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/action";
  36090. export * from "babylonjs/Actions/actionEvent";
  36091. export * from "babylonjs/Actions/actionManager";
  36092. export * from "babylonjs/Actions/condition";
  36093. export * from "babylonjs/Actions/directActions";
  36094. export * from "babylonjs/Actions/directAudioActions";
  36095. export * from "babylonjs/Actions/interpolateValueAction";
  36096. }
  36097. declare module "babylonjs/Animations/index" {
  36098. export * from "babylonjs/Animations/animatable";
  36099. export * from "babylonjs/Animations/animation";
  36100. export * from "babylonjs/Animations/animationGroup";
  36101. export * from "babylonjs/Animations/animationPropertiesOverride";
  36102. export * from "babylonjs/Animations/easing";
  36103. export * from "babylonjs/Animations/runtimeAnimation";
  36104. export * from "babylonjs/Animations/animationEvent";
  36105. export * from "babylonjs/Animations/animationGroup";
  36106. export * from "babylonjs/Animations/animationKey";
  36107. export * from "babylonjs/Animations/animationRange";
  36108. export * from "babylonjs/Animations/animatable.interface";
  36109. }
  36110. declare module "babylonjs/Audio/soundTrack" {
  36111. import { Sound } from "babylonjs/Audio/sound";
  36112. import { Analyser } from "babylonjs/Audio/analyser";
  36113. import { Scene } from "babylonjs/scene";
  36114. /**
  36115. * Options allowed during the creation of a sound track.
  36116. */
  36117. export interface ISoundTrackOptions {
  36118. /**
  36119. * The volume the sound track should take during creation
  36120. */
  36121. volume?: number;
  36122. /**
  36123. * Define if the sound track is the main sound track of the scene
  36124. */
  36125. mainTrack?: boolean;
  36126. }
  36127. /**
  36128. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36129. * It will be also used in a future release to apply effects on a specific track.
  36130. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36131. */
  36132. export class SoundTrack {
  36133. /**
  36134. * The unique identifier of the sound track in the scene.
  36135. */
  36136. id: number;
  36137. /**
  36138. * The list of sounds included in the sound track.
  36139. */
  36140. soundCollection: Array<Sound>;
  36141. private _outputAudioNode;
  36142. private _scene;
  36143. private _isMainTrack;
  36144. private _connectedAnalyser;
  36145. private _options;
  36146. private _isInitialized;
  36147. /**
  36148. * Creates a new sound track.
  36149. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36150. * @param scene Define the scene the sound track belongs to
  36151. * @param options
  36152. */
  36153. constructor(scene: Scene, options?: ISoundTrackOptions);
  36154. private _initializeSoundTrackAudioGraph;
  36155. /**
  36156. * Release the sound track and its associated resources
  36157. */
  36158. dispose(): void;
  36159. /**
  36160. * Adds a sound to this sound track
  36161. * @param sound define the cound to add
  36162. * @ignoreNaming
  36163. */
  36164. AddSound(sound: Sound): void;
  36165. /**
  36166. * Removes a sound to this sound track
  36167. * @param sound define the cound to remove
  36168. * @ignoreNaming
  36169. */
  36170. RemoveSound(sound: Sound): void;
  36171. /**
  36172. * Set a global volume for the full sound track.
  36173. * @param newVolume Define the new volume of the sound track
  36174. */
  36175. setVolume(newVolume: number): void;
  36176. /**
  36177. * Switch the panning model to HRTF:
  36178. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36179. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36180. */
  36181. switchPanningModelToHRTF(): void;
  36182. /**
  36183. * Switch the panning model to Equal Power:
  36184. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36185. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36186. */
  36187. switchPanningModelToEqualPower(): void;
  36188. /**
  36189. * Connect the sound track to an audio analyser allowing some amazing
  36190. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36191. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36192. * @param analyser The analyser to connect to the engine
  36193. */
  36194. connectToAnalyser(analyser: Analyser): void;
  36195. }
  36196. }
  36197. declare module "babylonjs/Audio/audioSceneComponent" {
  36198. import { Sound } from "babylonjs/Audio/sound";
  36199. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36200. import { Nullable } from "babylonjs/types";
  36201. import { Vector3 } from "babylonjs/Maths/math.vector";
  36202. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36203. import { Scene } from "babylonjs/scene";
  36204. import { AbstractScene } from "babylonjs/abstractScene";
  36205. import "babylonjs/Audio/audioEngine";
  36206. module "babylonjs/abstractScene" {
  36207. interface AbstractScene {
  36208. /**
  36209. * The list of sounds used in the scene.
  36210. */
  36211. sounds: Nullable<Array<Sound>>;
  36212. }
  36213. }
  36214. module "babylonjs/scene" {
  36215. interface Scene {
  36216. /**
  36217. * @hidden
  36218. * Backing field
  36219. */
  36220. _mainSoundTrack: SoundTrack;
  36221. /**
  36222. * The main sound track played by the scene.
  36223. * It cotains your primary collection of sounds.
  36224. */
  36225. mainSoundTrack: SoundTrack;
  36226. /**
  36227. * The list of sound tracks added to the scene
  36228. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36229. */
  36230. soundTracks: Nullable<Array<SoundTrack>>;
  36231. /**
  36232. * Gets a sound using a given name
  36233. * @param name defines the name to search for
  36234. * @return the found sound or null if not found at all.
  36235. */
  36236. getSoundByName(name: string): Nullable<Sound>;
  36237. /**
  36238. * Gets or sets if audio support is enabled
  36239. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36240. */
  36241. audioEnabled: boolean;
  36242. /**
  36243. * Gets or sets if audio will be output to headphones
  36244. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36245. */
  36246. headphone: boolean;
  36247. /**
  36248. * Gets or sets custom audio listener position provider
  36249. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36250. */
  36251. audioListenerPositionProvider: Nullable<() => Vector3>;
  36252. }
  36253. }
  36254. /**
  36255. * Defines the sound scene component responsible to manage any sounds
  36256. * in a given scene.
  36257. */
  36258. export class AudioSceneComponent implements ISceneSerializableComponent {
  36259. /**
  36260. * The component name helpfull to identify the component in the list of scene components.
  36261. */
  36262. readonly name: string;
  36263. /**
  36264. * The scene the component belongs to.
  36265. */
  36266. scene: Scene;
  36267. private _audioEnabled;
  36268. /**
  36269. * Gets whether audio is enabled or not.
  36270. * Please use related enable/disable method to switch state.
  36271. */
  36272. readonly audioEnabled: boolean;
  36273. private _headphone;
  36274. /**
  36275. * Gets whether audio is outputing to headphone or not.
  36276. * Please use the according Switch methods to change output.
  36277. */
  36278. readonly headphone: boolean;
  36279. private _audioListenerPositionProvider;
  36280. /**
  36281. * Gets the current audio listener position provider
  36282. */
  36283. /**
  36284. * Sets a custom listener position for all sounds in the scene
  36285. * By default, this is the position of the first active camera
  36286. */
  36287. audioListenerPositionProvider: Nullable<() => Vector3>;
  36288. /**
  36289. * Creates a new instance of the component for the given scene
  36290. * @param scene Defines the scene to register the component in
  36291. */
  36292. constructor(scene: Scene);
  36293. /**
  36294. * Registers the component in a given scene
  36295. */
  36296. register(): void;
  36297. /**
  36298. * Rebuilds the elements related to this component in case of
  36299. * context lost for instance.
  36300. */
  36301. rebuild(): void;
  36302. /**
  36303. * Serializes the component data to the specified json object
  36304. * @param serializationObject The object to serialize to
  36305. */
  36306. serialize(serializationObject: any): void;
  36307. /**
  36308. * Adds all the elements from the container to the scene
  36309. * @param container the container holding the elements
  36310. */
  36311. addFromContainer(container: AbstractScene): void;
  36312. /**
  36313. * Removes all the elements in the container from the scene
  36314. * @param container contains the elements to remove
  36315. * @param dispose if the removed element should be disposed (default: false)
  36316. */
  36317. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36318. /**
  36319. * Disposes the component and the associated ressources.
  36320. */
  36321. dispose(): void;
  36322. /**
  36323. * Disables audio in the associated scene.
  36324. */
  36325. disableAudio(): void;
  36326. /**
  36327. * Enables audio in the associated scene.
  36328. */
  36329. enableAudio(): void;
  36330. /**
  36331. * Switch audio to headphone output.
  36332. */
  36333. switchAudioModeForHeadphones(): void;
  36334. /**
  36335. * Switch audio to normal speakers.
  36336. */
  36337. switchAudioModeForNormalSpeakers(): void;
  36338. private _afterRender;
  36339. }
  36340. }
  36341. declare module "babylonjs/Audio/weightedsound" {
  36342. import { Sound } from "babylonjs/Audio/sound";
  36343. /**
  36344. * Wraps one or more Sound objects and selects one with random weight for playback.
  36345. */
  36346. export class WeightedSound {
  36347. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36348. loop: boolean;
  36349. private _coneInnerAngle;
  36350. private _coneOuterAngle;
  36351. private _volume;
  36352. /** A Sound is currently playing. */
  36353. isPlaying: boolean;
  36354. /** A Sound is currently paused. */
  36355. isPaused: boolean;
  36356. private _sounds;
  36357. private _weights;
  36358. private _currentIndex?;
  36359. /**
  36360. * Creates a new WeightedSound from the list of sounds given.
  36361. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36362. * @param sounds Array of Sounds that will be selected from.
  36363. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36364. */
  36365. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36366. /**
  36367. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36368. */
  36369. /**
  36370. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36371. */
  36372. directionalConeInnerAngle: number;
  36373. /**
  36374. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36375. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36376. */
  36377. /**
  36378. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36379. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36380. */
  36381. directionalConeOuterAngle: number;
  36382. /**
  36383. * Playback volume.
  36384. */
  36385. /**
  36386. * Playback volume.
  36387. */
  36388. volume: number;
  36389. private _onended;
  36390. /**
  36391. * Suspend playback
  36392. */
  36393. pause(): void;
  36394. /**
  36395. * Stop playback
  36396. */
  36397. stop(): void;
  36398. /**
  36399. * Start playback.
  36400. * @param startOffset Position the clip head at a specific time in seconds.
  36401. */
  36402. play(startOffset?: number): void;
  36403. }
  36404. }
  36405. declare module "babylonjs/Audio/index" {
  36406. export * from "babylonjs/Audio/analyser";
  36407. export * from "babylonjs/Audio/audioEngine";
  36408. export * from "babylonjs/Audio/audioSceneComponent";
  36409. export * from "babylonjs/Audio/sound";
  36410. export * from "babylonjs/Audio/soundTrack";
  36411. export * from "babylonjs/Audio/weightedsound";
  36412. }
  36413. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36414. import { Behavior } from "babylonjs/Behaviors/behavior";
  36415. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36416. import { BackEase } from "babylonjs/Animations/easing";
  36417. /**
  36418. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36419. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36420. */
  36421. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36422. /**
  36423. * Gets the name of the behavior.
  36424. */
  36425. readonly name: string;
  36426. /**
  36427. * The easing function used by animations
  36428. */
  36429. static EasingFunction: BackEase;
  36430. /**
  36431. * The easing mode used by animations
  36432. */
  36433. static EasingMode: number;
  36434. /**
  36435. * The duration of the animation, in milliseconds
  36436. */
  36437. transitionDuration: number;
  36438. /**
  36439. * Length of the distance animated by the transition when lower radius is reached
  36440. */
  36441. lowerRadiusTransitionRange: number;
  36442. /**
  36443. * Length of the distance animated by the transition when upper radius is reached
  36444. */
  36445. upperRadiusTransitionRange: number;
  36446. private _autoTransitionRange;
  36447. /**
  36448. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36449. */
  36450. /**
  36451. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36452. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36453. */
  36454. autoTransitionRange: boolean;
  36455. private _attachedCamera;
  36456. private _onAfterCheckInputsObserver;
  36457. private _onMeshTargetChangedObserver;
  36458. /**
  36459. * Initializes the behavior.
  36460. */
  36461. init(): void;
  36462. /**
  36463. * Attaches the behavior to its arc rotate camera.
  36464. * @param camera Defines the camera to attach the behavior to
  36465. */
  36466. attach(camera: ArcRotateCamera): void;
  36467. /**
  36468. * Detaches the behavior from its current arc rotate camera.
  36469. */
  36470. detach(): void;
  36471. private _radiusIsAnimating;
  36472. private _radiusBounceTransition;
  36473. private _animatables;
  36474. private _cachedWheelPrecision;
  36475. /**
  36476. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36477. * @param radiusLimit The limit to check against.
  36478. * @return Bool to indicate if at limit.
  36479. */
  36480. private _isRadiusAtLimit;
  36481. /**
  36482. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36483. * @param radiusDelta The delta by which to animate to. Can be negative.
  36484. */
  36485. private _applyBoundRadiusAnimation;
  36486. /**
  36487. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36488. */
  36489. protected _clearAnimationLocks(): void;
  36490. /**
  36491. * Stops and removes all animations that have been applied to the camera
  36492. */
  36493. stopAllAnimations(): void;
  36494. }
  36495. }
  36496. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36497. import { Behavior } from "babylonjs/Behaviors/behavior";
  36498. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36499. import { ExponentialEase } from "babylonjs/Animations/easing";
  36500. import { Nullable } from "babylonjs/types";
  36501. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36502. import { Vector3 } from "babylonjs/Maths/math.vector";
  36503. /**
  36504. * 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.
  36505. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36506. */
  36507. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36508. /**
  36509. * Gets the name of the behavior.
  36510. */
  36511. readonly name: string;
  36512. private _mode;
  36513. private _radiusScale;
  36514. private _positionScale;
  36515. private _defaultElevation;
  36516. private _elevationReturnTime;
  36517. private _elevationReturnWaitTime;
  36518. private _zoomStopsAnimation;
  36519. private _framingTime;
  36520. /**
  36521. * The easing function used by animations
  36522. */
  36523. static EasingFunction: ExponentialEase;
  36524. /**
  36525. * The easing mode used by animations
  36526. */
  36527. static EasingMode: number;
  36528. /**
  36529. * Sets the current mode used by the behavior
  36530. */
  36531. /**
  36532. * Gets current mode used by the behavior.
  36533. */
  36534. mode: number;
  36535. /**
  36536. * Sets the scale applied to the radius (1 by default)
  36537. */
  36538. /**
  36539. * Gets the scale applied to the radius
  36540. */
  36541. radiusScale: number;
  36542. /**
  36543. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36544. */
  36545. /**
  36546. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36547. */
  36548. positionScale: number;
  36549. /**
  36550. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36551. * behaviour is triggered, in radians.
  36552. */
  36553. /**
  36554. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36555. * behaviour is triggered, in radians.
  36556. */
  36557. defaultElevation: number;
  36558. /**
  36559. * Sets the time (in milliseconds) taken to return to the default beta position.
  36560. * Negative value indicates camera should not return to default.
  36561. */
  36562. /**
  36563. * Gets the time (in milliseconds) taken to return to the default beta position.
  36564. * Negative value indicates camera should not return to default.
  36565. */
  36566. elevationReturnTime: number;
  36567. /**
  36568. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36569. */
  36570. /**
  36571. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36572. */
  36573. elevationReturnWaitTime: number;
  36574. /**
  36575. * Sets the flag that indicates if user zooming should stop animation.
  36576. */
  36577. /**
  36578. * Gets the flag that indicates if user zooming should stop animation.
  36579. */
  36580. zoomStopsAnimation: boolean;
  36581. /**
  36582. * Sets the transition time when framing the mesh, in milliseconds
  36583. */
  36584. /**
  36585. * Gets the transition time when framing the mesh, in milliseconds
  36586. */
  36587. framingTime: number;
  36588. /**
  36589. * Define if the behavior should automatically change the configured
  36590. * camera limits and sensibilities.
  36591. */
  36592. autoCorrectCameraLimitsAndSensibility: boolean;
  36593. private _onPrePointerObservableObserver;
  36594. private _onAfterCheckInputsObserver;
  36595. private _onMeshTargetChangedObserver;
  36596. private _attachedCamera;
  36597. private _isPointerDown;
  36598. private _lastInteractionTime;
  36599. /**
  36600. * Initializes the behavior.
  36601. */
  36602. init(): void;
  36603. /**
  36604. * Attaches the behavior to its arc rotate camera.
  36605. * @param camera Defines the camera to attach the behavior to
  36606. */
  36607. attach(camera: ArcRotateCamera): void;
  36608. /**
  36609. * Detaches the behavior from its current arc rotate camera.
  36610. */
  36611. detach(): void;
  36612. private _animatables;
  36613. private _betaIsAnimating;
  36614. private _betaTransition;
  36615. private _radiusTransition;
  36616. private _vectorTransition;
  36617. /**
  36618. * Targets the given mesh and updates zoom level accordingly.
  36619. * @param mesh The mesh to target.
  36620. * @param radius Optional. If a cached radius position already exists, overrides default.
  36621. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36622. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36623. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36624. */
  36625. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36626. /**
  36627. * Targets the given mesh with its children and updates zoom level accordingly.
  36628. * @param mesh The mesh to target.
  36629. * @param radius Optional. If a cached radius position already exists, overrides default.
  36630. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36631. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36632. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36633. */
  36634. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36635. /**
  36636. * Targets the given meshes with their children and updates zoom level accordingly.
  36637. * @param meshes The mesh to target.
  36638. * @param radius Optional. If a cached radius position already exists, overrides default.
  36639. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36640. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36641. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36642. */
  36643. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36644. /**
  36645. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36646. * @param minimumWorld Determines the smaller position of the bounding box extend
  36647. * @param maximumWorld Determines the bigger position of the bounding box extend
  36648. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36649. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36650. */
  36651. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36652. /**
  36653. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36654. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36655. * frustum width.
  36656. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36657. * to fully enclose the mesh in the viewing frustum.
  36658. */
  36659. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36660. /**
  36661. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36662. * is automatically returned to its default position (expected to be above ground plane).
  36663. */
  36664. private _maintainCameraAboveGround;
  36665. /**
  36666. * Returns the frustum slope based on the canvas ratio and camera FOV
  36667. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36668. */
  36669. private _getFrustumSlope;
  36670. /**
  36671. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36672. */
  36673. private _clearAnimationLocks;
  36674. /**
  36675. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36676. */
  36677. private _applyUserInteraction;
  36678. /**
  36679. * Stops and removes all animations that have been applied to the camera
  36680. */
  36681. stopAllAnimations(): void;
  36682. /**
  36683. * Gets a value indicating if the user is moving the camera
  36684. */
  36685. readonly isUserIsMoving: boolean;
  36686. /**
  36687. * The camera can move all the way towards the mesh.
  36688. */
  36689. static IgnoreBoundsSizeMode: number;
  36690. /**
  36691. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36692. */
  36693. static FitFrustumSidesMode: number;
  36694. }
  36695. }
  36696. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36697. import { Nullable } from "babylonjs/types";
  36698. import { Camera } from "babylonjs/Cameras/camera";
  36699. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36700. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36701. /**
  36702. * Base class for Camera Pointer Inputs.
  36703. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36704. * for example usage.
  36705. */
  36706. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36707. /**
  36708. * Defines the camera the input is attached to.
  36709. */
  36710. abstract camera: Camera;
  36711. /**
  36712. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36713. */
  36714. protected _altKey: boolean;
  36715. protected _ctrlKey: boolean;
  36716. protected _metaKey: boolean;
  36717. protected _shiftKey: boolean;
  36718. /**
  36719. * Which mouse buttons were pressed at time of last mouse event.
  36720. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36721. */
  36722. protected _buttonsPressed: number;
  36723. /**
  36724. * Defines the buttons associated with the input to handle camera move.
  36725. */
  36726. buttons: number[];
  36727. /**
  36728. * Attach the input controls to a specific dom element to get the input from.
  36729. * @param element Defines the element the controls should be listened from
  36730. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36731. */
  36732. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36733. /**
  36734. * Detach the current controls from the specified dom element.
  36735. * @param element Defines the element to stop listening the inputs from
  36736. */
  36737. detachControl(element: Nullable<HTMLElement>): void;
  36738. /**
  36739. * Gets the class name of the current input.
  36740. * @returns the class name
  36741. */
  36742. getClassName(): string;
  36743. /**
  36744. * Get the friendly name associated with the input class.
  36745. * @returns the input friendly name
  36746. */
  36747. getSimpleName(): string;
  36748. /**
  36749. * Called on pointer POINTERDOUBLETAP event.
  36750. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36751. */
  36752. protected onDoubleTap(type: string): void;
  36753. /**
  36754. * Called on pointer POINTERMOVE event if only a single touch is active.
  36755. * Override this method to provide functionality.
  36756. */
  36757. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36758. /**
  36759. * Called on pointer POINTERMOVE event if multiple touches are active.
  36760. * Override this method to provide functionality.
  36761. */
  36762. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36763. /**
  36764. * Called on JS contextmenu event.
  36765. * Override this method to provide functionality.
  36766. */
  36767. protected onContextMenu(evt: PointerEvent): void;
  36768. /**
  36769. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36770. * press.
  36771. * Override this method to provide functionality.
  36772. */
  36773. protected onButtonDown(evt: PointerEvent): void;
  36774. /**
  36775. * Called each time a new POINTERUP event occurs. Ie, for each button
  36776. * release.
  36777. * Override this method to provide functionality.
  36778. */
  36779. protected onButtonUp(evt: PointerEvent): void;
  36780. /**
  36781. * Called when window becomes inactive.
  36782. * Override this method to provide functionality.
  36783. */
  36784. protected onLostFocus(): void;
  36785. private _pointerInput;
  36786. private _observer;
  36787. private _onLostFocus;
  36788. private pointA;
  36789. private pointB;
  36790. }
  36791. }
  36792. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36793. import { Nullable } from "babylonjs/types";
  36794. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36795. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36796. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36797. /**
  36798. * Manage the pointers inputs to control an arc rotate camera.
  36799. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36800. */
  36801. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36802. /**
  36803. * Defines the camera the input is attached to.
  36804. */
  36805. camera: ArcRotateCamera;
  36806. /**
  36807. * Gets the class name of the current input.
  36808. * @returns the class name
  36809. */
  36810. getClassName(): string;
  36811. /**
  36812. * Defines the buttons associated with the input to handle camera move.
  36813. */
  36814. buttons: number[];
  36815. /**
  36816. * Defines the pointer angular sensibility along the X axis or how fast is
  36817. * the camera rotating.
  36818. */
  36819. angularSensibilityX: number;
  36820. /**
  36821. * Defines the pointer angular sensibility along the Y axis or how fast is
  36822. * the camera rotating.
  36823. */
  36824. angularSensibilityY: number;
  36825. /**
  36826. * Defines the pointer pinch precision or how fast is the camera zooming.
  36827. */
  36828. pinchPrecision: number;
  36829. /**
  36830. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36831. * from 0.
  36832. * It defines the percentage of current camera.radius to use as delta when
  36833. * pinch zoom is used.
  36834. */
  36835. pinchDeltaPercentage: number;
  36836. /**
  36837. * Defines the pointer panning sensibility or how fast is the camera moving.
  36838. */
  36839. panningSensibility: number;
  36840. /**
  36841. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36842. */
  36843. multiTouchPanning: boolean;
  36844. /**
  36845. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36846. * zoom (pinch) through multitouch.
  36847. */
  36848. multiTouchPanAndZoom: boolean;
  36849. /**
  36850. * Revers pinch action direction.
  36851. */
  36852. pinchInwards: boolean;
  36853. private _isPanClick;
  36854. private _twoFingerActivityCount;
  36855. private _isPinching;
  36856. /**
  36857. * Called on pointer POINTERMOVE event if only a single touch is active.
  36858. */
  36859. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36860. /**
  36861. * Called on pointer POINTERDOUBLETAP event.
  36862. */
  36863. protected onDoubleTap(type: string): void;
  36864. /**
  36865. * Called on pointer POINTERMOVE event if multiple touches are active.
  36866. */
  36867. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36868. /**
  36869. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36870. * press.
  36871. */
  36872. protected onButtonDown(evt: PointerEvent): void;
  36873. /**
  36874. * Called each time a new POINTERUP event occurs. Ie, for each button
  36875. * release.
  36876. */
  36877. protected onButtonUp(evt: PointerEvent): void;
  36878. /**
  36879. * Called when window becomes inactive.
  36880. */
  36881. protected onLostFocus(): void;
  36882. }
  36883. }
  36884. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36885. import { Nullable } from "babylonjs/types";
  36886. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36887. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36888. /**
  36889. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36890. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36891. */
  36892. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36893. /**
  36894. * Defines the camera the input is attached to.
  36895. */
  36896. camera: ArcRotateCamera;
  36897. /**
  36898. * Defines the list of key codes associated with the up action (increase alpha)
  36899. */
  36900. keysUp: number[];
  36901. /**
  36902. * Defines the list of key codes associated with the down action (decrease alpha)
  36903. */
  36904. keysDown: number[];
  36905. /**
  36906. * Defines the list of key codes associated with the left action (increase beta)
  36907. */
  36908. keysLeft: number[];
  36909. /**
  36910. * Defines the list of key codes associated with the right action (decrease beta)
  36911. */
  36912. keysRight: number[];
  36913. /**
  36914. * Defines the list of key codes associated with the reset action.
  36915. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36916. */
  36917. keysReset: number[];
  36918. /**
  36919. * Defines the panning sensibility of the inputs.
  36920. * (How fast is the camera paning)
  36921. */
  36922. panningSensibility: number;
  36923. /**
  36924. * Defines the zooming sensibility of the inputs.
  36925. * (How fast is the camera zooming)
  36926. */
  36927. zoomingSensibility: number;
  36928. /**
  36929. * Defines wether maintaining the alt key down switch the movement mode from
  36930. * orientation to zoom.
  36931. */
  36932. useAltToZoom: boolean;
  36933. /**
  36934. * Rotation speed of the camera
  36935. */
  36936. angularSpeed: number;
  36937. private _keys;
  36938. private _ctrlPressed;
  36939. private _altPressed;
  36940. private _onCanvasBlurObserver;
  36941. private _onKeyboardObserver;
  36942. private _engine;
  36943. private _scene;
  36944. /**
  36945. * Attach the input controls to a specific dom element to get the input from.
  36946. * @param element Defines the element the controls should be listened from
  36947. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36948. */
  36949. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36950. /**
  36951. * Detach the current controls from the specified dom element.
  36952. * @param element Defines the element to stop listening the inputs from
  36953. */
  36954. detachControl(element: Nullable<HTMLElement>): void;
  36955. /**
  36956. * Update the current camera state depending on the inputs that have been used this frame.
  36957. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36958. */
  36959. checkInputs(): void;
  36960. /**
  36961. * Gets the class name of the current intput.
  36962. * @returns the class name
  36963. */
  36964. getClassName(): string;
  36965. /**
  36966. * Get the friendly name associated with the input class.
  36967. * @returns the input friendly name
  36968. */
  36969. getSimpleName(): string;
  36970. }
  36971. }
  36972. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36973. import { Nullable } from "babylonjs/types";
  36974. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36975. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36976. /**
  36977. * Manage the mouse wheel inputs to control an arc rotate camera.
  36978. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36979. */
  36980. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36981. /**
  36982. * Defines the camera the input is attached to.
  36983. */
  36984. camera: ArcRotateCamera;
  36985. /**
  36986. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36987. */
  36988. wheelPrecision: number;
  36989. /**
  36990. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36991. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36992. */
  36993. wheelDeltaPercentage: number;
  36994. private _wheel;
  36995. private _observer;
  36996. private computeDeltaFromMouseWheelLegacyEvent;
  36997. /**
  36998. * Attach the input controls to a specific dom element to get the input from.
  36999. * @param element Defines the element the controls should be listened from
  37000. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37001. */
  37002. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37003. /**
  37004. * Detach the current controls from the specified dom element.
  37005. * @param element Defines the element to stop listening the inputs from
  37006. */
  37007. detachControl(element: Nullable<HTMLElement>): void;
  37008. /**
  37009. * Gets the class name of the current intput.
  37010. * @returns the class name
  37011. */
  37012. getClassName(): string;
  37013. /**
  37014. * Get the friendly name associated with the input class.
  37015. * @returns the input friendly name
  37016. */
  37017. getSimpleName(): string;
  37018. }
  37019. }
  37020. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37021. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37022. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37023. /**
  37024. * Default Inputs manager for the ArcRotateCamera.
  37025. * It groups all the default supported inputs for ease of use.
  37026. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37027. */
  37028. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37029. /**
  37030. * Instantiates a new ArcRotateCameraInputsManager.
  37031. * @param camera Defines the camera the inputs belong to
  37032. */
  37033. constructor(camera: ArcRotateCamera);
  37034. /**
  37035. * Add mouse wheel input support to the input manager.
  37036. * @returns the current input manager
  37037. */
  37038. addMouseWheel(): ArcRotateCameraInputsManager;
  37039. /**
  37040. * Add pointers input support to the input manager.
  37041. * @returns the current input manager
  37042. */
  37043. addPointers(): ArcRotateCameraInputsManager;
  37044. /**
  37045. * Add keyboard input support to the input manager.
  37046. * @returns the current input manager
  37047. */
  37048. addKeyboard(): ArcRotateCameraInputsManager;
  37049. }
  37050. }
  37051. declare module "babylonjs/Cameras/arcRotateCamera" {
  37052. import { Observable } from "babylonjs/Misc/observable";
  37053. import { Nullable } from "babylonjs/types";
  37054. import { Scene } from "babylonjs/scene";
  37055. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37056. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37057. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37058. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37059. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37060. import { Camera } from "babylonjs/Cameras/camera";
  37061. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37062. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37063. import { Collider } from "babylonjs/Collisions/collider";
  37064. /**
  37065. * This represents an orbital type of camera.
  37066. *
  37067. * 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.
  37068. * 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.
  37069. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37070. */
  37071. export class ArcRotateCamera extends TargetCamera {
  37072. /**
  37073. * Defines the rotation angle of the camera along the longitudinal axis.
  37074. */
  37075. alpha: number;
  37076. /**
  37077. * Defines the rotation angle of the camera along the latitudinal axis.
  37078. */
  37079. beta: number;
  37080. /**
  37081. * Defines the radius of the camera from it s target point.
  37082. */
  37083. radius: number;
  37084. protected _target: Vector3;
  37085. protected _targetHost: Nullable<AbstractMesh>;
  37086. /**
  37087. * Defines the target point of the camera.
  37088. * The camera looks towards it form the radius distance.
  37089. */
  37090. target: Vector3;
  37091. /**
  37092. * Define the current local position of the camera in the scene
  37093. */
  37094. position: Vector3;
  37095. protected _upVector: Vector3;
  37096. protected _upToYMatrix: Matrix;
  37097. protected _YToUpMatrix: Matrix;
  37098. /**
  37099. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37100. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37101. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37102. */
  37103. upVector: Vector3;
  37104. /**
  37105. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37106. */
  37107. setMatUp(): void;
  37108. /**
  37109. * Current inertia value on the longitudinal axis.
  37110. * The bigger this number the longer it will take for the camera to stop.
  37111. */
  37112. inertialAlphaOffset: number;
  37113. /**
  37114. * Current inertia value on the latitudinal axis.
  37115. * The bigger this number the longer it will take for the camera to stop.
  37116. */
  37117. inertialBetaOffset: number;
  37118. /**
  37119. * Current inertia value on the radius axis.
  37120. * The bigger this number the longer it will take for the camera to stop.
  37121. */
  37122. inertialRadiusOffset: number;
  37123. /**
  37124. * Minimum allowed angle on the longitudinal axis.
  37125. * This can help limiting how the Camera is able to move in the scene.
  37126. */
  37127. lowerAlphaLimit: Nullable<number>;
  37128. /**
  37129. * Maximum allowed angle on the longitudinal axis.
  37130. * This can help limiting how the Camera is able to move in the scene.
  37131. */
  37132. upperAlphaLimit: Nullable<number>;
  37133. /**
  37134. * Minimum allowed angle on the latitudinal axis.
  37135. * This can help limiting how the Camera is able to move in the scene.
  37136. */
  37137. lowerBetaLimit: number;
  37138. /**
  37139. * Maximum allowed angle on the latitudinal axis.
  37140. * This can help limiting how the Camera is able to move in the scene.
  37141. */
  37142. upperBetaLimit: number;
  37143. /**
  37144. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37145. * This can help limiting how the Camera is able to move in the scene.
  37146. */
  37147. lowerRadiusLimit: Nullable<number>;
  37148. /**
  37149. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37150. * This can help limiting how the Camera is able to move in the scene.
  37151. */
  37152. upperRadiusLimit: Nullable<number>;
  37153. /**
  37154. * Defines the current inertia value used during panning of the camera along the X axis.
  37155. */
  37156. inertialPanningX: number;
  37157. /**
  37158. * Defines the current inertia value used during panning of the camera along the Y axis.
  37159. */
  37160. inertialPanningY: number;
  37161. /**
  37162. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37163. * Basically if your fingers moves away from more than this distance you will be considered
  37164. * in pinch mode.
  37165. */
  37166. pinchToPanMaxDistance: number;
  37167. /**
  37168. * Defines the maximum distance the camera can pan.
  37169. * This could help keeping the cammera always in your scene.
  37170. */
  37171. panningDistanceLimit: Nullable<number>;
  37172. /**
  37173. * Defines the target of the camera before paning.
  37174. */
  37175. panningOriginTarget: Vector3;
  37176. /**
  37177. * Defines the value of the inertia used during panning.
  37178. * 0 would mean stop inertia and one would mean no decelleration at all.
  37179. */
  37180. panningInertia: number;
  37181. /**
  37182. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37183. */
  37184. angularSensibilityX: number;
  37185. /**
  37186. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37187. */
  37188. angularSensibilityY: number;
  37189. /**
  37190. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37191. */
  37192. pinchPrecision: number;
  37193. /**
  37194. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37195. * It will be used instead of pinchDeltaPrecision if different from 0.
  37196. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37197. */
  37198. pinchDeltaPercentage: number;
  37199. /**
  37200. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37201. */
  37202. panningSensibility: number;
  37203. /**
  37204. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37205. */
  37206. keysUp: number[];
  37207. /**
  37208. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37209. */
  37210. keysDown: number[];
  37211. /**
  37212. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37213. */
  37214. keysLeft: number[];
  37215. /**
  37216. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37217. */
  37218. keysRight: number[];
  37219. /**
  37220. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37221. */
  37222. wheelPrecision: number;
  37223. /**
  37224. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37225. * It will be used instead of pinchDeltaPrecision if different from 0.
  37226. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37227. */
  37228. wheelDeltaPercentage: number;
  37229. /**
  37230. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37231. */
  37232. zoomOnFactor: number;
  37233. /**
  37234. * Defines a screen offset for the camera position.
  37235. */
  37236. targetScreenOffset: Vector2;
  37237. /**
  37238. * Allows the camera to be completely reversed.
  37239. * If false the camera can not arrive upside down.
  37240. */
  37241. allowUpsideDown: boolean;
  37242. /**
  37243. * Define if double tap/click is used to restore the previously saved state of the camera.
  37244. */
  37245. useInputToRestoreState: boolean;
  37246. /** @hidden */
  37247. _viewMatrix: Matrix;
  37248. /** @hidden */
  37249. _useCtrlForPanning: boolean;
  37250. /** @hidden */
  37251. _panningMouseButton: number;
  37252. /**
  37253. * Defines the input associated to the camera.
  37254. */
  37255. inputs: ArcRotateCameraInputsManager;
  37256. /** @hidden */
  37257. _reset: () => void;
  37258. /**
  37259. * Defines the allowed panning axis.
  37260. */
  37261. panningAxis: Vector3;
  37262. protected _localDirection: Vector3;
  37263. protected _transformedDirection: Vector3;
  37264. private _bouncingBehavior;
  37265. /**
  37266. * Gets the bouncing behavior of the camera if it has been enabled.
  37267. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37268. */
  37269. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37270. /**
  37271. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37272. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37273. */
  37274. useBouncingBehavior: boolean;
  37275. private _framingBehavior;
  37276. /**
  37277. * Gets the framing behavior of the camera if it has been enabled.
  37278. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37279. */
  37280. readonly framingBehavior: Nullable<FramingBehavior>;
  37281. /**
  37282. * Defines if the framing behavior of the camera is enabled on the camera.
  37283. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37284. */
  37285. useFramingBehavior: boolean;
  37286. private _autoRotationBehavior;
  37287. /**
  37288. * Gets the auto rotation behavior of the camera if it has been enabled.
  37289. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37290. */
  37291. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37292. /**
  37293. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37294. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37295. */
  37296. useAutoRotationBehavior: boolean;
  37297. /**
  37298. * Observable triggered when the mesh target has been changed on the camera.
  37299. */
  37300. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37301. /**
  37302. * Event raised when the camera is colliding with a mesh.
  37303. */
  37304. onCollide: (collidedMesh: AbstractMesh) => void;
  37305. /**
  37306. * Defines whether the camera should check collision with the objects oh the scene.
  37307. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37308. */
  37309. checkCollisions: boolean;
  37310. /**
  37311. * Defines the collision radius of the camera.
  37312. * This simulates a sphere around the camera.
  37313. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37314. */
  37315. collisionRadius: Vector3;
  37316. protected _collider: Collider;
  37317. protected _previousPosition: Vector3;
  37318. protected _collisionVelocity: Vector3;
  37319. protected _newPosition: Vector3;
  37320. protected _previousAlpha: number;
  37321. protected _previousBeta: number;
  37322. protected _previousRadius: number;
  37323. protected _collisionTriggered: boolean;
  37324. protected _targetBoundingCenter: Nullable<Vector3>;
  37325. private _computationVector;
  37326. /**
  37327. * Instantiates a new ArcRotateCamera in a given scene
  37328. * @param name Defines the name of the camera
  37329. * @param alpha Defines the camera rotation along the logitudinal axis
  37330. * @param beta Defines the camera rotation along the latitudinal axis
  37331. * @param radius Defines the camera distance from its target
  37332. * @param target Defines the camera target
  37333. * @param scene Defines the scene the camera belongs to
  37334. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37335. */
  37336. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37337. /** @hidden */
  37338. _initCache(): void;
  37339. /** @hidden */
  37340. _updateCache(ignoreParentClass?: boolean): void;
  37341. protected _getTargetPosition(): Vector3;
  37342. private _storedAlpha;
  37343. private _storedBeta;
  37344. private _storedRadius;
  37345. private _storedTarget;
  37346. /**
  37347. * Stores the current state of the camera (alpha, beta, radius and target)
  37348. * @returns the camera itself
  37349. */
  37350. storeState(): Camera;
  37351. /**
  37352. * @hidden
  37353. * Restored camera state. You must call storeState() first
  37354. */
  37355. _restoreStateValues(): boolean;
  37356. /** @hidden */
  37357. _isSynchronizedViewMatrix(): boolean;
  37358. /**
  37359. * Attached controls to the current camera.
  37360. * @param element Defines the element the controls should be listened from
  37361. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37362. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37363. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37364. */
  37365. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37366. /**
  37367. * Detach the current controls from the camera.
  37368. * The camera will stop reacting to inputs.
  37369. * @param element Defines the element to stop listening the inputs from
  37370. */
  37371. detachControl(element: HTMLElement): void;
  37372. /** @hidden */
  37373. _checkInputs(): void;
  37374. protected _checkLimits(): void;
  37375. /**
  37376. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37377. */
  37378. rebuildAnglesAndRadius(): void;
  37379. /**
  37380. * Use a position to define the current camera related information like aplha, beta and radius
  37381. * @param position Defines the position to set the camera at
  37382. */
  37383. setPosition(position: Vector3): void;
  37384. /**
  37385. * Defines the target the camera should look at.
  37386. * This will automatically adapt alpha beta and radius to fit within the new target.
  37387. * @param target Defines the new target as a Vector or a mesh
  37388. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37389. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37390. */
  37391. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37392. /** @hidden */
  37393. _getViewMatrix(): Matrix;
  37394. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37395. /**
  37396. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37397. * @param meshes Defines the mesh to zoom on
  37398. * @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)
  37399. */
  37400. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37401. /**
  37402. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37403. * The target will be changed but the radius
  37404. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37405. * @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)
  37406. */
  37407. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37408. min: Vector3;
  37409. max: Vector3;
  37410. distance: number;
  37411. }, doNotUpdateMaxZ?: boolean): void;
  37412. /**
  37413. * @override
  37414. * Override Camera.createRigCamera
  37415. */
  37416. createRigCamera(name: string, cameraIndex: number): Camera;
  37417. /**
  37418. * @hidden
  37419. * @override
  37420. * Override Camera._updateRigCameras
  37421. */
  37422. _updateRigCameras(): void;
  37423. /**
  37424. * Destroy the camera and release the current resources hold by it.
  37425. */
  37426. dispose(): void;
  37427. /**
  37428. * Gets the current object class name.
  37429. * @return the class name
  37430. */
  37431. getClassName(): string;
  37432. }
  37433. }
  37434. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37435. import { Behavior } from "babylonjs/Behaviors/behavior";
  37436. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37437. /**
  37438. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37439. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37440. */
  37441. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37442. /**
  37443. * Gets the name of the behavior.
  37444. */
  37445. readonly name: string;
  37446. private _zoomStopsAnimation;
  37447. private _idleRotationSpeed;
  37448. private _idleRotationWaitTime;
  37449. private _idleRotationSpinupTime;
  37450. /**
  37451. * Sets the flag that indicates if user zooming should stop animation.
  37452. */
  37453. /**
  37454. * Gets the flag that indicates if user zooming should stop animation.
  37455. */
  37456. zoomStopsAnimation: boolean;
  37457. /**
  37458. * Sets the default speed at which the camera rotates around the model.
  37459. */
  37460. /**
  37461. * Gets the default speed at which the camera rotates around the model.
  37462. */
  37463. idleRotationSpeed: number;
  37464. /**
  37465. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37466. */
  37467. /**
  37468. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37469. */
  37470. idleRotationWaitTime: number;
  37471. /**
  37472. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37473. */
  37474. /**
  37475. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37476. */
  37477. idleRotationSpinupTime: number;
  37478. /**
  37479. * Gets a value indicating if the camera is currently rotating because of this behavior
  37480. */
  37481. readonly rotationInProgress: boolean;
  37482. private _onPrePointerObservableObserver;
  37483. private _onAfterCheckInputsObserver;
  37484. private _attachedCamera;
  37485. private _isPointerDown;
  37486. private _lastFrameTime;
  37487. private _lastInteractionTime;
  37488. private _cameraRotationSpeed;
  37489. /**
  37490. * Initializes the behavior.
  37491. */
  37492. init(): void;
  37493. /**
  37494. * Attaches the behavior to its arc rotate camera.
  37495. * @param camera Defines the camera to attach the behavior to
  37496. */
  37497. attach(camera: ArcRotateCamera): void;
  37498. /**
  37499. * Detaches the behavior from its current arc rotate camera.
  37500. */
  37501. detach(): void;
  37502. /**
  37503. * Returns true if user is scrolling.
  37504. * @return true if user is scrolling.
  37505. */
  37506. private _userIsZooming;
  37507. private _lastFrameRadius;
  37508. private _shouldAnimationStopForInteraction;
  37509. /**
  37510. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37511. */
  37512. private _applyUserInteraction;
  37513. private _userIsMoving;
  37514. }
  37515. }
  37516. declare module "babylonjs/Behaviors/Cameras/index" {
  37517. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37518. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37519. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37520. }
  37521. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37522. import { Mesh } from "babylonjs/Meshes/mesh";
  37523. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37524. import { Behavior } from "babylonjs/Behaviors/behavior";
  37525. /**
  37526. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37527. */
  37528. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37529. private ui;
  37530. /**
  37531. * The name of the behavior
  37532. */
  37533. name: string;
  37534. /**
  37535. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37536. */
  37537. distanceAwayFromFace: number;
  37538. /**
  37539. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37540. */
  37541. distanceAwayFromBottomOfFace: number;
  37542. private _faceVectors;
  37543. private _target;
  37544. private _scene;
  37545. private _onRenderObserver;
  37546. private _tmpMatrix;
  37547. private _tmpVector;
  37548. /**
  37549. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37550. * @param ui The transform node that should be attched to the mesh
  37551. */
  37552. constructor(ui: TransformNode);
  37553. /**
  37554. * Initializes the behavior
  37555. */
  37556. init(): void;
  37557. private _closestFace;
  37558. private _zeroVector;
  37559. private _lookAtTmpMatrix;
  37560. private _lookAtToRef;
  37561. /**
  37562. * Attaches the AttachToBoxBehavior to the passed in mesh
  37563. * @param target The mesh that the specified node will be attached to
  37564. */
  37565. attach(target: Mesh): void;
  37566. /**
  37567. * Detaches the behavior from the mesh
  37568. */
  37569. detach(): void;
  37570. }
  37571. }
  37572. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37573. import { Behavior } from "babylonjs/Behaviors/behavior";
  37574. import { Mesh } from "babylonjs/Meshes/mesh";
  37575. /**
  37576. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37577. */
  37578. export class FadeInOutBehavior implements Behavior<Mesh> {
  37579. /**
  37580. * Time in milliseconds to delay before fading in (Default: 0)
  37581. */
  37582. delay: number;
  37583. /**
  37584. * Time in milliseconds for the mesh to fade in (Default: 300)
  37585. */
  37586. fadeInTime: number;
  37587. private _millisecondsPerFrame;
  37588. private _hovered;
  37589. private _hoverValue;
  37590. private _ownerNode;
  37591. /**
  37592. * Instatiates the FadeInOutBehavior
  37593. */
  37594. constructor();
  37595. /**
  37596. * The name of the behavior
  37597. */
  37598. readonly name: string;
  37599. /**
  37600. * Initializes the behavior
  37601. */
  37602. init(): void;
  37603. /**
  37604. * Attaches the fade behavior on the passed in mesh
  37605. * @param ownerNode The mesh that will be faded in/out once attached
  37606. */
  37607. attach(ownerNode: Mesh): void;
  37608. /**
  37609. * Detaches the behavior from the mesh
  37610. */
  37611. detach(): void;
  37612. /**
  37613. * Triggers the mesh to begin fading in or out
  37614. * @param value if the object should fade in or out (true to fade in)
  37615. */
  37616. fadeIn(value: boolean): void;
  37617. private _update;
  37618. private _setAllVisibility;
  37619. }
  37620. }
  37621. declare module "babylonjs/Misc/pivotTools" {
  37622. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37623. /**
  37624. * Class containing a set of static utilities functions for managing Pivots
  37625. * @hidden
  37626. */
  37627. export class PivotTools {
  37628. private static _PivotCached;
  37629. private static _OldPivotPoint;
  37630. private static _PivotTranslation;
  37631. private static _PivotTmpVector;
  37632. /** @hidden */
  37633. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37634. /** @hidden */
  37635. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37636. }
  37637. }
  37638. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37639. import { Scene } from "babylonjs/scene";
  37640. import { Vector4 } from "babylonjs/Maths/math.vector";
  37641. import { Mesh } from "babylonjs/Meshes/mesh";
  37642. import { Nullable } from "babylonjs/types";
  37643. import { Plane } from "babylonjs/Maths/math.plane";
  37644. /**
  37645. * Class containing static functions to help procedurally build meshes
  37646. */
  37647. export class PlaneBuilder {
  37648. /**
  37649. * Creates a plane mesh
  37650. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37651. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37652. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37653. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37654. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  37655. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37656. * @param name defines the name of the mesh
  37657. * @param options defines the options used to create the mesh
  37658. * @param scene defines the hosting scene
  37659. * @returns the plane mesh
  37660. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37661. */
  37662. static CreatePlane(name: string, options: {
  37663. size?: number;
  37664. width?: number;
  37665. height?: number;
  37666. sideOrientation?: number;
  37667. frontUVs?: Vector4;
  37668. backUVs?: Vector4;
  37669. updatable?: boolean;
  37670. sourcePlane?: Plane;
  37671. }, scene?: Nullable<Scene>): Mesh;
  37672. }
  37673. }
  37674. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37675. import { Behavior } from "babylonjs/Behaviors/behavior";
  37676. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37677. import { Observable } from "babylonjs/Misc/observable";
  37678. import { Vector3 } from "babylonjs/Maths/math.vector";
  37679. import { Ray } from "babylonjs/Culling/ray";
  37680. import "babylonjs/Meshes/Builders/planeBuilder";
  37681. /**
  37682. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37683. */
  37684. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37685. private static _AnyMouseID;
  37686. /**
  37687. * Abstract mesh the behavior is set on
  37688. */
  37689. attachedNode: AbstractMesh;
  37690. private _dragPlane;
  37691. private _scene;
  37692. private _pointerObserver;
  37693. private _beforeRenderObserver;
  37694. private static _planeScene;
  37695. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37696. /**
  37697. * 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)
  37698. */
  37699. maxDragAngle: number;
  37700. /**
  37701. * @hidden
  37702. */
  37703. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37704. /**
  37705. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37706. */
  37707. currentDraggingPointerID: number;
  37708. /**
  37709. * The last position where the pointer hit the drag plane in world space
  37710. */
  37711. lastDragPosition: Vector3;
  37712. /**
  37713. * If the behavior is currently in a dragging state
  37714. */
  37715. dragging: boolean;
  37716. /**
  37717. * 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)
  37718. */
  37719. dragDeltaRatio: number;
  37720. /**
  37721. * If the drag plane orientation should be updated during the dragging (Default: true)
  37722. */
  37723. updateDragPlane: boolean;
  37724. private _debugMode;
  37725. private _moving;
  37726. /**
  37727. * Fires each time the attached mesh is dragged with the pointer
  37728. * * delta between last drag position and current drag position in world space
  37729. * * dragDistance along the drag axis
  37730. * * dragPlaneNormal normal of the current drag plane used during the drag
  37731. * * dragPlanePoint in world space where the drag intersects the drag plane
  37732. */
  37733. onDragObservable: Observable<{
  37734. delta: Vector3;
  37735. dragPlanePoint: Vector3;
  37736. dragPlaneNormal: Vector3;
  37737. dragDistance: number;
  37738. pointerId: number;
  37739. }>;
  37740. /**
  37741. * Fires each time a drag begins (eg. mouse down on mesh)
  37742. */
  37743. onDragStartObservable: Observable<{
  37744. dragPlanePoint: Vector3;
  37745. pointerId: number;
  37746. }>;
  37747. /**
  37748. * Fires each time a drag ends (eg. mouse release after drag)
  37749. */
  37750. onDragEndObservable: Observable<{
  37751. dragPlanePoint: Vector3;
  37752. pointerId: number;
  37753. }>;
  37754. /**
  37755. * If the attached mesh should be moved when dragged
  37756. */
  37757. moveAttached: boolean;
  37758. /**
  37759. * If the drag behavior will react to drag events (Default: true)
  37760. */
  37761. enabled: boolean;
  37762. /**
  37763. * If pointer events should start and release the drag (Default: true)
  37764. */
  37765. startAndReleaseDragOnPointerEvents: boolean;
  37766. /**
  37767. * If camera controls should be detached during the drag
  37768. */
  37769. detachCameraControls: boolean;
  37770. /**
  37771. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37772. */
  37773. useObjectOrienationForDragging: boolean;
  37774. private _options;
  37775. /**
  37776. * Creates a pointer drag behavior that can be attached to a mesh
  37777. * @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)
  37778. */
  37779. constructor(options?: {
  37780. dragAxis?: Vector3;
  37781. dragPlaneNormal?: Vector3;
  37782. });
  37783. /**
  37784. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37785. */
  37786. validateDrag: (targetPosition: Vector3) => boolean;
  37787. /**
  37788. * The name of the behavior
  37789. */
  37790. readonly name: string;
  37791. /**
  37792. * Initializes the behavior
  37793. */
  37794. init(): void;
  37795. private _tmpVector;
  37796. private _alternatePickedPoint;
  37797. private _worldDragAxis;
  37798. private _targetPosition;
  37799. private _attachedElement;
  37800. /**
  37801. * Attaches the drag behavior the passed in mesh
  37802. * @param ownerNode The mesh that will be dragged around once attached
  37803. */
  37804. attach(ownerNode: AbstractMesh): void;
  37805. /**
  37806. * Force relase the drag action by code.
  37807. */
  37808. releaseDrag(): void;
  37809. private _startDragRay;
  37810. private _lastPointerRay;
  37811. /**
  37812. * Simulates the start of a pointer drag event on the behavior
  37813. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37814. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37815. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37816. */
  37817. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37818. private _startDrag;
  37819. private _dragDelta;
  37820. private _moveDrag;
  37821. private _pickWithRayOnDragPlane;
  37822. private _pointA;
  37823. private _pointB;
  37824. private _pointC;
  37825. private _lineA;
  37826. private _lineB;
  37827. private _localAxis;
  37828. private _lookAt;
  37829. private _updateDragPlanePosition;
  37830. /**
  37831. * Detaches the behavior from the mesh
  37832. */
  37833. detach(): void;
  37834. }
  37835. }
  37836. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37837. import { Mesh } from "babylonjs/Meshes/mesh";
  37838. import { Behavior } from "babylonjs/Behaviors/behavior";
  37839. /**
  37840. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37841. */
  37842. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37843. private _dragBehaviorA;
  37844. private _dragBehaviorB;
  37845. private _startDistance;
  37846. private _initialScale;
  37847. private _targetScale;
  37848. private _ownerNode;
  37849. private _sceneRenderObserver;
  37850. /**
  37851. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37852. */
  37853. constructor();
  37854. /**
  37855. * The name of the behavior
  37856. */
  37857. readonly name: string;
  37858. /**
  37859. * Initializes the behavior
  37860. */
  37861. init(): void;
  37862. private _getCurrentDistance;
  37863. /**
  37864. * Attaches the scale behavior the passed in mesh
  37865. * @param ownerNode The mesh that will be scaled around once attached
  37866. */
  37867. attach(ownerNode: Mesh): void;
  37868. /**
  37869. * Detaches the behavior from the mesh
  37870. */
  37871. detach(): void;
  37872. }
  37873. }
  37874. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37875. import { Behavior } from "babylonjs/Behaviors/behavior";
  37876. import { Mesh } from "babylonjs/Meshes/mesh";
  37877. import { Observable } from "babylonjs/Misc/observable";
  37878. /**
  37879. * 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
  37880. */
  37881. export class SixDofDragBehavior implements Behavior<Mesh> {
  37882. private static _virtualScene;
  37883. private _ownerNode;
  37884. private _sceneRenderObserver;
  37885. private _scene;
  37886. private _targetPosition;
  37887. private _virtualOriginMesh;
  37888. private _virtualDragMesh;
  37889. private _pointerObserver;
  37890. private _moving;
  37891. private _startingOrientation;
  37892. /**
  37893. * 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)
  37894. */
  37895. private zDragFactor;
  37896. /**
  37897. * If the object should rotate to face the drag origin
  37898. */
  37899. rotateDraggedObject: boolean;
  37900. /**
  37901. * If the behavior is currently in a dragging state
  37902. */
  37903. dragging: boolean;
  37904. /**
  37905. * 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)
  37906. */
  37907. dragDeltaRatio: number;
  37908. /**
  37909. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37910. */
  37911. currentDraggingPointerID: number;
  37912. /**
  37913. * If camera controls should be detached during the drag
  37914. */
  37915. detachCameraControls: boolean;
  37916. /**
  37917. * Fires each time a drag starts
  37918. */
  37919. onDragStartObservable: Observable<{}>;
  37920. /**
  37921. * Fires each time a drag ends (eg. mouse release after drag)
  37922. */
  37923. onDragEndObservable: Observable<{}>;
  37924. /**
  37925. * 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
  37926. */
  37927. constructor();
  37928. /**
  37929. * The name of the behavior
  37930. */
  37931. readonly name: string;
  37932. /**
  37933. * Initializes the behavior
  37934. */
  37935. init(): void;
  37936. /**
  37937. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37938. */
  37939. private readonly _pointerCamera;
  37940. /**
  37941. * Attaches the scale behavior the passed in mesh
  37942. * @param ownerNode The mesh that will be scaled around once attached
  37943. */
  37944. attach(ownerNode: Mesh): void;
  37945. /**
  37946. * Detaches the behavior from the mesh
  37947. */
  37948. detach(): void;
  37949. }
  37950. }
  37951. declare module "babylonjs/Behaviors/Meshes/index" {
  37952. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37953. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37954. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37955. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37956. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37957. }
  37958. declare module "babylonjs/Behaviors/index" {
  37959. export * from "babylonjs/Behaviors/behavior";
  37960. export * from "babylonjs/Behaviors/Cameras/index";
  37961. export * from "babylonjs/Behaviors/Meshes/index";
  37962. }
  37963. declare module "babylonjs/Bones/boneIKController" {
  37964. import { Bone } from "babylonjs/Bones/bone";
  37965. import { Vector3 } from "babylonjs/Maths/math.vector";
  37966. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37967. import { Nullable } from "babylonjs/types";
  37968. /**
  37969. * Class used to apply inverse kinematics to bones
  37970. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37971. */
  37972. export class BoneIKController {
  37973. private static _tmpVecs;
  37974. private static _tmpQuat;
  37975. private static _tmpMats;
  37976. /**
  37977. * Gets or sets the target mesh
  37978. */
  37979. targetMesh: AbstractMesh;
  37980. /** Gets or sets the mesh used as pole */
  37981. poleTargetMesh: AbstractMesh;
  37982. /**
  37983. * Gets or sets the bone used as pole
  37984. */
  37985. poleTargetBone: Nullable<Bone>;
  37986. /**
  37987. * Gets or sets the target position
  37988. */
  37989. targetPosition: Vector3;
  37990. /**
  37991. * Gets or sets the pole target position
  37992. */
  37993. poleTargetPosition: Vector3;
  37994. /**
  37995. * Gets or sets the pole target local offset
  37996. */
  37997. poleTargetLocalOffset: Vector3;
  37998. /**
  37999. * Gets or sets the pole angle
  38000. */
  38001. poleAngle: number;
  38002. /**
  38003. * Gets or sets the mesh associated with the controller
  38004. */
  38005. mesh: AbstractMesh;
  38006. /**
  38007. * 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)
  38008. */
  38009. slerpAmount: number;
  38010. private _bone1Quat;
  38011. private _bone1Mat;
  38012. private _bone2Ang;
  38013. private _bone1;
  38014. private _bone2;
  38015. private _bone1Length;
  38016. private _bone2Length;
  38017. private _maxAngle;
  38018. private _maxReach;
  38019. private _rightHandedSystem;
  38020. private _bendAxis;
  38021. private _slerping;
  38022. private _adjustRoll;
  38023. /**
  38024. * Gets or sets maximum allowed angle
  38025. */
  38026. maxAngle: number;
  38027. /**
  38028. * Creates a new BoneIKController
  38029. * @param mesh defines the mesh to control
  38030. * @param bone defines the bone to control
  38031. * @param options defines options to set up the controller
  38032. */
  38033. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38034. targetMesh?: AbstractMesh;
  38035. poleTargetMesh?: AbstractMesh;
  38036. poleTargetBone?: Bone;
  38037. poleTargetLocalOffset?: Vector3;
  38038. poleAngle?: number;
  38039. bendAxis?: Vector3;
  38040. maxAngle?: number;
  38041. slerpAmount?: number;
  38042. });
  38043. private _setMaxAngle;
  38044. /**
  38045. * Force the controller to update the bones
  38046. */
  38047. update(): void;
  38048. }
  38049. }
  38050. declare module "babylonjs/Bones/boneLookController" {
  38051. import { Vector3 } from "babylonjs/Maths/math.vector";
  38052. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38053. import { Bone } from "babylonjs/Bones/bone";
  38054. import { Space } from "babylonjs/Maths/math.axis";
  38055. /**
  38056. * Class used to make a bone look toward a point in space
  38057. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38058. */
  38059. export class BoneLookController {
  38060. private static _tmpVecs;
  38061. private static _tmpQuat;
  38062. private static _tmpMats;
  38063. /**
  38064. * The target Vector3 that the bone will look at
  38065. */
  38066. target: Vector3;
  38067. /**
  38068. * The mesh that the bone is attached to
  38069. */
  38070. mesh: AbstractMesh;
  38071. /**
  38072. * The bone that will be looking to the target
  38073. */
  38074. bone: Bone;
  38075. /**
  38076. * The up axis of the coordinate system that is used when the bone is rotated
  38077. */
  38078. upAxis: Vector3;
  38079. /**
  38080. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38081. */
  38082. upAxisSpace: Space;
  38083. /**
  38084. * Used to make an adjustment to the yaw of the bone
  38085. */
  38086. adjustYaw: number;
  38087. /**
  38088. * Used to make an adjustment to the pitch of the bone
  38089. */
  38090. adjustPitch: number;
  38091. /**
  38092. * Used to make an adjustment to the roll of the bone
  38093. */
  38094. adjustRoll: number;
  38095. /**
  38096. * 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)
  38097. */
  38098. slerpAmount: number;
  38099. private _minYaw;
  38100. private _maxYaw;
  38101. private _minPitch;
  38102. private _maxPitch;
  38103. private _minYawSin;
  38104. private _minYawCos;
  38105. private _maxYawSin;
  38106. private _maxYawCos;
  38107. private _midYawConstraint;
  38108. private _minPitchTan;
  38109. private _maxPitchTan;
  38110. private _boneQuat;
  38111. private _slerping;
  38112. private _transformYawPitch;
  38113. private _transformYawPitchInv;
  38114. private _firstFrameSkipped;
  38115. private _yawRange;
  38116. private _fowardAxis;
  38117. /**
  38118. * Gets or sets the minimum yaw angle that the bone can look to
  38119. */
  38120. minYaw: number;
  38121. /**
  38122. * Gets or sets the maximum yaw angle that the bone can look to
  38123. */
  38124. maxYaw: number;
  38125. /**
  38126. * Gets or sets the minimum pitch angle that the bone can look to
  38127. */
  38128. minPitch: number;
  38129. /**
  38130. * Gets or sets the maximum pitch angle that the bone can look to
  38131. */
  38132. maxPitch: number;
  38133. /**
  38134. * Create a BoneLookController
  38135. * @param mesh the mesh that the bone belongs to
  38136. * @param bone the bone that will be looking to the target
  38137. * @param target the target Vector3 to look at
  38138. * @param options optional settings:
  38139. * * maxYaw: the maximum angle the bone will yaw to
  38140. * * minYaw: the minimum angle the bone will yaw to
  38141. * * maxPitch: the maximum angle the bone will pitch to
  38142. * * minPitch: the minimum angle the bone will yaw to
  38143. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38144. * * upAxis: the up axis of the coordinate system
  38145. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38146. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38147. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38148. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38149. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38150. * * adjustRoll: used to make an adjustment to the roll of the bone
  38151. **/
  38152. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38153. maxYaw?: number;
  38154. minYaw?: number;
  38155. maxPitch?: number;
  38156. minPitch?: number;
  38157. slerpAmount?: number;
  38158. upAxis?: Vector3;
  38159. upAxisSpace?: Space;
  38160. yawAxis?: Vector3;
  38161. pitchAxis?: Vector3;
  38162. adjustYaw?: number;
  38163. adjustPitch?: number;
  38164. adjustRoll?: number;
  38165. });
  38166. /**
  38167. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38168. */
  38169. update(): void;
  38170. private _getAngleDiff;
  38171. private _getAngleBetween;
  38172. private _isAngleBetween;
  38173. }
  38174. }
  38175. declare module "babylonjs/Bones/index" {
  38176. export * from "babylonjs/Bones/bone";
  38177. export * from "babylonjs/Bones/boneIKController";
  38178. export * from "babylonjs/Bones/boneLookController";
  38179. export * from "babylonjs/Bones/skeleton";
  38180. }
  38181. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38182. import { Nullable } from "babylonjs/types";
  38183. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38184. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38185. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38186. /**
  38187. * Manage the gamepad inputs to control an arc rotate camera.
  38188. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38189. */
  38190. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38191. /**
  38192. * Defines the camera the input is attached to.
  38193. */
  38194. camera: ArcRotateCamera;
  38195. /**
  38196. * Defines the gamepad the input is gathering event from.
  38197. */
  38198. gamepad: Nullable<Gamepad>;
  38199. /**
  38200. * Defines the gamepad rotation sensiblity.
  38201. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38202. */
  38203. gamepadRotationSensibility: number;
  38204. /**
  38205. * Defines the gamepad move sensiblity.
  38206. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38207. */
  38208. gamepadMoveSensibility: number;
  38209. private _onGamepadConnectedObserver;
  38210. private _onGamepadDisconnectedObserver;
  38211. /**
  38212. * Attach the input controls to a specific dom element to get the input from.
  38213. * @param element Defines the element the controls should be listened from
  38214. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38215. */
  38216. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38217. /**
  38218. * Detach the current controls from the specified dom element.
  38219. * @param element Defines the element to stop listening the inputs from
  38220. */
  38221. detachControl(element: Nullable<HTMLElement>): void;
  38222. /**
  38223. * Update the current camera state depending on the inputs that have been used this frame.
  38224. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38225. */
  38226. checkInputs(): void;
  38227. /**
  38228. * Gets the class name of the current intput.
  38229. * @returns the class name
  38230. */
  38231. getClassName(): string;
  38232. /**
  38233. * Get the friendly name associated with the input class.
  38234. * @returns the input friendly name
  38235. */
  38236. getSimpleName(): string;
  38237. }
  38238. }
  38239. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38240. import { Nullable } from "babylonjs/types";
  38241. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38242. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38243. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38244. interface ArcRotateCameraInputsManager {
  38245. /**
  38246. * Add orientation input support to the input manager.
  38247. * @returns the current input manager
  38248. */
  38249. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38250. }
  38251. }
  38252. /**
  38253. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38254. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38255. */
  38256. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38257. /**
  38258. * Defines the camera the input is attached to.
  38259. */
  38260. camera: ArcRotateCamera;
  38261. /**
  38262. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38263. */
  38264. alphaCorrection: number;
  38265. /**
  38266. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38267. */
  38268. gammaCorrection: number;
  38269. private _alpha;
  38270. private _gamma;
  38271. private _dirty;
  38272. private _deviceOrientationHandler;
  38273. /**
  38274. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38275. */
  38276. constructor();
  38277. /**
  38278. * Attach the input controls to a specific dom element to get the input from.
  38279. * @param element Defines the element the controls should be listened from
  38280. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38281. */
  38282. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38283. /** @hidden */
  38284. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38285. /**
  38286. * Update the current camera state depending on the inputs that have been used this frame.
  38287. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38288. */
  38289. checkInputs(): void;
  38290. /**
  38291. * Detach the current controls from the specified dom element.
  38292. * @param element Defines the element to stop listening the inputs from
  38293. */
  38294. detachControl(element: Nullable<HTMLElement>): void;
  38295. /**
  38296. * Gets the class name of the current intput.
  38297. * @returns the class name
  38298. */
  38299. getClassName(): string;
  38300. /**
  38301. * Get the friendly name associated with the input class.
  38302. * @returns the input friendly name
  38303. */
  38304. getSimpleName(): string;
  38305. }
  38306. }
  38307. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38308. import { Nullable } from "babylonjs/types";
  38309. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38310. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38311. /**
  38312. * Listen to mouse events to control the camera.
  38313. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38314. */
  38315. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38316. /**
  38317. * Defines the camera the input is attached to.
  38318. */
  38319. camera: FlyCamera;
  38320. /**
  38321. * Defines if touch is enabled. (Default is true.)
  38322. */
  38323. touchEnabled: boolean;
  38324. /**
  38325. * Defines the buttons associated with the input to handle camera rotation.
  38326. */
  38327. buttons: number[];
  38328. /**
  38329. * Assign buttons for Yaw control.
  38330. */
  38331. buttonsYaw: number[];
  38332. /**
  38333. * Assign buttons for Pitch control.
  38334. */
  38335. buttonsPitch: number[];
  38336. /**
  38337. * Assign buttons for Roll control.
  38338. */
  38339. buttonsRoll: number[];
  38340. /**
  38341. * Detect if any button is being pressed while mouse is moved.
  38342. * -1 = Mouse locked.
  38343. * 0 = Left button.
  38344. * 1 = Middle Button.
  38345. * 2 = Right Button.
  38346. */
  38347. activeButton: number;
  38348. /**
  38349. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38350. * Higher values reduce its sensitivity.
  38351. */
  38352. angularSensibility: number;
  38353. private _mousemoveCallback;
  38354. private _observer;
  38355. private _rollObserver;
  38356. private previousPosition;
  38357. private noPreventDefault;
  38358. private element;
  38359. /**
  38360. * Listen to mouse events to control the camera.
  38361. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38362. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38363. */
  38364. constructor(touchEnabled?: boolean);
  38365. /**
  38366. * Attach the mouse control to the HTML DOM element.
  38367. * @param element Defines the element that listens to the input events.
  38368. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38369. */
  38370. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38371. /**
  38372. * Detach the current controls from the specified dom element.
  38373. * @param element Defines the element to stop listening the inputs from
  38374. */
  38375. detachControl(element: Nullable<HTMLElement>): void;
  38376. /**
  38377. * Gets the class name of the current input.
  38378. * @returns the class name.
  38379. */
  38380. getClassName(): string;
  38381. /**
  38382. * Get the friendly name associated with the input class.
  38383. * @returns the input's friendly name.
  38384. */
  38385. getSimpleName(): string;
  38386. private _pointerInput;
  38387. private _onMouseMove;
  38388. /**
  38389. * Rotate camera by mouse offset.
  38390. */
  38391. private rotateCamera;
  38392. }
  38393. }
  38394. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38395. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38396. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38397. /**
  38398. * Default Inputs manager for the FlyCamera.
  38399. * It groups all the default supported inputs for ease of use.
  38400. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38401. */
  38402. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38403. /**
  38404. * Instantiates a new FlyCameraInputsManager.
  38405. * @param camera Defines the camera the inputs belong to.
  38406. */
  38407. constructor(camera: FlyCamera);
  38408. /**
  38409. * Add keyboard input support to the input manager.
  38410. * @returns the new FlyCameraKeyboardMoveInput().
  38411. */
  38412. addKeyboard(): FlyCameraInputsManager;
  38413. /**
  38414. * Add mouse input support to the input manager.
  38415. * @param touchEnabled Enable touch screen support.
  38416. * @returns the new FlyCameraMouseInput().
  38417. */
  38418. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38419. }
  38420. }
  38421. declare module "babylonjs/Cameras/flyCamera" {
  38422. import { Scene } from "babylonjs/scene";
  38423. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38424. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38425. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38426. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38427. /**
  38428. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38429. * such as in a 3D Space Shooter or a Flight Simulator.
  38430. */
  38431. export class FlyCamera extends TargetCamera {
  38432. /**
  38433. * Define the collision ellipsoid of the camera.
  38434. * This is helpful for simulating a camera body, like a player's body.
  38435. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38436. */
  38437. ellipsoid: Vector3;
  38438. /**
  38439. * Define an offset for the position of the ellipsoid around the camera.
  38440. * This can be helpful if the camera is attached away from the player's body center,
  38441. * such as at its head.
  38442. */
  38443. ellipsoidOffset: Vector3;
  38444. /**
  38445. * Enable or disable collisions of the camera with the rest of the scene objects.
  38446. */
  38447. checkCollisions: boolean;
  38448. /**
  38449. * Enable or disable gravity on the camera.
  38450. */
  38451. applyGravity: boolean;
  38452. /**
  38453. * Define the current direction the camera is moving to.
  38454. */
  38455. cameraDirection: Vector3;
  38456. /**
  38457. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38458. * This overrides and empties cameraRotation.
  38459. */
  38460. rotationQuaternion: Quaternion;
  38461. /**
  38462. * Track Roll to maintain the wanted Rolling when looking around.
  38463. */
  38464. _trackRoll: number;
  38465. /**
  38466. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38467. */
  38468. rollCorrect: number;
  38469. /**
  38470. * Mimic a banked turn, Rolling the camera when Yawing.
  38471. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38472. */
  38473. bankedTurn: boolean;
  38474. /**
  38475. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38476. */
  38477. bankedTurnLimit: number;
  38478. /**
  38479. * Value of 0 disables the banked Roll.
  38480. * Value of 1 is equal to the Yaw angle in radians.
  38481. */
  38482. bankedTurnMultiplier: number;
  38483. /**
  38484. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38485. */
  38486. inputs: FlyCameraInputsManager;
  38487. /**
  38488. * Gets the input sensibility for mouse input.
  38489. * Higher values reduce sensitivity.
  38490. */
  38491. /**
  38492. * Sets the input sensibility for a mouse input.
  38493. * Higher values reduce sensitivity.
  38494. */
  38495. angularSensibility: number;
  38496. /**
  38497. * Get the keys for camera movement forward.
  38498. */
  38499. /**
  38500. * Set the keys for camera movement forward.
  38501. */
  38502. keysForward: number[];
  38503. /**
  38504. * Get the keys for camera movement backward.
  38505. */
  38506. keysBackward: number[];
  38507. /**
  38508. * Get the keys for camera movement up.
  38509. */
  38510. /**
  38511. * Set the keys for camera movement up.
  38512. */
  38513. keysUp: number[];
  38514. /**
  38515. * Get the keys for camera movement down.
  38516. */
  38517. /**
  38518. * Set the keys for camera movement down.
  38519. */
  38520. keysDown: number[];
  38521. /**
  38522. * Get the keys for camera movement left.
  38523. */
  38524. /**
  38525. * Set the keys for camera movement left.
  38526. */
  38527. keysLeft: number[];
  38528. /**
  38529. * Set the keys for camera movement right.
  38530. */
  38531. /**
  38532. * Set the keys for camera movement right.
  38533. */
  38534. keysRight: number[];
  38535. /**
  38536. * Event raised when the camera collides with a mesh in the scene.
  38537. */
  38538. onCollide: (collidedMesh: AbstractMesh) => void;
  38539. private _collider;
  38540. private _needMoveForGravity;
  38541. private _oldPosition;
  38542. private _diffPosition;
  38543. private _newPosition;
  38544. /** @hidden */
  38545. _localDirection: Vector3;
  38546. /** @hidden */
  38547. _transformedDirection: Vector3;
  38548. /**
  38549. * Instantiates a FlyCamera.
  38550. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38551. * such as in a 3D Space Shooter or a Flight Simulator.
  38552. * @param name Define the name of the camera in the scene.
  38553. * @param position Define the starting position of the camera in the scene.
  38554. * @param scene Define the scene the camera belongs to.
  38555. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38556. */
  38557. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38558. /**
  38559. * Attach a control to the HTML DOM element.
  38560. * @param element Defines the element that listens to the input events.
  38561. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38562. */
  38563. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38564. /**
  38565. * Detach a control from the HTML DOM element.
  38566. * The camera will stop reacting to that input.
  38567. * @param element Defines the element that listens to the input events.
  38568. */
  38569. detachControl(element: HTMLElement): void;
  38570. private _collisionMask;
  38571. /**
  38572. * Get the mask that the camera ignores in collision events.
  38573. */
  38574. /**
  38575. * Set the mask that the camera ignores in collision events.
  38576. */
  38577. collisionMask: number;
  38578. /** @hidden */
  38579. _collideWithWorld(displacement: Vector3): void;
  38580. /** @hidden */
  38581. private _onCollisionPositionChange;
  38582. /** @hidden */
  38583. _checkInputs(): void;
  38584. /** @hidden */
  38585. _decideIfNeedsToMove(): boolean;
  38586. /** @hidden */
  38587. _updatePosition(): void;
  38588. /**
  38589. * Restore the Roll to its target value at the rate specified.
  38590. * @param rate - Higher means slower restoring.
  38591. * @hidden
  38592. */
  38593. restoreRoll(rate: number): void;
  38594. /**
  38595. * Destroy the camera and release the current resources held by it.
  38596. */
  38597. dispose(): void;
  38598. /**
  38599. * Get the current object class name.
  38600. * @returns the class name.
  38601. */
  38602. getClassName(): string;
  38603. }
  38604. }
  38605. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38606. import { Nullable } from "babylonjs/types";
  38607. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38608. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38609. /**
  38610. * Listen to keyboard events to control the camera.
  38611. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38612. */
  38613. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38614. /**
  38615. * Defines the camera the input is attached to.
  38616. */
  38617. camera: FlyCamera;
  38618. /**
  38619. * The list of keyboard keys used to control the forward move of the camera.
  38620. */
  38621. keysForward: number[];
  38622. /**
  38623. * The list of keyboard keys used to control the backward move of the camera.
  38624. */
  38625. keysBackward: number[];
  38626. /**
  38627. * The list of keyboard keys used to control the forward move of the camera.
  38628. */
  38629. keysUp: number[];
  38630. /**
  38631. * The list of keyboard keys used to control the backward move of the camera.
  38632. */
  38633. keysDown: number[];
  38634. /**
  38635. * The list of keyboard keys used to control the right strafe move of the camera.
  38636. */
  38637. keysRight: number[];
  38638. /**
  38639. * The list of keyboard keys used to control the left strafe move of the camera.
  38640. */
  38641. keysLeft: number[];
  38642. private _keys;
  38643. private _onCanvasBlurObserver;
  38644. private _onKeyboardObserver;
  38645. private _engine;
  38646. private _scene;
  38647. /**
  38648. * Attach the input controls to a specific dom element to get the input from.
  38649. * @param element Defines the element the controls should be listened from
  38650. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38651. */
  38652. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38653. /**
  38654. * Detach the current controls from the specified dom element.
  38655. * @param element Defines the element to stop listening the inputs from
  38656. */
  38657. detachControl(element: Nullable<HTMLElement>): void;
  38658. /**
  38659. * Gets the class name of the current intput.
  38660. * @returns the class name
  38661. */
  38662. getClassName(): string;
  38663. /** @hidden */
  38664. _onLostFocus(e: FocusEvent): void;
  38665. /**
  38666. * Get the friendly name associated with the input class.
  38667. * @returns the input friendly name
  38668. */
  38669. getSimpleName(): string;
  38670. /**
  38671. * Update the current camera state depending on the inputs that have been used this frame.
  38672. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38673. */
  38674. checkInputs(): void;
  38675. }
  38676. }
  38677. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38678. import { Nullable } from "babylonjs/types";
  38679. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38680. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38681. /**
  38682. * Manage the mouse wheel inputs to control a follow camera.
  38683. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38684. */
  38685. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38686. /**
  38687. * Defines the camera the input is attached to.
  38688. */
  38689. camera: FollowCamera;
  38690. /**
  38691. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38692. */
  38693. axisControlRadius: boolean;
  38694. /**
  38695. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38696. */
  38697. axisControlHeight: boolean;
  38698. /**
  38699. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38700. */
  38701. axisControlRotation: boolean;
  38702. /**
  38703. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38704. * relation to mouseWheel events.
  38705. */
  38706. wheelPrecision: number;
  38707. /**
  38708. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38709. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38710. */
  38711. wheelDeltaPercentage: number;
  38712. private _wheel;
  38713. private _observer;
  38714. /**
  38715. * Attach the input controls to a specific dom element to get the input from.
  38716. * @param element Defines the element the controls should be listened from
  38717. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38718. */
  38719. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38720. /**
  38721. * Detach the current controls from the specified dom element.
  38722. * @param element Defines the element to stop listening the inputs from
  38723. */
  38724. detachControl(element: Nullable<HTMLElement>): void;
  38725. /**
  38726. * Gets the class name of the current intput.
  38727. * @returns the class name
  38728. */
  38729. getClassName(): string;
  38730. /**
  38731. * Get the friendly name associated with the input class.
  38732. * @returns the input friendly name
  38733. */
  38734. getSimpleName(): string;
  38735. }
  38736. }
  38737. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38738. import { Nullable } from "babylonjs/types";
  38739. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38740. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38741. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38742. /**
  38743. * Manage the pointers inputs to control an follow camera.
  38744. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38745. */
  38746. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38747. /**
  38748. * Defines the camera the input is attached to.
  38749. */
  38750. camera: FollowCamera;
  38751. /**
  38752. * Gets the class name of the current input.
  38753. * @returns the class name
  38754. */
  38755. getClassName(): string;
  38756. /**
  38757. * Defines the pointer angular sensibility along the X axis or how fast is
  38758. * the camera rotating.
  38759. * A negative number will reverse the axis direction.
  38760. */
  38761. angularSensibilityX: number;
  38762. /**
  38763. * Defines the pointer angular sensibility along the Y axis or how fast is
  38764. * the camera rotating.
  38765. * A negative number will reverse the axis direction.
  38766. */
  38767. angularSensibilityY: number;
  38768. /**
  38769. * Defines the pointer pinch precision or how fast is the camera zooming.
  38770. * A negative number will reverse the axis direction.
  38771. */
  38772. pinchPrecision: number;
  38773. /**
  38774. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38775. * from 0.
  38776. * It defines the percentage of current camera.radius to use as delta when
  38777. * pinch zoom is used.
  38778. */
  38779. pinchDeltaPercentage: number;
  38780. /**
  38781. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38782. */
  38783. axisXControlRadius: boolean;
  38784. /**
  38785. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38786. */
  38787. axisXControlHeight: boolean;
  38788. /**
  38789. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38790. */
  38791. axisXControlRotation: boolean;
  38792. /**
  38793. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38794. */
  38795. axisYControlRadius: boolean;
  38796. /**
  38797. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38798. */
  38799. axisYControlHeight: boolean;
  38800. /**
  38801. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38802. */
  38803. axisYControlRotation: boolean;
  38804. /**
  38805. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38806. */
  38807. axisPinchControlRadius: boolean;
  38808. /**
  38809. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38810. */
  38811. axisPinchControlHeight: boolean;
  38812. /**
  38813. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38814. */
  38815. axisPinchControlRotation: boolean;
  38816. /**
  38817. * Log error messages if basic misconfiguration has occurred.
  38818. */
  38819. warningEnable: boolean;
  38820. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38821. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38822. private _warningCounter;
  38823. private _warning;
  38824. }
  38825. }
  38826. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38827. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38828. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38829. /**
  38830. * Default Inputs manager for the FollowCamera.
  38831. * It groups all the default supported inputs for ease of use.
  38832. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38833. */
  38834. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38835. /**
  38836. * Instantiates a new FollowCameraInputsManager.
  38837. * @param camera Defines the camera the inputs belong to
  38838. */
  38839. constructor(camera: FollowCamera);
  38840. /**
  38841. * Add keyboard input support to the input manager.
  38842. * @returns the current input manager
  38843. */
  38844. addKeyboard(): FollowCameraInputsManager;
  38845. /**
  38846. * Add mouse wheel input support to the input manager.
  38847. * @returns the current input manager
  38848. */
  38849. addMouseWheel(): FollowCameraInputsManager;
  38850. /**
  38851. * Add pointers input support to the input manager.
  38852. * @returns the current input manager
  38853. */
  38854. addPointers(): FollowCameraInputsManager;
  38855. /**
  38856. * Add orientation input support to the input manager.
  38857. * @returns the current input manager
  38858. */
  38859. addVRDeviceOrientation(): FollowCameraInputsManager;
  38860. }
  38861. }
  38862. declare module "babylonjs/Cameras/followCamera" {
  38863. import { Nullable } from "babylonjs/types";
  38864. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38865. import { Scene } from "babylonjs/scene";
  38866. import { Vector3 } from "babylonjs/Maths/math.vector";
  38867. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38868. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38869. /**
  38870. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38871. * an arc rotate version arcFollowCamera are available.
  38872. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38873. */
  38874. export class FollowCamera extends TargetCamera {
  38875. /**
  38876. * Distance the follow camera should follow an object at
  38877. */
  38878. radius: number;
  38879. /**
  38880. * Minimum allowed distance of the camera to the axis of rotation
  38881. * (The camera can not get closer).
  38882. * This can help limiting how the Camera is able to move in the scene.
  38883. */
  38884. lowerRadiusLimit: Nullable<number>;
  38885. /**
  38886. * Maximum allowed distance of the camera to the axis of rotation
  38887. * (The camera can not get further).
  38888. * This can help limiting how the Camera is able to move in the scene.
  38889. */
  38890. upperRadiusLimit: Nullable<number>;
  38891. /**
  38892. * Define a rotation offset between the camera and the object it follows
  38893. */
  38894. rotationOffset: number;
  38895. /**
  38896. * Minimum allowed angle to camera position relative to target object.
  38897. * This can help limiting how the Camera is able to move in the scene.
  38898. */
  38899. lowerRotationOffsetLimit: Nullable<number>;
  38900. /**
  38901. * Maximum allowed angle to camera position relative to target object.
  38902. * This can help limiting how the Camera is able to move in the scene.
  38903. */
  38904. upperRotationOffsetLimit: Nullable<number>;
  38905. /**
  38906. * Define a height offset between the camera and the object it follows.
  38907. * It can help following an object from the top (like a car chaing a plane)
  38908. */
  38909. heightOffset: number;
  38910. /**
  38911. * Minimum allowed height of camera position relative to target object.
  38912. * This can help limiting how the Camera is able to move in the scene.
  38913. */
  38914. lowerHeightOffsetLimit: Nullable<number>;
  38915. /**
  38916. * Maximum allowed height of camera position relative to target object.
  38917. * This can help limiting how the Camera is able to move in the scene.
  38918. */
  38919. upperHeightOffsetLimit: Nullable<number>;
  38920. /**
  38921. * Define how fast the camera can accelerate to follow it s target.
  38922. */
  38923. cameraAcceleration: number;
  38924. /**
  38925. * Define the speed limit of the camera following an object.
  38926. */
  38927. maxCameraSpeed: number;
  38928. /**
  38929. * Define the target of the camera.
  38930. */
  38931. lockedTarget: Nullable<AbstractMesh>;
  38932. /**
  38933. * Defines the input associated with the camera.
  38934. */
  38935. inputs: FollowCameraInputsManager;
  38936. /**
  38937. * Instantiates the follow camera.
  38938. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38939. * @param name Define the name of the camera in the scene
  38940. * @param position Define the position of the camera
  38941. * @param scene Define the scene the camera belong to
  38942. * @param lockedTarget Define the target of the camera
  38943. */
  38944. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38945. private _follow;
  38946. /**
  38947. * Attached controls to the current camera.
  38948. * @param element Defines the element the controls should be listened from
  38949. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38950. */
  38951. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38952. /**
  38953. * Detach the current controls from the camera.
  38954. * The camera will stop reacting to inputs.
  38955. * @param element Defines the element to stop listening the inputs from
  38956. */
  38957. detachControl(element: HTMLElement): void;
  38958. /** @hidden */
  38959. _checkInputs(): void;
  38960. private _checkLimits;
  38961. /**
  38962. * Gets the camera class name.
  38963. * @returns the class name
  38964. */
  38965. getClassName(): string;
  38966. }
  38967. /**
  38968. * Arc Rotate version of the follow camera.
  38969. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38970. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38971. */
  38972. export class ArcFollowCamera extends TargetCamera {
  38973. /** The longitudinal angle of the camera */
  38974. alpha: number;
  38975. /** The latitudinal angle of the camera */
  38976. beta: number;
  38977. /** The radius of the camera from its target */
  38978. radius: number;
  38979. /** Define the camera target (the messh it should follow) */
  38980. target: Nullable<AbstractMesh>;
  38981. private _cartesianCoordinates;
  38982. /**
  38983. * Instantiates a new ArcFollowCamera
  38984. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38985. * @param name Define the name of the camera
  38986. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38987. * @param beta Define the rotation angle of the camera around the elevation axis
  38988. * @param radius Define the radius of the camera from its target point
  38989. * @param target Define the target of the camera
  38990. * @param scene Define the scene the camera belongs to
  38991. */
  38992. constructor(name: string,
  38993. /** The longitudinal angle of the camera */
  38994. alpha: number,
  38995. /** The latitudinal angle of the camera */
  38996. beta: number,
  38997. /** The radius of the camera from its target */
  38998. radius: number,
  38999. /** Define the camera target (the messh it should follow) */
  39000. target: Nullable<AbstractMesh>, scene: Scene);
  39001. private _follow;
  39002. /** @hidden */
  39003. _checkInputs(): void;
  39004. /**
  39005. * Returns the class name of the object.
  39006. * It is mostly used internally for serialization purposes.
  39007. */
  39008. getClassName(): string;
  39009. }
  39010. }
  39011. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39012. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39013. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39014. import { Nullable } from "babylonjs/types";
  39015. /**
  39016. * Manage the keyboard inputs to control the movement of a follow camera.
  39017. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39018. */
  39019. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39020. /**
  39021. * Defines the camera the input is attached to.
  39022. */
  39023. camera: FollowCamera;
  39024. /**
  39025. * Defines the list of key codes associated with the up action (increase heightOffset)
  39026. */
  39027. keysHeightOffsetIncr: number[];
  39028. /**
  39029. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39030. */
  39031. keysHeightOffsetDecr: number[];
  39032. /**
  39033. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39034. */
  39035. keysHeightOffsetModifierAlt: boolean;
  39036. /**
  39037. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39038. */
  39039. keysHeightOffsetModifierCtrl: boolean;
  39040. /**
  39041. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39042. */
  39043. keysHeightOffsetModifierShift: boolean;
  39044. /**
  39045. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39046. */
  39047. keysRotationOffsetIncr: number[];
  39048. /**
  39049. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39050. */
  39051. keysRotationOffsetDecr: number[];
  39052. /**
  39053. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39054. */
  39055. keysRotationOffsetModifierAlt: boolean;
  39056. /**
  39057. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39058. */
  39059. keysRotationOffsetModifierCtrl: boolean;
  39060. /**
  39061. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39062. */
  39063. keysRotationOffsetModifierShift: boolean;
  39064. /**
  39065. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39066. */
  39067. keysRadiusIncr: number[];
  39068. /**
  39069. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39070. */
  39071. keysRadiusDecr: number[];
  39072. /**
  39073. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39074. */
  39075. keysRadiusModifierAlt: boolean;
  39076. /**
  39077. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39078. */
  39079. keysRadiusModifierCtrl: boolean;
  39080. /**
  39081. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39082. */
  39083. keysRadiusModifierShift: boolean;
  39084. /**
  39085. * Defines the rate of change of heightOffset.
  39086. */
  39087. heightSensibility: number;
  39088. /**
  39089. * Defines the rate of change of rotationOffset.
  39090. */
  39091. rotationSensibility: number;
  39092. /**
  39093. * Defines the rate of change of radius.
  39094. */
  39095. radiusSensibility: number;
  39096. private _keys;
  39097. private _ctrlPressed;
  39098. private _altPressed;
  39099. private _shiftPressed;
  39100. private _onCanvasBlurObserver;
  39101. private _onKeyboardObserver;
  39102. private _engine;
  39103. private _scene;
  39104. /**
  39105. * Attach the input controls to a specific dom element to get the input from.
  39106. * @param element Defines the element the controls should be listened from
  39107. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39108. */
  39109. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39110. /**
  39111. * Detach the current controls from the specified dom element.
  39112. * @param element Defines the element to stop listening the inputs from
  39113. */
  39114. detachControl(element: Nullable<HTMLElement>): void;
  39115. /**
  39116. * Update the current camera state depending on the inputs that have been used this frame.
  39117. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39118. */
  39119. checkInputs(): void;
  39120. /**
  39121. * Gets the class name of the current input.
  39122. * @returns the class name
  39123. */
  39124. getClassName(): string;
  39125. /**
  39126. * Get the friendly name associated with the input class.
  39127. * @returns the input friendly name
  39128. */
  39129. getSimpleName(): string;
  39130. /**
  39131. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39132. * allow modification of the heightOffset value.
  39133. */
  39134. private _modifierHeightOffset;
  39135. /**
  39136. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39137. * allow modification of the rotationOffset value.
  39138. */
  39139. private _modifierRotationOffset;
  39140. /**
  39141. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39142. * allow modification of the radius value.
  39143. */
  39144. private _modifierRadius;
  39145. }
  39146. }
  39147. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39148. import { Nullable } from "babylonjs/types";
  39149. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39150. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39151. import { Observable } from "babylonjs/Misc/observable";
  39152. module "babylonjs/Cameras/freeCameraInputsManager" {
  39153. interface FreeCameraInputsManager {
  39154. /**
  39155. * @hidden
  39156. */
  39157. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39158. /**
  39159. * Add orientation input support to the input manager.
  39160. * @returns the current input manager
  39161. */
  39162. addDeviceOrientation(): FreeCameraInputsManager;
  39163. }
  39164. }
  39165. /**
  39166. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39167. * Screen rotation is taken into account.
  39168. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39169. */
  39170. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39171. private _camera;
  39172. private _screenOrientationAngle;
  39173. private _constantTranform;
  39174. private _screenQuaternion;
  39175. private _alpha;
  39176. private _beta;
  39177. private _gamma;
  39178. /**
  39179. * Can be used to detect if a device orientation sensor is availible on a device
  39180. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39181. * @returns a promise that will resolve on orientation change
  39182. */
  39183. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39184. /**
  39185. * @hidden
  39186. */
  39187. _onDeviceOrientationChangedObservable: Observable<void>;
  39188. /**
  39189. * Instantiates a new input
  39190. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39191. */
  39192. constructor();
  39193. /**
  39194. * Define the camera controlled by the input.
  39195. */
  39196. camera: FreeCamera;
  39197. /**
  39198. * Attach the input controls to a specific dom element to get the input from.
  39199. * @param element Defines the element the controls should be listened from
  39200. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39201. */
  39202. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39203. private _orientationChanged;
  39204. private _deviceOrientation;
  39205. /**
  39206. * Detach the current controls from the specified dom element.
  39207. * @param element Defines the element to stop listening the inputs from
  39208. */
  39209. detachControl(element: Nullable<HTMLElement>): void;
  39210. /**
  39211. * Update the current camera state depending on the inputs that have been used this frame.
  39212. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39213. */
  39214. checkInputs(): void;
  39215. /**
  39216. * Gets the class name of the current intput.
  39217. * @returns the class name
  39218. */
  39219. getClassName(): string;
  39220. /**
  39221. * Get the friendly name associated with the input class.
  39222. * @returns the input friendly name
  39223. */
  39224. getSimpleName(): string;
  39225. }
  39226. }
  39227. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39228. import { Nullable } from "babylonjs/types";
  39229. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39230. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39231. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39232. /**
  39233. * Manage the gamepad inputs to control a free camera.
  39234. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39235. */
  39236. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39237. /**
  39238. * Define the camera the input is attached to.
  39239. */
  39240. camera: FreeCamera;
  39241. /**
  39242. * Define the Gamepad controlling the input
  39243. */
  39244. gamepad: Nullable<Gamepad>;
  39245. /**
  39246. * Defines the gamepad rotation sensiblity.
  39247. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39248. */
  39249. gamepadAngularSensibility: number;
  39250. /**
  39251. * Defines the gamepad move sensiblity.
  39252. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39253. */
  39254. gamepadMoveSensibility: number;
  39255. private _onGamepadConnectedObserver;
  39256. private _onGamepadDisconnectedObserver;
  39257. private _cameraTransform;
  39258. private _deltaTransform;
  39259. private _vector3;
  39260. private _vector2;
  39261. /**
  39262. * Attach the input controls to a specific dom element to get the input from.
  39263. * @param element Defines the element the controls should be listened from
  39264. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39265. */
  39266. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39267. /**
  39268. * Detach the current controls from the specified dom element.
  39269. * @param element Defines the element to stop listening the inputs from
  39270. */
  39271. detachControl(element: Nullable<HTMLElement>): void;
  39272. /**
  39273. * Update the current camera state depending on the inputs that have been used this frame.
  39274. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39275. */
  39276. checkInputs(): void;
  39277. /**
  39278. * Gets the class name of the current intput.
  39279. * @returns the class name
  39280. */
  39281. getClassName(): string;
  39282. /**
  39283. * Get the friendly name associated with the input class.
  39284. * @returns the input friendly name
  39285. */
  39286. getSimpleName(): string;
  39287. }
  39288. }
  39289. declare module "babylonjs/Misc/virtualJoystick" {
  39290. import { Nullable } from "babylonjs/types";
  39291. import { Vector3 } from "babylonjs/Maths/math.vector";
  39292. /**
  39293. * Defines the potential axis of a Joystick
  39294. */
  39295. export enum JoystickAxis {
  39296. /** X axis */
  39297. X = 0,
  39298. /** Y axis */
  39299. Y = 1,
  39300. /** Z axis */
  39301. Z = 2
  39302. }
  39303. /**
  39304. * Class used to define virtual joystick (used in touch mode)
  39305. */
  39306. export class VirtualJoystick {
  39307. /**
  39308. * Gets or sets a boolean indicating that left and right values must be inverted
  39309. */
  39310. reverseLeftRight: boolean;
  39311. /**
  39312. * Gets or sets a boolean indicating that up and down values must be inverted
  39313. */
  39314. reverseUpDown: boolean;
  39315. /**
  39316. * Gets the offset value for the position (ie. the change of the position value)
  39317. */
  39318. deltaPosition: Vector3;
  39319. /**
  39320. * Gets a boolean indicating if the virtual joystick was pressed
  39321. */
  39322. pressed: boolean;
  39323. /**
  39324. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39325. */
  39326. static Canvas: Nullable<HTMLCanvasElement>;
  39327. private static _globalJoystickIndex;
  39328. private static vjCanvasContext;
  39329. private static vjCanvasWidth;
  39330. private static vjCanvasHeight;
  39331. private static halfWidth;
  39332. private _action;
  39333. private _axisTargetedByLeftAndRight;
  39334. private _axisTargetedByUpAndDown;
  39335. private _joystickSensibility;
  39336. private _inversedSensibility;
  39337. private _joystickPointerID;
  39338. private _joystickColor;
  39339. private _joystickPointerPos;
  39340. private _joystickPreviousPointerPos;
  39341. private _joystickPointerStartPos;
  39342. private _deltaJoystickVector;
  39343. private _leftJoystick;
  39344. private _touches;
  39345. private _onPointerDownHandlerRef;
  39346. private _onPointerMoveHandlerRef;
  39347. private _onPointerUpHandlerRef;
  39348. private _onResize;
  39349. /**
  39350. * Creates a new virtual joystick
  39351. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39352. */
  39353. constructor(leftJoystick?: boolean);
  39354. /**
  39355. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39356. * @param newJoystickSensibility defines the new sensibility
  39357. */
  39358. setJoystickSensibility(newJoystickSensibility: number): void;
  39359. private _onPointerDown;
  39360. private _onPointerMove;
  39361. private _onPointerUp;
  39362. /**
  39363. * Change the color of the virtual joystick
  39364. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39365. */
  39366. setJoystickColor(newColor: string): void;
  39367. /**
  39368. * Defines a callback to call when the joystick is touched
  39369. * @param action defines the callback
  39370. */
  39371. setActionOnTouch(action: () => any): void;
  39372. /**
  39373. * Defines which axis you'd like to control for left & right
  39374. * @param axis defines the axis to use
  39375. */
  39376. setAxisForLeftRight(axis: JoystickAxis): void;
  39377. /**
  39378. * Defines which axis you'd like to control for up & down
  39379. * @param axis defines the axis to use
  39380. */
  39381. setAxisForUpDown(axis: JoystickAxis): void;
  39382. private _drawVirtualJoystick;
  39383. /**
  39384. * Release internal HTML canvas
  39385. */
  39386. releaseCanvas(): void;
  39387. }
  39388. }
  39389. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39390. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39391. import { Nullable } from "babylonjs/types";
  39392. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39393. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39394. module "babylonjs/Cameras/freeCameraInputsManager" {
  39395. interface FreeCameraInputsManager {
  39396. /**
  39397. * Add virtual joystick input support to the input manager.
  39398. * @returns the current input manager
  39399. */
  39400. addVirtualJoystick(): FreeCameraInputsManager;
  39401. }
  39402. }
  39403. /**
  39404. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39405. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39406. */
  39407. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39408. /**
  39409. * Defines the camera the input is attached to.
  39410. */
  39411. camera: FreeCamera;
  39412. private _leftjoystick;
  39413. private _rightjoystick;
  39414. /**
  39415. * Gets the left stick of the virtual joystick.
  39416. * @returns The virtual Joystick
  39417. */
  39418. getLeftJoystick(): VirtualJoystick;
  39419. /**
  39420. * Gets the right stick of the virtual joystick.
  39421. * @returns The virtual Joystick
  39422. */
  39423. getRightJoystick(): VirtualJoystick;
  39424. /**
  39425. * Update the current camera state depending on the inputs that have been used this frame.
  39426. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39427. */
  39428. checkInputs(): void;
  39429. /**
  39430. * Attach the input controls to a specific dom element to get the input from.
  39431. * @param element Defines the element the controls should be listened from
  39432. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39433. */
  39434. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39435. /**
  39436. * Detach the current controls from the specified dom element.
  39437. * @param element Defines the element to stop listening the inputs from
  39438. */
  39439. detachControl(element: Nullable<HTMLElement>): void;
  39440. /**
  39441. * Gets the class name of the current intput.
  39442. * @returns the class name
  39443. */
  39444. getClassName(): string;
  39445. /**
  39446. * Get the friendly name associated with the input class.
  39447. * @returns the input friendly name
  39448. */
  39449. getSimpleName(): string;
  39450. }
  39451. }
  39452. declare module "babylonjs/Cameras/Inputs/index" {
  39453. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39454. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39455. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39456. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39457. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39458. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39459. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39460. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39461. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39462. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39463. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39464. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39465. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39466. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39467. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39468. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39469. }
  39470. declare module "babylonjs/Cameras/touchCamera" {
  39471. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39472. import { Scene } from "babylonjs/scene";
  39473. import { Vector3 } from "babylonjs/Maths/math.vector";
  39474. /**
  39475. * This represents a FPS type of camera controlled by touch.
  39476. * This is like a universal camera minus the Gamepad controls.
  39477. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39478. */
  39479. export class TouchCamera extends FreeCamera {
  39480. /**
  39481. * Defines the touch sensibility for rotation.
  39482. * The higher the faster.
  39483. */
  39484. touchAngularSensibility: number;
  39485. /**
  39486. * Defines the touch sensibility for move.
  39487. * The higher the faster.
  39488. */
  39489. touchMoveSensibility: number;
  39490. /**
  39491. * Instantiates a new touch camera.
  39492. * This represents a FPS type of camera controlled by touch.
  39493. * This is like a universal camera minus the Gamepad controls.
  39494. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39495. * @param name Define the name of the camera in the scene
  39496. * @param position Define the start position of the camera in the scene
  39497. * @param scene Define the scene the camera belongs to
  39498. */
  39499. constructor(name: string, position: Vector3, scene: Scene);
  39500. /**
  39501. * Gets the current object class name.
  39502. * @return the class name
  39503. */
  39504. getClassName(): string;
  39505. /** @hidden */
  39506. _setupInputs(): void;
  39507. }
  39508. }
  39509. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39510. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39511. import { Scene } from "babylonjs/scene";
  39512. import { Vector3 } from "babylonjs/Maths/math.vector";
  39513. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39514. import { Axis } from "babylonjs/Maths/math.axis";
  39515. /**
  39516. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39517. * being tilted forward or back and left or right.
  39518. */
  39519. export class DeviceOrientationCamera extends FreeCamera {
  39520. private _initialQuaternion;
  39521. private _quaternionCache;
  39522. private _tmpDragQuaternion;
  39523. private _disablePointerInputWhenUsingDeviceOrientation;
  39524. /**
  39525. * Creates a new device orientation camera
  39526. * @param name The name of the camera
  39527. * @param position The start position camera
  39528. * @param scene The scene the camera belongs to
  39529. */
  39530. constructor(name: string, position: Vector3, scene: Scene);
  39531. /**
  39532. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39533. */
  39534. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39535. private _dragFactor;
  39536. /**
  39537. * Enabled turning on the y axis when the orientation sensor is active
  39538. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39539. */
  39540. enableHorizontalDragging(dragFactor?: number): void;
  39541. /**
  39542. * Gets the current instance class name ("DeviceOrientationCamera").
  39543. * This helps avoiding instanceof at run time.
  39544. * @returns the class name
  39545. */
  39546. getClassName(): string;
  39547. /**
  39548. * @hidden
  39549. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39550. */
  39551. _checkInputs(): void;
  39552. /**
  39553. * Reset the camera to its default orientation on the specified axis only.
  39554. * @param axis The axis to reset
  39555. */
  39556. resetToCurrentRotation(axis?: Axis): void;
  39557. }
  39558. }
  39559. declare module "babylonjs/Gamepads/xboxGamepad" {
  39560. import { Observable } from "babylonjs/Misc/observable";
  39561. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39562. /**
  39563. * Defines supported buttons for XBox360 compatible gamepads
  39564. */
  39565. export enum Xbox360Button {
  39566. /** A */
  39567. A = 0,
  39568. /** B */
  39569. B = 1,
  39570. /** X */
  39571. X = 2,
  39572. /** Y */
  39573. Y = 3,
  39574. /** Start */
  39575. Start = 4,
  39576. /** Back */
  39577. Back = 5,
  39578. /** Left button */
  39579. LB = 6,
  39580. /** Right button */
  39581. RB = 7,
  39582. /** Left stick */
  39583. LeftStick = 8,
  39584. /** Right stick */
  39585. RightStick = 9
  39586. }
  39587. /** Defines values for XBox360 DPad */
  39588. export enum Xbox360Dpad {
  39589. /** Up */
  39590. Up = 0,
  39591. /** Down */
  39592. Down = 1,
  39593. /** Left */
  39594. Left = 2,
  39595. /** Right */
  39596. Right = 3
  39597. }
  39598. /**
  39599. * Defines a XBox360 gamepad
  39600. */
  39601. export class Xbox360Pad extends Gamepad {
  39602. private _leftTrigger;
  39603. private _rightTrigger;
  39604. private _onlefttriggerchanged;
  39605. private _onrighttriggerchanged;
  39606. private _onbuttondown;
  39607. private _onbuttonup;
  39608. private _ondpaddown;
  39609. private _ondpadup;
  39610. /** Observable raised when a button is pressed */
  39611. onButtonDownObservable: Observable<Xbox360Button>;
  39612. /** Observable raised when a button is released */
  39613. onButtonUpObservable: Observable<Xbox360Button>;
  39614. /** Observable raised when a pad is pressed */
  39615. onPadDownObservable: Observable<Xbox360Dpad>;
  39616. /** Observable raised when a pad is released */
  39617. onPadUpObservable: Observable<Xbox360Dpad>;
  39618. private _buttonA;
  39619. private _buttonB;
  39620. private _buttonX;
  39621. private _buttonY;
  39622. private _buttonBack;
  39623. private _buttonStart;
  39624. private _buttonLB;
  39625. private _buttonRB;
  39626. private _buttonLeftStick;
  39627. private _buttonRightStick;
  39628. private _dPadUp;
  39629. private _dPadDown;
  39630. private _dPadLeft;
  39631. private _dPadRight;
  39632. private _isXboxOnePad;
  39633. /**
  39634. * Creates a new XBox360 gamepad object
  39635. * @param id defines the id of this gamepad
  39636. * @param index defines its index
  39637. * @param gamepad defines the internal HTML gamepad object
  39638. * @param xboxOne defines if it is a XBox One gamepad
  39639. */
  39640. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39641. /**
  39642. * Defines the callback to call when left trigger is pressed
  39643. * @param callback defines the callback to use
  39644. */
  39645. onlefttriggerchanged(callback: (value: number) => void): void;
  39646. /**
  39647. * Defines the callback to call when right trigger is pressed
  39648. * @param callback defines the callback to use
  39649. */
  39650. onrighttriggerchanged(callback: (value: number) => void): void;
  39651. /**
  39652. * Gets the left trigger value
  39653. */
  39654. /**
  39655. * Sets the left trigger value
  39656. */
  39657. leftTrigger: number;
  39658. /**
  39659. * Gets the right trigger value
  39660. */
  39661. /**
  39662. * Sets the right trigger value
  39663. */
  39664. rightTrigger: number;
  39665. /**
  39666. * Defines the callback to call when a button is pressed
  39667. * @param callback defines the callback to use
  39668. */
  39669. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39670. /**
  39671. * Defines the callback to call when a button is released
  39672. * @param callback defines the callback to use
  39673. */
  39674. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39675. /**
  39676. * Defines the callback to call when a pad is pressed
  39677. * @param callback defines the callback to use
  39678. */
  39679. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39680. /**
  39681. * Defines the callback to call when a pad is released
  39682. * @param callback defines the callback to use
  39683. */
  39684. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39685. private _setButtonValue;
  39686. private _setDPadValue;
  39687. /**
  39688. * Gets the value of the `A` button
  39689. */
  39690. /**
  39691. * Sets the value of the `A` button
  39692. */
  39693. buttonA: number;
  39694. /**
  39695. * Gets the value of the `B` button
  39696. */
  39697. /**
  39698. * Sets the value of the `B` button
  39699. */
  39700. buttonB: number;
  39701. /**
  39702. * Gets the value of the `X` button
  39703. */
  39704. /**
  39705. * Sets the value of the `X` button
  39706. */
  39707. buttonX: number;
  39708. /**
  39709. * Gets the value of the `Y` button
  39710. */
  39711. /**
  39712. * Sets the value of the `Y` button
  39713. */
  39714. buttonY: number;
  39715. /**
  39716. * Gets the value of the `Start` button
  39717. */
  39718. /**
  39719. * Sets the value of the `Start` button
  39720. */
  39721. buttonStart: number;
  39722. /**
  39723. * Gets the value of the `Back` button
  39724. */
  39725. /**
  39726. * Sets the value of the `Back` button
  39727. */
  39728. buttonBack: number;
  39729. /**
  39730. * Gets the value of the `Left` button
  39731. */
  39732. /**
  39733. * Sets the value of the `Left` button
  39734. */
  39735. buttonLB: number;
  39736. /**
  39737. * Gets the value of the `Right` button
  39738. */
  39739. /**
  39740. * Sets the value of the `Right` button
  39741. */
  39742. buttonRB: number;
  39743. /**
  39744. * Gets the value of the Left joystick
  39745. */
  39746. /**
  39747. * Sets the value of the Left joystick
  39748. */
  39749. buttonLeftStick: number;
  39750. /**
  39751. * Gets the value of the Right joystick
  39752. */
  39753. /**
  39754. * Sets the value of the Right joystick
  39755. */
  39756. buttonRightStick: number;
  39757. /**
  39758. * Gets the value of D-pad up
  39759. */
  39760. /**
  39761. * Sets the value of D-pad up
  39762. */
  39763. dPadUp: number;
  39764. /**
  39765. * Gets the value of D-pad down
  39766. */
  39767. /**
  39768. * Sets the value of D-pad down
  39769. */
  39770. dPadDown: number;
  39771. /**
  39772. * Gets the value of D-pad left
  39773. */
  39774. /**
  39775. * Sets the value of D-pad left
  39776. */
  39777. dPadLeft: number;
  39778. /**
  39779. * Gets the value of D-pad right
  39780. */
  39781. /**
  39782. * Sets the value of D-pad right
  39783. */
  39784. dPadRight: number;
  39785. /**
  39786. * Force the gamepad to synchronize with device values
  39787. */
  39788. update(): void;
  39789. /**
  39790. * Disposes the gamepad
  39791. */
  39792. dispose(): void;
  39793. }
  39794. }
  39795. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39796. import { Observable } from "babylonjs/Misc/observable";
  39797. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39798. /**
  39799. * Defines supported buttons for DualShock compatible gamepads
  39800. */
  39801. export enum DualShockButton {
  39802. /** Cross */
  39803. Cross = 0,
  39804. /** Circle */
  39805. Circle = 1,
  39806. /** Square */
  39807. Square = 2,
  39808. /** Triangle */
  39809. Triangle = 3,
  39810. /** Options */
  39811. Options = 4,
  39812. /** Share */
  39813. Share = 5,
  39814. /** L1 */
  39815. L1 = 6,
  39816. /** R1 */
  39817. R1 = 7,
  39818. /** Left stick */
  39819. LeftStick = 8,
  39820. /** Right stick */
  39821. RightStick = 9
  39822. }
  39823. /** Defines values for DualShock DPad */
  39824. export enum DualShockDpad {
  39825. /** Up */
  39826. Up = 0,
  39827. /** Down */
  39828. Down = 1,
  39829. /** Left */
  39830. Left = 2,
  39831. /** Right */
  39832. Right = 3
  39833. }
  39834. /**
  39835. * Defines a DualShock gamepad
  39836. */
  39837. export class DualShockPad extends Gamepad {
  39838. private _leftTrigger;
  39839. private _rightTrigger;
  39840. private _onlefttriggerchanged;
  39841. private _onrighttriggerchanged;
  39842. private _onbuttondown;
  39843. private _onbuttonup;
  39844. private _ondpaddown;
  39845. private _ondpadup;
  39846. /** Observable raised when a button is pressed */
  39847. onButtonDownObservable: Observable<DualShockButton>;
  39848. /** Observable raised when a button is released */
  39849. onButtonUpObservable: Observable<DualShockButton>;
  39850. /** Observable raised when a pad is pressed */
  39851. onPadDownObservable: Observable<DualShockDpad>;
  39852. /** Observable raised when a pad is released */
  39853. onPadUpObservable: Observable<DualShockDpad>;
  39854. private _buttonCross;
  39855. private _buttonCircle;
  39856. private _buttonSquare;
  39857. private _buttonTriangle;
  39858. private _buttonShare;
  39859. private _buttonOptions;
  39860. private _buttonL1;
  39861. private _buttonR1;
  39862. private _buttonLeftStick;
  39863. private _buttonRightStick;
  39864. private _dPadUp;
  39865. private _dPadDown;
  39866. private _dPadLeft;
  39867. private _dPadRight;
  39868. /**
  39869. * Creates a new DualShock gamepad object
  39870. * @param id defines the id of this gamepad
  39871. * @param index defines its index
  39872. * @param gamepad defines the internal HTML gamepad object
  39873. */
  39874. constructor(id: string, index: number, gamepad: any);
  39875. /**
  39876. * Defines the callback to call when left trigger is pressed
  39877. * @param callback defines the callback to use
  39878. */
  39879. onlefttriggerchanged(callback: (value: number) => void): void;
  39880. /**
  39881. * Defines the callback to call when right trigger is pressed
  39882. * @param callback defines the callback to use
  39883. */
  39884. onrighttriggerchanged(callback: (value: number) => void): void;
  39885. /**
  39886. * Gets the left trigger value
  39887. */
  39888. /**
  39889. * Sets the left trigger value
  39890. */
  39891. leftTrigger: number;
  39892. /**
  39893. * Gets the right trigger value
  39894. */
  39895. /**
  39896. * Sets the right trigger value
  39897. */
  39898. rightTrigger: number;
  39899. /**
  39900. * Defines the callback to call when a button is pressed
  39901. * @param callback defines the callback to use
  39902. */
  39903. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39904. /**
  39905. * Defines the callback to call when a button is released
  39906. * @param callback defines the callback to use
  39907. */
  39908. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39909. /**
  39910. * Defines the callback to call when a pad is pressed
  39911. * @param callback defines the callback to use
  39912. */
  39913. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39914. /**
  39915. * Defines the callback to call when a pad is released
  39916. * @param callback defines the callback to use
  39917. */
  39918. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39919. private _setButtonValue;
  39920. private _setDPadValue;
  39921. /**
  39922. * Gets the value of the `Cross` button
  39923. */
  39924. /**
  39925. * Sets the value of the `Cross` button
  39926. */
  39927. buttonCross: number;
  39928. /**
  39929. * Gets the value of the `Circle` button
  39930. */
  39931. /**
  39932. * Sets the value of the `Circle` button
  39933. */
  39934. buttonCircle: number;
  39935. /**
  39936. * Gets the value of the `Square` button
  39937. */
  39938. /**
  39939. * Sets the value of the `Square` button
  39940. */
  39941. buttonSquare: number;
  39942. /**
  39943. * Gets the value of the `Triangle` button
  39944. */
  39945. /**
  39946. * Sets the value of the `Triangle` button
  39947. */
  39948. buttonTriangle: number;
  39949. /**
  39950. * Gets the value of the `Options` button
  39951. */
  39952. /**
  39953. * Sets the value of the `Options` button
  39954. */
  39955. buttonOptions: number;
  39956. /**
  39957. * Gets the value of the `Share` button
  39958. */
  39959. /**
  39960. * Sets the value of the `Share` button
  39961. */
  39962. buttonShare: number;
  39963. /**
  39964. * Gets the value of the `L1` button
  39965. */
  39966. /**
  39967. * Sets the value of the `L1` button
  39968. */
  39969. buttonL1: number;
  39970. /**
  39971. * Gets the value of the `R1` button
  39972. */
  39973. /**
  39974. * Sets the value of the `R1` button
  39975. */
  39976. buttonR1: number;
  39977. /**
  39978. * Gets the value of the Left joystick
  39979. */
  39980. /**
  39981. * Sets the value of the Left joystick
  39982. */
  39983. buttonLeftStick: number;
  39984. /**
  39985. * Gets the value of the Right joystick
  39986. */
  39987. /**
  39988. * Sets the value of the Right joystick
  39989. */
  39990. buttonRightStick: number;
  39991. /**
  39992. * Gets the value of D-pad up
  39993. */
  39994. /**
  39995. * Sets the value of D-pad up
  39996. */
  39997. dPadUp: number;
  39998. /**
  39999. * Gets the value of D-pad down
  40000. */
  40001. /**
  40002. * Sets the value of D-pad down
  40003. */
  40004. dPadDown: number;
  40005. /**
  40006. * Gets the value of D-pad left
  40007. */
  40008. /**
  40009. * Sets the value of D-pad left
  40010. */
  40011. dPadLeft: number;
  40012. /**
  40013. * Gets the value of D-pad right
  40014. */
  40015. /**
  40016. * Sets the value of D-pad right
  40017. */
  40018. dPadRight: number;
  40019. /**
  40020. * Force the gamepad to synchronize with device values
  40021. */
  40022. update(): void;
  40023. /**
  40024. * Disposes the gamepad
  40025. */
  40026. dispose(): void;
  40027. }
  40028. }
  40029. declare module "babylonjs/Gamepads/gamepadManager" {
  40030. import { Observable } from "babylonjs/Misc/observable";
  40031. import { Nullable } from "babylonjs/types";
  40032. import { Scene } from "babylonjs/scene";
  40033. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40034. /**
  40035. * Manager for handling gamepads
  40036. */
  40037. export class GamepadManager {
  40038. private _scene?;
  40039. private _babylonGamepads;
  40040. private _oneGamepadConnected;
  40041. /** @hidden */
  40042. _isMonitoring: boolean;
  40043. private _gamepadEventSupported;
  40044. private _gamepadSupport;
  40045. /**
  40046. * observable to be triggered when the gamepad controller has been connected
  40047. */
  40048. onGamepadConnectedObservable: Observable<Gamepad>;
  40049. /**
  40050. * observable to be triggered when the gamepad controller has been disconnected
  40051. */
  40052. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40053. private _onGamepadConnectedEvent;
  40054. private _onGamepadDisconnectedEvent;
  40055. /**
  40056. * Initializes the gamepad manager
  40057. * @param _scene BabylonJS scene
  40058. */
  40059. constructor(_scene?: Scene | undefined);
  40060. /**
  40061. * The gamepads in the game pad manager
  40062. */
  40063. readonly gamepads: Gamepad[];
  40064. /**
  40065. * Get the gamepad controllers based on type
  40066. * @param type The type of gamepad controller
  40067. * @returns Nullable gamepad
  40068. */
  40069. getGamepadByType(type?: number): Nullable<Gamepad>;
  40070. /**
  40071. * Disposes the gamepad manager
  40072. */
  40073. dispose(): void;
  40074. private _addNewGamepad;
  40075. private _startMonitoringGamepads;
  40076. private _stopMonitoringGamepads;
  40077. /** @hidden */
  40078. _checkGamepadsStatus(): void;
  40079. private _updateGamepadObjects;
  40080. }
  40081. }
  40082. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40083. import { Nullable } from "babylonjs/types";
  40084. import { Scene } from "babylonjs/scene";
  40085. import { ISceneComponent } from "babylonjs/sceneComponent";
  40086. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40087. module "babylonjs/scene" {
  40088. interface Scene {
  40089. /** @hidden */
  40090. _gamepadManager: Nullable<GamepadManager>;
  40091. /**
  40092. * Gets the gamepad manager associated with the scene
  40093. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40094. */
  40095. gamepadManager: GamepadManager;
  40096. }
  40097. }
  40098. module "babylonjs/Cameras/freeCameraInputsManager" {
  40099. /**
  40100. * Interface representing a free camera inputs manager
  40101. */
  40102. interface FreeCameraInputsManager {
  40103. /**
  40104. * Adds gamepad input support to the FreeCameraInputsManager.
  40105. * @returns the FreeCameraInputsManager
  40106. */
  40107. addGamepad(): FreeCameraInputsManager;
  40108. }
  40109. }
  40110. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40111. /**
  40112. * Interface representing an arc rotate camera inputs manager
  40113. */
  40114. interface ArcRotateCameraInputsManager {
  40115. /**
  40116. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40117. * @returns the camera inputs manager
  40118. */
  40119. addGamepad(): ArcRotateCameraInputsManager;
  40120. }
  40121. }
  40122. /**
  40123. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40124. */
  40125. export class GamepadSystemSceneComponent implements ISceneComponent {
  40126. /**
  40127. * The component name helpfull to identify the component in the list of scene components.
  40128. */
  40129. readonly name: string;
  40130. /**
  40131. * The scene the component belongs to.
  40132. */
  40133. scene: Scene;
  40134. /**
  40135. * Creates a new instance of the component for the given scene
  40136. * @param scene Defines the scene to register the component in
  40137. */
  40138. constructor(scene: Scene);
  40139. /**
  40140. * Registers the component in a given scene
  40141. */
  40142. register(): void;
  40143. /**
  40144. * Rebuilds the elements related to this component in case of
  40145. * context lost for instance.
  40146. */
  40147. rebuild(): void;
  40148. /**
  40149. * Disposes the component and the associated ressources
  40150. */
  40151. dispose(): void;
  40152. private _beforeCameraUpdate;
  40153. }
  40154. }
  40155. declare module "babylonjs/Cameras/universalCamera" {
  40156. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40157. import { Scene } from "babylonjs/scene";
  40158. import { Vector3 } from "babylonjs/Maths/math.vector";
  40159. import "babylonjs/Gamepads/gamepadSceneComponent";
  40160. /**
  40161. * 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,
  40162. * which still works and will still be found in many Playgrounds.
  40163. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40164. */
  40165. export class UniversalCamera extends TouchCamera {
  40166. /**
  40167. * Defines the gamepad rotation sensiblity.
  40168. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40169. */
  40170. gamepadAngularSensibility: number;
  40171. /**
  40172. * Defines the gamepad move sensiblity.
  40173. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40174. */
  40175. gamepadMoveSensibility: number;
  40176. /**
  40177. * 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,
  40178. * which still works and will still be found in many Playgrounds.
  40179. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40180. * @param name Define the name of the camera in the scene
  40181. * @param position Define the start position of the camera in the scene
  40182. * @param scene Define the scene the camera belongs to
  40183. */
  40184. constructor(name: string, position: Vector3, scene: Scene);
  40185. /**
  40186. * Gets the current object class name.
  40187. * @return the class name
  40188. */
  40189. getClassName(): string;
  40190. }
  40191. }
  40192. declare module "babylonjs/Cameras/gamepadCamera" {
  40193. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40194. import { Scene } from "babylonjs/scene";
  40195. import { Vector3 } from "babylonjs/Maths/math.vector";
  40196. /**
  40197. * This represents a FPS type of camera. This is only here for back compat purpose.
  40198. * Please use the UniversalCamera instead as both are identical.
  40199. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40200. */
  40201. export class GamepadCamera extends UniversalCamera {
  40202. /**
  40203. * Instantiates a new Gamepad Camera
  40204. * This represents a FPS type of camera. This is only here for back compat purpose.
  40205. * Please use the UniversalCamera instead as both are identical.
  40206. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40207. * @param name Define the name of the camera in the scene
  40208. * @param position Define the start position of the camera in the scene
  40209. * @param scene Define the scene the camera belongs to
  40210. */
  40211. constructor(name: string, position: Vector3, scene: Scene);
  40212. /**
  40213. * Gets the current object class name.
  40214. * @return the class name
  40215. */
  40216. getClassName(): string;
  40217. }
  40218. }
  40219. declare module "babylonjs/Shaders/pass.fragment" {
  40220. /** @hidden */
  40221. export var passPixelShader: {
  40222. name: string;
  40223. shader: string;
  40224. };
  40225. }
  40226. declare module "babylonjs/Shaders/passCube.fragment" {
  40227. /** @hidden */
  40228. export var passCubePixelShader: {
  40229. name: string;
  40230. shader: string;
  40231. };
  40232. }
  40233. declare module "babylonjs/PostProcesses/passPostProcess" {
  40234. import { Nullable } from "babylonjs/types";
  40235. import { Camera } from "babylonjs/Cameras/camera";
  40236. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40237. import { Engine } from "babylonjs/Engines/engine";
  40238. import "babylonjs/Shaders/pass.fragment";
  40239. import "babylonjs/Shaders/passCube.fragment";
  40240. /**
  40241. * PassPostProcess which produces an output the same as it's input
  40242. */
  40243. export class PassPostProcess extends PostProcess {
  40244. /**
  40245. * Creates the PassPostProcess
  40246. * @param name The name of the effect.
  40247. * @param options The required width/height ratio to downsize to before computing the render pass.
  40248. * @param camera The camera to apply the render pass to.
  40249. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40250. * @param engine The engine which the post process will be applied. (default: current engine)
  40251. * @param reusable If the post process can be reused on the same frame. (default: false)
  40252. * @param textureType The type of texture to be used when performing the post processing.
  40253. * @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)
  40254. */
  40255. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40256. }
  40257. /**
  40258. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40259. */
  40260. export class PassCubePostProcess extends PostProcess {
  40261. private _face;
  40262. /**
  40263. * Gets or sets the cube face to display.
  40264. * * 0 is +X
  40265. * * 1 is -X
  40266. * * 2 is +Y
  40267. * * 3 is -Y
  40268. * * 4 is +Z
  40269. * * 5 is -Z
  40270. */
  40271. face: number;
  40272. /**
  40273. * Creates the PassCubePostProcess
  40274. * @param name The name of the effect.
  40275. * @param options The required width/height ratio to downsize to before computing the render pass.
  40276. * @param camera The camera to apply the render pass to.
  40277. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40278. * @param engine The engine which the post process will be applied. (default: current engine)
  40279. * @param reusable If the post process can be reused on the same frame. (default: false)
  40280. * @param textureType The type of texture to be used when performing the post processing.
  40281. * @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)
  40282. */
  40283. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40284. }
  40285. }
  40286. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40287. /** @hidden */
  40288. export var anaglyphPixelShader: {
  40289. name: string;
  40290. shader: string;
  40291. };
  40292. }
  40293. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40294. import { Engine } from "babylonjs/Engines/engine";
  40295. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40296. import { Camera } from "babylonjs/Cameras/camera";
  40297. import "babylonjs/Shaders/anaglyph.fragment";
  40298. /**
  40299. * Postprocess used to generate anaglyphic rendering
  40300. */
  40301. export class AnaglyphPostProcess extends PostProcess {
  40302. private _passedProcess;
  40303. /**
  40304. * Creates a new AnaglyphPostProcess
  40305. * @param name defines postprocess name
  40306. * @param options defines creation options or target ratio scale
  40307. * @param rigCameras defines cameras using this postprocess
  40308. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40309. * @param engine defines hosting engine
  40310. * @param reusable defines if the postprocess will be reused multiple times per frame
  40311. */
  40312. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40313. }
  40314. }
  40315. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40316. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40317. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40318. import { Scene } from "babylonjs/scene";
  40319. import { Vector3 } from "babylonjs/Maths/math.vector";
  40320. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40321. /**
  40322. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40323. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40324. */
  40325. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40326. /**
  40327. * Creates a new AnaglyphArcRotateCamera
  40328. * @param name defines camera name
  40329. * @param alpha defines alpha angle (in radians)
  40330. * @param beta defines beta angle (in radians)
  40331. * @param radius defines radius
  40332. * @param target defines camera target
  40333. * @param interaxialDistance defines distance between each color axis
  40334. * @param scene defines the hosting scene
  40335. */
  40336. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40337. /**
  40338. * Gets camera class name
  40339. * @returns AnaglyphArcRotateCamera
  40340. */
  40341. getClassName(): string;
  40342. }
  40343. }
  40344. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40345. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40346. import { Scene } from "babylonjs/scene";
  40347. import { Vector3 } from "babylonjs/Maths/math.vector";
  40348. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40349. /**
  40350. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40351. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40352. */
  40353. export class AnaglyphFreeCamera extends FreeCamera {
  40354. /**
  40355. * Creates a new AnaglyphFreeCamera
  40356. * @param name defines camera name
  40357. * @param position defines initial position
  40358. * @param interaxialDistance defines distance between each color axis
  40359. * @param scene defines the hosting scene
  40360. */
  40361. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40362. /**
  40363. * Gets camera class name
  40364. * @returns AnaglyphFreeCamera
  40365. */
  40366. getClassName(): string;
  40367. }
  40368. }
  40369. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40370. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40371. import { Scene } from "babylonjs/scene";
  40372. import { Vector3 } from "babylonjs/Maths/math.vector";
  40373. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40374. /**
  40375. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40376. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40377. */
  40378. export class AnaglyphGamepadCamera extends GamepadCamera {
  40379. /**
  40380. * Creates a new AnaglyphGamepadCamera
  40381. * @param name defines camera name
  40382. * @param position defines initial position
  40383. * @param interaxialDistance defines distance between each color axis
  40384. * @param scene defines the hosting scene
  40385. */
  40386. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40387. /**
  40388. * Gets camera class name
  40389. * @returns AnaglyphGamepadCamera
  40390. */
  40391. getClassName(): string;
  40392. }
  40393. }
  40394. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40395. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40396. import { Scene } from "babylonjs/scene";
  40397. import { Vector3 } from "babylonjs/Maths/math.vector";
  40398. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40399. /**
  40400. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40401. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40402. */
  40403. export class AnaglyphUniversalCamera extends UniversalCamera {
  40404. /**
  40405. * Creates a new AnaglyphUniversalCamera
  40406. * @param name defines camera name
  40407. * @param position defines initial position
  40408. * @param interaxialDistance defines distance between each color axis
  40409. * @param scene defines the hosting scene
  40410. */
  40411. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40412. /**
  40413. * Gets camera class name
  40414. * @returns AnaglyphUniversalCamera
  40415. */
  40416. getClassName(): string;
  40417. }
  40418. }
  40419. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40420. /** @hidden */
  40421. export var stereoscopicInterlacePixelShader: {
  40422. name: string;
  40423. shader: string;
  40424. };
  40425. }
  40426. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40427. import { Camera } from "babylonjs/Cameras/camera";
  40428. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40429. import { Engine } from "babylonjs/Engines/engine";
  40430. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40431. /**
  40432. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40433. */
  40434. export class StereoscopicInterlacePostProcess extends PostProcess {
  40435. private _stepSize;
  40436. private _passedProcess;
  40437. /**
  40438. * Initializes a StereoscopicInterlacePostProcess
  40439. * @param name The name of the effect.
  40440. * @param rigCameras The rig cameras to be appled to the post process
  40441. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40442. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40443. * @param engine The engine which the post process will be applied. (default: current engine)
  40444. * @param reusable If the post process can be reused on the same frame. (default: false)
  40445. */
  40446. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40447. }
  40448. }
  40449. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40450. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40451. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40452. import { Scene } from "babylonjs/scene";
  40453. import { Vector3 } from "babylonjs/Maths/math.vector";
  40454. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40455. /**
  40456. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40457. * @see http://doc.babylonjs.com/features/cameras
  40458. */
  40459. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40460. /**
  40461. * Creates a new StereoscopicArcRotateCamera
  40462. * @param name defines camera name
  40463. * @param alpha defines alpha angle (in radians)
  40464. * @param beta defines beta angle (in radians)
  40465. * @param radius defines radius
  40466. * @param target defines camera target
  40467. * @param interaxialDistance defines distance between each color axis
  40468. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40469. * @param scene defines the hosting scene
  40470. */
  40471. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40472. /**
  40473. * Gets camera class name
  40474. * @returns StereoscopicArcRotateCamera
  40475. */
  40476. getClassName(): string;
  40477. }
  40478. }
  40479. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40480. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40481. import { Scene } from "babylonjs/scene";
  40482. import { Vector3 } from "babylonjs/Maths/math.vector";
  40483. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40484. /**
  40485. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40486. * @see http://doc.babylonjs.com/features/cameras
  40487. */
  40488. export class StereoscopicFreeCamera extends FreeCamera {
  40489. /**
  40490. * Creates a new StereoscopicFreeCamera
  40491. * @param name defines camera name
  40492. * @param position defines initial position
  40493. * @param interaxialDistance defines distance between each color axis
  40494. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40495. * @param scene defines the hosting scene
  40496. */
  40497. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40498. /**
  40499. * Gets camera class name
  40500. * @returns StereoscopicFreeCamera
  40501. */
  40502. getClassName(): string;
  40503. }
  40504. }
  40505. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40506. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40507. import { Scene } from "babylonjs/scene";
  40508. import { Vector3 } from "babylonjs/Maths/math.vector";
  40509. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40510. /**
  40511. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40512. * @see http://doc.babylonjs.com/features/cameras
  40513. */
  40514. export class StereoscopicGamepadCamera extends GamepadCamera {
  40515. /**
  40516. * Creates a new StereoscopicGamepadCamera
  40517. * @param name defines camera name
  40518. * @param position defines initial position
  40519. * @param interaxialDistance defines distance between each color axis
  40520. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40521. * @param scene defines the hosting scene
  40522. */
  40523. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40524. /**
  40525. * Gets camera class name
  40526. * @returns StereoscopicGamepadCamera
  40527. */
  40528. getClassName(): string;
  40529. }
  40530. }
  40531. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40532. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40533. import { Scene } from "babylonjs/scene";
  40534. import { Vector3 } from "babylonjs/Maths/math.vector";
  40535. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40536. /**
  40537. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40538. * @see http://doc.babylonjs.com/features/cameras
  40539. */
  40540. export class StereoscopicUniversalCamera extends UniversalCamera {
  40541. /**
  40542. * Creates a new StereoscopicUniversalCamera
  40543. * @param name defines camera name
  40544. * @param position defines initial position
  40545. * @param interaxialDistance defines distance between each color axis
  40546. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40547. * @param scene defines the hosting scene
  40548. */
  40549. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40550. /**
  40551. * Gets camera class name
  40552. * @returns StereoscopicUniversalCamera
  40553. */
  40554. getClassName(): string;
  40555. }
  40556. }
  40557. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40558. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40559. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40560. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40561. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40562. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40563. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40564. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40565. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40566. }
  40567. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40568. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40569. import { Scene } from "babylonjs/scene";
  40570. import { Vector3 } from "babylonjs/Maths/math.vector";
  40571. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40572. /**
  40573. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40574. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40575. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40576. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40577. */
  40578. export class VirtualJoysticksCamera extends FreeCamera {
  40579. /**
  40580. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40581. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40582. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40583. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40584. * @param name Define the name of the camera in the scene
  40585. * @param position Define the start position of the camera in the scene
  40586. * @param scene Define the scene the camera belongs to
  40587. */
  40588. constructor(name: string, position: Vector3, scene: Scene);
  40589. /**
  40590. * Gets the current object class name.
  40591. * @return the class name
  40592. */
  40593. getClassName(): string;
  40594. }
  40595. }
  40596. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40597. import { Matrix } from "babylonjs/Maths/math.vector";
  40598. /**
  40599. * This represents all the required metrics to create a VR camera.
  40600. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40601. */
  40602. export class VRCameraMetrics {
  40603. /**
  40604. * Define the horizontal resolution off the screen.
  40605. */
  40606. hResolution: number;
  40607. /**
  40608. * Define the vertical resolution off the screen.
  40609. */
  40610. vResolution: number;
  40611. /**
  40612. * Define the horizontal screen size.
  40613. */
  40614. hScreenSize: number;
  40615. /**
  40616. * Define the vertical screen size.
  40617. */
  40618. vScreenSize: number;
  40619. /**
  40620. * Define the vertical screen center position.
  40621. */
  40622. vScreenCenter: number;
  40623. /**
  40624. * Define the distance of the eyes to the screen.
  40625. */
  40626. eyeToScreenDistance: number;
  40627. /**
  40628. * Define the distance between both lenses
  40629. */
  40630. lensSeparationDistance: number;
  40631. /**
  40632. * Define the distance between both viewer's eyes.
  40633. */
  40634. interpupillaryDistance: number;
  40635. /**
  40636. * Define the distortion factor of the VR postprocess.
  40637. * Please, touch with care.
  40638. */
  40639. distortionK: number[];
  40640. /**
  40641. * Define the chromatic aberration correction factors for the VR post process.
  40642. */
  40643. chromaAbCorrection: number[];
  40644. /**
  40645. * Define the scale factor of the post process.
  40646. * The smaller the better but the slower.
  40647. */
  40648. postProcessScaleFactor: number;
  40649. /**
  40650. * Define an offset for the lens center.
  40651. */
  40652. lensCenterOffset: number;
  40653. /**
  40654. * Define if the current vr camera should compensate the distortion of the lense or not.
  40655. */
  40656. compensateDistortion: boolean;
  40657. /**
  40658. * Defines if multiview should be enabled when rendering (Default: false)
  40659. */
  40660. multiviewEnabled: boolean;
  40661. /**
  40662. * Gets the rendering aspect ratio based on the provided resolutions.
  40663. */
  40664. readonly aspectRatio: number;
  40665. /**
  40666. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40667. */
  40668. readonly aspectRatioFov: number;
  40669. /**
  40670. * @hidden
  40671. */
  40672. readonly leftHMatrix: Matrix;
  40673. /**
  40674. * @hidden
  40675. */
  40676. readonly rightHMatrix: Matrix;
  40677. /**
  40678. * @hidden
  40679. */
  40680. readonly leftPreViewMatrix: Matrix;
  40681. /**
  40682. * @hidden
  40683. */
  40684. readonly rightPreViewMatrix: Matrix;
  40685. /**
  40686. * Get the default VRMetrics based on the most generic setup.
  40687. * @returns the default vr metrics
  40688. */
  40689. static GetDefault(): VRCameraMetrics;
  40690. }
  40691. }
  40692. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40693. /** @hidden */
  40694. export var vrDistortionCorrectionPixelShader: {
  40695. name: string;
  40696. shader: string;
  40697. };
  40698. }
  40699. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40700. import { Camera } from "babylonjs/Cameras/camera";
  40701. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40702. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40703. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40704. /**
  40705. * VRDistortionCorrectionPostProcess used for mobile VR
  40706. */
  40707. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40708. private _isRightEye;
  40709. private _distortionFactors;
  40710. private _postProcessScaleFactor;
  40711. private _lensCenterOffset;
  40712. private _scaleIn;
  40713. private _scaleFactor;
  40714. private _lensCenter;
  40715. /**
  40716. * Initializes the VRDistortionCorrectionPostProcess
  40717. * @param name The name of the effect.
  40718. * @param camera The camera to apply the render pass to.
  40719. * @param isRightEye If this is for the right eye distortion
  40720. * @param vrMetrics All the required metrics for the VR camera
  40721. */
  40722. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40723. }
  40724. }
  40725. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40726. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40727. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40728. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40729. import { Scene } from "babylonjs/scene";
  40730. import { Vector3 } from "babylonjs/Maths/math.vector";
  40731. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40732. import "babylonjs/Cameras/RigModes/vrRigMode";
  40733. /**
  40734. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40735. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40736. */
  40737. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40738. /**
  40739. * Creates a new VRDeviceOrientationArcRotateCamera
  40740. * @param name defines camera name
  40741. * @param alpha defines the camera rotation along the logitudinal axis
  40742. * @param beta defines the camera rotation along the latitudinal axis
  40743. * @param radius defines the camera distance from its target
  40744. * @param target defines the camera target
  40745. * @param scene defines the scene the camera belongs to
  40746. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40747. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40748. */
  40749. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40750. /**
  40751. * Gets camera class name
  40752. * @returns VRDeviceOrientationArcRotateCamera
  40753. */
  40754. getClassName(): string;
  40755. }
  40756. }
  40757. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40758. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40759. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40760. import { Scene } from "babylonjs/scene";
  40761. import { Vector3 } from "babylonjs/Maths/math.vector";
  40762. import "babylonjs/Cameras/RigModes/vrRigMode";
  40763. /**
  40764. * Camera used to simulate VR rendering (based on FreeCamera)
  40765. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40766. */
  40767. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40768. /**
  40769. * Creates a new VRDeviceOrientationFreeCamera
  40770. * @param name defines camera name
  40771. * @param position defines the start position of the camera
  40772. * @param scene defines the scene the camera belongs to
  40773. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40774. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40775. */
  40776. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40777. /**
  40778. * Gets camera class name
  40779. * @returns VRDeviceOrientationFreeCamera
  40780. */
  40781. getClassName(): string;
  40782. }
  40783. }
  40784. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40785. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40786. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40787. import { Scene } from "babylonjs/scene";
  40788. import { Vector3 } from "babylonjs/Maths/math.vector";
  40789. import "babylonjs/Gamepads/gamepadSceneComponent";
  40790. /**
  40791. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40792. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40793. */
  40794. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40795. /**
  40796. * Creates a new VRDeviceOrientationGamepadCamera
  40797. * @param name defines camera name
  40798. * @param position defines the start position of the camera
  40799. * @param scene defines the scene the camera belongs to
  40800. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40801. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40802. */
  40803. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40804. /**
  40805. * Gets camera class name
  40806. * @returns VRDeviceOrientationGamepadCamera
  40807. */
  40808. getClassName(): string;
  40809. }
  40810. }
  40811. declare module "babylonjs/Materials/pushMaterial" {
  40812. import { Nullable } from "babylonjs/types";
  40813. import { Scene } from "babylonjs/scene";
  40814. import { Matrix } from "babylonjs/Maths/math.vector";
  40815. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40816. import { Mesh } from "babylonjs/Meshes/mesh";
  40817. import { Material } from "babylonjs/Materials/material";
  40818. import { Effect } from "babylonjs/Materials/effect";
  40819. /**
  40820. * Base class of materials working in push mode in babylon JS
  40821. * @hidden
  40822. */
  40823. export class PushMaterial extends Material {
  40824. protected _activeEffect: Effect;
  40825. protected _normalMatrix: Matrix;
  40826. /**
  40827. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40828. * This means that the material can keep using a previous shader while a new one is being compiled.
  40829. * This is mostly used when shader parallel compilation is supported (true by default)
  40830. */
  40831. allowShaderHotSwapping: boolean;
  40832. constructor(name: string, scene: Scene);
  40833. getEffect(): Effect;
  40834. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40835. /**
  40836. * Binds the given world matrix to the active effect
  40837. *
  40838. * @param world the matrix to bind
  40839. */
  40840. bindOnlyWorldMatrix(world: Matrix): void;
  40841. /**
  40842. * Binds the given normal matrix to the active effect
  40843. *
  40844. * @param normalMatrix the matrix to bind
  40845. */
  40846. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40847. bind(world: Matrix, mesh?: Mesh): void;
  40848. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40849. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40850. }
  40851. }
  40852. declare module "babylonjs/Materials/materialFlags" {
  40853. /**
  40854. * This groups all the flags used to control the materials channel.
  40855. */
  40856. export class MaterialFlags {
  40857. private static _DiffuseTextureEnabled;
  40858. /**
  40859. * Are diffuse textures enabled in the application.
  40860. */
  40861. static DiffuseTextureEnabled: boolean;
  40862. private static _AmbientTextureEnabled;
  40863. /**
  40864. * Are ambient textures enabled in the application.
  40865. */
  40866. static AmbientTextureEnabled: boolean;
  40867. private static _OpacityTextureEnabled;
  40868. /**
  40869. * Are opacity textures enabled in the application.
  40870. */
  40871. static OpacityTextureEnabled: boolean;
  40872. private static _ReflectionTextureEnabled;
  40873. /**
  40874. * Are reflection textures enabled in the application.
  40875. */
  40876. static ReflectionTextureEnabled: boolean;
  40877. private static _EmissiveTextureEnabled;
  40878. /**
  40879. * Are emissive textures enabled in the application.
  40880. */
  40881. static EmissiveTextureEnabled: boolean;
  40882. private static _SpecularTextureEnabled;
  40883. /**
  40884. * Are specular textures enabled in the application.
  40885. */
  40886. static SpecularTextureEnabled: boolean;
  40887. private static _BumpTextureEnabled;
  40888. /**
  40889. * Are bump textures enabled in the application.
  40890. */
  40891. static BumpTextureEnabled: boolean;
  40892. private static _LightmapTextureEnabled;
  40893. /**
  40894. * Are lightmap textures enabled in the application.
  40895. */
  40896. static LightmapTextureEnabled: boolean;
  40897. private static _RefractionTextureEnabled;
  40898. /**
  40899. * Are refraction textures enabled in the application.
  40900. */
  40901. static RefractionTextureEnabled: boolean;
  40902. private static _ColorGradingTextureEnabled;
  40903. /**
  40904. * Are color grading textures enabled in the application.
  40905. */
  40906. static ColorGradingTextureEnabled: boolean;
  40907. private static _FresnelEnabled;
  40908. /**
  40909. * Are fresnels enabled in the application.
  40910. */
  40911. static FresnelEnabled: boolean;
  40912. private static _ClearCoatTextureEnabled;
  40913. /**
  40914. * Are clear coat textures enabled in the application.
  40915. */
  40916. static ClearCoatTextureEnabled: boolean;
  40917. private static _ClearCoatBumpTextureEnabled;
  40918. /**
  40919. * Are clear coat bump textures enabled in the application.
  40920. */
  40921. static ClearCoatBumpTextureEnabled: boolean;
  40922. private static _ClearCoatTintTextureEnabled;
  40923. /**
  40924. * Are clear coat tint textures enabled in the application.
  40925. */
  40926. static ClearCoatTintTextureEnabled: boolean;
  40927. private static _SheenTextureEnabled;
  40928. /**
  40929. * Are sheen textures enabled in the application.
  40930. */
  40931. static SheenTextureEnabled: boolean;
  40932. private static _AnisotropicTextureEnabled;
  40933. /**
  40934. * Are anisotropic textures enabled in the application.
  40935. */
  40936. static AnisotropicTextureEnabled: boolean;
  40937. private static _ThicknessTextureEnabled;
  40938. /**
  40939. * Are thickness textures enabled in the application.
