134. * Parses a anisotropy Configuration from a serialized object.
  111135. * @param source - Serialized object.
  111136. * @param scene Defines the scene we are parsing for
  111137. * @param rootUrl Defines the rootUrl to load from
  111138. */
  111139. parse(source: any, scene: Scene, rootUrl: string): void;
  111140. }
  111141. }
  111142. declare module BABYLON {
  111143. /** @hidden */
  111144. export var pbrFragmentDeclaration: {
  111145. name: string;
  111146. shader: string;
  111147. };
  111148. }
  111149. declare module BABYLON {
  111150. /** @hidden */
  111151. export var pbrUboDeclaration: {
  111152. name: string;
  111153. shader: string;
  111154. };
  111155. }
  111156. declare module BABYLON {
  111157. /** @hidden */
  111158. export var pbrFragmentExtraDeclaration: {
  111159. name: string;
  111160. shader: string;
  111161. };
  111162. }
  111163. declare module BABYLON {
  111164. /** @hidden */
  111165. export var pbrFragmentSamplersDeclaration: {
  111166. name: string;
  111167. shader: string;
  111168. };
  111169. }
  111170. declare module BABYLON {
  111171. /** @hidden */
  111172. export var pbrHelperFunctions: {
  111173. name: string;
  111174. shader: string;
  111175. };
  111176. }
  111177. declare module BABYLON {
  111178. /** @hidden */
  111179. export var harmonicsFunctions: {
  111180. name: string;
  111181. shader: string;
  111182. };
  111183. }
  111184. declare module BABYLON {
  111185. /** @hidden */
  111186. export var pbrDirectLightingSetupFunctions: {
  111187. name: string;
  111188. shader: string;
  111189. };
  111190. }
  111191. declare module BABYLON {
  111192. /** @hidden */
  111193. export var pbrDirectLightingFalloffFunctions: {
  111194. name: string;
  111195. shader: string;
  111196. };
  111197. }
  111198. declare module BABYLON {
  111199. /** @hidden */
  111200. export var pbrBRDFFunctions: {
  111201. name: string;
  111202. shader: string;
  111203. };
  111204. }
  111205. declare module BABYLON {
  111206. /** @hidden */
  111207. export var pbrDirectLightingFunctions: {
  111208. name: string;
  111209. shader: string;
  111210. };
  111211. }
  111212. declare module BABYLON {
  111213. /** @hidden */
  111214. export var pbrIBLFunctions: {
  111215. name: string;
  111216. shader: string;
  111217. };
  111218. }
  111219. declare module BABYLON {
  111220. /** @hidden */
  111221. export var pbrDebug: {
  111222. name: string;
  111223. shader: string;
  111224. };
  111225. }
  111226. declare module BABYLON {
  111227. /** @hidden */
  111228. export var pbrPixelShader: {
  111229. name: string;
  111230. shader: string;
  111231. };
  111232. }
  111233. declare module BABYLON {
  111234. /** @hidden */
  111235. export var pbrVertexDeclaration: {
  111236. name: string;
  111237. shader: string;
  111238. };
  111239. }
  111240. declare module BABYLON {
  111241. /** @hidden */
  111242. export var pbrVertexShader: {
  111243. name: string;
  111244. shader: string;
  111245. };
  111246. }
  111247. declare module BABYLON {
  111248. /**
  111249. * Manages the defines for the PBR Material.
  111250. * @hidden
  111251. */
  111252. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  111253. PBR: boolean;
  111254. MAINUV1: boolean;
  111255. MAINUV2: boolean;
  111256. UV1: boolean;
  111257. UV2: boolean;
  111258. ALBEDO: boolean;
  111259. ALBEDODIRECTUV: number;
  111260. VERTEXCOLOR: boolean;
  111261. AMBIENT: boolean;
  111262. AMBIENTDIRECTUV: number;
  111263. AMBIENTINGRAYSCALE: boolean;
  111264. OPACITY: boolean;
  111265. VERTEXALPHA: boolean;
  111266. OPACITYDIRECTUV: number;
  111267. OPACITYRGB: boolean;
  111268. ALPHATEST: boolean;
  111269. DEPTHPREPASS: boolean;
  111270. ALPHABLEND: boolean;
  111271. ALPHAFROMALBEDO: boolean;
  111272. ALPHATESTVALUE: string;
  111273. SPECULAROVERALPHA: boolean;
  111274. RADIANCEOVERALPHA: boolean;
  111275. ALPHAFRESNEL: boolean;
  111276. LINEARALPHAFRESNEL: boolean;
  111277. PREMULTIPLYALPHA: boolean;
  111278. EMISSIVE: boolean;
  111279. EMISSIVEDIRECTUV: number;
  111280. REFLECTIVITY: boolean;
  111281. REFLECTIVITYDIRECTUV: number;
  111282. SPECULARTERM: boolean;
  111283. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  111284. MICROSURFACEAUTOMATIC: boolean;
  111285. LODBASEDMICROSFURACE: boolean;
  111286. MICROSURFACEMAP: boolean;
  111287. MICROSURFACEMAPDIRECTUV: number;
  111288. METALLICWORKFLOW: boolean;
  111289. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  111290. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  111291. METALLNESSSTOREINMETALMAPBLUE: boolean;
  111292. AOSTOREINMETALMAPRED: boolean;
  111293. ENVIRONMENTBRDF: boolean;
  111294. ENVIRONMENTBRDF_RGBD: boolean;
  111295. NORMAL: boolean;
  111296. TANGENT: boolean;
  111297. BUMP: boolean;
  111298. BUMPDIRECTUV: number;
  111299. OBJECTSPACE_NORMALMAP: boolean;
  111300. PARALLAX: boolean;
  111301. PARALLAXOCCLUSION: boolean;
  111302. NORMALXYSCALE: boolean;
  111303. LIGHTMAP: boolean;
  111304. LIGHTMAPDIRECTUV: number;
  111305. USELIGHTMAPASSHADOWMAP: boolean;
  111306. GAMMALIGHTMAP: boolean;
  111307. REFLECTION: boolean;
  111308. REFLECTIONMAP_3D: boolean;
  111309. REFLECTIONMAP_SPHERICAL: boolean;
  111310. REFLECTIONMAP_PLANAR: boolean;
  111311. REFLECTIONMAP_CUBIC: boolean;
  111312. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  111313. REFLECTIONMAP_PROJECTION: boolean;
  111314. REFLECTIONMAP_SKYBOX: boolean;
  111315. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  111316. REFLECTIONMAP_EXPLICIT: boolean;
  111317. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  111318. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  111319. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  111320. INVERTCUBICMAP: boolean;
  111321. USESPHERICALFROMREFLECTIONMAP: boolean;
  111322. USEIRRADIANCEMAP: boolean;
  111323. SPHERICAL_HARMONICS: boolean;
  111324. USESPHERICALINVERTEX: boolean;
  111325. REFLECTIONMAP_OPPOSITEZ: boolean;
  111326. LODINREFLECTIONALPHA: boolean;
  111327. GAMMAREFLECTION: boolean;
  111328. RGBDREFLECTION: boolean;
  111329. LINEARSPECULARREFLECTION: boolean;
  111330. RADIANCEOCCLUSION: boolean;
  111331. HORIZONOCCLUSION: boolean;
  111332. INSTANCES: boolean;
  111333. NUM_BONE_INFLUENCERS: number;
  111334. BonesPerMesh: number;
  111335. BONETEXTURE: boolean;
  111336. NONUNIFORMSCALING: boolean;
  111337. MORPHTARGETS: boolean;
  111338. MORPHTARGETS_NORMAL: boolean;
  111339. MORPHTARGETS_TANGENT: boolean;
  111340. MORPHTARGETS_UV: boolean;
  111341. NUM_MORPH_INFLUENCERS: number;
  111342. IMAGEPROCESSING: boolean;
  111343. VIGNETTE: boolean;
  111344. VIGNETTEBLENDMODEMULTIPLY: boolean;
  111345. VIGNETTEBLENDMODEOPAQUE: boolean;
  111346. TONEMAPPING: boolean;
  111347. TONEMAPPING_ACES: boolean;
  111348. CONTRAST: boolean;
  111349. COLORCURVES: boolean;
  111350. COLORGRADING: boolean;
  111351. COLORGRADING3D: boolean;
  111352. SAMPLER3DGREENDEPTH: boolean;
  111353. SAMPLER3DBGRMAP: boolean;
  111354. IMAGEPROCESSINGPOSTPROCESS: boolean;
  111355. EXPOSURE: boolean;
  111356. MULTIVIEW: boolean;
  111357. USEPHYSICALLIGHTFALLOFF: boolean;
  111358. USEGLTFLIGHTFALLOFF: boolean;
  111359. TWOSIDEDLIGHTING: boolean;
  111360. SHADOWFLOAT: boolean;
  111361. CLIPPLANE: boolean;
  111362. CLIPPLANE2: boolean;
  111363. CLIPPLANE3: boolean;
  111364. CLIPPLANE4: boolean;
  111365. POINTSIZE: boolean;
  111366. FOG: boolean;
  111367. LOGARITHMICDEPTH: boolean;
  111368. FORCENORMALFORWARD: boolean;
  111369. SPECULARAA: boolean;
  111370. CLEARCOAT: boolean;
  111371. CLEARCOAT_DEFAULTIOR: boolean;
  111372. CLEARCOAT_TEXTURE: boolean;
  111373. CLEARCOAT_TEXTUREDIRECTUV: number;
  111374. CLEARCOAT_BUMP: boolean;
  111375. CLEARCOAT_BUMPDIRECTUV: number;
  111376. CLEARCOAT_TINT: boolean;
  111377. CLEARCOAT_TINT_TEXTURE: boolean;
  111378. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  111379. ANISOTROPIC: boolean;
  111380. ANISOTROPIC_TEXTURE: boolean;
  111381. ANISOTROPIC_TEXTUREDIRECTUV: number;
  111382. BRDF_V_HEIGHT_CORRELATED: boolean;
  111383. MS_BRDF_ENERGY_CONSERVATION: boolean;
  111384. SHEEN: boolean;
  111385. SHEEN_TEXTURE: boolean;
  111386. SHEEN_TEXTUREDIRECTUV: number;
  111387. SHEEN_LINKWITHALBEDO: boolean;
  111388. SUBSURFACE: boolean;
  111389. SS_REFRACTION: boolean;
  111390. SS_TRANSLUCENCY: boolean;
  111391. SS_SCATERRING: boolean;
  111392. SS_THICKNESSANDMASK_TEXTURE: boolean;
  111393. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  111394. SS_REFRACTIONMAP_3D: boolean;
  111395. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  111396. SS_LODINREFRACTIONALPHA: boolean;
  111397. SS_GAMMAREFRACTION: boolean;
  111398. SS_RGBDREFRACTION: boolean;
  111399. SS_LINEARSPECULARREFRACTION: boolean;
  111400. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  111401. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  111402. UNLIT: boolean;
  111403. DEBUGMODE: number;
  111404. /**
  111405. * Initializes the PBR Material defines.
  111406. */
  111407. constructor();
  111408. /**
  111409. * Resets the PBR Material defines.
  111410. */
  111411. reset(): void;
  111412. }
  111413. /**
  111414. * The Physically based material base class of BJS.
  111415. *
  111416. * This offers the main features of a standard PBR material.
  111417. * For more information, please refer to the documentation :
  111418. * https://doc.babylonjs.com/how_to/physically_based_rendering
  111419. */
  111420. export abstract class PBRBaseMaterial extends PushMaterial {
  111421. /**
  111422. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  111423. */
  111424. static readonly PBRMATERIAL_OPAQUE: number;
  111425. /**
  111426. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  111427. */
  111428. static readonly PBRMATERIAL_ALPHATEST: number;
  111429. /**
  111430. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111431. */
  111432. static readonly PBRMATERIAL_ALPHABLEND: number;
  111433. /**
  111434. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111435. * They are also discarded below the alpha cutoff threshold to improve performances.
  111436. */
  111437. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  111438. /**
  111439. * Defines the default value of how much AO map is occluding the analytical lights
  111440. * (point spot...).
  111441. */
  111442. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  111443. /**
  111444. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  111445. */
  111446. static readonly LIGHTFALLOFF_PHYSICAL: number;
  111447. /**
  111448. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  111449. * to enhance interoperability with other engines.
  111450. */
  111451. static readonly LIGHTFALLOFF_GLTF: number;
  111452. /**
  111453. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  111454. * to enhance interoperability with other materials.
  111455. */
  111456. static readonly LIGHTFALLOFF_STANDARD: number;
  111457. /**
  111458. * Intensity of the direct lights e.g. the four lights available in your scene.
  111459. * This impacts both the direct diffuse and specular highlights.
  111460. */
  111461. protected _directIntensity: number;
  111462. /**
  111463. * Intensity of the emissive part of the material.
  111464. * This helps controlling the emissive effect without modifying the emissive color.
  111465. */
  111466. protected _emissiveIntensity: number;
  111467. /**
  111468. * Intensity of the environment e.g. how much the environment will light the object
  111469. * either through harmonics for rough material or through the refelction for shiny ones.
  111470. */
  111471. protected _environmentIntensity: number;
  111472. /**
  111473. * This is a special control allowing the reduction of the specular highlights coming from the
  111474. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  111475. */
  111476. protected _specularIntensity: number;
  111477. /**
  111478. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  111479. */
  111480. private _lightingInfos;
  111481. /**
  111482. * Debug Control allowing disabling the bump map on this material.
  111483. */
  111484. protected _disableBumpMap: boolean;
  111485. /**
  111486. * AKA Diffuse Texture in standard nomenclature.
  111487. */
  111488. protected _albedoTexture: Nullable<BaseTexture>;
  111489. /**
  111490. * AKA Occlusion Texture in other nomenclature.
  111491. */
  111492. protected _ambientTexture: Nullable<BaseTexture>;
  111493. /**
  111494. * AKA Occlusion Texture Intensity in other nomenclature.
  111495. */
  111496. protected _ambientTextureStrength: number;
  111497. /**
  111498. * Defines how much the AO map is occluding the analytical lights (point spot...).
  111499. * 1 means it completely occludes it
  111500. * 0 mean it has no impact
  111501. */
  111502. protected _ambientTextureImpactOnAnalyticalLights: number;
  111503. /**
  111504. * Stores the alpha values in a texture.
  111505. */
  111506. protected _opacityTexture: Nullable<BaseTexture>;
  111507. /**
  111508. * Stores the reflection values in a texture.
  111509. */
  111510. protected _reflectionTexture: Nullable<BaseTexture>;
  111511. /**
  111512. * Stores the emissive values in a texture.
  111513. */
  111514. protected _emissiveTexture: Nullable<BaseTexture>;
  111515. /**
  111516. * AKA Specular texture in other nomenclature.
  111517. */
  111518. protected _reflectivityTexture: Nullable<BaseTexture>;
  111519. /**
  111520. * Used to switch from specular/glossiness to metallic/roughness workflow.
  111521. */
  111522. protected _metallicTexture: Nullable<BaseTexture>;
  111523. /**
  111524. * Specifies the metallic scalar of the metallic/roughness workflow.
  111525. * Can also be used to scale the metalness values of the metallic texture.
  111526. */
  111527. protected _metallic: Nullable<number>;
  111528. /**
  111529. * Specifies the roughness scalar of the metallic/roughness workflow.
  111530. * Can also be used to scale the roughness values of the metallic texture.
  111531. */
  111532. protected _roughness: Nullable<number>;
  111533. /**
  111534. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  111535. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  111536. */
  111537. protected _microSurfaceTexture: Nullable<BaseTexture>;
  111538. /**
  111539. * Stores surface normal data used to displace a mesh in a texture.
  111540. */
  111541. protected _bumpTexture: Nullable<BaseTexture>;
  111542. /**
  111543. * Stores the pre-calculated light information of a mesh in a texture.
  111544. */
  111545. protected _lightmapTexture: Nullable<BaseTexture>;
  111546. /**
  111547. * The color of a material in ambient lighting.
  111548. */
  111549. protected _ambientColor: Color3;
  111550. /**
  111551. * AKA Diffuse Color in other nomenclature.
  111552. */
  111553. protected _albedoColor: Color3;
  111554. /**
  111555. * AKA Specular Color in other nomenclature.
  111556. */
  111557. protected _reflectivityColor: Color3;
  111558. /**
  111559. * The color applied when light is reflected from a material.
  111560. */
  111561. protected _reflectionColor: Color3;
  111562. /**
  111563. * The color applied when light is emitted from a material.
  111564. */
  111565. protected _emissiveColor: Color3;
  111566. /**
  111567. * AKA Glossiness in other nomenclature.
  111568. */
  111569. protected _microSurface: number;
  111570. /**
  111571. * Specifies that the material will use the light map as a show map.
  111572. */
  111573. protected _useLightmapAsShadowmap: boolean;
  111574. /**
  111575. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  111576. * makes the reflect vector face the model (under horizon).
  111577. */
  111578. protected _useHorizonOcclusion: boolean;
  111579. /**
  111580. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  111581. * too much the area relying on ambient texture to define their ambient occlusion.
  111582. */
  111583. protected _useRadianceOcclusion: boolean;
  111584. /**
  111585. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  111586. */
  111587. protected _useAlphaFromAlbedoTexture: boolean;
  111588. /**
  111589. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  111590. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  111591. */
  111592. protected _useSpecularOverAlpha: boolean;
  111593. /**
  111594. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  111595. */
  111596. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  111597. /**
  111598. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  111599. */
  111600. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  111601. /**
  111602. * Specifies if the metallic texture contains the roughness information in its green channel.
  111603. */
  111604. protected _useRoughnessFromMetallicTextureGreen: boolean;
  111605. /**
  111606. * Specifies if the metallic texture contains the metallness information in its blue channel.
  111607. */
  111608. protected _useMetallnessFromMetallicTextureBlue: boolean;
  111609. /**
  111610. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  111611. */
  111612. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  111613. /**
  111614. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  111615. */
  111616. protected _useAmbientInGrayScale: boolean;
  111617. /**
  111618. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  111619. * The material will try to infer what glossiness each pixel should be.
  111620. */
  111621. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  111622. /**
  111623. * Defines the falloff type used in this material.
  111624. * It by default is Physical.
  111625. */
  111626. protected _lightFalloff: number;
  111627. /**
  111628. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  111629. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  111630. */
  111631. protected _useRadianceOverAlpha: boolean;
  111632. /**
  111633. * Allows using an object space normal map (instead of tangent space).
  111634. */
  111635. protected _useObjectSpaceNormalMap: boolean;
  111636. /**
  111637. * Allows using the bump map in parallax mode.
  111638. */
  111639. protected _useParallax: boolean;
  111640. /**
  111641. * Allows using the bump map in parallax occlusion mode.
  111642. */
  111643. protected _useParallaxOcclusion: boolean;
  111644. /**
  111645. * Controls the scale bias of the parallax mode.
  111646. */
  111647. protected _parallaxScaleBias: number;
  111648. /**
  111649. * If sets to true, disables all the lights affecting the material.
  111650. */
  111651. protected _disableLighting: boolean;
  111652. /**
  111653. * Number of Simultaneous lights allowed on the material.
  111654. */
  111655. protected _maxSimultaneousLights: number;
  111656. /**
  111657. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111658. */
  111659. protected _invertNormalMapX: boolean;
  111660. /**
  111661. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111662. */
  111663. protected _invertNormalMapY: boolean;
  111664. /**
  111665. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  111666. */
  111667. protected _twoSidedLighting: boolean;
  111668. /**
  111669. * Defines the alpha limits in alpha test mode.
  111670. */
  111671. protected _alphaCutOff: number;
  111672. /**
  111673. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  111674. */
  111675. protected _forceAlphaTest: boolean;
  111676. /**
  111677. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111678. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  111679. */
  111680. protected _useAlphaFresnel: boolean;
  111681. /**
  111682. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111683. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  111684. */
  111685. protected _useLinearAlphaFresnel: boolean;
  111686. /**
  111687. * The transparency mode of the material.
  111688. */
  111689. protected _transparencyMode: Nullable<number>;
  111690. /**
  111691. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  111692. * from cos thetav and roughness:
  111693. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  111694. */
  111695. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  111696. /**
  111697. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  111698. */
  111699. protected _forceIrradianceInFragment: boolean;
  111700. /**
  111701. * Force normal to face away from face.
  111702. */
  111703. protected _forceNormalForward: boolean;
  111704. /**
  111705. * Enables specular anti aliasing in the PBR shader.
  111706. * It will both interacts on the Geometry for analytical and IBL lighting.
  111707. * It also prefilter the roughness map based on the bump values.
  111708. */
  111709. protected _enableSpecularAntiAliasing: boolean;
  111710. /**
  111711. * Default configuration related to image processing available in the PBR Material.
  111712. */
  111713. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  111714. /**
  111715. * Keep track of the image processing observer to allow dispose and replace.
  111716. */
  111717. private _imageProcessingObserver;
  111718. /**
  111719. * Attaches a new image processing configuration to the PBR Material.
  111720. * @param configuration
  111721. */
  111722. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  111723. /**
  111724. * Stores the available render targets.
  111725. */
  111726. private _renderTargets;
  111727. /**
  111728. * Sets the global ambient color for the material used in lighting calculations.
  111729. */
  111730. private _globalAmbientColor;
  111731. /**
  111732. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  111733. */
  111734. private _useLogarithmicDepth;
  111735. /**
  111736. * If set to true, no lighting calculations will be applied.
  111737. */
  111738. private _unlit;
  111739. private _debugMode;
  111740. /**
  111741. * @hidden
  111742. * This is reserved for the inspector.
  111743. * Defines the material debug mode.
  111744. * It helps seeing only some components of the material while troubleshooting.
  111745. */
  111746. debugMode: number;
  111747. /**
  111748. * @hidden
  111749. * This is reserved for the inspector.
  111750. * Specify from where on screen the debug mode should start.
  111751. * The value goes from -1 (full screen) to 1 (not visible)
  111752. * It helps with side by side comparison against the final render
  111753. * This defaults to -1
  111754. */
  111755. private debugLimit;
  111756. /**
  111757. * @hidden
  111758. * This is reserved for the inspector.
  111759. * As the default viewing range might not be enough (if the ambient is really small for instance)
  111760. * You can use the factor to better multiply the final value.
  111761. */
  111762. private debugFactor;
  111763. /**
  111764. * Defines the clear coat layer parameters for the material.
  111765. */
  111766. readonly clearCoat: PBRClearCoatConfiguration;
  111767. /**
  111768. * Defines the anisotropic parameters for the material.
  111769. */
  111770. readonly anisotropy: PBRAnisotropicConfiguration;
  111771. /**
  111772. * Defines the BRDF parameters for the material.
  111773. */
  111774. readonly brdf: PBRBRDFConfiguration;
  111775. /**
  111776. * Defines the Sheen parameters for the material.
  111777. */
  111778. readonly sheen: PBRSheenConfiguration;
  111779. /**
  111780. * Defines the SubSurface parameters for the material.
  111781. */
  111782. readonly subSurface: PBRSubSurfaceConfiguration;
  111783. /**
  111784. * Custom callback helping to override the default shader used in the material.
  111785. */
  111786. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  111787. /**
  111788. * Instantiates a new PBRMaterial instance.
  111789. *
  111790. * @param name The material name
  111791. * @param scene The scene the material will be use in.
  111792. */
  111793. constructor(name: string, scene: Scene);
  111794. /**
  111795. * Gets a boolean indicating that current material needs to register RTT
  111796. */
  111797. readonly hasRenderTargetTextures: boolean;
  111798. /**
  111799. * Gets the name of the material class.
  111800. */
  111801. getClassName(): string;
  111802. /**
  111803. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111804. */
  111805. /**
  111806. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111807. */
  111808. useLogarithmicDepth: boolean;
  111809. /**
  111810. * Gets the current transparency mode.
  111811. */
  111812. /**
  111813. * Sets the transparency mode of the material.
  111814. *
  111815. * | Value | Type | Description |
  111816. * | ----- | ----------------------------------- | ----------- |
  111817. * | 0 | OPAQUE | |
  111818. * | 1 | ALPHATEST | |
  111819. * | 2 | ALPHABLEND | |
  111820. * | 3 | ALPHATESTANDBLEND | |
  111821. *
  111822. */
  111823. transparencyMode: Nullable<number>;
  111824. /**
  111825. * Returns true if alpha blending should be disabled.
  111826. */
  111827. private readonly _disableAlphaBlending;
  111828. /**
  111829. * Specifies whether or not this material should be rendered in alpha blend mode.
  111830. */
  111831. needAlphaBlending(): boolean;
  111832. /**
  111833. * Specifies if the mesh will require alpha blending.
  111834. * @param mesh - BJS mesh.
  111835. */
  111836. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  111837. /**
  111838. * Specifies whether or not this material should be rendered in alpha test mode.
  111839. */
  111840. needAlphaTesting(): boolean;
  111841. /**
  111842. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  111843. */
  111844. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  111845. /**
  111846. * Gets the texture used for the alpha test.
  111847. */
  111848. getAlphaTestTexture(): Nullable<BaseTexture>;
  111849. /**
  111850. * Specifies that the submesh is ready to be used.
  111851. * @param mesh - BJS mesh.
  111852. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  111853. * @param useInstances - Specifies that instances should be used.
  111854. * @returns - boolean indicating that the submesh is ready or not.
  111855. */
  111856. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  111857. /**
  111858. * Specifies if the material uses metallic roughness workflow.
  111859. * @returns boolean specifiying if the material uses metallic roughness workflow.
  111860. */
  111861. isMetallicWorkflow(): boolean;
  111862. private _prepareEffect;
  111863. private _prepareDefines;
  111864. /**
  111865. * Force shader compilation
  111866. */
  111867. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  111868. clipPlane: boolean;
  111869. }>): void;
  111870. /**
  111871. * Initializes the uniform buffer layout for the shader.
  111872. */
  111873. buildUniformLayout(): void;
  111874. /**
  111875. * Unbinds the material from the mesh
  111876. */
  111877. unbind(): void;
  111878. /**
  111879. * Binds the submesh data.
  111880. * @param world - The world matrix.
  111881. * @param mesh - The BJS mesh.
  111882. * @param subMesh - A submesh of the BJS mesh.
  111883. */
  111884. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  111885. /**
  111886. * Returns the animatable textures.
  111887. * @returns - Array of animatable textures.
  111888. */
  111889. getAnimatables(): IAnimatable[];
  111890. /**
  111891. * Returns the texture used for reflections.
  111892. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  111893. */
  111894. private _getReflectionTexture;
  111895. /**
  111896. * Returns an array of the actively used textures.
  111897. * @returns - Array of BaseTextures
  111898. */
  111899. getActiveTextures(): BaseTexture[];
  111900. /**
  111901. * Checks to see if a texture is used in the material.
  111902. * @param texture - Base texture to use.
  111903. * @returns - Boolean specifying if a texture is used in the material.
  111904. */
  111905. hasTexture(texture: BaseTexture): boolean;
  111906. /**
  111907. * Disposes the resources of the material.
  111908. * @param forceDisposeEffect - Forces the disposal of effects.
  111909. * @param forceDisposeTextures - Forces the disposal of all textures.
  111910. */
  111911. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  111912. }
  111913. }
  111914. declare module BABYLON {
  111915. /**
  111916. * The Physically based material of BJS.
  111917. *
  111918. * This offers the main features of a standard PBR material.
  111919. * For more information, please refer to the documentation :
  111920. * https://doc.babylonjs.com/how_to/physically_based_rendering
  111921. */
  111922. export class PBRMaterial extends PBRBaseMaterial {
  111923. /**
  111924. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  111925. */
  111926. static readonly PBRMATERIAL_OPAQUE: number;
  111927. /**
  111928. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  111929. */
  111930. static readonly PBRMATERIAL_ALPHATEST: number;
  111931. /**
  111932. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111933. */
  111934. static readonly PBRMATERIAL_ALPHABLEND: number;
  111935. /**
  111936. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111937. * They are also discarded below the alpha cutoff threshold to improve performances.
  111938. */
  111939. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  111940. /**
  111941. * Defines the default value of how much AO map is occluding the analytical lights
  111942. * (point spot...).
  111943. */
  111944. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  111945. /**
  111946. * Intensity of the direct lights e.g. the four lights available in your scene.
  111947. * This impacts both the direct diffuse and specular highlights.
  111948. */
  111949. directIntensity: number;
  111950. /**
  111951. * Intensity of the emissive part of the material.
  111952. * This helps controlling the emissive effect without modifying the emissive color.
  111953. */
  111954. emissiveIntensity: number;
  111955. /**
  111956. * Intensity of the environment e.g. how much the environment will light the object
  111957. * either through harmonics for rough material or through the refelction for shiny ones.
  111958. */
  111959. environmentIntensity: number;
  111960. /**
  111961. * This is a special control allowing the reduction of the specular highlights coming from the
  111962. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  111963. */
  111964. specularIntensity: number;
  111965. /**
  111966. * Debug Control allowing disabling the bump map on this material.
  111967. */
  111968. disableBumpMap: boolean;
  111969. /**
  111970. * AKA Diffuse Texture in standard nomenclature.
  111971. */
  111972. albedoTexture: BaseTexture;
  111973. /**
  111974. * AKA Occlusion Texture in other nomenclature.
  111975. */
  111976. ambientTexture: BaseTexture;
  111977. /**
  111978. * AKA Occlusion Texture Intensity in other nomenclature.
  111979. */
  111980. ambientTextureStrength: number;
  111981. /**
  111982. * Defines how much the AO map is occluding the analytical lights (point spot...).
  111983. * 1 means it completely occludes it
  111984. * 0 mean it has no impact
  111985. */
  111986. ambientTextureImpactOnAnalyticalLights: number;
  111987. /**
  111988. * Stores the alpha values in a texture.
  111989. */
  111990. opacityTexture: BaseTexture;
  111991. /**
  111992. * Stores the reflection values in a texture.
  111993. */
  111994. reflectionTexture: Nullable<BaseTexture>;
  111995. /**
  111996. * Stores the emissive values in a texture.
  111997. */
  111998. emissiveTexture: BaseTexture;
  111999. /**
  112000. * AKA Specular texture in other nomenclature.
  112001. */
  112002. reflectivityTexture: BaseTexture;
  112003. /**
  112004. * Used to switch from specular/glossiness to metallic/roughness workflow.
  112005. */
  112006. metallicTexture: BaseTexture;
  112007. /**
  112008. * Specifies the metallic scalar of the metallic/roughness workflow.
  112009. * Can also be used to scale the metalness values of the metallic texture.
  112010. */
  112011. metallic: Nullable<number>;
  112012. /**
  112013. * Specifies the roughness scalar of the metallic/roughness workflow.
  112014. * Can also be used to scale the roughness values of the metallic texture.
  112015. */
  112016. roughness: Nullable<number>;
  112017. /**
  112018. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  112019. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  112020. */
  112021. microSurfaceTexture: BaseTexture;
  112022. /**
  112023. * Stores surface normal data used to displace a mesh in a texture.
  112024. */
  112025. bumpTexture: BaseTexture;
  112026. /**
  112027. * Stores the pre-calculated light information of a mesh in a texture.
  112028. */
  112029. lightmapTexture: BaseTexture;
  112030. /**
  112031. * Stores the refracted light information in a texture.
  112032. */
  112033. refractionTexture: Nullable<BaseTexture>;
  112034. /**
  112035. * The color of a material in ambient lighting.
  112036. */
  112037. ambientColor: Color3;
  112038. /**
  112039. * AKA Diffuse Color in other nomenclature.
  112040. */
  112041. albedoColor: Color3;
  112042. /**
  112043. * AKA Specular Color in other nomenclature.
  112044. */
  112045. reflectivityColor: Color3;
  112046. /**
  112047. * The color reflected from the material.
  112048. */
  112049. reflectionColor: Color3;
  112050. /**
  112051. * The color emitted from the material.
  112052. */
  112053. emissiveColor: Color3;
  112054. /**
  112055. * AKA Glossiness in other nomenclature.
  112056. */
  112057. microSurface: number;
  112058. /**
  112059. * source material index of refraction (IOR)' / 'destination material IOR.
  112060. */
  112061. indexOfRefraction: number;
  112062. /**
  112063. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  112064. */
  112065. invertRefractionY: boolean;
  112066. /**
  112067. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  112068. * Materials half opaque for instance using refraction could benefit from this control.
  112069. */
  112070. linkRefractionWithTransparency: boolean;
  112071. /**
  112072. * If true, the light map contains occlusion information instead of lighting info.
  112073. */
  112074. useLightmapAsShadowmap: boolean;
  112075. /**
  112076. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  112077. */
  112078. useAlphaFromAlbedoTexture: boolean;
  112079. /**
  112080. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  112081. */
  112082. forceAlphaTest: boolean;
  112083. /**
  112084. * Defines the alpha limits in alpha test mode.
  112085. */
  112086. alphaCutOff: number;
  112087. /**
  112088. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  112089. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  112090. */
  112091. useSpecularOverAlpha: boolean;
  112092. /**
  112093. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  112094. */
  112095. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  112096. /**
  112097. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  112098. */
  112099. useRoughnessFromMetallicTextureAlpha: boolean;
  112100. /**
  112101. * Specifies if the metallic texture contains the roughness information in its green channel.
  112102. */
  112103. useRoughnessFromMetallicTextureGreen: boolean;
  112104. /**
  112105. * Specifies if the metallic texture contains the metallness information in its blue channel.
  112106. */
  112107. useMetallnessFromMetallicTextureBlue: boolean;
  112108. /**
  112109. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  112110. */
  112111. useAmbientOcclusionFromMetallicTextureRed: boolean;
  112112. /**
  112113. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  112114. */
  112115. useAmbientInGrayScale: boolean;
  112116. /**
  112117. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  112118. * The material will try to infer what glossiness each pixel should be.
  112119. */
  112120. useAutoMicroSurfaceFromReflectivityMap: boolean;
  112121. /**
  112122. * BJS is using an harcoded light falloff based on a manually sets up range.
  112123. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  112124. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  112125. */
  112126. /**
  112127. * BJS is using an harcoded light falloff based on a manually sets up range.
  112128. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  112129. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  112130. */
  112131. usePhysicalLightFalloff: boolean;
  112132. /**
  112133. * In order to support the falloff compatibility with gltf, a special mode has been added
  112134. * to reproduce the gltf light falloff.
  112135. */
  112136. /**
  112137. * In order to support the falloff compatibility with gltf, a special mode has been added
  112138. * to reproduce the gltf light falloff.
  112139. */
  112140. useGLTFLightFalloff: boolean;
  112141. /**
  112142. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  112143. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  112144. */
  112145. useRadianceOverAlpha: boolean;
  112146. /**
  112147. * Allows using an object space normal map (instead of tangent space).
  112148. */
  112149. useObjectSpaceNormalMap: boolean;
  112150. /**
  112151. * Allows using the bump map in parallax mode.
  112152. */
  112153. useParallax: boolean;
  112154. /**
  112155. * Allows using the bump map in parallax occlusion mode.
  112156. */
  112157. useParallaxOcclusion: boolean;
  112158. /**
  112159. * Controls the scale bias of the parallax mode.
  112160. */
  112161. parallaxScaleBias: number;
  112162. /**
  112163. * If sets to true, disables all the lights affecting the material.
  112164. */
  112165. disableLighting: boolean;
  112166. /**
  112167. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  112168. */
  112169. forceIrradianceInFragment: boolean;
  112170. /**
  112171. * Number of Simultaneous lights allowed on the material.
  112172. */
  112173. maxSimultaneousLights: number;
  112174. /**
  112175. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  112176. */
  112177. invertNormalMapX: boolean;
  112178. /**
  112179. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  112180. */
  112181. invertNormalMapY: boolean;
  112182. /**
  112183. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  112184. */
  112185. twoSidedLighting: boolean;
  112186. /**
  112187. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112188. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  112189. */
  112190. useAlphaFresnel: boolean;
  112191. /**
  112192. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112193. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  112194. */
  112195. useLinearAlphaFresnel: boolean;
  112196. /**
  112197. * Let user defines the brdf lookup texture used for IBL.
  112198. * A default 8bit version is embedded but you could point at :
  112199. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  112200. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  112201. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  112202. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  112203. */
  112204. environmentBRDFTexture: Nullable<BaseTexture>;
  112205. /**
  112206. * Force normal to face away from face.
  112207. */
  112208. forceNormalForward: boolean;
  112209. /**
  112210. * Enables specular anti aliasing in the PBR shader.
  112211. * It will both interacts on the Geometry for analytical and IBL lighting.
  112212. * It also prefilter the roughness map based on the bump values.
  112213. */
  112214. enableSpecularAntiAliasing: boolean;
  112215. /**
  112216. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  112217. * makes the reflect vector face the model (under horizon).
  112218. */
  112219. useHorizonOcclusion: boolean;
  112220. /**
  112221. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  112222. * too much the area relying on ambient texture to define their ambient occlusion.
  112223. */
  112224. useRadianceOcclusion: boolean;
  112225. /**
  112226. * If set to true, no lighting calculations will be applied.
  112227. */
  112228. unlit: boolean;
  112229. /**
  112230. * Gets the image processing configuration used either in this material.
  112231. */
  112232. /**
  112233. * Sets the Default image processing configuration used either in the this material.
  112234. *
  112235. * If sets to null, the scene one is in use.
  112236. */
  112237. imageProcessingConfiguration: ImageProcessingConfiguration;
  112238. /**
  112239. * Gets wether the color curves effect is enabled.
  112240. */
  112241. /**
  112242. * Sets wether the color curves effect is enabled.
  112243. */
  112244. cameraColorCurvesEnabled: boolean;
  112245. /**
  112246. * Gets wether the color grading effect is enabled.
  112247. */
  112248. /**
  112249. * Gets wether the color grading effect is enabled.
  112250. */
  112251. cameraColorGradingEnabled: boolean;
  112252. /**
  112253. * Gets wether tonemapping is enabled or not.
  112254. */
  112255. /**
  112256. * Sets wether tonemapping is enabled or not
  112257. */
  112258. cameraToneMappingEnabled: boolean;
  112259. /**
  112260. * The camera exposure used on this material.
  112261. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  112262. * This corresponds to a photographic exposure.
  112263. */
  112264. /**
  112265. * The camera exposure used on this material.
  112266. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  112267. * This corresponds to a photographic exposure.
  112268. */
  112269. cameraExposure: number;
  112270. /**
  112271. * Gets The camera contrast used on this material.
  112272. */
  112273. /**
  112274. * Sets The camera contrast used on this material.
  112275. */
  112276. cameraContrast: number;
  112277. /**
  112278. * Gets the Color Grading 2D Lookup Texture.
  112279. */
  112280. /**
  112281. * Sets the Color Grading 2D Lookup Texture.
  112282. */
  112283. cameraColorGradingTexture: Nullable<BaseTexture>;
  112284. /**
  112285. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  112286. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  112287. * 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;
  112288. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  112289. */
  112290. /**
  112291. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  112292. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  112293. * 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;
  112294. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  112295. */
  112296. cameraColorCurves: Nullable<ColorCurves>;
  112297. /**
  112298. * Instantiates a new PBRMaterial instance.
  112299. *
  112300. * @param name The material name
  112301. * @param scene The scene the material will be use in.
  112302. */
  112303. constructor(name: string, scene: Scene);
  112304. /**
  112305. * Returns the name of this material class.
  112306. */
  112307. getClassName(): string;
  112308. /**
  112309. * Makes a duplicate of the current material.
  112310. * @param name - name to use for the new material.
  112311. */
  112312. clone(name: string): PBRMaterial;
  112313. /**
  112314. * Serializes this PBR Material.
  112315. * @returns - An object with the serialized material.
  112316. */
  112317. serialize(): any;
  112318. /**
  112319. * Parses a PBR Material from a serialized object.
  112320. * @param source - Serialized object.
  112321. * @param scene - BJS scene instance.
  112322. * @param rootUrl - url for the scene object
  112323. * @returns - PBRMaterial
  112324. */
  112325. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  112326. }
  112327. }
  112328. declare module BABYLON {
  112329. /**
  112330. * Direct draw surface info
  112331. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  112332. */
  112333. export interface DDSInfo {
  112334. /**
  112335. * Width of the texture
  112336. */
  112337. width: number;
  112338. /**
  112339. * Width of the texture
  112340. */
  112341. height: number;
  112342. /**
  112343. * Number of Mipmaps for the texture
  112344. * @see https://en.wikipedia.org/wiki/Mipmap
  112345. */
  112346. mipmapCount: number;
  112347. /**
  112348. * If the textures format is a known fourCC format
  112349. * @see https://www.fourcc.org/
  112350. */
  112351. isFourCC: boolean;
  112352. /**
  112353. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  112354. */
  112355. isRGB: boolean;
  112356. /**
  112357. * If the texture is a lumincance format
  112358. */
  112359. isLuminance: boolean;
  112360. /**
  112361. * If this is a cube texture
  112362. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  112363. */
  112364. isCube: boolean;
  112365. /**
  112366. * If the texture is a compressed format eg. FOURCC_DXT1
  112367. */
  112368. isCompressed: boolean;
  112369. /**
  112370. * The dxgiFormat of the texture
  112371. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  112372. */
  112373. dxgiFormat: number;
  112374. /**
  112375. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  112376. */
  112377. textureType: number;
  112378. /**
  112379. * Sphericle polynomial created for the dds texture
  112380. */
  112381. sphericalPolynomial?: SphericalPolynomial;
  112382. }
  112383. /**
  112384. * Class used to provide DDS decompression tools
  112385. */
  112386. export class DDSTools {
  112387. /**
  112388. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  112389. */
  112390. static StoreLODInAlphaChannel: boolean;
  112391. /**
  112392. * Gets DDS information from an array buffer
  112393. * @param arrayBuffer defines the array buffer to read data from
  112394. * @returns the DDS information
  112395. */
  112396. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  112397. private static _FloatView;
  112398. private static _Int32View;
  112399. private static _ToHalfFloat;
  112400. private static _FromHalfFloat;
  112401. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  112402. private static _GetHalfFloatRGBAArrayBuffer;
  112403. private static _GetFloatRGBAArrayBuffer;
  112404. private static _GetFloatAsUIntRGBAArrayBuffer;
  112405. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  112406. private static _GetRGBAArrayBuffer;
  112407. private static _ExtractLongWordOrder;
  112408. private static _GetRGBArrayBuffer;
  112409. private static _GetLuminanceArrayBuffer;
  112410. /**
  112411. * Uploads DDS Levels to a Babylon Texture
  112412. * @hidden
  112413. */
  112414. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  112415. }
  112416. interface Engine {
  112417. /**
  112418. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  112419. * @param rootUrl defines the url where the file to load is located
  112420. * @param scene defines the current scene
  112421. * @param lodScale defines scale to apply to the mip map selection
  112422. * @param lodOffset defines offset to apply to the mip map selection
  112423. * @param onLoad defines an optional callback raised when the texture is loaded
  112424. * @param onError defines an optional callback raised if there is an issue to load the texture
  112425. * @param format defines the format of the data
  112426. * @param forcedExtension defines the extension to use to pick the right loader
  112427. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  112428. * @returns the cube texture as an InternalTexture
  112429. */
  112430. 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;
  112431. }
  112432. }
  112433. declare module BABYLON {
  112434. /**
  112435. * Implementation of the DDS Texture Loader.
  112436. * @hidden
  112437. */
  112438. export class _DDSTextureLoader implements IInternalTextureLoader {
  112439. /**
  112440. * Defines wether the loader supports cascade loading the different faces.
  112441. */
  112442. readonly supportCascades: boolean;
  112443. /**
  112444. * This returns if the loader support the current file information.
  112445. * @param extension defines the file extension of the file being loaded
  112446. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112447. * @param fallback defines the fallback internal texture if any
  112448. * @param isBase64 defines whether the texture is encoded as a base64
  112449. * @param isBuffer defines whether the texture data are stored as a buffer
  112450. * @returns true if the loader can load the specified file
  112451. */
  112452. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112453. /**
  112454. * Transform the url before loading if required.
  112455. * @param rootUrl the url of the texture
  112456. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112457. * @returns the transformed texture
  112458. */
  112459. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112460. /**
  112461. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112462. * @param rootUrl the url of the texture
  112463. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112464. * @returns the fallback texture
  112465. */
  112466. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112467. /**
  112468. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112469. * @param data contains the texture data
  112470. * @param texture defines the BabylonJS internal texture
  112471. * @param createPolynomials will be true if polynomials have been requested
  112472. * @param onLoad defines the callback to trigger once the texture is ready
  112473. * @param onError defines the callback to trigger in case of error
  112474. */
  112475. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112476. /**
  112477. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112478. * @param data contains the texture data
  112479. * @param texture defines the BabylonJS internal texture
  112480. * @param callback defines the method to call once ready to upload
  112481. */
  112482. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  112483. }
  112484. }
  112485. declare module BABYLON {
  112486. /** @hidden */
  112487. export var rgbdEncodePixelShader: {
  112488. name: string;
  112489. shader: string;
  112490. };
  112491. }
  112492. declare module BABYLON {
  112493. /**
  112494. * Raw texture data and descriptor sufficient for WebGL texture upload
  112495. */
  112496. export interface EnvironmentTextureInfo {
  112497. /**
  112498. * Version of the environment map
  112499. */
  112500. version: number;
  112501. /**
  112502. * Width of image
  112503. */
  112504. width: number;
  112505. /**
  112506. * Irradiance information stored in the file.
  112507. */
  112508. irradiance: any;
  112509. /**
  112510. * Specular information stored in the file.
  112511. */
  112512. specular: any;
  112513. }
  112514. /**
  112515. * Sets of helpers addressing the serialization and deserialization of environment texture
  112516. * stored in a BabylonJS env file.
  112517. * Those files are usually stored as .env files.
  112518. */
  112519. export class EnvironmentTextureTools {
  112520. /**
  112521. * Magic number identifying the env file.
  112522. */
  112523. private static _MagicBytes;
  112524. /**
  112525. * Gets the environment info from an env file.
  112526. * @param data The array buffer containing the .env bytes.
  112527. * @returns the environment file info (the json header) if successfully parsed.
  112528. */
  112529. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  112530. /**
  112531. * Creates an environment texture from a loaded cube texture.
  112532. * @param texture defines the cube texture to convert in env file
  112533. * @return a promise containing the environment data if succesfull.
  112534. */
  112535. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  112536. /**
  112537. * Creates a JSON representation of the spherical data.
  112538. * @param texture defines the texture containing the polynomials
  112539. * @return the JSON representation of the spherical info
  112540. */
  112541. private static _CreateEnvTextureIrradiance;
  112542. /**
  112543. * Uploads the texture info contained in the env file to the GPU.
  112544. * @param texture defines the internal texture to upload to
  112545. * @param arrayBuffer defines the buffer cotaining the data to load
  112546. * @param info defines the texture info retrieved through the GetEnvInfo method
  112547. * @returns a promise
  112548. */
  112549. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  112550. /**
  112551. * Uploads the levels of image data to the GPU.
  112552. * @param texture defines the internal texture to upload to
  112553. * @param imageData defines the array buffer views of image data [mipmap][face]
  112554. * @returns a promise
  112555. */
  112556. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  112557. /**
  112558. * Uploads spherical polynomials information to the texture.
  112559. * @param texture defines the texture we are trying to upload the information to
  112560. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  112561. */
  112562. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  112563. /** @hidden */
  112564. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  112565. }
  112566. }
  112567. declare module BABYLON {
  112568. /**
  112569. * Implementation of the ENV Texture Loader.
  112570. * @hidden
  112571. */
  112572. export class _ENVTextureLoader implements IInternalTextureLoader {
  112573. /**
  112574. * Defines wether the loader supports cascade loading the different faces.
  112575. */
  112576. readonly supportCascades: boolean;
  112577. /**
  112578. * This returns if the loader support the current file information.
  112579. * @param extension defines the file extension of the file being loaded
  112580. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112581. * @param fallback defines the fallback internal texture if any
  112582. * @param isBase64 defines whether the texture is encoded as a base64
  112583. * @param isBuffer defines whether the texture data are stored as a buffer
  112584. * @returns true if the loader can load the specified file
  112585. */
  112586. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112587. /**
  112588. * Transform the url before loading if required.
  112589. * @param rootUrl the url of the texture
  112590. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112591. * @returns the transformed texture
  112592. */
  112593. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112594. /**
  112595. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112596. * @param rootUrl the url of the texture
  112597. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112598. * @returns the fallback texture
  112599. */
  112600. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112601. /**
  112602. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112603. * @param data contains the texture data
  112604. * @param texture defines the BabylonJS internal texture
  112605. * @param createPolynomials will be true if polynomials have been requested
  112606. * @param onLoad defines the callback to trigger once the texture is ready
  112607. * @param onError defines the callback to trigger in case of error
  112608. */
  112609. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112610. /**
  112611. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112612. * @param data contains the texture data
  112613. * @param texture defines the BabylonJS internal texture
  112614. * @param callback defines the method to call once ready to upload
  112615. */
  112616. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  112617. }
  112618. }
  112619. declare module BABYLON {
  112620. /**
  112621. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  112622. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  112623. */
  112624. export class KhronosTextureContainer {
  112625. /** contents of the KTX container file */
  112626. arrayBuffer: any;
  112627. private static HEADER_LEN;
  112628. private static COMPRESSED_2D;
  112629. private static COMPRESSED_3D;
  112630. private static TEX_2D;
  112631. private static TEX_3D;
  112632. /**
  112633. * Gets the openGL type
  112634. */
  112635. glType: number;
  112636. /**
  112637. * Gets the openGL type size
  112638. */
  112639. glTypeSize: number;
  112640. /**
  112641. * Gets the openGL format
  112642. */
  112643. glFormat: number;
  112644. /**
  112645. * Gets the openGL internal format
  112646. */
  112647. glInternalFormat: number;
  112648. /**
  112649. * Gets the base internal format
  112650. */
  112651. glBaseInternalFormat: number;
  112652. /**
  112653. * Gets image width in pixel
  112654. */
  112655. pixelWidth: number;
  112656. /**
  112657. * Gets image height in pixel
  112658. */
  112659. pixelHeight: number;
  112660. /**
  112661. * Gets image depth in pixels
  112662. */
  112663. pixelDepth: number;
  112664. /**
  112665. * Gets the number of array elements
  112666. */
  112667. numberOfArrayElements: number;
  112668. /**
  112669. * Gets the number of faces
  112670. */
  112671. numberOfFaces: number;
  112672. /**
  112673. * Gets the number of mipmap levels
  112674. */
  112675. numberOfMipmapLevels: number;
  112676. /**
  112677. * Gets the bytes of key value data
  112678. */
  112679. bytesOfKeyValueData: number;
  112680. /**
  112681. * Gets the load type
  112682. */
  112683. loadType: number;
  112684. /**
  112685. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  112686. */
  112687. isInvalid: boolean;
  112688. /**
  112689. * Creates a new KhronosTextureContainer
  112690. * @param arrayBuffer contents of the KTX container file
  112691. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  112692. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  112693. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  112694. */
  112695. constructor(
  112696. /** contents of the KTX container file */
  112697. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  112698. /**
  112699. * Uploads KTX content to a Babylon Texture.
  112700. * It is assumed that the texture has already been created & is currently bound
  112701. * @hidden
  112702. */
  112703. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  112704. private _upload2DCompressedLevels;
  112705. }
  112706. }
  112707. declare module BABYLON {
  112708. /**
  112709. * Implementation of the KTX Texture Loader.
  112710. * @hidden
  112711. */
  112712. export class _KTXTextureLoader implements IInternalTextureLoader {
  112713. /**
  112714. * Defines wether the loader supports cascade loading the different faces.
  112715. */
  112716. readonly supportCascades: boolean;
  112717. /**
  112718. * This returns if the loader support the current file information.
  112719. * @param extension defines the file extension of the file being loaded
  112720. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112721. * @param fallback defines the fallback internal texture if any
  112722. * @param isBase64 defines whether the texture is encoded as a base64
  112723. * @param isBuffer defines whether the texture data are stored as a buffer
  112724. * @returns true if the loader can load the specified file
  112725. */
  112726. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112727. /**
  112728. * Transform the url before loading if required.
  112729. * @param rootUrl the url of the texture
  112730. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112731. * @returns the transformed texture
  112732. */
  112733. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112734. /**
  112735. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112736. * @param rootUrl the url of the texture
  112737. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112738. * @returns the fallback texture
  112739. */
  112740. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112741. /**
  112742. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112743. * @param data contains the texture data
  112744. * @param texture defines the BabylonJS internal texture
  112745. * @param createPolynomials will be true if polynomials have been requested
  112746. * @param onLoad defines the callback to trigger once the texture is ready
  112747. * @param onError defines the callback to trigger in case of error
  112748. */
  112749. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112750. /**
  112751. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112752. * @param data contains the texture data
  112753. * @param texture defines the BabylonJS internal texture
  112754. * @param callback defines the method to call once ready to upload
  112755. */
  112756. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  112757. }
  112758. }
  112759. declare module BABYLON {
  112760. /**
  112761. * Options for the default xr helper
  112762. */
  112763. export class WebXRDefaultExperienceOptions {
  112764. /**
  112765. * Floor meshes that should be used for teleporting
  112766. */
  112767. floorMeshes: Array<AbstractMesh>;
  112768. }
  112769. /**
  112770. * Default experience which provides a similar setup to the previous webVRExperience
  112771. */
  112772. export class WebXRDefaultExperience {
  112773. /**
  112774. * Base experience
  112775. */
  112776. baseExperience: WebXRExperienceHelper;
  112777. /**
  112778. * Input experience extension
  112779. */
  112780. input: WebXRInput;
  112781. /**
  112782. * Loads the controller models
  112783. */
  112784. controllerModelLoader: WebXRControllerModelLoader;
  112785. /**
  112786. * Enables laser pointer and selection
  112787. */
  112788. pointerSelection: WebXRControllerPointerSelection;
  112789. /**
  112790. * Enables teleportation
  112791. */
  112792. teleportation: WebXRControllerTeleportation;
  112793. /**
  112794. * Enables ui for enetering/exiting xr
  112795. */
  112796. enterExitUI: WebXREnterExitUI;
  112797. /**
  112798. * Default output canvas xr should render to
  112799. */
  112800. outputCanvas: WebXRManagedOutputCanvas;
  112801. /**
  112802. * Creates the default xr experience
  112803. * @param scene scene
  112804. * @param options options for basic configuration
  112805. * @returns resulting WebXRDefaultExperience
  112806. */
  112807. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112808. private constructor();
  112809. /**
  112810. * DIsposes of the experience helper
  112811. */
  112812. dispose(): void;
  112813. }
  112814. }
  112815. declare module BABYLON {
  112816. /** @hidden */
  112817. export var _forceSceneHelpersToBundle: boolean;
  112818. interface Scene {
  112819. /**
  112820. * Creates a default light for the scene.
  112821. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  112822. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  112823. */
  112824. createDefaultLight(replace?: boolean): void;
  112825. /**
  112826. * Creates a default camera for the scene.
  112827. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  112828. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112829. * @param replace has default false, when true replaces the active camera in the scene
  112830. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  112831. */
  112832. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112833. /**
  112834. * Creates a default camera and a default light.
  112835. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  112836. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112837. * @param replace has the default false, when true replaces the active camera/light in the scene
  112838. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  112839. */
  112840. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112841. /**
  112842. * Creates a new sky box
  112843. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  112844. * @param environmentTexture defines the texture to use as environment texture
  112845. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  112846. * @param scale defines the overall scale of the skybox
  112847. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  112848. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  112849. * @returns a new mesh holding the sky box
  112850. */
  112851. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  112852. /**
  112853. * Creates a new environment
  112854. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  112855. * @param options defines the options you can use to configure the environment
  112856. * @returns the new EnvironmentHelper
  112857. */
  112858. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  112859. /**
  112860. * Creates a new VREXperienceHelper
  112861. * @see http://doc.babylonjs.com/how_to/webvr_helper
  112862. * @param webVROptions defines the options used to create the new VREXperienceHelper
  112863. * @returns a new VREXperienceHelper
  112864. */
  112865. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  112866. /**
  112867. * Creates a new WebXRDefaultExperience
  112868. * @see http://doc.babylonjs.com/how_to/webxr
  112869. * @param options experience options
  112870. * @returns a promise for a new WebXRDefaultExperience
  112871. */
  112872. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112873. }
  112874. }
  112875. declare module BABYLON {
  112876. /**
  112877. * Contains position and normal vectors for a vertex
  112878. */
  112879. export class PositionNormalVertex {
  112880. /** the position of the vertex (defaut: 0,0,0) */
  112881. position: Vector3;
  112882. /** the normal of the vertex (defaut: 0,1,0) */
  112883. normal: Vector3;
  112884. /**
  112885. * Creates a PositionNormalVertex
  112886. * @param position the position of the vertex (defaut: 0,0,0)
  112887. * @param normal the normal of the vertex (defaut: 0,1,0)
  112888. */
  112889. constructor(
  112890. /** the position of the vertex (defaut: 0,0,0) */
  112891. position?: Vector3,
  112892. /** the normal of the vertex (defaut: 0,1,0) */
  112893. normal?: Vector3);
  112894. /**
  112895. * Clones the PositionNormalVertex
  112896. * @returns the cloned PositionNormalVertex
  112897. */
  112898. clone(): PositionNormalVertex;
  112899. }
  112900. /**
  112901. * Contains position, normal and uv vectors for a vertex
  112902. */
  112903. export class PositionNormalTextureVertex {
  112904. /** the position of the vertex (defaut: 0,0,0) */
  112905. position: Vector3;
  112906. /** the normal of the vertex (defaut: 0,1,0) */
  112907. normal: Vector3;
  112908. /** the uv of the vertex (default: 0,0) */
  112909. uv: Vector2;
  112910. /**
  112911. * Creates a PositionNormalTextureVertex
  112912. * @param position the position of the vertex (defaut: 0,0,0)
  112913. * @param normal the normal of the vertex (defaut: 0,1,0)
  112914. * @param uv the uv of the vertex (default: 0,0)
  112915. */
  112916. constructor(
  112917. /** the position of the vertex (defaut: 0,0,0) */
  112918. position?: Vector3,
  112919. /** the normal of the vertex (defaut: 0,1,0) */
  112920. normal?: Vector3,
  112921. /** the uv of the vertex (default: 0,0) */
  112922. uv?: Vector2);
  112923. /**
  112924. * Clones the PositionNormalTextureVertex
  112925. * @returns the cloned PositionNormalTextureVertex
  112926. */
  112927. clone(): PositionNormalTextureVertex;
  112928. }
  112929. }
  112930. declare module BABYLON {
  112931. /**
  112932. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  112933. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  112934. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  112935. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  112936. */
  112937. export class VideoDome extends TransformNode {
  112938. /**
  112939. * Define the video source as a Monoscopic panoramic 360 video.
  112940. */
  112941. static readonly MODE_MONOSCOPIC: number;
  112942. /**
  112943. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112944. */
  112945. static readonly MODE_TOPBOTTOM: number;
  112946. /**
  112947. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112948. */
  112949. static readonly MODE_SIDEBYSIDE: number;
  112950. private _halfDome;
  112951. private _useDirectMapping;
  112952. /**
  112953. * The video texture being displayed on the sphere
  112954. */
  112955. protected _videoTexture: VideoTexture;
  112956. /**
  112957. * Gets the video texture being displayed on the sphere
  112958. */
  112959. readonly videoTexture: VideoTexture;
  112960. /**
  112961. * The skybox material
  112962. */
  112963. protected _material: BackgroundMaterial;
  112964. /**
  112965. * The surface used for the skybox
  112966. */
  112967. protected _mesh: Mesh;
  112968. /**
  112969. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  112970. */
  112971. private _halfDomeMask;
  112972. /**
  112973. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  112974. * Also see the options.resolution property.
  112975. */
  112976. fovMultiplier: number;
  112977. private _videoMode;
  112978. /**
  112979. * Gets or set the current video mode for the video. It can be:
  112980. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  112981. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112982. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112983. */
  112984. videoMode: number;
  112985. /**
  112986. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  112987. *
  112988. */
  112989. /**
  112990. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  112991. */
  112992. halfDome: boolean;
  112993. /**
  112994. * Oberserver used in Stereoscopic VR Mode.
  112995. */
  112996. private _onBeforeCameraRenderObserver;
  112997. /**
  112998. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  112999. * @param name Element's name, child elements will append suffixes for their own names.
  113000. * @param urlsOrVideo defines the url(s) or the video element to use
  113001. * @param options An object containing optional or exposed sub element properties
  113002. */
  113003. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  113004. resolution?: number;
  113005. clickToPlay?: boolean;
  113006. autoPlay?: boolean;
  113007. loop?: boolean;
  113008. size?: number;
  113009. poster?: string;
  113010. faceForward?: boolean;
  113011. useDirectMapping?: boolean;
  113012. halfDomeMode?: boolean;
  113013. }, scene: Scene);
  113014. private _changeVideoMode;
  113015. /**
  113016. * Releases resources associated with this node.
  113017. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  113018. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  113019. */
  113020. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  113021. }
  113022. }
  113023. declare module BABYLON {
  113024. /**
  113025. * This class can be used to get instrumentation data from a Babylon engine
  113026. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  113027. */
  113028. export class EngineInstrumentation implements IDisposable {
  113029. /**
  113030. * Define the instrumented engine.