  40940. */
  40941. static ThicknessTextureEnabled: boolean;
  40942. }
  40943. }
  40944. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40945. /** @hidden */
  40946. export var defaultFragmentDeclaration: {
  40947. name: string;
  40948. shader: string;
  40949. };
  40950. }
  40951. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40952. /** @hidden */
  40953. export var defaultUboDeclaration: {
  40954. name: string;
  40955. shader: string;
  40956. };
  40957. }
  40958. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40959. /** @hidden */
  40960. export var lightFragmentDeclaration: {
  40961. name: string;
  40962. shader: string;
  40963. };
  40964. }
  40965. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40966. /** @hidden */
  40967. export var lightUboDeclaration: {
  40968. name: string;
  40969. shader: string;
  40970. };
  40971. }
  40972. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40973. /** @hidden */
  40974. export var lightsFragmentFunctions: {
  40975. name: string;
  40976. shader: string;
  40977. };
  40978. }
  40979. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40980. /** @hidden */
  40981. export var shadowsFragmentFunctions: {
  40982. name: string;
  40983. shader: string;
  40984. };
  40985. }
  40986. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40987. /** @hidden */
  40988. export var fresnelFunction: {
  40989. name: string;
  40990. shader: string;
  40991. };
  40992. }
  40993. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40994. /** @hidden */
  40995. export var reflectionFunction: {
  40996. name: string;
  40997. shader: string;
  40998. };
  40999. }
  41000. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41001. /** @hidden */
  41002. export var bumpFragmentFunctions: {
  41003. name: string;
  41004. shader: string;
  41005. };
  41006. }
  41007. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41008. /** @hidden */
  41009. export var logDepthDeclaration: {
  41010. name: string;
  41011. shader: string;
  41012. };
  41013. }
  41014. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41015. /** @hidden */
  41016. export var bumpFragment: {
  41017. name: string;
  41018. shader: string;
  41019. };
  41020. }
  41021. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41022. /** @hidden */
  41023. export var depthPrePass: {
  41024. name: string;
  41025. shader: string;
  41026. };
  41027. }
  41028. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41029. /** @hidden */
  41030. export var lightFragment: {
  41031. name: string;
  41032. shader: string;
  41033. };
  41034. }
  41035. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41036. /** @hidden */
  41037. export var logDepthFragment: {
  41038. name: string;
  41039. shader: string;
  41040. };
  41041. }
  41042. declare module "babylonjs/Shaders/default.fragment" {
  41043. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41044. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41045. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41046. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41047. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41048. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41049. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41050. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41051. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41052. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41053. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41054. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41055. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41056. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41057. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41058. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41059. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41060. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41061. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41062. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41063. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41064. /** @hidden */
  41065. export var defaultPixelShader: {
  41066. name: string;
  41067. shader: string;
  41068. };
  41069. }
  41070. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41071. /** @hidden */
  41072. export var defaultVertexDeclaration: {
  41073. name: string;
  41074. shader: string;
  41075. };
  41076. }
  41077. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41078. /** @hidden */
  41079. export var bumpVertexDeclaration: {
  41080. name: string;
  41081. shader: string;
  41082. };
  41083. }
  41084. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41085. /** @hidden */
  41086. export var bumpVertex: {
  41087. name: string;
  41088. shader: string;
  41089. };
  41090. }
  41091. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41092. /** @hidden */
  41093. export var fogVertex: {
  41094. name: string;
  41095. shader: string;
  41096. };
  41097. }
  41098. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41099. /** @hidden */
  41100. export var shadowsVertex: {
  41101. name: string;
  41102. shader: string;
  41103. };
  41104. }
  41105. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41106. /** @hidden */
  41107. export var pointCloudVertex: {
  41108. name: string;
  41109. shader: string;
  41110. };
  41111. }
  41112. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41113. /** @hidden */
  41114. export var logDepthVertex: {
  41115. name: string;
  41116. shader: string;
  41117. };
  41118. }
  41119. declare module "babylonjs/Shaders/default.vertex" {
  41120. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41121. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41122. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41123. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41124. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41125. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41126. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41127. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41128. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41129. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41130. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41131. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41132. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41133. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41134. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41135. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41136. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41137. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41138. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41139. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41140. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41141. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41142. /** @hidden */
  41143. export var defaultVertexShader: {
  41144. name: string;
  41145. shader: string;
  41146. };
  41147. }
  41148. declare module "babylonjs/Materials/standardMaterial" {
  41149. import { SmartArray } from "babylonjs/Misc/smartArray";
  41150. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41151. import { Nullable } from "babylonjs/types";
  41152. import { Scene } from "babylonjs/scene";
  41153. import { Matrix } from "babylonjs/Maths/math.vector";
  41154. import { Color3 } from "babylonjs/Maths/math.color";
  41155. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41157. import { Mesh } from "babylonjs/Meshes/mesh";
  41158. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41159. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41160. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41161. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41162. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41163. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41164. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41165. import "babylonjs/Shaders/default.fragment";
  41166. import "babylonjs/Shaders/default.vertex";
  41167. /** @hidden */
  41168. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41169. MAINUV1: boolean;
  41170. MAINUV2: boolean;
  41171. DIFFUSE: boolean;
  41172. DIFFUSEDIRECTUV: number;
  41173. AMBIENT: boolean;
  41174. AMBIENTDIRECTUV: number;
  41175. OPACITY: boolean;
  41176. OPACITYDIRECTUV: number;
  41177. OPACITYRGB: boolean;
  41178. REFLECTION: boolean;
  41179. EMISSIVE: boolean;
  41180. EMISSIVEDIRECTUV: number;
  41181. SPECULAR: boolean;
  41182. SPECULARDIRECTUV: number;
  41183. BUMP: boolean;
  41184. BUMPDIRECTUV: number;
  41185. PARALLAX: boolean;
  41186. PARALLAXOCCLUSION: boolean;
  41187. SPECULAROVERALPHA: boolean;
  41188. CLIPPLANE: boolean;
  41189. CLIPPLANE2: boolean;
  41190. CLIPPLANE3: boolean;
  41191. CLIPPLANE4: boolean;
  41192. ALPHATEST: boolean;
  41193. DEPTHPREPASS: boolean;
  41194. ALPHAFROMDIFFUSE: boolean;
  41195. POINTSIZE: boolean;
  41196. FOG: boolean;
  41197. SPECULARTERM: boolean;
  41198. DIFFUSEFRESNEL: boolean;
  41199. OPACITYFRESNEL: boolean;
  41200. REFLECTIONFRESNEL: boolean;
  41201. REFRACTIONFRESNEL: boolean;
  41202. EMISSIVEFRESNEL: boolean;
  41203. FRESNEL: boolean;
  41204. NORMAL: boolean;
  41205. UV1: boolean;
  41206. UV2: boolean;
  41207. VERTEXCOLOR: boolean;
  41208. VERTEXALPHA: boolean;
  41209. NUM_BONE_INFLUENCERS: number;
  41210. BonesPerMesh: number;
  41211. BONETEXTURE: boolean;
  41212. INSTANCES: boolean;
  41213. GLOSSINESS: boolean;
  41214. ROUGHNESS: boolean;
  41215. EMISSIVEASILLUMINATION: boolean;
  41216. LINKEMISSIVEWITHDIFFUSE: boolean;
  41217. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41218. LIGHTMAP: boolean;
  41219. LIGHTMAPDIRECTUV: number;
  41220. OBJECTSPACE_NORMALMAP: boolean;
  41221. USELIGHTMAPASSHADOWMAP: boolean;
  41222. REFLECTIONMAP_3D: boolean;
  41223. REFLECTIONMAP_SPHERICAL: boolean;
  41224. REFLECTIONMAP_PLANAR: boolean;
  41225. REFLECTIONMAP_CUBIC: boolean;
  41226. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41227. REFLECTIONMAP_PROJECTION: boolean;
  41228. REFLECTIONMAP_SKYBOX: boolean;
  41229. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41230. REFLECTIONMAP_EXPLICIT: boolean;
  41231. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41232. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41233. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41234. INVERTCUBICMAP: boolean;
  41235. LOGARITHMICDEPTH: boolean;
  41236. REFRACTION: boolean;
  41237. REFRACTIONMAP_3D: boolean;
  41238. REFLECTIONOVERALPHA: boolean;
  41239. TWOSIDEDLIGHTING: boolean;
  41240. SHADOWFLOAT: boolean;
  41241. MORPHTARGETS: boolean;
  41242. MORPHTARGETS_NORMAL: boolean;
  41243. MORPHTARGETS_TANGENT: boolean;
  41244. MORPHTARGETS_UV: boolean;
  41245. NUM_MORPH_INFLUENCERS: number;
  41246. NONUNIFORMSCALING: boolean;
  41247. PREMULTIPLYALPHA: boolean;
  41248. IMAGEPROCESSING: boolean;
  41249. VIGNETTE: boolean;
  41250. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41251. VIGNETTEBLENDMODEOPAQUE: boolean;
  41252. TONEMAPPING: boolean;
  41253. TONEMAPPING_ACES: boolean;
  41254. CONTRAST: boolean;
  41255. COLORCURVES: boolean;
  41256. COLORGRADING: boolean;
  41257. COLORGRADING3D: boolean;
  41258. SAMPLER3DGREENDEPTH: boolean;
  41259. SAMPLER3DBGRMAP: boolean;
  41260. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41261. MULTIVIEW: boolean;
  41262. /**
  41263. * If the reflection texture on this material is in linear color space
  41264. * @hidden
  41265. */
  41266. IS_REFLECTION_LINEAR: boolean;
  41267. /**
  41268. * If the refraction texture on this material is in linear color space
  41269. * @hidden
  41270. */
  41271. IS_REFRACTION_LINEAR: boolean;
  41272. EXPOSURE: boolean;
  41273. constructor();
  41274. setReflectionMode(modeToEnable: string): void;
  41275. }
  41276. /**
  41277. * This is the default material used in Babylon. It is the best trade off between quality
  41278. * and performances.
  41279. * @see http://doc.babylonjs.com/babylon101/materials
  41280. */
  41281. export class StandardMaterial extends PushMaterial {
  41282. private _diffuseTexture;
  41283. /**
  41284. * The basic texture of the material as viewed under a light.
  41285. */
  41286. diffuseTexture: Nullable<BaseTexture>;
  41287. private _ambientTexture;
  41288. /**
  41289. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41290. */
  41291. ambientTexture: Nullable<BaseTexture>;
  41292. private _opacityTexture;
  41293. /**
  41294. * Define the transparency of the material from a texture.
  41295. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41296. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41297. */
  41298. opacityTexture: Nullable<BaseTexture>;
  41299. private _reflectionTexture;
  41300. /**
  41301. * Define the texture used to display the reflection.
  41302. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41303. */
  41304. reflectionTexture: Nullable<BaseTexture>;
  41305. private _emissiveTexture;
  41306. /**
  41307. * Define texture of the material as if self lit.
  41308. * This will be mixed in the final result even in the absence of light.
  41309. */
  41310. emissiveTexture: Nullable<BaseTexture>;
  41311. private _specularTexture;
  41312. /**
  41313. * Define how the color and intensity of the highlight given by the light in the material.
  41314. */
  41315. specularTexture: Nullable<BaseTexture>;
  41316. private _bumpTexture;
  41317. /**
  41318. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41319. * 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.
  41320. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41321. */
  41322. bumpTexture: Nullable<BaseTexture>;
  41323. private _lightmapTexture;
  41324. /**
  41325. * Complex lighting can be computationally expensive to compute at runtime.
  41326. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41327. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41328. */
  41329. lightmapTexture: Nullable<BaseTexture>;
  41330. private _refractionTexture;
  41331. /**
  41332. * Define the texture used to display the refraction.
  41333. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41334. */
  41335. refractionTexture: Nullable<BaseTexture>;
  41336. /**
  41337. * The color of the material lit by the environmental background lighting.
  41338. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41339. */
  41340. ambientColor: Color3;
  41341. /**
  41342. * The basic color of the material as viewed under a light.
  41343. */
  41344. diffuseColor: Color3;
  41345. /**
  41346. * Define how the color and intensity of the highlight given by the light in the material.
  41347. */
  41348. specularColor: Color3;
  41349. /**
  41350. * Define the color of the material as if self lit.
  41351. * This will be mixed in the final result even in the absence of light.
  41352. */
  41353. emissiveColor: Color3;
  41354. /**
  41355. * Defines how sharp are the highlights in the material.
  41356. * The bigger the value the sharper giving a more glossy feeling to the result.
  41357. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41358. */
  41359. specularPower: number;
  41360. private _useAlphaFromDiffuseTexture;
  41361. /**
  41362. * Does the transparency come from the diffuse texture alpha channel.
  41363. */
  41364. useAlphaFromDiffuseTexture: boolean;
  41365. private _useEmissiveAsIllumination;
  41366. /**
  41367. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41368. */
  41369. useEmissiveAsIllumination: boolean;
  41370. private _linkEmissiveWithDiffuse;
  41371. /**
  41372. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41373. * the emissive level when the final color is close to one.
  41374. */
  41375. linkEmissiveWithDiffuse: boolean;
  41376. private _useSpecularOverAlpha;
  41377. /**
  41378. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41379. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41380. */
  41381. useSpecularOverAlpha: boolean;
  41382. private _useReflectionOverAlpha;
  41383. /**
  41384. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41385. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41386. */
  41387. useReflectionOverAlpha: boolean;
  41388. private _disableLighting;
  41389. /**
  41390. * Does lights from the scene impacts this material.
  41391. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41392. */
  41393. disableLighting: boolean;
  41394. private _useObjectSpaceNormalMap;
  41395. /**
  41396. * Allows using an object space normal map (instead of tangent space).
  41397. */
  41398. useObjectSpaceNormalMap: boolean;
  41399. private _useParallax;
  41400. /**
  41401. * Is parallax enabled or not.
  41402. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41403. */
  41404. useParallax: boolean;
  41405. private _useParallaxOcclusion;
  41406. /**
  41407. * Is parallax occlusion enabled or not.
  41408. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41409. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41410. */
  41411. useParallaxOcclusion: boolean;
  41412. /**
  41413. * 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.
  41414. */
  41415. parallaxScaleBias: number;
  41416. private _roughness;
  41417. /**
  41418. * Helps to define how blurry the reflections should appears in the material.
  41419. */
  41420. roughness: number;
  41421. /**
  41422. * In case of refraction, define the value of the index of refraction.
  41423. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41424. */
  41425. indexOfRefraction: number;
  41426. /**
  41427. * Invert the refraction texture alongside the y axis.
  41428. * It can be useful with procedural textures or probe for instance.
  41429. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41430. */
  41431. invertRefractionY: boolean;
  41432. /**
  41433. * Defines the alpha limits in alpha test mode.
  41434. */
  41435. alphaCutOff: number;
  41436. private _useLightmapAsShadowmap;
  41437. /**
  41438. * In case of light mapping, define whether the map contains light or shadow informations.
  41439. */
  41440. useLightmapAsShadowmap: boolean;
  41441. private _diffuseFresnelParameters;
  41442. /**
  41443. * Define the diffuse fresnel parameters of the material.
  41444. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41445. */
  41446. diffuseFresnelParameters: FresnelParameters;
  41447. private _opacityFresnelParameters;
  41448. /**
  41449. * Define the opacity fresnel parameters of the material.
  41450. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41451. */
  41452. opacityFresnelParameters: FresnelParameters;
  41453. private _reflectionFresnelParameters;
  41454. /**
  41455. * Define the reflection fresnel parameters of the material.
  41456. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41457. */
  41458. reflectionFresnelParameters: FresnelParameters;
  41459. private _refractionFresnelParameters;
  41460. /**
  41461. * Define the refraction fresnel parameters of the material.
  41462. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41463. */
  41464. refractionFresnelParameters: FresnelParameters;
  41465. private _emissiveFresnelParameters;
  41466. /**
  41467. * Define the emissive fresnel parameters of the material.
  41468. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41469. */
  41470. emissiveFresnelParameters: FresnelParameters;
  41471. private _useReflectionFresnelFromSpecular;
  41472. /**
  41473. * If true automatically deducts the fresnels values from the material specularity.
  41474. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41475. */
  41476. useReflectionFresnelFromSpecular: boolean;
  41477. private _useGlossinessFromSpecularMapAlpha;
  41478. /**
  41479. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41480. */
  41481. useGlossinessFromSpecularMapAlpha: boolean;
  41482. private _maxSimultaneousLights;
  41483. /**
  41484. * Defines the maximum number of lights that can be used in the material
  41485. */
  41486. maxSimultaneousLights: number;
  41487. private _invertNormalMapX;
  41488. /**
  41489. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41490. */
  41491. invertNormalMapX: boolean;
  41492. private _invertNormalMapY;
  41493. /**
  41494. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41495. */
  41496. invertNormalMapY: boolean;
  41497. private _twoSidedLighting;
  41498. /**
  41499. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41500. */
  41501. twoSidedLighting: boolean;
  41502. /**
  41503. * Default configuration related to image processing available in the standard Material.
  41504. */
  41505. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41506. /**
  41507. * Gets the image processing configuration used either in this material.
  41508. */
  41509. /**
  41510. * Sets the Default image processing configuration used either in the this material.
  41511. *
  41512. * If sets to null, the scene one is in use.
  41513. */
  41514. imageProcessingConfiguration: ImageProcessingConfiguration;
  41515. /**
  41516. * Keep track of the image processing observer to allow dispose and replace.
  41517. */
  41518. private _imageProcessingObserver;
  41519. /**
  41520. * Attaches a new image processing configuration to the Standard Material.
  41521. * @param configuration
  41522. */
  41523. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41524. /**
  41525. * Gets wether the color curves effect is enabled.
  41526. */
  41527. /**
  41528. * Sets wether the color curves effect is enabled.
  41529. */
  41530. cameraColorCurvesEnabled: boolean;
  41531. /**
  41532. * Gets wether the color grading effect is enabled.
  41533. */
  41534. /**
  41535. * Gets wether the color grading effect is enabled.
  41536. */
  41537. cameraColorGradingEnabled: boolean;
  41538. /**
  41539. * Gets wether tonemapping is enabled or not.
  41540. */
  41541. /**
  41542. * Sets wether tonemapping is enabled or not
  41543. */
  41544. cameraToneMappingEnabled: boolean;
  41545. /**
  41546. * The camera exposure used on this material.
  41547. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41548. * This corresponds to a photographic exposure.
  41549. */
  41550. /**
  41551. * The camera exposure used on this material.
  41552. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41553. * This corresponds to a photographic exposure.
  41554. */
  41555. cameraExposure: number;
  41556. /**
  41557. * Gets The camera contrast used on this material.
  41558. */
  41559. /**
  41560. * Sets The camera contrast used on this material.
  41561. */
  41562. cameraContrast: number;
  41563. /**
  41564. * Gets the Color Grading 2D Lookup Texture.
  41565. */
  41566. /**
  41567. * Sets the Color Grading 2D Lookup Texture.
  41568. */
  41569. cameraColorGradingTexture: Nullable<BaseTexture>;
  41570. /**
  41571. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41572. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41573. * 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;
  41574. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41575. */
  41576. /**
  41577. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41578. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41579. * 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;
  41580. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41581. */
  41582. cameraColorCurves: Nullable<ColorCurves>;
  41583. /**
  41584. * Custom callback helping to override the default shader used in the material.
  41585. */
  41586. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41587. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41588. protected _worldViewProjectionMatrix: Matrix;
  41589. protected _globalAmbientColor: Color3;
  41590. protected _useLogarithmicDepth: boolean;
  41591. /**
  41592. * Instantiates a new standard material.
  41593. * This is the default material used in Babylon. It is the best trade off between quality
  41594. * and performances.
  41595. * @see http://doc.babylonjs.com/babylon101/materials
  41596. * @param name Define the name of the material in the scene
  41597. * @param scene Define the scene the material belong to
  41598. */
  41599. constructor(name: string, scene: Scene);
  41600. /**
  41601. * Gets a boolean indicating that current material needs to register RTT
  41602. */
  41603. readonly hasRenderTargetTextures: boolean;
  41604. /**
  41605. * Gets the current class name of the material e.g. "StandardMaterial"
  41606. * Mainly use in serialization.
  41607. * @returns the class name
  41608. */
  41609. getClassName(): string;
  41610. /**
  41611. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41612. * You can try switching to logarithmic depth.
  41613. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41614. */
  41615. useLogarithmicDepth: boolean;
  41616. /**
  41617. * Specifies if the material will require alpha blending
  41618. * @returns a boolean specifying if alpha blending is needed
  41619. */
  41620. needAlphaBlending(): boolean;
  41621. /**
  41622. * Specifies if this material should be rendered in alpha test mode
  41623. * @returns a boolean specifying if an alpha test is needed.
  41624. */
  41625. needAlphaTesting(): boolean;
  41626. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41627. /**
  41628. * Get the texture used for alpha test purpose.
  41629. * @returns the diffuse texture in case of the standard material.
  41630. */
  41631. getAlphaTestTexture(): Nullable<BaseTexture>;
  41632. /**
  41633. * Get if the submesh is ready to be used and all its information available.
  41634. * Child classes can use it to update shaders
  41635. * @param mesh defines the mesh to check
  41636. * @param subMesh defines which submesh to check
  41637. * @param useInstances specifies that instances should be used
  41638. * @returns a boolean indicating that the submesh is ready or not
  41639. */
  41640. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41641. /**
  41642. * Builds the material UBO layouts.
  41643. * Used internally during the effect preparation.
  41644. */
  41645. buildUniformLayout(): void;
  41646. /**
  41647. * Unbinds the material from the mesh
  41648. */
  41649. unbind(): void;
  41650. /**
  41651. * Binds the submesh to this material by preparing the effect and shader to draw
  41652. * @param world defines the world transformation matrix
  41653. * @param mesh defines the mesh containing the submesh
  41654. * @param subMesh defines the submesh to bind the material to
  41655. */
  41656. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41657. /**
  41658. * Get the list of animatables in the material.
  41659. * @returns the list of animatables object used in the material
  41660. */
  41661. getAnimatables(): IAnimatable[];
  41662. /**
  41663. * Gets the active textures from the material
  41664. * @returns an array of textures
  41665. */
  41666. getActiveTextures(): BaseTexture[];
  41667. /**
  41668. * Specifies if the material uses a texture
  41669. * @param texture defines the texture to check against the material
  41670. * @returns a boolean specifying if the material uses the texture
  41671. */
  41672. hasTexture(texture: BaseTexture): boolean;
  41673. /**
  41674. * Disposes the material
  41675. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41676. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41677. */
  41678. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41679. /**
  41680. * Makes a duplicate of the material, and gives it a new name
  41681. * @param name defines the new name for the duplicated material
  41682. * @returns the cloned material
  41683. */
  41684. clone(name: string): StandardMaterial;
  41685. /**
  41686. * Serializes this material in a JSON representation
  41687. * @returns the serialized material object
  41688. */
  41689. serialize(): any;
  41690. /**
  41691. * Creates a standard material from parsed material data
  41692. * @param source defines the JSON representation of the material
  41693. * @param scene defines the hosting scene
  41694. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41695. * @returns a new standard material
  41696. */
  41697. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41698. /**
  41699. * Are diffuse textures enabled in the application.
  41700. */
  41701. static DiffuseTextureEnabled: boolean;
  41702. /**
  41703. * Are ambient textures enabled in the application.
  41704. */
  41705. static AmbientTextureEnabled: boolean;
  41706. /**
  41707. * Are opacity textures enabled in the application.
  41708. */
  41709. static OpacityTextureEnabled: boolean;
  41710. /**
  41711. * Are reflection textures enabled in the application.
  41712. */
  41713. static ReflectionTextureEnabled: boolean;
  41714. /**
  41715. * Are emissive textures enabled in the application.
  41716. */
  41717. static EmissiveTextureEnabled: boolean;
  41718. /**
  41719. * Are specular textures enabled in the application.
  41720. */
  41721. static SpecularTextureEnabled: boolean;
  41722. /**
  41723. * Are bump textures enabled in the application.
  41724. */
  41725. static BumpTextureEnabled: boolean;
  41726. /**
  41727. * Are lightmap textures enabled in the application.
  41728. */
  41729. static LightmapTextureEnabled: boolean;
  41730. /**
  41731. * Are refraction textures enabled in the application.
  41732. */
  41733. static RefractionTextureEnabled: boolean;
  41734. /**
  41735. * Are color grading textures enabled in the application.
  41736. */
  41737. static ColorGradingTextureEnabled: boolean;
  41738. /**
  41739. * Are fresnels enabled in the application.
  41740. */
  41741. static FresnelEnabled: boolean;
  41742. }
  41743. }
  41744. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41745. import { Scene } from "babylonjs/scene";
  41746. import { Texture } from "babylonjs/Materials/Textures/texture";
  41747. /**
  41748. * A class extending Texture allowing drawing on a texture
  41749. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41750. */
  41751. export class DynamicTexture extends Texture {
  41752. private _generateMipMaps;
  41753. private _canvas;
  41754. private _context;
  41755. private _engine;
  41756. /**
  41757. * Creates a DynamicTexture
  41758. * @param name defines the name of the texture
  41759. * @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
  41760. * @param scene defines the scene where you want the texture
  41761. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41762. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41763. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41764. */
  41765. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41766. /**
  41767. * Get the current class name of the texture useful for serialization or dynamic coding.
  41768. * @returns "DynamicTexture"
  41769. */
  41770. getClassName(): string;
  41771. /**
  41772. * Gets the current state of canRescale
  41773. */
  41774. readonly canRescale: boolean;
  41775. private _recreate;
  41776. /**
  41777. * Scales the texture
  41778. * @param ratio the scale factor to apply to both width and height
  41779. */
  41780. scale(ratio: number): void;
  41781. /**
  41782. * Resizes the texture
  41783. * @param width the new width
  41784. * @param height the new height
  41785. */
  41786. scaleTo(width: number, height: number): void;
  41787. /**
  41788. * Gets the context of the canvas used by the texture
  41789. * @returns the canvas context of the dynamic texture
  41790. */
  41791. getContext(): CanvasRenderingContext2D;
  41792. /**
  41793. * Clears the texture
  41794. */
  41795. clear(): void;
  41796. /**
  41797. * Updates the texture
  41798. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41799. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41800. */
  41801. update(invertY?: boolean, premulAlpha?: boolean): void;
  41802. /**
  41803. * Draws text onto the texture
  41804. * @param text defines the text to be drawn
  41805. * @param x defines the placement of the text from the left
  41806. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41807. * @param font defines the font to be used with font-style, font-size, font-name
  41808. * @param color defines the color used for the text
  41809. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41810. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41811. * @param update defines whether texture is immediately update (default is true)
  41812. */
  41813. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41814. /**
  41815. * Clones the texture
  41816. * @returns the clone of the texture.
  41817. */
  41818. clone(): DynamicTexture;
  41819. /**
  41820. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41821. * @returns a serialized dynamic texture object
  41822. */
  41823. serialize(): any;
  41824. /** @hidden */
  41825. _rebuild(): void;
  41826. }
  41827. }
  41828. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41829. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41830. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41831. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41832. /** @hidden */
  41833. export var imageProcessingPixelShader: {
  41834. name: string;
  41835. shader: string;
  41836. };
  41837. }
  41838. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41839. import { Nullable } from "babylonjs/types";
  41840. import { Color4 } from "babylonjs/Maths/math.color";
  41841. import { Camera } from "babylonjs/Cameras/camera";
  41842. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41843. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41844. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41845. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41846. import { Engine } from "babylonjs/Engines/engine";
  41847. import "babylonjs/Shaders/imageProcessing.fragment";
  41848. import "babylonjs/Shaders/postprocess.vertex";
  41849. /**
  41850. * ImageProcessingPostProcess
  41851. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41852. */
  41853. export class ImageProcessingPostProcess extends PostProcess {
  41854. /**
  41855. * Default configuration related to image processing available in the PBR Material.
  41856. */
  41857. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41858. /**
  41859. * Gets the image processing configuration used either in this material.
  41860. */
  41861. /**
  41862. * Sets the Default image processing configuration used either in the this material.
  41863. *
  41864. * If sets to null, the scene one is in use.
  41865. */
  41866. imageProcessingConfiguration: ImageProcessingConfiguration;
  41867. /**
  41868. * Keep track of the image processing observer to allow dispose and replace.
  41869. */
  41870. private _imageProcessingObserver;
  41871. /**
  41872. * Attaches a new image processing configuration to the PBR Material.
  41873. * @param configuration
  41874. */
  41875. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41876. /**
  41877. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41878. */
  41879. /**
  41880. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41881. */
  41882. colorCurves: Nullable<ColorCurves>;
  41883. /**
  41884. * Gets wether the color curves effect is enabled.
  41885. */
  41886. /**
  41887. * Sets wether the color curves effect is enabled.
  41888. */
  41889. colorCurvesEnabled: boolean;
  41890. /**
  41891. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41892. */
  41893. /**
  41894. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41895. */
  41896. colorGradingTexture: Nullable<BaseTexture>;
  41897. /**
  41898. * Gets wether the color grading effect is enabled.
  41899. */
  41900. /**
  41901. * Gets wether the color grading effect is enabled.
  41902. */
  41903. colorGradingEnabled: boolean;
  41904. /**
  41905. * Gets exposure used in the effect.
  41906. */
  41907. /**
  41908. * Sets exposure used in the effect.
  41909. */
  41910. exposure: number;
  41911. /**
  41912. * Gets wether tonemapping is enabled or not.
  41913. */
  41914. /**
  41915. * Sets wether tonemapping is enabled or not
  41916. */
  41917. toneMappingEnabled: boolean;
  41918. /**
  41919. * Gets the type of tone mapping effect.
  41920. */
  41921. /**
  41922. * Sets the type of tone mapping effect.
  41923. */
  41924. toneMappingType: number;
  41925. /**
  41926. * Gets contrast used in the effect.
  41927. */
  41928. /**
  41929. * Sets contrast used in the effect.
  41930. */
  41931. contrast: number;
  41932. /**
  41933. * Gets Vignette stretch size.
  41934. */
  41935. /**
  41936. * Sets Vignette stretch size.
  41937. */
  41938. vignetteStretch: number;
  41939. /**
  41940. * Gets Vignette centre X Offset.
  41941. */
  41942. /**
  41943. * Sets Vignette centre X Offset.
  41944. */
  41945. vignetteCentreX: number;
  41946. /**
  41947. * Gets Vignette centre Y Offset.
  41948. */
  41949. /**
  41950. * Sets Vignette centre Y Offset.
  41951. */
  41952. vignetteCentreY: number;
  41953. /**
  41954. * Gets Vignette weight or intensity of the vignette effect.
  41955. */
  41956. /**
  41957. * Sets Vignette weight or intensity of the vignette effect.
  41958. */
  41959. vignetteWeight: number;
  41960. /**
  41961. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41962. * if vignetteEnabled is set to true.
  41963. */
  41964. /**
  41965. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41966. * if vignetteEnabled is set to true.
  41967. */
  41968. vignetteColor: Color4;
  41969. /**
  41970. * Gets Camera field of view used by the Vignette effect.
  41971. */
  41972. /**
  41973. * Sets Camera field of view used by the Vignette effect.
  41974. */
  41975. vignetteCameraFov: number;
  41976. /**
  41977. * Gets the vignette blend mode allowing different kind of effect.
  41978. */
  41979. /**
  41980. * Sets the vignette blend mode allowing different kind of effect.
  41981. */
  41982. vignetteBlendMode: number;
  41983. /**
  41984. * Gets wether the vignette effect is enabled.
  41985. */
  41986. /**
  41987. * Sets wether the vignette effect is enabled.
  41988. */
  41989. vignetteEnabled: boolean;
  41990. private _fromLinearSpace;
  41991. /**
  41992. * Gets wether the input of the processing is in Gamma or Linear Space.
  41993. */
  41994. /**
  41995. * Sets wether the input of the processing is in Gamma or Linear Space.
  41996. */
  41997. fromLinearSpace: boolean;
  41998. /**
  41999. * Defines cache preventing GC.
  42000. */
  42001. private _defines;
  42002. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42003. /**
  42004. * "ImageProcessingPostProcess"
  42005. * @returns "ImageProcessingPostProcess"
  42006. */
  42007. getClassName(): string;
  42008. protected _updateParameters(): void;
  42009. dispose(camera?: Camera): void;
  42010. }
  42011. }
  42012. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42013. import { Scene } from "babylonjs/scene";
  42014. import { Color3 } from "babylonjs/Maths/math.color";
  42015. import { Mesh } from "babylonjs/Meshes/mesh";
  42016. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42017. import { Nullable } from "babylonjs/types";
  42018. /**
  42019. * Class containing static functions to help procedurally build meshes
  42020. */
  42021. export class GroundBuilder {
  42022. /**
  42023. * Creates a ground mesh
  42024. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42025. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42026. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42027. * @param name defines the name of the mesh
  42028. * @param options defines the options used to create the mesh
  42029. * @param scene defines the hosting scene
  42030. * @returns the ground mesh
  42031. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42032. */
  42033. static CreateGround(name: string, options: {
  42034. width?: number;
  42035. height?: number;
  42036. subdivisions?: number;
  42037. subdivisionsX?: number;
  42038. subdivisionsY?: number;
  42039. updatable?: boolean;
  42040. }, scene: any): Mesh;
  42041. /**
  42042. * Creates a tiled ground mesh
  42043. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42044. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42045. * * 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
  42046. * * 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
  42047. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42048. * @param name defines the name of the mesh
  42049. * @param options defines the options used to create the mesh
  42050. * @param scene defines the hosting scene
  42051. * @returns the tiled ground mesh
  42052. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42053. */
  42054. static CreateTiledGround(name: string, options: {
  42055. xmin: number;
  42056. zmin: number;
  42057. xmax: number;
  42058. zmax: number;
  42059. subdivisions?: {
  42060. w: number;
  42061. h: number;
  42062. };
  42063. precision?: {
  42064. w: number;
  42065. h: number;
  42066. };
  42067. updatable?: boolean;
  42068. }, scene?: Nullable<Scene>): Mesh;
  42069. /**
  42070. * Creates a ground mesh from a height map
  42071. * * The parameter `url` sets the URL of the height map image resource.
  42072. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42073. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42074. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42075. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42076. * * 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.
  42077. * * 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).
  42078. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42079. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42080. * @param name defines the name of the mesh
  42081. * @param url defines the url to the height map
  42082. * @param options defines the options used to create the mesh
  42083. * @param scene defines the hosting scene
  42084. * @returns the ground mesh
  42085. * @see https://doc.babylonjs.com/babylon101/height_map
  42086. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42087. */
  42088. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42089. width?: number;
  42090. height?: number;
  42091. subdivisions?: number;
  42092. minHeight?: number;
  42093. maxHeight?: number;
  42094. colorFilter?: Color3;
  42095. alphaFilter?: number;
  42096. updatable?: boolean;
  42097. onReady?: (mesh: GroundMesh) => void;
  42098. }, scene?: Nullable<Scene>): GroundMesh;
  42099. }
  42100. }
  42101. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42102. import { Vector4 } from "babylonjs/Maths/math.vector";
  42103. import { Mesh } from "babylonjs/Meshes/mesh";
  42104. /**
  42105. * Class containing static functions to help procedurally build meshes
  42106. */
  42107. export class TorusBuilder {
  42108. /**
  42109. * Creates a torus mesh
  42110. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42111. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42112. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42113. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42114. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42115. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42116. * @param name defines the name of the mesh
  42117. * @param options defines the options used to create the mesh
  42118. * @param scene defines the hosting scene
  42119. * @returns the torus mesh
  42120. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42121. */
  42122. static CreateTorus(name: string, options: {
  42123. diameter?: number;
  42124. thickness?: number;
  42125. tessellation?: number;
  42126. updatable?: boolean;
  42127. sideOrientation?: number;
  42128. frontUVs?: Vector4;
  42129. backUVs?: Vector4;
  42130. }, scene: any): Mesh;
  42131. }
  42132. }
  42133. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42134. import { Vector4 } from "babylonjs/Maths/math.vector";
  42135. import { Color4 } from "babylonjs/Maths/math.color";
  42136. import { Mesh } from "babylonjs/Meshes/mesh";
  42137. /**
  42138. * Class containing static functions to help procedurally build meshes
  42139. */
  42140. export class CylinderBuilder {
  42141. /**
  42142. * Creates a cylinder or a cone mesh
  42143. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42144. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42145. * * 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.
  42146. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42147. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42148. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42149. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42150. * * 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).
  42151. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42152. * * 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).
  42153. * * 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
  42154. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42155. * * 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
  42156. * * 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.
  42157. * * If `enclose` is false, a ring surface is one element.
  42158. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42159. * * 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
  42160. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42161. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42162. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42163. * @param name defines the name of the mesh
  42164. * @param options defines the options used to create the mesh
  42165. * @param scene defines the hosting scene
  42166. * @returns the cylinder mesh
  42167. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42168. */
  42169. static CreateCylinder(name: string, options: {
  42170. height?: number;
  42171. diameterTop?: number;
  42172. diameterBottom?: number;
  42173. diameter?: number;
  42174. tessellation?: number;
  42175. subdivisions?: number;
  42176. arc?: number;
  42177. faceColors?: Color4[];
  42178. faceUV?: Vector4[];
  42179. updatable?: boolean;
  42180. hasRings?: boolean;
  42181. enclose?: boolean;
  42182. cap?: number;
  42183. sideOrientation?: number;
  42184. frontUVs?: Vector4;
  42185. backUVs?: Vector4;
  42186. }, scene: any): Mesh;
  42187. }
  42188. }
  42189. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42190. import { Observable } from "babylonjs/Misc/observable";
  42191. import { Nullable } from "babylonjs/types";
  42192. import { Camera } from "babylonjs/Cameras/camera";
  42193. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42194. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42195. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42196. import { Scene } from "babylonjs/scene";
  42197. import { Vector3 } from "babylonjs/Maths/math.vector";
  42198. import { Color3 } from "babylonjs/Maths/math.color";
  42199. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42200. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42201. import { Mesh } from "babylonjs/Meshes/mesh";
  42202. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42203. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42204. import "babylonjs/Meshes/Builders/groundBuilder";
  42205. import "babylonjs/Meshes/Builders/torusBuilder";
  42206. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42207. import "babylonjs/Gamepads/gamepadSceneComponent";
  42208. import "babylonjs/Animations/animatable";
  42209. /**
  42210. * Options to modify the vr teleportation behavior.
  42211. */
  42212. export interface VRTeleportationOptions {
  42213. /**
  42214. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42215. */
  42216. floorMeshName?: string;
  42217. /**
  42218. * A list of meshes to be used as the teleportation floor. (default: empty)
  42219. */
  42220. floorMeshes?: Mesh[];
  42221. }
  42222. /**
  42223. * Options to modify the vr experience helper's behavior.
  42224. */
  42225. export interface VRExperienceHelperOptions extends WebVROptions {
  42226. /**
  42227. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42228. */
  42229. createDeviceOrientationCamera?: boolean;
  42230. /**
  42231. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42232. */
  42233. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42234. /**
  42235. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42236. */
  42237. laserToggle?: boolean;
  42238. /**
  42239. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42240. */
  42241. floorMeshes?: Mesh[];
  42242. /**
  42243. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42244. */
  42245. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42246. }
  42247. /**
  42248. * Event containing information after VR has been entered
  42249. */
  42250. export class OnAfterEnteringVRObservableEvent {
  42251. /**
  42252. * If entering vr was successful
  42253. */
  42254. success: boolean;
  42255. }
  42256. /**
  42257. * Helps to quickly add VR support to an existing scene.
  42258. * See http://doc.babylonjs.com/how_to/webvr_helper
  42259. */
  42260. export class VRExperienceHelper {
  42261. /** Options to modify the vr experience helper's behavior. */
  42262. webVROptions: VRExperienceHelperOptions;
  42263. private _scene;
  42264. private _position;
  42265. private _btnVR;
  42266. private _btnVRDisplayed;
  42267. private _webVRsupported;
  42268. private _webVRready;
  42269. private _webVRrequesting;
  42270. private _webVRpresenting;
  42271. private _hasEnteredVR;
  42272. private _fullscreenVRpresenting;
  42273. private _canvas;
  42274. private _webVRCamera;
  42275. private _vrDeviceOrientationCamera;
  42276. private _deviceOrientationCamera;
  42277. private _existingCamera;
  42278. private _onKeyDown;
  42279. private _onVrDisplayPresentChange;
  42280. private _onVRDisplayChanged;
  42281. private _onVRRequestPresentStart;
  42282. private _onVRRequestPresentComplete;
  42283. /**
  42284. * 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)
  42285. */
  42286. enableGazeEvenWhenNoPointerLock: boolean;
  42287. /**
  42288. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42289. */
  42290. exitVROnDoubleTap: boolean;
  42291. /**
  42292. * Observable raised right before entering VR.
  42293. */
  42294. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42295. /**
  42296. * Observable raised when entering VR has completed.
  42297. */
  42298. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42299. /**
  42300. * Observable raised when exiting VR.
  42301. */
  42302. onExitingVRObservable: Observable<VRExperienceHelper>;
  42303. /**
  42304. * Observable raised when controller mesh is loaded.
  42305. */
  42306. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42307. /** Return this.onEnteringVRObservable
  42308. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42309. */
  42310. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42311. /** Return this.onExitingVRObservable
  42312. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42313. */
  42314. readonly onExitingVR: Observable<VRExperienceHelper>;
  42315. /** Return this.onControllerMeshLoadedObservable
  42316. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42317. */
  42318. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42319. private _rayLength;
  42320. private _useCustomVRButton;
  42321. private _teleportationRequested;
  42322. private _teleportActive;
  42323. private _floorMeshName;
  42324. private _floorMeshesCollection;
  42325. private _rotationAllowed;
  42326. private _teleportBackwardsVector;
  42327. private _teleportationTarget;
  42328. private _isDefaultTeleportationTarget;
  42329. private _postProcessMove;
  42330. private _teleportationFillColor;
  42331. private _teleportationBorderColor;
  42332. private _rotationAngle;
  42333. private _haloCenter;
  42334. private _cameraGazer;
  42335. private _padSensibilityUp;
  42336. private _padSensibilityDown;
  42337. private _leftController;
  42338. private _rightController;
  42339. /**
  42340. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42341. */
  42342. onNewMeshSelected: Observable<AbstractMesh>;
  42343. /**
  42344. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42345. * This observable will provide the mesh and the controller used to select the mesh
  42346. */
  42347. onMeshSelectedWithController: Observable<{
  42348. mesh: AbstractMesh;
  42349. controller: WebVRController;
  42350. }>;
  42351. /**
  42352. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42353. */
  42354. onNewMeshPicked: Observable<PickingInfo>;
  42355. private _circleEase;
  42356. /**
  42357. * Observable raised before camera teleportation
  42358. */
  42359. onBeforeCameraTeleport: Observable<Vector3>;
  42360. /**
  42361. * Observable raised after camera teleportation
  42362. */
  42363. onAfterCameraTeleport: Observable<Vector3>;
  42364. /**
  42365. * Observable raised when current selected mesh gets unselected
  42366. */
  42367. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42368. private _raySelectionPredicate;
  42369. /**
  42370. * To be optionaly changed by user to define custom ray selection
  42371. */
  42372. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42373. /**
  42374. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42375. */
  42376. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42377. /**
  42378. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42379. */
  42380. teleportationEnabled: boolean;
  42381. private _defaultHeight;
  42382. private _teleportationInitialized;
  42383. private _interactionsEnabled;
  42384. private _interactionsRequested;
  42385. private _displayGaze;
  42386. private _displayLaserPointer;
  42387. /**
  42388. * The mesh used to display where the user is going to teleport.
  42389. */
  42390. /**
  42391. * Sets the mesh to be used to display where the user is going to teleport.
  42392. */
  42393. teleportationTarget: Mesh;
  42394. /**
  42395. * 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
  42396. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42397. * See http://doc.babylonjs.com/resources/baking_transformations
  42398. */
  42399. gazeTrackerMesh: Mesh;
  42400. /**
  42401. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42402. */
  42403. updateGazeTrackerScale: boolean;
  42404. /**
  42405. * If the gaze trackers color should be updated when selecting meshes
  42406. */
  42407. updateGazeTrackerColor: boolean;
  42408. /**
  42409. * The gaze tracking mesh corresponding to the left controller
  42410. */
  42411. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42412. /**
  42413. * The gaze tracking mesh corresponding to the right controller
  42414. */
  42415. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42416. /**
  42417. * If the ray of the gaze should be displayed.
  42418. */
  42419. /**
  42420. * Sets if the ray of the gaze should be displayed.
  42421. */
  42422. displayGaze: boolean;
  42423. /**
  42424. * If the ray of the LaserPointer should be displayed.
  42425. */
  42426. /**
  42427. * Sets if the ray of the LaserPointer should be displayed.
  42428. */
  42429. displayLaserPointer: boolean;
  42430. /**
  42431. * The deviceOrientationCamera used as the camera when not in VR.
  42432. */
  42433. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42434. /**
  42435. * Based on the current WebVR support, returns the current VR camera used.
  42436. */
  42437. readonly currentVRCamera: Nullable<Camera>;
  42438. /**
  42439. * The webVRCamera which is used when in VR.
  42440. */
  42441. readonly webVRCamera: WebVRFreeCamera;
  42442. /**
  42443. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42444. */
  42445. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42446. /**
  42447. * The html button that is used to trigger entering into VR.
  42448. */
  42449. readonly vrButton: Nullable<HTMLButtonElement>;
  42450. private readonly _teleportationRequestInitiated;
  42451. /**
  42452. * Defines wether or not Pointer lock should be requested when switching to
  42453. * full screen.
  42454. */
  42455. requestPointerLockOnFullScreen: boolean;
  42456. /**
  42457. * Instantiates a VRExperienceHelper.
  42458. * Helps to quickly add VR support to an existing scene.
  42459. * @param scene The scene the VRExperienceHelper belongs to.
  42460. * @param webVROptions Options to modify the vr experience helper's behavior.
  42461. */
  42462. constructor(scene: Scene,
  42463. /** Options to modify the vr experience helper's behavior. */
  42464. webVROptions?: VRExperienceHelperOptions);
  42465. private _onDefaultMeshLoaded;
  42466. private _onResize;
  42467. private _onFullscreenChange;
  42468. /**
  42469. * Gets a value indicating if we are currently in VR mode.
  42470. */
  42471. readonly isInVRMode: boolean;
  42472. private onVrDisplayPresentChange;
  42473. private onVRDisplayChanged;
  42474. private moveButtonToBottomRight;
  42475. private displayVRButton;
  42476. private updateButtonVisibility;
  42477. private _cachedAngularSensibility;
  42478. /**
  42479. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42480. * Otherwise, will use the fullscreen API.
  42481. */
  42482. enterVR(): void;
  42483. /**
  42484. * Attempt to exit VR, or fullscreen.
  42485. */
  42486. exitVR(): void;
  42487. /**
  42488. * The position of the vr experience helper.
  42489. */
  42490. /**
  42491. * Sets the position of the vr experience helper.
  42492. */
  42493. position: Vector3;
  42494. /**
  42495. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42496. */
  42497. enableInteractions(): void;
  42498. private readonly _noControllerIsActive;
  42499. private beforeRender;
  42500. private _isTeleportationFloor;
  42501. /**
  42502. * Adds a floor mesh to be used for teleportation.
  42503. * @param floorMesh the mesh to be used for teleportation.
  42504. */
  42505. addFloorMesh(floorMesh: Mesh): void;
  42506. /**
  42507. * Removes a floor mesh from being used for teleportation.
  42508. * @param floorMesh the mesh to be removed.
  42509. */
  42510. removeFloorMesh(floorMesh: Mesh): void;
  42511. /**
  42512. * Enables interactions and teleportation using the VR controllers and gaze.
  42513. * @param vrTeleportationOptions options to modify teleportation behavior.
  42514. */
  42515. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42516. private _onNewGamepadConnected;
  42517. private _tryEnableInteractionOnController;
  42518. private _onNewGamepadDisconnected;
  42519. private _enableInteractionOnController;
  42520. private _checkTeleportWithRay;
  42521. private _checkRotate;
  42522. private _checkTeleportBackwards;
  42523. private _enableTeleportationOnController;
  42524. private _createTeleportationCircles;
  42525. private _displayTeleportationTarget;
  42526. private _hideTeleportationTarget;
  42527. private _rotateCamera;
  42528. private _moveTeleportationSelectorTo;
  42529. private _workingVector;
  42530. private _workingQuaternion;
  42531. private _workingMatrix;
  42532. /**
  42533. * Teleports the users feet to the desired location
  42534. * @param location The location where the user's feet should be placed
  42535. */
  42536. teleportCamera(location: Vector3): void;
  42537. private _convertNormalToDirectionOfRay;
  42538. private _castRayAndSelectObject;
  42539. private _notifySelectedMeshUnselected;
  42540. /**
  42541. * Sets the color of the laser ray from the vr controllers.
  42542. * @param color new color for the ray.
  42543. */
  42544. changeLaserColor(color: Color3): void;
  42545. /**
  42546. * Sets the color of the ray from the vr headsets gaze.
  42547. * @param color new color for the ray.
  42548. */
  42549. changeGazeColor(color: Color3): void;
  42550. /**
  42551. * Exits VR and disposes of the vr experience helper
  42552. */
  42553. dispose(): void;
  42554. /**
  42555. * Gets the name of the VRExperienceHelper class
  42556. * @returns "VRExperienceHelper"
  42557. */
  42558. getClassName(): string;
  42559. }
  42560. }
  42561. declare module "babylonjs/Cameras/VR/index" {
  42562. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42563. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42564. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42565. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42566. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42567. export * from "babylonjs/Cameras/VR/webVRCamera";
  42568. }
  42569. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42570. import { Observable } from "babylonjs/Misc/observable";
  42571. import { Nullable } from "babylonjs/types";
  42572. import { IDisposable, Scene } from "babylonjs/scene";
  42573. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42574. /**
  42575. * Manages an XRSession to work with Babylon's engine
  42576. * @see https://doc.babylonjs.com/how_to/webxr
  42577. */
  42578. export class WebXRSessionManager implements IDisposable {
  42579. private scene;
  42580. /**
  42581. * Fires every time a new xrFrame arrives which can be used to update the camera
  42582. */
  42583. onXRFrameObservable: Observable<any>;
  42584. /**
  42585. * Fires when the xr session is ended either by the device or manually done
  42586. */
  42587. onXRSessionEnded: Observable<any>;
  42588. /**
  42589. * Underlying xr session
  42590. */
  42591. session: XRSession;
  42592. /**
  42593. * Type of reference space used when creating the session
  42594. */
  42595. referenceSpace: XRReferenceSpace;
  42596. /** @hidden */
  42597. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42598. /**
  42599. * Current XR frame
  42600. */
  42601. currentFrame: Nullable<XRFrame>;
  42602. private _xrNavigator;
  42603. private baseLayer;
  42604. /**
  42605. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42606. * @param scene The scene which the session should be created for
  42607. */
  42608. constructor(scene: Scene);
  42609. /**
  42610. * Initializes the manager
  42611. * After initialization enterXR can be called to start an XR session
  42612. * @returns Promise which resolves after it is initialized
  42613. */
  42614. initializeAsync(): Promise<void>;
  42615. /**
  42616. * Initializes an xr session
  42617. * @param xrSessionMode mode to initialize
  42618. * @returns a promise which will resolve once the session has been initialized
  42619. */
  42620. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42621. /**
  42622. * Sets the reference space on the xr session
  42623. * @param referenceSpace space to set
  42624. * @returns a promise that will resolve once the reference space has been set
  42625. */
  42626. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42627. /**
  42628. * Updates the render state of the session
  42629. * @param state state to set
  42630. * @returns a promise that resolves once the render state has been updated
  42631. */
  42632. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42633. /**
  42634. * Starts rendering to the xr layer
  42635. * @returns a promise that will resolve once rendering has started
  42636. */
  42637. startRenderingToXRAsync(): Promise<void>;
  42638. /**
  42639. * Stops the xrSession and restores the renderloop
  42640. * @returns Promise which resolves after it exits XR
  42641. */
  42642. exitXRAsync(): Promise<unknown>;
  42643. /**
  42644. * Checks if a session would be supported for the creation options specified
  42645. * @param sessionMode session mode to check if supported eg. immersive-vr
  42646. * @returns true if supported
  42647. */
  42648. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42649. /**
  42650. * @hidden
  42651. * Converts the render layer of xrSession to a render target
  42652. * @param session session to create render target for
  42653. * @param scene scene the new render target should be created for
  42654. */
  42655. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42656. /**
  42657. * Disposes of the session manager
  42658. */
  42659. dispose(): void;
  42660. }
  42661. }
  42662. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42663. import { Scene } from "babylonjs/scene";
  42664. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42665. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42666. /**
  42667. * WebXR Camera which holds the views for the xrSession
  42668. * @see https://doc.babylonjs.com/how_to/webxr
  42669. */
  42670. export class WebXRCamera extends FreeCamera {
  42671. private static _TmpMatrix;
  42672. /**
  42673. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42674. * @param name the name of the camera
  42675. * @param scene the scene to add the camera to
  42676. */
  42677. constructor(name: string, scene: Scene);
  42678. private _updateNumberOfRigCameras;
  42679. /** @hidden */
  42680. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42681. /**
  42682. * Updates the cameras position from the current pose information of the XR session
  42683. * @param xrSessionManager the session containing pose information
  42684. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42685. */
  42686. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42687. }
  42688. }
  42689. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42690. import { Nullable } from "babylonjs/types";
  42691. import { IDisposable } from "babylonjs/scene";
  42692. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42693. /**
  42694. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42695. */
  42696. export class WebXRManagedOutputCanvas implements IDisposable {
  42697. private helper;
  42698. private _canvas;
  42699. /**
  42700. * xrpresent context of the canvas which can be used to display/mirror xr content
  42701. */
  42702. canvasContext: WebGLRenderingContext;
  42703. /**
  42704. * xr layer for the canvas
  42705. */
  42706. xrLayer: Nullable<XRWebGLLayer>;
  42707. /**
  42708. * Initializes the xr layer for the session
  42709. * @param xrSession xr session
  42710. * @returns a promise that will resolve once the XR Layer has been created
  42711. */
  42712. initializeXRLayerAsync(xrSession: any): any;
  42713. /**
  42714. * Initializes the canvas to be added/removed upon entering/exiting xr
  42715. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42716. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42717. */
  42718. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42719. /**
  42720. * Disposes of the object
  42721. */
  42722. dispose(): void;
  42723. private _setManagedOutputCanvas;
  42724. private _addCanvas;
  42725. private _removeCanvas;
  42726. }
  42727. }
  42728. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42729. import { Observable } from "babylonjs/Misc/observable";
  42730. import { IDisposable, Scene } from "babylonjs/scene";
  42731. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42732. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42733. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42734. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42735. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42736. /**
  42737. * States of the webXR experience
  42738. */
  42739. export enum WebXRState {
  42740. /**
  42741. * Transitioning to being in XR mode
  42742. */
  42743. ENTERING_XR = 0,
  42744. /**
  42745. * Transitioning to non XR mode
  42746. */
  42747. EXITING_XR = 1,
  42748. /**
  42749. * In XR mode and presenting
  42750. */
  42751. IN_XR = 2,
  42752. /**
  42753. * Not entered XR mode
  42754. */
  42755. NOT_IN_XR = 3
  42756. }
  42757. /**
  42758. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42759. * @see https://doc.babylonjs.com/how_to/webxr
  42760. */
  42761. export class WebXRExperienceHelper implements IDisposable {
  42762. private scene;
  42763. /**
  42764. * 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
  42765. */
  42766. container: AbstractMesh;
  42767. /**
  42768. * Camera used to render xr content
  42769. */
  42770. camera: WebXRCamera;
  42771. /**
  42772. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42773. */
  42774. state: WebXRState;
  42775. private _setState;
  42776. private static _TmpVector;
  42777. /**
  42778. * Fires when the state of the experience helper has changed
  42779. */
  42780. onStateChangedObservable: Observable<WebXRState>;
  42781. /** Session manager used to keep track of xr session */
  42782. sessionManager: WebXRSessionManager;
  42783. private _nonVRCamera;
  42784. private _originalSceneAutoClear;
  42785. private _supported;
  42786. /**
  42787. * Creates the experience helper
  42788. * @param scene the scene to attach the experience helper to
  42789. * @returns a promise for the experience helper
  42790. */
  42791. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42792. /**
  42793. * Creates a WebXRExperienceHelper
  42794. * @param scene The scene the helper should be created in
  42795. */
  42796. private constructor();
  42797. /**
  42798. * Exits XR mode and returns the scene to its original state
  42799. * @returns promise that resolves after xr mode has exited
  42800. */
  42801. exitXRAsync(): Promise<unknown>;
  42802. /**
  42803. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42804. * @param sessionCreationOptions options for the XR session
  42805. * @param referenceSpaceType frame of reference of the XR session
  42806. * @param outputCanvas the output canvas that will be used to enter XR mode
  42807. * @returns promise that resolves after xr mode has entered
  42808. */
  42809. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42810. /**
  42811. * Updates the global position of the camera by moving the camera's container
  42812. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42813. * @param position The desired global position of the camera
  42814. */
  42815. setPositionOfCameraUsingContainer(position: Vector3): void;
  42816. /**
  42817. * Rotates the xr camera by rotating the camera's container around the camera's position
  42818. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42819. * @param rotation the desired quaternion rotation to apply to the camera
  42820. */
  42821. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42822. /**
  42823. * Disposes of the experience helper
  42824. */
  42825. dispose(): void;
  42826. }
  42827. }
  42828. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42829. import { Nullable } from "babylonjs/types";
  42830. import { Observable } from "babylonjs/Misc/observable";
  42831. import { IDisposable, Scene } from "babylonjs/scene";
  42832. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42833. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42834. /**
  42835. * Button which can be used to enter a different mode of XR
  42836. */
  42837. export class WebXREnterExitUIButton {
  42838. /** button element */
  42839. element: HTMLElement;
  42840. /** XR initialization options for the button */
  42841. sessionMode: XRSessionMode;
  42842. /** Reference space type */
  42843. referenceSpaceType: XRReferenceSpaceType;
  42844. /**
  42845. * Creates a WebXREnterExitUIButton
  42846. * @param element button element
  42847. * @param sessionMode XR initialization session mode
  42848. * @param referenceSpaceType the type of reference space to be used
  42849. */
  42850. constructor(
  42851. /** button element */
  42852. element: HTMLElement,
  42853. /** XR initialization options for the button */
  42854. sessionMode: XRSessionMode,
  42855. /** Reference space type */
  42856. referenceSpaceType: XRReferenceSpaceType);
  42857. /**
  42858. * Overwritable function which can be used to update the button's visuals when the state changes
  42859. * @param activeButton the current active button in the UI
  42860. */
  42861. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42862. }
  42863. /**
  42864. * Options to create the webXR UI
  42865. */
  42866. export class WebXREnterExitUIOptions {
  42867. /**
  42868. * Context to enter xr with
  42869. */
  42870. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42871. /**
  42872. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42873. */
  42874. customButtons?: Array<WebXREnterExitUIButton>;
  42875. }
  42876. /**
  42877. * UI to allow the user to enter/exit XR mode
  42878. */
  42879. export class WebXREnterExitUI implements IDisposable {
  42880. private scene;
  42881. private _overlay;
  42882. private _buttons;
  42883. private _activeButton;
  42884. /**
  42885. * Fired every time the active button is changed.
  42886. *
  42887. * When xr is entered via a button that launches xr that button will be the callback parameter
  42888. *
  42889. * When exiting xr the callback parameter will be null)
  42890. */
  42891. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42892. /**
  42893. * Creates UI to allow the user to enter/exit XR mode
  42894. * @param scene the scene to add the ui to
  42895. * @param helper the xr experience helper to enter/exit xr with
  42896. * @param options options to configure the UI
  42897. * @returns the created ui
  42898. */
  42899. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42900. private constructor();
  42901. private _updateButtons;
  42902. /**
  42903. * Disposes of the object
  42904. */
  42905. dispose(): void;
  42906. }
  42907. }
  42908. declare module "babylonjs/Cameras/XR/webXRController" {
  42909. import { Nullable } from "babylonjs/types";
  42910. import { Observable } from "babylonjs/Misc/observable";
  42911. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42912. import { Ray } from "babylonjs/Culling/ray";
  42913. import { Scene } from "babylonjs/scene";
  42914. /**
  42915. * Represents an XR input
  42916. */
  42917. export class WebXRController {
  42918. private scene;
  42919. /** The underlying input source for the controller */
  42920. inputSource: XRInputSource;
  42921. private parentContainer;
  42922. /**
  42923. * 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
  42924. */
  42925. grip?: AbstractMesh;
  42926. /**
  42927. * Pointer which can be used to select objects or attach a visible laser to
  42928. */
  42929. pointer: AbstractMesh;
  42930. /**
  42931. * Event that fires when the controller is removed/disposed
  42932. */
  42933. onDisposeObservable: Observable<{}>;
  42934. private _tmpMatrix;
  42935. private _tmpQuaternion;
  42936. private _tmpVector;
  42937. /**
  42938. * Creates the controller
  42939. * @see https://doc.babylonjs.com/how_to/webxr
  42940. * @param scene the scene which the controller should be associated to
  42941. * @param inputSource the underlying input source for the controller
  42942. * @param parentContainer parent that the controller meshes should be children of
  42943. */
  42944. constructor(scene: Scene,
  42945. /** The underlying input source for the controller */
  42946. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42947. /**
  42948. * Updates the controller pose based on the given XRFrame
  42949. * @param xrFrame xr frame to update the pose with
  42950. * @param referenceSpace reference space to use
  42951. */
  42952. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42953. /**
  42954. * Gets a world space ray coming from the controller
  42955. * @param result the resulting ray
  42956. */
  42957. getWorldPointerRayToRef(result: Ray): void;
  42958. /**
  42959. * Disposes of the object
  42960. */
  42961. dispose(): void;
  42962. }
  42963. }
  42964. declare module "babylonjs/Cameras/XR/webXRInput" {
  42965. import { Observable } from "babylonjs/Misc/observable";
  42966. import { IDisposable } from "babylonjs/scene";
  42967. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42968. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42969. /**
  42970. * XR input used to track XR inputs such as controllers/rays
  42971. */
  42972. export class WebXRInput implements IDisposable {
  42973. /**
  42974. * Base experience the input listens to
  42975. */
  42976. baseExperience: WebXRExperienceHelper;
  42977. /**
  42978. * XR controllers being tracked
  42979. */
  42980. controllers: Array<WebXRController>;
  42981. private _frameObserver;
  42982. private _stateObserver;
  42983. /**
  42984. * Event when a controller has been connected/added
  42985. */
  42986. onControllerAddedObservable: Observable<WebXRController>;
  42987. /**
  42988. * Event when a controller has been removed/disconnected
  42989. */
  42990. onControllerRemovedObservable: Observable<WebXRController>;
  42991. /**
  42992. * Initializes the WebXRInput
  42993. * @param baseExperience experience helper which the input should be created for
  42994. */
  42995. constructor(
  42996. /**
  42997. * Base experience the input listens to
  42998. */
  42999. baseExperience: WebXRExperienceHelper);
  43000. private _onInputSourcesChange;
  43001. private _addAndRemoveControllers;
  43002. /**
  43003. * Disposes of the object
  43004. */
  43005. dispose(): void;
  43006. }
  43007. }
  43008. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43010. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43011. /**
  43012. * Enables teleportation
  43013. */
  43014. export class WebXRControllerTeleportation {
  43015. private _teleportationFillColor;
  43016. private _teleportationBorderColor;
  43017. private _tmpRay;
  43018. private _tmpVector;
  43019. /**
  43020. * Creates a WebXRControllerTeleportation
  43021. * @param input input manager to add teleportation to
  43022. * @param floorMeshes floormeshes which can be teleported to
  43023. */
  43024. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43025. }
  43026. }
  43027. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43028. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43029. /**
  43030. * Handles pointer input automatically for the pointer of XR controllers
  43031. */
  43032. export class WebXRControllerPointerSelection {
  43033. private static _idCounter;
  43034. private _tmpRay;
  43035. /**
  43036. * Creates a WebXRControllerPointerSelection
  43037. * @param input input manager to setup pointer selection
  43038. */
  43039. constructor(input: WebXRInput);
  43040. private _convertNormalToDirectionOfRay;
  43041. private _updatePointerDistance;
  43042. }
  43043. }
  43044. declare module "babylonjs/Loading/sceneLoader" {
  43045. import { Observable } from "babylonjs/Misc/observable";
  43046. import { Nullable } from "babylonjs/types";
  43047. import { Scene } from "babylonjs/scene";
  43048. import { Engine } from "babylonjs/Engines/engine";
  43049. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43050. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43051. import { AssetContainer } from "babylonjs/assetContainer";
  43052. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43053. import { Skeleton } from "babylonjs/Bones/skeleton";
  43054. /**
  43055. * Class used to represent data loading progression
  43056. */
  43057. export class SceneLoaderProgressEvent {
  43058. /** defines if data length to load can be evaluated */
  43059. readonly lengthComputable: boolean;
  43060. /** defines the loaded data length */
  43061. readonly loaded: number;
  43062. /** defines the data length to load */
  43063. readonly total: number;
  43064. /**
  43065. * Create a new progress event
  43066. * @param lengthComputable defines if data length to load can be evaluated
  43067. * @param loaded defines the loaded data length
  43068. * @param total defines the data length to load
  43069. */
  43070. constructor(
  43071. /** defines if data length to load can be evaluated */
  43072. lengthComputable: boolean,
  43073. /** defines the loaded data length */
  43074. loaded: number,
  43075. /** defines the data length to load */
  43076. total: number);
  43077. /**
  43078. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43079. * @param event defines the source event
  43080. * @returns a new SceneLoaderProgressEvent
  43081. */
  43082. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43083. }
  43084. /**
  43085. * Interface used by SceneLoader plugins to define supported file extensions
  43086. */
  43087. export interface ISceneLoaderPluginExtensions {
  43088. /**
  43089. * Defines the list of supported extensions
  43090. */
  43091. [extension: string]: {
  43092. isBinary: boolean;
  43093. };
  43094. }
  43095. /**
  43096. * Interface used by SceneLoader plugin factory
  43097. */
  43098. export interface ISceneLoaderPluginFactory {
  43099. /**
  43100. * Defines the name of the factory
  43101. */
  43102. name: string;
  43103. /**
  43104. * Function called to create a new plugin
  43105. * @return the new plugin
  43106. */
  43107. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43108. /**
  43109. * Boolean indicating if the plugin can direct load specific data
  43110. */
  43111. canDirectLoad?: (data: string) => boolean;
  43112. }
  43113. /**
  43114. * Interface used to define a SceneLoader plugin
  43115. */
  43116. export interface ISceneLoaderPlugin {
  43117. /**
  43118. * The friendly name of this plugin.
  43119. */
  43120. name: string;
  43121. /**
  43122. * The file extensions supported by this plugin.
  43123. */
  43124. extensions: string | ISceneLoaderPluginExtensions;
  43125. /**
  43126. * Import meshes into a scene.
  43127. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43128. * @param scene The scene to import into
  43129. * @param data The data to import
  43130. * @param rootUrl The root url for scene and resources
  43131. * @param meshes The meshes array to import into
  43132. * @param particleSystems The particle systems array to import into
  43133. * @param skeletons The skeletons array to import into
  43134. * @param onError The callback when import fails
  43135. * @returns True if successful or false otherwise
  43136. */
  43137. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43138. /**
  43139. * Load into a scene.
  43140. * @param scene The scene to load into
  43141. * @param data The data to import
  43142. * @param rootUrl The root url for scene and resources
  43143. * @param onError The callback when import fails
  43144. * @returns true if successful or false otherwise
  43145. */
  43146. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43147. /**
  43148. * The callback that returns true if the data can be directly loaded.
  43149. */
  43150. canDirectLoad?: (data: string) => boolean;
  43151. /**
  43152. * The callback that allows custom handling of the root url based on the response url.
  43153. */
  43154. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43155. /**
  43156. * Load into an asset container.
  43157. * @param scene The scene to load into
  43158. * @param data The data to import
  43159. * @param rootUrl The root url for scene and resources
  43160. * @param onError The callback when import fails
  43161. * @returns The loaded asset container
  43162. */
  43163. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43164. }
  43165. /**
  43166. * Interface used to define an async SceneLoader plugin
  43167. */
  43168. export interface ISceneLoaderPluginAsync {
  43169. /**
  43170. * The friendly name of this plugin.
  43171. */
  43172. name: string;
  43173. /**
  43174. * The file extensions supported by this plugin.
  43175. */
  43176. extensions: string | ISceneLoaderPluginExtensions;
  43177. /**
  43178. * Import meshes into a scene.
  43179. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43180. * @param scene The scene to import into
  43181. * @param data The data to import
  43182. * @param rootUrl The root url for scene and resources
  43183. * @param onProgress The callback when the load progresses
  43184. * @param fileName Defines the name of the file to load
  43185. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43186. */
  43187. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43188. meshes: AbstractMesh[];
  43189. particleSystems: IParticleSystem[];
  43190. skeletons: Skeleton[];
  43191. animationGroups: AnimationGroup[];
  43192. }>;
  43193. /**
  43194. * Load into a scene.
  43195. * @param scene The scene to load into
  43196. * @param data The data to import
  43197. * @param rootUrl The root url for scene and resources
  43198. * @param onProgress The callback when the load progresses
  43199. * @param fileName Defines the name of the file to load
  43200. * @returns Nothing
  43201. */
  43202. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43203. /**
  43204. * The callback that returns true if the data can be directly loaded.
  43205. */
  43206. canDirectLoad?: (data: string) => boolean;
  43207. /**
  43208. * The callback that allows custom handling of the root url based on the response url.
  43209. */
  43210. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43211. /**
  43212. * Load into an asset container.
  43213. * @param scene The scene to load into
  43214. * @param data The data to import
  43215. * @param rootUrl The root url for scene and resources
  43216. * @param onProgress The callback when the load progresses
  43217. * @param fileName Defines the name of the file to load
  43218. * @returns The loaded asset container
  43219. */
  43220. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43221. }
  43222. /**
  43223. * Class used to load scene from various file formats using registered plugins
  43224. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43225. */
  43226. export class SceneLoader {
  43227. /**
  43228. * No logging while loading
  43229. */
  43230. static readonly NO_LOGGING: number;
  43231. /**
  43232. * Minimal logging while loading
  43233. */
  43234. static readonly MINIMAL_LOGGING: number;
  43235. /**
  43236. * Summary logging while loading
  43237. */
  43238. static readonly SUMMARY_LOGGING: number;
  43239. /**
  43240. * Detailled logging while loading
  43241. */
  43242. static readonly DETAILED_LOGGING: number;
  43243. /**
  43244. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43245. */
  43246. static ForceFullSceneLoadingForIncremental: boolean;
  43247. /**
  43248. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43249. */
  43250. static ShowLoadingScreen: boolean;
  43251. /**
  43252. * Defines the current logging level (while loading the scene)
  43253. * @ignorenaming
  43254. */
  43255. static loggingLevel: number;
  43256. /**
  43257. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43258. */
  43259. static CleanBoneMatrixWeights: boolean;
  43260. /**
  43261. * Event raised when a plugin is used to load a scene
  43262. */
  43263. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43264. private static _registeredPlugins;
  43265. private static _getDefaultPlugin;
  43266. private static _getPluginForExtension;
  43267. private static _getPluginForDirectLoad;
  43268. private static _getPluginForFilename;
  43269. private static _getDirectLoad;
  43270. private static _loadData;
  43271. private static _getFileInfo;
  43272. /**
  43273. * Gets a plugin that can load the given extension
  43274. * @param extension defines the extension to load
  43275. * @returns a plugin or null if none works
  43276. */
  43277. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43278. /**
  43279. * Gets a boolean indicating that the given extension can be loaded
  43280. * @param extension defines the extension to load
  43281. * @returns true if the extension is supported
  43282. */
  43283. static IsPluginForExtensionAvailable(extension: string): boolean;
  43284. /**
  43285. * Adds a new plugin to the list of registered plugins
  43286. * @param plugin defines the plugin to add
  43287. */
  43288. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43289. /**
  43290. * Import meshes into a scene
  43291. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43292. * @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)
  43293. * @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)
  43294. * @param scene the instance of BABYLON.Scene to append to
  43295. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43296. * @param onProgress a callback with a progress event for each file being loaded
  43297. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43298. * @param pluginExtension the extension used to determine the plugin
  43299. * @returns The loaded plugin
  43300. */
  43301. 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>;
  43302. /**
  43303. * Import meshes into a scene
  43304. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43305. * @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)
  43306. * @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)
  43307. * @param scene the instance of BABYLON.Scene to append to
  43308. * @param onProgress a callback with a progress event for each file being loaded
  43309. * @param pluginExtension the extension used to determine the plugin
  43310. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43311. */
  43312. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43313. meshes: AbstractMesh[];
  43314. particleSystems: IParticleSystem[];
  43315. skeletons: Skeleton[];
  43316. animationGroups: AnimationGroup[];
  43317. }>;
  43318. /**
  43319. * Load a scene
  43320. * @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)
  43321. * @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)
  43322. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43323. * @param onSuccess a callback with the scene when import succeeds
  43324. * @param onProgress a callback with a progress event for each file being loaded
  43325. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43326. * @param pluginExtension the extension used to determine the plugin
  43327. * @returns The loaded plugin
  43328. */
  43329. 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>;
  43330. /**
  43331. * Load a scene
  43332. * @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)
  43333. * @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)
  43334. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43335. * @param onProgress a callback with a progress event for each file being loaded
  43336. * @param pluginExtension the extension used to determine the plugin
  43337. * @returns The loaded scene
  43338. */
  43339. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43340. /**
  43341. * Append a scene
  43342. * @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)
  43343. * @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)
  43344. * @param scene is the instance of BABYLON.Scene to append to
  43345. * @param onSuccess a callback with the scene when import succeeds
  43346. * @param onProgress a callback with a progress event for each file being loaded
  43347. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43348. * @param pluginExtension the extension used to determine the plugin
  43349. * @returns The loaded plugin
  43350. */
  43351. 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>;
  43352. /**
  43353. * Append a scene
  43354. * @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)
  43355. * @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)
  43356. * @param scene is the instance of BABYLON.Scene to append to
  43357. * @param onProgress a callback with a progress event for each file being loaded
  43358. * @param pluginExtension the extension used to determine the plugin
  43359. * @returns The given scene
  43360. */
  43361. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43362. /**
  43363. * Load a scene into an asset container
  43364. * @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)
  43365. * @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)
  43366. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43367. * @param onSuccess a callback with the scene when import succeeds
  43368. * @param onProgress a callback with a progress event for each file being loaded
  43369. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43370. * @param pluginExtension the extension used to determine the plugin
  43371. * @returns The loaded plugin
  43372. */
  43373. 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>;
  43374. /**
  43375. * Load a scene into an asset container
  43376. * @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)
  43377. * @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)
  43378. * @param scene is the instance of Scene to append to
  43379. * @param onProgress a callback with a progress event for each file being loaded
  43380. * @param pluginExtension the extension used to determine the plugin
  43381. * @returns The loaded asset container
  43382. */
  43383. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43384. }
  43385. }
  43386. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43387. import { Scene } from "babylonjs/scene";
  43388. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43389. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43390. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43391. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43392. /**
  43393. * Generic Controller
  43394. */
  43395. export class GenericController extends WebVRController {
  43396. /**
  43397. * Base Url for the controller model.
  43398. */
  43399. static readonly MODEL_BASE_URL: string;
  43400. /**
  43401. * File name for the controller model.
  43402. */
  43403. static readonly MODEL_FILENAME: string;
  43404. /**
  43405. * Creates a new GenericController from a gamepad
  43406. * @param vrGamepad the gamepad that the controller should be created from
  43407. */
  43408. constructor(vrGamepad: any);
  43409. /**
  43410. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43411. * @param scene scene in which to add meshes
  43412. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43413. */
  43414. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43415. /**
  43416. * Called once for each button that changed state since the last frame
  43417. * @param buttonIdx Which button index changed
  43418. * @param state New state of the button
  43419. * @param changes Which properties on the state changed since last frame
  43420. */
  43421. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43422. }
  43423. }
  43424. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43425. import { Observable } from "babylonjs/Misc/observable";
  43426. import { Scene } from "babylonjs/scene";
  43427. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43428. import { Ray } from "babylonjs/Culling/ray";
  43429. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43430. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43431. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43432. /**
  43433. * Defines the WindowsMotionController object that the state of the windows motion controller
  43434. */
  43435. export class WindowsMotionController extends WebVRController {
  43436. /**
  43437. * The base url used to load the left and right controller models
  43438. */
  43439. static MODEL_BASE_URL: string;
  43440. /**
  43441. * The name of the left controller model file
  43442. */
  43443. static MODEL_LEFT_FILENAME: string;
  43444. /**
  43445. * The name of the right controller model file
  43446. */
  43447. static MODEL_RIGHT_FILENAME: string;
  43448. /**
  43449. * The controller name prefix for this controller type
  43450. */
  43451. static readonly GAMEPAD_ID_PREFIX: string;
  43452. /**
  43453. * The controller id pattern for this controller type
  43454. */
  43455. private static readonly GAMEPAD_ID_PATTERN;
  43456. private _loadedMeshInfo;
  43457. private readonly _mapping;
  43458. /**
  43459. * Fired when the trackpad on this controller is clicked
  43460. */
  43461. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43462. /**
  43463. * Fired when the trackpad on this controller is modified
  43464. */
  43465. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43466. /**
  43467. * The current x and y values of this controller's trackpad
  43468. */
  43469. trackpad: StickValues;
  43470. /**
  43471. * Creates a new WindowsMotionController from a gamepad
  43472. * @param vrGamepad the gamepad that the controller should be created from
  43473. */
  43474. constructor(vrGamepad: any);
  43475. /**
  43476. * Fired when the trigger on this controller is modified
  43477. */
  43478. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43479. /**
  43480. * Fired when the menu button on this controller is modified
  43481. */
  43482. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43483. /**
  43484. * Fired when the grip button on this controller is modified
  43485. */
  43486. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43487. /**
  43488. * Fired when the thumbstick button on this controller is modified
  43489. */
  43490. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43491. /**
  43492. * Fired when the touchpad button on this controller is modified
  43493. */
  43494. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43495. /**
  43496. * Fired when the touchpad values on this controller are modified
  43497. */
  43498. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43499. private _updateTrackpad;
  43500. /**
  43501. * Called once per frame by the engine.
  43502. */
  43503. update(): void;
  43504. /**
  43505. * Called once for each button that changed state since the last frame
  43506. * @param buttonIdx Which button index changed
  43507. * @param state New state of the button
  43508. * @param changes Which properties on the state changed since last frame
  43509. */
  43510. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43511. /**
  43512. * Moves the buttons on the controller mesh based on their current state
  43513. * @param buttonName the name of the button to move
  43514. * @param buttonValue the value of the button which determines the buttons new position
  43515. */
  43516. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43517. /**
  43518. * Moves the axis on the controller mesh based on its current state
  43519. * @param axis the index of the axis
  43520. * @param axisValue the value of the axis which determines the meshes new position
  43521. * @hidden
  43522. */
  43523. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43524. /**
  43525. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43526. * @param scene scene in which to add meshes
  43527. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43528. */
  43529. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43530. /**
  43531. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43532. * can be transformed by button presses and axes values, based on this._mapping.
  43533. *
  43534. * @param scene scene in which the meshes exist
  43535. * @param meshes list of meshes that make up the controller model to process
  43536. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43537. */
  43538. private processModel;
  43539. private createMeshInfo;
  43540. /**
  43541. * Gets the ray of the controller in the direction the controller is pointing
  43542. * @param length the length the resulting ray should be
  43543. * @returns a ray in the direction the controller is pointing
  43544. */
  43545. getForwardRay(length?: number): Ray;
  43546. /**
  43547. * Disposes of the controller
  43548. */
  43549. dispose(): void;
  43550. }
  43551. }
  43552. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43553. import { Observable } from "babylonjs/Misc/observable";
  43554. import { Scene } from "babylonjs/scene";
  43555. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43556. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43557. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43558. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43559. /**
  43560. * Oculus Touch Controller
  43561. */
  43562. export class OculusTouchController extends WebVRController {
  43563. /**
  43564. * Base Url for the controller model.
  43565. */
  43566. static MODEL_BASE_URL: string;
  43567. /**
  43568. * File name for the left controller model.
  43569. */
  43570. static MODEL_LEFT_FILENAME: string;
  43571. /**
  43572. * File name for the right controller model.
  43573. */
  43574. static MODEL_RIGHT_FILENAME: string;
  43575. /**
  43576. * Base Url for the Quest controller model.
  43577. */
  43578. static QUEST_MODEL_BASE_URL: string;
  43579. /**
  43580. * @hidden
  43581. * If the controllers are running on a device that needs the updated Quest controller models
  43582. */
  43583. static _IsQuest: boolean;
  43584. /**
  43585. * Fired when the secondary trigger on this controller is modified
  43586. */
  43587. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43588. /**
  43589. * Fired when the thumb rest on this controller is modified
  43590. */
  43591. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43592. /**
  43593. * Creates a new OculusTouchController from a gamepad
  43594. * @param vrGamepad the gamepad that the controller should be created from
  43595. */
  43596. constructor(vrGamepad: any);
  43597. /**
  43598. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43599. * @param scene scene in which to add meshes
  43600. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43601. */
  43602. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43603. /**
  43604. * Fired when the A button on this controller is modified
  43605. */
  43606. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43607. /**
  43608. * Fired when the B button on this controller is modified
  43609. */
  43610. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43611. /**
  43612. * Fired when the X button on this controller is modified
  43613. */
  43614. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43615. /**
  43616. * Fired when the Y button on this controller is modified
  43617. */
  43618. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43619. /**
  43620. * Called once for each button that changed state since the last frame
  43621. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43622. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43623. * 2) secondary trigger (same)
  43624. * 3) A (right) X (left), touch, pressed = value
  43625. * 4) B / Y
  43626. * 5) thumb rest
  43627. * @param buttonIdx Which button index changed
  43628. * @param state New state of the button
  43629. * @param changes Which properties on the state changed since last frame
  43630. */
  43631. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43632. }
  43633. }
  43634. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43635. import { Scene } from "babylonjs/scene";
  43636. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43637. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43638. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43639. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43640. import { Observable } from "babylonjs/Misc/observable";
  43641. /**
  43642. * Vive Controller
  43643. */
  43644. export class ViveController extends WebVRController {
  43645. /**
  43646. * Base Url for the controller model.
  43647. */
  43648. static MODEL_BASE_URL: string;
  43649. /**
  43650. * File name for the controller model.
  43651. */
  43652. static MODEL_FILENAME: string;
  43653. /**
  43654. * Creates a new ViveController from a gamepad
  43655. * @param vrGamepad the gamepad that the controller should be created from
  43656. */
  43657. constructor(vrGamepad: any);
  43658. /**
  43659. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43660. * @param scene scene in which to add meshes
  43661. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43662. */
  43663. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43664. /**
  43665. * Fired when the left button on this controller is modified
  43666. */
  43667. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43668. /**
  43669. * Fired when the right button on this controller is modified
  43670. */
  43671. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43672. /**
  43673. * Fired when the menu button on this controller is modified
  43674. */
  43675. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43676. /**
  43677. * Called once for each button that changed state since the last frame
  43678. * Vive mapping:
  43679. * 0: touchpad
  43680. * 1: trigger
  43681. * 2: left AND right buttons
  43682. * 3: menu button
  43683. * @param buttonIdx Which button index changed
  43684. * @param state New state of the button
  43685. * @param changes Which properties on the state changed since last frame
  43686. */
  43687. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43688. }
  43689. }
  43690. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43691. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43692. /**
  43693. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43694. */
  43695. export class WebXRControllerModelLoader {
  43696. /**
  43697. * Creates the WebXRControllerModelLoader
  43698. * @param input xr input that creates the controllers
  43699. */
  43700. constructor(input: WebXRInput);
  43701. }
  43702. }
  43703. declare module "babylonjs/Cameras/XR/index" {
  43704. export * from "babylonjs/Cameras/XR/webXRCamera";
  43705. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43706. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43707. export * from "babylonjs/Cameras/XR/webXRInput";
  43708. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43709. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43710. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43711. export * from "babylonjs/Cameras/XR/webXRController";
  43712. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43713. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43714. }
  43715. declare module "babylonjs/Cameras/RigModes/index" {
  43716. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43717. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43718. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43719. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43720. }
  43721. declare module "babylonjs/Cameras/index" {
  43722. export * from "babylonjs/Cameras/Inputs/index";
  43723. export * from "babylonjs/Cameras/cameraInputsManager";
  43724. export * from "babylonjs/Cameras/camera";
  43725. export * from "babylonjs/Cameras/targetCamera";
  43726. export * from "babylonjs/Cameras/freeCamera";
  43727. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43728. export * from "babylonjs/Cameras/touchCamera";
  43729. export * from "babylonjs/Cameras/arcRotateCamera";
  43730. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43731. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43732. export * from "babylonjs/Cameras/flyCamera";
  43733. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43734. export * from "babylonjs/Cameras/followCamera";
  43735. export * from "babylonjs/Cameras/gamepadCamera";
  43736. export * from "babylonjs/Cameras/Stereoscopic/index";
  43737. export * from "babylonjs/Cameras/universalCamera";
  43738. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43739. export * from "babylonjs/Cameras/VR/index";
  43740. export * from "babylonjs/Cameras/XR/index";
  43741. export * from "babylonjs/Cameras/RigModes/index";
  43742. }
  43743. declare module "babylonjs/Collisions/index" {
  43744. export * from "babylonjs/Collisions/collider";
  43745. export * from "babylonjs/Collisions/collisionCoordinator";
  43746. export * from "babylonjs/Collisions/pickingInfo";
  43747. export * from "babylonjs/Collisions/intersectionInfo";
  43748. export * from "babylonjs/Collisions/meshCollisionData";
  43749. }
  43750. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43751. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43752. import { Vector3 } from "babylonjs/Maths/math.vector";
  43753. import { Ray } from "babylonjs/Culling/ray";
  43754. import { Plane } from "babylonjs/Maths/math.plane";
  43755. /**
  43756. * Contains an array of blocks representing the octree
  43757. */
  43758. export interface IOctreeContainer<T> {
  43759. /**
  43760. * Blocks within the octree
  43761. */
  43762. blocks: Array<OctreeBlock<T>>;
  43763. }
  43764. /**
  43765. * Class used to store a cell in an octree
  43766. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43767. */
  43768. export class OctreeBlock<T> {
  43769. /**
  43770. * Gets the content of the current block
  43771. */
  43772. entries: T[];
  43773. /**
  43774. * Gets the list of block children
  43775. */
  43776. blocks: Array<OctreeBlock<T>>;
  43777. private _depth;
  43778. private _maxDepth;
  43779. private _capacity;
  43780. private _minPoint;
  43781. private _maxPoint;
  43782. private _boundingVectors;
  43783. private _creationFunc;
  43784. /**
  43785. * Creates a new block
  43786. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43787. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43788. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43789. * @param depth defines the current depth of this block in the octree
  43790. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43791. * @param creationFunc defines a callback to call when an element is added to the block
  43792. */
  43793. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43794. /**
  43795. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43796. */
  43797. readonly capacity: number;
  43798. /**
  43799. * Gets the minimum vector (in world space) of the block's bounding box
  43800. */
  43801. readonly minPoint: Vector3;
  43802. /**
  43803. * Gets the maximum vector (in world space) of the block's bounding box
  43804. */
  43805. readonly maxPoint: Vector3;
  43806. /**
  43807. * Add a new element to this block
  43808. * @param entry defines the element to add
  43809. */
  43810. addEntry(entry: T): void;
  43811. /**
  43812. * Remove an element from this block
  43813. * @param entry defines the element to remove
  43814. */
  43815. removeEntry(entry: T): void;
  43816. /**
  43817. * Add an array of elements to this block
  43818. * @param entries defines the array of elements to add
  43819. */
  43820. addEntries(entries: T[]): void;
  43821. /**
  43822. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43823. * @param frustumPlanes defines the frustum planes to test
  43824. * @param selection defines the array to store current content if selection is positive
  43825. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43826. */
  43827. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43828. /**
  43829. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43830. * @param sphereCenter defines the bounding sphere center
  43831. * @param sphereRadius defines the bounding sphere radius
  43832. * @param selection defines the array to store current content if selection is positive
  43833. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43834. */
  43835. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43836. /**
  43837. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43838. * @param ray defines the ray to test with
  43839. * @param selection defines the array to store current content if selection is positive
  43840. */
  43841. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43842. /**
  43843. * Subdivide the content into child blocks (this block will then be empty)
  43844. */
  43845. createInnerBlocks(): void;
  43846. /**
  43847. * @hidden
  43848. */
  43849. 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;
  43850. }
  43851. }
  43852. declare module "babylonjs/Culling/Octrees/octree" {
  43853. import { SmartArray } from "babylonjs/Misc/smartArray";
  43854. import { Vector3 } from "babylonjs/Maths/math.vector";
  43855. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43856. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43857. import { Ray } from "babylonjs/Culling/ray";
  43858. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43859. import { Plane } from "babylonjs/Maths/math.plane";
  43860. /**
  43861. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43862. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43863. */
  43864. export class Octree<T> {
  43865. /** 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.) */
  43866. maxDepth: number;
  43867. /**
  43868. * Blocks within the octree containing objects
  43869. */
  43870. blocks: Array<OctreeBlock<T>>;
  43871. /**
  43872. * Content stored in the octree
  43873. */
  43874. dynamicContent: T[];
  43875. private _maxBlockCapacity;
  43876. private _selectionContent;
  43877. private _creationFunc;
  43878. /**
  43879. * Creates a octree
  43880. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43881. * @param creationFunc function to be used to instatiate the octree
  43882. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43883. * @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.)
  43884. */
  43885. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43886. /** 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.) */
  43887. maxDepth?: number);
  43888. /**
  43889. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43890. * @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);
  43891. * @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);
  43892. * @param entries meshes to be added to the octree blocks
  43893. */
  43894. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43895. /**
  43896. * Adds a mesh to the octree
  43897. * @param entry Mesh to add to the octree
  43898. */
  43899. addMesh(entry: T): void;
  43900. /**
  43901. * Remove an element from the octree
  43902. * @param entry defines the element to remove
  43903. */
  43904. removeMesh(entry: T): void;
  43905. /**
  43906. * Selects an array of meshes within the frustum
  43907. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43908. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43909. * @returns array of meshes within the frustum
  43910. */
  43911. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43912. /**
  43913. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43914. * @param sphereCenter defines the bounding sphere center
  43915. * @param sphereRadius defines the bounding sphere radius
  43916. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43917. * @returns an array of objects that intersect the sphere
  43918. */
  43919. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43920. /**
  43921. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43922. * @param ray defines the ray to test with
  43923. * @returns array of intersected objects
  43924. */
  43925. intersectsRay(ray: Ray): SmartArray<T>;
  43926. /**
  43927. * Adds a mesh into the octree block if it intersects the block
  43928. */
  43929. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43930. /**
  43931. * Adds a submesh into the octree block if it intersects the block
  43932. */
  43933. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43934. }
  43935. }
  43936. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43937. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43938. import { Scene } from "babylonjs/scene";
  43939. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43940. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43941. import { Ray } from "babylonjs/Culling/ray";
  43942. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43943. import { Collider } from "babylonjs/Collisions/collider";
  43944. module "babylonjs/scene" {
  43945. interface Scene {
  43946. /**
  43947. * @hidden
  43948. * Backing Filed
  43949. */
  43950. _selectionOctree: Octree<AbstractMesh>;
  43951. /**
  43952. * Gets the octree used to boost mesh selection (picking)
  43953. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43954. */
  43955. selectionOctree: Octree<AbstractMesh>;
  43956. /**
  43957. * Creates or updates the octree used to boost selection (picking)
  43958. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43959. * @param maxCapacity defines the maximum capacity per leaf
  43960. * @param maxDepth defines the maximum depth of the octree
  43961. * @returns an octree of AbstractMesh
  43962. */
  43963. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43964. }
  43965. }
  43966. module "babylonjs/Meshes/abstractMesh" {
  43967. interface AbstractMesh {
  43968. /**
  43969. * @hidden
  43970. * Backing Field
  43971. */
  43972. _submeshesOctree: Octree<SubMesh>;
  43973. /**
  43974. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43975. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43976. * @param maxCapacity defines the maximum size of each block (64 by default)
  43977. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43978. * @returns the new octree
  43979. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43980. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43981. */
  43982. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43983. }
  43984. }
  43985. /**
  43986. * Defines the octree scene component responsible to manage any octrees
  43987. * in a given scene.
  43988. */
  43989. export class OctreeSceneComponent {
  43990. /**
  43991. * The component name help to identify the component in the list of scene components.
  43992. */
  43993. readonly name: string;
  43994. /**
  43995. * The scene the component belongs to.
  43996. */
  43997. scene: Scene;
  43998. /**
  43999. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44000. */
  44001. readonly checksIsEnabled: boolean;
  44002. /**
  44003. * Creates a new instance of the component for the given scene
  44004. * @param scene Defines the scene to register the component in
  44005. */
  44006. constructor(scene: Scene);
  44007. /**
  44008. * Registers the component in a given scene
  44009. */
  44010. register(): void;
  44011. /**
  44012. * Return the list of active meshes
  44013. * @returns the list of active meshes
  44014. */
  44015. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44016. /**
  44017. * Return the list of active sub meshes
  44018. * @param mesh The mesh to get the candidates sub meshes from
  44019. * @returns the list of active sub meshes
  44020. */
  44021. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44022. private _tempRay;
  44023. /**
  44024. * Return the list of sub meshes intersecting with a given local ray
  44025. * @param mesh defines the mesh to find the submesh for
  44026. * @param localRay defines the ray in local space
  44027. * @returns the list of intersecting sub meshes
  44028. */
  44029. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44030. /**
  44031. * Return the list of sub meshes colliding with a collider
  44032. * @param mesh defines the mesh to find the submesh for
  44033. * @param collider defines the collider to evaluate the collision against
  44034. * @returns the list of colliding sub meshes
  44035. */
  44036. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44037. /**
  44038. * Rebuilds the elements related to this component in case of
  44039. * context lost for instance.
  44040. */
  44041. rebuild(): void;
  44042. /**
  44043. * Disposes the component and the associated ressources.
  44044. */
  44045. dispose(): void;
  44046. }
  44047. }
  44048. declare module "babylonjs/Culling/Octrees/index" {
  44049. export * from "babylonjs/Culling/Octrees/octree";
  44050. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44051. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44052. }
  44053. declare module "babylonjs/Culling/index" {
  44054. export * from "babylonjs/Culling/boundingBox";
  44055. export * from "babylonjs/Culling/boundingInfo";
  44056. export * from "babylonjs/Culling/boundingSphere";
  44057. export * from "babylonjs/Culling/Octrees/index";
  44058. export * from "babylonjs/Culling/ray";
  44059. }
  44060. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44061. import { IDisposable, Scene } from "babylonjs/scene";
  44062. import { Nullable } from "babylonjs/types";
  44063. import { Observable } from "babylonjs/Misc/observable";
  44064. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44065. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44066. import { Camera } from "babylonjs/Cameras/camera";
  44067. /**
  44068. * Renders a layer on top of an existing scene
  44069. */
  44070. export class UtilityLayerRenderer implements IDisposable {
  44071. /** the original scene that will be rendered on top of */
  44072. originalScene: Scene;
  44073. private _pointerCaptures;
  44074. private _lastPointerEvents;
  44075. private static _DefaultUtilityLayer;
  44076. private static _DefaultKeepDepthUtilityLayer;
  44077. private _sharedGizmoLight;
  44078. private _renderCamera;
  44079. /**
  44080. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44081. * @returns the camera that is used when rendering the utility layer
  44082. */
  44083. getRenderCamera(): Nullable<Camera>;
  44084. /**
  44085. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44086. * @param cam the camera that should be used when rendering the utility layer
  44087. */
  44088. setRenderCamera(cam: Nullable<Camera>): void;
  44089. /**
  44090. * @hidden
  44091. * Light which used by gizmos to get light shading
  44092. */
  44093. _getSharedGizmoLight(): HemisphericLight;
  44094. /**
  44095. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44096. */
  44097. pickUtilitySceneFirst: boolean;
  44098. /**
  44099. * 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)
  44100. */
  44101. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44102. /**
  44103. * 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)
  44104. */
  44105. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44106. /**
  44107. * The scene that is rendered on top of the original scene
  44108. */
  44109. utilityLayerScene: Scene;
  44110. /**
  44111. * If the utility layer should automatically be rendered on top of existing scene
  44112. */
  44113. shouldRender: boolean;
  44114. /**
  44115. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44116. */
  44117. onlyCheckPointerDownEvents: boolean;
  44118. /**
  44119. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44120. */
  44121. processAllEvents: boolean;
  44122. /**
  44123. * Observable raised when the pointer move from the utility layer scene to the main scene
  44124. */
  44125. onPointerOutObservable: Observable<number>;
  44126. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44127. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44128. private _afterRenderObserver;
  44129. private _sceneDisposeObserver;
  44130. private _originalPointerObserver;
  44131. /**
  44132. * Instantiates a UtilityLayerRenderer
  44133. * @param originalScene the original scene that will be rendered on top of
  44134. * @param handleEvents boolean indicating if the utility layer should handle events
  44135. */
  44136. constructor(
  44137. /** the original scene that will be rendered on top of */
  44138. originalScene: Scene, handleEvents?: boolean);
  44139. private _notifyObservers;
  44140. /**
  44141. * Renders the utility layers scene on top of the original scene
  44142. */
  44143. render(): void;
  44144. /**
  44145. * Disposes of the renderer
  44146. */
  44147. dispose(): void;
  44148. private _updateCamera;
  44149. }
  44150. }
  44151. declare module "babylonjs/Gizmos/gizmo" {
  44152. import { Nullable } from "babylonjs/types";
  44153. import { IDisposable } from "babylonjs/scene";
  44154. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44155. import { Mesh } from "babylonjs/Meshes/mesh";
  44156. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44157. /**
  44158. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44159. */
  44160. export class Gizmo implements IDisposable {
  44161. /** The utility layer the gizmo will be added to */
  44162. gizmoLayer: UtilityLayerRenderer;
  44163. /**
  44164. * The root mesh of the gizmo
  44165. */
  44166. _rootMesh: Mesh;
  44167. private _attachedMesh;
  44168. /**
  44169. * Ratio for the scale of the gizmo (Default: 1)
  44170. */
  44171. scaleRatio: number;
  44172. /**
  44173. * If a custom mesh has been set (Default: false)
  44174. */
  44175. protected _customMeshSet: boolean;
  44176. /**
  44177. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44178. * * When set, interactions will be enabled
  44179. */
  44180. attachedMesh: Nullable<AbstractMesh>;
  44181. /**
  44182. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44183. * @param mesh The mesh to replace the default mesh of the gizmo
  44184. */
  44185. setCustomMesh(mesh: Mesh): void;
  44186. /**
  44187. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44188. */
  44189. updateGizmoRotationToMatchAttachedMesh: boolean;
  44190. /**
  44191. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44192. */
  44193. updateGizmoPositionToMatchAttachedMesh: boolean;
  44194. /**
  44195. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44196. */
  44197. updateScale: boolean;
  44198. protected _interactionsEnabled: boolean;
  44199. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44200. private _beforeRenderObserver;
  44201. private _tempVector;
  44202. /**
  44203. * Creates a gizmo
  44204. * @param gizmoLayer The utility layer the gizmo will be added to
  44205. */
  44206. constructor(
  44207. /** The utility layer the gizmo will be added to */
  44208. gizmoLayer?: UtilityLayerRenderer);
  44209. /**
  44210. * Updates the gizmo to match the attached mesh's position/rotation
  44211. */
  44212. protected _update(): void;
  44213. /**
  44214. * Disposes of the gizmo
  44215. */
  44216. dispose(): void;
  44217. }
  44218. }
  44219. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44220. import { Observable } from "babylonjs/Misc/observable";
  44221. import { Nullable } from "babylonjs/types";
  44222. import { Vector3 } from "babylonjs/Maths/math.vector";
  44223. import { Color3 } from "babylonjs/Maths/math.color";
  44224. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44225. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44226. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44227. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44228. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44229. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44230. import { Scene } from "babylonjs/scene";
  44231. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44232. /**
  44233. * Single plane drag gizmo
  44234. */
  44235. export class PlaneDragGizmo extends Gizmo {
  44236. /**
  44237. * Drag behavior responsible for the gizmos dragging interactions
  44238. */
  44239. dragBehavior: PointerDragBehavior;
  44240. private _pointerObserver;
  44241. /**
  44242. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44243. */
  44244. snapDistance: number;
  44245. /**
  44246. * Event that fires each time the gizmo snaps to a new location.
  44247. * * snapDistance is the the change in distance
  44248. */
  44249. onSnapObservable: Observable<{
  44250. snapDistance: number;
  44251. }>;
  44252. private _plane;
  44253. private _coloredMaterial;
  44254. private _hoverMaterial;
  44255. private _isEnabled;
  44256. private _parent;
  44257. /** @hidden */
  44258. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44259. /** @hidden */
  44260. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44261. /**
  44262. * Creates a PlaneDragGizmo
  44263. * @param gizmoLayer The utility layer the gizmo will be added to
  44264. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44265. * @param color The color of the gizmo
  44266. */
  44267. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44268. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44269. /**
  44270. * If the gizmo is enabled
  44271. */
  44272. isEnabled: boolean;
  44273. /**
  44274. * Disposes of the gizmo
  44275. */
  44276. dispose(): void;
  44277. }
  44278. }
  44279. declare module "babylonjs/Gizmos/positionGizmo" {
  44280. import { Observable } from "babylonjs/Misc/observable";
  44281. import { Nullable } from "babylonjs/types";
  44282. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44283. import { Mesh } from "babylonjs/Meshes/mesh";
  44284. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44285. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44286. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44287. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44288. /**
  44289. * Gizmo that enables dragging a mesh along 3 axis
  44290. */
  44291. export class PositionGizmo extends Gizmo {
  44292. /**
  44293. * Internal gizmo used for interactions on the x axis
  44294. */
  44295. xGizmo: AxisDragGizmo;
  44296. /**
  44297. * Internal gizmo used for interactions on the y axis
  44298. */
  44299. yGizmo: AxisDragGizmo;
  44300. /**
  44301. * Internal gizmo used for interactions on the z axis
  44302. */
  44303. zGizmo: AxisDragGizmo;
  44304. /**
  44305. * Internal gizmo used for interactions on the yz plane
  44306. */
  44307. xPlaneGizmo: PlaneDragGizmo;
  44308. /**
  44309. * Internal gizmo used for interactions on the xz plane
  44310. */
  44311. yPlaneGizmo: PlaneDragGizmo;
  44312. /**
  44313. * Internal gizmo used for interactions on the xy plane
  44314. */
  44315. zPlaneGizmo: PlaneDragGizmo;
  44316. /**
  44317. * private variables
  44318. */
  44319. private _meshAttached;
  44320. private _updateGizmoRotationToMatchAttachedMesh;
  44321. private _snapDistance;
  44322. private _scaleRatio;
  44323. /** Fires an event when any of it's sub gizmos are dragged */
  44324. onDragStartObservable: Observable<unknown>;
  44325. /** Fires an event when any of it's sub gizmos are released from dragging */
  44326. onDragEndObservable: Observable<unknown>;
  44327. /**
  44328. * If set to true, planar drag is enabled
  44329. */
  44330. private _planarGizmoEnabled;
  44331. attachedMesh: Nullable<AbstractMesh>;
  44332. /**
  44333. * Creates a PositionGizmo
  44334. * @param gizmoLayer The utility layer the gizmo will be added to
  44335. */
  44336. constructor(gizmoLayer?: UtilityLayerRenderer);
  44337. /**
  44338. * If the planar drag gizmo is enabled
  44339. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44340. */
  44341. planarGizmoEnabled: boolean;
  44342. updateGizmoRotationToMatchAttachedMesh: boolean;
  44343. /**
  44344. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44345. */
  44346. snapDistance: number;
  44347. /**
  44348. * Ratio for the scale of the gizmo (Default: 1)
  44349. */
  44350. scaleRatio: number;
  44351. /**
  44352. * Disposes of the gizmo
  44353. */
  44354. dispose(): void;
  44355. /**
  44356. * CustomMeshes are not supported by this gizmo
  44357. * @param mesh The mesh to replace the default mesh of the gizmo
  44358. */
  44359. setCustomMesh(mesh: Mesh): void;
  44360. }
  44361. }
  44362. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44363. import { Observable } from "babylonjs/Misc/observable";
  44364. import { Nullable } from "babylonjs/types";
  44365. import { Vector3 } from "babylonjs/Maths/math.vector";
  44366. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44367. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44368. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44369. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44370. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44371. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44372. import { Scene } from "babylonjs/scene";
  44373. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44374. import { Color3 } from "babylonjs/Maths/math.color";
  44375. /**
  44376. * Single axis drag gizmo
  44377. */
  44378. export class AxisDragGizmo extends Gizmo {
  44379. /**
  44380. * Drag behavior responsible for the gizmos dragging interactions
  44381. */
  44382. dragBehavior: PointerDragBehavior;
  44383. private _pointerObserver;
  44384. /**
  44385. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44386. */
  44387. snapDistance: number;
  44388. /**
  44389. * Event that fires each time the gizmo snaps to a new location.
  44390. * * snapDistance is the the change in distance
  44391. */
  44392. onSnapObservable: Observable<{
  44393. snapDistance: number;
  44394. }>;
  44395. private _isEnabled;
  44396. private _parent;
  44397. private _arrow;
  44398. private _coloredMaterial;
  44399. private _hoverMaterial;
  44400. /** @hidden */
  44401. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44402. /** @hidden */
  44403. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44404. /**
  44405. * Creates an AxisDragGizmo
  44406. * @param gizmoLayer The utility layer the gizmo will be added to
  44407. * @param dragAxis The axis which the gizmo will be able to drag on
  44408. * @param color The color of the gizmo
  44409. */
  44410. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44411. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44412. /**
  44413. * If the gizmo is enabled
  44414. */
  44415. isEnabled: boolean;
  44416. /**
  44417. * Disposes of the gizmo
  44418. */
  44419. dispose(): void;
  44420. }
  44421. }
  44422. declare module "babylonjs/Debug/axesViewer" {
  44423. import { Vector3 } from "babylonjs/Maths/math.vector";
  44424. import { Nullable } from "babylonjs/types";
  44425. import { Scene } from "babylonjs/scene";
  44426. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44427. /**
  44428. * The Axes viewer will show 3 axes in a specific point in space
  44429. */
  44430. export class AxesViewer {
  44431. private _xAxis;
  44432. private _yAxis;
  44433. private _zAxis;
  44434. private _scaleLinesFactor;
  44435. private _instanced;
  44436. /**
  44437. * Gets the hosting scene
  44438. */
  44439. scene: Scene;
  44440. /**
  44441. * Gets or sets a number used to scale line length
  44442. */
  44443. scaleLines: number;
  44444. /** Gets the node hierarchy used to render x-axis */
  44445. readonly xAxis: TransformNode;
  44446. /** Gets the node hierarchy used to render y-axis */
  44447. readonly yAxis: TransformNode;
  44448. /** Gets the node hierarchy used to render z-axis */
  44449. readonly zAxis: TransformNode;
  44450. /**
  44451. * Creates a new AxesViewer
  44452. * @param scene defines the hosting scene
  44453. * @param scaleLines defines a number used to scale line length (1 by default)
  44454. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44455. * @param xAxis defines the node hierarchy used to render the x-axis
  44456. * @param yAxis defines the node hierarchy used to render the y-axis
  44457. * @param zAxis defines the node hierarchy used to render the z-axis
  44458. */
  44459. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44460. /**
  44461. * Force the viewer to update
  44462. * @param position defines the position of the viewer
  44463. * @param xaxis defines the x axis of the viewer
  44464. * @param yaxis defines the y axis of the viewer
  44465. * @param zaxis defines the z axis of the viewer
  44466. */
  44467. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44468. /**
  44469. * Creates an instance of this axes viewer.
  44470. * @returns a new axes viewer with instanced meshes
  44471. */
  44472. createInstance(): AxesViewer;
  44473. /** Releases resources */
  44474. dispose(): void;
  44475. private static _SetRenderingGroupId;
  44476. }
  44477. }
  44478. declare module "babylonjs/Debug/boneAxesViewer" {
  44479. import { Nullable } from "babylonjs/types";
  44480. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44481. import { Vector3 } from "babylonjs/Maths/math.vector";
  44482. import { Mesh } from "babylonjs/Meshes/mesh";
  44483. import { Bone } from "babylonjs/Bones/bone";
  44484. import { Scene } from "babylonjs/scene";
  44485. /**
  44486. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44487. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44488. */
  44489. export class BoneAxesViewer extends AxesViewer {
  44490. /**
  44491. * Gets or sets the target mesh where to display the axes viewer
  44492. */
  44493. mesh: Nullable<Mesh>;
  44494. /**
  44495. * Gets or sets the target bone where to display the axes viewer
  44496. */
  44497. bone: Nullable<Bone>;
  44498. /** Gets current position */
  44499. pos: Vector3;
  44500. /** Gets direction of X axis */
  44501. xaxis: Vector3;
  44502. /** Gets direction of Y axis */
  44503. yaxis: Vector3;
  44504. /** Gets direction of Z axis */
  44505. zaxis: Vector3;
  44506. /**
  44507. * Creates a new BoneAxesViewer
  44508. * @param scene defines the hosting scene
  44509. * @param bone defines the target bone
  44510. * @param mesh defines the target mesh
  44511. * @param scaleLines defines a scaling factor for line length (1 by default)
  44512. */
  44513. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44514. /**
  44515. * Force the viewer to update
  44516. */
  44517. update(): void;
  44518. /** Releases resources */
  44519. dispose(): void;
  44520. }
  44521. }
  44522. declare module "babylonjs/Debug/debugLayer" {
  44523. import { Scene } from "babylonjs/scene";
  44524. /**
  44525. * Interface used to define scene explorer extensibility option
  44526. */
  44527. export interface IExplorerExtensibilityOption {
  44528. /**
  44529. * Define the option label
  44530. */
  44531. label: string;
  44532. /**
  44533. * Defines the action to execute on click
  44534. */
  44535. action: (entity: any) => void;
  44536. }
  44537. /**
  44538. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44539. */
  44540. export interface IExplorerExtensibilityGroup {
  44541. /**
  44542. * Defines a predicate to test if a given type mut be extended
  44543. */
  44544. predicate: (entity: any) => boolean;
  44545. /**
  44546. * Gets the list of options added to a type
  44547. */
  44548. entries: IExplorerExtensibilityOption[];
  44549. }
  44550. /**
  44551. * Interface used to define the options to use to create the Inspector
  44552. */
  44553. export interface IInspectorOptions {
  44554. /**
  44555. * Display in overlay mode (default: false)
  44556. */
  44557. overlay?: boolean;
  44558. /**
  44559. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44560. */
  44561. globalRoot?: HTMLElement;
  44562. /**
  44563. * Display the Scene explorer
  44564. */
  44565. showExplorer?: boolean;
  44566. /**
  44567. * Display the property inspector
  44568. */
  44569. showInspector?: boolean;
  44570. /**
  44571. * Display in embed mode (both panes on the right)
  44572. */
  44573. embedMode?: boolean;
  44574. /**
  44575. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44576. */
  44577. handleResize?: boolean;
  44578. /**
  44579. * Allow the panes to popup (default: true)
  44580. */
  44581. enablePopup?: boolean;
  44582. /**
  44583. * Allow the panes to be closed by users (default: true)
  44584. */
  44585. enableClose?: boolean;
  44586. /**
  44587. * Optional list of extensibility entries
  44588. */
  44589. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44590. /**
  44591. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44592. */
  44593. inspectorURL?: string;
  44594. }
  44595. module "babylonjs/scene" {
  44596. interface Scene {
  44597. /**
  44598. * @hidden
  44599. * Backing field
  44600. */
  44601. _debugLayer: DebugLayer;
  44602. /**
  44603. * Gets the debug layer (aka Inspector) associated with the scene
  44604. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44605. */
  44606. debugLayer: DebugLayer;
  44607. }
  44608. }
  44609. /**
  44610. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44611. * what is happening in your scene
  44612. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44613. */
  44614. export class DebugLayer {
  44615. /**
  44616. * Define the url to get the inspector script from.
  44617. * By default it uses the babylonjs CDN.
  44618. * @ignoreNaming
  44619. */
  44620. static InspectorURL: string;
  44621. private _scene;
  44622. private BJSINSPECTOR;
  44623. private _onPropertyChangedObservable?;
  44624. /**
  44625. * Observable triggered when a property is changed through the inspector.
  44626. */
  44627. readonly onPropertyChangedObservable: any;
  44628. /**
  44629. * Instantiates a new debug layer.
  44630. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44631. * what is happening in your scene
  44632. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44633. * @param scene Defines the scene to inspect
  44634. */
  44635. constructor(scene: Scene);
  44636. /** Creates the inspector window. */
  44637. private _createInspector;
  44638. /**
  44639. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44640. * @param entity defines the entity to select
  44641. * @param lineContainerTitle defines the specific block to highlight
  44642. */
  44643. select(entity: any, lineContainerTitle?: string): void;
  44644. /** Get the inspector from bundle or global */
  44645. private _getGlobalInspector;
  44646. /**
  44647. * Get if the inspector is visible or not.
  44648. * @returns true if visible otherwise, false
  44649. */
  44650. isVisible(): boolean;
  44651. /**
  44652. * Hide the inspector and close its window.
  44653. */
  44654. hide(): void;
  44655. /**
  44656. * Launch the debugLayer.
  44657. * @param config Define the configuration of the inspector
  44658. * @return a promise fulfilled when the debug layer is visible
  44659. */
  44660. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44661. }
  44662. }
  44663. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44664. import { Nullable } from "babylonjs/types";
  44665. import { Scene } from "babylonjs/scene";
  44666. import { Vector4 } from "babylonjs/Maths/math.vector";
  44667. import { Color4 } from "babylonjs/Maths/math.color";
  44668. import { Mesh } from "babylonjs/Meshes/mesh";
  44669. /**
  44670. * Class containing static functions to help procedurally build meshes
  44671. */
  44672. export class BoxBuilder {
  44673. /**
  44674. * Creates a box mesh
  44675. * * The parameter `size` sets the size (float) of each box side (default 1)
  44676. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44677. * * 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)
  44678. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44679. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44680. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44681. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44682. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44683. * @param name defines the name of the mesh
  44684. * @param options defines the options used to create the mesh
  44685. * @param scene defines the hosting scene
  44686. * @returns the box mesh
  44687. */
  44688. static CreateBox(name: string, options: {
  44689. size?: number;
  44690. width?: number;
  44691. height?: number;
  44692. depth?: number;
  44693. faceUV?: Vector4[];
  44694. faceColors?: Color4[];
  44695. sideOrientation?: number;
  44696. frontUVs?: Vector4;
  44697. backUVs?: Vector4;
  44698. wrap?: boolean;
  44699. topBaseAt?: number;
  44700. bottomBaseAt?: number;
  44701. updatable?: boolean;
  44702. }, scene?: Nullable<Scene>): Mesh;
  44703. }
  44704. }
  44705. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44706. import { Vector4 } from "babylonjs/Maths/math.vector";
  44707. import { Mesh } from "babylonjs/Meshes/mesh";
  44708. import { Scene } from "babylonjs/scene";
  44709. import { Nullable } from "babylonjs/types";
  44710. /**
  44711. * Class containing static functions to help procedurally build meshes
  44712. */
  44713. export class SphereBuilder {
  44714. /**
  44715. * Creates a sphere mesh
  44716. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44717. * * 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`)
  44718. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44719. * * 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
  44720. * * 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)
  44721. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44722. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44723. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44724. * @param name defines the name of the mesh
  44725. * @param options defines the options used to create the mesh
  44726. * @param scene defines the hosting scene
  44727. * @returns the sphere mesh
  44728. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44729. */
  44730. static CreateSphere(name: string, options: {
  44731. segments?: number;
  44732. diameter?: number;
  44733. diameterX?: number;
  44734. diameterY?: number;
  44735. diameterZ?: number;
  44736. arc?: number;
  44737. slice?: number;
  44738. sideOrientation?: number;
  44739. frontUVs?: Vector4;
  44740. backUVs?: Vector4;
  44741. updatable?: boolean;
  44742. }, scene?: Nullable<Scene>): Mesh;
  44743. }
  44744. }
  44745. declare module "babylonjs/Debug/physicsViewer" {
  44746. import { Nullable } from "babylonjs/types";
  44747. import { Scene } from "babylonjs/scene";
  44748. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44749. import { Mesh } from "babylonjs/Meshes/mesh";
  44750. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44751. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44752. /**
  44753. * Used to show the physics impostor around the specific mesh
  44754. */
  44755. export class PhysicsViewer {
  44756. /** @hidden */
  44757. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44758. /** @hidden */
  44759. protected _meshes: Array<Nullable<AbstractMesh>>;
  44760. /** @hidden */
  44761. protected _scene: Nullable<Scene>;
  44762. /** @hidden */
  44763. protected _numMeshes: number;
  44764. /** @hidden */
  44765. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44766. private _renderFunction;
  44767. private _utilityLayer;
  44768. private _debugBoxMesh;
  44769. private _debugSphereMesh;
  44770. private _debugCylinderMesh;
  44771. private _debugMaterial;
  44772. private _debugMeshMeshes;
  44773. /**
  44774. * Creates a new PhysicsViewer
  44775. * @param scene defines the hosting scene
  44776. */
  44777. constructor(scene: Scene);
  44778. /** @hidden */
  44779. protected _updateDebugMeshes(): void;
  44780. /**
  44781. * Renders a specified physic impostor
  44782. * @param impostor defines the impostor to render
  44783. * @param targetMesh defines the mesh represented by the impostor
  44784. * @returns the new debug mesh used to render the impostor
  44785. */
  44786. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44787. /**
  44788. * Hides a specified physic impostor
  44789. * @param impostor defines the impostor to hide
  44790. */
  44791. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44792. private _getDebugMaterial;
  44793. private _getDebugBoxMesh;
  44794. private _getDebugSphereMesh;
  44795. private _getDebugCylinderMesh;
  44796. private _getDebugMeshMesh;
  44797. private _getDebugMesh;
  44798. /** Releases all resources */
  44799. dispose(): void;
  44800. }
  44801. }
  44802. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44803. import { Vector3 } from "babylonjs/Maths/math.vector";
  44804. import { Color4 } from "babylonjs/Maths/math.color";
  44805. import { Nullable } from "babylonjs/types";
  44806. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44807. import { Scene } from "babylonjs/scene";
  44808. /**
  44809. * Class containing static functions to help procedurally build meshes
  44810. */
  44811. export class LinesBuilder {
  44812. /**
  44813. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44814. * * 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
  44815. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44816. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44817. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44818. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44819. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44820. * * 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
  44821. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44822. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44823. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44824. * @param name defines the name of the new line system
  44825. * @param options defines the options used to create the line system
  44826. * @param scene defines the hosting scene
  44827. * @returns a new line system mesh
  44828. */
  44829. static CreateLineSystem(name: string, options: {
  44830. lines: Vector3[][];
  44831. updatable?: boolean;
  44832. instance?: Nullable<LinesMesh>;
  44833. colors?: Nullable<Color4[][]>;
  44834. useVertexAlpha?: boolean;
  44835. }, scene: Nullable<Scene>): LinesMesh;
  44836. /**
  44837. * Creates a line mesh
  44838. * 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
  44839. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44840. * * The parameter `points` is an array successive Vector3
  44841. * * 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
  44842. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44843. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44844. * * When updating an instance, remember that only point positions can change, not the number of points
  44845. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44846. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44847. * @param name defines the name of the new line system
  44848. * @param options defines the options used to create the line system
  44849. * @param scene defines the hosting scene
  44850. * @returns a new line mesh
  44851. */
  44852. static CreateLines(name: string, options: {
  44853. points: Vector3[];
  44854. updatable?: boolean;
  44855. instance?: Nullable<LinesMesh>;
  44856. colors?: Color4[];
  44857. useVertexAlpha?: boolean;
  44858. }, scene?: Nullable<Scene>): LinesMesh;
  44859. /**
  44860. * Creates a dashed line mesh
  44861. * * 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
  44862. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44863. * * The parameter `points` is an array successive Vector3
  44864. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44865. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44866. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44867. * * 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
  44868. * * When updating an instance, remember that only point positions can change, not the number of points
  44869. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44870. * @param name defines the name of the mesh
  44871. * @param options defines the options used to create the mesh
  44872. * @param scene defines the hosting scene
  44873. * @returns the dashed line mesh
  44874. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44875. */
  44876. static CreateDashedLines(name: string, options: {
  44877. points: Vector3[];
  44878. dashSize?: number;
  44879. gapSize?: number;
  44880. dashNb?: number;
  44881. updatable?: boolean;
  44882. instance?: LinesMesh;
  44883. }, scene?: Nullable<Scene>): LinesMesh;
  44884. }
  44885. }
  44886. declare module "babylonjs/Debug/rayHelper" {
  44887. import { Nullable } from "babylonjs/types";
  44888. import { Ray } from "babylonjs/Culling/ray";
  44889. import { Vector3 } from "babylonjs/Maths/math.vector";
  44890. import { Color3 } from "babylonjs/Maths/math.color";
  44891. import { Scene } from "babylonjs/scene";
  44892. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44893. import "babylonjs/Meshes/Builders/linesBuilder";
  44894. /**
  44895. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44896. * in order to better appreciate the issue one might have.
  44897. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44898. */
  44899. export class RayHelper {
  44900. /**
  44901. * Defines the ray we are currently tryin to visualize.
  44902. */
  44903. ray: Nullable<Ray>;
  44904. private _renderPoints;
  44905. private _renderLine;
  44906. private _renderFunction;
  44907. private _scene;
  44908. private _updateToMeshFunction;
  44909. private _attachedToMesh;
  44910. private _meshSpaceDirection;
  44911. private _meshSpaceOrigin;
  44912. /**
  44913. * Helper function to create a colored helper in a scene in one line.
  44914. * @param ray Defines the ray we are currently tryin to visualize
  44915. * @param scene Defines the scene the ray is used in
  44916. * @param color Defines the color we want to see the ray in
  44917. * @returns The newly created ray helper.
  44918. */
  44919. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44920. /**
  44921. * Instantiate a new ray helper.
  44922. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44923. * in order to better appreciate the issue one might have.
  44924. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44925. * @param ray Defines the ray we are currently tryin to visualize
  44926. */
  44927. constructor(ray: Ray);
  44928. /**
  44929. * Shows the ray we are willing to debug.
  44930. * @param scene Defines the scene the ray needs to be rendered in
  44931. * @param color Defines the color the ray needs to be rendered in
  44932. */
  44933. show(scene: Scene, color?: Color3): void;
  44934. /**
  44935. * Hides the ray we are debugging.
  44936. */
  44937. hide(): void;
  44938. private _render;
  44939. /**
  44940. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44941. * @param mesh Defines the mesh we want the helper attached to
  44942. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44943. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44944. * @param length Defines the length of the ray
  44945. */
  44946. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44947. /**
  44948. * Detach the ray helper from the mesh it has previously been attached to.
  44949. */
  44950. detachFromMesh(): void;
  44951. private _updateToMesh;
  44952. /**
  44953. * Dispose the helper and release its associated resources.
  44954. */
  44955. dispose(): void;
  44956. }
  44957. }
  44958. declare module "babylonjs/Debug/skeletonViewer" {
  44959. import { Color3 } from "babylonjs/Maths/math.color";
  44960. import { Scene } from "babylonjs/scene";
  44961. import { Nullable } from "babylonjs/types";
  44962. import { Skeleton } from "babylonjs/Bones/skeleton";
  44963. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44964. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44965. /**
  44966. * Class used to render a debug view of a given skeleton
  44967. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44968. */
  44969. export class SkeletonViewer {
  44970. /** defines the skeleton to render */
  44971. skeleton: Skeleton;
  44972. /** defines the mesh attached to the skeleton */
  44973. mesh: AbstractMesh;
  44974. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44975. autoUpdateBonesMatrices: boolean;
  44976. /** defines the rendering group id to use with the viewer */
  44977. renderingGroupId: number;
  44978. /** Gets or sets the color used to render the skeleton */
  44979. color: Color3;
  44980. private _scene;
  44981. private _debugLines;
  44982. private _debugMesh;
  44983. private _isEnabled;
  44984. private _renderFunction;
  44985. private _utilityLayer;
  44986. /**
  44987. * Returns the mesh used to render the bones
  44988. */
  44989. readonly debugMesh: Nullable<LinesMesh>;
  44990. /**
  44991. * Creates a new SkeletonViewer
  44992. * @param skeleton defines the skeleton to render
  44993. * @param mesh defines the mesh attached to the skeleton
  44994. * @param scene defines the hosting scene
  44995. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44996. * @param renderingGroupId defines the rendering group id to use with the viewer
  44997. */
  44998. constructor(
  44999. /** defines the skeleton to render */
  45000. skeleton: Skeleton,
  45001. /** defines the mesh attached to the skeleton */
  45002. mesh: AbstractMesh, scene: Scene,
  45003. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45004. autoUpdateBonesMatrices?: boolean,
  45005. /** defines the rendering group id to use with the viewer */
  45006. renderingGroupId?: number);
  45007. /** Gets or sets a boolean indicating if the viewer is enabled */
  45008. isEnabled: boolean;
  45009. private _getBonePosition;
  45010. private _getLinesForBonesWithLength;
  45011. private _getLinesForBonesNoLength;
  45012. /** Update the viewer to sync with current skeleton state */
  45013. update(): void;
  45014. /** Release associated resources */
  45015. dispose(): void;
  45016. }
  45017. }
  45018. declare module "babylonjs/Debug/index" {
  45019. export * from "babylonjs/Debug/axesViewer";
  45020. export * from "babylonjs/Debug/boneAxesViewer";
  45021. export * from "babylonjs/Debug/debugLayer";
  45022. export * from "babylonjs/Debug/physicsViewer";
  45023. export * from "babylonjs/Debug/rayHelper";
  45024. export * from "babylonjs/Debug/skeletonViewer";
  45025. }
  45026. declare module "babylonjs/Engines/nullEngine" {
  45027. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45028. import { Scene } from "babylonjs/scene";
  45029. import { Engine } from "babylonjs/Engines/engine";
  45030. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45031. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45032. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45033. import { Effect } from "babylonjs/Materials/effect";
  45034. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45035. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45036. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45037. /**
  45038. * Options to create the null engine
  45039. */
  45040. export class NullEngineOptions {
  45041. /**
  45042. * Render width (Default: 512)
  45043. */
  45044. renderWidth: number;
  45045. /**
  45046. * Render height (Default: 256)
  45047. */
  45048. renderHeight: number;
  45049. /**
  45050. * Texture size (Default: 512)
  45051. */
  45052. textureSize: number;
  45053. /**
  45054. * If delta time between frames should be constant
  45055. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45056. */
  45057. deterministicLockstep: boolean;
  45058. /**
  45059. * Maximum about of steps between frames (Default: 4)
  45060. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45061. */
  45062. lockstepMaxSteps: number;
  45063. }
  45064. /**
  45065. * The null engine class provides support for headless version of babylon.js.
  45066. * This can be used in server side scenario or for testing purposes
  45067. */
  45068. export class NullEngine extends Engine {
  45069. private _options;
  45070. /**
  45071. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45072. */
  45073. isDeterministicLockStep(): boolean;
  45074. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  45075. getLockstepMaxSteps(): number;
  45076. /**
  45077. * Sets hardware scaling, used to save performance if needed
  45078. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  45079. */
  45080. getHardwareScalingLevel(): number;
  45081. constructor(options?: NullEngineOptions);
  45082. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45083. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45084. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45085. getRenderWidth(useScreen?: boolean): number;
  45086. getRenderHeight(useScreen?: boolean): number;
  45087. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45088. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45089. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45090. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45091. bindSamplers(effect: Effect): void;
  45092. enableEffect(effect: Effect): void;
  45093. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45094. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45095. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45096. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45097. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45098. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45099. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45100. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45101. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45102. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45103. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45104. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45105. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45106. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45107. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45108. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45109. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45110. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45111. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45112. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45113. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45114. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45115. bindBuffers(vertexBuffers: {
  45116. [key: string]: VertexBuffer;
  45117. }, indexBuffer: DataBuffer, effect: Effect): void;
  45118. wipeCaches(bruteForce?: boolean): void;
  45119. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45120. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45121. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45122. /** @hidden */
  45123. _createTexture(): WebGLTexture;
  45124. /** @hidden */
  45125. _releaseTexture(texture: InternalTexture): void;
  45126. 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;
  45127. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45128. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45129. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45130. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45131. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45132. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45133. areAllEffectsReady(): boolean;
  45134. /**
  45135. * @hidden
  45136. * Get the current error code of the webGL context
  45137. * @returns the error code
  45138. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45139. */
  45140. getError(): number;
  45141. /** @hidden */
  45142. _getUnpackAlignement(): number;
  45143. /** @hidden */
  45144. _unpackFlipY(value: boolean): void;
  45145. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45146. /**
  45147. * Updates a dynamic vertex buffer.
  45148. * @param vertexBuffer the vertex buffer to update
  45149. * @param data the data used to update the vertex buffer
  45150. * @param byteOffset the byte offset of the data (optional)
  45151. * @param byteLength the byte length of the data (optional)
  45152. */
  45153. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45154. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45155. /** @hidden */
  45156. _bindTexture(channel: number, texture: InternalTexture): void;
  45157. /** @hidden */
  45158. _releaseBuffer(buffer: DataBuffer): boolean;
  45159. releaseEffects(): void;
  45160. displayLoadingUI(): void;
  45161. hideLoadingUI(): void;
  45162. /** @hidden */
  45163. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45164. /** @hidden */
  45165. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45166. /** @hidden */
  45167. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45168. /** @hidden */
  45169. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45170. }
  45171. }
  45172. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45173. import { Nullable, int } from "babylonjs/types";
  45174. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45175. /** @hidden */
  45176. export class _OcclusionDataStorage {
  45177. /** @hidden */
  45178. occlusionInternalRetryCounter: number;
  45179. /** @hidden */
  45180. isOcclusionQueryInProgress: boolean;
  45181. /** @hidden */
  45182. isOccluded: boolean;
  45183. /** @hidden */
  45184. occlusionRetryCount: number;
  45185. /** @hidden */
  45186. occlusionType: number;
  45187. /** @hidden */
  45188. occlusionQueryAlgorithmType: number;
  45189. }
  45190. module "babylonjs/Engines/engine" {
  45191. interface Engine {
  45192. /**
  45193. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45194. * @return the new query
  45195. */
  45196. createQuery(): WebGLQuery;
  45197. /**
  45198. * Delete and release a webGL query
  45199. * @param query defines the query to delete
  45200. * @return the current engine
  45201. */
  45202. deleteQuery(query: WebGLQuery): Engine;
  45203. /**
  45204. * Check if a given query has resolved and got its value
  45205. * @param query defines the query to check
  45206. * @returns true if the query got its value
  45207. */
  45208. isQueryResultAvailable(query: WebGLQuery): boolean;
  45209. /**
  45210. * Gets the value of a given query
  45211. * @param query defines the query to check
  45212. * @returns the value of the query
  45213. */
  45214. getQueryResult(query: WebGLQuery): number;
  45215. /**
  45216. * Initiates an occlusion query
  45217. * @param algorithmType defines the algorithm to use
  45218. * @param query defines the query to use
  45219. * @returns the current engine
  45220. * @see http://doc.babylonjs.com/features/occlusionquery
  45221. */
  45222. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45223. /**
  45224. * Ends an occlusion query
  45225. * @see http://doc.babylonjs.com/features/occlusionquery
  45226. * @param algorithmType defines the algorithm to use
  45227. * @returns the current engine
  45228. */
  45229. endOcclusionQuery(algorithmType: number): Engine;
  45230. /**
  45231. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45232. * Please note that only one query can be issued at a time
  45233. * @returns a time token used to track the time span
  45234. */
  45235. startTimeQuery(): Nullable<_TimeToken>;
  45236. /**
  45237. * Ends a time query
  45238. * @param token defines the token used to measure the time span
  45239. * @returns the time spent (in ns)
  45240. */
  45241. endTimeQuery(token: _TimeToken): int;
  45242. /** @hidden */
  45243. _currentNonTimestampToken: Nullable<_TimeToken>;
  45244. /** @hidden */
  45245. _createTimeQuery(): WebGLQuery;
  45246. /** @hidden */
  45247. _deleteTimeQuery(query: WebGLQuery): void;
  45248. /** @hidden */
  45249. _getGlAlgorithmType(algorithmType: number): number;
  45250. /** @hidden */
  45251. _getTimeQueryResult(query: WebGLQuery): any;
  45252. /** @hidden */
  45253. _getTimeQueryAvailability(query: WebGLQuery): any;
  45254. }
  45255. }
  45256. module "babylonjs/Meshes/abstractMesh" {
  45257. interface AbstractMesh {
  45258. /**
  45259. * Backing filed
  45260. * @hidden
  45261. */
  45262. __occlusionDataStorage: _OcclusionDataStorage;
  45263. /**
  45264. * Access property
  45265. * @hidden
  45266. */
  45267. _occlusionDataStorage: _OcclusionDataStorage;
  45268. /**
  45269. * 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.
  45270. * The default value is -1 which means don't break the query and wait till the result
  45271. * @see http://doc.babylonjs.com/features/occlusionquery
  45272. */
  45273. occlusionRetryCount: number;
  45274. /**
  45275. * 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:
  45276. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45277. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45278. * * 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.
  45279. * @see http://doc.babylonjs.com/features/occlusionquery
  45280. */
  45281. occlusionType: number;
  45282. /**
  45283. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45284. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45285. * * 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.
  45286. * @see http://doc.babylonjs.com/features/occlusionquery
  45287. */
  45288. occlusionQueryAlgorithmType: number;
  45289. /**
  45290. * 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
  45291. * @see http://doc.babylonjs.com/features/occlusionquery
  45292. */
  45293. isOccluded: boolean;
  45294. /**
  45295. * Flag to check the progress status of the query
  45296. * @see http://doc.babylonjs.com/features/occlusionquery
  45297. */
  45298. isOcclusionQueryInProgress: boolean;
  45299. }
  45300. }
  45301. }
  45302. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45303. import { Nullable } from "babylonjs/types";
  45304. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45305. /** @hidden */
  45306. export var _forceTransformFeedbackToBundle: boolean;
  45307. module "babylonjs/Engines/engine" {
  45308. interface Engine {
  45309. /**
  45310. * Creates a webGL transform feedback object
  45311. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45312. * @returns the webGL transform feedback object
  45313. */
  45314. createTransformFeedback(): WebGLTransformFeedback;
  45315. /**
  45316. * Delete a webGL transform feedback object
  45317. * @param value defines the webGL transform feedback object to delete
  45318. */
  45319. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45320. /**
  45321. * Bind a webGL transform feedback object to the webgl context
  45322. * @param value defines the webGL transform feedback object to bind
  45323. */
  45324. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45325. /**
  45326. * Begins a transform feedback operation
  45327. * @param usePoints defines if points or triangles must be used
  45328. */
  45329. beginTransformFeedback(usePoints: boolean): void;
  45330. /**
  45331. * Ends a transform feedback operation
  45332. */
  45333. endTransformFeedback(): void;
  45334. /**
  45335. * Specify the varyings to use with transform feedback
  45336. * @param program defines the associated webGL program
  45337. * @param value defines the list of strings representing the varying names
  45338. */
  45339. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45340. /**
  45341. * Bind a webGL buffer for a transform feedback operation
  45342. * @param value defines the webGL buffer to bind
  45343. */
  45344. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45345. }
  45346. }
  45347. }
  45348. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45349. import { Scene } from "babylonjs/scene";
  45350. import { Engine } from "babylonjs/Engines/engine";
  45351. import { Texture } from "babylonjs/Materials/Textures/texture";
  45352. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45353. import "babylonjs/Engines/Extensions/engine.multiRender";
  45354. /**
  45355. * Creation options of the multi render target texture.
  45356. */
  45357. export interface IMultiRenderTargetOptions {
  45358. /**
  45359. * Define if the texture needs to create mip maps after render.
  45360. */
  45361. generateMipMaps?: boolean;
  45362. /**
  45363. * Define the types of all the draw buffers we want to create
  45364. */
  45365. types?: number[];
  45366. /**
  45367. * Define the sampling modes of all the draw buffers we want to create
  45368. */
  45369. samplingModes?: number[];
  45370. /**
  45371. * Define if a depth buffer is required
  45372. */
  45373. generateDepthBuffer?: boolean;
  45374. /**
  45375. * Define if a stencil buffer is required
  45376. */
  45377. generateStencilBuffer?: boolean;
  45378. /**
  45379. * Define if a depth texture is required instead of a depth buffer
  45380. */
  45381. generateDepthTexture?: boolean;
  45382. /**
  45383. * Define the number of desired draw buffers
  45384. */
  45385. textureCount?: number;
  45386. /**
  45387. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45388. */
  45389. doNotChangeAspectRatio?: boolean;
  45390. /**
  45391. * Define the default type of the buffers we are creating
  45392. */
  45393. defaultType?: number;
  45394. }
  45395. /**
  45396. * A multi render target, like a render target provides the ability to render to a texture.
  45397. * Unlike the render target, it can render to several draw buffers in one draw.
  45398. * This is specially interesting in deferred rendering or for any effects requiring more than
  45399. * just one color from a single pass.
  45400. */
  45401. export class MultiRenderTarget extends RenderTargetTexture {
  45402. private _internalTextures;
  45403. private _textures;
  45404. private _multiRenderTargetOptions;
  45405. /**
  45406. * Get if draw buffers are currently supported by the used hardware and browser.
  45407. */
  45408. readonly isSupported: boolean;
  45409. /**
  45410. * Get the list of textures generated by the multi render target.
  45411. */
  45412. readonly textures: Texture[];
  45413. /**
  45414. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45415. */
  45416. readonly depthTexture: Texture;
  45417. /**
  45418. * Set the wrapping mode on U of all the textures we are rendering to.
  45419. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45420. */
  45421. wrapU: number;
  45422. /**
  45423. * Set the wrapping mode on V of all the textures we are rendering to.
  45424. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45425. */
  45426. wrapV: number;
  45427. /**
  45428. * Instantiate a new multi render target texture.
  45429. * A multi render target, like a render target provides the ability to render to a texture.
  45430. * Unlike the render target, it can render to several draw buffers in one draw.
  45431. * This is specially interesting in deferred rendering or for any effects requiring more than
  45432. * just one color from a single pass.
  45433. * @param name Define the name of the texture
  45434. * @param size Define the size of the buffers to render to
  45435. * @param count Define the number of target we are rendering into
  45436. * @param scene Define the scene the texture belongs to
  45437. * @param options Define the options used to create the multi render target
  45438. */
  45439. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45440. /** @hidden */
  45441. _rebuild(): void;
  45442. private _createInternalTextures;
  45443. private _createTextures;
  45444. /**
  45445. * Define the number of samples used if MSAA is enabled.
  45446. */
  45447. samples: number;
  45448. /**
  45449. * Resize all the textures in the multi render target.
  45450. * Be carrefull as it will recreate all the data in the new texture.
  45451. * @param size Define the new size
  45452. */
  45453. resize(size: any): void;
  45454. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45455. /**
  45456. * Dispose the render targets and their associated resources
  45457. */
  45458. dispose(): void;
  45459. /**
  45460. * Release all the underlying texture used as draw buffers.
  45461. */
  45462. releaseInternalTextures(): void;
  45463. }
  45464. }
  45465. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45466. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45467. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45468. import { Nullable } from "babylonjs/types";
  45469. module "babylonjs/Engines/engine" {
  45470. interface Engine {
  45471. /**
  45472. * Unbind a list of render target textures from the webGL context
  45473. * This is used only when drawBuffer extension or webGL2 are active
  45474. * @param textures defines the render target textures to unbind
  45475. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45476. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45477. */
  45478. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45479. /**
  45480. * Create a multi render target texture
  45481. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45482. * @param size defines the size of the texture
  45483. * @param options defines the creation options
  45484. * @returns the cube texture as an InternalTexture
  45485. */
  45486. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45487. /**
  45488. * Update the sample count for a given multiple render target texture
  45489. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45490. * @param textures defines the textures to update
  45491. * @param samples defines the sample count to set
  45492. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45493. */
  45494. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45495. }
  45496. }
  45497. }
  45498. declare module "babylonjs/Engines/Extensions/index" {
  45499. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45500. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45501. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45502. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45503. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45504. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45505. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45506. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45507. }
  45508. declare module "babylonjs/Engines/index" {
  45509. export * from "babylonjs/Engines/constants";
  45510. export * from "babylonjs/Engines/engine";
  45511. export * from "babylonjs/Engines/engineStore";
  45512. export * from "babylonjs/Engines/nullEngine";
  45513. export * from "babylonjs/Engines/Extensions/index";
  45514. export * from "babylonjs/Engines/IPipelineContext";
  45515. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45516. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45517. }
  45518. declare module "babylonjs/Events/clipboardEvents" {
  45519. /**
  45520. * Gather the list of clipboard event types as constants.
  45521. */
  45522. export class ClipboardEventTypes {
  45523. /**
  45524. * The clipboard event is fired when a copy command is active (pressed).
  45525. */
  45526. static readonly COPY: number;
  45527. /**
  45528. * The clipboard event is fired when a cut command is active (pressed).
  45529. */
  45530. static readonly CUT: number;
  45531. /**
  45532. * The clipboard event is fired when a paste command is active (pressed).
  45533. */
  45534. static readonly PASTE: number;
  45535. }
  45536. /**
  45537. * This class is used to store clipboard related info for the onClipboardObservable event.
  45538. */
  45539. export class ClipboardInfo {
  45540. /**
  45541. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45542. */
  45543. type: number;
  45544. /**
  45545. * Defines the related dom event
  45546. */
  45547. event: ClipboardEvent;
  45548. /**
  45549. *Creates an instance of ClipboardInfo.
  45550. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45551. * @param event Defines the related dom event
  45552. */
  45553. constructor(
  45554. /**
  45555. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45556. */
  45557. type: number,
  45558. /**
  45559. * Defines the related dom event
  45560. */
  45561. event: ClipboardEvent);
  45562. /**
  45563. * Get the clipboard event's type from the keycode.
  45564. * @param keyCode Defines the keyCode for the current keyboard event.
  45565. * @return {number}
  45566. */
  45567. static GetTypeFromCharacter(keyCode: number): number;
  45568. }
  45569. }
  45570. declare module "babylonjs/Events/index" {
  45571. export * from "babylonjs/Events/keyboardEvents";
  45572. export * from "babylonjs/Events/pointerEvents";
  45573. export * from "babylonjs/Events/clipboardEvents";
  45574. }
  45575. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45576. import { Scene } from "babylonjs/scene";
  45577. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45578. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45579. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45580. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45581. /**
  45582. * Google Daydream controller
  45583. */
  45584. export class DaydreamController extends WebVRController {
  45585. /**
  45586. * Base Url for the controller model.
  45587. */
  45588. static MODEL_BASE_URL: string;
  45589. /**
  45590. * File name for the controller model.
  45591. */
  45592. static MODEL_FILENAME: string;
  45593. /**
  45594. * Gamepad Id prefix used to identify Daydream Controller.
  45595. */
  45596. static readonly GAMEPAD_ID_PREFIX: string;
  45597. /**
  45598. * Creates a new DaydreamController from a gamepad
  45599. * @param vrGamepad the gamepad that the controller should be created from
  45600. */
  45601. constructor(vrGamepad: any);
  45602. /**
  45603. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45604. * @param scene scene in which to add meshes
  45605. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45606. */
  45607. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45608. /**
  45609. * Called once for each button that changed state since the last frame
  45610. * @param buttonIdx Which button index changed
  45611. * @param state New state of the button
  45612. * @param changes Which properties on the state changed since last frame
  45613. */
  45614. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45615. }
  45616. }
  45617. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45618. import { Scene } from "babylonjs/scene";
  45619. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45620. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45621. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45622. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45623. /**
  45624. * Gear VR Controller
  45625. */
  45626. export class GearVRController extends WebVRController {
  45627. /**
  45628. * Base Url for the controller model.
  45629. */
  45630. static MODEL_BASE_URL: string;
  45631. /**
  45632. * File name for the controller model.
  45633. */
  45634. static MODEL_FILENAME: string;
  45635. /**
  45636. * Gamepad Id prefix used to identify this controller.
  45637. */
  45638. static readonly GAMEPAD_ID_PREFIX: string;
  45639. private readonly _buttonIndexToObservableNameMap;
  45640. /**
  45641. * Creates a new GearVRController from a gamepad
  45642. * @param vrGamepad the gamepad that the controller should be created from
  45643. */
  45644. constructor(vrGamepad: any);
  45645. /**
  45646. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45647. * @param scene scene in which to add meshes
  45648. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45649. */
  45650. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45651. /**
  45652. * Called once for each button that changed state since the last frame
  45653. * @param buttonIdx Which button index changed
  45654. * @param state New state of the button
  45655. * @param changes Which properties on the state changed since last frame
  45656. */
  45657. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45658. }
  45659. }
  45660. declare module "babylonjs/Gamepads/Controllers/index" {
  45661. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45662. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45663. export * from "babylonjs/Gamepads/Controllers/genericController";
  45664. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45665. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45666. export * from "babylonjs/Gamepads/Controllers/viveController";
  45667. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45668. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45669. }
  45670. declare module "babylonjs/Gamepads/index" {
  45671. export * from "babylonjs/Gamepads/Controllers/index";
  45672. export * from "babylonjs/Gamepads/gamepad";
  45673. export * from "babylonjs/Gamepads/gamepadManager";
  45674. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45675. export * from "babylonjs/Gamepads/xboxGamepad";
  45676. export * from "babylonjs/Gamepads/dualShockGamepad";
  45677. }
  45678. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45679. import { Scene } from "babylonjs/scene";
  45680. import { Vector4 } from "babylonjs/Maths/math.vector";
  45681. import { Color4 } from "babylonjs/Maths/math.color";
  45682. import { Mesh } from "babylonjs/Meshes/mesh";
  45683. import { Nullable } from "babylonjs/types";
  45684. /**
  45685. * Class containing static functions to help procedurally build meshes
  45686. */
  45687. export class PolyhedronBuilder {
  45688. /**
  45689. * Creates a polyhedron mesh
  45690. * * 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
  45691. * * The parameter `size` (positive float, default 1) sets the polygon size
  45692. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45693. * * 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`
  45694. * * 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
  45695. * * 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)`)
  45696. * * 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
  45697. * * 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
  45698. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45699. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45700. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45701. * @param name defines the name of the mesh
  45702. * @param options defines the options used to create the mesh
  45703. * @param scene defines the hosting scene
  45704. * @returns the polyhedron mesh
  45705. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45706. */
  45707. static CreatePolyhedron(name: string, options: {
  45708. type?: number;
  45709. size?: number;
  45710. sizeX?: number;
  45711. sizeY?: number;
  45712. sizeZ?: number;
  45713. custom?: any;
  45714. faceUV?: Vector4[];
  45715. faceColors?: Color4[];
  45716. flat?: boolean;
  45717. updatable?: boolean;
  45718. sideOrientation?: number;
  45719. frontUVs?: Vector4;
  45720. backUVs?: Vector4;
  45721. }, scene?: Nullable<Scene>): Mesh;
  45722. }
  45723. }
  45724. declare module "babylonjs/Gizmos/scaleGizmo" {
  45725. import { Observable } from "babylonjs/Misc/observable";
  45726. import { Nullable } from "babylonjs/types";
  45727. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45728. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45729. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45730. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45731. /**
  45732. * Gizmo that enables scaling a mesh along 3 axis
  45733. */
  45734. export class ScaleGizmo extends Gizmo {
  45735. /**
  45736. * Internal gizmo used for interactions on the x axis
  45737. */
  45738. xGizmo: AxisScaleGizmo;
  45739. /**
  45740. * Internal gizmo used for interactions on the y axis
  45741. */
  45742. yGizmo: AxisScaleGizmo;
  45743. /**
  45744. * Internal gizmo used for interactions on the z axis
  45745. */
  45746. zGizmo: AxisScaleGizmo;
  45747. /**
  45748. * Internal gizmo used to scale all axis equally
  45749. */
  45750. uniformScaleGizmo: AxisScaleGizmo;
  45751. private _meshAttached;
  45752. private _updateGizmoRotationToMatchAttachedMesh;
  45753. private _snapDistance;
  45754. private _scaleRatio;
  45755. private _uniformScalingMesh;
  45756. private _octahedron;
  45757. /** Fires an event when any of it's sub gizmos are dragged */
  45758. onDragStartObservable: Observable<unknown>;
  45759. /** Fires an event when any of it's sub gizmos are released from dragging */
  45760. onDragEndObservable: Observable<unknown>;
  45761. attachedMesh: Nullable<AbstractMesh>;
  45762. /**
  45763. * Creates a ScaleGizmo
  45764. * @param gizmoLayer The utility layer the gizmo will be added to
  45765. */
  45766. constructor(gizmoLayer?: UtilityLayerRenderer);
  45767. updateGizmoRotationToMatchAttachedMesh: boolean;
  45768. /**
  45769. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45770. */
  45771. snapDistance: number;
  45772. /**
  45773. * Ratio for the scale of the gizmo (Default: 1)
  45774. */
  45775. scaleRatio: number;
  45776. /**
  45777. * Disposes of the gizmo
  45778. */
  45779. dispose(): void;
  45780. }
  45781. }
  45782. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45783. import { Observable } from "babylonjs/Misc/observable";
  45784. import { Nullable } from "babylonjs/types";
  45785. import { Vector3 } from "babylonjs/Maths/math.vector";
  45786. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45787. import { Mesh } from "babylonjs/Meshes/mesh";
  45788. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45789. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45790. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45791. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45792. import { Color3 } from "babylonjs/Maths/math.color";
  45793. /**
  45794. * Single axis scale gizmo
  45795. */
  45796. export class AxisScaleGizmo extends Gizmo {
  45797. /**
  45798. * Drag behavior responsible for the gizmos dragging interactions
  45799. */
  45800. dragBehavior: PointerDragBehavior;
  45801. private _pointerObserver;
  45802. /**
  45803. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45804. */
  45805. snapDistance: number;
  45806. /**
  45807. * Event that fires each time the gizmo snaps to a new location.