  113031. */
  113032. engine: Engine;
  113033. private _captureGPUFrameTime;
  113034. private _gpuFrameTimeToken;
  113035. private _gpuFrameTime;
  113036. private _captureShaderCompilationTime;
  113037. private _shaderCompilationTime;
  113038. private _onBeginFrameObserver;
  113039. private _onEndFrameObserver;
  113040. private _onBeforeShaderCompilationObserver;
  113041. private _onAfterShaderCompilationObserver;
  113042. /**
  113043. * Gets the perf counter used for GPU frame time
  113044. */
  113045. readonly gpuFrameTimeCounter: PerfCounter;
  113046. /**
  113047. * Gets the GPU frame time capture status
  113048. */
  113049. /**
  113050. * Enable or disable the GPU frame time capture
  113051. */
  113052. captureGPUFrameTime: boolean;
  113053. /**
  113054. * Gets the perf counter used for shader compilation time
  113055. */
  113056. readonly shaderCompilationTimeCounter: PerfCounter;
  113057. /**
  113058. * Gets the shader compilation time capture status
  113059. */
  113060. /**
  113061. * Enable or disable the shader compilation time capture
  113062. */
  113063. captureShaderCompilationTime: boolean;
  113064. /**
  113065. * Instantiates a new engine instrumentation.
  113066. * This class can be used to get instrumentation data from a Babylon engine
  113067. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  113068. * @param engine Defines the engine to instrument
  113069. */
  113070. constructor(
  113071. /**
  113072. * Define the instrumented engine.
  113073. */
  113074. engine: Engine);
  113075. /**
  113076. * Dispose and release associated resources.
  113077. */
  113078. dispose(): void;
  113079. }
  113080. }
  113081. declare module BABYLON {
  113082. /**
  113083. * This class can be used to get instrumentation data from a Babylon engine
  113084. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  113085. */
  113086. export class SceneInstrumentation implements IDisposable {
  113087. /**
  113088. * Defines the scene to instrument
  113089. */
  113090. scene: Scene;
  113091. private _captureActiveMeshesEvaluationTime;
  113092. private _activeMeshesEvaluationTime;
  113093. private _captureRenderTargetsRenderTime;
  113094. private _renderTargetsRenderTime;
  113095. private _captureFrameTime;
  113096. private _frameTime;
  113097. private _captureRenderTime;
  113098. private _renderTime;
  113099. private _captureInterFrameTime;
  113100. private _interFrameTime;
  113101. private _captureParticlesRenderTime;
  113102. private _particlesRenderTime;
  113103. private _captureSpritesRenderTime;
  113104. private _spritesRenderTime;
  113105. private _capturePhysicsTime;
  113106. private _physicsTime;
  113107. private _captureAnimationsTime;
  113108. private _animationsTime;
  113109. private _captureCameraRenderTime;
  113110. private _cameraRenderTime;
  113111. private _onBeforeActiveMeshesEvaluationObserver;
  113112. private _onAfterActiveMeshesEvaluationObserver;
  113113. private _onBeforeRenderTargetsRenderObserver;
  113114. private _onAfterRenderTargetsRenderObserver;
  113115. private _onAfterRenderObserver;
  113116. private _onBeforeDrawPhaseObserver;
  113117. private _onAfterDrawPhaseObserver;
  113118. private _onBeforeAnimationsObserver;
  113119. private _onBeforeParticlesRenderingObserver;
  113120. private _onAfterParticlesRenderingObserver;
  113121. private _onBeforeSpritesRenderingObserver;
  113122. private _onAfterSpritesRenderingObserver;
  113123. private _onBeforePhysicsObserver;
  113124. private _onAfterPhysicsObserver;
  113125. private _onAfterAnimationsObserver;
  113126. private _onBeforeCameraRenderObserver;
  113127. private _onAfterCameraRenderObserver;
  113128. /**
  113129. * Gets the perf counter used for active meshes evaluation time
  113130. */
  113131. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  113132. /**
  113133. * Gets the active meshes evaluation time capture status
  113134. */
  113135. /**
  113136. * Enable or disable the active meshes evaluation time capture
  113137. */
  113138. captureActiveMeshesEvaluationTime: boolean;
  113139. /**
  113140. * Gets the perf counter used for render targets render time
  113141. */
  113142. readonly renderTargetsRenderTimeCounter: PerfCounter;
  113143. /**
  113144. * Gets the render targets render time capture status
  113145. */
  113146. /**
  113147. * Enable or disable the render targets render time capture
  113148. */
  113149. captureRenderTargetsRenderTime: boolean;
  113150. /**
  113151. * Gets the perf counter used for particles render time
  113152. */
  113153. readonly particlesRenderTimeCounter: PerfCounter;
  113154. /**
  113155. * Gets the particles render time capture status
  113156. */
  113157. /**
  113158. * Enable or disable the particles render time capture
  113159. */
  113160. captureParticlesRenderTime: boolean;
  113161. /**
  113162. * Gets the perf counter used for sprites render time
  113163. */
  113164. readonly spritesRenderTimeCounter: PerfCounter;
  113165. /**
  113166. * Gets the sprites render time capture status
  113167. */
  113168. /**
  113169. * Enable or disable the sprites render time capture
  113170. */
  113171. captureSpritesRenderTime: boolean;
  113172. /**
  113173. * Gets the perf counter used for physics time
  113174. */
  113175. readonly physicsTimeCounter: PerfCounter;
  113176. /**
  113177. * Gets the physics time capture status
  113178. */
  113179. /**
  113180. * Enable or disable the physics time capture
  113181. */
  113182. capturePhysicsTime: boolean;
  113183. /**
  113184. * Gets the perf counter used for animations time
  113185. */
  113186. readonly animationsTimeCounter: PerfCounter;
  113187. /**
  113188. * Gets the animations time capture status
  113189. */
  113190. /**
  113191. * Enable or disable the animations time capture
  113192. */
  113193. captureAnimationsTime: boolean;
  113194. /**
  113195. * Gets the perf counter used for frame time capture
  113196. */
  113197. readonly frameTimeCounter: PerfCounter;
  113198. /**
  113199. * Gets the frame time capture status
  113200. */
  113201. /**
  113202. * Enable or disable the frame time capture
  113203. */
  113204. captureFrameTime: boolean;
  113205. /**
  113206. * Gets the perf counter used for inter-frames time capture
  113207. */
  113208. readonly interFrameTimeCounter: PerfCounter;
  113209. /**
  113210. * Gets the inter-frames time capture status
  113211. */
  113212. /**
  113213. * Enable or disable the inter-frames time capture
  113214. */
  113215. captureInterFrameTime: boolean;
  113216. /**
  113217. * Gets the perf counter used for render time capture
  113218. */
  113219. readonly renderTimeCounter: PerfCounter;
  113220. /**
  113221. * Gets the render time capture status
  113222. */
  113223. /**
  113224. * Enable or disable the render time capture
  113225. */
  113226. captureRenderTime: boolean;
  113227. /**
  113228. * Gets the perf counter used for camera render time capture
  113229. */
  113230. readonly cameraRenderTimeCounter: PerfCounter;
  113231. /**
  113232. * Gets the camera render time capture status
  113233. */
  113234. /**
  113235. * Enable or disable the camera render time capture
  113236. */
  113237. captureCameraRenderTime: boolean;
  113238. /**
  113239. * Gets the perf counter used for draw calls
  113240. */
  113241. readonly drawCallsCounter: PerfCounter;
  113242. /**
  113243. * Instantiates a new scene instrumentation.
  113244. * This class can be used to get instrumentation data from a Babylon engine
  113245. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  113246. * @param scene Defines the scene to instrument
  113247. */
  113248. constructor(
  113249. /**
  113250. * Defines the scene to instrument
  113251. */
  113252. scene: Scene);
  113253. /**
  113254. * Dispose and release associated resources.
  113255. */
  113256. dispose(): void;
  113257. }
  113258. }
  113259. declare module BABYLON {
  113260. /** @hidden */
  113261. export var glowMapGenerationPixelShader: {
  113262. name: string;
  113263. shader: string;
  113264. };
  113265. }
  113266. declare module BABYLON {
  113267. /** @hidden */
  113268. export var glowMapGenerationVertexShader: {
  113269. name: string;
  113270. shader: string;
  113271. };
  113272. }
  113273. declare module BABYLON {
  113274. /**
  113275. * Effect layer options. This helps customizing the behaviour
  113276. * of the effect layer.
  113277. */
  113278. export interface IEffectLayerOptions {
  113279. /**
  113280. * Multiplication factor apply to the canvas size to compute the render target size
  113281. * used to generated the objects (the smaller the faster).
  113282. */
  113283. mainTextureRatio: number;
  113284. /**
  113285. * Enforces a fixed size texture to ensure effect stability across devices.
  113286. */
  113287. mainTextureFixedSize?: number;
  113288. /**
  113289. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  113290. */
  113291. alphaBlendingMode: number;
  113292. /**
  113293. * The camera attached to the layer.
  113294. */
  113295. camera: Nullable<Camera>;
  113296. /**
  113297. * The rendering group to draw the layer in.
  113298. */
  113299. renderingGroupId: number;
  113300. }
  113301. /**
  113302. * The effect layer Helps adding post process effect blended with the main pass.
  113303. *
  113304. * This can be for instance use to generate glow or higlight effects on the scene.
  113305. *
  113306. * The effect layer class can not be used directly and is intented to inherited from to be
  113307. * customized per effects.
  113308. */
  113309. export abstract class EffectLayer {
  113310. private _vertexBuffers;
  113311. private _indexBuffer;
  113312. private _cachedDefines;
  113313. private _effectLayerMapGenerationEffect;
  113314. private _effectLayerOptions;
  113315. private _mergeEffect;
  113316. protected _scene: Scene;
  113317. protected _engine: Engine;
  113318. protected _maxSize: number;
  113319. protected _mainTextureDesiredSize: ISize;
  113320. protected _mainTexture: RenderTargetTexture;
  113321. protected _shouldRender: boolean;
  113322. protected _postProcesses: PostProcess[];
  113323. protected _textures: BaseTexture[];
  113324. protected _emissiveTextureAndColor: {
  113325. texture: Nullable<BaseTexture>;
  113326. color: Color4;
  113327. };
  113328. /**
  113329. * The name of the layer
  113330. */
  113331. name: string;
  113332. /**
  113333. * The clear color of the texture used to generate the glow map.
  113334. */
  113335. neutralColor: Color4;
  113336. /**
  113337. * Specifies wether the highlight layer is enabled or not.
  113338. */
  113339. isEnabled: boolean;
  113340. /**
  113341. * Gets the camera attached to the layer.
  113342. */
  113343. readonly camera: Nullable<Camera>;
  113344. /**
  113345. * Gets the rendering group id the layer should render in.
  113346. */
  113347. renderingGroupId: number;
  113348. /**
  113349. * An event triggered when the effect layer has been disposed.
  113350. */
  113351. onDisposeObservable: Observable<EffectLayer>;
  113352. /**
  113353. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  113354. */
  113355. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  113356. /**
  113357. * An event triggered when the generated texture is being merged in the scene.
  113358. */
  113359. onBeforeComposeObservable: Observable<EffectLayer>;
  113360. /**
  113361. * An event triggered when the generated texture has been merged in the scene.
  113362. */
  113363. onAfterComposeObservable: Observable<EffectLayer>;
  113364. /**
  113365. * An event triggered when the efffect layer changes its size.
  113366. */
  113367. onSizeChangedObservable: Observable<EffectLayer>;
  113368. /** @hidden */
  113369. static _SceneComponentInitialization: (scene: Scene) => void;
  113370. /**
  113371. * Instantiates a new effect Layer and references it in the scene.
  113372. * @param name The name of the layer
  113373. * @param scene The scene to use the layer in
  113374. */
  113375. constructor(
  113376. /** The Friendly of the effect in the scene */
  113377. name: string, scene: Scene);
  113378. /**
  113379. * Get the effect name of the layer.
  113380. * @return The effect name
  113381. */
  113382. abstract getEffectName(): string;
  113383. /**
  113384. * Checks for the readiness of the element composing the layer.
  113385. * @param subMesh the mesh to check for
  113386. * @param useInstances specify wether or not to use instances to render the mesh
  113387. * @return true if ready otherwise, false
  113388. */
  113389. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113390. /**
  113391. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113392. * @returns true if the effect requires stencil during the main canvas render pass.
  113393. */
  113394. abstract needStencil(): boolean;
  113395. /**
  113396. * Create the merge effect. This is the shader use to blit the information back
  113397. * to the main canvas at the end of the scene rendering.
  113398. * @returns The effect containing the shader used to merge the effect on the main canvas
  113399. */
  113400. protected abstract _createMergeEffect(): Effect;
  113401. /**
  113402. * Creates the render target textures and post processes used in the effect layer.
  113403. */
  113404. protected abstract _createTextureAndPostProcesses(): void;
  113405. /**
  113406. * Implementation specific of rendering the generating effect on the main canvas.
  113407. * @param effect The effect used to render through
  113408. */
  113409. protected abstract _internalRender(effect: Effect): void;
  113410. /**
  113411. * Sets the required values for both the emissive texture and and the main color.
  113412. */
  113413. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113414. /**
  113415. * Free any resources and references associated to a mesh.
  113416. * Internal use
  113417. * @param mesh The mesh to free.
  113418. */
  113419. abstract _disposeMesh(mesh: Mesh): void;
  113420. /**
  113421. * Serializes this layer (Glow or Highlight for example)
  113422. * @returns a serialized layer object
  113423. */
  113424. abstract serialize?(): any;
  113425. /**
  113426. * Initializes the effect layer with the required options.
  113427. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  113428. */
  113429. protected _init(options: Partial<IEffectLayerOptions>): void;
  113430. /**
  113431. * Generates the index buffer of the full screen quad blending to the main canvas.
  113432. */
  113433. private _generateIndexBuffer;
  113434. /**
  113435. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  113436. */
  113437. private _generateVertexBuffer;
  113438. /**
  113439. * Sets the main texture desired size which is the closest power of two
  113440. * of the engine canvas size.
  113441. */
  113442. private _setMainTextureSize;
  113443. /**
  113444. * Creates the main texture for the effect layer.
  113445. */
  113446. protected _createMainTexture(): void;
  113447. /**
  113448. * Adds specific effects defines.
  113449. * @param defines The defines to add specifics to.
  113450. */
  113451. protected _addCustomEffectDefines(defines: string[]): void;
  113452. /**
  113453. * Checks for the readiness of the element composing the layer.
  113454. * @param subMesh the mesh to check for
  113455. * @param useInstances specify wether or not to use instances to render the mesh
  113456. * @param emissiveTexture the associated emissive texture used to generate the glow
  113457. * @return true if ready otherwise, false
  113458. */
  113459. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  113460. /**
  113461. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  113462. */
  113463. render(): void;
  113464. /**
  113465. * Determine if a given mesh will be used in the current effect.
  113466. * @param mesh mesh to test
  113467. * @returns true if the mesh will be used
  113468. */
  113469. hasMesh(mesh: AbstractMesh): boolean;
  113470. /**
  113471. * Returns true if the layer contains information to display, otherwise false.
  113472. * @returns true if the glow layer should be rendered
  113473. */
  113474. shouldRender(): boolean;
  113475. /**
  113476. * Returns true if the mesh should render, otherwise false.
  113477. * @param mesh The mesh to render
  113478. * @returns true if it should render otherwise false
  113479. */
  113480. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  113481. /**
  113482. * Returns true if the mesh can be rendered, otherwise false.
  113483. * @param mesh The mesh to render
  113484. * @param material The material used on the mesh
  113485. * @returns true if it can be rendered otherwise false
  113486. */
  113487. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  113488. /**
  113489. * Returns true if the mesh should render, otherwise false.
  113490. * @param mesh The mesh to render
  113491. * @returns true if it should render otherwise false
  113492. */
  113493. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  113494. /**
  113495. * Renders the submesh passed in parameter to the generation map.
  113496. */
  113497. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  113498. /**
  113499. * Rebuild the required buffers.
  113500. * @hidden Internal use only.
  113501. */
  113502. _rebuild(): void;
  113503. /**
  113504. * Dispose only the render target textures and post process.
  113505. */
  113506. private _disposeTextureAndPostProcesses;
  113507. /**
  113508. * Dispose the highlight layer and free resources.
  113509. */
  113510. dispose(): void;
  113511. /**
  113512. * Gets the class name of the effect layer
  113513. * @returns the string with the class name of the effect layer
  113514. */
  113515. getClassName(): string;
  113516. /**
  113517. * Creates an effect layer from parsed effect layer data
  113518. * @param parsedEffectLayer defines effect layer data
  113519. * @param scene defines the current scene
  113520. * @param rootUrl defines the root URL containing the effect layer information
  113521. * @returns a parsed effect Layer
  113522. */
  113523. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  113524. }
  113525. }
  113526. declare module BABYLON {
  113527. interface AbstractScene {
  113528. /**
  113529. * The list of effect layers (highlights/glow) added to the scene
  113530. * @see http://doc.babylonjs.com/how_to/highlight_layer
  113531. * @see http://doc.babylonjs.com/how_to/glow_layer
  113532. */
  113533. effectLayers: Array<EffectLayer>;
  113534. /**
  113535. * Removes the given effect layer from this scene.
  113536. * @param toRemove defines the effect layer to remove
  113537. * @returns the index of the removed effect layer
  113538. */
  113539. removeEffectLayer(toRemove: EffectLayer): number;
  113540. /**
  113541. * Adds the given effect layer to this scene
  113542. * @param newEffectLayer defines the effect layer to add
  113543. */
  113544. addEffectLayer(newEffectLayer: EffectLayer): void;
  113545. }
  113546. /**
  113547. * Defines the layer scene component responsible to manage any effect layers
  113548. * in a given scene.
  113549. */
  113550. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  113551. /**
  113552. * The component name helpfull to identify the component in the list of scene components.
  113553. */
  113554. readonly name: string;
  113555. /**
  113556. * The scene the component belongs to.
  113557. */
  113558. scene: Scene;
  113559. private _engine;
  113560. private _renderEffects;
  113561. private _needStencil;
  113562. private _previousStencilState;
  113563. /**
  113564. * Creates a new instance of the component for the given scene
  113565. * @param scene Defines the scene to register the component in
  113566. */
  113567. constructor(scene: Scene);
  113568. /**
  113569. * Registers the component in a given scene
  113570. */
  113571. register(): void;
  113572. /**
  113573. * Rebuilds the elements related to this component in case of
  113574. * context lost for instance.
  113575. */
  113576. rebuild(): void;
  113577. /**
  113578. * Serializes the component data to the specified json object
  113579. * @param serializationObject The object to serialize to
  113580. */
  113581. serialize(serializationObject: any): void;
  113582. /**
  113583. * Adds all the elements from the container to the scene
  113584. * @param container the container holding the elements
  113585. */
  113586. addFromContainer(container: AbstractScene): void;
  113587. /**
  113588. * Removes all the elements in the container from the scene
  113589. * @param container contains the elements to remove
  113590. * @param dispose if the removed element should be disposed (default: false)
  113591. */
  113592. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113593. /**
  113594. * Disposes the component and the associated ressources.
  113595. */
  113596. dispose(): void;
  113597. private _isReadyForMesh;
  113598. private _renderMainTexture;
  113599. private _setStencil;
  113600. private _setStencilBack;
  113601. private _draw;
  113602. private _drawCamera;
  113603. private _drawRenderingGroup;
  113604. }
  113605. }
  113606. declare module BABYLON {
  113607. /** @hidden */
  113608. export var glowMapMergePixelShader: {
  113609. name: string;
  113610. shader: string;
  113611. };
  113612. }
  113613. declare module BABYLON {
  113614. /** @hidden */
  113615. export var glowMapMergeVertexShader: {
  113616. name: string;
  113617. shader: string;
  113618. };
  113619. }
  113620. declare module BABYLON {
  113621. interface AbstractScene {
  113622. /**
  113623. * Return a the first highlight layer of the scene with a given name.
  113624. * @param name The name of the highlight layer to look for.
  113625. * @return The highlight layer if found otherwise null.
  113626. */
  113627. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  113628. }
  113629. /**
  113630. * Glow layer options. This helps customizing the behaviour
  113631. * of the glow layer.
  113632. */
  113633. export interface IGlowLayerOptions {
  113634. /**
  113635. * Multiplication factor apply to the canvas size to compute the render target size
  113636. * used to generated the glowing objects (the smaller the faster).
  113637. */
  113638. mainTextureRatio: number;
  113639. /**
  113640. * Enforces a fixed size texture to ensure resize independant blur.
  113641. */
  113642. mainTextureFixedSize?: number;
  113643. /**
  113644. * How big is the kernel of the blur texture.
  113645. */
  113646. blurKernelSize: number;
  113647. /**
  113648. * The camera attached to the layer.
  113649. */
  113650. camera: Nullable<Camera>;
  113651. /**
  113652. * Enable MSAA by chosing the number of samples.
  113653. */
  113654. mainTextureSamples?: number;
  113655. /**
  113656. * The rendering group to draw the layer in.
  113657. */
  113658. renderingGroupId: number;
  113659. }
  113660. /**
  113661. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  113662. *
  113663. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113664. * glowy meshes to your scene.
  113665. *
  113666. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  113667. */
  113668. export class GlowLayer extends EffectLayer {
  113669. /**
  113670. * Effect Name of the layer.
  113671. */
  113672. static readonly EffectName: string;
  113673. /**
  113674. * The default blur kernel size used for the glow.
  113675. */
  113676. static DefaultBlurKernelSize: number;
  113677. /**
  113678. * The default texture size ratio used for the glow.
  113679. */
  113680. static DefaultTextureRatio: number;
  113681. /**
  113682. * Sets the kernel size of the blur.
  113683. */
  113684. /**
  113685. * Gets the kernel size of the blur.
  113686. */
  113687. blurKernelSize: number;
  113688. /**
  113689. * Sets the glow intensity.
  113690. */
  113691. /**
  113692. * Gets the glow intensity.
  113693. */
  113694. intensity: number;
  113695. private _options;
  113696. private _intensity;
  113697. private _horizontalBlurPostprocess1;
  113698. private _verticalBlurPostprocess1;
  113699. private _horizontalBlurPostprocess2;
  113700. private _verticalBlurPostprocess2;
  113701. private _blurTexture1;
  113702. private _blurTexture2;
  113703. private _postProcesses1;
  113704. private _postProcesses2;
  113705. private _includedOnlyMeshes;
  113706. private _excludedMeshes;
  113707. /**
  113708. * Callback used to let the user override the color selection on a per mesh basis
  113709. */
  113710. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  113711. /**
  113712. * Callback used to let the user override the texture selection on a per mesh basis
  113713. */
  113714. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  113715. /**
  113716. * Instantiates a new glow Layer and references it to the scene.
  113717. * @param name The name of the layer
  113718. * @param scene The scene to use the layer in
  113719. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  113720. */
  113721. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  113722. /**
  113723. * Get the effect name of the layer.
  113724. * @return The effect name
  113725. */
  113726. getEffectName(): string;
  113727. /**
  113728. * Create the merge effect. This is the shader use to blit the information back
  113729. * to the main canvas at the end of the scene rendering.
  113730. */
  113731. protected _createMergeEffect(): Effect;
  113732. /**
  113733. * Creates the render target textures and post processes used in the glow layer.
  113734. */
  113735. protected _createTextureAndPostProcesses(): void;
  113736. /**
  113737. * Checks for the readiness of the element composing the layer.
  113738. * @param subMesh the mesh to check for
  113739. * @param useInstances specify wether or not to use instances to render the mesh
  113740. * @param emissiveTexture the associated emissive texture used to generate the glow
  113741. * @return true if ready otherwise, false
  113742. */
  113743. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113744. /**
  113745. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113746. */
  113747. needStencil(): boolean;
  113748. /**
  113749. * Returns true if the mesh can be rendered, otherwise false.
  113750. * @param mesh The mesh to render
  113751. * @param material The material used on the mesh
  113752. * @returns true if it can be rendered otherwise false
  113753. */
  113754. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  113755. /**
  113756. * Implementation specific of rendering the generating effect on the main canvas.
  113757. * @param effect The effect used to render through
  113758. */
  113759. protected _internalRender(effect: Effect): void;
  113760. /**
  113761. * Sets the required values for both the emissive texture and and the main color.
  113762. */
  113763. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113764. /**
  113765. * Returns true if the mesh should render, otherwise false.
  113766. * @param mesh The mesh to render
  113767. * @returns true if it should render otherwise false
  113768. */
  113769. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113770. /**
  113771. * Adds specific effects defines.
  113772. * @param defines The defines to add specifics to.
  113773. */
  113774. protected _addCustomEffectDefines(defines: string[]): void;
  113775. /**
  113776. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113777. * @param mesh The mesh to exclude from the glow layer
  113778. */
  113779. addExcludedMesh(mesh: Mesh): void;
  113780. /**
  113781. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113782. * @param mesh The mesh to remove
  113783. */
  113784. removeExcludedMesh(mesh: Mesh): void;
  113785. /**
  113786. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113787. * @param mesh The mesh to include in the glow layer
  113788. */
  113789. addIncludedOnlyMesh(mesh: Mesh): void;
  113790. /**
  113791. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113792. * @param mesh The mesh to remove
  113793. */
  113794. removeIncludedOnlyMesh(mesh: Mesh): void;
  113795. /**
  113796. * Determine if a given mesh will be used in the glow layer
  113797. * @param mesh The mesh to test
  113798. * @returns true if the mesh will be highlighted by the current glow layer
  113799. */
  113800. hasMesh(mesh: AbstractMesh): boolean;
  113801. /**
  113802. * Free any resources and references associated to a mesh.
  113803. * Internal use
  113804. * @param mesh The mesh to free.
  113805. * @hidden
  113806. */
  113807. _disposeMesh(mesh: Mesh): void;
  113808. /**
  113809. * Gets the class name of the effect layer
  113810. * @returns the string with the class name of the effect layer
  113811. */
  113812. getClassName(): string;
  113813. /**
  113814. * Serializes this glow layer
  113815. * @returns a serialized glow layer object
  113816. */
  113817. serialize(): any;
  113818. /**
  113819. * Creates a Glow Layer from parsed glow layer data
  113820. * @param parsedGlowLayer defines glow layer data
  113821. * @param scene defines the current scene
  113822. * @param rootUrl defines the root URL containing the glow layer information
  113823. * @returns a parsed Glow Layer
  113824. */
  113825. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  113826. }
  113827. }
  113828. declare module BABYLON {
  113829. /** @hidden */
  113830. export var glowBlurPostProcessPixelShader: {
  113831. name: string;
  113832. shader: string;
  113833. };
  113834. }
  113835. declare module BABYLON {
  113836. interface AbstractScene {
  113837. /**
  113838. * Return a the first highlight layer of the scene with a given name.
  113839. * @param name The name of the highlight layer to look for.
  113840. * @return The highlight layer if found otherwise null.
  113841. */
  113842. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  113843. }
  113844. /**
  113845. * Highlight layer options. This helps customizing the behaviour
  113846. * of the highlight layer.
  113847. */
  113848. export interface IHighlightLayerOptions {
  113849. /**
  113850. * Multiplication factor apply to the canvas size to compute the render target size
  113851. * used to generated the glowing objects (the smaller the faster).
  113852. */
  113853. mainTextureRatio: number;
  113854. /**
  113855. * Enforces a fixed size texture to ensure resize independant blur.
  113856. */
  113857. mainTextureFixedSize?: number;
  113858. /**
  113859. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  113860. * of the picture to blur (the smaller the faster).
  113861. */
  113862. blurTextureSizeRatio: number;
  113863. /**
  113864. * How big in texel of the blur texture is the vertical blur.
  113865. */
  113866. blurVerticalSize: number;
  113867. /**
  113868. * How big in texel of the blur texture is the horizontal blur.
  113869. */
  113870. blurHorizontalSize: number;
  113871. /**
  113872. * Alpha blending mode used to apply the blur. Default is combine.
  113873. */
  113874. alphaBlendingMode: number;
  113875. /**
  113876. * The camera attached to the layer.
  113877. */
  113878. camera: Nullable<Camera>;
  113879. /**
  113880. * Should we display highlight as a solid stroke?
  113881. */
  113882. isStroke?: boolean;
  113883. /**
  113884. * The rendering group to draw the layer in.
  113885. */
  113886. renderingGroupId: number;
  113887. }
  113888. /**
  113889. * The highlight layer Helps adding a glow effect around a mesh.
  113890. *
  113891. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113892. * glowy meshes to your scene.
  113893. *
  113894. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113895. */
  113896. export class HighlightLayer extends EffectLayer {
  113897. name: string;
  113898. /**
  113899. * Effect Name of the highlight layer.
  113900. */
  113901. static readonly EffectName: string;
  113902. /**
  113903. * The neutral color used during the preparation of the glow effect.
  113904. * This is black by default as the blend operation is a blend operation.
  113905. */
  113906. static NeutralColor: Color4;
  113907. /**
  113908. * Stencil value used for glowing meshes.
  113909. */
  113910. static GlowingMeshStencilReference: number;
  113911. /**
  113912. * Stencil value used for the other meshes in the scene.
  113913. */
  113914. static NormalMeshStencilReference: number;
  113915. /**
  113916. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113917. */
  113918. innerGlow: boolean;
  113919. /**
  113920. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113921. */
  113922. outerGlow: boolean;
  113923. /**
  113924. * Specifies the horizontal size of the blur.
  113925. */
  113926. /**
  113927. * Gets the horizontal size of the blur.
  113928. */
  113929. blurHorizontalSize: number;
  113930. /**
  113931. * Specifies the vertical size of the blur.
  113932. */
  113933. /**
  113934. * Gets the vertical size of the blur.
  113935. */
  113936. blurVerticalSize: number;
  113937. /**
  113938. * An event triggered when the highlight layer is being blurred.
  113939. */
  113940. onBeforeBlurObservable: Observable<HighlightLayer>;
  113941. /**
  113942. * An event triggered when the highlight layer has been blurred.
  113943. */
  113944. onAfterBlurObservable: Observable<HighlightLayer>;
  113945. private _instanceGlowingMeshStencilReference;
  113946. private _options;
  113947. private _downSamplePostprocess;
  113948. private _horizontalBlurPostprocess;
  113949. private _verticalBlurPostprocess;
  113950. private _blurTexture;
  113951. private _meshes;
  113952. private _excludedMeshes;
  113953. /**
  113954. * Instantiates a new highlight Layer and references it to the scene..
  113955. * @param name The name of the layer
  113956. * @param scene The scene to use the layer in
  113957. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113958. */
  113959. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  113960. /**
  113961. * Get the effect name of the layer.
  113962. * @return The effect name
  113963. */
  113964. getEffectName(): string;
  113965. /**
  113966. * Create the merge effect. This is the shader use to blit the information back
  113967. * to the main canvas at the end of the scene rendering.
  113968. */
  113969. protected _createMergeEffect(): Effect;
  113970. /**
  113971. * Creates the render target textures and post processes used in the highlight layer.
  113972. */
  113973. protected _createTextureAndPostProcesses(): void;
  113974. /**
  113975. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113976. */
  113977. needStencil(): boolean;
  113978. /**
  113979. * Checks for the readiness of the element composing the layer.
  113980. * @param subMesh the mesh to check for
  113981. * @param useInstances specify wether or not to use instances to render the mesh
  113982. * @param emissiveTexture the associated emissive texture used to generate the glow
  113983. * @return true if ready otherwise, false
  113984. */
  113985. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113986. /**
  113987. * Implementation specific of rendering the generating effect on the main canvas.
  113988. * @param effect The effect used to render through
  113989. */
  113990. protected _internalRender(effect: Effect): void;
  113991. /**
  113992. * Returns true if the layer contains information to display, otherwise false.
  113993. */
  113994. shouldRender(): boolean;
  113995. /**
  113996. * Returns true if the mesh should render, otherwise false.
  113997. * @param mesh The mesh to render
  113998. * @returns true if it should render otherwise false
  113999. */
  114000. protected _shouldRenderMesh(mesh: Mesh): boolean;
  114001. /**
  114002. * Sets the required values for both the emissive texture and and the main color.
  114003. */
  114004. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114005. /**
  114006. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  114007. * @param mesh The mesh to exclude from the highlight layer
  114008. */
  114009. addExcludedMesh(mesh: Mesh): void;
  114010. /**
  114011. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  114012. * @param mesh The mesh to highlight
  114013. */
  114014. removeExcludedMesh(mesh: Mesh): void;
  114015. /**
  114016. * Determine if a given mesh will be highlighted by the current HighlightLayer
  114017. * @param mesh mesh to test
  114018. * @returns true if the mesh will be highlighted by the current HighlightLayer
  114019. */
  114020. hasMesh(mesh: AbstractMesh): boolean;
  114021. /**
  114022. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  114023. * @param mesh The mesh to highlight
  114024. * @param color The color of the highlight
  114025. * @param glowEmissiveOnly Extract the glow from the emissive texture
  114026. */
  114027. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  114028. /**
  114029. * Remove a mesh from the highlight layer in order to make it stop glowing.
  114030. * @param mesh The mesh to highlight
  114031. */
  114032. removeMesh(mesh: Mesh): void;
  114033. /**
  114034. * Force the stencil to the normal expected value for none glowing parts
  114035. */
  114036. private _defaultStencilReference;
  114037. /**
  114038. * Free any resources and references associated to a mesh.
  114039. * Internal use
  114040. * @param mesh The mesh to free.
  114041. * @hidden
  114042. */
  114043. _disposeMesh(mesh: Mesh): void;
  114044. /**
  114045. * Dispose the highlight layer and free resources.
  114046. */
  114047. dispose(): void;
  114048. /**
  114049. * Gets the class name of the effect layer
  114050. * @returns the string with the class name of the effect layer
  114051. */
  114052. getClassName(): string;
  114053. /**
  114054. * Serializes this Highlight layer
  114055. * @returns a serialized Highlight layer object
  114056. */
  114057. serialize(): any;
  114058. /**
  114059. * Creates a Highlight layer from parsed Highlight layer data
  114060. * @param parsedHightlightLayer defines the Highlight layer data
  114061. * @param scene defines the current scene
  114062. * @param rootUrl defines the root URL containing the Highlight layer information
  114063. * @returns a parsed Highlight layer
  114064. */
  114065. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  114066. }
  114067. }
  114068. declare module BABYLON {
  114069. interface AbstractScene {
  114070. /**
  114071. * The list of layers (background and foreground) of the scene
  114072. */
  114073. layers: Array<Layer>;
  114074. }
  114075. /**
  114076. * Defines the layer scene component responsible to manage any layers
  114077. * in a given scene.
  114078. */
  114079. export class LayerSceneComponent implements ISceneComponent {
  114080. /**
  114081. * The component name helpfull to identify the component in the list of scene components.
  114082. */
  114083. readonly name: string;
  114084. /**
  114085. * The scene the component belongs to.
  114086. */
  114087. scene: Scene;
  114088. private _engine;
  114089. /**
  114090. * Creates a new instance of the component for the given scene
  114091. * @param scene Defines the scene to register the component in
  114092. */
  114093. constructor(scene: Scene);
  114094. /**
  114095. * Registers the component in a given scene
  114096. */
  114097. register(): void;
  114098. /**
  114099. * Rebuilds the elements related to this component in case of
  114100. * context lost for instance.
  114101. */
  114102. rebuild(): void;
  114103. /**
  114104. * Disposes the component and the associated ressources.
  114105. */
  114106. dispose(): void;
  114107. private _draw;
  114108. private _drawCameraPredicate;
  114109. private _drawCameraBackground;
  114110. private _drawCameraForeground;
  114111. private _drawRenderTargetPredicate;
  114112. private _drawRenderTargetBackground;
  114113. private _drawRenderTargetForeground;
  114114. /**
  114115. * Adds all the elements from the container to the scene
  114116. * @param container the container holding the elements
  114117. */
  114118. addFromContainer(container: AbstractScene): void;
  114119. /**
  114120. * Removes all the elements in the container from the scene
  114121. * @param container contains the elements to remove
  114122. * @param dispose if the removed element should be disposed (default: false)
  114123. */
  114124. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114125. }
  114126. }
  114127. declare module BABYLON {
  114128. /** @hidden */
  114129. export var layerPixelShader: {
  114130. name: string;
  114131. shader: string;
  114132. };
  114133. }
  114134. declare module BABYLON {
  114135. /** @hidden */
  114136. export var layerVertexShader: {
  114137. name: string;
  114138. shader: string;
  114139. };
  114140. }
  114141. declare module BABYLON {
  114142. /**
  114143. * This represents a full screen 2d layer.
  114144. * This can be useful to display a picture in the background of your scene for instance.
  114145. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114146. */
  114147. export class Layer {
  114148. /**
  114149. * Define the name of the layer.
  114150. */
  114151. name: string;
  114152. /**
  114153. * Define the texture the layer should display.
  114154. */
  114155. texture: Nullable<Texture>;
  114156. /**
  114157. * Is the layer in background or foreground.
  114158. */
  114159. isBackground: boolean;
  114160. /**
  114161. * Define the color of the layer (instead of texture).
  114162. */
  114163. color: Color4;
  114164. /**
  114165. * Define the scale of the layer in order to zoom in out of the texture.
  114166. */
  114167. scale: Vector2;
  114168. /**
  114169. * Define an offset for the layer in order to shift the texture.
  114170. */
  114171. offset: Vector2;
  114172. /**
  114173. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  114174. */
  114175. alphaBlendingMode: number;
  114176. /**
  114177. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  114178. * Alpha test will not mix with the background color in case of transparency.
  114179. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  114180. */
  114181. alphaTest: boolean;
  114182. /**
  114183. * Define a mask to restrict the layer to only some of the scene cameras.
  114184. */
  114185. layerMask: number;
  114186. /**
  114187. * Define the list of render target the layer is visible into.
  114188. */
  114189. renderTargetTextures: RenderTargetTexture[];
  114190. /**
  114191. * Define if the layer is only used in renderTarget or if it also
  114192. * renders in the main frame buffer of the canvas.
  114193. */
  114194. renderOnlyInRenderTargetTextures: boolean;
  114195. private _scene;
  114196. private _vertexBuffers;
  114197. private _indexBuffer;
  114198. private _effect;
  114199. private _alphaTestEffect;
  114200. /**
  114201. * An event triggered when the layer is disposed.
  114202. */
  114203. onDisposeObservable: Observable<Layer>;
  114204. private _onDisposeObserver;
  114205. /**
  114206. * Back compatibility with callback before the onDisposeObservable existed.
  114207. * The set callback will be triggered when the layer has been disposed.
  114208. */
  114209. onDispose: () => void;
  114210. /**
  114211. * An event triggered before rendering the scene
  114212. */
  114213. onBeforeRenderObservable: Observable<Layer>;
  114214. private _onBeforeRenderObserver;
  114215. /**
  114216. * Back compatibility with callback before the onBeforeRenderObservable existed.
  114217. * The set callback will be triggered just before rendering the layer.
  114218. */
  114219. onBeforeRender: () => void;
  114220. /**
  114221. * An event triggered after rendering the scene
  114222. */
  114223. onAfterRenderObservable: Observable<Layer>;
  114224. private _onAfterRenderObserver;
  114225. /**
  114226. * Back compatibility with callback before the onAfterRenderObservable existed.
  114227. * The set callback will be triggered just after rendering the layer.
  114228. */
  114229. onAfterRender: () => void;
  114230. /**
  114231. * Instantiates a new layer.
  114232. * This represents a full screen 2d layer.
  114233. * This can be useful to display a picture in the background of your scene for instance.
  114234. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114235. * @param name Define the name of the layer in the scene
  114236. * @param imgUrl Define the url of the texture to display in the layer
  114237. * @param scene Define the scene the layer belongs to
  114238. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  114239. * @param color Defines a color for the layer
  114240. */
  114241. constructor(
  114242. /**
  114243. * Define the name of the layer.
  114244. */
  114245. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  114246. private _createIndexBuffer;
  114247. /** @hidden */
  114248. _rebuild(): void;
  114249. /**
  114250. * Renders the layer in the scene.
  114251. */
  114252. render(): void;
  114253. /**
  114254. * Disposes and releases the associated ressources.
  114255. */
  114256. dispose(): void;
  114257. }
  114258. }
  114259. declare module BABYLON {
  114260. /** @hidden */
  114261. export var lensFlarePixelShader: {
  114262. name: string;
  114263. shader: string;
  114264. };
  114265. }
  114266. declare module BABYLON {
  114267. /** @hidden */
  114268. export var lensFlareVertexShader: {
  114269. name: string;
  114270. shader: string;
  114271. };
  114272. }
  114273. declare module BABYLON {
  114274. /**
  114275. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  114276. * It is usually composed of several `lensFlare`.
  114277. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114278. */
  114279. export class LensFlareSystem {
  114280. /**
  114281. * Define the name of the lens flare system
  114282. */
  114283. name: string;
  114284. /**
  114285. * List of lens flares used in this system.
  114286. */
  114287. lensFlares: LensFlare[];
  114288. /**
  114289. * Define a limit from the border the lens flare can be visible.
  114290. */
  114291. borderLimit: number;
  114292. /**
  114293. * Define a viewport border we do not want to see the lens flare in.
  114294. */
  114295. viewportBorder: number;
  114296. /**
  114297. * Define a predicate which could limit the list of meshes able to occlude the effect.
  114298. */
  114299. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  114300. /**
  114301. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  114302. */
  114303. layerMask: number;
  114304. /**
  114305. * Define the id of the lens flare system in the scene.
  114306. * (equal to name by default)
  114307. */
  114308. id: string;
  114309. private _scene;
  114310. private _emitter;
  114311. private _vertexBuffers;
  114312. private _indexBuffer;
  114313. private _effect;
  114314. private _positionX;
  114315. private _positionY;
  114316. private _isEnabled;
  114317. /** @hidden */
  114318. static _SceneComponentInitialization: (scene: Scene) => void;
  114319. /**
  114320. * Instantiates a lens flare system.
  114321. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  114322. * It is usually composed of several `lensFlare`.
  114323. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114324. * @param name Define the name of the lens flare system in the scene
  114325. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  114326. * @param scene Define the scene the lens flare system belongs to
  114327. */
  114328. constructor(
  114329. /**
  114330. * Define the name of the lens flare system
  114331. */
  114332. name: string, emitter: any, scene: Scene);
  114333. /**
  114334. * Define if the lens flare system is enabled.
  114335. */
  114336. isEnabled: boolean;
  114337. /**
  114338. * Get the scene the effects belongs to.
  114339. * @returns the scene holding the lens flare system
  114340. */
  114341. getScene(): Scene;
  114342. /**
  114343. * Get the emitter of the lens flare system.
  114344. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  114345. * @returns the emitter of the lens flare system
  114346. */
  114347. getEmitter(): any;
  114348. /**
  114349. * Set the emitter of the lens flare system.
  114350. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  114351. * @param newEmitter Define the new emitter of the system
  114352. */
  114353. setEmitter(newEmitter: any): void;
  114354. /**
  114355. * Get the lens flare system emitter position.
  114356. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  114357. * @returns the position
  114358. */
  114359. getEmitterPosition(): Vector3;
  114360. /**
  114361. * @hidden
  114362. */
  114363. computeEffectivePosition(globalViewport: Viewport): boolean;
  114364. /** @hidden */
  114365. _isVisible(): boolean;
  114366. /**
  114367. * @hidden
  114368. */
  114369. render(): boolean;
  114370. /**
  114371. * Dispose and release the lens flare with its associated resources.
  114372. */
  114373. dispose(): void;
  114374. /**
  114375. * Parse a lens flare system from a JSON repressentation
  114376. * @param parsedLensFlareSystem Define the JSON to parse
  114377. * @param scene Define the scene the parsed system should be instantiated in
  114378. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  114379. * @returns the parsed system
  114380. */
  114381. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  114382. /**
  114383. * Serialize the current Lens Flare System into a JSON representation.
  114384. * @returns the serialized JSON
  114385. */
  114386. serialize(): any;
  114387. }
  114388. }
  114389. declare module BABYLON {
  114390. /**
  114391. * This represents one of the lens effect in a `lensFlareSystem`.
  114392. * It controls one of the indiviual texture used in the effect.
  114393. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114394. */
  114395. export class LensFlare {
  114396. /**
  114397. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  114398. */
  114399. size: number;
  114400. /**
  114401. * 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.
  114402. */
  114403. position: number;
  114404. /**
  114405. * Define the lens color.
  114406. */
  114407. color: Color3;
  114408. /**
  114409. * Define the lens texture.
  114410. */
  114411. texture: Nullable<Texture>;
  114412. /**
  114413. * Define the alpha mode to render this particular lens.
  114414. */
  114415. alphaMode: number;
  114416. private _system;
  114417. /**
  114418. * Creates a new Lens Flare.
  114419. * This represents one of the lens effect in a `lensFlareSystem`.
  114420. * It controls one of the indiviual texture used in the effect.
  114421. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114422. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  114423. * @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.
  114424. * @param color Define the lens color
  114425. * @param imgUrl Define the lens texture url
  114426. * @param system Define the `lensFlareSystem` this flare is part of
  114427. * @returns The newly created Lens Flare
  114428. */
  114429. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  114430. /**
  114431. * Instantiates a new Lens Flare.
  114432. * This represents one of the lens effect in a `lensFlareSystem`.
  114433. * It controls one of the indiviual texture used in the effect.
  114434. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114435. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  114436. * @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.
  114437. * @param color Define the lens color
  114438. * @param imgUrl Define the lens texture url
  114439. * @param system Define the `lensFlareSystem` this flare is part of
  114440. */
  114441. constructor(
  114442. /**
  114443. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  114444. */
  114445. size: number,
  114446. /**
  114447. * 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.
  114448. */
  114449. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  114450. /**
  114451. * Dispose and release the lens flare with its associated resources.
  114452. */
  114453. dispose(): void;
  114454. }
  114455. }
  114456. declare module BABYLON {
  114457. interface AbstractScene {
  114458. /**
  114459. * The list of lens flare system added to the scene
  114460. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114461. */
  114462. lensFlareSystems: Array<LensFlareSystem>;
  114463. /**
  114464. * Removes the given lens flare system from this scene.
  114465. * @param toRemove The lens flare system to remove
  114466. * @returns The index of the removed lens flare system
  114467. */
  114468. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  114469. /**
  114470. * Adds the given lens flare system to this scene
  114471. * @param newLensFlareSystem The lens flare system to add
  114472. */
  114473. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  114474. /**
  114475. * Gets a lens flare system using its name
  114476. * @param name defines the name to look for
  114477. * @returns the lens flare system or null if not found
  114478. */
  114479. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  114480. /**
  114481. * Gets a lens flare system using its id
  114482. * @param id defines the id to look for
  114483. * @returns the lens flare system or null if not found
  114484. */
  114485. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  114486. }
  114487. /**
  114488. * Defines the lens flare scene component responsible to manage any lens flares
  114489. * in a given scene.
  114490. */
  114491. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  114492. /**
  114493. * The component name helpfull to identify the component in the list of scene components.
  114494. */
  114495. readonly name: string;
  114496. /**
  114497. * The scene the component belongs to.
  114498. */
  114499. scene: Scene;
  114500. /**
  114501. * Creates a new instance of the component for the given scene
  114502. * @param scene Defines the scene to register the component in
  114503. */
  114504. constructor(scene: Scene);
  114505. /**
  114506. * Registers the component in a given scene
  114507. */
  114508. register(): void;
  114509. /**
  114510. * Rebuilds the elements related to this component in case of
  114511. * context lost for instance.
  114512. */
  114513. rebuild(): void;
  114514. /**
  114515. * Adds all the elements from the container to the scene
  114516. * @param container the container holding the elements
  114517. */
  114518. addFromContainer(container: AbstractScene): void;
  114519. /**
  114520. * Removes all the elements in the container from the scene
  114521. * @param container contains the elements to remove
  114522. * @param dispose if the removed element should be disposed (default: false)
  114523. */
  114524. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114525. /**
  114526. * Serializes the component data to the specified json object
  114527. * @param serializationObject The object to serialize to
  114528. */
  114529. serialize(serializationObject: any): void;
  114530. /**
  114531. * Disposes the component and the associated ressources.
  114532. */
  114533. dispose(): void;
  114534. private _draw;
  114535. }
  114536. }
  114537. declare module BABYLON {
  114538. /**
  114539. * Defines the shadow generator component responsible to manage any shadow generators
  114540. * in a given scene.
  114541. */
  114542. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  114543. /**
  114544. * The component name helpfull to identify the component in the list of scene components.
  114545. */
  114546. readonly name: string;
  114547. /**
  114548. * The scene the component belongs to.
  114549. */
  114550. scene: Scene;
  114551. /**
  114552. * Creates a new instance of the component for the given scene
  114553. * @param scene Defines the scene to register the component in
  114554. */
  114555. constructor(scene: Scene);
  114556. /**
  114557. * Registers the component in a given scene
  114558. */
  114559. register(): void;
  114560. /**
  114561. * Rebuilds the elements related to this component in case of
  114562. * context lost for instance.
  114563. */
  114564. rebuild(): void;
  114565. /**
  114566. * Serializes the component data to the specified json object
  114567. * @param serializationObject The object to serialize to
  114568. */
  114569. serialize(serializationObject: any): void;
  114570. /**
  114571. * Adds all the elements from the container to the scene
  114572. * @param container the container holding the elements
  114573. */
  114574. addFromContainer(container: AbstractScene): void;
  114575. /**
  114576. * Removes all the elements in the container from the scene
  114577. * @param container contains the elements to remove
  114578. * @param dispose if the removed element should be disposed (default: false)
  114579. */
  114580. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114581. /**
  114582. * Rebuilds the elements related to this component in case of
  114583. * context lost for instance.
  114584. */
  114585. dispose(): void;
  114586. private _gatherRenderTargets;
  114587. }
  114588. }
  114589. declare module BABYLON {
  114590. /**
  114591. * A point light is a light defined by an unique point in world space.
  114592. * The light is emitted in every direction from this point.
  114593. * A good example of a point light is a standard light bulb.
  114594. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114595. */
  114596. export class PointLight extends ShadowLight {
  114597. private _shadowAngle;
  114598. /**
  114599. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114600. * This specifies what angle the shadow will use to be created.
  114601. *
  114602. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  114603. */
  114604. /**
  114605. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114606. * This specifies what angle the shadow will use to be created.
  114607. *
  114608. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  114609. */
  114610. shadowAngle: number;
  114611. /**
  114612. * Gets the direction if it has been set.
  114613. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114614. */
  114615. /**
  114616. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114617. */
  114618. direction: Vector3;
  114619. /**
  114620. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  114621. * A PointLight emits the light in every direction.
  114622. * It can cast shadows.
  114623. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  114624. * ```javascript
  114625. * var pointLight = new PointLight("pl", camera.position, scene);
  114626. * ```
  114627. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114628. * @param name The light friendly name
  114629. * @param position The position of the point light in the scene
  114630. * @param scene The scene the lights belongs to
  114631. */
  114632. constructor(name: string, position: Vector3, scene: Scene);
  114633. /**
  114634. * Returns the string "PointLight"
  114635. * @returns the class name
  114636. */
  114637. getClassName(): string;
  114638. /**
  114639. * Returns the integer 0.
  114640. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114641. */
  114642. getTypeID(): number;
  114643. /**
  114644. * Specifies wether or not the shadowmap should be a cube texture.
  114645. * @returns true if the shadowmap needs to be a cube texture.
  114646. */
  114647. needCube(): boolean;
  114648. /**
  114649. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  114650. * @param faceIndex The index of the face we are computed the direction to generate shadow
  114651. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  114652. */
  114653. getShadowDirection(faceIndex?: number): Vector3;
  114654. /**
  114655. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  114656. * - fov = PI / 2
  114657. * - aspect ratio : 1.0
  114658. * - z-near and far equal to the active camera minZ and maxZ.
  114659. * Returns the PointLight.
  114660. */
  114661. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114662. protected _buildUniformLayout(): void;
  114663. /**
  114664. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  114665. * @param effect The effect to update
  114666. * @param lightIndex The index of the light in the effect to update
  114667. * @returns The point light
  114668. */
  114669. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  114670. /**
  114671. * Prepares the list of defines specific to the light type.
  114672. * @param defines the list of defines
  114673. * @param lightIndex defines the index of the light for the effect
  114674. */
  114675. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114676. }
  114677. }
  114678. declare module BABYLON {
  114679. /**
  114680. * Header information of HDR texture files.
  114681. */
  114682. export interface HDRInfo {
  114683. /**
  114684. * The height of the texture in pixels.
  114685. */
  114686. height: number;
  114687. /**
  114688. * The width of the texture in pixels.
  114689. */
  114690. width: number;
  114691. /**
  114692. * The index of the beginning of the data in the binary file.
  114693. */
  114694. dataPosition: number;
  114695. }
  114696. /**
  114697. * This groups tools to convert HDR texture to native colors array.
  114698. */
  114699. export class HDRTools {
  114700. private static Ldexp;
  114701. private static Rgbe2float;
  114702. private static readStringLine;
  114703. /**
  114704. * Reads header information from an RGBE texture stored in a native array.
  114705. * More information on this format are available here:
  114706. * https://en.wikipedia.org/wiki/RGBE_image_format
  114707. *
  114708. * @param uint8array The binary file stored in native array.
  114709. * @return The header information.
  114710. */
  114711. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  114712. /**
  114713. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  114714. * This RGBE texture needs to store the information as a panorama.
  114715. *
  114716. * More information on this format are available here:
  114717. * https://en.wikipedia.org/wiki/RGBE_image_format
  114718. *
  114719. * @param buffer The binary file stored in an array buffer.
  114720. * @param size The expected size of the extracted cubemap.
  114721. * @return The Cube Map information.
  114722. */
  114723. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  114724. /**
  114725. * Returns the pixels data extracted from an RGBE texture.
  114726. * This pixels will be stored left to right up to down in the R G B order in one array.
  114727. *
  114728. * More information on this format are available here:
  114729. * https://en.wikipedia.org/wiki/RGBE_image_format
  114730. *
  114731. * @param uint8array The binary file stored in an array buffer.
  114732. * @param hdrInfo The header information of the file.
  114733. * @return The pixels data in RGB right to left up to down order.
  114734. */
  114735. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  114736. private static RGBE_ReadPixels_RLE;
  114737. }
  114738. }
  114739. declare module BABYLON {
  114740. /**
  114741. * This represents a texture coming from an HDR input.
  114742. *
  114743. * The only supported format is currently panorama picture stored in RGBE format.
  114744. * Example of such files can be found on HDRLib: http://hdrlib.com/
  114745. */
  114746. export class HDRCubeTexture extends BaseTexture {
  114747. private static _facesMapping;
  114748. private _generateHarmonics;
  114749. private _noMipmap;
  114750. private _textureMatrix;
  114751. private _size;
  114752. private _onLoad;
  114753. private _onError;
  114754. /**
  114755. * The texture URL.
  114756. */
  114757. url: string;
  114758. /**
  114759. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  114760. */
  114761. coordinatesMode: number;
  114762. protected _isBlocking: boolean;
  114763. /**
  114764. * Sets wether or not the texture is blocking during loading.
  114765. */
  114766. /**
  114767. * Gets wether or not the texture is blocking during loading.
  114768. */
  114769. isBlocking: boolean;
  114770. protected _rotationY: number;
  114771. /**
  114772. * Sets texture matrix rotation angle around Y axis in radians.
  114773. */
  114774. /**
  114775. * Gets texture matrix rotation angle around Y axis radians.
  114776. */
  114777. rotationY: number;
  114778. /**
  114779. * Gets or sets the center of the bounding box associated with the cube texture
  114780. * It must define where the camera used to render the texture was set
  114781. */
  114782. boundingBoxPosition: Vector3;
  114783. private _boundingBoxSize;
  114784. /**
  114785. * Gets or sets the size of the bounding box associated with the cube texture
  114786. * When defined, the cubemap will switch to local mode
  114787. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  114788. * @example https://www.babylonjs-playground.com/#RNASML
  114789. */
  114790. boundingBoxSize: Vector3;
  114791. /**
  114792. * Instantiates an HDRTexture from the following parameters.
  114793. *
  114794. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  114795. * @param scene The scene the texture will be used in
  114796. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114797. * @param noMipmap Forces to not generate the mipmap if true
  114798. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  114799. * @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)
  114800. * @param reserved Reserved flag for internal use.
  114801. */
  114802. 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>);
  114803. /**
  114804. * Get the current class name of the texture useful for serialization or dynamic coding.
  114805. * @returns "HDRCubeTexture"
  114806. */
  114807. getClassName(): string;
  114808. /**
  114809. * Occurs when the file is raw .hdr file.
  114810. */
  114811. private loadTexture;
  114812. clone(): HDRCubeTexture;
  114813. delayLoad(): void;
  114814. /**
  114815. * Get the texture reflection matrix used to rotate/transform the reflection.
  114816. * @returns the reflection matrix
  114817. */
  114818. getReflectionTextureMatrix(): Matrix;
  114819. /**
  114820. * Set the texture reflection matrix used to rotate/transform the reflection.
  114821. * @param value Define the reflection matrix to set
  114822. */
  114823. setReflectionTextureMatrix(value: Matrix): void;
  114824. /**
  114825. * Parses a JSON representation of an HDR Texture in order to create the texture
  114826. * @param parsedTexture Define the JSON representation
  114827. * @param scene Define the scene the texture should be created in
  114828. * @param rootUrl Define the root url in case we need to load relative dependencies
  114829. * @returns the newly created texture after parsing
  114830. */
  114831. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  114832. serialize(): any;
  114833. }
  114834. }
  114835. declare module BABYLON {
  114836. /**
  114837. * Class used to control physics engine
  114838. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  114839. */
  114840. export class PhysicsEngine implements IPhysicsEngine {
  114841. private _physicsPlugin;
  114842. /**
  114843. * Global value used to control the smallest number supported by the simulation
  114844. */
  114845. static Epsilon: number;
  114846. private _impostors;
  114847. private _joints;
  114848. /**
  114849. * Gets the gravity vector used by the simulation
  114850. */
  114851. gravity: Vector3;
  114852. /**
  114853. * Factory used to create the default physics plugin.
  114854. * @returns The default physics plugin
  114855. */
  114856. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  114857. /**
  114858. * Creates a new Physics Engine
  114859. * @param gravity defines the gravity vector used by the simulation
  114860. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  114861. */
  114862. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  114863. /**
  114864. * Sets the gravity vector used by the simulation
  114865. * @param gravity defines the gravity vector to use
  114866. */
  114867. setGravity(gravity: Vector3): void;
  114868. /**
  114869. * Set the time step of the physics engine.
  114870. * Default is 1/60.
  114871. * To slow it down, enter 1/600 for example.
  114872. * To speed it up, 1/30
  114873. * @param newTimeStep defines the new timestep to apply to this world.
  114874. */
  114875. setTimeStep(newTimeStep?: number): void;
  114876. /**
  114877. * Get the time step of the physics engine.
  114878. * @returns the current time step
  114879. */
  114880. getTimeStep(): number;
  114881. /**
  114882. * Release all resources
  114883. */
  114884. dispose(): void;
  114885. /**
  114886. * Gets the name of the current physics plugin
  114887. * @returns the name of the plugin
  114888. */
  114889. getPhysicsPluginName(): string;
  114890. /**
  114891. * Adding a new impostor for the impostor tracking.
  114892. * This will be done by the impostor itself.
  114893. * @param impostor the impostor to add
  114894. */
  114895. addImpostor(impostor: PhysicsImpostor): void;
  114896. /**
  114897. * Remove an impostor from the engine.
  114898. * This impostor and its mesh will not longer be updated by the physics engine.
  114899. * @param impostor the impostor to remove
  114900. */
  114901. removeImpostor(impostor: PhysicsImpostor): void;
  114902. /**
  114903. * Add a joint to the physics engine
  114904. * @param mainImpostor defines the main impostor to which the joint is added.
  114905. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  114906. * @param joint defines the joint that will connect both impostors.
  114907. */
  114908. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114909. /**
  114910. * Removes a joint from the simulation
  114911. * @param mainImpostor defines the impostor used with the joint
  114912. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  114913. * @param joint defines the joint to remove
  114914. */
  114915. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114916. /**
  114917. * Called by the scene. No need to call it.
  114918. * @param delta defines the timespam between frames
  114919. */
  114920. _step(delta: number): void;
  114921. /**
  114922. * Gets the current plugin used to run the simulation
  114923. * @returns current plugin
  114924. */
  114925. getPhysicsPlugin(): IPhysicsEnginePlugin;
  114926. /**
  114927. * Gets the list of physic impostors
  114928. * @returns an array of PhysicsImpostor
  114929. */
  114930. getImpostors(): Array<PhysicsImpostor>;
  114931. /**
  114932. * Gets the impostor for a physics enabled object
  114933. * @param object defines the object impersonated by the impostor
  114934. * @returns the PhysicsImpostor or null if not found
  114935. */
  114936. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  114937. /**
  114938. * Gets the impostor for a physics body object
  114939. * @param body defines physics body used by the impostor
  114940. * @returns the PhysicsImpostor or null if not found
  114941. */
  114942. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  114943. /**
  114944. * Does a raycast in the physics world
  114945. * @param from when should the ray start?
  114946. * @param to when should the ray end?
  114947. * @returns PhysicsRaycastResult
  114948. */
  114949. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114950. }
  114951. }
  114952. declare module BABYLON {
  114953. /** @hidden */
  114954. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  114955. private _useDeltaForWorldStep;
  114956. world: any;
  114957. name: string;
  114958. private _physicsMaterials;
  114959. private _fixedTimeStep;
  114960. private _cannonRaycastResult;
  114961. private _raycastResult;
  114962. private _physicsBodysToRemoveAfterStep;
  114963. BJSCANNON: any;
  114964. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  114965. setGravity(gravity: Vector3): void;
  114966. setTimeStep(timeStep: number): void;
  114967. getTimeStep(): number;
  114968. executeStep(delta: number): void;
  114969. private _removeMarkedPhysicsBodiesFromWorld;
  114970. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114971. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114972. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114973. private _processChildMeshes;
  114974. removePhysicsBody(impostor: PhysicsImpostor): void;
  114975. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114976. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114977. private _addMaterial;
  114978. private _checkWithEpsilon;
  114979. private _createShape;
  114980. private _createHeightmap;
  114981. private _minus90X;
  114982. private _plus90X;
  114983. private _tmpPosition;
  114984. private _tmpDeltaPosition;
  114985. private _tmpUnityRotation;
  114986. private _updatePhysicsBodyTransformation;
  114987. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114988. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114989. isSupported(): boolean;
  114990. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114991. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114992. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114993. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114994. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114995. getBodyMass(impostor: PhysicsImpostor): number;
  114996. getBodyFriction(impostor: PhysicsImpostor): number;
  114997. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114998. getBodyRestitution(impostor: PhysicsImpostor): number;
  114999. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  115000. sleepBody(impostor: PhysicsImpostor): void;
  115001. wakeUpBody(impostor: PhysicsImpostor): void;
  115002. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  115003. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  115004. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  115005. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  115006. getRadius(impostor: PhysicsImpostor): number;
  115007. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  115008. dispose(): void;
  115009. private _extendNamespace;
  115010. /**
  115011. * Does a raycast in the physics world
  115012. * @param from when should the ray start?