  45808. * * snapDistance is the the change in distance
  45809. */
  45810. onSnapObservable: Observable<{
  45811. snapDistance: number;
  45812. }>;
  45813. /**
  45814. * If the scaling operation should be done on all axis (default: false)
  45815. */
  45816. uniformScaling: boolean;
  45817. private _isEnabled;
  45818. private _parent;
  45819. private _arrow;
  45820. private _coloredMaterial;
  45821. private _hoverMaterial;
  45822. /**
  45823. * Creates an AxisScaleGizmo
  45824. * @param gizmoLayer The utility layer the gizmo will be added to
  45825. * @param dragAxis The axis which the gizmo will be able to scale on
  45826. * @param color The color of the gizmo
  45827. */
  45828. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45829. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45830. /**
  45831. * If the gizmo is enabled
  45832. */
  45833. isEnabled: boolean;
  45834. /**
  45835. * Disposes of the gizmo
  45836. */
  45837. dispose(): void;
  45838. /**
  45839. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45840. * @param mesh The mesh to replace the default mesh of the gizmo
  45841. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45842. */
  45843. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45844. }
  45845. }
  45846. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45847. import { Observable } from "babylonjs/Misc/observable";
  45848. import { Nullable } from "babylonjs/types";
  45849. import { Vector3 } from "babylonjs/Maths/math.vector";
  45850. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45851. import { Mesh } from "babylonjs/Meshes/mesh";
  45852. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45853. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45854. import { Color3 } from "babylonjs/Maths/math.color";
  45855. import "babylonjs/Meshes/Builders/boxBuilder";
  45856. /**
  45857. * Bounding box gizmo
  45858. */
  45859. export class BoundingBoxGizmo extends Gizmo {
  45860. private _lineBoundingBox;
  45861. private _rotateSpheresParent;
  45862. private _scaleBoxesParent;
  45863. private _boundingDimensions;
  45864. private _renderObserver;
  45865. private _pointerObserver;
  45866. private _scaleDragSpeed;
  45867. private _tmpQuaternion;
  45868. private _tmpVector;
  45869. private _tmpRotationMatrix;
  45870. /**
  45871. * 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)
  45872. */
  45873. ignoreChildren: boolean;
  45874. /**
  45875. * 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)
  45876. */
  45877. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45878. /**
  45879. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45880. */
  45881. rotationSphereSize: number;
  45882. /**
  45883. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45884. */
  45885. scaleBoxSize: number;
  45886. /**
  45887. * 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)
  45888. */
  45889. fixedDragMeshScreenSize: boolean;
  45890. /**
  45891. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45892. */
  45893. fixedDragMeshScreenSizeDistanceFactor: number;
  45894. /**
  45895. * Fired when a rotation sphere or scale box is dragged
  45896. */
  45897. onDragStartObservable: Observable<{}>;
  45898. /**
  45899. * Fired when a scale box is dragged
  45900. */
  45901. onScaleBoxDragObservable: Observable<{}>;
  45902. /**
  45903. * Fired when a scale box drag is ended
  45904. */
  45905. onScaleBoxDragEndObservable: Observable<{}>;
  45906. /**
  45907. * Fired when a rotation sphere is dragged
  45908. */
  45909. onRotationSphereDragObservable: Observable<{}>;
  45910. /**
  45911. * Fired when a rotation sphere drag is ended
  45912. */
  45913. onRotationSphereDragEndObservable: Observable<{}>;
  45914. /**
  45915. * 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)
  45916. */
  45917. scalePivot: Nullable<Vector3>;
  45918. /**
  45919. * Mesh used as a pivot to rotate the attached mesh
  45920. */
  45921. private _anchorMesh;
  45922. private _existingMeshScale;
  45923. private _dragMesh;
  45924. private pointerDragBehavior;
  45925. private coloredMaterial;
  45926. private hoverColoredMaterial;
  45927. /**
  45928. * Sets the color of the bounding box gizmo
  45929. * @param color the color to set
  45930. */
  45931. setColor(color: Color3): void;
  45932. /**
  45933. * Creates an BoundingBoxGizmo
  45934. * @param gizmoLayer The utility layer the gizmo will be added to
  45935. * @param color The color of the gizmo
  45936. */
  45937. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45938. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45939. private _selectNode;
  45940. /**
  45941. * Updates the bounding box information for the Gizmo
  45942. */
  45943. updateBoundingBox(): void;
  45944. private _updateRotationSpheres;
  45945. private _updateScaleBoxes;
  45946. /**
  45947. * Enables rotation on the specified axis and disables rotation on the others
  45948. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45949. */
  45950. setEnabledRotationAxis(axis: string): void;
  45951. /**
  45952. * Enables/disables scaling
  45953. * @param enable if scaling should be enabled
  45954. */
  45955. setEnabledScaling(enable: boolean): void;
  45956. private _updateDummy;
  45957. /**
  45958. * Enables a pointer drag behavior on the bounding box of the gizmo
  45959. */
  45960. enableDragBehavior(): void;
  45961. /**
  45962. * Disposes of the gizmo
  45963. */
  45964. dispose(): void;
  45965. /**
  45966. * 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)
  45967. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45968. * @returns the bounding box mesh with the passed in mesh as a child
  45969. */
  45970. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45971. /**
  45972. * CustomMeshes are not supported by this gizmo
  45973. * @param mesh The mesh to replace the default mesh of the gizmo
  45974. */
  45975. setCustomMesh(mesh: Mesh): void;
  45976. }
  45977. }
  45978. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45979. import { Observable } from "babylonjs/Misc/observable";
  45980. import { Nullable } from "babylonjs/types";
  45981. import { Vector3 } from "babylonjs/Maths/math.vector";
  45982. import { Color3 } from "babylonjs/Maths/math.color";
  45983. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45984. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45985. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45986. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45987. import "babylonjs/Meshes/Builders/linesBuilder";
  45988. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45989. /**
  45990. * Single plane rotation gizmo
  45991. */
  45992. export class PlaneRotationGizmo extends Gizmo {
  45993. /**
  45994. * Drag behavior responsible for the gizmos dragging interactions
  45995. */
  45996. dragBehavior: PointerDragBehavior;
  45997. private _pointerObserver;
  45998. /**
  45999. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  46000. */
  46001. snapDistance: number;
  46002. /**
  46003. * Event that fires each time the gizmo snaps to a new location.
  46004. * * snapDistance is the the change in distance
  46005. */
  46006. onSnapObservable: Observable<{
  46007. snapDistance: number;
  46008. }>;
  46009. private _isEnabled;
  46010. private _parent;
  46011. /**
  46012. * Creates a PlaneRotationGizmo
  46013. * @param gizmoLayer The utility layer the gizmo will be added to
  46014. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  46015. * @param color The color of the gizmo
  46016. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46017. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46018. */
  46019. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  46020. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46021. /**
  46022. * If the gizmo is enabled
  46023. */
  46024. isEnabled: boolean;
  46025. /**
  46026. * Disposes of the gizmo
  46027. */
  46028. dispose(): void;
  46029. }
  46030. }
  46031. declare module "babylonjs/Gizmos/rotationGizmo" {
  46032. import { Observable } from "babylonjs/Misc/observable";
  46033. import { Nullable } from "babylonjs/types";
  46034. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46035. import { Mesh } from "babylonjs/Meshes/mesh";
  46036. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46037. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  46038. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46039. /**
  46040. * Gizmo that enables rotating a mesh along 3 axis
  46041. */
  46042. export class RotationGizmo extends Gizmo {
  46043. /**
  46044. * Internal gizmo used for interactions on the x axis
  46045. */
  46046. xGizmo: PlaneRotationGizmo;
  46047. /**
  46048. * Internal gizmo used for interactions on the y axis
  46049. */
  46050. yGizmo: PlaneRotationGizmo;
  46051. /**
  46052. * Internal gizmo used for interactions on the z axis
  46053. */
  46054. zGizmo: PlaneRotationGizmo;
  46055. /** Fires an event when any of it's sub gizmos are dragged */
  46056. onDragStartObservable: Observable<unknown>;
  46057. /** Fires an event when any of it's sub gizmos are released from dragging */
  46058. onDragEndObservable: Observable<unknown>;
  46059. private _meshAttached;
  46060. attachedMesh: Nullable<AbstractMesh>;
  46061. /**
  46062. * Creates a RotationGizmo
  46063. * @param gizmoLayer The utility layer the gizmo will be added to
  46064. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46065. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46066. */
  46067. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  46068. updateGizmoRotationToMatchAttachedMesh: boolean;
  46069. /**
  46070. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46071. */
  46072. snapDistance: number;
  46073. /**
  46074. * Ratio for the scale of the gizmo (Default: 1)
  46075. */
  46076. scaleRatio: number;
  46077. /**
  46078. * Disposes of the gizmo
  46079. */
  46080. dispose(): void;
  46081. /**
  46082. * CustomMeshes are not supported by this gizmo
  46083. * @param mesh The mesh to replace the default mesh of the gizmo
  46084. */
  46085. setCustomMesh(mesh: Mesh): void;
  46086. }
  46087. }
  46088. declare module "babylonjs/Gizmos/gizmoManager" {
  46089. import { Observable } from "babylonjs/Misc/observable";
  46090. import { Nullable } from "babylonjs/types";
  46091. import { Scene, IDisposable } from "babylonjs/scene";
  46092. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46093. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46094. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46095. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46096. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46097. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46098. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46099. /**
  46100. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46101. */
  46102. export class GizmoManager implements IDisposable {
  46103. private scene;
  46104. /**
  46105. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46106. */
  46107. gizmos: {
  46108. positionGizmo: Nullable<PositionGizmo>;
  46109. rotationGizmo: Nullable<RotationGizmo>;
  46110. scaleGizmo: Nullable<ScaleGizmo>;
  46111. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46112. };
  46113. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46114. clearGizmoOnEmptyPointerEvent: boolean;
  46115. /** Fires an event when the manager is attached to a mesh */
  46116. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46117. private _gizmosEnabled;
  46118. private _pointerObserver;
  46119. private _attachedMesh;
  46120. private _boundingBoxColor;
  46121. private _defaultUtilityLayer;
  46122. private _defaultKeepDepthUtilityLayer;
  46123. /**
  46124. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46125. */
  46126. boundingBoxDragBehavior: SixDofDragBehavior;
  46127. /**
  46128. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46129. */
  46130. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46131. /**
  46132. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46133. */
  46134. usePointerToAttachGizmos: boolean;
  46135. /**
  46136. * Utility layer that the bounding box gizmo belongs to
  46137. */
  46138. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46139. /**
  46140. * Utility layer that all gizmos besides bounding box belong to
  46141. */
  46142. readonly utilityLayer: UtilityLayerRenderer;
  46143. /**
  46144. * Instatiates a gizmo manager
  46145. * @param scene the scene to overlay the gizmos on top of
  46146. */
  46147. constructor(scene: Scene);
  46148. /**
  46149. * Attaches a set of gizmos to the specified mesh
  46150. * @param mesh The mesh the gizmo's should be attached to
  46151. */
  46152. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46153. /**
  46154. * If the position gizmo is enabled
  46155. */
  46156. positionGizmoEnabled: boolean;
  46157. /**
  46158. * If the rotation gizmo is enabled
  46159. */
  46160. rotationGizmoEnabled: boolean;
  46161. /**
  46162. * If the scale gizmo is enabled
  46163. */
  46164. scaleGizmoEnabled: boolean;
  46165. /**
  46166. * If the boundingBox gizmo is enabled
  46167. */
  46168. boundingBoxGizmoEnabled: boolean;
  46169. /**
  46170. * Disposes of the gizmo manager
  46171. */
  46172. dispose(): void;
  46173. }
  46174. }
  46175. declare module "babylonjs/Lights/directionalLight" {
  46176. import { Camera } from "babylonjs/Cameras/camera";
  46177. import { Scene } from "babylonjs/scene";
  46178. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46179. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46180. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46181. import { Effect } from "babylonjs/Materials/effect";
  46182. /**
  46183. * A directional light is defined by a direction (what a surprise!).
  46184. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46185. * 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.
  46186. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46187. */
  46188. export class DirectionalLight extends ShadowLight {
  46189. private _shadowFrustumSize;
  46190. /**
  46191. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46192. */
  46193. /**
  46194. * Specifies a fix frustum size for the shadow generation.
  46195. */
  46196. shadowFrustumSize: number;
  46197. private _shadowOrthoScale;
  46198. /**
  46199. * Gets the shadow projection scale against the optimal computed one.
  46200. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46201. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46202. */
  46203. /**
  46204. * Sets the shadow projection scale against the optimal computed one.
  46205. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46206. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46207. */
  46208. shadowOrthoScale: number;
  46209. /**
  46210. * Automatically compute the projection matrix to best fit (including all the casters)
  46211. * on each frame.
  46212. */
  46213. autoUpdateExtends: boolean;
  46214. private _orthoLeft;
  46215. private _orthoRight;
  46216. private _orthoTop;
  46217. private _orthoBottom;
  46218. /**
  46219. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46220. * The directional light is emitted from everywhere in the given direction.
  46221. * It can cast shadows.
  46222. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46223. * @param name The friendly name of the light
  46224. * @param direction The direction of the light
  46225. * @param scene The scene the light belongs to
  46226. */
  46227. constructor(name: string, direction: Vector3, scene: Scene);
  46228. /**
  46229. * Returns the string "DirectionalLight".
  46230. * @return The class name
  46231. */
  46232. getClassName(): string;
  46233. /**
  46234. * Returns the integer 1.
  46235. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46236. */
  46237. getTypeID(): number;
  46238. /**
  46239. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46240. * Returns the DirectionalLight Shadow projection matrix.
  46241. */
  46242. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46243. /**
  46244. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46245. * Returns the DirectionalLight Shadow projection matrix.
  46246. */
  46247. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46248. /**
  46249. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46250. * Returns the DirectionalLight Shadow projection matrix.
  46251. */
  46252. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46253. protected _buildUniformLayout(): void;
  46254. /**
  46255. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46256. * @param effect The effect to update
  46257. * @param lightIndex The index of the light in the effect to update
  46258. * @returns The directional light
  46259. */
  46260. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46261. /**
  46262. * Gets the minZ used for shadow according to both the scene and the light.
  46263. *
  46264. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46265. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46266. * @param activeCamera The camera we are returning the min for
  46267. * @returns the depth min z
  46268. */
  46269. getDepthMinZ(activeCamera: Camera): number;
  46270. /**
  46271. * Gets the maxZ used for shadow according to both the scene and the light.
  46272. *
  46273. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46274. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46275. * @param activeCamera The camera we are returning the max for
  46276. * @returns the depth max z
  46277. */
  46278. getDepthMaxZ(activeCamera: Camera): number;
  46279. /**
  46280. * Prepares the list of defines specific to the light type.
  46281. * @param defines the list of defines
  46282. * @param lightIndex defines the index of the light for the effect
  46283. */
  46284. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46285. }
  46286. }
  46287. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46288. import { Mesh } from "babylonjs/Meshes/mesh";
  46289. /**
  46290. * Class containing static functions to help procedurally build meshes
  46291. */
  46292. export class HemisphereBuilder {
  46293. /**
  46294. * Creates a hemisphere mesh
  46295. * @param name defines the name of the mesh
  46296. * @param options defines the options used to create the mesh
  46297. * @param scene defines the hosting scene
  46298. * @returns the hemisphere mesh
  46299. */
  46300. static CreateHemisphere(name: string, options: {
  46301. segments?: number;
  46302. diameter?: number;
  46303. sideOrientation?: number;
  46304. }, scene: any): Mesh;
  46305. }
  46306. }
  46307. declare module "babylonjs/Lights/spotLight" {
  46308. import { Nullable } from "babylonjs/types";
  46309. import { Scene } from "babylonjs/scene";
  46310. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46311. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46312. import { Effect } from "babylonjs/Materials/effect";
  46313. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46314. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46315. /**
  46316. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46317. * These values define a cone of light starting from the position, emitting toward the direction.
  46318. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46319. * and the exponent defines the speed of the decay of the light with distance (reach).
  46320. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46321. */
  46322. export class SpotLight extends ShadowLight {
  46323. private _angle;
  46324. private _innerAngle;
  46325. private _cosHalfAngle;
  46326. private _lightAngleScale;
  46327. private _lightAngleOffset;
  46328. /**
  46329. * Gets the cone angle of the spot light in Radians.
  46330. */
  46331. /**
  46332. * Sets the cone angle of the spot light in Radians.
  46333. */
  46334. angle: number;
  46335. /**
  46336. * Only used in gltf falloff mode, this defines the angle where
  46337. * the directional falloff will start before cutting at angle which could be seen
  46338. * as outer angle.
  46339. */
  46340. /**
  46341. * Only used in gltf falloff mode, this defines the angle where
  46342. * the directional falloff will start before cutting at angle which could be seen
  46343. * as outer angle.
  46344. */
  46345. innerAngle: number;
  46346. private _shadowAngleScale;
  46347. /**
  46348. * Allows scaling the angle of the light for shadow generation only.
  46349. */
  46350. /**
  46351. * Allows scaling the angle of the light for shadow generation only.
  46352. */
  46353. shadowAngleScale: number;
  46354. /**
  46355. * The light decay speed with the distance from the emission spot.
  46356. */
  46357. exponent: number;
  46358. private _projectionTextureMatrix;
  46359. /**
  46360. * Allows reading the projecton texture
  46361. */
  46362. readonly projectionTextureMatrix: Matrix;
  46363. protected _projectionTextureLightNear: number;
  46364. /**
  46365. * Gets the near clip of the Spotlight for texture projection.
  46366. */
  46367. /**
  46368. * Sets the near clip of the Spotlight for texture projection.
  46369. */
  46370. projectionTextureLightNear: number;
  46371. protected _projectionTextureLightFar: number;
  46372. /**
  46373. * Gets the far clip of the Spotlight for texture projection.
  46374. */
  46375. /**
  46376. * Sets the far clip of the Spotlight for texture projection.
  46377. */
  46378. projectionTextureLightFar: number;
  46379. protected _projectionTextureUpDirection: Vector3;
  46380. /**
  46381. * Gets the Up vector of the Spotlight for texture projection.
  46382. */
  46383. /**
  46384. * Sets the Up vector of the Spotlight for texture projection.
  46385. */
  46386. projectionTextureUpDirection: Vector3;
  46387. private _projectionTexture;
  46388. /**
  46389. * Gets the projection texture of the light.
  46390. */
  46391. /**
  46392. * Sets the projection texture of the light.
  46393. */
  46394. projectionTexture: Nullable<BaseTexture>;
  46395. private _projectionTextureViewLightDirty;
  46396. private _projectionTextureProjectionLightDirty;
  46397. private _projectionTextureDirty;
  46398. private _projectionTextureViewTargetVector;
  46399. private _projectionTextureViewLightMatrix;
  46400. private _projectionTextureProjectionLightMatrix;
  46401. private _projectionTextureScalingMatrix;
  46402. /**
  46403. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46404. * It can cast shadows.
  46405. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46406. * @param name The light friendly name
  46407. * @param position The position of the spot light in the scene
  46408. * @param direction The direction of the light in the scene
  46409. * @param angle The cone angle of the light in Radians
  46410. * @param exponent The light decay speed with the distance from the emission spot
  46411. * @param scene The scene the lights belongs to
  46412. */
  46413. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46414. /**
  46415. * Returns the string "SpotLight".
  46416. * @returns the class name
  46417. */
  46418. getClassName(): string;
  46419. /**
  46420. * Returns the integer 2.
  46421. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46422. */
  46423. getTypeID(): number;
  46424. /**
  46425. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46426. */
  46427. protected _setDirection(value: Vector3): void;
  46428. /**
  46429. * Overrides the position setter to recompute the projection texture view light Matrix.
  46430. */
  46431. protected _setPosition(value: Vector3): void;
  46432. /**
  46433. * 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.
  46434. * Returns the SpotLight.
  46435. */
  46436. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46437. protected _computeProjectionTextureViewLightMatrix(): void;
  46438. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46439. /**
  46440. * Main function for light texture projection matrix computing.
  46441. */
  46442. protected _computeProjectionTextureMatrix(): void;
  46443. protected _buildUniformLayout(): void;
  46444. private _computeAngleValues;
  46445. /**
  46446. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46447. * @param effect The effect to update
  46448. * @param lightIndex The index of the light in the effect to update
  46449. * @returns The spot light
  46450. */
  46451. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46452. /**
  46453. * Disposes the light and the associated resources.
  46454. */
  46455. dispose(): void;
  46456. /**
  46457. * Prepares the list of defines specific to the light type.
  46458. * @param defines the list of defines
  46459. * @param lightIndex defines the index of the light for the effect
  46460. */
  46461. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46462. }
  46463. }
  46464. declare module "babylonjs/Gizmos/lightGizmo" {
  46465. import { Nullable } from "babylonjs/types";
  46466. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46467. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46468. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  46469. import { Light } from "babylonjs/Lights/light";
  46470. /**
  46471. * Gizmo that enables viewing a light
  46472. */
  46473. export class LightGizmo extends Gizmo {
  46474. private _lightMesh;
  46475. private _material;
  46476. private cachedPosition;
  46477. private cachedForward;
  46478. /**
  46479. * Creates a LightGizmo
  46480. * @param gizmoLayer The utility layer the gizmo will be added to
  46481. */
  46482. constructor(gizmoLayer?: UtilityLayerRenderer);
  46483. private _light;
  46484. /**
  46485. * The light that the gizmo is attached to
  46486. */
  46487. light: Nullable<Light>;
  46488. /**
  46489. * Gets the material used to render the light gizmo
  46490. */
  46491. readonly material: StandardMaterial;
  46492. /**
  46493. * @hidden
  46494. * Updates the gizmo to match the attached mesh's position/rotation
  46495. */
  46496. protected _update(): void;
  46497. private static _Scale;
  46498. /**
  46499. * Creates the lines for a light mesh
  46500. */
  46501. private static _createLightLines;
  46502. /**
  46503. * Disposes of the light gizmo
  46504. */
  46505. dispose(): void;
  46506. private static _CreateHemisphericLightMesh;
  46507. private static _CreatePointLightMesh;
  46508. private static _CreateSpotLightMesh;
  46509. private static _CreateDirectionalLightMesh;
  46510. }
  46511. }
  46512. declare module "babylonjs/Gizmos/index" {
  46513. export * from "babylonjs/Gizmos/axisDragGizmo";
  46514. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46515. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46516. export * from "babylonjs/Gizmos/gizmo";
  46517. export * from "babylonjs/Gizmos/gizmoManager";
  46518. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46519. export * from "babylonjs/Gizmos/positionGizmo";
  46520. export * from "babylonjs/Gizmos/rotationGizmo";
  46521. export * from "babylonjs/Gizmos/scaleGizmo";
  46522. export * from "babylonjs/Gizmos/lightGizmo";
  46523. export * from "babylonjs/Gizmos/planeDragGizmo";
  46524. }
  46525. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46526. /** @hidden */
  46527. export var backgroundFragmentDeclaration: {
  46528. name: string;
  46529. shader: string;
  46530. };
  46531. }
  46532. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46533. /** @hidden */
  46534. export var backgroundUboDeclaration: {
  46535. name: string;
  46536. shader: string;
  46537. };
  46538. }
  46539. declare module "babylonjs/Shaders/background.fragment" {
  46540. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46541. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46542. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46543. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46544. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46545. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46546. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46547. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46548. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46549. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46550. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46551. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46552. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46553. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46554. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46555. /** @hidden */
  46556. export var backgroundPixelShader: {
  46557. name: string;
  46558. shader: string;
  46559. };
  46560. }
  46561. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46562. /** @hidden */
  46563. export var backgroundVertexDeclaration: {
  46564. name: string;
  46565. shader: string;
  46566. };
  46567. }
  46568. declare module "babylonjs/Shaders/background.vertex" {
  46569. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46570. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46571. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46572. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46573. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46574. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46575. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46576. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46577. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46578. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46579. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46580. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46581. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46582. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46583. /** @hidden */
  46584. export var backgroundVertexShader: {
  46585. name: string;
  46586. shader: string;
  46587. };
  46588. }
  46589. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46590. import { Nullable, int, float } from "babylonjs/types";
  46591. import { Scene } from "babylonjs/scene";
  46592. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46593. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46595. import { Mesh } from "babylonjs/Meshes/mesh";
  46596. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46597. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46598. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46599. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46600. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46601. import { Color3 } from "babylonjs/Maths/math.color";
  46602. import "babylonjs/Shaders/background.fragment";
  46603. import "babylonjs/Shaders/background.vertex";
  46604. /**
  46605. * Background material used to create an efficient environement around your scene.
  46606. */
  46607. export class BackgroundMaterial extends PushMaterial {
  46608. /**
  46609. * Standard reflectance value at parallel view angle.
  46610. */
  46611. static StandardReflectance0: number;
  46612. /**
  46613. * Standard reflectance value at grazing angle.
  46614. */
  46615. static StandardReflectance90: number;
  46616. protected _primaryColor: Color3;
  46617. /**
  46618. * Key light Color (multiply against the environement texture)
  46619. */
  46620. primaryColor: Color3;
  46621. protected __perceptualColor: Nullable<Color3>;
  46622. /**
  46623. * Experimental Internal Use Only.
  46624. *
  46625. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46626. * This acts as a helper to set the primary color to a more "human friendly" value.
  46627. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46628. * output color as close as possible from the chosen value.
  46629. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46630. * part of lighting setup.)
  46631. */
  46632. _perceptualColor: Nullable<Color3>;
  46633. protected _primaryColorShadowLevel: float;
  46634. /**
  46635. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46636. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46637. */
  46638. primaryColorShadowLevel: float;
  46639. protected _primaryColorHighlightLevel: float;
  46640. /**
  46641. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46642. * The primary color is used at the level chosen to define what the white area would look.
  46643. */
  46644. primaryColorHighlightLevel: float;
  46645. protected _reflectionTexture: Nullable<BaseTexture>;
  46646. /**
  46647. * Reflection Texture used in the material.
  46648. * Should be author in a specific way for the best result (refer to the documentation).
  46649. */
  46650. reflectionTexture: Nullable<BaseTexture>;
  46651. protected _reflectionBlur: float;
  46652. /**
  46653. * Reflection Texture level of blur.
  46654. *
  46655. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46656. * texture twice.
  46657. */
  46658. reflectionBlur: float;
  46659. protected _diffuseTexture: Nullable<BaseTexture>;
  46660. /**
  46661. * Diffuse Texture used in the material.
  46662. * Should be author in a specific way for the best result (refer to the documentation).
  46663. */
  46664. diffuseTexture: Nullable<BaseTexture>;
  46665. protected _shadowLights: Nullable<IShadowLight[]>;
  46666. /**
  46667. * Specify the list of lights casting shadow on the material.
  46668. * All scene shadow lights will be included if null.
  46669. */
  46670. shadowLights: Nullable<IShadowLight[]>;
  46671. protected _shadowLevel: float;
  46672. /**
  46673. * Helps adjusting the shadow to a softer level if required.
  46674. * 0 means black shadows and 1 means no shadows.
  46675. */
  46676. shadowLevel: float;
  46677. protected _sceneCenter: Vector3;
  46678. /**
  46679. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46680. * It is usually zero but might be interesting to modify according to your setup.
  46681. */
  46682. sceneCenter: Vector3;
  46683. protected _opacityFresnel: boolean;
  46684. /**
  46685. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46686. * This helps ensuring a nice transition when the camera goes under the ground.
  46687. */
  46688. opacityFresnel: boolean;
  46689. protected _reflectionFresnel: boolean;
  46690. /**
  46691. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46692. * This helps adding a mirror texture on the ground.
  46693. */
  46694. reflectionFresnel: boolean;
  46695. protected _reflectionFalloffDistance: number;
  46696. /**
  46697. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46698. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46699. */
  46700. reflectionFalloffDistance: number;
  46701. protected _reflectionAmount: number;
  46702. /**
  46703. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46704. */
  46705. reflectionAmount: number;
  46706. protected _reflectionReflectance0: number;
  46707. /**
  46708. * This specifies the weight of the reflection at grazing angle.
  46709. */
  46710. reflectionReflectance0: number;
  46711. protected _reflectionReflectance90: number;
  46712. /**
  46713. * This specifies the weight of the reflection at a perpendicular point of view.
  46714. */
  46715. reflectionReflectance90: number;
  46716. /**
  46717. * Sets the reflection reflectance fresnel values according to the default standard
  46718. * empirically know to work well :-)
  46719. */
  46720. reflectionStandardFresnelWeight: number;
  46721. protected _useRGBColor: boolean;
  46722. /**
  46723. * Helps to directly use the maps channels instead of their level.
  46724. */
  46725. useRGBColor: boolean;
  46726. protected _enableNoise: boolean;
  46727. /**
  46728. * This helps reducing the banding effect that could occur on the background.
  46729. */
  46730. enableNoise: boolean;
  46731. /**
  46732. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46733. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46734. * Recommended to be keep at 1.0 except for special cases.
  46735. */
  46736. fovMultiplier: number;
  46737. private _fovMultiplier;
  46738. /**
  46739. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46740. */
  46741. useEquirectangularFOV: boolean;
  46742. private _maxSimultaneousLights;
  46743. /**
  46744. * Number of Simultaneous lights allowed on the material.
  46745. */
  46746. maxSimultaneousLights: int;
  46747. /**
  46748. * Default configuration related to image processing available in the Background Material.
  46749. */
  46750. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46751. /**
  46752. * Keep track of the image processing observer to allow dispose and replace.
  46753. */
  46754. private _imageProcessingObserver;
  46755. /**
  46756. * Attaches a new image processing configuration to the PBR Material.
  46757. * @param configuration (if null the scene configuration will be use)
  46758. */
  46759. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46760. /**
  46761. * Gets the image processing configuration used either in this material.
  46762. */
  46763. /**
  46764. * Sets the Default image processing configuration used either in the this material.
  46765. *
  46766. * If sets to null, the scene one is in use.
  46767. */
  46768. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46769. /**
  46770. * Gets wether the color curves effect is enabled.
  46771. */
  46772. /**
  46773. * Sets wether the color curves effect is enabled.
  46774. */
  46775. cameraColorCurvesEnabled: boolean;
  46776. /**
  46777. * Gets wether the color grading effect is enabled.
  46778. */
  46779. /**
  46780. * Gets wether the color grading effect is enabled.
  46781. */
  46782. cameraColorGradingEnabled: boolean;
  46783. /**
  46784. * Gets wether tonemapping is enabled or not.
  46785. */
  46786. /**
  46787. * Sets wether tonemapping is enabled or not
  46788. */
  46789. cameraToneMappingEnabled: boolean;
  46790. /**
  46791. * The camera exposure used on this material.
  46792. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46793. * This corresponds to a photographic exposure.
  46794. */
  46795. /**
  46796. * The camera exposure used on this material.
  46797. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46798. * This corresponds to a photographic exposure.
  46799. */
  46800. cameraExposure: float;
  46801. /**
  46802. * Gets The camera contrast used on this material.
  46803. */
  46804. /**
  46805. * Sets The camera contrast used on this material.
  46806. */
  46807. cameraContrast: float;
  46808. /**
  46809. * Gets the Color Grading 2D Lookup Texture.
  46810. */
  46811. /**
  46812. * Sets the Color Grading 2D Lookup Texture.
  46813. */
  46814. cameraColorGradingTexture: Nullable<BaseTexture>;
  46815. /**
  46816. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46817. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46818. * 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;
  46819. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46820. */
  46821. /**
  46822. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46823. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46824. * 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;
  46825. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46826. */
  46827. cameraColorCurves: Nullable<ColorCurves>;
  46828. /**
  46829. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46830. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46831. */
  46832. switchToBGR: boolean;
  46833. private _renderTargets;
  46834. private _reflectionControls;
  46835. private _white;
  46836. private _primaryShadowColor;
  46837. private _primaryHighlightColor;
  46838. /**
  46839. * Instantiates a Background Material in the given scene
  46840. * @param name The friendly name of the material
  46841. * @param scene The scene to add the material to
  46842. */
  46843. constructor(name: string, scene: Scene);
  46844. /**
  46845. * Gets a boolean indicating that current material needs to register RTT
  46846. */
  46847. readonly hasRenderTargetTextures: boolean;
  46848. /**
  46849. * The entire material has been created in order to prevent overdraw.
  46850. * @returns false
  46851. */
  46852. needAlphaTesting(): boolean;
  46853. /**
  46854. * The entire material has been created in order to prevent overdraw.
  46855. * @returns true if blending is enable
  46856. */
  46857. needAlphaBlending(): boolean;
  46858. /**
  46859. * Checks wether the material is ready to be rendered for a given mesh.
  46860. * @param mesh The mesh to render
  46861. * @param subMesh The submesh to check against
  46862. * @param useInstances Specify wether or not the material is used with instances
  46863. * @returns true if all the dependencies are ready (Textures, Effects...)
  46864. */
  46865. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46866. /**
  46867. * Compute the primary color according to the chosen perceptual color.
  46868. */
  46869. private _computePrimaryColorFromPerceptualColor;
  46870. /**
  46871. * Compute the highlights and shadow colors according to their chosen levels.
  46872. */
  46873. private _computePrimaryColors;
  46874. /**
  46875. * Build the uniform buffer used in the material.
  46876. */
  46877. buildUniformLayout(): void;
  46878. /**
  46879. * Unbind the material.
  46880. */
  46881. unbind(): void;
  46882. /**
  46883. * Bind only the world matrix to the material.
  46884. * @param world The world matrix to bind.
  46885. */
  46886. bindOnlyWorldMatrix(world: Matrix): void;
  46887. /**
  46888. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46889. * @param world The world matrix to bind.
  46890. * @param subMesh The submesh to bind for.
  46891. */
  46892. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46893. /**
  46894. * Dispose the material.
  46895. * @param forceDisposeEffect Force disposal of the associated effect.
  46896. * @param forceDisposeTextures Force disposal of the associated textures.
  46897. */
  46898. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46899. /**
  46900. * Clones the material.
  46901. * @param name The cloned name.
  46902. * @returns The cloned material.
  46903. */
  46904. clone(name: string): BackgroundMaterial;
  46905. /**
  46906. * Serializes the current material to its JSON representation.
  46907. * @returns The JSON representation.
  46908. */
  46909. serialize(): any;
  46910. /**
  46911. * Gets the class name of the material
  46912. * @returns "BackgroundMaterial"
  46913. */
  46914. getClassName(): string;
  46915. /**
  46916. * Parse a JSON input to create back a background material.
  46917. * @param source The JSON data to parse
  46918. * @param scene The scene to create the parsed material in
  46919. * @param rootUrl The root url of the assets the material depends upon
  46920. * @returns the instantiated BackgroundMaterial.
  46921. */
  46922. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46923. }
  46924. }
  46925. declare module "babylonjs/Helpers/environmentHelper" {
  46926. import { Observable } from "babylonjs/Misc/observable";
  46927. import { Nullable } from "babylonjs/types";
  46928. import { Scene } from "babylonjs/scene";
  46929. import { Vector3 } from "babylonjs/Maths/math.vector";
  46930. import { Color3 } from "babylonjs/Maths/math.color";
  46931. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46932. import { Mesh } from "babylonjs/Meshes/mesh";
  46933. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46934. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46935. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46936. import "babylonjs/Meshes/Builders/planeBuilder";
  46937. import "babylonjs/Meshes/Builders/boxBuilder";
  46938. /**
  46939. * Represents the different options available during the creation of
  46940. * a Environment helper.
  46941. *
  46942. * This can control the default ground, skybox and image processing setup of your scene.
  46943. */
  46944. export interface IEnvironmentHelperOptions {
  46945. /**
  46946. * Specifies wether or not to create a ground.
  46947. * True by default.
  46948. */
  46949. createGround: boolean;
  46950. /**
  46951. * Specifies the ground size.
  46952. * 15 by default.
  46953. */
  46954. groundSize: number;
  46955. /**
  46956. * The texture used on the ground for the main color.
  46957. * Comes from the BabylonJS CDN by default.
  46958. *
  46959. * Remarks: Can be either a texture or a url.
  46960. */
  46961. groundTexture: string | BaseTexture;
  46962. /**
  46963. * The color mixed in the ground texture by default.
  46964. * BabylonJS clearColor by default.
  46965. */
  46966. groundColor: Color3;
  46967. /**
  46968. * Specifies the ground opacity.
  46969. * 1 by default.
  46970. */
  46971. groundOpacity: number;
  46972. /**
  46973. * Enables the ground to receive shadows.
  46974. * True by default.
  46975. */
  46976. enableGroundShadow: boolean;
  46977. /**
  46978. * Helps preventing the shadow to be fully black on the ground.
  46979. * 0.5 by default.
  46980. */
  46981. groundShadowLevel: number;
  46982. /**
  46983. * Creates a mirror texture attach to the ground.
  46984. * false by default.
  46985. */
  46986. enableGroundMirror: boolean;
  46987. /**
  46988. * Specifies the ground mirror size ratio.
  46989. * 0.3 by default as the default kernel is 64.
  46990. */
  46991. groundMirrorSizeRatio: number;
  46992. /**
  46993. * Specifies the ground mirror blur kernel size.
  46994. * 64 by default.
  46995. */
  46996. groundMirrorBlurKernel: number;
  46997. /**
  46998. * Specifies the ground mirror visibility amount.
  46999. * 1 by default
  47000. */
  47001. groundMirrorAmount: number;
  47002. /**
  47003. * Specifies the ground mirror reflectance weight.
  47004. * This uses the standard weight of the background material to setup the fresnel effect
  47005. * of the mirror.
  47006. * 1 by default.
  47007. */
  47008. groundMirrorFresnelWeight: number;
  47009. /**
  47010. * Specifies the ground mirror Falloff distance.
  47011. * This can helps reducing the size of the reflection.
  47012. * 0 by Default.
  47013. */
  47014. groundMirrorFallOffDistance: number;
  47015. /**
  47016. * Specifies the ground mirror texture type.
  47017. * Unsigned Int by Default.
  47018. */
  47019. groundMirrorTextureType: number;
  47020. /**
  47021. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  47022. * the shown objects.
  47023. */
  47024. groundYBias: number;
  47025. /**
  47026. * Specifies wether or not to create a skybox.
  47027. * True by default.
  47028. */
  47029. createSkybox: boolean;
  47030. /**
  47031. * Specifies the skybox size.
  47032. * 20 by default.
  47033. */
  47034. skyboxSize: number;
  47035. /**
  47036. * The texture used on the skybox for the main color.
  47037. * Comes from the BabylonJS CDN by default.
  47038. *
  47039. * Remarks: Can be either a texture or a url.
  47040. */
  47041. skyboxTexture: string | BaseTexture;
  47042. /**
  47043. * The color mixed in the skybox texture by default.
  47044. * BabylonJS clearColor by default.
  47045. */
  47046. skyboxColor: Color3;
  47047. /**
  47048. * The background rotation around the Y axis of the scene.
  47049. * This helps aligning the key lights of your scene with the background.
  47050. * 0 by default.
  47051. */
  47052. backgroundYRotation: number;
  47053. /**
  47054. * Compute automatically the size of the elements to best fit with the scene.
  47055. */
  47056. sizeAuto: boolean;
  47057. /**
  47058. * Default position of the rootMesh if autoSize is not true.
  47059. */
  47060. rootPosition: Vector3;
  47061. /**
  47062. * Sets up the image processing in the scene.
  47063. * true by default.
  47064. */
  47065. setupImageProcessing: boolean;
  47066. /**
  47067. * The texture used as your environment texture in the scene.
  47068. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  47069. *
  47070. * Remarks: Can be either a texture or a url.
  47071. */
  47072. environmentTexture: string | BaseTexture;
  47073. /**
  47074. * The value of the exposure to apply to the scene.
  47075. * 0.6 by default if setupImageProcessing is true.
  47076. */
  47077. cameraExposure: number;
  47078. /**
  47079. * The value of the contrast to apply to the scene.
  47080. * 1.6 by default if setupImageProcessing is true.
  47081. */
  47082. cameraContrast: number;
  47083. /**
  47084. * Specifies wether or not tonemapping should be enabled in the scene.
  47085. * true by default if setupImageProcessing is true.
  47086. */
  47087. toneMappingEnabled: boolean;
  47088. }
  47089. /**
  47090. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  47091. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  47092. * It also helps with the default setup of your imageProcessing configuration.
  47093. */
  47094. export class EnvironmentHelper {
  47095. /**
  47096. * Default ground texture URL.
  47097. */
  47098. private static _groundTextureCDNUrl;
  47099. /**
  47100. * Default skybox texture URL.
  47101. */
  47102. private static _skyboxTextureCDNUrl;
  47103. /**
  47104. * Default environment texture URL.
  47105. */
  47106. private static _environmentTextureCDNUrl;
  47107. /**
  47108. * Creates the default options for the helper.
  47109. */
  47110. private static _getDefaultOptions;
  47111. private _rootMesh;
  47112. /**
  47113. * Gets the root mesh created by the helper.
  47114. */
  47115. readonly rootMesh: Mesh;
  47116. private _skybox;
  47117. /**
  47118. * Gets the skybox created by the helper.
  47119. */
  47120. readonly skybox: Nullable<Mesh>;
  47121. private _skyboxTexture;
  47122. /**
  47123. * Gets the skybox texture created by the helper.
  47124. */
  47125. readonly skyboxTexture: Nullable<BaseTexture>;
  47126. private _skyboxMaterial;
  47127. /**
  47128. * Gets the skybox material created by the helper.
  47129. */
  47130. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47131. private _ground;
  47132. /**
  47133. * Gets the ground mesh created by the helper.
  47134. */
  47135. readonly ground: Nullable<Mesh>;
  47136. private _groundTexture;
  47137. /**
  47138. * Gets the ground texture created by the helper.
  47139. */
  47140. readonly groundTexture: Nullable<BaseTexture>;
  47141. private _groundMirror;
  47142. /**
  47143. * Gets the ground mirror created by the helper.
  47144. */
  47145. readonly groundMirror: Nullable<MirrorTexture>;
  47146. /**
  47147. * Gets the ground mirror render list to helps pushing the meshes
  47148. * you wish in the ground reflection.
  47149. */
  47150. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47151. private _groundMaterial;
  47152. /**
  47153. * Gets the ground material created by the helper.
  47154. */
  47155. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47156. /**
  47157. * Stores the creation options.
  47158. */
  47159. private readonly _scene;
  47160. private _options;
  47161. /**
  47162. * This observable will be notified with any error during the creation of the environment,
  47163. * mainly texture creation errors.
  47164. */
  47165. onErrorObservable: Observable<{
  47166. message?: string;
  47167. exception?: any;
  47168. }>;
  47169. /**
  47170. * constructor
  47171. * @param options Defines the options we want to customize the helper
  47172. * @param scene The scene to add the material to
  47173. */
  47174. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47175. /**
  47176. * Updates the background according to the new options
  47177. * @param options
  47178. */
  47179. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47180. /**
  47181. * Sets the primary color of all the available elements.
  47182. * @param color the main color to affect to the ground and the background
  47183. */
  47184. setMainColor(color: Color3): void;
  47185. /**
  47186. * Setup the image processing according to the specified options.
  47187. */
  47188. private _setupImageProcessing;
  47189. /**
  47190. * Setup the environment texture according to the specified options.
  47191. */
  47192. private _setupEnvironmentTexture;
  47193. /**
  47194. * Setup the background according to the specified options.
  47195. */
  47196. private _setupBackground;
  47197. /**
  47198. * Get the scene sizes according to the setup.
  47199. */
  47200. private _getSceneSize;
  47201. /**
  47202. * Setup the ground according to the specified options.
  47203. */
  47204. private _setupGround;
  47205. /**
  47206. * Setup the ground material according to the specified options.
  47207. */
  47208. private _setupGroundMaterial;
  47209. /**
  47210. * Setup the ground diffuse texture according to the specified options.
  47211. */
  47212. private _setupGroundDiffuseTexture;
  47213. /**
  47214. * Setup the ground mirror texture according to the specified options.
  47215. */
  47216. private _setupGroundMirrorTexture;
  47217. /**
  47218. * Setup the ground to receive the mirror texture.
  47219. */
  47220. private _setupMirrorInGroundMaterial;
  47221. /**
  47222. * Setup the skybox according to the specified options.
  47223. */
  47224. private _setupSkybox;
  47225. /**
  47226. * Setup the skybox material according to the specified options.
  47227. */
  47228. private _setupSkyboxMaterial;
  47229. /**
  47230. * Setup the skybox reflection texture according to the specified options.
  47231. */
  47232. private _setupSkyboxReflectionTexture;
  47233. private _errorHandler;
  47234. /**
  47235. * Dispose all the elements created by the Helper.
  47236. */
  47237. dispose(): void;
  47238. }
  47239. }
  47240. declare module "babylonjs/Helpers/photoDome" {
  47241. import { Observable } from "babylonjs/Misc/observable";
  47242. import { Nullable } from "babylonjs/types";
  47243. import { Scene } from "babylonjs/scene";
  47244. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47245. import { Mesh } from "babylonjs/Meshes/mesh";
  47246. import { Texture } from "babylonjs/Materials/Textures/texture";
  47247. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47248. import "babylonjs/Meshes/Builders/sphereBuilder";
  47249. /**
  47250. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47251. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47252. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47253. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47254. */
  47255. export class PhotoDome extends TransformNode {
  47256. /**
  47257. * Define the image as a Monoscopic panoramic 360 image.
  47258. */
  47259. static readonly MODE_MONOSCOPIC: number;
  47260. /**
  47261. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47262. */
  47263. static readonly MODE_TOPBOTTOM: number;
  47264. /**
  47265. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47266. */
  47267. static readonly MODE_SIDEBYSIDE: number;
  47268. private _useDirectMapping;
  47269. /**
  47270. * The texture being displayed on the sphere
  47271. */
  47272. protected _photoTexture: Texture;
  47273. /**
  47274. * Gets or sets the texture being displayed on the sphere
  47275. */
  47276. photoTexture: Texture;
  47277. /**
  47278. * Observable raised when an error occured while loading the 360 image
  47279. */
  47280. onLoadErrorObservable: Observable<string>;
  47281. /**
  47282. * The skybox material
  47283. */
  47284. protected _material: BackgroundMaterial;
  47285. /**
  47286. * The surface used for the skybox
  47287. */
  47288. protected _mesh: Mesh;
  47289. /**
  47290. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47291. * Also see the options.resolution property.
  47292. */
  47293. fovMultiplier: number;
  47294. private _imageMode;
  47295. /**
  47296. * Gets or set the current video mode for the video. It can be:
  47297. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47298. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47299. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47300. */
  47301. imageMode: number;
  47302. /**
  47303. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47304. * @param name Element's name, child elements will append suffixes for their own names.
  47305. * @param urlsOfPhoto defines the url of the photo to display
  47306. * @param options defines an object containing optional or exposed sub element properties
  47307. * @param onError defines a callback called when an error occured while loading the texture
  47308. */
  47309. constructor(name: string, urlOfPhoto: string, options: {
  47310. resolution?: number;
  47311. size?: number;
  47312. useDirectMapping?: boolean;
  47313. faceForward?: boolean;
  47314. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47315. private _onBeforeCameraRenderObserver;
  47316. private _changeImageMode;
  47317. /**
  47318. * Releases resources associated with this node.
  47319. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47320. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47321. */
  47322. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47323. }
  47324. }
  47325. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  47326. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47327. /** @hidden */
  47328. export var rgbdDecodePixelShader: {
  47329. name: string;
  47330. shader: string;
  47331. };
  47332. }
  47333. declare module "babylonjs/Misc/brdfTextureTools" {
  47334. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47335. import { Scene } from "babylonjs/scene";
  47336. import "babylonjs/Shaders/rgbdDecode.fragment";
  47337. /**
  47338. * Class used to host texture specific utilities
  47339. */
  47340. export class BRDFTextureTools {
  47341. /**
  47342. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  47343. * @param texture the texture to expand.
  47344. */
  47345. private static _ExpandDefaultBRDFTexture;
  47346. /**
  47347. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47348. * @param scene defines the hosting scene
  47349. * @returns the environment BRDF texture
  47350. */
  47351. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47352. private static _environmentBRDFBase64Texture;
  47353. }
  47354. }
  47355. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47356. import { Nullable } from "babylonjs/types";
  47357. import { Color3 } from "babylonjs/Maths/math.color";
  47358. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47359. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47360. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47361. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47362. import { Engine } from "babylonjs/Engines/engine";
  47363. import { Scene } from "babylonjs/scene";
  47364. /**
  47365. * @hidden
  47366. */
  47367. export interface IMaterialClearCoatDefines {
  47368. CLEARCOAT: boolean;
  47369. CLEARCOAT_DEFAULTIOR: boolean;
  47370. CLEARCOAT_TEXTURE: boolean;
  47371. CLEARCOAT_TEXTUREDIRECTUV: number;
  47372. CLEARCOAT_BUMP: boolean;
  47373. CLEARCOAT_BUMPDIRECTUV: number;
  47374. CLEARCOAT_TINT: boolean;
  47375. CLEARCOAT_TINT_TEXTURE: boolean;
  47376. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47377. /** @hidden */
  47378. _areTexturesDirty: boolean;
  47379. }
  47380. /**
  47381. * Define the code related to the clear coat parameters of the pbr material.
  47382. */
  47383. export class PBRClearCoatConfiguration {
  47384. /**
  47385. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47386. * The default fits with a polyurethane material.
  47387. */
  47388. private static readonly _DefaultIndexOfRefraction;
  47389. private _isEnabled;
  47390. /**
  47391. * Defines if the clear coat is enabled in the material.
  47392. */
  47393. isEnabled: boolean;
  47394. /**
  47395. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47396. */
  47397. intensity: number;
  47398. /**
  47399. * Defines the clear coat layer roughness.
  47400. */
  47401. roughness: number;
  47402. private _indexOfRefraction;
  47403. /**
  47404. * Defines the index of refraction of the clear coat.
  47405. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47406. * The default fits with a polyurethane material.
  47407. * Changing the default value is more performance intensive.
  47408. */
  47409. indexOfRefraction: number;
  47410. private _texture;
  47411. /**
  47412. * Stores the clear coat values in a texture.
  47413. */
  47414. texture: Nullable<BaseTexture>;
  47415. private _bumpTexture;
  47416. /**
  47417. * Define the clear coat specific bump texture.
  47418. */
  47419. bumpTexture: Nullable<BaseTexture>;
  47420. private _isTintEnabled;
  47421. /**
  47422. * Defines if the clear coat tint is enabled in the material.
  47423. */
  47424. isTintEnabled: boolean;
  47425. /**
  47426. * Defines the clear coat tint of the material.
  47427. * This is only use if tint is enabled
  47428. */
  47429. tintColor: Color3;
  47430. /**
  47431. * Defines the distance at which the tint color should be found in the
  47432. * clear coat media.
  47433. * This is only use if tint is enabled
  47434. */
  47435. tintColorAtDistance: number;
  47436. /**
  47437. * Defines the clear coat layer thickness.
  47438. * This is only use if tint is enabled
  47439. */
  47440. tintThickness: number;
  47441. private _tintTexture;
  47442. /**
  47443. * Stores the clear tint values in a texture.
  47444. * rgb is tint
  47445. * a is a thickness factor
  47446. */
  47447. tintTexture: Nullable<BaseTexture>;
  47448. /** @hidden */
  47449. private _internalMarkAllSubMeshesAsTexturesDirty;
  47450. /** @hidden */
  47451. _markAllSubMeshesAsTexturesDirty(): void;
  47452. /**
  47453. * Instantiate a new istance of clear coat configuration.
  47454. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47455. */
  47456. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47457. /**
  47458. * Gets wehter the submesh is ready to be used or not.
  47459. * @param defines the list of "defines" to update.
  47460. * @param scene defines the scene the material belongs to.
  47461. * @param engine defines the engine the material belongs to.
  47462. * @param disableBumpMap defines wether the material disables bump or not.
  47463. * @returns - boolean indicating that the submesh is ready or not.
  47464. */
  47465. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47466. /**
  47467. * Checks to see if a texture is used in the material.
  47468. * @param defines the list of "defines" to update.
  47469. * @param scene defines the scene to the material belongs to.
  47470. */
  47471. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47472. /**
  47473. * Binds the material data.
  47474. * @param uniformBuffer defines the Uniform buffer to fill in.
  47475. * @param scene defines the scene the material belongs to.
  47476. * @param engine defines the engine the material belongs to.
  47477. * @param disableBumpMap defines wether the material disables bump or not.
  47478. * @param isFrozen defines wether the material is frozen or not.
  47479. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47480. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47481. */
  47482. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47483. /**
  47484. * Checks to see if a texture is used in the material.
  47485. * @param texture - Base texture to use.
  47486. * @returns - Boolean specifying if a texture is used in the material.
  47487. */
  47488. hasTexture(texture: BaseTexture): boolean;
  47489. /**
  47490. * Returns an array of the actively used textures.
  47491. * @param activeTextures Array of BaseTextures
  47492. */
  47493. getActiveTextures(activeTextures: BaseTexture[]): void;
  47494. /**
  47495. * Returns the animatable textures.
  47496. * @param animatables Array of animatable textures.
  47497. */
  47498. getAnimatables(animatables: IAnimatable[]): void;
  47499. /**
  47500. * Disposes the resources of the material.
  47501. * @param forceDisposeTextures - Forces the disposal of all textures.
  47502. */
  47503. dispose(forceDisposeTextures?: boolean): void;
  47504. /**
  47505. * Get the current class name of the texture useful for serialization or dynamic coding.
  47506. * @returns "PBRClearCoatConfiguration"
  47507. */
  47508. getClassName(): string;
  47509. /**
  47510. * Add fallbacks to the effect fallbacks list.
  47511. * @param defines defines the Base texture to use.
  47512. * @param fallbacks defines the current fallback list.
  47513. * @param currentRank defines the current fallback rank.
  47514. * @returns the new fallback rank.
  47515. */
  47516. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47517. /**
  47518. * Add the required uniforms to the current list.
  47519. * @param uniforms defines the current uniform list.
  47520. */
  47521. static AddUniforms(uniforms: string[]): void;
  47522. /**
  47523. * Add the required samplers to the current list.
  47524. * @param samplers defines the current sampler list.
  47525. */
  47526. static AddSamplers(samplers: string[]): void;
  47527. /**
  47528. * Add the required uniforms to the current buffer.
  47529. * @param uniformBuffer defines the current uniform buffer.
  47530. */
  47531. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47532. /**
  47533. * Makes a duplicate of the current configuration into another one.
  47534. * @param clearCoatConfiguration define the config where to copy the info
  47535. */
  47536. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47537. /**
  47538. * Serializes this clear coat configuration.
  47539. * @returns - An object with the serialized config.
  47540. */
  47541. serialize(): any;
  47542. /**
  47543. * Parses a anisotropy Configuration from a serialized object.
  47544. * @param source - Serialized object.
  47545. * @param scene Defines the scene we are parsing for
  47546. * @param rootUrl Defines the rootUrl to load from
  47547. */
  47548. parse(source: any, scene: Scene, rootUrl: string): void;
  47549. }
  47550. }
  47551. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47552. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47553. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47554. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47555. import { Vector2 } from "babylonjs/Maths/math.vector";
  47556. import { Scene } from "babylonjs/scene";
  47557. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47558. import { Nullable } from "babylonjs/types";
  47559. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47560. /**
  47561. * @hidden
  47562. */
  47563. export interface IMaterialAnisotropicDefines {
  47564. ANISOTROPIC: boolean;
  47565. ANISOTROPIC_TEXTURE: boolean;
  47566. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47567. MAINUV1: boolean;
  47568. _areTexturesDirty: boolean;
  47569. _needUVs: boolean;
  47570. }
  47571. /**
  47572. * Define the code related to the anisotropic parameters of the pbr material.
  47573. */
  47574. export class PBRAnisotropicConfiguration {
  47575. private _isEnabled;
  47576. /**
  47577. * Defines if the anisotropy is enabled in the material.
  47578. */
  47579. isEnabled: boolean;
  47580. /**
  47581. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47582. */
  47583. intensity: number;
  47584. /**
  47585. * Defines if the effect is along the tangents, bitangents or in between.
  47586. * By default, the effect is "strectching" the highlights along the tangents.
  47587. */
  47588. direction: Vector2;
  47589. private _texture;
  47590. /**
  47591. * Stores the anisotropy values in a texture.
  47592. * rg is direction (like normal from -1 to 1)
  47593. * b is a intensity
  47594. */
  47595. texture: Nullable<BaseTexture>;
  47596. /** @hidden */
  47597. private _internalMarkAllSubMeshesAsTexturesDirty;
  47598. /** @hidden */
  47599. _markAllSubMeshesAsTexturesDirty(): void;
  47600. /**
  47601. * Instantiate a new istance of anisotropy configuration.
  47602. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47603. */
  47604. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47605. /**
  47606. * Specifies that the submesh is ready to be used.
  47607. * @param defines the list of "defines" to update.
  47608. * @param scene defines the scene the material belongs to.
  47609. * @returns - boolean indicating that the submesh is ready or not.
  47610. */
  47611. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47612. /**
  47613. * Checks to see if a texture is used in the material.
  47614. * @param defines the list of "defines" to update.
  47615. * @param mesh the mesh we are preparing the defines for.
  47616. * @param scene defines the scene the material belongs to.
  47617. */
  47618. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47619. /**
  47620. * Binds the material data.
  47621. * @param uniformBuffer defines the Uniform buffer to fill in.
  47622. * @param scene defines the scene the material belongs to.
  47623. * @param isFrozen defines wether the material is frozen or not.
  47624. */
  47625. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47626. /**
  47627. * Checks to see if a texture is used in the material.
  47628. * @param texture - Base texture to use.
  47629. * @returns - Boolean specifying if a texture is used in the material.
  47630. */
  47631. hasTexture(texture: BaseTexture): boolean;
  47632. /**
  47633. * Returns an array of the actively used textures.
  47634. * @param activeTextures Array of BaseTextures
  47635. */
  47636. getActiveTextures(activeTextures: BaseTexture[]): void;
  47637. /**
  47638. * Returns the animatable textures.
  47639. * @param animatables Array of animatable textures.
  47640. */
  47641. getAnimatables(animatables: IAnimatable[]): void;
  47642. /**
  47643. * Disposes the resources of the material.
  47644. * @param forceDisposeTextures - Forces the disposal of all textures.
  47645. */
  47646. dispose(forceDisposeTextures?: boolean): void;
  47647. /**
  47648. * Get the current class name of the texture useful for serialization or dynamic coding.
  47649. * @returns "PBRAnisotropicConfiguration"
  47650. */
  47651. getClassName(): string;
  47652. /**
  47653. * Add fallbacks to the effect fallbacks list.
  47654. * @param defines defines the Base texture to use.
  47655. * @param fallbacks defines the current fallback list.
  47656. * @param currentRank defines the current fallback rank.
  47657. * @returns the new fallback rank.
  47658. */
  47659. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47660. /**
  47661. * Add the required uniforms to the current list.
  47662. * @param uniforms defines the current uniform list.
  47663. */
  47664. static AddUniforms(uniforms: string[]): void;
  47665. /**
  47666. * Add the required uniforms to the current buffer.
  47667. * @param uniformBuffer defines the current uniform buffer.
  47668. */
  47669. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47670. /**
  47671. * Add the required samplers to the current list.
  47672. * @param samplers defines the current sampler list.
  47673. */
  47674. static AddSamplers(samplers: string[]): void;
  47675. /**
  47676. * Makes a duplicate of the current configuration into another one.
  47677. * @param anisotropicConfiguration define the config where to copy the info
  47678. */
  47679. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47680. /**
  47681. * Serializes this anisotropy configuration.
  47682. * @returns - An object with the serialized config.
  47683. */
  47684. serialize(): any;
  47685. /**
  47686. * Parses a anisotropy Configuration from a serialized object.
  47687. * @param source - Serialized object.
  47688. * @param scene Defines the scene we are parsing for
  47689. * @param rootUrl Defines the rootUrl to load from
  47690. */
  47691. parse(source: any, scene: Scene, rootUrl: string): void;
  47692. }
  47693. }
  47694. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47695. import { Scene } from "babylonjs/scene";
  47696. /**
  47697. * @hidden
  47698. */
  47699. export interface IMaterialBRDFDefines {
  47700. BRDF_V_HEIGHT_CORRELATED: boolean;
  47701. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47702. SPHERICAL_HARMONICS: boolean;
  47703. /** @hidden */
  47704. _areMiscDirty: boolean;
  47705. }
  47706. /**
  47707. * Define the code related to the BRDF parameters of the pbr material.
  47708. */
  47709. export class PBRBRDFConfiguration {
  47710. /**
  47711. * Default value used for the energy conservation.
  47712. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47713. */
  47714. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47715. /**
  47716. * Default value used for the Smith Visibility Height Correlated mode.
  47717. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47718. */
  47719. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47720. /**
  47721. * Default value used for the IBL diffuse part.
  47722. * This can help switching back to the polynomials mode globally which is a tiny bit
  47723. * less GPU intensive at the drawback of a lower quality.
  47724. */
  47725. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47726. private _useEnergyConservation;
  47727. /**
  47728. * Defines if the material uses energy conservation.
  47729. */
  47730. useEnergyConservation: boolean;
  47731. private _useSmithVisibilityHeightCorrelated;
  47732. /**
  47733. * LEGACY Mode set to false
  47734. * Defines if the material uses height smith correlated visibility term.
  47735. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47736. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47737. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47738. * Not relying on height correlated will also disable energy conservation.
  47739. */
  47740. useSmithVisibilityHeightCorrelated: boolean;
  47741. private _useSphericalHarmonics;
  47742. /**
  47743. * LEGACY Mode set to false
  47744. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47745. * diffuse part of the IBL.
  47746. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47747. * to the ground truth.
  47748. */
  47749. useSphericalHarmonics: boolean;
  47750. /** @hidden */
  47751. private _internalMarkAllSubMeshesAsMiscDirty;
  47752. /** @hidden */
  47753. _markAllSubMeshesAsMiscDirty(): void;
  47754. /**
  47755. * Instantiate a new istance of clear coat configuration.
  47756. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47757. */
  47758. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47759. /**
  47760. * Checks to see if a texture is used in the material.
  47761. * @param defines the list of "defines" to update.
  47762. */
  47763. prepareDefines(defines: IMaterialBRDFDefines): void;
  47764. /**
  47765. * Get the current class name of the texture useful for serialization or dynamic coding.
  47766. * @returns "PBRClearCoatConfiguration"
  47767. */
  47768. getClassName(): string;
  47769. /**
  47770. * Makes a duplicate of the current configuration into another one.
  47771. * @param brdfConfiguration define the config where to copy the info
  47772. */
  47773. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47774. /**
  47775. * Serializes this BRDF configuration.
  47776. * @returns - An object with the serialized config.
  47777. */
  47778. serialize(): any;
  47779. /**
  47780. * Parses a anisotropy Configuration from a serialized object.
  47781. * @param source - Serialized object.
  47782. * @param scene Defines the scene we are parsing for
  47783. * @param rootUrl Defines the rootUrl to load from
  47784. */
  47785. parse(source: any, scene: Scene, rootUrl: string): void;
  47786. }
  47787. }
  47788. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47789. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47790. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47791. import { Color3 } from "babylonjs/Maths/math.color";
  47792. import { Scene } from "babylonjs/scene";
  47793. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47794. import { Nullable } from "babylonjs/types";
  47795. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47796. /**
  47797. * @hidden
  47798. */
  47799. export interface IMaterialSheenDefines {
  47800. SHEEN: boolean;
  47801. SHEEN_TEXTURE: boolean;
  47802. SHEEN_TEXTUREDIRECTUV: number;
  47803. SHEEN_LINKWITHALBEDO: boolean;
  47804. /** @hidden */
  47805. _areTexturesDirty: boolean;
  47806. }
  47807. /**
  47808. * Define the code related to the Sheen parameters of the pbr material.
  47809. */
  47810. export class PBRSheenConfiguration {
  47811. private _isEnabled;
  47812. /**
  47813. * Defines if the material uses sheen.
  47814. */
  47815. isEnabled: boolean;
  47816. private _linkSheenWithAlbedo;
  47817. /**
  47818. * Defines if the sheen is linked to the sheen color.
  47819. */
  47820. linkSheenWithAlbedo: boolean;
  47821. /**
  47822. * Defines the sheen intensity.
  47823. */
  47824. intensity: number;
  47825. /**
  47826. * Defines the sheen color.
  47827. */
  47828. color: Color3;
  47829. private _texture;
  47830. /**
  47831. * Stores the sheen tint values in a texture.
  47832. * rgb is tint
  47833. * a is a intensity
  47834. */
  47835. texture: Nullable<BaseTexture>;
  47836. /** @hidden */
  47837. private _internalMarkAllSubMeshesAsTexturesDirty;
  47838. /** @hidden */
  47839. _markAllSubMeshesAsTexturesDirty(): void;
  47840. /**
  47841. * Instantiate a new istance of clear coat configuration.
  47842. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47843. */
  47844. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47845. /**
  47846. * Specifies that the submesh is ready to be used.
  47847. * @param defines the list of "defines" to update.
  47848. * @param scene defines the scene the material belongs to.
  47849. * @returns - boolean indicating that the submesh is ready or not.
  47850. */
  47851. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47852. /**
  47853. * Checks to see if a texture is used in the material.
  47854. * @param defines the list of "defines" to update.
  47855. * @param scene defines the scene the material belongs to.
  47856. */
  47857. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47858. /**
  47859. * Binds the material data.
  47860. * @param uniformBuffer defines the Uniform buffer to fill in.
  47861. * @param scene defines the scene the material belongs to.
  47862. * @param isFrozen defines wether the material is frozen or not.
  47863. */
  47864. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47865. /**
  47866. * Checks to see if a texture is used in the material.
  47867. * @param texture - Base texture to use.
  47868. * @returns - Boolean specifying if a texture is used in the material.
  47869. */
  47870. hasTexture(texture: BaseTexture): boolean;
  47871. /**
  47872. * Returns an array of the actively used textures.
  47873. * @param activeTextures Array of BaseTextures
  47874. */
  47875. getActiveTextures(activeTextures: BaseTexture[]): void;
  47876. /**
  47877. * Returns the animatable textures.
  47878. * @param animatables Array of animatable textures.
  47879. */
  47880. getAnimatables(animatables: IAnimatable[]): void;
  47881. /**
  47882. * Disposes the resources of the material.
  47883. * @param forceDisposeTextures - Forces the disposal of all textures.
  47884. */
  47885. dispose(forceDisposeTextures?: boolean): void;
  47886. /**
  47887. * Get the current class name of the texture useful for serialization or dynamic coding.
  47888. * @returns "PBRSheenConfiguration"
  47889. */
  47890. getClassName(): string;
  47891. /**
  47892. * Add fallbacks to the effect fallbacks list.
  47893. * @param defines defines the Base texture to use.
  47894. * @param fallbacks defines the current fallback list.
  47895. * @param currentRank defines the current fallback rank.
  47896. * @returns the new fallback rank.
  47897. */
  47898. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47899. /**
  47900. * Add the required uniforms to the current list.
  47901. * @param uniforms defines the current uniform list.
  47902. */
  47903. static AddUniforms(uniforms: string[]): void;
  47904. /**
  47905. * Add the required uniforms to the current buffer.
  47906. * @param uniformBuffer defines the current uniform buffer.
  47907. */
  47908. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47909. /**
  47910. * Add the required samplers to the current list.
  47911. * @param samplers defines the current sampler list.
  47912. */
  47913. static AddSamplers(samplers: string[]): void;
  47914. /**
  47915. * Makes a duplicate of the current configuration into another one.
  47916. * @param sheenConfiguration define the config where to copy the info
  47917. */
  47918. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47919. /**
  47920. * Serializes this BRDF configuration.
  47921. * @returns - An object with the serialized config.
  47922. */
  47923. serialize(): any;
  47924. /**
  47925. * Parses a anisotropy Configuration from a serialized object.
  47926. * @param source - Serialized object.
  47927. * @param scene Defines the scene we are parsing for
  47928. * @param rootUrl Defines the rootUrl to load from
  47929. */
  47930. parse(source: any, scene: Scene, rootUrl: string): void;
  47931. }
  47932. }
  47933. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47934. import { Nullable } from "babylonjs/types";
  47935. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47936. import { Color3 } from "babylonjs/Maths/math.color";
  47937. import { SmartArray } from "babylonjs/Misc/smartArray";
  47938. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47939. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47940. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47941. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47942. import { Engine } from "babylonjs/Engines/engine";
  47943. import { Scene } from "babylonjs/scene";
  47944. /**
  47945. * @hidden
  47946. */
  47947. export interface IMaterialSubSurfaceDefines {
  47948. SUBSURFACE: boolean;
  47949. SS_REFRACTION: boolean;
  47950. SS_TRANSLUCENCY: boolean;
  47951. SS_SCATERRING: boolean;
  47952. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47953. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47954. SS_REFRACTIONMAP_3D: boolean;
  47955. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47956. SS_LODINREFRACTIONALPHA: boolean;
  47957. SS_GAMMAREFRACTION: boolean;
  47958. SS_RGBDREFRACTION: boolean;
  47959. SS_LINEARSPECULARREFRACTION: boolean;
  47960. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47961. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47962. /** @hidden */
  47963. _areTexturesDirty: boolean;
  47964. }
  47965. /**
  47966. * Define the code related to the sub surface parameters of the pbr material.
  47967. */
  47968. export class PBRSubSurfaceConfiguration {
  47969. private _isRefractionEnabled;
  47970. /**
  47971. * Defines if the refraction is enabled in the material.
  47972. */
  47973. isRefractionEnabled: boolean;
  47974. private _isTranslucencyEnabled;
  47975. /**
  47976. * Defines if the translucency is enabled in the material.
  47977. */
  47978. isTranslucencyEnabled: boolean;
  47979. private _isScatteringEnabled;
  47980. /**
  47981. * Defines the refraction intensity of the material.
  47982. * The refraction when enabled replaces the Diffuse part of the material.
  47983. * The intensity helps transitionning between diffuse and refraction.
  47984. */
  47985. refractionIntensity: number;
  47986. /**
  47987. * Defines the translucency intensity of the material.
  47988. * When translucency has been enabled, this defines how much of the "translucency"
  47989. * is addded to the diffuse part of the material.
  47990. */
  47991. translucencyIntensity: number;
  47992. /**
  47993. * Defines the scattering intensity of the material.
  47994. * When scattering has been enabled, this defines how much of the "scattered light"
  47995. * is addded to the diffuse part of the material.
  47996. */
  47997. scatteringIntensity: number;
  47998. private _thicknessTexture;
  47999. /**
  48000. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  48001. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  48002. * 0 would mean minimumThickness
  48003. * 1 would mean maximumThickness
  48004. * The other channels might be use as a mask to vary the different effects intensity.
  48005. */
  48006. thicknessTexture: Nullable<BaseTexture>;
  48007. private _refractionTexture;
  48008. /**
  48009. * Defines the texture to use for refraction.
  48010. */
  48011. refractionTexture: Nullable<BaseTexture>;
  48012. private _indexOfRefraction;
  48013. /**
  48014. * Defines the index of refraction used in the material.
  48015. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  48016. */
  48017. indexOfRefraction: number;
  48018. private _invertRefractionY;
  48019. /**
  48020. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48021. */
  48022. invertRefractionY: boolean;
  48023. private _linkRefractionWithTransparency;
  48024. /**
  48025. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48026. * Materials half opaque for instance using refraction could benefit from this control.
  48027. */
  48028. linkRefractionWithTransparency: boolean;
  48029. /**
  48030. * Defines the minimum thickness stored in the thickness map.
  48031. * If no thickness map is defined, this value will be used to simulate thickness.
  48032. */
  48033. minimumThickness: number;
  48034. /**
  48035. * Defines the maximum thickness stored in the thickness map.
  48036. */
  48037. maximumThickness: number;
  48038. /**
  48039. * Defines the volume tint of the material.
  48040. * This is used for both translucency and scattering.
  48041. */
  48042. tintColor: Color3;
  48043. /**
  48044. * Defines the distance at which the tint color should be found in the media.
  48045. * This is used for refraction only.
  48046. */
  48047. tintColorAtDistance: number;
  48048. /**
  48049. * Defines how far each channel transmit through the media.
  48050. * It is defined as a color to simplify it selection.
  48051. */
  48052. diffusionDistance: Color3;
  48053. private _useMaskFromThicknessTexture;
  48054. /**
  48055. * Stores the intensity of the different subsurface effects in the thickness texture.
  48056. * * the green channel is the translucency intensity.
  48057. * * the blue channel is the scattering intensity.
  48058. * * the alpha channel is the refraction intensity.
  48059. */
  48060. useMaskFromThicknessTexture: boolean;
  48061. /** @hidden */
  48062. private _internalMarkAllSubMeshesAsTexturesDirty;
  48063. /** @hidden */
  48064. _markAllSubMeshesAsTexturesDirty(): void;
  48065. /**
  48066. * Instantiate a new istance of sub surface configuration.
  48067. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48068. */
  48069. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48070. /**
  48071. * Gets wehter the submesh is ready to be used or not.
  48072. * @param defines the list of "defines" to update.
  48073. * @param scene defines the scene the material belongs to.
  48074. * @returns - boolean indicating that the submesh is ready or not.
  48075. */
  48076. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  48077. /**
  48078. * Checks to see if a texture is used in the material.
  48079. * @param defines the list of "defines" to update.
  48080. * @param scene defines the scene to the material belongs to.
  48081. */
  48082. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  48083. /**
  48084. * Binds the material data.
  48085. * @param uniformBuffer defines the Uniform buffer to fill in.
  48086. * @param scene defines the scene the material belongs to.
  48087. * @param engine defines the engine the material belongs to.
  48088. * @param isFrozen defines wether the material is frozen or not.
  48089. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48090. */
  48091. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48092. /**
  48093. * Unbinds the material from the mesh.
  48094. * @param activeEffect defines the effect that should be unbound from.
  48095. * @returns true if unbound, otherwise false
  48096. */
  48097. unbind(activeEffect: Effect): boolean;
  48098. /**
  48099. * Returns the texture used for refraction or null if none is used.
  48100. * @param scene defines the scene the material belongs to.
  48101. * @returns - Refraction texture if present. If no refraction texture and refraction
  48102. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48103. */
  48104. private _getRefractionTexture;
  48105. /**
  48106. * Returns true if alpha blending should be disabled.
  48107. */
  48108. readonly disableAlphaBlending: boolean;
  48109. /**
  48110. * Fills the list of render target textures.
  48111. * @param renderTargets the list of render targets to update
  48112. */
  48113. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48114. /**
  48115. * Checks to see if a texture is used in the material.
  48116. * @param texture - Base texture to use.
  48117. * @returns - Boolean specifying if a texture is used in the material.
  48118. */
  48119. hasTexture(texture: BaseTexture): boolean;
  48120. /**
  48121. * Gets a boolean indicating that current material needs to register RTT
  48122. * @returns true if this uses a render target otherwise false.
  48123. */
  48124. hasRenderTargetTextures(): boolean;
  48125. /**
  48126. * Returns an array of the actively used textures.
  48127. * @param activeTextures Array of BaseTextures
  48128. */
  48129. getActiveTextures(activeTextures: BaseTexture[]): void;
  48130. /**
  48131. * Returns the animatable textures.
  48132. * @param animatables Array of animatable textures.
  48133. */
  48134. getAnimatables(animatables: IAnimatable[]): void;
  48135. /**
  48136. * Disposes the resources of the material.
  48137. * @param forceDisposeTextures - Forces the disposal of all textures.
  48138. */
  48139. dispose(forceDisposeTextures?: boolean): void;
  48140. /**
  48141. * Get the current class name of the texture useful for serialization or dynamic coding.
  48142. * @returns "PBRSubSurfaceConfiguration"
  48143. */
  48144. getClassName(): string;
  48145. /**
  48146. * Add fallbacks to the effect fallbacks list.
  48147. * @param defines defines the Base texture to use.
  48148. * @param fallbacks defines the current fallback list.
  48149. * @param currentRank defines the current fallback rank.
  48150. * @returns the new fallback rank.
  48151. */
  48152. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48153. /**
  48154. * Add the required uniforms to the current list.
  48155. * @param uniforms defines the current uniform list.
  48156. */
  48157. static AddUniforms(uniforms: string[]): void;
  48158. /**
  48159. * Add the required samplers to the current list.
  48160. * @param samplers defines the current sampler list.
  48161. */
  48162. static AddSamplers(samplers: string[]): void;
  48163. /**
  48164. * Add the required uniforms to the current buffer.
  48165. * @param uniformBuffer defines the current uniform buffer.
  48166. */
  48167. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48168. /**
  48169. * Makes a duplicate of the current configuration into another one.
  48170. * @param configuration define the config where to copy the info
  48171. */
  48172. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48173. /**
  48174. * Serializes this Sub Surface configuration.
  48175. * @returns - An object with the serialized config.
  48176. */
  48177. serialize(): any;
  48178. /**
  48179. * Parses a anisotropy Configuration from a serialized object.
  48180. * @param source - Serialized object.
  48181. * @param scene Defines the scene we are parsing for
  48182. * @param rootUrl Defines the rootUrl to load from
  48183. */
  48184. parse(source: any, scene: Scene, rootUrl: string): void;
  48185. }
  48186. }
  48187. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48188. /** @hidden */
  48189. export var pbrFragmentDeclaration: {
  48190. name: string;
  48191. shader: string;
  48192. };
  48193. }
  48194. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48195. /** @hidden */
  48196. export var pbrUboDeclaration: {
  48197. name: string;
  48198. shader: string;
  48199. };
  48200. }
  48201. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48202. /** @hidden */
  48203. export var pbrFragmentExtraDeclaration: {
  48204. name: string;
  48205. shader: string;
  48206. };
  48207. }
  48208. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48209. /** @hidden */
  48210. export var pbrFragmentSamplersDeclaration: {
  48211. name: string;
  48212. shader: string;
  48213. };
  48214. }
  48215. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48216. /** @hidden */
  48217. export var pbrHelperFunctions: {
  48218. name: string;
  48219. shader: string;
  48220. };
  48221. }
  48222. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48223. /** @hidden */
  48224. export var harmonicsFunctions: {
  48225. name: string;
  48226. shader: string;
  48227. };
  48228. }
  48229. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48230. /** @hidden */
  48231. export var pbrDirectLightingSetupFunctions: {
  48232. name: string;
  48233. shader: string;
  48234. };
  48235. }
  48236. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48237. /** @hidden */
  48238. export var pbrDirectLightingFalloffFunctions: {
  48239. name: string;
  48240. shader: string;
  48241. };
  48242. }
  48243. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48244. /** @hidden */
  48245. export var pbrBRDFFunctions: {
  48246. name: string;
  48247. shader: string;
  48248. };
  48249. }
  48250. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48251. /** @hidden */
  48252. export var pbrDirectLightingFunctions: {
  48253. name: string;
  48254. shader: string;
  48255. };
  48256. }
  48257. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48258. /** @hidden */
  48259. export var pbrIBLFunctions: {
  48260. name: string;
  48261. shader: string;
  48262. };
  48263. }
  48264. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48265. /** @hidden */
  48266. export var pbrDebug: {
  48267. name: string;
  48268. shader: string;
  48269. };
  48270. }
  48271. declare module "babylonjs/Shaders/pbr.fragment" {
  48272. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48273. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48274. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48275. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48276. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48277. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48278. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48279. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48280. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48281. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48282. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48283. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48284. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48285. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48286. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48287. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48288. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48289. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48290. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48291. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48292. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48293. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48294. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48295. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48296. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48297. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48298. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48299. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48300. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48301. /** @hidden */
  48302. export var pbrPixelShader: {
  48303. name: string;
  48304. shader: string;
  48305. };
  48306. }
  48307. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48308. /** @hidden */
  48309. export var pbrVertexDeclaration: {
  48310. name: string;
  48311. shader: string;
  48312. };
  48313. }
  48314. declare module "babylonjs/Shaders/pbr.vertex" {
  48315. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48316. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48317. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48318. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48319. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48320. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48321. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48322. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48323. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48324. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48325. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48326. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48327. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48328. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48329. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48330. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48331. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48332. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48333. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48334. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48335. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48336. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48337. /** @hidden */
  48338. export var pbrVertexShader: {
  48339. name: string;
  48340. shader: string;
  48341. };
  48342. }
  48343. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48344. import { Nullable } from "babylonjs/types";
  48345. import { Scene } from "babylonjs/scene";
  48346. import { Matrix } from "babylonjs/Maths/math.vector";
  48347. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48348. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48349. import { Mesh } from "babylonjs/Meshes/mesh";
  48350. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48351. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48352. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48353. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48354. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48355. import { Color3 } from "babylonjs/Maths/math.color";
  48356. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48357. import { Material } from "babylonjs/Materials/material";
  48358. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48359. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48360. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48361. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48362. import "babylonjs/Shaders/pbr.fragment";
  48363. import "babylonjs/Shaders/pbr.vertex";
  48364. /**
  48365. * Manages the defines for the PBR Material.
  48366. * @hidden
  48367. */
  48368. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48369. PBR: boolean;
  48370. MAINUV1: boolean;
  48371. MAINUV2: boolean;
  48372. UV1: boolean;
  48373. UV2: boolean;
  48374. ALBEDO: boolean;
  48375. ALBEDODIRECTUV: number;
  48376. VERTEXCOLOR: boolean;
  48377. AMBIENT: boolean;
  48378. AMBIENTDIRECTUV: number;
  48379. AMBIENTINGRAYSCALE: boolean;
  48380. OPACITY: boolean;
  48381. VERTEXALPHA: boolean;
  48382. OPACITYDIRECTUV: number;
  48383. OPACITYRGB: boolean;
  48384. ALPHATEST: boolean;
  48385. DEPTHPREPASS: boolean;
  48386. ALPHABLEND: boolean;
  48387. ALPHAFROMALBEDO: boolean;
  48388. ALPHATESTVALUE: string;
  48389. SPECULAROVERALPHA: boolean;
  48390. RADIANCEOVERALPHA: boolean;
  48391. ALPHAFRESNEL: boolean;
  48392. LINEARALPHAFRESNEL: boolean;
  48393. PREMULTIPLYALPHA: boolean;
  48394. EMISSIVE: boolean;
  48395. EMISSIVEDIRECTUV: number;
  48396. REFLECTIVITY: boolean;
  48397. REFLECTIVITYDIRECTUV: number;
  48398. SPECULARTERM: boolean;
  48399. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48400. MICROSURFACEAUTOMATIC: boolean;
  48401. LODBASEDMICROSFURACE: boolean;
  48402. MICROSURFACEMAP: boolean;
  48403. MICROSURFACEMAPDIRECTUV: number;
  48404. METALLICWORKFLOW: boolean;
  48405. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48406. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48407. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48408. AOSTOREINMETALMAPRED: boolean;
  48409. ENVIRONMENTBRDF: boolean;
  48410. ENVIRONMENTBRDF_RGBD: boolean;
  48411. NORMAL: boolean;
  48412. TANGENT: boolean;
  48413. BUMP: boolean;
  48414. BUMPDIRECTUV: number;
  48415. OBJECTSPACE_NORMALMAP: boolean;
  48416. PARALLAX: boolean;
  48417. PARALLAXOCCLUSION: boolean;
  48418. NORMALXYSCALE: boolean;
  48419. LIGHTMAP: boolean;
  48420. LIGHTMAPDIRECTUV: number;
  48421. USELIGHTMAPASSHADOWMAP: boolean;
  48422. GAMMALIGHTMAP: boolean;
  48423. REFLECTION: boolean;
  48424. REFLECTIONMAP_3D: boolean;
  48425. REFLECTIONMAP_SPHERICAL: boolean;
  48426. REFLECTIONMAP_PLANAR: boolean;
  48427. REFLECTIONMAP_CUBIC: boolean;
  48428. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48429. REFLECTIONMAP_PROJECTION: boolean;
  48430. REFLECTIONMAP_SKYBOX: boolean;
  48431. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48432. REFLECTIONMAP_EXPLICIT: boolean;
  48433. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48434. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48435. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48436. INVERTCUBICMAP: boolean;
  48437. USESPHERICALFROMREFLECTIONMAP: boolean;
  48438. USEIRRADIANCEMAP: boolean;
  48439. SPHERICAL_HARMONICS: boolean;
  48440. USESPHERICALINVERTEX: boolean;
  48441. REFLECTIONMAP_OPPOSITEZ: boolean;
  48442. LODINREFLECTIONALPHA: boolean;
  48443. GAMMAREFLECTION: boolean;
  48444. RGBDREFLECTION: boolean;
  48445. LINEARSPECULARREFLECTION: boolean;
  48446. RADIANCEOCCLUSION: boolean;
  48447. HORIZONOCCLUSION: boolean;
  48448. INSTANCES: boolean;
  48449. NUM_BONE_INFLUENCERS: number;
  48450. BonesPerMesh: number;
  48451. BONETEXTURE: boolean;
  48452. NONUNIFORMSCALING: boolean;
  48453. MORPHTARGETS: boolean;
  48454. MORPHTARGETS_NORMAL: boolean;
  48455. MORPHTARGETS_TANGENT: boolean;
  48456. MORPHTARGETS_UV: boolean;
  48457. NUM_MORPH_INFLUENCERS: number;
  48458. IMAGEPROCESSING: boolean;
  48459. VIGNETTE: boolean;
  48460. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48461. VIGNETTEBLENDMODEOPAQUE: boolean;
  48462. TONEMAPPING: boolean;
  48463. TONEMAPPING_ACES: boolean;
  48464. CONTRAST: boolean;
  48465. COLORCURVES: boolean;
  48466. COLORGRADING: boolean;
  48467. COLORGRADING3D: boolean;
  48468. SAMPLER3DGREENDEPTH: boolean;
  48469. SAMPLER3DBGRMAP: boolean;
  48470. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48471. EXPOSURE: boolean;
  48472. MULTIVIEW: boolean;
  48473. USEPHYSICALLIGHTFALLOFF: boolean;
  48474. USEGLTFLIGHTFALLOFF: boolean;
  48475. TWOSIDEDLIGHTING: boolean;
  48476. SHADOWFLOAT: boolean;
  48477. CLIPPLANE: boolean;
  48478. CLIPPLANE2: boolean;
  48479. CLIPPLANE3: boolean;
  48480. CLIPPLANE4: boolean;
  48481. POINTSIZE: boolean;
  48482. FOG: boolean;
  48483. LOGARITHMICDEPTH: boolean;
  48484. FORCENORMALFORWARD: boolean;
  48485. SPECULARAA: boolean;
  48486. CLEARCOAT: boolean;
  48487. CLEARCOAT_DEFAULTIOR: boolean;
  48488. CLEARCOAT_TEXTURE: boolean;
  48489. CLEARCOAT_TEXTUREDIRECTUV: number;
  48490. CLEARCOAT_BUMP: boolean;
  48491. CLEARCOAT_BUMPDIRECTUV: number;
  48492. CLEARCOAT_TINT: boolean;
  48493. CLEARCOAT_TINT_TEXTURE: boolean;
  48494. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48495. ANISOTROPIC: boolean;
  48496. ANISOTROPIC_TEXTURE: boolean;
  48497. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48498. BRDF_V_HEIGHT_CORRELATED: boolean;
  48499. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48500. SHEEN: boolean;
  48501. SHEEN_TEXTURE: boolean;
  48502. SHEEN_TEXTUREDIRECTUV: number;
  48503. SHEEN_LINKWITHALBEDO: boolean;
  48504. SUBSURFACE: boolean;
  48505. SS_REFRACTION: boolean;
  48506. SS_TRANSLUCENCY: boolean;
  48507. SS_SCATERRING: boolean;
  48508. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48509. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48510. SS_REFRACTIONMAP_3D: boolean;
  48511. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48512. SS_LODINREFRACTIONALPHA: boolean;
  48513. SS_GAMMAREFRACTION: boolean;
  48514. SS_RGBDREFRACTION: boolean;
  48515. SS_LINEARSPECULARREFRACTION: boolean;
  48516. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48517. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48518. UNLIT: boolean;
  48519. DEBUGMODE: number;
  48520. /**
  48521. * Initializes the PBR Material defines.
  48522. */
  48523. constructor();
  48524. /**
  48525. * Resets the PBR Material defines.
  48526. */
  48527. reset(): void;
  48528. }
  48529. /**
  48530. * The Physically based material base class of BJS.
  48531. *
  48532. * This offers the main features of a standard PBR material.
  48533. * For more information, please refer to the documentation :
  48534. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48535. */
  48536. export abstract class PBRBaseMaterial extends PushMaterial {
  48537. /**
  48538. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48539. */
  48540. static readonly PBRMATERIAL_OPAQUE: number;
  48541. /**
  48542. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48543. */
  48544. static readonly PBRMATERIAL_ALPHATEST: number;
  48545. /**
  48546. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48547. */
  48548. static readonly PBRMATERIAL_ALPHABLEND: number;
  48549. /**
  48550. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48551. * They are also discarded below the alpha cutoff threshold to improve performances.
  48552. */
  48553. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48554. /**
  48555. * Defines the default value of how much AO map is occluding the analytical lights
  48556. * (point spot...).
  48557. */
  48558. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48559. /**
  48560. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48561. */
  48562. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48563. /**
  48564. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48565. * to enhance interoperability with other engines.
  48566. */
  48567. static readonly LIGHTFALLOFF_GLTF: number;
  48568. /**
  48569. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48570. * to enhance interoperability with other materials.
  48571. */
  48572. static readonly LIGHTFALLOFF_STANDARD: number;
  48573. /**
  48574. * Intensity of the direct lights e.g. the four lights available in your scene.
  48575. * This impacts both the direct diffuse and specular highlights.
  48576. */
  48577. protected _directIntensity: number;
  48578. /**
  48579. * Intensity of the emissive part of the material.
  48580. * This helps controlling the emissive effect without modifying the emissive color.
  48581. */
  48582. protected _emissiveIntensity: number;
  48583. /**
  48584. * Intensity of the environment e.g. how much the environment will light the object
  48585. * either through harmonics for rough material or through the refelction for shiny ones.
  48586. */
  48587. protected _environmentIntensity: number;
  48588. /**
  48589. * This is a special control allowing the reduction of the specular highlights coming from the
  48590. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48591. */
  48592. protected _specularIntensity: number;
  48593. /**
  48594. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48595. */
  48596. private _lightingInfos;
  48597. /**
  48598. * Debug Control allowing disabling the bump map on this material.
  48599. */
  48600. protected _disableBumpMap: boolean;
  48601. /**
  48602. * AKA Diffuse Texture in standard nomenclature.
  48603. */
  48604. protected _albedoTexture: Nullable<BaseTexture>;
  48605. /**
  48606. * AKA Occlusion Texture in other nomenclature.
  48607. */
  48608. protected _ambientTexture: Nullable<BaseTexture>;
  48609. /**
  48610. * AKA Occlusion Texture Intensity in other nomenclature.
  48611. */
  48612. protected _ambientTextureStrength: number;
  48613. /**
  48614. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48615. * 1 means it completely occludes it
  48616. * 0 mean it has no impact
  48617. */
  48618. protected _ambientTextureImpactOnAnalyticalLights: number;
  48619. /**
  48620. * Stores the alpha values in a texture.
  48621. */
  48622. protected _opacityTexture: Nullable<BaseTexture>;
  48623. /**
  48624. * Stores the reflection values in a texture.
  48625. */
  48626. protected _reflectionTexture: Nullable<BaseTexture>;
  48627. /**
  48628. * Stores the emissive values in a texture.
  48629. */
  48630. protected _emissiveTexture: Nullable<BaseTexture>;
  48631. /**
  48632. * AKA Specular texture in other nomenclature.
  48633. */
  48634. protected _reflectivityTexture: Nullable<BaseTexture>;
  48635. /**
  48636. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48637. */
  48638. protected _metallicTexture: Nullable<BaseTexture>;
  48639. /**
  48640. * Specifies the metallic scalar of the metallic/roughness workflow.
  48641. * Can also be used to scale the metalness values of the metallic texture.
  48642. */
  48643. protected _metallic: Nullable<number>;
  48644. /**
  48645. * Specifies the roughness scalar of the metallic/roughness workflow.
  48646. * Can also be used to scale the roughness values of the metallic texture.
  48647. */
  48648. protected _roughness: Nullable<number>;
  48649. /**
  48650. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48651. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48652. */
  48653. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48654. /**
  48655. * Stores surface normal data used to displace a mesh in a texture.
  48656. */
  48657. protected _bumpTexture: Nullable<BaseTexture>;
  48658. /**
  48659. * Stores the pre-calculated light information of a mesh in a texture.
  48660. */
  48661. protected _lightmapTexture: Nullable<BaseTexture>;
  48662. /**
  48663. * The color of a material in ambient lighting.
  48664. */
  48665. protected _ambientColor: Color3;
  48666. /**
  48667. * AKA Diffuse Color in other nomenclature.
  48668. */
  48669. protected _albedoColor: Color3;
  48670. /**
  48671. * AKA Specular Color in other nomenclature.
  48672. */
  48673. protected _reflectivityColor: Color3;
  48674. /**
  48675. * The color applied when light is reflected from a material.
  48676. */
  48677. protected _reflectionColor: Color3;
  48678. /**
  48679. * The color applied when light is emitted from a material.
  48680. */
  48681. protected _emissiveColor: Color3;
  48682. /**
  48683. * AKA Glossiness in other nomenclature.
  48684. */
  48685. protected _microSurface: number;
  48686. /**
  48687. * Specifies that the material will use the light map as a show map.
  48688. */
  48689. protected _useLightmapAsShadowmap: boolean;
  48690. /**
  48691. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48692. * makes the reflect vector face the model (under horizon).
  48693. */
  48694. protected _useHorizonOcclusion: boolean;
  48695. /**
  48696. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48697. * too much the area relying on ambient texture to define their ambient occlusion.
  48698. */
  48699. protected _useRadianceOcclusion: boolean;
  48700. /**
  48701. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48702. */
  48703. protected _useAlphaFromAlbedoTexture: boolean;
  48704. /**
  48705. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48706. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48707. */
  48708. protected _useSpecularOverAlpha: boolean;
  48709. /**
  48710. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48711. */
  48712. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48713. /**
  48714. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48715. */
  48716. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48717. /**
  48718. * Specifies if the metallic texture contains the roughness information in its green channel.
  48719. */
  48720. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48721. /**
  48722. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48723. */
  48724. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48725. /**
  48726. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48727. */
  48728. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48729. /**
  48730. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48731. */
  48732. protected _useAmbientInGrayScale: boolean;
  48733. /**
  48734. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48735. * The material will try to infer what glossiness each pixel should be.
  48736. */
  48737. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48738. /**
  48739. * Defines the falloff type used in this material.
  48740. * It by default is Physical.
  48741. */
  48742. protected _lightFalloff: number;
  48743. /**
  48744. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48745. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48746. */
  48747. protected _useRadianceOverAlpha: boolean;
  48748. /**
  48749. * Allows using an object space normal map (instead of tangent space).
  48750. */
  48751. protected _useObjectSpaceNormalMap: boolean;
  48752. /**
  48753. * Allows using the bump map in parallax mode.
  48754. */
  48755. protected _useParallax: boolean;
  48756. /**
  48757. * Allows using the bump map in parallax occlusion mode.
  48758. */
  48759. protected _useParallaxOcclusion: boolean;
  48760. /**
  48761. * Controls the scale bias of the parallax mode.
  48762. */
  48763. protected _parallaxScaleBias: number;
  48764. /**
  48765. * If sets to true, disables all the lights affecting the material.
  48766. */
  48767. protected _disableLighting: boolean;
  48768. /**
  48769. * Number of Simultaneous lights allowed on the material.
  48770. */
  48771. protected _maxSimultaneousLights: number;
  48772. /**
  48773. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48774. */
  48775. protected _invertNormalMapX: boolean;
  48776. /**
  48777. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48778. */
  48779. protected _invertNormalMapY: boolean;
  48780. /**
  48781. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48782. */
  48783. protected _twoSidedLighting: boolean;
  48784. /**
  48785. * Defines the alpha limits in alpha test mode.
  48786. */
  48787. protected _alphaCutOff: number;
  48788. /**
  48789. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48790. */
  48791. protected _forceAlphaTest: boolean;
  48792. /**
  48793. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48794. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48795. */
  48796. protected _useAlphaFresnel: boolean;
  48797. /**
  48798. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48799. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48800. */
  48801. protected _useLinearAlphaFresnel: boolean;
  48802. /**
  48803. * The transparency mode of the material.
  48804. */
  48805. protected _transparencyMode: Nullable<number>;
  48806. /**
  48807. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48808. * from cos thetav and roughness:
  48809. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48810. */
  48811. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48812. /**
  48813. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48814. */
  48815. protected _forceIrradianceInFragment: boolean;
  48816. /**
  48817. * Force normal to face away from face.
  48818. */
  48819. protected _forceNormalForward: boolean;
  48820. /**
  48821. * Enables specular anti aliasing in the PBR shader.
  48822. * It will both interacts on the Geometry for analytical and IBL lighting.
  48823. * It also prefilter the roughness map based on the bump values.
  48824. */
  48825. protected _enableSpecularAntiAliasing: boolean;
  48826. /**
  48827. * Default configuration related to image processing available in the PBR Material.
  48828. */
  48829. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48830. /**
  48831. * Keep track of the image processing observer to allow dispose and replace.
  48832. */
  48833. private _imageProcessingObserver;
  48834. /**
  48835. * Attaches a new image processing configuration to the PBR Material.
  48836. * @param configuration
  48837. */
  48838. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48839. /**
  48840. * Stores the available render targets.
  48841. */
  48842. private _renderTargets;
  48843. /**
  48844. * Sets the global ambient color for the material used in lighting calculations.
  48845. */
  48846. private _globalAmbientColor;
  48847. /**
  48848. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48849. */
  48850. private _useLogarithmicDepth;
  48851. /**
  48852. * If set to true, no lighting calculations will be applied.
  48853. */
  48854. private _unlit;
  48855. private _debugMode;
  48856. /**
  48857. * @hidden
  48858. * This is reserved for the inspector.
  48859. * Defines the material debug mode.
  48860. * It helps seeing only some components of the material while troubleshooting.
  48861. */
  48862. debugMode: number;
  48863. /**
  48864. * @hidden
  48865. * This is reserved for the inspector.
  48866. * Specify from where on screen the debug mode should start.
  48867. * The value goes from -1 (full screen) to 1 (not visible)
  48868. * It helps with side by side comparison against the final render
  48869. * This defaults to -1
  48870. */
  48871. private debugLimit;
  48872. /**
  48873. * @hidden
  48874. * This is reserved for the inspector.
  48875. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48876. * You can use the factor to better multiply the final value.
  48877. */
  48878. private debugFactor;
  48879. /**
  48880. * Defines the clear coat layer parameters for the material.
  48881. */
  48882. readonly clearCoat: PBRClearCoatConfiguration;
  48883. /**
  48884. * Defines the anisotropic parameters for the material.
  48885. */
  48886. readonly anisotropy: PBRAnisotropicConfiguration;
  48887. /**
  48888. * Defines the BRDF parameters for the material.
  48889. */
  48890. readonly brdf: PBRBRDFConfiguration;
  48891. /**
  48892. * Defines the Sheen parameters for the material.
  48893. */
  48894. readonly sheen: PBRSheenConfiguration;
  48895. /**
  48896. * Defines the SubSurface parameters for the material.
  48897. */
  48898. readonly subSurface: PBRSubSurfaceConfiguration;
  48899. /**
  48900. * Custom callback helping to override the default shader used in the material.
  48901. */
  48902. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48903. /**
  48904. * Instantiates a new PBRMaterial instance.
  48905. *
  48906. * @param name The material name
  48907. * @param scene The scene the material will be use in.
  48908. */
  48909. constructor(name: string, scene: Scene);
  48910. /**
  48911. * Gets a boolean indicating that current material needs to register RTT
  48912. */
  48913. readonly hasRenderTargetTextures: boolean;
  48914. /**
  48915. * Gets the name of the material class.
  48916. */
  48917. getClassName(): string;
  48918. /**
  48919. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48920. */
  48921. /**
  48922. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48923. */
  48924. useLogarithmicDepth: boolean;
  48925. /**
  48926. * Gets the current transparency mode.
  48927. */
  48928. /**
  48929. * Sets the transparency mode of the material.
  48930. *
  48931. * | Value | Type | Description |
  48932. * | ----- | ----------------------------------- | ----------- |
  48933. * | 0 | OPAQUE | |
  48934. * | 1 | ALPHATEST | |
  48935. * | 2 | ALPHABLEND | |
  48936. * | 3 | ALPHATESTANDBLEND | |
  48937. *
  48938. */
  48939. transparencyMode: Nullable<number>;
  48940. /**
  48941. * Returns true if alpha blending should be disabled.
  48942. */
  48943. private readonly _disableAlphaBlending;
  48944. /**
  48945. * Specifies whether or not this material should be rendered in alpha blend mode.
  48946. */
  48947. needAlphaBlending(): boolean;
  48948. /**
  48949. * Specifies if the mesh will require alpha blending.
  48950. * @param mesh - BJS mesh.
  48951. */
  48952. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48953. /**
  48954. * Specifies whether or not this material should be rendered in alpha test mode.
  48955. */
  48956. needAlphaTesting(): boolean;
  48957. /**
  48958. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48959. */
  48960. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48961. /**
  48962. * Gets the texture used for the alpha test.
  48963. */
  48964. getAlphaTestTexture(): Nullable<BaseTexture>;
  48965. /**
  48966. * Specifies that the submesh is ready to be used.
  48967. * @param mesh - BJS mesh.
  48968. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48969. * @param useInstances - Specifies that instances should be used.
  48970. * @returns - boolean indicating that the submesh is ready or not.
  48971. */
  48972. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48973. /**
  48974. * Specifies if the material uses metallic roughness workflow.
  48975. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48976. */
  48977. isMetallicWorkflow(): boolean;
  48978. private _prepareEffect;
  48979. private _prepareDefines;
  48980. /**
  48981. * Force shader compilation
  48982. */
  48983. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48984. clipPlane: boolean;
  48985. }>): void;
  48986. /**
  48987. * Initializes the uniform buffer layout for the shader.
  48988. */
  48989. buildUniformLayout(): void;
  48990. /**
  48991. * Unbinds the material from the mesh
  48992. */
  48993. unbind(): void;
  48994. /**
  48995. * Binds the submesh data.
  48996. * @param world - The world matrix.
  48997. * @param mesh - The BJS mesh.
  48998. * @param subMesh - A submesh of the BJS mesh.
  48999. */
  49000. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  49001. /**
  49002. * Returns the animatable textures.
  49003. * @returns - Array of animatable textures.
  49004. */
  49005. getAnimatables(): IAnimatable[];
  49006. /**
  49007. * Returns the texture used for reflections.
  49008. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  49009. */
  49010. private _getReflectionTexture;
  49011. /**
  49012. * Returns an array of the actively used textures.
  49013. * @returns - Array of BaseTextures
  49014. */
  49015. getActiveTextures(): BaseTexture[];
  49016. /**
  49017. * Checks to see if a texture is used in the material.
  49018. * @param texture - Base texture to use.
  49019. * @returns - Boolean specifying if a texture is used in the material.
  49020. */
  49021. hasTexture(texture: BaseTexture): boolean;
  49022. /**
  49023. * Disposes the resources of the material.
  49024. * @param forceDisposeEffect - Forces the disposal of effects.
  49025. * @param forceDisposeTextures - Forces the disposal of all textures.
  49026. */
  49027. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  49028. }
  49029. }
  49030. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  49031. import { Nullable } from "babylonjs/types";
  49032. import { Scene } from "babylonjs/scene";
  49033. import { Color3 } from "babylonjs/Maths/math.color";
  49034. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  49035. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  49036. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49037. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  49038. /**
  49039. * The Physically based material of BJS.
  49040. *
  49041. * This offers the main features of a standard PBR material.
  49042. * For more information, please refer to the documentation :
  49043. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49044. */
  49045. export class PBRMaterial extends PBRBaseMaterial {
  49046. /**
  49047. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49048. */
  49049. static readonly PBRMATERIAL_OPAQUE: number;
  49050. /**
  49051. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49052. */
  49053. static readonly PBRMATERIAL_ALPHATEST: number;
  49054. /**
  49055. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49056. */
  49057. static readonly PBRMATERIAL_ALPHABLEND: number;
  49058. /**
  49059. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49060. * They are also discarded below the alpha cutoff threshold to improve performances.
  49061. */
  49062. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49063. /**
  49064. * Defines the default value of how much AO map is occluding the analytical lights
  49065. * (point spot...).
  49066. */
  49067. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49068. /**
  49069. * Intensity of the direct lights e.g. the four lights available in your scene.
  49070. * This impacts both the direct diffuse and specular highlights.
  49071. */
  49072. directIntensity: number;
  49073. /**
  49074. * Intensity of the emissive part of the material.
  49075. * This helps controlling the emissive effect without modifying the emissive color.
  49076. */
  49077. emissiveIntensity: number;
  49078. /**
  49079. * Intensity of the environment e.g. how much the environment will light the object
  49080. * either through harmonics for rough material or through the refelction for shiny ones.
  49081. */
  49082. environmentIntensity: number;
  49083. /**
  49084. * This is a special control allowing the reduction of the specular highlights coming from the
  49085. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49086. */
  49087. specularIntensity: number;
  49088. /**
  49089. * Debug Control allowing disabling the bump map on this material.
  49090. */
  49091. disableBumpMap: boolean;
  49092. /**
  49093. * AKA Diffuse Texture in standard nomenclature.
  49094. */
  49095. albedoTexture: BaseTexture;
  49096. /**
  49097. * AKA Occlusion Texture in other nomenclature.
  49098. */
  49099. ambientTexture: BaseTexture;
  49100. /**
  49101. * AKA Occlusion Texture Intensity in other nomenclature.
  49102. */
  49103. ambientTextureStrength: number;
  49104. /**
  49105. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49106. * 1 means it completely occludes it
  49107. * 0 mean it has no impact
  49108. */
  49109. ambientTextureImpactOnAnalyticalLights: number;
  49110. /**
  49111. * Stores the alpha values in a texture.
  49112. */
  49113. opacityTexture: BaseTexture;
  49114. /**
  49115. * Stores the reflection values in a texture.
  49116. */
  49117. reflectionTexture: Nullable<BaseTexture>;
  49118. /**
  49119. * Stores the emissive values in a texture.
  49120. */
  49121. emissiveTexture: BaseTexture;
  49122. /**
  49123. * AKA Specular texture in other nomenclature.
  49124. */
  49125. reflectivityTexture: BaseTexture;
  49126. /**
  49127. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49128. */
  49129. metallicTexture: BaseTexture;
  49130. /**
  49131. * Specifies the metallic scalar of the metallic/roughness workflow.
  49132. * Can also be used to scale the metalness values of the metallic texture.
  49133. */
  49134. metallic: Nullable<number>;
  49135. /**
  49136. * Specifies the roughness scalar of the metallic/roughness workflow.
  49137. * Can also be used to scale the roughness values of the metallic texture.
  49138. */
  49139. roughness: Nullable<number>;
  49140. /**
  49141. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49142. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49143. */
  49144. microSurfaceTexture: BaseTexture;
  49145. /**
  49146. * Stores surface normal data used to displace a mesh in a texture.
  49147. */
  49148. bumpTexture: BaseTexture;
  49149. /**
  49150. * Stores the pre-calculated light information of a mesh in a texture.
  49151. */
  49152. lightmapTexture: BaseTexture;
  49153. /**
  49154. * Stores the refracted light information in a texture.
  49155. */
  49156. refractionTexture: Nullable<BaseTexture>;
  49157. /**
  49158. * The color of a material in ambient lighting.
  49159. */
  49160. ambientColor: Color3;
  49161. /**
  49162. * AKA Diffuse Color in other nomenclature.
  49163. */
  49164. albedoColor: Color3;
  49165. /**
  49166. * AKA Specular Color in other nomenclature.
  49167. */
  49168. reflectivityColor: Color3;
  49169. /**
  49170. * The color reflected from the material.
  49171. */
  49172. reflectionColor: Color3;
  49173. /**
  49174. * The color emitted from the material.
  49175. */
  49176. emissiveColor: Color3;
  49177. /**
  49178. * AKA Glossiness in other nomenclature.
  49179. */
  49180. microSurface: number;
  49181. /**
  49182. * source material index of refraction (IOR)' / 'destination material IOR.
  49183. */
  49184. indexOfRefraction: number;
  49185. /**
  49186. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49187. */
  49188. invertRefractionY: boolean;
  49189. /**
  49190. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49191. * Materials half opaque for instance using refraction could benefit from this control.
  49192. */
  49193. linkRefractionWithTransparency: boolean;
  49194. /**
  49195. * If true, the light map contains occlusion information instead of lighting info.
  49196. */
  49197. useLightmapAsShadowmap: boolean;
  49198. /**
  49199. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49200. */
  49201. useAlphaFromAlbedoTexture: boolean;
  49202. /**
  49203. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49204. */
  49205. forceAlphaTest: boolean;
  49206. /**
  49207. * Defines the alpha limits in alpha test mode.
  49208. */
  49209. alphaCutOff: number;
  49210. /**
  49211. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49212. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49213. */
  49214. useSpecularOverAlpha: boolean;
  49215. /**
  49216. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49217. */
  49218. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49219. /**
  49220. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49221. */
  49222. useRoughnessFromMetallicTextureAlpha: boolean;
  49223. /**
  49224. * Specifies if the metallic texture contains the roughness information in its green channel.
  49225. */
  49226. useRoughnessFromMetallicTextureGreen: boolean;
  49227. /**
  49228. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49229. */
  49230. useMetallnessFromMetallicTextureBlue: boolean;
  49231. /**
  49232. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49233. */
  49234. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49235. /**
  49236. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49237. */
  49238. useAmbientInGrayScale: boolean;
  49239. /**
  49240. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49241. * The material will try to infer what glossiness each pixel should be.
  49242. */
  49243. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49244. /**
  49245. * BJS is using an harcoded light falloff based on a manually sets up range.
  49246. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49247. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49248. */
  49249. /**
  49250. * BJS is using an harcoded light falloff based on a manually sets up range.
  49251. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49252. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49253. */
  49254. usePhysicalLightFalloff: boolean;
  49255. /**
  49256. * In order to support the falloff compatibility with gltf, a special mode has been added
  49257. * to reproduce the gltf light falloff.
  49258. */
  49259. /**
  49260. * In order to support the falloff compatibility with gltf, a special mode has been added
  49261. * to reproduce the gltf light falloff.
  49262. */
  49263. useGLTFLightFalloff: boolean;
  49264. /**
  49265. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49266. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49267. */
  49268. useRadianceOverAlpha: boolean;
  49269. /**
  49270. * Allows using an object space normal map (instead of tangent space).
  49271. */
  49272. useObjectSpaceNormalMap: boolean;
  49273. /**
  49274. * Allows using the bump map in parallax mode.
  49275. */
  49276. useParallax: boolean;
  49277. /**
  49278. * Allows using the bump map in parallax occlusion mode.
  49279. */
  49280. useParallaxOcclusion: boolean;
  49281. /**
  49282. * Controls the scale bias of the parallax mode.
  49283. */
  49284. parallaxScaleBias: number;
  49285. /**
  49286. * If sets to true, disables all the lights affecting the material.
  49287. */
  49288. disableLighting: boolean;
  49289. /**
  49290. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49291. */
  49292. forceIrradianceInFragment: boolean;
  49293. /**
  49294. * Number of Simultaneous lights allowed on the material.
  49295. */
  49296. maxSimultaneousLights: number;
  49297. /**
  49298. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49299. */
  49300. invertNormalMapX: boolean;
  49301. /**
  49302. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49303. */
  49304. invertNormalMapY: boolean;
  49305. /**
  49306. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49307. */
  49308. twoSidedLighting: boolean;
  49309. /**
  49310. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49311. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49312. */
  49313. useAlphaFresnel: boolean;
  49314. /**
  49315. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49316. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49317. */
  49318. useLinearAlphaFresnel: boolean;
  49319. /**
  49320. * Let user defines the brdf lookup texture used for IBL.
  49321. * A default 8bit version is embedded but you could point at :
  49322. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49323. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49324. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49325. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49326. */
  49327. environmentBRDFTexture: Nullable<BaseTexture>;
  49328. /**
  49329. * Force normal to face away from face.
  49330. */
  49331. forceNormalForward: boolean;
  49332. /**
  49333. * Enables specular anti aliasing in the PBR shader.
  49334. * It will both interacts on the Geometry for analytical and IBL lighting.
  49335. * It also prefilter the roughness map based on the bump values.
  49336. */
  49337. enableSpecularAntiAliasing: boolean;
  49338. /**
  49339. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49340. * makes the reflect vector face the model (under horizon).
  49341. */
  49342. useHorizonOcclusion: boolean;
  49343. /**
  49344. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49345. * too much the area relying on ambient texture to define their ambient occlusion.
  49346. */
  49347. useRadianceOcclusion: boolean;
  49348. /**
  49349. * If set to true, no lighting calculations will be applied.
  49350. */
  49351. unlit: boolean;
  49352. /**
  49353. * Gets the image processing configuration used either in this material.
  49354. */
  49355. /**
  49356. * Sets the Default image processing configuration used either in the this material.
  49357. *
  49358. * If sets to null, the scene one is in use.
  49359. */
  49360. imageProcessingConfiguration: ImageProcessingConfiguration;
  49361. /**
  49362. * Gets wether the color curves effect is enabled.
  49363. */
  49364. /**
  49365. * Sets wether the color curves effect is enabled.
  49366. */
  49367. cameraColorCurvesEnabled: boolean;
  49368. /**
  49369. * Gets wether the color grading effect is enabled.
  49370. */
  49371. /**
  49372. * Gets wether the color grading effect is enabled.
  49373. */
  49374. cameraColorGradingEnabled: boolean;
  49375. /**
  49376. * Gets wether tonemapping is enabled or not.
  49377. */
  49378. /**
  49379. * Sets wether tonemapping is enabled or not
  49380. */
  49381. cameraToneMappingEnabled: boolean;
  49382. /**
  49383. * The camera exposure used on this material.
  49384. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49385. * This corresponds to a photographic exposure.
  49386. */
  49387. /**
  49388. * The camera exposure used on this material.
  49389. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49390. * This corresponds to a photographic exposure.
  49391. */
  49392. cameraExposure: number;
  49393. /**
  49394. * Gets The camera contrast used on this material.
  49395. */
  49396. /**
  49397. * Sets The camera contrast used on this material.
  49398. */
  49399. cameraContrast: number;
  49400. /**
  49401. * Gets the Color Grading 2D Lookup Texture.
  49402. */
  49403. /**
  49404. * Sets the Color Grading 2D Lookup Texture.
  49405. */
  49406. cameraColorGradingTexture: Nullable<BaseTexture>;
  49407. /**
  49408. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49409. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49410. * 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;
  49411. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49412. */
  49413. /**
  49414. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49415. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49416. * 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;
  49417. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49418. */
  49419. cameraColorCurves: Nullable<ColorCurves>;
  49420. /**
  49421. * Instantiates a new PBRMaterial instance.
  49422. *
  49423. * @param name The material name
  49424. * @param scene The scene the material will be use in.
  49425. */
  49426. constructor(name: string, scene: Scene);
  49427. /**
  49428. * Returns the name of this material class.
  49429. */
  49430. getClassName(): string;
  49431. /**
  49432. * Makes a duplicate of the current material.
  49433. * @param name - name to use for the new material.
  49434. */
  49435. clone(name: string): PBRMaterial;
  49436. /**
  49437. * Serializes this PBR Material.
  49438. * @returns - An object with the serialized material.
  49439. */
  49440. serialize(): any;
  49441. /**
  49442. * Parses a PBR Material from a serialized object.
  49443. * @param source - Serialized object.
  49444. * @param scene - BJS scene instance.
  49445. * @param rootUrl - url for the scene object
  49446. * @returns - PBRMaterial
  49447. */
  49448. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49449. }
  49450. }
  49451. declare module "babylonjs/Misc/dds" {
  49452. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49453. import { Engine } from "babylonjs/Engines/engine";
  49454. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49455. import { Nullable } from "babylonjs/types";
  49456. import { Scene } from "babylonjs/scene";
  49457. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49458. /**
  49459. * Direct draw surface info
  49460. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49461. */
  49462. export interface DDSInfo {
  49463. /**
  49464. * Width of the texture
  49465. */
  49466. width: number;
  49467. /**
  49468. * Width of the texture
  49469. */
  49470. height: number;
  49471. /**
  49472. * Number of Mipmaps for the texture
  49473. * @see https://en.wikipedia.org/wiki/Mipmap
  49474. */
  49475. mipmapCount: number;
  49476. /**
  49477. * If the textures format is a known fourCC format
  49478. * @see https://www.fourcc.org/
  49479. */
  49480. isFourCC: boolean;
  49481. /**
  49482. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49483. */
  49484. isRGB: boolean;
  49485. /**
  49486. * If the texture is a lumincance format
  49487. */
  49488. isLuminance: boolean;
  49489. /**
  49490. * If this is a cube texture
  49491. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49492. */
  49493. isCube: boolean;
  49494. /**
  49495. * If the texture is a compressed format eg. FOURCC_DXT1
  49496. */
  49497. isCompressed: boolean;
  49498. /**
  49499. * The dxgiFormat of the texture
  49500. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49501. */
  49502. dxgiFormat: number;
  49503. /**
  49504. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49505. */
  49506. textureType: number;
  49507. /**
  49508. * Sphericle polynomial created for the dds texture
  49509. */
  49510. sphericalPolynomial?: SphericalPolynomial;
  49511. }
  49512. /**
  49513. * Class used to provide DDS decompression tools
  49514. */
  49515. export class DDSTools {
  49516. /**
  49517. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49518. */
  49519. static StoreLODInAlphaChannel: boolean;
  49520. /**
  49521. * Gets DDS information from an array buffer
  49522. * @param arrayBuffer defines the array buffer to read data from
  49523. * @returns the DDS information
  49524. */
  49525. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49526. private static _FloatView;
  49527. private static _Int32View;
  49528. private static _ToHalfFloat;
  49529. private static _FromHalfFloat;
  49530. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49531. private static _GetHalfFloatRGBAArrayBuffer;
  49532. private static _GetFloatRGBAArrayBuffer;
  49533. private static _GetFloatAsUIntRGBAArrayBuffer;
  49534. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49535. private static _GetRGBAArrayBuffer;
  49536. private static _ExtractLongWordOrder;
  49537. private static _GetRGBArrayBuffer;
  49538. private static _GetLuminanceArrayBuffer;
  49539. /**
  49540. * Uploads DDS Levels to a Babylon Texture
  49541. * @hidden
  49542. */
  49543. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49544. }
  49545. module "babylonjs/Engines/engine" {
  49546. interface Engine {
  49547. /**
  49548. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49549. * @param rootUrl defines the url where the file to load is located
  49550. * @param scene defines the current scene
  49551. * @param lodScale defines scale to apply to the mip map selection
  49552. * @param lodOffset defines offset to apply to the mip map selection
  49553. * @param onLoad defines an optional callback raised when the texture is loaded
  49554. * @param onError defines an optional callback raised if there is an issue to load the texture
  49555. * @param format defines the format of the data
  49556. * @param forcedExtension defines the extension to use to pick the right loader
  49557. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49558. * @returns the cube texture as an InternalTexture
  49559. */
  49560. 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;
  49561. }
  49562. }
  49563. }
  49564. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49565. import { Nullable } from "babylonjs/types";
  49566. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49567. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49568. /**
  49569. * Implementation of the DDS Texture Loader.
  49570. * @hidden
  49571. */
  49572. export class _DDSTextureLoader implements IInternalTextureLoader {
  49573. /**
  49574. * Defines wether the loader supports cascade loading the different faces.
  49575. */
  49576. readonly supportCascades: boolean;
  49577. /**
  49578. * This returns if the loader support the current file information.
  49579. * @param extension defines the file extension of the file being loaded
  49580. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49581. * @param fallback defines the fallback internal texture if any
  49582. * @param isBase64 defines whether the texture is encoded as a base64
  49583. * @param isBuffer defines whether the texture data are stored as a buffer
  49584. * @returns true if the loader can load the specified file
  49585. */
  49586. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49587. /**
  49588. * Transform the url before loading if required.
  49589. * @param rootUrl the url of the texture
  49590. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49591. * @returns the transformed texture
  49592. */
  49593. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49594. /**
  49595. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49596. * @param rootUrl the url of the texture
  49597. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49598. * @returns the fallback texture
  49599. */
  49600. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49601. /**
  49602. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49603. * @param data contains the texture data
  49604. * @param texture defines the BabylonJS internal texture
  49605. * @param createPolynomials will be true if polynomials have been requested
  49606. * @param onLoad defines the callback to trigger once the texture is ready
  49607. * @param onError defines the callback to trigger in case of error
  49608. */
  49609. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49610. /**
  49611. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49612. * @param data contains the texture data
  49613. * @param texture defines the BabylonJS internal texture
  49614. * @param callback defines the method to call once ready to upload
  49615. */
  49616. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49617. }
  49618. }
  49619. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49620. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49621. /** @hidden */
  49622. export var rgbdEncodePixelShader: {
  49623. name: string;
  49624. shader: string;
  49625. };
  49626. }
  49627. declare module "babylonjs/Misc/environmentTextureTools" {
  49628. import { Nullable } from "babylonjs/types";
  49629. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49630. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49631. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49632. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49633. import "babylonjs/Shaders/rgbdEncode.fragment";
  49634. import "babylonjs/Shaders/rgbdDecode.fragment";
  49635. /**
  49636. * Raw texture data and descriptor sufficient for WebGL texture upload
  49637. */
  49638. export interface EnvironmentTextureInfo {
  49639. /**
  49640. * Version of the environment map
  49641. */
  49642. version: number;
  49643. /**
  49644. * Width of image
  49645. */
  49646. width: number;
  49647. /**
  49648. * Irradiance information stored in the file.
  49649. */
  49650. irradiance: any;
  49651. /**
  49652. * Specular information stored in the file.
  49653. */
  49654. specular: any;
  49655. }
  49656. /**
  49657. * Sets of helpers addressing the serialization and deserialization of environment texture
  49658. * stored in a BabylonJS env file.
  49659. * Those files are usually stored as .env files.
  49660. */
  49661. export class EnvironmentTextureTools {
  49662. /**
  49663. * Magic number identifying the env file.
  49664. */
  49665. private static _MagicBytes;
  49666. /**
  49667. * Gets the environment info from an env file.
  49668. * @param data The array buffer containing the .env bytes.
  49669. * @returns the environment file info (the json header) if successfully parsed.
  49670. */
  49671. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49672. /**
  49673. * Creates an environment texture from a loaded cube texture.
  49674. * @param texture defines the cube texture to convert in env file
  49675. * @return a promise containing the environment data if succesfull.
  49676. */
  49677. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49678. /**
  49679. * Creates a JSON representation of the spherical data.
  49680. * @param texture defines the texture containing the polynomials
  49681. * @return the JSON representation of the spherical info
  49682. */
  49683. private static _CreateEnvTextureIrradiance;
  49684. /**
  49685. * Uploads the texture info contained in the env file to the GPU.
  49686. * @param texture defines the internal texture to upload to
  49687. * @param arrayBuffer defines the buffer cotaining the data to load
  49688. * @param info defines the texture info retrieved through the GetEnvInfo method
  49689. * @returns a promise
  49690. */
  49691. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49692. /**
  49693. * Uploads the levels of image data to the GPU.
  49694. * @param texture defines the internal texture to upload to
  49695. * @param imageData defines the array buffer views of image data [mipmap][face]
  49696. * @returns a promise
  49697. */
  49698. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49699. /**
  49700. * Uploads spherical polynomials information to the texture.
  49701. * @param texture defines the texture we are trying to upload the information to
  49702. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49703. */
  49704. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49705. /** @hidden */
  49706. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49707. }
  49708. }
  49709. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49710. import { Nullable } from "babylonjs/types";
  49711. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49712. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49713. /**
  49714. * Implementation of the ENV Texture Loader.
  49715. * @hidden
  49716. */
  49717. export class _ENVTextureLoader implements IInternalTextureLoader {
  49718. /**
  49719. * Defines wether the loader supports cascade loading the different faces.
  49720. */
  49721. readonly supportCascades: boolean;
  49722. /**
  49723. * This returns if the loader support the current file information.
  49724. * @param extension defines the file extension of the file being loaded
  49725. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49726. * @param fallback defines the fallback internal texture if any
  49727. * @param isBase64 defines whether the texture is encoded as a base64
  49728. * @param isBuffer defines whether the texture data are stored as a buffer
  49729. * @returns true if the loader can load the specified file
  49730. */
  49731. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49732. /**
  49733. * Transform the url before loading if required.
  49734. * @param rootUrl the url of the texture
  49735. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49736. * @returns the transformed texture
  49737. */
  49738. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49739. /**
  49740. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49741. * @param rootUrl the url of the texture
  49742. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49743. * @returns the fallback texture
  49744. */
  49745. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49746. /**
  49747. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49748. * @param data contains the texture data
  49749. * @param texture defines the BabylonJS internal texture
  49750. * @param createPolynomials will be true if polynomials have been requested
  49751. * @param onLoad defines the callback to trigger once the texture is ready
  49752. * @param onError defines the callback to trigger in case of error
  49753. */
  49754. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49755. /**
  49756. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49757. * @param data contains the texture data
  49758. * @param texture defines the BabylonJS internal texture
  49759. * @param callback defines the method to call once ready to upload
  49760. */
  49761. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49762. }
  49763. }
  49764. declare module "babylonjs/Misc/khronosTextureContainer" {
  49765. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49766. /**
  49767. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49768. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49769. */
  49770. export class KhronosTextureContainer {
  49771. /** contents of the KTX container file */
  49772. arrayBuffer: any;
  49773. private static HEADER_LEN;
  49774. private static COMPRESSED_2D;
  49775. private static COMPRESSED_3D;
  49776. private static TEX_2D;
  49777. private static TEX_3D;
  49778. /**
  49779. * Gets the openGL type
  49780. */
  49781. glType: number;
  49782. /**
  49783. * Gets the openGL type size
  49784. */
  49785. glTypeSize: number;
  49786. /**
  49787. * Gets the openGL format
  49788. */
  49789. glFormat: number;
  49790. /**
  49791. * Gets the openGL internal format
  49792. */
  49793. glInternalFormat: number;
  49794. /**
  49795. * Gets the base internal format
  49796. */
  49797. glBaseInternalFormat: number;
  49798. /**
  49799. * Gets image width in pixel
  49800. */
  49801. pixelWidth: number;
  49802. /**
  49803. * Gets image height in pixel
  49804. */
  49805. pixelHeight: number;
  49806. /**
  49807. * Gets image depth in pixels
  49808. */
  49809. pixelDepth: number;
  49810. /**
  49811. * Gets the number of array elements
  49812. */
  49813. numberOfArrayElements: number;
  49814. /**
  49815. * Gets the number of faces
  49816. */
  49817. numberOfFaces: number;
  49818. /**
  49819. * Gets the number of mipmap levels
  49820. */
  49821. numberOfMipmapLevels: number;
  49822. /**
  49823. * Gets the bytes of key value data
  49824. */
  49825. bytesOfKeyValueData: number;
  49826. /**
  49827. * Gets the load type
  49828. */
  49829. loadType: number;
  49830. /**
  49831. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49832. */
  49833. isInvalid: boolean;
  49834. /**
  49835. * Creates a new KhronosTextureContainer
  49836. * @param arrayBuffer contents of the KTX container file
  49837. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49838. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49839. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49840. */
  49841. constructor(
  49842. /** contents of the KTX container file */
  49843. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49844. /**
  49845. * Uploads KTX content to a Babylon Texture.
  49846. * It is assumed that the texture has already been created & is currently bound
  49847. * @hidden
  49848. */
  49849. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49850. private _upload2DCompressedLevels;
  49851. }
  49852. }
  49853. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49854. import { Nullable } from "babylonjs/types";
  49855. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49856. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49857. /**
  49858. * Implementation of the KTX Texture Loader.
  49859. * @hidden
  49860. */
  49861. export class _KTXTextureLoader implements IInternalTextureLoader {
  49862. /**
  49863. * Defines wether the loader supports cascade loading the different faces.
  49864. */
  49865. readonly supportCascades: boolean;
  49866. /**
  49867. * This returns if the loader support the current file information.
  49868. * @param extension defines the file extension of the file being loaded
  49869. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49870. * @param fallback defines the fallback internal texture if any
  49871. * @param isBase64 defines whether the texture is encoded as a base64
  49872. * @param isBuffer defines whether the texture data are stored as a buffer
  49873. * @returns true if the loader can load the specified file
  49874. */
  49875. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49876. /**
  49877. * Transform the url before loading if required.
  49878. * @param rootUrl the url of the texture
  49879. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49880. * @returns the transformed texture
  49881. */
  49882. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49883. /**
  49884. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49885. * @param rootUrl the url of the texture
  49886. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49887. * @returns the fallback texture
  49888. */
  49889. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49890. /**
  49891. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49892. * @param data contains the texture data
  49893. * @param texture defines the BabylonJS internal texture
  49894. * @param createPolynomials will be true if polynomials have been requested
  49895. * @param onLoad defines the callback to trigger once the texture is ready
  49896. * @param onError defines the callback to trigger in case of error
  49897. */
  49898. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49899. /**
  49900. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49901. * @param data contains the texture data
  49902. * @param texture defines the BabylonJS internal texture
  49903. * @param callback defines the method to call once ready to upload
  49904. */
  49905. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49906. }
  49907. }
  49908. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49909. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49910. import { Scene } from "babylonjs/scene";
  49911. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49912. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49913. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49914. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49915. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49916. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49917. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49918. /**
  49919. * Options for the default xr helper
  49920. */
  49921. export class WebXRDefaultExperienceOptions {
  49922. /**
  49923. * Floor meshes that should be used for teleporting
  49924. */
  49925. floorMeshes: Array<AbstractMesh>;
  49926. }
  49927. /**
  49928. * Default experience which provides a similar setup to the previous webVRExperience
  49929. */
  49930. export class WebXRDefaultExperience {
  49931. /**
  49932. * Base experience
  49933. */
  49934. baseExperience: WebXRExperienceHelper;
  49935. /**
  49936. * Input experience extension
  49937. */
  49938. input: WebXRInput;
  49939. /**
  49940. * Loads the controller models
  49941. */
  49942. controllerModelLoader: WebXRControllerModelLoader;
  49943. /**
  49944. * Enables laser pointer and selection
  49945. */
  49946. pointerSelection: WebXRControllerPointerSelection;
  49947. /**
  49948. * Enables teleportation
  49949. */
  49950. teleportation: WebXRControllerTeleportation;
  49951. /**
  49952. * Enables ui for enetering/exiting xr
  49953. */
  49954. enterExitUI: WebXREnterExitUI;
  49955. /**
  49956. * Default output canvas xr should render to
  49957. */
  49958. outputCanvas: WebXRManagedOutputCanvas;
  49959. /**
  49960. * Creates the default xr experience
  49961. * @param scene scene
  49962. * @param options options for basic configuration
  49963. * @returns resulting WebXRDefaultExperience
  49964. */
  49965. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49966. private constructor();
  49967. /**
  49968. * DIsposes of the experience helper
  49969. */
  49970. dispose(): void;
  49971. }
  49972. }
  49973. declare module "babylonjs/Helpers/sceneHelpers" {
  49974. import { Nullable } from "babylonjs/types";
  49975. import { Mesh } from "babylonjs/Meshes/mesh";
  49976. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49977. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49978. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49979. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49980. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49981. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49982. import "babylonjs/Meshes/Builders/boxBuilder";
  49983. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49984. /** @hidden */
  49985. export var _forceSceneHelpersToBundle: boolean;
  49986. module "babylonjs/scene" {
  49987. interface Scene {
  49988. /**
  49989. * Creates a default light for the scene.
  49990. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49991. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49992. */
  49993. createDefaultLight(replace?: boolean): void;
  49994. /**
  49995. * Creates a default camera for the scene.
  49996. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49997. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49998. * @param replace has default false, when true replaces the active camera in the scene
  49999. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  50000. */
  50001. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50002. /**
  50003. * Creates a default camera and a default light.
  50004. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  50005. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50006. * @param replace has the default false, when true replaces the active camera/light in the scene
  50007. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  50008. */
  50009. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50010. /**
  50011. * Creates a new sky box
  50012. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  50013. * @param environmentTexture defines the texture to use as environment texture
  50014. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  50015. * @param scale defines the overall scale of the skybox
  50016. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  50017. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  50018. * @returns a new mesh holding the sky box
  50019. */
  50020. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  50021. /**
  50022. * Creates a new environment
  50023. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  50024. * @param options defines the options you can use to configure the environment
  50025. * @returns the new EnvironmentHelper
  50026. */
  50027. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  50028. /**
  50029. * Creates a new VREXperienceHelper
  50030. * @see http://doc.babylonjs.com/how_to/webvr_helper
  50031. * @param webVROptions defines the options used to create the new VREXperienceHelper
  50032. * @returns a new VREXperienceHelper
  50033. */
  50034. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  50035. /**
  50036. * Creates a new WebXRDefaultExperience
  50037. * @see http://doc.babylonjs.com/how_to/webxr
  50038. * @param options experience options
  50039. * @returns a promise for a new WebXRDefaultExperience
  50040. */
  50041. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50042. }
  50043. }
  50044. }
  50045. declare module "babylonjs/Maths/math.vertexFormat" {
  50046. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  50047. /**
  50048. * Contains position and normal vectors for a vertex
  50049. */
  50050. export class PositionNormalVertex {
  50051. /** the position of the vertex (defaut: 0,0,0) */
  50052. position: Vector3;
  50053. /** the normal of the vertex (defaut: 0,1,0) */
  50054. normal: Vector3;
  50055. /**
  50056. * Creates a PositionNormalVertex
  50057. * @param position the position of the vertex (defaut: 0,0,0)
  50058. * @param normal the normal of the vertex (defaut: 0,1,0)
  50059. */
  50060. constructor(
  50061. /** the position of the vertex (defaut: 0,0,0) */
  50062. position?: Vector3,
  50063. /** the normal of the vertex (defaut: 0,1,0) */
  50064. normal?: Vector3);
  50065. /**
  50066. * Clones the PositionNormalVertex
  50067. * @returns the cloned PositionNormalVertex
  50068. */
  50069. clone(): PositionNormalVertex;
  50070. }
  50071. /**
  50072. * Contains position, normal and uv vectors for a vertex
  50073. */
  50074. export class PositionNormalTextureVertex {
  50075. /** the position of the vertex (defaut: 0,0,0) */
  50076. position: Vector3;
  50077. /** the normal of the vertex (defaut: 0,1,0) */
  50078. normal: Vector3;
  50079. /** the uv of the vertex (default: 0,0) */
  50080. uv: Vector2;
  50081. /**
  50082. * Creates a PositionNormalTextureVertex
  50083. * @param position the position of the vertex (defaut: 0,0,0)
  50084. * @param normal the normal of the vertex (defaut: 0,1,0)
  50085. * @param uv the uv of the vertex (default: 0,0)
  50086. */
  50087. constructor(
  50088. /** the position of the vertex (defaut: 0,0,0) */
  50089. position?: Vector3,
  50090. /** the normal of the vertex (defaut: 0,1,0) */
  50091. normal?: Vector3,
  50092. /** the uv of the vertex (default: 0,0) */
  50093. uv?: Vector2);
  50094. /**
  50095. * Clones the PositionNormalTextureVertex
  50096. * @returns the cloned PositionNormalTextureVertex
  50097. */
  50098. clone(): PositionNormalTextureVertex;
  50099. }
  50100. }
  50101. declare module "babylonjs/Maths/math" {
  50102. export * from "babylonjs/Maths/math.axis";
  50103. export * from "babylonjs/Maths/math.color";
  50104. export * from "babylonjs/Maths/math.constants";
  50105. export * from "babylonjs/Maths/math.frustum";
  50106. export * from "babylonjs/Maths/math.path";
  50107. export * from "babylonjs/Maths/math.plane";
  50108. export * from "babylonjs/Maths/math.size";
  50109. export * from "babylonjs/Maths/math.vector";
  50110. export * from "babylonjs/Maths/math.vertexFormat";
  50111. export * from "babylonjs/Maths/math.viewport";
  50112. }
  50113. declare module "babylonjs/Helpers/videoDome" {
  50114. import { Scene } from "babylonjs/scene";
  50115. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50116. import { Mesh } from "babylonjs/Meshes/mesh";
  50117. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50118. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50119. import "babylonjs/Meshes/Builders/sphereBuilder";
  50120. /**
  50121. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50122. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50123. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50124. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50125. */
  50126. export class VideoDome extends TransformNode {
  50127. /**
  50128. * Define the video source as a Monoscopic panoramic 360 video.
  50129. */
  50130. static readonly MODE_MONOSCOPIC: number;
  50131. /**
  50132. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50133. */
  50134. static readonly MODE_TOPBOTTOM: number;
  50135. /**
  50136. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50137. */
  50138. static readonly MODE_SIDEBYSIDE: number;
  50139. private _halfDome;
  50140. private _useDirectMapping;
  50141. /**
  50142. * The video texture being displayed on the sphere
  50143. */
  50144. protected _videoTexture: VideoTexture;
  50145. /**
  50146. * Gets the video texture being displayed on the sphere
  50147. */
  50148. readonly videoTexture: VideoTexture;
  50149. /**
  50150. * The skybox material
  50151. */
  50152. protected _material: BackgroundMaterial;
  50153. /**
  50154. * The surface used for the skybox
  50155. */
  50156. protected _mesh: Mesh;
  50157. /**
  50158. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50159. */
  50160. private _halfDomeMask;
  50161. /**
  50162. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50163. * Also see the options.resolution property.
  50164. */
  50165. fovMultiplier: number;
  50166. private _videoMode;
  50167. /**
  50168. * Gets or set the current video mode for the video. It can be:
  50169. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50170. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50171. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50172. */
  50173. videoMode: number;
  50174. /**
  50175. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50176. *
  50177. */
  50178. /**
  50179. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50180. */
  50181. halfDome: boolean;
  50182. /**
  50183. * Oberserver used in Stereoscopic VR Mode.
  50184. */
  50185. private _onBeforeCameraRenderObserver;
  50186. /**
  50187. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50188. * @param name Element's name, child elements will append suffixes for their own names.
  50189. * @param urlsOrVideo defines the url(s) or the video element to use
  50190. * @param options An object containing optional or exposed sub element properties
  50191. */
  50192. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50193. resolution?: number;
  50194. clickToPlay?: boolean;
  50195. autoPlay?: boolean;
  50196. loop?: boolean;
  50197. size?: number;
  50198. poster?: string;
  50199. faceForward?: boolean;
  50200. useDirectMapping?: boolean;
  50201. halfDomeMode?: boolean;
  50202. }, scene: Scene);
  50203. private _changeVideoMode;
  50204. /**
  50205. * Releases resources associated with this node.
  50206. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50207. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50208. */
  50209. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50210. }
  50211. }
  50212. declare module "babylonjs/Helpers/index" {
  50213. export * from "babylonjs/Helpers/environmentHelper";
  50214. export * from "babylonjs/Helpers/photoDome";
  50215. export * from "babylonjs/Helpers/sceneHelpers";
  50216. export * from "babylonjs/Helpers/videoDome";
  50217. }
  50218. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50219. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50220. import { IDisposable } from "babylonjs/scene";
  50221. import { Engine } from "babylonjs/Engines/engine";
  50222. /**
  50223. * This class can be used to get instrumentation data from a Babylon engine
  50224. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50225. */
  50226. export class EngineInstrumentation implements IDisposable {
  50227. /**
  50228. * Define the instrumented engine.
  50229. */
  50230. engine: Engine;
  50231. private _captureGPUFrameTime;
  50232. private _gpuFrameTimeToken;
  50233. private _gpuFrameTime;
  50234. private _captureShaderCompilationTime;
  50235. private _shaderCompilationTime;
  50236. private _onBeginFrameObserver;
  50237. private _onEndFrameObserver;
  50238. private _onBeforeShaderCompilationObserver;
  50239. private _onAfterShaderCompilationObserver;
  50240. /**
  50241. * Gets the perf counter used for GPU frame time
  50242. */
  50243. readonly gpuFrameTimeCounter: PerfCounter;
  50244. /**
  50245. * Gets the GPU frame time capture status
  50246. */
  50247. /**
  50248. * Enable or disable the GPU frame time capture
  50249. */
  50250. captureGPUFrameTime: boolean;
  50251. /**
  50252. * Gets the perf counter used for shader compilation time
  50253. */
  50254. readonly shaderCompilationTimeCounter: PerfCounter;
  50255. /**
  50256. * Gets the shader compilation time capture status
  50257. */
  50258. /**
  50259. * Enable or disable the shader compilation time capture
  50260. */
  50261. captureShaderCompilationTime: boolean;
  50262. /**
  50263. * Instantiates a new engine instrumentation.
  50264. * This class can be used to get instrumentation data from a Babylon engine
  50265. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50266. * @param engine Defines the engine to instrument
  50267. */
  50268. constructor(
  50269. /**
  50270. * Define the instrumented engine.
  50271. */
  50272. engine: Engine);
  50273. /**
  50274. * Dispose and release associated resources.
  50275. */
  50276. dispose(): void;
  50277. }
  50278. }
  50279. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50280. import { Scene, IDisposable } from "babylonjs/scene";
  50281. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50282. /**
  50283. * This class can be used to get instrumentation data from a Babylon engine
  50284. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50285. */
  50286. export class SceneInstrumentation implements IDisposable {
  50287. /**
  50288. * Defines the scene to instrument
  50289. */
  50290. scene: Scene;
  50291. private _captureActiveMeshesEvaluationTime;
  50292. private _activeMeshesEvaluationTime;
  50293. private _captureRenderTargetsRenderTime;
  50294. private _renderTargetsRenderTime;
  50295. private _captureFrameTime;
  50296. private _frameTime;
  50297. private _captureRenderTime;
  50298. private _renderTime;
  50299. private _captureInterFrameTime;
  50300. private _interFrameTime;
  50301. private _captureParticlesRenderTime;
  50302. private _particlesRenderTime;
  50303. private _captureSpritesRenderTime;
  50304. private _spritesRenderTime;
  50305. private _capturePhysicsTime;
  50306. private _physicsTime;
  50307. private _captureAnimationsTime;
  50308. private _animationsTime;
  50309. private _captureCameraRenderTime;
  50310. private _cameraRenderTime;
  50311. private _onBeforeActiveMeshesEvaluationObserver;
  50312. private _onAfterActiveMeshesEvaluationObserver;
  50313. private _onBeforeRenderTargetsRenderObserver;
  50314. private _onAfterRenderTargetsRenderObserver;
  50315. private _onAfterRenderObserver;
  50316. private _onBeforeDrawPhaseObserver;
  50317. private _onAfterDrawPhaseObserver;
  50318. private _onBeforeAnimationsObserver;
  50319. private _onBeforeParticlesRenderingObserver;
  50320. private _onAfterParticlesRenderingObserver;
  50321. private _onBeforeSpritesRenderingObserver;
  50322. private _onAfterSpritesRenderingObserver;
  50323. private _onBeforePhysicsObserver;
  50324. private _onAfterPhysicsObserver;
  50325. private _onAfterAnimationsObserver;
  50326. private _onBeforeCameraRenderObserver;
  50327. private _onAfterCameraRenderObserver;
  50328. /**
  50329. * Gets the perf counter used for active meshes evaluation time
  50330. */
  50331. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50332. /**
  50333. * Gets the active meshes evaluation time capture status
  50334. */
  50335. /**
  50336. * Enable or disable the active meshes evaluation time capture
  50337. */
  50338. captureActiveMeshesEvaluationTime: boolean;
  50339. /**
  50340. * Gets the perf counter used for render targets render time
  50341. */
  50342. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50343. /**
  50344. * Gets the render targets render time capture status
  50345. */
  50346. /**
  50347. * Enable or disable the render targets render time capture
  50348. */
  50349. captureRenderTargetsRenderTime: boolean;
  50350. /**
  50351. * Gets the perf counter used for particles render time
  50352. */
  50353. readonly particlesRenderTimeCounter: PerfCounter;
  50354. /**
  50355. * Gets the particles render time capture status
  50356. */
  50357. /**
  50358. * Enable or disable the particles render time capture
  50359. */
  50360. captureParticlesRenderTime: boolean;
  50361. /**
  50362. * Gets the perf counter used for sprites render time
  50363. */
  50364. readonly spritesRenderTimeCounter: PerfCounter;
  50365. /**
  50366. * Gets the sprites render time capture status
  50367. */
  50368. /**
  50369. * Enable or disable the sprites render time capture
  50370. */
  50371. captureSpritesRenderTime: boolean;
  50372. /**
  50373. * Gets the perf counter used for physics time
  50374. */
  50375. readonly physicsTimeCounter: PerfCounter;
  50376. /**
  50377. * Gets the physics time capture status
  50378. */
  50379. /**
  50380. * Enable or disable the physics time capture
  50381. */
  50382. capturePhysicsTime: boolean;
  50383. /**
  50384. * Gets the perf counter used for animations time
  50385. */
  50386. readonly animationsTimeCounter: PerfCounter;
  50387. /**
  50388. * Gets the animations time capture status
  50389. */
  50390. /**
  50391. * Enable or disable the animations time capture
  50392. */
  50393. captureAnimationsTime: boolean;
  50394. /**
  50395. * Gets the perf counter used for frame time capture
  50396. */
  50397. readonly frameTimeCounter: PerfCounter;
  50398. /**
  50399. * Gets the frame time capture status
  50400. */
  50401. /**
  50402. * Enable or disable the frame time capture
  50403. */
  50404. captureFrameTime: boolean;
  50405. /**
  50406. * Gets the perf counter used for inter-frames time capture
  50407. */
  50408. readonly interFrameTimeCounter: PerfCounter;
  50409. /**
  50410. * Gets the inter-frames time capture status
  50411. */
  50412. /**
  50413. * Enable or disable the inter-frames time capture
  50414. */
  50415. captureInterFrameTime: boolean;
  50416. /**
  50417. * Gets the perf counter used for render time capture
  50418. */
  50419. readonly renderTimeCounter: PerfCounter;
  50420. /**
  50421. * Gets the render time capture status
  50422. */
  50423. /**
  50424. * Enable or disable the render time capture
  50425. */
  50426. captureRenderTime: boolean;
  50427. /**
  50428. * Gets the perf counter used for camera render time capture
  50429. */
  50430. readonly cameraRenderTimeCounter: PerfCounter;
  50431. /**
  50432. * Gets the camera render time capture status
  50433. */
  50434. /**
  50435. * Enable or disable the camera render time capture
  50436. */
  50437. captureCameraRenderTime: boolean;
  50438. /**
  50439. * Gets the perf counter used for draw calls
  50440. */
  50441. readonly drawCallsCounter: PerfCounter;
  50442. /**
  50443. * Instantiates a new scene instrumentation.