  115013. * @param to when should the ray end?
  115014. * @returns PhysicsRaycastResult
  115015. */
  115016. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115017. }
  115018. }
  115019. declare module BABYLON {
  115020. /** @hidden */
  115021. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  115022. world: any;
  115023. name: string;
  115024. BJSOIMO: any;
  115025. private _raycastResult;
  115026. constructor(iterations?: number, oimoInjection?: any);
  115027. setGravity(gravity: Vector3): void;
  115028. setTimeStep(timeStep: number): void;
  115029. getTimeStep(): number;
  115030. private _tmpImpostorsArray;
  115031. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  115032. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115033. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115034. generatePhysicsBody(impostor: PhysicsImpostor): void;
  115035. private _tmpPositionVector;
  115036. removePhysicsBody(impostor: PhysicsImpostor): void;
  115037. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  115038. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  115039. isSupported(): boolean;
  115040. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  115041. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  115042. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115043. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115044. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115045. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115046. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  115047. getBodyMass(impostor: PhysicsImpostor): number;
  115048. getBodyFriction(impostor: PhysicsImpostor): number;
  115049. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  115050. getBodyRestitution(impostor: PhysicsImpostor): number;
  115051. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  115052. sleepBody(impostor: PhysicsImpostor): void;
  115053. wakeUpBody(impostor: PhysicsImpostor): void;
  115054. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  115055. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  115056. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  115057. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  115058. getRadius(impostor: PhysicsImpostor): number;
  115059. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  115060. dispose(): void;
  115061. /**
  115062. * Does a raycast in the physics world
  115063. * @param from when should the ray start?
  115064. * @param to when should the ray end?
  115065. * @returns PhysicsRaycastResult
  115066. */
  115067. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115068. }
  115069. }
  115070. declare module BABYLON {
  115071. /**
  115072. * Class containing static functions to help procedurally build meshes
  115073. */
  115074. export class RibbonBuilder {
  115075. /**
  115076. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  115077. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  115078. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  115079. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  115080. * * 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
  115081. * * 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
  115082. * * 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
  115083. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  115084. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  115085. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  115086. * * 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
  115087. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  115088. * * 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
  115089. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  115090. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  115091. * @param name defines the name of the mesh
  115092. * @param options defines the options used to create the mesh
  115093. * @param scene defines the hosting scene
  115094. * @returns the ribbon mesh
  115095. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  115096. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  115097. */
  115098. static CreateRibbon(name: string, options: {
  115099. pathArray: Vector3[][];
  115100. closeArray?: boolean;
  115101. closePath?: boolean;
  115102. offset?: number;
  115103. updatable?: boolean;
  115104. sideOrientation?: number;
  115105. frontUVs?: Vector4;
  115106. backUVs?: Vector4;
  115107. instance?: Mesh;
  115108. invertUV?: boolean;
  115109. uvs?: Vector2[];
  115110. colors?: Color4[];
  115111. }, scene?: Nullable<Scene>): Mesh;
  115112. }
  115113. }
  115114. declare module BABYLON {
  115115. /**
  115116. * Class containing static functions to help procedurally build meshes
  115117. */
  115118. export class ShapeBuilder {
  115119. /**
  115120. * 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.
  115121. * * 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.
  115122. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  115123. * * 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.
  115124. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  115125. * * 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
  115126. * * 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
  115127. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  115128. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  115129. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  115130. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  115131. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  115132. * @param name defines the name of the mesh
  115133. * @param options defines the options used to create the mesh
  115134. * @param scene defines the hosting scene
  115135. * @returns the extruded shape mesh
  115136. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  115137. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  115138. */
  115139. static ExtrudeShape(name: string, options: {
  115140. shape: Vector3[];
  115141. path: Vector3[];
  115142. scale?: number;
  115143. rotation?: number;
  115144. cap?: number;
  115145. updatable?: boolean;
  115146. sideOrientation?: number;
  115147. frontUVs?: Vector4;
  115148. backUVs?: Vector4;
  115149. instance?: Mesh;
  115150. invertUV?: boolean;
  115151. }, scene?: Nullable<Scene>): Mesh;
  115152. /**
  115153. * Creates an custom extruded shape mesh.
  115154. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  115155. * * 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.
  115156. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  115157. * * 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
  115158. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  115159. * * 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
  115160. * * It must returns a float value that will be the scale value applied to the shape on each path point
  115161. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  115162. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  115163. * * 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
  115164. * * 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
  115165. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  115166. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  115167. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  115168. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  115169. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  115170. * @param name defines the name of the mesh
  115171. * @param options defines the options used to create the mesh
  115172. * @param scene defines the hosting scene
  115173. * @returns the custom extruded shape mesh
  115174. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  115175. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  115176. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  115177. */
  115178. static ExtrudeShapeCustom(name: string, options: {
  115179. shape: Vector3[];
  115180. path: Vector3[];
  115181. scaleFunction?: any;
  115182. rotationFunction?: any;
  115183. ribbonCloseArray?: boolean;
  115184. ribbonClosePath?: boolean;
  115185. cap?: number;
  115186. updatable?: boolean;
  115187. sideOrientation?: number;
  115188. frontUVs?: Vector4;
  115189. backUVs?: Vector4;
  115190. instance?: Mesh;
  115191. invertUV?: boolean;
  115192. }, scene?: Nullable<Scene>): Mesh;
  115193. private static _ExtrudeShapeGeneric;
  115194. }
  115195. }
  115196. declare module BABYLON {
  115197. /**
  115198. * AmmoJS Physics plugin
  115199. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  115200. * @see https://github.com/kripken/ammo.js/
  115201. */
  115202. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  115203. private _useDeltaForWorldStep;
  115204. /**
  115205. * Reference to the Ammo library
  115206. */
  115207. bjsAMMO: any;
  115208. /**
  115209. * Created ammoJS world which physics bodies are added to
  115210. */
  115211. world: any;
  115212. /**
  115213. * Name of the plugin
  115214. */
  115215. name: string;
  115216. private _timeStep;
  115217. private _fixedTimeStep;
  115218. private _maxSteps;
  115219. private _tmpQuaternion;
  115220. private _tmpAmmoTransform;
  115221. private _tmpAmmoQuaternion;
  115222. private _tmpAmmoConcreteContactResultCallback;
  115223. private _collisionConfiguration;
  115224. private _dispatcher;
  115225. private _overlappingPairCache;
  115226. private _solver;
  115227. private _softBodySolver;
  115228. private _tmpAmmoVectorA;
  115229. private _tmpAmmoVectorB;
  115230. private _tmpAmmoVectorC;
  115231. private _tmpAmmoVectorD;
  115232. private _tmpContactCallbackResult;
  115233. private _tmpAmmoVectorRCA;
  115234. private _tmpAmmoVectorRCB;
  115235. private _raycastResult;
  115236. private static readonly DISABLE_COLLISION_FLAG;
  115237. private static readonly KINEMATIC_FLAG;
  115238. private static readonly DISABLE_DEACTIVATION_FLAG;
  115239. /**
  115240. * Initializes the ammoJS plugin
  115241. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  115242. * @param ammoInjection can be used to inject your own ammo reference
  115243. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  115244. */
  115245. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  115246. /**
  115247. * Sets the gravity of the physics world (m/(s^2))
  115248. * @param gravity Gravity to set
  115249. */
  115250. setGravity(gravity: Vector3): void;
  115251. /**
  115252. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  115253. * @param timeStep timestep to use in seconds
  115254. */
  115255. setTimeStep(timeStep: number): void;
  115256. /**
  115257. * 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)
  115258. * @param fixedTimeStep fixedTimeStep to use in seconds
  115259. */
  115260. setFixedTimeStep(fixedTimeStep: number): void;
  115261. /**
  115262. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  115263. * @param maxSteps the maximum number of steps by the physics engine per frame
  115264. */
  115265. setMaxSteps(maxSteps: number): void;
  115266. /**
  115267. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  115268. * @returns the current timestep in seconds
  115269. */
  115270. getTimeStep(): number;
  115271. private _isImpostorInContact;
  115272. private _isImpostorPairInContact;
  115273. private _stepSimulation;
  115274. /**
  115275. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  115276. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  115277. * After the step the babylon meshes are set to the position of the physics imposters
  115278. * @param delta amount of time to step forward
  115279. * @param impostors array of imposters to update before/after the step
  115280. */
  115281. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  115282. /**
  115283. * Update babylon mesh to match physics world object
  115284. * @param impostor imposter to match
  115285. */
  115286. private _afterSoftStep;
  115287. /**
  115288. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  115289. * @param impostor imposter to match
  115290. */
  115291. private _ropeStep;
  115292. /**
  115293. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  115294. * @param impostor imposter to match
  115295. */
  115296. private _softbodyOrClothStep;
  115297. private _tmpVector;
  115298. private _tmpMatrix;
  115299. /**
  115300. * Applies an impulse on the imposter
  115301. * @param impostor imposter to apply impulse to
  115302. * @param force amount of force to be applied to the imposter
  115303. * @param contactPoint the location to apply the impulse on the imposter
  115304. */
  115305. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115306. /**
  115307. * Applies a force on the imposter
  115308. * @param impostor imposter to apply force
  115309. * @param force amount of force to be applied to the imposter
  115310. * @param contactPoint the location to apply the force on the imposter
  115311. */
  115312. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115313. /**
  115314. * Creates a physics body using the plugin
  115315. * @param impostor the imposter to create the physics body on
  115316. */
  115317. generatePhysicsBody(impostor: PhysicsImpostor): void;
  115318. /**
  115319. * Removes the physics body from the imposter and disposes of the body's memory
  115320. * @param impostor imposter to remove the physics body from
  115321. */
  115322. removePhysicsBody(impostor: PhysicsImpostor): void;
  115323. /**
  115324. * Generates a joint
  115325. * @param impostorJoint the imposter joint to create the joint with
  115326. */
  115327. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  115328. /**
  115329. * Removes a joint
  115330. * @param impostorJoint the imposter joint to remove the joint from
  115331. */
  115332. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  115333. private _addMeshVerts;
  115334. /**
  115335. * Initialise the soft body vertices to match its object's (mesh) vertices
  115336. * Softbody vertices (nodes) are in world space and to match this
  115337. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  115338. * @param impostor to create the softbody for
  115339. */
  115340. private _softVertexData;
  115341. /**
  115342. * Create an impostor's soft body
  115343. * @param impostor to create the softbody for
  115344. */
  115345. private _createSoftbody;
  115346. /**
  115347. * Create cloth for an impostor
  115348. * @param impostor to create the softbody for
  115349. */
  115350. private _createCloth;
  115351. /**
  115352. * Create rope for an impostor
  115353. * @param impostor to create the softbody for
  115354. */
  115355. private _createRope;
  115356. private _addHullVerts;
  115357. private _createShape;
  115358. /**
  115359. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  115360. * @param impostor imposter containing the physics body and babylon object
  115361. */
  115362. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  115363. /**
  115364. * Sets the babylon object's position/rotation from the physics body's position/rotation
  115365. * @param impostor imposter containing the physics body and babylon object
  115366. * @param newPosition new position
  115367. * @param newRotation new rotation
  115368. */
  115369. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  115370. /**
  115371. * If this plugin is supported
  115372. * @returns true if its supported
  115373. */
  115374. isSupported(): boolean;
  115375. /**
  115376. * Sets the linear velocity of the physics body
  115377. * @param impostor imposter to set the velocity on
  115378. * @param velocity velocity to set
  115379. */
  115380. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115381. /**
  115382. * Sets the angular velocity of the physics body
  115383. * @param impostor imposter to set the velocity on
  115384. * @param velocity velocity to set
  115385. */
  115386. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115387. /**
  115388. * gets the linear velocity
  115389. * @param impostor imposter to get linear velocity from
  115390. * @returns linear velocity
  115391. */
  115392. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115393. /**
  115394. * gets the angular velocity
  115395. * @param impostor imposter to get angular velocity from
  115396. * @returns angular velocity
  115397. */
  115398. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115399. /**
  115400. * Sets the mass of physics body
  115401. * @param impostor imposter to set the mass on
  115402. * @param mass mass to set
  115403. */
  115404. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  115405. /**
  115406. * Gets the mass of the physics body
  115407. * @param impostor imposter to get the mass from
  115408. * @returns mass
  115409. */
  115410. getBodyMass(impostor: PhysicsImpostor): number;
  115411. /**
  115412. * Gets friction of the impostor
  115413. * @param impostor impostor to get friction from
  115414. * @returns friction value
  115415. */
  115416. getBodyFriction(impostor: PhysicsImpostor): number;
  115417. /**
  115418. * Sets friction of the impostor
  115419. * @param impostor impostor to set friction on
  115420. * @param friction friction value
  115421. */
  115422. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  115423. /**
  115424. * Gets restitution of the impostor
  115425. * @param impostor impostor to get restitution from
  115426. * @returns restitution value
  115427. */
  115428. getBodyRestitution(impostor: PhysicsImpostor): number;
  115429. /**
  115430. * Sets resitution of the impostor
  115431. * @param impostor impostor to set resitution on
  115432. * @param restitution resitution value
  115433. */
  115434. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  115435. /**
  115436. * Gets pressure inside the impostor
  115437. * @param impostor impostor to get pressure from
  115438. * @returns pressure value
  115439. */
  115440. getBodyPressure(impostor: PhysicsImpostor): number;
  115441. /**
  115442. * Sets pressure inside a soft body impostor
  115443. * Cloth and rope must remain 0 pressure
  115444. * @param impostor impostor to set pressure on
  115445. * @param pressure pressure value
  115446. */
  115447. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  115448. /**
  115449. * Gets stiffness of the impostor
  115450. * @param impostor impostor to get stiffness from
  115451. * @returns pressure value
  115452. */
  115453. getBodyStiffness(impostor: PhysicsImpostor): number;
  115454. /**
  115455. * Sets stiffness of the impostor
  115456. * @param impostor impostor to set stiffness on
  115457. * @param stiffness stiffness value from 0 to 1
  115458. */
  115459. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  115460. /**
  115461. * Gets velocityIterations of the impostor
  115462. * @param impostor impostor to get velocity iterations from
  115463. * @returns velocityIterations value
  115464. */
  115465. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  115466. /**
  115467. * Sets velocityIterations of the impostor
  115468. * @param impostor impostor to set velocity iterations on
  115469. * @param velocityIterations velocityIterations value
  115470. */
  115471. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  115472. /**
  115473. * Gets positionIterations of the impostor
  115474. * @param impostor impostor to get position iterations from
  115475. * @returns positionIterations value
  115476. */
  115477. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  115478. /**
  115479. * Sets positionIterations of the impostor
  115480. * @param impostor impostor to set position on
  115481. * @param positionIterations positionIterations value
  115482. */
  115483. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  115484. /**
  115485. * Append an anchor to a cloth object
  115486. * @param impostor is the cloth impostor to add anchor to
  115487. * @param otherImpostor is the rigid impostor to anchor to
  115488. * @param width ratio across width from 0 to 1
  115489. * @param height ratio up height from 0 to 1
  115490. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  115491. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  115492. */
  115493. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  115494. /**
  115495. * Append an hook to a rope object
  115496. * @param impostor is the rope impostor to add hook to
  115497. * @param otherImpostor is the rigid impostor to hook to
  115498. * @param length ratio along the rope from 0 to 1
  115499. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  115500. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  115501. */
  115502. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  115503. /**
  115504. * Sleeps the physics body and stops it from being active
  115505. * @param impostor impostor to sleep
  115506. */
  115507. sleepBody(impostor: PhysicsImpostor): void;
  115508. /**
  115509. * Activates the physics body
  115510. * @param impostor impostor to activate
  115511. */
  115512. wakeUpBody(impostor: PhysicsImpostor): void;
  115513. /**
  115514. * Updates the distance parameters of the joint
  115515. * @param joint joint to update
  115516. * @param maxDistance maximum distance of the joint
  115517. * @param minDistance minimum distance of the joint
  115518. */
  115519. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  115520. /**
  115521. * Sets a motor on the joint
  115522. * @param joint joint to set motor on
  115523. * @param speed speed of the motor
  115524. * @param maxForce maximum force of the motor
  115525. * @param motorIndex index of the motor
  115526. */
  115527. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  115528. /**
  115529. * Sets the motors limit
  115530. * @param joint joint to set limit on
  115531. * @param upperLimit upper limit
  115532. * @param lowerLimit lower limit
  115533. */
  115534. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  115535. /**
  115536. * Syncs the position and rotation of a mesh with the impostor
  115537. * @param mesh mesh to sync
  115538. * @param impostor impostor to update the mesh with
  115539. */
  115540. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  115541. /**
  115542. * Gets the radius of the impostor
  115543. * @param impostor impostor to get radius from
  115544. * @returns the radius
  115545. */
  115546. getRadius(impostor: PhysicsImpostor): number;
  115547. /**
  115548. * Gets the box size of the impostor
  115549. * @param impostor impostor to get box size from
  115550. * @param result the resulting box size
  115551. */
  115552. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  115553. /**
  115554. * Disposes of the impostor
  115555. */
  115556. dispose(): void;
  115557. /**
  115558. * Does a raycast in the physics world
  115559. * @param from when should the ray start?
  115560. * @param to when should the ray end?
  115561. * @returns PhysicsRaycastResult
  115562. */
  115563. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115564. }
  115565. }
  115566. declare module BABYLON {
  115567. interface AbstractScene {
  115568. /**
  115569. * The list of reflection probes added to the scene
  115570. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115571. */
  115572. reflectionProbes: Array<ReflectionProbe>;
  115573. /**
  115574. * Removes the given reflection probe from this scene.
  115575. * @param toRemove The reflection probe to remove
  115576. * @returns The index of the removed reflection probe
  115577. */
  115578. removeReflectionProbe(toRemove: ReflectionProbe): number;
  115579. /**
  115580. * Adds the given reflection probe to this scene.
  115581. * @param newReflectionProbe The reflection probe to add
  115582. */
  115583. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  115584. }
  115585. /**
  115586. * Class used to generate realtime reflection / refraction cube textures
  115587. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115588. */
  115589. export class ReflectionProbe {
  115590. /** defines the name of the probe */
  115591. name: string;
  115592. private _scene;
  115593. private _renderTargetTexture;
  115594. private _projectionMatrix;
  115595. private _viewMatrix;
  115596. private _target;
  115597. private _add;
  115598. private _attachedMesh;
  115599. private _invertYAxis;
  115600. /** Gets or sets probe position (center of the cube map) */
  115601. position: Vector3;
  115602. /**
  115603. * Creates a new reflection probe
  115604. * @param name defines the name of the probe
  115605. * @param size defines the texture resolution (for each face)
  115606. * @param scene defines the hosting scene
  115607. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  115608. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  115609. */
  115610. constructor(
  115611. /** defines the name of the probe */
  115612. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  115613. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  115614. samples: number;
  115615. /** Gets or sets the refresh rate to use (on every frame by default) */
  115616. refreshRate: number;
  115617. /**
  115618. * Gets the hosting scene
  115619. * @returns a Scene
  115620. */
  115621. getScene(): Scene;
  115622. /** Gets the internal CubeTexture used to render to */
  115623. readonly cubeTexture: RenderTargetTexture;
  115624. /** Gets the list of meshes to render */
  115625. readonly renderList: Nullable<AbstractMesh[]>;
  115626. /**
  115627. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  115628. * @param mesh defines the mesh to attach to
  115629. */
  115630. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  115631. /**
  115632. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  115633. * @param renderingGroupId The rendering group id corresponding to its index
  115634. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  115635. */
  115636. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  115637. /**
  115638. * Clean all associated resources
  115639. */
  115640. dispose(): void;
  115641. /**
  115642. * Converts the reflection probe information to a readable string for debug purpose.
  115643. * @param fullDetails Supports for multiple levels of logging within scene loading
  115644. * @returns the human readable reflection probe info
  115645. */
  115646. toString(fullDetails?: boolean): string;
  115647. /**
  115648. * Get the class name of the relfection probe.
  115649. * @returns "ReflectionProbe"
  115650. */
  115651. getClassName(): string;
  115652. /**
  115653. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  115654. * @returns The JSON representation of the texture
  115655. */
  115656. serialize(): any;
  115657. /**
  115658. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  115659. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  115660. * @param scene Define the scene the parsed reflection probe should be instantiated in
  115661. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  115662. * @returns The parsed reflection probe if successful
  115663. */
  115664. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  115665. }
  115666. }
  115667. declare module BABYLON {
  115668. /** @hidden */
  115669. export var _BabylonLoaderRegistered: boolean;
  115670. }
  115671. declare module BABYLON {
  115672. /**
  115673. * The Physically based simple base material of BJS.
  115674. *
  115675. * This enables better naming and convention enforcements on top of the pbrMaterial.
  115676. * It is used as the base class for both the specGloss and metalRough conventions.
  115677. */
  115678. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  115679. /**
  115680. * Number of Simultaneous lights allowed on the material.
  115681. */
  115682. maxSimultaneousLights: number;
  115683. /**
  115684. * If sets to true, disables all the lights affecting the material.
  115685. */
  115686. disableLighting: boolean;
  115687. /**
  115688. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  115689. */
  115690. environmentTexture: BaseTexture;
  115691. /**
  115692. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  115693. */
  115694. invertNormalMapX: boolean;
  115695. /**
  115696. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  115697. */
  115698. invertNormalMapY: boolean;
  115699. /**
  115700. * Normal map used in the model.
  115701. */
  115702. normalTexture: BaseTexture;
  115703. /**
  115704. * Emissivie color used to self-illuminate the model.
  115705. */
  115706. emissiveColor: Color3;
  115707. /**
  115708. * Emissivie texture used to self-illuminate the model.
  115709. */
  115710. emissiveTexture: BaseTexture;
  115711. /**
  115712. * Occlusion Channel Strenght.
  115713. */
  115714. occlusionStrength: number;
  115715. /**
  115716. * Occlusion Texture of the material (adding extra occlusion effects).
  115717. */
  115718. occlusionTexture: BaseTexture;
  115719. /**
  115720. * Defines the alpha limits in alpha test mode.
  115721. */
  115722. alphaCutOff: number;
  115723. /**
  115724. * Gets the current double sided mode.
  115725. */
  115726. /**
  115727. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115728. */
  115729. doubleSided: boolean;
  115730. /**
  115731. * Stores the pre-calculated light information of a mesh in a texture.
  115732. */
  115733. lightmapTexture: BaseTexture;
  115734. /**
  115735. * If true, the light map contains occlusion information instead of lighting info.
  115736. */
  115737. useLightmapAsShadowmap: boolean;
  115738. /**
  115739. * Instantiates a new PBRMaterial instance.
  115740. *
  115741. * @param name The material name
  115742. * @param scene The scene the material will be use in.
  115743. */
  115744. constructor(name: string, scene: Scene);
  115745. getClassName(): string;
  115746. }
  115747. }
  115748. declare module BABYLON {
  115749. /**
  115750. * The PBR material of BJS following the metal roughness convention.
  115751. *
  115752. * This fits to the PBR convention in the GLTF definition:
  115753. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  115754. */
  115755. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  115756. /**
  115757. * The base color has two different interpretations depending on the value of metalness.
  115758. * When the material is a metal, the base color is the specific measured reflectance value
  115759. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  115760. * of the material.
  115761. */
  115762. baseColor: Color3;
  115763. /**
  115764. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  115765. * well as opacity information in the alpha channel.
  115766. */
  115767. baseTexture: BaseTexture;
  115768. /**
  115769. * Specifies the metallic scalar value of the material.
  115770. * Can also be used to scale the metalness values of the metallic texture.
  115771. */
  115772. metallic: number;
  115773. /**
  115774. * Specifies the roughness scalar value of the material.
  115775. * Can also be used to scale the roughness values of the metallic texture.
  115776. */
  115777. roughness: number;
  115778. /**
  115779. * Texture containing both the metallic value in the B channel and the
  115780. * roughness value in the G channel to keep better precision.
  115781. */
  115782. metallicRoughnessTexture: BaseTexture;
  115783. /**
  115784. * Instantiates a new PBRMetalRoughnessMaterial instance.
  115785. *
  115786. * @param name The material name
  115787. * @param scene The scene the material will be use in.
  115788. */
  115789. constructor(name: string, scene: Scene);
  115790. /**
  115791. * Return the currrent class name of the material.
  115792. */
  115793. getClassName(): string;
  115794. /**
  115795. * Makes a duplicate of the current material.
  115796. * @param name - name to use for the new material.
  115797. */
  115798. clone(name: string): PBRMetallicRoughnessMaterial;
  115799. /**
  115800. * Serialize the material to a parsable JSON object.
  115801. */
  115802. serialize(): any;
  115803. /**
  115804. * Parses a JSON object correponding to the serialize function.
  115805. */
  115806. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  115807. }
  115808. }
  115809. declare module BABYLON {
  115810. /**
  115811. * The PBR material of BJS following the specular glossiness convention.
  115812. *
  115813. * This fits to the PBR convention in the GLTF definition:
  115814. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  115815. */
  115816. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  115817. /**
  115818. * Specifies the diffuse color of the material.
  115819. */
  115820. diffuseColor: Color3;
  115821. /**
  115822. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  115823. * channel.
  115824. */
  115825. diffuseTexture: BaseTexture;
  115826. /**
  115827. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  115828. */
  115829. specularColor: Color3;
  115830. /**
  115831. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  115832. */
  115833. glossiness: number;
  115834. /**
  115835. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  115836. */
  115837. specularGlossinessTexture: BaseTexture;
  115838. /**
  115839. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  115840. *
  115841. * @param name The material name
  115842. * @param scene The scene the material will be use in.
  115843. */
  115844. constructor(name: string, scene: Scene);
  115845. /**
  115846. * Return the currrent class name of the material.
  115847. */
  115848. getClassName(): string;
  115849. /**
  115850. * Makes a duplicate of the current material.
  115851. * @param name - name to use for the new material.
  115852. */
  115853. clone(name: string): PBRSpecularGlossinessMaterial;
  115854. /**
  115855. * Serialize the material to a parsable JSON object.
  115856. */
  115857. serialize(): any;
  115858. /**
  115859. * Parses a JSON object correponding to the serialize function.
  115860. */
  115861. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  115862. }
  115863. }
  115864. declare module BABYLON {
  115865. /**
  115866. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  115867. * It can help converting any input color in a desired output one. This can then be used to create effects
  115868. * from sepia, black and white to sixties or futuristic rendering...
  115869. *
  115870. * The only supported format is currently 3dl.
  115871. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  115872. */
  115873. export class ColorGradingTexture extends BaseTexture {
  115874. /**
  115875. * The current texture matrix. (will always be identity in color grading texture)
  115876. */
  115877. private _textureMatrix;
  115878. /**
  115879. * The texture URL.
  115880. */
  115881. url: string;
  115882. /**
  115883. * Empty line regex stored for GC.
  115884. */
  115885. private static _noneEmptyLineRegex;
  115886. private _engine;
  115887. /**
  115888. * Instantiates a ColorGradingTexture from the following parameters.
  115889. *
  115890. * @param url The location of the color gradind data (currently only supporting 3dl)
  115891. * @param scene The scene the texture will be used in
  115892. */
  115893. constructor(url: string, scene: Scene);
  115894. /**
  115895. * Returns the texture matrix used in most of the material.
  115896. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  115897. */
  115898. getTextureMatrix(): Matrix;
  115899. /**
  115900. * Occurs when the file being loaded is a .3dl LUT file.
  115901. */
  115902. private load3dlTexture;
  115903. /**
  115904. * Starts the loading process of the texture.
  115905. */
  115906. private loadTexture;
  115907. /**
  115908. * Clones the color gradind texture.
  115909. */
  115910. clone(): ColorGradingTexture;
  115911. /**
  115912. * Called during delayed load for textures.
  115913. */
  115914. delayLoad(): void;
  115915. /**
  115916. * Parses a color grading texture serialized by Babylon.
  115917. * @param parsedTexture The texture information being parsedTexture
  115918. * @param scene The scene to load the texture in
  115919. * @param rootUrl The root url of the data assets to load
  115920. * @return A color gradind texture
  115921. */
  115922. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  115923. /**
  115924. * Serializes the LUT texture to json format.
  115925. */
  115926. serialize(): any;
  115927. }
  115928. }
  115929. declare module BABYLON {
  115930. /**
  115931. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  115932. */
  115933. export class EquiRectangularCubeTexture extends BaseTexture {
  115934. /** The six faces of the cube. */
  115935. private static _FacesMapping;
  115936. private _noMipmap;
  115937. private _onLoad;
  115938. private _onError;
  115939. /** The size of the cubemap. */
  115940. private _size;
  115941. /** The buffer of the image. */
  115942. private _buffer;
  115943. /** The width of the input image. */
  115944. private _width;
  115945. /** The height of the input image. */
  115946. private _height;
  115947. /** The URL to the image. */
  115948. url: string;
  115949. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  115950. coordinatesMode: number;
  115951. /**
  115952. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  115953. * @param url The location of the image
  115954. * @param scene The scene the texture will be used in
  115955. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115956. * @param noMipmap Forces to not generate the mipmap if true
  115957. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  115958. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  115959. * @param onLoad — defines a callback called when texture is loaded
  115960. * @param onError — defines a callback called if there is an error
  115961. */
  115962. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  115963. /**
  115964. * Load the image data, by putting the image on a canvas and extracting its buffer.
  115965. */
  115966. private loadImage;
  115967. /**
  115968. * Convert the image buffer into a cubemap and create a CubeTexture.
  115969. */
  115970. private loadTexture;
  115971. /**
  115972. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  115973. * @param buffer The ArrayBuffer that should be converted.
  115974. * @returns The buffer as Float32Array.
  115975. */
  115976. private getFloat32ArrayFromArrayBuffer;
  115977. /**
  115978. * Get the current class name of the texture useful for serialization or dynamic coding.
  115979. * @returns "EquiRectangularCubeTexture"
  115980. */
  115981. getClassName(): string;
  115982. /**
  115983. * Create a clone of the current EquiRectangularCubeTexture and return it.
  115984. * @returns A clone of the current EquiRectangularCubeTexture.
  115985. */
  115986. clone(): EquiRectangularCubeTexture;
  115987. }
  115988. }
  115989. declare module BABYLON {
  115990. /**
  115991. * Based on jsTGALoader - Javascript loader for TGA file
  115992. * By Vincent Thibault
  115993. * @see http://blog.robrowser.com/javascript-tga-loader.html
  115994. */
  115995. export class TGATools {
  115996. private static _TYPE_INDEXED;
  115997. private static _TYPE_RGB;
  115998. private static _TYPE_GREY;
  115999. private static _TYPE_RLE_INDEXED;
  116000. private static _TYPE_RLE_RGB;
  116001. private static _TYPE_RLE_GREY;
  116002. private static _ORIGIN_MASK;
  116003. private static _ORIGIN_SHIFT;
  116004. private static _ORIGIN_BL;
  116005. private static _ORIGIN_BR;
  116006. private static _ORIGIN_UL;
  116007. private static _ORIGIN_UR;
  116008. /**
  116009. * Gets the header of a TGA file
  116010. * @param data defines the TGA data
  116011. * @returns the header
  116012. */
  116013. static GetTGAHeader(data: Uint8Array): any;
  116014. /**
  116015. * Uploads TGA content to a Babylon Texture
  116016. * @hidden
  116017. */
  116018. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  116019. /** @hidden */
  116020. 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;
  116021. /** @hidden */
  116022. 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;
  116023. /** @hidden */
  116024. 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;
  116025. /** @hidden */
  116026. 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;
  116027. /** @hidden */
  116028. 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;
  116029. /** @hidden */
  116030. 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;
  116031. }
  116032. }
  116033. declare module BABYLON {
  116034. /**
  116035. * Implementation of the TGA Texture Loader.
  116036. * @hidden
  116037. */
  116038. export class _TGATextureLoader implements IInternalTextureLoader {
  116039. /**
  116040. * Defines wether the loader supports cascade loading the different faces.
  116041. */
  116042. readonly supportCascades: boolean;
  116043. /**
  116044. * This returns if the loader support the current file information.
  116045. * @param extension defines the file extension of the file being loaded
  116046. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116047. * @param fallback defines the fallback internal texture if any
  116048. * @param isBase64 defines whether the texture is encoded as a base64
  116049. * @param isBuffer defines whether the texture data are stored as a buffer
  116050. * @returns true if the loader can load the specified file
  116051. */
  116052. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116053. /**
  116054. * Transform the url before loading if required.
  116055. * @param rootUrl the url of the texture
  116056. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116057. * @returns the transformed texture
  116058. */
  116059. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116060. /**
  116061. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116062. * @param rootUrl the url of the texture
  116063. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116064. * @returns the fallback texture
  116065. */
  116066. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116067. /**
  116068. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  116069. * @param data contains the texture data
  116070. * @param texture defines the BabylonJS internal texture
  116071. * @param createPolynomials will be true if polynomials have been requested
  116072. * @param onLoad defines the callback to trigger once the texture is ready
  116073. * @param onError defines the callback to trigger in case of error
  116074. */
  116075. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116076. /**
  116077. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116078. * @param data contains the texture data
  116079. * @param texture defines the BabylonJS internal texture
  116080. * @param callback defines the method to call once ready to upload
  116081. */
  116082. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116083. }
  116084. }
  116085. declare module BABYLON {
  116086. /**
  116087. * Info about the .basis files
  116088. */
  116089. class BasisFileInfo {
  116090. /**
  116091. * If the file has alpha
  116092. */
  116093. hasAlpha: boolean;
  116094. /**
  116095. * Info about each image of the basis file
  116096. */
  116097. images: Array<{
  116098. levels: Array<{
  116099. width: number;
  116100. height: number;
  116101. transcodedPixels: ArrayBufferView;
  116102. }>;
  116103. }>;
  116104. }
  116105. /**
  116106. * Result of transcoding a basis file
  116107. */
  116108. class TranscodeResult {
  116109. /**
  116110. * Info about the .basis file
  116111. */
  116112. fileInfo: BasisFileInfo;
  116113. /**
  116114. * Format to use when loading the file
  116115. */
  116116. format: number;
  116117. }
  116118. /**
  116119. * Configuration options for the Basis transcoder
  116120. */
  116121. export class BasisTranscodeConfiguration {
  116122. /**
  116123. * Supported compression formats used to determine the supported output format of the transcoder
  116124. */
  116125. supportedCompressionFormats?: {
  116126. /**
  116127. * etc1 compression format
  116128. */
  116129. etc1?: boolean;
  116130. /**
  116131. * s3tc compression format
  116132. */
  116133. s3tc?: boolean;
  116134. /**
  116135. * pvrtc compression format
  116136. */
  116137. pvrtc?: boolean;
  116138. /**
  116139. * etc2 compression format
  116140. */
  116141. etc2?: boolean;
  116142. };
  116143. /**
  116144. * If mipmap levels should be loaded for transcoded images (Default: true)
  116145. */
  116146. loadMipmapLevels?: boolean;
  116147. /**
  116148. * Index of a single image to load (Default: all images)
  116149. */
  116150. loadSingleImage?: number;
  116151. }
  116152. /**
  116153. * Used to load .Basis files
  116154. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  116155. */
  116156. export class BasisTools {
  116157. private static _IgnoreSupportedFormats;
  116158. /**
  116159. * URL to use when loading the basis transcoder
  116160. */
  116161. static JSModuleURL: string;
  116162. /**
  116163. * URL to use when loading the wasm module for the transcoder
  116164. */
  116165. static WasmModuleURL: string;
  116166. /**
  116167. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  116168. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  116169. * @returns internal format corresponding to the Basis format
  116170. */
  116171. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  116172. private static _WorkerPromise;
  116173. private static _Worker;
  116174. private static _actionId;
  116175. private static _CreateWorkerAsync;
  116176. /**
  116177. * Transcodes a loaded image file to compressed pixel data
  116178. * @param imageData image data to transcode
  116179. * @param config configuration options for the transcoding
  116180. * @returns a promise resulting in the transcoded image
  116181. */
  116182. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  116183. /**
  116184. * Loads a texture from the transcode result
  116185. * @param texture texture load to
  116186. * @param transcodeResult the result of transcoding the basis file to load from
  116187. */
  116188. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  116189. }
  116190. }
  116191. declare module BABYLON {
  116192. /**
  116193. * Loader for .basis file format
  116194. */
  116195. export class _BasisTextureLoader implements IInternalTextureLoader {
  116196. /**
  116197. * Defines whether the loader supports cascade loading the different faces.
  116198. */
  116199. readonly supportCascades: boolean;
  116200. /**
  116201. * This returns if the loader support the current file information.
  116202. * @param extension defines the file extension of the file being loaded
  116203. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116204. * @param fallback defines the fallback internal texture if any
  116205. * @param isBase64 defines whether the texture is encoded as a base64
  116206. * @param isBuffer defines whether the texture data are stored as a buffer
  116207. * @returns true if the loader can load the specified file
  116208. */
  116209. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116210. /**
  116211. * Transform the url before loading if required.
  116212. * @param rootUrl the url of the texture
  116213. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116214. * @returns the transformed texture
  116215. */
  116216. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116217. /**
  116218. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116219. * @param rootUrl the url of the texture
  116220. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116221. * @returns the fallback texture
  116222. */
  116223. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116224. /**
  116225. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  116226. * @param data contains the texture data
  116227. * @param texture defines the BabylonJS internal texture
  116228. * @param createPolynomials will be true if polynomials have been requested
  116229. * @param onLoad defines the callback to trigger once the texture is ready
  116230. * @param onError defines the callback to trigger in case of error
  116231. */
  116232. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116233. /**
  116234. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116235. * @param data contains the texture data
  116236. * @param texture defines the BabylonJS internal texture
  116237. * @param callback defines the method to call once ready to upload
  116238. */
  116239. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116240. }
  116241. }
  116242. declare module BABYLON {
  116243. /**
  116244. * 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.
  116245. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  116246. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  116247. */
  116248. export class CustomProceduralTexture extends ProceduralTexture {
  116249. private _animate;
  116250. private _time;
  116251. private _config;
  116252. private _texturePath;
  116253. /**
  116254. * Instantiates a new Custom Procedural Texture.
  116255. * 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.
  116256. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  116257. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  116258. * @param name Define the name of the texture
  116259. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  116260. * @param size Define the size of the texture to create
  116261. * @param scene Define the scene the texture belongs to
  116262. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  116263. * @param generateMipMaps Define if the texture should creates mip maps or not
  116264. */
  116265. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  116266. private _loadJson;
  116267. /**
  116268. * Is the texture ready to be used ? (rendered at least once)
  116269. * @returns true if ready, otherwise, false.
  116270. */
  116271. isReady(): boolean;
  116272. /**
  116273. * Render the texture to its associated render target.
  116274. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  116275. */
  116276. render(useCameraPostProcess?: boolean): void;
  116277. /**
  116278. * Update the list of dependant textures samplers in the shader.
  116279. */
  116280. updateTextures(): void;
  116281. /**
  116282. * Update the uniform values of the procedural texture in the shader.
  116283. */
  116284. updateShaderUniforms(): void;
  116285. /**
  116286. * Define if the texture animates or not.
  116287. */
  116288. animate: boolean;
  116289. }
  116290. }
  116291. declare module BABYLON {
  116292. /** @hidden */
  116293. export var noisePixelShader: {
  116294. name: string;
  116295. shader: string;
  116296. };
  116297. }
  116298. declare module BABYLON {
  116299. /**
  116300. * Class used to generate noise procedural textures
  116301. */
  116302. export class NoiseProceduralTexture extends ProceduralTexture {
  116303. private _time;
  116304. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  116305. brightness: number;
  116306. /** Defines the number of octaves to process */
  116307. octaves: number;
  116308. /** Defines the level of persistence (0.8 by default) */
  116309. persistence: number;
  116310. /** Gets or sets animation speed factor (default is 1) */
  116311. animationSpeedFactor: number;
  116312. /**
  116313. * Creates a new NoiseProceduralTexture
  116314. * @param name defines the name fo the texture
  116315. * @param size defines the size of the texture (default is 256)
  116316. * @param scene defines the hosting scene
  116317. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  116318. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  116319. */
  116320. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  116321. private _updateShaderUniforms;
  116322. protected _getDefines(): string;
  116323. /** Generate the current state of the procedural texture */
  116324. render(useCameraPostProcess?: boolean): void;
  116325. /**
  116326. * Serializes this noise procedural texture
  116327. * @returns a serialized noise procedural texture object
  116328. */
  116329. serialize(): any;
  116330. /**
  116331. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  116332. * @param parsedTexture defines parsed texture data
  116333. * @param scene defines the current scene
  116334. * @param rootUrl defines the root URL containing noise procedural texture information
  116335. * @returns a parsed NoiseProceduralTexture
  116336. */
  116337. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  116338. }
  116339. }
  116340. declare module BABYLON {
  116341. /**
  116342. * Raw cube texture where the raw buffers are passed in
  116343. */
  116344. export class RawCubeTexture extends CubeTexture {
  116345. /**
  116346. * Creates a cube texture where the raw buffers are passed in.
  116347. * @param scene defines the scene the texture is attached to
  116348. * @param data defines the array of data to use to create each face
  116349. * @param size defines the size of the textures
  116350. * @param format defines the format of the data
  116351. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  116352. * @param generateMipMaps defines if the engine should generate the mip levels
  116353. * @param invertY defines if data must be stored with Y axis inverted
  116354. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  116355. * @param compression defines the compression used (null by default)
  116356. */
  116357. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  116358. /**
  116359. * Updates the raw cube texture.
  116360. * @param data defines the data to store
  116361. * @param format defines the data format
  116362. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  116363. * @param invertY defines if data must be stored with Y axis inverted
  116364. * @param compression defines the compression used (null by default)
  116365. * @param level defines which level of the texture to update
  116366. */
  116367. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  116368. /**
  116369. * Updates a raw cube texture with RGBD encoded data.
  116370. * @param data defines the array of data [mipmap][face] to use to create each face
  116371. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  116372. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  116373. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  116374. * @returns a promsie that resolves when the operation is complete
  116375. */
  116376. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  116377. /**
  116378. * Clones the raw cube texture.
  116379. * @return a new cube texture
  116380. */
  116381. clone(): CubeTexture;
  116382. /** @hidden */
  116383. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  116384. }
  116385. }
  116386. declare module BABYLON {
  116387. /**
  116388. * Class used to store 3D textures containing user data
  116389. */
  116390. export class RawTexture3D extends Texture {
  116391. /** Gets or sets the texture format to use */
  116392. format: number;
  116393. private _engine;
  116394. /**
  116395. * Create a new RawTexture3D
  116396. * @param data defines the data of the texture
  116397. * @param width defines the width of the texture
  116398. * @param height defines the height of the texture
  116399. * @param depth defines the depth of the texture
  116400. * @param format defines the texture format to use
  116401. * @param scene defines the hosting scene
  116402. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  116403. * @param invertY defines if texture must be stored with Y axis inverted
  116404. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  116405. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  116406. */
  116407. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  116408. /** Gets or sets the texture format to use */
  116409. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  116410. /**
  116411. * Update the texture with new data
  116412. * @param data defines the data to store in the texture
  116413. */
  116414. update(data: ArrayBufferView): void;
  116415. }
  116416. }
  116417. declare module BABYLON {
  116418. /**
  116419. * Creates a refraction texture used by refraction channel of the standard material.
  116420. * It is like a mirror but to see through a material.
  116421. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116422. */
  116423. export class RefractionTexture extends RenderTargetTexture {
  116424. /**
  116425. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  116426. * 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.
  116427. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116428. */
  116429. refractionPlane: Plane;
  116430. /**
  116431. * Define how deep under the surface we should see.
  116432. */
  116433. depth: number;
  116434. /**
  116435. * Creates a refraction texture used by refraction channel of the standard material.
  116436. * It is like a mirror but to see through a material.
  116437. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116438. * @param name Define the texture name
  116439. * @param size Define the size of the underlying texture
  116440. * @param scene Define the scene the refraction belongs to
  116441. * @param generateMipMaps Define if we need to generate mips level for the refraction
  116442. */
  116443. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  116444. /**
  116445. * Clone the refraction texture.
  116446. * @returns the cloned texture
  116447. */
  116448. clone(): RefractionTexture;
  116449. /**
  116450. * Serialize the texture to a JSON representation you could use in Parse later on
  116451. * @returns the serialized JSON representation
  116452. */
  116453. serialize(): any;
  116454. }
  116455. }
  116456. declare module BABYLON {
  116457. /**
  116458. * Defines the options related to the creation of an HtmlElementTexture
  116459. */
  116460. export interface IHtmlElementTextureOptions {
  116461. /**
  116462. * Defines wether mip maps should be created or not.
  116463. */
  116464. generateMipMaps?: boolean;
  116465. /**
  116466. * Defines the sampling mode of the texture.
  116467. */
  116468. samplingMode?: number;
  116469. /**
  116470. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  116471. */
  116472. engine: Nullable<Engine>;
  116473. /**
  116474. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  116475. */
  116476. scene: Nullable<Scene>;
  116477. }
  116478. /**
  116479. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  116480. * To be as efficient as possible depending on your constraints nothing aside the first upload
  116481. * is automatically managed.
  116482. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  116483. * in your application.
  116484. *
  116485. * As the update is not automatic, you need to call them manually.
  116486. */
  116487. export class HtmlElementTexture extends BaseTexture {
  116488. /**
  116489. * The texture URL.
  116490. */
  116491. element: HTMLVideoElement | HTMLCanvasElement;
  116492. private static readonly DefaultOptions;
  116493. private _textureMatrix;
  116494. private _engine;
  116495. private _isVideo;
  116496. private _generateMipMaps;
  116497. private _samplingMode;
  116498. /**
  116499. * Instantiates a HtmlElementTexture from the following parameters.
  116500. *
  116501. * @param name Defines the name of the texture
  116502. * @param element Defines the video or canvas the texture is filled with
  116503. * @param options Defines the other none mandatory texture creation options
  116504. */
  116505. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  116506. private _createInternalTexture;
  116507. /**
  116508. * Returns the texture matrix used in most of the material.
  116509. */
  116510. getTextureMatrix(): Matrix;
  116511. /**
  116512. * Updates the content of the texture.
  116513. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  116514. */
  116515. update(invertY?: Nullable<boolean>): void;
  116516. }
  116517. }
  116518. declare module BABYLON {
  116519. /**
  116520. * Enum used to define the target of a block
  116521. */
  116522. export enum NodeMaterialBlockTargets {
  116523. /** Vertex shader */
  116524. Vertex = 1,
  116525. /** Fragment shader */
  116526. Fragment = 2,
  116527. /** Neutral */
  116528. Neutral = 4,
  116529. /** Vertex and Fragment */
  116530. VertexAndFragment = 3
  116531. }
  116532. }
  116533. declare module BABYLON {
  116534. /**
  116535. * Defines the kind of connection point for node based material
  116536. */
  116537. export enum NodeMaterialBlockConnectionPointTypes {
  116538. /** Float */
  116539. Float = 1,
  116540. /** Int */
  116541. Int = 2,
  116542. /** Vector2 */
  116543. Vector2 = 4,
  116544. /** Vector3 */
  116545. Vector3 = 8,
  116546. /** Vector4 */
  116547. Vector4 = 16,
  116548. /** Color3 */
  116549. Color3 = 32,
  116550. /** Color4 */
  116551. Color4 = 64,
  116552. /** Matrix */
  116553. Matrix = 128,
  116554. /** Detect type based on connection */
  116555. AutoDetect = 1024,
  116556. /** Output type that will be defined by input type */
  116557. BasedOnInput = 2048
  116558. }
  116559. }
  116560. declare module BABYLON {
  116561. /**
  116562. * Root class for all node material optimizers
  116563. */
  116564. export class NodeMaterialOptimizer {
  116565. /**
  116566. * Function used to optimize a NodeMaterial graph
  116567. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  116568. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  116569. */
  116570. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  116571. }
  116572. }
  116573. declare module BABYLON {
  116574. /**
  116575. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  116576. */
  116577. export class TransformBlock extends NodeMaterialBlock {
  116578. /**
  116579. * Defines the value to use to complement W value to transform it to a Vector4
  116580. */
  116581. complementW: number;
  116582. /**
  116583. * Defines the value to use to complement z value to transform it to a Vector4
  116584. */
  116585. complementZ: number;
  116586. /**
  116587. * Creates a new TransformBlock
  116588. * @param name defines the block name
  116589. */
  116590. constructor(name: string);
  116591. /**
  116592. * Gets the current class name
  116593. * @returns the class name
  116594. */
  116595. getClassName(): string;
  116596. /**
  116597. * Gets the vector input
  116598. */
  116599. readonly vector: NodeMaterialConnectionPoint;
  116600. /**
  116601. * Gets the output component
  116602. */
  116603. readonly output: NodeMaterialConnectionPoint;
  116604. /**
  116605. * Gets the matrix transform input
  116606. */
  116607. readonly transform: NodeMaterialConnectionPoint;
  116608. protected _buildBlock(state: NodeMaterialBuildState): this;
  116609. serialize(): any;
  116610. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116611. }
  116612. }
  116613. declare module BABYLON {
  116614. /**
  116615. * Block used to output the vertex position
  116616. */
  116617. export class VertexOutputBlock extends NodeMaterialBlock {
  116618. /**
  116619. * Creates a new VertexOutputBlock
  116620. * @param name defines the block name
  116621. */
  116622. constructor(name: string);
  116623. /**
  116624. * Gets the current class name
  116625. * @returns the class name
  116626. */
  116627. getClassName(): string;
  116628. /**
  116629. * Gets the vector input component
  116630. */
  116631. readonly vector: NodeMaterialConnectionPoint;
  116632. protected _buildBlock(state: NodeMaterialBuildState): this;
  116633. }
  116634. }
  116635. declare module BABYLON {
  116636. /**
  116637. * Block used to output the final color
  116638. */
  116639. export class FragmentOutputBlock extends NodeMaterialBlock {
  116640. /**
  116641. * Create a new FragmentOutputBlock
  116642. * @param name defines the block name
  116643. */
  116644. constructor(name: string);
  116645. /**
  116646. * Gets the current class name
  116647. * @returns the class name
  116648. */
  116649. getClassName(): string;
  116650. /**
  116651. * Gets the rgba input component
  116652. */
  116653. readonly rgba: NodeMaterialConnectionPoint;
  116654. /**
  116655. * Gets the rgb input component
  116656. */
  116657. readonly rgb: NodeMaterialConnectionPoint;
  116658. /**
  116659. * Gets the a input component
  116660. */
  116661. readonly a: NodeMaterialConnectionPoint;
  116662. protected _buildBlock(state: NodeMaterialBuildState): this;
  116663. }
  116664. }
  116665. declare module BABYLON {
  116666. /**
  116667. * Enum used to define well known values e.g. values automatically provided by the system
  116668. */
  116669. export enum NodeMaterialWellKnownValues {
  116670. /** World */
  116671. World = 1,
  116672. /** View */
  116673. View = 2,
  116674. /** Projection */
  116675. Projection = 3,
  116676. /** ViewProjection */
  116677. ViewProjection = 4,
  116678. /** WorldView */
  116679. WorldView = 5,
  116680. /** WorldViewProjection */
  116681. WorldViewProjection = 6,
  116682. /** CameraPosition */
  116683. CameraPosition = 7,
  116684. /** Fog Color */
  116685. FogColor = 8
  116686. }
  116687. }
  116688. declare module BABYLON {
  116689. /**
  116690. * Block used to read a reflection texture from a sampler
  116691. */
  116692. export class ReflectionTextureBlock extends NodeMaterialBlock {
  116693. private _define3DName;
  116694. private _defineCubicName;
  116695. private _defineExplicitName;
  116696. private _defineProjectionName;
  116697. private _defineLocalCubicName;
  116698. private _defineSphericalName;
  116699. private _definePlanarName;
  116700. private _defineEquirectangularName;
  116701. private _defineMirroredEquirectangularFixedName;
  116702. private _defineEquirectangularFixedName;
  116703. private _defineSkyboxName;
  116704. private _cubeSamplerName;
  116705. private _2DSamplerName;
  116706. private _positionUVWName;
  116707. private _directionWName;
  116708. private _reflectionCoordsName;
  116709. private _reflection2DCoordsName;
  116710. private _reflectionColorName;
  116711. private _reflectionMatrixName;
  116712. /**
  116713. * Gets or sets the texture associated with the node
  116714. */
  116715. texture: Nullable<BaseTexture>;
  116716. /**
  116717. * Create a new TextureBlock
  116718. * @param name defines the block name
  116719. */
  116720. constructor(name: string);
  116721. /**
  116722. * Gets the current class name
  116723. * @returns the class name
  116724. */
  116725. getClassName(): string;
  116726. /**
  116727. * Gets the world position input component
  116728. */
  116729. readonly position: NodeMaterialConnectionPoint;
  116730. /**
  116731. * Gets the world position input component
  116732. */
  116733. readonly worldPosition: NodeMaterialConnectionPoint;
  116734. /**
  116735. * Gets the world normal input component
  116736. */
  116737. readonly worldNormal: NodeMaterialConnectionPoint;
  116738. /**
  116739. * Gets the world input component
  116740. */
  116741. readonly world: NodeMaterialConnectionPoint;
  116742. /**
  116743. * Gets the camera (or eye) position component
  116744. */
  116745. readonly cameraPosition: NodeMaterialConnectionPoint;
  116746. /**
  116747. * Gets the view input component
  116748. */
  116749. readonly view: NodeMaterialConnectionPoint;
  116750. /**
  116751. * Gets the rgb output component
  116752. */
  116753. readonly rgb: NodeMaterialConnectionPoint;
  116754. /**
  116755. * Gets the r output component
  116756. */
  116757. readonly r: NodeMaterialConnectionPoint;
  116758. /**
  116759. * Gets the g output component
  116760. */
  116761. readonly g: NodeMaterialConnectionPoint;
  116762. /**
  116763. * Gets the b output component
  116764. */
  116765. readonly b: NodeMaterialConnectionPoint;
  116766. autoConfigure(): void;
  116767. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116768. isReady(): boolean;
  116769. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116770. private _injectVertexCode;
  116771. private _writeOutput;
  116772. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116773. serialize(): any;
  116774. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116775. }
  116776. }
  116777. declare module BABYLON {
  116778. /**
  116779. * Interface used to configure the node material editor
  116780. */
  116781. export interface INodeMaterialEditorOptions {
  116782. /** Define the URl to load node editor script */
  116783. editorURL?: string;
  116784. }
  116785. /** @hidden */
  116786. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  116787. /** BONES */
  116788. NUM_BONE_INFLUENCERS: number;
  116789. BonesPerMesh: number;
  116790. BONETEXTURE: boolean;
  116791. /** MORPH TARGETS */
  116792. MORPHTARGETS: boolean;
  116793. MORPHTARGETS_NORMAL: boolean;
  116794. MORPHTARGETS_TANGENT: boolean;
  116795. MORPHTARGETS_UV: boolean;
  116796. NUM_MORPH_INFLUENCERS: number;
  116797. /** IMAGE PROCESSING */
  116798. IMAGEPROCESSING: boolean;
  116799. VIGNETTE: boolean;
  116800. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116801. VIGNETTEBLENDMODEOPAQUE: boolean;
  116802. TONEMAPPING: boolean;
  116803. TONEMAPPING_ACES: boolean;
  116804. CONTRAST: boolean;
  116805. EXPOSURE: boolean;
  116806. COLORCURVES: boolean;
  116807. COLORGRADING: boolean;
  116808. COLORGRADING3D: boolean;
  116809. SAMPLER3DGREENDEPTH: boolean;
  116810. SAMPLER3DBGRMAP: boolean;
  116811. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116812. constructor();
  116813. setValue(name: string, value: boolean): void;
  116814. }
  116815. /**
  116816. * Class used to configure NodeMaterial
  116817. */
  116818. export interface INodeMaterialOptions {
  116819. /**
  116820. * Defines if blocks should emit comments
  116821. */
  116822. emitComments: boolean;
  116823. }
  116824. /**
  116825. * Class used to create a node based material built by assembling shader blocks
  116826. */
  116827. export class NodeMaterial extends PushMaterial {
  116828. private static _BuildIdGenerator;
  116829. private _options;
  116830. private _vertexCompilationState;
  116831. private _fragmentCompilationState;
  116832. private _sharedData;
  116833. private _buildId;
  116834. private _buildWasSuccessful;
  116835. private _cachedWorldViewMatrix;
  116836. private _cachedWorldViewProjectionMatrix;
  116837. private _optimizers;
  116838. private _animationFrame;
  116839. /** Define the URl to load node editor script */
  116840. static EditorURL: string;
  116841. private BJSNODEMATERIALEDITOR;
  116842. /** Get the inspector from bundle or global */
  116843. private _getGlobalNodeMaterialEditor;
  116844. /**
  116845. * 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)
  116846. */
  116847. ignoreAlpha: boolean;
  116848. /**
  116849. * Defines the maximum number of lights that can be used in the material
  116850. */
  116851. maxSimultaneousLights: number;
  116852. /**
  116853. * Observable raised when the material is built
  116854. */
  116855. onBuildObservable: Observable<NodeMaterial>;
  116856. /**
  116857. * Gets or sets the root nodes of the material vertex shader
  116858. */
  116859. _vertexOutputNodes: NodeMaterialBlock[];
  116860. /**
  116861. * Gets or sets the root nodes of the material fragment (pixel) shader
  116862. */
  116863. _fragmentOutputNodes: NodeMaterialBlock[];
  116864. /** Gets or sets options to control the node material overall behavior */
  116865. options: INodeMaterialOptions;
  116866. /**
  116867. * Default configuration related to image processing available in the standard Material.
  116868. */
  116869. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  116870. /**
  116871. * Gets the image processing configuration used either in this material.
  116872. */
  116873. /**
  116874. * Sets the Default image processing configuration used either in the this material.
  116875. *
  116876. * If sets to null, the scene one is in use.
  116877. */
  116878. imageProcessingConfiguration: ImageProcessingConfiguration;
  116879. /**
  116880. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  116881. */
  116882. attachedBlocks: NodeMaterialBlock[];
  116883. /**
  116884. * Create a new node based material
  116885. * @param name defines the material name
  116886. * @param scene defines the hosting scene
  116887. * @param options defines creation option
  116888. */
  116889. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  116890. /**
  116891. * Gets the current class name of the material e.g. "NodeMaterial"
  116892. * @returns the class name
  116893. */
  116894. getClassName(): string;
  116895. /**
  116896. * Keep track of the image processing observer to allow dispose and replace.
  116897. */
  116898. private _imageProcessingObserver;
  116899. /**
  116900. * Attaches a new image processing configuration to the Standard Material.
  116901. * @param configuration
  116902. */
  116903. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  116904. /**
  116905. * Get a block by its name
  116906. * @param name defines the name of the block to retrieve
  116907. * @returns the required block or null if not found
  116908. */
  116909. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  116910. /**
  116911. * Gets the list of input blocks attached to this material
  116912. * @returns an array of InputBlocks
  116913. */
  116914. getInputBlocks(): InputBlock[];
  116915. /**
  116916. * Adds a new optimizer to the list of optimizers
  116917. * @param optimizer defines the optimizers to add
  116918. * @returns the current material
  116919. */
  116920. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116921. /**
  116922. * Remove an optimizer from the list of optimizers
  116923. * @param optimizer defines the optimizers to remove
  116924. * @returns the current material
  116925. */
  116926. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116927. /**
  116928. * Add a new block to the list of output nodes
  116929. * @param node defines the node to add
  116930. * @returns the current material
  116931. */
  116932. addOutputNode(node: NodeMaterialBlock): this;
  116933. /**
  116934. * Remove a block from the list of root nodes
  116935. * @param node defines the node to remove
  116936. * @returns the current material
  116937. */
  116938. removeOutputNode(node: NodeMaterialBlock): this;
  116939. private _addVertexOutputNode;
  116940. private _removeVertexOutputNode;
  116941. private _addFragmentOutputNode;
  116942. private _removeFragmentOutputNode;
  116943. /**
  116944. * Specifies if the material will require alpha blending
  116945. * @returns a boolean specifying if alpha blending is needed
  116946. */
  116947. needAlphaBlending(): boolean;
  116948. /**
  116949. * Specifies if this material should be rendered in alpha test mode
  116950. * @returns a boolean specifying if an alpha test is needed.
  116951. */
  116952. needAlphaTesting(): boolean;
  116953. private _initializeBlock;
  116954. private _resetDualBlocks;
  116955. /**
  116956. * Build the material and generates the inner effect
  116957. * @param verbose defines if the build should log activity
  116958. */
  116959. build(verbose?: boolean): void;
  116960. /**
  116961. * Runs an otpimization phase to try to improve the shader code
  116962. */
  116963. optimize(): void;
  116964. private _prepareDefinesForAttributes;
  116965. /**
  116966. * Get if the submesh is ready to be used and all its information available.