  50444. * This class can be used to get instrumentation data from a Babylon engine
  50445. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50446. * @param scene Defines the scene to instrument
  50447. */
  50448. constructor(
  50449. /**
  50450. * Defines the scene to instrument
  50451. */
  50452. scene: Scene);
  50453. /**
  50454. * Dispose and release associated resources.
  50455. */
  50456. dispose(): void;
  50457. }
  50458. }
  50459. declare module "babylonjs/Instrumentation/index" {
  50460. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50461. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50462. export * from "babylonjs/Instrumentation/timeToken";
  50463. }
  50464. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50465. /** @hidden */
  50466. export var glowMapGenerationPixelShader: {
  50467. name: string;
  50468. shader: string;
  50469. };
  50470. }
  50471. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50472. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50473. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50474. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50475. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50476. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50477. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50478. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50479. /** @hidden */
  50480. export var glowMapGenerationVertexShader: {
  50481. name: string;
  50482. shader: string;
  50483. };
  50484. }
  50485. declare module "babylonjs/Layers/effectLayer" {
  50486. import { Observable } from "babylonjs/Misc/observable";
  50487. import { Nullable } from "babylonjs/types";
  50488. import { Camera } from "babylonjs/Cameras/camera";
  50489. import { Scene } from "babylonjs/scene";
  50490. import { ISize } from "babylonjs/Maths/math.size";
  50491. import { Color4 } from "babylonjs/Maths/math.color";
  50492. import { Engine } from "babylonjs/Engines/engine";
  50493. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50494. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50495. import { Mesh } from "babylonjs/Meshes/mesh";
  50496. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50497. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50498. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50499. import { Effect } from "babylonjs/Materials/effect";
  50500. import { Material } from "babylonjs/Materials/material";
  50501. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50502. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50503. /**
  50504. * Effect layer options. This helps customizing the behaviour
  50505. * of the effect layer.
  50506. */
  50507. export interface IEffectLayerOptions {
  50508. /**
  50509. * Multiplication factor apply to the canvas size to compute the render target size
  50510. * used to generated the objects (the smaller the faster).
  50511. */
  50512. mainTextureRatio: number;
  50513. /**
  50514. * Enforces a fixed size texture to ensure effect stability across devices.
  50515. */
  50516. mainTextureFixedSize?: number;
  50517. /**
  50518. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50519. */
  50520. alphaBlendingMode: number;
  50521. /**
  50522. * The camera attached to the layer.
  50523. */
  50524. camera: Nullable<Camera>;
  50525. /**
  50526. * The rendering group to draw the layer in.
  50527. */
  50528. renderingGroupId: number;
  50529. }
  50530. /**
  50531. * The effect layer Helps adding post process effect blended with the main pass.
  50532. *
  50533. * This can be for instance use to generate glow or higlight effects on the scene.
  50534. *
  50535. * The effect layer class can not be used directly and is intented to inherited from to be
  50536. * customized per effects.
  50537. */
  50538. export abstract class EffectLayer {
  50539. private _vertexBuffers;
  50540. private _indexBuffer;
  50541. private _cachedDefines;
  50542. private _effectLayerMapGenerationEffect;
  50543. private _effectLayerOptions;
  50544. private _mergeEffect;
  50545. protected _scene: Scene;
  50546. protected _engine: Engine;
  50547. protected _maxSize: number;
  50548. protected _mainTextureDesiredSize: ISize;
  50549. protected _mainTexture: RenderTargetTexture;
  50550. protected _shouldRender: boolean;
  50551. protected _postProcesses: PostProcess[];
  50552. protected _textures: BaseTexture[];
  50553. protected _emissiveTextureAndColor: {
  50554. texture: Nullable<BaseTexture>;
  50555. color: Color4;
  50556. };
  50557. /**
  50558. * The name of the layer
  50559. */
  50560. name: string;
  50561. /**
  50562. * The clear color of the texture used to generate the glow map.
  50563. */
  50564. neutralColor: Color4;
  50565. /**
  50566. * Specifies wether the highlight layer is enabled or not.
  50567. */
  50568. isEnabled: boolean;
  50569. /**
  50570. * Gets the camera attached to the layer.
  50571. */
  50572. readonly camera: Nullable<Camera>;
  50573. /**
  50574. * Gets the rendering group id the layer should render in.
  50575. */
  50576. renderingGroupId: number;
  50577. /**
  50578. * An event triggered when the effect layer has been disposed.
  50579. */
  50580. onDisposeObservable: Observable<EffectLayer>;
  50581. /**
  50582. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50583. */
  50584. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50585. /**
  50586. * An event triggered when the generated texture is being merged in the scene.
  50587. */
  50588. onBeforeComposeObservable: Observable<EffectLayer>;
  50589. /**
  50590. * An event triggered when the generated texture has been merged in the scene.
  50591. */
  50592. onAfterComposeObservable: Observable<EffectLayer>;
  50593. /**
  50594. * An event triggered when the efffect layer changes its size.
  50595. */
  50596. onSizeChangedObservable: Observable<EffectLayer>;
  50597. /** @hidden */
  50598. static _SceneComponentInitialization: (scene: Scene) => void;
  50599. /**
  50600. * Instantiates a new effect Layer and references it in the scene.
  50601. * @param name The name of the layer
  50602. * @param scene The scene to use the layer in
  50603. */
  50604. constructor(
  50605. /** The Friendly of the effect in the scene */
  50606. name: string, scene: Scene);
  50607. /**
  50608. * Get the effect name of the layer.
  50609. * @return The effect name
  50610. */
  50611. abstract getEffectName(): string;
  50612. /**
  50613. * Checks for the readiness of the element composing the layer.
  50614. * @param subMesh the mesh to check for
  50615. * @param useInstances specify wether or not to use instances to render the mesh
  50616. * @return true if ready otherwise, false
  50617. */
  50618. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50619. /**
  50620. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50621. * @returns true if the effect requires stencil during the main canvas render pass.
  50622. */
  50623. abstract needStencil(): boolean;
  50624. /**
  50625. * Create the merge effect. This is the shader use to blit the information back
  50626. * to the main canvas at the end of the scene rendering.
  50627. * @returns The effect containing the shader used to merge the effect on the main canvas
  50628. */
  50629. protected abstract _createMergeEffect(): Effect;
  50630. /**
  50631. * Creates the render target textures and post processes used in the effect layer.
  50632. */
  50633. protected abstract _createTextureAndPostProcesses(): void;
  50634. /**
  50635. * Implementation specific of rendering the generating effect on the main canvas.
  50636. * @param effect The effect used to render through
  50637. */
  50638. protected abstract _internalRender(effect: Effect): void;
  50639. /**
  50640. * Sets the required values for both the emissive texture and and the main color.
  50641. */
  50642. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50643. /**
  50644. * Free any resources and references associated to a mesh.
  50645. * Internal use
  50646. * @param mesh The mesh to free.
  50647. */
  50648. abstract _disposeMesh(mesh: Mesh): void;
  50649. /**
  50650. * Serializes this layer (Glow or Highlight for example)
  50651. * @returns a serialized layer object
  50652. */
  50653. abstract serialize?(): any;
  50654. /**
  50655. * Initializes the effect layer with the required options.
  50656. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50657. */
  50658. protected _init(options: Partial<IEffectLayerOptions>): void;
  50659. /**
  50660. * Generates the index buffer of the full screen quad blending to the main canvas.
  50661. */
  50662. private _generateIndexBuffer;
  50663. /**
  50664. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50665. */
  50666. private _generateVertexBuffer;
  50667. /**
  50668. * Sets the main texture desired size which is the closest power of two
  50669. * of the engine canvas size.
  50670. */
  50671. private _setMainTextureSize;
  50672. /**
  50673. * Creates the main texture for the effect layer.
  50674. */
  50675. protected _createMainTexture(): void;
  50676. /**
  50677. * Adds specific effects defines.
  50678. * @param defines The defines to add specifics to.
  50679. */
  50680. protected _addCustomEffectDefines(defines: string[]): void;
  50681. /**
  50682. * Checks for the readiness of the element composing the layer.
  50683. * @param subMesh the mesh to check for
  50684. * @param useInstances specify wether or not to use instances to render the mesh
  50685. * @param emissiveTexture the associated emissive texture used to generate the glow
  50686. * @return true if ready otherwise, false
  50687. */
  50688. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50689. /**
  50690. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50691. */
  50692. render(): void;
  50693. /**
  50694. * Determine if a given mesh will be used in the current effect.
  50695. * @param mesh mesh to test
  50696. * @returns true if the mesh will be used
  50697. */
  50698. hasMesh(mesh: AbstractMesh): boolean;
  50699. /**
  50700. * Returns true if the layer contains information to display, otherwise false.
  50701. * @returns true if the glow layer should be rendered
  50702. */
  50703. shouldRender(): boolean;
  50704. /**
  50705. * Returns true if the mesh should render, otherwise false.
  50706. * @param mesh The mesh to render
  50707. * @returns true if it should render otherwise false
  50708. */
  50709. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50710. /**
  50711. * Returns true if the mesh can be rendered, otherwise false.
  50712. * @param mesh The mesh to render
  50713. * @param material The material used on the mesh
  50714. * @returns true if it can be rendered otherwise false
  50715. */
  50716. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50717. /**
  50718. * Returns true if the mesh should render, otherwise false.
  50719. * @param mesh The mesh to render
  50720. * @returns true if it should render otherwise false
  50721. */
  50722. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50723. /**
  50724. * Renders the submesh passed in parameter to the generation map.
  50725. */
  50726. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50727. /**
  50728. * Rebuild the required buffers.
  50729. * @hidden Internal use only.
  50730. */
  50731. _rebuild(): void;
  50732. /**
  50733. * Dispose only the render target textures and post process.
  50734. */
  50735. private _disposeTextureAndPostProcesses;
  50736. /**
  50737. * Dispose the highlight layer and free resources.
  50738. */
  50739. dispose(): void;
  50740. /**
  50741. * Gets the class name of the effect layer
  50742. * @returns the string with the class name of the effect layer
  50743. */
  50744. getClassName(): string;
  50745. /**
  50746. * Creates an effect layer from parsed effect layer data
  50747. * @param parsedEffectLayer defines effect layer data
  50748. * @param scene defines the current scene
  50749. * @param rootUrl defines the root URL containing the effect layer information
  50750. * @returns a parsed effect Layer
  50751. */
  50752. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50753. }
  50754. }
  50755. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50756. import { Scene } from "babylonjs/scene";
  50757. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50758. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50759. import { AbstractScene } from "babylonjs/abstractScene";
  50760. module "babylonjs/abstractScene" {
  50761. interface AbstractScene {
  50762. /**
  50763. * The list of effect layers (highlights/glow) added to the scene
  50764. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50765. * @see http://doc.babylonjs.com/how_to/glow_layer
  50766. */
  50767. effectLayers: Array<EffectLayer>;
  50768. /**
  50769. * Removes the given effect layer from this scene.
  50770. * @param toRemove defines the effect layer to remove
  50771. * @returns the index of the removed effect layer
  50772. */
  50773. removeEffectLayer(toRemove: EffectLayer): number;
  50774. /**
  50775. * Adds the given effect layer to this scene
  50776. * @param newEffectLayer defines the effect layer to add
  50777. */
  50778. addEffectLayer(newEffectLayer: EffectLayer): void;
  50779. }
  50780. }
  50781. /**
  50782. * Defines the layer scene component responsible to manage any effect layers
  50783. * in a given scene.
  50784. */
  50785. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50786. /**
  50787. * The component name helpfull to identify the component in the list of scene components.
  50788. */
  50789. readonly name: string;
  50790. /**
  50791. * The scene the component belongs to.
  50792. */
  50793. scene: Scene;
  50794. private _engine;
  50795. private _renderEffects;
  50796. private _needStencil;
  50797. private _previousStencilState;
  50798. /**
  50799. * Creates a new instance of the component for the given scene
  50800. * @param scene Defines the scene to register the component in
  50801. */
  50802. constructor(scene: Scene);
  50803. /**
  50804. * Registers the component in a given scene
  50805. */
  50806. register(): void;
  50807. /**
  50808. * Rebuilds the elements related to this component in case of
  50809. * context lost for instance.
  50810. */
  50811. rebuild(): void;
  50812. /**
  50813. * Serializes the component data to the specified json object
  50814. * @param serializationObject The object to serialize to
  50815. */
  50816. serialize(serializationObject: any): void;
  50817. /**
  50818. * Adds all the elements from the container to the scene
  50819. * @param container the container holding the elements
  50820. */
  50821. addFromContainer(container: AbstractScene): void;
  50822. /**
  50823. * Removes all the elements in the container from the scene
  50824. * @param container contains the elements to remove
  50825. * @param dispose if the removed element should be disposed (default: false)
  50826. */
  50827. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50828. /**
  50829. * Disposes the component and the associated ressources.
  50830. */
  50831. dispose(): void;
  50832. private _isReadyForMesh;
  50833. private _renderMainTexture;
  50834. private _setStencil;
  50835. private _setStencilBack;
  50836. private _draw;
  50837. private _drawCamera;
  50838. private _drawRenderingGroup;
  50839. }
  50840. }
  50841. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50842. /** @hidden */
  50843. export var glowMapMergePixelShader: {
  50844. name: string;
  50845. shader: string;
  50846. };
  50847. }
  50848. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50849. /** @hidden */
  50850. export var glowMapMergeVertexShader: {
  50851. name: string;
  50852. shader: string;
  50853. };
  50854. }
  50855. declare module "babylonjs/Layers/glowLayer" {
  50856. import { Nullable } from "babylonjs/types";
  50857. import { Camera } from "babylonjs/Cameras/camera";
  50858. import { Scene } from "babylonjs/scene";
  50859. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50860. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50861. import { Mesh } from "babylonjs/Meshes/mesh";
  50862. import { Texture } from "babylonjs/Materials/Textures/texture";
  50863. import { Effect } from "babylonjs/Materials/effect";
  50864. import { Material } from "babylonjs/Materials/material";
  50865. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50866. import { Color4 } from "babylonjs/Maths/math.color";
  50867. import "babylonjs/Shaders/glowMapMerge.fragment";
  50868. import "babylonjs/Shaders/glowMapMerge.vertex";
  50869. import "babylonjs/Layers/effectLayerSceneComponent";
  50870. module "babylonjs/abstractScene" {
  50871. interface AbstractScene {
  50872. /**
  50873. * Return a the first highlight layer of the scene with a given name.
  50874. * @param name The name of the highlight layer to look for.
  50875. * @return The highlight layer if found otherwise null.
  50876. */
  50877. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50878. }
  50879. }
  50880. /**
  50881. * Glow layer options. This helps customizing the behaviour
  50882. * of the glow layer.
  50883. */
  50884. export interface IGlowLayerOptions {
  50885. /**
  50886. * Multiplication factor apply to the canvas size to compute the render target size
  50887. * used to generated the glowing objects (the smaller the faster).
  50888. */
  50889. mainTextureRatio: number;
  50890. /**
  50891. * Enforces a fixed size texture to ensure resize independant blur.
  50892. */
  50893. mainTextureFixedSize?: number;
  50894. /**
  50895. * How big is the kernel of the blur texture.
  50896. */
  50897. blurKernelSize: number;
  50898. /**
  50899. * The camera attached to the layer.
  50900. */
  50901. camera: Nullable<Camera>;
  50902. /**
  50903. * Enable MSAA by chosing the number of samples.
  50904. */
  50905. mainTextureSamples?: number;
  50906. /**
  50907. * The rendering group to draw the layer in.
  50908. */
  50909. renderingGroupId: number;
  50910. }
  50911. /**
  50912. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50913. *
  50914. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50915. * glowy meshes to your scene.
  50916. *
  50917. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50918. */
  50919. export class GlowLayer extends EffectLayer {
  50920. /**
  50921. * Effect Name of the layer.
  50922. */
  50923. static readonly EffectName: string;
  50924. /**
  50925. * The default blur kernel size used for the glow.
  50926. */
  50927. static DefaultBlurKernelSize: number;
  50928. /**
  50929. * The default texture size ratio used for the glow.
  50930. */
  50931. static DefaultTextureRatio: number;
  50932. /**
  50933. * Sets the kernel size of the blur.
  50934. */
  50935. /**
  50936. * Gets the kernel size of the blur.
  50937. */
  50938. blurKernelSize: number;
  50939. /**
  50940. * Sets the glow intensity.
  50941. */
  50942. /**
  50943. * Gets the glow intensity.
  50944. */
  50945. intensity: number;
  50946. private _options;
  50947. private _intensity;
  50948. private _horizontalBlurPostprocess1;
  50949. private _verticalBlurPostprocess1;
  50950. private _horizontalBlurPostprocess2;
  50951. private _verticalBlurPostprocess2;
  50952. private _blurTexture1;
  50953. private _blurTexture2;
  50954. private _postProcesses1;
  50955. private _postProcesses2;
  50956. private _includedOnlyMeshes;
  50957. private _excludedMeshes;
  50958. /**
  50959. * Callback used to let the user override the color selection on a per mesh basis
  50960. */
  50961. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50962. /**
  50963. * Callback used to let the user override the texture selection on a per mesh basis
  50964. */
  50965. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50966. /**
  50967. * Instantiates a new glow Layer and references it to the scene.
  50968. * @param name The name of the layer
  50969. * @param scene The scene to use the layer in
  50970. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50971. */
  50972. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50973. /**
  50974. * Get the effect name of the layer.
  50975. * @return The effect name
  50976. */
  50977. getEffectName(): string;
  50978. /**
  50979. * Create the merge effect. This is the shader use to blit the information back
  50980. * to the main canvas at the end of the scene rendering.
  50981. */
  50982. protected _createMergeEffect(): Effect;
  50983. /**
  50984. * Creates the render target textures and post processes used in the glow layer.
  50985. */
  50986. protected _createTextureAndPostProcesses(): void;
  50987. /**
  50988. * Checks for the readiness of the element composing the layer.
  50989. * @param subMesh the mesh to check for
  50990. * @param useInstances specify wether or not to use instances to render the mesh
  50991. * @param emissiveTexture the associated emissive texture used to generate the glow
  50992. * @return true if ready otherwise, false
  50993. */
  50994. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50995. /**
  50996. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50997. */
  50998. needStencil(): boolean;
  50999. /**
  51000. * Returns true if the mesh can be rendered, otherwise false.
  51001. * @param mesh The mesh to render
  51002. * @param material The material used on the mesh
  51003. * @returns true if it can be rendered otherwise false
  51004. */
  51005. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51006. /**
  51007. * Implementation specific of rendering the generating effect on the main canvas.
  51008. * @param effect The effect used to render through
  51009. */
  51010. protected _internalRender(effect: Effect): void;
  51011. /**
  51012. * Sets the required values for both the emissive texture and and the main color.
  51013. */
  51014. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51015. /**
  51016. * Returns true if the mesh should render, otherwise false.
  51017. * @param mesh The mesh to render
  51018. * @returns true if it should render otherwise false
  51019. */
  51020. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51021. /**
  51022. * Adds specific effects defines.
  51023. * @param defines The defines to add specifics to.
  51024. */
  51025. protected _addCustomEffectDefines(defines: string[]): void;
  51026. /**
  51027. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  51028. * @param mesh The mesh to exclude from the glow layer
  51029. */
  51030. addExcludedMesh(mesh: Mesh): void;
  51031. /**
  51032. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  51033. * @param mesh The mesh to remove
  51034. */
  51035. removeExcludedMesh(mesh: Mesh): void;
  51036. /**
  51037. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  51038. * @param mesh The mesh to include in the glow layer
  51039. */
  51040. addIncludedOnlyMesh(mesh: Mesh): void;
  51041. /**
  51042. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  51043. * @param mesh The mesh to remove
  51044. */
  51045. removeIncludedOnlyMesh(mesh: Mesh): void;
  51046. /**
  51047. * Determine if a given mesh will be used in the glow layer
  51048. * @param mesh The mesh to test
  51049. * @returns true if the mesh will be highlighted by the current glow layer
  51050. */
  51051. hasMesh(mesh: AbstractMesh): boolean;
  51052. /**
  51053. * Free any resources and references associated to a mesh.
  51054. * Internal use
  51055. * @param mesh The mesh to free.
  51056. * @hidden
  51057. */
  51058. _disposeMesh(mesh: Mesh): void;
  51059. /**
  51060. * Gets the class name of the effect layer
  51061. * @returns the string with the class name of the effect layer
  51062. */
  51063. getClassName(): string;
  51064. /**
  51065. * Serializes this glow layer
  51066. * @returns a serialized glow layer object
  51067. */
  51068. serialize(): any;
  51069. /**
  51070. * Creates a Glow Layer from parsed glow layer data
  51071. * @param parsedGlowLayer defines glow layer data
  51072. * @param scene defines the current scene
  51073. * @param rootUrl defines the root URL containing the glow layer information
  51074. * @returns a parsed Glow Layer
  51075. */
  51076. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  51077. }
  51078. }
  51079. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  51080. /** @hidden */
  51081. export var glowBlurPostProcessPixelShader: {
  51082. name: string;
  51083. shader: string;
  51084. };
  51085. }
  51086. declare module "babylonjs/Layers/highlightLayer" {
  51087. import { Observable } from "babylonjs/Misc/observable";
  51088. import { Nullable } from "babylonjs/types";
  51089. import { Camera } from "babylonjs/Cameras/camera";
  51090. import { Scene } from "babylonjs/scene";
  51091. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51092. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51093. import { Mesh } from "babylonjs/Meshes/mesh";
  51094. import { Effect } from "babylonjs/Materials/effect";
  51095. import { Material } from "babylonjs/Materials/material";
  51096. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51097. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51098. import "babylonjs/Shaders/glowMapMerge.fragment";
  51099. import "babylonjs/Shaders/glowMapMerge.vertex";
  51100. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51101. module "babylonjs/abstractScene" {
  51102. interface AbstractScene {
  51103. /**
  51104. * Return a the first highlight layer of the scene with a given name.
  51105. * @param name The name of the highlight layer to look for.
  51106. * @return The highlight layer if found otherwise null.
  51107. */
  51108. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51109. }
  51110. }
  51111. /**
  51112. * Highlight layer options. This helps customizing the behaviour
  51113. * of the highlight layer.
  51114. */
  51115. export interface IHighlightLayerOptions {
  51116. /**
  51117. * Multiplication factor apply to the canvas size to compute the render target size
  51118. * used to generated the glowing objects (the smaller the faster).
  51119. */
  51120. mainTextureRatio: number;
  51121. /**
  51122. * Enforces a fixed size texture to ensure resize independant blur.
  51123. */
  51124. mainTextureFixedSize?: number;
  51125. /**
  51126. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51127. * of the picture to blur (the smaller the faster).
  51128. */
  51129. blurTextureSizeRatio: number;
  51130. /**
  51131. * How big in texel of the blur texture is the vertical blur.
  51132. */
  51133. blurVerticalSize: number;
  51134. /**
  51135. * How big in texel of the blur texture is the horizontal blur.
  51136. */
  51137. blurHorizontalSize: number;
  51138. /**
  51139. * Alpha blending mode used to apply the blur. Default is combine.
  51140. */
  51141. alphaBlendingMode: number;
  51142. /**
  51143. * The camera attached to the layer.
  51144. */
  51145. camera: Nullable<Camera>;
  51146. /**
  51147. * Should we display highlight as a solid stroke?
  51148. */
  51149. isStroke?: boolean;
  51150. /**
  51151. * The rendering group to draw the layer in.
  51152. */
  51153. renderingGroupId: number;
  51154. }
  51155. /**
  51156. * The highlight layer Helps adding a glow effect around a mesh.
  51157. *
  51158. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51159. * glowy meshes to your scene.
  51160. *
  51161. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51162. */
  51163. export class HighlightLayer extends EffectLayer {
  51164. name: string;
  51165. /**
  51166. * Effect Name of the highlight layer.
  51167. */
  51168. static readonly EffectName: string;
  51169. /**
  51170. * The neutral color used during the preparation of the glow effect.
  51171. * This is black by default as the blend operation is a blend operation.
  51172. */
  51173. static NeutralColor: Color4;
  51174. /**
  51175. * Stencil value used for glowing meshes.
  51176. */
  51177. static GlowingMeshStencilReference: number;
  51178. /**
  51179. * Stencil value used for the other meshes in the scene.
  51180. */
  51181. static NormalMeshStencilReference: number;
  51182. /**
  51183. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51184. */
  51185. innerGlow: boolean;
  51186. /**
  51187. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51188. */
  51189. outerGlow: boolean;
  51190. /**
  51191. * Specifies the horizontal size of the blur.
  51192. */
  51193. /**
  51194. * Gets the horizontal size of the blur.
  51195. */
  51196. blurHorizontalSize: number;
  51197. /**
  51198. * Specifies the vertical size of the blur.
  51199. */
  51200. /**
  51201. * Gets the vertical size of the blur.
  51202. */
  51203. blurVerticalSize: number;
  51204. /**
  51205. * An event triggered when the highlight layer is being blurred.
  51206. */
  51207. onBeforeBlurObservable: Observable<HighlightLayer>;
  51208. /**
  51209. * An event triggered when the highlight layer has been blurred.
  51210. */
  51211. onAfterBlurObservable: Observable<HighlightLayer>;
  51212. private _instanceGlowingMeshStencilReference;
  51213. private _options;
  51214. private _downSamplePostprocess;
  51215. private _horizontalBlurPostprocess;
  51216. private _verticalBlurPostprocess;
  51217. private _blurTexture;
  51218. private _meshes;
  51219. private _excludedMeshes;
  51220. /**
  51221. * Instantiates a new highlight Layer and references it to the scene..
  51222. * @param name The name of the layer
  51223. * @param scene The scene to use the layer in
  51224. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51225. */
  51226. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51227. /**
  51228. * Get the effect name of the layer.
  51229. * @return The effect name
  51230. */
  51231. getEffectName(): string;
  51232. /**
  51233. * Create the merge effect. This is the shader use to blit the information back
  51234. * to the main canvas at the end of the scene rendering.
  51235. */
  51236. protected _createMergeEffect(): Effect;
  51237. /**
  51238. * Creates the render target textures and post processes used in the highlight layer.
  51239. */
  51240. protected _createTextureAndPostProcesses(): void;
  51241. /**
  51242. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51243. */
  51244. needStencil(): boolean;
  51245. /**
  51246. * Checks for the readiness of the element composing the layer.
  51247. * @param subMesh the mesh to check for
  51248. * @param useInstances specify wether or not to use instances to render the mesh
  51249. * @param emissiveTexture the associated emissive texture used to generate the glow
  51250. * @return true if ready otherwise, false
  51251. */
  51252. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51253. /**
  51254. * Implementation specific of rendering the generating effect on the main canvas.
  51255. * @param effect The effect used to render through
  51256. */
  51257. protected _internalRender(effect: Effect): void;
  51258. /**
  51259. * Returns true if the layer contains information to display, otherwise false.
  51260. */
  51261. shouldRender(): boolean;
  51262. /**
  51263. * Returns true if the mesh should render, otherwise false.
  51264. * @param mesh The mesh to render
  51265. * @returns true if it should render otherwise false
  51266. */
  51267. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51268. /**
  51269. * Sets the required values for both the emissive texture and and the main color.
  51270. */
  51271. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51272. /**
  51273. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51274. * @param mesh The mesh to exclude from the highlight layer
  51275. */
  51276. addExcludedMesh(mesh: Mesh): void;
  51277. /**
  51278. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51279. * @param mesh The mesh to highlight
  51280. */
  51281. removeExcludedMesh(mesh: Mesh): void;
  51282. /**
  51283. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51284. * @param mesh mesh to test
  51285. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51286. */
  51287. hasMesh(mesh: AbstractMesh): boolean;
  51288. /**
  51289. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51290. * @param mesh The mesh to highlight
  51291. * @param color The color of the highlight
  51292. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51293. */
  51294. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51295. /**
  51296. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51297. * @param mesh The mesh to highlight
  51298. */
  51299. removeMesh(mesh: Mesh): void;
  51300. /**
  51301. * Force the stencil to the normal expected value for none glowing parts
  51302. */
  51303. private _defaultStencilReference;
  51304. /**
  51305. * Free any resources and references associated to a mesh.
  51306. * Internal use
  51307. * @param mesh The mesh to free.
  51308. * @hidden
  51309. */
  51310. _disposeMesh(mesh: Mesh): void;
  51311. /**
  51312. * Dispose the highlight layer and free resources.
  51313. */
  51314. dispose(): void;
  51315. /**
  51316. * Gets the class name of the effect layer
  51317. * @returns the string with the class name of the effect layer
  51318. */
  51319. getClassName(): string;
  51320. /**
  51321. * Serializes this Highlight layer
  51322. * @returns a serialized Highlight layer object
  51323. */
  51324. serialize(): any;
  51325. /**
  51326. * Creates a Highlight layer from parsed Highlight layer data
  51327. * @param parsedHightlightLayer defines the Highlight layer data
  51328. * @param scene defines the current scene
  51329. * @param rootUrl defines the root URL containing the Highlight layer information
  51330. * @returns a parsed Highlight layer
  51331. */
  51332. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51333. }
  51334. }
  51335. declare module "babylonjs/Layers/layerSceneComponent" {
  51336. import { Scene } from "babylonjs/scene";
  51337. import { ISceneComponent } from "babylonjs/sceneComponent";
  51338. import { Layer } from "babylonjs/Layers/layer";
  51339. import { AbstractScene } from "babylonjs/abstractScene";
  51340. module "babylonjs/abstractScene" {
  51341. interface AbstractScene {
  51342. /**
  51343. * The list of layers (background and foreground) of the scene
  51344. */
  51345. layers: Array<Layer>;
  51346. }
  51347. }
  51348. /**
  51349. * Defines the layer scene component responsible to manage any layers
  51350. * in a given scene.
  51351. */
  51352. export class LayerSceneComponent implements ISceneComponent {
  51353. /**
  51354. * The component name helpfull to identify the component in the list of scene components.
  51355. */
  51356. readonly name: string;
  51357. /**
  51358. * The scene the component belongs to.
  51359. */
  51360. scene: Scene;
  51361. private _engine;
  51362. /**
  51363. * Creates a new instance of the component for the given scene
  51364. * @param scene Defines the scene to register the component in
  51365. */
  51366. constructor(scene: Scene);
  51367. /**
  51368. * Registers the component in a given scene
  51369. */
  51370. register(): void;
  51371. /**
  51372. * Rebuilds the elements related to this component in case of
  51373. * context lost for instance.
  51374. */
  51375. rebuild(): void;
  51376. /**
  51377. * Disposes the component and the associated ressources.
  51378. */
  51379. dispose(): void;
  51380. private _draw;
  51381. private _drawCameraPredicate;
  51382. private _drawCameraBackground;
  51383. private _drawCameraForeground;
  51384. private _drawRenderTargetPredicate;
  51385. private _drawRenderTargetBackground;
  51386. private _drawRenderTargetForeground;
  51387. /**
  51388. * Adds all the elements from the container to the scene
  51389. * @param container the container holding the elements
  51390. */
  51391. addFromContainer(container: AbstractScene): void;
  51392. /**
  51393. * Removes all the elements in the container from the scene
  51394. * @param container contains the elements to remove
  51395. * @param dispose if the removed element should be disposed (default: false)
  51396. */
  51397. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51398. }
  51399. }
  51400. declare module "babylonjs/Shaders/layer.fragment" {
  51401. /** @hidden */
  51402. export var layerPixelShader: {
  51403. name: string;
  51404. shader: string;
  51405. };
  51406. }
  51407. declare module "babylonjs/Shaders/layer.vertex" {
  51408. /** @hidden */
  51409. export var layerVertexShader: {
  51410. name: string;
  51411. shader: string;
  51412. };
  51413. }
  51414. declare module "babylonjs/Layers/layer" {
  51415. import { Observable } from "babylonjs/Misc/observable";
  51416. import { Nullable } from "babylonjs/types";
  51417. import { Scene } from "babylonjs/scene";
  51418. import { Vector2 } from "babylonjs/Maths/math.vector";
  51419. import { Color4 } from "babylonjs/Maths/math.color";
  51420. import { Texture } from "babylonjs/Materials/Textures/texture";
  51421. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51422. import "babylonjs/Shaders/layer.fragment";
  51423. import "babylonjs/Shaders/layer.vertex";
  51424. /**
  51425. * This represents a full screen 2d layer.
  51426. * This can be useful to display a picture in the background of your scene for instance.
  51427. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51428. */
  51429. export class Layer {
  51430. /**
  51431. * Define the name of the layer.
  51432. */
  51433. name: string;
  51434. /**
  51435. * Define the texture the layer should display.
  51436. */
  51437. texture: Nullable<Texture>;
  51438. /**
  51439. * Is the layer in background or foreground.
  51440. */
  51441. isBackground: boolean;
  51442. /**
  51443. * Define the color of the layer (instead of texture).
  51444. */
  51445. color: Color4;
  51446. /**
  51447. * Define the scale of the layer in order to zoom in out of the texture.
  51448. */
  51449. scale: Vector2;
  51450. /**
  51451. * Define an offset for the layer in order to shift the texture.
  51452. */
  51453. offset: Vector2;
  51454. /**
  51455. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51456. */
  51457. alphaBlendingMode: number;
  51458. /**
  51459. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51460. * Alpha test will not mix with the background color in case of transparency.
  51461. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51462. */
  51463. alphaTest: boolean;
  51464. /**
  51465. * Define a mask to restrict the layer to only some of the scene cameras.
  51466. */
  51467. layerMask: number;
  51468. /**
  51469. * Define the list of render target the layer is visible into.
  51470. */
  51471. renderTargetTextures: RenderTargetTexture[];
  51472. /**
  51473. * Define if the layer is only used in renderTarget or if it also
  51474. * renders in the main frame buffer of the canvas.
  51475. */
  51476. renderOnlyInRenderTargetTextures: boolean;
  51477. private _scene;
  51478. private _vertexBuffers;
  51479. private _indexBuffer;
  51480. private _effect;
  51481. private _alphaTestEffect;
  51482. /**
  51483. * An event triggered when the layer is disposed.
  51484. */
  51485. onDisposeObservable: Observable<Layer>;
  51486. private _onDisposeObserver;
  51487. /**
  51488. * Back compatibility with callback before the onDisposeObservable existed.
  51489. * The set callback will be triggered when the layer has been disposed.
  51490. */
  51491. onDispose: () => void;
  51492. /**
  51493. * An event triggered before rendering the scene
  51494. */
  51495. onBeforeRenderObservable: Observable<Layer>;
  51496. private _onBeforeRenderObserver;
  51497. /**
  51498. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51499. * The set callback will be triggered just before rendering the layer.
  51500. */
  51501. onBeforeRender: () => void;
  51502. /**
  51503. * An event triggered after rendering the scene
  51504. */
  51505. onAfterRenderObservable: Observable<Layer>;
  51506. private _onAfterRenderObserver;
  51507. /**
  51508. * Back compatibility with callback before the onAfterRenderObservable existed.
  51509. * The set callback will be triggered just after rendering the layer.
  51510. */
  51511. onAfterRender: () => void;
  51512. /**
  51513. * Instantiates a new layer.
  51514. * This represents a full screen 2d layer.
  51515. * This can be useful to display a picture in the background of your scene for instance.
  51516. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51517. * @param name Define the name of the layer in the scene
  51518. * @param imgUrl Define the url of the texture to display in the layer
  51519. * @param scene Define the scene the layer belongs to
  51520. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51521. * @param color Defines a color for the layer
  51522. */
  51523. constructor(
  51524. /**
  51525. * Define the name of the layer.
  51526. */
  51527. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51528. private _createIndexBuffer;
  51529. /** @hidden */
  51530. _rebuild(): void;
  51531. /**
  51532. * Renders the layer in the scene.
  51533. */
  51534. render(): void;
  51535. /**
  51536. * Disposes and releases the associated ressources.
  51537. */
  51538. dispose(): void;
  51539. }
  51540. }
  51541. declare module "babylonjs/Layers/index" {
  51542. export * from "babylonjs/Layers/effectLayer";
  51543. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51544. export * from "babylonjs/Layers/glowLayer";
  51545. export * from "babylonjs/Layers/highlightLayer";
  51546. export * from "babylonjs/Layers/layer";
  51547. export * from "babylonjs/Layers/layerSceneComponent";
  51548. }
  51549. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51550. /** @hidden */
  51551. export var lensFlarePixelShader: {
  51552. name: string;
  51553. shader: string;
  51554. };
  51555. }
  51556. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51557. /** @hidden */
  51558. export var lensFlareVertexShader: {
  51559. name: string;
  51560. shader: string;
  51561. };
  51562. }
  51563. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51564. import { Scene } from "babylonjs/scene";
  51565. import { Vector3 } from "babylonjs/Maths/math.vector";
  51566. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51567. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51568. import "babylonjs/Shaders/lensFlare.fragment";
  51569. import "babylonjs/Shaders/lensFlare.vertex";
  51570. import { Viewport } from "babylonjs/Maths/math.viewport";
  51571. /**
  51572. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51573. * It is usually composed of several `lensFlare`.
  51574. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51575. */
  51576. export class LensFlareSystem {
  51577. /**
  51578. * Define the name of the lens flare system
  51579. */
  51580. name: string;
  51581. /**
  51582. * List of lens flares used in this system.
  51583. */
  51584. lensFlares: LensFlare[];
  51585. /**
  51586. * Define a limit from the border the lens flare can be visible.
  51587. */
  51588. borderLimit: number;
  51589. /**
  51590. * Define a viewport border we do not want to see the lens flare in.
  51591. */
  51592. viewportBorder: number;
  51593. /**
  51594. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51595. */
  51596. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51597. /**
  51598. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51599. */
  51600. layerMask: number;
  51601. /**
  51602. * Define the id of the lens flare system in the scene.
  51603. * (equal to name by default)
  51604. */
  51605. id: string;
  51606. private _scene;
  51607. private _emitter;
  51608. private _vertexBuffers;
  51609. private _indexBuffer;
  51610. private _effect;
  51611. private _positionX;
  51612. private _positionY;
  51613. private _isEnabled;
  51614. /** @hidden */
  51615. static _SceneComponentInitialization: (scene: Scene) => void;
  51616. /**
  51617. * Instantiates a lens flare system.
  51618. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51619. * It is usually composed of several `lensFlare`.
  51620. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51621. * @param name Define the name of the lens flare system in the scene
  51622. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51623. * @param scene Define the scene the lens flare system belongs to
  51624. */
  51625. constructor(
  51626. /**
  51627. * Define the name of the lens flare system
  51628. */
  51629. name: string, emitter: any, scene: Scene);
  51630. /**
  51631. * Define if the lens flare system is enabled.
  51632. */
  51633. isEnabled: boolean;
  51634. /**
  51635. * Get the scene the effects belongs to.
  51636. * @returns the scene holding the lens flare system
  51637. */
  51638. getScene(): Scene;
  51639. /**
  51640. * Get the emitter of the lens flare system.
  51641. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51642. * @returns the emitter of the lens flare system
  51643. */
  51644. getEmitter(): any;
  51645. /**
  51646. * Set the emitter of the lens flare system.
  51647. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51648. * @param newEmitter Define the new emitter of the system
  51649. */
  51650. setEmitter(newEmitter: any): void;
  51651. /**
  51652. * Get the lens flare system emitter position.
  51653. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51654. * @returns the position
  51655. */
  51656. getEmitterPosition(): Vector3;
  51657. /**
  51658. * @hidden
  51659. */
  51660. computeEffectivePosition(globalViewport: Viewport): boolean;
  51661. /** @hidden */
  51662. _isVisible(): boolean;
  51663. /**
  51664. * @hidden
  51665. */
  51666. render(): boolean;
  51667. /**
  51668. * Dispose and release the lens flare with its associated resources.
  51669. */
  51670. dispose(): void;
  51671. /**
  51672. * Parse a lens flare system from a JSON repressentation
  51673. * @param parsedLensFlareSystem Define the JSON to parse
  51674. * @param scene Define the scene the parsed system should be instantiated in
  51675. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51676. * @returns the parsed system
  51677. */
  51678. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51679. /**
  51680. * Serialize the current Lens Flare System into a JSON representation.
  51681. * @returns the serialized JSON
  51682. */
  51683. serialize(): any;
  51684. }
  51685. }
  51686. declare module "babylonjs/LensFlares/lensFlare" {
  51687. import { Nullable } from "babylonjs/types";
  51688. import { Color3 } from "babylonjs/Maths/math.color";
  51689. import { Texture } from "babylonjs/Materials/Textures/texture";
  51690. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51691. /**
  51692. * This represents one of the lens effect in a `lensFlareSystem`.
  51693. * It controls one of the indiviual texture used in the effect.
  51694. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51695. */
  51696. export class LensFlare {
  51697. /**
  51698. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51699. */
  51700. size: number;
  51701. /**
  51702. * 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.
  51703. */
  51704. position: number;
  51705. /**
  51706. * Define the lens color.
  51707. */
  51708. color: Color3;
  51709. /**
  51710. * Define the lens texture.
  51711. */
  51712. texture: Nullable<Texture>;
  51713. /**
  51714. * Define the alpha mode to render this particular lens.
  51715. */
  51716. alphaMode: number;
  51717. private _system;
  51718. /**
  51719. * Creates a new Lens Flare.
  51720. * This represents one of the lens effect in a `lensFlareSystem`.
  51721. * It controls one of the indiviual texture used in the effect.
  51722. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51723. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51724. * @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.
  51725. * @param color Define the lens color
  51726. * @param imgUrl Define the lens texture url
  51727. * @param system Define the `lensFlareSystem` this flare is part of
  51728. * @returns The newly created Lens Flare
  51729. */
  51730. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51731. /**
  51732. * Instantiates a new Lens Flare.
  51733. * This represents one of the lens effect in a `lensFlareSystem`.
  51734. * It controls one of the indiviual texture used in the effect.
  51735. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51736. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51737. * @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.
  51738. * @param color Define the lens color
  51739. * @param imgUrl Define the lens texture url
  51740. * @param system Define the `lensFlareSystem` this flare is part of
  51741. */
  51742. constructor(
  51743. /**
  51744. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51745. */
  51746. size: number,
  51747. /**
  51748. * 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.
  51749. */
  51750. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51751. /**
  51752. * Dispose and release the lens flare with its associated resources.
  51753. */
  51754. dispose(): void;
  51755. }
  51756. }
  51757. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51758. import { Nullable } from "babylonjs/types";
  51759. import { Scene } from "babylonjs/scene";
  51760. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51761. import { AbstractScene } from "babylonjs/abstractScene";
  51762. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51763. module "babylonjs/abstractScene" {
  51764. interface AbstractScene {
  51765. /**
  51766. * The list of lens flare system added to the scene
  51767. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51768. */
  51769. lensFlareSystems: Array<LensFlareSystem>;
  51770. /**
  51771. * Removes the given lens flare system from this scene.
  51772. * @param toRemove The lens flare system to remove
  51773. * @returns The index of the removed lens flare system
  51774. */
  51775. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51776. /**
  51777. * Adds the given lens flare system to this scene
  51778. * @param newLensFlareSystem The lens flare system to add
  51779. */
  51780. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51781. /**
  51782. * Gets a lens flare system using its name
  51783. * @param name defines the name to look for
  51784. * @returns the lens flare system or null if not found
  51785. */
  51786. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51787. /**
  51788. * Gets a lens flare system using its id
  51789. * @param id defines the id to look for
  51790. * @returns the lens flare system or null if not found
  51791. */
  51792. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51793. }
  51794. }
  51795. /**
  51796. * Defines the lens flare scene component responsible to manage any lens flares
  51797. * in a given scene.
  51798. */
  51799. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51800. /**
  51801. * The component name helpfull to identify the component in the list of scene components.
  51802. */
  51803. readonly name: string;
  51804. /**
  51805. * The scene the component belongs to.
  51806. */
  51807. scene: Scene;
  51808. /**
  51809. * Creates a new instance of the component for the given scene
  51810. * @param scene Defines the scene to register the component in
  51811. */
  51812. constructor(scene: Scene);
  51813. /**
  51814. * Registers the component in a given scene
  51815. */
  51816. register(): void;
  51817. /**
  51818. * Rebuilds the elements related to this component in case of
  51819. * context lost for instance.
  51820. */
  51821. rebuild(): void;
  51822. /**
  51823. * Adds all the elements from the container to the scene
  51824. * @param container the container holding the elements
  51825. */
  51826. addFromContainer(container: AbstractScene): void;
  51827. /**
  51828. * Removes all the elements in the container from the scene
  51829. * @param container contains the elements to remove
  51830. * @param dispose if the removed element should be disposed (default: false)
  51831. */
  51832. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51833. /**
  51834. * Serializes the component data to the specified json object
  51835. * @param serializationObject The object to serialize to
  51836. */
  51837. serialize(serializationObject: any): void;
  51838. /**
  51839. * Disposes the component and the associated ressources.
  51840. */
  51841. dispose(): void;
  51842. private _draw;
  51843. }
  51844. }
  51845. declare module "babylonjs/LensFlares/index" {
  51846. export * from "babylonjs/LensFlares/lensFlare";
  51847. export * from "babylonjs/LensFlares/lensFlareSystem";
  51848. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51849. }
  51850. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51851. import { Scene } from "babylonjs/scene";
  51852. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51853. import { AbstractScene } from "babylonjs/abstractScene";
  51854. /**
  51855. * Defines the shadow generator component responsible to manage any shadow generators
  51856. * in a given scene.
  51857. */
  51858. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51859. /**
  51860. * The component name helpfull to identify the component in the list of scene components.
  51861. */
  51862. readonly name: string;
  51863. /**
  51864. * The scene the component belongs to.
  51865. */
  51866. scene: Scene;
  51867. /**
  51868. * Creates a new instance of the component for the given scene
  51869. * @param scene Defines the scene to register the component in
  51870. */
  51871. constructor(scene: Scene);
  51872. /**
  51873. * Registers the component in a given scene
  51874. */
  51875. register(): void;
  51876. /**
  51877. * Rebuilds the elements related to this component in case of
  51878. * context lost for instance.
  51879. */
  51880. rebuild(): void;
  51881. /**
  51882. * Serializes the component data to the specified json object
  51883. * @param serializationObject The object to serialize to
  51884. */
  51885. serialize(serializationObject: any): void;
  51886. /**
  51887. * Adds all the elements from the container to the scene
  51888. * @param container the container holding the elements
  51889. */
  51890. addFromContainer(container: AbstractScene): void;
  51891. /**
  51892. * Removes all the elements in the container from the scene
  51893. * @param container contains the elements to remove
  51894. * @param dispose if the removed element should be disposed (default: false)
  51895. */
  51896. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51897. /**
  51898. * Rebuilds the elements related to this component in case of
  51899. * context lost for instance.
  51900. */
  51901. dispose(): void;
  51902. private _gatherRenderTargets;
  51903. }
  51904. }
  51905. declare module "babylonjs/Lights/Shadows/index" {
  51906. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51907. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51908. }
  51909. declare module "babylonjs/Lights/pointLight" {
  51910. import { Scene } from "babylonjs/scene";
  51911. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51912. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51913. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51914. import { Effect } from "babylonjs/Materials/effect";
  51915. /**
  51916. * A point light is a light defined by an unique point in world space.
  51917. * The light is emitted in every direction from this point.
  51918. * A good example of a point light is a standard light bulb.
  51919. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51920. */
  51921. export class PointLight extends ShadowLight {
  51922. private _shadowAngle;
  51923. /**
  51924. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51925. * This specifies what angle the shadow will use to be created.
  51926. *
  51927. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51928. */
  51929. /**
  51930. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51931. * This specifies what angle the shadow will use to be created.
  51932. *
  51933. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51934. */
  51935. shadowAngle: number;
  51936. /**
  51937. * Gets the direction if it has been set.
  51938. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51939. */
  51940. /**
  51941. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51942. */
  51943. direction: Vector3;
  51944. /**
  51945. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51946. * A PointLight emits the light in every direction.
  51947. * It can cast shadows.
  51948. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51949. * ```javascript
  51950. * var pointLight = new PointLight("pl", camera.position, scene);
  51951. * ```
  51952. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51953. * @param name The light friendly name
  51954. * @param position The position of the point light in the scene
  51955. * @param scene The scene the lights belongs to
  51956. */
  51957. constructor(name: string, position: Vector3, scene: Scene);
  51958. /**
  51959. * Returns the string "PointLight"
  51960. * @returns the class name
  51961. */
  51962. getClassName(): string;
  51963. /**
  51964. * Returns the integer 0.
  51965. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51966. */
  51967. getTypeID(): number;
  51968. /**
  51969. * Specifies wether or not the shadowmap should be a cube texture.
  51970. * @returns true if the shadowmap needs to be a cube texture.
  51971. */
  51972. needCube(): boolean;
  51973. /**
  51974. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51975. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51976. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51977. */
  51978. getShadowDirection(faceIndex?: number): Vector3;
  51979. /**
  51980. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51981. * - fov = PI / 2
  51982. * - aspect ratio : 1.0
  51983. * - z-near and far equal to the active camera minZ and maxZ.
  51984. * Returns the PointLight.
  51985. */
  51986. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51987. protected _buildUniformLayout(): void;
  51988. /**
  51989. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51990. * @param effect The effect to update
  51991. * @param lightIndex The index of the light in the effect to update
  51992. * @returns The point light
  51993. */
  51994. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51995. /**
  51996. * Prepares the list of defines specific to the light type.
  51997. * @param defines the list of defines
  51998. * @param lightIndex defines the index of the light for the effect
  51999. */
  52000. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  52001. }
  52002. }
  52003. declare module "babylonjs/Lights/index" {
  52004. export * from "babylonjs/Lights/light";
  52005. export * from "babylonjs/Lights/shadowLight";
  52006. export * from "babylonjs/Lights/Shadows/index";
  52007. export * from "babylonjs/Lights/directionalLight";
  52008. export * from "babylonjs/Lights/hemisphericLight";
  52009. export * from "babylonjs/Lights/pointLight";
  52010. export * from "babylonjs/Lights/spotLight";
  52011. }
  52012. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  52013. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  52014. /**
  52015. * Header information of HDR texture files.
  52016. */
  52017. export interface HDRInfo {
  52018. /**
  52019. * The height of the texture in pixels.
  52020. */
  52021. height: number;
  52022. /**
  52023. * The width of the texture in pixels.
  52024. */
  52025. width: number;
  52026. /**
  52027. * The index of the beginning of the data in the binary file.
  52028. */
  52029. dataPosition: number;
  52030. }
  52031. /**
  52032. * This groups tools to convert HDR texture to native colors array.
  52033. */
  52034. export class HDRTools {
  52035. private static Ldexp;
  52036. private static Rgbe2float;
  52037. private static readStringLine;
  52038. /**
  52039. * Reads header information from an RGBE texture stored in a native array.
  52040. * More information on this format are available here:
  52041. * https://en.wikipedia.org/wiki/RGBE_image_format
  52042. *
  52043. * @param uint8array The binary file stored in native array.
  52044. * @return The header information.
  52045. */
  52046. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  52047. /**
  52048. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  52049. * This RGBE texture needs to store the information as a panorama.
  52050. *
  52051. * More information on this format are available here:
  52052. * https://en.wikipedia.org/wiki/RGBE_image_format
  52053. *
  52054. * @param buffer The binary file stored in an array buffer.
  52055. * @param size The expected size of the extracted cubemap.
  52056. * @return The Cube Map information.
  52057. */
  52058. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  52059. /**
  52060. * Returns the pixels data extracted from an RGBE texture.
  52061. * This pixels will be stored left to right up to down in the R G B order in one array.
  52062. *
  52063. * More information on this format are available here:
  52064. * https://en.wikipedia.org/wiki/RGBE_image_format
  52065. *
  52066. * @param uint8array The binary file stored in an array buffer.
  52067. * @param hdrInfo The header information of the file.
  52068. * @return The pixels data in RGB right to left up to down order.
  52069. */
  52070. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  52071. private static RGBE_ReadPixels_RLE;
  52072. }
  52073. }
  52074. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  52075. import { Nullable } from "babylonjs/types";
  52076. import { Scene } from "babylonjs/scene";
  52077. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52078. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52079. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52080. /**
  52081. * This represents a texture coming from an HDR input.
  52082. *
  52083. * The only supported format is currently panorama picture stored in RGBE format.
  52084. * Example of such files can be found on HDRLib: http://hdrlib.com/
  52085. */
  52086. export class HDRCubeTexture extends BaseTexture {
  52087. private static _facesMapping;
  52088. private _generateHarmonics;
  52089. private _noMipmap;
  52090. private _textureMatrix;
  52091. private _size;
  52092. private _onLoad;
  52093. private _onError;
  52094. /**
  52095. * The texture URL.
  52096. */
  52097. url: string;
  52098. /**
  52099. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52100. */
  52101. coordinatesMode: number;
  52102. protected _isBlocking: boolean;
  52103. /**
  52104. * Sets wether or not the texture is blocking during loading.
  52105. */
  52106. /**
  52107. * Gets wether or not the texture is blocking during loading.
  52108. */
  52109. isBlocking: boolean;
  52110. protected _rotationY: number;
  52111. /**
  52112. * Sets texture matrix rotation angle around Y axis in radians.
  52113. */
  52114. /**
  52115. * Gets texture matrix rotation angle around Y axis radians.
  52116. */
  52117. rotationY: number;
  52118. /**
  52119. * Gets or sets the center of the bounding box associated with the cube texture
  52120. * It must define where the camera used to render the texture was set
  52121. */
  52122. boundingBoxPosition: Vector3;
  52123. private _boundingBoxSize;
  52124. /**
  52125. * Gets or sets the size of the bounding box associated with the cube texture
  52126. * When defined, the cubemap will switch to local mode
  52127. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52128. * @example https://www.babylonjs-playground.com/#RNASML
  52129. */
  52130. boundingBoxSize: Vector3;
  52131. /**
  52132. * Instantiates an HDRTexture from the following parameters.
  52133. *
  52134. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52135. * @param scene The scene the texture will be used in
  52136. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52137. * @param noMipmap Forces to not generate the mipmap if true
  52138. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52139. * @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)
  52140. * @param reserved Reserved flag for internal use.
  52141. */
  52142. 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>);
  52143. /**
  52144. * Get the current class name of the texture useful for serialization or dynamic coding.
  52145. * @returns "HDRCubeTexture"
  52146. */
  52147. getClassName(): string;
  52148. /**
  52149. * Occurs when the file is raw .hdr file.
  52150. */
  52151. private loadTexture;
  52152. clone(): HDRCubeTexture;
  52153. delayLoad(): void;
  52154. /**
  52155. * Get the texture reflection matrix used to rotate/transform the reflection.
  52156. * @returns the reflection matrix
  52157. */
  52158. getReflectionTextureMatrix(): Matrix;
  52159. /**
  52160. * Set the texture reflection matrix used to rotate/transform the reflection.
  52161. * @param value Define the reflection matrix to set
  52162. */
  52163. setReflectionTextureMatrix(value: Matrix): void;
  52164. /**
  52165. * Parses a JSON representation of an HDR Texture in order to create the texture
  52166. * @param parsedTexture Define the JSON representation
  52167. * @param scene Define the scene the texture should be created in
  52168. * @param rootUrl Define the root url in case we need to load relative dependencies
  52169. * @returns the newly created texture after parsing
  52170. */
  52171. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52172. serialize(): any;
  52173. }
  52174. }
  52175. declare module "babylonjs/Physics/physicsEngine" {
  52176. import { Nullable } from "babylonjs/types";
  52177. import { Vector3 } from "babylonjs/Maths/math.vector";
  52178. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52179. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52180. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52181. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52182. /**
  52183. * Class used to control physics engine
  52184. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52185. */
  52186. export class PhysicsEngine implements IPhysicsEngine {
  52187. private _physicsPlugin;
  52188. /**
  52189. * Global value used to control the smallest number supported by the simulation
  52190. */
  52191. static Epsilon: number;
  52192. private _impostors;
  52193. private _joints;
  52194. /**
  52195. * Gets the gravity vector used by the simulation
  52196. */
  52197. gravity: Vector3;
  52198. /**
  52199. * Factory used to create the default physics plugin.
  52200. * @returns The default physics plugin
  52201. */
  52202. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52203. /**
  52204. * Creates a new Physics Engine
  52205. * @param gravity defines the gravity vector used by the simulation
  52206. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52207. */
  52208. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52209. /**
  52210. * Sets the gravity vector used by the simulation
  52211. * @param gravity defines the gravity vector to use
  52212. */
  52213. setGravity(gravity: Vector3): void;
  52214. /**
  52215. * Set the time step of the physics engine.
  52216. * Default is 1/60.
  52217. * To slow it down, enter 1/600 for example.
  52218. * To speed it up, 1/30
  52219. * @param newTimeStep defines the new timestep to apply to this world.
  52220. */
  52221. setTimeStep(newTimeStep?: number): void;
  52222. /**
  52223. * Get the time step of the physics engine.
  52224. * @returns the current time step
  52225. */
  52226. getTimeStep(): number;
  52227. /**
  52228. * Release all resources
  52229. */
  52230. dispose(): void;
  52231. /**
  52232. * Gets the name of the current physics plugin
  52233. * @returns the name of the plugin
  52234. */
  52235. getPhysicsPluginName(): string;
  52236. /**
  52237. * Adding a new impostor for the impostor tracking.
  52238. * This will be done by the impostor itself.
  52239. * @param impostor the impostor to add
  52240. */
  52241. addImpostor(impostor: PhysicsImpostor): void;
  52242. /**
  52243. * Remove an impostor from the engine.
  52244. * This impostor and its mesh will not longer be updated by the physics engine.
  52245. * @param impostor the impostor to remove
  52246. */
  52247. removeImpostor(impostor: PhysicsImpostor): void;
  52248. /**
  52249. * Add a joint to the physics engine
  52250. * @param mainImpostor defines the main impostor to which the joint is added.
  52251. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52252. * @param joint defines the joint that will connect both impostors.
  52253. */
  52254. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52255. /**
  52256. * Removes a joint from the simulation
  52257. * @param mainImpostor defines the impostor used with the joint
  52258. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52259. * @param joint defines the joint to remove
  52260. */
  52261. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52262. /**
  52263. * Called by the scene. No need to call it.
  52264. * @param delta defines the timespam between frames
  52265. */
  52266. _step(delta: number): void;
  52267. /**
  52268. * Gets the current plugin used to run the simulation
  52269. * @returns current plugin
  52270. */
  52271. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52272. /**
  52273. * Gets the list of physic impostors
  52274. * @returns an array of PhysicsImpostor
  52275. */
  52276. getImpostors(): Array<PhysicsImpostor>;
  52277. /**
  52278. * Gets the impostor for a physics enabled object
  52279. * @param object defines the object impersonated by the impostor
  52280. * @returns the PhysicsImpostor or null if not found
  52281. */
  52282. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52283. /**
  52284. * Gets the impostor for a physics body object
  52285. * @param body defines physics body used by the impostor
  52286. * @returns the PhysicsImpostor or null if not found
  52287. */
  52288. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52289. /**
  52290. * Does a raycast in the physics world
  52291. * @param from when should the ray start?
  52292. * @param to when should the ray end?
  52293. * @returns PhysicsRaycastResult
  52294. */
  52295. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52296. }
  52297. }
  52298. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52299. import { Nullable } from "babylonjs/types";
  52300. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52301. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52302. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52303. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52304. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52305. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52306. /** @hidden */
  52307. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52308. private _useDeltaForWorldStep;
  52309. world: any;
  52310. name: string;
  52311. private _physicsMaterials;
  52312. private _fixedTimeStep;
  52313. private _cannonRaycastResult;
  52314. private _raycastResult;
  52315. private _physicsBodysToRemoveAfterStep;
  52316. BJSCANNON: any;
  52317. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52318. setGravity(gravity: Vector3): void;
  52319. setTimeStep(timeStep: number): void;
  52320. getTimeStep(): number;
  52321. executeStep(delta: number): void;
  52322. private _removeMarkedPhysicsBodiesFromWorld;
  52323. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52324. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52325. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52326. private _processChildMeshes;
  52327. removePhysicsBody(impostor: PhysicsImpostor): void;
  52328. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52329. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52330. private _addMaterial;
  52331. private _checkWithEpsilon;
  52332. private _createShape;
  52333. private _createHeightmap;
  52334. private _minus90X;
  52335. private _plus90X;
  52336. private _tmpPosition;
  52337. private _tmpDeltaPosition;
  52338. private _tmpUnityRotation;
  52339. private _updatePhysicsBodyTransformation;
  52340. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52341. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52342. isSupported(): boolean;
  52343. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52344. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52345. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52346. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52347. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52348. getBodyMass(impostor: PhysicsImpostor): number;
  52349. getBodyFriction(impostor: PhysicsImpostor): number;
  52350. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52351. getBodyRestitution(impostor: PhysicsImpostor): number;
  52352. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52353. sleepBody(impostor: PhysicsImpostor): void;
  52354. wakeUpBody(impostor: PhysicsImpostor): void;
  52355. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52356. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52357. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52358. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52359. getRadius(impostor: PhysicsImpostor): number;
  52360. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52361. dispose(): void;
  52362. private _extendNamespace;
  52363. /**
  52364. * Does a raycast in the physics world
  52365. * @param from when should the ray start?
  52366. * @param to when should the ray end?
  52367. * @returns PhysicsRaycastResult
  52368. */
  52369. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52370. }
  52371. }
  52372. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52373. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52374. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52375. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52376. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52377. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52378. import { Nullable } from "babylonjs/types";
  52379. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52380. /** @hidden */
  52381. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52382. world: any;
  52383. name: string;
  52384. BJSOIMO: any;
  52385. private _raycastResult;
  52386. constructor(iterations?: number, oimoInjection?: any);
  52387. setGravity(gravity: Vector3): void;
  52388. setTimeStep(timeStep: number): void;
  52389. getTimeStep(): number;
  52390. private _tmpImpostorsArray;
  52391. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52392. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52393. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52394. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52395. private _tmpPositionVector;
  52396. removePhysicsBody(impostor: PhysicsImpostor): void;
  52397. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52398. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52399. isSupported(): boolean;
  52400. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52401. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52402. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52403. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52404. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52405. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52406. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52407. getBodyMass(impostor: PhysicsImpostor): number;
  52408. getBodyFriction(impostor: PhysicsImpostor): number;
  52409. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52410. getBodyRestitution(impostor: PhysicsImpostor): number;
  52411. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52412. sleepBody(impostor: PhysicsImpostor): void;
  52413. wakeUpBody(impostor: PhysicsImpostor): void;
  52414. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52415. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52416. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52417. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52418. getRadius(impostor: PhysicsImpostor): number;
  52419. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52420. dispose(): void;
  52421. /**
  52422. * Does a raycast in the physics world
  52423. * @param from when should the ray start?
  52424. * @param to when should the ray end?
  52425. * @returns PhysicsRaycastResult
  52426. */
  52427. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52428. }
  52429. }
  52430. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52431. import { Nullable } from "babylonjs/types";
  52432. import { Scene } from "babylonjs/scene";
  52433. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52434. import { Color4 } from "babylonjs/Maths/math.color";
  52435. import { Mesh } from "babylonjs/Meshes/mesh";
  52436. /**
  52437. * Class containing static functions to help procedurally build meshes
  52438. */
  52439. export class RibbonBuilder {
  52440. /**
  52441. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52442. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52443. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52444. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52445. * * 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
  52446. * * 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
  52447. * * 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
  52448. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52449. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52450. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52451. * * 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
  52452. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52453. * * 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
  52454. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52455. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52456. * @param name defines the name of the mesh
  52457. * @param options defines the options used to create the mesh
  52458. * @param scene defines the hosting scene
  52459. * @returns the ribbon mesh
  52460. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52461. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52462. */
  52463. static CreateRibbon(name: string, options: {
  52464. pathArray: Vector3[][];
  52465. closeArray?: boolean;
  52466. closePath?: boolean;
  52467. offset?: number;
  52468. updatable?: boolean;
  52469. sideOrientation?: number;
  52470. frontUVs?: Vector4;
  52471. backUVs?: Vector4;
  52472. instance?: Mesh;
  52473. invertUV?: boolean;
  52474. uvs?: Vector2[];
  52475. colors?: Color4[];
  52476. }, scene?: Nullable<Scene>): Mesh;
  52477. }
  52478. }
  52479. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52480. import { Nullable } from "babylonjs/types";
  52481. import { Scene } from "babylonjs/scene";
  52482. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52483. import { Mesh } from "babylonjs/Meshes/mesh";
  52484. /**
  52485. * Class containing static functions to help procedurally build meshes
  52486. */
  52487. export class ShapeBuilder {
  52488. /**
  52489. * 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.
  52490. * * 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.
  52491. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52492. * * 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.
  52493. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52494. * * 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
  52495. * * 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
  52496. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52497. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52498. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52499. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52500. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52501. * @param name defines the name of the mesh
  52502. * @param options defines the options used to create the mesh
  52503. * @param scene defines the hosting scene
  52504. * @returns the extruded shape mesh
  52505. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52506. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52507. */
  52508. static ExtrudeShape(name: string, options: {
  52509. shape: Vector3[];
  52510. path: Vector3[];
  52511. scale?: number;
  52512. rotation?: number;
  52513. cap?: number;
  52514. updatable?: boolean;
  52515. sideOrientation?: number;
  52516. frontUVs?: Vector4;
  52517. backUVs?: Vector4;
  52518. instance?: Mesh;
  52519. invertUV?: boolean;
  52520. }, scene?: Nullable<Scene>): Mesh;
  52521. /**
  52522. * Creates an custom extruded shape mesh.
  52523. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52524. * * 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.
  52525. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52526. * * 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
  52527. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52528. * * 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
  52529. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52530. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52531. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52532. * * 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
  52533. * * 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
  52534. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52535. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52536. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52537. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52538. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52539. * @param name defines the name of the mesh
  52540. * @param options defines the options used to create the mesh
  52541. * @param scene defines the hosting scene
  52542. * @returns the custom extruded shape mesh
  52543. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52544. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52545. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52546. */
  52547. static ExtrudeShapeCustom(name: string, options: {
  52548. shape: Vector3[];
  52549. path: Vector3[];
  52550. scaleFunction?: any;
  52551. rotationFunction?: any;
  52552. ribbonCloseArray?: boolean;
  52553. ribbonClosePath?: boolean;
  52554. cap?: number;
  52555. updatable?: boolean;
  52556. sideOrientation?: number;
  52557. frontUVs?: Vector4;
  52558. backUVs?: Vector4;
  52559. instance?: Mesh;
  52560. invertUV?: boolean;
  52561. }, scene?: Nullable<Scene>): Mesh;
  52562. private static _ExtrudeShapeGeneric;
  52563. }
  52564. }
  52565. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52566. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52567. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52568. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52569. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52570. import { Nullable } from "babylonjs/types";
  52571. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52572. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52573. /**
  52574. * AmmoJS Physics plugin
  52575. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52576. * @see https://github.com/kripken/ammo.js/
  52577. */
  52578. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52579. private _useDeltaForWorldStep;
  52580. /**
  52581. * Reference to the Ammo library
  52582. */
  52583. bjsAMMO: any;
  52584. /**
  52585. * Created ammoJS world which physics bodies are added to
  52586. */
  52587. world: any;
  52588. /**
  52589. * Name of the plugin
  52590. */
  52591. name: string;
  52592. private _timeStep;
  52593. private _fixedTimeStep;
  52594. private _maxSteps;
  52595. private _tmpQuaternion;
  52596. private _tmpAmmoTransform;
  52597. private _tmpAmmoQuaternion;
  52598. private _tmpAmmoConcreteContactResultCallback;
  52599. private _collisionConfiguration;
  52600. private _dispatcher;
  52601. private _overlappingPairCache;
  52602. private _solver;
  52603. private _softBodySolver;
  52604. private _tmpAmmoVectorA;
  52605. private _tmpAmmoVectorB;
  52606. private _tmpAmmoVectorC;
  52607. private _tmpAmmoVectorD;
  52608. private _tmpContactCallbackResult;
  52609. private _tmpAmmoVectorRCA;
  52610. private _tmpAmmoVectorRCB;
  52611. private _raycastResult;
  52612. private static readonly DISABLE_COLLISION_FLAG;
  52613. private static readonly KINEMATIC_FLAG;
  52614. private static readonly DISABLE_DEACTIVATION_FLAG;
  52615. /**
  52616. * Initializes the ammoJS plugin
  52617. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52618. * @param ammoInjection can be used to inject your own ammo reference
  52619. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52620. */
  52621. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52622. /**
  52623. * Sets the gravity of the physics world (m/(s^2))
  52624. * @param gravity Gravity to set
  52625. */
  52626. setGravity(gravity: Vector3): void;
  52627. /**
  52628. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52629. * @param timeStep timestep to use in seconds
  52630. */
  52631. setTimeStep(timeStep: number): void;
  52632. /**
  52633. * 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)
  52634. * @param fixedTimeStep fixedTimeStep to use in seconds
  52635. */
  52636. setFixedTimeStep(fixedTimeStep: number): void;
  52637. /**
  52638. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52639. * @param maxSteps the maximum number of steps by the physics engine per frame
  52640. */
  52641. setMaxSteps(maxSteps: number): void;
  52642. /**
  52643. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52644. * @returns the current timestep in seconds
  52645. */
  52646. getTimeStep(): number;
  52647. private _isImpostorInContact;
  52648. private _isImpostorPairInContact;
  52649. private _stepSimulation;
  52650. /**
  52651. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52652. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52653. * After the step the babylon meshes are set to the position of the physics imposters
  52654. * @param delta amount of time to step forward
  52655. * @param impostors array of imposters to update before/after the step
  52656. */
  52657. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52658. /**
  52659. * Update babylon mesh to match physics world object
  52660. * @param impostor imposter to match
  52661. */
  52662. private _afterSoftStep;
  52663. /**
  52664. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52665. * @param impostor imposter to match
  52666. */
  52667. private _ropeStep;
  52668. /**
  52669. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52670. * @param impostor imposter to match
  52671. */
  52672. private _softbodyOrClothStep;
  52673. private _tmpVector;
  52674. private _tmpMatrix;
  52675. /**
  52676. * Applies an impulse on the imposter
  52677. * @param impostor imposter to apply impulse to
  52678. * @param force amount of force to be applied to the imposter
  52679. * @param contactPoint the location to apply the impulse on the imposter
  52680. */
  52681. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52682. /**
  52683. * Applies a force on the imposter
  52684. * @param impostor imposter to apply force
  52685. * @param force amount of force to be applied to the imposter
  52686. * @param contactPoint the location to apply the force on the imposter
  52687. */
  52688. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52689. /**
  52690. * Creates a physics body using the plugin
  52691. * @param impostor the imposter to create the physics body on
  52692. */
  52693. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52694. /**
  52695. * Removes the physics body from the imposter and disposes of the body's memory
  52696. * @param impostor imposter to remove the physics body from
  52697. */
  52698. removePhysicsBody(impostor: PhysicsImpostor): void;
  52699. /**
  52700. * Generates a joint
  52701. * @param impostorJoint the imposter joint to create the joint with
  52702. */
  52703. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52704. /**
  52705. * Removes a joint
  52706. * @param impostorJoint the imposter joint to remove the joint from
  52707. */
  52708. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52709. private _addMeshVerts;
  52710. /**
  52711. * Initialise the soft body vertices to match its object's (mesh) vertices
  52712. * Softbody vertices (nodes) are in world space and to match this
  52713. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52714. * @param impostor to create the softbody for
  52715. */
  52716. private _softVertexData;
  52717. /**
  52718. * Create an impostor's soft body
  52719. * @param impostor to create the softbody for
  52720. */
  52721. private _createSoftbody;
  52722. /**
  52723. * Create cloth for an impostor
  52724. * @param impostor to create the softbody for
  52725. */
  52726. private _createCloth;
  52727. /**
  52728. * Create rope for an impostor
  52729. * @param impostor to create the softbody for
  52730. */
  52731. private _createRope;
  52732. private _addHullVerts;
  52733. private _createShape;
  52734. /**
  52735. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52736. * @param impostor imposter containing the physics body and babylon object
  52737. */
  52738. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52739. /**
  52740. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52741. * @param impostor imposter containing the physics body and babylon object
  52742. * @param newPosition new position
  52743. * @param newRotation new rotation
  52744. */
  52745. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52746. /**
  52747. * If this plugin is supported
  52748. * @returns true if its supported
  52749. */
  52750. isSupported(): boolean;
  52751. /**
  52752. * Sets the linear velocity of the physics body
  52753. * @param impostor imposter to set the velocity on
  52754. * @param velocity velocity to set
  52755. */
  52756. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52757. /**
  52758. * Sets the angular velocity of the physics body
  52759. * @param impostor imposter to set the velocity on
  52760. * @param velocity velocity to set
  52761. */
  52762. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52763. /**
  52764. * gets the linear velocity
  52765. * @param impostor imposter to get linear velocity from
  52766. * @returns linear velocity
  52767. */
  52768. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52769. /**
  52770. * gets the angular velocity
  52771. * @param impostor imposter to get angular velocity from
  52772. * @returns angular velocity
  52773. */
  52774. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52775. /**
  52776. * Sets the mass of physics body
  52777. * @param impostor imposter to set the mass on
  52778. * @param mass mass to set
  52779. */
  52780. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52781. /**
  52782. * Gets the mass of the physics body
  52783. * @param impostor imposter to get the mass from
  52784. * @returns mass
  52785. */
  52786. getBodyMass(impostor: PhysicsImpostor): number;
  52787. /**
  52788. * Gets friction of the impostor
  52789. * @param impostor impostor to get friction from
  52790. * @returns friction value
  52791. */
  52792. getBodyFriction(impostor: PhysicsImpostor): number;
  52793. /**
  52794. * Sets friction of the impostor
  52795. * @param impostor impostor to set friction on
  52796. * @param friction friction value
  52797. */
  52798. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52799. /**
  52800. * Gets restitution of the impostor
  52801. * @param impostor impostor to get restitution from
  52802. * @returns restitution value
  52803. */
  52804. getBodyRestitution(impostor: PhysicsImpostor): number;
  52805. /**
  52806. * Sets resitution of the impostor
  52807. * @param impostor impostor to set resitution on
  52808. * @param restitution resitution value
  52809. */
  52810. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52811. /**
  52812. * Gets pressure inside the impostor
  52813. * @param impostor impostor to get pressure from
  52814. * @returns pressure value
  52815. */
  52816. getBodyPressure(impostor: PhysicsImpostor): number;
  52817. /**
  52818. * Sets pressure inside a soft body impostor
  52819. * Cloth and rope must remain 0 pressure
  52820. * @param impostor impostor to set pressure on
  52821. * @param pressure pressure value
  52822. */
  52823. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52824. /**
  52825. * Gets stiffness of the impostor
  52826. * @param impostor impostor to get stiffness from
  52827. * @returns pressure value
  52828. */
  52829. getBodyStiffness(impostor: PhysicsImpostor): number;
  52830. /**
  52831. * Sets stiffness of the impostor
  52832. * @param impostor impostor to set stiffness on
  52833. * @param stiffness stiffness value from 0 to 1
  52834. */
  52835. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52836. /**
  52837. * Gets velocityIterations of the impostor
  52838. * @param impostor impostor to get velocity iterations from
  52839. * @returns velocityIterations value
  52840. */
  52841. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52842. /**
  52843. * Sets velocityIterations of the impostor
  52844. * @param impostor impostor to set velocity iterations on
  52845. * @param velocityIterations velocityIterations value
  52846. */
  52847. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52848. /**
  52849. * Gets positionIterations of the impostor
  52850. * @param impostor impostor to get position iterations from
  52851. * @returns positionIterations value
  52852. */
  52853. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52854. /**
  52855. * Sets positionIterations of the impostor
  52856. * @param impostor impostor to set position on
  52857. * @param positionIterations positionIterations value
  52858. */
  52859. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52860. /**
  52861. * Append an anchor to a cloth object
  52862. * @param impostor is the cloth impostor to add anchor to
  52863. * @param otherImpostor is the rigid impostor to anchor to
  52864. * @param width ratio across width from 0 to 1
  52865. * @param height ratio up height from 0 to 1
  52866. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52867. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52868. */
  52869. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52870. /**
  52871. * Append an hook to a rope object
  52872. * @param impostor is the rope impostor to add hook to
  52873. * @param otherImpostor is the rigid impostor to hook to
  52874. * @param length ratio along the rope from 0 to 1
  52875. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52876. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52877. */
  52878. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52879. /**
  52880. * Sleeps the physics body and stops it from being active
  52881. * @param impostor impostor to sleep
  52882. */
  52883. sleepBody(impostor: PhysicsImpostor): void;
  52884. /**
  52885. * Activates the physics body
  52886. * @param impostor impostor to activate
  52887. */
  52888. wakeUpBody(impostor: PhysicsImpostor): void;
  52889. /**
  52890. * Updates the distance parameters of the joint
  52891. * @param joint joint to update
  52892. * @param maxDistance maximum distance of the joint
  52893. * @param minDistance minimum distance of the joint
  52894. */
  52895. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52896. /**
  52897. * Sets a motor on the joint
  52898. * @param joint joint to set motor on
  52899. * @param speed speed of the motor
  52900. * @param maxForce maximum force of the motor
  52901. * @param motorIndex index of the motor
  52902. */
  52903. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52904. /**
  52905. * Sets the motors limit
  52906. * @param joint joint to set limit on
  52907. * @param upperLimit upper limit
  52908. * @param lowerLimit lower limit
  52909. */
  52910. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52911. /**
  52912. * Syncs the position and rotation of a mesh with the impostor
  52913. * @param mesh mesh to sync
  52914. * @param impostor impostor to update the mesh with
  52915. */
  52916. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52917. /**
  52918. * Gets the radius of the impostor
  52919. * @param impostor impostor to get radius from
  52920. * @returns the radius
  52921. */
  52922. getRadius(impostor: PhysicsImpostor): number;
  52923. /**
  52924. * Gets the box size of the impostor
  52925. * @param impostor impostor to get box size from
  52926. * @param result the resulting box size
  52927. */
  52928. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52929. /**
  52930. * Disposes of the impostor
  52931. */
  52932. dispose(): void;
  52933. /**
  52934. * Does a raycast in the physics world
  52935. * @param from when should the ray start?
  52936. * @param to when should the ray end?
  52937. * @returns PhysicsRaycastResult
  52938. */
  52939. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52940. }
  52941. }
  52942. declare module "babylonjs/Probes/reflectionProbe" {
  52943. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52944. import { Vector3 } from "babylonjs/Maths/math.vector";
  52945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52946. import { Nullable } from "babylonjs/types";
  52947. import { Scene } from "babylonjs/scene";
  52948. module "babylonjs/abstractScene" {
  52949. interface AbstractScene {
  52950. /**
  52951. * The list of reflection probes added to the scene
  52952. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52953. */
  52954. reflectionProbes: Array<ReflectionProbe>;
  52955. /**
  52956. * Removes the given reflection probe from this scene.
  52957. * @param toRemove The reflection probe to remove
  52958. * @returns The index of the removed reflection probe
  52959. */
  52960. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52961. /**
  52962. * Adds the given reflection probe to this scene.
  52963. * @param newReflectionProbe The reflection probe to add
  52964. */
  52965. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52966. }
  52967. }
  52968. /**
  52969. * Class used to generate realtime reflection / refraction cube textures
  52970. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52971. */
  52972. export class ReflectionProbe {
  52973. /** defines the name of the probe */
  52974. name: string;
  52975. private _scene;
  52976. private _renderTargetTexture;
  52977. private _projectionMatrix;
  52978. private _viewMatrix;
  52979. private _target;
  52980. private _add;
  52981. private _attachedMesh;
  52982. private _invertYAxis;
  52983. /** Gets or sets probe position (center of the cube map) */
  52984. position: Vector3;
  52985. /**
  52986. * Creates a new reflection probe
  52987. * @param name defines the name of the probe
  52988. * @param size defines the texture resolution (for each face)
  52989. * @param scene defines the hosting scene
  52990. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52991. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52992. */
  52993. constructor(
  52994. /** defines the name of the probe */
  52995. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52996. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52997. samples: number;
  52998. /** Gets or sets the refresh rate to use (on every frame by default) */
  52999. refreshRate: number;
  53000. /**
  53001. * Gets the hosting scene
  53002. * @returns a Scene
  53003. */
  53004. getScene(): Scene;
  53005. /** Gets the internal CubeTexture used to render to */
  53006. readonly cubeTexture: RenderTargetTexture;
  53007. /** Gets the list of meshes to render */
  53008. readonly renderList: Nullable<AbstractMesh[]>;
  53009. /**
  53010. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  53011. * @param mesh defines the mesh to attach to
  53012. */
  53013. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  53014. /**
  53015. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  53016. * @param renderingGroupId The rendering group id corresponding to its index
  53017. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  53018. */
  53019. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  53020. /**
  53021. * Clean all associated resources
  53022. */
  53023. dispose(): void;
  53024. /**
  53025. * Converts the reflection probe information to a readable string for debug purpose.
  53026. * @param fullDetails Supports for multiple levels of logging within scene loading
  53027. * @returns the human readable reflection probe info
  53028. */
  53029. toString(fullDetails?: boolean): string;
  53030. /**
  53031. * Get the class name of the relfection probe.
  53032. * @returns "ReflectionProbe"
  53033. */
  53034. getClassName(): string;
  53035. /**
  53036. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  53037. * @returns The JSON representation of the texture
  53038. */
  53039. serialize(): any;
  53040. /**
  53041. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  53042. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  53043. * @param scene Define the scene the parsed reflection probe should be instantiated in
  53044. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  53045. * @returns The parsed reflection probe if successful
  53046. */
  53047. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  53048. }
  53049. }
  53050. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  53051. /** @hidden */
  53052. export var _BabylonLoaderRegistered: boolean;
  53053. }
  53054. declare module "babylonjs/Loading/Plugins/index" {
  53055. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  53056. }
  53057. declare module "babylonjs/Loading/index" {
  53058. export * from "babylonjs/Loading/loadingScreen";
  53059. export * from "babylonjs/Loading/Plugins/index";
  53060. export * from "babylonjs/Loading/sceneLoader";
  53061. export * from "babylonjs/Loading/sceneLoaderFlags";
  53062. }
  53063. declare module "babylonjs/Materials/Background/index" {
  53064. export * from "babylonjs/Materials/Background/backgroundMaterial";
  53065. }
  53066. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  53067. import { Scene } from "babylonjs/scene";
  53068. import { Color3 } from "babylonjs/Maths/math.color";
  53069. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53070. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53071. /**
  53072. * The Physically based simple base material of BJS.
  53073. *
  53074. * This enables better naming and convention enforcements on top of the pbrMaterial.
  53075. * It is used as the base class for both the specGloss and metalRough conventions.
  53076. */
  53077. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  53078. /**
  53079. * Number of Simultaneous lights allowed on the material.
  53080. */
  53081. maxSimultaneousLights: number;
  53082. /**
  53083. * If sets to true, disables all the lights affecting the material.
  53084. */
  53085. disableLighting: boolean;
  53086. /**
  53087. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  53088. */
  53089. environmentTexture: BaseTexture;
  53090. /**
  53091. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53092. */
  53093. invertNormalMapX: boolean;
  53094. /**
  53095. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53096. */
  53097. invertNormalMapY: boolean;
  53098. /**
  53099. * Normal map used in the model.
  53100. */
  53101. normalTexture: BaseTexture;
  53102. /**
  53103. * Emissivie color used to self-illuminate the model.
  53104. */
  53105. emissiveColor: Color3;
  53106. /**
  53107. * Emissivie texture used to self-illuminate the model.
  53108. */
  53109. emissiveTexture: BaseTexture;
  53110. /**
  53111. * Occlusion Channel Strenght.
  53112. */
  53113. occlusionStrength: number;
  53114. /**
  53115. * Occlusion Texture of the material (adding extra occlusion effects).
  53116. */
  53117. occlusionTexture: BaseTexture;
  53118. /**
  53119. * Defines the alpha limits in alpha test mode.
  53120. */
  53121. alphaCutOff: number;
  53122. /**
  53123. * Gets the current double sided mode.
  53124. */
  53125. /**
  53126. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53127. */
  53128. doubleSided: boolean;
  53129. /**
  53130. * Stores the pre-calculated light information of a mesh in a texture.
  53131. */
  53132. lightmapTexture: BaseTexture;
  53133. /**
  53134. * If true, the light map contains occlusion information instead of lighting info.
  53135. */
  53136. useLightmapAsShadowmap: boolean;
  53137. /**
  53138. * Instantiates a new PBRMaterial instance.
  53139. *
  53140. * @param name The material name
  53141. * @param scene The scene the material will be use in.
  53142. */
  53143. constructor(name: string, scene: Scene);
  53144. getClassName(): string;
  53145. }
  53146. }
  53147. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53148. import { Scene } from "babylonjs/scene";
  53149. import { Color3 } from "babylonjs/Maths/math.color";
  53150. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53151. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53152. /**
  53153. * The PBR material of BJS following the metal roughness convention.
  53154. *
  53155. * This fits to the PBR convention in the GLTF definition:
  53156. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53157. */
  53158. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53159. /**
  53160. * The base color has two different interpretations depending on the value of metalness.
  53161. * When the material is a metal, the base color is the specific measured reflectance value
  53162. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53163. * of the material.
  53164. */
  53165. baseColor: Color3;
  53166. /**
  53167. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53168. * well as opacity information in the alpha channel.
  53169. */
  53170. baseTexture: BaseTexture;
  53171. /**
  53172. * Specifies the metallic scalar value of the material.
  53173. * Can also be used to scale the metalness values of the metallic texture.
  53174. */
  53175. metallic: number;
  53176. /**
  53177. * Specifies the roughness scalar value of the material.
  53178. * Can also be used to scale the roughness values of the metallic texture.
  53179. */
  53180. roughness: number;
  53181. /**
  53182. * Texture containing both the metallic value in the B channel and the
  53183. * roughness value in the G channel to keep better precision.
  53184. */
  53185. metallicRoughnessTexture: BaseTexture;
  53186. /**
  53187. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53188. *
  53189. * @param name The material name
  53190. * @param scene The scene the material will be use in.
  53191. */
  53192. constructor(name: string, scene: Scene);
  53193. /**
  53194. * Return the currrent class name of the material.
  53195. */
  53196. getClassName(): string;
  53197. /**
  53198. * Makes a duplicate of the current material.
  53199. * @param name - name to use for the new material.
  53200. */
  53201. clone(name: string): PBRMetallicRoughnessMaterial;
  53202. /**
  53203. * Serialize the material to a parsable JSON object.
  53204. */
  53205. serialize(): any;
  53206. /**
  53207. * Parses a JSON object correponding to the serialize function.
  53208. */
  53209. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53210. }
  53211. }
  53212. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53213. import { Scene } from "babylonjs/scene";
  53214. import { Color3 } from "babylonjs/Maths/math.color";
  53215. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53216. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53217. /**
  53218. * The PBR material of BJS following the specular glossiness convention.
  53219. *
  53220. * This fits to the PBR convention in the GLTF definition:
  53221. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53222. */
  53223. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53224. /**
  53225. * Specifies the diffuse color of the material.
  53226. */
  53227. diffuseColor: Color3;
  53228. /**
  53229. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53230. * channel.
  53231. */
  53232. diffuseTexture: BaseTexture;
  53233. /**
  53234. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53235. */
  53236. specularColor: Color3;
  53237. /**
  53238. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53239. */
  53240. glossiness: number;
  53241. /**
  53242. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53243. */
  53244. specularGlossinessTexture: BaseTexture;
  53245. /**
  53246. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53247. *
  53248. * @param name The material name
  53249. * @param scene The scene the material will be use in.
  53250. */
  53251. constructor(name: string, scene: Scene);
  53252. /**
  53253. * Return the currrent class name of the material.
  53254. */
  53255. getClassName(): string;
  53256. /**
  53257. * Makes a duplicate of the current material.
  53258. * @param name - name to use for the new material.
  53259. */
  53260. clone(name: string): PBRSpecularGlossinessMaterial;
  53261. /**
  53262. * Serialize the material to a parsable JSON object.
  53263. */
  53264. serialize(): any;
  53265. /**
  53266. * Parses a JSON object correponding to the serialize function.
  53267. */
  53268. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53269. }
  53270. }
  53271. declare module "babylonjs/Materials/PBR/index" {
  53272. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53273. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53274. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53275. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53276. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53277. }
  53278. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53279. import { Nullable } from "babylonjs/types";
  53280. import { Scene } from "babylonjs/scene";
  53281. import { Matrix } from "babylonjs/Maths/math.vector";
  53282. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53283. /**
  53284. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53285. * It can help converting any input color in a desired output one. This can then be used to create effects
  53286. * from sepia, black and white to sixties or futuristic rendering...
  53287. *
  53288. * The only supported format is currently 3dl.
  53289. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53290. */
  53291. export class ColorGradingTexture extends BaseTexture {
  53292. /**
  53293. * The current texture matrix. (will always be identity in color grading texture)
  53294. */
  53295. private _textureMatrix;
  53296. /**
  53297. * The texture URL.
  53298. */
  53299. url: string;
  53300. /**
  53301. * Empty line regex stored for GC.
  53302. */
  53303. private static _noneEmptyLineRegex;
  53304. private _engine;
  53305. /**
  53306. * Instantiates a ColorGradingTexture from the following parameters.
  53307. *
  53308. * @param url The location of the color gradind data (currently only supporting 3dl)
  53309. * @param scene The scene the texture will be used in
  53310. */
  53311. constructor(url: string, scene: Scene);
  53312. /**
  53313. * Returns the texture matrix used in most of the material.
  53314. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53315. */
  53316. getTextureMatrix(): Matrix;
  53317. /**
  53318. * Occurs when the file being loaded is a .3dl LUT file.
  53319. */
  53320. private load3dlTexture;
  53321. /**
  53322. * Starts the loading process of the texture.
  53323. */
  53324. private loadTexture;
  53325. /**
  53326. * Clones the color gradind texture.
  53327. */
  53328. clone(): ColorGradingTexture;
  53329. /**
  53330. * Called during delayed load for textures.
  53331. */
  53332. delayLoad(): void;
  53333. /**
  53334. * Parses a color grading texture serialized by Babylon.
  53335. * @param parsedTexture The texture information being parsedTexture
  53336. * @param scene The scene to load the texture in
  53337. * @param rootUrl The root url of the data assets to load
  53338. * @return A color gradind texture
  53339. */
  53340. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53341. /**
  53342. * Serializes the LUT texture to json format.
  53343. */
  53344. serialize(): any;
  53345. }
  53346. }
  53347. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53348. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53349. import { Scene } from "babylonjs/scene";
  53350. import { Nullable } from "babylonjs/types";
  53351. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53352. /**
  53353. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53354. */
  53355. export class EquiRectangularCubeTexture extends BaseTexture {
  53356. /** The six faces of the cube. */
  53357. private static _FacesMapping;
  53358. private _noMipmap;
  53359. private _onLoad;
  53360. private _onError;
  53361. /** The size of the cubemap. */
  53362. private _size;
  53363. /** The buffer of the image. */
  53364. private _buffer;
  53365. /** The width of the input image. */
  53366. private _width;
  53367. /** The height of the input image. */
  53368. private _height;
  53369. /** The URL to the image. */
  53370. url: string;
  53371. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53372. coordinatesMode: number;
  53373. /**
  53374. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53375. * @param url The location of the image
  53376. * @param scene The scene the texture will be used in
  53377. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53378. * @param noMipmap Forces to not generate the mipmap if true
  53379. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53380. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53381. * @param onLoad — defines a callback called when texture is loaded
  53382. * @param onError — defines a callback called if there is an error
  53383. */
  53384. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53385. /**
  53386. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53387. */
  53388. private loadImage;
  53389. /**
  53390. * Convert the image buffer into a cubemap and create a CubeTexture.
  53391. */
  53392. private loadTexture;
  53393. /**
  53394. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53395. * @param buffer The ArrayBuffer that should be converted.
  53396. * @returns The buffer as Float32Array.
  53397. */
  53398. private getFloat32ArrayFromArrayBuffer;
  53399. /**
  53400. * Get the current class name of the texture useful for serialization or dynamic coding.
  53401. * @returns "EquiRectangularCubeTexture"
  53402. */
  53403. getClassName(): string;
  53404. /**
  53405. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53406. * @returns A clone of the current EquiRectangularCubeTexture.
  53407. */
  53408. clone(): EquiRectangularCubeTexture;
  53409. }
  53410. }
  53411. declare module "babylonjs/Misc/tga" {
  53412. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53413. /**
  53414. * Based on jsTGALoader - Javascript loader for TGA file
  53415. * By Vincent Thibault
  53416. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53417. */
  53418. export class TGATools {
  53419. private static _TYPE_INDEXED;
  53420. private static _TYPE_RGB;
  53421. private static _TYPE_GREY;
  53422. private static _TYPE_RLE_INDEXED;
  53423. private static _TYPE_RLE_RGB;
  53424. private static _TYPE_RLE_GREY;
  53425. private static _ORIGIN_MASK;
  53426. private static _ORIGIN_SHIFT;
  53427. private static _ORIGIN_BL;
  53428. private static _ORIGIN_BR;
  53429. private static _ORIGIN_UL;
  53430. private static _ORIGIN_UR;
  53431. /**
  53432. * Gets the header of a TGA file
  53433. * @param data defines the TGA data
  53434. * @returns the header
  53435. */
  53436. static GetTGAHeader(data: Uint8Array): any;
  53437. /**
  53438. * Uploads TGA content to a Babylon Texture
  53439. * @hidden
  53440. */
  53441. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53442. /** @hidden */
  53443. 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;
  53444. /** @hidden */
  53445. 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;
  53446. /** @hidden */
  53447. 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;
  53448. /** @hidden */
  53449. 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;
  53450. /** @hidden */
  53451. 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;
  53452. /** @hidden */
  53453. 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;
  53454. }
  53455. }
  53456. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53457. import { Nullable } from "babylonjs/types";
  53458. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53459. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53460. /**
  53461. * Implementation of the TGA Texture Loader.
  53462. * @hidden
  53463. */
  53464. export class _TGATextureLoader implements IInternalTextureLoader {
  53465. /**
  53466. * Defines wether the loader supports cascade loading the different faces.
  53467. */
  53468. readonly supportCascades: boolean;
  53469. /**
  53470. * This returns if the loader support the current file information.
  53471. * @param extension defines the file extension of the file being loaded
  53472. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53473. * @param fallback defines the fallback internal texture if any
  53474. * @param isBase64 defines whether the texture is encoded as a base64
  53475. * @param isBuffer defines whether the texture data are stored as a buffer
  53476. * @returns true if the loader can load the specified file
  53477. */
  53478. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53479. /**
  53480. * Transform the url before loading if required.
  53481. * @param rootUrl the url of the texture
  53482. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53483. * @returns the transformed texture
  53484. */
  53485. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53486. /**
  53487. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53488. * @param rootUrl the url of the texture
  53489. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53490. * @returns the fallback texture
  53491. */
  53492. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53493. /**
  53494. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53495. * @param data contains the texture data
  53496. * @param texture defines the BabylonJS internal texture
  53497. * @param createPolynomials will be true if polynomials have been requested
  53498. * @param onLoad defines the callback to trigger once the texture is ready
  53499. * @param onError defines the callback to trigger in case of error
  53500. */
  53501. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53502. /**
  53503. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53504. * @param data contains the texture data
  53505. * @param texture defines the BabylonJS internal texture
  53506. * @param callback defines the method to call once ready to upload
  53507. */
  53508. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53509. }
  53510. }
  53511. declare module "babylonjs/Misc/basis" {
  53512. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53513. /**
  53514. * Info about the .basis files
  53515. */
  53516. class BasisFileInfo {
  53517. /**
  53518. * If the file has alpha
  53519. */
  53520. hasAlpha: boolean;
  53521. /**
  53522. * Info about each image of the basis file
  53523. */
  53524. images: Array<{
  53525. levels: Array<{
  53526. width: number;
  53527. height: number;
  53528. transcodedPixels: ArrayBufferView;
  53529. }>;
  53530. }>;
  53531. }
  53532. /**
  53533. * Result of transcoding a basis file
  53534. */
  53535. class TranscodeResult {
  53536. /**
  53537. * Info about the .basis file
  53538. */
  53539. fileInfo: BasisFileInfo;
  53540. /**
  53541. * Format to use when loading the file
  53542. */
  53543. format: number;
  53544. }
  53545. /**
  53546. * Configuration options for the Basis transcoder
  53547. */
  53548. export class BasisTranscodeConfiguration {
  53549. /**
  53550. * Supported compression formats used to determine the supported output format of the transcoder
  53551. */
  53552. supportedCompressionFormats?: {
  53553. /**
  53554. * etc1 compression format
  53555. */
  53556. etc1?: boolean;
  53557. /**
  53558. * s3tc compression format
  53559. */
  53560. s3tc?: boolean;
  53561. /**
  53562. * pvrtc compression format
  53563. */
  53564. pvrtc?: boolean;
  53565. /**
  53566. * etc2 compression format
  53567. */
  53568. etc2?: boolean;
  53569. };
  53570. /**
  53571. * If mipmap levels should be loaded for transcoded images (Default: true)
  53572. */
  53573. loadMipmapLevels?: boolean;
  53574. /**
  53575. * Index of a single image to load (Default: all images)
  53576. */
  53577. loadSingleImage?: number;
  53578. }
  53579. /**
  53580. * Used to load .Basis files
  53581. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53582. */
  53583. export class BasisTools {
  53584. private static _IgnoreSupportedFormats;
  53585. /**
  53586. * URL to use when loading the basis transcoder
  53587. */
  53588. static JSModuleURL: string;
  53589. /**
  53590. * URL to use when loading the wasm module for the transcoder
  53591. */
  53592. static WasmModuleURL: string;
  53593. /**
  53594. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53595. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53596. * @returns internal format corresponding to the Basis format
  53597. */
  53598. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53599. private static _WorkerPromise;
  53600. private static _Worker;
  53601. private static _actionId;
  53602. private static _CreateWorkerAsync;
  53603. /**
  53604. * Transcodes a loaded image file to compressed pixel data
  53605. * @param imageData image data to transcode
  53606. * @param config configuration options for the transcoding
  53607. * @returns a promise resulting in the transcoded image
  53608. */
  53609. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53610. /**
  53611. * Loads a texture from the transcode result
  53612. * @param texture texture load to
  53613. * @param transcodeResult the result of transcoding the basis file to load from
  53614. */
  53615. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53616. }
  53617. }
  53618. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53619. import { Nullable } from "babylonjs/types";
  53620. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53621. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53622. /**
  53623. * Loader for .basis file format
  53624. */
  53625. export class _BasisTextureLoader implements IInternalTextureLoader {
  53626. /**
  53627. * Defines whether the loader supports cascade loading the different faces.
  53628. */
  53629. readonly supportCascades: boolean;
  53630. /**
  53631. * This returns if the loader support the current file information.
  53632. * @param extension defines the file extension of the file being loaded
  53633. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53634. * @param fallback defines the fallback internal texture if any
  53635. * @param isBase64 defines whether the texture is encoded as a base64
  53636. * @param isBuffer defines whether the texture data are stored as a buffer
  53637. * @returns true if the loader can load the specified file
  53638. */
  53639. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53640. /**
  53641. * Transform the url before loading if required.
  53642. * @param rootUrl the url of the texture
  53643. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53644. * @returns the transformed texture
  53645. */
  53646. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53647. /**
  53648. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53649. * @param rootUrl the url of the texture
  53650. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53651. * @returns the fallback texture
  53652. */
  53653. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53654. /**
  53655. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53656. * @param data contains the texture data
  53657. * @param texture defines the BabylonJS internal texture
  53658. * @param createPolynomials will be true if polynomials have been requested
  53659. * @param onLoad defines the callback to trigger once the texture is ready
  53660. * @param onError defines the callback to trigger in case of error
  53661. */
  53662. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53663. /**
  53664. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53665. * @param data contains the texture data
  53666. * @param texture defines the BabylonJS internal texture
  53667. * @param callback defines the method to call once ready to upload
  53668. */
  53669. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53670. }
  53671. }
  53672. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53673. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53674. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53675. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53676. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53677. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53678. }
  53679. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53680. import { Scene } from "babylonjs/scene";
  53681. import { Texture } from "babylonjs/Materials/Textures/texture";
  53682. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53683. /**
  53684. * 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.
  53685. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53686. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53687. */
  53688. export class CustomProceduralTexture extends ProceduralTexture {
  53689. private _animate;
  53690. private _time;
  53691. private _config;
  53692. private _texturePath;
  53693. /**
  53694. * Instantiates a new Custom Procedural Texture.
  53695. * 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.
  53696. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53697. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53698. * @param name Define the name of the texture
  53699. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53700. * @param size Define the size of the texture to create
  53701. * @param scene Define the scene the texture belongs to
  53702. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53703. * @param generateMipMaps Define if the texture should creates mip maps or not
  53704. */
  53705. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53706. private _loadJson;
  53707. /**
  53708. * Is the texture ready to be used ? (rendered at least once)
  53709. * @returns true if ready, otherwise, false.
  53710. */
  53711. isReady(): boolean;
  53712. /**
  53713. * Render the texture to its associated render target.
  53714. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53715. */
  53716. render(useCameraPostProcess?: boolean): void;
  53717. /**
  53718. * Update the list of dependant textures samplers in the shader.
  53719. */
  53720. updateTextures(): void;
  53721. /**
  53722. * Update the uniform values of the procedural texture in the shader.
  53723. */
  53724. updateShaderUniforms(): void;
  53725. /**
  53726. * Define if the texture animates or not.
  53727. */
  53728. animate: boolean;
  53729. }
  53730. }
  53731. declare module "babylonjs/Shaders/noise.fragment" {
  53732. /** @hidden */
  53733. export var noisePixelShader: {
  53734. name: string;
  53735. shader: string;
  53736. };
  53737. }
  53738. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53739. import { Nullable } from "babylonjs/types";
  53740. import { Scene } from "babylonjs/scene";
  53741. import { Texture } from "babylonjs/Materials/Textures/texture";
  53742. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53743. import "babylonjs/Shaders/noise.fragment";
  53744. /**
  53745. * Class used to generate noise procedural textures
  53746. */
  53747. export class NoiseProceduralTexture extends ProceduralTexture {
  53748. private _time;
  53749. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53750. brightness: number;
  53751. /** Defines the number of octaves to process */
  53752. octaves: number;
  53753. /** Defines the level of persistence (0.8 by default) */
  53754. persistence: number;
  53755. /** Gets or sets animation speed factor (default is 1) */
  53756. animationSpeedFactor: number;
  53757. /**
  53758. * Creates a new NoiseProceduralTexture
  53759. * @param name defines the name fo the texture
  53760. * @param size defines the size of the texture (default is 256)
  53761. * @param scene defines the hosting scene
  53762. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53763. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53764. */
  53765. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53766. private _updateShaderUniforms;
  53767. protected _getDefines(): string;
  53768. /** Generate the current state of the procedural texture */
  53769. render(useCameraPostProcess?: boolean): void;
  53770. /**
  53771. * Serializes this noise procedural texture
  53772. * @returns a serialized noise procedural texture object
  53773. */
  53774. serialize(): any;
  53775. /**
  53776. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53777. * @param parsedTexture defines parsed texture data
  53778. * @param scene defines the current scene
  53779. * @param rootUrl defines the root URL containing noise procedural texture information
  53780. * @returns a parsed NoiseProceduralTexture
  53781. */
  53782. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53783. }
  53784. }
  53785. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53786. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53787. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53788. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53789. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53790. }
  53791. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53792. import { Nullable } from "babylonjs/types";
  53793. import { Scene } from "babylonjs/scene";
  53794. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53795. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53796. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53797. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53798. /**
  53799. * Raw cube texture where the raw buffers are passed in
  53800. */
  53801. export class RawCubeTexture extends CubeTexture {
  53802. /**
  53803. * Creates a cube texture where the raw buffers are passed in.
  53804. * @param scene defines the scene the texture is attached to
  53805. * @param data defines the array of data to use to create each face
  53806. * @param size defines the size of the textures
  53807. * @param format defines the format of the data
  53808. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53809. * @param generateMipMaps defines if the engine should generate the mip levels
  53810. * @param invertY defines if data must be stored with Y axis inverted
  53811. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53812. * @param compression defines the compression used (null by default)
  53813. */
  53814. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53815. /**
  53816. * Updates the raw cube texture.
  53817. * @param data defines the data to store
  53818. * @param format defines the data format
  53819. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53820. * @param invertY defines if data must be stored with Y axis inverted
  53821. * @param compression defines the compression used (null by default)
  53822. * @param level defines which level of the texture to update
  53823. */
  53824. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53825. /**
  53826. * Updates a raw cube texture with RGBD encoded data.
  53827. * @param data defines the array of data [mipmap][face] to use to create each face
  53828. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53829. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53830. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53831. * @returns a promsie that resolves when the operation is complete
  53832. */
  53833. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53834. /**
  53835. * Clones the raw cube texture.
  53836. * @return a new cube texture
  53837. */
  53838. clone(): CubeTexture;
  53839. /** @hidden */
  53840. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53841. }
  53842. }
  53843. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53844. import { Scene } from "babylonjs/scene";
  53845. import { Texture } from "babylonjs/Materials/Textures/texture";
  53846. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53847. /**
  53848. * Class used to store 3D textures containing user data
  53849. */
  53850. export class RawTexture3D extends Texture {
  53851. /** Gets or sets the texture format to use */
  53852. format: number;
  53853. private _engine;
  53854. /**
  53855. * Create a new RawTexture3D
  53856. * @param data defines the data of the texture
  53857. * @param width defines the width of the texture
  53858. * @param height defines the height of the texture
  53859. * @param depth defines the depth of the texture
  53860. * @param format defines the texture format to use
  53861. * @param scene defines the hosting scene
  53862. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53863. * @param invertY defines if texture must be stored with Y axis inverted
  53864. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53865. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53866. */
  53867. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53868. /** Gets or sets the texture format to use */
  53869. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53870. /**
  53871. * Update the texture with new data
  53872. * @param data defines the data to store in the texture
  53873. */
  53874. update(data: ArrayBufferView): void;
  53875. }
  53876. }
  53877. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53878. import { Scene } from "babylonjs/scene";
  53879. import { Plane } from "babylonjs/Maths/math.plane";
  53880. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53881. /**
  53882. * Creates a refraction texture used by refraction channel of the standard material.
  53883. * It is like a mirror but to see through a material.
  53884. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53885. */
  53886. export class RefractionTexture extends RenderTargetTexture {
  53887. /**
  53888. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53889. * 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.
  53890. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53891. */
  53892. refractionPlane: Plane;
  53893. /**
  53894. * Define how deep under the surface we should see.
  53895. */
  53896. depth: number;
  53897. /**
  53898. * Creates a refraction texture used by refraction channel of the standard material.
  53899. * It is like a mirror but to see through a material.
  53900. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53901. * @param name Define the texture name
  53902. * @param size Define the size of the underlying texture
  53903. * @param scene Define the scene the refraction belongs to
  53904. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53905. */
  53906. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53907. /**
  53908. * Clone the refraction texture.
  53909. * @returns the cloned texture
  53910. */
  53911. clone(): RefractionTexture;
  53912. /**
  53913. * Serialize the texture to a JSON representation you could use in Parse later on
  53914. * @returns the serialized JSON representation
  53915. */
  53916. serialize(): any;
  53917. }
  53918. }
  53919. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53920. import { Nullable } from "babylonjs/types";
  53921. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53922. import { Matrix } from "babylonjs/Maths/math.vector";
  53923. import { Engine } from "babylonjs/Engines/engine";
  53924. import { Scene } from "babylonjs/scene";
  53925. /**
  53926. * Defines the options related to the creation of an HtmlElementTexture
  53927. */
  53928. export interface IHtmlElementTextureOptions {
  53929. /**
  53930. * Defines wether mip maps should be created or not.
  53931. */
  53932. generateMipMaps?: boolean;
  53933. /**
  53934. * Defines the sampling mode of the texture.
  53935. */
  53936. samplingMode?: number;
  53937. /**
  53938. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53939. */
  53940. engine: Nullable<Engine>;
  53941. /**
  53942. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53943. */
  53944. scene: Nullable<Scene>;
  53945. }
  53946. /**
  53947. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53948. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53949. * is automatically managed.
  53950. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53951. * in your application.
  53952. *
  53953. * As the update is not automatic, you need to call them manually.
  53954. */
  53955. export class HtmlElementTexture extends BaseTexture {
  53956. /**
  53957. * The texture URL.
  53958. */
  53959. element: HTMLVideoElement | HTMLCanvasElement;
  53960. private static readonly DefaultOptions;
  53961. private _textureMatrix;
  53962. private _engine;
  53963. private _isVideo;
  53964. private _generateMipMaps;
  53965. private _samplingMode;
  53966. /**
  53967. * Instantiates a HtmlElementTexture from the following parameters.
  53968. *
  53969. * @param name Defines the name of the texture
  53970. * @param element Defines the video or canvas the texture is filled with
  53971. * @param options Defines the other none mandatory texture creation options
  53972. */
  53973. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53974. private _createInternalTexture;
  53975. /**
  53976. * Returns the texture matrix used in most of the material.
  53977. */
  53978. getTextureMatrix(): Matrix;
  53979. /**
  53980. * Updates the content of the texture.
  53981. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53982. */
  53983. update(invertY?: Nullable<boolean>): void;
  53984. }
  53985. }
  53986. declare module "babylonjs/Materials/Textures/index" {
  53987. export * from "babylonjs/Materials/Textures/baseTexture";
  53988. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53989. export * from "babylonjs/Materials/Textures/cubeTexture";
  53990. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53991. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53992. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53993. export * from "babylonjs/Materials/Textures/internalTexture";
  53994. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53995. export * from "babylonjs/Materials/Textures/Loaders/index";
  53996. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53997. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53998. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53999. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  54000. export * from "babylonjs/Materials/Textures/rawTexture";
  54001. export * from "babylonjs/Materials/Textures/rawTexture3D";
  54002. export * from "babylonjs/Materials/Textures/refractionTexture";
  54003. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  54004. export * from "babylonjs/Materials/Textures/texture";
  54005. export * from "babylonjs/Materials/Textures/videoTexture";
  54006. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  54007. }
  54008. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  54009. /**
  54010. * Enum used to define the target of a block
  54011. */
  54012. export enum NodeMaterialBlockTargets {
  54013. /** Vertex shader */
  54014. Vertex = 1,
  54015. /** Fragment shader */
  54016. Fragment = 2,
  54017. /** Neutral */
  54018. Neutral = 4,
  54019. /** Vertex and Fragment */
  54020. VertexAndFragment = 3
  54021. }
  54022. }
  54023. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  54024. /**
  54025. * Defines the kind of connection point for node based material
  54026. */
  54027. export enum NodeMaterialBlockConnectionPointTypes {
  54028. /** Float */
  54029. Float = 1,
  54030. /** Int */
  54031. Int = 2,
  54032. /** Vector2 */
  54033. Vector2 = 4,
  54034. /** Vector3 */
  54035. Vector3 = 8,
  54036. /** Vector4 */
  54037. Vector4 = 16,
  54038. /** Color3 */
  54039. Color3 = 32,
  54040. /** Color4 */
  54041. Color4 = 64,
  54042. /** Matrix */
  54043. Matrix = 128,
  54044. /** Detect type based on connection */
  54045. AutoDetect = 1024,
  54046. /** Output type that will be defined by input type */
  54047. BasedOnInput = 2048
  54048. }
  54049. }
  54050. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  54051. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54052. /**
  54053. * Root class for all node material optimizers
  54054. */
  54055. export class NodeMaterialOptimizer {
  54056. /**
  54057. * Function used to optimize a NodeMaterial graph
  54058. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  54059. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  54060. */
  54061. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  54062. }
  54063. }
  54064. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  54065. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54066. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54067. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54068. import { Scene } from "babylonjs/scene";
  54069. /**
  54070. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  54071. */
  54072. export class TransformBlock extends NodeMaterialBlock {
  54073. /**
  54074. * Defines the value to use to complement W value to transform it to a Vector4
  54075. */
  54076. complementW: number;
  54077. /**
  54078. * Defines the value to use to complement z value to transform it to a Vector4
  54079. */
  54080. complementZ: number;
  54081. /**
  54082. * Creates a new TransformBlock
  54083. * @param name defines the block name
  54084. */
  54085. constructor(name: string);
  54086. /**
  54087. * Gets the current class name
  54088. * @returns the class name
  54089. */
  54090. getClassName(): string;
  54091. /**
  54092. * Gets the vector input
  54093. */
  54094. readonly vector: NodeMaterialConnectionPoint;
  54095. /**
  54096. * Gets the output component
  54097. */
  54098. readonly output: NodeMaterialConnectionPoint;
  54099. /**
  54100. * Gets the matrix transform input
  54101. */
  54102. readonly transform: NodeMaterialConnectionPoint;
  54103. protected _buildBlock(state: NodeMaterialBuildState): this;
  54104. serialize(): any;
  54105. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54106. }
  54107. }
  54108. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54109. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54110. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54111. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54112. /**
  54113. * Block used to output the vertex position
  54114. */
  54115. export class VertexOutputBlock extends NodeMaterialBlock {
  54116. /**
  54117. * Creates a new VertexOutputBlock
  54118. * @param name defines the block name
  54119. */
  54120. constructor(name: string);
  54121. /**
  54122. * Gets the current class name
  54123. * @returns the class name
  54124. */
  54125. getClassName(): string;
  54126. /**
  54127. * Gets the vector input component
  54128. */
  54129. readonly vector: NodeMaterialConnectionPoint;
  54130. protected _buildBlock(state: NodeMaterialBuildState): this;
  54131. }
  54132. }
  54133. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54134. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54135. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54136. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54137. /**
  54138. * Block used to output the final color
  54139. */
  54140. export class FragmentOutputBlock extends NodeMaterialBlock {
  54141. /**
  54142. * Create a new FragmentOutputBlock
  54143. * @param name defines the block name
  54144. */
  54145. constructor(name: string);
  54146. /**
  54147. * Gets the current class name
  54148. * @returns the class name
  54149. */
  54150. getClassName(): string;
  54151. /**
  54152. * Gets the rgba input component
  54153. */
  54154. readonly rgba: NodeMaterialConnectionPoint;
  54155. /**
  54156. * Gets the rgb input component
  54157. */
  54158. readonly rgb: NodeMaterialConnectionPoint;
  54159. /**
  54160. * Gets the a input component
  54161. */
  54162. readonly a: NodeMaterialConnectionPoint;
  54163. protected _buildBlock(state: NodeMaterialBuildState): this;
  54164. }
  54165. }
  54166. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54167. /**
  54168. * Enum used to define well known values e.g. values automatically provided by the system
  54169. */
  54170. export enum NodeMaterialWellKnownValues {
  54171. /** World */
  54172. World = 1,
  54173. /** View */
  54174. View = 2,
  54175. /** Projection */
  54176. Projection = 3,
  54177. /** ViewProjection */
  54178. ViewProjection = 4,
  54179. /** WorldView */
  54180. WorldView = 5,
  54181. /** WorldViewProjection */
  54182. WorldViewProjection = 6,
  54183. /** CameraPosition */
  54184. CameraPosition = 7,
  54185. /** Fog Color */
  54186. FogColor = 8
  54187. }
  54188. }
  54189. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54190. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54191. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54192. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54193. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54194. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54195. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54196. import { Effect } from "babylonjs/Materials/effect";
  54197. import { Mesh } from "babylonjs/Meshes/mesh";
  54198. import { Nullable } from "babylonjs/types";
  54199. import { Scene } from "babylonjs/scene";
  54200. /**
  54201. * Block used to read a reflection texture from a sampler
  54202. */
  54203. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54204. private _define3DName;
  54205. private _defineCubicName;
  54206. private _defineExplicitName;
  54207. private _defineProjectionName;
  54208. private _defineLocalCubicName;
  54209. private _defineSphericalName;
  54210. private _definePlanarName;
  54211. private _defineEquirectangularName;
  54212. private _defineMirroredEquirectangularFixedName;
  54213. private _defineEquirectangularFixedName;
  54214. private _defineSkyboxName;
  54215. private _cubeSamplerName;
  54216. private _2DSamplerName;
  54217. private _positionUVWName;
  54218. private _directionWName;
  54219. private _reflectionCoordsName;
  54220. private _reflection2DCoordsName;
  54221. private _reflectionColorName;
  54222. private _reflectionMatrixName;
  54223. /**
  54224. * Gets or sets the texture associated with the node
  54225. */
  54226. texture: Nullable<BaseTexture>;
  54227. /**
  54228. * Create a new TextureBlock
  54229. * @param name defines the block name
  54230. */
  54231. constructor(name: string);
  54232. /**
  54233. * Gets the current class name
  54234. * @returns the class name
  54235. */
  54236. getClassName(): string;
  54237. /**
  54238. * Gets the world position input component
  54239. */
  54240. readonly position: NodeMaterialConnectionPoint;
  54241. /**
  54242. * Gets the world position input component
  54243. */
  54244. readonly worldPosition: NodeMaterialConnectionPoint;
  54245. /**
  54246. * Gets the world normal input component
  54247. */
  54248. readonly worldNormal: NodeMaterialConnectionPoint;
  54249. /**
  54250. * Gets the world input component
  54251. */
  54252. readonly world: NodeMaterialConnectionPoint;
  54253. /**
  54254. * Gets the camera (or eye) position component
  54255. */
  54256. readonly cameraPosition: NodeMaterialConnectionPoint;
  54257. /**
  54258. * Gets the view input component
  54259. */
  54260. readonly view: NodeMaterialConnectionPoint;
  54261. /**
  54262. * Gets the rgb output component
  54263. */
  54264. readonly rgb: NodeMaterialConnectionPoint;
  54265. /**
  54266. * Gets the r output component
  54267. */
  54268. readonly r: NodeMaterialConnectionPoint;
  54269. /**
  54270. * Gets the g output component
  54271. */
  54272. readonly g: NodeMaterialConnectionPoint;
  54273. /**
  54274. * Gets the b output component
  54275. */
  54276. readonly b: NodeMaterialConnectionPoint;
  54277. autoConfigure(): void;
  54278. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54279. isReady(): boolean;
  54280. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54281. private _injectVertexCode;
  54282. private _writeOutput;
  54283. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54284. serialize(): any;
  54285. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54286. }
  54287. }
  54288. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54289. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54290. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54291. import { Scene } from "babylonjs/scene";
  54292. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54293. import { Matrix } from "babylonjs/Maths/math.vector";
  54294. import { Mesh } from "babylonjs/Meshes/mesh";
  54295. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54296. import { Observable } from "babylonjs/Misc/observable";
  54297. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54298. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54299. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54300. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54301. import { Nullable } from "babylonjs/types";
  54302. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54303. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54304. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54305. /**
  54306. * Interface used to configure the node material editor
  54307. */
  54308. export interface INodeMaterialEditorOptions {
  54309. /** Define the URl to load node editor script */
  54310. editorURL?: string;
  54311. }
  54312. /** @hidden */
  54313. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54314. /** BONES */
  54315. NUM_BONE_INFLUENCERS: number;
  54316. BonesPerMesh: number;
  54317. BONETEXTURE: boolean;
  54318. /** MORPH TARGETS */
  54319. MORPHTARGETS: boolean;
  54320. MORPHTARGETS_NORMAL: boolean;
  54321. MORPHTARGETS_TANGENT: boolean;
  54322. MORPHTARGETS_UV: boolean;
  54323. NUM_MORPH_INFLUENCERS: number;
  54324. /** IMAGE PROCESSING */
  54325. IMAGEPROCESSING: boolean;
  54326. VIGNETTE: boolean;
  54327. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54328. VIGNETTEBLENDMODEOPAQUE: boolean;
  54329. TONEMAPPING: boolean;
  54330. TONEMAPPING_ACES: boolean;
  54331. CONTRAST: boolean;
  54332. EXPOSURE: boolean;
  54333. COLORCURVES: boolean;
  54334. COLORGRADING: boolean;
  54335. COLORGRADING3D: boolean;
  54336. SAMPLER3DGREENDEPTH: boolean;
  54337. SAMPLER3DBGRMAP: boolean;
  54338. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54339. constructor();
  54340. setValue(name: string, value: boolean): void;
  54341. }
  54342. /**
  54343. * Class used to configure NodeMaterial
  54344. */
  54345. export interface INodeMaterialOptions {
  54346. /**
  54347. * Defines if blocks should emit comments
  54348. */
  54349. emitComments: boolean;
  54350. }
  54351. /**
  54352. * Class used to create a node based material built by assembling shader blocks
  54353. */
  54354. export class NodeMaterial extends PushMaterial {
  54355. private static _BuildIdGenerator;
  54356. private _options;
  54357. private _vertexCompilationState;
  54358. private _fragmentCompilationState;
  54359. private _sharedData;
  54360. private _buildId;
  54361. private _buildWasSuccessful;
  54362. private _cachedWorldViewMatrix;
  54363. private _cachedWorldViewProjectionMatrix;
  54364. private _optimizers;
  54365. private _animationFrame;
  54366. /** Define the URl to load node editor script */
  54367. static EditorURL: string;
  54368. private BJSNODEMATERIALEDITOR;
  54369. /** Get the inspector from bundle or global */
  54370. private _getGlobalNodeMaterialEditor;
  54371. /**
  54372. * 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)
  54373. */
  54374. ignoreAlpha: boolean;
  54375. /**
  54376. * Defines the maximum number of lights that can be used in the material
  54377. */
  54378. maxSimultaneousLights: number;
  54379. /**
  54380. * Observable raised when the material is built
  54381. */
  54382. onBuildObservable: Observable<NodeMaterial>;
  54383. /**
  54384. * Gets or sets the root nodes of the material vertex shader
  54385. */
  54386. _vertexOutputNodes: NodeMaterialBlock[];
  54387. /**
  54388. * Gets or sets the root nodes of the material fragment (pixel) shader
  54389. */
  54390. _fragmentOutputNodes: NodeMaterialBlock[];
  54391. /** Gets or sets options to control the node material overall behavior */
  54392. options: INodeMaterialOptions;
  54393. /**
  54394. * Default configuration related to image processing available in the standard Material.
  54395. */
  54396. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54397. /**
  54398. * Gets the image processing configuration used either in this material.
  54399. */
  54400. /**
  54401. * Sets the Default image processing configuration used either in the this material.
  54402. *
  54403. * If sets to null, the scene one is in use.
  54404. */
  54405. imageProcessingConfiguration: ImageProcessingConfiguration;
  54406. /**
  54407. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54408. */
  54409. attachedBlocks: NodeMaterialBlock[];
  54410. /**
  54411. * Create a new node based material
  54412. * @param name defines the material name
  54413. * @param scene defines the hosting scene
  54414. * @param options defines creation option
  54415. */
  54416. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54417. /**
  54418. * Gets the current class name of the material e.g. "NodeMaterial"
  54419. * @returns the class name
  54420. */
  54421. getClassName(): string;
  54422. /**
  54423. * Keep track of the image processing observer to allow dispose and replace.
  54424. */
  54425. private _imageProcessingObserver;
  54426. /**
  54427. * Attaches a new image processing configuration to the Standard Material.
  54428. * @param configuration
  54429. */
  54430. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54431. /**
  54432. * Get a block by its name
  54433. * @param name defines the name of the block to retrieve
  54434. * @returns the required block or null if not found
  54435. */
  54436. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  54437. /**
  54438. * Gets the list of input blocks attached to this material
  54439. * @returns an array of InputBlocks
  54440. */
  54441. getInputBlocks(): InputBlock[];
  54442. /**
  54443. * Adds a new optimizer to the list of optimizers
  54444. * @param optimizer defines the optimizers to add
  54445. * @returns the current material
  54446. */
  54447. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54448. /**
  54449. * Remove an optimizer from the list of optimizers
  54450. * @param optimizer defines the optimizers to remove
  54451. * @returns the current material
  54452. */
  54453. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54454. /**
  54455. * Add a new block to the list of output nodes
  54456. * @param node defines the node to add
  54457. * @returns the current material
  54458. */
  54459. addOutputNode(node: NodeMaterialBlock): this;
  54460. /**
  54461. * Remove a block from the list of root nodes
  54462. * @param node defines the node to remove
  54463. * @returns the current material
  54464. */
  54465. removeOutputNode(node: NodeMaterialBlock): this;
  54466. private _addVertexOutputNode;
  54467. private _removeVertexOutputNode;
  54468. private _addFragmentOutputNode;
  54469. private _removeFragmentOutputNode;
  54470. /**
  54471. * Specifies if the material will require alpha blending
  54472. * @returns a boolean specifying if alpha blending is needed
  54473. */
  54474. needAlphaBlending(): boolean;
  54475. /**
  54476. * Specifies if this material should be rendered in alpha test mode
  54477. * @returns a boolean specifying if an alpha test is needed.
  54478. */
  54479. needAlphaTesting(): boolean;
  54480. private _initializeBlock;
  54481. private _resetDualBlocks;
  54482. /**
  54483. * Build the material and generates the inner effect
  54484. * @param verbose defines if the build should log activity
  54485. */
  54486. build(verbose?: boolean): void;
  54487. /**
  54488. * Runs an otpimization phase to try to improve the shader code
  54489. */
  54490. optimize(): void;
  54491. private _prepareDefinesForAttributes;
  54492. /**
  54493. * Get if the submesh is ready to be used and all its information available.
  54494. * Child classes can use it to update shaders
  54495. * @param mesh defines the mesh to check
  54496. * @param subMesh defines which submesh to check
  54497. * @param useInstances specifies that instances should be used
  54498. * @returns a boolean indicating that the submesh is ready or not
  54499. */
  54500. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54501. /**
  54502. * Get a string representing the shaders built by the current node graph
  54503. */
  54504. readonly compiledShaders: string;
  54505. /**
  54506. * Binds the world matrix to the material
  54507. * @param world defines the world transformation matrix
  54508. */
  54509. bindOnlyWorldMatrix(world: Matrix): void;
  54510. /**
  54511. * Binds the submesh to this material by preparing the effect and shader to draw
  54512. * @param world defines the world transformation matrix
  54513. * @param mesh defines the mesh containing the submesh
  54514. * @param subMesh defines the submesh to bind the material to
  54515. */
  54516. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54517. /**
  54518. * Gets the active textures from the material
  54519. * @returns an array of textures
  54520. */
  54521. getActiveTextures(): BaseTexture[];
  54522. /**
  54523. * Gets the list of texture blocks
  54524. * @returns an array of texture blocks
  54525. */
  54526. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  54527. /**
  54528. * Specifies if the material uses a texture
  54529. * @param texture defines the texture to check against the material
  54530. * @returns a boolean specifying if the material uses the texture
  54531. */
  54532. hasTexture(texture: BaseTexture): boolean;
  54533. /**
  54534. * Disposes the material
  54535. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54536. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54537. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54538. */
  54539. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54540. /** Creates the node editor window. */
  54541. private _createNodeEditor;
  54542. /**
  54543. * Launch the node material editor
  54544. * @param config Define the configuration of the editor
  54545. * @return a promise fulfilled when the node editor is visible
  54546. */
  54547. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54548. /**
  54549. * Clear the current material
  54550. */
  54551. clear(): void;
  54552. /**
  54553. * Clear the current material and set it to a default state
  54554. */
  54555. setToDefault(): void;
  54556. /**
  54557. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  54558. * @param url defines the url to load from
  54559. * @returns a promise that will fullfil when the material is fully loaded
  54560. */
  54561. loadAsync(url: string): Promise<unknown>;
  54562. private _gatherBlocks;
  54563. /**
  54564. * Serializes this material in a JSON representation
  54565. * @returns the serialized material object
  54566. */
  54567. serialize(): any;
  54568. private _restoreConnections;
  54569. /**
  54570. * Clear the current graph and load a new one from a serialization object
  54571. * @param source defines the JSON representation of the material
  54572. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54573. */
  54574. loadFromSerialization(source: any, rootUrl?: string): void;
  54575. /**
  54576. * Creates a node material from parsed material data
  54577. * @param source defines the JSON representation of the material
  54578. * @param scene defines the hosting scene
  54579. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54580. * @returns a new node material
  54581. */
  54582. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54583. /**
  54584. * Creates a new node material set to default basic configuration
  54585. * @param name defines the name of the material
  54586. * @param scene defines the hosting scene
  54587. * @returns a new NodeMaterial
  54588. */
  54589. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  54590. }
  54591. }
  54592. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54593. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54594. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54595. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54596. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54597. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54598. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54599. import { Effect } from "babylonjs/Materials/effect";
  54600. import { Mesh } from "babylonjs/Meshes/mesh";
  54601. import { Nullable } from "babylonjs/types";
  54602. import { Scene } from "babylonjs/scene";
  54603. /**
  54604. * Block used to read a texture from a sampler
  54605. */
  54606. export class TextureBlock extends NodeMaterialBlock {
  54607. private _defineName;
  54608. private _samplerName;
  54609. private _transformedUVName;
  54610. private _textureTransformName;
  54611. private _textureInfoName;
  54612. private _mainUVName;
  54613. private _mainUVDefineName;
  54614. /**
  54615. * Gets or sets the texture associated with the node
  54616. */
  54617. texture: Nullable<BaseTexture>;
  54618. /**
  54619. * Create a new TextureBlock
  54620. * @param name defines the block name
  54621. */
  54622. constructor(name: string);
  54623. /**
  54624. * Gets the current class name
  54625. * @returns the class name
  54626. */
  54627. getClassName(): string;
  54628. /**
  54629. * Gets the uv input component
  54630. */
  54631. readonly uv: NodeMaterialConnectionPoint;
  54632. /**
  54633. * Gets the rgba output component
  54634. */
  54635. readonly rgba: NodeMaterialConnectionPoint;
  54636. /**
  54637. * Gets the rgb output component
  54638. */
  54639. readonly rgb: NodeMaterialConnectionPoint;
  54640. /**
  54641. * Gets the r output component
  54642. */
  54643. readonly r: NodeMaterialConnectionPoint;
  54644. /**
  54645. * Gets the g output component
  54646. */
  54647. readonly g: NodeMaterialConnectionPoint;
  54648. /**
  54649. * Gets the b output component
  54650. */
  54651. readonly b: NodeMaterialConnectionPoint;
  54652. /**
  54653. * Gets the a output component
  54654. */
  54655. readonly a: NodeMaterialConnectionPoint;
  54656. autoConfigure(): void;
  54657. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54658. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54659. isReady(): boolean;
  54660. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54661. private _injectVertexCode;
  54662. private _writeOutput;
  54663. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54664. serialize(): any;
  54665. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54666. }
  54667. }
  54668. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  54669. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54670. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54671. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54672. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54673. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54674. /**
  54675. * Class used to store shared data between 2 NodeMaterialBuildState
  54676. */
  54677. export class NodeMaterialBuildStateSharedData {
  54678. /**
  54679. * Gets the list of emitted varyings
  54680. */
  54681. temps: string[];
  54682. /**
  54683. * Gets the list of emitted varyings
  54684. */
  54685. varyings: string[];
  54686. /**
  54687. * Gets the varying declaration string
  54688. */
  54689. varyingDeclaration: string;
  54690. /**
  54691. * Input blocks
  54692. */
  54693. inputBlocks: InputBlock[];
  54694. /**
  54695. * Input blocks
  54696. */
  54697. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  54698. /**
  54699. * Bindable blocks (Blocks that need to set data to the effect)
  54700. */
  54701. bindableBlocks: NodeMaterialBlock[];
  54702. /**
  54703. * List of blocks that can provide a compilation fallback
  54704. */
  54705. blocksWithFallbacks: NodeMaterialBlock[];
  54706. /**
  54707. * List of blocks that can provide a define update
  54708. */
  54709. blocksWithDefines: NodeMaterialBlock[];
  54710. /**
  54711. * List of blocks that can provide a repeatable content
  54712. */
  54713. repeatableContentBlocks: NodeMaterialBlock[];
  54714. /**
  54715. * List of blocks that can provide a dynamic list of uniforms
  54716. */
  54717. dynamicUniformBlocks: NodeMaterialBlock[];
  54718. /**
  54719. * List of blocks that can block the isReady function for the material
  54720. */
  54721. blockingBlocks: NodeMaterialBlock[];
  54722. /**
  54723. * Gets the list of animated inputs
  54724. */
  54725. animatedInputs: InputBlock[];
  54726. /**
  54727. * Build Id used to avoid multiple recompilations
  54728. */
  54729. buildId: number;
  54730. /** List of emitted variables */
  54731. variableNames: {
  54732. [key: string]: number;
  54733. };
  54734. /** List of emitted defines */
  54735. defineNames: {
  54736. [key: string]: number;
  54737. };
  54738. /** Should emit comments? */
  54739. emitComments: boolean;
  54740. /** Emit build activity */
  54741. verbose: boolean;
  54742. /**
  54743. * Gets the compilation hints emitted at compilation time
  54744. */
  54745. hints: {
  54746. needWorldViewMatrix: boolean;
  54747. needWorldViewProjectionMatrix: boolean;
  54748. needAlphaBlending: boolean;
  54749. needAlphaTesting: boolean;
  54750. };
  54751. /**
  54752. * List of compilation checks
  54753. */
  54754. checks: {
  54755. emitVertex: boolean;
  54756. emitFragment: boolean;
  54757. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54758. };
  54759. /** Creates a new shared data */
  54760. constructor();
  54761. /**
  54762. * Emits console errors and exceptions if there is a failing check
  54763. */
  54764. emitErrors(): void;
  54765. }
  54766. }
  54767. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54768. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54769. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54770. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54771. /**
  54772. * Class used to store node based material build state
  54773. */
  54774. export class NodeMaterialBuildState {
  54775. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54776. supportUniformBuffers: boolean;
  54777. /**
  54778. * Gets the list of emitted attributes
  54779. */
  54780. attributes: string[];
  54781. /**
  54782. * Gets the list of emitted uniforms
  54783. */
  54784. uniforms: string[];
  54785. /**
  54786. * Gets the list of emitted uniform buffers
  54787. */
  54788. uniformBuffers: string[];
  54789. /**
  54790. * Gets the list of emitted samplers
  54791. */
  54792. samplers: string[];
  54793. /**
  54794. * Gets the list of emitted functions
  54795. */
  54796. functions: {
  54797. [key: string]: string;
  54798. };
  54799. /**
  54800. * Gets the target of the compilation state
  54801. */
  54802. target: NodeMaterialBlockTargets;
  54803. /**
  54804. * Gets the list of emitted counters
  54805. */
  54806. counters: {
  54807. [key: string]: number;
  54808. };
  54809. /**
  54810. * Shared data between multiple NodeMaterialBuildState instances
  54811. */
  54812. sharedData: NodeMaterialBuildStateSharedData;
  54813. /** @hidden */
  54814. _vertexState: NodeMaterialBuildState;
  54815. /** @hidden */
  54816. _attributeDeclaration: string;
  54817. /** @hidden */
  54818. _uniformDeclaration: string;
  54819. /** @hidden */
  54820. _samplerDeclaration: string;
  54821. /** @hidden */
  54822. _varyingTransfer: string;
  54823. private _repeatableContentAnchorIndex;
  54824. /** @hidden */
  54825. _builtCompilationString: string;
  54826. /**
  54827. * Gets the emitted compilation strings
  54828. */
  54829. compilationString: string;
  54830. /**
  54831. * Finalize the compilation strings
  54832. * @param state defines the current compilation state
  54833. */
  54834. finalize(state: NodeMaterialBuildState): void;
  54835. /** @hidden */
  54836. readonly _repeatableContentAnchor: string;
  54837. /** @hidden */
  54838. _getFreeVariableName(prefix: string): string;
  54839. /** @hidden */
  54840. _getFreeDefineName(prefix: string): string;
  54841. /** @hidden */
  54842. _excludeVariableName(name: string): void;
  54843. /** @hidden */
  54844. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54845. /** @hidden */
  54846. _emitFunction(name: string, code: string, comments: string): void;
  54847. /** @hidden */
  54848. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54849. replaceStrings?: {
  54850. search: RegExp;
  54851. replace: string;
  54852. }[];
  54853. repeatKey?: string;
  54854. }): string;
  54855. /** @hidden */
  54856. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54857. repeatKey?: string;
  54858. removeAttributes?: boolean;
  54859. removeUniforms?: boolean;
  54860. removeVaryings?: boolean;
  54861. removeIfDef?: boolean;
  54862. replaceStrings?: {
  54863. search: RegExp;
  54864. replace: string;
  54865. }[];
  54866. }, storeKey?: string): void;
  54867. /** @hidden */
  54868. _registerTempVariable(name: string): boolean;
  54869. /** @hidden */
  54870. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  54871. /** @hidden */
  54872. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54873. }
  54874. }
  54875. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54876. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54877. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54878. import { Nullable } from "babylonjs/types";
  54879. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54880. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54881. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54882. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54883. import { Mesh } from "babylonjs/Meshes/mesh";
  54884. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54885. import { Scene } from "babylonjs/scene";
  54886. /**
  54887. * Defines a block that can be used inside a node based material
  54888. */
  54889. export class NodeMaterialBlock {
  54890. private _buildId;
  54891. private _buildTarget;
  54892. private _target;
  54893. private _isFinalMerger;
  54894. private _isInput;
  54895. /** @hidden */
  54896. _inputs: NodeMaterialConnectionPoint[];
  54897. /** @hidden */
  54898. _outputs: NodeMaterialConnectionPoint[];
  54899. /**
  54900. * Gets or sets the name of the block
  54901. */
  54902. name: string;
  54903. /**
  54904. * Gets or sets the unique id of the node
  54905. */
  54906. uniqueId: number;
  54907. /**
  54908. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54909. */
  54910. readonly isFinalMerger: boolean;
  54911. /**
  54912. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54913. */
  54914. readonly isInput: boolean;
  54915. /**
  54916. * Gets or sets the build Id
  54917. */
  54918. buildId: number;
  54919. /**
  54920. * Gets or sets the target of the block
  54921. */
  54922. target: NodeMaterialBlockTargets;
  54923. /**
  54924. * Gets the list of input points
  54925. */
  54926. readonly inputs: NodeMaterialConnectionPoint[];
  54927. /** Gets the list of output points */
  54928. readonly outputs: NodeMaterialConnectionPoint[];
  54929. /**
  54930. * Find an input by its name
  54931. * @param name defines the name of the input to look for
  54932. * @returns the input or null if not found
  54933. */
  54934. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54935. /**
  54936. * Find an output by its name
  54937. * @param name defines the name of the outputto look for
  54938. * @returns the output or null if not found
  54939. */
  54940. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54941. /**
  54942. * Creates a new NodeMaterialBlock
  54943. * @param name defines the block name
  54944. * @param target defines the target of that block (Vertex by default)
  54945. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54946. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54947. */
  54948. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54949. /**
  54950. * Initialize the block and prepare the context for build
  54951. * @param state defines the state that will be used for the build
  54952. */
  54953. initialize(state: NodeMaterialBuildState): void;
  54954. /**
  54955. * Bind data to effect. Will only be called for blocks with isBindable === true
  54956. * @param effect defines the effect to bind data to
  54957. * @param nodeMaterial defines the hosting NodeMaterial
  54958. * @param mesh defines the mesh that will be rendered
  54959. */
  54960. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54961. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54962. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54963. protected _writeFloat(value: number): string;
  54964. /**
  54965. * Gets the current class name e.g. "NodeMaterialBlock"
  54966. * @returns the class name
  54967. */
  54968. getClassName(): string;
  54969. /**
  54970. * Register a new input. Must be called inside a block constructor
  54971. * @param name defines the connection point name
  54972. * @param type defines the connection point type
  54973. * @param isOptional defines a boolean indicating that this input can be omitted
  54974. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54975. * @returns the current block
  54976. */
  54977. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54978. /**
  54979. * Register a new output. Must be called inside a block constructor
  54980. * @param name defines the connection point name
  54981. * @param type defines the connection point type
  54982. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54983. * @returns the current block
  54984. */
  54985. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54986. /**
  54987. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54988. * @param forOutput defines an optional connection point to check compatibility with
  54989. * @returns the first available input or null
  54990. */
  54991. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54992. /**
  54993. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54994. * @param forBlock defines an optional block to check compatibility with
  54995. * @returns the first available input or null
  54996. */
  54997. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54998. /**
  54999. * Gets the sibling of the given output
  55000. * @param current defines the current output
  55001. * @returns the next output in the list or null
  55002. */
  55003. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  55004. /**
  55005. * Connect current block with another block
  55006. * @param other defines the block to connect with
  55007. * @param options define the various options to help pick the right connections
  55008. * @returns the current block
  55009. */
  55010. connectTo(other: NodeMaterialBlock, options?: {
  55011. input?: string;
  55012. output?: string;
  55013. outputSwizzle?: string;
  55014. }): this | undefined;
  55015. protected _buildBlock(state: NodeMaterialBuildState): void;
  55016. /**
  55017. * Add uniforms, samplers and uniform buffers at compilation time
  55018. * @param state defines the state to update
  55019. * @param nodeMaterial defines the node material requesting the update
  55020. * @param defines defines the material defines to update
  55021. */
  55022. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55023. /**
  55024. * Add potential fallbacks if shader compilation fails
  55025. * @param mesh defines the mesh to be rendered
  55026. * @param fallbacks defines the current prioritized list of fallbacks
  55027. */
  55028. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55029. /**
  55030. * Update defines for shader compilation
  55031. * @param mesh defines the mesh to be rendered
  55032. * @param nodeMaterial defines the node material requesting the update
  55033. * @param defines defines the material defines to update
  55034. * @param useInstances specifies that instances should be used
  55035. */
  55036. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55037. /**
  55038. * Initialize defines for shader compilation
  55039. * @param mesh defines the mesh to be rendered
  55040. * @param nodeMaterial defines the node material requesting the update
  55041. * @param defines defines the material defines to be prepared
  55042. * @param useInstances specifies that instances should be used
  55043. */
  55044. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55045. /**
  55046. * Lets the block try to connect some inputs automatically
  55047. * @param material defines the hosting NodeMaterial
  55048. */
  55049. autoConfigure(material: NodeMaterial): void;
  55050. /**
  55051. * Function called when a block is declared as repeatable content generator
  55052. * @param vertexShaderState defines the current compilation state for the vertex shader
  55053. * @param fragmentShaderState defines the current compilation state for the fragment shader
  55054. * @param mesh defines the mesh to be rendered
  55055. * @param defines defines the material defines to update
  55056. */
  55057. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55058. /**
  55059. * Checks if the block is ready
  55060. * @param mesh defines the mesh to be rendered
  55061. * @param nodeMaterial defines the node material requesting the update
  55062. * @param defines defines the material defines to update
  55063. * @param useInstances specifies that instances should be used
  55064. * @returns true if the block is ready
  55065. */
  55066. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  55067. private _processBuild;
  55068. /**
  55069. * Compile the current node and generate the shader code
  55070. * @param state defines the current compilation state (uniforms, samplers, current string)
  55071. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  55072. * @returns true if already built
  55073. */
  55074. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  55075. /**
  55076. * Clone the current block to a new identical block
  55077. * @param scene defines the hosting scene
  55078. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55079. * @returns a copy of the current block
  55080. */
  55081. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  55082. /**
  55083. * Serializes this block in a JSON representation
  55084. * @returns the serialized block object
  55085. */
  55086. serialize(): any;
  55087. /** @hidden */
  55088. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55089. }
  55090. }
  55091. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  55092. /**
  55093. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55094. */
  55095. export enum NodeMaterialBlockConnectionPointMode {
  55096. /** Value is an uniform */
  55097. Uniform = 0,
  55098. /** Value is a mesh attribute */
  55099. Attribute = 1,
  55100. /** Value is a varying between vertex and fragment shaders */
  55101. Varying = 2,
  55102. /** Mode is undefined */
  55103. Undefined = 3
  55104. }
  55105. }
  55106. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  55107. /**
  55108. * Enum defining the type of animations supported by InputBlock
  55109. */
  55110. export enum AnimatedInputBlockTypes {
  55111. /** No animation */
  55112. None = 0,
  55113. /** Time based animation. Will only work for floats */
  55114. Time = 1
  55115. }
  55116. }
  55117. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  55118. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55119. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55120. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55121. import { Nullable } from "babylonjs/types";
  55122. import { Effect } from "babylonjs/Materials/effect";
  55123. import { Matrix } from "babylonjs/Maths/math.vector";
  55124. import { Scene } from "babylonjs/scene";
  55125. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55126. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55127. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55128. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55129. /**
  55130. * Block used to expose an input value
  55131. */
  55132. export class InputBlock extends NodeMaterialBlock {
  55133. private _mode;
  55134. private _associatedVariableName;
  55135. private _storedValue;
  55136. private _valueCallback;
  55137. private _type;
  55138. private _animationType;
  55139. /** @hidden */
  55140. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  55141. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  55142. visibleInInspector: boolean;
  55143. /**
  55144. * Gets or sets the connection point type (default is float)
  55145. */
  55146. readonly type: NodeMaterialBlockConnectionPointTypes;
  55147. /**
  55148. * Creates a new InputBlock
  55149. * @param name defines the block name
  55150. * @param target defines the target of that block (Vertex by default)
  55151. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  55152. */
  55153. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  55154. /**
  55155. * Gets the output component
  55156. */
  55157. readonly output: NodeMaterialConnectionPoint;
  55158. /**
  55159. * Set the source of this connection point to a vertex attribute
  55160. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55161. * @returns the current connection point
  55162. */
  55163. setAsAttribute(attributeName?: string): InputBlock;
  55164. /**
  55165. * Set the source of this connection point to a well known value
  55166. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  55167. * @returns the current connection point
  55168. */
  55169. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  55170. /**
  55171. * Gets or sets the value of that point.