  116967. * Child classes can use it to update shaders
  116968. * @param mesh defines the mesh to check
  116969. * @param subMesh defines which submesh to check
  116970. * @param useInstances specifies that instances should be used
  116971. * @returns a boolean indicating that the submesh is ready or not
  116972. */
  116973. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  116974. /**
  116975. * Get a string representing the shaders built by the current node graph
  116976. */
  116977. readonly compiledShaders: string;
  116978. /**
  116979. * Binds the world matrix to the material
  116980. * @param world defines the world transformation matrix
  116981. */
  116982. bindOnlyWorldMatrix(world: Matrix): void;
  116983. /**
  116984. * Binds the submesh to this material by preparing the effect and shader to draw
  116985. * @param world defines the world transformation matrix
  116986. * @param mesh defines the mesh containing the submesh
  116987. * @param subMesh defines the submesh to bind the material to
  116988. */
  116989. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  116990. /**
  116991. * Gets the active textures from the material
  116992. * @returns an array of textures
  116993. */
  116994. getActiveTextures(): BaseTexture[];
  116995. /**
  116996. * Gets the list of texture blocks
  116997. * @returns an array of texture blocks
  116998. */
  116999. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  117000. /**
  117001. * Specifies if the material uses a texture
  117002. * @param texture defines the texture to check against the material
  117003. * @returns a boolean specifying if the material uses the texture
  117004. */
  117005. hasTexture(texture: BaseTexture): boolean;
  117006. /**
  117007. * Disposes the material
  117008. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  117009. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  117010. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  117011. */
  117012. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  117013. /** Creates the node editor window. */
  117014. private _createNodeEditor;
  117015. /**
  117016. * Launch the node material editor
  117017. * @param config Define the configuration of the editor
  117018. * @return a promise fulfilled when the node editor is visible
  117019. */
  117020. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  117021. /**
  117022. * Clear the current material
  117023. */
  117024. clear(): void;
  117025. /**
  117026. * Clear the current material and set it to a default state
  117027. */
  117028. setToDefault(): void;
  117029. /**
  117030. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  117031. * @param url defines the url to load from
  117032. * @returns a promise that will fullfil when the material is fully loaded
  117033. */
  117034. loadAsync(url: string): Promise<unknown>;
  117035. private _gatherBlocks;
  117036. /**
  117037. * Generate a string containing the code declaration required to create an equivalent of this material
  117038. * @returns a string
  117039. */
  117040. generateCode(): string;
  117041. /**
  117042. * Serializes this material in a JSON representation
  117043. * @returns the serialized material object
  117044. */
  117045. serialize(): any;
  117046. private _restoreConnections;
  117047. /**
  117048. * Clear the current graph and load a new one from a serialization object
  117049. * @param source defines the JSON representation of the material
  117050. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  117051. */
  117052. loadFromSerialization(source: any, rootUrl?: string): void;
  117053. /**
  117054. * Creates a node material from parsed material data
  117055. * @param source defines the JSON representation of the material
  117056. * @param scene defines the hosting scene
  117057. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  117058. * @returns a new node material
  117059. */
  117060. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  117061. /**
  117062. * Creates a new node material set to default basic configuration
  117063. * @param name defines the name of the material
  117064. * @param scene defines the hosting scene
  117065. * @returns a new NodeMaterial
  117066. */
  117067. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  117068. }
  117069. }
  117070. declare module BABYLON {
  117071. /**
  117072. * Block used to read a texture from a sampler
  117073. */
  117074. export class TextureBlock extends NodeMaterialBlock {
  117075. private _defineName;
  117076. private _samplerName;
  117077. private _transformedUVName;
  117078. private _textureTransformName;
  117079. private _textureInfoName;
  117080. private _mainUVName;
  117081. private _mainUVDefineName;
  117082. /**
  117083. * Gets or sets the texture associated with the node
  117084. */
  117085. texture: Nullable<BaseTexture>;
  117086. /**
  117087. * Create a new TextureBlock
  117088. * @param name defines the block name
  117089. */
  117090. constructor(name: string);
  117091. /**
  117092. * Gets the current class name
  117093. * @returns the class name
  117094. */
  117095. getClassName(): string;
  117096. /**
  117097. * Gets the uv input component
  117098. */
  117099. readonly uv: NodeMaterialConnectionPoint;
  117100. /**
  117101. * Gets the rgba output component
  117102. */
  117103. readonly rgba: NodeMaterialConnectionPoint;
  117104. /**
  117105. * Gets the rgb output component
  117106. */
  117107. readonly rgb: NodeMaterialConnectionPoint;
  117108. /**
  117109. * Gets the r output component
  117110. */
  117111. readonly r: NodeMaterialConnectionPoint;
  117112. /**
  117113. * Gets the g output component
  117114. */
  117115. readonly g: NodeMaterialConnectionPoint;
  117116. /**
  117117. * Gets the b output component
  117118. */
  117119. readonly b: NodeMaterialConnectionPoint;
  117120. /**
  117121. * Gets the a output component
  117122. */
  117123. readonly a: NodeMaterialConnectionPoint;
  117124. readonly target: NodeMaterialBlockTargets;
  117125. autoConfigure(): void;
  117126. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117127. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117128. isReady(): boolean;
  117129. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117130. private readonly _isMixed;
  117131. private _injectVertexCode;
  117132. private _writeOutput;
  117133. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117134. serialize(): any;
  117135. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117136. }
  117137. }
  117138. declare module BABYLON {
  117139. /**
  117140. * Class used to store shared data between 2 NodeMaterialBuildState
  117141. */
  117142. export class NodeMaterialBuildStateSharedData {
  117143. /**
  117144. * Gets the list of emitted varyings
  117145. */
  117146. temps: string[];
  117147. /**
  117148. * Gets the list of emitted varyings
  117149. */
  117150. varyings: string[];
  117151. /**
  117152. * Gets the varying declaration string
  117153. */
  117154. varyingDeclaration: string;
  117155. /**
  117156. * Input blocks
  117157. */
  117158. inputBlocks: InputBlock[];
  117159. /**
  117160. * Input blocks
  117161. */
  117162. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  117163. /**
  117164. * Bindable blocks (Blocks that need to set data to the effect)
  117165. */
  117166. bindableBlocks: NodeMaterialBlock[];
  117167. /**
  117168. * List of blocks that can provide a compilation fallback
  117169. */
  117170. blocksWithFallbacks: NodeMaterialBlock[];
  117171. /**
  117172. * List of blocks that can provide a define update
  117173. */
  117174. blocksWithDefines: NodeMaterialBlock[];
  117175. /**
  117176. * List of blocks that can provide a repeatable content
  117177. */
  117178. repeatableContentBlocks: NodeMaterialBlock[];
  117179. /**
  117180. * List of blocks that can provide a dynamic list of uniforms
  117181. */
  117182. dynamicUniformBlocks: NodeMaterialBlock[];
  117183. /**
  117184. * List of blocks that can block the isReady function for the material
  117185. */
  117186. blockingBlocks: NodeMaterialBlock[];
  117187. /**
  117188. * Gets the list of animated inputs
  117189. */
  117190. animatedInputs: InputBlock[];
  117191. /**
  117192. * Build Id used to avoid multiple recompilations
  117193. */
  117194. buildId: number;
  117195. /** List of emitted variables */
  117196. variableNames: {
  117197. [key: string]: number;
  117198. };
  117199. /** List of emitted defines */
  117200. defineNames: {
  117201. [key: string]: number;
  117202. };
  117203. /** Should emit comments? */
  117204. emitComments: boolean;
  117205. /** Emit build activity */
  117206. verbose: boolean;
  117207. /**
  117208. * Gets the compilation hints emitted at compilation time
  117209. */
  117210. hints: {
  117211. needWorldViewMatrix: boolean;
  117212. needWorldViewProjectionMatrix: boolean;
  117213. needAlphaBlending: boolean;
  117214. needAlphaTesting: boolean;
  117215. };
  117216. /**
  117217. * List of compilation checks
  117218. */
  117219. checks: {
  117220. emitVertex: boolean;
  117221. emitFragment: boolean;
  117222. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  117223. };
  117224. /** Creates a new shared data */
  117225. constructor();
  117226. /**
  117227. * Emits console errors and exceptions if there is a failing check
  117228. */
  117229. emitErrors(): void;
  117230. }
  117231. }
  117232. declare module BABYLON {
  117233. /**
  117234. * Class used to store node based material build state
  117235. */
  117236. export class NodeMaterialBuildState {
  117237. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  117238. supportUniformBuffers: boolean;
  117239. /**
  117240. * Gets the list of emitted attributes
  117241. */
  117242. attributes: string[];
  117243. /**
  117244. * Gets the list of emitted uniforms
  117245. */
  117246. uniforms: string[];
  117247. /**
  117248. * Gets the list of emitted uniform buffers
  117249. */
  117250. uniformBuffers: string[];
  117251. /**
  117252. * Gets the list of emitted samplers
  117253. */
  117254. samplers: string[];
  117255. /**
  117256. * Gets the list of emitted functions
  117257. */
  117258. functions: {
  117259. [key: string]: string;
  117260. };
  117261. /**
  117262. * Gets the target of the compilation state
  117263. */
  117264. target: NodeMaterialBlockTargets;
  117265. /**
  117266. * Gets the list of emitted counters
  117267. */
  117268. counters: {
  117269. [key: string]: number;
  117270. };
  117271. /**
  117272. * Shared data between multiple NodeMaterialBuildState instances
  117273. */
  117274. sharedData: NodeMaterialBuildStateSharedData;
  117275. /** @hidden */
  117276. _vertexState: NodeMaterialBuildState;
  117277. /** @hidden */
  117278. _attributeDeclaration: string;
  117279. /** @hidden */
  117280. _uniformDeclaration: string;
  117281. /** @hidden */
  117282. _samplerDeclaration: string;
  117283. /** @hidden */
  117284. _varyingTransfer: string;
  117285. private _repeatableContentAnchorIndex;
  117286. /** @hidden */
  117287. _builtCompilationString: string;
  117288. /**
  117289. * Gets the emitted compilation strings
  117290. */
  117291. compilationString: string;
  117292. /**
  117293. * Finalize the compilation strings
  117294. * @param state defines the current compilation state
  117295. */
  117296. finalize(state: NodeMaterialBuildState): void;
  117297. /** @hidden */
  117298. readonly _repeatableContentAnchor: string;
  117299. /** @hidden */
  117300. _getFreeVariableName(prefix: string): string;
  117301. /** @hidden */
  117302. _getFreeDefineName(prefix: string): string;
  117303. /** @hidden */
  117304. _excludeVariableName(name: string): void;
  117305. /** @hidden */
  117306. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  117307. /** @hidden */
  117308. _emitFunction(name: string, code: string, comments: string): void;
  117309. /** @hidden */
  117310. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  117311. replaceStrings?: {
  117312. search: RegExp;
  117313. replace: string;
  117314. }[];
  117315. repeatKey?: string;
  117316. }): string;
  117317. /** @hidden */
  117318. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  117319. repeatKey?: string;
  117320. removeAttributes?: boolean;
  117321. removeUniforms?: boolean;
  117322. removeVaryings?: boolean;
  117323. removeIfDef?: boolean;
  117324. replaceStrings?: {
  117325. search: RegExp;
  117326. replace: string;
  117327. }[];
  117328. }, storeKey?: string): void;
  117329. /** @hidden */
  117330. _registerTempVariable(name: string): boolean;
  117331. /** @hidden */
  117332. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  117333. /** @hidden */
  117334. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  117335. }
  117336. }
  117337. declare module BABYLON {
  117338. /**
  117339. * Defines a block that can be used inside a node based material
  117340. */
  117341. export class NodeMaterialBlock {
  117342. private _buildId;
  117343. private _buildTarget;
  117344. private _target;
  117345. private _isFinalMerger;
  117346. private _isInput;
  117347. protected _codeVariableName: string;
  117348. /** @hidden */
  117349. _inputs: NodeMaterialConnectionPoint[];
  117350. /** @hidden */
  117351. _outputs: NodeMaterialConnectionPoint[];
  117352. /**
  117353. * Gets or sets the name of the block
  117354. */
  117355. name: string;
  117356. /**
  117357. * Gets or sets the unique id of the node
  117358. */
  117359. uniqueId: number;
  117360. /**
  117361. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  117362. */
  117363. readonly isFinalMerger: boolean;
  117364. /**
  117365. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  117366. */
  117367. readonly isInput: boolean;
  117368. /**
  117369. * Gets or sets the build Id
  117370. */
  117371. buildId: number;
  117372. /**
  117373. * Gets or sets the target of the block
  117374. */
  117375. target: NodeMaterialBlockTargets;
  117376. /**
  117377. * Gets the list of input points
  117378. */
  117379. readonly inputs: NodeMaterialConnectionPoint[];
  117380. /** Gets the list of output points */
  117381. readonly outputs: NodeMaterialConnectionPoint[];
  117382. /**
  117383. * Find an input by its name
  117384. * @param name defines the name of the input to look for
  117385. * @returns the input or null if not found
  117386. */
  117387. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  117388. /**
  117389. * Find an output by its name
  117390. * @param name defines the name of the outputto look for
  117391. * @returns the output or null if not found
  117392. */
  117393. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  117394. /**
  117395. * Creates a new NodeMaterialBlock
  117396. * @param name defines the block name
  117397. * @param target defines the target of that block (Vertex by default)
  117398. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  117399. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  117400. */
  117401. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  117402. /**
  117403. * Initialize the block and prepare the context for build
  117404. * @param state defines the state that will be used for the build
  117405. */
  117406. initialize(state: NodeMaterialBuildState): void;
  117407. /**
  117408. * Bind data to effect. Will only be called for blocks with isBindable === true
  117409. * @param effect defines the effect to bind data to
  117410. * @param nodeMaterial defines the hosting NodeMaterial
  117411. * @param mesh defines the mesh that will be rendered
  117412. */
  117413. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117414. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  117415. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  117416. protected _writeFloat(value: number): string;
  117417. /**
  117418. * Gets the current class name e.g. "NodeMaterialBlock"
  117419. * @returns the class name
  117420. */
  117421. getClassName(): string;
  117422. /**
  117423. * Register a new input. Must be called inside a block constructor
  117424. * @param name defines the connection point name
  117425. * @param type defines the connection point type
  117426. * @param isOptional defines a boolean indicating that this input can be omitted
  117427. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  117428. * @returns the current block
  117429. */
  117430. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  117431. /**
  117432. * Register a new output. Must be called inside a block constructor
  117433. * @param name defines the connection point name
  117434. * @param type defines the connection point type
  117435. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  117436. * @returns the current block
  117437. */
  117438. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  117439. /**
  117440. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  117441. * @param forOutput defines an optional connection point to check compatibility with
  117442. * @returns the first available input or null
  117443. */
  117444. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  117445. /**
  117446. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  117447. * @param forBlock defines an optional block to check compatibility with
  117448. * @returns the first available input or null
  117449. */
  117450. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  117451. /**
  117452. * Gets the sibling of the given output
  117453. * @param current defines the current output
  117454. * @returns the next output in the list or null
  117455. */
  117456. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  117457. /**
  117458. * Connect current block with another block
  117459. * @param other defines the block to connect with
  117460. * @param options define the various options to help pick the right connections
  117461. * @returns the current block
  117462. */
  117463. connectTo(other: NodeMaterialBlock, options?: {
  117464. input?: string;
  117465. output?: string;
  117466. outputSwizzle?: string;
  117467. }): this | undefined;
  117468. protected _buildBlock(state: NodeMaterialBuildState): void;
  117469. /**
  117470. * Add uniforms, samplers and uniform buffers at compilation time
  117471. * @param state defines the state to update
  117472. * @param nodeMaterial defines the node material requesting the update
  117473. * @param defines defines the material defines to update
  117474. */
  117475. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117476. /**
  117477. * Add potential fallbacks if shader compilation fails
  117478. * @param mesh defines the mesh to be rendered
  117479. * @param fallbacks defines the current prioritized list of fallbacks
  117480. */
  117481. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  117482. /**
  117483. * Update defines for shader compilation
  117484. * @param mesh defines the mesh to be rendered
  117485. * @param nodeMaterial defines the node material requesting the update
  117486. * @param defines defines the material defines to update
  117487. * @param useInstances specifies that instances should be used
  117488. */
  117489. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117490. /**
  117491. * Initialize defines for shader compilation
  117492. * @param mesh defines the mesh to be rendered
  117493. * @param nodeMaterial defines the node material requesting the update
  117494. * @param defines defines the material defines to be prepared
  117495. * @param useInstances specifies that instances should be used
  117496. */
  117497. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117498. /**
  117499. * Lets the block try to connect some inputs automatically
  117500. * @param material defines the hosting NodeMaterial
  117501. */
  117502. autoConfigure(material: NodeMaterial): void;
  117503. /**
  117504. * Function called when a block is declared as repeatable content generator
  117505. * @param vertexShaderState defines the current compilation state for the vertex shader
  117506. * @param fragmentShaderState defines the current compilation state for the fragment shader
  117507. * @param mesh defines the mesh to be rendered
  117508. * @param defines defines the material defines to update
  117509. */
  117510. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  117511. /**
  117512. * Checks if the block is ready
  117513. * @param mesh defines the mesh to be rendered
  117514. * @param nodeMaterial defines the node material requesting the update
  117515. * @param defines defines the material defines to update
  117516. * @param useInstances specifies that instances should be used
  117517. * @returns true if the block is ready
  117518. */
  117519. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  117520. private _processBuild;
  117521. /**
  117522. * Compile the current node and generate the shader code
  117523. * @param state defines the current compilation state (uniforms, samplers, current string)
  117524. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  117525. * @returns true if already built
  117526. */
  117527. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  117528. protected _inputRename(name: string): string;
  117529. protected _outputRename(name: string): string;
  117530. protected _dumpPropertiesCode(): string;
  117531. /** @hidden */
  117532. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  117533. /**
  117534. * Clone the current block to a new identical block
  117535. * @param scene defines the hosting scene
  117536. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  117537. * @returns a copy of the current block
  117538. */
  117539. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  117540. /**
  117541. * Serializes this block in a JSON representation
  117542. * @returns the serialized block object
  117543. */
  117544. serialize(): any;
  117545. /** @hidden */
  117546. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117547. }
  117548. }
  117549. declare module BABYLON {
  117550. /**
  117551. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  117552. */
  117553. export enum NodeMaterialBlockConnectionPointMode {
  117554. /** Value is an uniform */
  117555. Uniform = 0,
  117556. /** Value is a mesh attribute */
  117557. Attribute = 1,
  117558. /** Value is a varying between vertex and fragment shaders */
  117559. Varying = 2,
  117560. /** Mode is undefined */
  117561. Undefined = 3
  117562. }
  117563. }
  117564. declare module BABYLON {
  117565. /**
  117566. * Enum defining the type of animations supported by InputBlock
  117567. */
  117568. export enum AnimatedInputBlockTypes {
  117569. /** No animation */
  117570. None = 0,
  117571. /** Time based animation. Will only work for floats */
  117572. Time = 1
  117573. }
  117574. }
  117575. declare module BABYLON {
  117576. /**
  117577. * Block used to expose an input value
  117578. */
  117579. export class InputBlock extends NodeMaterialBlock {
  117580. private _mode;
  117581. private _associatedVariableName;
  117582. private _storedValue;
  117583. private _valueCallback;
  117584. private _type;
  117585. private _animationType;
  117586. /** @hidden */
  117587. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  117588. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  117589. visibleInInspector: boolean;
  117590. /**
  117591. * Gets or sets the connection point type (default is float)
  117592. */
  117593. readonly type: NodeMaterialBlockConnectionPointTypes;
  117594. /**
  117595. * Creates a new InputBlock
  117596. * @param name defines the block name
  117597. * @param target defines the target of that block (Vertex by default)
  117598. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  117599. */
  117600. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  117601. /**
  117602. * Gets the output component
  117603. */
  117604. readonly output: NodeMaterialConnectionPoint;
  117605. /**
  117606. * Set the source of this connection point to a vertex attribute
  117607. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  117608. * @returns the current connection point
  117609. */
  117610. setAsAttribute(attributeName?: string): InputBlock;
  117611. /**
  117612. * Set the source of this connection point to a well known value
  117613. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  117614. * @returns the current connection point
  117615. */
  117616. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  117617. /**
  117618. * Gets or sets the value of that point.
  117619. * Please note that this value will be ignored if valueCallback is defined
  117620. */
  117621. value: any;
  117622. /**
  117623. * Gets or sets a callback used to get the value of that point.
  117624. * Please note that setting this value will force the connection point to ignore the value property
  117625. */
  117626. valueCallback: () => any;
  117627. /**
  117628. * Gets or sets the associated variable name in the shader
  117629. */
  117630. associatedVariableName: string;
  117631. /** Gets or sets the type of animation applied to the input */
  117632. animationType: AnimatedInputBlockTypes;
  117633. /**
  117634. * Gets a boolean indicating that this connection point not defined yet
  117635. */
  117636. readonly isUndefined: boolean;
  117637. /**
  117638. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  117639. * In this case the connection point name must be the name of the uniform to use.
  117640. * Can only be set on inputs
  117641. */
  117642. isUniform: boolean;
  117643. /**
  117644. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  117645. * In this case the connection point name must be the name of the attribute to use
  117646. * Can only be set on inputs
  117647. */
  117648. isAttribute: boolean;
  117649. /**
  117650. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  117651. * Can only be set on exit points
  117652. */
  117653. isVarying: boolean;
  117654. /**
  117655. * Gets a boolean indicating that the current connection point is a well known value
  117656. */
  117657. readonly isWellKnownValue: boolean;
  117658. /**
  117659. * Gets or sets the current well known value or null if not defined as well know value
  117660. */
  117661. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  117662. /**
  117663. * Gets the current class name
  117664. * @returns the class name
  117665. */
  117666. getClassName(): string;
  117667. /**
  117668. * Animate the input if animationType !== None
  117669. * @param scene defines the rendering scene
  117670. */
  117671. animate(scene: Scene): void;
  117672. private _emitDefine;
  117673. /**
  117674. * Set the input block to its default value (based on its type)
  117675. */
  117676. setDefaultValue(): void;
  117677. protected _dumpPropertiesCode(): string;
  117678. private _emit;
  117679. /** @hidden */
  117680. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  117681. /** @hidden */
  117682. _transmit(effect: Effect, scene: Scene): void;
  117683. protected _buildBlock(state: NodeMaterialBuildState): void;
  117684. serialize(): any;
  117685. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117686. }
  117687. }
  117688. declare module BABYLON {
  117689. /**
  117690. * Defines a connection point for a block
  117691. */
  117692. export class NodeMaterialConnectionPoint {
  117693. /** @hidden */
  117694. _ownerBlock: NodeMaterialBlock;
  117695. /** @hidden */
  117696. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  117697. private _endpoints;
  117698. private _associatedVariableName;
  117699. /** @hidden */
  117700. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  117701. private _type;
  117702. /** @hidden */
  117703. _enforceAssociatedVariableName: boolean;
  117704. /**
  117705. * Gets or sets the additional types supported byt this connection point
  117706. */
  117707. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  117708. /**
  117709. * Gets or sets the associated variable name in the shader
  117710. */
  117711. associatedVariableName: string;
  117712. /**
  117713. * Gets or sets the connection point type (default is float)
  117714. */
  117715. type: NodeMaterialBlockConnectionPointTypes;
  117716. /**
  117717. * Gets or sets the connection point name
  117718. */
  117719. name: string;
  117720. /**
  117721. * Gets or sets a boolean indicating that this connection point can be omitted
  117722. */
  117723. isOptional: boolean;
  117724. /**
  117725. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  117726. */
  117727. define: string;
  117728. /** Gets or sets the target of that connection point */
  117729. target: NodeMaterialBlockTargets;
  117730. /**
  117731. * Gets a boolean indicating that the current point is connected
  117732. */
  117733. readonly isConnected: boolean;
  117734. /**
  117735. * Gets a boolean indicating that the current point is connected to an input block
  117736. */
  117737. readonly isConnectedToInputBlock: boolean;
  117738. /**
  117739. * Gets a the connected input block (if any)
  117740. */
  117741. readonly connectInputBlock: Nullable<InputBlock>;
  117742. /** Get the other side of the connection (if any) */
  117743. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  117744. /** Get the block that owns this connection point */
  117745. readonly ownerBlock: NodeMaterialBlock;
  117746. /** Get the block connected on the other side of this connection (if any) */
  117747. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  117748. /** Get the block connected on the endpoints of this connection (if any) */
  117749. readonly connectedBlocks: Array<NodeMaterialBlock>;
  117750. /** Gets the list of connected endpoints */
  117751. readonly endpoints: NodeMaterialConnectionPoint[];
  117752. /** Gets a boolean indicating if that output point is connected to at least one input */
  117753. readonly hasEndpoints: boolean;
  117754. /**
  117755. * Creates a new connection point
  117756. * @param name defines the connection point name
  117757. * @param ownerBlock defines the block hosting this connection point
  117758. */
  117759. constructor(name: string, ownerBlock: NodeMaterialBlock);
  117760. /**
  117761. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  117762. * @returns the class name
  117763. */
  117764. getClassName(): string;
  117765. /**
  117766. * Gets an boolean indicating if the current point can be connected to another point
  117767. * @param connectionPoint defines the other connection point
  117768. * @returns true if the connection is possible
  117769. */
  117770. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  117771. /**
  117772. * Connect this point to another connection point
  117773. * @param connectionPoint defines the other connection point
  117774. * @returns the current connection point
  117775. */
  117776. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  117777. /**
  117778. * Disconnect this point from one of his endpoint
  117779. * @param endpoint defines the other connection point
  117780. * @returns the current connection point
  117781. */
  117782. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  117783. /**
  117784. * Serializes this point in a JSON representation
  117785. * @returns the serialized point object
  117786. */
  117787. serialize(): any;
  117788. }
  117789. }
  117790. declare module BABYLON {
  117791. /**
  117792. * Block used to add support for vertex skinning (bones)
  117793. */
  117794. export class BonesBlock extends NodeMaterialBlock {
  117795. /**
  117796. * Creates a new BonesBlock
  117797. * @param name defines the block name
  117798. */
  117799. constructor(name: string);
  117800. /**
  117801. * Initialize the block and prepare the context for build
  117802. * @param state defines the state that will be used for the build
  117803. */
  117804. initialize(state: NodeMaterialBuildState): void;
  117805. /**
  117806. * Gets the current class name
  117807. * @returns the class name
  117808. */
  117809. getClassName(): string;
  117810. /**
  117811. * Gets the matrix indices input component
  117812. */
  117813. readonly matricesIndices: NodeMaterialConnectionPoint;
  117814. /**
  117815. * Gets the matrix weights input component
  117816. */
  117817. readonly matricesWeights: NodeMaterialConnectionPoint;
  117818. /**
  117819. * Gets the extra matrix indices input component
  117820. */
  117821. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  117822. /**
  117823. * Gets the extra matrix weights input component
  117824. */
  117825. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  117826. /**
  117827. * Gets the world input component
  117828. */
  117829. readonly world: NodeMaterialConnectionPoint;
  117830. /**
  117831. * Gets the output component
  117832. */
  117833. readonly output: NodeMaterialConnectionPoint;
  117834. autoConfigure(): void;
  117835. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  117836. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117837. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117838. protected _buildBlock(state: NodeMaterialBuildState): this;
  117839. }
  117840. }
  117841. declare module BABYLON {
  117842. /**
  117843. * Block used to add support for instances
  117844. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  117845. */
  117846. export class InstancesBlock extends NodeMaterialBlock {
  117847. /**
  117848. * Creates a new InstancesBlock
  117849. * @param name defines the block name
  117850. */
  117851. constructor(name: string);
  117852. /**
  117853. * Gets the current class name
  117854. * @returns the class name
  117855. */
  117856. getClassName(): string;
  117857. /**
  117858. * Gets the first world row input component
  117859. */
  117860. readonly world0: NodeMaterialConnectionPoint;
  117861. /**
  117862. * Gets the second world row input component
  117863. */
  117864. readonly world1: NodeMaterialConnectionPoint;
  117865. /**
  117866. * Gets the third world row input component
  117867. */
  117868. readonly world2: NodeMaterialConnectionPoint;
  117869. /**
  117870. * Gets the forth world row input component
  117871. */
  117872. readonly world3: NodeMaterialConnectionPoint;
  117873. /**
  117874. * Gets the world input component
  117875. */
  117876. readonly world: NodeMaterialConnectionPoint;
  117877. /**
  117878. * Gets the output component
  117879. */
  117880. readonly output: NodeMaterialConnectionPoint;
  117881. autoConfigure(): void;
  117882. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117883. protected _buildBlock(state: NodeMaterialBuildState): this;
  117884. }
  117885. }
  117886. declare module BABYLON {
  117887. /**
  117888. * Block used to add morph targets support to vertex shader
  117889. */
  117890. export class MorphTargetsBlock extends NodeMaterialBlock {
  117891. private _repeatableContentAnchor;
  117892. private _repeatebleContentGenerated;
  117893. /**
  117894. * Create a new MorphTargetsBlock
  117895. * @param name defines the block name
  117896. */
  117897. constructor(name: string);
  117898. /**
  117899. * Gets the current class name
  117900. * @returns the class name
  117901. */
  117902. getClassName(): string;
  117903. /**
  117904. * Gets the position input component
  117905. */
  117906. readonly position: NodeMaterialConnectionPoint;
  117907. /**
  117908. * Gets the normal input component
  117909. */
  117910. readonly normal: NodeMaterialConnectionPoint;
  117911. /**
  117912. * Gets the tangent input component
  117913. */
  117914. readonly tangent: NodeMaterialConnectionPoint;
  117915. /**
  117916. * Gets the tangent input component
  117917. */
  117918. readonly uv: NodeMaterialConnectionPoint;
  117919. /**
  117920. * Gets the position output component
  117921. */
  117922. readonly positionOutput: NodeMaterialConnectionPoint;
  117923. /**
  117924. * Gets the normal output component
  117925. */
  117926. readonly normalOutput: NodeMaterialConnectionPoint;
  117927. /**
  117928. * Gets the tangent output component
  117929. */
  117930. readonly tangentOutput: NodeMaterialConnectionPoint;
  117931. /**
  117932. * Gets the tangent output component
  117933. */
  117934. readonly uvOutput: NodeMaterialConnectionPoint;
  117935. initialize(state: NodeMaterialBuildState): void;
  117936. autoConfigure(): void;
  117937. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117938. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117939. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  117940. protected _buildBlock(state: NodeMaterialBuildState): this;
  117941. }
  117942. }
  117943. declare module BABYLON {
  117944. /**
  117945. * Block used to add an alpha test in the fragment shader
  117946. */
  117947. export class AlphaTestBlock extends NodeMaterialBlock {
  117948. /**
  117949. * Gets or sets the alpha value where alpha testing happens
  117950. */
  117951. alphaCutOff: number;
  117952. /**
  117953. * Create a new AlphaTestBlock
  117954. * @param name defines the block name
  117955. */
  117956. constructor(name: string);
  117957. /**
  117958. * Gets the current class name
  117959. * @returns the class name
  117960. */
  117961. getClassName(): string;
  117962. /**
  117963. * Gets the color input component
  117964. */
  117965. readonly color: NodeMaterialConnectionPoint;
  117966. /**
  117967. * Gets the alpha input component
  117968. */
  117969. readonly alpha: NodeMaterialConnectionPoint;
  117970. protected _buildBlock(state: NodeMaterialBuildState): this;
  117971. }
  117972. }
  117973. declare module BABYLON {
  117974. /**
  117975. * Block used to compute fresnel value
  117976. */
  117977. export class FresnelBlock extends NodeMaterialBlock {
  117978. /**
  117979. * Create a new FresnelBlock
  117980. * @param name defines the block name
  117981. */
  117982. constructor(name: string);
  117983. /**
  117984. * Gets the current class name
  117985. * @returns the class name
  117986. */
  117987. getClassName(): string;
  117988. /**
  117989. * Gets the world position input component
  117990. */
  117991. readonly worldPosition: NodeMaterialConnectionPoint;
  117992. /**
  117993. * Gets the world normal input component
  117994. */
  117995. readonly worldNormal: NodeMaterialConnectionPoint;
  117996. /**
  117997. * Gets the camera (or eye) position component
  117998. */
  117999. readonly cameraPosition: NodeMaterialConnectionPoint;
  118000. /**
  118001. * Gets the bias input component
  118002. */
  118003. readonly bias: NodeMaterialConnectionPoint;
  118004. /**
  118005. * Gets the camera (or eye) position component
  118006. */
  118007. readonly power: NodeMaterialConnectionPoint;
  118008. /**
  118009. * Gets the fresnel output component
  118010. */
  118011. readonly fresnel: NodeMaterialConnectionPoint;
  118012. autoConfigure(material: NodeMaterial): void;
  118013. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  118014. }
  118015. }
  118016. declare module BABYLON {
  118017. /**
  118018. * Block used to add image processing support to fragment shader
  118019. */
  118020. export class ImageProcessingBlock extends NodeMaterialBlock {
  118021. /**
  118022. * Create a new ImageProcessingBlock
  118023. * @param name defines the block name
  118024. */
  118025. constructor(name: string);
  118026. /**
  118027. * Gets the current class name
  118028. * @returns the class name
  118029. */
  118030. getClassName(): string;
  118031. /**
  118032. * Gets the color input component
  118033. */
  118034. readonly color: NodeMaterialConnectionPoint;
  118035. /**
  118036. * Gets the output component
  118037. */
  118038. readonly output: NodeMaterialConnectionPoint;
  118039. /**
  118040. * Initialize the block and prepare the context for build
  118041. * @param state defines the state that will be used for the build
  118042. */
  118043. initialize(state: NodeMaterialBuildState): void;
  118044. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  118045. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118046. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118047. protected _buildBlock(state: NodeMaterialBuildState): this;
  118048. }
  118049. }
  118050. declare module BABYLON {
  118051. /**
  118052. * Block used to add support for scene fog
  118053. */
  118054. export class FogBlock extends NodeMaterialBlock {
  118055. private _fogDistanceName;
  118056. private _fogParameters;
  118057. /**
  118058. * Create a new FogBlock
  118059. * @param name defines the block name
  118060. */
  118061. constructor(name: string);
  118062. /**
  118063. * Gets the current class name
  118064. * @returns the class name
  118065. */
  118066. getClassName(): string;
  118067. /**
  118068. * Gets the world position input component
  118069. */
  118070. readonly worldPosition: NodeMaterialConnectionPoint;
  118071. /**
  118072. * Gets the view input component
  118073. */
  118074. readonly view: NodeMaterialConnectionPoint;
  118075. /**
  118076. * Gets the color input component
  118077. */
  118078. readonly input: NodeMaterialConnectionPoint;
  118079. /**
  118080. * Gets the fog color input component
  118081. */
  118082. readonly fogColor: NodeMaterialConnectionPoint;
  118083. /**
  118084. * Gets the output component
  118085. */
  118086. readonly output: NodeMaterialConnectionPoint;
  118087. autoConfigure(): void;
  118088. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118089. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118090. protected _buildBlock(state: NodeMaterialBuildState): this;
  118091. }
  118092. }
  118093. declare module BABYLON {
  118094. /**
  118095. * Block used to add light in the fragment shader
  118096. */
  118097. export class LightBlock extends NodeMaterialBlock {
  118098. private _lightId;
  118099. /**
  118100. * Gets or sets the light associated with this block
  118101. */
  118102. light: Nullable<Light>;
  118103. /**
  118104. * Create a new LightBlock
  118105. * @param name defines the block name
  118106. */
  118107. constructor(name: string);
  118108. /**
  118109. * Gets the current class name
  118110. * @returns the class name
  118111. */
  118112. getClassName(): string;
  118113. /**
  118114. * Gets the world position input component
  118115. */
  118116. readonly worldPosition: NodeMaterialConnectionPoint;
  118117. /**
  118118. * Gets the world normal input component
  118119. */
  118120. readonly worldNormal: NodeMaterialConnectionPoint;
  118121. /**
  118122. * Gets the camera (or eye) position component
  118123. */
  118124. readonly cameraPosition: NodeMaterialConnectionPoint;
  118125. /**
  118126. * Gets the diffuse output component
  118127. */
  118128. readonly diffuseOutput: NodeMaterialConnectionPoint;
  118129. /**
  118130. * Gets the specular output component
  118131. */
  118132. readonly specularOutput: NodeMaterialConnectionPoint;
  118133. autoConfigure(): void;
  118134. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118135. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118136. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118137. private _injectVertexCode;
  118138. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  118139. serialize(): any;
  118140. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118141. }
  118142. }
  118143. declare module BABYLON {
  118144. /**
  118145. * Block used to multiply 2 values
  118146. */
  118147. export class MultiplyBlock extends NodeMaterialBlock {
  118148. /**
  118149. * Creates a new MultiplyBlock
  118150. * @param name defines the block name
  118151. */
  118152. constructor(name: string);
  118153. /**
  118154. * Gets the current class name
  118155. * @returns the class name
  118156. */
  118157. getClassName(): string;
  118158. /**
  118159. * Gets the left operand input component
  118160. */
  118161. readonly left: NodeMaterialConnectionPoint;
  118162. /**
  118163. * Gets the right operand input component
  118164. */
  118165. readonly right: NodeMaterialConnectionPoint;
  118166. /**
  118167. * Gets the output component
  118168. */
  118169. readonly output: NodeMaterialConnectionPoint;
  118170. protected _buildBlock(state: NodeMaterialBuildState): this;
  118171. }
  118172. }
  118173. declare module BABYLON {
  118174. /**
  118175. * Block used to add 2 vectors
  118176. */
  118177. export class AddBlock extends NodeMaterialBlock {
  118178. /**
  118179. * Creates a new AddBlock
  118180. * @param name defines the block name
  118181. */
  118182. constructor(name: string);
  118183. /**
  118184. * Gets the current class name
  118185. * @returns the class name
  118186. */
  118187. getClassName(): string;
  118188. /**
  118189. * Gets the left operand input component
  118190. */
  118191. readonly left: NodeMaterialConnectionPoint;
  118192. /**
  118193. * Gets the right operand input component
  118194. */
  118195. readonly right: NodeMaterialConnectionPoint;
  118196. /**
  118197. * Gets the output component
  118198. */
  118199. readonly output: NodeMaterialConnectionPoint;
  118200. protected _buildBlock(state: NodeMaterialBuildState): this;
  118201. }
  118202. }
  118203. declare module BABYLON {
  118204. /**
  118205. * Block used to scale a vector by a float
  118206. */
  118207. export class ScaleBlock extends NodeMaterialBlock {
  118208. /**
  118209. * Creates a new ScaleBlock
  118210. * @param name defines the block name
  118211. */
  118212. constructor(name: string);
  118213. /**
  118214. * Gets the current class name
  118215. * @returns the class name
  118216. */
  118217. getClassName(): string;
  118218. /**
  118219. * Gets the input component
  118220. */
  118221. readonly input: NodeMaterialConnectionPoint;
  118222. /**
  118223. * Gets the factor input component
  118224. */
  118225. readonly factor: NodeMaterialConnectionPoint;
  118226. /**
  118227. * Gets the output component
  118228. */
  118229. readonly output: NodeMaterialConnectionPoint;
  118230. protected _buildBlock(state: NodeMaterialBuildState): this;
  118231. }
  118232. }
  118233. declare module BABYLON {
  118234. /**
  118235. * Block used to clamp a float
  118236. */
  118237. export class ClampBlock extends NodeMaterialBlock {
  118238. /** Gets or sets the minimum range */
  118239. minimum: number;
  118240. /** Gets or sets the maximum range */
  118241. maximum: number;
  118242. /**
  118243. * Creates a new ClampBlock
  118244. * @param name defines the block name
  118245. */
  118246. constructor(name: string);
  118247. /**
  118248. * Gets the current class name
  118249. * @returns the class name
  118250. */
  118251. getClassName(): string;
  118252. /**
  118253. * Gets the value input component
  118254. */
  118255. readonly value: NodeMaterialConnectionPoint;
  118256. /**
  118257. * Gets the output component
  118258. */
  118259. readonly output: NodeMaterialConnectionPoint;
  118260. protected _buildBlock(state: NodeMaterialBuildState): this;
  118261. }
  118262. }
  118263. declare module BABYLON {
  118264. /**
  118265. * Block used to apply a cross product between 2 vectors
  118266. */
  118267. export class CrossBlock extends NodeMaterialBlock {
  118268. /**
  118269. * Creates a new CrossBlock
  118270. * @param name defines the block name
  118271. */
  118272. constructor(name: string);
  118273. /**
  118274. * Gets the current class name
  118275. * @returns the class name
  118276. */
  118277. getClassName(): string;
  118278. /**
  118279. * Gets the left operand input component
  118280. */
  118281. readonly left: NodeMaterialConnectionPoint;
  118282. /**
  118283. * Gets the right operand input component
  118284. */
  118285. readonly right: NodeMaterialConnectionPoint;
  118286. /**
  118287. * Gets the output component
  118288. */
  118289. readonly output: NodeMaterialConnectionPoint;
  118290. protected _buildBlock(state: NodeMaterialBuildState): this;
  118291. }
  118292. }
  118293. declare module BABYLON {
  118294. /**
  118295. * Block used to apply a dot product between 2 vectors
  118296. */
  118297. export class DotBlock extends NodeMaterialBlock {
  118298. /**
  118299. * Creates a new DotBlock
  118300. * @param name defines the block name
  118301. */
  118302. constructor(name: string);
  118303. /**
  118304. * Gets the current class name
  118305. * @returns the class name
  118306. */
  118307. getClassName(): string;
  118308. /**
  118309. * Gets the left operand input component
  118310. */
  118311. readonly left: NodeMaterialConnectionPoint;
  118312. /**
  118313. * Gets the right operand input component
  118314. */
  118315. readonly right: NodeMaterialConnectionPoint;
  118316. /**
  118317. * Gets the output component
  118318. */
  118319. readonly output: NodeMaterialConnectionPoint;
  118320. protected _buildBlock(state: NodeMaterialBuildState): this;
  118321. }
  118322. }
  118323. declare module BABYLON {
  118324. /**
  118325. * Block used to remap a float from a range to a new one
  118326. */
  118327. export class RemapBlock extends NodeMaterialBlock {
  118328. /**
  118329. * Gets or sets the source range
  118330. */
  118331. sourceRange: Vector2;
  118332. /**
  118333. * Gets or sets the target range
  118334. */
  118335. targetRange: Vector2;
  118336. /**
  118337. * Creates a new RemapBlock
  118338. * @param name defines the block name
  118339. */
  118340. constructor(name: string);
  118341. /**
  118342. * Gets the current class name
  118343. * @returns the class name
  118344. */
  118345. getClassName(): string;
  118346. /**
  118347. * Gets the input component
  118348. */
  118349. readonly input: NodeMaterialConnectionPoint;
  118350. /**
  118351. * Gets the output component
  118352. */
  118353. readonly output: NodeMaterialConnectionPoint;
  118354. protected _buildBlock(state: NodeMaterialBuildState): this;
  118355. }
  118356. }
  118357. declare module BABYLON {
  118358. /**
  118359. * Block used to normalize a vector
  118360. */
  118361. export class NormalizeBlock extends NodeMaterialBlock {
  118362. /**
  118363. * Creates a new NormalizeBlock
  118364. * @param name defines the block name
  118365. */
  118366. constructor(name: string);
  118367. /**
  118368. * Gets the current class name
  118369. * @returns the class name
  118370. */
  118371. getClassName(): string;
  118372. /**
  118373. * Gets the input component
  118374. */
  118375. readonly input: NodeMaterialConnectionPoint;
  118376. /**
  118377. * Gets the output component
  118378. */
  118379. readonly output: NodeMaterialConnectionPoint;
  118380. protected _buildBlock(state: NodeMaterialBuildState): this;
  118381. }
  118382. }
  118383. declare module BABYLON {
  118384. /**
  118385. * Operations supported by the Trigonometry block
  118386. */
  118387. export enum TrigonometryBlockOperations {
  118388. /** Cos */
  118389. Cos = 0,
  118390. /** Sin */
  118391. Sin = 1,
  118392. /** Abs */
  118393. Abs = 2,
  118394. /** Exp */
  118395. Exp = 3,
  118396. /** Exp2 */
  118397. Exp2 = 4,
  118398. /** Round */
  118399. Round = 5,
  118400. /** Floor */
  118401. Floor = 6,
  118402. /** Ceiling */
  118403. Ceiling = 7
  118404. }
  118405. /**
  118406. * Block used to apply trigonometry operation to floats
  118407. */
  118408. export class TrigonometryBlock extends NodeMaterialBlock {
  118409. /**
  118410. * Gets or sets the operation applied by the block
  118411. */
  118412. operation: TrigonometryBlockOperations;
  118413. /**
  118414. * Creates a new TrigonometryBlock
  118415. * @param name defines the block name
  118416. */
  118417. constructor(name: string);
  118418. /**
  118419. * Gets the current class name
  118420. * @returns the class name
  118421. */
  118422. getClassName(): string;
  118423. /**
  118424. * Gets the input component
  118425. */
  118426. readonly input: NodeMaterialConnectionPoint;
  118427. /**
  118428. * Gets the output component
  118429. */
  118430. readonly output: NodeMaterialConnectionPoint;
  118431. protected _buildBlock(state: NodeMaterialBuildState): this;
  118432. }
  118433. }
  118434. declare module BABYLON {
  118435. /**
  118436. * Block used to create a Color3/4 out of individual inputs (one for each component)
  118437. */
  118438. export class ColorMergerBlock extends NodeMaterialBlock {
  118439. /**
  118440. * Create a new ColorMergerBlock
  118441. * @param name defines the block name
  118442. */
  118443. constructor(name: string);
  118444. /**
  118445. * Gets the current class name
  118446. * @returns the class name
  118447. */
  118448. getClassName(): string;
  118449. /**
  118450. * Gets the r component (input)
  118451. */
  118452. readonly r: NodeMaterialConnectionPoint;
  118453. /**
  118454. * Gets the g component (input)
  118455. */
  118456. readonly g: NodeMaterialConnectionPoint;
  118457. /**
  118458. * Gets the b component (input)
  118459. */
  118460. readonly b: NodeMaterialConnectionPoint;
  118461. /**
  118462. * Gets the a component (input)
  118463. */
  118464. readonly a: NodeMaterialConnectionPoint;
  118465. /**
  118466. * Gets the rgba component (output)
  118467. */
  118468. readonly rgba: NodeMaterialConnectionPoint;
  118469. /**
  118470. * Gets the rgb component (output)
  118471. */
  118472. readonly rgb: NodeMaterialConnectionPoint;
  118473. protected _buildBlock(state: NodeMaterialBuildState): this;
  118474. }
  118475. }
  118476. declare module BABYLON {
  118477. /**
  118478. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  118479. */
  118480. export class VectorMergerBlock extends NodeMaterialBlock {
  118481. /**
  118482. * Create a new VectorMergerBlock
  118483. * @param name defines the block name
  118484. */
  118485. constructor(name: string);
  118486. /**
  118487. * Gets the current class name
  118488. * @returns the class name
  118489. */
  118490. getClassName(): string;
  118491. /**
  118492. * Gets the x component (input)
  118493. */
  118494. readonly x: NodeMaterialConnectionPoint;
  118495. /**
  118496. * Gets the y component (input)
  118497. */
  118498. readonly y: NodeMaterialConnectionPoint;
  118499. /**
  118500. * Gets the z component (input)
  118501. */
  118502. readonly z: NodeMaterialConnectionPoint;
  118503. /**
  118504. * Gets the w component (input)
  118505. */
  118506. readonly w: NodeMaterialConnectionPoint;
  118507. /**
  118508. * Gets the xyzw component (output)
  118509. */
  118510. readonly xyzw: NodeMaterialConnectionPoint;
  118511. /**
  118512. * Gets the xyz component (output)
  118513. */
  118514. readonly xyz: NodeMaterialConnectionPoint;
  118515. /**
  118516. * Gets the xy component (output)
  118517. */
  118518. readonly xy: NodeMaterialConnectionPoint;
  118519. protected _buildBlock(state: NodeMaterialBuildState): this;
  118520. }
  118521. }
  118522. declare module BABYLON {
  118523. /**
  118524. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  118525. */
  118526. export class ColorSplitterBlock extends NodeMaterialBlock {
  118527. /**
  118528. * Create a new ColorSplitterBlock
  118529. * @param name defines the block name
  118530. */
  118531. constructor(name: string);
  118532. /**
  118533. * Gets the current class name
  118534. * @returns the class name
  118535. */
  118536. getClassName(): string;
  118537. /**
  118538. * Gets the rgba component (input)
  118539. */
  118540. readonly rgba: NodeMaterialConnectionPoint;
  118541. /**
  118542. * Gets the rgb component (input)
  118543. */
  118544. readonly rgbIn: NodeMaterialConnectionPoint;
  118545. /**
  118546. * Gets the rgb component (output)
  118547. */
  118548. readonly rgbOut: NodeMaterialConnectionPoint;
  118549. /**
  118550. * Gets the r component (output)
  118551. */
  118552. readonly r: NodeMaterialConnectionPoint;
  118553. /**
  118554. * Gets the g component (output)
  118555. */
  118556. readonly g: NodeMaterialConnectionPoint;
  118557. /**
  118558. * Gets the b component (output)
  118559. */
  118560. readonly b: NodeMaterialConnectionPoint;
  118561. /**
  118562. * Gets the a component (output)
  118563. */
  118564. readonly a: NodeMaterialConnectionPoint;
  118565. protected _inputRename(name: string): string;
  118566. protected _outputRename(name: string): string;
  118567. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  118568. }
  118569. }
  118570. declare module BABYLON {
  118571. /**
  118572. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  118573. */
  118574. export class VectorSplitterBlock extends NodeMaterialBlock {
  118575. /**
  118576. * Create a new VectorSplitterBlock
  118577. * @param name defines the block name
  118578. */
  118579. constructor(name: string);
  118580. /**
  118581. * Gets the current class name
  118582. * @returns the class name
  118583. */
  118584. getClassName(): string;
  118585. /**
  118586. * Gets the xyzw component (input)
  118587. */
  118588. readonly xyzw: NodeMaterialConnectionPoint;
  118589. /**
  118590. * Gets the xyz component (input)
  118591. */
  118592. readonly xyzIn: NodeMaterialConnectionPoint;
  118593. /**
  118594. * Gets the xy component (input)
  118595. */
  118596. readonly xyIn: NodeMaterialConnectionPoint;
  118597. /**
  118598. * Gets the xyz component (output)
  118599. */
  118600. readonly xyzOut: NodeMaterialConnectionPoint;
  118601. /**
  118602. * Gets the xy component (output)
  118603. */
  118604. readonly xyOut: NodeMaterialConnectionPoint;
  118605. /**
  118606. * Gets the x component (output)
  118607. */
  118608. readonly x: NodeMaterialConnectionPoint;
  118609. /**
  118610. * Gets the y component (output)
  118611. */
  118612. readonly y: NodeMaterialConnectionPoint;
  118613. /**
  118614. * Gets the z component (output)
  118615. */
  118616. readonly z: NodeMaterialConnectionPoint;
  118617. /**
  118618. * Gets the w component (output)
  118619. */
  118620. readonly w: NodeMaterialConnectionPoint;
  118621. protected _inputRename(name: string): string;
  118622. protected _outputRename(name: string): string;
  118623. protected _buildBlock(state: NodeMaterialBuildState): this;
  118624. }
  118625. }
  118626. declare module BABYLON {
  118627. /**
  118628. * Block used to lerp 2 values
  118629. */
  118630. export class LerpBlock extends NodeMaterialBlock {
  118631. /**
  118632. * Creates a new LerpBlock
  118633. * @param name defines the block name
  118634. */
  118635. constructor(name: string);
  118636. /**
  118637. * Gets the current class name
  118638. * @returns the class name
  118639. */
  118640. getClassName(): string;
  118641. /**
  118642. * Gets the left operand input component
  118643. */
  118644. readonly left: NodeMaterialConnectionPoint;
  118645. /**
  118646. * Gets the right operand input component
  118647. */
  118648. readonly right: NodeMaterialConnectionPoint;
  118649. /**
  118650. * Gets the gradient operand input component
  118651. */
  118652. readonly gradient: NodeMaterialConnectionPoint;
  118653. /**
  118654. * Gets the output component
  118655. */
  118656. readonly output: NodeMaterialConnectionPoint;
  118657. protected _buildBlock(state: NodeMaterialBuildState): this;
  118658. }
  118659. }
  118660. declare module BABYLON {
  118661. /**
  118662. * Block used to divide 2 vectors
  118663. */
  118664. export class DivideBlock extends NodeMaterialBlock {
  118665. /**
  118666. * Creates a new DivideBlock
  118667. * @param name defines the block name
  118668. */
  118669. constructor(name: string);
  118670. /**
  118671. * Gets the current class name
  118672. * @returns the class name
  118673. */
  118674. getClassName(): string;
  118675. /**
  118676. * Gets the left operand input component
  118677. */
  118678. readonly left: NodeMaterialConnectionPoint;
  118679. /**
  118680. * Gets the right operand input component
  118681. */
  118682. readonly right: NodeMaterialConnectionPoint;
  118683. /**
  118684. * Gets the output component
  118685. */
  118686. readonly output: NodeMaterialConnectionPoint;
  118687. protected _buildBlock(state: NodeMaterialBuildState): this;
  118688. }
  118689. }
  118690. declare module BABYLON {
  118691. /**
  118692. * Block used to subtract 2 vectors
  118693. */
  118694. export class SubtractBlock extends NodeMaterialBlock {
  118695. /**
  118696. * Creates a new SubtractBlock
  118697. * @param name defines the block name
  118698. */
  118699. constructor(name: string);
  118700. /**
  118701. * Gets the current class name
  118702. * @returns the class name
  118703. */
  118704. getClassName(): string;
  118705. /**
  118706. * Gets the left operand input component
  118707. */
  118708. readonly left: NodeMaterialConnectionPoint;
  118709. /**
  118710. * Gets the right operand input component
  118711. */
  118712. readonly right: NodeMaterialConnectionPoint;
  118713. /**
  118714. * Gets the output component
  118715. */
  118716. readonly output: NodeMaterialConnectionPoint;
  118717. protected _buildBlock(state: NodeMaterialBuildState): this;
  118718. }
  118719. }
  118720. declare module BABYLON {
  118721. /**
  118722. * Block used to step a value
  118723. */
  118724. export class StepBlock extends NodeMaterialBlock {
  118725. /**
  118726. * Creates a new AddBlock
  118727. * @param name defines the block name
  118728. */
  118729. constructor(name: string);
  118730. /**
  118731. * Gets the current class name
  118732. * @returns the class name
  118733. */
  118734. getClassName(): string;
  118735. /**
  118736. * Gets the value operand input component
  118737. */
  118738. readonly value: NodeMaterialConnectionPoint;
  118739. /**
  118740. * Gets the edge operand input component
  118741. */
  118742. readonly edge: NodeMaterialConnectionPoint;
  118743. /**
  118744. * Gets the output component
  118745. */
  118746. readonly output: NodeMaterialConnectionPoint;
  118747. protected _buildBlock(state: NodeMaterialBuildState): this;
  118748. }
  118749. }
  118750. declare module BABYLON {
  118751. /**
  118752. * Effect Render Options
  118753. */
  118754. export interface IEffectRendererOptions {
  118755. /**
  118756. * Defines the vertices positions.
  118757. */
  118758. positions?: number[];
  118759. /**
  118760. * Defines the indices.
  118761. */
  118762. indices?: number[];
  118763. }
  118764. /**
  118765. * Helper class to render one or more effects
  118766. */
  118767. export class EffectRenderer {
  118768. private engine;
  118769. private static _DefaultOptions;
  118770. private _vertexBuffers;
  118771. private _indexBuffer;
  118772. private _ringBufferIndex;
  118773. private _ringScreenBuffer;
  118774. private _fullscreenViewport;
  118775. private _getNextFrameBuffer;
  118776. /**
  118777. * Creates an effect renderer
  118778. * @param engine the engine to use for rendering
  118779. * @param options defines the options of the effect renderer
  118780. */
  118781. constructor(engine: Engine, options?: IEffectRendererOptions);
  118782. /**
  118783. * Sets the current viewport in normalized coordinates 0-1
  118784. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  118785. */
  118786. setViewport(viewport?: Viewport): void;
  118787. /**
  118788. * Sets the current effect wrapper to use during draw.
  118789. * The effect needs to be ready before calling this api.
  118790. * This also sets the default full screen position attribute.
  118791. * @param effectWrapper Defines the effect to draw with
  118792. */
  118793. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  118794. /**
  118795. * Draws a full screen quad.
  118796. */
  118797. draw(): void;
  118798. /**
  118799. * renders one or more effects to a specified texture
  118800. * @param effectWrappers list of effects to renderer
  118801. * @param outputTexture texture to draw to, if null it will render to the screen
  118802. */
  118803. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  118804. /**
  118805. * Disposes of the effect renderer
  118806. */
  118807. dispose(): void;
  118808. }
  118809. /**
  118810. * Options to create an EffectWrapper
  118811. */
  118812. interface EffectWrapperCreationOptions {
  118813. /**
  118814. * Engine to use to create the effect
  118815. */
  118816. engine: Engine;
  118817. /**
  118818. * Fragment shader for the effect
  118819. */
  118820. fragmentShader: string;
  118821. /**
  118822. * Vertex shader for the effect
  118823. */
  118824. vertexShader?: string;
  118825. /**
  118826. * Attributes to use in the shader
  118827. */
  118828. attributeNames?: Array<string>;
  118829. /**
  118830. * Uniforms to use in the shader
  118831. */
  118832. uniformNames?: Array<string>;
  118833. /**
  118834. * Texture sampler names to use in the shader
  118835. */
  118836. samplerNames?: Array<string>;
  118837. /**
  118838. * The friendly name of the effect displayed in Spector.
  118839. */
  118840. name?: string;
  118841. }
  118842. /**
  118843. * Wraps an effect to be used for rendering
  118844. */
  118845. export class EffectWrapper {
  118846. /**
  118847. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  118848. */
  118849. onApplyObservable: Observable<{}>;
  118850. /**
  118851. * The underlying effect
  118852. */
  118853. effect: Effect;
  118854. /**
  118855. * Creates an effect to be renderer
  118856. * @param creationOptions options to create the effect
  118857. */
  118858. constructor(creationOptions: EffectWrapperCreationOptions);
  118859. /**
  118860. * Disposes of the effect wrapper
  118861. */
  118862. dispose(): void;
  118863. }
  118864. }
  118865. declare module BABYLON {
  118866. /**
  118867. * Helper class to push actions to a pool of workers.
  118868. */
  118869. export class WorkerPool implements IDisposable {
  118870. private _workerInfos;
  118871. private _pendingActions;
  118872. /**
  118873. * Constructor
  118874. * @param workers Array of workers to use for actions
  118875. */
  118876. constructor(workers: Array<Worker>);
  118877. /**
  118878. * Terminates all workers and clears any pending actions.
  118879. */
  118880. dispose(): void;
  118881. /**
  118882. * Pushes an action to the worker pool. If all the workers are active, the action will be
  118883. * pended until a worker has completed its action.
  118884. * @param action The action to perform. Call onComplete when the action is complete.
  118885. */
  118886. push(action: (worker: Worker, onComplete: () => void) => void): void;
  118887. private _execute;
  118888. }
  118889. }
  118890. declare module BABYLON {
  118891. /**
  118892. * Configuration for Draco compression
  118893. */
  118894. export interface IDracoCompressionConfiguration {
  118895. /**
  118896. * Configuration for the decoder.
  118897. */
  118898. decoder: {
  118899. /**
  118900. * The url to the WebAssembly module.
  118901. */
  118902. wasmUrl?: string;
  118903. /**
  118904. * The url to the WebAssembly binary.
  118905. */
  118906. wasmBinaryUrl?: string;
  118907. /**
  118908. * The url to the fallback JavaScript module.
  118909. */
  118910. fallbackUrl?: string;
  118911. };
  118912. }
  118913. /**
  118914. * Draco compression (https://google.github.io/draco/)
  118915. *
  118916. * This class wraps the Draco module.
  118917. *
  118918. * **Encoder**
  118919. *
  118920. * The encoder is not currently implemented.
  118921. *
  118922. * **Decoder**
  118923. *
  118924. * 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.
  118925. *
  118926. * To update the configuration, use the following code:
  118927. * ```javascript
  118928. * DracoCompression.Configuration = {
  118929. * decoder: {
  118930. * wasmUrl: "<url to the WebAssembly library>",
  118931. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  118932. * fallbackUrl: "<url to the fallback JavaScript library>",
  118933. * }
  118934. * };
  118935. * ```
  118936. *
  118937. * 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.
  118938. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  118939. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  118940. *
  118941. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  118942. * ```javascript
  118943. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  118944. * ```
  118945. *
  118946. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  118947. */
  118948. export class DracoCompression implements IDisposable {
  118949. private _workerPoolPromise?;
  118950. private _decoderModulePromise?;
  118951. /**
  118952. * The configuration. Defaults to the following urls:
  118953. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  118954. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  118955. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  118956. */
  118957. static Configuration: IDracoCompressionConfiguration;
  118958. /**
  118959. * Returns true if the decoder configuration is available.
  118960. */
  118961. static readonly DecoderAvailable: boolean;
  118962. /**
  118963. * Default number of workers to create when creating the draco compression object.
  118964. */
  118965. static DefaultNumWorkers: number;
  118966. private static GetDefaultNumWorkers;
  118967. private static _Default;
  118968. /**
  118969. * Default instance for the draco compression object.
  118970. */
  118971. static readonly Default: DracoCompression;
  118972. /**
  118973. * Constructor
  118974. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  118975. */
  118976. constructor(numWorkers?: number);
  118977. /**
  118978. * Stop all async operations and release resources.
  118979. */
  118980. dispose(): void;
  118981. /**
  118982. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  118983. * @returns a promise that resolves when ready
  118984. */
  118985. whenReadyAsync(): Promise<void>;
  118986. /**
  118987. * Decode Draco compressed mesh data to vertex data.
  118988. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  118989. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  118990. * @returns A promise that resolves with the decoded vertex data
  118991. */
  118992. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  118993. [kind: string]: number;
  118994. }): Promise<VertexData>;
  118995. }
  118996. }
  118997. declare module BABYLON {
  118998. /**
  118999. * Class for building Constructive Solid Geometry
  119000. */
  119001. export class CSG {
  119002. private polygons;
  119003. /**
  119004. * The world matrix
  119005. */
  119006. matrix: Matrix;
  119007. /**
  119008. * Stores the position
  119009. */
  119010. position: Vector3;
  119011. /**
  119012. * Stores the rotation
  119013. */
  119014. rotation: Vector3;
  119015. /**
  119016. * Stores the rotation quaternion
  119017. */
  119018. rotationQuaternion: Nullable<Quaternion>;
  119019. /**
  119020. * Stores the scaling vector
  119021. */
  119022. scaling: Vector3;
  119023. /**
  119024. * Convert the Mesh to CSG
  119025. * @param mesh The Mesh to convert to CSG
  119026. * @returns A new CSG from the Mesh
  119027. */
  119028. static FromMesh(mesh: Mesh): CSG;
  119029. /**
  119030. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  119031. * @param polygons Polygons used to construct a CSG solid
  119032. */
  119033. private static FromPolygons;
  119034. /**
  119035. * Clones, or makes a deep copy, of the CSG
  119036. * @returns A new CSG
  119037. */
  119038. clone(): CSG;
  119039. /**
  119040. * Unions this CSG with another CSG
  119041. * @param csg The CSG to union against this CSG
  119042. * @returns The unioned CSG
  119043. */
  119044. union(csg: CSG): CSG;
  119045. /**
  119046. * Unions this CSG with another CSG in place
  119047. * @param csg The CSG to union against this CSG
  119048. */
  119049. unionInPlace(csg: CSG): void;
  119050. /**
  119051. * Subtracts this CSG with another CSG
  119052. * @param csg The CSG to subtract against this CSG
  119053. * @returns A new CSG
  119054. */
  119055. subtract(csg: CSG): CSG;
  119056. /**
  119057. * Subtracts this CSG with another CSG in place
  119058. * @param csg The CSG to subtact against this CSG
  119059. */
  119060. subtractInPlace(csg: CSG): void;
  119061. /**
  119062. * Intersect this CSG with another CSG
  119063. * @param csg The CSG to intersect against this CSG
  119064. * @returns A new CSG
  119065. */
  119066. intersect(csg: CSG): CSG;
  119067. /**
  119068. * Intersects this CSG with another CSG in place
  119069. * @param csg The CSG to intersect against this CSG
  119070. */
  119071. intersectInPlace(csg: CSG): void;
  119072. /**
  119073. * Return a new CSG solid with solid and empty space switched. This solid is
  119074. * not modified.
  119075. * @returns A new CSG solid with solid and empty space switched
  119076. */
  119077. inverse(): CSG;
  119078. /**
  119079. * Inverses the CSG in place
  119080. */
  119081. inverseInPlace(): void;
  119082. /**
  119083. * This is used to keep meshes transformations so they can be restored
  119084. * when we build back a Babylon Mesh
  119085. * NB : All CSG operations are performed in world coordinates
  119086. * @param csg The CSG to copy the transform attributes from
  119087. * @returns This CSG
  119088. */
  119089. copyTransformAttributes(csg: CSG): CSG;
  119090. /**
  119091. * Build Raw mesh from CSG
  119092. * Coordinates here are in world space
  119093. * @param name The name of the mesh geometry
  119094. * @param scene The Scene
  119095. * @param keepSubMeshes Specifies if the submeshes should be kept
  119096. * @returns A new Mesh
  119097. */
  119098. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  119099. /**
  119100. * Build Mesh from CSG taking material and transforms into account
  119101. * @param name The name of the Mesh
  119102. * @param material The material of the Mesh
  119103. * @param scene The Scene
  119104. * @param keepSubMeshes Specifies if submeshes should be kept
  119105. * @returns The new Mesh
  119106. */
  119107. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  119108. }
  119109. }
  119110. declare module BABYLON {
  119111. /**
  119112. * Class used to create a trail following a mesh
  119113. */
  119114. export class TrailMesh extends Mesh {
  119115. private _generator;
  119116. private _autoStart;
  119117. private _running;
  119118. private _diameter;
  119119. private _length;
  119120. private _sectionPolygonPointsCount;
  119121. private _sectionVectors;
  119122. private _sectionNormalVectors;
  119123. private _beforeRenderObserver;
  119124. /**
  119125. * @constructor
  119126. * @param name The value used by scene.getMeshByName() to do a lookup.
  119127. * @param generator The mesh to generate a trail.
  119128. * @param scene The scene to add this mesh to.
  119129. * @param diameter Diameter of trailing mesh. Default is 1.
  119130. * @param length Length of trailing mesh. Default is 60.
  119131. * @param autoStart Automatically start trailing mesh. Default true.
  119132. */
  119133. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  119134. /**
  119135. * "TrailMesh"
  119136. * @returns "TrailMesh"
  119137. */
  119138. getClassName(): string;
  119139. private _createMesh;
  119140. /**
  119141. * Start trailing mesh.
  119142. */
  119143. start(): void;
  119144. /**
  119145. * Stop trailing mesh.
  119146. */
  119147. stop(): void;
  119148. /**
  119149. * Update trailing mesh geometry.
  119150. */
  119151. update(): void;
  119152. /**
  119153. * Returns a new TrailMesh object.
  119154. * @param name is a string, the name given to the new mesh
  119155. * @param newGenerator use new generator object for cloned trail mesh
  119156. * @returns a new mesh
  119157. */
  119158. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  119159. /**
  119160. * Serializes this trail mesh
  119161. * @param serializationObject object to write serialization to
  119162. */
  119163. serialize(serializationObject: any): void;
  119164. /**
  119165. * Parses a serialized trail mesh
  119166. * @param parsedMesh the serialized mesh
  119167. * @param scene the scene to create the trail mesh in
  119168. * @returns the created trail mesh
  119169. */
  119170. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  119171. }
  119172. }
  119173. declare module BABYLON {
  119174. /**
  119175. * Class containing static functions to help procedurally build meshes
  119176. */
  119177. export class TiledBoxBuilder {
  119178. /**
  119179. * Creates a box mesh
  119180. * 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)
  119181. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119182. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119183. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119184. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119185. * @param name defines the name of the mesh
  119186. * @param options defines the options used to create the mesh
  119187. * @param scene defines the hosting scene
  119188. * @returns the box mesh
  119189. */
  119190. static CreateTiledBox(name: string, options: {
  119191. pattern?: number;
  119192. width?: number;
  119193. height?: number;
  119194. depth?: number;
  119195. tileSize?: number;
  119196. tileWidth?: number;
  119197. tileHeight?: number;
  119198. alignHorizontal?: number;
  119199. alignVertical?: number;
  119200. faceUV?: Vector4[];
  119201. faceColors?: Color4[];
  119202. sideOrientation?: number;
  119203. updatable?: boolean;
  119204. }, scene?: Nullable<Scene>): Mesh;
  119205. }
  119206. }
  119207. declare module BABYLON {
  119208. /**
  119209. * Class containing static functions to help procedurally build meshes
  119210. */
  119211. export class TorusKnotBuilder {
  119212. /**
  119213. * Creates a torus knot mesh
  119214. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  119215. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  119216. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  119217. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  119218. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119219. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119220. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119221. * @param name defines the name of the mesh
  119222. * @param options defines the options used to create the mesh
  119223. * @param scene defines the hosting scene
  119224. * @returns the torus knot mesh
  119225. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  119226. */
  119227. static CreateTorusKnot(name: string, options: {
  119228. radius?: number;
  119229. tube?: number;
  119230. radialSegments?: number;
  119231. tubularSegments?: number;
  119232. p?: number;
  119233. q?: number;
  119234. updatable?: boolean;
  119235. sideOrientation?: number;
  119236. frontUVs?: Vector4;
  119237. backUVs?: Vector4;
  119238. }, scene: any): Mesh;
  119239. }
  119240. }
  119241. declare module BABYLON {
  119242. /**
  119243. * Polygon
  119244. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  119245. */
  119246. export class Polygon {
  119247. /**
  119248. * Creates a rectangle
  119249. * @param xmin bottom X coord
  119250. * @param ymin bottom Y coord
  119251. * @param xmax top X coord
  119252. * @param ymax top Y coord
  119253. * @returns points that make the resulting rectation
  119254. */
  119255. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  119256. /**
  119257. * Creates a circle
  119258. * @param radius radius of circle
  119259. * @param cx scale in x
  119260. * @param cy scale in y
  119261. * @param numberOfSides number of sides that make up the circle
  119262. * @returns points that make the resulting circle
  119263. */
  119264. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  119265. /**
  119266. * Creates a polygon from input string
  119267. * @param input Input polygon data
  119268. * @returns the parsed points
  119269. */
  119270. static Parse(input: string): Vector2[];
  119271. /**
  119272. * Starts building a polygon from x and y coordinates
  119273. * @param x x coordinate
  119274. * @param y y coordinate
  119275. * @returns the started path2
  119276. */
  119277. static StartingAt(x: number, y: number): Path2;
  119278. }
  119279. /**
  119280. * Builds a polygon
  119281. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  119282. */
  119283. export class PolygonMeshBuilder {
  119284. private _points;
  119285. private _outlinepoints;
  119286. private _holes;
  119287. private _name;
  119288. private _scene;
  119289. private _epoints;
  119290. private _eholes;
  119291. private _addToepoint;
  119292. /**
  119293. * Babylon reference to the earcut plugin.
  119294. */
  119295. bjsEarcut: any;
  119296. /**
  119297. * Creates a PolygonMeshBuilder
  119298. * @param name name of the builder
  119299. * @param contours Path of the polygon
  119300. * @param scene scene to add to when creating the mesh
  119301. * @param earcutInjection can be used to inject your own earcut reference
  119302. */
  119303. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  119304. /**
  119305. * Adds a whole within the polygon
  119306. * @param hole Array of points defining the hole
  119307. * @returns this
  119308. */
  119309. addHole(hole: Vector2[]): PolygonMeshBuilder;
  119310. /**
  119311. * Creates the polygon
  119312. * @param updatable If the mesh should be updatable
  119313. * @param depth The depth of the mesh created
  119314. * @returns the created mesh
  119315. */
  119316. build(updatable?: boolean, depth?: number): Mesh;
  119317. /**
  119318. * Creates the polygon
  119319. * @param depth The depth of the mesh created
  119320. * @returns the created VertexData
  119321. */
  119322. buildVertexData(depth?: number): VertexData;
  119323. /**
  119324. * Adds a side to the polygon
  119325. * @param positions points that make the polygon
  119326. * @param normals normals of the polygon
  119327. * @param uvs uvs of the polygon
  119328. * @param indices indices of the polygon
  119329. * @param bounds bounds of the polygon
  119330. * @param points points of the polygon
  119331. * @param depth depth of the polygon
  119332. * @param flip flip of the polygon
  119333. */
  119334. private addSide;
  119335. }
  119336. }
  119337. declare module BABYLON {
  119338. /**
  119339. * Class containing static functions to help procedurally build meshes
  119340. */
  119341. export class PolygonBuilder {
  119342. /**
  119343. * Creates a polygon mesh
  119344. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  119345. * * 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
  119346. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  119347. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119348. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  119349. * * Remember you can only change the shape positions, not their number when updating a polygon
  119350. * @param name defines the name of the mesh
  119351. * @param options defines the options used to create the mesh
  119352. * @param scene defines the hosting scene
  119353. * @param earcutInjection can be used to inject your own earcut reference
  119354. * @returns the polygon mesh
  119355. */
  119356. static CreatePolygon(name: string, options: {
  119357. shape: Vector3[];
  119358. holes?: Vector3[][];
  119359. depth?: number;
  119360. faceUV?: Vector4[];
  119361. faceColors?: Color4[];
  119362. updatable?: boolean;
  119363. sideOrientation?: number;
  119364. frontUVs?: Vector4;
  119365. backUVs?: Vector4;
  119366. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119367. /**
  119368. * Creates an extruded polygon mesh, with depth in the Y direction.
  119369. * * 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)
  119370. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119371. * @param name defines the name of the mesh
  119372. * @param options defines the options used to create the mesh
  119373. * @param scene defines the hosting scene
  119374. * @param earcutInjection can be used to inject your own earcut reference
  119375. * @returns the polygon mesh
  119376. */
  119377. static ExtrudePolygon(name: string, options: {
  119378. shape: Vector3[];
  119379. holes?: Vector3[][];
  119380. depth?: number;
  119381. faceUV?: Vector4[];
  119382. faceColors?: Color4[];
  119383. updatable?: boolean;
  119384. sideOrientation?: number;
  119385. frontUVs?: Vector4;
  119386. backUVs?: Vector4;
  119387. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119388. }
  119389. }
  119390. declare module BABYLON {
  119391. /**
  119392. * Class containing static functions to help procedurally build meshes
  119393. */
  119394. export class LatheBuilder {
  119395. /**
  119396. * Creates lathe mesh.
  119397. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  119398. * * 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
  119399. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  119400. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  119401. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  119402. * * 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
  119403. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  119404. * * 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
  119405. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119406. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119407. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119408. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119409. * @param name defines the name of the mesh
  119410. * @param options defines the options used to create the mesh
  119411. * @param scene defines the hosting scene
  119412. * @returns the lathe mesh
  119413. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  119414. */
  119415. static CreateLathe(name: string, options: {
  119416. shape: Vector3[];
  119417. radius?: number;
  119418. tessellation?: number;
  119419. clip?: number;
  119420. arc?: number;
  119421. closed?: boolean;
  119422. updatable?: boolean;
  119423. sideOrientation?: number;
  119424. frontUVs?: Vector4;
  119425. backUVs?: Vector4;
  119426. cap?: number;
  119427. invertUV?: boolean;
  119428. }, scene?: Nullable<Scene>): Mesh;
  119429. }
  119430. }
  119431. declare module BABYLON {
  119432. /**
  119433. * Class containing static functions to help procedurally build meshes
  119434. */
  119435. export class TiledPlaneBuilder {
  119436. /**
  119437. * Creates a tiled plane mesh
  119438. * * The parameter `pattern` will, depending on value, do nothing or
  119439. * * * flip (reflect about central vertical) alternate tiles across and up
  119440. * * * flip every tile on alternate rows
  119441. * * * rotate (180 degs) alternate tiles across and up
  119442. * * * rotate every tile on alternate rows
  119443. * * * flip and rotate alternate tiles across and up
  119444. * * * flip and rotate every tile on alternate rows
  119445. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  119446. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  119447. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119448. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  119449. * * 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)
  119450. * * 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)
  119451. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  119452. * @param name defines the name of the mesh
  119453. * @param options defines the options used to create the mesh
  119454. * @param scene defines the hosting scene
  119455. * @returns the box mesh
  119456. */
  119457. static CreateTiledPlane(name: string, options: {
  119458. pattern?: number;
  119459. tileSize?: number;
  119460. tileWidth?: number;
  119461. tileHeight?: number;
  119462. size?: number;
  119463. width?: number;
  119464. height?: number;
  119465. alignHorizontal?: number;
  119466. alignVertical?: number;
  119467. sideOrientation?: number;
  119468. frontUVs?: Vector4;
  119469. backUVs?: Vector4;
  119470. updatable?: boolean;
  119471. }, scene?: Nullable<Scene>): Mesh;
  119472. }
  119473. }
  119474. declare module BABYLON {
  119475. /**
  119476. * Class containing static functions to help procedurally build meshes
  119477. */
  119478. export class TubeBuilder {
  119479. /**
  119480. * Creates a tube mesh.
  119481. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119482. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  119483. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  119484. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  119485. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  119486. * * 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)
  119487. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  119488. * * 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
  119489. * * 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
  119490. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119491. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119492. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119493. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119494. * @param name defines the name of the mesh
  119495. * @param options defines the options used to create the mesh
  119496. * @param scene defines the hosting scene
  119497. * @returns the tube mesh
  119498. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119499. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  119500. */
  119501. static CreateTube(name: string, options: {
  119502. path: Vector3[];
  119503. radius?: number;
  119504. tessellation?: number;
  119505. radiusFunction?: {
  119506. (i: number, distance: number): number;
  119507. };
  119508. cap?: number;
  119509. arc?: number;
  119510. updatable?: boolean;
  119511. sideOrientation?: number;
  119512. frontUVs?: Vector4;
  119513. backUVs?: Vector4;
  119514. instance?: Mesh;
  119515. invertUV?: boolean;
  119516. }, scene?: Nullable<Scene>): Mesh;
  119517. }
  119518. }
  119519. declare module BABYLON {
  119520. /**
  119521. * Class containing static functions to help procedurally build meshes
  119522. */
  119523. export class IcoSphereBuilder {
  119524. /**
  119525. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  119526. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  119527. * * 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`)
  119528. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  119529. * * 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
  119530. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119531. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119532. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119533. * @param name defines the name of the mesh
  119534. * @param options defines the options used to create the mesh
  119535. * @param scene defines the hosting scene
  119536. * @returns the icosahedron mesh
  119537. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  119538. */
  119539. static CreateIcoSphere(name: string, options: {
  119540. radius?: number;
  119541. radiusX?: number;
  119542. radiusY?: number;
  119543. radiusZ?: number;
  119544. flat?: boolean;
  119545. subdivisions?: number;
  119546. sideOrientation?: number;
  119547. frontUVs?: Vector4;
  119548. backUVs?: Vector4;
  119549. updatable?: boolean;
  119550. }, scene?: Nullable<Scene>): Mesh;
  119551. }
  119552. }
  119553. declare module BABYLON {
  119554. /**
  119555. * Class containing static functions to help procedurally build meshes
  119556. */
  119557. export class DecalBuilder {
  119558. /**
  119559. * Creates a decal mesh.
  119560. * 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
  119561. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  119562. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  119563. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  119564. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  119565. * @param name defines the name of the mesh
  119566. * @param sourceMesh defines the mesh where the decal must be applied
  119567. * @param options defines the options used to create the mesh
  119568. * @param scene defines the hosting scene
  119569. * @returns the decal mesh
  119570. * @see https://doc.babylonjs.com/how_to/decals
  119571. */
  119572. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  119573. position?: Vector3;
  119574. normal?: Vector3;
  119575. size?: Vector3;
  119576. angle?: number;
  119577. }): Mesh;
  119578. }
  119579. }
  119580. declare module BABYLON {
  119581. /**
  119582. * Class containing static functions to help procedurally build meshes
  119583. */
  119584. export class MeshBuilder {
  119585. /**
  119586. * Creates a box mesh
  119587. * * The parameter `size` sets the size (float) of each box side (default 1)
  119588. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  119589. * * 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)
  119590. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119591. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119592. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119593. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119594. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  119595. * @param name defines the name of the mesh
  119596. * @param options defines the options used to create the mesh
  119597. * @param scene defines the hosting scene
  119598. * @returns the box mesh
  119599. */
  119600. static CreateBox(name: string, options: {
  119601. size?: number;
  119602. width?: number;
  119603. height?: number;
  119604. depth?: number;
  119605. faceUV?: Vector4[];
  119606. faceColors?: Color4[];
  119607. sideOrientation?: number;
  119608. frontUVs?: Vector4;
  119609. backUVs?: Vector4;
  119610. updatable?: boolean;
  119611. }, scene?: Nullable<Scene>): Mesh;
  119612. /**
  119613. * Creates a tiled box mesh
  119614. * * faceTiles sets the pattern, tile size and number of tiles for a face
  119615. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119616. * @param name defines the name of the mesh
  119617. * @param options defines the options used to create the mesh
  119618. * @param scene defines the hosting scene
  119619. * @returns the tiled box mesh
  119620. */
  119621. static CreateTiledBox(name: string, options: {
  119622. pattern?: number;
  119623. size?: number;
  119624. width?: number;
  119625. height?: number;
  119626. depth: number;
  119627. tileSize?: number;
  119628. tileWidth?: number;
  119629. tileHeight?: number;
  119630. faceUV?: Vector4[];
  119631. faceColors?: Color4[];
  119632. alignHorizontal?: number;
  119633. alignVertical?: number;
  119634. sideOrientation?: number;
  119635. updatable?: boolean;
  119636. }, scene?: Nullable<Scene>): Mesh;
  119637. /**
  119638. * Creates a sphere mesh
  119639. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  119640. * * 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`)
  119641. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  119642. * * 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
  119643. * * 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)
  119644. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119645. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119646. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119647. * @param name defines the name of the mesh
  119648. * @param options defines the options used to create the mesh
  119649. * @param scene defines the hosting scene
  119650. * @returns the sphere mesh
  119651. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  119652. */
  119653. static CreateSphere(name: string, options: {
  119654. segments?: number;
  119655. diameter?: number;
  119656. diameterX?: number;
  119657. diameterY?: number;
  119658. diameterZ?: number;
  119659. arc?: number;
  119660. slice?: number;
  119661. sideOrientation?: number;
  119662. frontUVs?: Vector4;
  119663. backUVs?: Vector4;
  119664. updatable?: boolean;
  119665. }, scene?: Nullable<Scene>): Mesh;
  119666. /**
  119667. * Creates a plane polygonal mesh. By default, this is a disc
  119668. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  119669. * * 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
  119670. * * 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
  119671. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119672. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119673. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119674. * @param name defines the name of the mesh
  119675. * @param options defines the options used to create the mesh
  119676. * @param scene defines the hosting scene
  119677. * @returns the plane polygonal mesh
  119678. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  119679. */
  119680. static CreateDisc(name: string, options: {
  119681. radius?: number;
  119682. tessellation?: number;
  119683. arc?: number;
  119684. updatable?: boolean;
  119685. sideOrientation?: number;
  119686. frontUVs?: Vector4;
  119687. backUVs?: Vector4;
  119688. }, scene?: Nullable<Scene>): Mesh;
  119689. /**
  119690. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  119691. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  119692. * * 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`)
  119693. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  119694. * * 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
  119695. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119696. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119697. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119698. * @param name defines the name of the mesh
  119699. * @param options defines the options used to create the mesh
  119700. * @param scene defines the hosting scene
  119701. * @returns the icosahedron mesh
  119702. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  119703. */
  119704. static CreateIcoSphere(name: string, options: {
  119705. radius?: number;
  119706. radiusX?: number;
  119707. radiusY?: number;
  119708. radiusZ?: number;
  119709. flat?: boolean;
  119710. subdivisions?: number;
  119711. sideOrientation?: number;
  119712. frontUVs?: Vector4;
  119713. backUVs?: Vector4;
  119714. updatable?: boolean;
  119715. }, scene?: Nullable<Scene>): Mesh;
  119716. /**
  119717. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119718. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  119719. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  119720. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  119721. * * 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
  119722. * * 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
  119723. * * 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
  119724. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119725. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119726. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119727. * * 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
  119728. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  119729. * * 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
  119730. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  119731. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119732. * @param name defines the name of the mesh
  119733. * @param options defines the options used to create the mesh
  119734. * @param scene defines the hosting scene
  119735. * @returns the ribbon mesh
  119736. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  119737. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119738. */
  119739. static CreateRibbon(name: string, options: {
  119740. pathArray: Vector3[][];
  119741. closeArray?: boolean;
  119742. closePath?: boolean;
  119743. offset?: number;
  119744. updatable?: boolean;
  119745. sideOrientation?: number;
  119746. frontUVs?: Vector4;
  119747. backUVs?: Vector4;
  119748. instance?: Mesh;
  119749. invertUV?: boolean;
  119750. uvs?: Vector2[];
  119751. colors?: Color4[];
  119752. }, scene?: Nullable<Scene>): Mesh;
  119753. /**
  119754. * Creates a cylinder or a cone mesh
  119755. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  119756. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  119757. * * 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.
  119758. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  119759. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  119760. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  119761. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  119762. * * 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).
  119763. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  119764. * * 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).
  119765. * * 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
  119766. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  119767. * * 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
  119768. * * 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.
  119769. * * If `enclose` is false, a ring surface is one element.
  119770. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  119771. * * 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
  119772. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119773. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119774. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119775. * @param name defines the name of the mesh
  119776. * @param options defines the options used to create the mesh
  119777. * @param scene defines the hosting scene
  119778. * @returns the cylinder mesh
  119779. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  119780. */
  119781. static CreateCylinder(name: string, options: {
  119782. height?: number;
  119783. diameterTop?: number;
  119784. diameterBottom?: number;
  119785. diameter?: number;
  119786. tessellation?: number;
  119787. subdivisions?: number;
  119788. arc?: number;
  119789. faceColors?: Color4[];
  119790. faceUV?: Vector4[];
  119791. updatable?: boolean;
  119792. hasRings?: boolean;
  119793. enclose?: boolean;
  119794. cap?: number;
  119795. sideOrientation?: number;
  119796. frontUVs?: Vector4;
  119797. backUVs?: Vector4;
  119798. }, scene?: Nullable<Scene>): Mesh;
  119799. /**
  119800. * Creates a torus mesh
  119801. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  119802. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  119803. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  119804. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119805. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119806. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119807. * @param name defines the name of the mesh
  119808. * @param options defines the options used to create the mesh
  119809. * @param scene defines the hosting scene
  119810. * @returns the torus mesh
  119811. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  119812. */
  119813. static CreateTorus(name: string, options: {
  119814. diameter?: number;
  119815. thickness?: number;
  119816. tessellation?: number;
  119817. updatable?: boolean;
  119818. sideOrientation?: number;
  119819. frontUVs?: Vector4;
  119820. backUVs?: Vector4;
  119821. }, scene?: Nullable<Scene>): Mesh;
  119822. /**
  119823. * Creates a torus knot mesh
  119824. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  119825. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  119826. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  119827. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  119828. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119829. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119830. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119831. * @param name defines the name of the mesh
  119832. * @param options defines the options used to create the mesh
  119833. * @param scene defines the hosting scene
  119834. * @returns the torus knot mesh
  119835. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  119836. */
  119837. static CreateTorusKnot(name: string, options: {
  119838. radius?: number;
  119839. tube?: number;
  119840. radialSegments?: number;
  119841. tubularSegments?: number;
  119842. p?: number;
  119843. q?: number;
  119844. updatable?: boolean;
  119845. sideOrientation?: number;
  119846. frontUVs?: Vector4;
  119847. backUVs?: Vector4;
  119848. }, scene?: Nullable<Scene>): Mesh;
  119849. /**
  119850. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  119851. * * 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
  119852. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  119853. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  119854. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  119855. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  119856. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  119857. * * 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
  119858. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  119859. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119860. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  119861. * @param name defines the name of the new line system
  119862. * @param options defines the options used to create the line system
  119863. * @param scene defines the hosting scene
  119864. * @returns a new line system mesh
  119865. */
  119866. static CreateLineSystem(name: string, options: {
  119867. lines: Vector3[][];
  119868. updatable?: boolean;
  119869. instance?: Nullable<LinesMesh>;
  119870. colors?: Nullable<Color4[][]>;
  119871. useVertexAlpha?: boolean;
  119872. }, scene: Nullable<Scene>): LinesMesh;
  119873. /**
  119874. * Creates a line mesh
  119875. * 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
  119876. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  119877. * * The parameter `points` is an array successive Vector3
  119878. * * 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
  119879. * * The optional parameter `colors` is an array of successive Color4, one per line point
  119880. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  119881. * * When updating an instance, remember that only point positions can change, not the number of points
  119882. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119883. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  119884. * @param name defines the name of the new line system
  119885. * @param options defines the options used to create the line system
  119886. * @param scene defines the hosting scene
  119887. * @returns a new line mesh
  119888. */
  119889. static CreateLines(name: string, options: {
  119890. points: Vector3[];
  119891. updatable?: boolean;
  119892. instance?: Nullable<LinesMesh>;
  119893. colors?: Color4[];
  119894. useVertexAlpha?: boolean;
  119895. }, scene?: Nullable<Scene>): LinesMesh;
  119896. /**
  119897. * Creates a dashed line mesh
  119898. * * 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
  119899. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  119900. * * The parameter `points` is an array successive Vector3
  119901. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  119902. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  119903. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  119904. * * 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
  119905. * * When updating an instance, remember that only point positions can change, not the number of points
  119906. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119907. * @param name defines the name of the mesh
  119908. * @param options defines the options used to create the mesh
  119909. * @param scene defines the hosting scene
  119910. * @returns the dashed line mesh
  119911. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  119912. */
  119913. static CreateDashedLines(name: string, options: {
  119914. points: Vector3[];
  119915. dashSize?: number;
  119916. gapSize?: number;
  119917. dashNb?: number;
  119918. updatable?: boolean;
  119919. instance?: LinesMesh;
  119920. }, scene?: Nullable<Scene>): LinesMesh;
  119921. /**
  119922. * 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.
  119923. * * 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.
  119924. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119925. * * 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.
  119926. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  119927. * * 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
  119928. * * 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
  119929. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  119930. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119931. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119932. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  119933. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119934. * @param name defines the name of the mesh
  119935. * @param options defines the options used to create the mesh
  119936. * @param scene defines the hosting scene
  119937. * @returns the extruded shape mesh
  119938. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119939. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119940. */
  119941. static ExtrudeShape(name: string, options: {
  119942. shape: Vector3[];
  119943. path: Vector3[];
  119944. scale?: number;
  119945. rotation?: number;
  119946. cap?: number;
  119947. updatable?: boolean;
  119948. sideOrientation?: number;
  119949. frontUVs?: Vector4;
  119950. backUVs?: Vector4;
  119951. instance?: Mesh;
  119952. invertUV?: boolean;
  119953. }, scene?: Nullable<Scene>): Mesh;
  119954. /**
  119955. * Creates an custom extruded shape mesh.
  119956. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  119957. * * 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.
  119958. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119959. * * 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
  119960. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  119961. * * 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
  119962. * * It must returns a float value that will be the scale value applied to the shape on each path point
  119963. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  119964. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  119965. * * 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
  119966. * * 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
  119967. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  119968. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119969. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119970. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119971. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119972. * @param name defines the name of the mesh
  119973. * @param options defines the options used to create the mesh
  119974. * @param scene defines the hosting scene
  119975. * @returns the custom extruded shape mesh
  119976. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  119977. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119978. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119979. */
  119980. static ExtrudeShapeCustom(name: string, options: {
  119981. shape: Vector3[];
  119982. path: Vector3[];
  119983. scaleFunction?: any;
  119984. rotationFunction?: any;
  119985. ribbonCloseArray?: boolean;
  119986. ribbonClosePath?: boolean;
  119987. cap?: number;
  119988. updatable?: boolean;
  119989. sideOrientation?: number;
  119990. frontUVs?: Vector4;
  119991. backUVs?: Vector4;
  119992. instance?: Mesh;
  119993. invertUV?: boolean;
  119994. }, scene?: Nullable<Scene>): Mesh;
  119995. /**
  119996. * Creates lathe mesh.
  119997. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  119998. * * 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
  119999. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  120000. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  120001. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  120002. * * 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
  120003. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  120004. * * 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
  120005. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120006. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120007. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120008. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120009. * @param name defines the name of the mesh
  120010. * @param options defines the options used to create the mesh
  120011. * @param scene defines the hosting scene
  120012. * @returns the lathe mesh
  120013. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  120014. */
  120015. static CreateLathe(name: string, options: {
  120016. shape: Vector3[];
  120017. radius?: number;
  120018. tessellation?: number;
  120019. clip?: number;
  120020. arc?: number;
  120021. closed?: boolean;
  120022. updatable?: boolean;
  120023. sideOrientation?: number;
  120024. frontUVs?: Vector4;
  120025. backUVs?: Vector4;
  120026. cap?: number;
  120027. invertUV?: boolean;
  120028. }, scene?: Nullable<Scene>): Mesh;
  120029. /**
  120030. * Creates a tiled plane mesh
  120031. * * You can set a limited pattern arrangement with the tiles
  120032. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120033. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120034. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120035. * @param name defines the name of the mesh
  120036. * @param options defines the options used to create the mesh
  120037. * @param scene defines the hosting scene
  120038. * @returns the plane mesh
  120039. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  120040. */
  120041. static CreateTiledPlane(name: string, options: {
  120042. pattern?: number;
  120043. tileSize?: number;
  120044. tileWidth?: number;
  120045. tileHeight?: number;
  120046. size?: number;
  120047. width?: number;
  120048. height?: number;
  120049. alignHorizontal?: number;
  120050. alignVertical?: number;
  120051. sideOrientation?: number;
  120052. frontUVs?: Vector4;
  120053. backUVs?: Vector4;
  120054. updatable?: boolean;
  120055. }, scene?: Nullable<Scene>): Mesh;
  120056. /**
  120057. * Creates a plane mesh
  120058. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  120059. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  120060. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  120061. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120062. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120063. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120064. * @param name defines the name of the mesh
  120065. * @param options defines the options used to create the mesh
  120066. * @param scene defines the hosting scene
  120067. * @returns the plane mesh
  120068. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  120069. */
  120070. static CreatePlane(name: string, options: {
  120071. size?: number;
  120072. width?: number;
  120073. height?: number;
  120074. sideOrientation?: number;
  120075. frontUVs?: Vector4;
  120076. backUVs?: Vector4;
  120077. updatable?: boolean;
  120078. sourcePlane?: Plane;
  120079. }, scene?: Nullable<Scene>): Mesh;
  120080. /**
  120081. * Creates a ground mesh
  120082. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  120083. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  120084. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120085. * @param name defines the name of the mesh
  120086. * @param options defines the options used to create the mesh
  120087. * @param scene defines the hosting scene
  120088. * @returns the ground mesh
  120089. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  120090. */
  120091. static CreateGround(name: string, options: {
  120092. width?: number;
  120093. height?: number;
  120094. subdivisions?: number;
  120095. subdivisionsX?: number;
  120096. subdivisionsY?: number;
  120097. updatable?: boolean;
  120098. }, scene?: Nullable<Scene>): Mesh;
  120099. /**
  120100. * Creates a tiled ground mesh
  120101. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  120102. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  120103. * * 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
  120104. * * 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
  120105. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120106. * @param name defines the name of the mesh
  120107. * @param options defines the options used to create the mesh
  120108. * @param scene defines the hosting scene
  120109. * @returns the tiled ground mesh
  120110. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  120111. */
  120112. static CreateTiledGround(name: string, options: {
  120113. xmin: number;
  120114. zmin: number;
  120115. xmax: number;
  120116. zmax: number;
  120117. subdivisions?: {
  120118. w: number;
  120119. h: number;
  120120. };
  120121. precision?: {
  120122. w: number;
  120123. h: number;
  120124. };
  120125. updatable?: boolean;
  120126. }, scene?: Nullable<Scene>): Mesh;
  120127. /**
  120128. * Creates a ground mesh from a height map
  120129. * * The parameter `url` sets the URL of the height map image resource.
  120130. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  120131. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  120132. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  120133. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  120134. * * 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.
  120135. * * 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).
  120136. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  120137. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120138. * @param name defines the name of the mesh
  120139. * @param url defines the url to the height map
  120140. * @param options defines the options used to create the mesh
  120141. * @param scene defines the hosting scene
  120142. * @returns the ground mesh
  120143. * @see https://doc.babylonjs.com/babylon101/height_map
  120144. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  120145. */
  120146. static CreateGroundFromHeightMap(name: string, url: string, options: {
  120147. width?: number;
  120148. height?: number;
  120149. subdivisions?: number;
  120150. minHeight?: number;
  120151. maxHeight?: number;
  120152. colorFilter?: Color3;
  120153. alphaFilter?: number;
  120154. updatable?: boolean;
  120155. onReady?: (mesh: GroundMesh) => void;
  120156. }, scene?: Nullable<Scene>): GroundMesh;
  120157. /**
  120158. * Creates a polygon mesh
  120159. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  120160. * * 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
  120161. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120162. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120163. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  120164. * * Remember you can only change the shape positions, not their number when updating a polygon
  120165. * @param name defines the name of the mesh
  120166. * @param options defines the options used to create the mesh
  120167. * @param scene defines the hosting scene
  120168. * @param earcutInjection can be used to inject your own earcut reference
  120169. * @returns the polygon mesh
  120170. */
  120171. static CreatePolygon(name: string, options: {
  120172. shape: Vector3[];
  120173. holes?: Vector3[][];
  120174. depth?: number;
  120175. faceUV?: Vector4[];
  120176. faceColors?: Color4[];
  120177. updatable?: boolean;
  120178. sideOrientation?: number;
  120179. frontUVs?: Vector4;
  120180. backUVs?: Vector4;
  120181. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120182. /**
  120183. * Creates an extruded polygon mesh, with depth in the Y direction.
  120184. * * 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)
  120185. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120186. * @param name defines the name of the mesh
  120187. * @param options defines the options used to create the mesh
  120188. * @param scene defines the hosting scene
  120189. * @param earcutInjection can be used to inject your own earcut reference
  120190. * @returns the polygon mesh
  120191. */
  120192. static ExtrudePolygon(name: string, options: {
  120193. shape: Vector3[];
  120194. holes?: Vector3[][];
  120195. depth?: number;
  120196. faceUV?: Vector4[];
  120197. faceColors?: Color4[];
  120198. updatable?: boolean;
  120199. sideOrientation?: number;
  120200. frontUVs?: Vector4;
  120201. backUVs?: Vector4;
  120202. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120203. /**
  120204. * Creates a tube mesh.
  120205. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120206. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  120207. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  120208. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  120209. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  120210. * * 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)
  120211. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  120212. * * 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
  120213. * * 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
  120214. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120215. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120216. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120217. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120218. * @param name defines the name of the mesh
  120219. * @param options defines the options used to create the mesh
  120220. * @param scene defines the hosting scene
  120221. * @returns the tube mesh
  120222. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120223. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  120224. */
  120225. static CreateTube(name: string, options: {
  120226. path: Vector3[];
  120227. radius?: number;
  120228. tessellation?: number;
  120229. radiusFunction?: {
  120230. (i: number, distance: number): number;
  120231. };
  120232. cap?: number;
  120233. arc?: number;
  120234. updatable?: boolean;
  120235. sideOrientation?: number;
  120236. frontUVs?: Vector4;
  120237. backUVs?: Vector4;
  120238. instance?: Mesh;
  120239. invertUV?: boolean;
  120240. }, scene?: Nullable<Scene>): Mesh;
  120241. /**
  120242. * Creates a polyhedron mesh
  120243. * * 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
  120244. * * The parameter `size` (positive float, default 1) sets the polygon size
  120245. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  120246. * * 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`
  120247. * * 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
  120248. * * 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)`)
  120249. * * 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
  120250. * * 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
  120251. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120252. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120253. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120254. * @param name defines the name of the mesh
  120255. * @param options defines the options used to create the mesh
  120256. * @param scene defines the hosting scene
  120257. * @returns the polyhedron mesh
  120258. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  120259. */
  120260. static CreatePolyhedron(name: string, options: {
  120261. type?: number;
  120262. size?: number;
  120263. sizeX?: number;
  120264. sizeY?: number;
  120265. sizeZ?: number;
  120266. custom?: any;
  120267. faceUV?: Vector4[];
  120268. faceColors?: Color4[];
  120269. flat?: boolean;
  120270. updatable?: boolean;
  120271. sideOrientation?: number;
  120272. frontUVs?: Vector4;
  120273. backUVs?: Vector4;
  120274. }, scene?: Nullable<Scene>): Mesh;
  120275. /**
  120276. * Creates a decal mesh.
  120277. * 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
  120278. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  120279. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  120280. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  120281. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  120282. * @param name defines the name of the mesh
  120283. * @param sourceMesh defines the mesh where the decal must be applied
  120284. * @param options defines the options used to create the mesh
  120285. * @param scene defines the hosting scene
  120286. * @returns the decal mesh
  120287. * @see https://doc.babylonjs.com/how_to/decals
  120288. */
  120289. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  120290. position?: Vector3;
  120291. normal?: Vector3;
  120292. size?: Vector3;
  120293. angle?: number;
  120294. }): Mesh;
  120295. }
  120296. }
  120297. declare module BABYLON {
  120298. /**
  120299. * A simplifier interface for future simplification implementations
  120300. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120301. */
  120302. export interface ISimplifier {
  120303. /**
  120304. * Simplification of a given mesh according to the given settings.
  120305. * Since this requires computation, it is assumed that the function runs async.
  120306. * @param settings The settings of the simplification, including quality and distance
  120307. * @param successCallback A callback that will be called after the mesh was simplified.
  120308. * @param errorCallback in case of an error, this callback will be called. optional.
  120309. */
  120310. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  120311. }
  120312. /**
  120313. * Expected simplification settings.
  120314. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  120315. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120316. */
  120317. export interface ISimplificationSettings {
  120318. /**
  120319. * Gets or sets the expected quality
  120320. */
  120321. quality: number;
  120322. /**
  120323. * Gets or sets the distance when this optimized version should be used
  120324. */
  120325. distance: number;
  120326. /**
  120327. * Gets an already optimized mesh
  120328. */
  120329. optimizeMesh?: boolean;
  120330. }
  120331. /**
  120332. * Class used to specify simplification options
  120333. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120334. */
  120335. export class SimplificationSettings implements ISimplificationSettings {
  120336. /** expected quality */
  120337. quality: number;
  120338. /** distance when this optimized version should be used */
  120339. distance: number;
  120340. /** already optimized mesh */
  120341. optimizeMesh?: boolean | undefined;
  120342. /**
  120343. * Creates a SimplificationSettings
  120344. * @param quality expected quality
  120345. * @param distance distance when this optimized version should be used
  120346. * @param optimizeMesh already optimized mesh
  120347. */
  120348. constructor(
  120349. /** expected quality */
  120350. quality: number,
  120351. /** distance when this optimized version should be used */
  120352. distance: number,
  120353. /** already optimized mesh */
  120354. optimizeMesh?: boolean | undefined);
  120355. }
  120356. /**
  120357. * Interface used to define a simplification task
  120358. */
  120359. export interface ISimplificationTask {
  120360. /**
  120361. * Array of settings
  120362. */
  120363. settings: Array<ISimplificationSettings>;
  120364. /**
  120365. * Simplification type
  120366. */
  120367. simplificationType: SimplificationType;
  120368. /**
  120369. * Mesh to simplify
  120370. */
  120371. mesh: Mesh;
  120372. /**
  120373. * Callback called on success
  120374. */
  120375. successCallback?: () => void;
  120376. /**
  120377. * Defines if parallel processing can be used
  120378. */
  120379. parallelProcessing: boolean;
  120380. }
  120381. /**
  120382. * Queue used to order the simplification tasks
  120383. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120384. */
  120385. export class SimplificationQueue {
  120386. private _simplificationArray;
  120387. /**
  120388. * Gets a boolean indicating that the process is still running
  120389. */
  120390. running: boolean;
  120391. /**
  120392. * Creates a new queue
  120393. */
  120394. constructor();
  120395. /**
  120396. * Adds a new simplification task
  120397. * @param task defines a task to add
  120398. */
  120399. addTask(task: ISimplificationTask): void;
  120400. /**
  120401. * Execute next task
  120402. */
  120403. executeNext(): void;
  120404. /**
  120405. * Execute a simplification task
  120406. * @param task defines the task to run
  120407. */
  120408. runSimplification(task: ISimplificationTask): void;
  120409. private getSimplifier;
  120410. }
  120411. /**
  120412. * The implemented types of simplification
  120413. * At the moment only Quadratic Error Decimation is implemented
  120414. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120415. */
  120416. export enum SimplificationType {
  120417. /** Quadratic error decimation */
  120418. QUADRATIC = 0
  120419. }
  120420. }
  120421. declare module BABYLON {
  120422. interface Scene {
  120423. /** @hidden (Backing field) */
  120424. _simplificationQueue: SimplificationQueue;
  120425. /**
  120426. * Gets or sets the simplification queue attached to the scene
  120427. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120428. */
  120429. simplificationQueue: SimplificationQueue;
  120430. }
  120431. interface Mesh {
  120432. /**
  120433. * Simplify the mesh according to the given array of settings.
  120434. * Function will return immediately and will simplify async
  120435. * @param settings a collection of simplification settings
  120436. * @param parallelProcessing should all levels calculate parallel or one after the other
  120437. * @param simplificationType the type of simplification to run
  120438. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  120439. * @returns the current mesh
  120440. */
  120441. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  120442. }
  120443. /**
  120444. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  120445. * created in a scene
  120446. */
  120447. export class SimplicationQueueSceneComponent implements ISceneComponent {
  120448. /**
  120449. * The component name helpfull to identify the component in the list of scene components.
  120450. */
  120451. readonly name: string;
  120452. /**
  120453. * The scene the component belongs to.
  120454. */
  120455. scene: Scene;
  120456. /**
  120457. * Creates a new instance of the component for the given scene
  120458. * @param scene Defines the scene to register the component in
  120459. */
  120460. constructor(scene: Scene);
  120461. /**
  120462. * Registers the component in a given scene
  120463. */
  120464. register(): void;
  120465. /**
  120466. * Rebuilds the elements related to this component in case of
  120467. * context lost for instance.
  120468. */
  120469. rebuild(): void;
  120470. /**
  120471. * Disposes the component and the associated ressources
  120472. */
  120473. dispose(): void;
  120474. private _beforeCameraUpdate;
  120475. }
  120476. }
  120477. declare module BABYLON {
  120478. /**
  120479. * Navigation plugin interface to add navigation constrained by a navigation mesh
  120480. */
  120481. export interface INavigationEnginePlugin {
  120482. /**
  120483. * plugin name
  120484. */
  120485. name: string;
  120486. /**
  120487. * Creates a navigation mesh
  120488. * @param meshes array of all the geometry used to compute the navigatio mesh
  120489. * @param parameters bunch of parameters used to filter geometry
  120490. */
  120491. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  120492. /**
  120493. * Create a navigation mesh debug mesh
  120494. * @param scene is where the mesh will be added
  120495. * @returns debug display mesh
  120496. */
  120497. createDebugNavMesh(scene: Scene): Mesh;
  120498. /**
  120499. * Get a navigation mesh constrained position, closest to the parameter position
  120500. * @param position world position
  120501. * @returns the closest point to position constrained by the navigation mesh
  120502. */
  120503. getClosestPoint(position: Vector3): Vector3;
  120504. /**
  120505. * Get a navigation mesh constrained position, within a particular radius
  120506. * @param position world position
  120507. * @param maxRadius the maximum distance to the constrained world position
  120508. * @returns the closest point to position constrained by the navigation mesh
  120509. */
  120510. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  120511. /**
  120512. * Compute the final position from a segment made of destination-position
  120513. * @param position world position
  120514. * @param destination world position
  120515. * @returns the resulting point along the navmesh
  120516. */
  120517. moveAlong(position: Vector3, destination: Vector3): Vector3;
  120518. /**
  120519. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  120520. * @param start world position
  120521. * @param end world position
  120522. * @returns array containing world position composing the path
  120523. */
  120524. computePath(start: Vector3, end: Vector3): Vector3[];
  120525. /**
  120526. * If this plugin is supported
  120527. * @returns true if plugin is supported
  120528. */
  120529. isSupported(): boolean;
  120530. /**
  120531. * Create a new Crowd so you can add agents
  120532. * @param maxAgents the maximum agent count in the crowd
  120533. * @param maxAgentRadius the maximum radius an agent can have
  120534. * @param scene to attach the crowd to
  120535. * @returns the crowd you can add agents to
  120536. */
  120537. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  120538. /**
  120539. * Release all resources
  120540. */
  120541. dispose(): void;
  120542. }
  120543. /**
  120544. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  120545. */
  120546. export interface ICrowd {
  120547. /**
  120548. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  120549. * You can attach anything to that node. The node position is updated in the scene update tick.
  120550. * @param pos world position that will be constrained by the navigation mesh
  120551. * @param parameters agent parameters
  120552. * @param transform hooked to the agent that will be update by the scene
  120553. * @returns agent index
  120554. */
  120555. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  120556. /**
  120557. * Returns the agent position in world space
  120558. * @param index agent index returned by addAgent
  120559. * @returns world space position
  120560. */
  120561. getAgentPosition(index: number): Vector3;
  120562. /**
  120563. * Gets the agent velocity in world space
  120564. * @param index agent index returned by addAgent
  120565. * @returns world space velocity
  120566. */
  120567. getAgentVelocity(index: number): Vector3;
  120568. /**
  120569. * remove a particular agent previously created
  120570. * @param index agent index returned by addAgent
  120571. */
  120572. removeAgent(index: number): void;
  120573. /**
  120574. * get the list of all agents attached to this crowd
  120575. * @returns list of agent indices
  120576. */
  120577. getAgents(): number[];
  120578. /**
  120579. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  120580. * @param deltaTime in seconds
  120581. */
  120582. update(deltaTime: number): void;
  120583. /**
  120584. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  120585. * @param index agent index returned by addAgent
  120586. * @param destination targeted world position
  120587. */
  120588. agentGoto(index: number, destination: Vector3): void;
  120589. /**
  120590. * Release all resources
  120591. */
  120592. dispose(): void;
  120593. }
  120594. /**
  120595. * Configures an agent
  120596. */
  120597. export interface IAgentParameters {
  120598. /**
  120599. * Agent radius. [Limit: >= 0]
  120600. */
  120601. radius: number;
  120602. /**
  120603. * Agent height. [Limit: > 0]
  120604. */
  120605. height: number;
  120606. /**
  120607. * Maximum allowed acceleration. [Limit: >= 0]
  120608. */
  120609. maxAcceleration: number;
  120610. /**
  120611. * Maximum allowed speed. [Limit: >= 0]
  120612. */
  120613. maxSpeed: number;
  120614. /**
  120615. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  120616. */
  120617. collisionQueryRange: number;
  120618. /**
  120619. * The path visibility optimization range. [Limit: > 0]
  120620. */
  120621. pathOptimizationRange: number;
  120622. /**
  120623. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  120624. */
  120625. separationWeight: number;
  120626. }
  120627. /**
  120628. * Configures the navigation mesh creation
  120629. */
  120630. export interface INavMeshParameters {
  120631. /**
  120632. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  120633. */
  120634. cs: number;
  120635. /**
  120636. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  120637. */
  120638. ch: number;
  120639. /**
  120640. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  120641. */
  120642. walkableSlopeAngle: number;
  120643. /**
  120644. * Minimum floor to 'ceiling' height that will still allow the floor area to
  120645. * be considered walkable. [Limit: >= 3] [Units: vx]
  120646. */
  120647. walkableHeight: number;
  120648. /**
  120649. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  120650. */
  120651. walkableClimb: number;
  120652. /**
  120653. * The distance to erode/shrink the walkable area of the heightfield away from
  120654. * obstructions. [Limit: >=0] [Units: vx]
  120655. */
  120656. walkableRadius: number;
  120657. /**
  120658. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  120659. */
  120660. maxEdgeLen: number;
  120661. /**
  120662. * The maximum distance a simplfied contour's border edges should deviate
  120663. * the original raw contour. [Limit: >=0] [Units: vx]
  120664. */
  120665. maxSimplificationError: number;
  120666. /**
  120667. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  120668. */
  120669. minRegionArea: number;
  120670. /**
  120671. * Any regions with a span count smaller than this value will, if possible,
  120672. * be merged with larger regions. [Limit: >=0] [Units: vx]
  120673. */
  120674. mergeRegionArea: number;
  120675. /**
  120676. * The maximum number of vertices allowed for polygons generated during the
  120677. * contour to polygon conversion process. [Limit: >= 3]
  120678. */
  120679. maxVertsPerPoly: number;
  120680. /**
  120681. * Sets the sampling distance to use when generating the detail mesh.
  120682. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  120683. */
  120684. detailSampleDist: number;
  120685. /**
  120686. * The maximum distance the detail mesh surface should deviate from heightfield
  120687. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  120688. */
  120689. detailSampleMaxError: number;
  120690. }
  120691. }
  120692. declare module BABYLON {
  120693. /**
  120694. * RecastJS navigation plugin
  120695. */
  120696. export class RecastJSPlugin implements INavigationEnginePlugin {
  120697. /**
  120698. * Reference to the Recast library
  120699. */
  120700. bjsRECAST: any;
  120701. /**
  120702. * plugin name
  120703. */
  120704. name: string;
  120705. /**
  120706. * the first navmesh created. We might extend this to support multiple navmeshes
  120707. */
  120708. navMesh: any;
  120709. /**
  120710. * Initializes the recastJS plugin
  120711. * @param recastInjection can be used to inject your own recast reference
  120712. */
  120713. constructor(recastInjection?: any);
  120714. /**
  120715. * Creates a navigation mesh
  120716. * @param meshes array of all the geometry used to compute the navigatio mesh
  120717. * @param parameters bunch of parameters used to filter geometry
  120718. */
  120719. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  120720. /**
  120721. * Create a navigation mesh debug mesh
  120722. * @param scene is where the mesh will be added
  120723. * @returns debug display mesh
  120724. */
  120725. createDebugNavMesh(scene: Scene): Mesh;
  120726. /**
  120727. * Get a navigation mesh constrained position, closest to the parameter position
  120728. * @param position world position
  120729. * @returns the closest point to position constrained by the navigation mesh
  120730. */
  120731. getClosestPoint(position: Vector3): Vector3;
  120732. /**
  120733. * Get a navigation mesh constrained position, within a particular radius
  120734. * @param position world position
  120735. * @param maxRadius the maximum distance to the constrained world position
  120736. * @returns the closest point to position constrained by the navigation mesh
  120737. */
  120738. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  120739. /**
  120740. * Compute the final position from a segment made of destination-position
  120741. * @param position world position
  120742. * @param destination world position
  120743. * @returns the resulting point along the navmesh
  120744. */
  120745. moveAlong(position: Vector3, destination: Vector3): Vector3;
  120746. /**
  120747. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  120748. * @param start world position
  120749. * @param end world position
  120750. * @returns array containing world position composing the path
  120751. */
  120752. computePath(start: Vector3, end: Vector3): Vector3[];
  120753. /**
  120754. * Create a new Crowd so you can add agents
  120755. * @param maxAgents the maximum agent count in the crowd
  120756. * @param maxAgentRadius the maximum radius an agent can have
  120757. * @param scene to attach the crowd to
  120758. * @returns the crowd you can add agents to
  120759. */
  120760. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  120761. /**
  120762. * Disposes
  120763. */
  120764. dispose(): void;
  120765. /**
  120766. * If this plugin is supported
  120767. * @returns true if plugin is supported
  120768. */
  120769. isSupported(): boolean;
  120770. }
  120771. /**
  120772. * Recast detour crowd implementation
  120773. */
  120774. export class RecastJSCrowd implements ICrowd {
  120775. /**
  120776. * Recast/detour plugin
  120777. */
  120778. bjsRECASTPlugin: RecastJSPlugin;
  120779. /**
  120780. * Link to the detour crowd
  120781. */
  120782. recastCrowd: any;
  120783. /**
  120784. * One transform per agent
  120785. */
  120786. transforms: TransformNode[];
  120787. /**
  120788. * All agents created
  120789. */
  120790. agents: number[];
  120791. /**
  120792. * Link to the scene is kept to unregister the crowd from the scene
  120793. */
  120794. private _scene;
  120795. /**
  120796. * Observer for crowd updates
  120797. */
  120798. private _onBeforeAnimationsObserver;
  120799. /**
  120800. * Constructor
  120801. * @param plugin recastJS plugin
  120802. * @param maxAgents the maximum agent count in the crowd
  120803. * @param maxAgentRadius the maximum radius an agent can have
  120804. * @param scene to attach the crowd to
  120805. * @returns the crowd you can add agents to
  120806. */
  120807. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  120808. /**
  120809. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  120810. * You can attach anything to that node. The node position is updated in the scene update tick.
  120811. * @param pos world position that will be constrained by the navigation mesh
  120812. * @param parameters agent parameters
  120813. * @param transform hooked to the agent that will be update by the scene
  120814. * @returns agent index
  120815. */
  120816. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  120817. /**
  120818. * Returns the agent position in world space
  120819. * @param index agent index returned by addAgent
  120820. * @returns world space position
  120821. */
  120822. getAgentPosition(index: number): Vector3;
  120823. /**
  120824. * Returns the agent velocity in world space
  120825. * @param index agent index returned by addAgent
  120826. * @returns world space velocity
  120827. */
  120828. getAgentVelocity(index: number): Vector3;
  120829. /**
  120830. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  120831. * @param index agent index returned by addAgent
  120832. * @param destination targeted world position
  120833. */
  120834. agentGoto(index: number, destination: Vector3): void;
  120835. /**
  120836. * remove a particular agent previously created
  120837. * @param index agent index returned by addAgent
  120838. */
  120839. removeAgent(index: number): void;
  120840. /**
  120841. * get the list of all agents attached to this crowd
  120842. * @returns list of agent indices
  120843. */
  120844. getAgents(): number[];
  120845. /**
  120846. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  120847. * @param deltaTime in seconds
  120848. */
  120849. update(deltaTime: number): void;
  120850. /**
  120851. * Release all resources
  120852. */
  120853. dispose(): void;
  120854. }
  120855. }
  120856. declare module BABYLON {
  120857. /**
  120858. * Class used to enable access to IndexedDB
  120859. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  120860. */
  120861. export class Database implements IOfflineProvider {
  120862. private _callbackManifestChecked;
  120863. private _currentSceneUrl;
  120864. private _db;
  120865. private _enableSceneOffline;
  120866. private _enableTexturesOffline;
  120867. private _manifestVersionFound;
  120868. private _mustUpdateRessources;
  120869. private _hasReachedQuota;
  120870. private _isSupported;
  120871. private _idbFactory;
  120872. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  120873. private static IsUASupportingBlobStorage;
  120874. /**
  120875. * Gets a boolean indicating if Database storate is enabled (off by default)
  120876. */
  120877. static IDBStorageEnabled: boolean;
  120878. /**
  120879. * Gets a boolean indicating if scene must be saved in the database
  120880. */
  120881. readonly enableSceneOffline: boolean;
  120882. /**
  120883. * Gets a boolean indicating if textures must be saved in the database
  120884. */
  120885. readonly enableTexturesOffline: boolean;
  120886. /**
  120887. * Creates a new Database
  120888. * @param urlToScene defines the url to load the scene
  120889. * @param callbackManifestChecked defines the callback to use when manifest is checked
  120890. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  120891. */
  120892. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  120893. private static _ParseURL;
  120894. private static _ReturnFullUrlLocation;
  120895. private _checkManifestFile;
  120896. /**
  120897. * Open the database and make it available
  120898. * @param successCallback defines the callback to call on success
  120899. * @param errorCallback defines the callback to call on error
  120900. */
  120901. open(successCallback: () => void, errorCallback: () => void): void;
  120902. /**
  120903. * Loads an image from the database
  120904. * @param url defines the url to load from
  120905. * @param image defines the target DOM image
  120906. */
  120907. loadImage(url: string, image: HTMLImageElement): void;
  120908. private _loadImageFromDBAsync;
  120909. private _saveImageIntoDBAsync;
  120910. private _checkVersionFromDB;
  120911. private _loadVersionFromDBAsync;
  120912. private _saveVersionIntoDBAsync;
  120913. /**
  120914. * Loads a file from database
  120915. * @param url defines the URL to load from
  120916. * @param sceneLoaded defines a callback to call on success
  120917. * @param progressCallBack defines a callback to call when progress changed
  120918. * @param errorCallback defines a callback to call on error
  120919. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  120920. */
  120921. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  120922. private _loadFileAsync;
  120923. private _saveFileAsync;
  120924. /**
  120925. * Validates if xhr data is correct
  120926. * @param xhr defines the request to validate
  120927. * @param dataType defines the expected data type
  120928. * @returns true if data is correct
  120929. */
  120930. private static _ValidateXHRData;
  120931. }
  120932. }
  120933. declare module BABYLON {
  120934. /** @hidden */
  120935. export var gpuUpdateParticlesPixelShader: {
  120936. name: string;
  120937. shader: string;
  120938. };
  120939. }
  120940. declare module BABYLON {
  120941. /** @hidden */
  120942. export var gpuUpdateParticlesVertexShader: {
  120943. name: string;
  120944. shader: string;
  120945. };
  120946. }
  120947. declare module BABYLON {
  120948. /** @hidden */
  120949. export var clipPlaneFragmentDeclaration2: {
  120950. name: string;
  120951. shader: string;
  120952. };
  120953. }
  120954. declare module BABYLON {
  120955. /** @hidden */
  120956. export var gpuRenderParticlesPixelShader: {
  120957. name: string;
  120958. shader: string;
  120959. };
  120960. }
  120961. declare module BABYLON {
  120962. /** @hidden */
  120963. export var clipPlaneVertexDeclaration2: {
  120964. name: string;
  120965. shader: string;
  120966. };
  120967. }
  120968. declare module BABYLON {
  120969. /** @hidden */
  120970. export var gpuRenderParticlesVertexShader: {
  120971. name: string;
  120972. shader: string;
  120973. };
  120974. }
  120975. declare module BABYLON {
  120976. /**
  120977. * This represents a GPU particle system in Babylon
  120978. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  120979. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  120980. */
  120981. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  120982. /**
  120983. * The layer mask we are rendering the particles through.
  120984. */
  120985. layerMask: number;
  120986. private _capacity;
  120987. private _activeCount;
  120988. private _currentActiveCount;
  120989. private _accumulatedCount;
  120990. private _renderEffect;
  120991. private _updateEffect;
  120992. private _buffer0;
  120993. private _buffer1;
  120994. private _spriteBuffer;
  120995. private _updateVAO;
  120996. private _renderVAO;
  120997. private _targetIndex;
  120998. private _sourceBuffer;
  120999. private _targetBuffer;
  121000. private _engine;
  121001. private _currentRenderId;
  121002. private _started;
  121003. private _stopped;
  121004. private _timeDelta;
  121005. private _randomTexture;
  121006. private _randomTexture2;
  121007. private _attributesStrideSize;
  121008. private _updateEffectOptions;
  121009. private _randomTextureSize;
  121010. private _actualFrame;
  121011. private readonly _rawTextureWidth;
  121012. /**
  121013. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  121014. */
  121015. static readonly IsSupported: boolean;
  121016. /**
  121017. * An event triggered when the system is disposed.