  55172. * Please note that this value will be ignored if valueCallback is defined
  55173. */
  55174. value: any;
  55175. /**
  55176. * Gets or sets a callback used to get the value of that point.
  55177. * Please note that setting this value will force the connection point to ignore the value property
  55178. */
  55179. valueCallback: () => any;
  55180. /**
  55181. * Gets or sets the associated variable name in the shader
  55182. */
  55183. associatedVariableName: string;
  55184. /** Gets or sets the type of animation applied to the input */
  55185. animationType: AnimatedInputBlockTypes;
  55186. /**
  55187. * Gets a boolean indicating that this connection point not defined yet
  55188. */
  55189. readonly isUndefined: boolean;
  55190. /**
  55191. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55192. * In this case the connection point name must be the name of the uniform to use.
  55193. * Can only be set on inputs
  55194. */
  55195. isUniform: boolean;
  55196. /**
  55197. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55198. * In this case the connection point name must be the name of the attribute to use
  55199. * Can only be set on inputs
  55200. */
  55201. isAttribute: boolean;
  55202. /**
  55203. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55204. * Can only be set on exit points
  55205. */
  55206. isVarying: boolean;
  55207. /**
  55208. * Gets a boolean indicating that the current connection point is a well known value
  55209. */
  55210. readonly isWellKnownValue: boolean;
  55211. /**
  55212. * Gets or sets the current well known value or null if not defined as well know value
  55213. */
  55214. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  55215. /**
  55216. * Gets the current class name
  55217. * @returns the class name
  55218. */
  55219. getClassName(): string;
  55220. /**
  55221. * Animate the input if animationType !== None
  55222. * @param scene defines the rendering scene
  55223. */
  55224. animate(scene: Scene): void;
  55225. private _emitDefine;
  55226. /**
  55227. * Set the input block to its default value (based on its type)
  55228. */
  55229. setDefaultValue(): void;
  55230. private _emit;
  55231. /** @hidden */
  55232. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55233. /** @hidden */
  55234. _transmit(effect: Effect, scene: Scene): void;
  55235. protected _buildBlock(state: NodeMaterialBuildState): void;
  55236. serialize(): any;
  55237. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55238. }
  55239. }
  55240. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55241. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55242. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55243. import { Nullable } from "babylonjs/types";
  55244. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55245. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55246. /**
  55247. * Defines a connection point for a block
  55248. */
  55249. export class NodeMaterialConnectionPoint {
  55250. /** @hidden */
  55251. _ownerBlock: NodeMaterialBlock;
  55252. /** @hidden */
  55253. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55254. private _endpoints;
  55255. private _associatedVariableName;
  55256. /** @hidden */
  55257. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55258. private _type;
  55259. /** @hidden */
  55260. _enforceAssociatedVariableName: boolean;
  55261. /**
  55262. * Gets or sets the additional types supported byt this connection point
  55263. */
  55264. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55265. /**
  55266. * Gets or sets the associated variable name in the shader
  55267. */
  55268. associatedVariableName: string;
  55269. /**
  55270. * Gets or sets the connection point type (default is float)
  55271. */
  55272. type: NodeMaterialBlockConnectionPointTypes;
  55273. /**
  55274. * Gets or sets the connection point name
  55275. */
  55276. name: string;
  55277. /**
  55278. * Gets or sets a boolean indicating that this connection point can be omitted
  55279. */
  55280. isOptional: boolean;
  55281. /**
  55282. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55283. */
  55284. define: string;
  55285. /** Gets or sets the target of that connection point */
  55286. target: NodeMaterialBlockTargets;
  55287. /**
  55288. * Gets a boolean indicating that the current point is connected
  55289. */
  55290. readonly isConnected: boolean;
  55291. /**
  55292. * Gets a boolean indicating that the current point is connected to an input block
  55293. */
  55294. readonly isConnectedToInputBlock: boolean;
  55295. /**
  55296. * Gets a the connected input block (if any)
  55297. */
  55298. readonly connectInputBlock: Nullable<InputBlock>;
  55299. /** Get the other side of the connection (if any) */
  55300. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55301. /** Get the block that owns this connection point */
  55302. readonly ownerBlock: NodeMaterialBlock;
  55303. /** Get the block connected on the other side of this connection (if any) */
  55304. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55305. /** Get the block connected on the endpoints of this connection (if any) */
  55306. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55307. /** Gets the list of connected endpoints */
  55308. readonly endpoints: NodeMaterialConnectionPoint[];
  55309. /** Gets a boolean indicating if that output point is connected to at least one input */
  55310. readonly hasEndpoints: boolean;
  55311. /**
  55312. * Creates a new connection point
  55313. * @param name defines the connection point name
  55314. * @param ownerBlock defines the block hosting this connection point
  55315. */
  55316. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55317. /**
  55318. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55319. * @returns the class name
  55320. */
  55321. getClassName(): string;
  55322. /**
  55323. * Gets an boolean indicating if the current point can be connected to another point
  55324. * @param connectionPoint defines the other connection point
  55325. * @returns true if the connection is possible
  55326. */
  55327. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55328. /**
  55329. * Connect this point to another connection point
  55330. * @param connectionPoint defines the other connection point
  55331. * @returns the current connection point
  55332. */
  55333. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55334. /**
  55335. * Disconnect this point from one of his endpoint
  55336. * @param endpoint defines the other connection point
  55337. * @returns the current connection point
  55338. */
  55339. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55340. /**
  55341. * Serializes this point in a JSON representation
  55342. * @returns the serialized point object
  55343. */
  55344. serialize(): any;
  55345. }
  55346. }
  55347. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55348. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55349. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55350. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55351. import { Mesh } from "babylonjs/Meshes/mesh";
  55352. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55353. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55354. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55355. /**
  55356. * Block used to add support for vertex skinning (bones)
  55357. */
  55358. export class BonesBlock extends NodeMaterialBlock {
  55359. /**
  55360. * Creates a new BonesBlock
  55361. * @param name defines the block name
  55362. */
  55363. constructor(name: string);
  55364. /**
  55365. * Initialize the block and prepare the context for build
  55366. * @param state defines the state that will be used for the build
  55367. */
  55368. initialize(state: NodeMaterialBuildState): void;
  55369. /**
  55370. * Gets the current class name
  55371. * @returns the class name
  55372. */
  55373. getClassName(): string;
  55374. /**
  55375. * Gets the matrix indices input component
  55376. */
  55377. readonly matricesIndices: NodeMaterialConnectionPoint;
  55378. /**
  55379. * Gets the matrix weights input component
  55380. */
  55381. readonly matricesWeights: NodeMaterialConnectionPoint;
  55382. /**
  55383. * Gets the extra matrix indices input component
  55384. */
  55385. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55386. /**
  55387. * Gets the extra matrix weights input component
  55388. */
  55389. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55390. /**
  55391. * Gets the world input component
  55392. */
  55393. readonly world: NodeMaterialConnectionPoint;
  55394. /**
  55395. * Gets the output component
  55396. */
  55397. readonly output: NodeMaterialConnectionPoint;
  55398. autoConfigure(): void;
  55399. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55400. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55401. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55402. protected _buildBlock(state: NodeMaterialBuildState): this;
  55403. }
  55404. }
  55405. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55406. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55407. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55408. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55409. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55410. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55411. /**
  55412. * Block used to add support for instances
  55413. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55414. */
  55415. export class InstancesBlock extends NodeMaterialBlock {
  55416. /**
  55417. * Creates a new InstancesBlock
  55418. * @param name defines the block name
  55419. */
  55420. constructor(name: string);
  55421. /**
  55422. * Gets the current class name
  55423. * @returns the class name
  55424. */
  55425. getClassName(): string;
  55426. /**
  55427. * Gets the first world row input component
  55428. */
  55429. readonly world0: NodeMaterialConnectionPoint;
  55430. /**
  55431. * Gets the second world row input component
  55432. */
  55433. readonly world1: NodeMaterialConnectionPoint;
  55434. /**
  55435. * Gets the third world row input component
  55436. */
  55437. readonly world2: NodeMaterialConnectionPoint;
  55438. /**
  55439. * Gets the forth world row input component
  55440. */
  55441. readonly world3: NodeMaterialConnectionPoint;
  55442. /**
  55443. * Gets the world input component
  55444. */
  55445. readonly world: NodeMaterialConnectionPoint;
  55446. /**
  55447. * Gets the output component
  55448. */
  55449. readonly output: NodeMaterialConnectionPoint;
  55450. autoConfigure(): void;
  55451. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55452. protected _buildBlock(state: NodeMaterialBuildState): this;
  55453. }
  55454. }
  55455. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55456. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55457. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55458. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55459. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55460. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55461. import { Effect } from "babylonjs/Materials/effect";
  55462. import { Mesh } from "babylonjs/Meshes/mesh";
  55463. /**
  55464. * Block used to add morph targets support to vertex shader
  55465. */
  55466. export class MorphTargetsBlock extends NodeMaterialBlock {
  55467. private _repeatableContentAnchor;
  55468. private _repeatebleContentGenerated;
  55469. /**
  55470. * Create a new MorphTargetsBlock
  55471. * @param name defines the block name
  55472. */
  55473. constructor(name: string);
  55474. /**
  55475. * Gets the current class name
  55476. * @returns the class name
  55477. */
  55478. getClassName(): string;
  55479. /**
  55480. * Gets the position input component
  55481. */
  55482. readonly position: NodeMaterialConnectionPoint;
  55483. /**
  55484. * Gets the normal input component
  55485. */
  55486. readonly normal: NodeMaterialConnectionPoint;
  55487. /**
  55488. * Gets the tangent input component
  55489. */
  55490. readonly tangent: NodeMaterialConnectionPoint;
  55491. /**
  55492. * Gets the tangent input component
  55493. */
  55494. readonly uv: NodeMaterialConnectionPoint;
  55495. /**
  55496. * Gets the position output component
  55497. */
  55498. readonly positionOutput: NodeMaterialConnectionPoint;
  55499. /**
  55500. * Gets the normal output component
  55501. */
  55502. readonly normalOutput: NodeMaterialConnectionPoint;
  55503. /**
  55504. * Gets the tangent output component
  55505. */
  55506. readonly tangentOutput: NodeMaterialConnectionPoint;
  55507. /**
  55508. * Gets the tangent output component
  55509. */
  55510. readonly uvOutput: NodeMaterialConnectionPoint;
  55511. initialize(state: NodeMaterialBuildState): void;
  55512. autoConfigure(): void;
  55513. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55514. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55515. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55516. protected _buildBlock(state: NodeMaterialBuildState): this;
  55517. }
  55518. }
  55519. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55520. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55521. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55522. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55523. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55524. }
  55525. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55526. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55527. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55528. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55529. /**
  55530. * Block used to add an alpha test in the fragment shader
  55531. */
  55532. export class AlphaTestBlock extends NodeMaterialBlock {
  55533. /**
  55534. * Gets or sets the alpha value where alpha testing happens
  55535. */
  55536. alphaCutOff: number;
  55537. /**
  55538. * Create a new AlphaTestBlock
  55539. * @param name defines the block name
  55540. */
  55541. constructor(name: string);
  55542. /**
  55543. * Gets the current class name
  55544. * @returns the class name
  55545. */
  55546. getClassName(): string;
  55547. /**
  55548. * Gets the color input component
  55549. */
  55550. readonly color: NodeMaterialConnectionPoint;
  55551. /**
  55552. * Gets the alpha input component
  55553. */
  55554. readonly alpha: NodeMaterialConnectionPoint;
  55555. protected _buildBlock(state: NodeMaterialBuildState): this;
  55556. }
  55557. }
  55558. declare module "babylonjs/Materials/Node/Blocks/Fragment/fresnelBlock" {
  55559. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55560. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55561. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55562. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  55563. /**
  55564. * Block used to compute fresnel value
  55565. */
  55566. export class FresnelBlock extends NodeMaterialBlock {
  55567. /**
  55568. * Create a new FresnelBlock
  55569. * @param name defines the block name
  55570. */
  55571. constructor(name: string);
  55572. /**
  55573. * Gets the current class name
  55574. * @returns the class name
  55575. */
  55576. getClassName(): string;
  55577. /**
  55578. * Gets the world position input component
  55579. */
  55580. readonly worldPosition: NodeMaterialConnectionPoint;
  55581. /**
  55582. * Gets the world normal input component
  55583. */
  55584. readonly worldNormal: NodeMaterialConnectionPoint;
  55585. /**
  55586. * Gets the camera (or eye) position component
  55587. */
  55588. readonly cameraPosition: NodeMaterialConnectionPoint;
  55589. /**
  55590. * Gets the bias input component
  55591. */
  55592. readonly bias: NodeMaterialConnectionPoint;
  55593. /**
  55594. * Gets the camera (or eye) position component
  55595. */
  55596. readonly power: NodeMaterialConnectionPoint;
  55597. /**
  55598. * Gets the fresnel output component
  55599. */
  55600. readonly fresnel: NodeMaterialConnectionPoint;
  55601. autoConfigure(material: NodeMaterial): void;
  55602. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55603. }
  55604. }
  55605. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55606. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55607. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55608. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55609. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55610. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55611. import { Effect } from "babylonjs/Materials/effect";
  55612. import { Mesh } from "babylonjs/Meshes/mesh";
  55613. /**
  55614. * Block used to add image processing support to fragment shader
  55615. */
  55616. export class ImageProcessingBlock extends NodeMaterialBlock {
  55617. /**
  55618. * Create a new ImageProcessingBlock
  55619. * @param name defines the block name
  55620. */
  55621. constructor(name: string);
  55622. /**
  55623. * Gets the current class name
  55624. * @returns the class name
  55625. */
  55626. getClassName(): string;
  55627. /**
  55628. * Gets the color input component
  55629. */
  55630. readonly color: NodeMaterialConnectionPoint;
  55631. /**
  55632. * Gets the output component
  55633. */
  55634. readonly output: NodeMaterialConnectionPoint;
  55635. /**
  55636. * Initialize the block and prepare the context for build
  55637. * @param state defines the state that will be used for the build
  55638. */
  55639. initialize(state: NodeMaterialBuildState): void;
  55640. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  55641. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55642. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55643. protected _buildBlock(state: NodeMaterialBuildState): this;
  55644. }
  55645. }
  55646. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  55647. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  55648. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  55649. export * from "babylonjs/Materials/Node/Blocks/Fragment/fresnelBlock";
  55650. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  55651. }
  55652. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  55653. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55654. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55655. import { Mesh } from "babylonjs/Meshes/mesh";
  55656. import { Effect } from "babylonjs/Materials/effect";
  55657. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55658. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55659. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55660. /**
  55661. * Block used to add support for scene fog
  55662. */
  55663. export class FogBlock extends NodeMaterialBlock {
  55664. private _fogDistanceName;
  55665. private _fogParameters;
  55666. /**
  55667. * Create a new FogBlock
  55668. * @param name defines the block name
  55669. */
  55670. constructor(name: string);
  55671. /**
  55672. * Gets the current class name
  55673. * @returns the class name
  55674. */
  55675. getClassName(): string;
  55676. /**
  55677. * Gets the world position input component
  55678. */
  55679. readonly worldPosition: NodeMaterialConnectionPoint;
  55680. /**
  55681. * Gets the view input component
  55682. */
  55683. readonly view: NodeMaterialConnectionPoint;
  55684. /**
  55685. * Gets the color input component
  55686. */
  55687. readonly color: NodeMaterialConnectionPoint;
  55688. /**
  55689. * Gets the fog color input component
  55690. */
  55691. readonly fogColor: NodeMaterialConnectionPoint;
  55692. /**
  55693. * Gets the output component
  55694. */
  55695. readonly output: NodeMaterialConnectionPoint;
  55696. autoConfigure(): void;
  55697. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55698. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55699. protected _buildBlock(state: NodeMaterialBuildState): this;
  55700. }
  55701. }
  55702. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55703. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55704. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55705. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55706. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55707. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55708. import { Effect } from "babylonjs/Materials/effect";
  55709. import { Mesh } from "babylonjs/Meshes/mesh";
  55710. import { Light } from "babylonjs/Lights/light";
  55711. import { Nullable } from "babylonjs/types";
  55712. import { Scene } from "babylonjs/scene";
  55713. /**
  55714. * Block used to add light in the fragment shader
  55715. */
  55716. export class LightBlock extends NodeMaterialBlock {
  55717. private _lightId;
  55718. /**
  55719. * Gets or sets the light associated with this block
  55720. */
  55721. light: Nullable<Light>;
  55722. /**
  55723. * Create a new LightBlock
  55724. * @param name defines the block name
  55725. */
  55726. constructor(name: string);
  55727. /**
  55728. * Gets the current class name
  55729. * @returns the class name
  55730. */
  55731. getClassName(): string;
  55732. /**
  55733. * Gets the world position input component
  55734. */
  55735. readonly worldPosition: NodeMaterialConnectionPoint;
  55736. /**
  55737. * Gets the world normal input component
  55738. */
  55739. readonly worldNormal: NodeMaterialConnectionPoint;
  55740. /**
  55741. * Gets the camera (or eye) position component
  55742. */
  55743. readonly cameraPosition: NodeMaterialConnectionPoint;
  55744. /**
  55745. * Gets the diffuse output component
  55746. */
  55747. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55748. /**
  55749. * Gets the specular output component
  55750. */
  55751. readonly specularOutput: NodeMaterialConnectionPoint;
  55752. autoConfigure(): void;
  55753. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55754. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55755. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55756. private _injectVertexCode;
  55757. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55758. serialize(): any;
  55759. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55760. }
  55761. }
  55762. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55763. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55764. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55765. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55766. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55767. }
  55768. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55769. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55770. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55771. }
  55772. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55773. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55774. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55775. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55776. /**
  55777. * Block used to multiply 2 values
  55778. */
  55779. export class MultiplyBlock extends NodeMaterialBlock {
  55780. /**
  55781. * Creates a new MultiplyBlock
  55782. * @param name defines the block name
  55783. */
  55784. constructor(name: string);
  55785. /**
  55786. * Gets the current class name
  55787. * @returns the class name
  55788. */
  55789. getClassName(): string;
  55790. /**
  55791. * Gets the left operand input component
  55792. */
  55793. readonly left: NodeMaterialConnectionPoint;
  55794. /**
  55795. * Gets the right operand input component
  55796. */
  55797. readonly right: NodeMaterialConnectionPoint;
  55798. /**
  55799. * Gets the output component
  55800. */
  55801. readonly output: NodeMaterialConnectionPoint;
  55802. protected _buildBlock(state: NodeMaterialBuildState): this;
  55803. }
  55804. }
  55805. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55806. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55807. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55808. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55809. /**
  55810. * Block used to add 2 vectors
  55811. */
  55812. export class AddBlock extends NodeMaterialBlock {
  55813. /**
  55814. * Creates a new AddBlock
  55815. * @param name defines the block name
  55816. */
  55817. constructor(name: string);
  55818. /**
  55819. * Gets the current class name
  55820. * @returns the class name
  55821. */
  55822. getClassName(): string;
  55823. /**
  55824. * Gets the left operand input component
  55825. */
  55826. readonly left: NodeMaterialConnectionPoint;
  55827. /**
  55828. * Gets the right operand input component
  55829. */
  55830. readonly right: NodeMaterialConnectionPoint;
  55831. /**
  55832. * Gets the output component
  55833. */
  55834. readonly output: NodeMaterialConnectionPoint;
  55835. protected _buildBlock(state: NodeMaterialBuildState): this;
  55836. }
  55837. }
  55838. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  55839. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55840. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55841. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55842. /**
  55843. * Block used to scale a vector by a float
  55844. */
  55845. export class ScaleBlock extends NodeMaterialBlock {
  55846. /**
  55847. * Creates a new ScaleBlock
  55848. * @param name defines the block name
  55849. */
  55850. constructor(name: string);
  55851. /**
  55852. * Gets the current class name
  55853. * @returns the class name
  55854. */
  55855. getClassName(): string;
  55856. /**
  55857. * Gets the input component
  55858. */
  55859. readonly input: NodeMaterialConnectionPoint;
  55860. /**
  55861. * Gets the factor input component
  55862. */
  55863. readonly factor: NodeMaterialConnectionPoint;
  55864. /**
  55865. * Gets the output component
  55866. */
  55867. readonly output: NodeMaterialConnectionPoint;
  55868. protected _buildBlock(state: NodeMaterialBuildState): this;
  55869. }
  55870. }
  55871. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55872. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55873. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55874. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55875. /**
  55876. * Block used to clamp a float
  55877. */
  55878. export class ClampBlock extends NodeMaterialBlock {
  55879. /** Gets or sets the minimum range */
  55880. minimum: number;
  55881. /** Gets or sets the maximum range */
  55882. maximum: number;
  55883. /**
  55884. * Creates a new ClampBlock
  55885. * @param name defines the block name
  55886. */
  55887. constructor(name: string);
  55888. /**
  55889. * Gets the current class name
  55890. * @returns the class name
  55891. */
  55892. getClassName(): string;
  55893. /**
  55894. * Gets the value input component
  55895. */
  55896. readonly value: NodeMaterialConnectionPoint;
  55897. /**
  55898. * Gets the output component
  55899. */
  55900. readonly output: NodeMaterialConnectionPoint;
  55901. protected _buildBlock(state: NodeMaterialBuildState): this;
  55902. }
  55903. }
  55904. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  55905. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55906. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55907. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55908. /**
  55909. * Block used to apply a cross product between 2 vectors
  55910. */
  55911. export class CrossBlock extends NodeMaterialBlock {
  55912. /**
  55913. * Creates a new CrossBlock
  55914. * @param name defines the block name
  55915. */
  55916. constructor(name: string);
  55917. /**
  55918. * Gets the current class name
  55919. * @returns the class name
  55920. */
  55921. getClassName(): string;
  55922. /**
  55923. * Gets the left operand input component
  55924. */
  55925. readonly left: NodeMaterialConnectionPoint;
  55926. /**
  55927. * Gets the right operand input component
  55928. */
  55929. readonly right: NodeMaterialConnectionPoint;
  55930. /**
  55931. * Gets the output component
  55932. */
  55933. readonly output: NodeMaterialConnectionPoint;
  55934. protected _buildBlock(state: NodeMaterialBuildState): this;
  55935. }
  55936. }
  55937. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  55938. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55939. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55940. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55941. /**
  55942. * Block used to apply a dot product between 2 vectors
  55943. */
  55944. export class DotBlock extends NodeMaterialBlock {
  55945. /**
  55946. * Creates a new DotBlock
  55947. * @param name defines the block name
  55948. */
  55949. constructor(name: string);
  55950. /**
  55951. * Gets the current class name
  55952. * @returns the class name
  55953. */
  55954. getClassName(): string;
  55955. /**
  55956. * Gets the left operand input component
  55957. */
  55958. readonly left: NodeMaterialConnectionPoint;
  55959. /**
  55960. * Gets the right operand input component
  55961. */
  55962. readonly right: NodeMaterialConnectionPoint;
  55963. /**
  55964. * Gets the output component
  55965. */
  55966. readonly output: NodeMaterialConnectionPoint;
  55967. protected _buildBlock(state: NodeMaterialBuildState): this;
  55968. }
  55969. }
  55970. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  55971. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55972. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55973. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55974. import { Vector2 } from "babylonjs/Maths/math.vector";
  55975. /**
  55976. * Block used to remap a float from a range to a new one
  55977. */
  55978. export class RemapBlock extends NodeMaterialBlock {
  55979. /**
  55980. * Gets or sets the source range
  55981. */
  55982. sourceRange: Vector2;
  55983. /**
  55984. * Gets or sets the target range
  55985. */
  55986. targetRange: Vector2;
  55987. /**
  55988. * Creates a new RemapBlock
  55989. * @param name defines the block name
  55990. */
  55991. constructor(name: string);
  55992. /**
  55993. * Gets the current class name
  55994. * @returns the class name
  55995. */
  55996. getClassName(): string;
  55997. /**
  55998. * Gets the input component
  55999. */
  56000. readonly input: NodeMaterialConnectionPoint;
  56001. /**
  56002. * Gets the output component
  56003. */
  56004. readonly output: NodeMaterialConnectionPoint;
  56005. protected _buildBlock(state: NodeMaterialBuildState): this;
  56006. }
  56007. }
  56008. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  56009. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56010. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56011. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56012. /**
  56013. * Block used to normalize a vector
  56014. */
  56015. export class NormalizeBlock extends NodeMaterialBlock {
  56016. /**
  56017. * Creates a new NormalizeBlock
  56018. * @param name defines the block name
  56019. */
  56020. constructor(name: string);
  56021. /**
  56022. * Gets the current class name
  56023. * @returns the class name
  56024. */
  56025. getClassName(): string;
  56026. /**
  56027. * Gets the input component
  56028. */
  56029. readonly input: NodeMaterialConnectionPoint;
  56030. /**
  56031. * Gets the output component
  56032. */
  56033. readonly output: NodeMaterialConnectionPoint;
  56034. protected _buildBlock(state: NodeMaterialBuildState): this;
  56035. }
  56036. }
  56037. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  56038. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56039. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56040. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56041. /**
  56042. * Operations supported by the Trigonometry block
  56043. */
  56044. export enum TrigonometryBlockOperations {
  56045. /** Cos */
  56046. Cos = 0,
  56047. /** Sin */
  56048. Sin = 1,
  56049. /** Abs */
  56050. Abs = 2
  56051. }
  56052. /**
  56053. * Block used to apply trigonometry operation to floats
  56054. */
  56055. export class TrigonometryBlock extends NodeMaterialBlock {
  56056. /**
  56057. * Gets or sets the operation applied by the block
  56058. */
  56059. operation: TrigonometryBlockOperations;
  56060. /**
  56061. * Creates a new TrigonometryBlock
  56062. * @param name defines the block name
  56063. */
  56064. constructor(name: string);
  56065. /**
  56066. * Gets the current class name
  56067. * @returns the class name
  56068. */
  56069. getClassName(): string;
  56070. /**
  56071. * Gets the input component
  56072. */
  56073. readonly input: NodeMaterialConnectionPoint;
  56074. /**
  56075. * Gets the output component
  56076. */
  56077. readonly output: NodeMaterialConnectionPoint;
  56078. protected _buildBlock(state: NodeMaterialBuildState): this;
  56079. }
  56080. }
  56081. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  56082. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56083. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56084. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56085. /**
  56086. * Block used to create a Color3/4 out of individual inputs (one for each component)
  56087. */
  56088. export class ColorMergerBlock extends NodeMaterialBlock {
  56089. /**
  56090. * Create a new ColorMergerBlock
  56091. * @param name defines the block name
  56092. */
  56093. constructor(name: string);
  56094. /**
  56095. * Gets the current class name
  56096. * @returns the class name
  56097. */
  56098. getClassName(): string;
  56099. /**
  56100. * Gets the r component (input)
  56101. */
  56102. readonly r: NodeMaterialConnectionPoint;
  56103. /**
  56104. * Gets the g component (input)
  56105. */
  56106. readonly g: NodeMaterialConnectionPoint;
  56107. /**
  56108. * Gets the b component (input)
  56109. */
  56110. readonly b: NodeMaterialConnectionPoint;
  56111. /**
  56112. * Gets the a component (input)
  56113. */
  56114. readonly a: NodeMaterialConnectionPoint;
  56115. /**
  56116. * Gets the rgba component (output)
  56117. */
  56118. readonly rgba: NodeMaterialConnectionPoint;
  56119. /**
  56120. * Gets the rgb component (output)
  56121. */
  56122. readonly rgb: NodeMaterialConnectionPoint;
  56123. protected _buildBlock(state: NodeMaterialBuildState): this;
  56124. }
  56125. }
  56126. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  56127. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56128. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56129. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56130. /**
  56131. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  56132. */
  56133. export class VectorMergerBlock extends NodeMaterialBlock {
  56134. /**
  56135. * Create a new VectorMergerBlock
  56136. * @param name defines the block name
  56137. */
  56138. constructor(name: string);
  56139. /**
  56140. * Gets the current class name
  56141. * @returns the class name
  56142. */
  56143. getClassName(): string;
  56144. /**
  56145. * Gets the x component (input)
  56146. */
  56147. readonly x: NodeMaterialConnectionPoint;
  56148. /**
  56149. * Gets the y component (input)
  56150. */
  56151. readonly y: NodeMaterialConnectionPoint;
  56152. /**
  56153. * Gets the z component (input)
  56154. */
  56155. readonly z: NodeMaterialConnectionPoint;
  56156. /**
  56157. * Gets the w component (input)
  56158. */
  56159. readonly w: NodeMaterialConnectionPoint;
  56160. /**
  56161. * Gets the xyzw component (output)
  56162. */
  56163. readonly xyzw: NodeMaterialConnectionPoint;
  56164. /**
  56165. * Gets the xyz component (output)
  56166. */
  56167. readonly xyz: NodeMaterialConnectionPoint;
  56168. /**
  56169. * Gets the xy component (output)
  56170. */
  56171. readonly xy: NodeMaterialConnectionPoint;
  56172. protected _buildBlock(state: NodeMaterialBuildState): this;
  56173. }
  56174. }
  56175. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  56176. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56177. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56178. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56179. /**
  56180. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  56181. */
  56182. export class ColorSplitterBlock extends NodeMaterialBlock {
  56183. /**
  56184. * Create a new ColorSplitterBlock
  56185. * @param name defines the block name
  56186. */
  56187. constructor(name: string);
  56188. /**
  56189. * Gets the current class name
  56190. * @returns the class name
  56191. */
  56192. getClassName(): string;
  56193. /**
  56194. * Gets the rgba component (input)
  56195. */
  56196. readonly rgba: NodeMaterialConnectionPoint;
  56197. /**
  56198. * Gets the rgb component (input)
  56199. */
  56200. readonly rgbIn: NodeMaterialConnectionPoint;
  56201. /**
  56202. * Gets the rgb component (output)
  56203. */
  56204. readonly rgbOut: NodeMaterialConnectionPoint;
  56205. /**
  56206. * Gets the r component (output)
  56207. */
  56208. readonly r: NodeMaterialConnectionPoint;
  56209. /**
  56210. * Gets the g component (output)
  56211. */
  56212. readonly g: NodeMaterialConnectionPoint;
  56213. /**
  56214. * Gets the b component (output)
  56215. */
  56216. readonly b: NodeMaterialConnectionPoint;
  56217. /**
  56218. * Gets the a component (output)
  56219. */
  56220. readonly a: NodeMaterialConnectionPoint;
  56221. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56222. }
  56223. }
  56224. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  56225. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56226. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56227. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56228. /**
  56229. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  56230. */
  56231. export class VectorSplitterBlock extends NodeMaterialBlock {
  56232. /**
  56233. * Create a new VectorSplitterBlock
  56234. * @param name defines the block name
  56235. */
  56236. constructor(name: string);
  56237. /**
  56238. * Gets the current class name
  56239. * @returns the class name
  56240. */
  56241. getClassName(): string;
  56242. /**
  56243. * Gets the xyzw component (input)
  56244. */
  56245. readonly xyzw: NodeMaterialConnectionPoint;
  56246. /**
  56247. * Gets the xyz component (input)
  56248. */
  56249. readonly xyzIn: NodeMaterialConnectionPoint;
  56250. /**
  56251. * Gets the xy component (input)
  56252. */
  56253. readonly xyIn: NodeMaterialConnectionPoint;
  56254. /**
  56255. * Gets the xyz component (output)
  56256. */
  56257. readonly xyzOut: NodeMaterialConnectionPoint;
  56258. /**
  56259. * Gets the xy component (output)
  56260. */
  56261. readonly xyOut: NodeMaterialConnectionPoint;
  56262. /**
  56263. * Gets the x component (output)
  56264. */
  56265. readonly x: NodeMaterialConnectionPoint;
  56266. /**
  56267. * Gets the y component (output)
  56268. */
  56269. readonly y: NodeMaterialConnectionPoint;
  56270. /**
  56271. * Gets the z component (output)
  56272. */
  56273. readonly z: NodeMaterialConnectionPoint;
  56274. /**
  56275. * Gets the w component (output)
  56276. */
  56277. readonly w: NodeMaterialConnectionPoint;
  56278. protected _buildBlock(state: NodeMaterialBuildState): this;
  56279. }
  56280. }
  56281. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  56282. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56283. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56284. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56285. /**
  56286. * Block used to lerp 2 values
  56287. */
  56288. export class LerpBlock extends NodeMaterialBlock {
  56289. /**
  56290. * Creates a new LerpBlock
  56291. * @param name defines the block name
  56292. */
  56293. constructor(name: string);
  56294. /**
  56295. * Gets the current class name
  56296. * @returns the class name
  56297. */
  56298. getClassName(): string;
  56299. /**
  56300. * Gets the left operand input component
  56301. */
  56302. readonly left: NodeMaterialConnectionPoint;
  56303. /**
  56304. * Gets the right operand input component
  56305. */
  56306. readonly right: NodeMaterialConnectionPoint;
  56307. /**
  56308. * Gets the gradient operand input component
  56309. */
  56310. readonly gradient: NodeMaterialConnectionPoint;
  56311. /**
  56312. * Gets the output component
  56313. */
  56314. readonly output: NodeMaterialConnectionPoint;
  56315. protected _buildBlock(state: NodeMaterialBuildState): this;
  56316. }
  56317. }
  56318. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  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 divide 2 vectors
  56324. */
  56325. export class DivideBlock extends NodeMaterialBlock {
  56326. /**
  56327. * Creates a new DivideBlock
  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 output component
  56346. */
  56347. readonly output: NodeMaterialConnectionPoint;
  56348. protected _buildBlock(state: NodeMaterialBuildState): this;
  56349. }
  56350. }
  56351. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  56352. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56353. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56354. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56355. /**
  56356. * Block used to subtract 2 vectors
  56357. */
  56358. export class SubtractBlock extends NodeMaterialBlock {
  56359. /**
  56360. * Creates a new SubtractBlock
  56361. * @param name defines the block name
  56362. */
  56363. constructor(name: string);
  56364. /**
  56365. * Gets the current class name
  56366. * @returns the class name
  56367. */
  56368. getClassName(): string;
  56369. /**
  56370. * Gets the left operand input component
  56371. */
  56372. readonly left: NodeMaterialConnectionPoint;
  56373. /**
  56374. * Gets the right operand input component
  56375. */
  56376. readonly right: NodeMaterialConnectionPoint;
  56377. /**
  56378. * Gets the output component
  56379. */
  56380. readonly output: NodeMaterialConnectionPoint;
  56381. protected _buildBlock(state: NodeMaterialBuildState): this;
  56382. }
  56383. }
  56384. declare module "babylonjs/Materials/Node/Blocks/index" {
  56385. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  56386. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  56387. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  56388. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  56389. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  56390. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  56391. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  56392. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  56393. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  56394. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  56395. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  56396. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  56397. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  56398. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  56399. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  56400. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  56401. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  56402. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  56403. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  56404. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  56405. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  56406. }
  56407. declare module "babylonjs/Materials/Node/Optimizers/index" {
  56408. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  56409. }
  56410. declare module "babylonjs/Materials/Node/index" {
  56411. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  56412. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  56413. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56414. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  56415. export * from "babylonjs/Materials/Node/nodeMaterial";
  56416. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  56417. export * from "babylonjs/Materials/Node/Blocks/index";
  56418. export * from "babylonjs/Materials/Node/Optimizers/index";
  56419. }
  56420. declare module "babylonjs/Materials/effectRenderer" {
  56421. import { Nullable } from "babylonjs/types";
  56422. import { Texture } from "babylonjs/Materials/Textures/texture";
  56423. import { Engine } from "babylonjs/Engines/engine";
  56424. import { Viewport } from "babylonjs/Maths/math.viewport";
  56425. import { Observable } from "babylonjs/Misc/observable";
  56426. import { Effect } from "babylonjs/Materials/effect";
  56427. import "babylonjs/Shaders/postprocess.vertex";
  56428. /**
  56429. * Effect Render Options
  56430. */
  56431. export interface IEffectRendererOptions {
  56432. /**
  56433. * Defines the vertices positions.
  56434. */
  56435. positions?: number[];
  56436. /**
  56437. * Defines the indices.
  56438. */
  56439. indices?: number[];
  56440. }
  56441. /**
  56442. * Helper class to render one or more effects
  56443. */
  56444. export class EffectRenderer {
  56445. private engine;
  56446. private static _DefaultOptions;
  56447. private _vertexBuffers;
  56448. private _indexBuffer;
  56449. private _ringBufferIndex;
  56450. private _ringScreenBuffer;
  56451. private _fullscreenViewport;
  56452. private _getNextFrameBuffer;
  56453. /**
  56454. * Creates an effect renderer
  56455. * @param engine the engine to use for rendering
  56456. * @param options defines the options of the effect renderer
  56457. */
  56458. constructor(engine: Engine, options?: IEffectRendererOptions);
  56459. /**
  56460. * Sets the current viewport in normalized coordinates 0-1
  56461. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  56462. */
  56463. setViewport(viewport?: Viewport): void;
  56464. /**
  56465. * Sets the current effect wrapper to use during draw.
  56466. * The effect needs to be ready before calling this api.
  56467. * This also sets the default full screen position attribute.
  56468. * @param effectWrapper Defines the effect to draw with
  56469. */
  56470. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  56471. /**
  56472. * Draws a full screen quad.
  56473. */
  56474. draw(): void;
  56475. /**
  56476. * renders one or more effects to a specified texture
  56477. * @param effectWrappers list of effects to renderer
  56478. * @param outputTexture texture to draw to, if null it will render to the screen
  56479. */
  56480. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  56481. /**
  56482. * Disposes of the effect renderer
  56483. */
  56484. dispose(): void;
  56485. }
  56486. /**
  56487. * Options to create an EffectWrapper
  56488. */
  56489. interface EffectWrapperCreationOptions {
  56490. /**
  56491. * Engine to use to create the effect
  56492. */
  56493. engine: Engine;
  56494. /**
  56495. * Fragment shader for the effect
  56496. */
  56497. fragmentShader: string;
  56498. /**
  56499. * Vertex shader for the effect
  56500. */
  56501. vertexShader?: string;
  56502. /**
  56503. * Attributes to use in the shader
  56504. */
  56505. attributeNames?: Array<string>;
  56506. /**
  56507. * Uniforms to use in the shader
  56508. */
  56509. uniformNames?: Array<string>;
  56510. /**
  56511. * Texture sampler names to use in the shader
  56512. */
  56513. samplerNames?: Array<string>;
  56514. /**
  56515. * The friendly name of the effect displayed in Spector.
  56516. */
  56517. name?: string;
  56518. }
  56519. /**
  56520. * Wraps an effect to be used for rendering
  56521. */
  56522. export class EffectWrapper {
  56523. /**
  56524. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  56525. */
  56526. onApplyObservable: Observable<{}>;
  56527. /**
  56528. * The underlying effect
  56529. */
  56530. effect: Effect;
  56531. /**
  56532. * Creates an effect to be renderer
  56533. * @param creationOptions options to create the effect
  56534. */
  56535. constructor(creationOptions: EffectWrapperCreationOptions);
  56536. /**
  56537. * Disposes of the effect wrapper
  56538. */
  56539. dispose(): void;
  56540. }
  56541. }
  56542. declare module "babylonjs/Materials/index" {
  56543. export * from "babylonjs/Materials/Background/index";
  56544. export * from "babylonjs/Materials/colorCurves";
  56545. export * from "babylonjs/Materials/effect";
  56546. export * from "babylonjs/Materials/fresnelParameters";
  56547. export * from "babylonjs/Materials/imageProcessingConfiguration";
  56548. export * from "babylonjs/Materials/material";
  56549. export * from "babylonjs/Materials/materialDefines";
  56550. export * from "babylonjs/Materials/materialHelper";
  56551. export * from "babylonjs/Materials/multiMaterial";
  56552. export * from "babylonjs/Materials/PBR/index";
  56553. export * from "babylonjs/Materials/pushMaterial";
  56554. export * from "babylonjs/Materials/shaderMaterial";
  56555. export * from "babylonjs/Materials/standardMaterial";
  56556. export * from "babylonjs/Materials/Textures/index";
  56557. export * from "babylonjs/Materials/uniformBuffer";
  56558. export * from "babylonjs/Materials/materialFlags";
  56559. export * from "babylonjs/Materials/Node/index";
  56560. export * from "babylonjs/Materials/effectRenderer";
  56561. }
  56562. declare module "babylonjs/Maths/index" {
  56563. export * from "babylonjs/Maths/math.scalar";
  56564. export * from "babylonjs/Maths/math";
  56565. export * from "babylonjs/Maths/sphericalPolynomial";
  56566. }
  56567. declare module "babylonjs/Misc/workerPool" {
  56568. import { IDisposable } from "babylonjs/scene";
  56569. /**
  56570. * Helper class to push actions to a pool of workers.
  56571. */
  56572. export class WorkerPool implements IDisposable {
  56573. private _workerInfos;
  56574. private _pendingActions;
  56575. /**
  56576. * Constructor
  56577. * @param workers Array of workers to use for actions
  56578. */
  56579. constructor(workers: Array<Worker>);
  56580. /**
  56581. * Terminates all workers and clears any pending actions.
  56582. */
  56583. dispose(): void;
  56584. /**
  56585. * Pushes an action to the worker pool. If all the workers are active, the action will be
  56586. * pended until a worker has completed its action.
  56587. * @param action The action to perform. Call onComplete when the action is complete.
  56588. */
  56589. push(action: (worker: Worker, onComplete: () => void) => void): void;
  56590. private _execute;
  56591. }
  56592. }
  56593. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  56594. import { IDisposable } from "babylonjs/scene";
  56595. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56596. /**
  56597. * Configuration for Draco compression
  56598. */
  56599. export interface IDracoCompressionConfiguration {
  56600. /**
  56601. * Configuration for the decoder.
  56602. */
  56603. decoder: {
  56604. /**
  56605. * The url to the WebAssembly module.
  56606. */
  56607. wasmUrl?: string;
  56608. /**
  56609. * The url to the WebAssembly binary.
  56610. */
  56611. wasmBinaryUrl?: string;
  56612. /**
  56613. * The url to the fallback JavaScript module.
  56614. */
  56615. fallbackUrl?: string;
  56616. };
  56617. }
  56618. /**
  56619. * Draco compression (https://google.github.io/draco/)
  56620. *
  56621. * This class wraps the Draco module.
  56622. *
  56623. * **Encoder**
  56624. *
  56625. * The encoder is not currently implemented.
  56626. *
  56627. * **Decoder**
  56628. *
  56629. * 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.
  56630. *
  56631. * To update the configuration, use the following code:
  56632. * ```javascript
  56633. * DracoCompression.Configuration = {
  56634. * decoder: {
  56635. * wasmUrl: "<url to the WebAssembly library>",
  56636. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  56637. * fallbackUrl: "<url to the fallback JavaScript library>",
  56638. * }
  56639. * };
  56640. * ```
  56641. *
  56642. * 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.
  56643. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  56644. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  56645. *
  56646. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  56647. * ```javascript
  56648. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  56649. * ```
  56650. *
  56651. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  56652. */
  56653. export class DracoCompression implements IDisposable {
  56654. private _workerPoolPromise?;
  56655. private _decoderModulePromise?;
  56656. /**
  56657. * The configuration. Defaults to the following urls:
  56658. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  56659. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  56660. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  56661. */
  56662. static Configuration: IDracoCompressionConfiguration;
  56663. /**
  56664. * Returns true if the decoder configuration is available.
  56665. */
  56666. static readonly DecoderAvailable: boolean;
  56667. /**
  56668. * Default number of workers to create when creating the draco compression object.
  56669. */
  56670. static DefaultNumWorkers: number;
  56671. private static GetDefaultNumWorkers;
  56672. private static _Default;
  56673. /**
  56674. * Default instance for the draco compression object.
  56675. */
  56676. static readonly Default: DracoCompression;
  56677. /**
  56678. * Constructor
  56679. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  56680. */
  56681. constructor(numWorkers?: number);
  56682. /**
  56683. * Stop all async operations and release resources.
  56684. */
  56685. dispose(): void;
  56686. /**
  56687. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  56688. * @returns a promise that resolves when ready
  56689. */
  56690. whenReadyAsync(): Promise<void>;
  56691. /**
  56692. * Decode Draco compressed mesh data to vertex data.
  56693. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  56694. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  56695. * @returns A promise that resolves with the decoded vertex data
  56696. */
  56697. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  56698. [kind: string]: number;
  56699. }): Promise<VertexData>;
  56700. }
  56701. }
  56702. declare module "babylonjs/Meshes/Compression/index" {
  56703. export * from "babylonjs/Meshes/Compression/dracoCompression";
  56704. }
  56705. declare module "babylonjs/Meshes/csg" {
  56706. import { Nullable } from "babylonjs/types";
  56707. import { Scene } from "babylonjs/scene";
  56708. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  56709. import { Mesh } from "babylonjs/Meshes/mesh";
  56710. import { Material } from "babylonjs/Materials/material";
  56711. /**
  56712. * Class for building Constructive Solid Geometry
  56713. */
  56714. export class CSG {
  56715. private polygons;
  56716. /**
  56717. * The world matrix
  56718. */
  56719. matrix: Matrix;
  56720. /**
  56721. * Stores the position
  56722. */
  56723. position: Vector3;
  56724. /**
  56725. * Stores the rotation
  56726. */
  56727. rotation: Vector3;
  56728. /**
  56729. * Stores the rotation quaternion
  56730. */
  56731. rotationQuaternion: Nullable<Quaternion>;
  56732. /**
  56733. * Stores the scaling vector
  56734. */
  56735. scaling: Vector3;
  56736. /**
  56737. * Convert the Mesh to CSG
  56738. * @param mesh The Mesh to convert to CSG
  56739. * @returns A new CSG from the Mesh
  56740. */
  56741. static FromMesh(mesh: Mesh): CSG;
  56742. /**
  56743. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  56744. * @param polygons Polygons used to construct a CSG solid
  56745. */
  56746. private static FromPolygons;
  56747. /**
  56748. * Clones, or makes a deep copy, of the CSG
  56749. * @returns A new CSG
  56750. */
  56751. clone(): CSG;
  56752. /**
  56753. * Unions this CSG with another CSG
  56754. * @param csg The CSG to union against this CSG
  56755. * @returns The unioned CSG
  56756. */
  56757. union(csg: CSG): CSG;
  56758. /**
  56759. * Unions this CSG with another CSG in place
  56760. * @param csg The CSG to union against this CSG
  56761. */
  56762. unionInPlace(csg: CSG): void;
  56763. /**
  56764. * Subtracts this CSG with another CSG
  56765. * @param csg The CSG to subtract against this CSG
  56766. * @returns A new CSG
  56767. */
  56768. subtract(csg: CSG): CSG;
  56769. /**
  56770. * Subtracts this CSG with another CSG in place
  56771. * @param csg The CSG to subtact against this CSG
  56772. */
  56773. subtractInPlace(csg: CSG): void;
  56774. /**
  56775. * Intersect this CSG with another CSG
  56776. * @param csg The CSG to intersect against this CSG
  56777. * @returns A new CSG
  56778. */
  56779. intersect(csg: CSG): CSG;
  56780. /**
  56781. * Intersects this CSG with another CSG in place
  56782. * @param csg The CSG to intersect against this CSG
  56783. */
  56784. intersectInPlace(csg: CSG): void;
  56785. /**
  56786. * Return a new CSG solid with solid and empty space switched. This solid is
  56787. * not modified.
  56788. * @returns A new CSG solid with solid and empty space switched
  56789. */
  56790. inverse(): CSG;
  56791. /**
  56792. * Inverses the CSG in place
  56793. */
  56794. inverseInPlace(): void;
  56795. /**
  56796. * This is used to keep meshes transformations so they can be restored
  56797. * when we build back a Babylon Mesh
  56798. * NB : All CSG operations are performed in world coordinates
  56799. * @param csg The CSG to copy the transform attributes from
  56800. * @returns This CSG
  56801. */
  56802. copyTransformAttributes(csg: CSG): CSG;
  56803. /**
  56804. * Build Raw mesh from CSG
  56805. * Coordinates here are in world space
  56806. * @param name The name of the mesh geometry
  56807. * @param scene The Scene
  56808. * @param keepSubMeshes Specifies if the submeshes should be kept
  56809. * @returns A new Mesh
  56810. */
  56811. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  56812. /**
  56813. * Build Mesh from CSG taking material and transforms into account
  56814. * @param name The name of the Mesh
  56815. * @param material The material of the Mesh
  56816. * @param scene The Scene
  56817. * @param keepSubMeshes Specifies if submeshes should be kept
  56818. * @returns The new Mesh
  56819. */
  56820. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  56821. }
  56822. }
  56823. declare module "babylonjs/Meshes/trailMesh" {
  56824. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56825. import { Mesh } from "babylonjs/Meshes/mesh";
  56826. import { Scene } from "babylonjs/scene";
  56827. /**
  56828. * Class used to create a trail following a mesh
  56829. */
  56830. export class TrailMesh extends Mesh {
  56831. private _generator;
  56832. private _autoStart;
  56833. private _running;
  56834. private _diameter;
  56835. private _length;
  56836. private _sectionPolygonPointsCount;
  56837. private _sectionVectors;
  56838. private _sectionNormalVectors;
  56839. private _beforeRenderObserver;
  56840. /**
  56841. * @constructor
  56842. * @param name The value used by scene.getMeshByName() to do a lookup.
  56843. * @param generator The mesh to generate a trail.
  56844. * @param scene The scene to add this mesh to.
  56845. * @param diameter Diameter of trailing mesh. Default is 1.
  56846. * @param length Length of trailing mesh. Default is 60.
  56847. * @param autoStart Automatically start trailing mesh. Default true.
  56848. */
  56849. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  56850. /**
  56851. * "TrailMesh"
  56852. * @returns "TrailMesh"
  56853. */
  56854. getClassName(): string;
  56855. private _createMesh;
  56856. /**
  56857. * Start trailing mesh.
  56858. */
  56859. start(): void;
  56860. /**
  56861. * Stop trailing mesh.
  56862. */
  56863. stop(): void;
  56864. /**
  56865. * Update trailing mesh geometry.
  56866. */
  56867. update(): void;
  56868. /**
  56869. * Returns a new TrailMesh object.
  56870. * @param name is a string, the name given to the new mesh
  56871. * @param newGenerator use new generator object for cloned trail mesh
  56872. * @returns a new mesh
  56873. */
  56874. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  56875. /**
  56876. * Serializes this trail mesh
  56877. * @param serializationObject object to write serialization to
  56878. */
  56879. serialize(serializationObject: any): void;
  56880. /**
  56881. * Parses a serialized trail mesh
  56882. * @param parsedMesh the serialized mesh
  56883. * @param scene the scene to create the trail mesh in
  56884. * @returns the created trail mesh
  56885. */
  56886. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  56887. }
  56888. }
  56889. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  56890. import { Nullable } from "babylonjs/types";
  56891. import { Scene } from "babylonjs/scene";
  56892. import { Vector4 } from "babylonjs/Maths/math.vector";
  56893. import { Color4 } from "babylonjs/Maths/math.color";
  56894. import { Mesh } from "babylonjs/Meshes/mesh";
  56895. /**
  56896. * Class containing static functions to help procedurally build meshes
  56897. */
  56898. export class TiledBoxBuilder {
  56899. /**
  56900. * Creates a box mesh
  56901. * 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)
  56902. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56903. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56904. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56905. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56906. * @param name defines the name of the mesh
  56907. * @param options defines the options used to create the mesh
  56908. * @param scene defines the hosting scene
  56909. * @returns the box mesh
  56910. */
  56911. static CreateTiledBox(name: string, options: {
  56912. pattern?: number;
  56913. width?: number;
  56914. height?: number;
  56915. depth?: number;
  56916. tileSize?: number;
  56917. tileWidth?: number;
  56918. tileHeight?: number;
  56919. alignHorizontal?: number;
  56920. alignVertical?: number;
  56921. faceUV?: Vector4[];
  56922. faceColors?: Color4[];
  56923. sideOrientation?: number;
  56924. updatable?: boolean;
  56925. }, scene?: Nullable<Scene>): Mesh;
  56926. }
  56927. }
  56928. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  56929. import { Vector4 } from "babylonjs/Maths/math.vector";
  56930. import { Mesh } from "babylonjs/Meshes/mesh";
  56931. /**
  56932. * Class containing static functions to help procedurally build meshes
  56933. */
  56934. export class TorusKnotBuilder {
  56935. /**
  56936. * Creates a torus knot mesh
  56937. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56938. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56939. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56940. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56941. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56942. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56943. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56944. * @param name defines the name of the mesh
  56945. * @param options defines the options used to create the mesh
  56946. * @param scene defines the hosting scene
  56947. * @returns the torus knot mesh
  56948. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56949. */
  56950. static CreateTorusKnot(name: string, options: {
  56951. radius?: number;
  56952. tube?: number;
  56953. radialSegments?: number;
  56954. tubularSegments?: number;
  56955. p?: number;
  56956. q?: number;
  56957. updatable?: boolean;
  56958. sideOrientation?: number;
  56959. frontUVs?: Vector4;
  56960. backUVs?: Vector4;
  56961. }, scene: any): Mesh;
  56962. }
  56963. }
  56964. declare module "babylonjs/Meshes/polygonMesh" {
  56965. import { Scene } from "babylonjs/scene";
  56966. import { Vector2 } from "babylonjs/Maths/math.vector";
  56967. import { Mesh } from "babylonjs/Meshes/mesh";
  56968. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56969. import { Path2 } from "babylonjs/Maths/math.path";
  56970. /**
  56971. * Polygon
  56972. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  56973. */
  56974. export class Polygon {
  56975. /**
  56976. * Creates a rectangle
  56977. * @param xmin bottom X coord
  56978. * @param ymin bottom Y coord
  56979. * @param xmax top X coord
  56980. * @param ymax top Y coord
  56981. * @returns points that make the resulting rectation
  56982. */
  56983. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  56984. /**
  56985. * Creates a circle
  56986. * @param radius radius of circle
  56987. * @param cx scale in x
  56988. * @param cy scale in y
  56989. * @param numberOfSides number of sides that make up the circle
  56990. * @returns points that make the resulting circle
  56991. */
  56992. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  56993. /**
  56994. * Creates a polygon from input string
  56995. * @param input Input polygon data
  56996. * @returns the parsed points
  56997. */
  56998. static Parse(input: string): Vector2[];
  56999. /**
  57000. * Starts building a polygon from x and y coordinates
  57001. * @param x x coordinate
  57002. * @param y y coordinate
  57003. * @returns the started path2
  57004. */
  57005. static StartingAt(x: number, y: number): Path2;
  57006. }
  57007. /**
  57008. * Builds a polygon
  57009. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  57010. */
  57011. export class PolygonMeshBuilder {
  57012. private _points;
  57013. private _outlinepoints;
  57014. private _holes;
  57015. private _name;
  57016. private _scene;
  57017. private _epoints;
  57018. private _eholes;
  57019. private _addToepoint;
  57020. /**
  57021. * Babylon reference to the earcut plugin.
  57022. */
  57023. bjsEarcut: any;
  57024. /**
  57025. * Creates a PolygonMeshBuilder
  57026. * @param name name of the builder
  57027. * @param contours Path of the polygon
  57028. * @param scene scene to add to when creating the mesh
  57029. * @param earcutInjection can be used to inject your own earcut reference
  57030. */
  57031. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  57032. /**
  57033. * Adds a whole within the polygon
  57034. * @param hole Array of points defining the hole
  57035. * @returns this
  57036. */
  57037. addHole(hole: Vector2[]): PolygonMeshBuilder;
  57038. /**
  57039. * Creates the polygon
  57040. * @param updatable If the mesh should be updatable
  57041. * @param depth The depth of the mesh created
  57042. * @returns the created mesh
  57043. */
  57044. build(updatable?: boolean, depth?: number): Mesh;
  57045. /**
  57046. * Creates the polygon
  57047. * @param depth The depth of the mesh created
  57048. * @returns the created VertexData
  57049. */
  57050. buildVertexData(depth?: number): VertexData;
  57051. /**
  57052. * Adds a side to the polygon
  57053. * @param positions points that make the polygon
  57054. * @param normals normals of the polygon
  57055. * @param uvs uvs of the polygon
  57056. * @param indices indices of the polygon
  57057. * @param bounds bounds of the polygon
  57058. * @param points points of the polygon
  57059. * @param depth depth of the polygon
  57060. * @param flip flip of the polygon
  57061. */
  57062. private addSide;
  57063. }
  57064. }
  57065. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  57066. import { Scene } from "babylonjs/scene";
  57067. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57068. import { Color4 } from "babylonjs/Maths/math.color";
  57069. import { Mesh } from "babylonjs/Meshes/mesh";
  57070. import { Nullable } from "babylonjs/types";
  57071. /**
  57072. * Class containing static functions to help procedurally build meshes
  57073. */
  57074. export class PolygonBuilder {
  57075. /**
  57076. * Creates a polygon mesh
  57077. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57078. * * 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
  57079. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57080. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57081. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57082. * * Remember you can only change the shape positions, not their number when updating a polygon
  57083. * @param name defines the name of the mesh
  57084. * @param options defines the options used to create the mesh
  57085. * @param scene defines the hosting scene
  57086. * @param earcutInjection can be used to inject your own earcut reference
  57087. * @returns the polygon mesh
  57088. */
  57089. static CreatePolygon(name: string, options: {
  57090. shape: Vector3[];
  57091. holes?: Vector3[][];
  57092. depth?: number;
  57093. faceUV?: Vector4[];
  57094. faceColors?: Color4[];
  57095. updatable?: boolean;
  57096. sideOrientation?: number;
  57097. frontUVs?: Vector4;
  57098. backUVs?: Vector4;
  57099. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57100. /**
  57101. * Creates an extruded polygon mesh, with depth in the Y direction.
  57102. * * 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)
  57103. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57104. * @param name defines the name of the mesh
  57105. * @param options defines the options used to create the mesh
  57106. * @param scene defines the hosting scene
  57107. * @param earcutInjection can be used to inject your own earcut reference
  57108. * @returns the polygon mesh
  57109. */
  57110. static ExtrudePolygon(name: string, options: {
  57111. shape: Vector3[];
  57112. holes?: Vector3[][];
  57113. depth?: number;
  57114. faceUV?: Vector4[];
  57115. faceColors?: Color4[];
  57116. updatable?: boolean;
  57117. sideOrientation?: number;
  57118. frontUVs?: Vector4;
  57119. backUVs?: Vector4;
  57120. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57121. }
  57122. }
  57123. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  57124. import { Scene } from "babylonjs/scene";
  57125. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57126. import { Mesh } from "babylonjs/Meshes/mesh";
  57127. import { Nullable } from "babylonjs/types";
  57128. /**
  57129. * Class containing static functions to help procedurally build meshes
  57130. */
  57131. export class LatheBuilder {
  57132. /**
  57133. * Creates lathe mesh.
  57134. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57135. * * 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
  57136. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57137. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57138. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57139. * * 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
  57140. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57141. * * 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
  57142. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57143. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57144. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57145. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57146. * @param name defines the name of the mesh
  57147. * @param options defines the options used to create the mesh
  57148. * @param scene defines the hosting scene
  57149. * @returns the lathe mesh
  57150. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57151. */
  57152. static CreateLathe(name: string, options: {
  57153. shape: Vector3[];
  57154. radius?: number;
  57155. tessellation?: number;
  57156. clip?: number;
  57157. arc?: number;
  57158. closed?: boolean;
  57159. updatable?: boolean;
  57160. sideOrientation?: number;
  57161. frontUVs?: Vector4;
  57162. backUVs?: Vector4;
  57163. cap?: number;
  57164. invertUV?: boolean;
  57165. }, scene?: Nullable<Scene>): Mesh;
  57166. }
  57167. }
  57168. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  57169. import { Nullable } from "babylonjs/types";
  57170. import { Scene } from "babylonjs/scene";
  57171. import { Vector4 } from "babylonjs/Maths/math.vector";
  57172. import { Mesh } from "babylonjs/Meshes/mesh";
  57173. /**
  57174. * Class containing static functions to help procedurally build meshes
  57175. */
  57176. export class TiledPlaneBuilder {
  57177. /**
  57178. * Creates a tiled plane mesh
  57179. * * The parameter `pattern` will, depending on value, do nothing or
  57180. * * * flip (reflect about central vertical) alternate tiles across and up
  57181. * * * flip every tile on alternate rows
  57182. * * * rotate (180 degs) alternate tiles across and up
  57183. * * * rotate every tile on alternate rows
  57184. * * * flip and rotate alternate tiles across and up
  57185. * * * flip and rotate every tile on alternate rows
  57186. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  57187. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  57188. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57189. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57190. * * 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)
  57191. * * 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)
  57192. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57193. * @param name defines the name of the mesh
  57194. * @param options defines the options used to create the mesh
  57195. * @param scene defines the hosting scene
  57196. * @returns the box mesh
  57197. */
  57198. static CreateTiledPlane(name: string, options: {
  57199. pattern?: number;
  57200. tileSize?: number;
  57201. tileWidth?: number;
  57202. tileHeight?: number;
  57203. size?: number;
  57204. width?: number;
  57205. height?: number;
  57206. alignHorizontal?: number;
  57207. alignVertical?: number;
  57208. sideOrientation?: number;
  57209. frontUVs?: Vector4;
  57210. backUVs?: Vector4;
  57211. updatable?: boolean;
  57212. }, scene?: Nullable<Scene>): Mesh;
  57213. }
  57214. }
  57215. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  57216. import { Nullable } from "babylonjs/types";
  57217. import { Scene } from "babylonjs/scene";
  57218. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57219. import { Mesh } from "babylonjs/Meshes/mesh";
  57220. /**
  57221. * Class containing static functions to help procedurally build meshes
  57222. */
  57223. export class TubeBuilder {
  57224. /**
  57225. * Creates a tube mesh.
  57226. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57227. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57228. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57229. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57230. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57231. * * 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)
  57232. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57233. * * 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
  57234. * * 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
  57235. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57236. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57237. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57238. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57239. * @param name defines the name of the mesh
  57240. * @param options defines the options used to create the mesh
  57241. * @param scene defines the hosting scene
  57242. * @returns the tube mesh
  57243. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57244. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57245. */
  57246. static CreateTube(name: string, options: {
  57247. path: Vector3[];
  57248. radius?: number;
  57249. tessellation?: number;
  57250. radiusFunction?: {
  57251. (i: number, distance: number): number;
  57252. };
  57253. cap?: number;
  57254. arc?: number;
  57255. updatable?: boolean;
  57256. sideOrientation?: number;
  57257. frontUVs?: Vector4;
  57258. backUVs?: Vector4;
  57259. instance?: Mesh;
  57260. invertUV?: boolean;
  57261. }, scene?: Nullable<Scene>): Mesh;
  57262. }
  57263. }
  57264. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  57265. import { Scene } from "babylonjs/scene";
  57266. import { Vector4 } from "babylonjs/Maths/math.vector";
  57267. import { Mesh } from "babylonjs/Meshes/mesh";
  57268. import { Nullable } from "babylonjs/types";
  57269. /**
  57270. * Class containing static functions to help procedurally build meshes
  57271. */
  57272. export class IcoSphereBuilder {
  57273. /**
  57274. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57275. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57276. * * 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`)
  57277. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57278. * * 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
  57279. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57280. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57281. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57282. * @param name defines the name of the mesh
  57283. * @param options defines the options used to create the mesh
  57284. * @param scene defines the hosting scene
  57285. * @returns the icosahedron mesh
  57286. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57287. */
  57288. static CreateIcoSphere(name: string, options: {
  57289. radius?: number;
  57290. radiusX?: number;
  57291. radiusY?: number;
  57292. radiusZ?: number;
  57293. flat?: boolean;
  57294. subdivisions?: number;
  57295. sideOrientation?: number;
  57296. frontUVs?: Vector4;
  57297. backUVs?: Vector4;
  57298. updatable?: boolean;
  57299. }, scene?: Nullable<Scene>): Mesh;
  57300. }
  57301. }
  57302. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  57303. import { Vector3 } from "babylonjs/Maths/math.vector";
  57304. import { Mesh } from "babylonjs/Meshes/mesh";
  57305. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57306. /**
  57307. * Class containing static functions to help procedurally build meshes
  57308. */
  57309. export class DecalBuilder {
  57310. /**
  57311. * Creates a decal mesh.
  57312. * 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
  57313. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57314. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57315. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57316. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57317. * @param name defines the name of the mesh
  57318. * @param sourceMesh defines the mesh where the decal must be applied
  57319. * @param options defines the options used to create the mesh
  57320. * @param scene defines the hosting scene
  57321. * @returns the decal mesh
  57322. * @see https://doc.babylonjs.com/how_to/decals
  57323. */
  57324. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57325. position?: Vector3;
  57326. normal?: Vector3;
  57327. size?: Vector3;
  57328. angle?: number;
  57329. }): Mesh;
  57330. }
  57331. }
  57332. declare module "babylonjs/Meshes/meshBuilder" {
  57333. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  57334. import { Nullable } from "babylonjs/types";
  57335. import { Scene } from "babylonjs/scene";
  57336. import { Mesh } from "babylonjs/Meshes/mesh";
  57337. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  57338. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  57339. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57340. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57341. import { Plane } from "babylonjs/Maths/math.plane";
  57342. /**
  57343. * Class containing static functions to help procedurally build meshes
  57344. */
  57345. export class MeshBuilder {
  57346. /**
  57347. * Creates a box mesh
  57348. * * The parameter `size` sets the size (float) of each box side (default 1)
  57349. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  57350. * * 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)
  57351. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57352. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57353. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57354. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57355. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57356. * @param name defines the name of the mesh
  57357. * @param options defines the options used to create the mesh
  57358. * @param scene defines the hosting scene
  57359. * @returns the box mesh
  57360. */
  57361. static CreateBox(name: string, options: {
  57362. size?: number;
  57363. width?: number;
  57364. height?: number;
  57365. depth?: number;
  57366. faceUV?: Vector4[];
  57367. faceColors?: Color4[];
  57368. sideOrientation?: number;
  57369. frontUVs?: Vector4;
  57370. backUVs?: Vector4;
  57371. updatable?: boolean;
  57372. }, scene?: Nullable<Scene>): Mesh;
  57373. /**
  57374. * Creates a tiled box mesh
  57375. * * faceTiles sets the pattern, tile size and number of tiles for a face
  57376. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57377. * @param name defines the name of the mesh
  57378. * @param options defines the options used to create the mesh
  57379. * @param scene defines the hosting scene
  57380. * @returns the tiled box mesh
  57381. */
  57382. static CreateTiledBox(name: string, options: {
  57383. pattern?: number;
  57384. size?: number;
  57385. width?: number;
  57386. height?: number;
  57387. depth: number;
  57388. tileSize?: number;
  57389. tileWidth?: number;
  57390. tileHeight?: number;
  57391. faceUV?: Vector4[];
  57392. faceColors?: Color4[];
  57393. alignHorizontal?: number;
  57394. alignVertical?: number;
  57395. sideOrientation?: number;
  57396. updatable?: boolean;
  57397. }, scene?: Nullable<Scene>): Mesh;
  57398. /**
  57399. * Creates a sphere mesh
  57400. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  57401. * * 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`)
  57402. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  57403. * * 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
  57404. * * 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)
  57405. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57406. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57407. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57408. * @param name defines the name of the mesh
  57409. * @param options defines the options used to create the mesh
  57410. * @param scene defines the hosting scene
  57411. * @returns the sphere mesh
  57412. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  57413. */
  57414. static CreateSphere(name: string, options: {
  57415. segments?: number;
  57416. diameter?: number;
  57417. diameterX?: number;
  57418. diameterY?: number;
  57419. diameterZ?: number;
  57420. arc?: number;
  57421. slice?: number;
  57422. sideOrientation?: number;
  57423. frontUVs?: Vector4;
  57424. backUVs?: Vector4;
  57425. updatable?: boolean;
  57426. }, scene?: Nullable<Scene>): Mesh;
  57427. /**
  57428. * Creates a plane polygonal mesh. By default, this is a disc
  57429. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  57430. * * 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
  57431. * * 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
  57432. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57433. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57434. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57435. * @param name defines the name of the mesh
  57436. * @param options defines the options used to create the mesh
  57437. * @param scene defines the hosting scene
  57438. * @returns the plane polygonal mesh
  57439. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  57440. */
  57441. static CreateDisc(name: string, options: {
  57442. radius?: number;
  57443. tessellation?: number;
  57444. arc?: number;
  57445. updatable?: boolean;
  57446. sideOrientation?: number;
  57447. frontUVs?: Vector4;
  57448. backUVs?: Vector4;
  57449. }, scene?: Nullable<Scene>): Mesh;
  57450. /**
  57451. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57452. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57453. * * 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`)
  57454. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57455. * * 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
  57456. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57457. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57458. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57459. * @param name defines the name of the mesh
  57460. * @param options defines the options used to create the mesh
  57461. * @param scene defines the hosting scene
  57462. * @returns the icosahedron mesh
  57463. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57464. */
  57465. static CreateIcoSphere(name: string, options: {
  57466. radius?: number;
  57467. radiusX?: number;
  57468. radiusY?: number;
  57469. radiusZ?: number;
  57470. flat?: boolean;
  57471. subdivisions?: number;
  57472. sideOrientation?: number;
  57473. frontUVs?: Vector4;
  57474. backUVs?: Vector4;
  57475. updatable?: boolean;
  57476. }, scene?: Nullable<Scene>): Mesh;
  57477. /**
  57478. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57479. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  57480. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  57481. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  57482. * * 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
  57483. * * 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
  57484. * * 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
  57485. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57486. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57487. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57488. * * 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
  57489. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  57490. * * 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
  57491. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  57492. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57493. * @param name defines the name of the mesh
  57494. * @param options defines the options used to create the mesh
  57495. * @param scene defines the hosting scene
  57496. * @returns the ribbon mesh
  57497. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  57498. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57499. */
  57500. static CreateRibbon(name: string, options: {
  57501. pathArray: Vector3[][];
  57502. closeArray?: boolean;
  57503. closePath?: boolean;
  57504. offset?: number;
  57505. updatable?: boolean;
  57506. sideOrientation?: number;
  57507. frontUVs?: Vector4;
  57508. backUVs?: Vector4;
  57509. instance?: Mesh;
  57510. invertUV?: boolean;
  57511. uvs?: Vector2[];
  57512. colors?: Color4[];
  57513. }, scene?: Nullable<Scene>): Mesh;
  57514. /**
  57515. * Creates a cylinder or a cone mesh
  57516. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  57517. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  57518. * * 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.
  57519. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  57520. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  57521. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  57522. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  57523. * * 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).
  57524. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  57525. * * 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).
  57526. * * 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
  57527. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  57528. * * 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
  57529. * * 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.
  57530. * * If `enclose` is false, a ring surface is one element.
  57531. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  57532. * * 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
  57533. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57534. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57535. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57536. * @param name defines the name of the mesh
  57537. * @param options defines the options used to create the mesh
  57538. * @param scene defines the hosting scene
  57539. * @returns the cylinder mesh
  57540. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  57541. */
  57542. static CreateCylinder(name: string, options: {
  57543. height?: number;
  57544. diameterTop?: number;
  57545. diameterBottom?: number;
  57546. diameter?: number;
  57547. tessellation?: number;
  57548. subdivisions?: number;
  57549. arc?: number;
  57550. faceColors?: Color4[];
  57551. faceUV?: Vector4[];
  57552. updatable?: boolean;
  57553. hasRings?: boolean;
  57554. enclose?: boolean;
  57555. cap?: number;
  57556. sideOrientation?: number;
  57557. frontUVs?: Vector4;
  57558. backUVs?: Vector4;
  57559. }, scene?: Nullable<Scene>): Mesh;
  57560. /**
  57561. * Creates a torus mesh
  57562. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  57563. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  57564. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  57565. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57566. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57567. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57568. * @param name defines the name of the mesh
  57569. * @param options defines the options used to create the mesh
  57570. * @param scene defines the hosting scene
  57571. * @returns the torus mesh
  57572. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  57573. */
  57574. static CreateTorus(name: string, options: {
  57575. diameter?: number;
  57576. thickness?: number;
  57577. tessellation?: number;
  57578. updatable?: boolean;
  57579. sideOrientation?: number;
  57580. frontUVs?: Vector4;
  57581. backUVs?: Vector4;
  57582. }, scene?: Nullable<Scene>): Mesh;
  57583. /**
  57584. * Creates a torus knot mesh
  57585. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57586. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57587. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57588. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57589. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57590. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57591. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57592. * @param name defines the name of the mesh
  57593. * @param options defines the options used to create the mesh
  57594. * @param scene defines the hosting scene
  57595. * @returns the torus knot mesh
  57596. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57597. */
  57598. static CreateTorusKnot(name: string, options: {
  57599. radius?: number;
  57600. tube?: number;
  57601. radialSegments?: number;
  57602. tubularSegments?: number;
  57603. p?: number;
  57604. q?: number;
  57605. updatable?: boolean;
  57606. sideOrientation?: number;
  57607. frontUVs?: Vector4;
  57608. backUVs?: Vector4;
  57609. }, scene?: Nullable<Scene>): Mesh;
  57610. /**
  57611. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  57612. * * 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
  57613. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  57614. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  57615. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  57616. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  57617. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  57618. * * 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
  57619. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  57620. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57621. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  57622. * @param name defines the name of the new line system
  57623. * @param options defines the options used to create the line system
  57624. * @param scene defines the hosting scene
  57625. * @returns a new line system mesh
  57626. */
  57627. static CreateLineSystem(name: string, options: {
  57628. lines: Vector3[][];
  57629. updatable?: boolean;
  57630. instance?: Nullable<LinesMesh>;
  57631. colors?: Nullable<Color4[][]>;
  57632. useVertexAlpha?: boolean;
  57633. }, scene: Nullable<Scene>): LinesMesh;
  57634. /**
  57635. * Creates a line mesh
  57636. * 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
  57637. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57638. * * The parameter `points` is an array successive Vector3
  57639. * * 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
  57640. * * The optional parameter `colors` is an array of successive Color4, one per line point
  57641. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  57642. * * When updating an instance, remember that only point positions can change, not the number of points
  57643. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57644. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  57645. * @param name defines the name of the new line system
  57646. * @param options defines the options used to create the line system
  57647. * @param scene defines the hosting scene
  57648. * @returns a new line mesh
  57649. */
  57650. static CreateLines(name: string, options: {
  57651. points: Vector3[];
  57652. updatable?: boolean;
  57653. instance?: Nullable<LinesMesh>;
  57654. colors?: Color4[];
  57655. useVertexAlpha?: boolean;
  57656. }, scene?: Nullable<Scene>): LinesMesh;
  57657. /**
  57658. * Creates a dashed line mesh
  57659. * * 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
  57660. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57661. * * The parameter `points` is an array successive Vector3
  57662. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  57663. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  57664. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  57665. * * 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
  57666. * * When updating an instance, remember that only point positions can change, not the number of points
  57667. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57668. * @param name defines the name of the mesh
  57669. * @param options defines the options used to create the mesh
  57670. * @param scene defines the hosting scene
  57671. * @returns the dashed line mesh
  57672. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  57673. */
  57674. static CreateDashedLines(name: string, options: {
  57675. points: Vector3[];
  57676. dashSize?: number;
  57677. gapSize?: number;
  57678. dashNb?: number;
  57679. updatable?: boolean;
  57680. instance?: LinesMesh;
  57681. }, scene?: Nullable<Scene>): LinesMesh;
  57682. /**
  57683. * 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.
  57684. * * 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.
  57685. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57686. * * 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.
  57687. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  57688. * * 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
  57689. * * 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
  57690. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  57691. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57692. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57693. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  57694. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57695. * @param name defines the name of the mesh
  57696. * @param options defines the options used to create the mesh
  57697. * @param scene defines the hosting scene
  57698. * @returns the extruded shape mesh
  57699. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57700. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57701. */
  57702. static ExtrudeShape(name: string, options: {
  57703. shape: Vector3[];
  57704. path: Vector3[];
  57705. scale?: number;
  57706. rotation?: number;
  57707. cap?: number;
  57708. updatable?: boolean;
  57709. sideOrientation?: number;
  57710. frontUVs?: Vector4;
  57711. backUVs?: Vector4;
  57712. instance?: Mesh;
  57713. invertUV?: boolean;
  57714. }, scene?: Nullable<Scene>): Mesh;
  57715. /**
  57716. * Creates an custom extruded shape mesh.
  57717. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  57718. * * 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.
  57719. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57720. * * 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
  57721. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  57722. * * 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
  57723. * * It must returns a float value that will be the scale value applied to the shape on each path point
  57724. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  57725. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  57726. * * 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
  57727. * * 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
  57728. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  57729. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57730. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57731. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57732. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57733. * @param name defines the name of the mesh
  57734. * @param options defines the options used to create the mesh
  57735. * @param scene defines the hosting scene
  57736. * @returns the custom extruded shape mesh
  57737. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  57738. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57739. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57740. */
  57741. static ExtrudeShapeCustom(name: string, options: {
  57742. shape: Vector3[];
  57743. path: Vector3[];
  57744. scaleFunction?: any;
  57745. rotationFunction?: any;
  57746. ribbonCloseArray?: boolean;
  57747. ribbonClosePath?: boolean;
  57748. cap?: number;
  57749. updatable?: boolean;
  57750. sideOrientation?: number;
  57751. frontUVs?: Vector4;
  57752. backUVs?: Vector4;
  57753. instance?: Mesh;
  57754. invertUV?: boolean;
  57755. }, scene?: Nullable<Scene>): Mesh;
  57756. /**
  57757. * Creates lathe mesh.
  57758. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57759. * * 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
  57760. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57761. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57762. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57763. * * 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
  57764. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57765. * * 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
  57766. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57767. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57768. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57769. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57770. * @param name defines the name of the mesh
  57771. * @param options defines the options used to create the mesh
  57772. * @param scene defines the hosting scene
  57773. * @returns the lathe mesh
  57774. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57775. */
  57776. static CreateLathe(name: string, options: {
  57777. shape: Vector3[];
  57778. radius?: number;
  57779. tessellation?: number;
  57780. clip?: number;
  57781. arc?: number;
  57782. closed?: boolean;
  57783. updatable?: boolean;
  57784. sideOrientation?: number;
  57785. frontUVs?: Vector4;
  57786. backUVs?: Vector4;
  57787. cap?: number;
  57788. invertUV?: boolean;
  57789. }, scene?: Nullable<Scene>): Mesh;
  57790. /**
  57791. * Creates a tiled plane mesh
  57792. * * You can set a limited pattern arrangement with the tiles
  57793. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57794. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57795. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57796. * @param name defines the name of the mesh
  57797. * @param options defines the options used to create the mesh
  57798. * @param scene defines the hosting scene
  57799. * @returns the plane mesh
  57800. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57801. */
  57802. static CreateTiledPlane(name: string, options: {
  57803. pattern?: number;
  57804. tileSize?: number;
  57805. tileWidth?: number;
  57806. tileHeight?: number;
  57807. size?: number;
  57808. width?: number;
  57809. height?: number;
  57810. alignHorizontal?: number;
  57811. alignVertical?: number;
  57812. sideOrientation?: number;
  57813. frontUVs?: Vector4;
  57814. backUVs?: Vector4;
  57815. updatable?: boolean;
  57816. }, scene?: Nullable<Scene>): Mesh;
  57817. /**
  57818. * Creates a plane mesh
  57819. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  57820. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  57821. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  57822. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57823. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57824. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57825. * @param name defines the name of the mesh
  57826. * @param options defines the options used to create the mesh
  57827. * @param scene defines the hosting scene
  57828. * @returns the plane mesh
  57829. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57830. */
  57831. static CreatePlane(name: string, options: {
  57832. size?: number;
  57833. width?: number;
  57834. height?: number;
  57835. sideOrientation?: number;
  57836. frontUVs?: Vector4;
  57837. backUVs?: Vector4;
  57838. updatable?: boolean;
  57839. sourcePlane?: Plane;
  57840. }, scene?: Nullable<Scene>): Mesh;
  57841. /**
  57842. * Creates a ground mesh
  57843. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  57844. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  57845. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57846. * @param name defines the name of the mesh
  57847. * @param options defines the options used to create the mesh
  57848. * @param scene defines the hosting scene
  57849. * @returns the ground mesh
  57850. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  57851. */
  57852. static CreateGround(name: string, options: {
  57853. width?: number;
  57854. height?: number;
  57855. subdivisions?: number;
  57856. subdivisionsX?: number;
  57857. subdivisionsY?: number;
  57858. updatable?: boolean;
  57859. }, scene?: Nullable<Scene>): Mesh;
  57860. /**
  57861. * Creates a tiled ground mesh
  57862. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  57863. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  57864. * * 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
  57865. * * 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
  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 tiled ground mesh
  57871. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  57872. */
  57873. static CreateTiledGround(name: string, options: {
  57874. xmin: number;
  57875. zmin: number;
  57876. xmax: number;
  57877. zmax: number;
  57878. subdivisions?: {
  57879. w: number;
  57880. h: number;
  57881. };
  57882. precision?: {
  57883. w: number;
  57884. h: number;
  57885. };
  57886. updatable?: boolean;
  57887. }, scene?: Nullable<Scene>): Mesh;
  57888. /**
  57889. * Creates a ground mesh from a height map
  57890. * * The parameter `url` sets the URL of the height map image resource.
  57891. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  57892. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  57893. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  57894. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  57895. * * 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.
  57896. * * 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).
  57897. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  57898. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57899. * @param name defines the name of the mesh
  57900. * @param url defines the url to the height map
  57901. * @param options defines the options used to create the mesh
  57902. * @param scene defines the hosting scene
  57903. * @returns the ground mesh
  57904. * @see https://doc.babylonjs.com/babylon101/height_map
  57905. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  57906. */
  57907. static CreateGroundFromHeightMap(name: string, url: string, options: {
  57908. width?: number;
  57909. height?: number;
  57910. subdivisions?: number;
  57911. minHeight?: number;
  57912. maxHeight?: number;
  57913. colorFilter?: Color3;
  57914. alphaFilter?: number;
  57915. updatable?: boolean;
  57916. onReady?: (mesh: GroundMesh) => void;
  57917. }, scene?: Nullable<Scene>): GroundMesh;
  57918. /**
  57919. * Creates a polygon mesh
  57920. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57921. * * 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
  57922. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57923. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57924. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57925. * * Remember you can only change the shape positions, not their number when updating a polygon
  57926. * @param name defines the name of the mesh
  57927. * @param options defines the options used to create the mesh
  57928. * @param scene defines the hosting scene
  57929. * @param earcutInjection can be used to inject your own earcut reference
  57930. * @returns the polygon mesh
  57931. */
  57932. static CreatePolygon(name: string, options: {
  57933. shape: Vector3[];
  57934. holes?: Vector3[][];
  57935. depth?: number;
  57936. faceUV?: Vector4[];
  57937. faceColors?: Color4[];
  57938. updatable?: boolean;
  57939. sideOrientation?: number;
  57940. frontUVs?: Vector4;
  57941. backUVs?: Vector4;
  57942. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57943. /**
  57944. * Creates an extruded polygon mesh, with depth in the Y direction.
  57945. * * 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)
  57946. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57947. * @param name defines the name of the mesh
  57948. * @param options defines the options used to create the mesh
  57949. * @param scene defines the hosting scene
  57950. * @param earcutInjection can be used to inject your own earcut reference
  57951. * @returns the polygon mesh
  57952. */
  57953. static ExtrudePolygon(name: string, options: {
  57954. shape: Vector3[];
  57955. holes?: Vector3[][];
  57956. depth?: number;
  57957. faceUV?: Vector4[];
  57958. faceColors?: Color4[];
  57959. updatable?: boolean;
  57960. sideOrientation?: number;
  57961. frontUVs?: Vector4;
  57962. backUVs?: Vector4;
  57963. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57964. /**
  57965. * Creates a tube mesh.
  57966. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57967. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57968. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57969. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57970. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57971. * * 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)
  57972. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57973. * * 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
  57974. * * 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
  57975. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57976. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57977. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57978. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57979. * @param name defines the name of the mesh
  57980. * @param options defines the options used to create the mesh
  57981. * @param scene defines the hosting scene
  57982. * @returns the tube mesh
  57983. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57984. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57985. */
  57986. static CreateTube(name: string, options: {
  57987. path: Vector3[];
  57988. radius?: number;
  57989. tessellation?: number;
  57990. radiusFunction?: {
  57991. (i: number, distance: number): number;
  57992. };
  57993. cap?: number;
  57994. arc?: number;
  57995. updatable?: boolean;
  57996. sideOrientation?: number;
  57997. frontUVs?: Vector4;
  57998. backUVs?: Vector4;
  57999. instance?: Mesh;
  58000. invertUV?: boolean;
  58001. }, scene?: Nullable<Scene>): Mesh;
  58002. /**
  58003. * Creates a polyhedron mesh
  58004. * * 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
  58005. * * The parameter `size` (positive float, default 1) sets the polygon size
  58006. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  58007. * * 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`
  58008. * * 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
  58009. * * 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)`)
  58010. * * 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
  58011. * * 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
  58012. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58013. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  58014. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58015. * @param name defines the name of the mesh
  58016. * @param options defines the options used to create the mesh
  58017. * @param scene defines the hosting scene
  58018. * @returns the polyhedron mesh
  58019. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  58020. */
  58021. static CreatePolyhedron(name: string, options: {
  58022. type?: number;
  58023. size?: number;
  58024. sizeX?: number;
  58025. sizeY?: number;
  58026. sizeZ?: number;
  58027. custom?: any;
  58028. faceUV?: Vector4[];
  58029. faceColors?: Color4[];
  58030. flat?: boolean;
  58031. updatable?: boolean;
  58032. sideOrientation?: number;
  58033. frontUVs?: Vector4;
  58034. backUVs?: Vector4;
  58035. }, scene?: Nullable<Scene>): Mesh;
  58036. /**
  58037. * Creates a decal mesh.
  58038. * 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
  58039. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  58040. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  58041. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  58042. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  58043. * @param name defines the name of the mesh
  58044. * @param sourceMesh defines the mesh where the decal must be applied
  58045. * @param options defines the options used to create the mesh
  58046. * @param scene defines the hosting scene
  58047. * @returns the decal mesh
  58048. * @see https://doc.babylonjs.com/how_to/decals
  58049. */
  58050. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58051. position?: Vector3;
  58052. normal?: Vector3;
  58053. size?: Vector3;
  58054. angle?: number;
  58055. }): Mesh;
  58056. }
  58057. }
  58058. declare module "babylonjs/Meshes/meshSimplification" {
  58059. import { Mesh } from "babylonjs/Meshes/mesh";
  58060. /**
  58061. * A simplifier interface for future simplification implementations
  58062. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58063. */
  58064. export interface ISimplifier {
  58065. /**
  58066. * Simplification of a given mesh according to the given settings.
  58067. * Since this requires computation, it is assumed that the function runs async.
  58068. * @param settings The settings of the simplification, including quality and distance
  58069. * @param successCallback A callback that will be called after the mesh was simplified.
  58070. * @param errorCallback in case of an error, this callback will be called. optional.
  58071. */
  58072. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  58073. }
  58074. /**
  58075. * Expected simplification settings.
  58076. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  58077. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58078. */
  58079. export interface ISimplificationSettings {
  58080. /**
  58081. * Gets or sets the expected quality
  58082. */
  58083. quality: number;
  58084. /**
  58085. * Gets or sets the distance when this optimized version should be used
  58086. */
  58087. distance: number;
  58088. /**
  58089. * Gets an already optimized mesh
  58090. */
  58091. optimizeMesh?: boolean;
  58092. }
  58093. /**
  58094. * Class used to specify simplification options
  58095. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58096. */
  58097. export class SimplificationSettings implements ISimplificationSettings {
  58098. /** expected quality */
  58099. quality: number;
  58100. /** distance when this optimized version should be used */
  58101. distance: number;
  58102. /** already optimized mesh */
  58103. optimizeMesh?: boolean | undefined;
  58104. /**
  58105. * Creates a SimplificationSettings
  58106. * @param quality expected quality
  58107. * @param distance distance when this optimized version should be used
  58108. * @param optimizeMesh already optimized mesh
  58109. */
  58110. constructor(
  58111. /** expected quality */
  58112. quality: number,
  58113. /** distance when this optimized version should be used */
  58114. distance: number,
  58115. /** already optimized mesh */
  58116. optimizeMesh?: boolean | undefined);
  58117. }
  58118. /**
  58119. * Interface used to define a simplification task
  58120. */
  58121. export interface ISimplificationTask {
  58122. /**
  58123. * Array of settings
  58124. */
  58125. settings: Array<ISimplificationSettings>;
  58126. /**
  58127. * Simplification type
  58128. */
  58129. simplificationType: SimplificationType;
  58130. /**
  58131. * Mesh to simplify
  58132. */
  58133. mesh: Mesh;
  58134. /**
  58135. * Callback called on success
  58136. */
  58137. successCallback?: () => void;
  58138. /**
  58139. * Defines if parallel processing can be used
  58140. */
  58141. parallelProcessing: boolean;
  58142. }
  58143. /**
  58144. * Queue used to order the simplification tasks
  58145. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58146. */
  58147. export class SimplificationQueue {
  58148. private _simplificationArray;
  58149. /**
  58150. * Gets a boolean indicating that the process is still running
  58151. */
  58152. running: boolean;
  58153. /**
  58154. * Creates a new queue
  58155. */
  58156. constructor();
  58157. /**
  58158. * Adds a new simplification task
  58159. * @param task defines a task to add
  58160. */
  58161. addTask(task: ISimplificationTask): void;
  58162. /**
  58163. * Execute next task
  58164. */
  58165. executeNext(): void;
  58166. /**
  58167. * Execute a simplification task
  58168. * @param task defines the task to run
  58169. */
  58170. runSimplification(task: ISimplificationTask): void;
  58171. private getSimplifier;
  58172. }
  58173. /**
  58174. * The implemented types of simplification
  58175. * At the moment only Quadratic Error Decimation is implemented
  58176. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58177. */
  58178. export enum SimplificationType {
  58179. /** Quadratic error decimation */
  58180. QUADRATIC = 0
  58181. }
  58182. }
  58183. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  58184. import { Scene } from "babylonjs/scene";
  58185. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  58186. import { ISceneComponent } from "babylonjs/sceneComponent";
  58187. module "babylonjs/scene" {
  58188. interface Scene {
  58189. /** @hidden (Backing field) */
  58190. _simplificationQueue: SimplificationQueue;
  58191. /**
  58192. * Gets or sets the simplification queue attached to the scene
  58193. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58194. */
  58195. simplificationQueue: SimplificationQueue;
  58196. }
  58197. }
  58198. module "babylonjs/Meshes/mesh" {
  58199. interface Mesh {
  58200. /**
  58201. * Simplify the mesh according to the given array of settings.
  58202. * Function will return immediately and will simplify async
  58203. * @param settings a collection of simplification settings
  58204. * @param parallelProcessing should all levels calculate parallel or one after the other
  58205. * @param simplificationType the type of simplification to run
  58206. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  58207. * @returns the current mesh
  58208. */
  58209. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  58210. }
  58211. }
  58212. /**
  58213. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  58214. * created in a scene
  58215. */
  58216. export class SimplicationQueueSceneComponent implements ISceneComponent {
  58217. /**
  58218. * The component name helpfull to identify the component in the list of scene components.
  58219. */
  58220. readonly name: string;
  58221. /**
  58222. * The scene the component belongs to.
  58223. */
  58224. scene: Scene;
  58225. /**
  58226. * Creates a new instance of the component for the given scene
  58227. * @param scene Defines the scene to register the component in
  58228. */
  58229. constructor(scene: Scene);
  58230. /**
  58231. * Registers the component in a given scene
  58232. */
  58233. register(): void;
  58234. /**
  58235. * Rebuilds the elements related to this component in case of
  58236. * context lost for instance.
  58237. */
  58238. rebuild(): void;
  58239. /**
  58240. * Disposes the component and the associated ressources
  58241. */
  58242. dispose(): void;
  58243. private _beforeCameraUpdate;
  58244. }
  58245. }
  58246. declare module "babylonjs/Meshes/Builders/index" {
  58247. export * from "babylonjs/Meshes/Builders/boxBuilder";
  58248. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  58249. export * from "babylonjs/Meshes/Builders/discBuilder";
  58250. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  58251. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  58252. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  58253. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  58254. export * from "babylonjs/Meshes/Builders/torusBuilder";
  58255. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  58256. export * from "babylonjs/Meshes/Builders/linesBuilder";
  58257. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  58258. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  58259. export * from "babylonjs/Meshes/Builders/latheBuilder";
  58260. export * from "babylonjs/Meshes/Builders/planeBuilder";
  58261. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  58262. export * from "babylonjs/Meshes/Builders/groundBuilder";
  58263. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  58264. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  58265. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  58266. export * from "babylonjs/Meshes/Builders/decalBuilder";
  58267. }
  58268. declare module "babylonjs/Meshes/index" {
  58269. export * from "babylonjs/Meshes/abstractMesh";
  58270. export * from "babylonjs/Meshes/buffer";
  58271. export * from "babylonjs/Meshes/Compression/index";
  58272. export * from "babylonjs/Meshes/csg";
  58273. export * from "babylonjs/Meshes/geometry";
  58274. export * from "babylonjs/Meshes/groundMesh";
  58275. export * from "babylonjs/Meshes/trailMesh";
  58276. export * from "babylonjs/Meshes/instancedMesh";
  58277. export * from "babylonjs/Meshes/linesMesh";
  58278. export * from "babylonjs/Meshes/mesh";
  58279. export * from "babylonjs/Meshes/mesh.vertexData";
  58280. export * from "babylonjs/Meshes/meshBuilder";
  58281. export * from "babylonjs/Meshes/meshSimplification";
  58282. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  58283. export * from "babylonjs/Meshes/polygonMesh";
  58284. export * from "babylonjs/Meshes/subMesh";
  58285. export * from "babylonjs/Meshes/meshLODLevel";
  58286. export * from "babylonjs/Meshes/transformNode";
  58287. export * from "babylonjs/Meshes/Builders/index";
  58288. export * from "babylonjs/Meshes/dataBuffer";
  58289. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  58290. }
  58291. declare module "babylonjs/Morph/index" {
  58292. export * from "babylonjs/Morph/morphTarget";
  58293. export * from "babylonjs/Morph/morphTargetManager";
  58294. }
  58295. declare module "babylonjs/Navigation/INavigationEngine" {
  58296. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58297. import { Vector3 } from "babylonjs/Maths/math";
  58298. import { Mesh } from "babylonjs/Meshes/mesh";
  58299. import { Scene } from "babylonjs/scene";
  58300. /**
  58301. * Navigation plugin interface to add navigation constrained by a navigation mesh
  58302. */
  58303. export interface INavigationEnginePlugin {
  58304. /**
  58305. * plugin name
  58306. */
  58307. name: string;
  58308. /**
  58309. * Creates a navigation mesh
  58310. * @param meshes array of all the geometry used to compute the navigatio mesh
  58311. * @param parameters bunch of parameters used to filter geometry
  58312. */
  58313. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58314. /**
  58315. * Create a navigation mesh debug mesh
  58316. * @param scene is where the mesh will be added
  58317. * @returns debug display mesh
  58318. */
  58319. createDebugNavMesh(scene: Scene): Mesh;
  58320. /**
  58321. * Get a navigation mesh constrained position, closest to the parameter position
  58322. * @param position world position
  58323. * @returns the closest point to position constrained by the navigation mesh
  58324. */
  58325. getClosestPoint(position: Vector3): Vector3;
  58326. /**
  58327. * Get a navigation mesh constrained position, within a particular radius
  58328. * @param position world position
  58329. * @param maxRadius the maximum distance to the constrained world position
  58330. * @returns the closest point to position constrained by the navigation mesh
  58331. */
  58332. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58333. /**
  58334. * Compute the final position from a segment made of destination-position
  58335. * @param position world position
  58336. * @param destination world position
  58337. * @returns the resulting point along the navmesh
  58338. */
  58339. moveAlong(position: Vector3, destination: Vector3): Vector3;
  58340. /**
  58341. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58342. * @param start world position
  58343. * @param end world position
  58344. * @returns array containing world position composing the path
  58345. */
  58346. computePath(start: Vector3, end: Vector3): Vector3[];
  58347. /**
  58348. * If this plugin is supported
  58349. * @returns true if plugin is supported
  58350. */
  58351. isSupported(): boolean;
  58352. /**
  58353. * Create a new Crowd so you can add agents
  58354. * @param maxAgents the maximum agent count in the crowd
  58355. * @param maxAgentRadius the maximum radius an agent can have
  58356. * @param scene to attach the crowd to
  58357. * @returns the crowd you can add agents to
  58358. */
  58359. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58360. /**
  58361. * Release all resources
  58362. */
  58363. dispose(): void;
  58364. }
  58365. /**
  58366. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  58367. */
  58368. export interface ICrowd {
  58369. /**
  58370. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58371. * You can attach anything to that node. The node position is updated in the scene update tick.
  58372. * @param pos world position that will be constrained by the navigation mesh
  58373. * @param parameters agent parameters
  58374. * @param transform hooked to the agent that will be update by the scene
  58375. * @returns agent index
  58376. */
  58377. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  58378. /**
  58379. * Returns the agent position in world space
  58380. * @param index agent index returned by addAgent
  58381. * @returns world space position
  58382. */
  58383. getAgentPosition(index: number): Vector3;
  58384. /**
  58385. * Gets the agent velocity in world space
  58386. * @param index agent index returned by addAgent
  58387. * @returns world space velocity
  58388. */
  58389. getAgentVelocity(index: number): Vector3;
  58390. /**
  58391. * remove a particular agent previously created
  58392. * @param index agent index returned by addAgent
  58393. */
  58394. removeAgent(index: number): void;
  58395. /**
  58396. * get the list of all agents attached to this crowd
  58397. * @returns list of agent indices
  58398. */
  58399. getAgents(): number[];
  58400. /**
  58401. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  58402. * @param deltaTime in seconds
  58403. */
  58404. update(deltaTime: number): void;
  58405. /**
  58406. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  58407. * @param index agent index returned by addAgent
  58408. * @param destination targeted world position
  58409. */
  58410. agentGoto(index: number, destination: Vector3): void;
  58411. /**
  58412. * Release all resources
  58413. */
  58414. dispose(): void;
  58415. }
  58416. /**
  58417. * Configures an agent
  58418. */
  58419. export interface IAgentParameters {
  58420. /**
  58421. * Agent radius. [Limit: >= 0]
  58422. */
  58423. radius: number;
  58424. /**
  58425. * Agent height. [Limit: > 0]
  58426. */
  58427. height: number;
  58428. /**
  58429. * Maximum allowed acceleration. [Limit: >= 0]
  58430. */
  58431. maxAcceleration: number;
  58432. /**
  58433. * Maximum allowed speed. [Limit: >= 0]
  58434. */
  58435. maxSpeed: number;
  58436. /**
  58437. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  58438. */
  58439. collisionQueryRange: number;
  58440. /**
  58441. * The path visibility optimization range. [Limit: > 0]
  58442. */
  58443. pathOptimizationRange: number;
  58444. /**
  58445. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  58446. */
  58447. separationWeight: number;
  58448. }
  58449. /**
  58450. * Configures the navigation mesh creation
  58451. */
  58452. export interface INavMeshParameters {
  58453. /**
  58454. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  58455. */
  58456. cs: number;
  58457. /**
  58458. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  58459. */
  58460. ch: number;
  58461. /**
  58462. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  58463. */
  58464. walkableSlopeAngle: number;
  58465. /**
  58466. * Minimum floor to 'ceiling' height that will still allow the floor area to
  58467. * be considered walkable. [Limit: >= 3] [Units: vx]
  58468. */
  58469. walkableHeight: number;
  58470. /**
  58471. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  58472. */
  58473. walkableClimb: number;
  58474. /**
  58475. * The distance to erode/shrink the walkable area of the heightfield away from
  58476. * obstructions. [Limit: >=0] [Units: vx]
  58477. */
  58478. walkableRadius: number;
  58479. /**
  58480. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  58481. */
  58482. maxEdgeLen: number;
  58483. /**
  58484. * The maximum distance a simplfied contour's border edges should deviate
  58485. * the original raw contour. [Limit: >=0] [Units: vx]
  58486. */
  58487. maxSimplificationError: number;
  58488. /**
  58489. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  58490. */
  58491. minRegionArea: number;
  58492. /**
  58493. * Any regions with a span count smaller than this value will, if possible,
  58494. * be merged with larger regions. [Limit: >=0] [Units: vx]
  58495. */
  58496. mergeRegionArea: number;
  58497. /**
  58498. * The maximum number of vertices allowed for polygons generated during the
  58499. * contour to polygon conversion process. [Limit: >= 3]
  58500. */
  58501. maxVertsPerPoly: number;
  58502. /**
  58503. * Sets the sampling distance to use when generating the detail mesh.
  58504. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  58505. */
  58506. detailSampleDist: number;
  58507. /**
  58508. * The maximum distance the detail mesh surface should deviate from heightfield
  58509. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  58510. */
  58511. detailSampleMaxError: number;
  58512. }
  58513. }
  58514. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  58515. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  58516. import { Mesh } from "babylonjs/Meshes/mesh";
  58517. import { Scene } from "babylonjs/scene";
  58518. import { Vector3 } from "babylonjs/Maths/math";
  58519. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58520. /**
  58521. * RecastJS navigation plugin
  58522. */
  58523. export class RecastJSPlugin implements INavigationEnginePlugin {
  58524. /**
  58525. * Reference to the Recast library
  58526. */
  58527. bjsRECAST: any;
  58528. /**
  58529. * plugin name
  58530. */
  58531. name: string;
  58532. /**
  58533. * the first navmesh created. We might extend this to support multiple navmeshes
  58534. */
  58535. navMesh: any;
  58536. /**
  58537. * Initializes the recastJS plugin
  58538. * @param recastInjection can be used to inject your own recast reference
  58539. */
  58540. constructor(recastInjection?: any);
  58541. /**
  58542. * Creates a navigation mesh
  58543. * @param meshes array of all the geometry used to compute the navigatio mesh
  58544. * @param parameters bunch of parameters used to filter geometry
  58545. */
  58546. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58547. /**
  58548. * Create a navigation mesh debug mesh
  58549. * @param scene is where the mesh will be added
  58550. * @returns debug display mesh
  58551. */
  58552. createDebugNavMesh(scene: Scene): Mesh;
  58553. /**
  58554. * Get a navigation mesh constrained position, closest to the parameter position
  58555. * @param position world position
  58556. * @returns the closest point to position constrained by the navigation mesh
  58557. */
  58558. getClosestPoint(position: Vector3): Vector3;
  58559. /**
  58560. * Get a navigation mesh constrained position, within a particular radius
  58561. * @param position world position
  58562. * @param maxRadius the maximum distance to the constrained world position
  58563. * @returns the closest point to position constrained by the navigation mesh
  58564. */
  58565. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58566. /**
  58567. * Compute the final position from a segment made of destination-position
  58568. * @param position world position
  58569. * @param destination world position
  58570. * @returns the resulting point along the navmesh
  58571. */
  58572. moveAlong(position: Vector3, destination: Vector3): Vector3;
  58573. /**
  58574. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58575. * @param start world position
  58576. * @param end world position
  58577. * @returns array containing world position composing the path
  58578. */
  58579. computePath(start: Vector3, end: Vector3): Vector3[];
  58580. /**
  58581. * Create a new Crowd so you can add agents
  58582. * @param maxAgents the maximum agent count in the crowd
  58583. * @param maxAgentRadius the maximum radius an agent can have
  58584. * @param scene to attach the crowd to
  58585. * @returns the crowd you can add agents to
  58586. */
  58587. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58588. /**
  58589. * Disposes
  58590. */
  58591. dispose(): void;
  58592. /**
  58593. * If this plugin is supported
  58594. * @returns true if plugin is supported
  58595. */
  58596. isSupported(): boolean;
  58597. }
  58598. /**
  58599. * Recast detour crowd implementation
  58600. */
  58601. export class RecastJSCrowd implements ICrowd {
  58602. /**
  58603. * Recast/detour plugin
  58604. */
  58605. bjsRECASTPlugin: RecastJSPlugin;
  58606. /**
  58607. * Link to the detour crowd
  58608. */
  58609. recastCrowd: any;
  58610. /**
  58611. * One transform per agent
  58612. */
  58613. transforms: TransformNode[];
  58614. /**
  58615. * All agents created
  58616. */
  58617. agents: number[];
  58618. /**
  58619. * Link to the scene is kept to unregister the crowd from the scene
  58620. */
  58621. private _scene;
  58622. /**
  58623. * Observer for crowd updates
  58624. */
  58625. private _onBeforeAnimationsObserver;
  58626. /**
  58627. * Constructor
  58628. * @param plugin recastJS plugin
  58629. * @param maxAgents the maximum agent count in the crowd
  58630. * @param maxAgentRadius the maximum radius an agent can have
  58631. * @param scene to attach the crowd to
  58632. * @returns the crowd you can add agents to
  58633. */
  58634. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  58635. /**
  58636. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58637. * You can attach anything to that node. The node position is updated in the scene update tick.
  58638. * @param pos world position that will be constrained by the navigation mesh
  58639. * @param parameters agent parameters
  58640. * @param transform hooked to the agent that will be update by the scene
  58641. * @returns agent index
  58642. */
  58643. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  58644. /**
  58645. * Returns the agent position in world space
  58646. * @param index agent index returned by addAgent
  58647. * @returns world space position
  58648. */
  58649. getAgentPosition(index: number): Vector3;
  58650. /**
  58651. * Returns the agent velocity in world space
  58652. * @param index agent index returned by addAgent
  58653. * @returns world space velocity
  58654. */
  58655. getAgentVelocity(index: number): Vector3;
  58656. /**
  58657. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  58658. * @param index agent index returned by addAgent
  58659. * @param destination targeted world position
  58660. */
  58661. agentGoto(index: number, destination: Vector3): void;
  58662. /**
  58663. * remove a particular agent previously created
  58664. * @param index agent index returned by addAgent
  58665. */
  58666. removeAgent(index: number): void;
  58667. /**
  58668. * get the list of all agents attached to this crowd
  58669. * @returns list of agent indices
  58670. */
  58671. getAgents(): number[];
  58672. /**
  58673. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  58674. * @param deltaTime in seconds
  58675. */
  58676. update(deltaTime: number): void;
  58677. /**
  58678. * Release all resources
  58679. */
  58680. dispose(): void;
  58681. }
  58682. }
  58683. declare module "babylonjs/Navigation/Plugins/index" {
  58684. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  58685. }
  58686. declare module "babylonjs/Navigation/index" {
  58687. export * from "babylonjs/Navigation/INavigationEngine";
  58688. export * from "babylonjs/Navigation/Plugins/index";
  58689. }
  58690. declare module "babylonjs/Offline/database" {
  58691. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  58692. /**
  58693. * Class used to enable access to IndexedDB
  58694. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  58695. */
  58696. export class Database implements IOfflineProvider {
  58697. private _callbackManifestChecked;
  58698. private _currentSceneUrl;
  58699. private _db;
  58700. private _enableSceneOffline;
  58701. private _enableTexturesOffline;
  58702. private _manifestVersionFound;
  58703. private _mustUpdateRessources;
  58704. private _hasReachedQuota;
  58705. private _isSupported;
  58706. private _idbFactory;
  58707. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  58708. private static IsUASupportingBlobStorage;
  58709. /**
  58710. * Gets a boolean indicating if Database storate is enabled (off by default)
  58711. */
  58712. static IDBStorageEnabled: boolean;
  58713. /**
  58714. * Gets a boolean indicating if scene must be saved in the database
  58715. */
  58716. readonly enableSceneOffline: boolean;
  58717. /**
  58718. * Gets a boolean indicating if textures must be saved in the database
  58719. */
  58720. readonly enableTexturesOffline: boolean;
  58721. /**
  58722. * Creates a new Database
  58723. * @param urlToScene defines the url to load the scene
  58724. * @param callbackManifestChecked defines the callback to use when manifest is checked
  58725. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  58726. */
  58727. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  58728. private static _ParseURL;
  58729. private static _ReturnFullUrlLocation;
  58730. private _checkManifestFile;
  58731. /**
  58732. * Open the database and make it available
  58733. * @param successCallback defines the callback to call on success
  58734. * @param errorCallback defines the callback to call on error
  58735. */
  58736. open(successCallback: () => void, errorCallback: () => void): void;
  58737. /**
  58738. * Loads an image from the database
  58739. * @param url defines the url to load from
  58740. * @param image defines the target DOM image
  58741. */
  58742. loadImage(url: string, image: HTMLImageElement): void;
  58743. private _loadImageFromDBAsync;
  58744. private _saveImageIntoDBAsync;
  58745. private _checkVersionFromDB;
  58746. private _loadVersionFromDBAsync;
  58747. private _saveVersionIntoDBAsync;
  58748. /**
  58749. * Loads a file from database
  58750. * @param url defines the URL to load from
  58751. * @param sceneLoaded defines a callback to call on success
  58752. * @param progressCallBack defines a callback to call when progress changed
  58753. * @param errorCallback defines a callback to call on error
  58754. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  58755. */
  58756. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  58757. private _loadFileAsync;
  58758. private _saveFileAsync;
  58759. /**
  58760. * Validates if xhr data is correct
  58761. * @param xhr defines the request to validate
  58762. * @param dataType defines the expected data type
  58763. * @returns true if data is correct
  58764. */
  58765. private static _ValidateXHRData;
  58766. }
  58767. }
  58768. declare module "babylonjs/Offline/index" {
  58769. export * from "babylonjs/Offline/database";
  58770. export * from "babylonjs/Offline/IOfflineProvider";
  58771. }
  58772. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  58773. /** @hidden */
  58774. export var gpuUpdateParticlesPixelShader: {
  58775. name: string;
  58776. shader: string;
  58777. };
  58778. }
  58779. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  58780. /** @hidden */
  58781. export var gpuUpdateParticlesVertexShader: {
  58782. name: string;
  58783. shader: string;
  58784. };
  58785. }
  58786. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  58787. /** @hidden */
  58788. export var clipPlaneFragmentDeclaration2: {
  58789. name: string;
  58790. shader: string;
  58791. };
  58792. }
  58793. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  58794. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  58795. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  58796. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58797. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  58798. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  58799. /** @hidden */
  58800. export var gpuRenderParticlesPixelShader: {
  58801. name: string;
  58802. shader: string;
  58803. };
  58804. }
  58805. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  58806. /** @hidden */
  58807. export var clipPlaneVertexDeclaration2: {
  58808. name: string;
  58809. shader: string;
  58810. };
  58811. }
  58812. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  58813. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  58814. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  58815. /** @hidden */
  58816. export var gpuRenderParticlesVertexShader: {
  58817. name: string;
  58818. shader: string;
  58819. };
  58820. }
  58821. declare module "babylonjs/Particles/gpuParticleSystem" {
  58822. import { Nullable } from "babylonjs/types";
  58823. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  58824. import { Observable } from "babylonjs/Misc/observable";
  58825. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  58826. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58827. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  58828. import { Scene, IDisposable } from "babylonjs/scene";
  58829. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  58830. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  58831. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  58832. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  58833. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  58834. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  58835. /**
  58836. * This represents a GPU particle system in Babylon
  58837. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  58838. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  58839. */
  58840. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  58841. /**
  58842. * The layer mask we are rendering the particles through.
  58843. */
  58844. layerMask: number;
  58845. private _capacity;
  58846. private _activeCount;
  58847. private _currentActiveCount;
  58848. private _accumulatedCount;
  58849. private _renderEffect;
  58850. private _updateEffect;
  58851. private _buffer0;
  58852. private _buffer1;
  58853. private _spriteBuffer;
  58854. private _updateVAO;
  58855. private _renderVAO;
  58856. private _targetIndex;
  58857. private _sourceBuffer;
  58858. private _targetBuffer;
  58859. private _engine;
  58860. private _currentRenderId;
  58861. private _started;
  58862. private _stopped;
  58863. private _timeDelta;
  58864. private _randomTexture;
  58865. private _randomTexture2;
  58866. private _attributesStrideSize;
  58867. private _updateEffectOptions;
  58868. private _randomTextureSize;
  58869. private _actualFrame;
  58870. private readonly _rawTextureWidth;
  58871. /**
  58872. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  58873. */
  58874. static readonly IsSupported: boolean;
  58875. /**
  58876. * An event triggered when the system is disposed.
  58877. */
  58878. onDisposeObservable: Observable<GPUParticleSystem>;
  58879. /**
  58880. * Gets the maximum number of particles active at the same time.
  58881. * @returns The max number of active particles.
  58882. */
  58883. getCapacity(): number;
  58884. /**
  58885. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  58886. * to override the particles.
  58887. */
  58888. forceDepthWrite: boolean;
  58889. /**
  58890. * Gets or set the number of active particles
  58891. */
  58892. activeParticleCount: number;
  58893. private _preWarmDone;
  58894. /**
  58895. * Is this system ready to be used/rendered
  58896. * @return true if the system is ready
  58897. */
  58898. isReady(): boolean;
  58899. /**
  58900. * Gets if the system has been started. (Note: this will still be true after stop is called)
  58901. * @returns True if it has been started, otherwise false.
  58902. */
  58903. isStarted(): boolean;
  58904. /**
  58905. * Starts the particle system and begins to emit
  58906. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  58907. */
  58908. start(delay?: number): void;
  58909. /**
  58910. * Stops the particle system.
  58911. */
  58912. stop(): void;
  58913. /**
  58914. * Remove all active particles
  58915. */
  58916. reset(): void;
  58917. /**
  58918. * Returns the string "GPUParticleSystem"
  58919. * @returns a string containing the class name
  58920. */
  58921. getClassName(): string;
  58922. private _colorGradientsTexture;
  58923. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  58924. /**
  58925. * Adds a new color gradient
  58926. * @param gradient defines the gradient to use (between 0 and 1)
  58927. * @param color1 defines the color to affect to the specified gradient
  58928. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  58929. * @returns the current particle system
  58930. */
  58931. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  58932. /**
  58933. * Remove a specific color gradient
  58934. * @param gradient defines the gradient to remove
  58935. * @returns the current particle system
  58936. */
  58937. removeColorGradient(gradient: number): GPUParticleSystem;
  58938. private _angularSpeedGradientsTexture;
  58939. private _sizeGradientsTexture;
  58940. private _velocityGradientsTexture;
  58941. private _limitVelocityGradientsTexture;
  58942. private _dragGradientsTexture;
  58943. private _addFactorGradient;
  58944. /**
  58945. * Adds a new size gradient
  58946. * @param gradient defines the gradient to use (between 0 and 1)
  58947. * @param factor defines the size factor to affect to the specified gradient
  58948. * @returns the current particle system
  58949. */
  58950. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  58951. /**
  58952. * Remove a specific size gradient
  58953. * @param gradient defines the gradient to remove
  58954. * @returns the current particle system
  58955. */
  58956. removeSizeGradient(gradient: number): GPUParticleSystem;
  58957. /**
  58958. * Adds a new angular speed gradient
  58959. * @param gradient defines the gradient to use (between 0 and 1)
  58960. * @param factor defines the angular speed to affect to the specified gradient
  58961. * @returns the current particle system
  58962. */
  58963. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  58964. /**
  58965. * Remove a specific angular speed gradient
  58966. * @param gradient defines the gradient to remove
  58967. * @returns the current particle system
  58968. */
  58969. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  58970. /**
  58971. * Adds a new velocity gradient
  58972. * @param gradient defines the gradient to use (between 0 and 1)
  58973. * @param factor defines the velocity to affect to the specified gradient
  58974. * @returns the current particle system
  58975. */
  58976. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58977. /**
  58978. * Remove a specific velocity gradient
  58979. * @param gradient defines the gradient to remove
  58980. * @returns the current particle system
  58981. */
  58982. removeVelocityGradient(gradient: number): GPUParticleSystem;
  58983. /**
  58984. * Adds a new limit velocity gradient
  58985. * @param gradient defines the gradient to use (between 0 and 1)
  58986. * @param factor defines the limit velocity value to affect to the specified gradient
  58987. * @returns the current particle system
  58988. */
  58989. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58990. /**
  58991. * Remove a specific limit velocity gradient
  58992. * @param gradient defines the gradient to remove
  58993. * @returns the current particle system
  58994. */
  58995. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  58996. /**
  58997. * Adds a new drag gradient
  58998. * @param gradient defines the gradient to use (between 0 and 1)
  58999. * @param factor defines the drag value to affect to the specified gradient
  59000. * @returns the current particle system
  59001. */
  59002. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  59003. /**
  59004. * Remove a specific drag gradient
  59005. * @param gradient defines the gradient to remove
  59006. * @returns the current particle system
  59007. */
  59008. removeDragGradient(gradient: number): GPUParticleSystem;
  59009. /**
  59010. * Not supported by GPUParticleSystem
  59011. * @param gradient defines the gradient to use (between 0 and 1)
  59012. * @param factor defines the emit rate value to affect to the specified gradient
  59013. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59014. * @returns the current particle system
  59015. */
  59016. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59017. /**
  59018. * Not supported by GPUParticleSystem
  59019. * @param gradient defines the gradient to remove
  59020. * @returns the current particle system
  59021. */
  59022. removeEmitRateGradient(gradient: number): IParticleSystem;
  59023. /**
  59024. * Not supported by GPUParticleSystem
  59025. * @param gradient defines the gradient to use (between 0 and 1)
  59026. * @param factor defines the start size value to affect to the specified gradient
  59027. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59028. * @returns the current particle system
  59029. */
  59030. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59031. /**
  59032. * Not supported by GPUParticleSystem
  59033. * @param gradient defines the gradient to remove
  59034. * @returns the current particle system
  59035. */
  59036. removeStartSizeGradient(gradient: number): IParticleSystem;
  59037. /**
  59038. * Not supported by GPUParticleSystem
  59039. * @param gradient defines the gradient to use (between 0 and 1)
  59040. * @param min defines the color remap minimal range
  59041. * @param max defines the color remap maximal range
  59042. * @returns the current particle system
  59043. */
  59044. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59045. /**
  59046. * Not supported by GPUParticleSystem
  59047. * @param gradient defines the gradient to remove
  59048. * @returns the current particle system
  59049. */
  59050. removeColorRemapGradient(): IParticleSystem;
  59051. /**
  59052. * Not supported by GPUParticleSystem
  59053. * @param gradient defines the gradient to use (between 0 and 1)
  59054. * @param min defines the alpha remap minimal range
  59055. * @param max defines the alpha remap maximal range
  59056. * @returns the current particle system
  59057. */
  59058. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59059. /**
  59060. * Not supported by GPUParticleSystem
  59061. * @param gradient defines the gradient to remove
  59062. * @returns the current particle system
  59063. */
  59064. removeAlphaRemapGradient(): IParticleSystem;
  59065. /**
  59066. * Not supported by GPUParticleSystem
  59067. * @param gradient defines the gradient to use (between 0 and 1)
  59068. * @param color defines the color to affect to the specified gradient
  59069. * @returns the current particle system
  59070. */
  59071. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  59072. /**
  59073. * Not supported by GPUParticleSystem
  59074. * @param gradient defines the gradient to remove
  59075. * @returns the current particle system
  59076. */
  59077. removeRampGradient(): IParticleSystem;
  59078. /**
  59079. * Not supported by GPUParticleSystem
  59080. * @returns the list of ramp gradients
  59081. */
  59082. getRampGradients(): Nullable<Array<Color3Gradient>>;
  59083. /**
  59084. * Not supported by GPUParticleSystem
  59085. * Gets or sets a boolean indicating that ramp gradients must be used
  59086. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  59087. */
  59088. useRampGradients: boolean;
  59089. /**
  59090. * Not supported by GPUParticleSystem
  59091. * @param gradient defines the gradient to use (between 0 and 1)
  59092. * @param factor defines the life time factor to affect to the specified gradient
  59093. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59094. * @returns the current particle system
  59095. */
  59096. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59097. /**
  59098. * Not supported by GPUParticleSystem
  59099. * @param gradient defines the gradient to remove
  59100. * @returns the current particle system
  59101. */
  59102. removeLifeTimeGradient(gradient: number): IParticleSystem;
  59103. /**
  59104. * Instantiates a GPU particle system.
  59105. * 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.
  59106. * @param name The name of the particle system
  59107. * @param options The options used to create the system
  59108. * @param scene The scene the particle system belongs to
  59109. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  59110. */
  59111. constructor(name: string, options: Partial<{
  59112. capacity: number;
  59113. randomTextureSize: number;
  59114. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  59115. protected _reset(): void;
  59116. private _createUpdateVAO;
  59117. private _createRenderVAO;
  59118. private _initialize;
  59119. /** @hidden */
  59120. _recreateUpdateEffect(): void;
  59121. /** @hidden */
  59122. _recreateRenderEffect(): void;
  59123. /**
  59124. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  59125. * @param preWarm defines if we are in the pre-warmimg phase
  59126. */
  59127. animate(preWarm?: boolean): void;
  59128. private _createFactorGradientTexture;
  59129. private _createSizeGradientTexture;
  59130. private _createAngularSpeedGradientTexture;
  59131. private _createVelocityGradientTexture;
  59132. private _createLimitVelocityGradientTexture;
  59133. private _createDragGradientTexture;
  59134. private _createColorGradientTexture;
  59135. /**
  59136. * Renders the particle system in its current state
  59137. * @param preWarm defines if the system should only update the particles but not render them
  59138. * @returns the current number of particles
  59139. */
  59140. render(preWarm?: boolean): number;
  59141. /**
  59142. * Rebuilds the particle system
  59143. */
  59144. rebuild(): void;
  59145. private _releaseBuffers;
  59146. private _releaseVAOs;
  59147. /**
  59148. * Disposes the particle system and free the associated resources
  59149. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  59150. */
  59151. dispose(disposeTexture?: boolean): void;
  59152. /**
  59153. * Clones the particle system.
  59154. * @param name The name of the cloned object
  59155. * @param newEmitter The new emitter to use
  59156. * @returns the cloned particle system
  59157. */
  59158. clone(name: string, newEmitter: any): GPUParticleSystem;
  59159. /**
  59160. * Serializes the particle system to a JSON object.
  59161. * @returns the JSON object
  59162. */
  59163. serialize(): any;
  59164. /**
  59165. * Parses a JSON object to create a GPU particle system.
  59166. * @param parsedParticleSystem The JSON object to parse
  59167. * @param scene The scene to create the particle system in
  59168. * @param rootUrl The root url to use to load external dependencies like texture
  59169. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  59170. * @returns the parsed GPU particle system
  59171. */
  59172. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  59173. }
  59174. }
  59175. declare module "babylonjs/Particles/particleSystemSet" {
  59176. import { Nullable } from "babylonjs/types";
  59177. import { Color3 } from "babylonjs/Maths/math.color";
  59178. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59179. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59180. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59181. import { Scene, IDisposable } from "babylonjs/scene";
  59182. /**
  59183. * Represents a set of particle systems working together to create a specific effect
  59184. */
  59185. export class ParticleSystemSet implements IDisposable {
  59186. private _emitterCreationOptions;
  59187. private _emitterNode;
  59188. /**
  59189. * Gets the particle system list
  59190. */
  59191. systems: IParticleSystem[];
  59192. /**
  59193. * Gets the emitter node used with this set
  59194. */
  59195. readonly emitterNode: Nullable<TransformNode>;
  59196. /**
  59197. * Creates a new emitter mesh as a sphere
  59198. * @param options defines the options used to create the sphere
  59199. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  59200. * @param scene defines the hosting scene
  59201. */
  59202. setEmitterAsSphere(options: {
  59203. diameter: number;
  59204. segments: number;
  59205. color: Color3;
  59206. }, renderingGroupId: number, scene: Scene): void;
  59207. /**
  59208. * Starts all particle systems of the set
  59209. * @param emitter defines an optional mesh to use as emitter for the particle systems
  59210. */
  59211. start(emitter?: AbstractMesh): void;
  59212. /**
  59213. * Release all associated resources
  59214. */
  59215. dispose(): void;
  59216. /**
  59217. * Serialize the set into a JSON compatible object
  59218. * @returns a JSON compatible representation of the set
  59219. */
  59220. serialize(): any;
  59221. /**
  59222. * Parse a new ParticleSystemSet from a serialized source
  59223. * @param data defines a JSON compatible representation of the set
  59224. * @param scene defines the hosting scene
  59225. * @param gpu defines if we want GPU particles or CPU particles
  59226. * @returns a new ParticleSystemSet
  59227. */
  59228. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  59229. }
  59230. }
  59231. declare module "babylonjs/Particles/particleHelper" {
  59232. import { Nullable } from "babylonjs/types";
  59233. import { Scene } from "babylonjs/scene";
  59234. import { Vector3 } from "babylonjs/Maths/math.vector";
  59235. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59236. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59237. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  59238. /**
  59239. * This class is made for on one-liner static method to help creating particle system set.
  59240. */
  59241. export class ParticleHelper {
  59242. /**
  59243. * Gets or sets base Assets URL
  59244. */
  59245. static BaseAssetsUrl: string;
  59246. /**
  59247. * Create a default particle system that you can tweak
  59248. * @param emitter defines the emitter to use
  59249. * @param capacity defines the system capacity (default is 500 particles)
  59250. * @param scene defines the hosting scene
  59251. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  59252. * @returns the new Particle system
  59253. */
  59254. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  59255. /**
  59256. * This is the main static method (one-liner) of this helper to create different particle systems
  59257. * @param type This string represents the type to the particle system to create
  59258. * @param scene The scene where the particle system should live
  59259. * @param gpu If the system will use gpu
  59260. * @returns the ParticleSystemSet created
  59261. */
  59262. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  59263. /**
  59264. * Static function used to export a particle system to a ParticleSystemSet variable.
  59265. * Please note that the emitter shape is not exported
  59266. * @param systems defines the particle systems to export
  59267. * @returns the created particle system set
  59268. */
  59269. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  59270. }
  59271. }
  59272. declare module "babylonjs/Particles/particleSystemComponent" {
  59273. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59274. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  59275. import "babylonjs/Shaders/particles.vertex";
  59276. module "babylonjs/Engines/engine" {
  59277. interface Engine {
  59278. /**
  59279. * Create an effect to use with particle systems.
  59280. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  59281. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  59282. * @param uniformsNames defines a list of attribute names
  59283. * @param samplers defines an array of string used to represent textures
  59284. * @param defines defines the string containing the defines to use to compile the shaders
  59285. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  59286. * @param onCompiled defines a function to call when the effect creation is successful
  59287. * @param onError defines a function to call when the effect creation has failed
  59288. * @returns the new Effect
  59289. */
  59290. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  59291. }
  59292. }
  59293. module "babylonjs/Meshes/mesh" {
  59294. interface Mesh {
  59295. /**
  59296. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  59297. * @returns an array of IParticleSystem
  59298. */
  59299. getEmittedParticleSystems(): IParticleSystem[];
  59300. /**
  59301. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  59302. * @returns an array of IParticleSystem
  59303. */
  59304. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  59305. }
  59306. }
  59307. /**
  59308. * @hidden
  59309. */
  59310. export var _IDoNeedToBeInTheBuild: number;
  59311. }
  59312. declare module "babylonjs/Particles/index" {
  59313. export * from "babylonjs/Particles/baseParticleSystem";
  59314. export * from "babylonjs/Particles/EmitterTypes/index";
  59315. export * from "babylonjs/Particles/gpuParticleSystem";
  59316. export * from "babylonjs/Particles/IParticleSystem";
  59317. export * from "babylonjs/Particles/particle";
  59318. export * from "babylonjs/Particles/particleHelper";
  59319. export * from "babylonjs/Particles/particleSystem";
  59320. export * from "babylonjs/Particles/particleSystemComponent";
  59321. export * from "babylonjs/Particles/particleSystemSet";
  59322. export * from "babylonjs/Particles/solidParticle";
  59323. export * from "babylonjs/Particles/solidParticleSystem";
  59324. export * from "babylonjs/Particles/subEmitter";
  59325. }
  59326. declare module "babylonjs/Physics/physicsEngineComponent" {
  59327. import { Nullable } from "babylonjs/types";
  59328. import { Observable, Observer } from "babylonjs/Misc/observable";
  59329. import { Vector3 } from "babylonjs/Maths/math.vector";
  59330. import { Mesh } from "babylonjs/Meshes/mesh";
  59331. import { ISceneComponent } from "babylonjs/sceneComponent";
  59332. import { Scene } from "babylonjs/scene";
  59333. import { Node } from "babylonjs/node";
  59334. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  59335. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  59336. module "babylonjs/scene" {
  59337. interface Scene {
  59338. /** @hidden (Backing field) */
  59339. _physicsEngine: Nullable<IPhysicsEngine>;
  59340. /**
  59341. * Gets the current physics engine
  59342. * @returns a IPhysicsEngine or null if none attached
  59343. */
  59344. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  59345. /**
  59346. * Enables physics to the current scene
  59347. * @param gravity defines the scene's gravity for the physics engine
  59348. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  59349. * @return a boolean indicating if the physics engine was initialized
  59350. */
  59351. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  59352. /**
  59353. * Disables and disposes the physics engine associated with the scene
  59354. */
  59355. disablePhysicsEngine(): void;
  59356. /**
  59357. * Gets a boolean indicating if there is an active physics engine
  59358. * @returns a boolean indicating if there is an active physics engine
  59359. */
  59360. isPhysicsEnabled(): boolean;
  59361. /**
  59362. * Deletes a physics compound impostor
  59363. * @param compound defines the compound to delete
  59364. */
  59365. deleteCompoundImpostor(compound: any): void;
  59366. /**
  59367. * An event triggered when physic simulation is about to be run
  59368. */
  59369. onBeforePhysicsObservable: Observable<Scene>;
  59370. /**
  59371. * An event triggered when physic simulation has been done
  59372. */
  59373. onAfterPhysicsObservable: Observable<Scene>;
  59374. }
  59375. }
  59376. module "babylonjs/Meshes/abstractMesh" {
  59377. interface AbstractMesh {
  59378. /** @hidden */
  59379. _physicsImpostor: Nullable<PhysicsImpostor>;
  59380. /**
  59381. * Gets or sets impostor used for physic simulation
  59382. * @see http://doc.babylonjs.com/features/physics_engine
  59383. */
  59384. physicsImpostor: Nullable<PhysicsImpostor>;
  59385. /**
  59386. * Gets the current physics impostor
  59387. * @see http://doc.babylonjs.com/features/physics_engine
  59388. * @returns a physics impostor or null
  59389. */
  59390. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  59391. /** Apply a physic impulse to the mesh
  59392. * @param force defines the force to apply
  59393. * @param contactPoint defines where to apply the force
  59394. * @returns the current mesh
  59395. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  59396. */
  59397. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  59398. /**
  59399. * Creates a physic joint between two meshes
  59400. * @param otherMesh defines the other mesh to use
  59401. * @param pivot1 defines the pivot to use on this mesh
  59402. * @param pivot2 defines the pivot to use on the other mesh
  59403. * @param options defines additional options (can be plugin dependent)
  59404. * @returns the current mesh
  59405. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  59406. */
  59407. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  59408. /** @hidden */
  59409. _disposePhysicsObserver: Nullable<Observer<Node>>;
  59410. }
  59411. }
  59412. /**
  59413. * Defines the physics engine scene component responsible to manage a physics engine
  59414. */
  59415. export class PhysicsEngineSceneComponent implements ISceneComponent {
  59416. /**
  59417. * The component name helpful to identify the component in the list of scene components.
  59418. */
  59419. readonly name: string;
  59420. /**
  59421. * The scene the component belongs to.
  59422. */
  59423. scene: Scene;
  59424. /**
  59425. * Creates a new instance of the component for the given scene
  59426. * @param scene Defines the scene to register the component in
  59427. */
  59428. constructor(scene: Scene);
  59429. /**
  59430. * Registers the component in a given scene
  59431. */
  59432. register(): void;
  59433. /**
  59434. * Rebuilds the elements related to this component in case of
  59435. * context lost for instance.
  59436. */
  59437. rebuild(): void;
  59438. /**
  59439. * Disposes the component and the associated ressources
  59440. */
  59441. dispose(): void;
  59442. }
  59443. }
  59444. declare module "babylonjs/Physics/physicsHelper" {
  59445. import { Nullable } from "babylonjs/types";
  59446. import { Vector3 } from "babylonjs/Maths/math.vector";
  59447. import { Mesh } from "babylonjs/Meshes/mesh";
  59448. import { Scene } from "babylonjs/scene";
  59449. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  59450. /**
  59451. * A helper for physics simulations
  59452. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59453. */
  59454. export class PhysicsHelper {
  59455. private _scene;
  59456. private _physicsEngine;
  59457. /**
  59458. * Initializes the Physics helper
  59459. * @param scene Babylon.js scene
  59460. */
  59461. constructor(scene: Scene);
  59462. /**
  59463. * Applies a radial explosion impulse
  59464. * @param origin the origin of the explosion
  59465. * @param radiusOrEventOptions the radius or the options of radial explosion
  59466. * @param strength the explosion strength
  59467. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59468. * @returns A physics radial explosion event, or null
  59469. */
  59470. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  59471. /**
  59472. * Applies a radial explosion force
  59473. * @param origin the origin of the explosion
  59474. * @param radiusOrEventOptions the radius or the options of radial explosion
  59475. * @param strength the explosion strength
  59476. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59477. * @returns A physics radial explosion event, or null
  59478. */
  59479. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  59480. /**
  59481. * Creates a gravitational field
  59482. * @param origin the origin of the explosion
  59483. * @param radiusOrEventOptions the radius or the options of radial explosion
  59484. * @param strength the explosion strength
  59485. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59486. * @returns A physics gravitational field event, or null
  59487. */
  59488. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  59489. /**
  59490. * Creates a physics updraft event
  59491. * @param origin the origin of the updraft
  59492. * @param radiusOrEventOptions the radius or the options of the updraft
  59493. * @param strength the strength of the updraft
  59494. * @param height the height of the updraft
  59495. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  59496. * @returns A physics updraft event, or null
  59497. */
  59498. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  59499. /**
  59500. * Creates a physics vortex event
  59501. * @param origin the of the vortex
  59502. * @param radiusOrEventOptions the radius or the options of the vortex
  59503. * @param strength the strength of the vortex
  59504. * @param height the height of the vortex
  59505. * @returns a Physics vortex event, or null
  59506. * A physics vortex event or null
  59507. */
  59508. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  59509. }
  59510. /**
  59511. * Represents a physics radial explosion event
  59512. */
  59513. class PhysicsRadialExplosionEvent {
  59514. private _scene;
  59515. private _options;
  59516. private _sphere;
  59517. private _dataFetched;
  59518. /**
  59519. * Initializes a radial explosioin event
  59520. * @param _scene BabylonJS scene
  59521. * @param _options The options for the vortex event
  59522. */
  59523. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  59524. /**
  59525. * Returns the data related to the radial explosion event (sphere).
  59526. * @returns The radial explosion event data
  59527. */
  59528. getData(): PhysicsRadialExplosionEventData;
  59529. /**
  59530. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  59531. * @param impostor A physics imposter
  59532. * @param origin the origin of the explosion
  59533. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  59534. */
  59535. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  59536. /**
  59537. * Triggers affecterd impostors callbacks
  59538. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  59539. */
  59540. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  59541. /**
  59542. * Disposes the sphere.
  59543. * @param force Specifies if the sphere should be disposed by force
  59544. */
  59545. dispose(force?: boolean): void;
  59546. /*** Helpers ***/
  59547. private _prepareSphere;
  59548. private _intersectsWithSphere;
  59549. }
  59550. /**
  59551. * Represents a gravitational field event
  59552. */
  59553. class PhysicsGravitationalFieldEvent {
  59554. private _physicsHelper;
  59555. private _scene;
  59556. private _origin;
  59557. private _options;
  59558. private _tickCallback;
  59559. private _sphere;
  59560. private _dataFetched;
  59561. /**
  59562. * Initializes the physics gravitational field event
  59563. * @param _physicsHelper A physics helper
  59564. * @param _scene BabylonJS scene
  59565. * @param _origin The origin position of the gravitational field event
  59566. * @param _options The options for the vortex event
  59567. */
  59568. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  59569. /**
  59570. * Returns the data related to the gravitational field event (sphere).
  59571. * @returns A gravitational field event
  59572. */
  59573. getData(): PhysicsGravitationalFieldEventData;
  59574. /**
  59575. * Enables the gravitational field.
  59576. */
  59577. enable(): void;
  59578. /**
  59579. * Disables the gravitational field.
  59580. */
  59581. disable(): void;
  59582. /**
  59583. * Disposes the sphere.
  59584. * @param force The force to dispose from the gravitational field event
  59585. */
  59586. dispose(force?: boolean): void;
  59587. private _tick;
  59588. }
  59589. /**
  59590. * Represents a physics updraft event
  59591. */
  59592. class PhysicsUpdraftEvent {
  59593. private _scene;
  59594. private _origin;
  59595. private _options;
  59596. private _physicsEngine;
  59597. private _originTop;
  59598. private _originDirection;
  59599. private _tickCallback;
  59600. private _cylinder;
  59601. private _cylinderPosition;
  59602. private _dataFetched;
  59603. /**
  59604. * Initializes the physics updraft event
  59605. * @param _scene BabylonJS scene
  59606. * @param _origin The origin position of the updraft
  59607. * @param _options The options for the updraft event
  59608. */
  59609. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  59610. /**
  59611. * Returns the data related to the updraft event (cylinder).
  59612. * @returns A physics updraft event
  59613. */
  59614. getData(): PhysicsUpdraftEventData;
  59615. /**
  59616. * Enables the updraft.
  59617. */
  59618. enable(): void;
  59619. /**
  59620. * Disables the updraft.
  59621. */
  59622. disable(): void;
  59623. /**
  59624. * Disposes the cylinder.
  59625. * @param force Specifies if the updraft should be disposed by force
  59626. */
  59627. dispose(force?: boolean): void;
  59628. private getImpostorHitData;
  59629. private _tick;
  59630. /*** Helpers ***/
  59631. private _prepareCylinder;
  59632. private _intersectsWithCylinder;
  59633. }
  59634. /**
  59635. * Represents a physics vortex event
  59636. */
  59637. class PhysicsVortexEvent {
  59638. private _scene;
  59639. private _origin;
  59640. private _options;
  59641. private _physicsEngine;
  59642. private _originTop;
  59643. private _tickCallback;
  59644. private _cylinder;
  59645. private _cylinderPosition;
  59646. private _dataFetched;
  59647. /**
  59648. * Initializes the physics vortex event
  59649. * @param _scene The BabylonJS scene
  59650. * @param _origin The origin position of the vortex
  59651. * @param _options The options for the vortex event
  59652. */
  59653. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  59654. /**
  59655. * Returns the data related to the vortex event (cylinder).
  59656. * @returns The physics vortex event data
  59657. */
  59658. getData(): PhysicsVortexEventData;
  59659. /**
  59660. * Enables the vortex.
  59661. */
  59662. enable(): void;
  59663. /**
  59664. * Disables the cortex.
  59665. */
  59666. disable(): void;
  59667. /**
  59668. * Disposes the sphere.
  59669. * @param force
  59670. */
  59671. dispose(force?: boolean): void;
  59672. private getImpostorHitData;
  59673. private _tick;
  59674. /*** Helpers ***/
  59675. private _prepareCylinder;
  59676. private _intersectsWithCylinder;
  59677. }
  59678. /**
  59679. * Options fot the radial explosion event
  59680. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59681. */
  59682. export class PhysicsRadialExplosionEventOptions {
  59683. /**
  59684. * The radius of the sphere for the radial explosion.
  59685. */
  59686. radius: number;
  59687. /**
  59688. * The strenth of the explosion.
  59689. */
  59690. strength: number;
  59691. /**
  59692. * The strenght of the force in correspondence to the distance of the affected object
  59693. */
  59694. falloff: PhysicsRadialImpulseFalloff;
  59695. /**
  59696. * Sphere options for the radial explosion.
  59697. */
  59698. sphere: {
  59699. segments: number;
  59700. diameter: number;
  59701. };
  59702. /**
  59703. * Sphere options for the radial explosion.
  59704. */
  59705. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  59706. }
  59707. /**
  59708. * Options fot the updraft event
  59709. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59710. */
  59711. export class PhysicsUpdraftEventOptions {
  59712. /**
  59713. * The radius of the cylinder for the vortex
  59714. */
  59715. radius: number;
  59716. /**
  59717. * The strenth of the updraft.
  59718. */
  59719. strength: number;
  59720. /**
  59721. * The height of the cylinder for the updraft.
  59722. */
  59723. height: number;
  59724. /**
  59725. * The mode for the the updraft.
  59726. */
  59727. updraftMode: PhysicsUpdraftMode;
  59728. }
  59729. /**
  59730. * Options fot the vortex event
  59731. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59732. */
  59733. export class PhysicsVortexEventOptions {
  59734. /**
  59735. * The radius of the cylinder for the vortex
  59736. */
  59737. radius: number;
  59738. /**
  59739. * The strenth of the vortex.
  59740. */
  59741. strength: number;
  59742. /**
  59743. * The height of the cylinder for the vortex.
  59744. */
  59745. height: number;
  59746. /**
  59747. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  59748. */
  59749. centripetalForceThreshold: number;
  59750. /**
  59751. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  59752. */
  59753. centripetalForceMultiplier: number;
  59754. /**
  59755. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  59756. */
  59757. centrifugalForceMultiplier: number;
  59758. /**
  59759. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  59760. */
  59761. updraftForceMultiplier: number;
  59762. }
  59763. /**
  59764. * The strenght of the force in correspondence to the distance of the affected object
  59765. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59766. */
  59767. export enum PhysicsRadialImpulseFalloff {
  59768. /** Defines that impulse is constant in strength across it's whole radius */
  59769. Constant = 0,
  59770. /** Defines that impulse gets weaker if it's further from the origin */
  59771. Linear = 1
  59772. }
  59773. /**
  59774. * The strength of the force in correspondence to the distance of the affected object
  59775. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59776. */
  59777. export enum PhysicsUpdraftMode {
  59778. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  59779. Center = 0,
  59780. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  59781. Perpendicular = 1
  59782. }
  59783. /**
  59784. * Interface for a physics hit data
  59785. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59786. */
  59787. export interface PhysicsHitData {
  59788. /**
  59789. * The force applied at the contact point
  59790. */
  59791. force: Vector3;
  59792. /**
  59793. * The contact point
  59794. */
  59795. contactPoint: Vector3;
  59796. /**
  59797. * The distance from the origin to the contact point
  59798. */
  59799. distanceFromOrigin: number;
  59800. }
  59801. /**
  59802. * Interface for radial explosion event data
  59803. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59804. */
  59805. export interface PhysicsRadialExplosionEventData {
  59806. /**
  59807. * A sphere used for the radial explosion event
  59808. */
  59809. sphere: Mesh;
  59810. }
  59811. /**
  59812. * Interface for gravitational field event data
  59813. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59814. */
  59815. export interface PhysicsGravitationalFieldEventData {
  59816. /**
  59817. * A sphere mesh used for the gravitational field event
  59818. */
  59819. sphere: Mesh;
  59820. }
  59821. /**
  59822. * Interface for updraft event data
  59823. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59824. */
  59825. export interface PhysicsUpdraftEventData {
  59826. /**
  59827. * A cylinder used for the updraft event
  59828. */
  59829. cylinder: Mesh;
  59830. }
  59831. /**
  59832. * Interface for vortex event data
  59833. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59834. */
  59835. export interface PhysicsVortexEventData {
  59836. /**
  59837. * A cylinder used for the vortex event
  59838. */
  59839. cylinder: Mesh;
  59840. }
  59841. /**
  59842. * Interface for an affected physics impostor
  59843. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59844. */
  59845. export interface PhysicsAffectedImpostorWithData {
  59846. /**
  59847. * The impostor affected by the effect
  59848. */
  59849. impostor: PhysicsImpostor;
  59850. /**
  59851. * The data about the hit/horce from the explosion
  59852. */
  59853. hitData: PhysicsHitData;
  59854. }
  59855. }
  59856. declare module "babylonjs/Physics/Plugins/index" {
  59857. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  59858. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  59859. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  59860. }
  59861. declare module "babylonjs/Physics/index" {
  59862. export * from "babylonjs/Physics/IPhysicsEngine";
  59863. export * from "babylonjs/Physics/physicsEngine";
  59864. export * from "babylonjs/Physics/physicsEngineComponent";
  59865. export * from "babylonjs/Physics/physicsHelper";
  59866. export * from "babylonjs/Physics/physicsImpostor";
  59867. export * from "babylonjs/Physics/physicsJoint";
  59868. export * from "babylonjs/Physics/Plugins/index";
  59869. }
  59870. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  59871. /** @hidden */
  59872. export var blackAndWhitePixelShader: {
  59873. name: string;
  59874. shader: string;
  59875. };
  59876. }
  59877. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  59878. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59879. import { Camera } from "babylonjs/Cameras/camera";
  59880. import { Engine } from "babylonjs/Engines/engine";
  59881. import "babylonjs/Shaders/blackAndWhite.fragment";
  59882. /**
  59883. * Post process used to render in black and white
  59884. */
  59885. export class BlackAndWhitePostProcess extends PostProcess {
  59886. /**
  59887. * Linear about to convert he result to black and white (default: 1)
  59888. */
  59889. degree: number;
  59890. /**
  59891. * Creates a black and white post process
  59892. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  59893. * @param name The name of the effect.
  59894. * @param options The required width/height ratio to downsize to before computing the render pass.
  59895. * @param camera The camera to apply the render pass to.
  59896. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59897. * @param engine The engine which the post process will be applied. (default: current engine)
  59898. * @param reusable If the post process can be reused on the same frame. (default: false)
  59899. */
  59900. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59901. }
  59902. }
  59903. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  59904. import { Nullable } from "babylonjs/types";
  59905. import { Camera } from "babylonjs/Cameras/camera";
  59906. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59907. import { Engine } from "babylonjs/Engines/engine";
  59908. /**
  59909. * This represents a set of one or more post processes in Babylon.
  59910. * A post process can be used to apply a shader to a texture after it is rendered.
  59911. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59912. */
  59913. export class PostProcessRenderEffect {
  59914. private _postProcesses;
  59915. private _getPostProcesses;
  59916. private _singleInstance;
  59917. private _cameras;
  59918. private _indicesForCamera;
  59919. /**
  59920. * Name of the effect
  59921. * @hidden
  59922. */
  59923. _name: string;
  59924. /**
  59925. * Instantiates a post process render effect.
  59926. * A post process can be used to apply a shader to a texture after it is rendered.
  59927. * @param engine The engine the effect is tied to
  59928. * @param name The name of the effect
  59929. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  59930. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  59931. */
  59932. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  59933. /**
  59934. * Checks if all the post processes in the effect are supported.
  59935. */
  59936. readonly isSupported: boolean;
  59937. /**
  59938. * Updates the current state of the effect
  59939. * @hidden
  59940. */
  59941. _update(): void;
  59942. /**
  59943. * Attaches the effect on cameras
  59944. * @param cameras The camera to attach to.