  121018. */
  121019. onDisposeObservable: Observable<GPUParticleSystem>;
  121020. /**
  121021. * Gets the maximum number of particles active at the same time.
  121022. * @returns The max number of active particles.
  121023. */
  121024. getCapacity(): number;
  121025. /**
  121026. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  121027. * to override the particles.
  121028. */
  121029. forceDepthWrite: boolean;
  121030. /**
  121031. * Gets or set the number of active particles
  121032. */
  121033. activeParticleCount: number;
  121034. private _preWarmDone;
  121035. /**
  121036. * Is this system ready to be used/rendered
  121037. * @return true if the system is ready
  121038. */
  121039. isReady(): boolean;
  121040. /**
  121041. * Gets if the system has been started. (Note: this will still be true after stop is called)
  121042. * @returns True if it has been started, otherwise false.
  121043. */
  121044. isStarted(): boolean;
  121045. /**
  121046. * Starts the particle system and begins to emit
  121047. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  121048. */
  121049. start(delay?: number): void;
  121050. /**
  121051. * Stops the particle system.
  121052. */
  121053. stop(): void;
  121054. /**
  121055. * Remove all active particles
  121056. */
  121057. reset(): void;
  121058. /**
  121059. * Returns the string "GPUParticleSystem"
  121060. * @returns a string containing the class name
  121061. */
  121062. getClassName(): string;
  121063. private _colorGradientsTexture;
  121064. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  121065. /**
  121066. * Adds a new color gradient
  121067. * @param gradient defines the gradient to use (between 0 and 1)
  121068. * @param color1 defines the color to affect to the specified gradient
  121069. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  121070. * @returns the current particle system
  121071. */
  121072. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  121073. /**
  121074. * Remove a specific color gradient
  121075. * @param gradient defines the gradient to remove
  121076. * @returns the current particle system
  121077. */
  121078. removeColorGradient(gradient: number): GPUParticleSystem;
  121079. private _angularSpeedGradientsTexture;
  121080. private _sizeGradientsTexture;
  121081. private _velocityGradientsTexture;
  121082. private _limitVelocityGradientsTexture;
  121083. private _dragGradientsTexture;
  121084. private _addFactorGradient;
  121085. /**
  121086. * Adds a new size gradient
  121087. * @param gradient defines the gradient to use (between 0 and 1)
  121088. * @param factor defines the size factor to affect to the specified gradient
  121089. * @returns the current particle system
  121090. */
  121091. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  121092. /**
  121093. * Remove a specific size gradient
  121094. * @param gradient defines the gradient to remove
  121095. * @returns the current particle system
  121096. */
  121097. removeSizeGradient(gradient: number): GPUParticleSystem;
  121098. /**
  121099. * Adds a new angular speed gradient
  121100. * @param gradient defines the gradient to use (between 0 and 1)
  121101. * @param factor defines the angular speed to affect to the specified gradient
  121102. * @returns the current particle system
  121103. */
  121104. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  121105. /**
  121106. * Remove a specific angular speed gradient
  121107. * @param gradient defines the gradient to remove
  121108. * @returns the current particle system
  121109. */
  121110. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  121111. /**
  121112. * Adds a new velocity gradient
  121113. * @param gradient defines the gradient to use (between 0 and 1)
  121114. * @param factor defines the velocity to affect to the specified gradient
  121115. * @returns the current particle system
  121116. */
  121117. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  121118. /**
  121119. * Remove a specific velocity gradient
  121120. * @param gradient defines the gradient to remove
  121121. * @returns the current particle system
  121122. */
  121123. removeVelocityGradient(gradient: number): GPUParticleSystem;
  121124. /**
  121125. * Adds a new limit velocity gradient
  121126. * @param gradient defines the gradient to use (between 0 and 1)
  121127. * @param factor defines the limit velocity value to affect to the specified gradient
  121128. * @returns the current particle system
  121129. */
  121130. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  121131. /**
  121132. * Remove a specific limit velocity gradient
  121133. * @param gradient defines the gradient to remove
  121134. * @returns the current particle system
  121135. */
  121136. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  121137. /**
  121138. * Adds a new drag gradient
  121139. * @param gradient defines the gradient to use (between 0 and 1)
  121140. * @param factor defines the drag value to affect to the specified gradient
  121141. * @returns the current particle system
  121142. */
  121143. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  121144. /**
  121145. * Remove a specific drag gradient
  121146. * @param gradient defines the gradient to remove
  121147. * @returns the current particle system
  121148. */
  121149. removeDragGradient(gradient: number): GPUParticleSystem;
  121150. /**
  121151. * Not supported by GPUParticleSystem
  121152. * @param gradient defines the gradient to use (between 0 and 1)
  121153. * @param factor defines the emit rate value to affect to the specified gradient
  121154. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  121155. * @returns the current particle system
  121156. */
  121157. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  121158. /**
  121159. * Not supported by GPUParticleSystem
  121160. * @param gradient defines the gradient to remove
  121161. * @returns the current particle system
  121162. */
  121163. removeEmitRateGradient(gradient: number): IParticleSystem;
  121164. /**
  121165. * Not supported by GPUParticleSystem
  121166. * @param gradient defines the gradient to use (between 0 and 1)
  121167. * @param factor defines the start size value to affect to the specified gradient
  121168. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  121169. * @returns the current particle system
  121170. */
  121171. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  121172. /**
  121173. * Not supported by GPUParticleSystem
  121174. * @param gradient defines the gradient to remove
  121175. * @returns the current particle system
  121176. */
  121177. removeStartSizeGradient(gradient: number): IParticleSystem;
  121178. /**
  121179. * Not supported by GPUParticleSystem
  121180. * @param gradient defines the gradient to use (between 0 and 1)
  121181. * @param min defines the color remap minimal range
  121182. * @param max defines the color remap maximal range
  121183. * @returns the current particle system
  121184. */
  121185. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  121186. /**
  121187. * Not supported by GPUParticleSystem
  121188. * @param gradient defines the gradient to remove
  121189. * @returns the current particle system
  121190. */
  121191. removeColorRemapGradient(): IParticleSystem;
  121192. /**
  121193. * Not supported by GPUParticleSystem
  121194. * @param gradient defines the gradient to use (between 0 and 1)
  121195. * @param min defines the alpha remap minimal range
  121196. * @param max defines the alpha remap maximal range
  121197. * @returns the current particle system
  121198. */
  121199. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  121200. /**
  121201. * Not supported by GPUParticleSystem
  121202. * @param gradient defines the gradient to remove
  121203. * @returns the current particle system
  121204. */
  121205. removeAlphaRemapGradient(): IParticleSystem;
  121206. /**
  121207. * Not supported by GPUParticleSystem
  121208. * @param gradient defines the gradient to use (between 0 and 1)
  121209. * @param color defines the color to affect to the specified gradient
  121210. * @returns the current particle system
  121211. */
  121212. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  121213. /**
  121214. * Not supported by GPUParticleSystem
  121215. * @param gradient defines the gradient to remove
  121216. * @returns the current particle system
  121217. */
  121218. removeRampGradient(): IParticleSystem;
  121219. /**
  121220. * Not supported by GPUParticleSystem
  121221. * @returns the list of ramp gradients
  121222. */
  121223. getRampGradients(): Nullable<Array<Color3Gradient>>;
  121224. /**
  121225. * Not supported by GPUParticleSystem
  121226. * Gets or sets a boolean indicating that ramp gradients must be used
  121227. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  121228. */
  121229. useRampGradients: boolean;
  121230. /**
  121231. * Not supported by GPUParticleSystem
  121232. * @param gradient defines the gradient to use (between 0 and 1)
  121233. * @param factor defines the life time factor to affect to the specified gradient
  121234. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  121235. * @returns the current particle system
  121236. */
  121237. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  121238. /**
  121239. * Not supported by GPUParticleSystem
  121240. * @param gradient defines the gradient to remove
  121241. * @returns the current particle system
  121242. */
  121243. removeLifeTimeGradient(gradient: number): IParticleSystem;
  121244. /**
  121245. * Instantiates a GPU particle system.
  121246. * 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.
  121247. * @param name The name of the particle system
  121248. * @param options The options used to create the system
  121249. * @param scene The scene the particle system belongs to
  121250. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  121251. */
  121252. constructor(name: string, options: Partial<{
  121253. capacity: number;
  121254. randomTextureSize: number;
  121255. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  121256. protected _reset(): void;
  121257. private _createUpdateVAO;
  121258. private _createRenderVAO;
  121259. private _initialize;
  121260. /** @hidden */
  121261. _recreateUpdateEffect(): void;
  121262. /** @hidden */
  121263. _recreateRenderEffect(): void;
  121264. /**
  121265. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  121266. * @param preWarm defines if we are in the pre-warmimg phase
  121267. */
  121268. animate(preWarm?: boolean): void;
  121269. private _createFactorGradientTexture;
  121270. private _createSizeGradientTexture;
  121271. private _createAngularSpeedGradientTexture;
  121272. private _createVelocityGradientTexture;
  121273. private _createLimitVelocityGradientTexture;
  121274. private _createDragGradientTexture;
  121275. private _createColorGradientTexture;
  121276. /**
  121277. * Renders the particle system in its current state
  121278. * @param preWarm defines if the system should only update the particles but not render them
  121279. * @returns the current number of particles
  121280. */
  121281. render(preWarm?: boolean): number;
  121282. /**
  121283. * Rebuilds the particle system
  121284. */
  121285. rebuild(): void;
  121286. private _releaseBuffers;
  121287. private _releaseVAOs;
  121288. /**
  121289. * Disposes the particle system and free the associated resources
  121290. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  121291. */
  121292. dispose(disposeTexture?: boolean): void;
  121293. /**
  121294. * Clones the particle system.
  121295. * @param name The name of the cloned object
  121296. * @param newEmitter The new emitter to use
  121297. * @returns the cloned particle system
  121298. */
  121299. clone(name: string, newEmitter: any): GPUParticleSystem;
  121300. /**
  121301. * Serializes the particle system to a JSON object.
  121302. * @returns the JSON object
  121303. */
  121304. serialize(): any;
  121305. /**
  121306. * Parses a JSON object to create a GPU particle system.
  121307. * @param parsedParticleSystem The JSON object to parse
  121308. * @param scene The scene to create the particle system in
  121309. * @param rootUrl The root url to use to load external dependencies like texture
  121310. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  121311. * @returns the parsed GPU particle system
  121312. */
  121313. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  121314. }
  121315. }
  121316. declare module BABYLON {
  121317. /**
  121318. * Represents a set of particle systems working together to create a specific effect
  121319. */
  121320. export class ParticleSystemSet implements IDisposable {
  121321. private _emitterCreationOptions;
  121322. private _emitterNode;
  121323. /**
  121324. * Gets the particle system list
  121325. */
  121326. systems: IParticleSystem[];
  121327. /**
  121328. * Gets the emitter node used with this set
  121329. */
  121330. readonly emitterNode: Nullable<TransformNode>;
  121331. /**
  121332. * Creates a new emitter mesh as a sphere
  121333. * @param options defines the options used to create the sphere
  121334. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  121335. * @param scene defines the hosting scene
  121336. */
  121337. setEmitterAsSphere(options: {
  121338. diameter: number;
  121339. segments: number;
  121340. color: Color3;
  121341. }, renderingGroupId: number, scene: Scene): void;
  121342. /**
  121343. * Starts all particle systems of the set
  121344. * @param emitter defines an optional mesh to use as emitter for the particle systems
  121345. */
  121346. start(emitter?: AbstractMesh): void;
  121347. /**
  121348. * Release all associated resources
  121349. */
  121350. dispose(): void;
  121351. /**
  121352. * Serialize the set into a JSON compatible object
  121353. * @returns a JSON compatible representation of the set
  121354. */
  121355. serialize(): any;
  121356. /**
  121357. * Parse a new ParticleSystemSet from a serialized source
  121358. * @param data defines a JSON compatible representation of the set
  121359. * @param scene defines the hosting scene
  121360. * @param gpu defines if we want GPU particles or CPU particles
  121361. * @returns a new ParticleSystemSet
  121362. */
  121363. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  121364. }
  121365. }
  121366. declare module BABYLON {
  121367. /**
  121368. * This class is made for on one-liner static method to help creating particle system set.
  121369. */
  121370. export class ParticleHelper {
  121371. /**
  121372. * Gets or sets base Assets URL
  121373. */
  121374. static BaseAssetsUrl: string;
  121375. /**
  121376. * Create a default particle system that you can tweak
  121377. * @param emitter defines the emitter to use
  121378. * @param capacity defines the system capacity (default is 500 particles)
  121379. * @param scene defines the hosting scene
  121380. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  121381. * @returns the new Particle system
  121382. */
  121383. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  121384. /**
  121385. * This is the main static method (one-liner) of this helper to create different particle systems
  121386. * @param type This string represents the type to the particle system to create
  121387. * @param scene The scene where the particle system should live
  121388. * @param gpu If the system will use gpu
  121389. * @returns the ParticleSystemSet created
  121390. */
  121391. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  121392. /**
  121393. * Static function used to export a particle system to a ParticleSystemSet variable.
  121394. * Please note that the emitter shape is not exported
  121395. * @param systems defines the particle systems to export
  121396. * @returns the created particle system set
  121397. */
  121398. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  121399. }
  121400. }
  121401. declare module BABYLON {
  121402. interface Engine {
  121403. /**
  121404. * Create an effect to use with particle systems.
  121405. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  121406. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  121407. * @param uniformsNames defines a list of attribute names
  121408. * @param samplers defines an array of string used to represent textures
  121409. * @param defines defines the string containing the defines to use to compile the shaders
  121410. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  121411. * @param onCompiled defines a function to call when the effect creation is successful
  121412. * @param onError defines a function to call when the effect creation has failed
  121413. * @returns the new Effect
  121414. */
  121415. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  121416. }
  121417. interface Mesh {
  121418. /**
  121419. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  121420. * @returns an array of IParticleSystem
  121421. */
  121422. getEmittedParticleSystems(): IParticleSystem[];
  121423. /**
  121424. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  121425. * @returns an array of IParticleSystem
  121426. */
  121427. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  121428. }
  121429. /**
  121430. * @hidden
  121431. */
  121432. export var _IDoNeedToBeInTheBuild: number;
  121433. }
  121434. declare module BABYLON {
  121435. interface Scene {
  121436. /** @hidden (Backing field) */
  121437. _physicsEngine: Nullable<IPhysicsEngine>;
  121438. /**
  121439. * Gets the current physics engine
  121440. * @returns a IPhysicsEngine or null if none attached
  121441. */
  121442. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  121443. /**
  121444. * Enables physics to the current scene
  121445. * @param gravity defines the scene's gravity for the physics engine
  121446. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  121447. * @return a boolean indicating if the physics engine was initialized
  121448. */
  121449. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  121450. /**
  121451. * Disables and disposes the physics engine associated with the scene
  121452. */
  121453. disablePhysicsEngine(): void;
  121454. /**
  121455. * Gets a boolean indicating if there is an active physics engine
  121456. * @returns a boolean indicating if there is an active physics engine
  121457. */
  121458. isPhysicsEnabled(): boolean;
  121459. /**
  121460. * Deletes a physics compound impostor
  121461. * @param compound defines the compound to delete
  121462. */
  121463. deleteCompoundImpostor(compound: any): void;
  121464. /**
  121465. * An event triggered when physic simulation is about to be run
  121466. */
  121467. onBeforePhysicsObservable: Observable<Scene>;
  121468. /**
  121469. * An event triggered when physic simulation has been done
  121470. */
  121471. onAfterPhysicsObservable: Observable<Scene>;
  121472. }
  121473. interface AbstractMesh {
  121474. /** @hidden */
  121475. _physicsImpostor: Nullable<PhysicsImpostor>;
  121476. /**
  121477. * Gets or sets impostor used for physic simulation
  121478. * @see http://doc.babylonjs.com/features/physics_engine
  121479. */
  121480. physicsImpostor: Nullable<PhysicsImpostor>;
  121481. /**
  121482. * Gets the current physics impostor
  121483. * @see http://doc.babylonjs.com/features/physics_engine
  121484. * @returns a physics impostor or null
  121485. */
  121486. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  121487. /** Apply a physic impulse to the mesh
  121488. * @param force defines the force to apply
  121489. * @param contactPoint defines where to apply the force
  121490. * @returns the current mesh
  121491. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  121492. */
  121493. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  121494. /**
  121495. * Creates a physic joint between two meshes
  121496. * @param otherMesh defines the other mesh to use
  121497. * @param pivot1 defines the pivot to use on this mesh
  121498. * @param pivot2 defines the pivot to use on the other mesh
  121499. * @param options defines additional options (can be plugin dependent)
  121500. * @returns the current mesh
  121501. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  121502. */
  121503. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  121504. /** @hidden */
  121505. _disposePhysicsObserver: Nullable<Observer<Node>>;
  121506. }
  121507. /**
  121508. * Defines the physics engine scene component responsible to manage a physics engine
  121509. */
  121510. export class PhysicsEngineSceneComponent implements ISceneComponent {
  121511. /**
  121512. * The component name helpful to identify the component in the list of scene components.
  121513. */
  121514. readonly name: string;
  121515. /**
  121516. * The scene the component belongs to.
  121517. */
  121518. scene: Scene;
  121519. /**
  121520. * Creates a new instance of the component for the given scene
  121521. * @param scene Defines the scene to register the component in
  121522. */
  121523. constructor(scene: Scene);
  121524. /**
  121525. * Registers the component in a given scene
  121526. */
  121527. register(): void;
  121528. /**
  121529. * Rebuilds the elements related to this component in case of
  121530. * context lost for instance.
  121531. */
  121532. rebuild(): void;
  121533. /**
  121534. * Disposes the component and the associated ressources
  121535. */
  121536. dispose(): void;
  121537. }
  121538. }
  121539. declare module BABYLON {
  121540. /**
  121541. * A helper for physics simulations
  121542. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121543. */
  121544. export class PhysicsHelper {
  121545. private _scene;
  121546. private _physicsEngine;
  121547. /**
  121548. * Initializes the Physics helper
  121549. * @param scene Babylon.js scene
  121550. */
  121551. constructor(scene: Scene);
  121552. /**
  121553. * Applies a radial explosion impulse
  121554. * @param origin the origin of the explosion
  121555. * @param radiusOrEventOptions the radius or the options of radial explosion
  121556. * @param strength the explosion strength
  121557. * @param falloff possible options: Constant & Linear. Defaults to Constant
  121558. * @returns A physics radial explosion event, or null
  121559. */
  121560. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  121561. /**
  121562. * Applies a radial explosion force
  121563. * @param origin the origin of the explosion
  121564. * @param radiusOrEventOptions the radius or the options of radial explosion
  121565. * @param strength the explosion strength
  121566. * @param falloff possible options: Constant & Linear. Defaults to Constant
  121567. * @returns A physics radial explosion event, or null
  121568. */
  121569. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  121570. /**
  121571. * Creates a gravitational field
  121572. * @param origin the origin of the explosion
  121573. * @param radiusOrEventOptions the radius or the options of radial explosion
  121574. * @param strength the explosion strength
  121575. * @param falloff possible options: Constant & Linear. Defaults to Constant
  121576. * @returns A physics gravitational field event, or null
  121577. */
  121578. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  121579. /**
  121580. * Creates a physics updraft event
  121581. * @param origin the origin of the updraft
  121582. * @param radiusOrEventOptions the radius or the options of the updraft
  121583. * @param strength the strength of the updraft
  121584. * @param height the height of the updraft
  121585. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  121586. * @returns A physics updraft event, or null
  121587. */
  121588. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  121589. /**
  121590. * Creates a physics vortex event
  121591. * @param origin the of the vortex
  121592. * @param radiusOrEventOptions the radius or the options of the vortex
  121593. * @param strength the strength of the vortex
  121594. * @param height the height of the vortex
  121595. * @returns a Physics vortex event, or null
  121596. * A physics vortex event or null
  121597. */
  121598. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  121599. }
  121600. /**
  121601. * Represents a physics radial explosion event
  121602. */
  121603. class PhysicsRadialExplosionEvent {
  121604. private _scene;
  121605. private _options;
  121606. private _sphere;
  121607. private _dataFetched;
  121608. /**
  121609. * Initializes a radial explosioin event
  121610. * @param _scene BabylonJS scene
  121611. * @param _options The options for the vortex event
  121612. */
  121613. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  121614. /**
  121615. * Returns the data related to the radial explosion event (sphere).
  121616. * @returns The radial explosion event data
  121617. */
  121618. getData(): PhysicsRadialExplosionEventData;
  121619. /**
  121620. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  121621. * @param impostor A physics imposter
  121622. * @param origin the origin of the explosion
  121623. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  121624. */
  121625. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  121626. /**
  121627. * Triggers affecterd impostors callbacks
  121628. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  121629. */
  121630. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  121631. /**
  121632. * Disposes the sphere.
  121633. * @param force Specifies if the sphere should be disposed by force
  121634. */
  121635. dispose(force?: boolean): void;
  121636. /*** Helpers ***/
  121637. private _prepareSphere;
  121638. private _intersectsWithSphere;
  121639. }
  121640. /**
  121641. * Represents a gravitational field event
  121642. */
  121643. class PhysicsGravitationalFieldEvent {
  121644. private _physicsHelper;
  121645. private _scene;
  121646. private _origin;
  121647. private _options;
  121648. private _tickCallback;
  121649. private _sphere;
  121650. private _dataFetched;
  121651. /**
  121652. * Initializes the physics gravitational field event
  121653. * @param _physicsHelper A physics helper
  121654. * @param _scene BabylonJS scene
  121655. * @param _origin The origin position of the gravitational field event
  121656. * @param _options The options for the vortex event
  121657. */
  121658. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  121659. /**
  121660. * Returns the data related to the gravitational field event (sphere).
  121661. * @returns A gravitational field event
  121662. */
  121663. getData(): PhysicsGravitationalFieldEventData;
  121664. /**
  121665. * Enables the gravitational field.
  121666. */
  121667. enable(): void;
  121668. /**
  121669. * Disables the gravitational field.
  121670. */
  121671. disable(): void;
  121672. /**
  121673. * Disposes the sphere.
  121674. * @param force The force to dispose from the gravitational field event
  121675. */
  121676. dispose(force?: boolean): void;
  121677. private _tick;
  121678. }
  121679. /**
  121680. * Represents a physics updraft event
  121681. */
  121682. class PhysicsUpdraftEvent {
  121683. private _scene;
  121684. private _origin;
  121685. private _options;
  121686. private _physicsEngine;
  121687. private _originTop;
  121688. private _originDirection;
  121689. private _tickCallback;
  121690. private _cylinder;
  121691. private _cylinderPosition;
  121692. private _dataFetched;
  121693. /**
  121694. * Initializes the physics updraft event
  121695. * @param _scene BabylonJS scene
  121696. * @param _origin The origin position of the updraft
  121697. * @param _options The options for the updraft event
  121698. */
  121699. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  121700. /**
  121701. * Returns the data related to the updraft event (cylinder).
  121702. * @returns A physics updraft event
  121703. */
  121704. getData(): PhysicsUpdraftEventData;
  121705. /**
  121706. * Enables the updraft.
  121707. */
  121708. enable(): void;
  121709. /**
  121710. * Disables the updraft.
  121711. */
  121712. disable(): void;
  121713. /**
  121714. * Disposes the cylinder.
  121715. * @param force Specifies if the updraft should be disposed by force
  121716. */
  121717. dispose(force?: boolean): void;
  121718. private getImpostorHitData;
  121719. private _tick;
  121720. /*** Helpers ***/
  121721. private _prepareCylinder;
  121722. private _intersectsWithCylinder;
  121723. }
  121724. /**
  121725. * Represents a physics vortex event
  121726. */
  121727. class PhysicsVortexEvent {
  121728. private _scene;
  121729. private _origin;
  121730. private _options;
  121731. private _physicsEngine;
  121732. private _originTop;
  121733. private _tickCallback;
  121734. private _cylinder;
  121735. private _cylinderPosition;
  121736. private _dataFetched;
  121737. /**
  121738. * Initializes the physics vortex event
  121739. * @param _scene The BabylonJS scene
  121740. * @param _origin The origin position of the vortex
  121741. * @param _options The options for the vortex event
  121742. */
  121743. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  121744. /**
  121745. * Returns the data related to the vortex event (cylinder).
  121746. * @returns The physics vortex event data
  121747. */
  121748. getData(): PhysicsVortexEventData;
  121749. /**
  121750. * Enables the vortex.
  121751. */
  121752. enable(): void;
  121753. /**
  121754. * Disables the cortex.
  121755. */
  121756. disable(): void;
  121757. /**
  121758. * Disposes the sphere.
  121759. * @param force
  121760. */
  121761. dispose(force?: boolean): void;
  121762. private getImpostorHitData;
  121763. private _tick;
  121764. /*** Helpers ***/
  121765. private _prepareCylinder;
  121766. private _intersectsWithCylinder;
  121767. }
  121768. /**
  121769. * Options fot the radial explosion event
  121770. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121771. */
  121772. export class PhysicsRadialExplosionEventOptions {
  121773. /**
  121774. * The radius of the sphere for the radial explosion.
  121775. */
  121776. radius: number;
  121777. /**
  121778. * The strenth of the explosion.
  121779. */
  121780. strength: number;
  121781. /**
  121782. * The strenght of the force in correspondence to the distance of the affected object
  121783. */
  121784. falloff: PhysicsRadialImpulseFalloff;
  121785. /**
  121786. * Sphere options for the radial explosion.
  121787. */
  121788. sphere: {
  121789. segments: number;
  121790. diameter: number;
  121791. };
  121792. /**
  121793. * Sphere options for the radial explosion.
  121794. */
  121795. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  121796. }
  121797. /**
  121798. * Options fot the updraft event
  121799. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121800. */
  121801. export class PhysicsUpdraftEventOptions {
  121802. /**
  121803. * The radius of the cylinder for the vortex
  121804. */
  121805. radius: number;
  121806. /**
  121807. * The strenth of the updraft.
  121808. */
  121809. strength: number;
  121810. /**
  121811. * The height of the cylinder for the updraft.
  121812. */
  121813. height: number;
  121814. /**
  121815. * The mode for the the updraft.
  121816. */
  121817. updraftMode: PhysicsUpdraftMode;
  121818. }
  121819. /**
  121820. * Options fot the vortex event
  121821. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121822. */
  121823. export class PhysicsVortexEventOptions {
  121824. /**
  121825. * The radius of the cylinder for the vortex
  121826. */
  121827. radius: number;
  121828. /**
  121829. * The strenth of the vortex.
  121830. */
  121831. strength: number;
  121832. /**
  121833. * The height of the cylinder for the vortex.
  121834. */
  121835. height: number;
  121836. /**
  121837. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  121838. */
  121839. centripetalForceThreshold: number;
  121840. /**
  121841. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  121842. */
  121843. centripetalForceMultiplier: number;
  121844. /**
  121845. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  121846. */
  121847. centrifugalForceMultiplier: number;
  121848. /**
  121849. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  121850. */
  121851. updraftForceMultiplier: number;
  121852. }
  121853. /**
  121854. * The strenght of the force in correspondence to the distance of the affected object
  121855. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121856. */
  121857. export enum PhysicsRadialImpulseFalloff {
  121858. /** Defines that impulse is constant in strength across it's whole radius */
  121859. Constant = 0,
  121860. /** Defines that impulse gets weaker if it's further from the origin */
  121861. Linear = 1
  121862. }
  121863. /**
  121864. * The strength of the force in correspondence to the distance of the affected object
  121865. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121866. */
  121867. export enum PhysicsUpdraftMode {
  121868. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  121869. Center = 0,
  121870. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  121871. Perpendicular = 1
  121872. }
  121873. /**
  121874. * Interface for a physics hit data
  121875. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121876. */
  121877. export interface PhysicsHitData {
  121878. /**
  121879. * The force applied at the contact point
  121880. */
  121881. force: Vector3;
  121882. /**
  121883. * The contact point
  121884. */
  121885. contactPoint: Vector3;
  121886. /**
  121887. * The distance from the origin to the contact point
  121888. */
  121889. distanceFromOrigin: number;
  121890. }
  121891. /**
  121892. * Interface for radial explosion event data
  121893. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121894. */
  121895. export interface PhysicsRadialExplosionEventData {
  121896. /**
  121897. * A sphere used for the radial explosion event
  121898. */
  121899. sphere: Mesh;
  121900. }
  121901. /**
  121902. * Interface for gravitational field event data
  121903. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121904. */
  121905. export interface PhysicsGravitationalFieldEventData {
  121906. /**
  121907. * A sphere mesh used for the gravitational field event
  121908. */
  121909. sphere: Mesh;
  121910. }
  121911. /**
  121912. * Interface for updraft event data
  121913. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121914. */
  121915. export interface PhysicsUpdraftEventData {
  121916. /**
  121917. * A cylinder used for the updraft event
  121918. */
  121919. cylinder: Mesh;
  121920. }
  121921. /**
  121922. * Interface for vortex event data
  121923. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121924. */
  121925. export interface PhysicsVortexEventData {
  121926. /**
  121927. * A cylinder used for the vortex event
  121928. */
  121929. cylinder: Mesh;
  121930. }
  121931. /**
  121932. * Interface for an affected physics impostor
  121933. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121934. */
  121935. export interface PhysicsAffectedImpostorWithData {
  121936. /**
  121937. * The impostor affected by the effect
  121938. */
  121939. impostor: PhysicsImpostor;
  121940. /**
  121941. * The data about the hit/horce from the explosion
  121942. */
  121943. hitData: PhysicsHitData;
  121944. }
  121945. }
  121946. declare module BABYLON {
  121947. /** @hidden */
  121948. export var blackAndWhitePixelShader: {
  121949. name: string;
  121950. shader: string;
  121951. };
  121952. }
  121953. declare module BABYLON {
  121954. /**
  121955. * Post process used to render in black and white
  121956. */
  121957. export class BlackAndWhitePostProcess extends PostProcess {
  121958. /**
  121959. * Linear about to convert he result to black and white (default: 1)
  121960. */
  121961. degree: number;
  121962. /**
  121963. * Creates a black and white post process
  121964. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  121965. * @param name The name of the effect.
  121966. * @param options The required width/height ratio to downsize to before computing the render pass.
  121967. * @param camera The camera to apply the render pass to.
  121968. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121969. * @param engine The engine which the post process will be applied. (default: current engine)
  121970. * @param reusable If the post process can be reused on the same frame. (default: false)
  121971. */
  121972. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121973. }
  121974. }
  121975. declare module BABYLON {
  121976. /**
  121977. * This represents a set of one or more post processes in Babylon.
  121978. * A post process can be used to apply a shader to a texture after it is rendered.
  121979. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121980. */
  121981. export class PostProcessRenderEffect {
  121982. private _postProcesses;
  121983. private _getPostProcesses;
  121984. private _singleInstance;
  121985. private _cameras;
  121986. private _indicesForCamera;
  121987. /**
  121988. * Name of the effect
  121989. * @hidden
  121990. */
  121991. _name: string;
  121992. /**
  121993. * Instantiates a post process render effect.
  121994. * A post process can be used to apply a shader to a texture after it is rendered.
  121995. * @param engine The engine the effect is tied to
  121996. * @param name The name of the effect
  121997. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  121998. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  121999. */
  122000. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  122001. /**
  122002. * Checks if all the post processes in the effect are supported.
  122003. */
  122004. readonly isSupported: boolean;
  122005. /**
  122006. * Updates the current state of the effect
  122007. * @hidden
  122008. */
  122009. _update(): void;
  122010. /**
  122011. * Attaches the effect on cameras
  122012. * @param cameras The camera to attach to.
  122013. * @hidden
  122014. */
  122015. _attachCameras(cameras: Camera): void;
  122016. /**
  122017. * Attaches the effect on cameras
  122018. * @param cameras The camera to attach to.
  122019. * @hidden
  122020. */
  122021. _attachCameras(cameras: Camera[]): void;
  122022. /**
  122023. * Detaches the effect on cameras
  122024. * @param cameras The camera to detatch from.
  122025. * @hidden
  122026. */
  122027. _detachCameras(cameras: Camera): void;
  122028. /**
  122029. * Detatches the effect on cameras
  122030. * @param cameras The camera to detatch from.
  122031. * @hidden
  122032. */
  122033. _detachCameras(cameras: Camera[]): void;
  122034. /**
  122035. * Enables the effect on given cameras
  122036. * @param cameras The camera to enable.
  122037. * @hidden
  122038. */
  122039. _enable(cameras: Camera): void;
  122040. /**
  122041. * Enables the effect on given cameras
  122042. * @param cameras The camera to enable.
  122043. * @hidden
  122044. */
  122045. _enable(cameras: Nullable<Camera[]>): void;
  122046. /**
  122047. * Disables the effect on the given cameras
  122048. * @param cameras The camera to disable.
  122049. * @hidden
  122050. */
  122051. _disable(cameras: Camera): void;
  122052. /**
  122053. * Disables the effect on the given cameras
  122054. * @param cameras The camera to disable.
  122055. * @hidden
  122056. */
  122057. _disable(cameras: Nullable<Camera[]>): void;
  122058. /**
  122059. * Gets a list of the post processes contained in the effect.
  122060. * @param camera The camera to get the post processes on.
  122061. * @returns The list of the post processes in the effect.
  122062. */
  122063. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  122064. }
  122065. }
  122066. declare module BABYLON {
  122067. /** @hidden */
  122068. export var extractHighlightsPixelShader: {
  122069. name: string;
  122070. shader: string;
  122071. };
  122072. }
  122073. declare module BABYLON {
  122074. /**
  122075. * 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.
  122076. */
  122077. export class ExtractHighlightsPostProcess extends PostProcess {
  122078. /**
  122079. * The luminance threshold, pixels below this value will be set to black.
  122080. */
  122081. threshold: number;
  122082. /** @hidden */
  122083. _exposure: number;
  122084. /**
  122085. * Post process which has the input texture to be used when performing highlight extraction
  122086. * @hidden
  122087. */
  122088. _inputPostProcess: Nullable<PostProcess>;
  122089. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122090. }
  122091. }
  122092. declare module BABYLON {
  122093. /** @hidden */
  122094. export var bloomMergePixelShader: {
  122095. name: string;
  122096. shader: string;
  122097. };
  122098. }
  122099. declare module BABYLON {
  122100. /**
  122101. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  122102. */
  122103. export class BloomMergePostProcess extends PostProcess {
  122104. /** Weight of the bloom to be added to the original input. */
  122105. weight: number;
  122106. /**
  122107. * Creates a new instance of @see BloomMergePostProcess
  122108. * @param name The name of the effect.
  122109. * @param originalFromInput Post process which's input will be used for the merge.
  122110. * @param blurred Blurred highlights post process which's output will be used.
  122111. * @param weight Weight of the bloom to be added to the original input.
  122112. * @param options The required width/height ratio to downsize to before computing the render pass.
  122113. * @param camera The camera to apply the render pass to.
  122114. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122115. * @param engine The engine which the post process will be applied. (default: current engine)
  122116. * @param reusable If the post process can be reused on the same frame. (default: false)
  122117. * @param textureType Type of textures used when performing the post process. (default: 0)
  122118. * @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)
  122119. */
  122120. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  122121. /** Weight of the bloom to be added to the original input. */
  122122. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122123. }
  122124. }
  122125. declare module BABYLON {
  122126. /**
  122127. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  122128. */
  122129. export class BloomEffect extends PostProcessRenderEffect {
  122130. private bloomScale;
  122131. /**
  122132. * @hidden Internal
  122133. */
  122134. _effects: Array<PostProcess>;
  122135. /**
  122136. * @hidden Internal
  122137. */
  122138. _downscale: ExtractHighlightsPostProcess;
  122139. private _blurX;
  122140. private _blurY;
  122141. private _merge;
  122142. /**
  122143. * The luminance threshold to find bright areas of the image to bloom.
  122144. */
  122145. threshold: number;
  122146. /**
  122147. * The strength of the bloom.
  122148. */
  122149. weight: number;
  122150. /**
  122151. * Specifies the size of the bloom blur kernel, relative to the final output size
  122152. */
  122153. kernel: number;
  122154. /**
  122155. * Creates a new instance of @see BloomEffect
  122156. * @param scene The scene the effect belongs to.
  122157. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  122158. * @param bloomKernel The size of the kernel to be used when applying the blur.
  122159. * @param bloomWeight The the strength of bloom.
  122160. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  122161. * @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)
  122162. */
  122163. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  122164. /**
  122165. * Disposes each of the internal effects for a given camera.
  122166. * @param camera The camera to dispose the effect on.
  122167. */
  122168. disposeEffects(camera: Camera): void;
  122169. /**
  122170. * @hidden Internal
  122171. */
  122172. _updateEffects(): void;
  122173. /**
  122174. * Internal
  122175. * @returns if all the contained post processes are ready.
  122176. * @hidden
  122177. */
  122178. _isReady(): boolean;
  122179. }
  122180. }
  122181. declare module BABYLON {
  122182. /** @hidden */
  122183. export var chromaticAberrationPixelShader: {
  122184. name: string;
  122185. shader: string;
  122186. };
  122187. }
  122188. declare module BABYLON {
  122189. /**
  122190. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  122191. */
  122192. export class ChromaticAberrationPostProcess extends PostProcess {
  122193. /**
  122194. * The amount of seperation of rgb channels (default: 30)
  122195. */
  122196. aberrationAmount: number;
  122197. /**
  122198. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  122199. */
  122200. radialIntensity: number;
  122201. /**
  122202. * 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))
  122203. */
  122204. direction: Vector2;
  122205. /**
  122206. * 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))
  122207. */
  122208. centerPosition: Vector2;
  122209. /**
  122210. * Creates a new instance ChromaticAberrationPostProcess
  122211. * @param name The name of the effect.
  122212. * @param screenWidth The width of the screen to apply the effect on.
  122213. * @param screenHeight The height of the screen to apply the effect on.
  122214. * @param options The required width/height ratio to downsize to before computing the render pass.
  122215. * @param camera The camera to apply the render pass to.
  122216. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122217. * @param engine The engine which the post process will be applied. (default: current engine)
  122218. * @param reusable If the post process can be reused on the same frame. (default: false)
  122219. * @param textureType Type of textures used when performing the post process. (default: 0)
  122220. * @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)
  122221. */
  122222. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122223. }
  122224. }
  122225. declare module BABYLON {
  122226. /** @hidden */
  122227. export var circleOfConfusionPixelShader: {
  122228. name: string;
  122229. shader: string;
  122230. };
  122231. }
  122232. declare module BABYLON {
  122233. /**
  122234. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  122235. */
  122236. export class CircleOfConfusionPostProcess extends PostProcess {
  122237. /**
  122238. * 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.
  122239. */
  122240. lensSize: number;
  122241. /**
  122242. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  122243. */
  122244. fStop: number;
  122245. /**
  122246. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  122247. */
  122248. focusDistance: number;
  122249. /**
  122250. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  122251. */
  122252. focalLength: number;
  122253. private _depthTexture;
  122254. /**
  122255. * Creates a new instance CircleOfConfusionPostProcess
  122256. * @param name The name of the effect.
  122257. * @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.
  122258. * @param options The required width/height ratio to downsize to before computing the render pass.
  122259. * @param camera The camera to apply the render pass to.
  122260. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122261. * @param engine The engine which the post process will be applied. (default: current engine)
  122262. * @param reusable If the post process can be reused on the same frame. (default: false)
  122263. * @param textureType Type of textures used when performing the post process. (default: 0)
  122264. * @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)
  122265. */
  122266. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122267. /**
  122268. * 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.
  122269. */
  122270. depthTexture: RenderTargetTexture;
  122271. }
  122272. }
  122273. declare module BABYLON {
  122274. /** @hidden */
  122275. export var colorCorrectionPixelShader: {
  122276. name: string;
  122277. shader: string;
  122278. };
  122279. }
  122280. declare module BABYLON {
  122281. /**
  122282. *
  122283. * This post-process allows the modification of rendered colors by using
  122284. * a 'look-up table' (LUT). This effect is also called Color Grading.
  122285. *
  122286. * The object needs to be provided an url to a texture containing the color
  122287. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  122288. * Use an image editing software to tweak the LUT to match your needs.
  122289. *
  122290. * For an example of a color LUT, see here:
  122291. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  122292. * For explanations on color grading, see here:
  122293. * @see http://udn.epicgames.com/Three/ColorGrading.html
  122294. *
  122295. */
  122296. export class ColorCorrectionPostProcess extends PostProcess {
  122297. private _colorTableTexture;
  122298. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122299. }
  122300. }
  122301. declare module BABYLON {
  122302. /** @hidden */
  122303. export var convolutionPixelShader: {
  122304. name: string;
  122305. shader: string;
  122306. };
  122307. }
  122308. declare module BABYLON {
  122309. /**
  122310. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  122311. * input texture to perform effects such as edge detection or sharpening
  122312. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  122313. */
  122314. export class ConvolutionPostProcess extends PostProcess {
  122315. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  122316. kernel: number[];
  122317. /**
  122318. * Creates a new instance ConvolutionPostProcess
  122319. * @param name The name of the effect.
  122320. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  122321. * @param options The required width/height ratio to downsize to before computing the render pass.
  122322. * @param camera The camera to apply the render pass to.
  122323. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122324. * @param engine The engine which the post process will be applied. (default: current engine)
  122325. * @param reusable If the post process can be reused on the same frame. (default: false)
  122326. * @param textureType Type of textures used when performing the post process. (default: 0)
  122327. */
  122328. constructor(name: string,
  122329. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  122330. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  122331. /**
  122332. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  122333. */
  122334. static EdgeDetect0Kernel: number[];
  122335. /**
  122336. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  122337. */
  122338. static EdgeDetect1Kernel: number[];
  122339. /**
  122340. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  122341. */
  122342. static EdgeDetect2Kernel: number[];
  122343. /**
  122344. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  122345. */
  122346. static SharpenKernel: number[];
  122347. /**
  122348. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  122349. */
  122350. static EmbossKernel: number[];
  122351. /**
  122352. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  122353. */
  122354. static GaussianKernel: number[];
  122355. }
  122356. }
  122357. declare module BABYLON {
  122358. /**
  122359. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  122360. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  122361. * based on samples that have a large difference in distance than the center pixel.
  122362. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  122363. */
  122364. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  122365. direction: Vector2;
  122366. /**
  122367. * Creates a new instance CircleOfConfusionPostProcess
  122368. * @param name The name of the effect.
  122369. * @param scene The scene the effect belongs to.
  122370. * @param direction The direction the blur should be applied.
  122371. * @param kernel The size of the kernel used to blur.
  122372. * @param options The required width/height ratio to downsize to before computing the render pass.
  122373. * @param camera The camera to apply the render pass to.
  122374. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  122375. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  122376. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122377. * @param engine The engine which the post process will be applied. (default: current engine)
  122378. * @param reusable If the post process can be reused on the same frame. (default: false)
  122379. * @param textureType Type of textures used when performing the post process. (default: 0)
  122380. * @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)
  122381. */
  122382. 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);
  122383. }
  122384. }
  122385. declare module BABYLON {
  122386. /** @hidden */
  122387. export var depthOfFieldMergePixelShader: {
  122388. name: string;
  122389. shader: string;
  122390. };
  122391. }
  122392. declare module BABYLON {
  122393. /**
  122394. * Options to be set when merging outputs from the default pipeline.
  122395. */
  122396. export class DepthOfFieldMergePostProcessOptions {
  122397. /**
  122398. * The original image to merge on top of
  122399. */
  122400. originalFromInput: PostProcess;
  122401. /**
  122402. * Parameters to perform the merge of the depth of field effect
  122403. */
  122404. depthOfField?: {
  122405. circleOfConfusion: PostProcess;
  122406. blurSteps: Array<PostProcess>;
  122407. };
  122408. /**
  122409. * Parameters to perform the merge of bloom effect
  122410. */
  122411. bloom?: {
  122412. blurred: PostProcess;
  122413. weight: number;
  122414. };
  122415. }
  122416. /**
  122417. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  122418. */
  122419. export class DepthOfFieldMergePostProcess extends PostProcess {
  122420. private blurSteps;
  122421. /**
  122422. * Creates a new instance of DepthOfFieldMergePostProcess
  122423. * @param name The name of the effect.
  122424. * @param originalFromInput Post process which's input will be used for the merge.
  122425. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  122426. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  122427. * @param options The required width/height ratio to downsize to before computing the render pass.
  122428. * @param camera The camera to apply the render pass to.
  122429. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122430. * @param engine The engine which the post process will be applied. (default: current engine)
  122431. * @param reusable If the post process can be reused on the same frame. (default: false)
  122432. * @param textureType Type of textures used when performing the post process. (default: 0)
  122433. * @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)
  122434. */
  122435. 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);
  122436. /**
  122437. * Updates the effect with the current post process compile time values and recompiles the shader.
  122438. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  122439. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  122440. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  122441. * @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
  122442. * @param onCompiled Called when the shader has been compiled.
  122443. * @param onError Called if there is an error when compiling a shader.
  122444. */
  122445. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  122446. }
  122447. }
  122448. declare module BABYLON {
  122449. /**
  122450. * Specifies the level of max blur that should be applied when using the depth of field effect
  122451. */
  122452. export enum DepthOfFieldEffectBlurLevel {
  122453. /**
  122454. * Subtle blur
  122455. */
  122456. Low = 0,
  122457. /**
  122458. * Medium blur
  122459. */
  122460. Medium = 1,
  122461. /**
  122462. * Large blur
  122463. */
  122464. High = 2
  122465. }
  122466. /**
  122467. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  122468. */
  122469. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  122470. private _circleOfConfusion;
  122471. /**
  122472. * @hidden Internal, blurs from high to low
  122473. */
  122474. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  122475. private _depthOfFieldBlurY;
  122476. private _dofMerge;
  122477. /**
  122478. * @hidden Internal post processes in depth of field effect
  122479. */
  122480. _effects: Array<PostProcess>;
  122481. /**
  122482. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  122483. */
  122484. focalLength: number;
  122485. /**
  122486. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  122487. */
  122488. fStop: number;
  122489. /**
  122490. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  122491. */
  122492. focusDistance: number;
  122493. /**
  122494. * 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.
  122495. */
  122496. lensSize: number;
  122497. /**
  122498. * Creates a new instance DepthOfFieldEffect
  122499. * @param scene The scene the effect belongs to.
  122500. * @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.
  122501. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  122502. * @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)
  122503. */
  122504. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  122505. /**
  122506. * Get the current class name of the current effet
  122507. * @returns "DepthOfFieldEffect"
  122508. */
  122509. getClassName(): string;
  122510. /**
  122511. * 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.
  122512. */
  122513. depthTexture: RenderTargetTexture;
  122514. /**
  122515. * Disposes each of the internal effects for a given camera.
  122516. * @param camera The camera to dispose the effect on.
  122517. */
  122518. disposeEffects(camera: Camera): void;
  122519. /**
  122520. * @hidden Internal
  122521. */
  122522. _updateEffects(): void;
  122523. /**
  122524. * Internal
  122525. * @returns if all the contained post processes are ready.
  122526. * @hidden
  122527. */
  122528. _isReady(): boolean;
  122529. }
  122530. }
  122531. declare module BABYLON {
  122532. /** @hidden */
  122533. export var displayPassPixelShader: {
  122534. name: string;
  122535. shader: string;
  122536. };
  122537. }
  122538. declare module BABYLON {
  122539. /**
  122540. * DisplayPassPostProcess which produces an output the same as it's input
  122541. */
  122542. export class DisplayPassPostProcess extends PostProcess {
  122543. /**
  122544. * Creates the DisplayPassPostProcess
  122545. * @param name The name of the effect.
  122546. * @param options The required width/height ratio to downsize to before computing the render pass.
  122547. * @param camera The camera to apply the render pass to.
  122548. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122549. * @param engine The engine which the post process will be applied. (default: current engine)
  122550. * @param reusable If the post process can be reused on the same frame. (default: false)
  122551. */
  122552. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122553. }
  122554. }
  122555. declare module BABYLON {
  122556. /** @hidden */
  122557. export var filterPixelShader: {
  122558. name: string;
  122559. shader: string;
  122560. };
  122561. }
  122562. declare module BABYLON {
  122563. /**
  122564. * Applies a kernel filter to the image
  122565. */
  122566. export class FilterPostProcess extends PostProcess {
  122567. /** The matrix to be applied to the image */
  122568. kernelMatrix: Matrix;
  122569. /**
  122570. *
  122571. * @param name The name of the effect.
  122572. * @param kernelMatrix The matrix to be applied to the image
  122573. * @param options The required width/height ratio to downsize to before computing the render pass.
  122574. * @param camera The camera to apply the render pass to.
  122575. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122576. * @param engine The engine which the post process will be applied. (default: current engine)
  122577. * @param reusable If the post process can be reused on the same frame. (default: false)
  122578. */
  122579. constructor(name: string,
  122580. /** The matrix to be applied to the image */
  122581. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122582. }
  122583. }
  122584. declare module BABYLON {
  122585. /** @hidden */
  122586. export var fxaaPixelShader: {
  122587. name: string;
  122588. shader: string;
  122589. };
  122590. }
  122591. declare module BABYLON {
  122592. /** @hidden */
  122593. export var fxaaVertexShader: {
  122594. name: string;
  122595. shader: string;
  122596. };
  122597. }
  122598. declare module BABYLON {
  122599. /**
  122600. * Fxaa post process
  122601. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  122602. */
  122603. export class FxaaPostProcess extends PostProcess {
  122604. /** @hidden */
  122605. texelWidth: number;
  122606. /** @hidden */
  122607. texelHeight: number;
  122608. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  122609. private _getDefines;
  122610. }
  122611. }
  122612. declare module BABYLON {
  122613. /** @hidden */
  122614. export var grainPixelShader: {
  122615. name: string;
  122616. shader: string;
  122617. };
  122618. }
  122619. declare module BABYLON {
  122620. /**
  122621. * The GrainPostProcess adds noise to the image at mid luminance levels
  122622. */
  122623. export class GrainPostProcess extends PostProcess {
  122624. /**
  122625. * The intensity of the grain added (default: 30)
  122626. */
  122627. intensity: number;
  122628. /**
  122629. * If the grain should be randomized on every frame
  122630. */
  122631. animated: boolean;
  122632. /**
  122633. * Creates a new instance of @see GrainPostProcess
  122634. * @param name The name of the effect.
  122635. * @param options The required width/height ratio to downsize to before computing the render pass.
  122636. * @param camera The camera to apply the render pass to.
  122637. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122638. * @param engine The engine which the post process will be applied. (default: current engine)
  122639. * @param reusable If the post process can be reused on the same frame. (default: false)
  122640. * @param textureType Type of textures used when performing the post process. (default: 0)
  122641. * @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)
  122642. */
  122643. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122644. }
  122645. }
  122646. declare module BABYLON {
  122647. /** @hidden */
  122648. export var highlightsPixelShader: {
  122649. name: string;
  122650. shader: string;
  122651. };
  122652. }
  122653. declare module BABYLON {
  122654. /**
  122655. * Extracts highlights from the image
  122656. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  122657. */
  122658. export class HighlightsPostProcess extends PostProcess {
  122659. /**
  122660. * Extracts highlights from the image
  122661. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  122662. * @param name The name of the effect.
  122663. * @param options The required width/height ratio to downsize to before computing the render pass.
  122664. * @param camera The camera to apply the render pass to.
  122665. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122666. * @param engine The engine which the post process will be applied. (default: current engine)
  122667. * @param reusable If the post process can be reused on the same frame. (default: false)
  122668. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  122669. */
  122670. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  122671. }
  122672. }
  122673. declare module BABYLON {
  122674. /** @hidden */
  122675. export var mrtFragmentDeclaration: {
  122676. name: string;
  122677. shader: string;
  122678. };
  122679. }
  122680. declare module BABYLON {
  122681. /** @hidden */
  122682. export var geometryPixelShader: {
  122683. name: string;
  122684. shader: string;
  122685. };
  122686. }
  122687. declare module BABYLON {
  122688. /** @hidden */
  122689. export var geometryVertexShader: {
  122690. name: string;
  122691. shader: string;
  122692. };
  122693. }
  122694. declare module BABYLON {
  122695. /** @hidden */
  122696. interface ISavedTransformationMatrix {
  122697. world: Matrix;
  122698. viewProjection: Matrix;
  122699. }
  122700. /**
  122701. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  122702. */
  122703. export class GeometryBufferRenderer {
  122704. /**
  122705. * Constant used to retrieve the position texture index in the G-Buffer textures array
  122706. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  122707. */
  122708. static readonly POSITION_TEXTURE_TYPE: number;
  122709. /**
  122710. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  122711. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  122712. */
  122713. static readonly VELOCITY_TEXTURE_TYPE: number;
  122714. /**
  122715. * Dictionary used to store the previous transformation matrices of each rendered mesh
  122716. * in order to compute objects velocities when enableVelocity is set to "true"
  122717. * @hidden
  122718. */
  122719. _previousTransformationMatrices: {
  122720. [index: number]: ISavedTransformationMatrix;
  122721. };
  122722. /**
  122723. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  122724. * in order to compute objects velocities when enableVelocity is set to "true"
  122725. * @hidden
  122726. */
  122727. _previousBonesTransformationMatrices: {
  122728. [index: number]: Float32Array;
  122729. };
  122730. /**
  122731. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  122732. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  122733. */
  122734. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  122735. private _scene;
  122736. private _multiRenderTarget;
  122737. private _ratio;
  122738. private _enablePosition;
  122739. private _enableVelocity;
  122740. private _positionIndex;
  122741. private _velocityIndex;
  122742. protected _effect: Effect;
  122743. protected _cachedDefines: string;
  122744. /**
  122745. * Set the render list (meshes to be rendered) used in the G buffer.
  122746. */
  122747. renderList: Mesh[];
  122748. /**
  122749. * Gets wether or not G buffer are supported by the running hardware.
  122750. * This requires draw buffer supports
  122751. */
  122752. readonly isSupported: boolean;
  122753. /**
  122754. * Returns the index of the given texture type in the G-Buffer textures array
  122755. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  122756. * @returns the index of the given texture type in the G-Buffer textures array
  122757. */
  122758. getTextureIndex(textureType: number): number;
  122759. /**
  122760. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  122761. */
  122762. /**
  122763. * Sets whether or not objects positions are enabled for the G buffer.
  122764. */
  122765. enablePosition: boolean;
  122766. /**
  122767. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  122768. */
  122769. /**
  122770. * Sets wether or not objects velocities are enabled for the G buffer.
  122771. */
  122772. enableVelocity: boolean;
  122773. /**
  122774. * Gets the scene associated with the buffer.
  122775. */
  122776. readonly scene: Scene;
  122777. /**
  122778. * Gets the ratio used by the buffer during its creation.
  122779. * How big is the buffer related to the main canvas.
  122780. */
  122781. readonly ratio: number;
  122782. /** @hidden */
  122783. static _SceneComponentInitialization: (scene: Scene) => void;
  122784. /**
  122785. * Creates a new G Buffer for the scene
  122786. * @param scene The scene the buffer belongs to
  122787. * @param ratio How big is the buffer related to the main canvas.
  122788. */
  122789. constructor(scene: Scene, ratio?: number);
  122790. /**
  122791. * Checks wether everything is ready to render a submesh to the G buffer.
  122792. * @param subMesh the submesh to check readiness for
  122793. * @param useInstances is the mesh drawn using instance or not
  122794. * @returns true if ready otherwise false
  122795. */
  122796. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122797. /**
  122798. * Gets the current underlying G Buffer.
  122799. * @returns the buffer
  122800. */
  122801. getGBuffer(): MultiRenderTarget;
  122802. /**
  122803. * Gets the number of samples used to render the buffer (anti aliasing).
  122804. */
  122805. /**
  122806. * Sets the number of samples used to render the buffer (anti aliasing).
  122807. */
  122808. samples: number;
  122809. /**
  122810. * Disposes the renderer and frees up associated resources.
  122811. */
  122812. dispose(): void;
  122813. protected _createRenderTargets(): void;
  122814. private _copyBonesTransformationMatrices;
  122815. }
  122816. }
  122817. declare module BABYLON {
  122818. interface Scene {
  122819. /** @hidden (Backing field) */
  122820. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  122821. /**
  122822. * Gets or Sets the current geometry buffer associated to the scene.
  122823. */
  122824. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  122825. /**
  122826. * Enables a GeometryBufferRender and associates it with the scene
  122827. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  122828. * @returns the GeometryBufferRenderer
  122829. */
  122830. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  122831. /**
  122832. * Disables the GeometryBufferRender associated with the scene
  122833. */
  122834. disableGeometryBufferRenderer(): void;
  122835. }
  122836. /**
  122837. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  122838. * in several rendering techniques.
  122839. */
  122840. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  122841. /**
  122842. * The component name helpful to identify the component in the list of scene components.
  122843. */
  122844. readonly name: string;
  122845. /**
  122846. * The scene the component belongs to.
  122847. */
  122848. scene: Scene;
  122849. /**
  122850. * Creates a new instance of the component for the given scene
  122851. * @param scene Defines the scene to register the component in
  122852. */
  122853. constructor(scene: Scene);
  122854. /**
  122855. * Registers the component in a given scene
  122856. */
  122857. register(): void;
  122858. /**
  122859. * Rebuilds the elements related to this component in case of
  122860. * context lost for instance.
  122861. */
  122862. rebuild(): void;
  122863. /**
  122864. * Disposes the component and the associated ressources
  122865. */
  122866. dispose(): void;
  122867. private _gatherRenderTargets;
  122868. }
  122869. }
  122870. declare module BABYLON {
  122871. /** @hidden */
  122872. export var motionBlurPixelShader: {
  122873. name: string;
  122874. shader: string;
  122875. };
  122876. }
  122877. declare module BABYLON {
  122878. /**
  122879. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  122880. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  122881. * As an example, all you have to do is to create the post-process:
  122882. * var mb = new BABYLON.MotionBlurPostProcess(
  122883. * 'mb', // The name of the effect.
  122884. * scene, // The scene containing the objects to blur according to their velocity.
  122885. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  122886. * camera // The camera to apply the render pass to.
  122887. * );
  122888. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  122889. */
  122890. export class MotionBlurPostProcess extends PostProcess {
  122891. /**
  122892. * Defines how much the image is blurred by the movement. Default value is equal to 1
  122893. */
  122894. motionStrength: number;
  122895. /**
  122896. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  122897. */
  122898. /**
  122899. * Sets the number of iterations to be used for motion blur quality
  122900. */
  122901. motionBlurSamples: number;
  122902. private _motionBlurSamples;
  122903. private _geometryBufferRenderer;
  122904. /**
  122905. * Creates a new instance MotionBlurPostProcess
  122906. * @param name The name of the effect.
  122907. * @param scene The scene containing the objects to blur according to their velocity.
  122908. * @param options The required width/height ratio to downsize to before computing the render pass.
  122909. * @param camera The camera to apply the render pass to.
  122910. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122911. * @param engine The engine which the post process will be applied. (default: current engine)
  122912. * @param reusable If the post process can be reused on the same frame. (default: false)
  122913. * @param textureType Type of textures used when performing the post process. (default: 0)
  122914. * @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)
  122915. */
  122916. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122917. /**
  122918. * Excludes the given skinned mesh from computing bones velocities.
  122919. * 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.
  122920. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  122921. */
  122922. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  122923. /**
  122924. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  122925. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  122926. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  122927. */
  122928. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  122929. /**
  122930. * Disposes the post process.
  122931. * @param camera The camera to dispose the post process on.
  122932. */
  122933. dispose(camera?: Camera): void;
  122934. }
  122935. }
  122936. declare module BABYLON {
  122937. /** @hidden */
  122938. export var refractionPixelShader: {
  122939. name: string;
  122940. shader: string;
  122941. };
  122942. }
  122943. declare module BABYLON {
  122944. /**
  122945. * Post process which applies a refractin texture
  122946. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  122947. */
  122948. export class RefractionPostProcess extends PostProcess {
  122949. /** the base color of the refraction (used to taint the rendering) */
  122950. color: Color3;
  122951. /** simulated refraction depth */
  122952. depth: number;
  122953. /** the coefficient of the base color (0 to remove base color tainting) */
  122954. colorLevel: number;
  122955. private _refTexture;
  122956. private _ownRefractionTexture;
  122957. /**
  122958. * Gets or sets the refraction texture
  122959. * Please note that you are responsible for disposing the texture if you set it manually
  122960. */
  122961. refractionTexture: Texture;
  122962. /**
  122963. * Initializes the RefractionPostProcess
  122964. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  122965. * @param name The name of the effect.
  122966. * @param refractionTextureUrl Url of the refraction texture to use
  122967. * @param color the base color of the refraction (used to taint the rendering)
  122968. * @param depth simulated refraction depth
  122969. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  122970. * @param camera The camera to apply the render pass to.
  122971. * @param options The required width/height ratio to downsize to before computing the render pass.