  59945. * @hidden
  59946. */
  59947. _attachCameras(cameras: Camera): void;
  59948. /**
  59949. * Attaches the effect on cameras
  59950. * @param cameras The camera to attach to.
  59951. * @hidden
  59952. */
  59953. _attachCameras(cameras: Camera[]): void;
  59954. /**
  59955. * Detaches the effect on cameras
  59956. * @param cameras The camera to detatch from.
  59957. * @hidden
  59958. */
  59959. _detachCameras(cameras: Camera): void;
  59960. /**
  59961. * Detatches the effect on cameras
  59962. * @param cameras The camera to detatch from.
  59963. * @hidden
  59964. */
  59965. _detachCameras(cameras: Camera[]): void;
  59966. /**
  59967. * Enables the effect on given cameras
  59968. * @param cameras The camera to enable.
  59969. * @hidden
  59970. */
  59971. _enable(cameras: Camera): void;
  59972. /**
  59973. * Enables the effect on given cameras
  59974. * @param cameras The camera to enable.
  59975. * @hidden
  59976. */
  59977. _enable(cameras: Nullable<Camera[]>): void;
  59978. /**
  59979. * Disables the effect on the given cameras
  59980. * @param cameras The camera to disable.
  59981. * @hidden
  59982. */
  59983. _disable(cameras: Camera): void;
  59984. /**
  59985. * Disables the effect on the given cameras
  59986. * @param cameras The camera to disable.
  59987. * @hidden
  59988. */
  59989. _disable(cameras: Nullable<Camera[]>): void;
  59990. /**
  59991. * Gets a list of the post processes contained in the effect.
  59992. * @param camera The camera to get the post processes on.
  59993. * @returns The list of the post processes in the effect.
  59994. */
  59995. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  59996. }
  59997. }
  59998. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  59999. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60000. /** @hidden */
  60001. export var extractHighlightsPixelShader: {
  60002. name: string;
  60003. shader: string;
  60004. };
  60005. }
  60006. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  60007. import { Nullable } from "babylonjs/types";
  60008. import { Camera } from "babylonjs/Cameras/camera";
  60009. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60010. import { Engine } from "babylonjs/Engines/engine";
  60011. import "babylonjs/Shaders/extractHighlights.fragment";
  60012. /**
  60013. * 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.
  60014. */
  60015. export class ExtractHighlightsPostProcess extends PostProcess {
  60016. /**
  60017. * The luminance threshold, pixels below this value will be set to black.
  60018. */
  60019. threshold: number;
  60020. /** @hidden */
  60021. _exposure: number;
  60022. /**
  60023. * Post process which has the input texture to be used when performing highlight extraction
  60024. * @hidden
  60025. */
  60026. _inputPostProcess: Nullable<PostProcess>;
  60027. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60028. }
  60029. }
  60030. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  60031. /** @hidden */
  60032. export var bloomMergePixelShader: {
  60033. name: string;
  60034. shader: string;
  60035. };
  60036. }
  60037. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  60038. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60039. import { Nullable } from "babylonjs/types";
  60040. import { Engine } from "babylonjs/Engines/engine";
  60041. import { Camera } from "babylonjs/Cameras/camera";
  60042. import "babylonjs/Shaders/bloomMerge.fragment";
  60043. /**
  60044. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60045. */
  60046. export class BloomMergePostProcess extends PostProcess {
  60047. /** Weight of the bloom to be added to the original input. */
  60048. weight: number;
  60049. /**
  60050. * Creates a new instance of @see BloomMergePostProcess
  60051. * @param name The name of the effect.
  60052. * @param originalFromInput Post process which's input will be used for the merge.
  60053. * @param blurred Blurred highlights post process which's output will be used.
  60054. * @param weight Weight of the bloom to be added to the original input.
  60055. * @param options The required width/height ratio to downsize to before computing the render pass.
  60056. * @param camera The camera to apply the render pass to.
  60057. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60058. * @param engine The engine which the post process will be applied. (default: current engine)
  60059. * @param reusable If the post process can be reused on the same frame. (default: false)
  60060. * @param textureType Type of textures used when performing the post process. (default: 0)
  60061. * @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)
  60062. */
  60063. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  60064. /** Weight of the bloom to be added to the original input. */
  60065. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60066. }
  60067. }
  60068. declare module "babylonjs/PostProcesses/bloomEffect" {
  60069. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60070. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60071. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  60072. import { Camera } from "babylonjs/Cameras/camera";
  60073. import { Scene } from "babylonjs/scene";
  60074. /**
  60075. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  60076. */
  60077. export class BloomEffect extends PostProcessRenderEffect {
  60078. private bloomScale;
  60079. /**
  60080. * @hidden Internal
  60081. */
  60082. _effects: Array<PostProcess>;
  60083. /**
  60084. * @hidden Internal
  60085. */
  60086. _downscale: ExtractHighlightsPostProcess;
  60087. private _blurX;
  60088. private _blurY;
  60089. private _merge;
  60090. /**
  60091. * The luminance threshold to find bright areas of the image to bloom.
  60092. */
  60093. threshold: number;
  60094. /**
  60095. * The strength of the bloom.
  60096. */
  60097. weight: number;
  60098. /**
  60099. * Specifies the size of the bloom blur kernel, relative to the final output size
  60100. */
  60101. kernel: number;
  60102. /**
  60103. * Creates a new instance of @see BloomEffect
  60104. * @param scene The scene the effect belongs to.
  60105. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  60106. * @param bloomKernel The size of the kernel to be used when applying the blur.
  60107. * @param bloomWeight The the strength of bloom.
  60108. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60109. * @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)
  60110. */
  60111. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  60112. /**
  60113. * Disposes each of the internal effects for a given camera.
  60114. * @param camera The camera to dispose the effect on.
  60115. */
  60116. disposeEffects(camera: Camera): void;
  60117. /**
  60118. * @hidden Internal
  60119. */
  60120. _updateEffects(): void;
  60121. /**
  60122. * Internal
  60123. * @returns if all the contained post processes are ready.
  60124. * @hidden
  60125. */
  60126. _isReady(): boolean;
  60127. }
  60128. }
  60129. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  60130. /** @hidden */
  60131. export var chromaticAberrationPixelShader: {
  60132. name: string;
  60133. shader: string;
  60134. };
  60135. }
  60136. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  60137. import { Vector2 } from "babylonjs/Maths/math.vector";
  60138. import { Nullable } from "babylonjs/types";
  60139. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60140. import { Camera } from "babylonjs/Cameras/camera";
  60141. import { Engine } from "babylonjs/Engines/engine";
  60142. import "babylonjs/Shaders/chromaticAberration.fragment";
  60143. /**
  60144. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  60145. */
  60146. export class ChromaticAberrationPostProcess extends PostProcess {
  60147. /**
  60148. * The amount of seperation of rgb channels (default: 30)
  60149. */
  60150. aberrationAmount: number;
  60151. /**
  60152. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  60153. */
  60154. radialIntensity: number;
  60155. /**
  60156. * 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))
  60157. */
  60158. direction: Vector2;
  60159. /**
  60160. * 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))
  60161. */
  60162. centerPosition: Vector2;
  60163. /**
  60164. * Creates a new instance ChromaticAberrationPostProcess
  60165. * @param name The name of the effect.
  60166. * @param screenWidth The width of the screen to apply the effect on.
  60167. * @param screenHeight The height of the screen to apply the effect on.
  60168. * @param options The required width/height ratio to downsize to before computing the render pass.
  60169. * @param camera The camera to apply the render pass to.
  60170. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60171. * @param engine The engine which the post process will be applied. (default: current engine)
  60172. * @param reusable If the post process can be reused on the same frame. (default: false)
  60173. * @param textureType Type of textures used when performing the post process. (default: 0)
  60174. * @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)
  60175. */
  60176. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60177. }
  60178. }
  60179. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  60180. /** @hidden */
  60181. export var circleOfConfusionPixelShader: {
  60182. name: string;
  60183. shader: string;
  60184. };
  60185. }
  60186. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  60187. import { Nullable } from "babylonjs/types";
  60188. import { Engine } from "babylonjs/Engines/engine";
  60189. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60190. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60191. import { Camera } from "babylonjs/Cameras/camera";
  60192. import "babylonjs/Shaders/circleOfConfusion.fragment";
  60193. /**
  60194. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  60195. */
  60196. export class CircleOfConfusionPostProcess extends PostProcess {
  60197. /**
  60198. * 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.
  60199. */
  60200. lensSize: number;
  60201. /**
  60202. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60203. */
  60204. fStop: number;
  60205. /**
  60206. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60207. */
  60208. focusDistance: number;
  60209. /**
  60210. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  60211. */
  60212. focalLength: number;
  60213. private _depthTexture;
  60214. /**
  60215. * Creates a new instance CircleOfConfusionPostProcess
  60216. * @param name The name of the effect.
  60217. * @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.
  60218. * @param options The required width/height ratio to downsize to before computing the render pass.
  60219. * @param camera The camera to apply the render pass to.
  60220. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60221. * @param engine The engine which the post process will be applied. (default: current engine)
  60222. * @param reusable If the post process can be reused on the same frame. (default: false)
  60223. * @param textureType Type of textures used when performing the post process. (default: 0)
  60224. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60225. */
  60226. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60227. /**
  60228. * 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.
  60229. */
  60230. depthTexture: RenderTargetTexture;
  60231. }
  60232. }
  60233. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  60234. /** @hidden */
  60235. export var colorCorrectionPixelShader: {
  60236. name: string;
  60237. shader: string;
  60238. };
  60239. }
  60240. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  60241. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60242. import { Engine } from "babylonjs/Engines/engine";
  60243. import { Camera } from "babylonjs/Cameras/camera";
  60244. import "babylonjs/Shaders/colorCorrection.fragment";
  60245. /**
  60246. *
  60247. * This post-process allows the modification of rendered colors by using
  60248. * a 'look-up table' (LUT). This effect is also called Color Grading.
  60249. *
  60250. * The object needs to be provided an url to a texture containing the color
  60251. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  60252. * Use an image editing software to tweak the LUT to match your needs.
  60253. *
  60254. * For an example of a color LUT, see here:
  60255. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  60256. * For explanations on color grading, see here:
  60257. * @see http://udn.epicgames.com/Three/ColorGrading.html
  60258. *
  60259. */
  60260. export class ColorCorrectionPostProcess extends PostProcess {
  60261. private _colorTableTexture;
  60262. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60263. }
  60264. }
  60265. declare module "babylonjs/Shaders/convolution.fragment" {
  60266. /** @hidden */
  60267. export var convolutionPixelShader: {
  60268. name: string;
  60269. shader: string;
  60270. };
  60271. }
  60272. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  60273. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60274. import { Nullable } from "babylonjs/types";
  60275. import { Camera } from "babylonjs/Cameras/camera";
  60276. import { Engine } from "babylonjs/Engines/engine";
  60277. import "babylonjs/Shaders/convolution.fragment";
  60278. /**
  60279. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  60280. * input texture to perform effects such as edge detection or sharpening
  60281. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60282. */
  60283. export class ConvolutionPostProcess extends PostProcess {
  60284. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60285. kernel: number[];
  60286. /**
  60287. * Creates a new instance ConvolutionPostProcess
  60288. * @param name The name of the effect.
  60289. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  60290. * @param options The required width/height ratio to downsize to before computing the render pass.
  60291. * @param camera The camera to apply the render pass to.
  60292. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60293. * @param engine The engine which the post process will be applied. (default: current engine)
  60294. * @param reusable If the post process can be reused on the same frame. (default: false)
  60295. * @param textureType Type of textures used when performing the post process. (default: 0)
  60296. */
  60297. constructor(name: string,
  60298. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60299. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60300. /**
  60301. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60302. */
  60303. static EdgeDetect0Kernel: number[];
  60304. /**
  60305. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60306. */
  60307. static EdgeDetect1Kernel: number[];
  60308. /**
  60309. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60310. */
  60311. static EdgeDetect2Kernel: number[];
  60312. /**
  60313. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60314. */
  60315. static SharpenKernel: number[];
  60316. /**
  60317. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60318. */
  60319. static EmbossKernel: number[];
  60320. /**
  60321. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60322. */
  60323. static GaussianKernel: number[];
  60324. }
  60325. }
  60326. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  60327. import { Nullable } from "babylonjs/types";
  60328. import { Vector2 } from "babylonjs/Maths/math.vector";
  60329. import { Camera } from "babylonjs/Cameras/camera";
  60330. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60331. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  60332. import { Engine } from "babylonjs/Engines/engine";
  60333. import { Scene } from "babylonjs/scene";
  60334. /**
  60335. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  60336. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  60337. * based on samples that have a large difference in distance than the center pixel.
  60338. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  60339. */
  60340. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  60341. direction: Vector2;
  60342. /**
  60343. * Creates a new instance CircleOfConfusionPostProcess
  60344. * @param name The name of the effect.
  60345. * @param scene The scene the effect belongs to.
  60346. * @param direction The direction the blur should be applied.
  60347. * @param kernel The size of the kernel used to blur.
  60348. * @param options The required width/height ratio to downsize to before computing the render pass.
  60349. * @param camera The camera to apply the render pass to.
  60350. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  60351. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  60352. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60353. * @param engine The engine which the post process will be applied. (default: current engine)
  60354. * @param reusable If the post process can be reused on the same frame. (default: false)
  60355. * @param textureType Type of textures used when performing the post process. (default: 0)
  60356. * @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)
  60357. */
  60358. 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);
  60359. }
  60360. }
  60361. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  60362. /** @hidden */
  60363. export var depthOfFieldMergePixelShader: {
  60364. name: string;
  60365. shader: string;
  60366. };
  60367. }
  60368. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  60369. import { Nullable } from "babylonjs/types";
  60370. import { Camera } from "babylonjs/Cameras/camera";
  60371. import { Effect } from "babylonjs/Materials/effect";
  60372. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60373. import { Engine } from "babylonjs/Engines/engine";
  60374. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  60375. /**
  60376. * Options to be set when merging outputs from the default pipeline.
  60377. */
  60378. export class DepthOfFieldMergePostProcessOptions {
  60379. /**
  60380. * The original image to merge on top of
  60381. */
  60382. originalFromInput: PostProcess;
  60383. /**
  60384. * Parameters to perform the merge of the depth of field effect
  60385. */
  60386. depthOfField?: {
  60387. circleOfConfusion: PostProcess;
  60388. blurSteps: Array<PostProcess>;
  60389. };
  60390. /**
  60391. * Parameters to perform the merge of bloom effect
  60392. */
  60393. bloom?: {
  60394. blurred: PostProcess;
  60395. weight: number;
  60396. };
  60397. }
  60398. /**
  60399. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60400. */
  60401. export class DepthOfFieldMergePostProcess extends PostProcess {
  60402. private blurSteps;
  60403. /**
  60404. * Creates a new instance of DepthOfFieldMergePostProcess
  60405. * @param name The name of the effect.
  60406. * @param originalFromInput Post process which's input will be used for the merge.
  60407. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  60408. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  60409. * @param options The required width/height ratio to downsize to before computing the render pass.
  60410. * @param camera The camera to apply the render pass to.
  60411. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60412. * @param engine The engine which the post process will be applied. (default: current engine)
  60413. * @param reusable If the post process can be reused on the same frame. (default: false)
  60414. * @param textureType Type of textures used when performing the post process. (default: 0)
  60415. * @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)
  60416. */
  60417. 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);
  60418. /**
  60419. * Updates the effect with the current post process compile time values and recompiles the shader.
  60420. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  60421. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  60422. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  60423. * @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
  60424. * @param onCompiled Called when the shader has been compiled.
  60425. * @param onError Called if there is an error when compiling a shader.
  60426. */
  60427. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  60428. }
  60429. }
  60430. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  60431. import { Nullable } from "babylonjs/types";
  60432. import { Camera } from "babylonjs/Cameras/camera";
  60433. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60434. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60435. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60436. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  60437. import { Scene } from "babylonjs/scene";
  60438. /**
  60439. * Specifies the level of max blur that should be applied when using the depth of field effect
  60440. */
  60441. export enum DepthOfFieldEffectBlurLevel {
  60442. /**
  60443. * Subtle blur
  60444. */
  60445. Low = 0,
  60446. /**
  60447. * Medium blur
  60448. */
  60449. Medium = 1,
  60450. /**
  60451. * Large blur
  60452. */
  60453. High = 2
  60454. }
  60455. /**
  60456. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  60457. */
  60458. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  60459. private _circleOfConfusion;
  60460. /**
  60461. * @hidden Internal, blurs from high to low
  60462. */
  60463. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  60464. private _depthOfFieldBlurY;
  60465. private _dofMerge;
  60466. /**
  60467. * @hidden Internal post processes in depth of field effect
  60468. */
  60469. _effects: Array<PostProcess>;
  60470. /**
  60471. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  60472. */
  60473. focalLength: number;
  60474. /**
  60475. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60476. */
  60477. fStop: number;
  60478. /**
  60479. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60480. */
  60481. focusDistance: number;
  60482. /**
  60483. * 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.
  60484. */
  60485. lensSize: number;
  60486. /**
  60487. * Creates a new instance DepthOfFieldEffect
  60488. * @param scene The scene the effect belongs to.
  60489. * @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.
  60490. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60491. * @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)
  60492. */
  60493. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  60494. /**
  60495. * Get the current class name of the current effet
  60496. * @returns "DepthOfFieldEffect"
  60497. */
  60498. getClassName(): string;
  60499. /**
  60500. * 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.
  60501. */
  60502. depthTexture: RenderTargetTexture;
  60503. /**
  60504. * Disposes each of the internal effects for a given camera.
  60505. * @param camera The camera to dispose the effect on.
  60506. */
  60507. disposeEffects(camera: Camera): void;
  60508. /**
  60509. * @hidden Internal
  60510. */
  60511. _updateEffects(): void;
  60512. /**
  60513. * Internal
  60514. * @returns if all the contained post processes are ready.
  60515. * @hidden
  60516. */
  60517. _isReady(): boolean;
  60518. }
  60519. }
  60520. declare module "babylonjs/Shaders/displayPass.fragment" {
  60521. /** @hidden */
  60522. export var displayPassPixelShader: {
  60523. name: string;
  60524. shader: string;
  60525. };
  60526. }
  60527. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  60528. import { Nullable } from "babylonjs/types";
  60529. import { Camera } from "babylonjs/Cameras/camera";
  60530. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60531. import { Engine } from "babylonjs/Engines/engine";
  60532. import "babylonjs/Shaders/displayPass.fragment";
  60533. /**
  60534. * DisplayPassPostProcess which produces an output the same as it's input
  60535. */
  60536. export class DisplayPassPostProcess extends PostProcess {
  60537. /**
  60538. * Creates the DisplayPassPostProcess
  60539. * @param name The name of the effect.
  60540. * @param options The required width/height ratio to downsize to before computing the render pass.
  60541. * @param camera The camera to apply the render pass to.
  60542. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60543. * @param engine The engine which the post process will be applied. (default: current engine)
  60544. * @param reusable If the post process can be reused on the same frame. (default: false)
  60545. */
  60546. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60547. }
  60548. }
  60549. declare module "babylonjs/Shaders/filter.fragment" {
  60550. /** @hidden */
  60551. export var filterPixelShader: {
  60552. name: string;
  60553. shader: string;
  60554. };
  60555. }
  60556. declare module "babylonjs/PostProcesses/filterPostProcess" {
  60557. import { Nullable } from "babylonjs/types";
  60558. import { Matrix } from "babylonjs/Maths/math.vector";
  60559. import { Camera } from "babylonjs/Cameras/camera";
  60560. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60561. import { Engine } from "babylonjs/Engines/engine";
  60562. import "babylonjs/Shaders/filter.fragment";
  60563. /**
  60564. * Applies a kernel filter to the image
  60565. */
  60566. export class FilterPostProcess extends PostProcess {
  60567. /** The matrix to be applied to the image */
  60568. kernelMatrix: Matrix;
  60569. /**
  60570. *
  60571. * @param name The name of the effect.
  60572. * @param kernelMatrix The matrix to be applied to the image
  60573. * @param options The required width/height ratio to downsize to before computing the render pass.
  60574. * @param camera The camera to apply the render pass to.
  60575. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60576. * @param engine The engine which the post process will be applied. (default: current engine)
  60577. * @param reusable If the post process can be reused on the same frame. (default: false)
  60578. */
  60579. constructor(name: string,
  60580. /** The matrix to be applied to the image */
  60581. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60582. }
  60583. }
  60584. declare module "babylonjs/Shaders/fxaa.fragment" {
  60585. /** @hidden */
  60586. export var fxaaPixelShader: {
  60587. name: string;
  60588. shader: string;
  60589. };
  60590. }
  60591. declare module "babylonjs/Shaders/fxaa.vertex" {
  60592. /** @hidden */
  60593. export var fxaaVertexShader: {
  60594. name: string;
  60595. shader: string;
  60596. };
  60597. }
  60598. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  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/fxaa.fragment";
  60604. import "babylonjs/Shaders/fxaa.vertex";
  60605. /**
  60606. * Fxaa post process
  60607. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  60608. */
  60609. export class FxaaPostProcess extends PostProcess {
  60610. /** @hidden */
  60611. texelWidth: number;
  60612. /** @hidden */
  60613. texelHeight: number;
  60614. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60615. private _getDefines;
  60616. }
  60617. }
  60618. declare module "babylonjs/Shaders/grain.fragment" {
  60619. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60620. /** @hidden */
  60621. export var grainPixelShader: {
  60622. name: string;
  60623. shader: string;
  60624. };
  60625. }
  60626. declare module "babylonjs/PostProcesses/grainPostProcess" {
  60627. import { Nullable } from "babylonjs/types";
  60628. import { Camera } from "babylonjs/Cameras/camera";
  60629. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60630. import { Engine } from "babylonjs/Engines/engine";
  60631. import "babylonjs/Shaders/grain.fragment";
  60632. /**
  60633. * The GrainPostProcess adds noise to the image at mid luminance levels
  60634. */
  60635. export class GrainPostProcess extends PostProcess {
  60636. /**
  60637. * The intensity of the grain added (default: 30)
  60638. */
  60639. intensity: number;
  60640. /**
  60641. * If the grain should be randomized on every frame
  60642. */
  60643. animated: boolean;
  60644. /**
  60645. * Creates a new instance of @see GrainPostProcess
  60646. * @param name The name of the effect.
  60647. * @param options The required width/height ratio to downsize to before computing the render pass.
  60648. * @param camera The camera to apply the render pass to.
  60649. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60650. * @param engine The engine which the post process will be applied. (default: current engine)
  60651. * @param reusable If the post process can be reused on the same frame. (default: false)
  60652. * @param textureType Type of textures used when performing the post process. (default: 0)
  60653. * @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)
  60654. */
  60655. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60656. }
  60657. }
  60658. declare module "babylonjs/Shaders/highlights.fragment" {
  60659. /** @hidden */
  60660. export var highlightsPixelShader: {
  60661. name: string;
  60662. shader: string;
  60663. };
  60664. }
  60665. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  60666. import { Nullable } from "babylonjs/types";
  60667. import { Camera } from "babylonjs/Cameras/camera";
  60668. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60669. import { Engine } from "babylonjs/Engines/engine";
  60670. import "babylonjs/Shaders/highlights.fragment";
  60671. /**
  60672. * Extracts highlights from the image
  60673. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60674. */
  60675. export class HighlightsPostProcess extends PostProcess {
  60676. /**
  60677. * Extracts highlights from the image
  60678. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60679. * @param name The name of the effect.
  60680. * @param options The required width/height ratio to downsize to before computing the render pass.
  60681. * @param camera The camera to apply the render pass to.
  60682. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60683. * @param engine The engine which the post process will be applied. (default: current engine)
  60684. * @param reusable If the post process can be reused on the same frame. (default: false)
  60685. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  60686. */
  60687. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60688. }
  60689. }
  60690. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  60691. /** @hidden */
  60692. export var mrtFragmentDeclaration: {
  60693. name: string;
  60694. shader: string;
  60695. };
  60696. }
  60697. declare module "babylonjs/Shaders/geometry.fragment" {
  60698. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  60699. /** @hidden */
  60700. export var geometryPixelShader: {
  60701. name: string;
  60702. shader: string;
  60703. };
  60704. }
  60705. declare module "babylonjs/Shaders/geometry.vertex" {
  60706. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  60707. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  60708. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  60709. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  60710. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  60711. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  60712. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  60713. /** @hidden */
  60714. export var geometryVertexShader: {
  60715. name: string;
  60716. shader: string;
  60717. };
  60718. }
  60719. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  60720. import { Matrix } from "babylonjs/Maths/math.vector";
  60721. import { SubMesh } from "babylonjs/Meshes/subMesh";
  60722. import { Mesh } from "babylonjs/Meshes/mesh";
  60723. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  60724. import { Effect } from "babylonjs/Materials/effect";
  60725. import { Scene } from "babylonjs/scene";
  60726. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60727. import "babylonjs/Shaders/geometry.fragment";
  60728. import "babylonjs/Shaders/geometry.vertex";
  60729. /** @hidden */
  60730. interface ISavedTransformationMatrix {
  60731. world: Matrix;
  60732. viewProjection: Matrix;
  60733. }
  60734. /**
  60735. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  60736. */
  60737. export class GeometryBufferRenderer {
  60738. /**
  60739. * Constant used to retrieve the position texture index in the G-Buffer textures array
  60740. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  60741. */
  60742. static readonly POSITION_TEXTURE_TYPE: number;
  60743. /**
  60744. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  60745. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  60746. */
  60747. static readonly VELOCITY_TEXTURE_TYPE: number;
  60748. /**
  60749. * Dictionary used to store the previous transformation matrices of each rendered mesh
  60750. * in order to compute objects velocities when enableVelocity is set to "true"
  60751. * @hidden
  60752. */
  60753. _previousTransformationMatrices: {
  60754. [index: number]: ISavedTransformationMatrix;
  60755. };
  60756. /**
  60757. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  60758. * in order to compute objects velocities when enableVelocity is set to "true"
  60759. * @hidden
  60760. */
  60761. _previousBonesTransformationMatrices: {
  60762. [index: number]: Float32Array;
  60763. };
  60764. /**
  60765. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  60766. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  60767. */
  60768. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  60769. private _scene;
  60770. private _multiRenderTarget;
  60771. private _ratio;
  60772. private _enablePosition;
  60773. private _enableVelocity;
  60774. private _positionIndex;
  60775. private _velocityIndex;
  60776. protected _effect: Effect;
  60777. protected _cachedDefines: string;
  60778. /**
  60779. * Set the render list (meshes to be rendered) used in the G buffer.
  60780. */
  60781. renderList: Mesh[];
  60782. /**
  60783. * Gets wether or not G buffer are supported by the running hardware.
  60784. * This requires draw buffer supports
  60785. */
  60786. readonly isSupported: boolean;
  60787. /**
  60788. * Returns the index of the given texture type in the G-Buffer textures array
  60789. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  60790. * @returns the index of the given texture type in the G-Buffer textures array
  60791. */
  60792. getTextureIndex(textureType: number): number;
  60793. /**
  60794. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  60795. */
  60796. /**
  60797. * Sets whether or not objects positions are enabled for the G buffer.
  60798. */
  60799. enablePosition: boolean;
  60800. /**
  60801. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  60802. */
  60803. /**
  60804. * Sets wether or not objects velocities are enabled for the G buffer.
  60805. */
  60806. enableVelocity: boolean;
  60807. /**
  60808. * Gets the scene associated with the buffer.
  60809. */
  60810. readonly scene: Scene;
  60811. /**
  60812. * Gets the ratio used by the buffer during its creation.
  60813. * How big is the buffer related to the main canvas.
  60814. */
  60815. readonly ratio: number;
  60816. /** @hidden */
  60817. static _SceneComponentInitialization: (scene: Scene) => void;
  60818. /**
  60819. * Creates a new G Buffer for the scene
  60820. * @param scene The scene the buffer belongs to
  60821. * @param ratio How big is the buffer related to the main canvas.
  60822. */
  60823. constructor(scene: Scene, ratio?: number);
  60824. /**
  60825. * Checks wether everything is ready to render a submesh to the G buffer.
  60826. * @param subMesh the submesh to check readiness for
  60827. * @param useInstances is the mesh drawn using instance or not
  60828. * @returns true if ready otherwise false
  60829. */
  60830. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  60831. /**
  60832. * Gets the current underlying G Buffer.
  60833. * @returns the buffer
  60834. */
  60835. getGBuffer(): MultiRenderTarget;
  60836. /**
  60837. * Gets the number of samples used to render the buffer (anti aliasing).
  60838. */
  60839. /**
  60840. * Sets the number of samples used to render the buffer (anti aliasing).
  60841. */
  60842. samples: number;
  60843. /**
  60844. * Disposes the renderer and frees up associated resources.
  60845. */
  60846. dispose(): void;
  60847. protected _createRenderTargets(): void;
  60848. private _copyBonesTransformationMatrices;
  60849. }
  60850. }
  60851. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  60852. import { Nullable } from "babylonjs/types";
  60853. import { Scene } from "babylonjs/scene";
  60854. import { ISceneComponent } from "babylonjs/sceneComponent";
  60855. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  60856. module "babylonjs/scene" {
  60857. interface Scene {
  60858. /** @hidden (Backing field) */
  60859. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60860. /**
  60861. * Gets or Sets the current geometry buffer associated to the scene.
  60862. */
  60863. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60864. /**
  60865. * Enables a GeometryBufferRender and associates it with the scene
  60866. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  60867. * @returns the GeometryBufferRenderer
  60868. */
  60869. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  60870. /**
  60871. * Disables the GeometryBufferRender associated with the scene
  60872. */
  60873. disableGeometryBufferRenderer(): void;
  60874. }
  60875. }
  60876. /**
  60877. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  60878. * in several rendering techniques.
  60879. */
  60880. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  60881. /**
  60882. * The component name helpful to identify the component in the list of scene components.
  60883. */
  60884. readonly name: string;
  60885. /**
  60886. * The scene the component belongs to.
  60887. */
  60888. scene: Scene;
  60889. /**
  60890. * Creates a new instance of the component for the given scene
  60891. * @param scene Defines the scene to register the component in
  60892. */
  60893. constructor(scene: Scene);
  60894. /**
  60895. * Registers the component in a given scene
  60896. */
  60897. register(): void;
  60898. /**
  60899. * Rebuilds the elements related to this component in case of
  60900. * context lost for instance.
  60901. */
  60902. rebuild(): void;
  60903. /**
  60904. * Disposes the component and the associated ressources
  60905. */
  60906. dispose(): void;
  60907. private _gatherRenderTargets;
  60908. }
  60909. }
  60910. declare module "babylonjs/Shaders/motionBlur.fragment" {
  60911. /** @hidden */
  60912. export var motionBlurPixelShader: {
  60913. name: string;
  60914. shader: string;
  60915. };
  60916. }
  60917. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  60918. import { Nullable } from "babylonjs/types";
  60919. import { Camera } from "babylonjs/Cameras/camera";
  60920. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60921. import { Scene } from "babylonjs/scene";
  60922. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60923. import "babylonjs/Animations/animatable";
  60924. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  60925. import "babylonjs/Shaders/motionBlur.fragment";
  60926. import { Engine } from "babylonjs/Engines/engine";
  60927. /**
  60928. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  60929. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  60930. * As an example, all you have to do is to create the post-process:
  60931. * var mb = new BABYLON.MotionBlurPostProcess(
  60932. * 'mb', // The name of the effect.
  60933. * scene, // The scene containing the objects to blur according to their velocity.
  60934. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  60935. * camera // The camera to apply the render pass to.
  60936. * );
  60937. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  60938. */
  60939. export class MotionBlurPostProcess extends PostProcess {
  60940. /**
  60941. * Defines how much the image is blurred by the movement. Default value is equal to 1
  60942. */
  60943. motionStrength: number;
  60944. /**
  60945. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  60946. */
  60947. /**
  60948. * Sets the number of iterations to be used for motion blur quality
  60949. */
  60950. motionBlurSamples: number;
  60951. private _motionBlurSamples;
  60952. private _geometryBufferRenderer;
  60953. /**
  60954. * Creates a new instance MotionBlurPostProcess
  60955. * @param name The name of the effect.
  60956. * @param scene The scene containing the objects to blur according to their velocity.
  60957. * @param options The required width/height ratio to downsize to before computing the render pass.
  60958. * @param camera The camera to apply the render pass to.
  60959. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60960. * @param engine The engine which the post process will be applied. (default: current engine)
  60961. * @param reusable If the post process can be reused on the same frame. (default: false)
  60962. * @param textureType Type of textures used when performing the post process. (default: 0)
  60963. * @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)
  60964. */
  60965. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60966. /**
  60967. * Excludes the given skinned mesh from computing bones velocities.
  60968. * 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.
  60969. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  60970. */
  60971. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60972. /**
  60973. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  60974. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  60975. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  60976. */
  60977. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60978. /**
  60979. * Disposes the post process.
  60980. * @param camera The camera to dispose the post process on.
  60981. */
  60982. dispose(camera?: Camera): void;
  60983. }
  60984. }
  60985. declare module "babylonjs/Shaders/refraction.fragment" {
  60986. /** @hidden */
  60987. export var refractionPixelShader: {
  60988. name: string;
  60989. shader: string;
  60990. };
  60991. }
  60992. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  60993. import { Color3 } from "babylonjs/Maths/math.color";
  60994. import { Camera } from "babylonjs/Cameras/camera";
  60995. import { Texture } from "babylonjs/Materials/Textures/texture";
  60996. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60997. import { Engine } from "babylonjs/Engines/engine";
  60998. import "babylonjs/Shaders/refraction.fragment";
  60999. /**
  61000. * Post process which applies a refractin texture
  61001. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61002. */
  61003. export class RefractionPostProcess extends PostProcess {
  61004. /** the base color of the refraction (used to taint the rendering) */
  61005. color: Color3;
  61006. /** simulated refraction depth */
  61007. depth: number;
  61008. /** the coefficient of the base color (0 to remove base color tainting) */
  61009. colorLevel: number;
  61010. private _refTexture;
  61011. private _ownRefractionTexture;
  61012. /**
  61013. * Gets or sets the refraction texture
  61014. * Please note that you are responsible for disposing the texture if you set it manually
  61015. */
  61016. refractionTexture: Texture;
  61017. /**
  61018. * Initializes the RefractionPostProcess
  61019. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61020. * @param name The name of the effect.
  61021. * @param refractionTextureUrl Url of the refraction texture to use
  61022. * @param color the base color of the refraction (used to taint the rendering)
  61023. * @param depth simulated refraction depth
  61024. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  61025. * @param camera The camera to apply the render pass to.
  61026. * @param options The required width/height ratio to downsize to before computing the render pass.
  61027. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61028. * @param engine The engine which the post process will be applied. (default: current engine)
  61029. * @param reusable If the post process can be reused on the same frame. (default: false)
  61030. */
  61031. constructor(name: string, refractionTextureUrl: string,
  61032. /** the base color of the refraction (used to taint the rendering) */
  61033. color: Color3,
  61034. /** simulated refraction depth */
  61035. depth: number,
  61036. /** the coefficient of the base color (0 to remove base color tainting) */
  61037. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61038. /**
  61039. * Disposes of the post process
  61040. * @param camera Camera to dispose post process on
  61041. */
  61042. dispose(camera: Camera): void;
  61043. }
  61044. }
  61045. declare module "babylonjs/Shaders/sharpen.fragment" {
  61046. /** @hidden */
  61047. export var sharpenPixelShader: {
  61048. name: string;
  61049. shader: string;
  61050. };
  61051. }
  61052. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  61053. import { Nullable } from "babylonjs/types";
  61054. import { Camera } from "babylonjs/Cameras/camera";
  61055. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61056. import "babylonjs/Shaders/sharpen.fragment";
  61057. import { Engine } from "babylonjs/Engines/engine";
  61058. /**
  61059. * The SharpenPostProcess applies a sharpen kernel to every pixel
  61060. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61061. */
  61062. export class SharpenPostProcess extends PostProcess {
  61063. /**
  61064. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  61065. */
  61066. colorAmount: number;
  61067. /**
  61068. * How much sharpness should be applied (default: 0.3)
  61069. */
  61070. edgeAmount: number;
  61071. /**
  61072. * Creates a new instance ConvolutionPostProcess
  61073. * @param name The name of the effect.
  61074. * @param options The required width/height ratio to downsize to before computing the render pass.
  61075. * @param camera The camera to apply the render pass to.
  61076. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61077. * @param engine The engine which the post process will be applied. (default: current engine)
  61078. * @param reusable If the post process can be reused on the same frame. (default: false)
  61079. * @param textureType Type of textures used when performing the post process. (default: 0)
  61080. * @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)
  61081. */
  61082. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61083. }
  61084. }
  61085. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  61086. import { Nullable } from "babylonjs/types";
  61087. import { Camera } from "babylonjs/Cameras/camera";
  61088. import { Engine } from "babylonjs/Engines/engine";
  61089. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61090. import { IInspectable } from "babylonjs/Misc/iInspectable";
  61091. /**
  61092. * PostProcessRenderPipeline
  61093. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61094. */
  61095. export class PostProcessRenderPipeline {
  61096. private engine;
  61097. private _renderEffects;
  61098. private _renderEffectsForIsolatedPass;
  61099. /**
  61100. * List of inspectable custom properties (used by the Inspector)
  61101. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  61102. */
  61103. inspectableCustomProperties: IInspectable[];
  61104. /**
  61105. * @hidden
  61106. */
  61107. protected _cameras: Camera[];
  61108. /** @hidden */
  61109. _name: string;
  61110. /**
  61111. * Gets pipeline name
  61112. */
  61113. readonly name: string;
  61114. /**
  61115. * Initializes a PostProcessRenderPipeline
  61116. * @param engine engine to add the pipeline to
  61117. * @param name name of the pipeline
  61118. */
  61119. constructor(engine: Engine, name: string);
  61120. /**
  61121. * Gets the class name
  61122. * @returns "PostProcessRenderPipeline"
  61123. */
  61124. getClassName(): string;
  61125. /**
  61126. * If all the render effects in the pipeline are supported
  61127. */
  61128. readonly isSupported: boolean;
  61129. /**
  61130. * Adds an effect to the pipeline
  61131. * @param renderEffect the effect to add
  61132. */
  61133. addEffect(renderEffect: PostProcessRenderEffect): void;
  61134. /** @hidden */
  61135. _rebuild(): void;
  61136. /** @hidden */
  61137. _enableEffect(renderEffectName: string, cameras: Camera): void;
  61138. /** @hidden */
  61139. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  61140. /** @hidden */
  61141. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61142. /** @hidden */
  61143. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61144. /** @hidden */
  61145. _attachCameras(cameras: Camera, unique: boolean): void;
  61146. /** @hidden */
  61147. _attachCameras(cameras: Camera[], unique: boolean): void;
  61148. /** @hidden */
  61149. _detachCameras(cameras: Camera): void;
  61150. /** @hidden */
  61151. _detachCameras(cameras: Nullable<Camera[]>): void;
  61152. /** @hidden */
  61153. _update(): void;
  61154. /** @hidden */
  61155. _reset(): void;
  61156. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  61157. /**
  61158. * Disposes of the pipeline
  61159. */
  61160. dispose(): void;
  61161. }
  61162. }
  61163. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  61164. import { Camera } from "babylonjs/Cameras/camera";
  61165. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61166. /**
  61167. * PostProcessRenderPipelineManager class
  61168. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61169. */
  61170. export class PostProcessRenderPipelineManager {
  61171. private _renderPipelines;
  61172. /**
  61173. * Initializes a PostProcessRenderPipelineManager
  61174. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61175. */
  61176. constructor();
  61177. /**
  61178. * Gets the list of supported render pipelines
  61179. */
  61180. readonly supportedPipelines: PostProcessRenderPipeline[];
  61181. /**
  61182. * Adds a pipeline to the manager
  61183. * @param renderPipeline The pipeline to add
  61184. */
  61185. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  61186. /**
  61187. * Attaches a camera to the pipeline
  61188. * @param renderPipelineName The name of the pipeline to attach to
  61189. * @param cameras the camera to attach
  61190. * @param unique if the camera can be attached multiple times to the pipeline
  61191. */
  61192. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  61193. /**
  61194. * Detaches a camera from the pipeline
  61195. * @param renderPipelineName The name of the pipeline to detach from
  61196. * @param cameras the camera to detach
  61197. */
  61198. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  61199. /**
  61200. * Enables an effect by name on a pipeline
  61201. * @param renderPipelineName the name of the pipeline to enable the effect in
  61202. * @param renderEffectName the name of the effect to enable
  61203. * @param cameras the cameras that the effect should be enabled on
  61204. */
  61205. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61206. /**
  61207. * Disables an effect by name on a pipeline
  61208. * @param renderPipelineName the name of the pipeline to disable the effect in
  61209. * @param renderEffectName the name of the effect to disable
  61210. * @param cameras the cameras that the effect should be disabled on
  61211. */
  61212. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61213. /**
  61214. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  61215. */
  61216. update(): void;
  61217. /** @hidden */
  61218. _rebuild(): void;
  61219. /**
  61220. * Disposes of the manager and pipelines
  61221. */
  61222. dispose(): void;
  61223. }
  61224. }
  61225. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  61226. import { ISceneComponent } from "babylonjs/sceneComponent";
  61227. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61228. import { Scene } from "babylonjs/scene";
  61229. module "babylonjs/scene" {
  61230. interface Scene {
  61231. /** @hidden (Backing field) */
  61232. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61233. /**
  61234. * Gets the postprocess render pipeline manager
  61235. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61236. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61237. */
  61238. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61239. }
  61240. }
  61241. /**
  61242. * Defines the Render Pipeline scene component responsible to rendering pipelines
  61243. */
  61244. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  61245. /**
  61246. * The component name helpfull to identify the component in the list of scene components.
  61247. */
  61248. readonly name: string;
  61249. /**
  61250. * The scene the component belongs to.
  61251. */
  61252. scene: Scene;
  61253. /**
  61254. * Creates a new instance of the component for the given scene
  61255. * @param scene Defines the scene to register the component in
  61256. */
  61257. constructor(scene: Scene);
  61258. /**
  61259. * Registers the component in a given scene
  61260. */
  61261. register(): void;
  61262. /**
  61263. * Rebuilds the elements related to this component in case of
  61264. * context lost for instance.
  61265. */
  61266. rebuild(): void;
  61267. /**
  61268. * Disposes the component and the associated ressources
  61269. */
  61270. dispose(): void;
  61271. private _gatherRenderTargets;
  61272. }
  61273. }
  61274. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  61275. import { Nullable } from "babylonjs/types";
  61276. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61277. import { Camera } from "babylonjs/Cameras/camera";
  61278. import { IDisposable } from "babylonjs/scene";
  61279. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  61280. import { Scene } from "babylonjs/scene";
  61281. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  61282. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61283. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61284. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  61285. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61286. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61287. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  61288. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61289. import { Animation } from "babylonjs/Animations/animation";
  61290. /**
  61291. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  61292. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61293. */
  61294. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61295. private _scene;
  61296. private _camerasToBeAttached;
  61297. /**
  61298. * ID of the sharpen post process,
  61299. */
  61300. private readonly SharpenPostProcessId;
  61301. /**
  61302. * @ignore
  61303. * ID of the image processing post process;
  61304. */
  61305. readonly ImageProcessingPostProcessId: string;
  61306. /**
  61307. * @ignore
  61308. * ID of the Fast Approximate Anti-Aliasing post process;
  61309. */
  61310. readonly FxaaPostProcessId: string;
  61311. /**
  61312. * ID of the chromatic aberration post process,
  61313. */
  61314. private readonly ChromaticAberrationPostProcessId;
  61315. /**
  61316. * ID of the grain post process
  61317. */
  61318. private readonly GrainPostProcessId;
  61319. /**
  61320. * Sharpen post process which will apply a sharpen convolution to enhance edges
  61321. */
  61322. sharpen: SharpenPostProcess;
  61323. private _sharpenEffect;
  61324. private bloom;
  61325. /**
  61326. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  61327. */
  61328. depthOfField: DepthOfFieldEffect;
  61329. /**
  61330. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61331. */
  61332. fxaa: FxaaPostProcess;
  61333. /**
  61334. * Image post processing pass used to perform operations such as tone mapping or color grading.
  61335. */
  61336. imageProcessing: ImageProcessingPostProcess;
  61337. /**
  61338. * Chromatic aberration post process which will shift rgb colors in the image
  61339. */
  61340. chromaticAberration: ChromaticAberrationPostProcess;
  61341. private _chromaticAberrationEffect;
  61342. /**
  61343. * Grain post process which add noise to the image
  61344. */
  61345. grain: GrainPostProcess;
  61346. private _grainEffect;
  61347. /**
  61348. * Glow post process which adds a glow to emissive areas of the image
  61349. */
  61350. private _glowLayer;
  61351. /**
  61352. * Animations which can be used to tweak settings over a period of time
  61353. */
  61354. animations: Animation[];
  61355. private _imageProcessingConfigurationObserver;
  61356. private _sharpenEnabled;
  61357. private _bloomEnabled;
  61358. private _depthOfFieldEnabled;
  61359. private _depthOfFieldBlurLevel;
  61360. private _fxaaEnabled;
  61361. private _imageProcessingEnabled;
  61362. private _defaultPipelineTextureType;
  61363. private _bloomScale;
  61364. private _chromaticAberrationEnabled;
  61365. private _grainEnabled;
  61366. private _buildAllowed;
  61367. /**
  61368. * Gets active scene
  61369. */
  61370. readonly scene: Scene;
  61371. /**
  61372. * Enable or disable the sharpen process from the pipeline
  61373. */
  61374. sharpenEnabled: boolean;
  61375. private _resizeObserver;
  61376. private _hardwareScaleLevel;
  61377. private _bloomKernel;
  61378. /**
  61379. * Specifies the size of the bloom blur kernel, relative to the final output size
  61380. */
  61381. bloomKernel: number;
  61382. /**
  61383. * Specifies the weight of the bloom in the final rendering
  61384. */
  61385. private _bloomWeight;
  61386. /**
  61387. * Specifies the luma threshold for the area that will be blurred by the bloom
  61388. */
  61389. private _bloomThreshold;
  61390. private _hdr;
  61391. /**
  61392. * The strength of the bloom.
  61393. */
  61394. bloomWeight: number;
  61395. /**
  61396. * The strength of the bloom.
  61397. */
  61398. bloomThreshold: number;
  61399. /**
  61400. * The scale of the bloom, lower value will provide better performance.
  61401. */
  61402. bloomScale: number;
  61403. /**
  61404. * Enable or disable the bloom from the pipeline
  61405. */
  61406. bloomEnabled: boolean;
  61407. private _rebuildBloom;
  61408. /**
  61409. * If the depth of field is enabled.
  61410. */
  61411. depthOfFieldEnabled: boolean;
  61412. /**
  61413. * Blur level of the depth of field effect. (Higher blur will effect performance)
  61414. */
  61415. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  61416. /**
  61417. * If the anti aliasing is enabled.
  61418. */
  61419. fxaaEnabled: boolean;
  61420. private _samples;
  61421. /**
  61422. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61423. */
  61424. samples: number;
  61425. /**
  61426. * If image processing is enabled.
  61427. */
  61428. imageProcessingEnabled: boolean;
  61429. /**
  61430. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  61431. */
  61432. glowLayerEnabled: boolean;
  61433. /**
  61434. * Gets the glow layer (or null if not defined)
  61435. */
  61436. readonly glowLayer: Nullable<GlowLayer>;
  61437. /**
  61438. * Enable or disable the chromaticAberration process from the pipeline
  61439. */
  61440. chromaticAberrationEnabled: boolean;
  61441. /**
  61442. * Enable or disable the grain process from the pipeline
  61443. */
  61444. grainEnabled: boolean;
  61445. /**
  61446. * @constructor
  61447. * @param name - The rendering pipeline name (default: "")
  61448. * @param hdr - If high dynamic range textures should be used (default: true)
  61449. * @param scene - The scene linked to this pipeline (default: the last created scene)
  61450. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  61451. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  61452. */
  61453. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  61454. /**
  61455. * Get the class name
  61456. * @returns "DefaultRenderingPipeline"
  61457. */
  61458. getClassName(): string;
  61459. /**
  61460. * Force the compilation of the entire pipeline.
  61461. */
  61462. prepare(): void;
  61463. private _hasCleared;
  61464. private _prevPostProcess;
  61465. private _prevPrevPostProcess;
  61466. private _setAutoClearAndTextureSharing;
  61467. private _depthOfFieldSceneObserver;
  61468. private _buildPipeline;
  61469. private _disposePostProcesses;
  61470. /**
  61471. * Adds a camera to the pipeline
  61472. * @param camera the camera to be added
  61473. */
  61474. addCamera(camera: Camera): void;
  61475. /**
  61476. * Removes a camera from the pipeline
  61477. * @param camera the camera to remove
  61478. */
  61479. removeCamera(camera: Camera): void;
  61480. /**
  61481. * Dispose of the pipeline and stop all post processes
  61482. */
  61483. dispose(): void;
  61484. /**
  61485. * Serialize the rendering pipeline (Used when exporting)
  61486. * @returns the serialized object
  61487. */
  61488. serialize(): any;
  61489. /**
  61490. * Parse the serialized pipeline
  61491. * @param source Source pipeline.
  61492. * @param scene The scene to load the pipeline to.
  61493. * @param rootUrl The URL of the serialized pipeline.
  61494. * @returns An instantiated pipeline from the serialized object.
  61495. */
  61496. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  61497. }
  61498. }
  61499. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  61500. /** @hidden */
  61501. export var lensHighlightsPixelShader: {
  61502. name: string;
  61503. shader: string;
  61504. };
  61505. }
  61506. declare module "babylonjs/Shaders/depthOfField.fragment" {
  61507. /** @hidden */
  61508. export var depthOfFieldPixelShader: {
  61509. name: string;
  61510. shader: string;
  61511. };
  61512. }
  61513. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  61514. import { Camera } from "babylonjs/Cameras/camera";
  61515. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61516. import { Scene } from "babylonjs/scene";
  61517. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61518. import "babylonjs/Shaders/chromaticAberration.fragment";
  61519. import "babylonjs/Shaders/lensHighlights.fragment";
  61520. import "babylonjs/Shaders/depthOfField.fragment";
  61521. /**
  61522. * BABYLON.JS Chromatic Aberration GLSL Shader
  61523. * Author: Olivier Guyot
  61524. * Separates very slightly R, G and B colors on the edges of the screen
  61525. * Inspired by Francois Tarlier & Martins Upitis
  61526. */
  61527. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  61528. /**
  61529. * @ignore
  61530. * The chromatic aberration PostProcess id in the pipeline
  61531. */
  61532. LensChromaticAberrationEffect: string;
  61533. /**
  61534. * @ignore
  61535. * The highlights enhancing PostProcess id in the pipeline
  61536. */
  61537. HighlightsEnhancingEffect: string;
  61538. /**
  61539. * @ignore
  61540. * The depth-of-field PostProcess id in the pipeline
  61541. */
  61542. LensDepthOfFieldEffect: string;
  61543. private _scene;
  61544. private _depthTexture;
  61545. private _grainTexture;
  61546. private _chromaticAberrationPostProcess;
  61547. private _highlightsPostProcess;
  61548. private _depthOfFieldPostProcess;
  61549. private _edgeBlur;
  61550. private _grainAmount;
  61551. private _chromaticAberration;
  61552. private _distortion;
  61553. private _highlightsGain;
  61554. private _highlightsThreshold;
  61555. private _dofDistance;
  61556. private _dofAperture;
  61557. private _dofDarken;
  61558. private _dofPentagon;
  61559. private _blurNoise;
  61560. /**
  61561. * @constructor
  61562. *
  61563. * Effect parameters are as follow:
  61564. * {
  61565. * chromatic_aberration: number; // from 0 to x (1 for realism)
  61566. * edge_blur: number; // from 0 to x (1 for realism)
  61567. * distortion: number; // from 0 to x (1 for realism)
  61568. * grain_amount: number; // from 0 to 1
  61569. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  61570. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  61571. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  61572. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  61573. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  61574. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  61575. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  61576. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  61577. * }
  61578. * Note: if an effect parameter is unset, effect is disabled
  61579. *
  61580. * @param name The rendering pipeline name
  61581. * @param parameters - An object containing all parameters (see above)
  61582. * @param scene The scene linked to this pipeline
  61583. * @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)
  61584. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61585. */
  61586. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  61587. /**
  61588. * Get the class name
  61589. * @returns "LensRenderingPipeline"
  61590. */
  61591. getClassName(): string;
  61592. /**
  61593. * Gets associated scene
  61594. */
  61595. readonly scene: Scene;
  61596. /**
  61597. * Gets or sets the edge blur
  61598. */
  61599. edgeBlur: number;
  61600. /**
  61601. * Gets or sets the grain amount
  61602. */
  61603. grainAmount: number;
  61604. /**
  61605. * Gets or sets the chromatic aberration amount
  61606. */
  61607. chromaticAberration: number;
  61608. /**
  61609. * Gets or sets the depth of field aperture
  61610. */
  61611. dofAperture: number;
  61612. /**
  61613. * Gets or sets the edge distortion
  61614. */
  61615. edgeDistortion: number;
  61616. /**
  61617. * Gets or sets the depth of field distortion
  61618. */
  61619. dofDistortion: number;
  61620. /**
  61621. * Gets or sets the darken out of focus amount
  61622. */
  61623. darkenOutOfFocus: number;
  61624. /**
  61625. * Gets or sets a boolean indicating if blur noise is enabled
  61626. */
  61627. blurNoise: boolean;
  61628. /**
  61629. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  61630. */
  61631. pentagonBokeh: boolean;
  61632. /**
  61633. * Gets or sets the highlight grain amount
  61634. */
  61635. highlightsGain: number;
  61636. /**
  61637. * Gets or sets the highlight threshold
  61638. */
  61639. highlightsThreshold: number;
  61640. /**
  61641. * Sets the amount of blur at the edges
  61642. * @param amount blur amount
  61643. */
  61644. setEdgeBlur(amount: number): void;
  61645. /**
  61646. * Sets edge blur to 0
  61647. */
  61648. disableEdgeBlur(): void;
  61649. /**
  61650. * Sets the amout of grain
  61651. * @param amount Amount of grain
  61652. */
  61653. setGrainAmount(amount: number): void;
  61654. /**
  61655. * Set grain amount to 0
  61656. */
  61657. disableGrain(): void;
  61658. /**
  61659. * Sets the chromatic aberration amount
  61660. * @param amount amount of chromatic aberration
  61661. */
  61662. setChromaticAberration(amount: number): void;
  61663. /**
  61664. * Sets chromatic aberration amount to 0
  61665. */
  61666. disableChromaticAberration(): void;
  61667. /**
  61668. * Sets the EdgeDistortion amount
  61669. * @param amount amount of EdgeDistortion
  61670. */
  61671. setEdgeDistortion(amount: number): void;
  61672. /**
  61673. * Sets edge distortion to 0
  61674. */
  61675. disableEdgeDistortion(): void;
  61676. /**
  61677. * Sets the FocusDistance amount
  61678. * @param amount amount of FocusDistance
  61679. */
  61680. setFocusDistance(amount: number): void;
  61681. /**
  61682. * Disables depth of field
  61683. */
  61684. disableDepthOfField(): void;
  61685. /**
  61686. * Sets the Aperture amount
  61687. * @param amount amount of Aperture
  61688. */
  61689. setAperture(amount: number): void;
  61690. /**
  61691. * Sets the DarkenOutOfFocus amount
  61692. * @param amount amount of DarkenOutOfFocus
  61693. */
  61694. setDarkenOutOfFocus(amount: number): void;
  61695. private _pentagonBokehIsEnabled;
  61696. /**
  61697. * Creates a pentagon bokeh effect
  61698. */
  61699. enablePentagonBokeh(): void;
  61700. /**
  61701. * Disables the pentagon bokeh effect
  61702. */
  61703. disablePentagonBokeh(): void;
  61704. /**
  61705. * Enables noise blur
  61706. */
  61707. enableNoiseBlur(): void;
  61708. /**
  61709. * Disables noise blur
  61710. */
  61711. disableNoiseBlur(): void;
  61712. /**
  61713. * Sets the HighlightsGain amount
  61714. * @param amount amount of HighlightsGain
  61715. */
  61716. setHighlightsGain(amount: number): void;
  61717. /**
  61718. * Sets the HighlightsThreshold amount
  61719. * @param amount amount of HighlightsThreshold
  61720. */
  61721. setHighlightsThreshold(amount: number): void;
  61722. /**
  61723. * Disables highlights
  61724. */
  61725. disableHighlights(): void;
  61726. /**
  61727. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  61728. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  61729. */
  61730. dispose(disableDepthRender?: boolean): void;
  61731. private _createChromaticAberrationPostProcess;
  61732. private _createHighlightsPostProcess;
  61733. private _createDepthOfFieldPostProcess;
  61734. private _createGrainTexture;
  61735. }
  61736. }
  61737. declare module "babylonjs/Shaders/ssao2.fragment" {
  61738. /** @hidden */
  61739. export var ssao2PixelShader: {
  61740. name: string;
  61741. shader: string;
  61742. };
  61743. }
  61744. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  61745. /** @hidden */
  61746. export var ssaoCombinePixelShader: {
  61747. name: string;
  61748. shader: string;
  61749. };
  61750. }
  61751. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  61752. import { Camera } from "babylonjs/Cameras/camera";
  61753. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61754. import { Scene } from "babylonjs/scene";
  61755. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61756. import "babylonjs/Shaders/ssao2.fragment";
  61757. import "babylonjs/Shaders/ssaoCombine.fragment";
  61758. /**
  61759. * Render pipeline to produce ssao effect
  61760. */
  61761. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  61762. /**
  61763. * @ignore
  61764. * The PassPostProcess id in the pipeline that contains the original scene color
  61765. */
  61766. SSAOOriginalSceneColorEffect: string;
  61767. /**
  61768. * @ignore
  61769. * The SSAO PostProcess id in the pipeline
  61770. */
  61771. SSAORenderEffect: string;
  61772. /**
  61773. * @ignore
  61774. * The horizontal blur PostProcess id in the pipeline
  61775. */
  61776. SSAOBlurHRenderEffect: string;
  61777. /**
  61778. * @ignore
  61779. * The vertical blur PostProcess id in the pipeline
  61780. */
  61781. SSAOBlurVRenderEffect: string;
  61782. /**
  61783. * @ignore
  61784. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61785. */
  61786. SSAOCombineRenderEffect: string;
  61787. /**
  61788. * The output strength of the SSAO post-process. Default value is 1.0.
  61789. */
  61790. totalStrength: number;
  61791. /**
  61792. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  61793. */
  61794. maxZ: number;
  61795. /**
  61796. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  61797. */
  61798. minZAspect: number;
  61799. private _samples;
  61800. /**
  61801. * Number of samples used for the SSAO calculations. Default value is 8
  61802. */
  61803. samples: number;
  61804. private _textureSamples;
  61805. /**
  61806. * Number of samples to use for antialiasing
  61807. */
  61808. textureSamples: number;
  61809. /**
  61810. * Ratio object used for SSAO ratio and blur ratio
  61811. */
  61812. private _ratio;
  61813. /**
  61814. * Dynamically generated sphere sampler.
  61815. */
  61816. private _sampleSphere;
  61817. /**
  61818. * Blur filter offsets
  61819. */
  61820. private _samplerOffsets;
  61821. private _expensiveBlur;
  61822. /**
  61823. * If bilateral blur should be used
  61824. */
  61825. expensiveBlur: boolean;
  61826. /**
  61827. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  61828. */
  61829. radius: number;
  61830. /**
  61831. * The base color of the SSAO post-process
  61832. * The final result is "base + ssao" between [0, 1]
  61833. */
  61834. base: number;
  61835. /**
  61836. * Support test.
  61837. */
  61838. static readonly IsSupported: boolean;
  61839. private _scene;
  61840. private _depthTexture;
  61841. private _normalTexture;
  61842. private _randomTexture;
  61843. private _originalColorPostProcess;
  61844. private _ssaoPostProcess;
  61845. private _blurHPostProcess;
  61846. private _blurVPostProcess;
  61847. private _ssaoCombinePostProcess;
  61848. private _firstUpdate;
  61849. /**
  61850. * Gets active scene
  61851. */
  61852. readonly scene: Scene;
  61853. /**
  61854. * @constructor
  61855. * @param name The rendering pipeline name
  61856. * @param scene The scene linked to this pipeline
  61857. * @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 }
  61858. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61859. */
  61860. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61861. /**
  61862. * Get the class name
  61863. * @returns "SSAO2RenderingPipeline"
  61864. */
  61865. getClassName(): string;
  61866. /**
  61867. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61868. */
  61869. dispose(disableGeometryBufferRenderer?: boolean): void;
  61870. private _createBlurPostProcess;
  61871. /** @hidden */
  61872. _rebuild(): void;
  61873. private _bits;
  61874. private _radicalInverse_VdC;
  61875. private _hammersley;
  61876. private _hemisphereSample_uniform;
  61877. private _generateHemisphere;
  61878. private _createSSAOPostProcess;
  61879. private _createSSAOCombinePostProcess;
  61880. private _createRandomTexture;
  61881. /**
  61882. * Serialize the rendering pipeline (Used when exporting)
  61883. * @returns the serialized object
  61884. */
  61885. serialize(): any;
  61886. /**
  61887. * Parse the serialized pipeline
  61888. * @param source Source pipeline.
  61889. * @param scene The scene to load the pipeline to.
  61890. * @param rootUrl The URL of the serialized pipeline.
  61891. * @returns An instantiated pipeline from the serialized object.
  61892. */
  61893. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  61894. }
  61895. }
  61896. declare module "babylonjs/Shaders/ssao.fragment" {
  61897. /** @hidden */
  61898. export var ssaoPixelShader: {
  61899. name: string;
  61900. shader: string;
  61901. };
  61902. }
  61903. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  61904. import { Camera } from "babylonjs/Cameras/camera";
  61905. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61906. import { Scene } from "babylonjs/scene";
  61907. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61908. import "babylonjs/Shaders/ssao.fragment";
  61909. import "babylonjs/Shaders/ssaoCombine.fragment";
  61910. /**
  61911. * Render pipeline to produce ssao effect
  61912. */
  61913. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  61914. /**
  61915. * @ignore
  61916. * The PassPostProcess id in the pipeline that contains the original scene color
  61917. */
  61918. SSAOOriginalSceneColorEffect: string;
  61919. /**
  61920. * @ignore
  61921. * The SSAO PostProcess id in the pipeline
  61922. */
  61923. SSAORenderEffect: string;
  61924. /**
  61925. * @ignore
  61926. * The horizontal blur PostProcess id in the pipeline
  61927. */
  61928. SSAOBlurHRenderEffect: string;
  61929. /**
  61930. * @ignore
  61931. * The vertical blur PostProcess id in the pipeline
  61932. */
  61933. SSAOBlurVRenderEffect: string;
  61934. /**
  61935. * @ignore
  61936. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61937. */
  61938. SSAOCombineRenderEffect: string;
  61939. /**
  61940. * The output strength of the SSAO post-process. Default value is 1.0.
  61941. */
  61942. totalStrength: number;
  61943. /**
  61944. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  61945. */
  61946. radius: number;
  61947. /**
  61948. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  61949. * Must not be equal to fallOff and superior to fallOff.
  61950. * Default value is 0.0075
  61951. */
  61952. area: number;
  61953. /**
  61954. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  61955. * Must not be equal to area and inferior to area.
  61956. * Default value is 0.000001
  61957. */
  61958. fallOff: number;
  61959. /**
  61960. * The base color of the SSAO post-process
  61961. * The final result is "base + ssao" between [0, 1]
  61962. */
  61963. base: number;
  61964. private _scene;
  61965. private _depthTexture;
  61966. private _randomTexture;
  61967. private _originalColorPostProcess;
  61968. private _ssaoPostProcess;
  61969. private _blurHPostProcess;
  61970. private _blurVPostProcess;
  61971. private _ssaoCombinePostProcess;
  61972. private _firstUpdate;
  61973. /**
  61974. * Gets active scene
  61975. */
  61976. readonly scene: Scene;
  61977. /**
  61978. * @constructor
  61979. * @param name - The rendering pipeline name
  61980. * @param scene - The scene linked to this pipeline
  61981. * @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 }
  61982. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  61983. */
  61984. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61985. /**
  61986. * Get the class name
  61987. * @returns "SSAORenderingPipeline"
  61988. */
  61989. getClassName(): string;
  61990. /**
  61991. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61992. */
  61993. dispose(disableDepthRender?: boolean): void;
  61994. private _createBlurPostProcess;
  61995. /** @hidden */
  61996. _rebuild(): void;
  61997. private _createSSAOPostProcess;
  61998. private _createSSAOCombinePostProcess;
  61999. private _createRandomTexture;
  62000. }
  62001. }
  62002. declare module "babylonjs/Shaders/standard.fragment" {
  62003. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62004. /** @hidden */
  62005. export var standardPixelShader: {
  62006. name: string;
  62007. shader: string;
  62008. };
  62009. }
  62010. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  62011. import { Nullable } from "babylonjs/types";
  62012. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62013. import { Camera } from "babylonjs/Cameras/camera";
  62014. import { Texture } from "babylonjs/Materials/Textures/texture";
  62015. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62016. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62017. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  62018. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62019. import { IDisposable } from "babylonjs/scene";
  62020. import { SpotLight } from "babylonjs/Lights/spotLight";
  62021. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  62022. import { Scene } from "babylonjs/scene";
  62023. import { Animation } from "babylonjs/Animations/animation";
  62024. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62025. import "babylonjs/Shaders/standard.fragment";
  62026. /**
  62027. * Standard rendering pipeline
  62028. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62029. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  62030. */
  62031. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62032. /**
  62033. * Public members
  62034. */
  62035. /**
  62036. * Post-process which contains the original scene color before the pipeline applies all the effects
  62037. */
  62038. originalPostProcess: Nullable<PostProcess>;
  62039. /**
  62040. * Post-process used to down scale an image x4
  62041. */
  62042. downSampleX4PostProcess: Nullable<PostProcess>;
  62043. /**
  62044. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  62045. */
  62046. brightPassPostProcess: Nullable<PostProcess>;
  62047. /**
  62048. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  62049. */
  62050. blurHPostProcesses: PostProcess[];
  62051. /**
  62052. * Post-process array storing all the vertical blur post-processes used by the pipeline
  62053. */
  62054. blurVPostProcesses: PostProcess[];
  62055. /**
  62056. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  62057. */
  62058. textureAdderPostProcess: Nullable<PostProcess>;
  62059. /**
  62060. * Post-process used to create volumetric lighting effect
  62061. */
  62062. volumetricLightPostProcess: Nullable<PostProcess>;
  62063. /**
  62064. * Post-process used to smooth the previous volumetric light post-process on the X axis
  62065. */
  62066. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  62067. /**
  62068. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  62069. */
  62070. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  62071. /**
  62072. * Post-process used to merge the volumetric light effect and the real scene color
  62073. */
  62074. volumetricLightMergePostProces: Nullable<PostProcess>;
  62075. /**
  62076. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  62077. */
  62078. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  62079. /**
  62080. * Base post-process used to calculate the average luminance of the final image for HDR
  62081. */
  62082. luminancePostProcess: Nullable<PostProcess>;
  62083. /**
  62084. * Post-processes used to create down sample post-processes in order to get
  62085. * the average luminance of the final image for HDR
  62086. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  62087. */
  62088. luminanceDownSamplePostProcesses: PostProcess[];
  62089. /**
  62090. * Post-process used to create a HDR effect (light adaptation)
  62091. */
  62092. hdrPostProcess: Nullable<PostProcess>;
  62093. /**
  62094. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  62095. */
  62096. textureAdderFinalPostProcess: Nullable<PostProcess>;
  62097. /**
  62098. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  62099. */
  62100. lensFlareFinalPostProcess: Nullable<PostProcess>;
  62101. /**
  62102. * Post-process used to merge the final HDR post-process and the real scene color
  62103. */
  62104. hdrFinalPostProcess: Nullable<PostProcess>;
  62105. /**
  62106. * Post-process used to create a lens flare effect
  62107. */
  62108. lensFlarePostProcess: Nullable<PostProcess>;
  62109. /**
  62110. * Post-process that merges the result of the lens flare post-process and the real scene color
  62111. */
  62112. lensFlareComposePostProcess: Nullable<PostProcess>;
  62113. /**
  62114. * Post-process used to create a motion blur effect
  62115. */
  62116. motionBlurPostProcess: Nullable<PostProcess>;
  62117. /**
  62118. * Post-process used to create a depth of field effect
  62119. */
  62120. depthOfFieldPostProcess: Nullable<PostProcess>;
  62121. /**
  62122. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62123. */
  62124. fxaaPostProcess: Nullable<FxaaPostProcess>;
  62125. /**
  62126. * Represents the brightness threshold in order to configure the illuminated surfaces
  62127. */
  62128. brightThreshold: number;
  62129. /**
  62130. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  62131. */
  62132. blurWidth: number;
  62133. /**
  62134. * Sets if the blur for highlighted surfaces must be only horizontal
  62135. */
  62136. horizontalBlur: boolean;
  62137. /**
  62138. * Gets the overall exposure used by the pipeline
  62139. */
  62140. /**
  62141. * Sets the overall exposure used by the pipeline
  62142. */
  62143. exposure: number;
  62144. /**
  62145. * Texture used typically to simulate "dirty" on camera lens
  62146. */
  62147. lensTexture: Nullable<Texture>;
  62148. /**
  62149. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  62150. */
  62151. volumetricLightCoefficient: number;
  62152. /**
  62153. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  62154. */
  62155. volumetricLightPower: number;
  62156. /**
  62157. * Used the set the blur intensity to smooth the volumetric lights
  62158. */
  62159. volumetricLightBlurScale: number;
  62160. /**
  62161. * Light (spot or directional) used to generate the volumetric lights rays
  62162. * The source light must have a shadow generate so the pipeline can get its
  62163. * depth map
  62164. */
  62165. sourceLight: Nullable<SpotLight | DirectionalLight>;
  62166. /**
  62167. * For eye adaptation, represents the minimum luminance the eye can see
  62168. */
  62169. hdrMinimumLuminance: number;
  62170. /**
  62171. * For eye adaptation, represents the decrease luminance speed
  62172. */
  62173. hdrDecreaseRate: number;
  62174. /**
  62175. * For eye adaptation, represents the increase luminance speed
  62176. */
  62177. hdrIncreaseRate: number;
  62178. /**
  62179. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62180. */
  62181. /**
  62182. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62183. */
  62184. hdrAutoExposure: boolean;
  62185. /**
  62186. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  62187. */
  62188. lensColorTexture: Nullable<Texture>;
  62189. /**
  62190. * The overall strengh for the lens flare effect
  62191. */
  62192. lensFlareStrength: number;
  62193. /**
  62194. * Dispersion coefficient for lens flare ghosts
  62195. */
  62196. lensFlareGhostDispersal: number;
  62197. /**
  62198. * Main lens flare halo width
  62199. */
  62200. lensFlareHaloWidth: number;
  62201. /**
  62202. * Based on the lens distortion effect, defines how much the lens flare result
  62203. * is distorted
  62204. */
  62205. lensFlareDistortionStrength: number;
  62206. /**
  62207. * Lens star texture must be used to simulate rays on the flares and is available
  62208. * in the documentation
  62209. */
  62210. lensStarTexture: Nullable<Texture>;
  62211. /**
  62212. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  62213. * flare effect by taking account of the dirt texture
  62214. */
  62215. lensFlareDirtTexture: Nullable<Texture>;
  62216. /**
  62217. * Represents the focal length for the depth of field effect
  62218. */
  62219. depthOfFieldDistance: number;
  62220. /**
  62221. * Represents the blur intensity for the blurred part of the depth of field effect
  62222. */
  62223. depthOfFieldBlurWidth: number;
  62224. /**
  62225. * Gets how much the image is blurred by the movement while using the motion blur post-process
  62226. */
  62227. /**
  62228. * Sets how much the image is blurred by the movement while using the motion blur post-process
  62229. */
  62230. motionStrength: number;
  62231. /**
  62232. * Gets wether or not the motion blur post-process is object based or screen based.
  62233. */
  62234. /**
  62235. * Sets wether or not the motion blur post-process should be object based or screen based
  62236. */
  62237. objectBasedMotionBlur: boolean;
  62238. /**
  62239. * List of animations for the pipeline (IAnimatable implementation)
  62240. */
  62241. animations: Animation[];
  62242. /**
  62243. * Private members
  62244. */
  62245. private _scene;
  62246. private _currentDepthOfFieldSource;
  62247. private _basePostProcess;
  62248. private _fixedExposure;
  62249. private _currentExposure;
  62250. private _hdrAutoExposure;
  62251. private _hdrCurrentLuminance;
  62252. private _motionStrength;
  62253. private _isObjectBasedMotionBlur;
  62254. private _floatTextureType;
  62255. private _camerasToBeAttached;
  62256. private _ratio;
  62257. private _bloomEnabled;
  62258. private _depthOfFieldEnabled;
  62259. private _vlsEnabled;
  62260. private _lensFlareEnabled;
  62261. private _hdrEnabled;
  62262. private _motionBlurEnabled;
  62263. private _fxaaEnabled;
  62264. private _motionBlurSamples;
  62265. private _volumetricLightStepsCount;
  62266. private _samples;
  62267. /**
  62268. * @ignore
  62269. * Specifies if the bloom pipeline is enabled
  62270. */
  62271. BloomEnabled: boolean;
  62272. /**
  62273. * @ignore
  62274. * Specifies if the depth of field pipeline is enabed
  62275. */
  62276. DepthOfFieldEnabled: boolean;
  62277. /**
  62278. * @ignore
  62279. * Specifies if the lens flare pipeline is enabed
  62280. */
  62281. LensFlareEnabled: boolean;
  62282. /**
  62283. * @ignore
  62284. * Specifies if the HDR pipeline is enabled
  62285. */
  62286. HDREnabled: boolean;
  62287. /**
  62288. * @ignore
  62289. * Specifies if the volumetric lights scattering effect is enabled
  62290. */
  62291. VLSEnabled: boolean;
  62292. /**
  62293. * @ignore
  62294. * Specifies if the motion blur effect is enabled
  62295. */
  62296. MotionBlurEnabled: boolean;
  62297. /**
  62298. * Specifies if anti-aliasing is enabled
  62299. */
  62300. fxaaEnabled: boolean;
  62301. /**
  62302. * Specifies the number of steps used to calculate the volumetric lights
  62303. * Typically in interval [50, 200]
  62304. */
  62305. volumetricLightStepsCount: number;
  62306. /**
  62307. * Specifies the number of samples used for the motion blur effect
  62308. * Typically in interval [16, 64]
  62309. */
  62310. motionBlurSamples: number;
  62311. /**
  62312. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62313. */
  62314. samples: number;
  62315. /**
  62316. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62317. * @constructor
  62318. * @param name The rendering pipeline name
  62319. * @param scene The scene linked to this pipeline
  62320. * @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)
  62321. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  62322. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62323. */
  62324. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  62325. private _buildPipeline;
  62326. private _createDownSampleX4PostProcess;
  62327. private _createBrightPassPostProcess;
  62328. private _createBlurPostProcesses;
  62329. private _createTextureAdderPostProcess;
  62330. private _createVolumetricLightPostProcess;
  62331. private _createLuminancePostProcesses;
  62332. private _createHdrPostProcess;
  62333. private _createLensFlarePostProcess;
  62334. private _createDepthOfFieldPostProcess;
  62335. private _createMotionBlurPostProcess;
  62336. private _getDepthTexture;
  62337. private _disposePostProcesses;
  62338. /**
  62339. * Dispose of the pipeline and stop all post processes
  62340. */
  62341. dispose(): void;
  62342. /**
  62343. * Serialize the rendering pipeline (Used when exporting)
  62344. * @returns the serialized object
  62345. */
  62346. serialize(): any;
  62347. /**
  62348. * Parse the serialized pipeline
  62349. * @param source Source pipeline.
  62350. * @param scene The scene to load the pipeline to.
  62351. * @param rootUrl The URL of the serialized pipeline.
  62352. * @returns An instantiated pipeline from the serialized object.
  62353. */
  62354. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  62355. /**
  62356. * Luminance steps
  62357. */
  62358. static LuminanceSteps: number;
  62359. }
  62360. }
  62361. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  62362. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  62363. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  62364. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  62365. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  62366. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  62367. }
  62368. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  62369. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  62370. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  62371. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62372. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  62373. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62374. }
  62375. declare module "babylonjs/Shaders/tonemap.fragment" {
  62376. /** @hidden */
  62377. export var tonemapPixelShader: {
  62378. name: string;
  62379. shader: string;
  62380. };
  62381. }
  62382. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  62383. import { Camera } from "babylonjs/Cameras/camera";
  62384. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62385. import "babylonjs/Shaders/tonemap.fragment";
  62386. import { Engine } from "babylonjs/Engines/engine";
  62387. /** Defines operator used for tonemapping */
  62388. export enum TonemappingOperator {
  62389. /** Hable */
  62390. Hable = 0,
  62391. /** Reinhard */
  62392. Reinhard = 1,
  62393. /** HejiDawson */
  62394. HejiDawson = 2,
  62395. /** Photographic */
  62396. Photographic = 3
  62397. }
  62398. /**
  62399. * Defines a post process to apply tone mapping
  62400. */
  62401. export class TonemapPostProcess extends PostProcess {
  62402. private _operator;
  62403. /** Defines the required exposure adjustement */
  62404. exposureAdjustment: number;
  62405. /**
  62406. * Creates a new TonemapPostProcess
  62407. * @param name defines the name of the postprocess
  62408. * @param _operator defines the operator to use
  62409. * @param exposureAdjustment defines the required exposure adjustement
  62410. * @param camera defines the camera to use (can be null)
  62411. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  62412. * @param engine defines the hosting engine (can be ignore if camera is set)
  62413. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  62414. */
  62415. constructor(name: string, _operator: TonemappingOperator,
  62416. /** Defines the required exposure adjustement */
  62417. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  62418. }
  62419. }
  62420. declare module "babylonjs/Shaders/depth.vertex" {
  62421. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62422. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62423. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62424. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62425. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62426. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62427. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62428. /** @hidden */
  62429. export var depthVertexShader: {
  62430. name: string;
  62431. shader: string;
  62432. };
  62433. }
  62434. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  62435. /** @hidden */
  62436. export var volumetricLightScatteringPixelShader: {
  62437. name: string;
  62438. shader: string;
  62439. };
  62440. }
  62441. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  62442. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62443. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62444. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62445. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62446. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62447. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62448. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62449. /** @hidden */
  62450. export var volumetricLightScatteringPassVertexShader: {
  62451. name: string;
  62452. shader: string;
  62453. };
  62454. }
  62455. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  62456. /** @hidden */
  62457. export var volumetricLightScatteringPassPixelShader: {
  62458. name: string;
  62459. shader: string;
  62460. };
  62461. }
  62462. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  62463. import { Vector3 } from "babylonjs/Maths/math.vector";
  62464. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62465. import { Mesh } from "babylonjs/Meshes/mesh";
  62466. import { Camera } from "babylonjs/Cameras/camera";
  62467. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62468. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62469. import { Scene } from "babylonjs/scene";
  62470. import "babylonjs/Meshes/Builders/planeBuilder";
  62471. import "babylonjs/Shaders/depth.vertex";
  62472. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  62473. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  62474. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  62475. import { Engine } from "babylonjs/Engines/engine";
  62476. /**
  62477. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  62478. */
  62479. export class VolumetricLightScatteringPostProcess extends PostProcess {
  62480. private _volumetricLightScatteringPass;
  62481. private _volumetricLightScatteringRTT;
  62482. private _viewPort;
  62483. private _screenCoordinates;
  62484. private _cachedDefines;
  62485. /**
  62486. * If not undefined, the mesh position is computed from the attached node position
  62487. */
  62488. attachedNode: {
  62489. position: Vector3;
  62490. };
  62491. /**
  62492. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  62493. */
  62494. customMeshPosition: Vector3;
  62495. /**
  62496. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  62497. */
  62498. useCustomMeshPosition: boolean;
  62499. /**
  62500. * If the post-process should inverse the light scattering direction
  62501. */
  62502. invert: boolean;
  62503. /**
  62504. * The internal mesh used by the post-process
  62505. */
  62506. mesh: Mesh;
  62507. /**
  62508. * @hidden
  62509. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  62510. */
  62511. useDiffuseColor: boolean;
  62512. /**
  62513. * Array containing the excluded meshes not rendered in the internal pass
  62514. */
  62515. excludedMeshes: AbstractMesh[];
  62516. /**
  62517. * Controls the overall intensity of the post-process
  62518. */
  62519. exposure: number;
  62520. /**
  62521. * Dissipates each sample's contribution in range [0, 1]
  62522. */
  62523. decay: number;
  62524. /**
  62525. * Controls the overall intensity of each sample
  62526. */
  62527. weight: number;
  62528. /**
  62529. * Controls the density of each sample
  62530. */
  62531. density: number;
  62532. /**
  62533. * @constructor
  62534. * @param name The post-process name
  62535. * @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)
  62536. * @param camera The camera that the post-process will be attached to
  62537. * @param mesh The mesh used to create the light scattering
  62538. * @param samples The post-process quality, default 100
  62539. * @param samplingModeThe post-process filtering mode
  62540. * @param engine The babylon engine
  62541. * @param reusable If the post-process is reusable
  62542. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  62543. */
  62544. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  62545. /**
  62546. * Returns the string "VolumetricLightScatteringPostProcess"
  62547. * @returns "VolumetricLightScatteringPostProcess"
  62548. */
  62549. getClassName(): string;
  62550. private _isReady;
  62551. /**
  62552. * Sets the new light position for light scattering effect
  62553. * @param position The new custom light position
  62554. */
  62555. setCustomMeshPosition(position: Vector3): void;
  62556. /**
  62557. * Returns the light position for light scattering effect
  62558. * @return Vector3 The custom light position
  62559. */
  62560. getCustomMeshPosition(): Vector3;
  62561. /**
  62562. * Disposes the internal assets and detaches the post-process from the camera
  62563. */
  62564. dispose(camera: Camera): void;
  62565. /**
  62566. * Returns the render target texture used by the post-process
  62567. * @return the render target texture used by the post-process
  62568. */
  62569. getPass(): RenderTargetTexture;
  62570. private _meshExcluded;
  62571. private _createPass;
  62572. private _updateMeshScreenCoordinates;
  62573. /**
  62574. * Creates a default mesh for the Volumeric Light Scattering post-process
  62575. * @param name The mesh name
  62576. * @param scene The scene where to create the mesh
  62577. * @return the default mesh
  62578. */
  62579. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  62580. }
  62581. }
  62582. declare module "babylonjs/PostProcesses/index" {
  62583. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  62584. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  62585. export * from "babylonjs/PostProcesses/bloomEffect";
  62586. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  62587. export * from "babylonjs/PostProcesses/blurPostProcess";
  62588. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  62589. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  62590. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  62591. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  62592. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  62593. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  62594. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  62595. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  62596. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  62597. export * from "babylonjs/PostProcesses/filterPostProcess";
  62598. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  62599. export * from "babylonjs/PostProcesses/grainPostProcess";
  62600. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  62601. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  62602. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  62603. export * from "babylonjs/PostProcesses/passPostProcess";
  62604. export * from "babylonjs/PostProcesses/postProcess";
  62605. export * from "babylonjs/PostProcesses/postProcessManager";
  62606. export * from "babylonjs/PostProcesses/refractionPostProcess";
  62607. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  62608. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  62609. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  62610. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  62611. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  62612. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  62613. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  62614. }
  62615. declare module "babylonjs/Probes/index" {
  62616. export * from "babylonjs/Probes/reflectionProbe";
  62617. }
  62618. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  62619. import { Scene } from "babylonjs/scene";
  62620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62621. import { SmartArray } from "babylonjs/Misc/smartArray";
  62622. import { ISceneComponent } from "babylonjs/sceneComponent";
  62623. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  62624. import "babylonjs/Meshes/Builders/boxBuilder";
  62625. import "babylonjs/Shaders/color.fragment";
  62626. import "babylonjs/Shaders/color.vertex";
  62627. import { Color3 } from "babylonjs/Maths/math.color";
  62628. module "babylonjs/scene" {
  62629. interface Scene {
  62630. /** @hidden (Backing field) */
  62631. _boundingBoxRenderer: BoundingBoxRenderer;
  62632. /** @hidden (Backing field) */
  62633. _forceShowBoundingBoxes: boolean;
  62634. /**
  62635. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  62636. */
  62637. forceShowBoundingBoxes: boolean;
  62638. /**
  62639. * Gets the bounding box renderer associated with the scene
  62640. * @returns a BoundingBoxRenderer
  62641. */
  62642. getBoundingBoxRenderer(): BoundingBoxRenderer;
  62643. }
  62644. }
  62645. module "babylonjs/Meshes/abstractMesh" {
  62646. interface AbstractMesh {
  62647. /** @hidden (Backing field) */
  62648. _showBoundingBox: boolean;
  62649. /**
  62650. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  62651. */
  62652. showBoundingBox: boolean;
  62653. }
  62654. }
  62655. /**
  62656. * Component responsible of rendering the bounding box of the meshes in a scene.
  62657. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  62658. */
  62659. export class BoundingBoxRenderer implements ISceneComponent {
  62660. /**
  62661. * The component name helpfull to identify the component in the list of scene components.
  62662. */
  62663. readonly name: string;
  62664. /**
  62665. * The scene the component belongs to.
  62666. */
  62667. scene: Scene;
  62668. /**
  62669. * Color of the bounding box lines placed in front of an object
  62670. */
  62671. frontColor: Color3;
  62672. /**
  62673. * Color of the bounding box lines placed behind an object
  62674. */
  62675. backColor: Color3;
  62676. /**
  62677. * Defines if the renderer should show the back lines or not
  62678. */
  62679. showBackLines: boolean;
  62680. /**
  62681. * @hidden
  62682. */
  62683. renderList: SmartArray<BoundingBox>;
  62684. private _colorShader;
  62685. private _vertexBuffers;
  62686. private _indexBuffer;
  62687. private _fillIndexBuffer;
  62688. private _fillIndexData;
  62689. /**
  62690. * Instantiates a new bounding box renderer in a scene.
  62691. * @param scene the scene the renderer renders in
  62692. */
  62693. constructor(scene: Scene);
  62694. /**
  62695. * Registers the component in a given scene
  62696. */
  62697. register(): void;
  62698. private _evaluateSubMesh;
  62699. private _activeMesh;
  62700. private _prepareRessources;
  62701. private _createIndexBuffer;
  62702. /**
  62703. * Rebuilds the elements related to this component in case of
  62704. * context lost for instance.
  62705. */
  62706. rebuild(): void;
  62707. /**
  62708. * @hidden
  62709. */
  62710. reset(): void;
  62711. /**
  62712. * Render the bounding boxes of a specific rendering group
  62713. * @param renderingGroupId defines the rendering group to render
  62714. */
  62715. render(renderingGroupId: number): void;
  62716. /**
  62717. * In case of occlusion queries, we can render the occlusion bounding box through this method
  62718. * @param mesh Define the mesh to render the occlusion bounding box for
  62719. */
  62720. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  62721. /**
  62722. * Dispose and release the resources attached to this renderer.
  62723. */
  62724. dispose(): void;
  62725. }
  62726. }
  62727. declare module "babylonjs/Shaders/depth.fragment" {
  62728. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62729. /** @hidden */
  62730. export var depthPixelShader: {
  62731. name: string;
  62732. shader: string;
  62733. };
  62734. }
  62735. declare module "babylonjs/Rendering/depthRenderer" {
  62736. import { Nullable } from "babylonjs/types";
  62737. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62738. import { Scene } from "babylonjs/scene";
  62739. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62740. import { Camera } from "babylonjs/Cameras/camera";
  62741. import "babylonjs/Shaders/depth.fragment";
  62742. import "babylonjs/Shaders/depth.vertex";
  62743. /**
  62744. * This represents a depth renderer in Babylon.
  62745. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  62746. */
  62747. export class DepthRenderer {
  62748. private _scene;
  62749. private _depthMap;
  62750. private _effect;
  62751. private readonly _storeNonLinearDepth;
  62752. private readonly _clearColor;
  62753. /** Get if the depth renderer is using packed depth or not */
  62754. readonly isPacked: boolean;
  62755. private _cachedDefines;
  62756. private _camera;
  62757. /**
  62758. * Specifiess that the depth renderer will only be used within
  62759. * the camera it is created for.
  62760. * This can help forcing its rendering during the camera processing.
  62761. */
  62762. useOnlyInActiveCamera: boolean;
  62763. /** @hidden */
  62764. static _SceneComponentInitialization: (scene: Scene) => void;
  62765. /**
  62766. * Instantiates a depth renderer
  62767. * @param scene The scene the renderer belongs to
  62768. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  62769. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  62770. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62771. */
  62772. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  62773. /**
  62774. * Creates the depth rendering effect and checks if the effect is ready.
  62775. * @param subMesh The submesh to be used to render the depth map of
  62776. * @param useInstances If multiple world instances should be used
  62777. * @returns if the depth renderer is ready to render the depth map
  62778. */
  62779. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62780. /**
  62781. * Gets the texture which the depth map will be written to.
  62782. * @returns The depth map texture
  62783. */
  62784. getDepthMap(): RenderTargetTexture;
  62785. /**
  62786. * Disposes of the depth renderer.
  62787. */
  62788. dispose(): void;
  62789. }
  62790. }
  62791. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  62792. import { Nullable } from "babylonjs/types";
  62793. import { Scene } from "babylonjs/scene";
  62794. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  62795. import { Camera } from "babylonjs/Cameras/camera";
  62796. import { ISceneComponent } from "babylonjs/sceneComponent";
  62797. module "babylonjs/scene" {
  62798. interface Scene {
  62799. /** @hidden (Backing field) */
  62800. _depthRenderer: {
  62801. [id: string]: DepthRenderer;
  62802. };
  62803. /**
  62804. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  62805. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  62806. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62807. * @returns the created depth renderer
  62808. */
  62809. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  62810. /**
  62811. * Disables a depth renderer for a given camera
  62812. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  62813. */
  62814. disableDepthRenderer(camera?: Nullable<Camera>): void;
  62815. }
  62816. }
  62817. /**
  62818. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  62819. * in several rendering techniques.
  62820. */
  62821. export class DepthRendererSceneComponent implements ISceneComponent {
  62822. /**
  62823. * The component name helpfull to identify the component in the list of scene components.
  62824. */
  62825. readonly name: string;
  62826. /**
  62827. * The scene the component belongs to.
  62828. */
  62829. scene: Scene;
  62830. /**
  62831. * Creates a new instance of the component for the given scene
  62832. * @param scene Defines the scene to register the component in
  62833. */
  62834. constructor(scene: Scene);
  62835. /**
  62836. * Registers the component in a given scene
  62837. */
  62838. register(): void;
  62839. /**
  62840. * Rebuilds the elements related to this component in case of
  62841. * context lost for instance.
  62842. */
  62843. rebuild(): void;
  62844. /**
  62845. * Disposes the component and the associated ressources
  62846. */
  62847. dispose(): void;
  62848. private _gatherRenderTargets;
  62849. private _gatherActiveCameraRenderTargets;
  62850. }
  62851. }
  62852. declare module "babylonjs/Shaders/outline.fragment" {
  62853. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62854. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  62855. /** @hidden */
  62856. export var outlinePixelShader: {
  62857. name: string;
  62858. shader: string;
  62859. };
  62860. }
  62861. declare module "babylonjs/Shaders/outline.vertex" {
  62862. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62863. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62864. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62865. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62866. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62867. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62868. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62869. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62870. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  62871. /** @hidden */
  62872. export var outlineVertexShader: {
  62873. name: string;
  62874. shader: string;
  62875. };
  62876. }
  62877. declare module "babylonjs/Rendering/outlineRenderer" {
  62878. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62879. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  62880. import { Scene } from "babylonjs/scene";
  62881. import { ISceneComponent } from "babylonjs/sceneComponent";
  62882. import "babylonjs/Shaders/outline.fragment";
  62883. import "babylonjs/Shaders/outline.vertex";
  62884. module "babylonjs/scene" {
  62885. interface Scene {
  62886. /** @hidden */
  62887. _outlineRenderer: OutlineRenderer;
  62888. /**
  62889. * Gets the outline renderer associated with the scene
  62890. * @returns a OutlineRenderer
  62891. */
  62892. getOutlineRenderer(): OutlineRenderer;
  62893. }
  62894. }
  62895. module "babylonjs/Meshes/abstractMesh" {
  62896. interface AbstractMesh {
  62897. /** @hidden (Backing field) */
  62898. _renderOutline: boolean;
  62899. /**
  62900. * Gets or sets a boolean indicating if the outline must be rendered as well
  62901. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  62902. */
  62903. renderOutline: boolean;
  62904. /** @hidden (Backing field) */
  62905. _renderOverlay: boolean;
  62906. /**
  62907. * Gets or sets a boolean indicating if the overlay must be rendered as well
  62908. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  62909. */
  62910. renderOverlay: boolean;
  62911. }
  62912. }
  62913. /**
  62914. * This class is responsible to draw bothe outline/overlay of meshes.
  62915. * It should not be used directly but through the available method on mesh.
  62916. */
  62917. export class OutlineRenderer implements ISceneComponent {
  62918. /**
  62919. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  62920. */
  62921. private static _StencilReference;
  62922. /**
  62923. * The name of the component. Each component must have a unique name.
  62924. */
  62925. name: string;
  62926. /**
  62927. * The scene the component belongs to.
  62928. */
  62929. scene: Scene;
  62930. /**
  62931. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  62932. */
  62933. zOffset: number;
  62934. private _engine;
  62935. private _effect;
  62936. private _cachedDefines;
  62937. private _savedDepthWrite;
  62938. /**
  62939. * Instantiates a new outline renderer. (There could be only one per scene).
  62940. * @param scene Defines the scene it belongs to
  62941. */
  62942. constructor(scene: Scene);
  62943. /**
  62944. * Register the component to one instance of a scene.
  62945. */
  62946. register(): void;
  62947. /**
  62948. * Rebuilds the elements related to this component in case of
  62949. * context lost for instance.
  62950. */
  62951. rebuild(): void;
  62952. /**
  62953. * Disposes the component and the associated ressources.
  62954. */
  62955. dispose(): void;
  62956. /**
  62957. * Renders the outline in the canvas.
  62958. * @param subMesh Defines the sumesh to render
  62959. * @param batch Defines the batch of meshes in case of instances
  62960. * @param useOverlay Defines if the rendering is for the overlay or the outline
  62961. */
  62962. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  62963. /**
  62964. * Returns whether or not the outline renderer is ready for a given submesh.
  62965. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  62966. * @param subMesh Defines the submesh to check readyness for
  62967. * @param useInstances Defines wheter wee are trying to render instances or not
  62968. * @returns true if ready otherwise false
  62969. */
  62970. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62971. private _beforeRenderingMesh;
  62972. private _afterRenderingMesh;
  62973. }
  62974. }
  62975. declare module "babylonjs/Rendering/index" {
  62976. export * from "babylonjs/Rendering/boundingBoxRenderer";
  62977. export * from "babylonjs/Rendering/depthRenderer";
  62978. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  62979. export * from "babylonjs/Rendering/edgesRenderer";
  62980. export * from "babylonjs/Rendering/geometryBufferRenderer";
  62981. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  62982. export * from "babylonjs/Rendering/outlineRenderer";
  62983. export * from "babylonjs/Rendering/renderingGroup";
  62984. export * from "babylonjs/Rendering/renderingManager";
  62985. export * from "babylonjs/Rendering/utilityLayerRenderer";
  62986. }
  62987. declare module "babylonjs/Sprites/spritePackedManager" {
  62988. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  62989. import { Scene } from "babylonjs/scene";
  62990. /**
  62991. * Class used to manage multiple sprites of different sizes on the same spritesheet
  62992. * @see http://doc.babylonjs.com/babylon101/sprites
  62993. */
  62994. export class SpritePackedManager extends SpriteManager {
  62995. /** defines the packed manager's name */
  62996. name: string;
  62997. /**
  62998. * Creates a new sprite manager from a packed sprite sheet
  62999. * @param name defines the manager's name
  63000. * @param imgUrl defines the sprite sheet url
  63001. * @param capacity defines the maximum allowed number of sprites
  63002. * @param scene defines the hosting scene
  63003. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  63004. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  63005. * @param samplingMode defines the smapling mode to use with spritesheet
  63006. * @param fromPacked set to true; do not alter
  63007. */
  63008. constructor(
  63009. /** defines the packed manager's name */
  63010. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  63011. }
  63012. }
  63013. declare module "babylonjs/Sprites/index" {
  63014. export * from "babylonjs/Sprites/sprite";
  63015. export * from "babylonjs/Sprites/spriteManager";
  63016. export * from "babylonjs/Sprites/spritePackedManager";
  63017. export * from "babylonjs/Sprites/spriteSceneComponent";
  63018. }
  63019. declare module "babylonjs/Misc/assetsManager" {
  63020. import { Scene } from "babylonjs/scene";
  63021. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63022. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  63023. import { Skeleton } from "babylonjs/Bones/skeleton";
  63024. import { Observable } from "babylonjs/Misc/observable";
  63025. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  63026. import { Texture } from "babylonjs/Materials/Textures/texture";
  63027. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  63028. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  63029. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  63030. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  63031. /**
  63032. * Defines the list of states available for a task inside a AssetsManager
  63033. */
  63034. export enum AssetTaskState {
  63035. /**
  63036. * Initialization
  63037. */
  63038. INIT = 0,
  63039. /**
  63040. * Running
  63041. */
  63042. RUNNING = 1,
  63043. /**
  63044. * Done
  63045. */
  63046. DONE = 2,
  63047. /**
  63048. * Error
  63049. */
  63050. ERROR = 3
  63051. }
  63052. /**
  63053. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  63054. */
  63055. export abstract class AbstractAssetTask {
  63056. /**
  63057. * Task name
  63058. */ name: string;
  63059. /**
  63060. * Callback called when the task is successful
  63061. */
  63062. onSuccess: (task: any) => void;
  63063. /**
  63064. * Callback called when the task is not successful
  63065. */
  63066. onError: (task: any, message?: string, exception?: any) => void;
  63067. /**
  63068. * Creates a new AssetsManager
  63069. * @param name defines the name of the task
  63070. */
  63071. constructor(
  63072. /**
  63073. * Task name
  63074. */ name: string);
  63075. private _isCompleted;
  63076. private _taskState;
  63077. private _errorObject;
  63078. /**
  63079. * Get if the task is completed
  63080. */
  63081. readonly isCompleted: boolean;
  63082. /**
  63083. * Gets the current state of the task
  63084. */
  63085. readonly taskState: AssetTaskState;
  63086. /**
  63087. * Gets the current error object (if task is in error)
  63088. */
  63089. readonly errorObject: {
  63090. message?: string;
  63091. exception?: any;
  63092. };
  63093. /**
  63094. * Internal only
  63095. * @hidden
  63096. */
  63097. _setErrorObject(message?: string, exception?: any): void;
  63098. /**
  63099. * Execute the current task
  63100. * @param scene defines the scene where you want your assets to be loaded
  63101. * @param onSuccess is a callback called when the task is successfully executed
  63102. * @param onError is a callback called if an error occurs
  63103. */
  63104. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63105. /**
  63106. * Execute the current task
  63107. * @param scene defines the scene where you want your assets to be loaded
  63108. * @param onSuccess is a callback called when the task is successfully executed
  63109. * @param onError is a callback called if an error occurs
  63110. */
  63111. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63112. /**
  63113. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  63114. * This can be used with failed tasks that have the reason for failure fixed.
  63115. */
  63116. reset(): void;
  63117. private onErrorCallback;
  63118. private onDoneCallback;
  63119. }
  63120. /**
  63121. * Define the interface used by progress events raised during assets loading
  63122. */
  63123. export interface IAssetsProgressEvent {
  63124. /**
  63125. * Defines the number of remaining tasks to process
  63126. */
  63127. remainingCount: number;
  63128. /**
  63129. * Defines the total number of tasks
  63130. */
  63131. totalCount: number;
  63132. /**
  63133. * Defines the task that was just processed
  63134. */
  63135. task: AbstractAssetTask;
  63136. }
  63137. /**
  63138. * Class used to share progress information about assets loading
  63139. */
  63140. export class AssetsProgressEvent implements IAssetsProgressEvent {
  63141. /**
  63142. * Defines the number of remaining tasks to process
  63143. */
  63144. remainingCount: number;
  63145. /**
  63146. * Defines the total number of tasks
  63147. */
  63148. totalCount: number;
  63149. /**
  63150. * Defines the task that was just processed
  63151. */
  63152. task: AbstractAssetTask;
  63153. /**
  63154. * Creates a AssetsProgressEvent
  63155. * @param remainingCount defines the number of remaining tasks to process
  63156. * @param totalCount defines the total number of tasks
  63157. * @param task defines the task that was just processed
  63158. */
  63159. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  63160. }
  63161. /**
  63162. * Define a task used by AssetsManager to load meshes
  63163. */
  63164. export class MeshAssetTask extends AbstractAssetTask {
  63165. /**
  63166. * Defines the name of the task
  63167. */
  63168. name: string;
  63169. /**
  63170. * Defines the list of mesh's names you want to load
  63171. */
  63172. meshesNames: any;
  63173. /**
  63174. * Defines the root url to use as a base to load your meshes and associated resources
  63175. */
  63176. rootUrl: string;
  63177. /**
  63178. * Defines the filename of the scene to load from
  63179. */
  63180. sceneFilename: string;
  63181. /**
  63182. * Gets the list of loaded meshes
  63183. */
  63184. loadedMeshes: Array<AbstractMesh>;
  63185. /**
  63186. * Gets the list of loaded particle systems
  63187. */
  63188. loadedParticleSystems: Array<IParticleSystem>;
  63189. /**
  63190. * Gets the list of loaded skeletons
  63191. */
  63192. loadedSkeletons: Array<Skeleton>;
  63193. /**
  63194. * Gets the list of loaded animation groups
  63195. */
  63196. loadedAnimationGroups: Array<AnimationGroup>;
  63197. /**
  63198. * Callback called when the task is successful
  63199. */
  63200. onSuccess: (task: MeshAssetTask) => void;
  63201. /**
  63202. * Callback called when the task is successful
  63203. */
  63204. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  63205. /**
  63206. * Creates a new MeshAssetTask
  63207. * @param name defines the name of the task
  63208. * @param meshesNames defines the list of mesh's names you want to load
  63209. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  63210. * @param sceneFilename defines the filename of the scene to load from
  63211. */
  63212. constructor(
  63213. /**
  63214. * Defines the name of the task
  63215. */
  63216. name: string,
  63217. /**
  63218. * Defines the list of mesh's names you want to load
  63219. */
  63220. meshesNames: any,
  63221. /**
  63222. * Defines the root url to use as a base to load your meshes and associated resources
  63223. */
  63224. rootUrl: string,
  63225. /**
  63226. * Defines the filename of the scene to load from
  63227. */
  63228. sceneFilename: string);
  63229. /**
  63230. * Execute the current task
  63231. * @param scene defines the scene where you want your assets to be loaded
  63232. * @param onSuccess is a callback called when the task is successfully executed
  63233. * @param onError is a callback called if an error occurs
  63234. */
  63235. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63236. }
  63237. /**
  63238. * Define a task used by AssetsManager to load text content
  63239. */
  63240. export class TextFileAssetTask extends AbstractAssetTask {
  63241. /**
  63242. * Defines the name of the task
  63243. */
  63244. name: string;
  63245. /**
  63246. * Defines the location of the file to load
  63247. */
  63248. url: string;
  63249. /**
  63250. * Gets the loaded text string
  63251. */
  63252. text: string;
  63253. /**
  63254. * Callback called when the task is successful
  63255. */
  63256. onSuccess: (task: TextFileAssetTask) => void;
  63257. /**
  63258. * Callback called when the task is successful
  63259. */
  63260. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  63261. /**
  63262. * Creates a new TextFileAssetTask object
  63263. * @param name defines the name of the task
  63264. * @param url defines the location of the file to load
  63265. */
  63266. constructor(
  63267. /**
  63268. * Defines the name of the task
  63269. */
  63270. name: string,
  63271. /**
  63272. * Defines the location of the file to load
  63273. */
  63274. url: string);
  63275. /**
  63276. * Execute the current task
  63277. * @param scene defines the scene where you want your assets to be loaded
  63278. * @param onSuccess is a callback called when the task is successfully executed
  63279. * @param onError is a callback called if an error occurs
  63280. */
  63281. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63282. }
  63283. /**
  63284. * Define a task used by AssetsManager to load binary data
  63285. */
  63286. export class BinaryFileAssetTask extends AbstractAssetTask {
  63287. /**
  63288. * Defines the name of the task
  63289. */
  63290. name: string;
  63291. /**
  63292. * Defines the location of the file to load
  63293. */
  63294. url: string;
  63295. /**
  63296. * Gets the lodaded data (as an array buffer)
  63297. */
  63298. data: ArrayBuffer;
  63299. /**
  63300. * Callback called when the task is successful
  63301. */
  63302. onSuccess: (task: BinaryFileAssetTask) => void;
  63303. /**
  63304. * Callback called when the task is successful
  63305. */
  63306. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  63307. /**
  63308. * Creates a new BinaryFileAssetTask object
  63309. * @param name defines the name of the new task
  63310. * @param url defines the location of the file to load
  63311. */
  63312. constructor(
  63313. /**
  63314. * Defines the name of the task
  63315. */
  63316. name: string,
  63317. /**
  63318. * Defines the location of the file to load
  63319. */
  63320. url: string);
  63321. /**
  63322. * Execute the current task
  63323. * @param scene defines the scene where you want your assets to be loaded
  63324. * @param onSuccess is a callback called when the task is successfully executed
  63325. * @param onError is a callback called if an error occurs
  63326. */
  63327. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63328. }
  63329. /**
  63330. * Define a task used by AssetsManager to load images
  63331. */
  63332. export class ImageAssetTask extends AbstractAssetTask {
  63333. /**
  63334. * Defines the name of the task
  63335. */
  63336. name: string;
  63337. /**
  63338. * Defines the location of the image to load
  63339. */
  63340. url: string;
  63341. /**
  63342. * Gets the loaded images
  63343. */
  63344. image: HTMLImageElement;
  63345. /**
  63346. * Callback called when the task is successful
  63347. */
  63348. onSuccess: (task: ImageAssetTask) => void;
  63349. /**
  63350. * Callback called when the task is successful
  63351. */
  63352. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  63353. /**
  63354. * Creates a new ImageAssetTask
  63355. * @param name defines the name of the task
  63356. * @param url defines the location of the image to load
  63357. */
  63358. constructor(
  63359. /**
  63360. * Defines the name of the task
  63361. */
  63362. name: string,
  63363. /**
  63364. * Defines the location of the image to load
  63365. */
  63366. url: string);
  63367. /**
  63368. * Execute the current task
  63369. * @param scene defines the scene where you want your assets to be loaded
  63370. * @param onSuccess is a callback called when the task is successfully executed
  63371. * @param onError is a callback called if an error occurs
  63372. */
  63373. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63374. }
  63375. /**
  63376. * Defines the interface used by texture loading tasks
  63377. */
  63378. export interface ITextureAssetTask<TEX extends BaseTexture> {
  63379. /**
  63380. * Gets the loaded texture
  63381. */
  63382. texture: TEX;
  63383. }
  63384. /**
  63385. * Define a task used by AssetsManager to load 2D textures
  63386. */
  63387. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  63388. /**
  63389. * Defines the name of the task
  63390. */
  63391. name: string;
  63392. /**
  63393. * Defines the location of the file to load
  63394. */
  63395. url: string;
  63396. /**
  63397. * Defines if mipmap should not be generated (default is false)
  63398. */
  63399. noMipmap?: boolean | undefined;
  63400. /**
  63401. * Defines if texture must be inverted on Y axis (default is false)
  63402. */
  63403. invertY?: boolean | undefined;
  63404. /**
  63405. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63406. */
  63407. samplingMode: number;
  63408. /**
  63409. * Gets the loaded texture
  63410. */
  63411. texture: Texture;
  63412. /**
  63413. * Callback called when the task is successful
  63414. */
  63415. onSuccess: (task: TextureAssetTask) => void;
  63416. /**
  63417. * Callback called when the task is successful
  63418. */
  63419. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  63420. /**
  63421. * Creates a new TextureAssetTask object
  63422. * @param name defines the name of the task
  63423. * @param url defines the location of the file to load
  63424. * @param noMipmap defines if mipmap should not be generated (default is false)
  63425. * @param invertY defines if texture must be inverted on Y axis (default is false)
  63426. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63427. */
  63428. constructor(
  63429. /**
  63430. * Defines the name of the task
  63431. */
  63432. name: string,
  63433. /**
  63434. * Defines the location of the file to load
  63435. */
  63436. url: string,
  63437. /**
  63438. * Defines if mipmap should not be generated (default is false)
  63439. */
  63440. noMipmap?: boolean | undefined,
  63441. /**
  63442. * Defines if texture must be inverted on Y axis (default is false)
  63443. */
  63444. invertY?: boolean | undefined,
  63445. /**
  63446. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63447. */
  63448. samplingMode?: number);
  63449. /**
  63450. * Execute the current task
  63451. * @param scene defines the scene where you want your assets to be loaded
  63452. * @param onSuccess is a callback called when the task is successfully executed
  63453. * @param onError is a callback called if an error occurs
  63454. */
  63455. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63456. }
  63457. /**
  63458. * Define a task used by AssetsManager to load cube textures
  63459. */
  63460. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  63461. /**
  63462. * Defines the name of the task
  63463. */
  63464. name: string;
  63465. /**
  63466. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63467. */
  63468. url: string;
  63469. /**
  63470. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63471. */
  63472. extensions?: string[] | undefined;
  63473. /**
  63474. * Defines if mipmaps should not be generated (default is false)
  63475. */
  63476. noMipmap?: boolean | undefined;
  63477. /**
  63478. * Defines the explicit list of files (undefined by default)
  63479. */
  63480. files?: string[] | undefined;
  63481. /**
  63482. * Gets the loaded texture
  63483. */
  63484. texture: CubeTexture;
  63485. /**
  63486. * Callback called when the task is successful
  63487. */
  63488. onSuccess: (task: CubeTextureAssetTask) => void;
  63489. /**
  63490. * Callback called when the task is successful
  63491. */
  63492. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  63493. /**
  63494. * Creates a new CubeTextureAssetTask
  63495. * @param name defines the name of the task
  63496. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63497. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63498. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63499. * @param files defines the explicit list of files (undefined by default)
  63500. */
  63501. constructor(
  63502. /**
  63503. * Defines the name of the task
  63504. */
  63505. name: string,
  63506. /**
  63507. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63508. */
  63509. url: string,
  63510. /**
  63511. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63512. */
  63513. extensions?: string[] | undefined,
  63514. /**
  63515. * Defines if mipmaps should not be generated (default is false)
  63516. */
  63517. noMipmap?: boolean | undefined,
  63518. /**
  63519. * Defines the explicit list of files (undefined by default)
  63520. */
  63521. files?: string[] | undefined);
  63522. /**
  63523. * Execute the current task
  63524. * @param scene defines the scene where you want your assets to be loaded
  63525. * @param onSuccess is a callback called when the task is successfully executed
  63526. * @param onError is a callback called if an error occurs
  63527. */
  63528. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63529. }
  63530. /**
  63531. * Define a task used by AssetsManager to load HDR cube textures
  63532. */
  63533. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  63534. /**
  63535. * Defines the name of the task
  63536. */
  63537. name: string;
  63538. /**
  63539. * Defines the location of the file to load
  63540. */
  63541. url: string;
  63542. /**
  63543. * Defines the desired size (the more it increases the longer the generation will be)
  63544. */
  63545. size: number;
  63546. /**
  63547. * Defines if mipmaps should not be generated (default is false)
  63548. */
  63549. noMipmap: boolean;
  63550. /**
  63551. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63552. */
  63553. generateHarmonics: boolean;
  63554. /**
  63555. * 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)
  63556. */
  63557. gammaSpace: boolean;
  63558. /**
  63559. * Internal Use Only
  63560. */
  63561. reserved: boolean;
  63562. /**
  63563. * Gets the loaded texture
  63564. */
  63565. texture: HDRCubeTexture;
  63566. /**
  63567. * Callback called when the task is successful
  63568. */
  63569. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  63570. /**
  63571. * Callback called when the task is successful
  63572. */
  63573. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  63574. /**
  63575. * Creates a new HDRCubeTextureAssetTask object
  63576. * @param name defines the name of the task
  63577. * @param url defines the location of the file to load
  63578. * @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.
  63579. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63580. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63581. * @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)
  63582. * @param reserved Internal use only
  63583. */
  63584. constructor(
  63585. /**
  63586. * Defines the name of the task
  63587. */
  63588. name: string,
  63589. /**
  63590. * Defines the location of the file to load
  63591. */
  63592. url: string,
  63593. /**
  63594. * Defines the desired size (the more it increases the longer the generation will be)
  63595. */
  63596. size: number,
  63597. /**
  63598. * Defines if mipmaps should not be generated (default is false)
  63599. */
  63600. noMipmap?: boolean,
  63601. /**
  63602. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63603. */
  63604. generateHarmonics?: boolean,
  63605. /**
  63606. * 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)
  63607. */
  63608. gammaSpace?: boolean,
  63609. /**
  63610. * Internal Use Only
  63611. */
  63612. reserved?: boolean);
  63613. /**
  63614. * Execute the current task
  63615. * @param scene defines the scene where you want your assets to be loaded
  63616. * @param onSuccess is a callback called when the task is successfully executed
  63617. * @param onError is a callback called if an error occurs
  63618. */
  63619. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63620. }
  63621. /**
  63622. * Define a task used by AssetsManager to load Equirectangular cube textures
  63623. */
  63624. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  63625. /**
  63626. * Defines the name of the task
  63627. */
  63628. name: string;
  63629. /**
  63630. * Defines the location of the file to load
  63631. */
  63632. url: string;
  63633. /**
  63634. * Defines the desired size (the more it increases the longer the generation will be)
  63635. */
  63636. size: number;
  63637. /**
  63638. * Defines if mipmaps should not be generated (default is false)
  63639. */
  63640. noMipmap: boolean;
  63641. /**
  63642. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63643. * but the standard material would require them in Gamma space) (default is true)
  63644. */
  63645. gammaSpace: boolean;
  63646. /**
  63647. * Gets the loaded texture
  63648. */
  63649. texture: EquiRectangularCubeTexture;
  63650. /**
  63651. * Callback called when the task is successful
  63652. */
  63653. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  63654. /**
  63655. * Callback called when the task is successful
  63656. */
  63657. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  63658. /**
  63659. * Creates a new EquiRectangularCubeTextureAssetTask object
  63660. * @param name defines the name of the task
  63661. * @param url defines the location of the file to load
  63662. * @param size defines the desired size (the more it increases the longer the generation will be)
  63663. * If the size is omitted this implies you are using a preprocessed cubemap.
  63664. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63665. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  63666. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  63667. * (default is true)
  63668. */
  63669. constructor(
  63670. /**
  63671. * Defines the name of the task
  63672. */
  63673. name: string,
  63674. /**
  63675. * Defines the location of the file to load
  63676. */
  63677. url: string,
  63678. /**
  63679. * Defines the desired size (the more it increases the longer the generation will be)
  63680. */
  63681. size: number,
  63682. /**
  63683. * Defines if mipmaps should not be generated (default is false)
  63684. */
  63685. noMipmap?: boolean,
  63686. /**
  63687. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63688. * but the standard material would require them in Gamma space) (default is true)
  63689. */
  63690. gammaSpace?: boolean);
  63691. /**
  63692. * Execute the current task
  63693. * @param scene defines the scene where you want your assets to be loaded
  63694. * @param onSuccess is a callback called when the task is successfully executed
  63695. * @param onError is a callback called if an error occurs
  63696. */
  63697. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63698. }
  63699. /**
  63700. * This class can be used to easily import assets into a scene
  63701. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  63702. */
  63703. export class AssetsManager {
  63704. private _scene;
  63705. private _isLoading;
  63706. protected _tasks: AbstractAssetTask[];
  63707. protected _waitingTasksCount: number;
  63708. protected _totalTasksCount: number;
  63709. /**
  63710. * Callback called when all tasks are processed
  63711. */
  63712. onFinish: (tasks: AbstractAssetTask[]) => void;
  63713. /**
  63714. * Callback called when a task is successful
  63715. */
  63716. onTaskSuccess: (task: AbstractAssetTask) => void;
  63717. /**
  63718. * Callback called when a task had an error
  63719. */
  63720. onTaskError: (task: AbstractAssetTask) => void;
  63721. /**
  63722. * Callback called when a task is done (whatever the result is)
  63723. */
  63724. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  63725. /**
  63726. * Observable called when all tasks are processed
  63727. */
  63728. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  63729. /**
  63730. * Observable called when a task had an error
  63731. */
  63732. onTaskErrorObservable: Observable<AbstractAssetTask>;
  63733. /**
  63734. * Observable called when all tasks were executed
  63735. */
  63736. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  63737. /**
  63738. * Observable called when a task is done (whatever the result is)
  63739. */
  63740. onProgressObservable: Observable<IAssetsProgressEvent>;
  63741. /**
  63742. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  63743. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  63744. */
  63745. useDefaultLoadingScreen: boolean;
  63746. /**
  63747. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  63748. * when all assets have been downloaded.
  63749. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  63750. */
  63751. autoHideLoadingUI: boolean;
  63752. /**
  63753. * Creates a new AssetsManager
  63754. * @param scene defines the scene to work on
  63755. */
  63756. constructor(scene: Scene);
  63757. /**
  63758. * Add a MeshAssetTask to the list of active tasks
  63759. * @param taskName defines the name of the new task
  63760. * @param meshesNames defines the name of meshes to load
  63761. * @param rootUrl defines the root url to use to locate files
  63762. * @param sceneFilename defines the filename of the scene file
  63763. * @returns a new MeshAssetTask object
  63764. */
  63765. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  63766. /**
  63767. * Add a TextFileAssetTask to the list of active tasks
  63768. * @param taskName defines the name of the new task
  63769. * @param url defines the url of the file to load
  63770. * @returns a new TextFileAssetTask object
  63771. */
  63772. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  63773. /**
  63774. * Add a BinaryFileAssetTask to the list of active tasks
  63775. * @param taskName defines the name of the new task
  63776. * @param url defines the url of the file to load
  63777. * @returns a new BinaryFileAssetTask object
  63778. */
  63779. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  63780. /**
  63781. * Add a ImageAssetTask to the list of active tasks
  63782. * @param taskName defines the name of the new task
  63783. * @param url defines the url of the file to load
  63784. * @returns a new ImageAssetTask object
  63785. */
  63786. addImageTask(taskName: string, url: string): ImageAssetTask;
  63787. /**
  63788. * Add a TextureAssetTask to the list of active tasks
  63789. * @param taskName defines the name of the new task
  63790. * @param url defines the url of the file to load
  63791. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63792. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  63793. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  63794. * @returns a new TextureAssetTask object
  63795. */
  63796. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  63797. /**
  63798. * Add a CubeTextureAssetTask to the list of active tasks
  63799. * @param taskName defines the name of the new task
  63800. * @param url defines the url of the file to load
  63801. * @param extensions defines the extension to use to load the cube map (can be null)
  63802. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63803. * @param files defines the list of files to load (can be null)
  63804. * @returns a new CubeTextureAssetTask object
  63805. */
  63806. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  63807. /**
  63808. *
  63809. * Add a HDRCubeTextureAssetTask to the list of active tasks
  63810. * @param taskName defines the name of the new task
  63811. * @param url defines the url of the file to load
  63812. * @param size defines the size you want for the cubemap (can be null)
  63813. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63814. * @param generateHarmonics defines if you want to automatically generate (true by default)
  63815. * @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)
  63816. * @param reserved Internal use only
  63817. * @returns a new HDRCubeTextureAssetTask object
  63818. */
  63819. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  63820. /**
  63821. *
  63822. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  63823. * @param taskName defines the name of the new task
  63824. * @param url defines the url of the file to load
  63825. * @param size defines the size you want for the cubemap (can be null)
  63826. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63827. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  63828. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  63829. * @returns a new EquiRectangularCubeTextureAssetTask object
  63830. */
  63831. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  63832. /**
  63833. * Remove a task from the assets manager.
  63834. * @param task the task to remove
  63835. */
  63836. removeTask(task: AbstractAssetTask): void;
  63837. private _decreaseWaitingTasksCount;
  63838. private _runTask;
  63839. /**
  63840. * Reset the AssetsManager and remove all tasks
  63841. * @return the current instance of the AssetsManager
  63842. */
  63843. reset(): AssetsManager;
  63844. /**
  63845. * Start the loading process
  63846. * @return the current instance of the AssetsManager
  63847. */
  63848. load(): AssetsManager;
  63849. /**
  63850. * Start the loading process as an async operation
  63851. * @return a promise returning the list of failed tasks
  63852. */
  63853. loadAsync(): Promise<void>;
  63854. }
  63855. }
  63856. declare module "babylonjs/Misc/deferred" {
  63857. /**
  63858. * Wrapper class for promise with external resolve and reject.
  63859. */
  63860. export class Deferred<T> {
  63861. /**
  63862. * The promise associated with this deferred object.
  63863. */
  63864. readonly promise: Promise<T>;
  63865. private _resolve;
  63866. private _reject;
  63867. /**
  63868. * The resolve method of the promise associated with this deferred object.
  63869. */
  63870. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  63871. /**
  63872. * The reject method of the promise associated with this deferred object.
  63873. */
  63874. readonly reject: (reason?: any) => void;
  63875. /**
  63876. * Constructor for this deferred object.
  63877. */
  63878. constructor();
  63879. }
  63880. }
  63881. declare module "babylonjs/Misc/meshExploder" {
  63882. import { Mesh } from "babylonjs/Meshes/mesh";
  63883. /**
  63884. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  63885. */
  63886. export class MeshExploder {
  63887. private _centerMesh;
  63888. private _meshes;
  63889. private _meshesOrigins;
  63890. private _toCenterVectors;
  63891. private _scaledDirection;
  63892. private _newPosition;
  63893. private _centerPosition;
  63894. /**
  63895. * Explodes meshes from a center mesh.
  63896. * @param meshes The meshes to explode.
  63897. * @param centerMesh The mesh to be center of explosion.
  63898. */
  63899. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  63900. private _setCenterMesh;
  63901. /**
  63902. * Get class name
  63903. * @returns "MeshExploder"
  63904. */
  63905. getClassName(): string;
  63906. /**
  63907. * "Exploded meshes"
  63908. * @returns Array of meshes with the centerMesh at index 0.
  63909. */
  63910. getMeshes(): Array<Mesh>;
  63911. /**
  63912. * Explodes meshes giving a specific direction
  63913. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  63914. */
  63915. explode(direction?: number): void;
  63916. }
  63917. }
  63918. declare module "babylonjs/Misc/filesInput" {
  63919. import { Engine } from "babylonjs/Engines/engine";
  63920. import { Scene } from "babylonjs/scene";
  63921. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  63922. /**
  63923. * Class used to help managing file picking and drag'n'drop
  63924. */
  63925. export class FilesInput {
  63926. /**
  63927. * List of files ready to be loaded
  63928. */
  63929. static readonly FilesToLoad: {
  63930. [key: string]: File;
  63931. };
  63932. /**
  63933. * Callback called when a file is processed
  63934. */
  63935. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  63936. private _engine;
  63937. private _currentScene;
  63938. private _sceneLoadedCallback;
  63939. private _progressCallback;
  63940. private _additionalRenderLoopLogicCallback;
  63941. private _textureLoadingCallback;
  63942. private _startingProcessingFilesCallback;
  63943. private _onReloadCallback;
  63944. private _errorCallback;
  63945. private _elementToMonitor;
  63946. private _sceneFileToLoad;
  63947. private _filesToLoad;
  63948. /**
  63949. * Creates a new FilesInput
  63950. * @param engine defines the rendering engine
  63951. * @param scene defines the hosting scene
  63952. * @param sceneLoadedCallback callback called when scene is loaded
  63953. * @param progressCallback callback called to track progress
  63954. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  63955. * @param textureLoadingCallback callback called when a texture is loading
  63956. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  63957. * @param onReloadCallback callback called when a reload is requested
  63958. * @param errorCallback callback call if an error occurs
  63959. */
  63960. 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);
  63961. private _dragEnterHandler;
  63962. private _dragOverHandler;
  63963. private _dropHandler;
  63964. /**
  63965. * Calls this function to listen to drag'n'drop events on a specific DOM element
  63966. * @param elementToMonitor defines the DOM element to track
  63967. */
  63968. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  63969. /**
  63970. * Release all associated resources
  63971. */
  63972. dispose(): void;
  63973. private renderFunction;
  63974. private drag;
  63975. private drop;
  63976. private _traverseFolder;
  63977. private _processFiles;
  63978. /**
  63979. * Load files from a drop event
  63980. * @param event defines the drop event to use as source
  63981. */
  63982. loadFiles(event: any): void;
  63983. private _processReload;
  63984. /**
  63985. * Reload the current scene from the loaded files
  63986. */
  63987. reload(): void;
  63988. }
  63989. }
  63990. declare module "babylonjs/Misc/HighDynamicRange/index" {
  63991. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  63992. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  63993. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  63994. }
  63995. declare module "babylonjs/Misc/sceneOptimizer" {
  63996. import { Scene, IDisposable } from "babylonjs/scene";
  63997. import { Observable } from "babylonjs/Misc/observable";
  63998. /**
  63999. * Defines the root class used to create scene optimization to use with SceneOptimizer
  64000. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64001. */
  64002. export class SceneOptimization {
  64003. /**
  64004. * Defines the priority of this optimization (0 by default which means first in the list)
  64005. */
  64006. priority: number;
  64007. /**
  64008. * Gets a string describing the action executed by the current optimization
  64009. * @returns description string
  64010. */
  64011. getDescription(): string;
  64012. /**
  64013. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64014. * @param scene defines the current scene where to apply this optimization
  64015. * @param optimizer defines the current optimizer
  64016. * @returns true if everything that can be done was applied
  64017. */
  64018. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64019. /**
  64020. * Creates the SceneOptimization object
  64021. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64022. * @param desc defines the description associated with the optimization
  64023. */
  64024. constructor(
  64025. /**
  64026. * Defines the priority of this optimization (0 by default which means first in the list)
  64027. */
  64028. priority?: number);
  64029. }
  64030. /**
  64031. * Defines an optimization used to reduce the size of render target textures
  64032. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64033. */
  64034. export class TextureOptimization extends SceneOptimization {
  64035. /**
  64036. * Defines the priority of this optimization (0 by default which means first in the list)
  64037. */
  64038. priority: number;
  64039. /**
  64040. * 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
  64041. */
  64042. maximumSize: number;
  64043. /**
  64044. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64045. */
  64046. step: number;
  64047. /**
  64048. * Gets a string describing the action executed by the current optimization
  64049. * @returns description string
  64050. */
  64051. getDescription(): string;
  64052. /**
  64053. * Creates the TextureOptimization object
  64054. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64055. * @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
  64056. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64057. */
  64058. constructor(
  64059. /**
  64060. * Defines the priority of this optimization (0 by default which means first in the list)
  64061. */
  64062. priority?: number,
  64063. /**
  64064. * 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
  64065. */
  64066. maximumSize?: number,
  64067. /**
  64068. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64069. */
  64070. step?: number);
  64071. /**
  64072. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64073. * @param scene defines the current scene where to apply this optimization
  64074. * @param optimizer defines the current optimizer
  64075. * @returns true if everything that can be done was applied
  64076. */
  64077. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64078. }
  64079. /**
  64080. * Defines an optimization used to increase or decrease the rendering resolution
  64081. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64082. */
  64083. export class HardwareScalingOptimization extends SceneOptimization {
  64084. /**
  64085. * Defines the priority of this optimization (0 by default which means first in the list)
  64086. */
  64087. priority: number;
  64088. /**
  64089. * Defines the maximum scale to use (2 by default)
  64090. */
  64091. maximumScale: number;
  64092. /**
  64093. * Defines the step to use between two passes (0.5 by default)
  64094. */
  64095. step: number;
  64096. private _currentScale;
  64097. private _directionOffset;
  64098. /**
  64099. * Gets a string describing the action executed by the current optimization
  64100. * @return description string
  64101. */
  64102. getDescription(): string;
  64103. /**
  64104. * Creates the HardwareScalingOptimization object
  64105. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64106. * @param maximumScale defines the maximum scale to use (2 by default)
  64107. * @param step defines the step to use between two passes (0.5 by default)
  64108. */
  64109. constructor(
  64110. /**
  64111. * Defines the priority of this optimization (0 by default which means first in the list)
  64112. */
  64113. priority?: number,
  64114. /**
  64115. * Defines the maximum scale to use (2 by default)
  64116. */
  64117. maximumScale?: number,
  64118. /**
  64119. * Defines the step to use between two passes (0.5 by default)
  64120. */
  64121. step?: number);
  64122. /**
  64123. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64124. * @param scene defines the current scene where to apply this optimization
  64125. * @param optimizer defines the current optimizer
  64126. * @returns true if everything that can be done was applied
  64127. */
  64128. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64129. }
  64130. /**
  64131. * Defines an optimization used to remove shadows
  64132. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64133. */
  64134. export class ShadowsOptimization extends SceneOptimization {
  64135. /**
  64136. * Gets a string describing the action executed by the current optimization
  64137. * @return description string
  64138. */
  64139. getDescription(): string;
  64140. /**
  64141. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64142. * @param scene defines the current scene where to apply this optimization
  64143. * @param optimizer defines the current optimizer
  64144. * @returns true if everything that can be done was applied
  64145. */
  64146. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64147. }
  64148. /**
  64149. * Defines an optimization used to turn post-processes off
  64150. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64151. */
  64152. export class PostProcessesOptimization extends SceneOptimization {
  64153. /**
  64154. * Gets a string describing the action executed by the current optimization
  64155. * @return description string
  64156. */
  64157. getDescription(): string;
  64158. /**
  64159. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64160. * @param scene defines the current scene where to apply this optimization
  64161. * @param optimizer defines the current optimizer
  64162. * @returns true if everything that can be done was applied
  64163. */
  64164. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64165. }
  64166. /**
  64167. * Defines an optimization used to turn lens flares off
  64168. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64169. */
  64170. export class LensFlaresOptimization extends SceneOptimization {
  64171. /**
  64172. * Gets a string describing the action executed by the current optimization
  64173. * @return description string
  64174. */
  64175. getDescription(): string;
  64176. /**
  64177. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64178. * @param scene defines the current scene where to apply this optimization
  64179. * @param optimizer defines the current optimizer
  64180. * @returns true if everything that can be done was applied
  64181. */
  64182. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64183. }
  64184. /**
  64185. * Defines an optimization based on user defined callback.
  64186. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64187. */
  64188. export class CustomOptimization extends SceneOptimization {
  64189. /**
  64190. * Callback called to apply the custom optimization.
  64191. */
  64192. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  64193. /**
  64194. * Callback called to get custom description
  64195. */
  64196. onGetDescription: () => string;
  64197. /**
  64198. * Gets a string describing the action executed by the current optimization
  64199. * @returns description string
  64200. */
  64201. getDescription(): string;
  64202. /**
  64203. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64204. * @param scene defines the current scene where to apply this optimization
  64205. * @param optimizer defines the current optimizer
  64206. * @returns true if everything that can be done was applied
  64207. */
  64208. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64209. }
  64210. /**
  64211. * Defines an optimization used to turn particles off
  64212. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64213. */
  64214. export class ParticlesOptimization extends SceneOptimization {
  64215. /**
  64216. * Gets a string describing the action executed by the current optimization
  64217. * @return description string
  64218. */
  64219. getDescription(): string;
  64220. /**
  64221. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64222. * @param scene defines the current scene where to apply this optimization
  64223. * @param optimizer defines the current optimizer
  64224. * @returns true if everything that can be done was applied
  64225. */
  64226. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64227. }
  64228. /**
  64229. * Defines an optimization used to turn render targets off
  64230. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64231. */
  64232. export class RenderTargetsOptimization extends SceneOptimization {
  64233. /**
  64234. * Gets a string describing the action executed by the current optimization
  64235. * @return description string
  64236. */
  64237. getDescription(): string;
  64238. /**
  64239. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64240. * @param scene defines the current scene where to apply this optimization
  64241. * @param optimizer defines the current optimizer
  64242. * @returns true if everything that can be done was applied
  64243. */
  64244. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64245. }
  64246. /**
  64247. * Defines an optimization used to merge meshes with compatible materials
  64248. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64249. */
  64250. export class MergeMeshesOptimization extends SceneOptimization {
  64251. private static _UpdateSelectionTree;
  64252. /**
  64253. * Gets or sets a boolean which defines if optimization octree has to be updated
  64254. */
  64255. /**
  64256. * Gets or sets a boolean which defines if optimization octree has to be updated
  64257. */
  64258. static UpdateSelectionTree: boolean;
  64259. /**
  64260. * Gets a string describing the action executed by the current optimization
  64261. * @return description string
  64262. */
  64263. getDescription(): string;
  64264. private _canBeMerged;
  64265. /**
  64266. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64267. * @param scene defines the current scene where to apply this optimization
  64268. * @param optimizer defines the current optimizer
  64269. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  64270. * @returns true if everything that can be done was applied
  64271. */
  64272. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  64273. }
  64274. /**
  64275. * Defines a list of options used by SceneOptimizer
  64276. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64277. */
  64278. export class SceneOptimizerOptions {
  64279. /**
  64280. * Defines the target frame rate to reach (60 by default)
  64281. */
  64282. targetFrameRate: number;
  64283. /**
  64284. * Defines the interval between two checkes (2000ms by default)
  64285. */
  64286. trackerDuration: number;
  64287. /**
  64288. * Gets the list of optimizations to apply
  64289. */
  64290. optimizations: SceneOptimization[];
  64291. /**
  64292. * Creates a new list of options used by SceneOptimizer
  64293. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  64294. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  64295. */
  64296. constructor(
  64297. /**
  64298. * Defines the target frame rate to reach (60 by default)
  64299. */
  64300. targetFrameRate?: number,
  64301. /**
  64302. * Defines the interval between two checkes (2000ms by default)
  64303. */
  64304. trackerDuration?: number);
  64305. /**
  64306. * Add a new optimization
  64307. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  64308. * @returns the current SceneOptimizerOptions
  64309. */
  64310. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  64311. /**
  64312. * Add a new custom optimization
  64313. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  64314. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  64315. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64316. * @returns the current SceneOptimizerOptions
  64317. */
  64318. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  64319. /**
  64320. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  64321. * @param targetFrameRate defines the target frame rate (60 by default)
  64322. * @returns a SceneOptimizerOptions object
  64323. */
  64324. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64325. /**
  64326. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  64327. * @param targetFrameRate defines the target frame rate (60 by default)
  64328. * @returns a SceneOptimizerOptions object
  64329. */
  64330. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64331. /**
  64332. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  64333. * @param targetFrameRate defines the target frame rate (60 by default)
  64334. * @returns a SceneOptimizerOptions object
  64335. */
  64336. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64337. }
  64338. /**
  64339. * Class used to run optimizations in order to reach a target frame rate
  64340. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64341. */
  64342. export class SceneOptimizer implements IDisposable {
  64343. private _isRunning;
  64344. private _options;
  64345. private _scene;
  64346. private _currentPriorityLevel;
  64347. private _targetFrameRate;
  64348. private _trackerDuration;
  64349. private _currentFrameRate;
  64350. private _sceneDisposeObserver;
  64351. private _improvementMode;
  64352. /**
  64353. * Defines an observable called when the optimizer reaches the target frame rate
  64354. */
  64355. onSuccessObservable: Observable<SceneOptimizer>;
  64356. /**
  64357. * Defines an observable called when the optimizer enables an optimization
  64358. */
  64359. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  64360. /**
  64361. * Defines an observable called when the optimizer is not able to reach the target frame rate
  64362. */
  64363. onFailureObservable: Observable<SceneOptimizer>;
  64364. /**
  64365. * Gets a boolean indicating if the optimizer is in improvement mode
  64366. */
  64367. readonly isInImprovementMode: boolean;
  64368. /**
  64369. * Gets the current priority level (0 at start)
  64370. */
  64371. readonly currentPriorityLevel: number;
  64372. /**
  64373. * Gets the current frame rate checked by the SceneOptimizer
  64374. */
  64375. readonly currentFrameRate: number;
  64376. /**
  64377. * Gets or sets the current target frame rate (60 by default)
  64378. */
  64379. /**
  64380. * Gets or sets the current target frame rate (60 by default)
  64381. */
  64382. targetFrameRate: number;
  64383. /**
  64384. * Gets or sets the current interval between two checks (every 2000ms by default)
  64385. */
  64386. /**
  64387. * Gets or sets the current interval between two checks (every 2000ms by default)
  64388. */
  64389. trackerDuration: number;
  64390. /**
  64391. * Gets the list of active optimizations
  64392. */
  64393. readonly optimizations: SceneOptimization[];
  64394. /**
  64395. * Creates a new SceneOptimizer
  64396. * @param scene defines the scene to work on
  64397. * @param options defines the options to use with the SceneOptimizer
  64398. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  64399. * @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)
  64400. */
  64401. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  64402. /**
  64403. * Stops the current optimizer
  64404. */
  64405. stop(): void;
  64406. /**
  64407. * Reset the optimizer to initial step (current priority level = 0)
  64408. */
  64409. reset(): void;
  64410. /**
  64411. * Start the optimizer. By default it will try to reach a specific framerate
  64412. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  64413. */
  64414. start(): void;
  64415. private _checkCurrentState;
  64416. /**
  64417. * Release all resources
  64418. */
  64419. dispose(): void;
  64420. /**
  64421. * Helper function to create a SceneOptimizer with one single line of code
  64422. * @param scene defines the scene to work on
  64423. * @param options defines the options to use with the SceneOptimizer
  64424. * @param onSuccess defines a callback to call on success
  64425. * @param onFailure defines a callback to call on failure
  64426. * @returns the new SceneOptimizer object
  64427. */
  64428. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  64429. }
  64430. }
  64431. declare module "babylonjs/Misc/sceneSerializer" {
  64432. import { Scene } from "babylonjs/scene";
  64433. /**
  64434. * Class used to serialize a scene into a string
  64435. */
  64436. export class SceneSerializer {
  64437. /**
  64438. * Clear cache used by a previous serialization
  64439. */
  64440. static ClearCache(): void;
  64441. /**
  64442. * Serialize a scene into a JSON compatible object
  64443. * @param scene defines the scene to serialize
  64444. * @returns a JSON compatible object
  64445. */
  64446. static Serialize(scene: Scene): any;
  64447. /**
  64448. * Serialize a mesh into a JSON compatible object
  64449. * @param toSerialize defines the mesh to serialize
  64450. * @param withParents defines if parents must be serialized as well
  64451. * @param withChildren defines if children must be serialized as well
  64452. * @returns a JSON compatible object
  64453. */
  64454. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  64455. }
  64456. }
  64457. declare module "babylonjs/Misc/textureTools" {
  64458. import { Texture } from "babylonjs/Materials/Textures/texture";
  64459. /**
  64460. * Class used to host texture specific utilities
  64461. */
  64462. export class TextureTools {
  64463. /**
  64464. * Uses the GPU to create a copy texture rescaled at a given size
  64465. * @param texture Texture to copy from
  64466. * @param width defines the desired width
  64467. * @param height defines the desired height
  64468. * @param useBilinearMode defines if bilinear mode has to be used
  64469. * @return the generated texture
  64470. */
  64471. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  64472. }
  64473. }
  64474. declare module "babylonjs/Misc/videoRecorder" {
  64475. import { Nullable } from "babylonjs/types";
  64476. import { Engine } from "babylonjs/Engines/engine";
  64477. /**
  64478. * This represents the different options available for the video capture.
  64479. */
  64480. export interface VideoRecorderOptions {
  64481. /** Defines the mime type of the video. */
  64482. mimeType: string;
  64483. /** Defines the FPS the video should be recorded at. */
  64484. fps: number;
  64485. /** Defines the chunk size for the recording data. */
  64486. recordChunckSize: number;
  64487. /** The audio tracks to attach to the recording. */
  64488. audioTracks?: MediaStreamTrack[];
  64489. }
  64490. /**
  64491. * This can help with recording videos from BabylonJS.
  64492. * This is based on the available WebRTC functionalities of the browser.
  64493. *
  64494. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  64495. */
  64496. export class VideoRecorder {
  64497. private static readonly _defaultOptions;
  64498. /**
  64499. * Returns whether or not the VideoRecorder is available in your browser.
  64500. * @param engine Defines the Babylon Engine.
  64501. * @returns true if supported otherwise false.
  64502. */
  64503. static IsSupported(engine: Engine): boolean;
  64504. private readonly _options;
  64505. private _canvas;
  64506. private _mediaRecorder;
  64507. private _recordedChunks;
  64508. private _fileName;
  64509. private _resolve;
  64510. private _reject;
  64511. /**
  64512. * True when a recording is already in progress.
  64513. */
  64514. readonly isRecording: boolean;
  64515. /**
  64516. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  64517. * @param engine Defines the BabylonJS Engine you wish to record.
  64518. * @param options Defines options that can be used to customize the capture.
  64519. */
  64520. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  64521. /**
  64522. * Stops the current recording before the default capture timeout passed in the startRecording function.
  64523. */
  64524. stopRecording(): void;
  64525. /**
  64526. * Starts recording the canvas for a max duration specified in parameters.
  64527. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  64528. * If null no automatic download will start and you can rely on the promise to get the data back.
  64529. * @param maxDuration Defines the maximum recording time in seconds.
  64530. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  64531. * @return A promise callback at the end of the recording with the video data in Blob.
  64532. */
  64533. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  64534. /**
  64535. * Releases internal resources used during the recording.
  64536. */
  64537. dispose(): void;
  64538. private _handleDataAvailable;
  64539. private _handleError;
  64540. private _handleStop;
  64541. }
  64542. }
  64543. declare module "babylonjs/Misc/screenshotTools" {
  64544. import { Camera } from "babylonjs/Cameras/camera";
  64545. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  64546. import { Engine } from "babylonjs/Engines/engine";
  64547. /**
  64548. * Class containing a set of static utilities functions for screenshots
  64549. */
  64550. export class ScreenshotTools {
  64551. /**
  64552. * Captures a screenshot of the current rendering
  64553. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64554. * @param engine defines the rendering engine
  64555. * @param camera defines the source camera
  64556. * @param size This parameter can be set to a single number or to an object with the
  64557. * following (optional) properties: precision, width, height. If a single number is passed,
  64558. * it will be used for both width and height. If an object is passed, the screenshot size
  64559. * will be derived from the parameters. The precision property is a multiplier allowing
  64560. * rendering at a higher or lower resolution
  64561. * @param successCallback defines the callback receives a single parameter which contains the
  64562. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64563. * src parameter of an <img> to display it
  64564. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64565. * Check your browser for supported MIME types
  64566. */
  64567. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  64568. /**
  64569. * Captures a screenshot of the current rendering
  64570. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64571. * @param engine defines the rendering engine
  64572. * @param camera defines the source camera
  64573. * @param size This parameter can be set to a single number or to an object with the
  64574. * following (optional) properties: precision, width, height. If a single number is passed,
  64575. * it will be used for both width and height. If an object is passed, the screenshot size
  64576. * will be derived from the parameters. The precision property is a multiplier allowing
  64577. * rendering at a higher or lower resolution
  64578. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64579. * Check your browser for supported MIME types
  64580. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64581. * to the src parameter of an <img> to display it
  64582. */
  64583. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  64584. /**
  64585. * Generates an image screenshot from the specified camera.
  64586. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64587. * @param engine The engine to use for rendering
  64588. * @param camera The camera to use for rendering
  64589. * @param size This parameter can be set to a single number or to an object with the
  64590. * following (optional) properties: precision, width, height. If a single number is passed,
  64591. * it will be used for both width and height. If an object is passed, the screenshot size
  64592. * will be derived from the parameters. The precision property is a multiplier allowing
  64593. * rendering at a higher or lower resolution
  64594. * @param successCallback The callback receives a single parameter which contains the
  64595. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64596. * src parameter of an <img> to display it
  64597. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64598. * Check your browser for supported MIME types
  64599. * @param samples Texture samples (default: 1)
  64600. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64601. * @param fileName A name for for the downloaded file.
  64602. */
  64603. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  64604. /**
  64605. * Generates an image screenshot from the specified camera.
  64606. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64607. * @param engine The engine to use for rendering
  64608. * @param camera The camera to use for rendering
  64609. * @param size This parameter can be set to a single number or to an object with the
  64610. * following (optional) properties: precision, width, height. If a single number is passed,
  64611. * it will be used for both width and height. If an object is passed, the screenshot size
  64612. * will be derived from the parameters. The precision property is a multiplier allowing
  64613. * rendering at a higher or lower resolution
  64614. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64615. * Check your browser for supported MIME types
  64616. * @param samples Texture samples (default: 1)
  64617. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64618. * @param fileName A name for for the downloaded file.
  64619. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64620. * to the src parameter of an <img> to display it
  64621. */
  64622. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  64623. /**
  64624. * Gets height and width for screenshot size
  64625. * @private
  64626. */
  64627. private static _getScreenshotSize;
  64628. }
  64629. }
  64630. declare module "babylonjs/Misc/index" {
  64631. export * from "babylonjs/Misc/andOrNotEvaluator";
  64632. export * from "babylonjs/Misc/assetsManager";
  64633. export * from "babylonjs/Misc/dds";
  64634. export * from "babylonjs/Misc/decorators";
  64635. export * from "babylonjs/Misc/deferred";
  64636. export * from "babylonjs/Misc/environmentTextureTools";
  64637. export * from "babylonjs/Misc/meshExploder";
  64638. export * from "babylonjs/Misc/filesInput";
  64639. export * from "babylonjs/Misc/HighDynamicRange/index";
  64640. export * from "babylonjs/Misc/khronosTextureContainer";
  64641. export * from "babylonjs/Misc/observable";
  64642. export * from "babylonjs/Misc/performanceMonitor";
  64643. export * from "babylonjs/Misc/promise";
  64644. export * from "babylonjs/Misc/sceneOptimizer";
  64645. export * from "babylonjs/Misc/sceneSerializer";
  64646. export * from "babylonjs/Misc/smartArray";
  64647. export * from "babylonjs/Misc/stringDictionary";
  64648. export * from "babylonjs/Misc/tags";
  64649. export * from "babylonjs/Misc/textureTools";
  64650. export * from "babylonjs/Misc/tga";
  64651. export * from "babylonjs/Misc/tools";
  64652. export * from "babylonjs/Misc/videoRecorder";
  64653. export * from "babylonjs/Misc/virtualJoystick";
  64654. export * from "babylonjs/Misc/workerPool";
  64655. export * from "babylonjs/Misc/logger";
  64656. export * from "babylonjs/Misc/typeStore";
  64657. export * from "babylonjs/Misc/filesInputStore";
  64658. export * from "babylonjs/Misc/deepCopier";
  64659. export * from "babylonjs/Misc/pivotTools";
  64660. export * from "babylonjs/Misc/precisionDate";
  64661. export * from "babylonjs/Misc/screenshotTools";
  64662. export * from "babylonjs/Misc/typeStore";
  64663. export * from "babylonjs/Misc/webRequest";
  64664. export * from "babylonjs/Misc/iInspectable";
  64665. export * from "babylonjs/Misc/brdfTextureTools";
  64666. export * from "babylonjs/Misc/gradients";
  64667. export * from "babylonjs/Misc/perfCounter";
  64668. export * from "babylonjs/Misc/fileRequest";
  64669. export * from "babylonjs/Misc/customAnimationFrameRequester";
  64670. export * from "babylonjs/Misc/retryStrategy";
  64671. export * from "babylonjs/Misc/loadFileError";
  64672. }
  64673. declare module "babylonjs/index" {
  64674. export * from "babylonjs/abstractScene";
  64675. export * from "babylonjs/Actions/index";
  64676. export * from "babylonjs/Animations/index";
  64677. export * from "babylonjs/assetContainer";
  64678. export * from "babylonjs/Audio/index";
  64679. export * from "babylonjs/Behaviors/index";
  64680. export * from "babylonjs/Bones/index";
  64681. export * from "babylonjs/Cameras/index";
  64682. export * from "babylonjs/Collisions/index";
  64683. export * from "babylonjs/Culling/index";
  64684. export * from "babylonjs/Debug/index";
  64685. export * from "babylonjs/Engines/index";
  64686. export * from "babylonjs/Events/index";
  64687. export * from "babylonjs/Gamepads/index";
  64688. export * from "babylonjs/Gizmos/index";
  64689. export * from "babylonjs/Helpers/index";
  64690. export * from "babylonjs/Instrumentation/index";
  64691. export * from "babylonjs/Layers/index";
  64692. export * from "babylonjs/LensFlares/index";
  64693. export * from "babylonjs/Lights/index";
  64694. export * from "babylonjs/Loading/index";
  64695. export * from "babylonjs/Materials/index";
  64696. export * from "babylonjs/Maths/index";
  64697. export * from "babylonjs/Meshes/index";
  64698. export * from "babylonjs/Morph/index";
  64699. export * from "babylonjs/Navigation/index";
  64700. export * from "babylonjs/node";
  64701. export * from "babylonjs/Offline/index";
  64702. export * from "babylonjs/Particles/index";
  64703. export * from "babylonjs/Physics/index";
  64704. export * from "babylonjs/PostProcesses/index";
  64705. export * from "babylonjs/Probes/index";
  64706. export * from "babylonjs/Rendering/index";
  64707. export * from "babylonjs/scene";
  64708. export * from "babylonjs/sceneComponent";
  64709. export * from "babylonjs/Sprites/index";
  64710. export * from "babylonjs/States/index";
  64711. export * from "babylonjs/Misc/index";
  64712. export * from "babylonjs/types";
  64713. }
  64714. declare module "babylonjs/Animations/pathCursor" {
  64715. import { Vector3 } from "babylonjs/Maths/math.vector";
  64716. import { Path2 } from "babylonjs/Maths/math.path";
  64717. /**
  64718. * A cursor which tracks a point on a path
  64719. */
  64720. export class PathCursor {
  64721. private path;
  64722. /**
  64723. * Stores path cursor callbacks for when an onchange event is triggered
  64724. */
  64725. private _onchange;
  64726. /**
  64727. * The value of the path cursor
  64728. */
  64729. value: number;
  64730. /**
  64731. * The animation array of the path cursor
  64732. */
  64733. animations: Animation[];
  64734. /**
  64735. * Initializes the path cursor
  64736. * @param path The path to track
  64737. */
  64738. constructor(path: Path2);
  64739. /**
  64740. * Gets the cursor point on the path
  64741. * @returns A point on the path cursor at the cursor location
  64742. */
  64743. getPoint(): Vector3;
  64744. /**
  64745. * Moves the cursor ahead by the step amount
  64746. * @param step The amount to move the cursor forward
  64747. * @returns This path cursor
  64748. */
  64749. moveAhead(step?: number): PathCursor;
  64750. /**
  64751. * Moves the cursor behind by the step amount
  64752. * @param step The amount to move the cursor back
  64753. * @returns This path cursor
  64754. */
  64755. moveBack(step?: number): PathCursor;
  64756. /**
  64757. * Moves the cursor by the step amount
  64758. * If the step amount is greater than one, an exception is thrown
  64759. * @param step The amount to move the cursor
  64760. * @returns This path cursor
  64761. */
  64762. move(step: number): PathCursor;
  64763. /**
  64764. * Ensures that the value is limited between zero and one
  64765. * @returns This path cursor
  64766. */
  64767. private ensureLimits;
  64768. /**
  64769. * Runs onchange callbacks on change (used by the animation engine)
  64770. * @returns This path cursor
  64771. */
  64772. private raiseOnChange;
  64773. /**
  64774. * Executes a function on change
  64775. * @param f A path cursor onchange callback
  64776. * @returns This path cursor
  64777. */
  64778. onchange(f: (cursor: PathCursor) => void): PathCursor;
  64779. }
  64780. }
  64781. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  64782. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  64783. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  64784. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  64785. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  64786. }
  64787. declare module "babylonjs/Engines/Processors/Expressions/index" {
  64788. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  64789. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  64790. }
  64791. declare module "babylonjs/Engines/Processors/index" {
  64792. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  64793. export * from "babylonjs/Engines/Processors/Expressions/index";
  64794. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  64795. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  64796. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  64797. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  64798. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  64799. export * from "babylonjs/Engines/Processors/shaderProcessor";
  64800. }
  64801. declare module "babylonjs/Legacy/legacy" {
  64802. import * as Babylon from "babylonjs/index";
  64803. export * from "babylonjs/index";
  64804. }
  64805. declare module "babylonjs/Shaders/blur.fragment" {
  64806. /** @hidden */
  64807. export var blurPixelShader: {
  64808. name: string;
  64809. shader: string;
  64810. };
  64811. }
  64812. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  64813. /** @hidden */
  64814. export var pointCloudVertexDeclaration: {
  64815. name: string;
  64816. shader: string;
  64817. };
  64818. }
  64819. declare module "babylonjs" {
  64820. export * from "babylonjs/Legacy/legacy";
  64821. }
  64822. declare module BABYLON {
  64823. /** Alias type for value that can be null */
  64824. export type Nullable<T> = T | null;
  64825. /**
  64826. * Alias type for number that are floats
  64827. * @ignorenaming
  64828. */
  64829. export type float = number;
  64830. /**
  64831. * Alias type for number that are doubles.
  64832. * @ignorenaming
  64833. */
  64834. export type double = number;
  64835. /**
  64836. * Alias type for number that are integer
  64837. * @ignorenaming
  64838. */
  64839. export type int = number;
  64840. /** Alias type for number array or Float32Array */
  64841. export type FloatArray = number[] | Float32Array;
  64842. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  64843. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  64844. /**
  64845. * Alias for types that can be used by a Buffer or VertexBuffer.
  64846. */
  64847. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  64848. /**
  64849. * Alias type for primitive types
  64850. * @ignorenaming
  64851. */
  64852. type Primitive = undefined | null | boolean | string | number | Function;
  64853. /**
  64854. * Type modifier to make all the properties of an object Readonly
  64855. */
  64856. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  64857. /**
  64858. * Type modifier to make all the properties of an object Readonly recursively
  64859. */
  64860. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  64861. /** @hidden */
  64862. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  64863. }
  64864. /** @hidden */
  64865. /** @hidden */
  64866. type DeepImmutableObject<T> = {
  64867. readonly [K in keyof T]: DeepImmutable<T[K]>;
  64868. };
  64869. }
  64870. declare module BABYLON {
  64871. /**
  64872. * A class serves as a medium between the observable and its observers
  64873. */
  64874. export class EventState {
  64875. /**
  64876. * Create a new EventState
  64877. * @param mask defines the mask associated with this state
  64878. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64879. * @param target defines the original target of the state
  64880. * @param currentTarget defines the current target of the state
  64881. */
  64882. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64883. /**
  64884. * Initialize the current event state
  64885. * @param mask defines the mask associated with this state
  64886. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64887. * @param target defines the original target of the state
  64888. * @param currentTarget defines the current target of the state
  64889. * @returns the current event state
  64890. */
  64891. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  64892. /**
  64893. * An Observer can set this property to true to prevent subsequent observers of being notified
  64894. */
  64895. skipNextObservers: boolean;
  64896. /**
  64897. * Get the mask value that were used to trigger the event corresponding to this EventState object
  64898. */
  64899. mask: number;
  64900. /**
  64901. * The object that originally notified the event
  64902. */
  64903. target?: any;
  64904. /**
  64905. * The current object in the bubbling phase
  64906. */
  64907. currentTarget?: any;
  64908. /**
  64909. * This will be populated with the return value of the last function that was executed.
  64910. * If it is the first function in the callback chain it will be the event data.
  64911. */
  64912. lastReturnValue?: any;
  64913. }
  64914. /**
  64915. * Represent an Observer registered to a given Observable object.
  64916. */
  64917. export class Observer<T> {
  64918. /**
  64919. * Defines the callback to call when the observer is notified
  64920. */
  64921. callback: (eventData: T, eventState: EventState) => void;
  64922. /**
  64923. * Defines the mask of the observer (used to filter notifications)
  64924. */
  64925. mask: number;
  64926. /**
  64927. * Defines the current scope used to restore the JS context
  64928. */
  64929. scope: any;
  64930. /** @hidden */
  64931. _willBeUnregistered: boolean;
  64932. /**
  64933. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  64934. */
  64935. unregisterOnNextCall: boolean;
  64936. /**
  64937. * Creates a new observer
  64938. * @param callback defines the callback to call when the observer is notified
  64939. * @param mask defines the mask of the observer (used to filter notifications)
  64940. * @param scope defines the current scope used to restore the JS context
  64941. */
  64942. constructor(
  64943. /**
  64944. * Defines the callback to call when the observer is notified
  64945. */
  64946. callback: (eventData: T, eventState: EventState) => void,
  64947. /**
  64948. * Defines the mask of the observer (used to filter notifications)
  64949. */
  64950. mask: number,
  64951. /**
  64952. * Defines the current scope used to restore the JS context
  64953. */
  64954. scope?: any);
  64955. }
  64956. /**
  64957. * Represent a list of observers registered to multiple Observables object.
  64958. */
  64959. export class MultiObserver<T> {
  64960. private _observers;
  64961. private _observables;
  64962. /**
  64963. * Release associated resources
  64964. */
  64965. dispose(): void;
  64966. /**
  64967. * Raise a callback when one of the observable will notify
  64968. * @param observables defines a list of observables to watch
  64969. * @param callback defines the callback to call on notification
  64970. * @param mask defines the mask used to filter notifications
  64971. * @param scope defines the current scope used to restore the JS context
  64972. * @returns the new MultiObserver
  64973. */
  64974. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  64975. }
  64976. /**
  64977. * The Observable class is a simple implementation of the Observable pattern.
  64978. *
  64979. * 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.
  64980. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  64981. * 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).
  64982. * 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.
  64983. */
  64984. export class Observable<T> {
  64985. private _observers;
  64986. private _eventState;
  64987. private _onObserverAdded;
  64988. /**
  64989. * Gets the list of observers
  64990. */
  64991. readonly observers: Array<Observer<T>>;
  64992. /**
  64993. * Creates a new observable
  64994. * @param onObserverAdded defines a callback to call when a new observer is added
  64995. */
  64996. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  64997. /**
  64998. * Create a new Observer with the specified callback
  64999. * @param callback the callback that will be executed for that Observer
  65000. * @param mask the mask used to filter observers
  65001. * @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.
  65002. * @param scope optional scope for the callback to be called from
  65003. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  65004. * @returns the new observer created for the callback
  65005. */
  65006. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  65007. /**
  65008. * Create a new Observer with the specified callback and unregisters after the next notification
  65009. * @param callback the callback that will be executed for that Observer
  65010. * @returns the new observer created for the callback
  65011. */
  65012. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  65013. /**
  65014. * Remove an Observer from the Observable object
  65015. * @param observer the instance of the Observer to remove
  65016. * @returns false if it doesn't belong to this Observable
  65017. */
  65018. remove(observer: Nullable<Observer<T>>): boolean;
  65019. /**
  65020. * Remove a callback from the Observable object
  65021. * @param callback the callback to remove
  65022. * @param scope optional scope. If used only the callbacks with this scope will be removed
  65023. * @returns false if it doesn't belong to this Observable
  65024. */
  65025. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  65026. private _deferUnregister;
  65027. private _remove;
  65028. /**
  65029. * Moves the observable to the top of the observer list making it get called first when notified
  65030. * @param observer the observer to move
  65031. */
  65032. makeObserverTopPriority(observer: Observer<T>): void;
  65033. /**
  65034. * Moves the observable to the bottom of the observer list making it get called last when notified
  65035. * @param observer the observer to move
  65036. */
  65037. makeObserverBottomPriority(observer: Observer<T>): void;
  65038. /**
  65039. * Notify all Observers by calling their respective callback with the given data
  65040. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  65041. * @param eventData defines the data to send to all observers
  65042. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  65043. * @param target defines the original target of the state
  65044. * @param currentTarget defines the current target of the state
  65045. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  65046. */
  65047. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  65048. /**
  65049. * Calling this will execute each callback, expecting it to be a promise or return a value.
  65050. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  65051. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  65052. * and it is crucial that all callbacks will be executed.
  65053. * The order of the callbacks is kept, callbacks are not executed parallel.
  65054. *
  65055. * @param eventData The data to be sent to each callback
  65056. * @param mask is used to filter observers defaults to -1
  65057. * @param target defines the callback target (see EventState)
  65058. * @param currentTarget defines he current object in the bubbling phase
  65059. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  65060. */
  65061. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  65062. /**
  65063. * Notify a specific observer
  65064. * @param observer defines the observer to notify
  65065. * @param eventData defines the data to be sent to each callback
  65066. * @param mask is used to filter observers defaults to -1
  65067. */
  65068. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  65069. /**
  65070. * Gets a boolean indicating if the observable has at least one observer
  65071. * @returns true is the Observable has at least one Observer registered
  65072. */
  65073. hasObservers(): boolean;
  65074. /**
  65075. * Clear the list of observers
  65076. */
  65077. clear(): void;
  65078. /**
  65079. * Clone the current observable
  65080. * @returns a new observable
  65081. */
  65082. clone(): Observable<T>;
  65083. /**
  65084. * Does this observable handles observer registered with a given mask
  65085. * @param mask defines the mask to be tested
  65086. * @return whether or not one observer registered with the given mask is handeled
  65087. **/
  65088. hasSpecificMask(mask?: number): boolean;
  65089. }
  65090. }
  65091. declare module BABYLON {
  65092. /**
  65093. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  65094. * Babylon.js
  65095. */
  65096. export class DomManagement {
  65097. /**
  65098. * Checks if the window object exists
  65099. * @returns true if the window object exists
  65100. */
  65101. static IsWindowObjectExist(): boolean;
  65102. /**
  65103. * Extracts text content from a DOM element hierarchy
  65104. * @param element defines the root element
  65105. * @returns a string
  65106. */
  65107. static GetDOMTextContent(element: HTMLElement): string;
  65108. }
  65109. }
  65110. declare module BABYLON {
  65111. /**
  65112. * Logger used througouht the application to allow configuration of
  65113. * the log level required for the messages.
  65114. */
  65115. export class Logger {
  65116. /**
  65117. * No log
  65118. */
  65119. static readonly NoneLogLevel: number;
  65120. /**
  65121. * Only message logs
  65122. */
  65123. static readonly MessageLogLevel: number;
  65124. /**
  65125. * Only warning logs
  65126. */
  65127. static readonly WarningLogLevel: number;
  65128. /**
  65129. * Only error logs
  65130. */
  65131. static readonly ErrorLogLevel: number;
  65132. /**
  65133. * All logs
  65134. */
  65135. static readonly AllLogLevel: number;
  65136. private static _LogCache;
  65137. /**
  65138. * Gets a value indicating the number of loading errors
  65139. * @ignorenaming
  65140. */
  65141. static errorsCount: number;
  65142. /**
  65143. * Callback called when a new log is added
  65144. */
  65145. static OnNewCacheEntry: (entry: string) => void;
  65146. private static _AddLogEntry;
  65147. private static _FormatMessage;
  65148. private static _LogDisabled;
  65149. private static _LogEnabled;
  65150. private static _WarnDisabled;
  65151. private static _WarnEnabled;
  65152. private static _ErrorDisabled;
  65153. private static _ErrorEnabled;
  65154. /**
  65155. * Log a message to the console
  65156. */
  65157. static Log: (message: string) => void;
  65158. /**
  65159. * Write a warning message to the console
  65160. */
  65161. static Warn: (message: string) => void;
  65162. /**
  65163. * Write an error message to the console
  65164. */
  65165. static Error: (message: string) => void;
  65166. /**
  65167. * Gets current log cache (list of logs)
  65168. */
  65169. static readonly LogCache: string;
  65170. /**
  65171. * Clears the log cache
  65172. */
  65173. static ClearLogCache(): void;
  65174. /**
  65175. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  65176. */
  65177. static LogLevels: number;
  65178. }
  65179. }
  65180. declare module BABYLON {
  65181. /** @hidden */
  65182. export class _TypeStore {
  65183. /** @hidden */
  65184. static RegisteredTypes: {
  65185. [key: string]: Object;
  65186. };
  65187. /** @hidden */
  65188. static GetClass(fqdn: string): any;
  65189. }
  65190. }
  65191. declare module BABYLON {
  65192. /**
  65193. * Class containing a set of static utilities functions for deep copy.
  65194. */
  65195. export class DeepCopier {
  65196. /**
  65197. * Tries to copy an object by duplicating every property
  65198. * @param source defines the source object
  65199. * @param destination defines the target object
  65200. * @param doNotCopyList defines a list of properties to avoid
  65201. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  65202. */
  65203. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  65204. }
  65205. }
  65206. declare module BABYLON {
  65207. /**
  65208. * Class containing a set of static utilities functions for precision date
  65209. */
  65210. export class PrecisionDate {
  65211. /**
  65212. * Gets either window.performance.now() if supported or Date.now() else
  65213. */
  65214. static readonly Now: number;
  65215. }
  65216. }
  65217. declare module BABYLON {
  65218. /** @hidden */
  65219. export class _DevTools {
  65220. static WarnImport(name: string): string;
  65221. }
  65222. }
  65223. declare module BABYLON {
  65224. /**
  65225. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  65226. */
  65227. export class WebRequest {
  65228. private _xhr;
  65229. /**
  65230. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  65231. * i.e. when loading files, where the server/service expects an Authorization header
  65232. */
  65233. static CustomRequestHeaders: {
  65234. [key: string]: string;
  65235. };
  65236. /**
  65237. * Add callback functions in this array to update all the requests before they get sent to the network
  65238. */
  65239. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  65240. private _injectCustomRequestHeaders;
  65241. /**
  65242. * Gets or sets a function to be called when loading progress changes
  65243. */
  65244. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  65245. /**
  65246. * Returns client's state
  65247. */
  65248. readonly readyState: number;
  65249. /**
  65250. * Returns client's status
  65251. */
  65252. readonly status: number;
  65253. /**
  65254. * Returns client's status as a text
  65255. */
  65256. readonly statusText: string;
  65257. /**
  65258. * Returns client's response
  65259. */
  65260. readonly response: any;
  65261. /**
  65262. * Returns client's response url
  65263. */
  65264. readonly responseURL: string;
  65265. /**
  65266. * Returns client's response as text
  65267. */
  65268. readonly responseText: string;
  65269. /**
  65270. * Gets or sets the expected response type
  65271. */
  65272. responseType: XMLHttpRequestResponseType;
  65273. /** @hidden */
  65274. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  65275. /** @hidden */
  65276. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  65277. /**
  65278. * Cancels any network activity
  65279. */
  65280. abort(): void;
  65281. /**
  65282. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  65283. * @param body defines an optional request body
  65284. */
  65285. send(body?: Document | BodyInit | null): void;
  65286. /**
  65287. * Sets the request method, request URL
  65288. * @param method defines the method to use (GET, POST, etc..)
  65289. * @param url defines the url to connect with
  65290. */
  65291. open(method: string, url: string): void;
  65292. }
  65293. }
  65294. declare module BABYLON {
  65295. /**
  65296. * File request interface
  65297. */
  65298. export interface IFileRequest {
  65299. /**
  65300. * Raised when the request is complete (success or error).
  65301. */
  65302. onCompleteObservable: Observable<IFileRequest>;
  65303. /**
  65304. * Aborts the request for a file.
  65305. */
  65306. abort: () => void;
  65307. }
  65308. }
  65309. declare module BABYLON {
  65310. /**
  65311. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  65312. */
  65313. export class PerformanceMonitor {
  65314. private _enabled;
  65315. private _rollingFrameTime;
  65316. private _lastFrameTimeMs;
  65317. /**
  65318. * constructor
  65319. * @param frameSampleSize The number of samples required to saturate the sliding window
  65320. */
  65321. constructor(frameSampleSize?: number);
  65322. /**
  65323. * Samples current frame
  65324. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  65325. */
  65326. sampleFrame(timeMs?: number): void;
  65327. /**
  65328. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  65329. */
  65330. readonly averageFrameTime: number;
  65331. /**
  65332. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  65333. */
  65334. readonly averageFrameTimeVariance: number;
  65335. /**
  65336. * Returns the frame time of the most recent frame
  65337. */
  65338. readonly instantaneousFrameTime: number;
  65339. /**
  65340. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  65341. */
  65342. readonly averageFPS: number;
  65343. /**
  65344. * Returns the average framerate in frames per second using the most recent frame time
  65345. */
  65346. readonly instantaneousFPS: number;
  65347. /**
  65348. * Returns true if enough samples have been taken to completely fill the sliding window
  65349. */
  65350. readonly isSaturated: boolean;
  65351. /**
  65352. * Enables contributions to the sliding window sample set
  65353. */
  65354. enable(): void;
  65355. /**
  65356. * Disables contributions to the sliding window sample set
  65357. * Samples will not be interpolated over the disabled period
  65358. */
  65359. disable(): void;
  65360. /**
  65361. * Returns true if sampling is enabled
  65362. */
  65363. readonly isEnabled: boolean;
  65364. /**
  65365. * Resets performance monitor
  65366. */
  65367. reset(): void;
  65368. }
  65369. /**
  65370. * RollingAverage
  65371. *
  65372. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  65373. */
  65374. export class RollingAverage {
  65375. /**
  65376. * Current average
  65377. */
  65378. average: number;
  65379. /**
  65380. * Current variance
  65381. */
  65382. variance: number;
  65383. protected _samples: Array<number>;
  65384. protected _sampleCount: number;
  65385. protected _pos: number;
  65386. protected _m2: number;
  65387. /**
  65388. * constructor
  65389. * @param length The number of samples required to saturate the sliding window
  65390. */
  65391. constructor(length: number);
  65392. /**
  65393. * Adds a sample to the sample set
  65394. * @param v The sample value
  65395. */
  65396. add(v: number): void;
  65397. /**
  65398. * Returns previously added values or null if outside of history or outside the sliding window domain
  65399. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  65400. * @return Value previously recorded with add() or null if outside of range
  65401. */
  65402. history(i: number): number;
  65403. /**
  65404. * Returns true if enough samples have been taken to completely fill the sliding window
  65405. * @return true if sample-set saturated
  65406. */
  65407. isSaturated(): boolean;
  65408. /**
  65409. * Resets the rolling average (equivalent to 0 samples taken so far)
  65410. */
  65411. reset(): void;
  65412. /**
  65413. * Wraps a value around the sample range boundaries
  65414. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  65415. * @return Wrapped position in sample range
  65416. */
  65417. protected _wrapPosition(i: number): number;
  65418. }
  65419. }
  65420. declare module BABYLON {
  65421. /**
  65422. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65423. * The underlying implementation relies on an associative array to ensure the best performances.
  65424. * The value can be anything including 'null' but except 'undefined'
  65425. */
  65426. export class StringDictionary<T> {
  65427. /**
  65428. * This will clear this dictionary and copy the content from the 'source' one.
  65429. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65430. * @param source the dictionary to take the content from and copy to this dictionary
  65431. */
  65432. copyFrom(source: StringDictionary<T>): void;
  65433. /**
  65434. * Get a value based from its key
  65435. * @param key the given key to get the matching value from
  65436. * @return the value if found, otherwise undefined is returned
  65437. */
  65438. get(key: string): T | undefined;
  65439. /**
  65440. * Get a value from its key or add it if it doesn't exist.
  65441. * This method will ensure you that a given key/data will be present in the dictionary.
  65442. * @param key the given key to get the matching value from
  65443. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65444. * The factory will only be invoked if there's no data for the given key.
  65445. * @return the value corresponding to the key.
  65446. */
  65447. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  65448. /**
  65449. * Get a value from its key if present in the dictionary otherwise add it
  65450. * @param key the key to get the value from
  65451. * @param val if there's no such key/value pair in the dictionary add it with this value
  65452. * @return the value corresponding to the key
  65453. */
  65454. getOrAdd(key: string, val: T): T;
  65455. /**
  65456. * Check if there's a given key in the dictionary
  65457. * @param key the key to check for
  65458. * @return true if the key is present, false otherwise
  65459. */
  65460. contains(key: string): boolean;
  65461. /**
  65462. * Add a new key and its corresponding value
  65463. * @param key the key to add
  65464. * @param value the value corresponding to the key
  65465. * @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
  65466. */
  65467. add(key: string, value: T): boolean;
  65468. /**
  65469. * Update a specific value associated to a key
  65470. * @param key defines the key to use
  65471. * @param value defines the value to store
  65472. * @returns true if the value was updated (or false if the key was not found)
  65473. */
  65474. set(key: string, value: T): boolean;
  65475. /**
  65476. * Get the element of the given key and remove it from the dictionary
  65477. * @param key defines the key to search
  65478. * @returns the value associated with the key or null if not found
  65479. */
  65480. getAndRemove(key: string): Nullable<T>;
  65481. /**
  65482. * Remove a key/value from the dictionary.
  65483. * @param key the key to remove
  65484. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65485. */
  65486. remove(key: string): boolean;
  65487. /**
  65488. * Clear the whole content of the dictionary
  65489. */
  65490. clear(): void;
  65491. /**
  65492. * Gets the current count
  65493. */
  65494. readonly count: number;
  65495. /**
  65496. * Execute a callback on each key/val of the dictionary.
  65497. * Note that you can remove any element in this dictionary in the callback implementation
  65498. * @param callback the callback to execute on a given key/value pair
  65499. */
  65500. forEach(callback: (key: string, val: T) => void): void;
  65501. /**
  65502. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65503. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65504. * Note that you can remove any element in this dictionary in the callback implementation
  65505. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65506. * @returns the first item
  65507. */
  65508. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  65509. private _count;
  65510. private _data;
  65511. }
  65512. }
  65513. declare module BABYLON {
  65514. /**
  65515. * Class used to store gfx data (like WebGLBuffer)
  65516. */
  65517. export class DataBuffer {
  65518. /**
  65519. * Gets or sets the number of objects referencing this buffer
  65520. */
  65521. references: number;
  65522. /** Gets or sets the size of the underlying buffer */
  65523. capacity: number;
  65524. /**
  65525. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  65526. */
  65527. is32Bits: boolean;
  65528. /**
  65529. * Gets the underlying buffer
  65530. */
  65531. readonly underlyingResource: any;
  65532. }
  65533. }
  65534. declare module BABYLON {
  65535. /**
  65536. * Class used to store data that will be store in GPU memory
  65537. */
  65538. export class Buffer {
  65539. private _engine;
  65540. private _buffer;
  65541. /** @hidden */
  65542. _data: Nullable<DataArray>;
  65543. private _updatable;
  65544. private _instanced;
  65545. /**
  65546. * Gets the byte stride.
  65547. */
  65548. readonly byteStride: number;
  65549. /**
  65550. * Constructor
  65551. * @param engine the engine
  65552. * @param data the data to use for this buffer
  65553. * @param updatable whether the data is updatable
  65554. * @param stride the stride (optional)
  65555. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65556. * @param instanced whether the buffer is instanced (optional)
  65557. * @param useBytes set to true if the stride in in bytes (optional)
  65558. */
  65559. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  65560. /**
  65561. * Create a new VertexBuffer based on the current buffer
  65562. * @param kind defines the vertex buffer kind (position, normal, etc.)
  65563. * @param offset defines offset in the buffer (0 by default)
  65564. * @param size defines the size in floats of attributes (position is 3 for instance)
  65565. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  65566. * @param instanced defines if the vertex buffer contains indexed data
  65567. * @param useBytes defines if the offset and stride are in bytes
  65568. * @returns the new vertex buffer
  65569. */
  65570. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  65571. /**
  65572. * Gets a boolean indicating if the Buffer is updatable?
  65573. * @returns true if the buffer is updatable
  65574. */
  65575. isUpdatable(): boolean;
  65576. /**
  65577. * Gets current buffer's data
  65578. * @returns a DataArray or null
  65579. */
  65580. getData(): Nullable<DataArray>;
  65581. /**
  65582. * Gets underlying native buffer
  65583. * @returns underlying native buffer
  65584. */
  65585. getBuffer(): Nullable<DataBuffer>;
  65586. /**
  65587. * Gets the stride in float32 units (i.e. byte stride / 4).
  65588. * May not be an integer if the byte stride is not divisible by 4.
  65589. * DEPRECATED. Use byteStride instead.
  65590. * @returns the stride in float32 units
  65591. */
  65592. getStrideSize(): number;
  65593. /**
  65594. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65595. * @param data defines the data to store
  65596. */
  65597. create(data?: Nullable<DataArray>): void;
  65598. /** @hidden */
  65599. _rebuild(): void;
  65600. /**
  65601. * Update current buffer data
  65602. * @param data defines the data to store
  65603. */
  65604. update(data: DataArray): void;
  65605. /**
  65606. * Updates the data directly.
  65607. * @param data the new data
  65608. * @param offset the new offset
  65609. * @param vertexCount the vertex count (optional)
  65610. * @param useBytes set to true if the offset is in bytes
  65611. */
  65612. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  65613. /**
  65614. * Release all resources
  65615. */
  65616. dispose(): void;
  65617. }
  65618. /**
  65619. * Specialized buffer used to store vertex data
  65620. */
  65621. export class VertexBuffer {
  65622. /** @hidden */
  65623. _buffer: Buffer;
  65624. private _kind;
  65625. private _size;
  65626. private _ownsBuffer;
  65627. private _instanced;
  65628. private _instanceDivisor;
  65629. /**
  65630. * The byte type.
  65631. */
  65632. static readonly BYTE: number;
  65633. /**
  65634. * The unsigned byte type.
  65635. */
  65636. static readonly UNSIGNED_BYTE: number;
  65637. /**
  65638. * The short type.
  65639. */
  65640. static readonly SHORT: number;
  65641. /**
  65642. * The unsigned short type.
  65643. */
  65644. static readonly UNSIGNED_SHORT: number;
  65645. /**
  65646. * The integer type.
  65647. */
  65648. static readonly INT: number;
  65649. /**
  65650. * The unsigned integer type.
  65651. */
  65652. static readonly UNSIGNED_INT: number;
  65653. /**
  65654. * The float type.
  65655. */
  65656. static readonly FLOAT: number;
  65657. /**
  65658. * Gets or sets the instance divisor when in instanced mode
  65659. */
  65660. instanceDivisor: number;
  65661. /**
  65662. * Gets the byte stride.
  65663. */
  65664. readonly byteStride: number;
  65665. /**
  65666. * Gets the byte offset.
  65667. */
  65668. readonly byteOffset: number;
  65669. /**
  65670. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  65671. */
  65672. readonly normalized: boolean;
  65673. /**
  65674. * Gets the data type of each component in the array.
  65675. */
  65676. readonly type: number;
  65677. /**
  65678. * Constructor
  65679. * @param engine the engine
  65680. * @param data the data to use for this vertex buffer
  65681. * @param kind the vertex buffer kind
  65682. * @param updatable whether the data is updatable
  65683. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65684. * @param stride the stride (optional)
  65685. * @param instanced whether the buffer is instanced (optional)
  65686. * @param offset the offset of the data (optional)
  65687. * @param size the number of components (optional)
  65688. * @param type the type of the component (optional)
  65689. * @param normalized whether the data contains normalized data (optional)
  65690. * @param useBytes set to true if stride and offset are in bytes (optional)
  65691. */
  65692. 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);
  65693. /** @hidden */
  65694. _rebuild(): void;
  65695. /**
  65696. * Returns the kind of the VertexBuffer (string)
  65697. * @returns a string
  65698. */
  65699. getKind(): string;
  65700. /**
  65701. * Gets a boolean indicating if the VertexBuffer is updatable?
  65702. * @returns true if the buffer is updatable
  65703. */
  65704. isUpdatable(): boolean;
  65705. /**
  65706. * Gets current buffer's data
  65707. * @returns a DataArray or null
  65708. */
  65709. getData(): Nullable<DataArray>;
  65710. /**
  65711. * Gets underlying native buffer
  65712. * @returns underlying native buffer
  65713. */
  65714. getBuffer(): Nullable<DataBuffer>;
  65715. /**
  65716. * Gets the stride in float32 units (i.e. byte stride / 4).
  65717. * May not be an integer if the byte stride is not divisible by 4.
  65718. * DEPRECATED. Use byteStride instead.
  65719. * @returns the stride in float32 units
  65720. */
  65721. getStrideSize(): number;
  65722. /**
  65723. * Returns the offset as a multiple of the type byte length.
  65724. * DEPRECATED. Use byteOffset instead.
  65725. * @returns the offset in bytes
  65726. */
  65727. getOffset(): number;
  65728. /**
  65729. * Returns the number of components per vertex attribute (integer)
  65730. * @returns the size in float
  65731. */
  65732. getSize(): number;
  65733. /**
  65734. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  65735. * @returns true if this buffer is instanced
  65736. */
  65737. getIsInstanced(): boolean;
  65738. /**
  65739. * Returns the instancing divisor, zero for non-instanced (integer).
  65740. * @returns a number
  65741. */
  65742. getInstanceDivisor(): number;
  65743. /**
  65744. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65745. * @param data defines the data to store
  65746. */
  65747. create(data?: DataArray): void;
  65748. /**
  65749. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  65750. * This function will create a new buffer if the current one is not updatable
  65751. * @param data defines the data to store
  65752. */
  65753. update(data: DataArray): void;
  65754. /**
  65755. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  65756. * Returns the directly updated WebGLBuffer.
  65757. * @param data the new data
  65758. * @param offset the new offset
  65759. * @param useBytes set to true if the offset is in bytes
  65760. */
  65761. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  65762. /**
  65763. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  65764. */
  65765. dispose(): void;
  65766. /**
  65767. * Enumerates each value of this vertex buffer as numbers.
  65768. * @param count the number of values to enumerate
  65769. * @param callback the callback function called for each value
  65770. */
  65771. forEach(count: number, callback: (value: number, index: number) => void): void;
  65772. /**
  65773. * Positions
  65774. */
  65775. static readonly PositionKind: string;
  65776. /**
  65777. * Normals
  65778. */
  65779. static readonly NormalKind: string;
  65780. /**
  65781. * Tangents
  65782. */
  65783. static readonly TangentKind: string;
  65784. /**
  65785. * Texture coordinates
  65786. */
  65787. static readonly UVKind: string;
  65788. /**
  65789. * Texture coordinates 2
  65790. */
  65791. static readonly UV2Kind: string;
  65792. /**
  65793. * Texture coordinates 3
  65794. */
  65795. static readonly UV3Kind: string;
  65796. /**
  65797. * Texture coordinates 4
  65798. */
  65799. static readonly UV4Kind: string;
  65800. /**
  65801. * Texture coordinates 5
  65802. */
  65803. static readonly UV5Kind: string;
  65804. /**
  65805. * Texture coordinates 6
  65806. */
  65807. static readonly UV6Kind: string;
  65808. /**
  65809. * Colors
  65810. */
  65811. static readonly ColorKind: string;
  65812. /**
  65813. * Matrix indices (for bones)
  65814. */
  65815. static readonly MatricesIndicesKind: string;
  65816. /**
  65817. * Matrix weights (for bones)
  65818. */
  65819. static readonly MatricesWeightsKind: string;
  65820. /**
  65821. * Additional matrix indices (for bones)
  65822. */
  65823. static readonly MatricesIndicesExtraKind: string;
  65824. /**
  65825. * Additional matrix weights (for bones)
  65826. */
  65827. static readonly MatricesWeightsExtraKind: string;
  65828. /**
  65829. * Deduces the stride given a kind.
  65830. * @param kind The kind string to deduce
  65831. * @returns The deduced stride
  65832. */
  65833. static DeduceStride(kind: string): number;
  65834. /**
  65835. * Gets the byte length of the given type.
  65836. * @param type the type
  65837. * @returns the number of bytes
  65838. */
  65839. static GetTypeByteLength(type: number): number;
  65840. /**
  65841. * Enumerates each value of the given parameters as numbers.
  65842. * @param data the data to enumerate
  65843. * @param byteOffset the byte offset of the data
  65844. * @param byteStride the byte stride of the data
  65845. * @param componentCount the number of components per element
  65846. * @param componentType the type of the component
  65847. * @param count the number of values to enumerate
  65848. * @param normalized whether the data is normalized
  65849. * @param callback the callback function called for each value
  65850. */
  65851. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  65852. private static _GetFloatValue;
  65853. }
  65854. }
  65855. declare module BABYLON {
  65856. /**
  65857. * Scalar computation library
  65858. */
  65859. export class Scalar {
  65860. /**
  65861. * Two pi constants convenient for computation.
  65862. */
  65863. static TwoPi: number;
  65864. /**
  65865. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65866. * @param a number
  65867. * @param b number
  65868. * @param epsilon (default = 1.401298E-45)
  65869. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65870. */
  65871. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  65872. /**
  65873. * Returns a string : the upper case translation of the number i to hexadecimal.
  65874. * @param i number
  65875. * @returns the upper case translation of the number i to hexadecimal.
  65876. */
  65877. static ToHex(i: number): string;
  65878. /**
  65879. * Returns -1 if value is negative and +1 is value is positive.
  65880. * @param value the value
  65881. * @returns the value itself if it's equal to zero.
  65882. */
  65883. static Sign(value: number): number;
  65884. /**
  65885. * Returns the value itself if it's between min and max.
  65886. * Returns min if the value is lower than min.
  65887. * Returns max if the value is greater than max.
  65888. * @param value the value to clmap
  65889. * @param min the min value to clamp to (default: 0)
  65890. * @param max the max value to clamp to (default: 1)
  65891. * @returns the clamped value
  65892. */
  65893. static Clamp(value: number, min?: number, max?: number): number;
  65894. /**
  65895. * the log2 of value.
  65896. * @param value the value to compute log2 of
  65897. * @returns the log2 of value.
  65898. */
  65899. static Log2(value: number): number;
  65900. /**
  65901. * Loops the value, so that it is never larger than length and never smaller than 0.
  65902. *
  65903. * This is similar to the modulo operator but it works with floating point numbers.
  65904. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  65905. * With t = 5 and length = 2.5, the result would be 0.0.
  65906. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  65907. * @param value the value
  65908. * @param length the length
  65909. * @returns the looped value
  65910. */
  65911. static Repeat(value: number, length: number): number;
  65912. /**
  65913. * Normalize the value between 0.0 and 1.0 using min and max values
  65914. * @param value value to normalize
  65915. * @param min max to normalize between
  65916. * @param max min to normalize between
  65917. * @returns the normalized value
  65918. */
  65919. static Normalize(value: number, min: number, max: number): number;
  65920. /**
  65921. * Denormalize the value from 0.0 and 1.0 using min and max values
  65922. * @param normalized value to denormalize
  65923. * @param min max to denormalize between
  65924. * @param max min to denormalize between
  65925. * @returns the denormalized value
  65926. */
  65927. static Denormalize(normalized: number, min: number, max: number): number;
  65928. /**
  65929. * Calculates the shortest difference between two given angles given in degrees.
  65930. * @param current current angle in degrees
  65931. * @param target target angle in degrees
  65932. * @returns the delta
  65933. */
  65934. static DeltaAngle(current: number, target: number): number;
  65935. /**
  65936. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  65937. * @param tx value
  65938. * @param length length
  65939. * @returns The returned value will move back and forth between 0 and length
  65940. */
  65941. static PingPong(tx: number, length: number): number;
  65942. /**
  65943. * Interpolates between min and max with smoothing at the limits.
  65944. *
  65945. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  65946. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  65947. * @param from from
  65948. * @param to to
  65949. * @param tx value
  65950. * @returns the smooth stepped value
  65951. */
  65952. static SmoothStep(from: number, to: number, tx: number): number;
  65953. /**
  65954. * Moves a value current towards target.
  65955. *
  65956. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  65957. * Negative values of maxDelta pushes the value away from target.
  65958. * @param current current value
  65959. * @param target target value
  65960. * @param maxDelta max distance to move
  65961. * @returns resulting value
  65962. */
  65963. static MoveTowards(current: number, target: number, maxDelta: number): number;
  65964. /**
  65965. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65966. *
  65967. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  65968. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  65969. * @param current current value
  65970. * @param target target value
  65971. * @param maxDelta max distance to move
  65972. * @returns resulting angle
  65973. */
  65974. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  65975. /**
  65976. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  65977. * @param start start value
  65978. * @param end target value
  65979. * @param amount amount to lerp between
  65980. * @returns the lerped value
  65981. */
  65982. static Lerp(start: number, end: number, amount: number): number;
  65983. /**
  65984. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65985. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  65986. * @param start start value
  65987. * @param end target value
  65988. * @param amount amount to lerp between
  65989. * @returns the lerped value
  65990. */
  65991. static LerpAngle(start: number, end: number, amount: number): number;
  65992. /**
  65993. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  65994. * @param a start value
  65995. * @param b target value
  65996. * @param value value between a and b
  65997. * @returns the inverseLerp value
  65998. */
  65999. static InverseLerp(a: number, b: number, value: number): number;
  66000. /**
  66001. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  66002. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  66003. * @param value1 spline value
  66004. * @param tangent1 spline value
  66005. * @param value2 spline value
  66006. * @param tangent2 spline value
  66007. * @param amount input value
  66008. * @returns hermite result
  66009. */
  66010. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  66011. /**
  66012. * Returns a random float number between and min and max values
  66013. * @param min min value of random
  66014. * @param max max value of random
  66015. * @returns random value
  66016. */
  66017. static RandomRange(min: number, max: number): number;
  66018. /**
  66019. * This function returns percentage of a number in a given range.
  66020. *
  66021. * RangeToPercent(40,20,60) will return 0.5 (50%)
  66022. * RangeToPercent(34,0,100) will return 0.34 (34%)
  66023. * @param number to convert to percentage
  66024. * @param min min range
  66025. * @param max max range
  66026. * @returns the percentage
  66027. */
  66028. static RangeToPercent(number: number, min: number, max: number): number;
  66029. /**
  66030. * This function returns number that corresponds to the percentage in a given range.
  66031. *
  66032. * PercentToRange(0.34,0,100) will return 34.
  66033. * @param percent to convert to number
  66034. * @param min min range
  66035. * @param max max range
  66036. * @returns the number
  66037. */
  66038. static PercentToRange(percent: number, min: number, max: number): number;
  66039. /**
  66040. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  66041. * @param angle The angle to normalize in radian.
  66042. * @return The converted angle.
  66043. */
  66044. static NormalizeRadians(angle: number): number;
  66045. }
  66046. }
  66047. declare module BABYLON {
  66048. /**
  66049. * Constant used to convert a value to gamma space
  66050. * @ignorenaming
  66051. */
  66052. export const ToGammaSpace: number;
  66053. /**
  66054. * Constant used to convert a value to linear space
  66055. * @ignorenaming
  66056. */
  66057. export const ToLinearSpace = 2.2;
  66058. /**
  66059. * Constant used to define the minimal number value in Babylon.js
  66060. * @ignorenaming
  66061. */
  66062. let Epsilon: number;
  66063. }
  66064. declare module BABYLON {
  66065. /**
  66066. * Class used to represent a viewport on screen
  66067. */
  66068. export class Viewport {
  66069. /** viewport left coordinate */
  66070. x: number;
  66071. /** viewport top coordinate */
  66072. y: number;
  66073. /**viewport width */
  66074. width: number;
  66075. /** viewport height */
  66076. height: number;
  66077. /**
  66078. * Creates a Viewport object located at (x, y) and sized (width, height)
  66079. * @param x defines viewport left coordinate
  66080. * @param y defines viewport top coordinate
  66081. * @param width defines the viewport width
  66082. * @param height defines the viewport height
  66083. */
  66084. constructor(
  66085. /** viewport left coordinate */
  66086. x: number,
  66087. /** viewport top coordinate */
  66088. y: number,
  66089. /**viewport width */
  66090. width: number,
  66091. /** viewport height */
  66092. height: number);
  66093. /**
  66094. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  66095. * @param renderWidth defines the rendering width
  66096. * @param renderHeight defines the rendering height
  66097. * @returns a new Viewport
  66098. */
  66099. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  66100. /**
  66101. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  66102. * @param renderWidth defines the rendering width
  66103. * @param renderHeight defines the rendering height
  66104. * @param ref defines the target viewport
  66105. * @returns the current viewport
  66106. */
  66107. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  66108. /**
  66109. * Returns a new Viewport copied from the current one
  66110. * @returns a new Viewport
  66111. */
  66112. clone(): Viewport;
  66113. }
  66114. }
  66115. declare module BABYLON {
  66116. /**
  66117. * Class containing a set of static utilities functions for arrays.
  66118. */
  66119. export class ArrayTools {
  66120. /**
  66121. * Returns an array of the given size filled with element built from the given constructor and the paramters
  66122. * @param size the number of element to construct and put in the array
  66123. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  66124. * @returns a new array filled with new objects
  66125. */
  66126. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  66127. }
  66128. }
  66129. declare module BABYLON {
  66130. /**
  66131. * @hidden
  66132. */
  66133. export interface IColor4Like {
  66134. r: float;
  66135. g: float;
  66136. b: float;
  66137. a: float;
  66138. }
  66139. /**
  66140. * @hidden
  66141. */
  66142. export interface IColor3Like {
  66143. r: float;
  66144. g: float;
  66145. b: float;
  66146. }
  66147. /**
  66148. * @hidden
  66149. */
  66150. export interface IVector4Like {
  66151. x: float;
  66152. y: float;
  66153. z: float;
  66154. w: float;
  66155. }
  66156. /**
  66157. * @hidden
  66158. */
  66159. export interface IVector3Like {
  66160. x: float;
  66161. y: float;
  66162. z: float;
  66163. }
  66164. /**
  66165. * @hidden
  66166. */
  66167. export interface IVector2Like {
  66168. x: float;
  66169. y: float;
  66170. }
  66171. /**
  66172. * @hidden
  66173. */
  66174. export interface IMatrixLike {
  66175. toArray(): DeepImmutable<Float32Array>;
  66176. updateFlag: int;
  66177. }
  66178. /**
  66179. * @hidden
  66180. */
  66181. export interface IViewportLike {
  66182. x: float;
  66183. y: float;
  66184. width: float;
  66185. height: float;
  66186. }
  66187. /**
  66188. * @hidden
  66189. */
  66190. export interface IPlaneLike {
  66191. normal: IVector3Like;
  66192. d: float;
  66193. normalize(): void;
  66194. }
  66195. }
  66196. declare module BABYLON {
  66197. /**
  66198. * Class representing a vector containing 2 coordinates
  66199. */
  66200. export class Vector2 {
  66201. /** defines the first coordinate */
  66202. x: number;
  66203. /** defines the second coordinate */
  66204. y: number;
  66205. /**
  66206. * Creates a new Vector2 from the given x and y coordinates
  66207. * @param x defines the first coordinate
  66208. * @param y defines the second coordinate
  66209. */
  66210. constructor(
  66211. /** defines the first coordinate */
  66212. x?: number,
  66213. /** defines the second coordinate */
  66214. y?: number);
  66215. /**
  66216. * Gets a string with the Vector2 coordinates
  66217. * @returns a string with the Vector2 coordinates
  66218. */
  66219. toString(): string;
  66220. /**
  66221. * Gets class name
  66222. * @returns the string "Vector2"
  66223. */
  66224. getClassName(): string;
  66225. /**
  66226. * Gets current vector hash code
  66227. * @returns the Vector2 hash code as a number
  66228. */
  66229. getHashCode(): number;
  66230. /**
  66231. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  66232. * @param array defines the source array
  66233. * @param index defines the offset in source array
  66234. * @returns the current Vector2
  66235. */
  66236. toArray(array: FloatArray, index?: number): Vector2;
  66237. /**
  66238. * Copy the current vector to an array
  66239. * @returns a new array with 2 elements: the Vector2 coordinates.
  66240. */
  66241. asArray(): number[];
  66242. /**
  66243. * Sets the Vector2 coordinates with the given Vector2 coordinates
  66244. * @param source defines the source Vector2
  66245. * @returns the current updated Vector2
  66246. */
  66247. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  66248. /**
  66249. * Sets the Vector2 coordinates with the given floats
  66250. * @param x defines the first coordinate
  66251. * @param y defines the second coordinate
  66252. * @returns the current updated Vector2
  66253. */
  66254. copyFromFloats(x: number, y: number): Vector2;
  66255. /**
  66256. * Sets the Vector2 coordinates with the given floats
  66257. * @param x defines the first coordinate
  66258. * @param y defines the second coordinate
  66259. * @returns the current updated Vector2
  66260. */
  66261. set(x: number, y: number): Vector2;
  66262. /**
  66263. * Add another vector with the current one
  66264. * @param otherVector defines the other vector
  66265. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  66266. */
  66267. add(otherVector: DeepImmutable<Vector2>): Vector2;
  66268. /**
  66269. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  66270. * @param otherVector defines the other vector
  66271. * @param result defines the target vector
  66272. * @returns the unmodified current Vector2
  66273. */
  66274. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66275. /**
  66276. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  66277. * @param otherVector defines the other vector
  66278. * @returns the current updated Vector2
  66279. */
  66280. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66281. /**
  66282. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  66283. * @param otherVector defines the other vector
  66284. * @returns a new Vector2
  66285. */
  66286. addVector3(otherVector: Vector3): Vector2;
  66287. /**
  66288. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  66289. * @param otherVector defines the other vector
  66290. * @returns a new Vector2
  66291. */
  66292. subtract(otherVector: Vector2): Vector2;
  66293. /**
  66294. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  66295. * @param otherVector defines the other vector
  66296. * @param result defines the target vector
  66297. * @returns the unmodified current Vector2
  66298. */
  66299. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66300. /**
  66301. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  66302. * @param otherVector defines the other vector
  66303. * @returns the current updated Vector2
  66304. */
  66305. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66306. /**
  66307. * Multiplies in place the current Vector2 coordinates by the given ones
  66308. * @param otherVector defines the other vector
  66309. * @returns the current updated Vector2
  66310. */
  66311. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66312. /**
  66313. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  66314. * @param otherVector defines the other vector
  66315. * @returns a new Vector2
  66316. */
  66317. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  66318. /**
  66319. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  66320. * @param otherVector defines the other vector
  66321. * @param result defines the target vector
  66322. * @returns the unmodified current Vector2
  66323. */
  66324. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66325. /**
  66326. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  66327. * @param x defines the first coordinate
  66328. * @param y defines the second coordinate
  66329. * @returns a new Vector2
  66330. */
  66331. multiplyByFloats(x: number, y: number): Vector2;
  66332. /**
  66333. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  66334. * @param otherVector defines the other vector
  66335. * @returns a new Vector2
  66336. */
  66337. divide(otherVector: Vector2): Vector2;
  66338. /**
  66339. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  66340. * @param otherVector defines the other vector
  66341. * @param result defines the target vector
  66342. * @returns the unmodified current Vector2
  66343. */
  66344. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66345. /**
  66346. * Divides the current Vector2 coordinates by the given ones
  66347. * @param otherVector defines the other vector
  66348. * @returns the current updated Vector2
  66349. */
  66350. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66351. /**
  66352. * Gets a new Vector2 with current Vector2 negated coordinates
  66353. * @returns a new Vector2
  66354. */
  66355. negate(): Vector2;
  66356. /**
  66357. * Multiply the Vector2 coordinates by scale
  66358. * @param scale defines the scaling factor
  66359. * @returns the current updated Vector2
  66360. */
  66361. scaleInPlace(scale: number): Vector2;
  66362. /**
  66363. * Returns a new Vector2 scaled by "scale" from the current Vector2
  66364. * @param scale defines the scaling factor
  66365. * @returns a new Vector2
  66366. */
  66367. scale(scale: number): Vector2;
  66368. /**
  66369. * Scale the current Vector2 values by a factor to a given Vector2
  66370. * @param scale defines the scale factor
  66371. * @param result defines the Vector2 object where to store the result
  66372. * @returns the unmodified current Vector2
  66373. */
  66374. scaleToRef(scale: number, result: Vector2): Vector2;
  66375. /**
  66376. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  66377. * @param scale defines the scale factor
  66378. * @param result defines the Vector2 object where to store the result
  66379. * @returns the unmodified current Vector2
  66380. */
  66381. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  66382. /**
  66383. * Gets a boolean if two vectors are equals
  66384. * @param otherVector defines the other vector
  66385. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  66386. */
  66387. equals(otherVector: DeepImmutable<Vector2>): boolean;
  66388. /**
  66389. * Gets a boolean if two vectors are equals (using an epsilon value)
  66390. * @param otherVector defines the other vector
  66391. * @param epsilon defines the minimal distance to consider equality
  66392. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  66393. */
  66394. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  66395. /**
  66396. * Gets a new Vector2 from current Vector2 floored values
  66397. * @returns a new Vector2
  66398. */
  66399. floor(): Vector2;
  66400. /**
  66401. * Gets a new Vector2 from current Vector2 floored values
  66402. * @returns a new Vector2
  66403. */
  66404. fract(): Vector2;
  66405. /**
  66406. * Gets the length of the vector
  66407. * @returns the vector length (float)
  66408. */
  66409. length(): number;
  66410. /**
  66411. * Gets the vector squared length
  66412. * @returns the vector squared length (float)
  66413. */
  66414. lengthSquared(): number;
  66415. /**
  66416. * Normalize the vector
  66417. * @returns the current updated Vector2
  66418. */
  66419. normalize(): Vector2;
  66420. /**
  66421. * Gets a new Vector2 copied from the Vector2
  66422. * @returns a new Vector2
  66423. */
  66424. clone(): Vector2;
  66425. /**
  66426. * Gets a new Vector2(0, 0)
  66427. * @returns a new Vector2
  66428. */
  66429. static Zero(): Vector2;
  66430. /**
  66431. * Gets a new Vector2(1, 1)
  66432. * @returns a new Vector2
  66433. */
  66434. static One(): Vector2;
  66435. /**
  66436. * Gets a new Vector2 set from the given index element of the given array
  66437. * @param array defines the data source
  66438. * @param offset defines the offset in the data source
  66439. * @returns a new Vector2
  66440. */
  66441. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  66442. /**
  66443. * Sets "result" from the given index element of the given array
  66444. * @param array defines the data source
  66445. * @param offset defines the offset in the data source
  66446. * @param result defines the target vector
  66447. */
  66448. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  66449. /**
  66450. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  66451. * @param value1 defines 1st point of control
  66452. * @param value2 defines 2nd point of control
  66453. * @param value3 defines 3rd point of control
  66454. * @param value4 defines 4th point of control
  66455. * @param amount defines the interpolation factor
  66456. * @returns a new Vector2
  66457. */
  66458. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  66459. /**
  66460. * 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".
  66461. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  66462. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  66463. * @param value defines the value to clamp
  66464. * @param min defines the lower limit
  66465. * @param max defines the upper limit
  66466. * @returns a new Vector2
  66467. */
  66468. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  66469. /**
  66470. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  66471. * @param value1 defines the 1st control point
  66472. * @param tangent1 defines the outgoing tangent
  66473. * @param value2 defines the 2nd control point
  66474. * @param tangent2 defines the incoming tangent
  66475. * @param amount defines the interpolation factor
  66476. * @returns a new Vector2
  66477. */
  66478. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  66479. /**
  66480. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  66481. * @param start defines the start vector
  66482. * @param end defines the end vector
  66483. * @param amount defines the interpolation factor
  66484. * @returns a new Vector2
  66485. */
  66486. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  66487. /**
  66488. * Gets the dot product of the vector "left" and the vector "right"
  66489. * @param left defines first vector
  66490. * @param right defines second vector
  66491. * @returns the dot product (float)
  66492. */
  66493. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  66494. /**
  66495. * Returns a new Vector2 equal to the normalized given vector
  66496. * @param vector defines the vector to normalize
  66497. * @returns a new Vector2
  66498. */
  66499. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  66500. /**
  66501. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  66502. * @param left defines 1st vector
  66503. * @param right defines 2nd vector
  66504. * @returns a new Vector2
  66505. */
  66506. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  66507. /**
  66508. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  66509. * @param left defines 1st vector
  66510. * @param right defines 2nd vector
  66511. * @returns a new Vector2
  66512. */
  66513. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  66514. /**
  66515. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  66516. * @param vector defines the vector to transform
  66517. * @param transformation defines the matrix to apply
  66518. * @returns a new Vector2
  66519. */
  66520. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  66521. /**
  66522. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  66523. * @param vector defines the vector to transform
  66524. * @param transformation defines the matrix to apply
  66525. * @param result defines the target vector
  66526. */
  66527. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  66528. /**
  66529. * Determines if a given vector is included in a triangle
  66530. * @param p defines the vector to test
  66531. * @param p0 defines 1st triangle point
  66532. * @param p1 defines 2nd triangle point
  66533. * @param p2 defines 3rd triangle point
  66534. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  66535. */
  66536. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  66537. /**
  66538. * Gets the distance between the vectors "value1" and "value2"
  66539. * @param value1 defines first vector
  66540. * @param value2 defines second vector
  66541. * @returns the distance between vectors
  66542. */
  66543. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  66544. /**
  66545. * Returns the squared distance between the vectors "value1" and "value2"
  66546. * @param value1 defines first vector
  66547. * @param value2 defines second vector
  66548. * @returns the squared distance between vectors
  66549. */
  66550. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  66551. /**
  66552. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  66553. * @param value1 defines first vector
  66554. * @param value2 defines second vector
  66555. * @returns a new Vector2
  66556. */
  66557. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  66558. /**
  66559. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  66560. * @param p defines the middle point
  66561. * @param segA defines one point of the segment
  66562. * @param segB defines the other point of the segment
  66563. * @returns the shortest distance
  66564. */
  66565. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  66566. }
  66567. /**
  66568. * Classed used to store (x,y,z) vector representation
  66569. * A Vector3 is the main object used in 3D geometry
  66570. * It can represent etiher the coordinates of a point the space, either a direction
  66571. * Reminder: js uses a left handed forward facing system
  66572. */
  66573. export class Vector3 {
  66574. /**
  66575. * Defines the first coordinates (on X axis)
  66576. */
  66577. x: number;
  66578. /**
  66579. * Defines the second coordinates (on Y axis)
  66580. */
  66581. y: number;
  66582. /**
  66583. * Defines the third coordinates (on Z axis)
  66584. */
  66585. z: number;
  66586. private static _UpReadOnly;
  66587. private static _ZeroReadOnly;
  66588. /**
  66589. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  66590. * @param x defines the first coordinates (on X axis)
  66591. * @param y defines the second coordinates (on Y axis)
  66592. * @param z defines the third coordinates (on Z axis)
  66593. */
  66594. constructor(
  66595. /**
  66596. * Defines the first coordinates (on X axis)
  66597. */
  66598. x?: number,
  66599. /**
  66600. * Defines the second coordinates (on Y axis)
  66601. */
  66602. y?: number,
  66603. /**
  66604. * Defines the third coordinates (on Z axis)
  66605. */
  66606. z?: number);
  66607. /**
  66608. * Creates a string representation of the Vector3
  66609. * @returns a string with the Vector3 coordinates.
  66610. */
  66611. toString(): string;
  66612. /**
  66613. * Gets the class name
  66614. * @returns the string "Vector3"
  66615. */
  66616. getClassName(): string;
  66617. /**
  66618. * Creates the Vector3 hash code
  66619. * @returns a number which tends to be unique between Vector3 instances
  66620. */
  66621. getHashCode(): number;
  66622. /**
  66623. * Creates an array containing three elements : the coordinates of the Vector3
  66624. * @returns a new array of numbers
  66625. */
  66626. asArray(): number[];
  66627. /**
  66628. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  66629. * @param array defines the destination array
  66630. * @param index defines the offset in the destination array
  66631. * @returns the current Vector3
  66632. */
  66633. toArray(array: FloatArray, index?: number): Vector3;
  66634. /**
  66635. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  66636. * @returns a new Quaternion object, computed from the Vector3 coordinates
  66637. */
  66638. toQuaternion(): Quaternion;
  66639. /**
  66640. * Adds the given vector to the current Vector3
  66641. * @param otherVector defines the second operand
  66642. * @returns the current updated Vector3
  66643. */
  66644. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66645. /**
  66646. * Adds the given coordinates to the current Vector3
  66647. * @param x defines the x coordinate of the operand
  66648. * @param y defines the y coordinate of the operand
  66649. * @param z defines the z coordinate of the operand
  66650. * @returns the current updated Vector3
  66651. */
  66652. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66653. /**
  66654. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  66655. * @param otherVector defines the second operand
  66656. * @returns the resulting Vector3
  66657. */
  66658. add(otherVector: DeepImmutable<Vector3>): Vector3;
  66659. /**
  66660. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  66661. * @param otherVector defines the second operand
  66662. * @param result defines the Vector3 object where to store the result
  66663. * @returns the current Vector3
  66664. */
  66665. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66666. /**
  66667. * Subtract the given vector from the current Vector3
  66668. * @param otherVector defines the second operand
  66669. * @returns the current updated Vector3
  66670. */
  66671. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66672. /**
  66673. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  66674. * @param otherVector defines the second operand
  66675. * @returns the resulting Vector3
  66676. */
  66677. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  66678. /**
  66679. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  66680. * @param otherVector defines the second operand
  66681. * @param result defines the Vector3 object where to store the result
  66682. * @returns the current Vector3
  66683. */
  66684. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66685. /**
  66686. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  66687. * @param x defines the x coordinate of the operand
  66688. * @param y defines the y coordinate of the operand
  66689. * @param z defines the z coordinate of the operand
  66690. * @returns the resulting Vector3
  66691. */
  66692. subtractFromFloats(x: number, y: number, z: number): Vector3;
  66693. /**
  66694. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  66695. * @param x defines the x coordinate of the operand
  66696. * @param y defines the y coordinate of the operand
  66697. * @param z defines the z coordinate of the operand
  66698. * @param result defines the Vector3 object where to store the result
  66699. * @returns the current Vector3
  66700. */
  66701. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  66702. /**
  66703. * Gets a new Vector3 set with the current Vector3 negated coordinates
  66704. * @returns a new Vector3
  66705. */
  66706. negate(): Vector3;
  66707. /**
  66708. * Multiplies the Vector3 coordinates by the float "scale"
  66709. * @param scale defines the multiplier factor
  66710. * @returns the current updated Vector3
  66711. */
  66712. scaleInPlace(scale: number): Vector3;
  66713. /**
  66714. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  66715. * @param scale defines the multiplier factor
  66716. * @returns a new Vector3
  66717. */
  66718. scale(scale: number): Vector3;
  66719. /**
  66720. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  66721. * @param scale defines the multiplier factor
  66722. * @param result defines the Vector3 object where to store the result
  66723. * @returns the current Vector3
  66724. */
  66725. scaleToRef(scale: number, result: Vector3): Vector3;
  66726. /**
  66727. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  66728. * @param scale defines the scale factor
  66729. * @param result defines the Vector3 object where to store the result
  66730. * @returns the unmodified current Vector3
  66731. */
  66732. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  66733. /**
  66734. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  66735. * @param otherVector defines the second operand
  66736. * @returns true if both vectors are equals
  66737. */
  66738. equals(otherVector: DeepImmutable<Vector3>): boolean;
  66739. /**
  66740. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  66741. * @param otherVector defines the second operand
  66742. * @param epsilon defines the minimal distance to define values as equals
  66743. * @returns true if both vectors are distant less than epsilon
  66744. */
  66745. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  66746. /**
  66747. * Returns true if the current Vector3 coordinates equals the given floats
  66748. * @param x defines the x coordinate of the operand
  66749. * @param y defines the y coordinate of the operand
  66750. * @param z defines the z coordinate of the operand
  66751. * @returns true if both vectors are equals
  66752. */
  66753. equalsToFloats(x: number, y: number, z: number): boolean;
  66754. /**
  66755. * Multiplies the current Vector3 coordinates by the given ones
  66756. * @param otherVector defines the second operand
  66757. * @returns the current updated Vector3
  66758. */
  66759. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66760. /**
  66761. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  66762. * @param otherVector defines the second operand
  66763. * @returns the new Vector3
  66764. */
  66765. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  66766. /**
  66767. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  66768. * @param otherVector defines the second operand
  66769. * @param result defines the Vector3 object where to store the result
  66770. * @returns the current Vector3
  66771. */
  66772. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66773. /**
  66774. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  66775. * @param x defines the x coordinate of the operand
  66776. * @param y defines the y coordinate of the operand
  66777. * @param z defines the z coordinate of the operand
  66778. * @returns the new Vector3
  66779. */
  66780. multiplyByFloats(x: number, y: number, z: number): Vector3;
  66781. /**
  66782. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  66783. * @param otherVector defines the second operand
  66784. * @returns the new Vector3
  66785. */
  66786. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  66787. /**
  66788. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  66789. * @param otherVector defines the second operand
  66790. * @param result defines the Vector3 object where to store the result
  66791. * @returns the current Vector3
  66792. */
  66793. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66794. /**
  66795. * Divides the current Vector3 coordinates by the given ones.
  66796. * @param otherVector defines the second operand
  66797. * @returns the current updated Vector3
  66798. */
  66799. divideInPlace(otherVector: Vector3): Vector3;
  66800. /**
  66801. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  66802. * @param other defines the second operand
  66803. * @returns the current updated Vector3
  66804. */
  66805. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66806. /**
  66807. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  66808. * @param other defines the second operand
  66809. * @returns the current updated Vector3
  66810. */
  66811. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66812. /**
  66813. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  66814. * @param x defines the x coordinate of the operand
  66815. * @param y defines the y coordinate of the operand
  66816. * @param z defines the z coordinate of the operand
  66817. * @returns the current updated Vector3
  66818. */
  66819. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66820. /**
  66821. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  66822. * @param x defines the x coordinate of the operand
  66823. * @param y defines the y coordinate of the operand
  66824. * @param z defines the z coordinate of the operand
  66825. * @returns the current updated Vector3
  66826. */
  66827. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66828. /**
  66829. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  66830. * Check if is non uniform within a certain amount of decimal places to account for this
  66831. * @param epsilon the amount the values can differ
  66832. * @returns if the the vector is non uniform to a certain number of decimal places
  66833. */
  66834. isNonUniformWithinEpsilon(epsilon: number): boolean;
  66835. /**
  66836. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  66837. */
  66838. readonly isNonUniform: boolean;
  66839. /**
  66840. * Gets a new Vector3 from current Vector3 floored values
  66841. * @returns a new Vector3
  66842. */
  66843. floor(): Vector3;
  66844. /**
  66845. * Gets a new Vector3 from current Vector3 floored values
  66846. * @returns a new Vector3
  66847. */
  66848. fract(): Vector3;
  66849. /**
  66850. * Gets the length of the Vector3
  66851. * @returns the length of the Vector3
  66852. */
  66853. length(): number;
  66854. /**
  66855. * Gets the squared length of the Vector3
  66856. * @returns squared length of the Vector3
  66857. */
  66858. lengthSquared(): number;
  66859. /**
  66860. * Normalize the current Vector3.
  66861. * Please note that this is an in place operation.
  66862. * @returns the current updated Vector3
  66863. */
  66864. normalize(): Vector3;
  66865. /**
  66866. * Reorders the x y z properties of the vector in place
  66867. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  66868. * @returns the current updated vector
  66869. */
  66870. reorderInPlace(order: string): this;
  66871. /**
  66872. * Rotates the vector around 0,0,0 by a quaternion
  66873. * @param quaternion the rotation quaternion
  66874. * @param result vector to store the result
  66875. * @returns the resulting vector
  66876. */
  66877. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  66878. /**
  66879. * Rotates a vector around a given point
  66880. * @param quaternion the rotation quaternion
  66881. * @param point the point to rotate around
  66882. * @param result vector to store the result
  66883. * @returns the resulting vector
  66884. */
  66885. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  66886. /**
  66887. * Normalize the current Vector3 with the given input length.
  66888. * Please note that this is an in place operation.
  66889. * @param len the length of the vector
  66890. * @returns the current updated Vector3
  66891. */
  66892. normalizeFromLength(len: number): Vector3;
  66893. /**
  66894. * Normalize the current Vector3 to a new vector
  66895. * @returns the new Vector3
  66896. */
  66897. normalizeToNew(): Vector3;
  66898. /**
  66899. * Normalize the current Vector3 to the reference
  66900. * @param reference define the Vector3 to update
  66901. * @returns the updated Vector3
  66902. */
  66903. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  66904. /**
  66905. * Creates a new Vector3 copied from the current Vector3
  66906. * @returns the new Vector3
  66907. */
  66908. clone(): Vector3;
  66909. /**
  66910. * Copies the given vector coordinates to the current Vector3 ones
  66911. * @param source defines the source Vector3
  66912. * @returns the current updated Vector3
  66913. */
  66914. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  66915. /**
  66916. * Copies the given floats to the current Vector3 coordinates
  66917. * @param x defines the x coordinate of the operand
  66918. * @param y defines the y coordinate of the operand
  66919. * @param z defines the z coordinate of the operand
  66920. * @returns the current updated Vector3
  66921. */
  66922. copyFromFloats(x: number, y: number, z: number): Vector3;
  66923. /**
  66924. * Copies the given floats to the current Vector3 coordinates
  66925. * @param x defines the x coordinate of the operand
  66926. * @param y defines the y coordinate of the operand
  66927. * @param z defines the z coordinate of the operand
  66928. * @returns the current updated Vector3
  66929. */
  66930. set(x: number, y: number, z: number): Vector3;
  66931. /**
  66932. * Copies the given float to the current Vector3 coordinates
  66933. * @param v defines the x, y and z coordinates of the operand
  66934. * @returns the current updated Vector3
  66935. */
  66936. setAll(v: number): Vector3;
  66937. /**
  66938. * Get the clip factor between two vectors
  66939. * @param vector0 defines the first operand
  66940. * @param vector1 defines the second operand
  66941. * @param axis defines the axis to use
  66942. * @param size defines the size along the axis
  66943. * @returns the clip factor
  66944. */
  66945. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  66946. /**
  66947. * Get angle between two vectors
  66948. * @param vector0 angle between vector0 and vector1
  66949. * @param vector1 angle between vector0 and vector1
  66950. * @param normal direction of the normal
  66951. * @return the angle between vector0 and vector1
  66952. */
  66953. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  66954. /**
  66955. * Returns a new Vector3 set from the index "offset" of the given array
  66956. * @param array defines the source array
  66957. * @param offset defines the offset in the source array
  66958. * @returns the new Vector3
  66959. */
  66960. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  66961. /**
  66962. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  66963. * This function is deprecated. Use FromArray instead
  66964. * @param array defines the source array
  66965. * @param offset defines the offset in the source array
  66966. * @returns the new Vector3
  66967. */
  66968. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  66969. /**
  66970. * Sets the given vector "result" with the element values from the index "offset" of the given array
  66971. * @param array defines the source array
  66972. * @param offset defines the offset in the source array
  66973. * @param result defines the Vector3 where to store the result
  66974. */
  66975. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  66976. /**
  66977. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  66978. * This function is deprecated. Use FromArrayToRef instead.
  66979. * @param array defines the source array
  66980. * @param offset defines the offset in the source array
  66981. * @param result defines the Vector3 where to store the result
  66982. */
  66983. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  66984. /**
  66985. * Sets the given vector "result" with the given floats.
  66986. * @param x defines the x coordinate of the source
  66987. * @param y defines the y coordinate of the source
  66988. * @param z defines the z coordinate of the source
  66989. * @param result defines the Vector3 where to store the result
  66990. */
  66991. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  66992. /**
  66993. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  66994. * @returns a new empty Vector3
  66995. */
  66996. static Zero(): Vector3;
  66997. /**
  66998. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  66999. * @returns a new unit Vector3
  67000. */
  67001. static One(): Vector3;
  67002. /**
  67003. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  67004. * @returns a new up Vector3
  67005. */
  67006. static Up(): Vector3;
  67007. /**
  67008. * Gets a up Vector3 that must not be updated
  67009. */
  67010. static readonly UpReadOnly: DeepImmutable<Vector3>;
  67011. /**
  67012. * Gets a zero Vector3 that must not be updated
  67013. */
  67014. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  67015. /**
  67016. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  67017. * @returns a new down Vector3
  67018. */
  67019. static Down(): Vector3;
  67020. /**
  67021. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  67022. * @returns a new forward Vector3
  67023. */
  67024. static Forward(): Vector3;
  67025. /**
  67026. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  67027. * @returns a new forward Vector3
  67028. */
  67029. static Backward(): Vector3;
  67030. /**
  67031. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  67032. * @returns a new right Vector3
  67033. */
  67034. static Right(): Vector3;
  67035. /**
  67036. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  67037. * @returns a new left Vector3
  67038. */
  67039. static Left(): Vector3;
  67040. /**
  67041. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  67042. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67043. * @param vector defines the Vector3 to transform
  67044. * @param transformation defines the transformation matrix
  67045. * @returns the transformed Vector3
  67046. */
  67047. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67048. /**
  67049. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  67050. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67051. * @param vector defines the Vector3 to transform
  67052. * @param transformation defines the transformation matrix
  67053. * @param result defines the Vector3 where to store the result
  67054. */
  67055. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67056. /**
  67057. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  67058. * This method computes tranformed coordinates only, not transformed direction vectors
  67059. * @param x define the x coordinate of the source vector
  67060. * @param y define the y coordinate of the source vector
  67061. * @param z define the z coordinate of the source vector
  67062. * @param transformation defines the transformation matrix
  67063. * @param result defines the Vector3 where to store the result
  67064. */
  67065. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67066. /**
  67067. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  67068. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67069. * @param vector defines the Vector3 to transform
  67070. * @param transformation defines the transformation matrix
  67071. * @returns the new Vector3
  67072. */
  67073. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67074. /**
  67075. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  67076. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67077. * @param vector defines the Vector3 to transform
  67078. * @param transformation defines the transformation matrix
  67079. * @param result defines the Vector3 where to store the result
  67080. */
  67081. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67082. /**
  67083. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  67084. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67085. * @param x define the x coordinate of the source vector
  67086. * @param y define the y coordinate of the source vector
  67087. * @param z define the z coordinate of the source vector
  67088. * @param transformation defines the transformation matrix
  67089. * @param result defines the Vector3 where to store the result
  67090. */
  67091. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67092. /**
  67093. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  67094. * @param value1 defines the first control point
  67095. * @param value2 defines the second control point
  67096. * @param value3 defines the third control point
  67097. * @param value4 defines the fourth control point
  67098. * @param amount defines the amount on the spline to use
  67099. * @returns the new Vector3
  67100. */
  67101. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  67102. /**
  67103. * 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"
  67104. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67105. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67106. * @param value defines the current value
  67107. * @param min defines the lower range value
  67108. * @param max defines the upper range value
  67109. * @returns the new Vector3
  67110. */
  67111. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  67112. /**
  67113. * 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"
  67114. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67115. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67116. * @param value defines the current value
  67117. * @param min defines the lower range value
  67118. * @param max defines the upper range value
  67119. * @param result defines the Vector3 where to store the result
  67120. */
  67121. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  67122. /**
  67123. * Checks if a given vector is inside a specific range
  67124. * @param v defines the vector to test
  67125. * @param min defines the minimum range
  67126. * @param max defines the maximum range
  67127. */
  67128. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  67129. /**
  67130. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  67131. * @param value1 defines the first control point
  67132. * @param tangent1 defines the first tangent vector
  67133. * @param value2 defines the second control point
  67134. * @param tangent2 defines the second tangent vector
  67135. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  67136. * @returns the new Vector3
  67137. */
  67138. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  67139. /**
  67140. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  67141. * @param start defines the start value
  67142. * @param end defines the end value
  67143. * @param amount max defines amount between both (between 0 and 1)
  67144. * @returns the new Vector3
  67145. */
  67146. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  67147. /**
  67148. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  67149. * @param start defines the start value
  67150. * @param end defines the end value
  67151. * @param amount max defines amount between both (between 0 and 1)
  67152. * @param result defines the Vector3 where to store the result
  67153. */
  67154. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  67155. /**
  67156. * Returns the dot product (float) between the vectors "left" and "right"
  67157. * @param left defines the left operand
  67158. * @param right defines the right operand
  67159. * @returns the dot product
  67160. */
  67161. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  67162. /**
  67163. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  67164. * The cross product is then orthogonal to both "left" and "right"
  67165. * @param left defines the left operand
  67166. * @param right defines the right operand
  67167. * @returns the cross product
  67168. */
  67169. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67170. /**
  67171. * Sets the given vector "result" with the cross product of "left" and "right"
  67172. * The cross product is then orthogonal to both "left" and "right"
  67173. * @param left defines the left operand
  67174. * @param right defines the right operand
  67175. * @param result defines the Vector3 where to store the result
  67176. */
  67177. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  67178. /**
  67179. * Returns a new Vector3 as the normalization of the given vector
  67180. * @param vector defines the Vector3 to normalize
  67181. * @returns the new Vector3
  67182. */
  67183. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  67184. /**
  67185. * Sets the given vector "result" with the normalization of the given first vector
  67186. * @param vector defines the Vector3 to normalize
  67187. * @param result defines the Vector3 where to store the result
  67188. */
  67189. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  67190. /**
  67191. * Project a Vector3 onto screen space
  67192. * @param vector defines the Vector3 to project
  67193. * @param world defines the world matrix to use
  67194. * @param transform defines the transform (view x projection) matrix to use
  67195. * @param viewport defines the screen viewport to use
  67196. * @returns the new Vector3
  67197. */
  67198. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  67199. /** @hidden */
  67200. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  67201. /**
  67202. * Unproject from screen space to object space
  67203. * @param source defines the screen space Vector3 to use
  67204. * @param viewportWidth defines the current width of the viewport
  67205. * @param viewportHeight defines the current height of the viewport
  67206. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67207. * @param transform defines the transform (view x projection) matrix to use
  67208. * @returns the new Vector3
  67209. */
  67210. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  67211. /**
  67212. * Unproject from screen space to object space
  67213. * @param source defines the screen space Vector3 to use
  67214. * @param viewportWidth defines the current width of the viewport
  67215. * @param viewportHeight defines the current height of the viewport
  67216. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67217. * @param view defines the view matrix to use
  67218. * @param projection defines the projection matrix to use
  67219. * @returns the new Vector3
  67220. */
  67221. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  67222. /**
  67223. * Unproject from screen space to object space
  67224. * @param source defines the screen space Vector3 to use
  67225. * @param viewportWidth defines the current width of the viewport
  67226. * @param viewportHeight defines the current height of the viewport
  67227. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67228. * @param view defines the view matrix to use
  67229. * @param projection defines the projection matrix to use
  67230. * @param result defines the Vector3 where to store the result
  67231. */
  67232. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67233. /**
  67234. * Unproject from screen space to object space
  67235. * @param sourceX defines the screen space x coordinate to use
  67236. * @param sourceY defines the screen space y coordinate to use
  67237. * @param sourceZ defines the screen space z coordinate to use
  67238. * @param viewportWidth defines the current width of the viewport
  67239. * @param viewportHeight defines the current height of the viewport
  67240. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67241. * @param view defines the view matrix to use
  67242. * @param projection defines the projection matrix to use
  67243. * @param result defines the Vector3 where to store the result
  67244. */
  67245. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67246. /**
  67247. * Gets the minimal coordinate values between two Vector3
  67248. * @param left defines the first operand
  67249. * @param right defines the second operand
  67250. * @returns the new Vector3
  67251. */
  67252. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67253. /**
  67254. * Gets the maximal coordinate values between two Vector3
  67255. * @param left defines the first operand
  67256. * @param right defines the second operand
  67257. * @returns the new Vector3
  67258. */
  67259. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67260. /**
  67261. * Returns the distance between the vectors "value1" and "value2"
  67262. * @param value1 defines the first operand
  67263. * @param value2 defines the second operand
  67264. * @returns the distance
  67265. */
  67266. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67267. /**
  67268. * Returns the squared distance between the vectors "value1" and "value2"
  67269. * @param value1 defines the first operand
  67270. * @param value2 defines the second operand
  67271. * @returns the squared distance
  67272. */
  67273. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67274. /**
  67275. * Returns a new Vector3 located at the center between "value1" and "value2"
  67276. * @param value1 defines the first operand
  67277. * @param value2 defines the second operand
  67278. * @returns the new Vector3
  67279. */
  67280. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  67281. /**
  67282. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  67283. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  67284. * to something in order to rotate it from its local system to the given target system
  67285. * Note: axis1, axis2 and axis3 are normalized during this operation
  67286. * @param axis1 defines the first axis
  67287. * @param axis2 defines the second axis
  67288. * @param axis3 defines the third axis
  67289. * @returns a new Vector3
  67290. */
  67291. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  67292. /**
  67293. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  67294. * @param axis1 defines the first axis
  67295. * @param axis2 defines the second axis
  67296. * @param axis3 defines the third axis
  67297. * @param ref defines the Vector3 where to store the result
  67298. */
  67299. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  67300. }
  67301. /**
  67302. * Vector4 class created for EulerAngle class conversion to Quaternion
  67303. */
  67304. export class Vector4 {
  67305. /** x value of the vector */
  67306. x: number;
  67307. /** y value of the vector */
  67308. y: number;
  67309. /** z value of the vector */
  67310. z: number;
  67311. /** w value of the vector */
  67312. w: number;
  67313. /**
  67314. * Creates a Vector4 object from the given floats.
  67315. * @param x x value of the vector
  67316. * @param y y value of the vector
  67317. * @param z z value of the vector
  67318. * @param w w value of the vector
  67319. */
  67320. constructor(
  67321. /** x value of the vector */
  67322. x: number,
  67323. /** y value of the vector */
  67324. y: number,
  67325. /** z value of the vector */
  67326. z: number,
  67327. /** w value of the vector */
  67328. w: number);
  67329. /**
  67330. * Returns the string with the Vector4 coordinates.
  67331. * @returns a string containing all the vector values
  67332. */
  67333. toString(): string;
  67334. /**
  67335. * Returns the string "Vector4".
  67336. * @returns "Vector4"
  67337. */
  67338. getClassName(): string;
  67339. /**
  67340. * Returns the Vector4 hash code.
  67341. * @returns a unique hash code
  67342. */
  67343. getHashCode(): number;
  67344. /**
  67345. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  67346. * @returns the resulting array
  67347. */
  67348. asArray(): number[];
  67349. /**
  67350. * Populates the given array from the given index with the Vector4 coordinates.
  67351. * @param array array to populate
  67352. * @param index index of the array to start at (default: 0)
  67353. * @returns the Vector4.
  67354. */
  67355. toArray(array: FloatArray, index?: number): Vector4;
  67356. /**
  67357. * Adds the given vector to the current Vector4.
  67358. * @param otherVector the vector to add
  67359. * @returns the updated Vector4.
  67360. */
  67361. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67362. /**
  67363. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  67364. * @param otherVector the vector to add
  67365. * @returns the resulting vector
  67366. */
  67367. add(otherVector: DeepImmutable<Vector4>): Vector4;
  67368. /**
  67369. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  67370. * @param otherVector the vector to add
  67371. * @param result the vector to store the result
  67372. * @returns the current Vector4.
  67373. */
  67374. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67375. /**
  67376. * Subtract in place the given vector from the current Vector4.
  67377. * @param otherVector the vector to subtract
  67378. * @returns the updated Vector4.
  67379. */
  67380. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67381. /**
  67382. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  67383. * @param otherVector the vector to add
  67384. * @returns the new vector with the result
  67385. */
  67386. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  67387. /**
  67388. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  67389. * @param otherVector the vector to subtract
  67390. * @param result the vector to store the result
  67391. * @returns the current Vector4.
  67392. */
  67393. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67394. /**
  67395. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67396. */
  67397. /**
  67398. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67399. * @param x value to subtract
  67400. * @param y value to subtract
  67401. * @param z value to subtract
  67402. * @param w value to subtract
  67403. * @returns new vector containing the result
  67404. */
  67405. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  67406. /**
  67407. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67408. * @param x value to subtract
  67409. * @param y value to subtract
  67410. * @param z value to subtract
  67411. * @param w value to subtract
  67412. * @param result the vector to store the result in
  67413. * @returns the current Vector4.
  67414. */
  67415. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  67416. /**
  67417. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  67418. * @returns a new vector with the negated values
  67419. */
  67420. negate(): Vector4;
  67421. /**
  67422. * Multiplies the current Vector4 coordinates by scale (float).
  67423. * @param scale the number to scale with
  67424. * @returns the updated Vector4.
  67425. */
  67426. scaleInPlace(scale: number): Vector4;
  67427. /**
  67428. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  67429. * @param scale the number to scale with
  67430. * @returns a new vector with the result
  67431. */
  67432. scale(scale: number): Vector4;
  67433. /**
  67434. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  67435. * @param scale the number to scale with
  67436. * @param result a vector to store the result in
  67437. * @returns the current Vector4.
  67438. */
  67439. scaleToRef(scale: number, result: Vector4): Vector4;
  67440. /**
  67441. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  67442. * @param scale defines the scale factor
  67443. * @param result defines the Vector4 object where to store the result
  67444. * @returns the unmodified current Vector4
  67445. */
  67446. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  67447. /**
  67448. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  67449. * @param otherVector the vector to compare against
  67450. * @returns true if they are equal
  67451. */
  67452. equals(otherVector: DeepImmutable<Vector4>): boolean;
  67453. /**
  67454. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  67455. * @param otherVector vector to compare against
  67456. * @param epsilon (Default: very small number)
  67457. * @returns true if they are equal
  67458. */
  67459. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  67460. /**
  67461. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  67462. * @param x x value to compare against
  67463. * @param y y value to compare against
  67464. * @param z z value to compare against
  67465. * @param w w value to compare against
  67466. * @returns true if equal
  67467. */
  67468. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  67469. /**
  67470. * Multiplies in place the current Vector4 by the given one.
  67471. * @param otherVector vector to multiple with
  67472. * @returns the updated Vector4.
  67473. */
  67474. multiplyInPlace(otherVector: Vector4): Vector4;
  67475. /**
  67476. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  67477. * @param otherVector vector to multiple with
  67478. * @returns resulting new vector
  67479. */
  67480. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  67481. /**
  67482. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  67483. * @param otherVector vector to multiple with
  67484. * @param result vector to store the result
  67485. * @returns the current Vector4.
  67486. */
  67487. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67488. /**
  67489. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  67490. * @param x x value multiply with
  67491. * @param y y value multiply with
  67492. * @param z z value multiply with
  67493. * @param w w value multiply with
  67494. * @returns resulting new vector
  67495. */
  67496. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  67497. /**
  67498. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  67499. * @param otherVector vector to devide with
  67500. * @returns resulting new vector
  67501. */
  67502. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  67503. /**
  67504. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  67505. * @param otherVector vector to devide with
  67506. * @param result vector to store the result
  67507. * @returns the current Vector4.
  67508. */
  67509. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67510. /**
  67511. * Divides the current Vector3 coordinates by the given ones.
  67512. * @param otherVector vector to devide with
  67513. * @returns the updated Vector3.
  67514. */
  67515. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67516. /**
  67517. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  67518. * @param other defines the second operand
  67519. * @returns the current updated Vector4
  67520. */
  67521. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  67522. /**
  67523. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  67524. * @param other defines the second operand
  67525. * @returns the current updated Vector4
  67526. */
  67527. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  67528. /**
  67529. * Gets a new Vector4 from current Vector4 floored values
  67530. * @returns a new Vector4
  67531. */
  67532. floor(): Vector4;
  67533. /**
  67534. * Gets a new Vector4 from current Vector3 floored values
  67535. * @returns a new Vector4
  67536. */
  67537. fract(): Vector4;
  67538. /**
  67539. * Returns the Vector4 length (float).
  67540. * @returns the length
  67541. */
  67542. length(): number;
  67543. /**
  67544. * Returns the Vector4 squared length (float).
  67545. * @returns the length squared
  67546. */
  67547. lengthSquared(): number;
  67548. /**
  67549. * Normalizes in place the Vector4.
  67550. * @returns the updated Vector4.
  67551. */
  67552. normalize(): Vector4;
  67553. /**
  67554. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  67555. * @returns this converted to a new vector3
  67556. */
  67557. toVector3(): Vector3;
  67558. /**
  67559. * Returns a new Vector4 copied from the current one.
  67560. * @returns the new cloned vector
  67561. */
  67562. clone(): Vector4;
  67563. /**
  67564. * Updates the current Vector4 with the given one coordinates.
  67565. * @param source the source vector to copy from
  67566. * @returns the updated Vector4.
  67567. */
  67568. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  67569. /**
  67570. * Updates the current Vector4 coordinates with the given floats.
  67571. * @param x float to copy from
  67572. * @param y float to copy from
  67573. * @param z float to copy from
  67574. * @param w float to copy from
  67575. * @returns the updated Vector4.
  67576. */
  67577. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  67578. /**
  67579. * Updates the current Vector4 coordinates with the given floats.
  67580. * @param x float to set from
  67581. * @param y float to set from
  67582. * @param z float to set from
  67583. * @param w float to set from
  67584. * @returns the updated Vector4.
  67585. */
  67586. set(x: number, y: number, z: number, w: number): Vector4;
  67587. /**
  67588. * Copies the given float to the current Vector3 coordinates
  67589. * @param v defines the x, y, z and w coordinates of the operand
  67590. * @returns the current updated Vector3
  67591. */
  67592. setAll(v: number): Vector4;
  67593. /**
  67594. * Returns a new Vector4 set from the starting index of the given array.
  67595. * @param array the array to pull values from
  67596. * @param offset the offset into the array to start at
  67597. * @returns the new vector
  67598. */
  67599. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  67600. /**
  67601. * Updates the given vector "result" from the starting index of the given array.
  67602. * @param array the array to pull values from
  67603. * @param offset the offset into the array to start at
  67604. * @param result the vector to store the result in
  67605. */
  67606. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  67607. /**
  67608. * Updates the given vector "result" from the starting index of the given Float32Array.
  67609. * @param array the array to pull values from
  67610. * @param offset the offset into the array to start at
  67611. * @param result the vector to store the result in
  67612. */
  67613. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  67614. /**
  67615. * Updates the given vector "result" coordinates from the given floats.
  67616. * @param x float to set from
  67617. * @param y float to set from
  67618. * @param z float to set from
  67619. * @param w float to set from
  67620. * @param result the vector to the floats in
  67621. */
  67622. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  67623. /**
  67624. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  67625. * @returns the new vector
  67626. */
  67627. static Zero(): Vector4;
  67628. /**
  67629. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  67630. * @returns the new vector
  67631. */
  67632. static One(): Vector4;
  67633. /**
  67634. * Returns a new normalized Vector4 from the given one.
  67635. * @param vector the vector to normalize
  67636. * @returns the vector
  67637. */
  67638. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  67639. /**
  67640. * Updates the given vector "result" from the normalization of the given one.
  67641. * @param vector the vector to normalize
  67642. * @param result the vector to store the result in
  67643. */
  67644. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  67645. /**
  67646. * Returns a vector with the minimum values from the left and right vectors
  67647. * @param left left vector to minimize
  67648. * @param right right vector to minimize
  67649. * @returns a new vector with the minimum of the left and right vector values
  67650. */
  67651. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67652. /**
  67653. * Returns a vector with the maximum values from the left and right vectors
  67654. * @param left left vector to maximize
  67655. * @param right right vector to maximize
  67656. * @returns a new vector with the maximum of the left and right vector values
  67657. */
  67658. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67659. /**
  67660. * Returns the distance (float) between the vectors "value1" and "value2".
  67661. * @param value1 value to calulate the distance between
  67662. * @param value2 value to calulate the distance between
  67663. * @return the distance between the two vectors
  67664. */
  67665. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67666. /**
  67667. * Returns the squared distance (float) between the vectors "value1" and "value2".
  67668. * @param value1 value to calulate the distance between
  67669. * @param value2 value to calulate the distance between
  67670. * @return the distance between the two vectors squared
  67671. */
  67672. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67673. /**
  67674. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  67675. * @param value1 value to calulate the center between
  67676. * @param value2 value to calulate the center between
  67677. * @return the center between the two vectors
  67678. */
  67679. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  67680. /**
  67681. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  67682. * This methods computes transformed normalized direction vectors only.
  67683. * @param vector the vector to transform
  67684. * @param transformation the transformation matrix to apply
  67685. * @returns the new vector
  67686. */
  67687. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  67688. /**
  67689. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  67690. * This methods computes transformed normalized direction vectors only.
  67691. * @param vector the vector to transform
  67692. * @param transformation the transformation matrix to apply
  67693. * @param result the vector to store the result in
  67694. */
  67695. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67696. /**
  67697. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  67698. * This methods computes transformed normalized direction vectors only.
  67699. * @param x value to transform
  67700. * @param y value to transform
  67701. * @param z value to transform
  67702. * @param w value to transform
  67703. * @param transformation the transformation matrix to apply
  67704. * @param result the vector to store the results in
  67705. */
  67706. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67707. /**
  67708. * Creates a new Vector4 from a Vector3
  67709. * @param source defines the source data
  67710. * @param w defines the 4th component (default is 0)
  67711. * @returns a new Vector4
  67712. */
  67713. static FromVector3(source: Vector3, w?: number): Vector4;
  67714. }
  67715. /**
  67716. * Class used to store quaternion data
  67717. * @see https://en.wikipedia.org/wiki/Quaternion
  67718. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  67719. */
  67720. export class Quaternion {
  67721. /** defines the first component (0 by default) */
  67722. x: number;
  67723. /** defines the second component (0 by default) */
  67724. y: number;
  67725. /** defines the third component (0 by default) */
  67726. z: number;
  67727. /** defines the fourth component (1.0 by default) */
  67728. w: number;
  67729. /**
  67730. * Creates a new Quaternion from the given floats
  67731. * @param x defines the first component (0 by default)
  67732. * @param y defines the second component (0 by default)
  67733. * @param z defines the third component (0 by default)
  67734. * @param w defines the fourth component (1.0 by default)
  67735. */
  67736. constructor(
  67737. /** defines the first component (0 by default) */
  67738. x?: number,
  67739. /** defines the second component (0 by default) */
  67740. y?: number,
  67741. /** defines the third component (0 by default) */
  67742. z?: number,
  67743. /** defines the fourth component (1.0 by default) */
  67744. w?: number);
  67745. /**
  67746. * Gets a string representation for the current quaternion
  67747. * @returns a string with the Quaternion coordinates
  67748. */
  67749. toString(): string;
  67750. /**
  67751. * Gets the class name of the quaternion
  67752. * @returns the string "Quaternion"
  67753. */
  67754. getClassName(): string;
  67755. /**
  67756. * Gets a hash code for this quaternion
  67757. * @returns the quaternion hash code
  67758. */
  67759. getHashCode(): number;
  67760. /**
  67761. * Copy the quaternion to an array
  67762. * @returns a new array populated with 4 elements from the quaternion coordinates
  67763. */
  67764. asArray(): number[];
  67765. /**
  67766. * Check if two quaternions are equals
  67767. * @param otherQuaternion defines the second operand
  67768. * @return true if the current quaternion and the given one coordinates are strictly equals
  67769. */
  67770. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  67771. /**
  67772. * Clone the current quaternion
  67773. * @returns a new quaternion copied from the current one
  67774. */
  67775. clone(): Quaternion;
  67776. /**
  67777. * Copy a quaternion to the current one
  67778. * @param other defines the other quaternion
  67779. * @returns the updated current quaternion
  67780. */
  67781. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  67782. /**
  67783. * Updates the current quaternion with the given float coordinates
  67784. * @param x defines the x coordinate
  67785. * @param y defines the y coordinate
  67786. * @param z defines the z coordinate
  67787. * @param w defines the w coordinate
  67788. * @returns the updated current quaternion
  67789. */
  67790. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  67791. /**
  67792. * Updates the current quaternion from the given float coordinates
  67793. * @param x defines the x coordinate
  67794. * @param y defines the y coordinate
  67795. * @param z defines the z coordinate
  67796. * @param w defines the w coordinate
  67797. * @returns the updated current quaternion
  67798. */
  67799. set(x: number, y: number, z: number, w: number): Quaternion;
  67800. /**
  67801. * Adds two quaternions
  67802. * @param other defines the second operand
  67803. * @returns a new quaternion as the addition result of the given one and the current quaternion
  67804. */
  67805. add(other: DeepImmutable<Quaternion>): Quaternion;
  67806. /**
  67807. * Add a quaternion to the current one
  67808. * @param other defines the quaternion to add
  67809. * @returns the current quaternion
  67810. */
  67811. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  67812. /**
  67813. * Subtract two quaternions
  67814. * @param other defines the second operand
  67815. * @returns a new quaternion as the subtraction result of the given one from the current one
  67816. */
  67817. subtract(other: Quaternion): Quaternion;
  67818. /**
  67819. * Multiplies the current quaternion by a scale factor
  67820. * @param value defines the scale factor
  67821. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  67822. */
  67823. scale(value: number): Quaternion;
  67824. /**
  67825. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  67826. * @param scale defines the scale factor
  67827. * @param result defines the Quaternion object where to store the result
  67828. * @returns the unmodified current quaternion
  67829. */
  67830. scaleToRef(scale: number, result: Quaternion): Quaternion;
  67831. /**
  67832. * Multiplies in place the current quaternion by a scale factor
  67833. * @param value defines the scale factor
  67834. * @returns the current modified quaternion
  67835. */
  67836. scaleInPlace(value: number): Quaternion;
  67837. /**
  67838. * Scale the current quaternion values by a factor and add the result to a given quaternion
  67839. * @param scale defines the scale factor
  67840. * @param result defines the Quaternion object where to store the result
  67841. * @returns the unmodified current quaternion
  67842. */
  67843. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  67844. /**
  67845. * Multiplies two quaternions
  67846. * @param q1 defines the second operand
  67847. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  67848. */
  67849. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  67850. /**
  67851. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  67852. * @param q1 defines the second operand
  67853. * @param result defines the target quaternion
  67854. * @returns the current quaternion
  67855. */
  67856. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  67857. /**
  67858. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  67859. * @param q1 defines the second operand
  67860. * @returns the currentupdated quaternion
  67861. */
  67862. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  67863. /**
  67864. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  67865. * @param ref defines the target quaternion
  67866. * @returns the current quaternion
  67867. */
  67868. conjugateToRef(ref: Quaternion): Quaternion;
  67869. /**
  67870. * Conjugates in place (1-q) the current quaternion
  67871. * @returns the current updated quaternion
  67872. */
  67873. conjugateInPlace(): Quaternion;
  67874. /**
  67875. * Conjugates in place (1-q) the current quaternion
  67876. * @returns a new quaternion
  67877. */
  67878. conjugate(): Quaternion;
  67879. /**
  67880. * Gets length of current quaternion
  67881. * @returns the quaternion length (float)
  67882. */
  67883. length(): number;
  67884. /**
  67885. * Normalize in place the current quaternion
  67886. * @returns the current updated quaternion
  67887. */
  67888. normalize(): Quaternion;
  67889. /**
  67890. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  67891. * @param order is a reserved parameter and is ignore for now
  67892. * @returns a new Vector3 containing the Euler angles
  67893. */
  67894. toEulerAngles(order?: string): Vector3;
  67895. /**
  67896. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  67897. * @param result defines the vector which will be filled with the Euler angles
  67898. * @param order is a reserved parameter and is ignore for now
  67899. * @returns the current unchanged quaternion
  67900. */
  67901. toEulerAnglesToRef(result: Vector3): Quaternion;
  67902. /**
  67903. * Updates the given rotation matrix with the current quaternion values
  67904. * @param result defines the target matrix
  67905. * @returns the current unchanged quaternion
  67906. */
  67907. toRotationMatrix(result: Matrix): Quaternion;
  67908. /**
  67909. * Updates the current quaternion from the given rotation matrix values
  67910. * @param matrix defines the source matrix
  67911. * @returns the current updated quaternion
  67912. */
  67913. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67914. /**
  67915. * Creates a new quaternion from a rotation matrix
  67916. * @param matrix defines the source matrix
  67917. * @returns a new quaternion created from the given rotation matrix values
  67918. */
  67919. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67920. /**
  67921. * Updates the given quaternion with the given rotation matrix values
  67922. * @param matrix defines the source matrix
  67923. * @param result defines the target quaternion
  67924. */
  67925. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  67926. /**
  67927. * Returns the dot product (float) between the quaternions "left" and "right"
  67928. * @param left defines the left operand
  67929. * @param right defines the right operand
  67930. * @returns the dot product
  67931. */
  67932. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  67933. /**
  67934. * Checks if the two quaternions are close to each other
  67935. * @param quat0 defines the first quaternion to check
  67936. * @param quat1 defines the second quaternion to check
  67937. * @returns true if the two quaternions are close to each other
  67938. */
  67939. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  67940. /**
  67941. * Creates an empty quaternion
  67942. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  67943. */
  67944. static Zero(): Quaternion;
  67945. /**
  67946. * Inverse a given quaternion
  67947. * @param q defines the source quaternion
  67948. * @returns a new quaternion as the inverted current quaternion
  67949. */
  67950. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  67951. /**
  67952. * Inverse a given quaternion
  67953. * @param q defines the source quaternion
  67954. * @param result the quaternion the result will be stored in
  67955. * @returns the result quaternion
  67956. */
  67957. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  67958. /**
  67959. * Creates an identity quaternion
  67960. * @returns the identity quaternion
  67961. */
  67962. static Identity(): Quaternion;
  67963. /**
  67964. * Gets a boolean indicating if the given quaternion is identity
  67965. * @param quaternion defines the quaternion to check
  67966. * @returns true if the quaternion is identity
  67967. */
  67968. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  67969. /**
  67970. * Creates a quaternion from a rotation around an axis
  67971. * @param axis defines the axis to use
  67972. * @param angle defines the angle to use
  67973. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  67974. */
  67975. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  67976. /**
  67977. * Creates a rotation around an axis and stores it into the given quaternion
  67978. * @param axis defines the axis to use
  67979. * @param angle defines the angle to use
  67980. * @param result defines the target quaternion
  67981. * @returns the target quaternion
  67982. */
  67983. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  67984. /**
  67985. * Creates a new quaternion from data stored into an array
  67986. * @param array defines the data source
  67987. * @param offset defines the offset in the source array where the data starts
  67988. * @returns a new quaternion
  67989. */
  67990. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  67991. /**
  67992. * Create a quaternion from Euler rotation angles
  67993. * @param x Pitch
  67994. * @param y Yaw
  67995. * @param z Roll
  67996. * @returns the new Quaternion
  67997. */
  67998. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  67999. /**
  68000. * Updates a quaternion from Euler rotation angles
  68001. * @param x Pitch
  68002. * @param y Yaw
  68003. * @param z Roll
  68004. * @param result the quaternion to store the result
  68005. * @returns the updated quaternion
  68006. */
  68007. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  68008. /**
  68009. * Create a quaternion from Euler rotation vector
  68010. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68011. * @returns the new Quaternion
  68012. */
  68013. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  68014. /**
  68015. * Updates a quaternion from Euler rotation vector
  68016. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68017. * @param result the quaternion to store the result
  68018. * @returns the updated quaternion
  68019. */
  68020. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  68021. /**
  68022. * Creates a new quaternion from the given Euler float angles (y, x, z)
  68023. * @param yaw defines the rotation around Y axis
  68024. * @param pitch defines the rotation around X axis
  68025. * @param roll defines the rotation around Z axis
  68026. * @returns the new quaternion
  68027. */
  68028. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  68029. /**
  68030. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  68031. * @param yaw defines the rotation around Y axis
  68032. * @param pitch defines the rotation around X axis
  68033. * @param roll defines the rotation around Z axis
  68034. * @param result defines the target quaternion
  68035. */
  68036. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  68037. /**
  68038. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  68039. * @param alpha defines the rotation around first axis
  68040. * @param beta defines the rotation around second axis
  68041. * @param gamma defines the rotation around third axis
  68042. * @returns the new quaternion
  68043. */
  68044. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  68045. /**
  68046. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  68047. * @param alpha defines the rotation around first axis
  68048. * @param beta defines the rotation around second axis
  68049. * @param gamma defines the rotation around third axis
  68050. * @param result defines the target quaternion
  68051. */
  68052. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  68053. /**
  68054. * 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)
  68055. * @param axis1 defines the first axis
  68056. * @param axis2 defines the second axis
  68057. * @param axis3 defines the third axis
  68058. * @returns the new quaternion
  68059. */
  68060. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  68061. /**
  68062. * 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
  68063. * @param axis1 defines the first axis
  68064. * @param axis2 defines the second axis
  68065. * @param axis3 defines the third axis
  68066. * @param ref defines the target quaternion
  68067. */
  68068. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  68069. /**
  68070. * Interpolates between two quaternions
  68071. * @param left defines first quaternion
  68072. * @param right defines second quaternion
  68073. * @param amount defines the gradient to use
  68074. * @returns the new interpolated quaternion
  68075. */
  68076. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68077. /**
  68078. * Interpolates between two quaternions and stores it into a target quaternion
  68079. * @param left defines first quaternion
  68080. * @param right defines second quaternion
  68081. * @param amount defines the gradient to use
  68082. * @param result defines the target quaternion
  68083. */
  68084. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  68085. /**
  68086. * Interpolate between two quaternions using Hermite interpolation
  68087. * @param value1 defines first quaternion
  68088. * @param tangent1 defines the incoming tangent
  68089. * @param value2 defines second quaternion
  68090. * @param tangent2 defines the outgoing tangent
  68091. * @param amount defines the target quaternion
  68092. * @returns the new interpolated quaternion
  68093. */
  68094. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68095. }
  68096. /**
  68097. * Class used to store matrix data (4x4)
  68098. */
  68099. export class Matrix {
  68100. private static _updateFlagSeed;
  68101. private static _identityReadOnly;
  68102. private _isIdentity;
  68103. private _isIdentityDirty;
  68104. private _isIdentity3x2;
  68105. private _isIdentity3x2Dirty;
  68106. /**
  68107. * Gets the update flag of the matrix which is an unique number for the matrix.
  68108. * It will be incremented every time the matrix data change.
  68109. * You can use it to speed the comparison between two versions of the same matrix.
  68110. */
  68111. updateFlag: number;
  68112. private readonly _m;
  68113. /**
  68114. * Gets the internal data of the matrix
  68115. */
  68116. readonly m: DeepImmutable<Float32Array>;
  68117. /** @hidden */
  68118. _markAsUpdated(): void;
  68119. /** @hidden */
  68120. private _updateIdentityStatus;
  68121. /**
  68122. * Creates an empty matrix (filled with zeros)
  68123. */
  68124. constructor();
  68125. /**
  68126. * Check if the current matrix is identity
  68127. * @returns true is the matrix is the identity matrix
  68128. */
  68129. isIdentity(): boolean;
  68130. /**
  68131. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  68132. * @returns true is the matrix is the identity matrix
  68133. */
  68134. isIdentityAs3x2(): boolean;
  68135. /**
  68136. * Gets the determinant of the matrix
  68137. * @returns the matrix determinant
  68138. */
  68139. determinant(): number;
  68140. /**
  68141. * Returns the matrix as a Float32Array
  68142. * @returns the matrix underlying array
  68143. */
  68144. toArray(): DeepImmutable<Float32Array>;
  68145. /**
  68146. * Returns the matrix as a Float32Array
  68147. * @returns the matrix underlying array.
  68148. */
  68149. asArray(): DeepImmutable<Float32Array>;
  68150. /**
  68151. * Inverts the current matrix in place
  68152. * @returns the current inverted matrix
  68153. */
  68154. invert(): Matrix;
  68155. /**
  68156. * Sets all the matrix elements to zero
  68157. * @returns the current matrix
  68158. */
  68159. reset(): Matrix;
  68160. /**
  68161. * Adds the current matrix with a second one
  68162. * @param other defines the matrix to add
  68163. * @returns a new matrix as the addition of the current matrix and the given one
  68164. */
  68165. add(other: DeepImmutable<Matrix>): Matrix;
  68166. /**
  68167. * Sets the given matrix "result" to the addition of the current matrix and the given one
  68168. * @param other defines the matrix to add
  68169. * @param result defines the target matrix
  68170. * @returns the current matrix
  68171. */
  68172. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68173. /**
  68174. * Adds in place the given matrix to the current matrix
  68175. * @param other defines the second operand
  68176. * @returns the current updated matrix
  68177. */
  68178. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  68179. /**
  68180. * Sets the given matrix to the current inverted Matrix
  68181. * @param other defines the target matrix
  68182. * @returns the unmodified current matrix
  68183. */
  68184. invertToRef(other: Matrix): Matrix;
  68185. /**
  68186. * add a value at the specified position in the current Matrix
  68187. * @param index the index of the value within the matrix. between 0 and 15.
  68188. * @param value the value to be added
  68189. * @returns the current updated matrix
  68190. */
  68191. addAtIndex(index: number, value: number): Matrix;
  68192. /**
  68193. * mutiply the specified position in the current Matrix by a value
  68194. * @param index the index of the value within the matrix. between 0 and 15.
  68195. * @param value the value to be added
  68196. * @returns the current updated matrix
  68197. */
  68198. multiplyAtIndex(index: number, value: number): Matrix;
  68199. /**
  68200. * Inserts the translation vector (using 3 floats) in the current matrix
  68201. * @param x defines the 1st component of the translation
  68202. * @param y defines the 2nd component of the translation
  68203. * @param z defines the 3rd component of the translation
  68204. * @returns the current updated matrix
  68205. */
  68206. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68207. /**
  68208. * Adds the translation vector (using 3 floats) in the current matrix
  68209. * @param x defines the 1st component of the translation
  68210. * @param y defines the 2nd component of the translation
  68211. * @param z defines the 3rd component of the translation
  68212. * @returns the current updated matrix
  68213. */
  68214. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68215. /**
  68216. * Inserts the translation vector in the current matrix
  68217. * @param vector3 defines the translation to insert
  68218. * @returns the current updated matrix
  68219. */
  68220. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  68221. /**
  68222. * Gets the translation value of the current matrix
  68223. * @returns a new Vector3 as the extracted translation from the matrix
  68224. */
  68225. getTranslation(): Vector3;
  68226. /**
  68227. * Fill a Vector3 with the extracted translation from the matrix
  68228. * @param result defines the Vector3 where to store the translation
  68229. * @returns the current matrix
  68230. */
  68231. getTranslationToRef(result: Vector3): Matrix;
  68232. /**
  68233. * Remove rotation and scaling part from the matrix
  68234. * @returns the updated matrix
  68235. */
  68236. removeRotationAndScaling(): Matrix;
  68237. /**
  68238. * Multiply two matrices
  68239. * @param other defines the second operand
  68240. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  68241. */
  68242. multiply(other: DeepImmutable<Matrix>): Matrix;
  68243. /**
  68244. * Copy the current matrix from the given one
  68245. * @param other defines the source matrix
  68246. * @returns the current updated matrix
  68247. */
  68248. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  68249. /**
  68250. * Populates the given array from the starting index with the current matrix values
  68251. * @param array defines the target array
  68252. * @param offset defines the offset in the target array where to start storing values
  68253. * @returns the current matrix
  68254. */
  68255. copyToArray(array: Float32Array, offset?: number): Matrix;
  68256. /**
  68257. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  68258. * @param other defines the second operand
  68259. * @param result defines the matrix where to store the multiplication
  68260. * @returns the current matrix
  68261. */
  68262. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68263. /**
  68264. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  68265. * @param other defines the second operand
  68266. * @param result defines the array where to store the multiplication
  68267. * @param offset defines the offset in the target array where to start storing values
  68268. * @returns the current matrix
  68269. */
  68270. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  68271. /**
  68272. * Check equality between this matrix and a second one
  68273. * @param value defines the second matrix to compare
  68274. * @returns true is the current matrix and the given one values are strictly equal
  68275. */
  68276. equals(value: DeepImmutable<Matrix>): boolean;
  68277. /**
  68278. * Clone the current matrix
  68279. * @returns a new matrix from the current matrix
  68280. */
  68281. clone(): Matrix;
  68282. /**
  68283. * Returns the name of the current matrix class
  68284. * @returns the string "Matrix"
  68285. */
  68286. getClassName(): string;
  68287. /**
  68288. * Gets the hash code of the current matrix
  68289. * @returns the hash code
  68290. */
  68291. getHashCode(): number;
  68292. /**
  68293. * Decomposes the current Matrix into a translation, rotation and scaling components
  68294. * @param scale defines the scale vector3 given as a reference to update
  68295. * @param rotation defines the rotation quaternion given as a reference to update
  68296. * @param translation defines the translation vector3 given as a reference to update
  68297. * @returns true if operation was successful
  68298. */
  68299. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  68300. /**
  68301. * Gets specific row of the matrix
  68302. * @param index defines the number of the row to get
  68303. * @returns the index-th row of the current matrix as a new Vector4
  68304. */
  68305. getRow(index: number): Nullable<Vector4>;
  68306. /**
  68307. * Sets the index-th row of the current matrix to the vector4 values
  68308. * @param index defines the number of the row to set
  68309. * @param row defines the target vector4
  68310. * @returns the updated current matrix
  68311. */
  68312. setRow(index: number, row: Vector4): Matrix;
  68313. /**
  68314. * Compute the transpose of the matrix
  68315. * @returns the new transposed matrix
  68316. */
  68317. transpose(): Matrix;
  68318. /**
  68319. * Compute the transpose of the matrix and store it in a given matrix
  68320. * @param result defines the target matrix
  68321. * @returns the current matrix
  68322. */
  68323. transposeToRef(result: Matrix): Matrix;
  68324. /**
  68325. * Sets the index-th row of the current matrix with the given 4 x float values
  68326. * @param index defines the row index
  68327. * @param x defines the x component to set
  68328. * @param y defines the y component to set
  68329. * @param z defines the z component to set
  68330. * @param w defines the w component to set
  68331. * @returns the updated current matrix
  68332. */
  68333. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  68334. /**
  68335. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  68336. * @param scale defines the scale factor
  68337. * @returns a new matrix
  68338. */
  68339. scale(scale: number): Matrix;
  68340. /**
  68341. * Scale the current matrix values by a factor to a given result matrix
  68342. * @param scale defines the scale factor
  68343. * @param result defines the matrix to store the result
  68344. * @returns the current matrix
  68345. */
  68346. scaleToRef(scale: number, result: Matrix): Matrix;
  68347. /**
  68348. * Scale the current matrix values by a factor and add the result to a given matrix
  68349. * @param scale defines the scale factor
  68350. * @param result defines the Matrix to store the result
  68351. * @returns the current matrix
  68352. */
  68353. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  68354. /**
  68355. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  68356. * @param ref matrix to store the result
  68357. */
  68358. toNormalMatrix(ref: Matrix): void;
  68359. /**
  68360. * Gets only rotation part of the current matrix
  68361. * @returns a new matrix sets to the extracted rotation matrix from the current one
  68362. */
  68363. getRotationMatrix(): Matrix;
  68364. /**
  68365. * Extracts the rotation matrix from the current one and sets it as the given "result"
  68366. * @param result defines the target matrix to store data to
  68367. * @returns the current matrix
  68368. */
  68369. getRotationMatrixToRef(result: Matrix): Matrix;
  68370. /**
  68371. * Toggles model matrix from being right handed to left handed in place and vice versa
  68372. */
  68373. toggleModelMatrixHandInPlace(): void;
  68374. /**
  68375. * Toggles projection matrix from being right handed to left handed in place and vice versa
  68376. */
  68377. toggleProjectionMatrixHandInPlace(): void;
  68378. /**
  68379. * Creates a matrix from an array
  68380. * @param array defines the source array
  68381. * @param offset defines an offset in the source array
  68382. * @returns a new Matrix set from the starting index of the given array
  68383. */
  68384. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  68385. /**
  68386. * Copy the content of an array into a given matrix
  68387. * @param array defines the source array
  68388. * @param offset defines an offset in the source array
  68389. * @param result defines the target matrix
  68390. */
  68391. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  68392. /**
  68393. * Stores an array into a matrix after having multiplied each component by a given factor
  68394. * @param array defines the source array
  68395. * @param offset defines the offset in the source array
  68396. * @param scale defines the scaling factor
  68397. * @param result defines the target matrix
  68398. */
  68399. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  68400. /**
  68401. * Gets an identity matrix that must not be updated
  68402. */
  68403. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  68404. /**
  68405. * Stores a list of values (16) inside a given matrix
  68406. * @param initialM11 defines 1st value of 1st row
  68407. * @param initialM12 defines 2nd value of 1st row
  68408. * @param initialM13 defines 3rd value of 1st row
  68409. * @param initialM14 defines 4th value of 1st row
  68410. * @param initialM21 defines 1st value of 2nd row
  68411. * @param initialM22 defines 2nd value of 2nd row
  68412. * @param initialM23 defines 3rd value of 2nd row
  68413. * @param initialM24 defines 4th value of 2nd row
  68414. * @param initialM31 defines 1st value of 3rd row
  68415. * @param initialM32 defines 2nd value of 3rd row
  68416. * @param initialM33 defines 3rd value of 3rd row
  68417. * @param initialM34 defines 4th value of 3rd row
  68418. * @param initialM41 defines 1st value of 4th row
  68419. * @param initialM42 defines 2nd value of 4th row
  68420. * @param initialM43 defines 3rd value of 4th row
  68421. * @param initialM44 defines 4th value of 4th row
  68422. * @param result defines the target matrix
  68423. */
  68424. 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;
  68425. /**
  68426. * Creates new matrix from a list of values (16)
  68427. * @param initialM11 defines 1st value of 1st row
  68428. * @param initialM12 defines 2nd value of 1st row
  68429. * @param initialM13 defines 3rd value of 1st row
  68430. * @param initialM14 defines 4th value of 1st row
  68431. * @param initialM21 defines 1st value of 2nd row
  68432. * @param initialM22 defines 2nd value of 2nd row
  68433. * @param initialM23 defines 3rd value of 2nd row
  68434. * @param initialM24 defines 4th value of 2nd row
  68435. * @param initialM31 defines 1st value of 3rd row
  68436. * @param initialM32 defines 2nd value of 3rd row
  68437. * @param initialM33 defines 3rd value of 3rd row
  68438. * @param initialM34 defines 4th value of 3rd row
  68439. * @param initialM41 defines 1st value of 4th row
  68440. * @param initialM42 defines 2nd value of 4th row
  68441. * @param initialM43 defines 3rd value of 4th row
  68442. * @param initialM44 defines 4th value of 4th row
  68443. * @returns the new matrix
  68444. */
  68445. 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;
  68446. /**
  68447. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  68448. * @param scale defines the scale vector3
  68449. * @param rotation defines the rotation quaternion
  68450. * @param translation defines the translation vector3
  68451. * @returns a new matrix
  68452. */
  68453. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  68454. /**
  68455. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  68456. * @param scale defines the scale vector3
  68457. * @param rotation defines the rotation quaternion
  68458. * @param translation defines the translation vector3
  68459. * @param result defines the target matrix
  68460. */
  68461. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  68462. /**
  68463. * Creates a new identity matrix
  68464. * @returns a new identity matrix
  68465. */
  68466. static Identity(): Matrix;
  68467. /**
  68468. * Creates a new identity matrix and stores the result in a given matrix
  68469. * @param result defines the target matrix
  68470. */
  68471. static IdentityToRef(result: Matrix): void;
  68472. /**
  68473. * Creates a new zero matrix
  68474. * @returns a new zero matrix
  68475. */
  68476. static Zero(): Matrix;
  68477. /**
  68478. * Creates a new rotation matrix for "angle" radians around the X axis
  68479. * @param angle defines the angle (in radians) to use
  68480. * @return the new matrix
  68481. */
  68482. static RotationX(angle: number): Matrix;
  68483. /**
  68484. * Creates a new matrix as the invert of a given matrix
  68485. * @param source defines the source matrix
  68486. * @returns the new matrix
  68487. */
  68488. static Invert(source: DeepImmutable<Matrix>): Matrix;
  68489. /**
  68490. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  68491. * @param angle defines the angle (in radians) to use
  68492. * @param result defines the target matrix
  68493. */
  68494. static RotationXToRef(angle: number, result: Matrix): void;
  68495. /**
  68496. * Creates a new rotation matrix for "angle" radians around the Y axis
  68497. * @param angle defines the angle (in radians) to use
  68498. * @return the new matrix
  68499. */
  68500. static RotationY(angle: number): Matrix;
  68501. /**
  68502. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  68503. * @param angle defines the angle (in radians) to use
  68504. * @param result defines the target matrix
  68505. */
  68506. static RotationYToRef(angle: number, result: Matrix): void;
  68507. /**
  68508. * Creates a new rotation matrix for "angle" radians around the Z axis
  68509. * @param angle defines the angle (in radians) to use
  68510. * @return the new matrix
  68511. */
  68512. static RotationZ(angle: number): Matrix;
  68513. /**
  68514. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  68515. * @param angle defines the angle (in radians) to use
  68516. * @param result defines the target matrix
  68517. */
  68518. static RotationZToRef(angle: number, result: Matrix): void;
  68519. /**
  68520. * Creates a new rotation matrix for "angle" radians around the given axis
  68521. * @param axis defines the axis to use
  68522. * @param angle defines the angle (in radians) to use
  68523. * @return the new matrix
  68524. */
  68525. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  68526. /**
  68527. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  68528. * @param axis defines the axis to use
  68529. * @param angle defines the angle (in radians) to use
  68530. * @param result defines the target matrix
  68531. */
  68532. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  68533. /**
  68534. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  68535. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  68536. * @param from defines the vector to align
  68537. * @param to defines the vector to align to
  68538. * @param result defines the target matrix
  68539. */
  68540. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  68541. /**
  68542. * Creates a rotation matrix
  68543. * @param yaw defines the yaw angle in radians (Y axis)
  68544. * @param pitch defines the pitch angle in radians (X axis)
  68545. * @param roll defines the roll angle in radians (X axis)
  68546. * @returns the new rotation matrix
  68547. */
  68548. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  68549. /**
  68550. * Creates a rotation matrix and stores it in a given matrix
  68551. * @param yaw defines the yaw angle in radians (Y axis)
  68552. * @param pitch defines the pitch angle in radians (X axis)
  68553. * @param roll defines the roll angle in radians (X axis)
  68554. * @param result defines the target matrix
  68555. */
  68556. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  68557. /**
  68558. * Creates a scaling matrix
  68559. * @param x defines the scale factor on X axis
  68560. * @param y defines the scale factor on Y axis
  68561. * @param z defines the scale factor on Z axis
  68562. * @returns the new matrix
  68563. */
  68564. static Scaling(x: number, y: number, z: number): Matrix;
  68565. /**
  68566. * Creates a scaling matrix and stores it in a given matrix
  68567. * @param x defines the scale factor on X axis
  68568. * @param y defines the scale factor on Y axis
  68569. * @param z defines the scale factor on Z axis
  68570. * @param result defines the target matrix
  68571. */
  68572. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  68573. /**
  68574. * Creates a translation matrix
  68575. * @param x defines the translation on X axis
  68576. * @param y defines the translation on Y axis
  68577. * @param z defines the translationon Z axis
  68578. * @returns the new matrix
  68579. */
  68580. static Translation(x: number, y: number, z: number): Matrix;
  68581. /**
  68582. * Creates a translation matrix and stores it in a given matrix
  68583. * @param x defines the translation on X axis
  68584. * @param y defines the translation on Y axis
  68585. * @param z defines the translationon Z axis
  68586. * @param result defines the target matrix
  68587. */
  68588. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  68589. /**
  68590. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68591. * @param startValue defines the start value
  68592. * @param endValue defines the end value
  68593. * @param gradient defines the gradient factor
  68594. * @returns the new matrix
  68595. */
  68596. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68597. /**
  68598. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68599. * @param startValue defines the start value
  68600. * @param endValue defines the end value
  68601. * @param gradient defines the gradient factor
  68602. * @param result defines the Matrix object where to store data
  68603. */
  68604. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68605. /**
  68606. * Builds a new matrix whose values are computed by:
  68607. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68608. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68609. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68610. * @param startValue defines the first matrix
  68611. * @param endValue defines the second matrix
  68612. * @param gradient defines the gradient between the two matrices
  68613. * @returns the new matrix
  68614. */
  68615. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68616. /**
  68617. * Update a matrix to values which are computed by:
  68618. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68619. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68620. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68621. * @param startValue defines the first matrix
  68622. * @param endValue defines the second matrix
  68623. * @param gradient defines the gradient between the two matrices
  68624. * @param result defines the target matrix
  68625. */
  68626. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68627. /**
  68628. * 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"
  68629. * This function works in left handed mode
  68630. * @param eye defines the final position of the entity
  68631. * @param target defines where the entity should look at
  68632. * @param up defines the up vector for the entity
  68633. * @returns the new matrix
  68634. */
  68635. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68636. /**
  68637. * 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".
  68638. * This function works in left handed mode
  68639. * @param eye defines the final position of the entity
  68640. * @param target defines where the entity should look at
  68641. * @param up defines the up vector for the entity
  68642. * @param result defines the target matrix
  68643. */
  68644. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68645. /**
  68646. * 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"
  68647. * This function works in right handed mode
  68648. * @param eye defines the final position of the entity
  68649. * @param target defines where the entity should look at
  68650. * @param up defines the up vector for the entity
  68651. * @returns the new matrix
  68652. */
  68653. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68654. /**
  68655. * 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".
  68656. * This function works in right handed mode
  68657. * @param eye defines the final position of the entity
  68658. * @param target defines where the entity should look at
  68659. * @param up defines the up vector for the entity
  68660. * @param result defines the target matrix
  68661. */
  68662. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68663. /**
  68664. * Create a left-handed orthographic projection matrix
  68665. * @param width defines the viewport width
  68666. * @param height defines the viewport height
  68667. * @param znear defines the near clip plane
  68668. * @param zfar defines the far clip plane
  68669. * @returns a new matrix as a left-handed orthographic projection matrix
  68670. */
  68671. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68672. /**
  68673. * Store a left-handed orthographic projection to a given matrix
  68674. * @param width defines the viewport width
  68675. * @param height defines the viewport height
  68676. * @param znear defines the near clip plane
  68677. * @param zfar defines the far clip plane
  68678. * @param result defines the target matrix
  68679. */
  68680. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  68681. /**
  68682. * Create a left-handed orthographic projection matrix
  68683. * @param left defines the viewport left coordinate
  68684. * @param right defines the viewport right coordinate
  68685. * @param bottom defines the viewport bottom coordinate
  68686. * @param top defines the viewport top coordinate
  68687. * @param znear defines the near clip plane
  68688. * @param zfar defines the far clip plane
  68689. * @returns a new matrix as a left-handed orthographic projection matrix
  68690. */
  68691. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68692. /**
  68693. * Stores a left-handed orthographic projection into a given matrix
  68694. * @param left defines the viewport left coordinate
  68695. * @param right defines the viewport right coordinate
  68696. * @param bottom defines the viewport bottom coordinate
  68697. * @param top defines the viewport top coordinate
  68698. * @param znear defines the near clip plane
  68699. * @param zfar defines the far clip plane
  68700. * @param result defines the target matrix
  68701. */
  68702. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68703. /**
  68704. * Creates a right-handed orthographic projection matrix
  68705. * @param left defines the viewport left coordinate
  68706. * @param right defines the viewport right coordinate
  68707. * @param bottom defines the viewport bottom coordinate
  68708. * @param top defines the viewport top coordinate
  68709. * @param znear defines the near clip plane
  68710. * @param zfar defines the far clip plane
  68711. * @returns a new matrix as a right-handed orthographic projection matrix
  68712. */
  68713. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68714. /**
  68715. * Stores a right-handed orthographic projection into a given matrix
  68716. * @param left defines the viewport left coordinate
  68717. * @param right defines the viewport right coordinate
  68718. * @param bottom defines the viewport bottom coordinate
  68719. * @param top defines the viewport top coordinate
  68720. * @param znear defines the near clip plane
  68721. * @param zfar defines the far clip plane
  68722. * @param result defines the target matrix
  68723. */
  68724. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68725. /**
  68726. * Creates a left-handed perspective projection matrix
  68727. * @param width defines the viewport width
  68728. * @param height defines the viewport height
  68729. * @param znear defines the near clip plane
  68730. * @param zfar defines the far clip plane
  68731. * @returns a new matrix as a left-handed perspective projection matrix
  68732. */
  68733. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68734. /**
  68735. * Creates a left-handed perspective projection matrix
  68736. * @param fov defines the horizontal field of view
  68737. * @param aspect defines the aspect ratio
  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 perspective projection matrix
  68741. */
  68742. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68743. /**
  68744. * Stores a left-handed perspective projection into a given matrix
  68745. * @param fov defines the horizontal field of view
  68746. * @param aspect defines the aspect ratio
  68747. * @param znear defines the near clip plane
  68748. * @param zfar defines the far clip plane
  68749. * @param result defines the target matrix
  68750. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68751. */
  68752. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68753. /**
  68754. * Creates a right-handed perspective projection matrix
  68755. * @param fov defines the horizontal field of view
  68756. * @param aspect defines the aspect ratio
  68757. * @param znear defines the near clip plane
  68758. * @param zfar defines the far clip plane
  68759. * @returns a new matrix as a right-handed perspective projection matrix
  68760. */
  68761. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68762. /**
  68763. * Stores a right-handed perspective projection into a given matrix
  68764. * @param fov defines the horizontal field of view
  68765. * @param aspect defines the aspect ratio
  68766. * @param znear defines the near clip plane
  68767. * @param zfar defines the far clip plane
  68768. * @param result defines the target matrix
  68769. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68770. */
  68771. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68772. /**
  68773. * Stores a perspective projection for WebVR info a given matrix
  68774. * @param fov defines the field of view
  68775. * @param znear defines the near clip plane
  68776. * @param zfar defines the far clip plane
  68777. * @param result defines the target matrix
  68778. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  68779. */
  68780. static PerspectiveFovWebVRToRef(fov: {
  68781. upDegrees: number;
  68782. downDegrees: number;
  68783. leftDegrees: number;
  68784. rightDegrees: number;
  68785. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  68786. /**
  68787. * Computes a complete transformation matrix
  68788. * @param viewport defines the viewport to use
  68789. * @param world defines the world matrix
  68790. * @param view defines the view matrix
  68791. * @param projection defines the projection matrix
  68792. * @param zmin defines the near clip plane
  68793. * @param zmax defines the far clip plane
  68794. * @returns the transformation matrix
  68795. */
  68796. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  68797. /**
  68798. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  68799. * @param matrix defines the matrix to use
  68800. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  68801. */
  68802. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  68803. /**
  68804. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  68805. * @param matrix defines the matrix to use
  68806. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  68807. */
  68808. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  68809. /**
  68810. * Compute the transpose of a given matrix
  68811. * @param matrix defines the matrix to transpose
  68812. * @returns the new matrix
  68813. */
  68814. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  68815. /**
  68816. * Compute the transpose of a matrix and store it in a target matrix
  68817. * @param matrix defines the matrix to transpose
  68818. * @param result defines the target matrix
  68819. */
  68820. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  68821. /**
  68822. * Computes a reflection matrix from a plane
  68823. * @param plane defines the reflection plane
  68824. * @returns a new matrix
  68825. */
  68826. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  68827. /**
  68828. * Computes a reflection matrix from a plane
  68829. * @param plane defines the reflection plane
  68830. * @param result defines the target matrix
  68831. */
  68832. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  68833. /**
  68834. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  68835. * @param xaxis defines the value of the 1st axis
  68836. * @param yaxis defines the value of the 2nd axis
  68837. * @param zaxis defines the value of the 3rd axis
  68838. * @param result defines the target matrix
  68839. */
  68840. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  68841. /**
  68842. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  68843. * @param quat defines the quaternion to use
  68844. * @param result defines the target matrix
  68845. */
  68846. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  68847. }
  68848. /**
  68849. * @hidden
  68850. */
  68851. export class TmpVectors {
  68852. static Vector2: Vector2[];
  68853. static Vector3: Vector3[];
  68854. static Vector4: Vector4[];
  68855. static Quaternion: Quaternion[];
  68856. static Matrix: Matrix[];
  68857. }
  68858. }
  68859. declare module BABYLON {
  68860. /** Defines the cross module used constants to avoid circular dependncies */
  68861. export class Constants {
  68862. /** Defines that alpha blending is disabled */
  68863. static readonly ALPHA_DISABLE: number;
  68864. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68865. static readonly ALPHA_ADD: number;
  68866. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68867. static readonly ALPHA_COMBINE: number;
  68868. /** Defines that alpha blending to DEST - SRC * DEST */
  68869. static readonly ALPHA_SUBTRACT: number;
  68870. /** Defines that alpha blending to SRC * DEST */
  68871. static readonly ALPHA_MULTIPLY: number;
  68872. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68873. static readonly ALPHA_MAXIMIZED: number;
  68874. /** Defines that alpha blending to SRC + DEST */
  68875. static readonly ALPHA_ONEONE: number;
  68876. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68877. static readonly ALPHA_PREMULTIPLIED: number;
  68878. /**
  68879. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68880. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68881. */
  68882. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68883. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68884. static readonly ALPHA_INTERPOLATE: number;
  68885. /**
  68886. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68887. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68888. */
  68889. static readonly ALPHA_SCREENMODE: number;
  68890. /** Defines that the ressource is not delayed*/
  68891. static readonly DELAYLOADSTATE_NONE: number;
  68892. /** Defines that the ressource was successfully delay loaded */
  68893. static readonly DELAYLOADSTATE_LOADED: number;
  68894. /** Defines that the ressource is currently delay loading */
  68895. static readonly DELAYLOADSTATE_LOADING: number;
  68896. /** Defines that the ressource is delayed and has not started loading */
  68897. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68898. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68899. static readonly NEVER: number;
  68900. /** 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 */
  68901. static readonly ALWAYS: number;
  68902. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68903. static readonly LESS: number;
  68904. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68905. static readonly EQUAL: number;
  68906. /** 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 */
  68907. static readonly LEQUAL: number;
  68908. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68909. static readonly GREATER: number;
  68910. /** 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 */
  68911. static readonly GEQUAL: number;
  68912. /** 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 */
  68913. static readonly NOTEQUAL: number;
  68914. /** Passed to stencilOperation to specify that stencil value must be kept */
  68915. static readonly KEEP: number;
  68916. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68917. static readonly REPLACE: number;
  68918. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68919. static readonly INCR: number;
  68920. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68921. static readonly DECR: number;
  68922. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68923. static readonly INVERT: number;
  68924. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68925. static readonly INCR_WRAP: number;
  68926. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68927. static readonly DECR_WRAP: number;
  68928. /** Texture is not repeating outside of 0..1 UVs */
  68929. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68930. /** Texture is repeating outside of 0..1 UVs */
  68931. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68932. /** Texture is repeating and mirrored */
  68933. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68934. /** ALPHA */
  68935. static readonly TEXTUREFORMAT_ALPHA: number;
  68936. /** LUMINANCE */
  68937. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68938. /** LUMINANCE_ALPHA */
  68939. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68940. /** RGB */
  68941. static readonly TEXTUREFORMAT_RGB: number;
  68942. /** RGBA */
  68943. static readonly TEXTUREFORMAT_RGBA: number;
  68944. /** RED */
  68945. static readonly TEXTUREFORMAT_RED: number;
  68946. /** RED (2nd reference) */
  68947. static readonly TEXTUREFORMAT_R: number;
  68948. /** RG */
  68949. static readonly TEXTUREFORMAT_RG: number;
  68950. /** RED_INTEGER */
  68951. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68952. /** RED_INTEGER (2nd reference) */
  68953. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68954. /** RG_INTEGER */
  68955. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68956. /** RGB_INTEGER */
  68957. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68958. /** RGBA_INTEGER */
  68959. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68960. /** UNSIGNED_BYTE */
  68961. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68962. /** UNSIGNED_BYTE (2nd reference) */
  68963. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68964. /** FLOAT */
  68965. static readonly TEXTURETYPE_FLOAT: number;
  68966. /** HALF_FLOAT */
  68967. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68968. /** BYTE */
  68969. static readonly TEXTURETYPE_BYTE: number;
  68970. /** SHORT */
  68971. static readonly TEXTURETYPE_SHORT: number;
  68972. /** UNSIGNED_SHORT */
  68973. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68974. /** INT */
  68975. static readonly TEXTURETYPE_INT: number;
  68976. /** UNSIGNED_INT */
  68977. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68978. /** UNSIGNED_SHORT_4_4_4_4 */
  68979. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68980. /** UNSIGNED_SHORT_5_5_5_1 */
  68981. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68982. /** UNSIGNED_SHORT_5_6_5 */
  68983. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68984. /** UNSIGNED_INT_2_10_10_10_REV */
  68985. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68986. /** UNSIGNED_INT_24_8 */
  68987. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68988. /** UNSIGNED_INT_10F_11F_11F_REV */
  68989. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68990. /** UNSIGNED_INT_5_9_9_9_REV */
  68991. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68992. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68993. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68994. /** nearest is mag = nearest and min = nearest and mip = linear */
  68995. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68996. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68997. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68998. /** Trilinear is mag = linear and min = linear and mip = linear */
  68999. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69000. /** nearest is mag = nearest and min = nearest and mip = linear */
  69001. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69002. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69003. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69004. /** Trilinear is mag = linear and min = linear and mip = linear */
  69005. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69006. /** mag = nearest and min = nearest and mip = nearest */
  69007. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69008. /** mag = nearest and min = linear and mip = nearest */
  69009. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69010. /** mag = nearest and min = linear and mip = linear */
  69011. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69012. /** mag = nearest and min = linear and mip = none */
  69013. static readonly TEXTURE_NEAREST_LINEAR: number;
  69014. /** mag = nearest and min = nearest and mip = none */
  69015. static readonly TEXTURE_NEAREST_NEAREST: number;
  69016. /** mag = linear and min = nearest and mip = nearest */
  69017. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69018. /** mag = linear and min = nearest and mip = linear */
  69019. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69020. /** mag = linear and min = linear and mip = none */
  69021. static readonly TEXTURE_LINEAR_LINEAR: number;
  69022. /** mag = linear and min = nearest and mip = none */
  69023. static readonly TEXTURE_LINEAR_NEAREST: number;
  69024. /** Explicit coordinates mode */
  69025. static readonly TEXTURE_EXPLICIT_MODE: number;
  69026. /** Spherical coordinates mode */
  69027. static readonly TEXTURE_SPHERICAL_MODE: number;
  69028. /** Planar coordinates mode */
  69029. static readonly TEXTURE_PLANAR_MODE: number;
  69030. /** Cubic coordinates mode */
  69031. static readonly TEXTURE_CUBIC_MODE: number;
  69032. /** Projection coordinates mode */
  69033. static readonly TEXTURE_PROJECTION_MODE: number;
  69034. /** Skybox coordinates mode */
  69035. static readonly TEXTURE_SKYBOX_MODE: number;
  69036. /** Inverse Cubic coordinates mode */
  69037. static readonly TEXTURE_INVCUBIC_MODE: number;
  69038. /** Equirectangular coordinates mode */
  69039. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69040. /** Equirectangular Fixed coordinates mode */
  69041. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69042. /** Equirectangular Fixed Mirrored coordinates mode */
  69043. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69044. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69045. static readonly SCALEMODE_FLOOR: number;
  69046. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69047. static readonly SCALEMODE_NEAREST: number;
  69048. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69049. static readonly SCALEMODE_CEILING: number;
  69050. /**
  69051. * The dirty texture flag value
  69052. */
  69053. static readonly MATERIAL_TextureDirtyFlag: number;
  69054. /**
  69055. * The dirty light flag value
  69056. */
  69057. static readonly MATERIAL_LightDirtyFlag: number;
  69058. /**
  69059. * The dirty fresnel flag value
  69060. */
  69061. static readonly MATERIAL_FresnelDirtyFlag: number;
  69062. /**
  69063. * The dirty attribute flag value
  69064. */
  69065. static readonly MATERIAL_AttributesDirtyFlag: number;
  69066. /**
  69067. * The dirty misc flag value
  69068. */
  69069. static readonly MATERIAL_MiscDirtyFlag: number;
  69070. /**
  69071. * The all dirty flag value
  69072. */
  69073. static readonly MATERIAL_AllDirtyFlag: number;
  69074. /**
  69075. * Returns the triangle fill mode
  69076. */
  69077. static readonly MATERIAL_TriangleFillMode: number;
  69078. /**
  69079. * Returns the wireframe mode
  69080. */
  69081. static readonly MATERIAL_WireFrameFillMode: number;
  69082. /**
  69083. * Returns the point fill mode
  69084. */
  69085. static readonly MATERIAL_PointFillMode: number;
  69086. /**
  69087. * Returns the point list draw mode
  69088. */
  69089. static readonly MATERIAL_PointListDrawMode: number;
  69090. /**
  69091. * Returns the line list draw mode
  69092. */
  69093. static readonly MATERIAL_LineListDrawMode: number;
  69094. /**
  69095. * Returns the line loop draw mode
  69096. */
  69097. static readonly MATERIAL_LineLoopDrawMode: number;
  69098. /**
  69099. * Returns the line strip draw mode
  69100. */
  69101. static readonly MATERIAL_LineStripDrawMode: number;
  69102. /**
  69103. * Returns the triangle strip draw mode
  69104. */
  69105. static readonly MATERIAL_TriangleStripDrawMode: number;
  69106. /**
  69107. * Returns the triangle fan draw mode
  69108. */
  69109. static readonly MATERIAL_TriangleFanDrawMode: number;
  69110. /**
  69111. * Stores the clock-wise side orientation
  69112. */
  69113. static readonly MATERIAL_ClockWiseSideOrientation: number;
  69114. /**
  69115. * Stores the counter clock-wise side orientation
  69116. */
  69117. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69118. /**
  69119. * Nothing
  69120. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69121. */
  69122. static readonly ACTION_NothingTrigger: number;
  69123. /**
  69124. * On pick
  69125. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69126. */
  69127. static readonly ACTION_OnPickTrigger: number;
  69128. /**
  69129. * On left pick
  69130. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69131. */
  69132. static readonly ACTION_OnLeftPickTrigger: number;
  69133. /**
  69134. * On right pick
  69135. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69136. */
  69137. static readonly ACTION_OnRightPickTrigger: number;
  69138. /**
  69139. * On center pick
  69140. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69141. */
  69142. static readonly ACTION_OnCenterPickTrigger: number;
  69143. /**
  69144. * On pick down
  69145. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69146. */
  69147. static readonly ACTION_OnPickDownTrigger: number;
  69148. /**
  69149. * On double pick
  69150. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69151. */
  69152. static readonly ACTION_OnDoublePickTrigger: number;
  69153. /**
  69154. * On pick up
  69155. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69156. */
  69157. static readonly ACTION_OnPickUpTrigger: number;
  69158. /**
  69159. * On pick out.
  69160. * This trigger will only be raised if you also declared a OnPickDown
  69161. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69162. */
  69163. static readonly ACTION_OnPickOutTrigger: number;
  69164. /**
  69165. * On long press
  69166. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69167. */
  69168. static readonly ACTION_OnLongPressTrigger: number;
  69169. /**
  69170. * On pointer over
  69171. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69172. */
  69173. static readonly ACTION_OnPointerOverTrigger: number;
  69174. /**
  69175. * On pointer out
  69176. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69177. */
  69178. static readonly ACTION_OnPointerOutTrigger: number;
  69179. /**
  69180. * On every frame
  69181. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69182. */
  69183. static readonly ACTION_OnEveryFrameTrigger: number;
  69184. /**
  69185. * On intersection enter
  69186. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69187. */
  69188. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69189. /**
  69190. * On intersection exit
  69191. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69192. */
  69193. static readonly ACTION_OnIntersectionExitTrigger: number;
  69194. /**
  69195. * On key down
  69196. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69197. */
  69198. static readonly ACTION_OnKeyDownTrigger: number;
  69199. /**
  69200. * On key up
  69201. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69202. */
  69203. static readonly ACTION_OnKeyUpTrigger: number;
  69204. /**
  69205. * Billboard mode will only apply to Y axis
  69206. */
  69207. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69208. /**
  69209. * Billboard mode will apply to all axes
  69210. */
  69211. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69212. /**
  69213. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69214. */
  69215. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69216. /**
  69217. * Gets or sets base Assets URL
  69218. */
  69219. static PARTICLES_BaseAssetsUrl: string;
  69220. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69221. * Test order :
  69222. * Is the bounding sphere outside the frustum ?
  69223. * If not, are the bounding box vertices outside the frustum ?
  69224. * It not, then the cullable object is in the frustum.
  69225. */
  69226. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69227. /** Culling strategy : Bounding Sphere Only.
  69228. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69229. * It's also less accurate than the standard because some not visible objects can still be selected.
  69230. * Test : is the bounding sphere outside the frustum ?
  69231. * If not, then the cullable object is in the frustum.
  69232. */
  69233. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69234. /** Culling strategy : Optimistic Inclusion.
  69235. * This in an inclusion test first, then the standard exclusion test.
  69236. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69237. * 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.
  69238. * Anyway, it's as accurate as the standard strategy.
  69239. * Test :
  69240. * Is the cullable object bounding sphere center in the frustum ?
  69241. * If not, apply the default culling strategy.
  69242. */
  69243. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69244. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69245. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69246. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69247. * 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.
  69248. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69249. * Test :
  69250. * Is the cullable object bounding sphere center in the frustum ?