  122972. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122973. * @param engine The engine which the post process will be applied. (default: current engine)
  122974. * @param reusable If the post process can be reused on the same frame. (default: false)
  122975. */
  122976. constructor(name: string, refractionTextureUrl: string,
  122977. /** the base color of the refraction (used to taint the rendering) */
  122978. color: Color3,
  122979. /** simulated refraction depth */
  122980. depth: number,
  122981. /** the coefficient of the base color (0 to remove base color tainting) */
  122982. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122983. /**
  122984. * Disposes of the post process
  122985. * @param camera Camera to dispose post process on
  122986. */
  122987. dispose(camera: Camera): void;
  122988. }
  122989. }
  122990. declare module BABYLON {
  122991. /** @hidden */
  122992. export var sharpenPixelShader: {
  122993. name: string;
  122994. shader: string;
  122995. };
  122996. }
  122997. declare module BABYLON {
  122998. /**
  122999. * The SharpenPostProcess applies a sharpen kernel to every pixel
  123000. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  123001. */
  123002. export class SharpenPostProcess extends PostProcess {
  123003. /**
  123004. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  123005. */
  123006. colorAmount: number;
  123007. /**
  123008. * How much sharpness should be applied (default: 0.3)
  123009. */
  123010. edgeAmount: number;
  123011. /**
  123012. * Creates a new instance ConvolutionPostProcess
  123013. * @param name The name of the effect.
  123014. * @param options The required width/height ratio to downsize to before computing the render pass.
  123015. * @param camera The camera to apply the render pass to.
  123016. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123017. * @param engine The engine which the post process will be applied. (default: current engine)
  123018. * @param reusable If the post process can be reused on the same frame. (default: false)
  123019. * @param textureType Type of textures used when performing the post process. (default: 0)
  123020. * @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)
  123021. */
  123022. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123023. }
  123024. }
  123025. declare module BABYLON {
  123026. /**
  123027. * PostProcessRenderPipeline
  123028. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  123029. */
  123030. export class PostProcessRenderPipeline {
  123031. private engine;
  123032. private _renderEffects;
  123033. private _renderEffectsForIsolatedPass;
  123034. /**
  123035. * List of inspectable custom properties (used by the Inspector)
  123036. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  123037. */
  123038. inspectableCustomProperties: IInspectable[];
  123039. /**
  123040. * @hidden
  123041. */
  123042. protected _cameras: Camera[];
  123043. /** @hidden */
  123044. _name: string;
  123045. /**
  123046. * Gets pipeline name
  123047. */
  123048. readonly name: string;
  123049. /**
  123050. * Initializes a PostProcessRenderPipeline
  123051. * @param engine engine to add the pipeline to
  123052. * @param name name of the pipeline
  123053. */
  123054. constructor(engine: Engine, name: string);
  123055. /**
  123056. * Gets the class name
  123057. * @returns "PostProcessRenderPipeline"
  123058. */
  123059. getClassName(): string;
  123060. /**
  123061. * If all the render effects in the pipeline are supported
  123062. */
  123063. readonly isSupported: boolean;
  123064. /**
  123065. * Adds an effect to the pipeline
  123066. * @param renderEffect the effect to add
  123067. */
  123068. addEffect(renderEffect: PostProcessRenderEffect): void;
  123069. /** @hidden */
  123070. _rebuild(): void;
  123071. /** @hidden */
  123072. _enableEffect(renderEffectName: string, cameras: Camera): void;
  123073. /** @hidden */
  123074. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  123075. /** @hidden */
  123076. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  123077. /** @hidden */
  123078. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  123079. /** @hidden */
  123080. _attachCameras(cameras: Camera, unique: boolean): void;
  123081. /** @hidden */
  123082. _attachCameras(cameras: Camera[], unique: boolean): void;
  123083. /** @hidden */
  123084. _detachCameras(cameras: Camera): void;
  123085. /** @hidden */
  123086. _detachCameras(cameras: Nullable<Camera[]>): void;
  123087. /** @hidden */
  123088. _update(): void;
  123089. /** @hidden */
  123090. _reset(): void;
  123091. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  123092. /**
  123093. * Disposes of the pipeline
  123094. */
  123095. dispose(): void;
  123096. }
  123097. }
  123098. declare module BABYLON {
  123099. /**
  123100. * PostProcessRenderPipelineManager class
  123101. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  123102. */
  123103. export class PostProcessRenderPipelineManager {
  123104. private _renderPipelines;
  123105. /**
  123106. * Initializes a PostProcessRenderPipelineManager
  123107. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  123108. */
  123109. constructor();
  123110. /**
  123111. * Gets the list of supported render pipelines
  123112. */
  123113. readonly supportedPipelines: PostProcessRenderPipeline[];
  123114. /**
  123115. * Adds a pipeline to the manager
  123116. * @param renderPipeline The pipeline to add
  123117. */
  123118. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  123119. /**
  123120. * Attaches a camera to the pipeline
  123121. * @param renderPipelineName The name of the pipeline to attach to
  123122. * @param cameras the camera to attach
  123123. * @param unique if the camera can be attached multiple times to the pipeline
  123124. */
  123125. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  123126. /**
  123127. * Detaches a camera from the pipeline
  123128. * @param renderPipelineName The name of the pipeline to detach from
  123129. * @param cameras the camera to detach
  123130. */
  123131. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  123132. /**
  123133. * Enables an effect by name on a pipeline
  123134. * @param renderPipelineName the name of the pipeline to enable the effect in
  123135. * @param renderEffectName the name of the effect to enable
  123136. * @param cameras the cameras that the effect should be enabled on
  123137. */
  123138. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  123139. /**
  123140. * Disables an effect by name on a pipeline
  123141. * @param renderPipelineName the name of the pipeline to disable the effect in
  123142. * @param renderEffectName the name of the effect to disable
  123143. * @param cameras the cameras that the effect should be disabled on
  123144. */
  123145. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  123146. /**
  123147. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  123148. */
  123149. update(): void;
  123150. /** @hidden */
  123151. _rebuild(): void;
  123152. /**
  123153. * Disposes of the manager and pipelines
  123154. */
  123155. dispose(): void;
  123156. }
  123157. }
  123158. declare module BABYLON {
  123159. interface Scene {
  123160. /** @hidden (Backing field) */
  123161. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  123162. /**
  123163. * Gets the postprocess render pipeline manager
  123164. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  123165. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  123166. */
  123167. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  123168. }
  123169. /**
  123170. * Defines the Render Pipeline scene component responsible to rendering pipelines
  123171. */
  123172. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  123173. /**
  123174. * The component name helpfull to identify the component in the list of scene components.
  123175. */
  123176. readonly name: string;
  123177. /**
  123178. * The scene the component belongs to.
  123179. */
  123180. scene: Scene;
  123181. /**
  123182. * Creates a new instance of the component for the given scene
  123183. * @param scene Defines the scene to register the component in
  123184. */
  123185. constructor(scene: Scene);
  123186. /**
  123187. * Registers the component in a given scene
  123188. */
  123189. register(): void;
  123190. /**
  123191. * Rebuilds the elements related to this component in case of
  123192. * context lost for instance.
  123193. */
  123194. rebuild(): void;
  123195. /**
  123196. * Disposes the component and the associated ressources
  123197. */
  123198. dispose(): void;
  123199. private _gatherRenderTargets;
  123200. }
  123201. }
  123202. declare module BABYLON {
  123203. /**
  123204. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  123205. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  123206. */
  123207. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  123208. private _scene;
  123209. private _camerasToBeAttached;
  123210. /**
  123211. * ID of the sharpen post process,
  123212. */
  123213. private readonly SharpenPostProcessId;
  123214. /**
  123215. * @ignore
  123216. * ID of the image processing post process;
  123217. */
  123218. readonly ImageProcessingPostProcessId: string;
  123219. /**
  123220. * @ignore
  123221. * ID of the Fast Approximate Anti-Aliasing post process;
  123222. */
  123223. readonly FxaaPostProcessId: string;
  123224. /**
  123225. * ID of the chromatic aberration post process,
  123226. */
  123227. private readonly ChromaticAberrationPostProcessId;
  123228. /**
  123229. * ID of the grain post process
  123230. */
  123231. private readonly GrainPostProcessId;
  123232. /**
  123233. * Sharpen post process which will apply a sharpen convolution to enhance edges
  123234. */
  123235. sharpen: SharpenPostProcess;
  123236. private _sharpenEffect;
  123237. private bloom;
  123238. /**
  123239. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  123240. */
  123241. depthOfField: DepthOfFieldEffect;
  123242. /**
  123243. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  123244. */
  123245. fxaa: FxaaPostProcess;
  123246. /**
  123247. * Image post processing pass used to perform operations such as tone mapping or color grading.
  123248. */
  123249. imageProcessing: ImageProcessingPostProcess;
  123250. /**
  123251. * Chromatic aberration post process which will shift rgb colors in the image
  123252. */
  123253. chromaticAberration: ChromaticAberrationPostProcess;
  123254. private _chromaticAberrationEffect;
  123255. /**
  123256. * Grain post process which add noise to the image
  123257. */
  123258. grain: GrainPostProcess;
  123259. private _grainEffect;
  123260. /**
  123261. * Glow post process which adds a glow to emissive areas of the image
  123262. */
  123263. private _glowLayer;
  123264. /**
  123265. * Animations which can be used to tweak settings over a period of time
  123266. */
  123267. animations: Animation[];
  123268. private _imageProcessingConfigurationObserver;
  123269. private _sharpenEnabled;
  123270. private _bloomEnabled;
  123271. private _depthOfFieldEnabled;
  123272. private _depthOfFieldBlurLevel;
  123273. private _fxaaEnabled;
  123274. private _imageProcessingEnabled;
  123275. private _defaultPipelineTextureType;
  123276. private _bloomScale;
  123277. private _chromaticAberrationEnabled;
  123278. private _grainEnabled;
  123279. private _buildAllowed;
  123280. /**
  123281. * Gets active scene
  123282. */
  123283. readonly scene: Scene;
  123284. /**
  123285. * Enable or disable the sharpen process from the pipeline
  123286. */
  123287. sharpenEnabled: boolean;
  123288. private _resizeObserver;
  123289. private _hardwareScaleLevel;
  123290. private _bloomKernel;
  123291. /**
  123292. * Specifies the size of the bloom blur kernel, relative to the final output size
  123293. */
  123294. bloomKernel: number;
  123295. /**
  123296. * Specifies the weight of the bloom in the final rendering
  123297. */
  123298. private _bloomWeight;
  123299. /**
  123300. * Specifies the luma threshold for the area that will be blurred by the bloom
  123301. */
  123302. private _bloomThreshold;
  123303. private _hdr;
  123304. /**
  123305. * The strength of the bloom.
  123306. */
  123307. bloomWeight: number;
  123308. /**
  123309. * The strength of the bloom.
  123310. */
  123311. bloomThreshold: number;
  123312. /**
  123313. * The scale of the bloom, lower value will provide better performance.
  123314. */
  123315. bloomScale: number;
  123316. /**
  123317. * Enable or disable the bloom from the pipeline
  123318. */
  123319. bloomEnabled: boolean;
  123320. private _rebuildBloom;
  123321. /**
  123322. * If the depth of field is enabled.
  123323. */
  123324. depthOfFieldEnabled: boolean;
  123325. /**
  123326. * Blur level of the depth of field effect. (Higher blur will effect performance)
  123327. */
  123328. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  123329. /**
  123330. * If the anti aliasing is enabled.
  123331. */
  123332. fxaaEnabled: boolean;
  123333. private _samples;
  123334. /**
  123335. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  123336. */
  123337. samples: number;
  123338. /**
  123339. * If image processing is enabled.
  123340. */
  123341. imageProcessingEnabled: boolean;
  123342. /**
  123343. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  123344. */
  123345. glowLayerEnabled: boolean;
  123346. /**
  123347. * Gets the glow layer (or null if not defined)
  123348. */
  123349. readonly glowLayer: Nullable<GlowLayer>;
  123350. /**
  123351. * Enable or disable the chromaticAberration process from the pipeline
  123352. */
  123353. chromaticAberrationEnabled: boolean;
  123354. /**
  123355. * Enable or disable the grain process from the pipeline
  123356. */
  123357. grainEnabled: boolean;
  123358. /**
  123359. * @constructor
  123360. * @param name - The rendering pipeline name (default: "")
  123361. * @param hdr - If high dynamic range textures should be used (default: true)
  123362. * @param scene - The scene linked to this pipeline (default: the last created scene)
  123363. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  123364. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  123365. */
  123366. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  123367. /**
  123368. * Get the class name
  123369. * @returns "DefaultRenderingPipeline"
  123370. */
  123371. getClassName(): string;
  123372. /**
  123373. * Force the compilation of the entire pipeline.
  123374. */
  123375. prepare(): void;
  123376. private _hasCleared;
  123377. private _prevPostProcess;
  123378. private _prevPrevPostProcess;
  123379. private _setAutoClearAndTextureSharing;
  123380. private _depthOfFieldSceneObserver;
  123381. private _buildPipeline;
  123382. private _disposePostProcesses;
  123383. /**
  123384. * Adds a camera to the pipeline
  123385. * @param camera the camera to be added
  123386. */
  123387. addCamera(camera: Camera): void;
  123388. /**
  123389. * Removes a camera from the pipeline
  123390. * @param camera the camera to remove
  123391. */
  123392. removeCamera(camera: Camera): void;
  123393. /**
  123394. * Dispose of the pipeline and stop all post processes
  123395. */
  123396. dispose(): void;
  123397. /**
  123398. * Serialize the rendering pipeline (Used when exporting)
  123399. * @returns the serialized object
  123400. */
  123401. serialize(): any;
  123402. /**
  123403. * Parse the serialized pipeline
  123404. * @param source Source pipeline.
  123405. * @param scene The scene to load the pipeline to.
  123406. * @param rootUrl The URL of the serialized pipeline.
  123407. * @returns An instantiated pipeline from the serialized object.
  123408. */
  123409. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  123410. }
  123411. }
  123412. declare module BABYLON {
  123413. /** @hidden */
  123414. export var lensHighlightsPixelShader: {
  123415. name: string;
  123416. shader: string;
  123417. };
  123418. }
  123419. declare module BABYLON {
  123420. /** @hidden */
  123421. export var depthOfFieldPixelShader: {
  123422. name: string;
  123423. shader: string;
  123424. };
  123425. }
  123426. declare module BABYLON {
  123427. /**
  123428. * BABYLON.JS Chromatic Aberration GLSL Shader
  123429. * Author: Olivier Guyot
  123430. * Separates very slightly R, G and B colors on the edges of the screen
  123431. * Inspired by Francois Tarlier & Martins Upitis
  123432. */
  123433. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  123434. /**
  123435. * @ignore
  123436. * The chromatic aberration PostProcess id in the pipeline
  123437. */
  123438. LensChromaticAberrationEffect: string;
  123439. /**
  123440. * @ignore
  123441. * The highlights enhancing PostProcess id in the pipeline
  123442. */
  123443. HighlightsEnhancingEffect: string;
  123444. /**
  123445. * @ignore
  123446. * The depth-of-field PostProcess id in the pipeline
  123447. */
  123448. LensDepthOfFieldEffect: string;
  123449. private _scene;
  123450. private _depthTexture;
  123451. private _grainTexture;
  123452. private _chromaticAberrationPostProcess;
  123453. private _highlightsPostProcess;
  123454. private _depthOfFieldPostProcess;
  123455. private _edgeBlur;
  123456. private _grainAmount;
  123457. private _chromaticAberration;
  123458. private _distortion;
  123459. private _highlightsGain;
  123460. private _highlightsThreshold;
  123461. private _dofDistance;
  123462. private _dofAperture;
  123463. private _dofDarken;
  123464. private _dofPentagon;
  123465. private _blurNoise;
  123466. /**
  123467. * @constructor
  123468. *
  123469. * Effect parameters are as follow:
  123470. * {
  123471. * chromatic_aberration: number; // from 0 to x (1 for realism)
  123472. * edge_blur: number; // from 0 to x (1 for realism)
  123473. * distortion: number; // from 0 to x (1 for realism)
  123474. * grain_amount: number; // from 0 to 1
  123475. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  123476. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  123477. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  123478. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  123479. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  123480. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  123481. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  123482. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  123483. * }
  123484. * Note: if an effect parameter is unset, effect is disabled
  123485. *
  123486. * @param name The rendering pipeline name
  123487. * @param parameters - An object containing all parameters (see above)
  123488. * @param scene The scene linked to this pipeline
  123489. * @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)
  123490. * @param cameras The array of cameras that the rendering pipeline will be attached to
  123491. */
  123492. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  123493. /**
  123494. * Get the class name
  123495. * @returns "LensRenderingPipeline"
  123496. */
  123497. getClassName(): string;
  123498. /**
  123499. * Gets associated scene
  123500. */
  123501. readonly scene: Scene;
  123502. /**
  123503. * Gets or sets the edge blur
  123504. */
  123505. edgeBlur: number;
  123506. /**
  123507. * Gets or sets the grain amount
  123508. */
  123509. grainAmount: number;
  123510. /**
  123511. * Gets or sets the chromatic aberration amount
  123512. */
  123513. chromaticAberration: number;
  123514. /**
  123515. * Gets or sets the depth of field aperture
  123516. */
  123517. dofAperture: number;
  123518. /**
  123519. * Gets or sets the edge distortion
  123520. */
  123521. edgeDistortion: number;
  123522. /**
  123523. * Gets or sets the depth of field distortion
  123524. */
  123525. dofDistortion: number;
  123526. /**
  123527. * Gets or sets the darken out of focus amount
  123528. */
  123529. darkenOutOfFocus: number;
  123530. /**
  123531. * Gets or sets a boolean indicating if blur noise is enabled
  123532. */
  123533. blurNoise: boolean;
  123534. /**
  123535. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  123536. */
  123537. pentagonBokeh: boolean;
  123538. /**
  123539. * Gets or sets the highlight grain amount
  123540. */
  123541. highlightsGain: number;
  123542. /**
  123543. * Gets or sets the highlight threshold
  123544. */
  123545. highlightsThreshold: number;
  123546. /**
  123547. * Sets the amount of blur at the edges
  123548. * @param amount blur amount
  123549. */
  123550. setEdgeBlur(amount: number): void;
  123551. /**
  123552. * Sets edge blur to 0
  123553. */
  123554. disableEdgeBlur(): void;
  123555. /**
  123556. * Sets the amout of grain
  123557. * @param amount Amount of grain
  123558. */
  123559. setGrainAmount(amount: number): void;
  123560. /**
  123561. * Set grain amount to 0
  123562. */
  123563. disableGrain(): void;
  123564. /**
  123565. * Sets the chromatic aberration amount
  123566. * @param amount amount of chromatic aberration
  123567. */
  123568. setChromaticAberration(amount: number): void;
  123569. /**
  123570. * Sets chromatic aberration amount to 0
  123571. */
  123572. disableChromaticAberration(): void;
  123573. /**
  123574. * Sets the EdgeDistortion amount
  123575. * @param amount amount of EdgeDistortion
  123576. */
  123577. setEdgeDistortion(amount: number): void;
  123578. /**
  123579. * Sets edge distortion to 0
  123580. */
  123581. disableEdgeDistortion(): void;
  123582. /**
  123583. * Sets the FocusDistance amount
  123584. * @param amount amount of FocusDistance
  123585. */
  123586. setFocusDistance(amount: number): void;
  123587. /**
  123588. * Disables depth of field
  123589. */
  123590. disableDepthOfField(): void;
  123591. /**
  123592. * Sets the Aperture amount
  123593. * @param amount amount of Aperture
  123594. */
  123595. setAperture(amount: number): void;
  123596. /**
  123597. * Sets the DarkenOutOfFocus amount
  123598. * @param amount amount of DarkenOutOfFocus
  123599. */
  123600. setDarkenOutOfFocus(amount: number): void;
  123601. private _pentagonBokehIsEnabled;
  123602. /**
  123603. * Creates a pentagon bokeh effect
  123604. */
  123605. enablePentagonBokeh(): void;
  123606. /**
  123607. * Disables the pentagon bokeh effect
  123608. */
  123609. disablePentagonBokeh(): void;
  123610. /**
  123611. * Enables noise blur
  123612. */
  123613. enableNoiseBlur(): void;
  123614. /**
  123615. * Disables noise blur
  123616. */
  123617. disableNoiseBlur(): void;
  123618. /**
  123619. * Sets the HighlightsGain amount
  123620. * @param amount amount of HighlightsGain
  123621. */
  123622. setHighlightsGain(amount: number): void;
  123623. /**
  123624. * Sets the HighlightsThreshold amount
  123625. * @param amount amount of HighlightsThreshold
  123626. */
  123627. setHighlightsThreshold(amount: number): void;
  123628. /**
  123629. * Disables highlights
  123630. */
  123631. disableHighlights(): void;
  123632. /**
  123633. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  123634. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  123635. */
  123636. dispose(disableDepthRender?: boolean): void;
  123637. private _createChromaticAberrationPostProcess;
  123638. private _createHighlightsPostProcess;
  123639. private _createDepthOfFieldPostProcess;
  123640. private _createGrainTexture;
  123641. }
  123642. }
  123643. declare module BABYLON {
  123644. /** @hidden */
  123645. export var ssao2PixelShader: {
  123646. name: string;
  123647. shader: string;
  123648. };
  123649. }
  123650. declare module BABYLON {
  123651. /** @hidden */
  123652. export var ssaoCombinePixelShader: {
  123653. name: string;
  123654. shader: string;
  123655. };
  123656. }
  123657. declare module BABYLON {
  123658. /**
  123659. * Render pipeline to produce ssao effect
  123660. */
  123661. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  123662. /**
  123663. * @ignore
  123664. * The PassPostProcess id in the pipeline that contains the original scene color
  123665. */
  123666. SSAOOriginalSceneColorEffect: string;
  123667. /**
  123668. * @ignore
  123669. * The SSAO PostProcess id in the pipeline
  123670. */
  123671. SSAORenderEffect: string;
  123672. /**
  123673. * @ignore
  123674. * The horizontal blur PostProcess id in the pipeline
  123675. */
  123676. SSAOBlurHRenderEffect: string;
  123677. /**
  123678. * @ignore
  123679. * The vertical blur PostProcess id in the pipeline
  123680. */
  123681. SSAOBlurVRenderEffect: string;
  123682. /**
  123683. * @ignore
  123684. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  123685. */
  123686. SSAOCombineRenderEffect: string;
  123687. /**
  123688. * The output strength of the SSAO post-process. Default value is 1.0.
  123689. */
  123690. totalStrength: number;
  123691. /**
  123692. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  123693. */
  123694. maxZ: number;
  123695. /**
  123696. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  123697. */
  123698. minZAspect: number;
  123699. private _samples;
  123700. /**
  123701. * Number of samples used for the SSAO calculations. Default value is 8
  123702. */
  123703. samples: number;
  123704. private _textureSamples;
  123705. /**
  123706. * Number of samples to use for antialiasing
  123707. */
  123708. textureSamples: number;
  123709. /**
  123710. * Ratio object used for SSAO ratio and blur ratio
  123711. */
  123712. private _ratio;
  123713. /**
  123714. * Dynamically generated sphere sampler.
  123715. */
  123716. private _sampleSphere;
  123717. /**
  123718. * Blur filter offsets
  123719. */
  123720. private _samplerOffsets;
  123721. private _expensiveBlur;
  123722. /**
  123723. * If bilateral blur should be used
  123724. */
  123725. expensiveBlur: boolean;
  123726. /**
  123727. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  123728. */
  123729. radius: number;
  123730. /**
  123731. * The base color of the SSAO post-process
  123732. * The final result is "base + ssao" between [0, 1]
  123733. */
  123734. base: number;
  123735. /**
  123736. * Support test.
  123737. */
  123738. static readonly IsSupported: boolean;
  123739. private _scene;
  123740. private _depthTexture;
  123741. private _normalTexture;
  123742. private _randomTexture;
  123743. private _originalColorPostProcess;
  123744. private _ssaoPostProcess;
  123745. private _blurHPostProcess;
  123746. private _blurVPostProcess;
  123747. private _ssaoCombinePostProcess;
  123748. private _firstUpdate;
  123749. /**
  123750. * Gets active scene
  123751. */
  123752. readonly scene: Scene;
  123753. /**
  123754. * @constructor
  123755. * @param name The rendering pipeline name
  123756. * @param scene The scene linked to this pipeline
  123757. * @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 }
  123758. * @param cameras The array of cameras that the rendering pipeline will be attached to
  123759. */
  123760. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  123761. /**
  123762. * Get the class name
  123763. * @returns "SSAO2RenderingPipeline"
  123764. */
  123765. getClassName(): string;
  123766. /**
  123767. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  123768. */
  123769. dispose(disableGeometryBufferRenderer?: boolean): void;
  123770. private _createBlurPostProcess;
  123771. /** @hidden */
  123772. _rebuild(): void;
  123773. private _bits;
  123774. private _radicalInverse_VdC;
  123775. private _hammersley;
  123776. private _hemisphereSample_uniform;
  123777. private _generateHemisphere;
  123778. private _createSSAOPostProcess;
  123779. private _createSSAOCombinePostProcess;
  123780. private _createRandomTexture;
  123781. /**
  123782. * Serialize the rendering pipeline (Used when exporting)
  123783. * @returns the serialized object
  123784. */
  123785. serialize(): any;
  123786. /**
  123787. * Parse the serialized pipeline
  123788. * @param source Source pipeline.
  123789. * @param scene The scene to load the pipeline to.
  123790. * @param rootUrl The URL of the serialized pipeline.
  123791. * @returns An instantiated pipeline from the serialized object.
  123792. */
  123793. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  123794. }
  123795. }
  123796. declare module BABYLON {
  123797. /** @hidden */
  123798. export var ssaoPixelShader: {
  123799. name: string;
  123800. shader: string;
  123801. };
  123802. }
  123803. declare module BABYLON {
  123804. /**
  123805. * Render pipeline to produce ssao effect
  123806. */
  123807. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  123808. /**
  123809. * @ignore
  123810. * The PassPostProcess id in the pipeline that contains the original scene color
  123811. */
  123812. SSAOOriginalSceneColorEffect: string;
  123813. /**
  123814. * @ignore
  123815. * The SSAO PostProcess id in the pipeline
  123816. */
  123817. SSAORenderEffect: string;
  123818. /**
  123819. * @ignore
  123820. * The horizontal blur PostProcess id in the pipeline
  123821. */
  123822. SSAOBlurHRenderEffect: string;
  123823. /**
  123824. * @ignore
  123825. * The vertical blur PostProcess id in the pipeline
  123826. */
  123827. SSAOBlurVRenderEffect: string;
  123828. /**
  123829. * @ignore
  123830. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  123831. */
  123832. SSAOCombineRenderEffect: string;
  123833. /**
  123834. * The output strength of the SSAO post-process. Default value is 1.0.
  123835. */
  123836. totalStrength: number;
  123837. /**
  123838. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  123839. */
  123840. radius: number;
  123841. /**
  123842. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  123843. * Must not be equal to fallOff and superior to fallOff.
  123844. * Default value is 0.0075
  123845. */
  123846. area: number;
  123847. /**
  123848. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  123849. * Must not be equal to area and inferior to area.
  123850. * Default value is 0.000001
  123851. */
  123852. fallOff: number;
  123853. /**
  123854. * The base color of the SSAO post-process
  123855. * The final result is "base + ssao" between [0, 1]
  123856. */
  123857. base: number;
  123858. private _scene;
  123859. private _depthTexture;
  123860. private _randomTexture;
  123861. private _originalColorPostProcess;
  123862. private _ssaoPostProcess;
  123863. private _blurHPostProcess;
  123864. private _blurVPostProcess;
  123865. private _ssaoCombinePostProcess;
  123866. private _firstUpdate;
  123867. /**
  123868. * Gets active scene
  123869. */
  123870. readonly scene: Scene;
  123871. /**
  123872. * @constructor
  123873. * @param name - The rendering pipeline name
  123874. * @param scene - The scene linked to this pipeline
  123875. * @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 }
  123876. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  123877. */
  123878. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  123879. /**
  123880. * Get the class name
  123881. * @returns "SSAORenderingPipeline"
  123882. */
  123883. getClassName(): string;
  123884. /**
  123885. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  123886. */
  123887. dispose(disableDepthRender?: boolean): void;
  123888. private _createBlurPostProcess;
  123889. /** @hidden */
  123890. _rebuild(): void;
  123891. private _createSSAOPostProcess;
  123892. private _createSSAOCombinePostProcess;
  123893. private _createRandomTexture;
  123894. }
  123895. }
  123896. declare module BABYLON {
  123897. /** @hidden */
  123898. export var standardPixelShader: {
  123899. name: string;
  123900. shader: string;
  123901. };
  123902. }
  123903. declare module BABYLON {
  123904. /**
  123905. * Standard rendering pipeline
  123906. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  123907. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  123908. */
  123909. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  123910. /**
  123911. * Public members
  123912. */
  123913. /**
  123914. * Post-process which contains the original scene color before the pipeline applies all the effects
  123915. */
  123916. originalPostProcess: Nullable<PostProcess>;
  123917. /**
  123918. * Post-process used to down scale an image x4
  123919. */
  123920. downSampleX4PostProcess: Nullable<PostProcess>;
  123921. /**
  123922. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  123923. */
  123924. brightPassPostProcess: Nullable<PostProcess>;
  123925. /**
  123926. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  123927. */
  123928. blurHPostProcesses: PostProcess[];
  123929. /**
  123930. * Post-process array storing all the vertical blur post-processes used by the pipeline
  123931. */
  123932. blurVPostProcesses: PostProcess[];
  123933. /**
  123934. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  123935. */
  123936. textureAdderPostProcess: Nullable<PostProcess>;
  123937. /**
  123938. * Post-process used to create volumetric lighting effect
  123939. */
  123940. volumetricLightPostProcess: Nullable<PostProcess>;
  123941. /**
  123942. * Post-process used to smooth the previous volumetric light post-process on the X axis
  123943. */
  123944. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  123945. /**
  123946. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  123947. */
  123948. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  123949. /**
  123950. * Post-process used to merge the volumetric light effect and the real scene color
  123951. */
  123952. volumetricLightMergePostProces: Nullable<PostProcess>;
  123953. /**
  123954. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  123955. */
  123956. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  123957. /**
  123958. * Base post-process used to calculate the average luminance of the final image for HDR
  123959. */
  123960. luminancePostProcess: Nullable<PostProcess>;
  123961. /**
  123962. * Post-processes used to create down sample post-processes in order to get
  123963. * the average luminance of the final image for HDR
  123964. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  123965. */
  123966. luminanceDownSamplePostProcesses: PostProcess[];
  123967. /**
  123968. * Post-process used to create a HDR effect (light adaptation)
  123969. */
  123970. hdrPostProcess: Nullable<PostProcess>;
  123971. /**
  123972. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  123973. */
  123974. textureAdderFinalPostProcess: Nullable<PostProcess>;
  123975. /**
  123976. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  123977. */
  123978. lensFlareFinalPostProcess: Nullable<PostProcess>;
  123979. /**
  123980. * Post-process used to merge the final HDR post-process and the real scene color
  123981. */
  123982. hdrFinalPostProcess: Nullable<PostProcess>;
  123983. /**
  123984. * Post-process used to create a lens flare effect
  123985. */
  123986. lensFlarePostProcess: Nullable<PostProcess>;
  123987. /**
  123988. * Post-process that merges the result of the lens flare post-process and the real scene color
  123989. */
  123990. lensFlareComposePostProcess: Nullable<PostProcess>;
  123991. /**
  123992. * Post-process used to create a motion blur effect
  123993. */
  123994. motionBlurPostProcess: Nullable<PostProcess>;
  123995. /**
  123996. * Post-process used to create a depth of field effect
  123997. */
  123998. depthOfFieldPostProcess: Nullable<PostProcess>;
  123999. /**
  124000. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  124001. */
  124002. fxaaPostProcess: Nullable<FxaaPostProcess>;
  124003. /**
  124004. * Represents the brightness threshold in order to configure the illuminated surfaces
  124005. */
  124006. brightThreshold: number;
  124007. /**
  124008. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  124009. */
  124010. blurWidth: number;
  124011. /**
  124012. * Sets if the blur for highlighted surfaces must be only horizontal
  124013. */
  124014. horizontalBlur: boolean;
  124015. /**
  124016. * Gets the overall exposure used by the pipeline
  124017. */
  124018. /**
  124019. * Sets the overall exposure used by the pipeline
  124020. */
  124021. exposure: number;
  124022. /**
  124023. * Texture used typically to simulate "dirty" on camera lens
  124024. */
  124025. lensTexture: Nullable<Texture>;
  124026. /**
  124027. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  124028. */
  124029. volumetricLightCoefficient: number;
  124030. /**
  124031. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  124032. */
  124033. volumetricLightPower: number;
  124034. /**
  124035. * Used the set the blur intensity to smooth the volumetric lights
  124036. */
  124037. volumetricLightBlurScale: number;
  124038. /**
  124039. * Light (spot or directional) used to generate the volumetric lights rays
  124040. * The source light must have a shadow generate so the pipeline can get its
  124041. * depth map
  124042. */
  124043. sourceLight: Nullable<SpotLight | DirectionalLight>;
  124044. /**
  124045. * For eye adaptation, represents the minimum luminance the eye can see
  124046. */
  124047. hdrMinimumLuminance: number;
  124048. /**
  124049. * For eye adaptation, represents the decrease luminance speed
  124050. */
  124051. hdrDecreaseRate: number;
  124052. /**
  124053. * For eye adaptation, represents the increase luminance speed
  124054. */
  124055. hdrIncreaseRate: number;
  124056. /**
  124057. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  124058. */
  124059. /**
  124060. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  124061. */
  124062. hdrAutoExposure: boolean;
  124063. /**
  124064. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  124065. */
  124066. lensColorTexture: Nullable<Texture>;
  124067. /**
  124068. * The overall strengh for the lens flare effect
  124069. */
  124070. lensFlareStrength: number;
  124071. /**
  124072. * Dispersion coefficient for lens flare ghosts
  124073. */
  124074. lensFlareGhostDispersal: number;
  124075. /**
  124076. * Main lens flare halo width
  124077. */
  124078. lensFlareHaloWidth: number;
  124079. /**
  124080. * Based on the lens distortion effect, defines how much the lens flare result
  124081. * is distorted
  124082. */
  124083. lensFlareDistortionStrength: number;
  124084. /**
  124085. * Lens star texture must be used to simulate rays on the flares and is available
  124086. * in the documentation
  124087. */
  124088. lensStarTexture: Nullable<Texture>;
  124089. /**
  124090. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  124091. * flare effect by taking account of the dirt texture
  124092. */
  124093. lensFlareDirtTexture: Nullable<Texture>;
  124094. /**
  124095. * Represents the focal length for the depth of field effect
  124096. */
  124097. depthOfFieldDistance: number;
  124098. /**
  124099. * Represents the blur intensity for the blurred part of the depth of field effect
  124100. */
  124101. depthOfFieldBlurWidth: number;
  124102. /**
  124103. * Gets how much the image is blurred by the movement while using the motion blur post-process
  124104. */
  124105. /**
  124106. * Sets how much the image is blurred by the movement while using the motion blur post-process
  124107. */
  124108. motionStrength: number;
  124109. /**
  124110. * Gets wether or not the motion blur post-process is object based or screen based.
  124111. */
  124112. /**
  124113. * Sets wether or not the motion blur post-process should be object based or screen based
  124114. */
  124115. objectBasedMotionBlur: boolean;
  124116. /**
  124117. * List of animations for the pipeline (IAnimatable implementation)
  124118. */
  124119. animations: Animation[];
  124120. /**
  124121. * Private members
  124122. */
  124123. private _scene;
  124124. private _currentDepthOfFieldSource;
  124125. private _basePostProcess;
  124126. private _fixedExposure;
  124127. private _currentExposure;
  124128. private _hdrAutoExposure;
  124129. private _hdrCurrentLuminance;
  124130. private _motionStrength;
  124131. private _isObjectBasedMotionBlur;
  124132. private _floatTextureType;
  124133. private _camerasToBeAttached;
  124134. private _ratio;
  124135. private _bloomEnabled;
  124136. private _depthOfFieldEnabled;
  124137. private _vlsEnabled;
  124138. private _lensFlareEnabled;
  124139. private _hdrEnabled;
  124140. private _motionBlurEnabled;
  124141. private _fxaaEnabled;
  124142. private _motionBlurSamples;
  124143. private _volumetricLightStepsCount;
  124144. private _samples;
  124145. /**
  124146. * @ignore
  124147. * Specifies if the bloom pipeline is enabled
  124148. */
  124149. BloomEnabled: boolean;
  124150. /**
  124151. * @ignore
  124152. * Specifies if the depth of field pipeline is enabed
  124153. */
  124154. DepthOfFieldEnabled: boolean;
  124155. /**
  124156. * @ignore
  124157. * Specifies if the lens flare pipeline is enabed
  124158. */
  124159. LensFlareEnabled: boolean;
  124160. /**
  124161. * @ignore
  124162. * Specifies if the HDR pipeline is enabled
  124163. */
  124164. HDREnabled: boolean;
  124165. /**
  124166. * @ignore
  124167. * Specifies if the volumetric lights scattering effect is enabled
  124168. */
  124169. VLSEnabled: boolean;
  124170. /**
  124171. * @ignore
  124172. * Specifies if the motion blur effect is enabled
  124173. */
  124174. MotionBlurEnabled: boolean;
  124175. /**
  124176. * Specifies if anti-aliasing is enabled
  124177. */
  124178. fxaaEnabled: boolean;
  124179. /**
  124180. * Specifies the number of steps used to calculate the volumetric lights
  124181. * Typically in interval [50, 200]
  124182. */
  124183. volumetricLightStepsCount: number;
  124184. /**
  124185. * Specifies the number of samples used for the motion blur effect
  124186. * Typically in interval [16, 64]
  124187. */
  124188. motionBlurSamples: number;
  124189. /**
  124190. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  124191. */
  124192. samples: number;
  124193. /**
  124194. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  124195. * @constructor
  124196. * @param name The rendering pipeline name
  124197. * @param scene The scene linked to this pipeline
  124198. * @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)
  124199. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  124200. * @param cameras The array of cameras that the rendering pipeline will be attached to
  124201. */
  124202. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  124203. private _buildPipeline;
  124204. private _createDownSampleX4PostProcess;
  124205. private _createBrightPassPostProcess;
  124206. private _createBlurPostProcesses;
  124207. private _createTextureAdderPostProcess;
  124208. private _createVolumetricLightPostProcess;
  124209. private _createLuminancePostProcesses;
  124210. private _createHdrPostProcess;
  124211. private _createLensFlarePostProcess;
  124212. private _createDepthOfFieldPostProcess;
  124213. private _createMotionBlurPostProcess;
  124214. private _getDepthTexture;
  124215. private _disposePostProcesses;
  124216. /**
  124217. * Dispose of the pipeline and stop all post processes
  124218. */
  124219. dispose(): void;
  124220. /**
  124221. * Serialize the rendering pipeline (Used when exporting)
  124222. * @returns the serialized object
  124223. */
  124224. serialize(): any;
  124225. /**
  124226. * Parse the serialized pipeline
  124227. * @param source Source pipeline.
  124228. * @param scene The scene to load the pipeline to.
  124229. * @param rootUrl The URL of the serialized pipeline.
  124230. * @returns An instantiated pipeline from the serialized object.
  124231. */
  124232. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  124233. /**
  124234. * Luminance steps
  124235. */
  124236. static LuminanceSteps: number;
  124237. }
  124238. }
  124239. declare module BABYLON {
  124240. /** @hidden */
  124241. export var tonemapPixelShader: {
  124242. name: string;
  124243. shader: string;
  124244. };
  124245. }
  124246. declare module BABYLON {
  124247. /** Defines operator used for tonemapping */
  124248. export enum TonemappingOperator {
  124249. /** Hable */
  124250. Hable = 0,
  124251. /** Reinhard */
  124252. Reinhard = 1,
  124253. /** HejiDawson */
  124254. HejiDawson = 2,
  124255. /** Photographic */
  124256. Photographic = 3
  124257. }
  124258. /**
  124259. * Defines a post process to apply tone mapping
  124260. */
  124261. export class TonemapPostProcess extends PostProcess {
  124262. private _operator;
  124263. /** Defines the required exposure adjustement */
  124264. exposureAdjustment: number;
  124265. /**
  124266. * Creates a new TonemapPostProcess
  124267. * @param name defines the name of the postprocess
  124268. * @param _operator defines the operator to use
  124269. * @param exposureAdjustment defines the required exposure adjustement
  124270. * @param camera defines the camera to use (can be null)
  124271. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  124272. * @param engine defines the hosting engine (can be ignore if camera is set)
  124273. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  124274. */
  124275. constructor(name: string, _operator: TonemappingOperator,
  124276. /** Defines the required exposure adjustement */
  124277. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  124278. }
  124279. }
  124280. declare module BABYLON {
  124281. /** @hidden */
  124282. export var depthVertexShader: {
  124283. name: string;
  124284. shader: string;
  124285. };
  124286. }
  124287. declare module BABYLON {
  124288. /** @hidden */
  124289. export var volumetricLightScatteringPixelShader: {
  124290. name: string;
  124291. shader: string;
  124292. };
  124293. }
  124294. declare module BABYLON {
  124295. /** @hidden */
  124296. export var volumetricLightScatteringPassVertexShader: {
  124297. name: string;
  124298. shader: string;
  124299. };
  124300. }
  124301. declare module BABYLON {
  124302. /** @hidden */
  124303. export var volumetricLightScatteringPassPixelShader: {
  124304. name: string;
  124305. shader: string;
  124306. };
  124307. }
  124308. declare module BABYLON {
  124309. /**
  124310. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  124311. */
  124312. export class VolumetricLightScatteringPostProcess extends PostProcess {
  124313. private _volumetricLightScatteringPass;
  124314. private _volumetricLightScatteringRTT;
  124315. private _viewPort;
  124316. private _screenCoordinates;
  124317. private _cachedDefines;
  124318. /**
  124319. * If not undefined, the mesh position is computed from the attached node position
  124320. */
  124321. attachedNode: {
  124322. position: Vector3;
  124323. };
  124324. /**
  124325. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  124326. */
  124327. customMeshPosition: Vector3;
  124328. /**
  124329. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  124330. */
  124331. useCustomMeshPosition: boolean;
  124332. /**
  124333. * If the post-process should inverse the light scattering direction
  124334. */
  124335. invert: boolean;
  124336. /**
  124337. * The internal mesh used by the post-process
  124338. */
  124339. mesh: Mesh;
  124340. /**
  124341. * @hidden
  124342. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  124343. */
  124344. useDiffuseColor: boolean;
  124345. /**
  124346. * Array containing the excluded meshes not rendered in the internal pass
  124347. */
  124348. excludedMeshes: AbstractMesh[];
  124349. /**
  124350. * Controls the overall intensity of the post-process
  124351. */
  124352. exposure: number;
  124353. /**
  124354. * Dissipates each sample's contribution in range [0, 1]
  124355. */
  124356. decay: number;
  124357. /**
  124358. * Controls the overall intensity of each sample
  124359. */
  124360. weight: number;
  124361. /**
  124362. * Controls the density of each sample
  124363. */
  124364. density: number;
  124365. /**
  124366. * @constructor
  124367. * @param name The post-process name
  124368. * @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)
  124369. * @param camera The camera that the post-process will be attached to
  124370. * @param mesh The mesh used to create the light scattering
  124371. * @param samples The post-process quality, default 100
  124372. * @param samplingModeThe post-process filtering mode
  124373. * @param engine The babylon engine
  124374. * @param reusable If the post-process is reusable
  124375. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  124376. */
  124377. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  124378. /**
  124379. * Returns the string "VolumetricLightScatteringPostProcess"
  124380. * @returns "VolumetricLightScatteringPostProcess"
  124381. */
  124382. getClassName(): string;
  124383. private _isReady;
  124384. /**
  124385. * Sets the new light position for light scattering effect
  124386. * @param position The new custom light position
  124387. */
  124388. setCustomMeshPosition(position: Vector3): void;
  124389. /**
  124390. * Returns the light position for light scattering effect
  124391. * @return Vector3 The custom light position
  124392. */
  124393. getCustomMeshPosition(): Vector3;
  124394. /**
  124395. * Disposes the internal assets and detaches the post-process from the camera
  124396. */
  124397. dispose(camera: Camera): void;
  124398. /**
  124399. * Returns the render target texture used by the post-process
  124400. * @return the render target texture used by the post-process
  124401. */
  124402. getPass(): RenderTargetTexture;
  124403. private _meshExcluded;
  124404. private _createPass;
  124405. private _updateMeshScreenCoordinates;
  124406. /**
  124407. * Creates a default mesh for the Volumeric Light Scattering post-process
  124408. * @param name The mesh name
  124409. * @param scene The scene where to create the mesh
  124410. * @return the default mesh
  124411. */
  124412. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  124413. }
  124414. }
  124415. declare module BABYLON {
  124416. interface Scene {
  124417. /** @hidden (Backing field) */
  124418. _boundingBoxRenderer: BoundingBoxRenderer;
  124419. /** @hidden (Backing field) */
  124420. _forceShowBoundingBoxes: boolean;
  124421. /**
  124422. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  124423. */
  124424. forceShowBoundingBoxes: boolean;
  124425. /**
  124426. * Gets the bounding box renderer associated with the scene
  124427. * @returns a BoundingBoxRenderer
  124428. */
  124429. getBoundingBoxRenderer(): BoundingBoxRenderer;
  124430. }
  124431. interface AbstractMesh {
  124432. /** @hidden (Backing field) */
  124433. _showBoundingBox: boolean;
  124434. /**
  124435. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  124436. */
  124437. showBoundingBox: boolean;
  124438. }
  124439. /**
  124440. * Component responsible of rendering the bounding box of the meshes in a scene.
  124441. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  124442. */
  124443. export class BoundingBoxRenderer implements ISceneComponent {
  124444. /**
  124445. * The component name helpfull to identify the component in the list of scene components.
  124446. */
  124447. readonly name: string;
  124448. /**
  124449. * The scene the component belongs to.
  124450. */
  124451. scene: Scene;
  124452. /**
  124453. * Color of the bounding box lines placed in front of an object
  124454. */
  124455. frontColor: Color3;
  124456. /**
  124457. * Color of the bounding box lines placed behind an object
  124458. */
  124459. backColor: Color3;
  124460. /**
  124461. * Defines if the renderer should show the back lines or not
  124462. */
  124463. showBackLines: boolean;
  124464. /**
  124465. * @hidden
  124466. */
  124467. renderList: SmartArray<BoundingBox>;
  124468. private _colorShader;
  124469. private _vertexBuffers;
  124470. private _indexBuffer;
  124471. private _fillIndexBuffer;
  124472. private _fillIndexData;
  124473. /**
  124474. * Instantiates a new bounding box renderer in a scene.
  124475. * @param scene the scene the renderer renders in
  124476. */
  124477. constructor(scene: Scene);
  124478. /**
  124479. * Registers the component in a given scene
  124480. */
  124481. register(): void;
  124482. private _evaluateSubMesh;
  124483. private _activeMesh;
  124484. private _prepareRessources;
  124485. private _createIndexBuffer;
  124486. /**
  124487. * Rebuilds the elements related to this component in case of
  124488. * context lost for instance.
  124489. */
  124490. rebuild(): void;
  124491. /**
  124492. * @hidden
  124493. */
  124494. reset(): void;
  124495. /**
  124496. * Render the bounding boxes of a specific rendering group
  124497. * @param renderingGroupId defines the rendering group to render
  124498. */
  124499. render(renderingGroupId: number): void;
  124500. /**
  124501. * In case of occlusion queries, we can render the occlusion bounding box through this method
  124502. * @param mesh Define the mesh to render the occlusion bounding box for
  124503. */
  124504. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  124505. /**
  124506. * Dispose and release the resources attached to this renderer.
  124507. */
  124508. dispose(): void;
  124509. }
  124510. }
  124511. declare module BABYLON {
  124512. /** @hidden */
  124513. export var depthPixelShader: {
  124514. name: string;
  124515. shader: string;
  124516. };
  124517. }
  124518. declare module BABYLON {
  124519. /**
  124520. * This represents a depth renderer in Babylon.
  124521. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  124522. */
  124523. export class DepthRenderer {
  124524. private _scene;
  124525. private _depthMap;
  124526. private _effect;
  124527. private readonly _storeNonLinearDepth;
  124528. private readonly _clearColor;
  124529. /** Get if the depth renderer is using packed depth or not */
  124530. readonly isPacked: boolean;
  124531. private _cachedDefines;
  124532. private _camera;
  124533. /**
  124534. * Specifiess that the depth renderer will only be used within
  124535. * the camera it is created for.
  124536. * This can help forcing its rendering during the camera processing.
  124537. */
  124538. useOnlyInActiveCamera: boolean;
  124539. /** @hidden */
  124540. static _SceneComponentInitialization: (scene: Scene) => void;
  124541. /**
  124542. * Instantiates a depth renderer
  124543. * @param scene The scene the renderer belongs to
  124544. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  124545. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  124546. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  124547. */
  124548. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  124549. /**
  124550. * Creates the depth rendering effect and checks if the effect is ready.
  124551. * @param subMesh The submesh to be used to render the depth map of
  124552. * @param useInstances If multiple world instances should be used
  124553. * @returns if the depth renderer is ready to render the depth map
  124554. */
  124555. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124556. /**
  124557. * Gets the texture which the depth map will be written to.
  124558. * @returns The depth map texture
  124559. */
  124560. getDepthMap(): RenderTargetTexture;
  124561. /**
  124562. * Disposes of the depth renderer.
  124563. */
  124564. dispose(): void;
  124565. }
  124566. }
  124567. declare module BABYLON {
  124568. interface Scene {
  124569. /** @hidden (Backing field) */
  124570. _depthRenderer: {
  124571. [id: string]: DepthRenderer;
  124572. };
  124573. /**
  124574. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  124575. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  124576. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  124577. * @returns the created depth renderer
  124578. */
  124579. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  124580. /**
  124581. * Disables a depth renderer for a given camera
  124582. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  124583. */
  124584. disableDepthRenderer(camera?: Nullable<Camera>): void;
  124585. }
  124586. /**
  124587. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  124588. * in several rendering techniques.
  124589. */
  124590. export class DepthRendererSceneComponent implements ISceneComponent {
  124591. /**
  124592. * The component name helpfull to identify the component in the list of scene components.
  124593. */
  124594. readonly name: string;
  124595. /**
  124596. * The scene the component belongs to.
  124597. */
  124598. scene: Scene;
  124599. /**
  124600. * Creates a new instance of the component for the given scene
  124601. * @param scene Defines the scene to register the component in
  124602. */
  124603. constructor(scene: Scene);
  124604. /**
  124605. * Registers the component in a given scene
  124606. */
  124607. register(): void;
  124608. /**
  124609. * Rebuilds the elements related to this component in case of
  124610. * context lost for instance.
  124611. */
  124612. rebuild(): void;
  124613. /**
  124614. * Disposes the component and the associated ressources
  124615. */
  124616. dispose(): void;
  124617. private _gatherRenderTargets;
  124618. private _gatherActiveCameraRenderTargets;
  124619. }
  124620. }
  124621. declare module BABYLON {
  124622. /** @hidden */
  124623. export var outlinePixelShader: {
  124624. name: string;
  124625. shader: string;
  124626. };
  124627. }
  124628. declare module BABYLON {
  124629. /** @hidden */
  124630. export var outlineVertexShader: {
  124631. name: string;
  124632. shader: string;
  124633. };
  124634. }
  124635. declare module BABYLON {
  124636. interface Scene {
  124637. /** @hidden */
  124638. _outlineRenderer: OutlineRenderer;
  124639. /**
  124640. * Gets the outline renderer associated with the scene
  124641. * @returns a OutlineRenderer
  124642. */
  124643. getOutlineRenderer(): OutlineRenderer;
  124644. }
  124645. interface AbstractMesh {
  124646. /** @hidden (Backing field) */
  124647. _renderOutline: boolean;
  124648. /**
  124649. * Gets or sets a boolean indicating if the outline must be rendered as well
  124650. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  124651. */
  124652. renderOutline: boolean;
  124653. /** @hidden (Backing field) */
  124654. _renderOverlay: boolean;
  124655. /**
  124656. * Gets or sets a boolean indicating if the overlay must be rendered as well
  124657. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  124658. */
  124659. renderOverlay: boolean;
  124660. }
  124661. /**
  124662. * This class is responsible to draw bothe outline/overlay of meshes.
  124663. * It should not be used directly but through the available method on mesh.
  124664. */
  124665. export class OutlineRenderer implements ISceneComponent {
  124666. /**
  124667. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  124668. */
  124669. private static _StencilReference;
  124670. /**
  124671. * The name of the component. Each component must have a unique name.
  124672. */
  124673. name: string;
  124674. /**
  124675. * The scene the component belongs to.
  124676. */
  124677. scene: Scene;
  124678. /**
  124679. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  124680. */
  124681. zOffset: number;
  124682. private _engine;
  124683. private _effect;
  124684. private _cachedDefines;
  124685. private _savedDepthWrite;
  124686. /**
  124687. * Instantiates a new outline renderer. (There could be only one per scene).
  124688. * @param scene Defines the scene it belongs to
  124689. */
  124690. constructor(scene: Scene);
  124691. /**
  124692. * Register the component to one instance of a scene.
  124693. */
  124694. register(): void;
  124695. /**
  124696. * Rebuilds the elements related to this component in case of
  124697. * context lost for instance.
  124698. */
  124699. rebuild(): void;
  124700. /**
  124701. * Disposes the component and the associated ressources.
  124702. */
  124703. dispose(): void;
  124704. /**
  124705. * Renders the outline in the canvas.
  124706. * @param subMesh Defines the sumesh to render
  124707. * @param batch Defines the batch of meshes in case of instances
  124708. * @param useOverlay Defines if the rendering is for the overlay or the outline
  124709. */
  124710. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  124711. /**
  124712. * Returns whether or not the outline renderer is ready for a given submesh.
  124713. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  124714. * @param subMesh Defines the submesh to check readyness for
  124715. * @param useInstances Defines wheter wee are trying to render instances or not
  124716. * @returns true if ready otherwise false
  124717. */
  124718. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124719. private _beforeRenderingMesh;
  124720. private _afterRenderingMesh;
  124721. }
  124722. }
  124723. declare module BABYLON {
  124724. /**
  124725. * Class used to manage multiple sprites of different sizes on the same spritesheet
  124726. * @see http://doc.babylonjs.com/babylon101/sprites
  124727. */
  124728. export class SpritePackedManager extends SpriteManager {
  124729. /** defines the packed manager's name */
  124730. name: string;
  124731. /**
  124732. * Creates a new sprite manager from a packed sprite sheet
  124733. * @param name defines the manager's name
  124734. * @param imgUrl defines the sprite sheet url
  124735. * @param capacity defines the maximum allowed number of sprites
  124736. * @param scene defines the hosting scene
  124737. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  124738. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  124739. * @param samplingMode defines the smapling mode to use with spritesheet
  124740. * @param fromPacked set to true; do not alter
  124741. */
  124742. constructor(
  124743. /** defines the packed manager's name */
  124744. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  124745. }
  124746. }
  124747. declare module BABYLON {
  124748. /**
  124749. * Defines the list of states available for a task inside a AssetsManager
  124750. */
  124751. export enum AssetTaskState {
  124752. /**
  124753. * Initialization
  124754. */
  124755. INIT = 0,
  124756. /**
  124757. * Running
  124758. */
  124759. RUNNING = 1,
  124760. /**
  124761. * Done
  124762. */
  124763. DONE = 2,
  124764. /**
  124765. * Error
  124766. */
  124767. ERROR = 3
  124768. }
  124769. /**
  124770. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  124771. */
  124772. export abstract class AbstractAssetTask {
  124773. /**
  124774. * Task name
  124775. */ name: string;
  124776. /**
  124777. * Callback called when the task is successful
  124778. */
  124779. onSuccess: (task: any) => void;
  124780. /**
  124781. * Callback called when the task is not successful
  124782. */
  124783. onError: (task: any, message?: string, exception?: any) => void;
  124784. /**
  124785. * Creates a new AssetsManager
  124786. * @param name defines the name of the task
  124787. */
  124788. constructor(
  124789. /**
  124790. * Task name
  124791. */ name: string);
  124792. private _isCompleted;
  124793. private _taskState;
  124794. private _errorObject;
  124795. /**
  124796. * Get if the task is completed
  124797. */
  124798. readonly isCompleted: boolean;
  124799. /**
  124800. * Gets the current state of the task
  124801. */
  124802. readonly taskState: AssetTaskState;
  124803. /**
  124804. * Gets the current error object (if task is in error)
  124805. */
  124806. readonly errorObject: {
  124807. message?: string;
  124808. exception?: any;
  124809. };
  124810. /**
  124811. * Internal only
  124812. * @hidden
  124813. */
  124814. _setErrorObject(message?: string, exception?: any): void;
  124815. /**
  124816. * Execute the current task
  124817. * @param scene defines the scene where you want your assets to be loaded
  124818. * @param onSuccess is a callback called when the task is successfully executed
  124819. * @param onError is a callback called if an error occurs
  124820. */
  124821. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124822. /**
  124823. * Execute the current task
  124824. * @param scene defines the scene where you want your assets to be loaded
  124825. * @param onSuccess is a callback called when the task is successfully executed
  124826. * @param onError is a callback called if an error occurs
  124827. */
  124828. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124829. /**
  124830. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  124831. * This can be used with failed tasks that have the reason for failure fixed.
  124832. */
  124833. reset(): void;
  124834. private onErrorCallback;
  124835. private onDoneCallback;
  124836. }
  124837. /**
  124838. * Define the interface used by progress events raised during assets loading
  124839. */
  124840. export interface IAssetsProgressEvent {
  124841. /**
  124842. * Defines the number of remaining tasks to process
  124843. */
  124844. remainingCount: number;
  124845. /**
  124846. * Defines the total number of tasks
  124847. */
  124848. totalCount: number;
  124849. /**
  124850. * Defines the task that was just processed
  124851. */
  124852. task: AbstractAssetTask;
  124853. }
  124854. /**
  124855. * Class used to share progress information about assets loading
  124856. */
  124857. export class AssetsProgressEvent implements IAssetsProgressEvent {
  124858. /**
  124859. * Defines the number of remaining tasks to process
  124860. */
  124861. remainingCount: number;
  124862. /**
  124863. * Defines the total number of tasks
  124864. */
  124865. totalCount: number;
  124866. /**
  124867. * Defines the task that was just processed
  124868. */
  124869. task: AbstractAssetTask;
  124870. /**
  124871. * Creates a AssetsProgressEvent
  124872. * @param remainingCount defines the number of remaining tasks to process
  124873. * @param totalCount defines the total number of tasks
  124874. * @param task defines the task that was just processed
  124875. */
  124876. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  124877. }
  124878. /**
  124879. * Define a task used by AssetsManager to load meshes
  124880. */
  124881. export class MeshAssetTask extends AbstractAssetTask {
  124882. /**
  124883. * Defines the name of the task
  124884. */
  124885. name: string;
  124886. /**
  124887. * Defines the list of mesh's names you want to load
  124888. */
  124889. meshesNames: any;
  124890. /**
  124891. * Defines the root url to use as a base to load your meshes and associated resources
  124892. */
  124893. rootUrl: string;
  124894. /**
  124895. * Defines the filename of the scene to load from
  124896. */
  124897. sceneFilename: string;
  124898. /**
  124899. * Gets the list of loaded meshes
  124900. */
  124901. loadedMeshes: Array<AbstractMesh>;
  124902. /**
  124903. * Gets the list of loaded particle systems
  124904. */
  124905. loadedParticleSystems: Array<IParticleSystem>;
  124906. /**
  124907. * Gets the list of loaded skeletons
  124908. */
  124909. loadedSkeletons: Array<Skeleton>;
  124910. /**
  124911. * Gets the list of loaded animation groups
  124912. */
  124913. loadedAnimationGroups: Array<AnimationGroup>;
  124914. /**
  124915. * Callback called when the task is successful
  124916. */
  124917. onSuccess: (task: MeshAssetTask) => void;
  124918. /**
  124919. * Callback called when the task is successful
  124920. */
  124921. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  124922. /**
  124923. * Creates a new MeshAssetTask
  124924. * @param name defines the name of the task
  124925. * @param meshesNames defines the list of mesh's names you want to load
  124926. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  124927. * @param sceneFilename defines the filename of the scene to load from
  124928. */
  124929. constructor(
  124930. /**
  124931. * Defines the name of the task
  124932. */
  124933. name: string,
  124934. /**
  124935. * Defines the list of mesh's names you want to load
  124936. */
  124937. meshesNames: any,
  124938. /**
  124939. * Defines the root url to use as a base to load your meshes and associated resources
  124940. */
  124941. rootUrl: string,
  124942. /**
  124943. * Defines the filename of the scene to load from
  124944. */
  124945. sceneFilename: string);
  124946. /**
  124947. * Execute the current task
  124948. * @param scene defines the scene where you want your assets to be loaded
  124949. * @param onSuccess is a callback called when the task is successfully executed
  124950. * @param onError is a callback called if an error occurs
  124951. */
  124952. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124953. }
  124954. /**
  124955. * Define a task used by AssetsManager to load text content
  124956. */
  124957. export class TextFileAssetTask extends AbstractAssetTask {
  124958. /**
  124959. * Defines the name of the task
  124960. */
  124961. name: string;
  124962. /**
  124963. * Defines the location of the file to load
  124964. */
  124965. url: string;
  124966. /**
  124967. * Gets the loaded text string
  124968. */
  124969. text: string;
  124970. /**
  124971. * Callback called when the task is successful
  124972. */
  124973. onSuccess: (task: TextFileAssetTask) => void;
  124974. /**
  124975. * Callback called when the task is successful
  124976. */
  124977. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  124978. /**
  124979. * Creates a new TextFileAssetTask object
  124980. * @param name defines the name of the task
  124981. * @param url defines the location of the file to load
  124982. */
  124983. constructor(
  124984. /**
  124985. * Defines the name of the task
  124986. */
  124987. name: string,
  124988. /**
  124989. * Defines the location of the file to load
  124990. */
  124991. url: string);
  124992. /**
  124993. * Execute the current task
  124994. * @param scene defines the scene where you want your assets to be loaded
  124995. * @param onSuccess is a callback called when the task is successfully executed
  124996. * @param onError is a callback called if an error occurs
  124997. */
  124998. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124999. }
  125000. /**
  125001. * Define a task used by AssetsManager to load binary data
  125002. */
  125003. export class BinaryFileAssetTask extends AbstractAssetTask {
  125004. /**
  125005. * Defines the name of the task
  125006. */
  125007. name: string;
  125008. /**
  125009. * Defines the location of the file to load
  125010. */
  125011. url: string;
  125012. /**
  125013. * Gets the lodaded data (as an array buffer)
  125014. */
  125015. data: ArrayBuffer;
  125016. /**
  125017. * Callback called when the task is successful
  125018. */
  125019. onSuccess: (task: BinaryFileAssetTask) => void;
  125020. /**
  125021. * Callback called when the task is successful
  125022. */
  125023. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  125024. /**
  125025. * Creates a new BinaryFileAssetTask object
  125026. * @param name defines the name of the new task
  125027. * @param url defines the location of the file to load
  125028. */
  125029. constructor(
  125030. /**
  125031. * Defines the name of the task
  125032. */
  125033. name: string,
  125034. /**
  125035. * Defines the location of the file to load
  125036. */
  125037. url: string);
  125038. /**
  125039. * Execute the current task
  125040. * @param scene defines the scene where you want your assets to be loaded
  125041. * @param onSuccess is a callback called when the task is successfully executed
  125042. * @param onError is a callback called if an error occurs
  125043. */
  125044. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125045. }
  125046. /**
  125047. * Define a task used by AssetsManager to load images
  125048. */
  125049. export class ImageAssetTask extends AbstractAssetTask {
  125050. /**
  125051. * Defines the name of the task
  125052. */
  125053. name: string;
  125054. /**
  125055. * Defines the location of the image to load
  125056. */
  125057. url: string;
  125058. /**
  125059. * Gets the loaded images
  125060. */
  125061. image: HTMLImageElement;
  125062. /**
  125063. * Callback called when the task is successful
  125064. */
  125065. onSuccess: (task: ImageAssetTask) => void;
  125066. /**
  125067. * Callback called when the task is successful
  125068. */
  125069. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  125070. /**
  125071. * Creates a new ImageAssetTask
  125072. * @param name defines the name of the task
  125073. * @param url defines the location of the image to load
  125074. */
  125075. constructor(
  125076. /**
  125077. * Defines the name of the task
  125078. */
  125079. name: string,
  125080. /**
  125081. * Defines the location of the image to load
  125082. */
  125083. url: string);
  125084. /**
  125085. * Execute the current task
  125086. * @param scene defines the scene where you want your assets to be loaded
  125087. * @param onSuccess is a callback called when the task is successfully executed
  125088. * @param onError is a callback called if an error occurs
  125089. */
  125090. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125091. }
  125092. /**
  125093. * Defines the interface used by texture loading tasks
  125094. */
  125095. export interface ITextureAssetTask<TEX extends BaseTexture> {
  125096. /**
  125097. * Gets the loaded texture
  125098. */
  125099. texture: TEX;
  125100. }
  125101. /**
  125102. * Define a task used by AssetsManager to load 2D textures
  125103. */
  125104. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  125105. /**
  125106. * Defines the name of the task
  125107. */
  125108. name: string;
  125109. /**
  125110. * Defines the location of the file to load
  125111. */
  125112. url: string;
  125113. /**
  125114. * Defines if mipmap should not be generated (default is false)
  125115. */
  125116. noMipmap?: boolean | undefined;
  125117. /**
  125118. * Defines if texture must be inverted on Y axis (default is false)
  125119. */
  125120. invertY?: boolean | undefined;
  125121. /**
  125122. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  125123. */
  125124. samplingMode: number;
  125125. /**
  125126. * Gets the loaded texture
  125127. */
  125128. texture: Texture;
  125129. /**
  125130. * Callback called when the task is successful
  125131. */
  125132. onSuccess: (task: TextureAssetTask) => void;
  125133. /**
  125134. * Callback called when the task is successful
  125135. */
  125136. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  125137. /**
  125138. * Creates a new TextureAssetTask object
  125139. * @param name defines the name of the task
  125140. * @param url defines the location of the file to load
  125141. * @param noMipmap defines if mipmap should not be generated (default is false)
  125142. * @param invertY defines if texture must be inverted on Y axis (default is false)
  125143. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  125144. */
  125145. constructor(
  125146. /**
  125147. * Defines the name of the task
  125148. */
  125149. name: string,
  125150. /**
  125151. * Defines the location of the file to load
  125152. */
  125153. url: string,
  125154. /**
  125155. * Defines if mipmap should not be generated (default is false)
  125156. */
  125157. noMipmap?: boolean | undefined,
  125158. /**
  125159. * Defines if texture must be inverted on Y axis (default is false)
  125160. */
  125161. invertY?: boolean | undefined,
  125162. /**
  125163. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  125164. */
  125165. samplingMode?: number);
  125166. /**
  125167. * Execute the current task
  125168. * @param scene defines the scene where you want your assets to be loaded
  125169. * @param onSuccess is a callback called when the task is successfully executed
  125170. * @param onError is a callback called if an error occurs
  125171. */
  125172. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125173. }
  125174. /**
  125175. * Define a task used by AssetsManager to load cube textures
  125176. */
  125177. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  125178. /**
  125179. * Defines the name of the task
  125180. */
  125181. name: string;
  125182. /**
  125183. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  125184. */
  125185. url: string;
  125186. /**
  125187. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  125188. */
  125189. extensions?: string[] | undefined;
  125190. /**
  125191. * Defines if mipmaps should not be generated (default is false)
  125192. */
  125193. noMipmap?: boolean | undefined;
  125194. /**
  125195. * Defines the explicit list of files (undefined by default)
  125196. */
  125197. files?: string[] | undefined;
  125198. /**
  125199. * Gets the loaded texture
  125200. */
  125201. texture: CubeTexture;
  125202. /**
  125203. * Callback called when the task is successful
  125204. */
  125205. onSuccess: (task: CubeTextureAssetTask) => void;
  125206. /**
  125207. * Callback called when the task is successful
  125208. */
  125209. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  125210. /**
  125211. * Creates a new CubeTextureAssetTask
  125212. * @param name defines the name of the task
  125213. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  125214. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  125215. * @param noMipmap defines if mipmaps should not be generated (default is false)
  125216. * @param files defines the explicit list of files (undefined by default)
  125217. */
  125218. constructor(
  125219. /**
  125220. * Defines the name of the task
  125221. */
  125222. name: string,
  125223. /**
  125224. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  125225. */
  125226. url: string,
  125227. /**
  125228. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  125229. */
  125230. extensions?: string[] | undefined,
  125231. /**
  125232. * Defines if mipmaps should not be generated (default is false)
  125233. */
  125234. noMipmap?: boolean | undefined,
  125235. /**
  125236. * Defines the explicit list of files (undefined by default)
  125237. */
  125238. files?: string[] | undefined);
  125239. /**
  125240. * Execute the current task
  125241. * @param scene defines the scene where you want your assets to be loaded
  125242. * @param onSuccess is a callback called when the task is successfully executed
  125243. * @param onError is a callback called if an error occurs
  125244. */
  125245. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125246. }
  125247. /**
  125248. * Define a task used by AssetsManager to load HDR cube textures
  125249. */
  125250. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  125251. /**
  125252. * Defines the name of the task
  125253. */
  125254. name: string;
  125255. /**
  125256. * Defines the location of the file to load
  125257. */
  125258. url: string;
  125259. /**
  125260. * Defines the desired size (the more it increases the longer the generation will be)
  125261. */
  125262. size: number;
  125263. /**
  125264. * Defines if mipmaps should not be generated (default is false)
  125265. */
  125266. noMipmap: boolean;
  125267. /**
  125268. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  125269. */
  125270. generateHarmonics: boolean;
  125271. /**
  125272. * 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)
  125273. */
  125274. gammaSpace: boolean;
  125275. /**
  125276. * Internal Use Only
  125277. */
  125278. reserved: boolean;
  125279. /**
  125280. * Gets the loaded texture
  125281. */
  125282. texture: HDRCubeTexture;
  125283. /**
  125284. * Callback called when the task is successful
  125285. */
  125286. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  125287. /**
  125288. * Callback called when the task is successful
  125289. */
  125290. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  125291. /**
  125292. * Creates a new HDRCubeTextureAssetTask object
  125293. * @param name defines the name of the task
  125294. * @param url defines the location of the file to load
  125295. * @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.
  125296. * @param noMipmap defines if mipmaps should not be generated (default is false)
  125297. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  125298. * @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)
  125299. * @param reserved Internal use only
  125300. */
  125301. constructor(
  125302. /**
  125303. * Defines the name of the task
  125304. */
  125305. name: string,
  125306. /**
  125307. * Defines the location of the file to load
  125308. */
  125309. url: string,
  125310. /**
  125311. * Defines the desired size (the more it increases the longer the generation will be)
  125312. */
  125313. size: number,
  125314. /**
  125315. * Defines if mipmaps should not be generated (default is false)
  125316. */
  125317. noMipmap?: boolean,
  125318. /**
  125319. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  125320. */
  125321. generateHarmonics?: boolean,
  125322. /**
  125323. * 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)
  125324. */
  125325. gammaSpace?: boolean,
  125326. /**
  125327. * Internal Use Only
  125328. */
  125329. reserved?: boolean);
  125330. /**
  125331. * Execute the current task
  125332. * @param scene defines the scene where you want your assets to be loaded
  125333. * @param onSuccess is a callback called when the task is successfully executed
  125334. * @param onError is a callback called if an error occurs
  125335. */
  125336. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125337. }
  125338. /**
  125339. * Define a task used by AssetsManager to load Equirectangular cube textures
  125340. */
  125341. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  125342. /**
  125343. * Defines the name of the task
  125344. */
  125345. name: string;
  125346. /**
  125347. * Defines the location of the file to load
  125348. */
  125349. url: string;
  125350. /**
  125351. * Defines the desired size (the more it increases the longer the generation will be)
  125352. */
  125353. size: number;
  125354. /**
  125355. * Defines if mipmaps should not be generated (default is false)
  125356. */
  125357. noMipmap: boolean;
  125358. /**
  125359. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  125360. * but the standard material would require them in Gamma space) (default is true)
  125361. */
  125362. gammaSpace: boolean;
  125363. /**
  125364. * Gets the loaded texture
  125365. */
  125366. texture: EquiRectangularCubeTexture;
  125367. /**
  125368. * Callback called when the task is successful
  125369. */
  125370. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  125371. /**
  125372. * Callback called when the task is successful
  125373. */
  125374. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  125375. /**
  125376. * Creates a new EquiRectangularCubeTextureAssetTask object
  125377. * @param name defines the name of the task
  125378. * @param url defines the location of the file to load
  125379. * @param size defines the desired size (the more it increases the longer the generation will be)
  125380. * If the size is omitted this implies you are using a preprocessed cubemap.
  125381. * @param noMipmap defines if mipmaps should not be generated (default is false)
  125382. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  125383. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  125384. * (default is true)
  125385. */
  125386. constructor(
  125387. /**
  125388. * Defines the name of the task
  125389. */
  125390. name: string,
  125391. /**
  125392. * Defines the location of the file to load
  125393. */
  125394. url: string,
  125395. /**
  125396. * Defines the desired size (the more it increases the longer the generation will be)
  125397. */
  125398. size: number,
  125399. /**
  125400. * Defines if mipmaps should not be generated (default is false)
  125401. */
  125402. noMipmap?: boolean,
  125403. /**
  125404. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  125405. * but the standard material would require them in Gamma space) (default is true)
  125406. */
  125407. gammaSpace?: boolean);
  125408. /**
  125409. * Execute the current task
  125410. * @param scene defines the scene where you want your assets to be loaded
  125411. * @param onSuccess is a callback called when the task is successfully executed
  125412. * @param onError is a callback called if an error occurs
  125413. */
  125414. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125415. }
  125416. /**
  125417. * This class can be used to easily import assets into a scene
  125418. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  125419. */
  125420. export class AssetsManager {
  125421. private _scene;
  125422. private _isLoading;
  125423. protected _tasks: AbstractAssetTask[];
  125424. protected _waitingTasksCount: number;
  125425. protected _totalTasksCount: number;
  125426. /**
  125427. * Callback called when all tasks are processed
  125428. */
  125429. onFinish: (tasks: AbstractAssetTask[]) => void;
  125430. /**
  125431. * Callback called when a task is successful
  125432. */
  125433. onTaskSuccess: (task: AbstractAssetTask) => void;
  125434. /**
  125435. * Callback called when a task had an error
  125436. */
  125437. onTaskError: (task: AbstractAssetTask) => void;
  125438. /**
  125439. * Callback called when a task is done (whatever the result is)
  125440. */
  125441. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  125442. /**
  125443. * Observable called when all tasks are processed
  125444. */
  125445. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  125446. /**
  125447. * Observable called when a task had an error
  125448. */
  125449. onTaskErrorObservable: Observable<AbstractAssetTask>;
  125450. /**
  125451. * Observable called when all tasks were executed
  125452. */
  125453. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  125454. /**
  125455. * Observable called when a task is done (whatever the result is)
  125456. */
  125457. onProgressObservable: Observable<IAssetsProgressEvent>;
  125458. /**
  125459. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  125460. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  125461. */
  125462. useDefaultLoadingScreen: boolean;
  125463. /**
  125464. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  125465. * when all assets have been downloaded.
  125466. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  125467. */
  125468. autoHideLoadingUI: boolean;
  125469. /**
  125470. * Creates a new AssetsManager
  125471. * @param scene defines the scene to work on
  125472. */
  125473. constructor(scene: Scene);
  125474. /**
  125475. * Add a MeshAssetTask to the list of active tasks
  125476. * @param taskName defines the name of the new task
  125477. * @param meshesNames defines the name of meshes to load
  125478. * @param rootUrl defines the root url to use to locate files
  125479. * @param sceneFilename defines the filename of the scene file
  125480. * @returns a new MeshAssetTask object
  125481. */
  125482. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  125483. /**
  125484. * Add a TextFileAssetTask to the list of active tasks
  125485. * @param taskName defines the name of the new task
  125486. * @param url defines the url of the file to load
  125487. * @returns a new TextFileAssetTask object
  125488. */
  125489. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  125490. /**
  125491. * Add a BinaryFileAssetTask to the list of active tasks
  125492. * @param taskName defines the name of the new task
  125493. * @param url defines the url of the file to load
  125494. * @returns a new BinaryFileAssetTask object
  125495. */
  125496. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  125497. /**
  125498. * Add a ImageAssetTask to the list of active tasks
  125499. * @param taskName defines the name of the new task
  125500. * @param url defines the url of the file to load
  125501. * @returns a new ImageAssetTask object
  125502. */
  125503. addImageTask(taskName: string, url: string): ImageAssetTask;
  125504. /**
  125505. * Add a TextureAssetTask to the list of active tasks
  125506. * @param taskName defines the name of the new task
  125507. * @param url defines the url of the file to load
  125508. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  125509. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  125510. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  125511. * @returns a new TextureAssetTask object
  125512. */
  125513. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  125514. /**
  125515. * Add a CubeTextureAssetTask to the list of active tasks
  125516. * @param taskName defines the name of the new task
  125517. * @param url defines the url of the file to load
  125518. * @param extensions defines the extension to use to load the cube map (can be null)
  125519. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  125520. * @param files defines the list of files to load (can be null)
  125521. * @returns a new CubeTextureAssetTask object
  125522. */
  125523. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  125524. /**
  125525. *
  125526. * Add a HDRCubeTextureAssetTask to the list of active tasks
  125527. * @param taskName defines the name of the new task
  125528. * @param url defines the url of the file to load
  125529. * @param size defines the size you want for the cubemap (can be null)
  125530. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  125531. * @param generateHarmonics defines if you want to automatically generate (true by default)
  125532. * @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)
  125533. * @param reserved Internal use only
  125534. * @returns a new HDRCubeTextureAssetTask object
  125535. */
  125536. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  125537. /**
  125538. *
  125539. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  125540. * @param taskName defines the name of the new task
  125541. * @param url defines the url of the file to load
  125542. * @param size defines the size you want for the cubemap (can be null)
  125543. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  125544. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  125545. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  125546. * @returns a new EquiRectangularCubeTextureAssetTask object
  125547. */
  125548. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  125549. /**
  125550. * Remove a task from the assets manager.
  125551. * @param task the task to remove
  125552. */
  125553. removeTask(task: AbstractAssetTask): void;
  125554. private _decreaseWaitingTasksCount;
  125555. private _runTask;
  125556. /**
  125557. * Reset the AssetsManager and remove all tasks
  125558. * @return the current instance of the AssetsManager
  125559. */
  125560. reset(): AssetsManager;
  125561. /**
  125562. * Start the loading process
  125563. * @return the current instance of the AssetsManager
  125564. */
  125565. load(): AssetsManager;
  125566. /**
  125567. * Start the loading process as an async operation
  125568. * @return a promise returning the list of failed tasks
  125569. */
  125570. loadAsync(): Promise<void>;
  125571. }
  125572. }
  125573. declare module BABYLON {
  125574. /**
  125575. * Wrapper class for promise with external resolve and reject.
  125576. */
  125577. export class Deferred<T> {
  125578. /**
  125579. * The promise associated with this deferred object.
  125580. */
  125581. readonly promise: Promise<T>;
  125582. private _resolve;
  125583. private _reject;
  125584. /**
  125585. * The resolve method of the promise associated with this deferred object.
  125586. */
  125587. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  125588. /**
  125589. * The reject method of the promise associated with this deferred object.
  125590. */
  125591. readonly reject: (reason?: any) => void;
  125592. /**
  125593. * Constructor for this deferred object.
  125594. */
  125595. constructor();
  125596. }
  125597. }
  125598. declare module BABYLON {
  125599. /**
  125600. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  125601. */
  125602. export class MeshExploder {
  125603. private _centerMesh;
  125604. private _meshes;
  125605. private _meshesOrigins;
  125606. private _toCenterVectors;
  125607. private _scaledDirection;
  125608. private _newPosition;
  125609. private _centerPosition;
  125610. /**
  125611. * Explodes meshes from a center mesh.
  125612. * @param meshes The meshes to explode.
  125613. * @param centerMesh The mesh to be center of explosion.
  125614. */
  125615. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  125616. private _setCenterMesh;
  125617. /**
  125618. * Get class name
  125619. * @returns "MeshExploder"
  125620. */
  125621. getClassName(): string;
  125622. /**
  125623. * "Exploded meshes"
  125624. * @returns Array of meshes with the centerMesh at index 0.
  125625. */
  125626. getMeshes(): Array<Mesh>;
  125627. /**
  125628. * Explodes meshes giving a specific direction
  125629. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  125630. */
  125631. explode(direction?: number): void;
  125632. }
  125633. }
  125634. declare module BABYLON {
  125635. /**
  125636. * Class used to help managing file picking and drag'n'drop
  125637. */
  125638. export class FilesInput {
  125639. /**
  125640. * List of files ready to be loaded
  125641. */
  125642. static readonly FilesToLoad: {
  125643. [key: string]: File;
  125644. };
  125645. /**
  125646. * Callback called when a file is processed
  125647. */
  125648. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  125649. private _engine;
  125650. private _currentScene;
  125651. private _sceneLoadedCallback;
  125652. private _progressCallback;
  125653. private _additionalRenderLoopLogicCallback;
  125654. private _textureLoadingCallback;
  125655. private _startingProcessingFilesCallback;
  125656. private _onReloadCallback;
  125657. private _errorCallback;
  125658. private _elementToMonitor;
  125659. private _sceneFileToLoad;
  125660. private _filesToLoad;
  125661. /**
  125662. * Creates a new FilesInput
  125663. * @param engine defines the rendering engine
  125664. * @param scene defines the hosting scene
  125665. * @param sceneLoadedCallback callback called when scene is loaded
  125666. * @param progressCallback callback called to track progress
  125667. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  125668. * @param textureLoadingCallback callback called when a texture is loading
  125669. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  125670. * @param onReloadCallback callback called when a reload is requested
  125671. * @param errorCallback callback call if an error occurs
  125672. */
  125673. 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);
  125674. private _dragEnterHandler;
  125675. private _dragOverHandler;
  125676. private _dropHandler;
  125677. /**
  125678. * Calls this function to listen to drag'n'drop events on a specific DOM element
  125679. * @param elementToMonitor defines the DOM element to track
  125680. */
  125681. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  125682. /**
  125683. * Release all associated resources
  125684. */
  125685. dispose(): void;
  125686. private renderFunction;
  125687. private drag;
  125688. private drop;
  125689. private _traverseFolder;
  125690. private _processFiles;
  125691. /**
  125692. * Load files from a drop event
  125693. * @param event defines the drop event to use as source
  125694. */
  125695. loadFiles(event: any): void;
  125696. private _processReload;
  125697. /**
  125698. * Reload the current scene from the loaded files
  125699. */
  125700. reload(): void;
  125701. }
  125702. }
  125703. declare module BABYLON {
  125704. /**
  125705. * Defines the root class used to create scene optimization to use with SceneOptimizer
  125706. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125707. */
  125708. export class SceneOptimization {
  125709. /**
  125710. * Defines the priority of this optimization (0 by default which means first in the list)
  125711. */
  125712. priority: number;
  125713. /**
  125714. * Gets a string describing the action executed by the current optimization
  125715. * @returns description string
  125716. */
  125717. getDescription(): string;
  125718. /**
  125719. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125720. * @param scene defines the current scene where to apply this optimization
  125721. * @param optimizer defines the current optimizer
  125722. * @returns true if everything that can be done was applied
  125723. */
  125724. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125725. /**
  125726. * Creates the SceneOptimization object
  125727. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125728. * @param desc defines the description associated with the optimization
  125729. */
  125730. constructor(
  125731. /**
  125732. * Defines the priority of this optimization (0 by default which means first in the list)
  125733. */
  125734. priority?: number);
  125735. }
  125736. /**
  125737. * Defines an optimization used to reduce the size of render target textures
  125738. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125739. */
  125740. export class TextureOptimization extends SceneOptimization {
  125741. /**
  125742. * Defines the priority of this optimization (0 by default which means first in the list)
  125743. */
  125744. priority: number;
  125745. /**
  125746. * 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
  125747. */
  125748. maximumSize: number;
  125749. /**
  125750. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125751. */
  125752. step: number;
  125753. /**
  125754. * Gets a string describing the action executed by the current optimization
  125755. * @returns description string
  125756. */
  125757. getDescription(): string;
  125758. /**
  125759. * Creates the TextureOptimization object
  125760. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125761. * @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
  125762. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125763. */
  125764. constructor(
  125765. /**
  125766. * Defines the priority of this optimization (0 by default which means first in the list)
  125767. */
  125768. priority?: number,
  125769. /**
  125770. * 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
  125771. */
  125772. maximumSize?: number,
  125773. /**
  125774. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125775. */
  125776. step?: number);
  125777. /**
  125778. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125779. * @param scene defines the current scene where to apply this optimization
  125780. * @param optimizer defines the current optimizer
  125781. * @returns true if everything that can be done was applied
  125782. */
  125783. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125784. }
  125785. /**
  125786. * Defines an optimization used to increase or decrease the rendering resolution
  125787. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125788. */
  125789. export class HardwareScalingOptimization extends SceneOptimization {
  125790. /**
  125791. * Defines the priority of this optimization (0 by default which means first in the list)
  125792. */
  125793. priority: number;
  125794. /**
  125795. * Defines the maximum scale to use (2 by default)
  125796. */
  125797. maximumScale: number;
  125798. /**
  125799. * Defines the step to use between two passes (0.5 by default)
  125800. */
  125801. step: number;
  125802. private _currentScale;
  125803. private _directionOffset;
  125804. /**
  125805. * Gets a string describing the action executed by the current optimization
  125806. * @return description string
  125807. */
  125808. getDescription(): string;
  125809. /**
  125810. * Creates the HardwareScalingOptimization object
  125811. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125812. * @param maximumScale defines the maximum scale to use (2 by default)
  125813. * @param step defines the step to use between two passes (0.5 by default)
  125814. */
  125815. constructor(
  125816. /**
  125817. * Defines the priority of this optimization (0 by default which means first in the list)
  125818. */
  125819. priority?: number,
  125820. /**
  125821. * Defines the maximum scale to use (2 by default)
  125822. */
  125823. maximumScale?: number,
  125824. /**
  125825. * Defines the step to use between two passes (0.5 by default)
  125826. */
  125827. step?: number);
  125828. /**
  125829. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125830. * @param scene defines the current scene where to apply this optimization
  125831. * @param optimizer defines the current optimizer
  125832. * @returns true if everything that can be done was applied
  125833. */
  125834. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125835. }
  125836. /**
  125837. * Defines an optimization used to remove shadows
  125838. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125839. */
  125840. export class ShadowsOptimization extends SceneOptimization {
  125841. /**
  125842. * Gets a string describing the action executed by the current optimization
  125843. * @return description string
  125844. */
  125845. getDescription(): string;
  125846. /**
  125847. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125848. * @param scene defines the current scene where to apply this optimization
  125849. * @param optimizer defines the current optimizer
  125850. * @returns true if everything that can be done was applied
  125851. */
  125852. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125853. }
  125854. /**
  125855. * Defines an optimization used to turn post-processes off
  125856. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125857. */
  125858. export class PostProcessesOptimization extends SceneOptimization {
  125859. /**
  125860. * Gets a string describing the action executed by the current optimization
  125861. * @return description string
  125862. */
  125863. getDescription(): string;
  125864. /**
  125865. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125866. * @param scene defines the current scene where to apply this optimization
  125867. * @param optimizer defines the current optimizer
  125868. * @returns true if everything that can be done was applied
  125869. */
  125870. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125871. }
  125872. /**
  125873. * Defines an optimization used to turn lens flares off
  125874. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125875. */
  125876. export class LensFlaresOptimization extends SceneOptimization {
  125877. /**
  125878. * Gets a string describing the action executed by the current optimization
  125879. * @return description string
  125880. */
  125881. getDescription(): string;
  125882. /**
  125883. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125884. * @param scene defines the current scene where to apply this optimization
  125885. * @param optimizer defines the current optimizer
  125886. * @returns true if everything that can be done was applied
  125887. */
  125888. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125889. }
  125890. /**
  125891. * Defines an optimization based on user defined callback.
  125892. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125893. */
  125894. export class CustomOptimization extends SceneOptimization {
  125895. /**
  125896. * Callback called to apply the custom optimization.
  125897. */
  125898. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  125899. /**
  125900. * Callback called to get custom description
  125901. */
  125902. onGetDescription: () => string;
  125903. /**
  125904. * Gets a string describing the action executed by the current optimization
  125905. * @returns description string
  125906. */
  125907. getDescription(): string;
  125908. /**
  125909. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125910. * @param scene defines the current scene where to apply this optimization
  125911. * @param optimizer defines the current optimizer
  125912. * @returns true if everything that can be done was applied
  125913. */
  125914. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125915. }
  125916. /**
  125917. * Defines an optimization used to turn particles off
  125918. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125919. */
  125920. export class ParticlesOptimization extends SceneOptimization {
  125921. /**
  125922. * Gets a string describing the action executed by the current optimization
  125923. * @return description string
  125924. */
  125925. getDescription(): string;
  125926. /**
  125927. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125928. * @param scene defines the current scene where to apply this optimization
  125929. * @param optimizer defines the current optimizer
  125930. * @returns true if everything that can be done was applied
  125931. */
  125932. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125933. }
  125934. /**
  125935. * Defines an optimization used to turn render targets off
  125936. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125937. */
  125938. export class RenderTargetsOptimization extends SceneOptimization {
  125939. /**
  125940. * Gets a string describing the action executed by the current optimization
  125941. * @return description string
  125942. */
  125943. getDescription(): string;
  125944. /**
  125945. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125946. * @param scene defines the current scene where to apply this optimization
  125947. * @param optimizer defines the current optimizer
  125948. * @returns true if everything that can be done was applied
  125949. */
  125950. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125951. }
  125952. /**
  125953. * Defines an optimization used to merge meshes with compatible materials
  125954. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125955. */
  125956. export class MergeMeshesOptimization extends SceneOptimization {
  125957. private static _UpdateSelectionTree;
  125958. /**
  125959. * Gets or sets a boolean which defines if optimization octree has to be updated
  125960. */
  125961. /**
  125962. * Gets or sets a boolean which defines if optimization octree has to be updated
  125963. */
  125964. static UpdateSelectionTree: boolean;
  125965. /**
  125966. * Gets a string describing the action executed by the current optimization
  125967. * @return description string
  125968. */
  125969. getDescription(): string;
  125970. private _canBeMerged;
  125971. /**
  125972. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125973. * @param scene defines the current scene where to apply this optimization
  125974. * @param optimizer defines the current optimizer
  125975. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  125976. * @returns true if everything that can be done was applied
  125977. */
  125978. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  125979. }
  125980. /**
  125981. * Defines a list of options used by SceneOptimizer
  125982. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125983. */
  125984. export class SceneOptimizerOptions {
  125985. /**
  125986. * Defines the target frame rate to reach (60 by default)
  125987. */
  125988. targetFrameRate: number;
  125989. /**
  125990. * Defines the interval between two checkes (2000ms by default)
  125991. */
  125992. trackerDuration: number;
  125993. /**
  125994. * Gets the list of optimizations to apply
  125995. */
  125996. optimizations: SceneOptimization[];
  125997. /**
  125998. * Creates a new list of options used by SceneOptimizer
  125999. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  126000. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  126001. */
  126002. constructor(
  126003. /**
  126004. * Defines the target frame rate to reach (60 by default)
  126005. */
  126006. targetFrameRate?: number,
  126007. /**
  126008. * Defines the interval between two checkes (2000ms by default)
  126009. */
  126010. trackerDuration?: number);
  126011. /**
  126012. * Add a new optimization
  126013. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  126014. * @returns the current SceneOptimizerOptions
  126015. */
  126016. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  126017. /**
  126018. * Add a new custom optimization
  126019. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  126020. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  126021. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  126022. * @returns the current SceneOptimizerOptions
  126023. */
  126024. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  126025. /**
  126026. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  126027. * @param targetFrameRate defines the target frame rate (60 by default)
  126028. * @returns a SceneOptimizerOptions object
  126029. */
  126030. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  126031. /**
  126032. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  126033. * @param targetFrameRate defines the target frame rate (60 by default)
  126034. * @returns a SceneOptimizerOptions object
  126035. */
  126036. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  126037. /**
  126038. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  126039. * @param targetFrameRate defines the target frame rate (60 by default)
  126040. * @returns a SceneOptimizerOptions object
  126041. */
  126042. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  126043. }
  126044. /**
  126045. * Class used to run optimizations in order to reach a target frame rate
  126046. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  126047. */
  126048. export class SceneOptimizer implements IDisposable {
  126049. private _isRunning;
  126050. private _options;
  126051. private _scene;
  126052. private _currentPriorityLevel;
  126053. private _targetFrameRate;
  126054. private _trackerDuration;
  126055. private _currentFrameRate;
  126056. private _sceneDisposeObserver;
  126057. private _improvementMode;
  126058. /**
  126059. * Defines an observable called when the optimizer reaches the target frame rate
  126060. */
  126061. onSuccessObservable: Observable<SceneOptimizer>;
  126062. /**
  126063. * Defines an observable called when the optimizer enables an optimization
  126064. */
  126065. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  126066. /**
  126067. * Defines an observable called when the optimizer is not able to reach the target frame rate
  126068. */
  126069. onFailureObservable: Observable<SceneOptimizer>;
  126070. /**
  126071. * Gets a boolean indicating if the optimizer is in improvement mode
  126072. */
  126073. readonly isInImprovementMode: boolean;
  126074. /**
  126075. * Gets the current priority level (0 at start)
  126076. */
  126077. readonly currentPriorityLevel: number;
  126078. /**
  126079. * Gets the current frame rate checked by the SceneOptimizer
  126080. */
  126081. readonly currentFrameRate: number;
  126082. /**
  126083. * Gets or sets the current target frame rate (60 by default)
  126084. */
  126085. /**
  126086. * Gets or sets the current target frame rate (60 by default)
  126087. */
  126088. targetFrameRate: number;
  126089. /**
  126090. * Gets or sets the current interval between two checks (every 2000ms by default)
  126091. */
  126092. /**
  126093. * Gets or sets the current interval between two checks (every 2000ms by default)
  126094. */
  126095. trackerDuration: number;
  126096. /**
  126097. * Gets the list of active optimizations
  126098. */
  126099. readonly optimizations: SceneOptimization[];
  126100. /**
  126101. * Creates a new SceneOptimizer
  126102. * @param scene defines the scene to work on
  126103. * @param options defines the options to use with the SceneOptimizer
  126104. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  126105. * @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)
  126106. */
  126107. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  126108. /**
  126109. * Stops the current optimizer
  126110. */
  126111. stop(): void;
  126112. /**
  126113. * Reset the optimizer to initial step (current priority level = 0)
  126114. */
  126115. reset(): void;
  126116. /**
  126117. * Start the optimizer. By default it will try to reach a specific framerate
  126118. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  126119. */
  126120. start(): void;
  126121. private _checkCurrentState;
  126122. /**
  126123. * Release all resources
  126124. */
  126125. dispose(): void;
  126126. /**
  126127. * Helper function to create a SceneOptimizer with one single line of code
  126128. * @param scene defines the scene to work on
  126129. * @param options defines the options to use with the SceneOptimizer
  126130. * @param onSuccess defines a callback to call on success
  126131. * @param onFailure defines a callback to call on failure
  126132. * @returns the new SceneOptimizer object
  126133. */
  126134. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  126135. }
  126136. }
  126137. declare module BABYLON {
  126138. /**
  126139. * Class used to serialize a scene into a string
  126140. */
  126141. export class SceneSerializer {
  126142. /**
  126143. * Clear cache used by a previous serialization
  126144. */
  126145. static ClearCache(): void;
  126146. /**
  126147. * Serialize a scene into a JSON compatible object
  126148. * @param scene defines the scene to serialize
  126149. * @returns a JSON compatible object
  126150. */
  126151. static Serialize(scene: Scene): any;
  126152. /**
  126153. * Serialize a mesh into a JSON compatible object
  126154. * @param toSerialize defines the mesh to serialize
  126155. * @param withParents defines if parents must be serialized as well
  126156. * @param withChildren defines if children must be serialized as well
  126157. * @returns a JSON compatible object
  126158. */
  126159. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  126160. }
  126161. }
  126162. declare module BABYLON {
  126163. /**
  126164. * Class used to host texture specific utilities
  126165. */
  126166. export class TextureTools {
  126167. /**
  126168. * Uses the GPU to create a copy texture rescaled at a given size
  126169. * @param texture Texture to copy from
  126170. * @param width defines the desired width
  126171. * @param height defines the desired height
  126172. * @param useBilinearMode defines if bilinear mode has to be used
  126173. * @return the generated texture
  126174. */
  126175. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  126176. }
  126177. }
  126178. declare module BABYLON {
  126179. /**
  126180. * This represents the different options available for the video capture.
  126181. */
  126182. export interface VideoRecorderOptions {
  126183. /** Defines the mime type of the video. */
  126184. mimeType: string;
  126185. /** Defines the FPS the video should be recorded at. */
  126186. fps: number;
  126187. /** Defines the chunk size for the recording data. */
  126188. recordChunckSize: number;
  126189. /** The audio tracks to attach to the recording. */
  126190. audioTracks?: MediaStreamTrack[];
  126191. }
  126192. /**
  126193. * This can help with recording videos from BabylonJS.
  126194. * This is based on the available WebRTC functionalities of the browser.
  126195. *
  126196. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  126197. */
  126198. export class VideoRecorder {
  126199. private static readonly _defaultOptions;
  126200. /**
  126201. * Returns whether or not the VideoRecorder is available in your browser.
  126202. * @param engine Defines the Babylon Engine.
  126203. * @returns true if supported otherwise false.
  126204. */
  126205. static IsSupported(engine: Engine): boolean;
  126206. private readonly _options;
  126207. private _canvas;
  126208. private _mediaRecorder;
  126209. private _recordedChunks;
  126210. private _fileName;
  126211. private _resolve;
  126212. private _reject;
  126213. /**
  126214. * True when a recording is already in progress.
  126215. */
  126216. readonly isRecording: boolean;
  126217. /**
  126218. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  126219. * @param engine Defines the BabylonJS Engine you wish to record.
  126220. * @param options Defines options that can be used to customize the capture.
  126221. */
  126222. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  126223. /**
  126224. * Stops the current recording before the default capture timeout passed in the startRecording function.
  126225. */
  126226. stopRecording(): void;
  126227. /**
  126228. * Starts recording the canvas for a max duration specified in parameters.
  126229. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  126230. * If null no automatic download will start and you can rely on the promise to get the data back.
  126231. * @param maxDuration Defines the maximum recording time in seconds.
  126232. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  126233. * @return A promise callback at the end of the recording with the video data in Blob.
  126234. */
  126235. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  126236. /**
  126237. * Releases internal resources used during the recording.
  126238. */
  126239. dispose(): void;
  126240. private _handleDataAvailable;
  126241. private _handleError;
  126242. private _handleStop;
  126243. }
  126244. }
  126245. declare module BABYLON {
  126246. /**
  126247. * Class containing a set of static utilities functions for screenshots
  126248. */
  126249. export class ScreenshotTools {
  126250. /**
  126251. * Captures a screenshot of the current rendering
  126252. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  126253. * @param engine defines the rendering engine
  126254. * @param camera defines the source camera
  126255. * @param size This parameter can be set to a single number or to an object with the
  126256. * following (optional) properties: precision, width, height. If a single number is passed,
  126257. * it will be used for both width and height. If an object is passed, the screenshot size
  126258. * will be derived from the parameters. The precision property is a multiplier allowing
  126259. * rendering at a higher or lower resolution
  126260. * @param successCallback defines the callback receives a single parameter which contains the
  126261. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  126262. * src parameter of an <img> to display it
  126263. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  126264. * Check your browser for supported MIME types
  126265. */
  126266. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  126267. /**
  126268. * Captures a screenshot of the current rendering
  126269. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  126270. * @param engine defines the rendering engine
  126271. * @param camera defines the source camera
  126272. * @param size This parameter can be set to a single number or to an object with the
  126273. * following (optional) properties: precision, width, height. If a single number is passed,
  126274. * it will be used for both width and height. If an object is passed, the screenshot size
  126275. * will be derived from the parameters. The precision property is a multiplier allowing
  126276. * rendering at a higher or lower resolution
  126277. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  126278. * Check your browser for supported MIME types
  126279. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  126280. * to the src parameter of an <img> to display it
  126281. */
  126282. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  126283. /**
  126284. * Generates an image screenshot from the specified camera.
  126285. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  126286. * @param engine The engine to use for rendering
  126287. * @param camera The camera to use for rendering
  126288. * @param size This parameter can be set to a single number or to an object with the
  126289. * following (optional) properties: precision, width, height. If a single number is passed,
  126290. * it will be used for both width and height. If an object is passed, the screenshot size
  126291. * will be derived from the parameters. The precision property is a multiplier allowing
  126292. * rendering at a higher or lower resolution
  126293. * @param successCallback The callback receives a single parameter which contains the
  126294. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  126295. * src parameter of an <img> to display it
  126296. * @param mimeType The MIME type of the screenshot image (default: image/png).
  126297. * Check your browser for supported MIME types
  126298. * @param samples Texture samples (default: 1)
  126299. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  126300. * @param fileName A name for for the downloaded file.
  126301. */
  126302. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  126303. /**
  126304. * Generates an image screenshot from the specified camera.
  126305. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  126306. * @param engine The engine to use for rendering
  126307. * @param camera The camera to use for rendering
  126308. * @param size This parameter can be set to a single number or to an object with the
  126309. * following (optional) properties: precision, width, height. If a single number is passed,
  126310. * it will be used for both width and height. If an object is passed, the screenshot size
  126311. * will be derived from the parameters. The precision property is a multiplier allowing
  126312. * rendering at a higher or lower resolution
  126313. * @param mimeType The MIME type of the screenshot image (default: image/png).
  126314. * Check your browser for supported MIME types
  126315. * @param samples Texture samples (default: 1)
  126316. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  126317. * @param fileName A name for for the downloaded file.
  126318. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  126319. * to the src parameter of an <img> to display it
  126320. */
  126321. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  126322. /**
  126323. * Gets height and width for screenshot size
  126324. * @private
  126325. */
  126326. private static _getScreenshotSize;
  126327. }
  126328. }
  126329. declare module BABYLON {
  126330. /**
  126331. * A cursor which tracks a point on a path
  126332. */
  126333. export class PathCursor {
  126334. private path;
  126335. /**
  126336. * Stores path cursor callbacks for when an onchange event is triggered
  126337. */
  126338. private _onchange;
  126339. /**
  126340. * The value of the path cursor
  126341. */
  126342. value: number;
  126343. /**
  126344. * The animation array of the path cursor
  126345. */
  126346. animations: Animation[];
  126347. /**
  126348. * Initializes the path cursor
  126349. * @param path The path to track
  126350. */
  126351. constructor(path: Path2);
  126352. /**
  126353. * Gets the cursor point on the path
  126354. * @returns A point on the path cursor at the cursor location
  126355. */
  126356. getPoint(): Vector3;
  126357. /**
  126358. * Moves the cursor ahead by the step amount
  126359. * @param step The amount to move the cursor forward
  126360. * @returns This path cursor
  126361. */
  126362. moveAhead(step?: number): PathCursor;
  126363. /**
  126364. * Moves the cursor behind by the step amount
  126365. * @param step The amount to move the cursor back
  126366. * @returns This path cursor
  126367. */
  126368. moveBack(step?: number): PathCursor;
  126369. /**
  126370. * Moves the cursor by the step amount
  126371. * If the step amount is greater than one, an exception is thrown
  126372. * @param step The amount to move the cursor
  126373. * @returns This path cursor
  126374. */
  126375. move(step: number): PathCursor;
  126376. /**
  126377. * Ensures that the value is limited between zero and one
  126378. * @returns This path cursor
  126379. */
  126380. private ensureLimits;
  126381. /**
  126382. * Runs onchange callbacks on change (used by the animation engine)
  126383. * @returns This path cursor
  126384. */
  126385. private raiseOnChange;
  126386. /**
  126387. * Executes a function on change
  126388. * @param f A path cursor onchange callback
  126389. * @returns This path cursor
  126390. */
  126391. onchange(f: (cursor: PathCursor) => void): PathCursor;
  126392. }
  126393. }
  126394. declare module BABYLON {
  126395. /** @hidden */
  126396. export var blurPixelShader: {
  126397. name: string;
  126398. shader: string;
  126399. };
  126400. }
  126401. declare module BABYLON {
  126402. /** @hidden */
  126403. export var pointCloudVertexDeclaration: {
  126404. name: string;
  126405. shader: string;
  126406. };
  126407. }
  126408. // Mixins
  126409. interface Window {
  126410. mozIndexedDB: IDBFactory;
  126411. webkitIndexedDB: IDBFactory;
  126412. msIndexedDB: IDBFactory;
  126413. webkitURL: typeof URL;
  126414. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  126415. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  126416. WebGLRenderingContext: WebGLRenderingContext;
  126417. MSGesture: MSGesture;
  126418. CANNON: any;
  126419. AudioContext: AudioContext;
  126420. webkitAudioContext: AudioContext;
  126421. PointerEvent: any;
  126422. Math: Math;
  126423. Uint8Array: Uint8ArrayConstructor;
  126424. Float32Array: Float32ArrayConstructor;
  126425. mozURL: typeof URL;
  126426. msURL: typeof URL;
  126427. VRFrameData: any; // WebVR, from specs 1.1
  126428. DracoDecoderModule: any;
  126429. setImmediate(handler: (...args: any[]) => void): number;
  126430. }
  126431. interface HTMLCanvasElement {
  126432. requestPointerLock(): void;
  126433. msRequestPointerLock?(): void;
  126434. mozRequestPointerLock?(): void;
  126435. webkitRequestPointerLock?(): void;
  126436. /** Track wether a record is in progress */
  126437. isRecording: boolean;
  126438. /** Capture Stream method defined by some browsers */
  126439. captureStream(fps?: number): MediaStream;
  126440. }
  126441. interface CanvasRenderingContext2D {
  126442. msImageSmoothingEnabled: boolean;
  126443. }
  126444. interface MouseEvent {
  126445. mozMovementX: number;
  126446. mozMovementY: number;
  126447. webkitMovementX: number;
  126448. webkitMovementY: number;
  126449. msMovementX: number;
  126450. msMovementY: number;
  126451. }
  126452. interface Navigator {
  126453. mozGetVRDevices: (any: any) => any;
  126454. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  126455. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  126456. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  126457. webkitGetGamepads(): Gamepad[];
  126458. msGetGamepads(): Gamepad[];
  126459. webkitGamepads(): Gamepad[];
  126460. }
  126461. interface HTMLVideoElement {
  126462. mozSrcObject: any;
  126463. }
  126464. interface Math {
  126465. fround(x: number): number;
  126466. imul(a: number, b: number): number;
  126467. }
  126468. interface WebGLRenderingContext {
  126469. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  126470. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  126471. vertexAttribDivisor(index: number, divisor: number): void;
  126472. createVertexArray(): any;
  126473. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  126474. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  126475. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  126476. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  126477. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  126478. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  126479. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  126480. // Queries
  126481. createQuery(): WebGLQuery;
  126482. deleteQuery(query: WebGLQuery): void;
  126483. beginQuery(target: number, query: WebGLQuery): void;
  126484. endQuery(target: number): void;
  126485. getQueryParameter(query: WebGLQuery, pname: number): any;
  126486. getQuery(target: number, pname: number): any;
  126487. MAX_SAMPLES: number;
  126488. RGBA8: number;
  126489. READ_FRAMEBUFFER: number;
  126490. DRAW_FRAMEBUFFER: number;
  126491. UNIFORM_BUFFER: number;
  126492. HALF_FLOAT_OES: number;
  126493. RGBA16F: number;
  126494. RGBA32F: number;
  126495. R32F: number;
  126496. RG32F: number;
  126497. RGB32F: number;
  126498. R16F: number;
  126499. RG16F: number;
  126500. RGB16F: number;
  126501. RED: number;
  126502. RG: number;
  126503. R8: number;
  126504. RG8: number;
  126505. UNSIGNED_INT_24_8: number;
  126506. DEPTH24_STENCIL8: number;
  126507. /* Multiple Render Targets */
  126508. drawBuffers(buffers: number[]): void;
  126509. readBuffer(src: number): void;
  126510. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  126511. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  126512. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  126513. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  126514. // Occlusion Query
  126515. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  126516. ANY_SAMPLES_PASSED: number;
  126517. QUERY_RESULT_AVAILABLE: number;
  126518. QUERY_RESULT: number;
  126519. }
  126520. interface WebGLProgram {
  126521. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  126522. }
  126523. interface EXT_disjoint_timer_query {
  126524. QUERY_COUNTER_BITS_EXT: number;
  126525. TIME_ELAPSED_EXT: number;
  126526. TIMESTAMP_EXT: number;
  126527. GPU_DISJOINT_EXT: number;
  126528. QUERY_RESULT_EXT: number;
  126529. QUERY_RESULT_AVAILABLE_EXT: number;
  126530. queryCounterEXT(query: WebGLQuery, target: number): void;
  126531. createQueryEXT(): WebGLQuery;
  126532. beginQueryEXT(target: number, query: WebGLQuery): void;
  126533. endQueryEXT(target: number): void;
  126534. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  126535. deleteQueryEXT(query: WebGLQuery): void;
  126536. }
  126537. interface WebGLUniformLocation {
  126538. _currentState: any;
  126539. }
  126540. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  126541. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  126542. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  126543. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  126544. interface WebGLRenderingContext {
  126545. readonly RASTERIZER_DISCARD: number;
  126546. readonly DEPTH_COMPONENT24: number;
  126547. readonly TEXTURE_3D: number;
  126548. readonly TEXTURE_2D_ARRAY: number;
  126549. readonly TEXTURE_COMPARE_FUNC: number;
  126550. readonly TEXTURE_COMPARE_MODE: number;
  126551. readonly COMPARE_REF_TO_TEXTURE: number;
  126552. readonly TEXTURE_WRAP_R: number;
  126553. readonly HALF_FLOAT: number;
  126554. readonly RGB8: number;
  126555. readonly RED_INTEGER: number;
  126556. readonly RG_INTEGER: number;
  126557. readonly RGB_INTEGER: number;
  126558. readonly RGBA_INTEGER: number;
  126559. readonly R8_SNORM: number;
  126560. readonly RG8_SNORM: number;
  126561. readonly RGB8_SNORM: number;
  126562. readonly RGBA8_SNORM: number;
  126563. readonly R8I: number;
  126564. readonly RG8I: number;
  126565. readonly RGB8I: number;
  126566. readonly RGBA8I: number;
  126567. readonly R8UI: number;
  126568. readonly RG8UI: number;
  126569. readonly RGB8UI: number;
  126570. readonly RGBA8UI: number;
  126571. readonly R16I: number;
  126572. readonly RG16I: number;
  126573. readonly RGB16I: number;
  126574. readonly RGBA16I: number;
  126575. readonly R16UI: number;
  126576. readonly RG16UI: number;
  126577. readonly RGB16UI: number;
  126578. readonly RGBA16UI: number;
  126579. readonly R32I: number;
  126580. readonly RG32I: number;
  126581. readonly RGB32I: number;
  126582. readonly RGBA32I: number;
  126583. readonly R32UI: number;
  126584. readonly RG32UI: number;
  126585. readonly RGB32UI: number;
  126586. readonly RGBA32UI: number;
  126587. readonly RGB10_A2UI: number;
  126588. readonly R11F_G11F_B10F: number;
  126589. readonly RGB9_E5: number;
  126590. readonly RGB10_A2: number;
  126591. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  126592. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  126593. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  126594. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  126595. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  126596. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  126597. 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;
  126598. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  126599. readonly TRANSFORM_FEEDBACK: number;
  126600. readonly INTERLEAVED_ATTRIBS: number;
  126601. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  126602. createTransformFeedback(): WebGLTransformFeedback;
  126603. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  126604. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  126605. beginTransformFeedback(primitiveMode: number): void;
  126606. endTransformFeedback(): void;
  126607. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  126608. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  126609. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  126610. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  126611. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  126612. }
  126613. interface ImageBitmap {
  126614. readonly width: number;
  126615. readonly height: number;
  126616. close(): void;
  126617. }
  126618. interface WebGLQuery extends WebGLObject {
  126619. }
  126620. declare var WebGLQuery: {
  126621. prototype: WebGLQuery;
  126622. new(): WebGLQuery;
  126623. };
  126624. interface WebGLSampler extends WebGLObject {
  126625. }
  126626. declare var WebGLSampler: {
  126627. prototype: WebGLSampler;
  126628. new(): WebGLSampler;
  126629. };
  126630. interface WebGLSync extends WebGLObject {
  126631. }
  126632. declare var WebGLSync: {
  126633. prototype: WebGLSync;
  126634. new(): WebGLSync;
  126635. };
  126636. interface WebGLTransformFeedback extends WebGLObject {
  126637. }
  126638. declare var WebGLTransformFeedback: {
  126639. prototype: WebGLTransformFeedback;
  126640. new(): WebGLTransformFeedback;
  126641. };
  126642. interface WebGLVertexArrayObject extends WebGLObject {
  126643. }
  126644. declare var WebGLVertexArrayObject: {
  126645. prototype: WebGLVertexArrayObject;
  126646. new(): WebGLVertexArrayObject;
  126647. };
  126648. // Type definitions for WebVR API
  126649. // Project: https://w3c.github.io/webvr/
  126650. // Definitions by: six a <https://github.com/lostfictions>
  126651. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  126652. interface VRDisplay extends EventTarget {
  126653. /**
  126654. * Dictionary of capabilities describing the VRDisplay.
  126655. */
  126656. readonly capabilities: VRDisplayCapabilities;
  126657. /**
  126658. * z-depth defining the far plane of the eye view frustum
  126659. * enables mapping of values in the render target depth
  126660. * attachment to scene coordinates. Initially set to 10000.0.
  126661. */
  126662. depthFar: number;
  126663. /**
  126664. * z-depth defining the near plane of the eye view frustum
  126665. * enables mapping of values in the render target depth
  126666. * attachment to scene coordinates. Initially set to 0.01.
  126667. */
  126668. depthNear: number;
  126669. /**
  126670. * An identifier for this distinct VRDisplay. Used as an
  126671. * association point in the Gamepad API.
  126672. */
  126673. readonly displayId: number;
  126674. /**
  126675. * A display name, a user-readable name identifying it.
  126676. */
  126677. readonly displayName: string;
  126678. readonly isConnected: boolean;
  126679. readonly isPresenting: boolean;
  126680. /**
  126681. * If this VRDisplay supports room-scale experiences, the optional
  126682. * stage attribute contains details on the room-scale parameters.
  126683. */
  126684. readonly stageParameters: VRStageParameters | null;
  126685. /**
  126686. * Passing the value returned by `requestAnimationFrame` to
  126687. * `cancelAnimationFrame` will unregister the callback.
  126688. * @param handle Define the hanle of the request to cancel
  126689. */
  126690. cancelAnimationFrame(handle: number): void;
  126691. /**
  126692. * Stops presenting to the VRDisplay.
  126693. * @returns a promise to know when it stopped
  126694. */
  126695. exitPresent(): Promise<void>;
  126696. /**
  126697. * Return the current VREyeParameters for the given eye.
  126698. * @param whichEye Define the eye we want the parameter for
  126699. * @returns the eye parameters
  126700. */
  126701. getEyeParameters(whichEye: string): VREyeParameters;
  126702. /**
  126703. * Populates the passed VRFrameData with the information required to render
  126704. * the current frame.
  126705. * @param frameData Define the data structure to populate
  126706. * @returns true if ok otherwise false
  126707. */
  126708. getFrameData(frameData: VRFrameData): boolean;
  126709. /**
  126710. * Get the layers currently being presented.
  126711. * @returns the list of VR layers
  126712. */
  126713. getLayers(): VRLayer[];
  126714. /**
  126715. * Return a VRPose containing the future predicted pose of the VRDisplay
  126716. * when the current frame will be presented. The value returned will not
  126717. * change until JavaScript has returned control to the browser.
  126718. *
  126719. * The VRPose will contain the position, orientation, velocity,
  126720. * and acceleration of each of these properties.
  126721. * @returns the pose object
  126722. */
  126723. getPose(): VRPose;
  126724. /**
  126725. * Return the current instantaneous pose of the VRDisplay, with no
  126726. * prediction applied.
  126727. * @returns the current instantaneous pose
  126728. */
  126729. getImmediatePose(): VRPose;
  126730. /**
  126731. * The callback passed to `requestAnimationFrame` will be called
  126732. * any time a new frame should be rendered. When the VRDisplay is
  126733. * presenting the callback will be called at the native refresh
  126734. * rate of the HMD. When not presenting this function acts
  126735. * identically to how window.requestAnimationFrame acts. Content should
  126736. * make no assumptions of frame rate or vsync behavior as the HMD runs
  126737. * asynchronously from other displays and at differing refresh rates.
  126738. * @param callback Define the eaction to run next frame
  126739. * @returns the request handle it
  126740. */
  126741. requestAnimationFrame(callback: FrameRequestCallback): number;
  126742. /**
  126743. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  126744. * Repeat calls while already presenting will update the VRLayers being displayed.
  126745. * @param layers Define the list of layer to present
  126746. * @returns a promise to know when the request has been fulfilled
  126747. */
  126748. requestPresent(layers: VRLayer[]): Promise<void>;
  126749. /**
  126750. * Reset the pose for this display, treating its current position and
  126751. * orientation as the "origin/zero" values. VRPose.position,
  126752. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  126753. * updated when calling resetPose(). This should be called in only
  126754. * sitting-space experiences.
  126755. */
  126756. resetPose(): void;
  126757. /**
  126758. * The VRLayer provided to the VRDisplay will be captured and presented
  126759. * in the HMD. Calling this function has the same effect on the source
  126760. * canvas as any other operation that uses its source image, and canvases
  126761. * created without preserveDrawingBuffer set to true will be cleared.
  126762. * @param pose Define the pose to submit
  126763. */
  126764. submitFrame(pose?: VRPose): void;
  126765. }
  126766. declare var VRDisplay: {
  126767. prototype: VRDisplay;
  126768. new(): VRDisplay;
  126769. };
  126770. interface VRLayer {
  126771. leftBounds?: number[] | Float32Array | null;
  126772. rightBounds?: number[] | Float32Array | null;
  126773. source?: HTMLCanvasElement | null;
  126774. }
  126775. interface VRDisplayCapabilities {
  126776. readonly canPresent: boolean;
  126777. readonly hasExternalDisplay: boolean;
  126778. readonly hasOrientation: boolean;
  126779. readonly hasPosition: boolean;
  126780. readonly maxLayers: number;
  126781. }
  126782. interface VREyeParameters {
  126783. /** @deprecated */
  126784. readonly fieldOfView: VRFieldOfView;
  126785. readonly offset: Float32Array;
  126786. readonly renderHeight: number;
  126787. readonly renderWidth: number;
  126788. }
  126789. interface VRFieldOfView {
  126790. readonly downDegrees: number;
  126791. readonly leftDegrees: number;
  126792. readonly rightDegrees: number;
  126793. readonly upDegrees: number;
  126794. }
  126795. interface VRFrameData {
  126796. readonly leftProjectionMatrix: Float32Array;
  126797. readonly leftViewMatrix: Float32Array;
  126798. readonly pose: VRPose;
  126799. readonly rightProjectionMatrix: Float32Array;
  126800. readonly rightViewMatrix: Float32Array;
  126801. readonly timestamp: number;
  126802. }
  126803. interface VRPose {
  126804. readonly angularAcceleration: Float32Array | null;
  126805. readonly angularVelocity: Float32Array | null;
  126806. readonly linearAcceleration: Float32Array | null;
  126807. readonly linearVelocity: Float32Array | null;
  126808. readonly orientation: Float32Array | null;
  126809. readonly position: Float32Array | null;
  126810. readonly timestamp: number;
  126811. }
  126812. interface VRStageParameters {
  126813. sittingToStandingTransform?: Float32Array;
  126814. sizeX?: number;
  126815. sizeY?: number;
  126816. }
  126817. interface Navigator {
  126818. getVRDisplays(): Promise<VRDisplay[]>;
  126819. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  126820. }
  126821. interface Window {
  126822. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  126823. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  126824. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  126825. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  126826. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  126827. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  126828. }
  126829. interface Gamepad {
  126830. readonly displayId: number;
  126831. }
  126832. type XRSessionMode =
  126833. | "inline"
  126834. | "immersive-vr"
  126835. | "immersive-ar";
  126836. type XRReferenceSpaceType =
  126837. | "viewer"
  126838. | "local"
  126839. | "local-floor"
  126840. | "bounded-floor"
  126841. | "unbounded";
  126842. type XREnvironmentBlendMode =
  126843. | "opaque"
  126844. | "additive"
  126845. | "alpha-blend";
  126846. type XRVisibilityState =
  126847. | "visible"
  126848. | "visible-blurred"
  126849. | "hidden";
  126850. type XRHandedness =
  126851. | "none"
  126852. | "left"
  126853. | "right";
  126854. type XRTargetRayMode =
  126855. | "gaze"
  126856. | "tracked-pointer"
  126857. | "screen";
  126858. type XREye =
  126859. | "none"
  126860. | "left"
  126861. | "right";
  126862. interface XRSpace extends EventTarget {
  126863. }
  126864. interface XRRenderState {
  126865. depthNear?: number;
  126866. depthFar?: number;
  126867. inlineVerticalFieldOfView?: number;
  126868. baseLayer?: XRWebGLLayer;
  126869. }
  126870. interface XRInputSource {
  126871. handedness: XRHandedness;
  126872. targetRayMode: XRTargetRayMode;
  126873. targetRaySpace: XRSpace;
  126874. gripSpace: XRSpace | undefined;
  126875. gamepad: Gamepad | undefined;
  126876. profiles: Array<string>;
  126877. }
  126878. interface XRSession {
  126879. addEventListener: Function;
  126880. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  126881. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  126882. requestAnimationFrame: Function;
  126883. end(): Promise<void>;
  126884. renderState: XRRenderState;
  126885. inputSources: Array<XRInputSource>;
  126886. }
  126887. interface XRReferenceSpace extends XRSpace {
  126888. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  126889. onreset: any;
  126890. }
  126891. interface XRFrame {
  126892. session: XRSession;
  126893. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  126894. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  126895. }
  126896. interface XRViewerPose extends XRPose {
  126897. views: Array<XRView>;
  126898. }
  126899. interface XRPose {
  126900. transform: XRRigidTransform;
  126901. emulatedPosition: boolean;
  126902. }
  126903. declare var XRWebGLLayer: {
  126904. prototype: XRWebGLLayer;
  126905. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  126906. };
  126907. interface XRWebGLLayer {
  126908. framebuffer: WebGLFramebuffer;
  126909. framebufferWidth: number;
  126910. framebufferHeight: number;
  126911. getViewport: Function;
  126912. }
  126913. interface XRRigidTransform {
  126914. position: DOMPointReadOnly;
  126915. orientation: DOMPointReadOnly;
  126916. matrix: Float32Array;
  126917. inverse: XRRigidTransform;
  126918. }
  126919. interface XRView {
  126920. eye: XREye;
  126921. projectionMatrix: Float32Array;
  126922. transform: XRRigidTransform;
  126923. }
  126924. interface XRInputSourceChangeEvent {
  126925. session: XRSession;
  126926. removed: Array<XRInputSource>;
  126927. added: Array<XRInputSource>;
  126928. }