  69251. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69252. */
  69253. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69254. /**
  69255. * No logging while loading
  69256. */
  69257. static readonly SCENELOADER_NO_LOGGING: number;
  69258. /**
  69259. * Minimal logging while loading
  69260. */
  69261. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69262. /**
  69263. * Summary logging while loading
  69264. */
  69265. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69266. /**
  69267. * Detailled logging while loading
  69268. */
  69269. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69270. }
  69271. }
  69272. declare module BABYLON {
  69273. /**
  69274. * Class used to store and describe the pipeline context associated with an effect
  69275. */
  69276. export interface IPipelineContext {
  69277. /**
  69278. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69279. */
  69280. isAsync: boolean;
  69281. /**
  69282. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69283. */
  69284. isReady: boolean;
  69285. /** @hidden */
  69286. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69287. }
  69288. }
  69289. declare module BABYLON {
  69290. /** @hidden */
  69291. export interface IShaderProcessor {
  69292. attributeProcessor?: (attribute: string) => string;
  69293. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69294. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69295. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69296. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69297. lineProcessor?: (line: string, isFragment: boolean) => string;
  69298. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69299. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69300. }
  69301. }
  69302. declare module BABYLON {
  69303. /** @hidden */
  69304. export interface ProcessingOptions {
  69305. defines: string[];
  69306. indexParameters: any;
  69307. isFragment: boolean;
  69308. shouldUseHighPrecisionShader: boolean;
  69309. supportsUniformBuffers: boolean;
  69310. shadersRepository: string;
  69311. includesShadersStore: {
  69312. [key: string]: string;
  69313. };
  69314. processor?: IShaderProcessor;
  69315. version: string;
  69316. platformName: string;
  69317. lookForClosingBracketForUniformBuffer?: boolean;
  69318. }
  69319. }
  69320. declare module BABYLON {
  69321. /**
  69322. * Helper to manipulate strings
  69323. */
  69324. export class StringTools {
  69325. /**
  69326. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  69327. * @param str Source string
  69328. * @param suffix Suffix to search for in the source string
  69329. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  69330. */
  69331. static EndsWith(str: string, suffix: string): boolean;
  69332. /**
  69333. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  69334. * @param str Source string
  69335. * @param suffix Suffix to search for in the source string
  69336. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  69337. */
  69338. static StartsWith(str: string, suffix: string): boolean;
  69339. }
  69340. }
  69341. declare module BABYLON {
  69342. /** @hidden */
  69343. export class ShaderCodeNode {
  69344. line: string;
  69345. children: ShaderCodeNode[];
  69346. additionalDefineKey?: string;
  69347. additionalDefineValue?: string;
  69348. isValid(preprocessors: {
  69349. [key: string]: string;
  69350. }): boolean;
  69351. process(preprocessors: {
  69352. [key: string]: string;
  69353. }, options: ProcessingOptions): string;
  69354. }
  69355. }
  69356. declare module BABYLON {
  69357. /** @hidden */
  69358. export class ShaderCodeCursor {
  69359. private _lines;
  69360. lineIndex: number;
  69361. readonly currentLine: string;
  69362. readonly canRead: boolean;
  69363. lines: string[];
  69364. }
  69365. }
  69366. declare module BABYLON {
  69367. /** @hidden */
  69368. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69369. process(preprocessors: {
  69370. [key: string]: string;
  69371. }, options: ProcessingOptions): string;
  69372. }
  69373. }
  69374. declare module BABYLON {
  69375. /** @hidden */
  69376. export class ShaderDefineExpression {
  69377. isTrue(preprocessors: {
  69378. [key: string]: string;
  69379. }): boolean;
  69380. }
  69381. }
  69382. declare module BABYLON {
  69383. /** @hidden */
  69384. export class ShaderCodeTestNode extends ShaderCodeNode {
  69385. testExpression: ShaderDefineExpression;
  69386. isValid(preprocessors: {
  69387. [key: string]: string;
  69388. }): boolean;
  69389. }
  69390. }
  69391. declare module BABYLON {
  69392. /** @hidden */
  69393. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69394. define: string;
  69395. not: boolean;
  69396. constructor(define: string, not?: boolean);
  69397. isTrue(preprocessors: {
  69398. [key: string]: string;
  69399. }): boolean;
  69400. }
  69401. }
  69402. declare module BABYLON {
  69403. /** @hidden */
  69404. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69405. leftOperand: ShaderDefineExpression;
  69406. rightOperand: ShaderDefineExpression;
  69407. isTrue(preprocessors: {
  69408. [key: string]: string;
  69409. }): boolean;
  69410. }
  69411. }
  69412. declare module BABYLON {
  69413. /** @hidden */
  69414. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69415. leftOperand: ShaderDefineExpression;
  69416. rightOperand: ShaderDefineExpression;
  69417. isTrue(preprocessors: {
  69418. [key: string]: string;
  69419. }): boolean;
  69420. }
  69421. }
  69422. declare module BABYLON {
  69423. /** @hidden */
  69424. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69425. define: string;
  69426. operand: string;
  69427. testValue: string;
  69428. constructor(define: string, operand: string, testValue: string);
  69429. isTrue(preprocessors: {
  69430. [key: string]: string;
  69431. }): boolean;
  69432. }
  69433. }
  69434. declare module BABYLON {
  69435. /**
  69436. * @ignore
  69437. * Application error to support additional information when loading a file
  69438. */
  69439. export class LoadFileError extends Error {
  69440. /** defines the optional web request */
  69441. request?: WebRequest | undefined;
  69442. private static _setPrototypeOf;
  69443. /**
  69444. * Creates a new LoadFileError
  69445. * @param message defines the message of the error
  69446. * @param request defines the optional web request
  69447. */
  69448. constructor(message: string,
  69449. /** defines the optional web request */
  69450. request?: WebRequest | undefined);
  69451. }
  69452. }
  69453. declare module BABYLON {
  69454. /**
  69455. * Class used to enable access to offline support
  69456. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69457. */
  69458. export interface IOfflineProvider {
  69459. /**
  69460. * Gets a boolean indicating if scene must be saved in the database
  69461. */
  69462. enableSceneOffline: boolean;
  69463. /**
  69464. * Gets a boolean indicating if textures must be saved in the database
  69465. */
  69466. enableTexturesOffline: boolean;
  69467. /**
  69468. * Open the offline support and make it available
  69469. * @param successCallback defines the callback to call on success
  69470. * @param errorCallback defines the callback to call on error
  69471. */
  69472. open(successCallback: () => void, errorCallback: () => void): void;
  69473. /**
  69474. * Loads an image from the offline support
  69475. * @param url defines the url to load from
  69476. * @param image defines the target DOM image
  69477. */
  69478. loadImage(url: string, image: HTMLImageElement): void;
  69479. /**
  69480. * Loads a file from offline support
  69481. * @param url defines the URL to load from
  69482. * @param sceneLoaded defines a callback to call on success
  69483. * @param progressCallBack defines a callback to call when progress changed
  69484. * @param errorCallback defines a callback to call on error
  69485. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69486. */
  69487. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69488. }
  69489. }
  69490. declare module BABYLON {
  69491. /**
  69492. * Class used to help managing file picking and drag'n'drop
  69493. * File Storage
  69494. */
  69495. export class FilesInputStore {
  69496. /**
  69497. * List of files ready to be loaded
  69498. */
  69499. static FilesToLoad: {
  69500. [key: string]: File;
  69501. };
  69502. }
  69503. }
  69504. declare module BABYLON {
  69505. /**
  69506. * Class used to define a retry strategy when error happens while loading assets
  69507. */
  69508. export class RetryStrategy {
  69509. /**
  69510. * Function used to defines an exponential back off strategy
  69511. * @param maxRetries defines the maximum number of retries (3 by default)
  69512. * @param baseInterval defines the interval between retries
  69513. * @returns the strategy function to use
  69514. */
  69515. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69516. }
  69517. }
  69518. declare module BABYLON {
  69519. /**
  69520. * @hidden
  69521. */
  69522. export class FileTools {
  69523. /**
  69524. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69525. */
  69526. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69527. /**
  69528. * Gets or sets the base URL to use to load assets
  69529. */
  69530. static BaseUrl: string;
  69531. /**
  69532. * Default behaviour for cors in the application.
  69533. * It can be a string if the expected behavior is identical in the entire app.
  69534. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69535. */
  69536. static CorsBehavior: string | ((url: string | string[]) => string);
  69537. /**
  69538. * Gets or sets a function used to pre-process url before using them to load assets
  69539. */
  69540. static PreprocessUrl: (url: string) => string;
  69541. /**
  69542. * Removes unwanted characters from an url
  69543. * @param url defines the url to clean
  69544. * @returns the cleaned url
  69545. */
  69546. private static _CleanUrl;
  69547. /**
  69548. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69549. * @param url define the url we are trying
  69550. * @param element define the dom element where to configure the cors policy
  69551. */
  69552. static SetCorsBehavior(url: string | string[], element: {
  69553. crossOrigin: string | null;
  69554. }): void;
  69555. /**
  69556. * Loads an image as an HTMLImageElement.
  69557. * @param input url string, ArrayBuffer, or Blob to load
  69558. * @param onLoad callback called when the image successfully loads
  69559. * @param onError callback called when the image fails to load
  69560. * @param offlineProvider offline provider for caching
  69561. * @returns the HTMLImageElement of the loaded image
  69562. */
  69563. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  69564. /**
  69565. * Loads a file
  69566. * @param fileToLoad defines the file to load
  69567. * @param callback defines the callback to call when data is loaded
  69568. * @param progressCallBack defines the callback to call during loading process
  69569. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69570. * @returns a file request object
  69571. */
  69572. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  69573. /**
  69574. * Loads a file
  69575. * @param url url string, ArrayBuffer, or Blob to load
  69576. * @param onSuccess callback called when the file successfully loads
  69577. * @param onProgress callback called while file is loading (if the server supports this mode)
  69578. * @param offlineProvider defines the offline provider for caching
  69579. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69580. * @param onError callback called when the file fails to load
  69581. * @returns a file request object
  69582. */
  69583. 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;
  69584. /**
  69585. * Checks if the loaded document was accessed via `file:`-Protocol.
  69586. * @returns boolean
  69587. */
  69588. static IsFileURL(): boolean;
  69589. }
  69590. }
  69591. declare module BABYLON {
  69592. /** @hidden */
  69593. export class ShaderProcessor {
  69594. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69595. private static _ProcessPrecision;
  69596. private static _ExtractOperation;
  69597. private static _BuildSubExpression;
  69598. private static _BuildExpression;
  69599. private static _MoveCursorWithinIf;
  69600. private static _MoveCursor;
  69601. private static _EvaluatePreProcessors;
  69602. private static _PreparePreProcessors;
  69603. private static _ProcessShaderConversion;
  69604. private static _ProcessIncludes;
  69605. }
  69606. }
  69607. declare module BABYLON {
  69608. /**
  69609. * Class used to hold a RBG color
  69610. */
  69611. export class Color3 {
  69612. /**
  69613. * Defines the red component (between 0 and 1, default is 0)
  69614. */
  69615. r: number;
  69616. /**
  69617. * Defines the green component (between 0 and 1, default is 0)
  69618. */
  69619. g: number;
  69620. /**
  69621. * Defines the blue component (between 0 and 1, default is 0)
  69622. */
  69623. b: number;
  69624. /**
  69625. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  69626. * @param r defines the red component (between 0 and 1, default is 0)
  69627. * @param g defines the green component (between 0 and 1, default is 0)
  69628. * @param b defines the blue component (between 0 and 1, default is 0)
  69629. */
  69630. constructor(
  69631. /**
  69632. * Defines the red component (between 0 and 1, default is 0)
  69633. */
  69634. r?: number,
  69635. /**
  69636. * Defines the green component (between 0 and 1, default is 0)
  69637. */
  69638. g?: number,
  69639. /**
  69640. * Defines the blue component (between 0 and 1, default is 0)
  69641. */
  69642. b?: number);
  69643. /**
  69644. * Creates a string with the Color3 current values
  69645. * @returns the string representation of the Color3 object
  69646. */
  69647. toString(): string;
  69648. /**
  69649. * Returns the string "Color3"
  69650. * @returns "Color3"
  69651. */
  69652. getClassName(): string;
  69653. /**
  69654. * Compute the Color3 hash code
  69655. * @returns an unique number that can be used to hash Color3 objects
  69656. */
  69657. getHashCode(): number;
  69658. /**
  69659. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  69660. * @param array defines the array where to store the r,g,b components
  69661. * @param index defines an optional index in the target array to define where to start storing values
  69662. * @returns the current Color3 object
  69663. */
  69664. toArray(array: FloatArray, index?: number): Color3;
  69665. /**
  69666. * Returns a new Color4 object from the current Color3 and the given alpha
  69667. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  69668. * @returns a new Color4 object
  69669. */
  69670. toColor4(alpha?: number): Color4;
  69671. /**
  69672. * Returns a new array populated with 3 numeric elements : red, green and blue values
  69673. * @returns the new array
  69674. */
  69675. asArray(): number[];
  69676. /**
  69677. * Returns the luminance value
  69678. * @returns a float value
  69679. */
  69680. toLuminance(): number;
  69681. /**
  69682. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  69683. * @param otherColor defines the second operand
  69684. * @returns the new Color3 object
  69685. */
  69686. multiply(otherColor: DeepImmutable<Color3>): Color3;
  69687. /**
  69688. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  69689. * @param otherColor defines the second operand
  69690. * @param result defines the Color3 object where to store the result
  69691. * @returns the current Color3
  69692. */
  69693. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69694. /**
  69695. * Determines equality between Color3 objects
  69696. * @param otherColor defines the second operand
  69697. * @returns true if the rgb values are equal to the given ones
  69698. */
  69699. equals(otherColor: DeepImmutable<Color3>): boolean;
  69700. /**
  69701. * Determines equality between the current Color3 object and a set of r,b,g values
  69702. * @param r defines the red component to check
  69703. * @param g defines the green component to check
  69704. * @param b defines the blue component to check
  69705. * @returns true if the rgb values are equal to the given ones
  69706. */
  69707. equalsFloats(r: number, g: number, b: number): boolean;
  69708. /**
  69709. * Multiplies in place each rgb value by scale
  69710. * @param scale defines the scaling factor
  69711. * @returns the updated Color3
  69712. */
  69713. scale(scale: number): Color3;
  69714. /**
  69715. * Multiplies the rgb values by scale and stores the result into "result"
  69716. * @param scale defines the scaling factor
  69717. * @param result defines the Color3 object where to store the result
  69718. * @returns the unmodified current Color3
  69719. */
  69720. scaleToRef(scale: number, result: Color3): Color3;
  69721. /**
  69722. * Scale the current Color3 values by a factor and add the result to a given Color3
  69723. * @param scale defines the scale factor
  69724. * @param result defines color to store the result into
  69725. * @returns the unmodified current Color3
  69726. */
  69727. scaleAndAddToRef(scale: number, result: Color3): Color3;
  69728. /**
  69729. * Clamps the rgb values by the min and max values and stores the result into "result"
  69730. * @param min defines minimum clamping value (default is 0)
  69731. * @param max defines maximum clamping value (default is 1)
  69732. * @param result defines color to store the result into
  69733. * @returns the original Color3
  69734. */
  69735. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  69736. /**
  69737. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  69738. * @param otherColor defines the second operand
  69739. * @returns the new Color3
  69740. */
  69741. add(otherColor: DeepImmutable<Color3>): Color3;
  69742. /**
  69743. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  69744. * @param otherColor defines the second operand
  69745. * @param result defines Color3 object to store the result into
  69746. * @returns the unmodified current Color3
  69747. */
  69748. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69749. /**
  69750. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  69751. * @param otherColor defines the second operand
  69752. * @returns the new Color3
  69753. */
  69754. subtract(otherColor: DeepImmutable<Color3>): Color3;
  69755. /**
  69756. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  69757. * @param otherColor defines the second operand
  69758. * @param result defines Color3 object to store the result into
  69759. * @returns the unmodified current Color3
  69760. */
  69761. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69762. /**
  69763. * Copy the current object
  69764. * @returns a new Color3 copied the current one
  69765. */
  69766. clone(): Color3;
  69767. /**
  69768. * Copies the rgb values from the source in the current Color3
  69769. * @param source defines the source Color3 object
  69770. * @returns the updated Color3 object
  69771. */
  69772. copyFrom(source: DeepImmutable<Color3>): Color3;
  69773. /**
  69774. * Updates the Color3 rgb values from the given floats
  69775. * @param r defines the red component to read from
  69776. * @param g defines the green component to read from
  69777. * @param b defines the blue component to read from
  69778. * @returns the current Color3 object
  69779. */
  69780. copyFromFloats(r: number, g: number, b: number): Color3;
  69781. /**
  69782. * Updates the Color3 rgb values from the given floats
  69783. * @param r defines the red component to read from
  69784. * @param g defines the green component to read from
  69785. * @param b defines the blue component to read from
  69786. * @returns the current Color3 object
  69787. */
  69788. set(r: number, g: number, b: number): Color3;
  69789. /**
  69790. * Compute the Color3 hexadecimal code as a string
  69791. * @returns a string containing the hexadecimal representation of the Color3 object
  69792. */
  69793. toHexString(): string;
  69794. /**
  69795. * Computes a new Color3 converted from the current one to linear space
  69796. * @returns a new Color3 object
  69797. */
  69798. toLinearSpace(): Color3;
  69799. /**
  69800. * Converts current color in rgb space to HSV values
  69801. * @returns a new color3 representing the HSV values
  69802. */
  69803. toHSV(): Color3;
  69804. /**
  69805. * Converts current color in rgb space to HSV values
  69806. * @param result defines the Color3 where to store the HSV values
  69807. */
  69808. toHSVToRef(result: Color3): void;
  69809. /**
  69810. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  69811. * @param convertedColor defines the Color3 object where to store the linear space version
  69812. * @returns the unmodified Color3
  69813. */
  69814. toLinearSpaceToRef(convertedColor: Color3): Color3;
  69815. /**
  69816. * Computes a new Color3 converted from the current one to gamma space
  69817. * @returns a new Color3 object
  69818. */
  69819. toGammaSpace(): Color3;
  69820. /**
  69821. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  69822. * @param convertedColor defines the Color3 object where to store the gamma space version
  69823. * @returns the unmodified Color3
  69824. */
  69825. toGammaSpaceToRef(convertedColor: Color3): Color3;
  69826. private static _BlackReadOnly;
  69827. /**
  69828. * Convert Hue, saturation and value to a Color3 (RGB)
  69829. * @param hue defines the hue
  69830. * @param saturation defines the saturation
  69831. * @param value defines the value
  69832. * @param result defines the Color3 where to store the RGB values
  69833. */
  69834. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  69835. /**
  69836. * Creates a new Color3 from the string containing valid hexadecimal values
  69837. * @param hex defines a string containing valid hexadecimal values
  69838. * @returns a new Color3 object
  69839. */
  69840. static FromHexString(hex: string): Color3;
  69841. /**
  69842. * Creates a new Color3 from the starting index of the given array
  69843. * @param array defines the source array
  69844. * @param offset defines an offset in the source array
  69845. * @returns a new Color3 object
  69846. */
  69847. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  69848. /**
  69849. * Creates a new Color3 from integer values (< 256)
  69850. * @param r defines the red component to read from (value between 0 and 255)
  69851. * @param g defines the green component to read from (value between 0 and 255)
  69852. * @param b defines the blue component to read from (value between 0 and 255)
  69853. * @returns a new Color3 object
  69854. */
  69855. static FromInts(r: number, g: number, b: number): Color3;
  69856. /**
  69857. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69858. * @param start defines the start Color3 value
  69859. * @param end defines the end Color3 value
  69860. * @param amount defines the gradient value between start and end
  69861. * @returns a new Color3 object
  69862. */
  69863. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  69864. /**
  69865. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69866. * @param left defines the start value
  69867. * @param right defines the end value
  69868. * @param amount defines the gradient factor
  69869. * @param result defines the Color3 object where to store the result
  69870. */
  69871. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  69872. /**
  69873. * Returns a Color3 value containing a red color
  69874. * @returns a new Color3 object
  69875. */
  69876. static Red(): Color3;
  69877. /**
  69878. * Returns a Color3 value containing a green color
  69879. * @returns a new Color3 object
  69880. */
  69881. static Green(): Color3;
  69882. /**
  69883. * Returns a Color3 value containing a blue color
  69884. * @returns a new Color3 object
  69885. */
  69886. static Blue(): Color3;
  69887. /**
  69888. * Returns a Color3 value containing a black color
  69889. * @returns a new Color3 object
  69890. */
  69891. static Black(): Color3;
  69892. /**
  69893. * Gets a Color3 value containing a black color that must not be updated
  69894. */
  69895. static readonly BlackReadOnly: DeepImmutable<Color3>;
  69896. /**
  69897. * Returns a Color3 value containing a white color
  69898. * @returns a new Color3 object
  69899. */
  69900. static White(): Color3;
  69901. /**
  69902. * Returns a Color3 value containing a purple color
  69903. * @returns a new Color3 object
  69904. */
  69905. static Purple(): Color3;
  69906. /**
  69907. * Returns a Color3 value containing a magenta color
  69908. * @returns a new Color3 object
  69909. */
  69910. static Magenta(): Color3;
  69911. /**
  69912. * Returns a Color3 value containing a yellow color
  69913. * @returns a new Color3 object
  69914. */
  69915. static Yellow(): Color3;
  69916. /**
  69917. * Returns a Color3 value containing a gray color
  69918. * @returns a new Color3 object
  69919. */
  69920. static Gray(): Color3;
  69921. /**
  69922. * Returns a Color3 value containing a teal color
  69923. * @returns a new Color3 object
  69924. */
  69925. static Teal(): Color3;
  69926. /**
  69927. * Returns a Color3 value containing a random color
  69928. * @returns a new Color3 object
  69929. */
  69930. static Random(): Color3;
  69931. }
  69932. /**
  69933. * Class used to hold a RBGA color
  69934. */
  69935. export class Color4 {
  69936. /**
  69937. * Defines the red component (between 0 and 1, default is 0)
  69938. */
  69939. r: number;
  69940. /**
  69941. * Defines the green component (between 0 and 1, default is 0)
  69942. */
  69943. g: number;
  69944. /**
  69945. * Defines the blue component (between 0 and 1, default is 0)
  69946. */
  69947. b: number;
  69948. /**
  69949. * Defines the alpha component (between 0 and 1, default is 1)
  69950. */
  69951. a: number;
  69952. /**
  69953. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  69954. * @param r defines the red component (between 0 and 1, default is 0)
  69955. * @param g defines the green component (between 0 and 1, default is 0)
  69956. * @param b defines the blue component (between 0 and 1, default is 0)
  69957. * @param a defines the alpha component (between 0 and 1, default is 1)
  69958. */
  69959. constructor(
  69960. /**
  69961. * Defines the red component (between 0 and 1, default is 0)
  69962. */
  69963. r?: number,
  69964. /**
  69965. * Defines the green component (between 0 and 1, default is 0)
  69966. */
  69967. g?: number,
  69968. /**
  69969. * Defines the blue component (between 0 and 1, default is 0)
  69970. */
  69971. b?: number,
  69972. /**
  69973. * Defines the alpha component (between 0 and 1, default is 1)
  69974. */
  69975. a?: number);
  69976. /**
  69977. * Adds in place the given Color4 values to the current Color4 object
  69978. * @param right defines the second operand
  69979. * @returns the current updated Color4 object
  69980. */
  69981. addInPlace(right: DeepImmutable<Color4>): Color4;
  69982. /**
  69983. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  69984. * @returns the new array
  69985. */
  69986. asArray(): number[];
  69987. /**
  69988. * Stores from the starting index in the given array the Color4 successive values
  69989. * @param array defines the array where to store the r,g,b components
  69990. * @param index defines an optional index in the target array to define where to start storing values
  69991. * @returns the current Color4 object
  69992. */
  69993. toArray(array: number[], index?: number): Color4;
  69994. /**
  69995. * Determines equality between Color4 objects
  69996. * @param otherColor defines the second operand
  69997. * @returns true if the rgba values are equal to the given ones
  69998. */
  69999. equals(otherColor: DeepImmutable<Color4>): boolean;
  70000. /**
  70001. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  70002. * @param right defines the second operand
  70003. * @returns a new Color4 object
  70004. */
  70005. add(right: DeepImmutable<Color4>): Color4;
  70006. /**
  70007. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  70008. * @param right defines the second operand
  70009. * @returns a new Color4 object
  70010. */
  70011. subtract(right: DeepImmutable<Color4>): Color4;
  70012. /**
  70013. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  70014. * @param right defines the second operand
  70015. * @param result defines the Color4 object where to store the result
  70016. * @returns the current Color4 object
  70017. */
  70018. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  70019. /**
  70020. * Creates a new Color4 with the current Color4 values multiplied by scale
  70021. * @param scale defines the scaling factor to apply
  70022. * @returns a new Color4 object
  70023. */
  70024. scale(scale: number): Color4;
  70025. /**
  70026. * Multiplies the current Color4 values by scale and stores the result in "result"
  70027. * @param scale defines the scaling factor to apply
  70028. * @param result defines the Color4 object where to store the result
  70029. * @returns the current unmodified Color4
  70030. */
  70031. scaleToRef(scale: number, result: Color4): Color4;
  70032. /**
  70033. * Scale the current Color4 values by a factor and add the result to a given Color4
  70034. * @param scale defines the scale factor
  70035. * @param result defines the Color4 object where to store the result
  70036. * @returns the unmodified current Color4
  70037. */
  70038. scaleAndAddToRef(scale: number, result: Color4): Color4;
  70039. /**
  70040. * Clamps the rgb values by the min and max values and stores the result into "result"
  70041. * @param min defines minimum clamping value (default is 0)
  70042. * @param max defines maximum clamping value (default is 1)
  70043. * @param result defines color to store the result into.
  70044. * @returns the cuurent Color4
  70045. */
  70046. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  70047. /**
  70048. * Multipy an Color4 value by another and return a new Color4 object
  70049. * @param color defines the Color4 value to multiply by
  70050. * @returns a new Color4 object
  70051. */
  70052. multiply(color: Color4): Color4;
  70053. /**
  70054. * Multipy a Color4 value by another and push the result in a reference value
  70055. * @param color defines the Color4 value to multiply by
  70056. * @param result defines the Color4 to fill the result in
  70057. * @returns the result Color4
  70058. */
  70059. multiplyToRef(color: Color4, result: Color4): Color4;
  70060. /**
  70061. * Creates a string with the Color4 current values
  70062. * @returns the string representation of the Color4 object
  70063. */
  70064. toString(): string;
  70065. /**
  70066. * Returns the string "Color4"
  70067. * @returns "Color4"
  70068. */
  70069. getClassName(): string;
  70070. /**
  70071. * Compute the Color4 hash code
  70072. * @returns an unique number that can be used to hash Color4 objects
  70073. */
  70074. getHashCode(): number;
  70075. /**
  70076. * Creates a new Color4 copied from the current one
  70077. * @returns a new Color4 object
  70078. */
  70079. clone(): Color4;
  70080. /**
  70081. * Copies the given Color4 values into the current one
  70082. * @param source defines the source Color4 object
  70083. * @returns the current updated Color4 object
  70084. */
  70085. copyFrom(source: Color4): Color4;
  70086. /**
  70087. * Copies the given float values into the current one
  70088. * @param r defines the red component to read from
  70089. * @param g defines the green component to read from
  70090. * @param b defines the blue component to read from
  70091. * @param a defines the alpha component to read from
  70092. * @returns the current updated Color4 object
  70093. */
  70094. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  70095. /**
  70096. * Copies the given float values into the current one
  70097. * @param r defines the red component to read from
  70098. * @param g defines the green component to read from
  70099. * @param b defines the blue component to read from
  70100. * @param a defines the alpha component to read from
  70101. * @returns the current updated Color4 object
  70102. */
  70103. set(r: number, g: number, b: number, a: number): Color4;
  70104. /**
  70105. * Compute the Color4 hexadecimal code as a string
  70106. * @returns a string containing the hexadecimal representation of the Color4 object
  70107. */
  70108. toHexString(): string;
  70109. /**
  70110. * Computes a new Color4 converted from the current one to linear space
  70111. * @returns a new Color4 object
  70112. */
  70113. toLinearSpace(): Color4;
  70114. /**
  70115. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  70116. * @param convertedColor defines the Color4 object where to store the linear space version
  70117. * @returns the unmodified Color4
  70118. */
  70119. toLinearSpaceToRef(convertedColor: Color4): Color4;
  70120. /**
  70121. * Computes a new Color4 converted from the current one to gamma space
  70122. * @returns a new Color4 object
  70123. */
  70124. toGammaSpace(): Color4;
  70125. /**
  70126. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  70127. * @param convertedColor defines the Color4 object where to store the gamma space version
  70128. * @returns the unmodified Color4
  70129. */
  70130. toGammaSpaceToRef(convertedColor: Color4): Color4;
  70131. /**
  70132. * Creates a new Color4 from the string containing valid hexadecimal values
  70133. * @param hex defines a string containing valid hexadecimal values
  70134. * @returns a new Color4 object
  70135. */
  70136. static FromHexString(hex: string): Color4;
  70137. /**
  70138. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70139. * @param left defines the start value
  70140. * @param right defines the end value
  70141. * @param amount defines the gradient factor
  70142. * @returns a new Color4 object
  70143. */
  70144. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  70145. /**
  70146. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70147. * @param left defines the start value
  70148. * @param right defines the end value
  70149. * @param amount defines the gradient factor
  70150. * @param result defines the Color4 object where to store data
  70151. */
  70152. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  70153. /**
  70154. * Creates a new Color4 from a Color3 and an alpha value
  70155. * @param color3 defines the source Color3 to read from
  70156. * @param alpha defines the alpha component (1.0 by default)
  70157. * @returns a new Color4 object
  70158. */
  70159. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  70160. /**
  70161. * Creates a new Color4 from the starting index element of the given array
  70162. * @param array defines the source array to read from
  70163. * @param offset defines the offset in the source array
  70164. * @returns a new Color4 object
  70165. */
  70166. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  70167. /**
  70168. * Creates a new Color3 from integer values (< 256)
  70169. * @param r defines the red component to read from (value between 0 and 255)
  70170. * @param g defines the green component to read from (value between 0 and 255)
  70171. * @param b defines the blue component to read from (value between 0 and 255)
  70172. * @param a defines the alpha component to read from (value between 0 and 255)
  70173. * @returns a new Color3 object
  70174. */
  70175. static FromInts(r: number, g: number, b: number, a: number): Color4;
  70176. /**
  70177. * Check the content of a given array and convert it to an array containing RGBA data
  70178. * If the original array was already containing count * 4 values then it is returned directly
  70179. * @param colors defines the array to check
  70180. * @param count defines the number of RGBA data to expect
  70181. * @returns an array containing count * 4 values (RGBA)
  70182. */
  70183. static CheckColors4(colors: number[], count: number): number[];
  70184. }
  70185. /**
  70186. * @hidden
  70187. */
  70188. export class TmpColors {
  70189. static Color3: Color3[];
  70190. static Color4: Color4[];
  70191. }
  70192. }
  70193. declare module BABYLON {
  70194. /**
  70195. * Class representing spherical harmonics coefficients to the 3rd degree
  70196. */
  70197. export class SphericalHarmonics {
  70198. /**
  70199. * Defines whether or not the harmonics have been prescaled for rendering.
  70200. */
  70201. preScaled: boolean;
  70202. /**
  70203. * The l0,0 coefficients of the spherical harmonics
  70204. */
  70205. l00: Vector3;
  70206. /**
  70207. * The l1,-1 coefficients of the spherical harmonics
  70208. */
  70209. l1_1: Vector3;
  70210. /**
  70211. * The l1,0 coefficients of the spherical harmonics
  70212. */
  70213. l10: Vector3;
  70214. /**
  70215. * The l1,1 coefficients of the spherical harmonics
  70216. */
  70217. l11: Vector3;
  70218. /**
  70219. * The l2,-2 coefficients of the spherical harmonics
  70220. */
  70221. l2_2: Vector3;
  70222. /**
  70223. * The l2,-1 coefficients of the spherical harmonics
  70224. */
  70225. l2_1: Vector3;
  70226. /**
  70227. * The l2,0 coefficients of the spherical harmonics
  70228. */
  70229. l20: Vector3;
  70230. /**
  70231. * The l2,1 coefficients of the spherical harmonics
  70232. */
  70233. l21: Vector3;
  70234. /**
  70235. * The l2,2 coefficients of the spherical harmonics
  70236. */
  70237. l22: Vector3;
  70238. /**
  70239. * Adds a light to the spherical harmonics
  70240. * @param direction the direction of the light
  70241. * @param color the color of the light
  70242. * @param deltaSolidAngle the delta solid angle of the light
  70243. */
  70244. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  70245. /**
  70246. * Scales the spherical harmonics by the given amount
  70247. * @param scale the amount to scale
  70248. */
  70249. scaleInPlace(scale: number): void;
  70250. /**
  70251. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  70252. *
  70253. * ```
  70254. * E_lm = A_l * L_lm
  70255. * ```
  70256. *
  70257. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  70258. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  70259. * the scaling factors are given in equation 9.
  70260. */
  70261. convertIncidentRadianceToIrradiance(): void;
  70262. /**
  70263. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  70264. *
  70265. * ```
  70266. * L = (1/pi) * E * rho
  70267. * ```
  70268. *
  70269. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  70270. */
  70271. convertIrradianceToLambertianRadiance(): void;
  70272. /**
  70273. * Integrates the reconstruction coefficients directly in to the SH preventing further
  70274. * required operations at run time.
  70275. *
  70276. * This is simply done by scaling back the SH with Ylm constants parameter.
  70277. * The trigonometric part being applied by the shader at run time.
  70278. */
  70279. preScaleForRendering(): void;
  70280. /**
  70281. * Constructs a spherical harmonics from an array.
  70282. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  70283. * @returns the spherical harmonics
  70284. */
  70285. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  70286. /**
  70287. * Gets the spherical harmonics from polynomial
  70288. * @param polynomial the spherical polynomial
  70289. * @returns the spherical harmonics
  70290. */
  70291. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  70292. }
  70293. /**
  70294. * Class representing spherical polynomial coefficients to the 3rd degree
  70295. */
  70296. export class SphericalPolynomial {
  70297. private _harmonics;
  70298. /**
  70299. * The spherical harmonics used to create the polynomials.
  70300. */
  70301. readonly preScaledHarmonics: SphericalHarmonics;
  70302. /**
  70303. * The x coefficients of the spherical polynomial
  70304. */
  70305. x: Vector3;
  70306. /**
  70307. * The y coefficients of the spherical polynomial
  70308. */
  70309. y: Vector3;
  70310. /**
  70311. * The z coefficients of the spherical polynomial
  70312. */
  70313. z: Vector3;
  70314. /**
  70315. * The xx coefficients of the spherical polynomial
  70316. */
  70317. xx: Vector3;
  70318. /**
  70319. * The yy coefficients of the spherical polynomial
  70320. */
  70321. yy: Vector3;
  70322. /**
  70323. * The zz coefficients of the spherical polynomial
  70324. */
  70325. zz: Vector3;
  70326. /**
  70327. * The xy coefficients of the spherical polynomial
  70328. */
  70329. xy: Vector3;
  70330. /**
  70331. * The yz coefficients of the spherical polynomial
  70332. */
  70333. yz: Vector3;
  70334. /**
  70335. * The zx coefficients of the spherical polynomial
  70336. */
  70337. zx: Vector3;
  70338. /**
  70339. * Adds an ambient color to the spherical polynomial
  70340. * @param color the color to add
  70341. */
  70342. addAmbient(color: Color3): void;
  70343. /**
  70344. * Scales the spherical polynomial by the given amount
  70345. * @param scale the amount to scale
  70346. */
  70347. scaleInPlace(scale: number): void;
  70348. /**
  70349. * Gets the spherical polynomial from harmonics
  70350. * @param harmonics the spherical harmonics
  70351. * @returns the spherical polynomial
  70352. */
  70353. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  70354. /**
  70355. * Constructs a spherical polynomial from an array.
  70356. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  70357. * @returns the spherical polynomial
  70358. */
  70359. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  70360. }
  70361. }
  70362. declare module BABYLON {
  70363. /**
  70364. * Define options used to create a render target texture
  70365. */
  70366. export class RenderTargetCreationOptions {
  70367. /**
  70368. * Specifies is mipmaps must be generated
  70369. */
  70370. generateMipMaps?: boolean;
  70371. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  70372. generateDepthBuffer?: boolean;
  70373. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  70374. generateStencilBuffer?: boolean;
  70375. /** Defines texture type (int by default) */
  70376. type?: number;
  70377. /** Defines sampling mode (trilinear by default) */
  70378. samplingMode?: number;
  70379. /** Defines format (RGBA by default) */
  70380. format?: number;
  70381. }
  70382. }
  70383. declare module BABYLON {
  70384. /**
  70385. * @hidden
  70386. **/
  70387. export class _AlphaState {
  70388. private _isAlphaBlendDirty;
  70389. private _isBlendFunctionParametersDirty;
  70390. private _isBlendEquationParametersDirty;
  70391. private _isBlendConstantsDirty;
  70392. private _alphaBlend;
  70393. private _blendFunctionParameters;
  70394. private _blendEquationParameters;
  70395. private _blendConstants;
  70396. /**
  70397. * Initializes the state.
  70398. */
  70399. constructor();
  70400. readonly isDirty: boolean;
  70401. alphaBlend: boolean;
  70402. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  70403. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  70404. setAlphaEquationParameters(rgb: number, alpha: number): void;
  70405. reset(): void;
  70406. apply(gl: WebGLRenderingContext): void;
  70407. }
  70408. }
  70409. declare module BABYLON {
  70410. /**
  70411. * @hidden
  70412. **/
  70413. export class _DepthCullingState {
  70414. private _isDepthTestDirty;
  70415. private _isDepthMaskDirty;
  70416. private _isDepthFuncDirty;
  70417. private _isCullFaceDirty;
  70418. private _isCullDirty;
  70419. private _isZOffsetDirty;
  70420. private _isFrontFaceDirty;
  70421. private _depthTest;
  70422. private _depthMask;
  70423. private _depthFunc;
  70424. private _cull;
  70425. private _cullFace;
  70426. private _zOffset;
  70427. private _frontFace;
  70428. /**
  70429. * Initializes the state.
  70430. */
  70431. constructor();
  70432. readonly isDirty: boolean;
  70433. zOffset: number;
  70434. cullFace: Nullable<number>;
  70435. cull: Nullable<boolean>;
  70436. depthFunc: Nullable<number>;
  70437. depthMask: boolean;
  70438. depthTest: boolean;
  70439. frontFace: Nullable<number>;
  70440. reset(): void;
  70441. apply(gl: WebGLRenderingContext): void;
  70442. }
  70443. }
  70444. declare module BABYLON {
  70445. /**
  70446. * @hidden
  70447. **/
  70448. export class _StencilState {
  70449. /** 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 */
  70450. static readonly ALWAYS: number;
  70451. /** Passed to stencilOperation to specify that stencil value must be kept */
  70452. static readonly KEEP: number;
  70453. /** Passed to stencilOperation to specify that stencil value must be replaced */
  70454. static readonly REPLACE: number;
  70455. private _isStencilTestDirty;
  70456. private _isStencilMaskDirty;
  70457. private _isStencilFuncDirty;
  70458. private _isStencilOpDirty;
  70459. private _stencilTest;
  70460. private _stencilMask;
  70461. private _stencilFunc;
  70462. private _stencilFuncRef;
  70463. private _stencilFuncMask;
  70464. private _stencilOpStencilFail;
  70465. private _stencilOpDepthFail;
  70466. private _stencilOpStencilDepthPass;
  70467. readonly isDirty: boolean;
  70468. stencilFunc: number;
  70469. stencilFuncRef: number;
  70470. stencilFuncMask: number;
  70471. stencilOpStencilFail: number;
  70472. stencilOpDepthFail: number;
  70473. stencilOpStencilDepthPass: number;
  70474. stencilMask: number;
  70475. stencilTest: boolean;
  70476. constructor();
  70477. reset(): void;
  70478. apply(gl: WebGLRenderingContext): void;
  70479. }
  70480. }
  70481. declare module BABYLON {
  70482. /**
  70483. * @hidden
  70484. **/
  70485. export class _TimeToken {
  70486. _startTimeQuery: Nullable<WebGLQuery>;
  70487. _endTimeQuery: Nullable<WebGLQuery>;
  70488. _timeElapsedQuery: Nullable<WebGLQuery>;
  70489. _timeElapsedQueryEnded: boolean;
  70490. }
  70491. }
  70492. declare module BABYLON {
  70493. /**
  70494. * Class used to evalaute queries containing `and` and `or` operators
  70495. */
  70496. export class AndOrNotEvaluator {
  70497. /**
  70498. * Evaluate a query
  70499. * @param query defines the query to evaluate
  70500. * @param evaluateCallback defines the callback used to filter result
  70501. * @returns true if the query matches
  70502. */
  70503. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  70504. private static _HandleParenthesisContent;
  70505. private static _SimplifyNegation;
  70506. }
  70507. }
  70508. declare module BABYLON {
  70509. /**
  70510. * Class used to store custom tags
  70511. */
  70512. export class Tags {
  70513. /**
  70514. * Adds support for tags on the given object
  70515. * @param obj defines the object to use
  70516. */
  70517. static EnableFor(obj: any): void;
  70518. /**
  70519. * Removes tags support
  70520. * @param obj defines the object to use
  70521. */
  70522. static DisableFor(obj: any): void;
  70523. /**
  70524. * Gets a boolean indicating if the given object has tags
  70525. * @param obj defines the object to use
  70526. * @returns a boolean
  70527. */
  70528. static HasTags(obj: any): boolean;
  70529. /**
  70530. * Gets the tags available on a given object
  70531. * @param obj defines the object to use
  70532. * @param asString defines if the tags must be returned as a string instead of an array of strings
  70533. * @returns the tags
  70534. */
  70535. static GetTags(obj: any, asString?: boolean): any;
  70536. /**
  70537. * Adds tags to an object
  70538. * @param obj defines the object to use
  70539. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  70540. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  70541. */
  70542. static AddTagsTo(obj: any, tagsString: string): void;
  70543. /**
  70544. * @hidden
  70545. */
  70546. static _AddTagTo(obj: any, tag: string): void;
  70547. /**
  70548. * Removes specific tags from a specific object
  70549. * @param obj defines the object to use
  70550. * @param tagsString defines the tags to remove
  70551. */
  70552. static RemoveTagsFrom(obj: any, tagsString: string): void;
  70553. /**
  70554. * @hidden
  70555. */
  70556. static _RemoveTagFrom(obj: any, tag: string): void;
  70557. /**
  70558. * Defines if tags hosted on an object match a given query
  70559. * @param obj defines the object to use
  70560. * @param tagsQuery defines the tag query
  70561. * @returns a boolean
  70562. */
  70563. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  70564. }
  70565. }
  70566. declare module BABYLON {
  70567. /**
  70568. * Defines potential orientation for back face culling
  70569. */
  70570. export enum Orientation {
  70571. /**
  70572. * Clockwise
  70573. */
  70574. CW = 0,
  70575. /** Counter clockwise */
  70576. CCW = 1
  70577. }
  70578. /** Class used to represent a Bezier curve */
  70579. export class BezierCurve {
  70580. /**
  70581. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  70582. * @param t defines the time
  70583. * @param x1 defines the left coordinate on X axis
  70584. * @param y1 defines the left coordinate on Y axis
  70585. * @param x2 defines the right coordinate on X axis
  70586. * @param y2 defines the right coordinate on Y axis
  70587. * @returns the interpolated value
  70588. */
  70589. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  70590. }
  70591. /**
  70592. * Defines angle representation
  70593. */
  70594. export class Angle {
  70595. private _radians;
  70596. /**
  70597. * Creates an Angle object of "radians" radians (float).
  70598. * @param radians the angle in radians
  70599. */
  70600. constructor(radians: number);
  70601. /**
  70602. * Get value in degrees
  70603. * @returns the Angle value in degrees (float)
  70604. */
  70605. degrees(): number;
  70606. /**
  70607. * Get value in radians
  70608. * @returns the Angle value in radians (float)
  70609. */
  70610. radians(): number;
  70611. /**
  70612. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  70613. * @param a defines first vector
  70614. * @param b defines second vector
  70615. * @returns a new Angle
  70616. */
  70617. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  70618. /**
  70619. * Gets a new Angle object from the given float in radians
  70620. * @param radians defines the angle value in radians
  70621. * @returns a new Angle
  70622. */
  70623. static FromRadians(radians: number): Angle;
  70624. /**
  70625. * Gets a new Angle object from the given float in degrees
  70626. * @param degrees defines the angle value in degrees
  70627. * @returns a new Angle
  70628. */
  70629. static FromDegrees(degrees: number): Angle;
  70630. }
  70631. /**
  70632. * This represents an arc in a 2d space.
  70633. */
  70634. export class Arc2 {
  70635. /** Defines the start point of the arc */
  70636. startPoint: Vector2;
  70637. /** Defines the mid point of the arc */
  70638. midPoint: Vector2;
  70639. /** Defines the end point of the arc */
  70640. endPoint: Vector2;
  70641. /**
  70642. * Defines the center point of the arc.
  70643. */
  70644. centerPoint: Vector2;
  70645. /**
  70646. * Defines the radius of the arc.
  70647. */
  70648. radius: number;
  70649. /**
  70650. * Defines the angle of the arc (from mid point to end point).
  70651. */
  70652. angle: Angle;
  70653. /**
  70654. * Defines the start angle of the arc (from start point to middle point).
  70655. */
  70656. startAngle: Angle;
  70657. /**
  70658. * Defines the orientation of the arc (clock wise/counter clock wise).
  70659. */
  70660. orientation: Orientation;
  70661. /**
  70662. * Creates an Arc object from the three given points : start, middle and end.
  70663. * @param startPoint Defines the start point of the arc
  70664. * @param midPoint Defines the midlle point of the arc
  70665. * @param endPoint Defines the end point of the arc
  70666. */
  70667. constructor(
  70668. /** Defines the start point of the arc */
  70669. startPoint: Vector2,
  70670. /** Defines the mid point of the arc */
  70671. midPoint: Vector2,
  70672. /** Defines the end point of the arc */
  70673. endPoint: Vector2);
  70674. }
  70675. /**
  70676. * Represents a 2D path made up of multiple 2D points
  70677. */
  70678. export class Path2 {
  70679. private _points;
  70680. private _length;
  70681. /**
  70682. * If the path start and end point are the same
  70683. */
  70684. closed: boolean;
  70685. /**
  70686. * Creates a Path2 object from the starting 2D coordinates x and y.
  70687. * @param x the starting points x value
  70688. * @param y the starting points y value
  70689. */
  70690. constructor(x: number, y: number);
  70691. /**
  70692. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  70693. * @param x the added points x value
  70694. * @param y the added points y value
  70695. * @returns the updated Path2.
  70696. */
  70697. addLineTo(x: number, y: number): Path2;
  70698. /**
  70699. * 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.
  70700. * @param midX middle point x value
  70701. * @param midY middle point y value
  70702. * @param endX end point x value
  70703. * @param endY end point y value
  70704. * @param numberOfSegments (default: 36)
  70705. * @returns the updated Path2.
  70706. */
  70707. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  70708. /**
  70709. * Closes the Path2.
  70710. * @returns the Path2.
  70711. */
  70712. close(): Path2;
  70713. /**
  70714. * Gets the sum of the distance between each sequential point in the path
  70715. * @returns the Path2 total length (float).
  70716. */
  70717. length(): number;
  70718. /**
  70719. * Gets the points which construct the path
  70720. * @returns the Path2 internal array of points.
  70721. */
  70722. getPoints(): Vector2[];
  70723. /**
  70724. * Retreives the point at the distance aways from the starting point
  70725. * @param normalizedLengthPosition the length along the path to retreive the point from
  70726. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  70727. */
  70728. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  70729. /**
  70730. * Creates a new path starting from an x and y position
  70731. * @param x starting x value
  70732. * @param y starting y value
  70733. * @returns a new Path2 starting at the coordinates (x, y).
  70734. */
  70735. static StartingAt(x: number, y: number): Path2;
  70736. }
  70737. /**
  70738. * Represents a 3D path made up of multiple 3D points
  70739. */
  70740. export class Path3D {
  70741. /**
  70742. * an array of Vector3, the curve axis of the Path3D
  70743. */
  70744. path: Vector3[];
  70745. private _curve;
  70746. private _distances;
  70747. private _tangents;
  70748. private _normals;
  70749. private _binormals;
  70750. private _raw;
  70751. /**
  70752. * new Path3D(path, normal, raw)
  70753. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  70754. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  70755. * @param path an array of Vector3, the curve axis of the Path3D
  70756. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  70757. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  70758. */
  70759. constructor(
  70760. /**
  70761. * an array of Vector3, the curve axis of the Path3D
  70762. */
  70763. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  70764. /**
  70765. * Returns the Path3D array of successive Vector3 designing its curve.
  70766. * @returns the Path3D array of successive Vector3 designing its curve.
  70767. */
  70768. getCurve(): Vector3[];
  70769. /**
  70770. * Returns an array populated with tangent vectors on each Path3D curve point.
  70771. * @returns an array populated with tangent vectors on each Path3D curve point.
  70772. */
  70773. getTangents(): Vector3[];
  70774. /**
  70775. * Returns an array populated with normal vectors on each Path3D curve point.
  70776. * @returns an array populated with normal vectors on each Path3D curve point.
  70777. */
  70778. getNormals(): Vector3[];
  70779. /**
  70780. * Returns an array populated with binormal vectors on each Path3D curve point.
  70781. * @returns an array populated with binormal vectors on each Path3D curve point.
  70782. */
  70783. getBinormals(): Vector3[];
  70784. /**
  70785. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  70786. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  70787. */
  70788. getDistances(): number[];
  70789. /**
  70790. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  70791. * @param path path which all values are copied into the curves points
  70792. * @param firstNormal which should be projected onto the curve
  70793. * @returns the same object updated.
  70794. */
  70795. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  70796. private _compute;
  70797. private _getFirstNonNullVector;
  70798. private _getLastNonNullVector;
  70799. private _normalVector;
  70800. }
  70801. /**
  70802. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70803. * A Curve3 is designed from a series of successive Vector3.
  70804. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  70805. */
  70806. export class Curve3 {
  70807. private _points;
  70808. private _length;
  70809. /**
  70810. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  70811. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  70812. * @param v1 (Vector3) the control point
  70813. * @param v2 (Vector3) the end point of the Quadratic Bezier
  70814. * @param nbPoints (integer) the wanted number of points in the curve
  70815. * @returns the created Curve3
  70816. */
  70817. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70818. /**
  70819. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  70820. * @param v0 (Vector3) the origin point of the Cubic Bezier
  70821. * @param v1 (Vector3) the first control point
  70822. * @param v2 (Vector3) the second control point
  70823. * @param v3 (Vector3) the end point of the Cubic Bezier
  70824. * @param nbPoints (integer) the wanted number of points in the curve
  70825. * @returns the created Curve3
  70826. */
  70827. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70828. /**
  70829. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  70830. * @param p1 (Vector3) the origin point of the Hermite Spline
  70831. * @param t1 (Vector3) the tangent vector at the origin point
  70832. * @param p2 (Vector3) the end point of the Hermite Spline
  70833. * @param t2 (Vector3) the tangent vector at the end point
  70834. * @param nbPoints (integer) the wanted number of points in the curve
  70835. * @returns the created Curve3
  70836. */
  70837. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70838. /**
  70839. * Returns a Curve3 object along a CatmullRom Spline curve :
  70840. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  70841. * @param nbPoints (integer) the wanted number of points between each curve control points
  70842. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  70843. * @returns the created Curve3
  70844. */
  70845. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  70846. /**
  70847. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70848. * A Curve3 is designed from a series of successive Vector3.
  70849. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  70850. * @param points points which make up the curve
  70851. */
  70852. constructor(points: Vector3[]);
  70853. /**
  70854. * @returns the Curve3 stored array of successive Vector3
  70855. */
  70856. getPoints(): Vector3[];
  70857. /**
  70858. * @returns the computed length (float) of the curve.
  70859. */
  70860. length(): number;
  70861. /**
  70862. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  70863. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  70864. * curveA and curveB keep unchanged.
  70865. * @param curve the curve to continue from this curve
  70866. * @returns the newly constructed curve
  70867. */
  70868. continue(curve: DeepImmutable<Curve3>): Curve3;
  70869. private _computeLength;
  70870. }
  70871. }
  70872. declare module BABYLON {
  70873. /**
  70874. * This represents the main contract an easing function should follow.
  70875. * Easing functions are used throughout the animation system.
  70876. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70877. */
  70878. export interface IEasingFunction {
  70879. /**
  70880. * Given an input gradient between 0 and 1, this returns the corrseponding value
  70881. * of the easing function.
  70882. * The link below provides some of the most common examples of easing functions.
  70883. * @see https://easings.net/
  70884. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70885. * @returns the corresponding value on the curve defined by the easing function
  70886. */
  70887. ease(gradient: number): number;
  70888. }
  70889. /**
  70890. * Base class used for every default easing function.
  70891. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70892. */
  70893. export class EasingFunction implements IEasingFunction {
  70894. /**
  70895. * Interpolation follows the mathematical formula associated with the easing function.
  70896. */
  70897. static readonly EASINGMODE_EASEIN: number;
  70898. /**
  70899. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  70900. */
  70901. static readonly EASINGMODE_EASEOUT: number;
  70902. /**
  70903. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  70904. */
  70905. static readonly EASINGMODE_EASEINOUT: number;
  70906. private _easingMode;
  70907. /**
  70908. * Sets the easing mode of the current function.
  70909. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  70910. */
  70911. setEasingMode(easingMode: number): void;
  70912. /**
  70913. * Gets the current easing mode.
  70914. * @returns the easing mode
  70915. */
  70916. getEasingMode(): number;
  70917. /**
  70918. * @hidden
  70919. */
  70920. easeInCore(gradient: number): number;
  70921. /**
  70922. * Given an input gradient between 0 and 1, this returns the corresponding value
  70923. * of the easing function.
  70924. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70925. * @returns the corresponding value on the curve defined by the easing function
  70926. */
  70927. ease(gradient: number): number;
  70928. }
  70929. /**
  70930. * Easing function with a circle shape (see link below).
  70931. * @see https://easings.net/#easeInCirc
  70932. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70933. */
  70934. export class CircleEase extends EasingFunction implements IEasingFunction {
  70935. /** @hidden */
  70936. easeInCore(gradient: number): number;
  70937. }
  70938. /**
  70939. * Easing function with a ease back shape (see link below).
  70940. * @see https://easings.net/#easeInBack
  70941. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70942. */
  70943. export class BackEase extends EasingFunction implements IEasingFunction {
  70944. /** Defines the amplitude of the function */
  70945. amplitude: number;
  70946. /**
  70947. * Instantiates a back ease easing
  70948. * @see https://easings.net/#easeInBack
  70949. * @param amplitude Defines the amplitude of the function
  70950. */
  70951. constructor(
  70952. /** Defines the amplitude of the function */
  70953. amplitude?: number);
  70954. /** @hidden */
  70955. easeInCore(gradient: number): number;
  70956. }
  70957. /**
  70958. * Easing function with a bouncing shape (see link below).
  70959. * @see https://easings.net/#easeInBounce
  70960. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70961. */
  70962. export class BounceEase extends EasingFunction implements IEasingFunction {
  70963. /** Defines the number of bounces */
  70964. bounces: number;
  70965. /** Defines the amplitude of the bounce */
  70966. bounciness: number;
  70967. /**
  70968. * Instantiates a bounce easing
  70969. * @see https://easings.net/#easeInBounce
  70970. * @param bounces Defines the number of bounces
  70971. * @param bounciness Defines the amplitude of the bounce
  70972. */
  70973. constructor(
  70974. /** Defines the number of bounces */
  70975. bounces?: number,
  70976. /** Defines the amplitude of the bounce */
  70977. bounciness?: number);
  70978. /** @hidden */
  70979. easeInCore(gradient: number): number;
  70980. }
  70981. /**
  70982. * Easing function with a power of 3 shape (see link below).
  70983. * @see https://easings.net/#easeInCubic
  70984. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70985. */
  70986. export class CubicEase extends EasingFunction implements IEasingFunction {
  70987. /** @hidden */
  70988. easeInCore(gradient: number): number;
  70989. }
  70990. /**
  70991. * Easing function with an elastic shape (see link below).
  70992. * @see https://easings.net/#easeInElastic
  70993. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70994. */
  70995. export class ElasticEase extends EasingFunction implements IEasingFunction {
  70996. /** Defines the number of oscillations*/
  70997. oscillations: number;
  70998. /** Defines the amplitude of the oscillations*/
  70999. springiness: number;
  71000. /**
  71001. * Instantiates an elastic easing function
  71002. * @see https://easings.net/#easeInElastic
  71003. * @param oscillations Defines the number of oscillations
  71004. * @param springiness Defines the amplitude of the oscillations
  71005. */
  71006. constructor(
  71007. /** Defines the number of oscillations*/
  71008. oscillations?: number,
  71009. /** Defines the amplitude of the oscillations*/
  71010. springiness?: number);
  71011. /** @hidden */
  71012. easeInCore(gradient: number): number;
  71013. }
  71014. /**
  71015. * Easing function with an exponential shape (see link below).
  71016. * @see https://easings.net/#easeInExpo
  71017. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71018. */
  71019. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  71020. /** Defines the exponent of the function */
  71021. exponent: number;
  71022. /**
  71023. * Instantiates an exponential easing function
  71024. * @see https://easings.net/#easeInExpo
  71025. * @param exponent Defines the exponent of the function
  71026. */
  71027. constructor(
  71028. /** Defines the exponent of the function */
  71029. exponent?: number);
  71030. /** @hidden */
  71031. easeInCore(gradient: number): number;
  71032. }
  71033. /**
  71034. * Easing function with a power shape (see link below).
  71035. * @see https://easings.net/#easeInQuad
  71036. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71037. */
  71038. export class PowerEase extends EasingFunction implements IEasingFunction {
  71039. /** Defines the power of the function */
  71040. power: number;
  71041. /**
  71042. * Instantiates an power base easing function
  71043. * @see https://easings.net/#easeInQuad
  71044. * @param power Defines the power of the function
  71045. */
  71046. constructor(
  71047. /** Defines the power of the function */
  71048. power?: number);
  71049. /** @hidden */
  71050. easeInCore(gradient: number): number;
  71051. }
  71052. /**
  71053. * Easing function with a power of 2 shape (see link below).
  71054. * @see https://easings.net/#easeInQuad
  71055. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71056. */
  71057. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  71058. /** @hidden */
  71059. easeInCore(gradient: number): number;
  71060. }
  71061. /**
  71062. * Easing function with a power of 4 shape (see link below).
  71063. * @see https://easings.net/#easeInQuart
  71064. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71065. */
  71066. export class QuarticEase extends EasingFunction implements IEasingFunction {
  71067. /** @hidden */
  71068. easeInCore(gradient: number): number;
  71069. }
  71070. /**
  71071. * Easing function with a power of 5 shape (see link below).
  71072. * @see https://easings.net/#easeInQuint
  71073. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71074. */
  71075. export class QuinticEase extends EasingFunction implements IEasingFunction {
  71076. /** @hidden */
  71077. easeInCore(gradient: number): number;
  71078. }
  71079. /**
  71080. * Easing function with a sin shape (see link below).
  71081. * @see https://easings.net/#easeInSine
  71082. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71083. */
  71084. export class SineEase extends EasingFunction implements IEasingFunction {
  71085. /** @hidden */
  71086. easeInCore(gradient: number): number;
  71087. }
  71088. /**
  71089. * Easing function with a bezier shape (see link below).
  71090. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71091. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71092. */
  71093. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  71094. /** Defines the x component of the start tangent in the bezier curve */
  71095. x1: number;
  71096. /** Defines the y component of the start tangent in the bezier curve */
  71097. y1: number;
  71098. /** Defines the x component of the end tangent in the bezier curve */
  71099. x2: number;
  71100. /** Defines the y component of the end tangent in the bezier curve */
  71101. y2: number;
  71102. /**
  71103. * Instantiates a bezier function
  71104. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71105. * @param x1 Defines the x component of the start tangent in the bezier curve
  71106. * @param y1 Defines the y component of the start tangent in the bezier curve
  71107. * @param x2 Defines the x component of the end tangent in the bezier curve
  71108. * @param y2 Defines the y component of the end tangent in the bezier curve
  71109. */
  71110. constructor(
  71111. /** Defines the x component of the start tangent in the bezier curve */
  71112. x1?: number,
  71113. /** Defines the y component of the start tangent in the bezier curve */
  71114. y1?: number,
  71115. /** Defines the x component of the end tangent in the bezier curve */
  71116. x2?: number,
  71117. /** Defines the y component of the end tangent in the bezier curve */
  71118. y2?: number);
  71119. /** @hidden */
  71120. easeInCore(gradient: number): number;
  71121. }
  71122. }
  71123. declare module BABYLON {
  71124. /**
  71125. * Defines an interface which represents an animation key frame
  71126. */
  71127. export interface IAnimationKey {
  71128. /**
  71129. * Frame of the key frame
  71130. */
  71131. frame: number;
  71132. /**
  71133. * Value at the specifies key frame
  71134. */
  71135. value: any;
  71136. /**
  71137. * The input tangent for the cubic hermite spline
  71138. */
  71139. inTangent?: any;
  71140. /**
  71141. * The output tangent for the cubic hermite spline
  71142. */
  71143. outTangent?: any;
  71144. /**
  71145. * The animation interpolation type
  71146. */
  71147. interpolation?: AnimationKeyInterpolation;
  71148. }
  71149. /**
  71150. * Enum for the animation key frame interpolation type
  71151. */
  71152. export enum AnimationKeyInterpolation {
  71153. /**
  71154. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  71155. */
  71156. STEP = 1
  71157. }
  71158. }
  71159. declare module BABYLON {
  71160. /**
  71161. * Represents the range of an animation
  71162. */
  71163. export class AnimationRange {
  71164. /**The name of the animation range**/
  71165. name: string;
  71166. /**The starting frame of the animation */
  71167. from: number;
  71168. /**The ending frame of the animation*/
  71169. to: number;
  71170. /**
  71171. * Initializes the range of an animation
  71172. * @param name The name of the animation range
  71173. * @param from The starting frame of the animation
  71174. * @param to The ending frame of the animation
  71175. */
  71176. constructor(
  71177. /**The name of the animation range**/
  71178. name: string,
  71179. /**The starting frame of the animation */
  71180. from: number,
  71181. /**The ending frame of the animation*/
  71182. to: number);
  71183. /**
  71184. * Makes a copy of the animation range
  71185. * @returns A copy of the animation range
  71186. */
  71187. clone(): AnimationRange;
  71188. }
  71189. }
  71190. declare module BABYLON {
  71191. /**
  71192. * Composed of a frame, and an action function
  71193. */
  71194. export class AnimationEvent {
  71195. /** The frame for which the event is triggered **/
  71196. frame: number;
  71197. /** The event to perform when triggered **/
  71198. action: (currentFrame: number) => void;
  71199. /** Specifies if the event should be triggered only once**/
  71200. onlyOnce?: boolean | undefined;
  71201. /**
  71202. * Specifies if the animation event is done
  71203. */
  71204. isDone: boolean;
  71205. /**
  71206. * Initializes the animation event
  71207. * @param frame The frame for which the event is triggered
  71208. * @param action The event to perform when triggered
  71209. * @param onlyOnce Specifies if the event should be triggered only once
  71210. */
  71211. constructor(
  71212. /** The frame for which the event is triggered **/
  71213. frame: number,
  71214. /** The event to perform when triggered **/
  71215. action: (currentFrame: number) => void,
  71216. /** Specifies if the event should be triggered only once**/
  71217. onlyOnce?: boolean | undefined);
  71218. /** @hidden */
  71219. _clone(): AnimationEvent;
  71220. }
  71221. }
  71222. declare module BABYLON {
  71223. /**
  71224. * Interface used to define a behavior
  71225. */
  71226. export interface Behavior<T> {
  71227. /** gets or sets behavior's name */
  71228. name: string;
  71229. /**
  71230. * Function called when the behavior needs to be initialized (after attaching it to a target)
  71231. */
  71232. init(): void;
  71233. /**
  71234. * Called when the behavior is attached to a target
  71235. * @param target defines the target where the behavior is attached to
  71236. */
  71237. attach(target: T): void;
  71238. /**
  71239. * Called when the behavior is detached from its target
  71240. */
  71241. detach(): void;
  71242. }
  71243. /**
  71244. * Interface implemented by classes supporting behaviors
  71245. */
  71246. export interface IBehaviorAware<T> {
  71247. /**
  71248. * Attach a behavior
  71249. * @param behavior defines the behavior to attach
  71250. * @returns the current host
  71251. */
  71252. addBehavior(behavior: Behavior<T>): T;
  71253. /**
  71254. * Remove a behavior from the current object
  71255. * @param behavior defines the behavior to detach
  71256. * @returns the current host
  71257. */
  71258. removeBehavior(behavior: Behavior<T>): T;
  71259. /**
  71260. * Gets a behavior using its name to search
  71261. * @param name defines the name to search
  71262. * @returns the behavior or null if not found
  71263. */
  71264. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  71265. }
  71266. }
  71267. declare module BABYLON {
  71268. /**
  71269. * Defines an array and its length.
  71270. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  71271. */
  71272. export interface ISmartArrayLike<T> {
  71273. /**
  71274. * The data of the array.
  71275. */
  71276. data: Array<T>;
  71277. /**
  71278. * The active length of the array.
  71279. */
  71280. length: number;
  71281. }
  71282. /**
  71283. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71284. */
  71285. export class SmartArray<T> implements ISmartArrayLike<T> {
  71286. /**
  71287. * The full set of data from the array.
  71288. */
  71289. data: Array<T>;
  71290. /**
  71291. * The active length of the array.
  71292. */
  71293. length: number;
  71294. protected _id: number;
  71295. /**
  71296. * Instantiates a Smart Array.
  71297. * @param capacity defines the default capacity of the array.
  71298. */
  71299. constructor(capacity: number);
  71300. /**
  71301. * Pushes a value at the end of the active data.
  71302. * @param value defines the object to push in the array.
  71303. */
  71304. push(value: T): void;
  71305. /**
  71306. * Iterates over the active data and apply the lambda to them.
  71307. * @param func defines the action to apply on each value.
  71308. */
  71309. forEach(func: (content: T) => void): void;
  71310. /**
  71311. * Sorts the full sets of data.
  71312. * @param compareFn defines the comparison function to apply.
  71313. */
  71314. sort(compareFn: (a: T, b: T) => number): void;
  71315. /**
  71316. * Resets the active data to an empty array.
  71317. */
  71318. reset(): void;
  71319. /**
  71320. * Releases all the data from the array as well as the array.
  71321. */
  71322. dispose(): void;
  71323. /**
  71324. * Concats the active data with a given array.
  71325. * @param array defines the data to concatenate with.
  71326. */
  71327. concat(array: any): void;
  71328. /**
  71329. * Returns the position of a value in the active data.
  71330. * @param value defines the value to find the index for
  71331. * @returns the index if found in the active data otherwise -1
  71332. */
  71333. indexOf(value: T): number;
  71334. /**
  71335. * Returns whether an element is part of the active data.
  71336. * @param value defines the value to look for
  71337. * @returns true if found in the active data otherwise false
  71338. */
  71339. contains(value: T): boolean;
  71340. private static _GlobalId;
  71341. }
  71342. /**
  71343. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71344. * The data in this array can only be present once
  71345. */
  71346. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  71347. private _duplicateId;
  71348. /**
  71349. * Pushes a value at the end of the active data.
  71350. * THIS DOES NOT PREVENT DUPPLICATE DATA
  71351. * @param value defines the object to push in the array.
  71352. */
  71353. push(value: T): void;
  71354. /**
  71355. * Pushes a value at the end of the active data.
  71356. * If the data is already present, it won t be added again
  71357. * @param value defines the object to push in the array.
  71358. * @returns true if added false if it was already present
  71359. */
  71360. pushNoDuplicate(value: T): boolean;
  71361. /**
  71362. * Resets the active data to an empty array.
  71363. */
  71364. reset(): void;
  71365. /**
  71366. * Concats the active data with a given array.
  71367. * This ensures no dupplicate will be present in the result.
  71368. * @param array defines the data to concatenate with.
  71369. */
  71370. concatWithNoDuplicate(array: any): void;
  71371. }
  71372. }
  71373. declare module BABYLON {
  71374. /**
  71375. * @ignore
  71376. * This is a list of all the different input types that are available in the application.
  71377. * Fo instance: ArcRotateCameraGamepadInput...
  71378. */
  71379. export var CameraInputTypes: {};
  71380. /**
  71381. * This is the contract to implement in order to create a new input class.
  71382. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  71383. */
  71384. export interface ICameraInput<TCamera extends Camera> {
  71385. /**
  71386. * Defines the camera the input is attached to.
  71387. */
  71388. camera: Nullable<TCamera>;
  71389. /**
  71390. * Gets the class name of the current intput.
  71391. * @returns the class name
  71392. */
  71393. getClassName(): string;
  71394. /**
  71395. * Get the friendly name associated with the input class.
  71396. * @returns the input friendly name
  71397. */
  71398. getSimpleName(): string;
  71399. /**
  71400. * Attach the input controls to a specific dom element to get the input from.
  71401. * @param element Defines the element the controls should be listened from
  71402. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71403. */
  71404. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  71405. /**
  71406. * Detach the current controls from the specified dom element.
  71407. * @param element Defines the element to stop listening the inputs from
  71408. */
  71409. detachControl(element: Nullable<HTMLElement>): void;
  71410. /**
  71411. * Update the current camera state depending on the inputs that have been used this frame.
  71412. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  71413. */
  71414. checkInputs?: () => void;
  71415. }
  71416. /**
  71417. * Represents a map of input types to input instance or input index to input instance.
  71418. */
  71419. export interface CameraInputsMap<TCamera extends Camera> {
  71420. /**
  71421. * Accessor to the input by input type.
  71422. */
  71423. [name: string]: ICameraInput<TCamera>;
  71424. /**
  71425. * Accessor to the input by input index.
  71426. */
  71427. [idx: number]: ICameraInput<TCamera>;
  71428. }
  71429. /**
  71430. * This represents the input manager used within a camera.
  71431. * It helps dealing with all the different kind of input attached to a camera.
  71432. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  71433. */
  71434. export class CameraInputsManager<TCamera extends Camera> {
  71435. /**
  71436. * Defines the list of inputs attahed to the camera.
  71437. */
  71438. attached: CameraInputsMap<TCamera>;
  71439. /**
  71440. * Defines the dom element the camera is collecting inputs from.
  71441. * This is null if the controls have not been attached.
  71442. */
  71443. attachedElement: Nullable<HTMLElement>;
  71444. /**
  71445. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71446. */
  71447. noPreventDefault: boolean;
  71448. /**
  71449. * Defined the camera the input manager belongs to.
  71450. */
  71451. camera: TCamera;
  71452. /**
  71453. * Update the current camera state depending on the inputs that have been used this frame.
  71454. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  71455. */
  71456. checkInputs: () => void;
  71457. /**
  71458. * Instantiate a new Camera Input Manager.
  71459. * @param camera Defines the camera the input manager blongs to
  71460. */
  71461. constructor(camera: TCamera);
  71462. /**
  71463. * Add an input method to a camera
  71464. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  71465. * @param input camera input method
  71466. */
  71467. add(input: ICameraInput<TCamera>): void;
  71468. /**
  71469. * Remove a specific input method from a camera
  71470. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  71471. * @param inputToRemove camera input method
  71472. */
  71473. remove(inputToRemove: ICameraInput<TCamera>): void;
  71474. /**
  71475. * Remove a specific input type from a camera
  71476. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  71477. * @param inputType the type of the input to remove
  71478. */
  71479. removeByType(inputType: string): void;
  71480. private _addCheckInputs;
  71481. /**
  71482. * Attach the input controls to the currently attached dom element to listen the events from.
  71483. * @param input Defines the input to attach
  71484. */
  71485. attachInput(input: ICameraInput<TCamera>): void;
  71486. /**
  71487. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  71488. * @param element Defines the dom element to collect the events from
  71489. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71490. */
  71491. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  71492. /**
  71493. * Detach the current manager inputs controls from a specific dom element.
  71494. * @param element Defines the dom element to collect the events from
  71495. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  71496. */
  71497. detachElement(element: HTMLElement, disconnect?: boolean): void;
  71498. /**
  71499. * Rebuild the dynamic inputCheck function from the current list of
  71500. * defined inputs in the manager.
  71501. */
  71502. rebuildInputCheck(): void;
  71503. /**
  71504. * Remove all attached input methods from a camera
  71505. */
  71506. clear(): void;
  71507. /**
  71508. * Serialize the current input manager attached to a camera.
  71509. * This ensures than once parsed,
  71510. * the input associated to the camera will be identical to the current ones
  71511. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  71512. */
  71513. serialize(serializedCamera: any): void;
  71514. /**
  71515. * Parses an input manager serialized JSON to restore the previous list of inputs
  71516. * and states associated to a camera.
  71517. * @param parsedCamera Defines the JSON to parse
  71518. */
  71519. parse(parsedCamera: any): void;
  71520. }
  71521. }
  71522. declare module BABYLON {
  71523. /**
  71524. * @hidden
  71525. */
  71526. export class IntersectionInfo {
  71527. bu: Nullable<number>;
  71528. bv: Nullable<number>;
  71529. distance: number;
  71530. faceId: number;
  71531. subMeshId: number;
  71532. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  71533. }
  71534. }
  71535. declare module BABYLON {
  71536. /**
  71537. * Represens a plane by the equation ax + by + cz + d = 0
  71538. */
  71539. export class Plane {
  71540. private static _TmpMatrix;
  71541. /**
  71542. * Normal of the plane (a,b,c)
  71543. */
  71544. normal: Vector3;
  71545. /**
  71546. * d component of the plane
  71547. */
  71548. d: number;
  71549. /**
  71550. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  71551. * @param a a component of the plane
  71552. * @param b b component of the plane
  71553. * @param c c component of the plane
  71554. * @param d d component of the plane
  71555. */
  71556. constructor(a: number, b: number, c: number, d: number);
  71557. /**
  71558. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  71559. */
  71560. asArray(): number[];
  71561. /**
  71562. * @returns a new plane copied from the current Plane.
  71563. */
  71564. clone(): Plane;
  71565. /**
  71566. * @returns the string "Plane".
  71567. */
  71568. getClassName(): string;
  71569. /**
  71570. * @returns the Plane hash code.
  71571. */
  71572. getHashCode(): number;
  71573. /**
  71574. * Normalize the current Plane in place.
  71575. * @returns the updated Plane.
  71576. */
  71577. normalize(): Plane;
  71578. /**
  71579. * Applies a transformation the plane and returns the result
  71580. * @param transformation the transformation matrix to be applied to the plane
  71581. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  71582. */
  71583. transform(transformation: DeepImmutable<Matrix>): Plane;
  71584. /**
  71585. * Calcualtte the dot product between the point and the plane normal
  71586. * @param point point to calculate the dot product with
  71587. * @returns the dot product (float) of the point coordinates and the plane normal.
  71588. */
  71589. dotCoordinate(point: DeepImmutable<Vector3>): number;
  71590. /**
  71591. * Updates the current Plane from the plane defined by the three given points.
  71592. * @param point1 one of the points used to contruct the plane
  71593. * @param point2 one of the points used to contruct the plane
  71594. * @param point3 one of the points used to contruct the plane
  71595. * @returns the updated Plane.
  71596. */
  71597. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71598. /**
  71599. * Checks if the plane is facing a given direction
  71600. * @param direction the direction to check if the plane is facing
  71601. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  71602. * @returns True is the vector "direction" is the same side than the plane normal.
  71603. */
  71604. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  71605. /**
  71606. * Calculates the distance to a point
  71607. * @param point point to calculate distance to
  71608. * @returns the signed distance (float) from the given point to the Plane.
  71609. */
  71610. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  71611. /**
  71612. * Creates a plane from an array
  71613. * @param array the array to create a plane from
  71614. * @returns a new Plane from the given array.
  71615. */
  71616. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  71617. /**
  71618. * Creates a plane from three points
  71619. * @param point1 point used to create the plane
  71620. * @param point2 point used to create the plane
  71621. * @param point3 point used to create the plane
  71622. * @returns a new Plane defined by the three given points.
  71623. */
  71624. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71625. /**
  71626. * Creates a plane from an origin point and a normal
  71627. * @param origin origin of the plane to be constructed
  71628. * @param normal normal of the plane to be constructed
  71629. * @returns a new Plane the normal vector to this plane at the given origin point.
  71630. * Note : the vector "normal" is updated because normalized.
  71631. */
  71632. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  71633. /**
  71634. * Calculates the distance from a plane and a point
  71635. * @param origin origin of the plane to be constructed
  71636. * @param normal normal of the plane to be constructed
  71637. * @param point point to calculate distance to
  71638. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  71639. */
  71640. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  71641. }
  71642. }
  71643. declare module BABYLON {
  71644. /**
  71645. * Class used to store bounding sphere information
  71646. */
  71647. export class BoundingSphere {
  71648. /**
  71649. * Gets the center of the bounding sphere in local space
  71650. */
  71651. readonly center: Vector3;
  71652. /**
  71653. * Radius of the bounding sphere in local space
  71654. */
  71655. radius: number;
  71656. /**
  71657. * Gets the center of the bounding sphere in world space
  71658. */
  71659. readonly centerWorld: Vector3;
  71660. /**
  71661. * Radius of the bounding sphere in world space
  71662. */
  71663. radiusWorld: number;
  71664. /**
  71665. * Gets the minimum vector in local space
  71666. */
  71667. readonly minimum: Vector3;
  71668. /**
  71669. * Gets the maximum vector in local space
  71670. */
  71671. readonly maximum: Vector3;
  71672. private _worldMatrix;
  71673. private static readonly TmpVector3;
  71674. /**
  71675. * Creates a new bounding sphere
  71676. * @param min defines the minimum vector (in local space)
  71677. * @param max defines the maximum vector (in local space)
  71678. * @param worldMatrix defines the new world matrix
  71679. */
  71680. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71681. /**
  71682. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  71683. * @param min defines the new minimum vector (in local space)
  71684. * @param max defines the new maximum vector (in local space)
  71685. * @param worldMatrix defines the new world matrix
  71686. */
  71687. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71688. /**
  71689. * Scale the current bounding sphere by applying a scale factor
  71690. * @param factor defines the scale factor to apply
  71691. * @returns the current bounding box
  71692. */
  71693. scale(factor: number): BoundingSphere;
  71694. /**
  71695. * Gets the world matrix of the bounding box
  71696. * @returns a matrix
  71697. */
  71698. getWorldMatrix(): DeepImmutable<Matrix>;
  71699. /** @hidden */
  71700. _update(worldMatrix: DeepImmutable<Matrix>): void;
  71701. /**
  71702. * Tests if the bounding sphere is intersecting the frustum planes
  71703. * @param frustumPlanes defines the frustum planes to test
  71704. * @returns true if there is an intersection
  71705. */
  71706. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71707. /**
  71708. * Tests if the bounding sphere center is in between the frustum planes.
  71709. * Used for optimistic fast inclusion.
  71710. * @param frustumPlanes defines the frustum planes to test
  71711. * @returns true if the sphere center is in between the frustum planes
  71712. */
  71713. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71714. /**
  71715. * Tests if a point is inside the bounding sphere
  71716. * @param point defines the point to test
  71717. * @returns true if the point is inside the bounding sphere
  71718. */
  71719. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71720. /**
  71721. * Checks if two sphere intersct
  71722. * @param sphere0 sphere 0
  71723. * @param sphere1 sphere 1
  71724. * @returns true if the speres intersect
  71725. */
  71726. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  71727. }
  71728. }
  71729. declare module BABYLON {
  71730. /**
  71731. * Class used to store bounding box information
  71732. */
  71733. export class BoundingBox implements ICullable {
  71734. /**
  71735. * Gets the 8 vectors representing the bounding box in local space
  71736. */
  71737. readonly vectors: Vector3[];
  71738. /**
  71739. * Gets the center of the bounding box in local space
  71740. */
  71741. readonly center: Vector3;
  71742. /**
  71743. * Gets the center of the bounding box in world space
  71744. */
  71745. readonly centerWorld: Vector3;
  71746. /**
  71747. * Gets the extend size in local space
  71748. */
  71749. readonly extendSize: Vector3;
  71750. /**
  71751. * Gets the extend size in world space
  71752. */
  71753. readonly extendSizeWorld: Vector3;
  71754. /**
  71755. * Gets the OBB (object bounding box) directions
  71756. */
  71757. readonly directions: Vector3[];
  71758. /**
  71759. * Gets the 8 vectors representing the bounding box in world space
  71760. */
  71761. readonly vectorsWorld: Vector3[];
  71762. /**
  71763. * Gets the minimum vector in world space
  71764. */
  71765. readonly minimumWorld: Vector3;
  71766. /**
  71767. * Gets the maximum vector in world space
  71768. */
  71769. readonly maximumWorld: Vector3;
  71770. /**
  71771. * Gets the minimum vector in local space
  71772. */
  71773. readonly minimum: Vector3;
  71774. /**
  71775. * Gets the maximum vector in local space
  71776. */
  71777. readonly maximum: Vector3;
  71778. private _worldMatrix;
  71779. private static readonly TmpVector3;
  71780. /**
  71781. * @hidden
  71782. */
  71783. _tag: number;
  71784. /**
  71785. * Creates a new bounding box
  71786. * @param min defines the minimum vector (in local space)
  71787. * @param max defines the maximum vector (in local space)
  71788. * @param worldMatrix defines the new world matrix
  71789. */
  71790. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71791. /**
  71792. * Recreates the entire bounding box from scratch as if we call the constructor in place
  71793. * @param min defines the new minimum vector (in local space)
  71794. * @param max defines the new maximum vector (in local space)
  71795. * @param worldMatrix defines the new world matrix
  71796. */
  71797. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71798. /**
  71799. * Scale the current bounding box by applying a scale factor
  71800. * @param factor defines the scale factor to apply
  71801. * @returns the current bounding box
  71802. */
  71803. scale(factor: number): BoundingBox;
  71804. /**
  71805. * Gets the world matrix of the bounding box
  71806. * @returns a matrix
  71807. */
  71808. getWorldMatrix(): DeepImmutable<Matrix>;
  71809. /** @hidden */
  71810. _update(world: DeepImmutable<Matrix>): void;
  71811. /**
  71812. * Tests if the bounding box is intersecting the frustum planes
  71813. * @param frustumPlanes defines the frustum planes to test
  71814. * @returns true if there is an intersection
  71815. */
  71816. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71817. /**
  71818. * Tests if the bounding box is entirely inside the frustum planes
  71819. * @param frustumPlanes defines the frustum planes to test
  71820. * @returns true if there is an inclusion
  71821. */
  71822. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71823. /**
  71824. * Tests if a point is inside the bounding box
  71825. * @param point defines the point to test
  71826. * @returns true if the point is inside the bounding box
  71827. */
  71828. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71829. /**
  71830. * Tests if the bounding box intersects with a bounding sphere
  71831. * @param sphere defines the sphere to test
  71832. * @returns true if there is an intersection
  71833. */
  71834. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  71835. /**
  71836. * Tests if the bounding box intersects with a box defined by a min and max vectors
  71837. * @param min defines the min vector to use
  71838. * @param max defines the max vector to use
  71839. * @returns true if there is an intersection
  71840. */
  71841. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  71842. /**
  71843. * Tests if two bounding boxes are intersections
  71844. * @param box0 defines the first box to test
  71845. * @param box1 defines the second box to test
  71846. * @returns true if there is an intersection
  71847. */
  71848. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  71849. /**
  71850. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  71851. * @param minPoint defines the minimum vector of the bounding box
  71852. * @param maxPoint defines the maximum vector of the bounding box
  71853. * @param sphereCenter defines the sphere center
  71854. * @param sphereRadius defines the sphere radius
  71855. * @returns true if there is an intersection
  71856. */
  71857. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  71858. /**
  71859. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  71860. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71861. * @param frustumPlanes defines the frustum planes to test
  71862. * @return true if there is an inclusion
  71863. */
  71864. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71865. /**
  71866. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  71867. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71868. * @param frustumPlanes defines the frustum planes to test
  71869. * @return true if there is an intersection
  71870. */
  71871. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71872. }
  71873. }
  71874. declare module BABYLON {
  71875. /** @hidden */
  71876. export class Collider {
  71877. /** Define if a collision was found */
  71878. collisionFound: boolean;
  71879. /**
  71880. * Define last intersection point in local space
  71881. */
  71882. intersectionPoint: Vector3;
  71883. /**
  71884. * Define last collided mesh
  71885. */
  71886. collidedMesh: Nullable<AbstractMesh>;
  71887. private _collisionPoint;
  71888. private _planeIntersectionPoint;
  71889. private _tempVector;
  71890. private _tempVector2;
  71891. private _tempVector3;
  71892. private _tempVector4;
  71893. private _edge;
  71894. private _baseToVertex;
  71895. private _destinationPoint;
  71896. private _slidePlaneNormal;
  71897. private _displacementVector;
  71898. /** @hidden */
  71899. _radius: Vector3;
  71900. /** @hidden */
  71901. _retry: number;
  71902. private _velocity;
  71903. private _basePoint;
  71904. private _epsilon;
  71905. /** @hidden */
  71906. _velocityWorldLength: number;
  71907. /** @hidden */
  71908. _basePointWorld: Vector3;
  71909. private _velocityWorld;
  71910. private _normalizedVelocity;
  71911. /** @hidden */
  71912. _initialVelocity: Vector3;
  71913. /** @hidden */
  71914. _initialPosition: Vector3;
  71915. private _nearestDistance;
  71916. private _collisionMask;
  71917. collisionMask: number;
  71918. /**
  71919. * Gets the plane normal used to compute the sliding response (in local space)
  71920. */
  71921. readonly slidePlaneNormal: Vector3;
  71922. /** @hidden */
  71923. _initialize(source: Vector3, dir: Vector3, e: number): void;
  71924. /** @hidden */
  71925. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  71926. /** @hidden */
  71927. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  71928. /** @hidden */
  71929. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71930. /** @hidden */
  71931. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71932. /** @hidden */
  71933. _getResponse(pos: Vector3, vel: Vector3): void;
  71934. }
  71935. }
  71936. declare module BABYLON {
  71937. /**
  71938. * Interface for cullable objects
  71939. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  71940. */
  71941. export interface ICullable {
  71942. /**
  71943. * Checks if the object or part of the object is in the frustum
  71944. * @param frustumPlanes Camera near/planes
  71945. * @returns true if the object is in frustum otherwise false
  71946. */
  71947. isInFrustum(frustumPlanes: Plane[]): boolean;
  71948. /**
  71949. * Checks if a cullable object (mesh...) is in the camera frustum
  71950. * Unlike isInFrustum this cheks the full bounding box
  71951. * @param frustumPlanes Camera near/planes
  71952. * @returns true if the object is in frustum otherwise false
  71953. */
  71954. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  71955. }
  71956. /**
  71957. * Info for a bounding data of a mesh
  71958. */
  71959. export class BoundingInfo implements ICullable {
  71960. /**
  71961. * Bounding box for the mesh
  71962. */
  71963. readonly boundingBox: BoundingBox;
  71964. /**
  71965. * Bounding sphere for the mesh
  71966. */
  71967. readonly boundingSphere: BoundingSphere;
  71968. private _isLocked;
  71969. private static readonly TmpVector3;
  71970. /**
  71971. * Constructs bounding info
  71972. * @param minimum min vector of the bounding box/sphere
  71973. * @param maximum max vector of the bounding box/sphere
  71974. * @param worldMatrix defines the new world matrix
  71975. */
  71976. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71977. /**
  71978. * Recreates the entire bounding info from scratch as if we call the constructor in place
  71979. * @param min defines the new minimum vector (in local space)
  71980. * @param max defines the new maximum vector (in local space)
  71981. * @param worldMatrix defines the new world matrix
  71982. */
  71983. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71984. /**
  71985. * min vector of the bounding box/sphere
  71986. */
  71987. readonly minimum: Vector3;
  71988. /**
  71989. * max vector of the bounding box/sphere
  71990. */
  71991. readonly maximum: Vector3;
  71992. /**
  71993. * If the info is locked and won't be updated to avoid perf overhead
  71994. */
  71995. isLocked: boolean;
  71996. /**
  71997. * Updates the bounding sphere and box
  71998. * @param world world matrix to be used to update
  71999. */
  72000. update(world: DeepImmutable<Matrix>): void;
  72001. /**
  72002. * Recreate the bounding info to be centered around a specific point given a specific extend.
  72003. * @param center New center of the bounding info
  72004. * @param extend New extend of the bounding info
  72005. * @returns the current bounding info
  72006. */
  72007. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  72008. /**
  72009. * Scale the current bounding info by applying a scale factor
  72010. * @param factor defines the scale factor to apply
  72011. * @returns the current bounding info
  72012. */
  72013. scale(factor: number): BoundingInfo;
  72014. /**
  72015. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  72016. * @param frustumPlanes defines the frustum to test
  72017. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  72018. * @returns true if the bounding info is in the frustum planes
  72019. */
  72020. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  72021. /**
  72022. * Gets the world distance between the min and max points of the bounding box
  72023. */
  72024. readonly diagonalLength: number;
  72025. /**
  72026. * Checks if a cullable object (mesh...) is in the camera frustum
  72027. * Unlike isInFrustum this cheks the full bounding box
  72028. * @param frustumPlanes Camera near/planes
  72029. * @returns true if the object is in frustum otherwise false
  72030. */
  72031. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72032. /** @hidden */
  72033. _checkCollision(collider: Collider): boolean;
  72034. /**
  72035. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  72036. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72037. * @param point the point to check intersection with
  72038. * @returns if the point intersects
  72039. */
  72040. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72041. /**
  72042. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  72043. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72044. * @param boundingInfo the bounding info to check intersection with
  72045. * @param precise if the intersection should be done using OBB
  72046. * @returns if the bounding info intersects
  72047. */
  72048. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  72049. }
  72050. }
  72051. declare module BABYLON {
  72052. /**
  72053. * Extracts minimum and maximum values from a list of indexed positions
  72054. * @param positions defines the positions to use
  72055. * @param indices defines the indices to the positions
  72056. * @param indexStart defines the start index
  72057. * @param indexCount defines the end index
  72058. * @param bias defines bias value to add to the result
  72059. * @return minimum and maximum values
  72060. */
  72061. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  72062. minimum: Vector3;
  72063. maximum: Vector3;
  72064. };
  72065. /**
  72066. * Extracts minimum and maximum values from a list of positions
  72067. * @param positions defines the positions to use
  72068. * @param start defines the start index in the positions array
  72069. * @param count defines the number of positions to handle
  72070. * @param bias defines bias value to add to the result
  72071. * @param stride defines the stride size to use (distance between two positions in the positions array)
  72072. * @return minimum and maximum values
  72073. */
  72074. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  72075. minimum: Vector3;
  72076. maximum: Vector3;
  72077. };
  72078. }
  72079. declare module BABYLON {
  72080. /**
  72081. * Enum that determines the text-wrapping mode to use.
  72082. */
  72083. export enum InspectableType {
  72084. /**
  72085. * Checkbox for booleans
  72086. */
  72087. Checkbox = 0,
  72088. /**
  72089. * Sliders for numbers
  72090. */
  72091. Slider = 1,
  72092. /**
  72093. * Vector3
  72094. */
  72095. Vector3 = 2,
  72096. /**
  72097. * Quaternions
  72098. */
  72099. Quaternion = 3,
  72100. /**
  72101. * Color3
  72102. */
  72103. Color3 = 4,
  72104. /**
  72105. * String
  72106. */
  72107. String = 5
  72108. }
  72109. /**
  72110. * Interface used to define custom inspectable properties.
  72111. * This interface is used by the inspector to display custom property grids
  72112. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  72113. */
  72114. export interface IInspectable {
  72115. /**
  72116. * Gets the label to display
  72117. */
  72118. label: string;
  72119. /**
  72120. * Gets the name of the property to edit
  72121. */
  72122. propertyName: string;
  72123. /**
  72124. * Gets the type of the editor to use
  72125. */
  72126. type: InspectableType;
  72127. /**
  72128. * Gets the minimum value of the property when using in "slider" mode
  72129. */
  72130. min?: number;
  72131. /**
  72132. * Gets the maximum value of the property when using in "slider" mode
  72133. */
  72134. max?: number;
  72135. /**
  72136. * Gets the setp to use when using in "slider" mode
  72137. */
  72138. step?: number;
  72139. }
  72140. }
  72141. declare module BABYLON {
  72142. /**
  72143. * Class used to provide helper for timing
  72144. */
  72145. export class TimingTools {
  72146. /**
  72147. * Polyfill for setImmediate
  72148. * @param action defines the action to execute after the current execution block
  72149. */
  72150. static SetImmediate(action: () => void): void;
  72151. }
  72152. }
  72153. declare module BABYLON {
  72154. /**
  72155. * Class used to enable instatition of objects by class name
  72156. */
  72157. export class InstantiationTools {
  72158. /**
  72159. * Use this object to register external classes like custom textures or material
  72160. * to allow the laoders to instantiate them
  72161. */
  72162. static RegisteredExternalClasses: {
  72163. [key: string]: Object;
  72164. };
  72165. /**
  72166. * Tries to instantiate a new object from a given class name
  72167. * @param className defines the class name to instantiate
  72168. * @returns the new object or null if the system was not able to do the instantiation
  72169. */
  72170. static Instantiate(className: string): any;
  72171. }
  72172. }
  72173. declare module BABYLON {
  72174. /**
  72175. * This represents the required contract to create a new type of texture loader.
  72176. */
  72177. export interface IInternalTextureLoader {
  72178. /**
  72179. * Defines wether the loader supports cascade loading the different faces.
  72180. */
  72181. supportCascades: boolean;
  72182. /**
  72183. * This returns if the loader support the current file information.
  72184. * @param extension defines the file extension of the file being loaded
  72185. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72186. * @param fallback defines the fallback internal texture if any
  72187. * @param isBase64 defines whether the texture is encoded as a base64
  72188. * @param isBuffer defines whether the texture data are stored as a buffer
  72189. * @returns true if the loader can load the specified file
  72190. */
  72191. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  72192. /**
  72193. * Transform the url before loading if required.
  72194. * @param rootUrl the url of the texture
  72195. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72196. * @returns the transformed texture
  72197. */
  72198. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  72199. /**
  72200. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  72201. * @param rootUrl the url of the texture
  72202. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72203. * @returns the fallback texture
  72204. */
  72205. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  72206. /**
  72207. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  72208. * @param data contains the texture data
  72209. * @param texture defines the BabylonJS internal texture
  72210. * @param createPolynomials will be true if polynomials have been requested
  72211. * @param onLoad defines the callback to trigger once the texture is ready
  72212. * @param onError defines the callback to trigger in case of error
  72213. */
  72214. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  72215. /**
  72216. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  72217. * @param data contains the texture data
  72218. * @param texture defines the BabylonJS internal texture
  72219. * @param callback defines the method to call once ready to upload
  72220. */
  72221. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  72222. }
  72223. }
  72224. declare module BABYLON {
  72225. interface Engine {
  72226. /**
  72227. * Creates a depth stencil cube texture.
  72228. * This is only available in WebGL 2.
  72229. * @param size The size of face edge in the cube texture.
  72230. * @param options The options defining the cube texture.
  72231. * @returns The cube texture
  72232. */
  72233. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  72234. /**
  72235. * Creates a cube texture
  72236. * @param rootUrl defines the url where the files to load is located
  72237. * @param scene defines the current scene
  72238. * @param files defines the list of files to load (1 per face)
  72239. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72240. * @param onLoad defines an optional callback raised when the texture is loaded
  72241. * @param onError defines an optional callback raised if there is an issue to load the texture
  72242. * @param format defines the format of the data
  72243. * @param forcedExtension defines the extension to use to pick the right loader
  72244. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72245. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72246. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72247. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  72248. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  72249. * @returns the cube texture as an InternalTexture
  72250. */
  72251. 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;
  72252. /**
  72253. * Creates a cube texture
  72254. * @param rootUrl defines the url where the files to load is located
  72255. * @param scene defines the current scene
  72256. * @param files defines the list of files to load (1 per face)
  72257. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72258. * @param onLoad defines an optional callback raised when the texture is loaded
  72259. * @param onError defines an optional callback raised if there is an issue to load the texture
  72260. * @param format defines the format of the data
  72261. * @param forcedExtension defines the extension to use to pick the right loader
  72262. * @returns the cube texture as an InternalTexture
  72263. */
  72264. 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;
  72265. /**
  72266. * Creates a cube texture
  72267. * @param rootUrl defines the url where the files to load is located
  72268. * @param scene defines the current scene
  72269. * @param files defines the list of files to load (1 per face)
  72270. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72271. * @param onLoad defines an optional callback raised when the texture is loaded
  72272. * @param onError defines an optional callback raised if there is an issue to load the texture
  72273. * @param format defines the format of the data
  72274. * @param forcedExtension defines the extension to use to pick the right loader
  72275. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72276. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72277. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72278. * @returns the cube texture as an InternalTexture
  72279. */
  72280. 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;
  72281. /** @hidden */
  72282. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72283. /** @hidden */
  72284. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72285. /** @hidden */
  72286. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72287. /** @hidden */
  72288. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72289. }
  72290. }
  72291. declare module BABYLON {
  72292. /**
  72293. * Class for creating a cube texture
  72294. */
  72295. export class CubeTexture extends BaseTexture {
  72296. private _delayedOnLoad;
  72297. /**
  72298. * The url of the texture
  72299. */
  72300. url: string;
  72301. /**
  72302. * Gets or sets the center of the bounding box associated with the cube texture.
  72303. * It must define where the camera used to render the texture was set
  72304. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72305. */
  72306. boundingBoxPosition: Vector3;
  72307. private _boundingBoxSize;
  72308. /**
  72309. * Gets or sets the size of the bounding box associated with the cube texture
  72310. * When defined, the cubemap will switch to local mode
  72311. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72312. * @example https://www.babylonjs-playground.com/#RNASML
  72313. */
  72314. /**
  72315. * Returns the bounding box size
  72316. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72317. */
  72318. boundingBoxSize: Vector3;
  72319. protected _rotationY: number;
  72320. /**
  72321. * Sets texture matrix rotation angle around Y axis in radians.
  72322. */
  72323. /**
  72324. * Gets texture matrix rotation angle around Y axis radians.
  72325. */
  72326. rotationY: number;
  72327. /**
  72328. * Are mip maps generated for this texture or not.
  72329. */
  72330. readonly noMipmap: boolean;
  72331. private _noMipmap;
  72332. private _files;
  72333. private _extensions;
  72334. private _textureMatrix;
  72335. private _format;
  72336. private _createPolynomials;
  72337. /** @hidden */
  72338. _prefiltered: boolean;
  72339. /**
  72340. * Creates a cube texture from an array of image urls
  72341. * @param files defines an array of image urls
  72342. * @param scene defines the hosting scene
  72343. * @param noMipmap specifies if mip maps are not used
  72344. * @returns a cube texture
  72345. */
  72346. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  72347. /**
  72348. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  72349. * @param url defines the url of the prefiltered texture
  72350. * @param scene defines the scene the texture is attached to
  72351. * @param forcedExtension defines the extension of the file if different from the url
  72352. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72353. * @return the prefiltered texture
  72354. */
  72355. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  72356. /**
  72357. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72358. * as prefiltered data.
  72359. * @param rootUrl defines the url of the texture or the root name of the six images
  72360. * @param scene defines the scene the texture is attached to
  72361. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72362. * @param noMipmap defines if mipmaps should be created or not
  72363. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  72364. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72365. * @param onError defines a callback triggered in case of error during load
  72366. * @param format defines the internal format to use for the texture once loaded
  72367. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72368. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72369. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72370. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72371. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72372. * @return the cube texture
  72373. */
  72374. 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);
  72375. /**
  72376. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  72377. */
  72378. readonly isPrefiltered: boolean;
  72379. /**
  72380. * Get the current class name of the texture useful for serialization or dynamic coding.
  72381. * @returns "CubeTexture"
  72382. */
  72383. getClassName(): string;
  72384. /**
  72385. * Update the url (and optional buffer) of this texture if url was null during construction.
  72386. * @param url the url of the texture
  72387. * @param forcedExtension defines the extension to use
  72388. * @param onLoad callback called when the texture is loaded (defaults to null)
  72389. */
  72390. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  72391. /**
  72392. * Delays loading of the cube texture
  72393. * @param forcedExtension defines the extension to use
  72394. */
  72395. delayLoad(forcedExtension?: string): void;
  72396. /**
  72397. * Returns the reflection texture matrix
  72398. * @returns the reflection texture matrix
  72399. */
  72400. getReflectionTextureMatrix(): Matrix;
  72401. /**
  72402. * Sets the reflection texture matrix
  72403. * @param value Reflection texture matrix
  72404. */
  72405. setReflectionTextureMatrix(value: Matrix): void;
  72406. /**
  72407. * Parses text to create a cube texture
  72408. * @param parsedTexture define the serialized text to read from
  72409. * @param scene defines the hosting scene
  72410. * @param rootUrl defines the root url of the cube texture
  72411. * @returns a cube texture
  72412. */
  72413. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  72414. /**
  72415. * Makes a clone, or deep copy, of the cube texture
  72416. * @returns a new cube texture
  72417. */
  72418. clone(): CubeTexture;
  72419. }
  72420. }
  72421. declare module BABYLON {
  72422. /**
  72423. * Manages the defines for the Material
  72424. */
  72425. export class MaterialDefines {
  72426. /** @hidden */
  72427. protected _keys: string[];
  72428. private _isDirty;
  72429. /** @hidden */
  72430. _renderId: number;
  72431. /** @hidden */
  72432. _areLightsDirty: boolean;
  72433. /** @hidden */
  72434. _areAttributesDirty: boolean;
  72435. /** @hidden */
  72436. _areTexturesDirty: boolean;
  72437. /** @hidden */
  72438. _areFresnelDirty: boolean;
  72439. /** @hidden */
  72440. _areMiscDirty: boolean;
  72441. /** @hidden */
  72442. _areImageProcessingDirty: boolean;
  72443. /** @hidden */
  72444. _normals: boolean;
  72445. /** @hidden */
  72446. _uvs: boolean;
  72447. /** @hidden */
  72448. _needNormals: boolean;
  72449. /** @hidden */
  72450. _needUVs: boolean;
  72451. [id: string]: any;
  72452. /**
  72453. * Specifies if the material needs to be re-calculated
  72454. */
  72455. readonly isDirty: boolean;
  72456. /**
  72457. * Marks the material to indicate that it has been re-calculated
  72458. */
  72459. markAsProcessed(): void;
  72460. /**
  72461. * Marks the material to indicate that it needs to be re-calculated
  72462. */
  72463. markAsUnprocessed(): void;
  72464. /**
  72465. * Marks the material to indicate all of its defines need to be re-calculated
  72466. */
  72467. markAllAsDirty(): void;
  72468. /**
  72469. * Marks the material to indicate that image processing needs to be re-calculated
  72470. */
  72471. markAsImageProcessingDirty(): void;
  72472. /**
  72473. * Marks the material to indicate the lights need to be re-calculated
  72474. */
  72475. markAsLightDirty(): void;
  72476. /**
  72477. * Marks the attribute state as changed
  72478. */
  72479. markAsAttributesDirty(): void;
  72480. /**
  72481. * Marks the texture state as changed
  72482. */
  72483. markAsTexturesDirty(): void;
  72484. /**
  72485. * Marks the fresnel state as changed
  72486. */
  72487. markAsFresnelDirty(): void;
  72488. /**
  72489. * Marks the misc state as changed
  72490. */
  72491. markAsMiscDirty(): void;
  72492. /**
  72493. * Rebuilds the material defines
  72494. */
  72495. rebuild(): void;
  72496. /**
  72497. * Specifies if two material defines are equal
  72498. * @param other - A material define instance to compare to
  72499. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  72500. */
  72501. isEqual(other: MaterialDefines): boolean;
  72502. /**
  72503. * Clones this instance's defines to another instance
  72504. * @param other - material defines to clone values to
  72505. */
  72506. cloneTo(other: MaterialDefines): void;
  72507. /**
  72508. * Resets the material define values
  72509. */
  72510. reset(): void;
  72511. /**
  72512. * Converts the material define values to a string
  72513. * @returns - String of material define information
  72514. */
  72515. toString(): string;
  72516. }
  72517. }
  72518. declare module BABYLON {
  72519. /**
  72520. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  72521. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  72522. * 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;
  72523. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  72524. */
  72525. export class ColorCurves {
  72526. private _dirty;
  72527. private _tempColor;
  72528. private _globalCurve;
  72529. private _highlightsCurve;
  72530. private _midtonesCurve;
  72531. private _shadowsCurve;
  72532. private _positiveCurve;
  72533. private _negativeCurve;
  72534. private _globalHue;
  72535. private _globalDensity;
  72536. private _globalSaturation;
  72537. private _globalExposure;
  72538. /**
  72539. * Gets the global Hue value.
  72540. * 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).
  72541. */
  72542. /**
  72543. * Sets the global Hue value.
  72544. * 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).
  72545. */
  72546. globalHue: number;
  72547. /**
  72548. * Gets the global Density value.
  72549. * 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.
  72550. * Values less than zero provide a filter of opposite hue.
  72551. */
  72552. /**
  72553. * Sets the global Density value.
  72554. * 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.
  72555. * Values less than zero provide a filter of opposite hue.
  72556. */
  72557. globalDensity: number;
  72558. /**
  72559. * Gets the global Saturation value.
  72560. * 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.
  72561. */
  72562. /**
  72563. * Sets the global Saturation value.
  72564. * 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.
  72565. */
  72566. globalSaturation: number;
  72567. /**
  72568. * Gets the global Exposure value.
  72569. * 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.
  72570. */
  72571. /**
  72572. * Sets the global Exposure value.
  72573. * 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.
  72574. */
  72575. globalExposure: number;
  72576. private _highlightsHue;
  72577. private _highlightsDensity;
  72578. private _highlightsSaturation;
  72579. private _highlightsExposure;
  72580. /**
  72581. * Gets the highlights Hue value.
  72582. * 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).
  72583. */
  72584. /**
  72585. * Sets the highlights Hue value.
  72586. * 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).
  72587. */
  72588. highlightsHue: number;
  72589. /**
  72590. * Gets the highlights Density value.
  72591. * 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.
  72592. * Values less than zero provide a filter of opposite hue.
  72593. */
  72594. /**
  72595. * Sets the highlights Density value.
  72596. * 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.
  72597. * Values less than zero provide a filter of opposite hue.
  72598. */
  72599. highlightsDensity: number;
  72600. /**
  72601. * Gets the highlights Saturation value.
  72602. * 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.
  72603. */
  72604. /**
  72605. * Sets the highlights Saturation value.
  72606. * 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.
  72607. */
  72608. highlightsSaturation: number;
  72609. /**
  72610. * Gets the highlights Exposure value.
  72611. * 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.
  72612. */
  72613. /**
  72614. * Sets the highlights Exposure value.
  72615. * 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.
  72616. */
  72617. highlightsExposure: number;
  72618. private _midtonesHue;
  72619. private _midtonesDensity;
  72620. private _midtonesSaturation;
  72621. private _midtonesExposure;
  72622. /**
  72623. * Gets the midtones Hue value.
  72624. * 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).
  72625. */
  72626. /**
  72627. * Sets the midtones Hue value.
  72628. * 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).
  72629. */
  72630. midtonesHue: number;
  72631. /**
  72632. * Gets the midtones Density value.
  72633. * 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.
  72634. * Values less than zero provide a filter of opposite hue.
  72635. */
  72636. /**
  72637. * Sets the midtones Density value.
  72638. * 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.
  72639. * Values less than zero provide a filter of opposite hue.
  72640. */
  72641. midtonesDensity: number;
  72642. /**
  72643. * Gets the midtones Saturation 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 saturation and negative values decrease saturation.
  72645. */
  72646. /**
  72647. * Sets the midtones Saturation value.
  72648. * 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.
  72649. */
  72650. midtonesSaturation: number;
  72651. /**
  72652. * Gets the midtones Exposure value.
  72653. * 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.
  72654. */
  72655. /**
  72656. * Sets the midtones Exposure value.
  72657. * 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.
  72658. */
  72659. midtonesExposure: number;
  72660. private _shadowsHue;
  72661. private _shadowsDensity;
  72662. private _shadowsSaturation;
  72663. private _shadowsExposure;
  72664. /**
  72665. * Gets the shadows Hue value.
  72666. * 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).
  72667. */
  72668. /**
  72669. * Sets the shadows Hue value.
  72670. * 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).
  72671. */
  72672. shadowsHue: number;
  72673. /**
  72674. * Gets the shadows Density value.
  72675. * 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.
  72676. * Values less than zero provide a filter of opposite hue.
  72677. */
  72678. /**
  72679. * Sets the shadows Density value.
  72680. * 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.
  72681. * Values less than zero provide a filter of opposite hue.
  72682. */
  72683. shadowsDensity: number;
  72684. /**
  72685. * Gets the shadows Saturation 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 saturation and negative values decrease saturation.
  72687. */
  72688. /**
  72689. * Sets the shadows Saturation value.
  72690. * 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.
  72691. */
  72692. shadowsSaturation: number;
  72693. /**
  72694. * Gets the shadows Exposure value.
  72695. * 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.
  72696. */
  72697. /**
  72698. * Sets the shadows Exposure value.
  72699. * 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.
  72700. */
  72701. shadowsExposure: number;
  72702. /**
  72703. * Returns the class name
  72704. * @returns The class name
  72705. */
  72706. getClassName(): string;
  72707. /**
  72708. * Binds the color curves to the shader.
  72709. * @param colorCurves The color curve to bind
  72710. * @param effect The effect to bind to
  72711. * @param positiveUniform The positive uniform shader parameter
  72712. * @param neutralUniform The neutral uniform shader parameter
  72713. * @param negativeUniform The negative uniform shader parameter
  72714. */
  72715. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  72716. /**
  72717. * Prepare the list of uniforms associated with the ColorCurves effects.
  72718. * @param uniformsList The list of uniforms used in the effect
  72719. */
  72720. static PrepareUniforms(uniformsList: string[]): void;
  72721. /**
  72722. * Returns color grading data based on a hue, density, saturation and exposure value.
  72723. * @param filterHue The hue of the color filter.
  72724. * @param filterDensity The density of the color filter.
  72725. * @param saturation The saturation.
  72726. * @param exposure The exposure.
  72727. * @param result The result data container.
  72728. */
  72729. private getColorGradingDataToRef;
  72730. /**
  72731. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  72732. * @param value The input slider value in range [-100,100].
  72733. * @returns Adjusted value.
  72734. */
  72735. private static applyColorGradingSliderNonlinear;
  72736. /**
  72737. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  72738. * @param hue The hue (H) input.
  72739. * @param saturation The saturation (S) input.
  72740. * @param brightness The brightness (B) input.
  72741. * @result An RGBA color represented as Vector4.
  72742. */
  72743. private static fromHSBToRef;
  72744. /**
  72745. * Returns a value clamped between min and max
  72746. * @param value The value to clamp
  72747. * @param min The minimum of value
  72748. * @param max The maximum of value
  72749. * @returns The clamped value.
  72750. */
  72751. private static clamp;
  72752. /**
  72753. * Clones the current color curve instance.
  72754. * @return The cloned curves
  72755. */
  72756. clone(): ColorCurves;
  72757. /**
  72758. * Serializes the current color curve instance to a json representation.
  72759. * @return a JSON representation
  72760. */
  72761. serialize(): any;
  72762. /**
  72763. * Parses the color curve from a json representation.
  72764. * @param source the JSON source to parse
  72765. * @return The parsed curves
  72766. */
  72767. static Parse(source: any): ColorCurves;
  72768. }
  72769. }
  72770. declare module BABYLON {
  72771. /**
  72772. * Interface to follow in your material defines to integrate easily the
  72773. * Image proccessing functions.
  72774. * @hidden
  72775. */
  72776. export interface IImageProcessingConfigurationDefines {
  72777. IMAGEPROCESSING: boolean;
  72778. VIGNETTE: boolean;
  72779. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72780. VIGNETTEBLENDMODEOPAQUE: boolean;
  72781. TONEMAPPING: boolean;
  72782. TONEMAPPING_ACES: boolean;
  72783. CONTRAST: boolean;
  72784. EXPOSURE: boolean;
  72785. COLORCURVES: boolean;
  72786. COLORGRADING: boolean;
  72787. COLORGRADING3D: boolean;
  72788. SAMPLER3DGREENDEPTH: boolean;
  72789. SAMPLER3DBGRMAP: boolean;
  72790. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72791. }
  72792. /**
  72793. * @hidden
  72794. */
  72795. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  72796. IMAGEPROCESSING: boolean;
  72797. VIGNETTE: boolean;
  72798. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72799. VIGNETTEBLENDMODEOPAQUE: boolean;
  72800. TONEMAPPING: boolean;
  72801. TONEMAPPING_ACES: boolean;
  72802. CONTRAST: boolean;
  72803. COLORCURVES: boolean;
  72804. COLORGRADING: boolean;
  72805. COLORGRADING3D: boolean;
  72806. SAMPLER3DGREENDEPTH: boolean;
  72807. SAMPLER3DBGRMAP: boolean;
  72808. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72809. EXPOSURE: boolean;
  72810. constructor();
  72811. }
  72812. /**
  72813. * This groups together the common properties used for image processing either in direct forward pass
  72814. * or through post processing effect depending on the use of the image processing pipeline in your scene
  72815. * or not.
  72816. */
  72817. export class ImageProcessingConfiguration {
  72818. /**
  72819. * Default tone mapping applied in BabylonJS.
  72820. */
  72821. static readonly TONEMAPPING_STANDARD: number;
  72822. /**
  72823. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  72824. * to other engines rendering to increase portability.
  72825. */
  72826. static readonly TONEMAPPING_ACES: number;
  72827. /**
  72828. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  72829. */
  72830. colorCurves: Nullable<ColorCurves>;
  72831. private _colorCurvesEnabled;
  72832. /**
  72833. * Gets wether the color curves effect is enabled.
  72834. */
  72835. /**
  72836. * Sets wether the color curves effect is enabled.
  72837. */
  72838. colorCurvesEnabled: boolean;
  72839. private _colorGradingTexture;
  72840. /**
  72841. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72842. */
  72843. /**
  72844. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72845. */
  72846. colorGradingTexture: Nullable<BaseTexture>;
  72847. private _colorGradingEnabled;
  72848. /**
  72849. * Gets wether the color grading effect is enabled.
  72850. */
  72851. /**
  72852. * Sets wether the color grading effect is enabled.
  72853. */
  72854. colorGradingEnabled: boolean;
  72855. private _colorGradingWithGreenDepth;
  72856. /**
  72857. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  72858. */
  72859. /**
  72860. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  72861. */
  72862. colorGradingWithGreenDepth: boolean;
  72863. private _colorGradingBGR;
  72864. /**
  72865. * Gets wether the color grading texture contains BGR values.
  72866. */
  72867. /**
  72868. * Sets wether the color grading texture contains BGR values.
  72869. */
  72870. colorGradingBGR: boolean;
  72871. /** @hidden */
  72872. _exposure: number;
  72873. /**
  72874. * Gets the Exposure used in the effect.
  72875. */
  72876. /**
  72877. * Sets the Exposure used in the effect.
  72878. */
  72879. exposure: number;
  72880. private _toneMappingEnabled;
  72881. /**
  72882. * Gets wether the tone mapping effect is enabled.
  72883. */
  72884. /**
  72885. * Sets wether the tone mapping effect is enabled.
  72886. */
  72887. toneMappingEnabled: boolean;
  72888. private _toneMappingType;
  72889. /**
  72890. * Gets the type of tone mapping effect.
  72891. */
  72892. /**
  72893. * Sets the type of tone mapping effect used in BabylonJS.
  72894. */
  72895. toneMappingType: number;
  72896. protected _contrast: number;
  72897. /**
  72898. * Gets the contrast used in the effect.
  72899. */
  72900. /**
  72901. * Sets the contrast used in the effect.
  72902. */
  72903. contrast: number;
  72904. /**
  72905. * Vignette stretch size.
  72906. */
  72907. vignetteStretch: number;
  72908. /**
  72909. * Vignette centre X Offset.
  72910. */
  72911. vignetteCentreX: number;
  72912. /**
  72913. * Vignette centre Y Offset.
  72914. */
  72915. vignetteCentreY: number;
  72916. /**
  72917. * Vignette weight or intensity of the vignette effect.
  72918. */
  72919. vignetteWeight: number;
  72920. /**
  72921. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  72922. * if vignetteEnabled is set to true.
  72923. */
  72924. vignetteColor: Color4;
  72925. /**
  72926. * Camera field of view used by the Vignette effect.
  72927. */
  72928. vignetteCameraFov: number;
  72929. private _vignetteBlendMode;
  72930. /**
  72931. * Gets the vignette blend mode allowing different kind of effect.
  72932. */
  72933. /**
  72934. * Sets the vignette blend mode allowing different kind of effect.
  72935. */
  72936. vignetteBlendMode: number;
  72937. private _vignetteEnabled;
  72938. /**
  72939. * Gets wether the vignette effect is enabled.
  72940. */
  72941. /**
  72942. * Sets wether the vignette effect is enabled.
  72943. */
  72944. vignetteEnabled: boolean;
  72945. private _applyByPostProcess;
  72946. /**
  72947. * Gets wether the image processing is applied through a post process or not.
  72948. */
  72949. /**
  72950. * Sets wether the image processing is applied through a post process or not.
  72951. */
  72952. applyByPostProcess: boolean;
  72953. private _isEnabled;
  72954. /**
  72955. * Gets wether the image processing is enabled or not.
  72956. */
  72957. /**
  72958. * Sets wether the image processing is enabled or not.
  72959. */
  72960. isEnabled: boolean;
  72961. /**
  72962. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  72963. */
  72964. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  72965. /**
  72966. * Method called each time the image processing information changes requires to recompile the effect.
  72967. */
  72968. protected _updateParameters(): void;
  72969. /**
  72970. * Gets the current class name.
  72971. * @return "ImageProcessingConfiguration"
  72972. */
  72973. getClassName(): string;
  72974. /**
  72975. * Prepare the list of uniforms associated with the Image Processing effects.
  72976. * @param uniforms The list of uniforms used in the effect
  72977. * @param defines the list of defines currently in use
  72978. */
  72979. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  72980. /**
  72981. * Prepare the list of samplers associated with the Image Processing effects.
  72982. * @param samplersList The list of uniforms used in the effect
  72983. * @param defines the list of defines currently in use
  72984. */
  72985. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  72986. /**
  72987. * Prepare the list of defines associated to the shader.
  72988. * @param defines the list of defines to complete
  72989. * @param forPostProcess Define if we are currently in post process mode or not
  72990. */
  72991. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  72992. /**
  72993. * Returns true if all the image processing information are ready.
  72994. * @returns True if ready, otherwise, false
  72995. */
  72996. isReady(): boolean;
  72997. /**
  72998. * Binds the image processing to the shader.
  72999. * @param effect The effect to bind to
  73000. * @param aspectRatio Define the current aspect ratio of the effect
  73001. */
  73002. bind(effect: Effect, aspectRatio?: number): void;
  73003. /**
  73004. * Clones the current image processing instance.
  73005. * @return The cloned image processing
  73006. */
  73007. clone(): ImageProcessingConfiguration;
  73008. /**
  73009. * Serializes the current image processing instance to a json representation.
  73010. * @return a JSON representation
  73011. */
  73012. serialize(): any;
  73013. /**
  73014. * Parses the image processing from a json representation.
  73015. * @param source the JSON source to parse
  73016. * @return The parsed image processing
  73017. */
  73018. static Parse(source: any): ImageProcessingConfiguration;
  73019. private static _VIGNETTEMODE_MULTIPLY;
  73020. private static _VIGNETTEMODE_OPAQUE;
  73021. /**
  73022. * Used to apply the vignette as a mix with the pixel color.
  73023. */
  73024. static readonly VIGNETTEMODE_MULTIPLY: number;
  73025. /**
  73026. * Used to apply the vignette as a replacement of the pixel color.
  73027. */
  73028. static readonly VIGNETTEMODE_OPAQUE: number;
  73029. }
  73030. }
  73031. declare module BABYLON {
  73032. /** @hidden */
  73033. export var postprocessVertexShader: {
  73034. name: string;
  73035. shader: string;
  73036. };
  73037. }
  73038. declare module BABYLON {
  73039. /** Defines supported spaces */
  73040. export enum Space {
  73041. /** Local (object) space */
  73042. LOCAL = 0,
  73043. /** World space */
  73044. WORLD = 1,
  73045. /** Bone space */
  73046. BONE = 2
  73047. }
  73048. /** Defines the 3 main axes */
  73049. export class Axis {
  73050. /** X axis */
  73051. static X: Vector3;
  73052. /** Y axis */
  73053. static Y: Vector3;
  73054. /** Z axis */
  73055. static Z: Vector3;
  73056. }
  73057. }
  73058. declare module BABYLON {
  73059. /**
  73060. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  73061. * This is the base of the follow, arc rotate cameras and Free camera
  73062. * @see http://doc.babylonjs.com/features/cameras
  73063. */
  73064. export class TargetCamera extends Camera {
  73065. private static _RigCamTransformMatrix;
  73066. private static _TargetTransformMatrix;
  73067. private static _TargetFocalPoint;
  73068. /**
  73069. * Define the current direction the camera is moving to
  73070. */
  73071. cameraDirection: Vector3;
  73072. /**
  73073. * Define the current rotation the camera is rotating to
  73074. */
  73075. cameraRotation: Vector2;
  73076. /**
  73077. * When set, the up vector of the camera will be updated by the rotation of the camera
  73078. */
  73079. updateUpVectorFromRotation: boolean;
  73080. private _tmpQuaternion;
  73081. /**
  73082. * Define the current rotation of the camera
  73083. */
  73084. rotation: Vector3;
  73085. /**
  73086. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  73087. */
  73088. rotationQuaternion: Quaternion;
  73089. /**
  73090. * Define the current speed of the camera
  73091. */
  73092. speed: number;
  73093. /**
  73094. * Add cconstraint to the camera to prevent it to move freely in all directions and
  73095. * around all axis.
  73096. */
  73097. noRotationConstraint: boolean;
  73098. /**
  73099. * Define the current target of the camera as an object or a position.
  73100. */
  73101. lockedTarget: any;
  73102. /** @hidden */
  73103. _currentTarget: Vector3;
  73104. /** @hidden */
  73105. _initialFocalDistance: number;
  73106. /** @hidden */
  73107. _viewMatrix: Matrix;
  73108. /** @hidden */
  73109. _camMatrix: Matrix;
  73110. /** @hidden */
  73111. _cameraTransformMatrix: Matrix;
  73112. /** @hidden */
  73113. _cameraRotationMatrix: Matrix;
  73114. /** @hidden */
  73115. _referencePoint: Vector3;
  73116. /** @hidden */
  73117. _transformedReferencePoint: Vector3;
  73118. protected _globalCurrentTarget: Vector3;
  73119. protected _globalCurrentUpVector: Vector3;
  73120. /** @hidden */
  73121. _reset: () => void;
  73122. private _defaultUp;
  73123. /**
  73124. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  73125. * This is the base of the follow, arc rotate cameras and Free camera
  73126. * @see http://doc.babylonjs.com/features/cameras
  73127. * @param name Defines the name of the camera in the scene
  73128. * @param position Defines the start position of the camera in the scene
  73129. * @param scene Defines the scene the camera belongs to
  73130. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  73131. */
  73132. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  73133. /**
  73134. * Gets the position in front of the camera at a given distance.
  73135. * @param distance The distance from the camera we want the position to be
  73136. * @returns the position
  73137. */
  73138. getFrontPosition(distance: number): Vector3;
  73139. /** @hidden */
  73140. _getLockedTargetPosition(): Nullable<Vector3>;
  73141. private _storedPosition;
  73142. private _storedRotation;
  73143. private _storedRotationQuaternion;
  73144. /**
  73145. * Store current camera state of the camera (fov, position, rotation, etc..)
  73146. * @returns the camera
  73147. */
  73148. storeState(): Camera;
  73149. /**
  73150. * Restored camera state. You must call storeState() first
  73151. * @returns whether it was successful or not
  73152. * @hidden
  73153. */
  73154. _restoreStateValues(): boolean;
  73155. /** @hidden */
  73156. _initCache(): void;
  73157. /** @hidden */
  73158. _updateCache(ignoreParentClass?: boolean): void;
  73159. /** @hidden */
  73160. _isSynchronizedViewMatrix(): boolean;
  73161. /** @hidden */
  73162. _computeLocalCameraSpeed(): number;
  73163. /**
  73164. * Defines the target the camera should look at.
  73165. * @param target Defines the new target as a Vector or a mesh
  73166. */
  73167. setTarget(target: Vector3): void;
  73168. /**
  73169. * Return the current target position of the camera. This value is expressed in local space.
  73170. * @returns the target position
  73171. */
  73172. getTarget(): Vector3;
  73173. /** @hidden */
  73174. _decideIfNeedsToMove(): boolean;
  73175. /** @hidden */
  73176. _updatePosition(): void;
  73177. /** @hidden */
  73178. _checkInputs(): void;
  73179. protected _updateCameraRotationMatrix(): void;
  73180. /**
  73181. * 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)
  73182. * @returns the current camera
  73183. */
  73184. private _rotateUpVectorWithCameraRotationMatrix;
  73185. private _cachedRotationZ;
  73186. private _cachedQuaternionRotationZ;
  73187. /** @hidden */
  73188. _getViewMatrix(): Matrix;
  73189. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  73190. /**
  73191. * @hidden
  73192. */
  73193. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  73194. /**
  73195. * @hidden
  73196. */
  73197. _updateRigCameras(): void;
  73198. private _getRigCamPositionAndTarget;
  73199. /**
  73200. * Gets the current object class name.
  73201. * @return the class name
  73202. */
  73203. getClassName(): string;
  73204. }
  73205. }
  73206. declare module BABYLON {
  73207. /**
  73208. * Gather the list of keyboard event types as constants.
  73209. */
  73210. export class KeyboardEventTypes {
  73211. /**
  73212. * The keydown event is fired when a key becomes active (pressed).
  73213. */
  73214. static readonly KEYDOWN: number;
  73215. /**
  73216. * The keyup event is fired when a key has been released.
  73217. */
  73218. static readonly KEYUP: number;
  73219. }
  73220. /**
  73221. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73222. */
  73223. export class KeyboardInfo {
  73224. /**
  73225. * Defines the type of event (KeyboardEventTypes)
  73226. */
  73227. type: number;
  73228. /**
  73229. * Defines the related dom event
  73230. */
  73231. event: KeyboardEvent;
  73232. /**
  73233. * Instantiates a new keyboard info.
  73234. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73235. * @param type Defines the type of event (KeyboardEventTypes)
  73236. * @param event Defines the related dom event
  73237. */
  73238. constructor(
  73239. /**
  73240. * Defines the type of event (KeyboardEventTypes)
  73241. */
  73242. type: number,
  73243. /**
  73244. * Defines the related dom event
  73245. */
  73246. event: KeyboardEvent);
  73247. }
  73248. /**
  73249. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73250. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  73251. */
  73252. export class KeyboardInfoPre extends KeyboardInfo {
  73253. /**
  73254. * Defines the type of event (KeyboardEventTypes)
  73255. */
  73256. type: number;
  73257. /**
  73258. * Defines the related dom event
  73259. */
  73260. event: KeyboardEvent;
  73261. /**
  73262. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  73263. */
  73264. skipOnPointerObservable: boolean;
  73265. /**
  73266. * Instantiates a new keyboard pre info.
  73267. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73268. * @param type Defines the type of event (KeyboardEventTypes)
  73269. * @param event Defines the related dom event
  73270. */
  73271. constructor(
  73272. /**
  73273. * Defines the type of event (KeyboardEventTypes)
  73274. */
  73275. type: number,
  73276. /**
  73277. * Defines the related dom event
  73278. */
  73279. event: KeyboardEvent);
  73280. }
  73281. }
  73282. declare module BABYLON {
  73283. /**
  73284. * Manage the keyboard inputs to control the movement of a free camera.
  73285. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73286. */
  73287. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  73288. /**
  73289. * Defines the camera the input is attached to.
  73290. */
  73291. camera: FreeCamera;
  73292. /**
  73293. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  73294. */
  73295. keysUp: number[];
  73296. /**
  73297. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  73298. */
  73299. keysDown: number[];
  73300. /**
  73301. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  73302. */
  73303. keysLeft: number[];
  73304. /**
  73305. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  73306. */
  73307. keysRight: number[];
  73308. private _keys;
  73309. private _onCanvasBlurObserver;
  73310. private _onKeyboardObserver;
  73311. private _engine;
  73312. private _scene;
  73313. /**
  73314. * Attach the input controls to a specific dom element to get the input from.
  73315. * @param element Defines the element the controls should be listened from
  73316. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73317. */
  73318. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  73319. /**
  73320. * Detach the current controls from the specified dom element.
  73321. * @param element Defines the element to stop listening the inputs from
  73322. */
  73323. detachControl(element: Nullable<HTMLElement>): void;
  73324. /**
  73325. * Update the current camera state depending on the inputs that have been used this frame.
  73326. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73327. */
  73328. checkInputs(): void;
  73329. /**
  73330. * Gets the class name of the current intput.
  73331. * @returns the class name
  73332. */
  73333. getClassName(): string;
  73334. /** @hidden */
  73335. _onLostFocus(): void;
  73336. /**
  73337. * Get the friendly name associated with the input class.
  73338. * @returns the input friendly name
  73339. */
  73340. getSimpleName(): string;
  73341. }
  73342. }
  73343. declare module BABYLON {
  73344. /**
  73345. * Interface describing all the common properties and methods a shadow light needs to implement.
  73346. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  73347. * as well as binding the different shadow properties to the effects.
  73348. */
  73349. export interface IShadowLight extends Light {
  73350. /**
  73351. * The light id in the scene (used in scene.findLighById for instance)
  73352. */
  73353. id: string;
  73354. /**
  73355. * The position the shdow will be casted from.
  73356. */
  73357. position: Vector3;
  73358. /**
  73359. * In 2d mode (needCube being false), the direction used to cast the shadow.
  73360. */
  73361. direction: Vector3;
  73362. /**
  73363. * The transformed position. Position of the light in world space taking parenting in account.
  73364. */
  73365. transformedPosition: Vector3;
  73366. /**
  73367. * The transformed direction. Direction of the light in world space taking parenting in account.
  73368. */
  73369. transformedDirection: Vector3;
  73370. /**
  73371. * The friendly name of the light in the scene.
  73372. */
  73373. name: string;
  73374. /**
  73375. * Defines the shadow projection clipping minimum z value.
  73376. */
  73377. shadowMinZ: number;
  73378. /**
  73379. * Defines the shadow projection clipping maximum z value.
  73380. */
  73381. shadowMaxZ: number;
  73382. /**
  73383. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  73384. * @returns true if the information has been computed, false if it does not need to (no parenting)
  73385. */
  73386. computeTransformedInformation(): boolean;
  73387. /**
  73388. * Gets the scene the light belongs to.
  73389. * @returns The scene
  73390. */
  73391. getScene(): Scene;
  73392. /**
  73393. * Callback defining a custom Projection Matrix Builder.
  73394. * This can be used to override the default projection matrix computation.
  73395. */
  73396. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  73397. /**
  73398. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  73399. * @param matrix The materix to updated with the projection information
  73400. * @param viewMatrix The transform matrix of the light
  73401. * @param renderList The list of mesh to render in the map
  73402. * @returns The current light
  73403. */
  73404. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  73405. /**
  73406. * Gets the current depth scale used in ESM.
  73407. * @returns The scale
  73408. */
  73409. getDepthScale(): number;
  73410. /**
  73411. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  73412. * @returns true if a cube texture needs to be use
  73413. */
  73414. needCube(): boolean;
  73415. /**
  73416. * Detects if the projection matrix requires to be recomputed this frame.
  73417. * @returns true if it requires to be recomputed otherwise, false.
  73418. */
  73419. needProjectionMatrixCompute(): boolean;
  73420. /**
  73421. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  73422. */
  73423. forceProjectionMatrixCompute(): void;
  73424. /**
  73425. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  73426. * @param faceIndex The index of the face we are computed the direction to generate shadow
  73427. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  73428. */
  73429. getShadowDirection(faceIndex?: number): Vector3;
  73430. /**
  73431. * Gets the minZ used for shadow according to both the scene and the light.
  73432. * @param activeCamera The camera we are returning the min for
  73433. * @returns the depth min z
  73434. */
  73435. getDepthMinZ(activeCamera: Camera): number;
  73436. /**
  73437. * Gets the maxZ used for shadow according to both the scene and the light.
  73438. * @param activeCamera The camera we are returning the max for
  73439. * @returns the depth max z
  73440. */
  73441. getDepthMaxZ(activeCamera: Camera): number;
  73442. }
  73443. /**
  73444. * Base implementation IShadowLight
  73445. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  73446. */
  73447. export abstract class ShadowLight extends Light implements IShadowLight {
  73448. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  73449. protected _position: Vector3;
  73450. protected _setPosition(value: Vector3): void;
  73451. /**
  73452. * Sets the position the shadow will be casted from. Also use as the light position for both
  73453. * point and spot lights.
  73454. */
  73455. /**
  73456. * Sets the position the shadow will be casted from. Also use as the light position for both
  73457. * point and spot lights.
  73458. */
  73459. position: Vector3;
  73460. protected _direction: Vector3;
  73461. protected _setDirection(value: Vector3): void;
  73462. /**
  73463. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  73464. * Also use as the light direction on spot and directional lights.
  73465. */
  73466. /**
  73467. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  73468. * Also use as the light direction on spot and directional lights.
  73469. */
  73470. direction: Vector3;
  73471. private _shadowMinZ;
  73472. /**
  73473. * Gets the shadow projection clipping minimum z value.
  73474. */
  73475. /**
  73476. * Sets the shadow projection clipping minimum z value.
  73477. */
  73478. shadowMinZ: number;
  73479. private _shadowMaxZ;
  73480. /**
  73481. * Sets the shadow projection clipping maximum z value.
  73482. */
  73483. /**
  73484. * Gets the shadow projection clipping maximum z value.
  73485. */
  73486. shadowMaxZ: number;
  73487. /**
  73488. * Callback defining a custom Projection Matrix Builder.
  73489. * This can be used to override the default projection matrix computation.
  73490. */
  73491. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  73492. /**
  73493. * The transformed position. Position of the light in world space taking parenting in account.
  73494. */
  73495. transformedPosition: Vector3;
  73496. /**
  73497. * The transformed direction. Direction of the light in world space taking parenting in account.
  73498. */
  73499. transformedDirection: Vector3;
  73500. private _needProjectionMatrixCompute;
  73501. /**
  73502. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  73503. * @returns true if the information has been computed, false if it does not need to (no parenting)
  73504. */
  73505. computeTransformedInformation(): boolean;
  73506. /**
  73507. * Return the depth scale used for the shadow map.
  73508. * @returns the depth scale.
  73509. */
  73510. getDepthScale(): number;
  73511. /**
  73512. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  73513. * @param faceIndex The index of the face we are computed the direction to generate shadow
  73514. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  73515. */
  73516. getShadowDirection(faceIndex?: number): Vector3;
  73517. /**
  73518. * Returns the ShadowLight absolute position in the World.
  73519. * @returns the position vector in world space
  73520. */
  73521. getAbsolutePosition(): Vector3;
  73522. /**
  73523. * Sets the ShadowLight direction toward the passed target.
  73524. * @param target The point to target in local space
  73525. * @returns the updated ShadowLight direction
  73526. */
  73527. setDirectionToTarget(target: Vector3): Vector3;
  73528. /**
  73529. * Returns the light rotation in euler definition.
  73530. * @returns the x y z rotation in local space.
  73531. */
  73532. getRotation(): Vector3;
  73533. /**
  73534. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  73535. * @returns true if a cube texture needs to be use
  73536. */
  73537. needCube(): boolean;
  73538. /**
  73539. * Detects if the projection matrix requires to be recomputed this frame.
  73540. * @returns true if it requires to be recomputed otherwise, false.
  73541. */
  73542. needProjectionMatrixCompute(): boolean;
  73543. /**
  73544. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  73545. */
  73546. forceProjectionMatrixCompute(): void;
  73547. /** @hidden */
  73548. _initCache(): void;
  73549. /** @hidden */
  73550. _isSynchronized(): boolean;
  73551. /**
  73552. * Computes the world matrix of the node
  73553. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  73554. * @returns the world matrix
  73555. */
  73556. computeWorldMatrix(force?: boolean): Matrix;
  73557. /**
  73558. * Gets the minZ used for shadow according to both the scene and the light.
  73559. * @param activeCamera The camera we are returning the min for
  73560. * @returns the depth min z
  73561. */
  73562. getDepthMinZ(activeCamera: Camera): number;
  73563. /**
  73564. * Gets the maxZ used for shadow according to both the scene and the light.
  73565. * @param activeCamera The camera we are returning the max for
  73566. * @returns the depth max z
  73567. */
  73568. getDepthMaxZ(activeCamera: Camera): number;
  73569. /**
  73570. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  73571. * @param matrix The materix to updated with the projection information
  73572. * @param viewMatrix The transform matrix of the light
  73573. * @param renderList The list of mesh to render in the map
  73574. * @returns The current light
  73575. */
  73576. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  73577. }
  73578. }
  73579. declare module BABYLON {
  73580. /**
  73581. * "Static Class" containing the most commonly used helper while dealing with material for
  73582. * rendering purpose.
  73583. *
  73584. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  73585. *
  73586. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  73587. */
  73588. export class MaterialHelper {
  73589. /**
  73590. * Bind the current view position to an effect.
  73591. * @param effect The effect to be bound
  73592. * @param scene The scene the eyes position is used from
  73593. */
  73594. static BindEyePosition(effect: Effect, scene: Scene): void;
  73595. /**
  73596. * Helps preparing the defines values about the UVs in used in the effect.
  73597. * UVs are shared as much as we can accross channels in the shaders.
  73598. * @param texture The texture we are preparing the UVs for
  73599. * @param defines The defines to update
  73600. * @param key The channel key "diffuse", "specular"... used in the shader
  73601. */
  73602. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  73603. /**
  73604. * Binds a texture matrix value to its corrsponding uniform
  73605. * @param texture The texture to bind the matrix for
  73606. * @param uniformBuffer The uniform buffer receivin the data
  73607. * @param key The channel key "diffuse", "specular"... used in the shader
  73608. */
  73609. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  73610. /**
  73611. * Gets the current status of the fog (should it be enabled?)
  73612. * @param mesh defines the mesh to evaluate for fog support
  73613. * @param scene defines the hosting scene
  73614. * @returns true if fog must be enabled
  73615. */
  73616. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  73617. /**
  73618. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  73619. * @param mesh defines the current mesh
  73620. * @param scene defines the current scene
  73621. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  73622. * @param pointsCloud defines if point cloud rendering has to be turned on
  73623. * @param fogEnabled defines if fog has to be turned on
  73624. * @param alphaTest defines if alpha testing has to be turned on
  73625. * @param defines defines the current list of defines
  73626. */
  73627. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  73628. /**
  73629. * Helper used to prepare the list of defines associated with frame values for shader compilation
  73630. * @param scene defines the current scene
  73631. * @param engine defines the current engine
  73632. * @param defines specifies the list of active defines
  73633. * @param useInstances defines if instances have to be turned on
  73634. * @param useClipPlane defines if clip plane have to be turned on
  73635. */
  73636. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  73637. /**
  73638. * Prepares the defines for bones
  73639. * @param mesh The mesh containing the geometry data we will draw
  73640. * @param defines The defines to update
  73641. */
  73642. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  73643. /**
  73644. * Prepares the defines for morph targets
  73645. * @param mesh The mesh containing the geometry data we will draw
  73646. * @param defines The defines to update
  73647. */
  73648. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  73649. /**
  73650. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  73651. * @param mesh The mesh containing the geometry data we will draw
  73652. * @param defines The defines to update
  73653. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  73654. * @param useBones Precise whether bones should be used or not (override mesh info)
  73655. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  73656. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  73657. * @returns false if defines are considered not dirty and have not been checked
  73658. */
  73659. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  73660. /**
  73661. * Prepares the defines related to multiview
  73662. * @param scene The scene we are intending to draw
  73663. * @param defines The defines to update
  73664. */
  73665. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  73666. /**
  73667. * Prepares the defines related to the light information passed in parameter
  73668. * @param scene The scene we are intending to draw
  73669. * @param mesh The mesh the effect is compiling for
  73670. * @param light The light the effect is compiling for
  73671. * @param lightIndex The index of the light
  73672. * @param defines The defines to update
  73673. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73674. * @param state Defines the current state regarding what is needed (normals, etc...)
  73675. */
  73676. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  73677. needNormals: boolean;
  73678. needRebuild: boolean;
  73679. shadowEnabled: boolean;
  73680. specularEnabled: boolean;
  73681. lightmapMode: boolean;
  73682. }): void;
  73683. /**
  73684. * Prepares the defines related to the light information passed in parameter
  73685. * @param scene The scene we are intending to draw
  73686. * @param mesh The mesh the effect is compiling for
  73687. * @param defines The defines to update
  73688. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73689. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  73690. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  73691. * @returns true if normals will be required for the rest of the effect
  73692. */
  73693. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  73694. /**
  73695. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  73696. * @param lightIndex defines the light index
  73697. * @param uniformsList The uniform list
  73698. * @param samplersList The sampler list
  73699. * @param projectedLightTexture defines if projected texture must be used
  73700. * @param uniformBuffersList defines an optional list of uniform buffers
  73701. */
  73702. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  73703. /**
  73704. * Prepares the uniforms and samplers list to be used in the effect
  73705. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  73706. * @param samplersList The sampler list
  73707. * @param defines The defines helping in the list generation
  73708. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  73709. */
  73710. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  73711. /**
  73712. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  73713. * @param defines The defines to update while falling back
  73714. * @param fallbacks The authorized effect fallbacks
  73715. * @param maxSimultaneousLights The maximum number of lights allowed
  73716. * @param rank the current rank of the Effect
  73717. * @returns The newly affected rank
  73718. */
  73719. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  73720. private static _TmpMorphInfluencers;
  73721. /**
  73722. * Prepares the list of attributes required for morph targets according to the effect defines.
  73723. * @param attribs The current list of supported attribs
  73724. * @param mesh The mesh to prepare the morph targets attributes for
  73725. * @param influencers The number of influencers
  73726. */
  73727. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  73728. /**
  73729. * Prepares the list of attributes required for morph targets according to the effect defines.
  73730. * @param attribs The current list of supported attribs
  73731. * @param mesh The mesh to prepare the morph targets attributes for
  73732. * @param defines The current Defines of the effect
  73733. */
  73734. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  73735. /**
  73736. * Prepares the list of attributes required for bones according to the effect defines.
  73737. * @param attribs The current list of supported attribs
  73738. * @param mesh The mesh to prepare the bones attributes for
  73739. * @param defines The current Defines of the effect
  73740. * @param fallbacks The current efffect fallback strategy
  73741. */
  73742. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  73743. /**
  73744. * Check and prepare the list of attributes required for instances according to the effect defines.
  73745. * @param attribs The current list of supported attribs
  73746. * @param defines The current MaterialDefines of the effect
  73747. */
  73748. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  73749. /**
  73750. * Add the list of attributes required for instances to the attribs array.
  73751. * @param attribs The current list of supported attribs
  73752. */
  73753. static PushAttributesForInstances(attribs: string[]): void;
  73754. /**
  73755. * Binds the light shadow information to the effect for the given mesh.
  73756. * @param light The light containing the generator
  73757. * @param scene The scene the lights belongs to
  73758. * @param mesh The mesh we are binding the information to render
  73759. * @param lightIndex The light index in the effect used to render the mesh
  73760. * @param effect The effect we are binding the data to
  73761. */
  73762. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  73763. /**
  73764. * Binds the light information to the effect.
  73765. * @param light The light containing the generator
  73766. * @param effect The effect we are binding the data to
  73767. * @param lightIndex The light index in the effect used to render
  73768. */
  73769. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  73770. /**
  73771. * Binds the lights information from the scene to the effect for the given mesh.
  73772. * @param light Light to bind
  73773. * @param lightIndex Light index
  73774. * @param scene The scene where the light belongs to
  73775. * @param mesh The mesh we are binding the information to render
  73776. * @param effect The effect we are binding the data to
  73777. * @param useSpecular Defines if specular is supported
  73778. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73779. */
  73780. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  73781. /**
  73782. * Binds the lights information from the scene to the effect for the given mesh.
  73783. * @param scene The scene the lights belongs to
  73784. * @param mesh The mesh we are binding the information to render
  73785. * @param effect The effect we are binding the data to
  73786. * @param defines The generated defines for the effect
  73787. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  73788. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73789. */
  73790. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  73791. private static _tempFogColor;
  73792. /**
  73793. * Binds the fog information from the scene to the effect for the given mesh.
  73794. * @param scene The scene the lights belongs to
  73795. * @param mesh The mesh we are binding the information to render
  73796. * @param effect The effect we are binding the data to
  73797. * @param linearSpace Defines if the fog effect is applied in linear space
  73798. */
  73799. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  73800. /**
  73801. * Binds the bones information from the mesh to the effect.
  73802. * @param mesh The mesh we are binding the information to render
  73803. * @param effect The effect we are binding the data to
  73804. */
  73805. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  73806. /**
  73807. * Binds the morph targets information from the mesh to the effect.
  73808. * @param abstractMesh The mesh we are binding the information to render
  73809. * @param effect The effect we are binding the data to
  73810. */
  73811. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  73812. /**
  73813. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  73814. * @param defines The generated defines used in the effect
  73815. * @param effect The effect we are binding the data to
  73816. * @param scene The scene we are willing to render with logarithmic scale for
  73817. */
  73818. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  73819. /**
  73820. * Binds the clip plane information from the scene to the effect.
  73821. * @param scene The scene the clip plane information are extracted from
  73822. * @param effect The effect we are binding the data to
  73823. */
  73824. static BindClipPlane(effect: Effect, scene: Scene): void;
  73825. }
  73826. }
  73827. declare module BABYLON {
  73828. /** @hidden */
  73829. export var packingFunctions: {
  73830. name: string;
  73831. shader: string;
  73832. };
  73833. }
  73834. declare module BABYLON {
  73835. /** @hidden */
  73836. export var shadowMapPixelShader: {
  73837. name: string;
  73838. shader: string;
  73839. };
  73840. }
  73841. declare module BABYLON {
  73842. /** @hidden */
  73843. export var bonesDeclaration: {
  73844. name: string;
  73845. shader: string;
  73846. };
  73847. }
  73848. declare module BABYLON {
  73849. /** @hidden */
  73850. export var morphTargetsVertexGlobalDeclaration: {
  73851. name: string;
  73852. shader: string;
  73853. };
  73854. }
  73855. declare module BABYLON {
  73856. /** @hidden */
  73857. export var morphTargetsVertexDeclaration: {
  73858. name: string;
  73859. shader: string;
  73860. };
  73861. }
  73862. declare module BABYLON {
  73863. /** @hidden */
  73864. export var instancesDeclaration: {
  73865. name: string;
  73866. shader: string;
  73867. };
  73868. }
  73869. declare module BABYLON {
  73870. /** @hidden */
  73871. export var helperFunctions: {
  73872. name: string;
  73873. shader: string;
  73874. };
  73875. }
  73876. declare module BABYLON {
  73877. /** @hidden */
  73878. export var morphTargetsVertex: {
  73879. name: string;
  73880. shader: string;
  73881. };
  73882. }
  73883. declare module BABYLON {
  73884. /** @hidden */
  73885. export var instancesVertex: {
  73886. name: string;
  73887. shader: string;
  73888. };
  73889. }
  73890. declare module BABYLON {
  73891. /** @hidden */
  73892. export var bonesVertex: {
  73893. name: string;
  73894. shader: string;
  73895. };
  73896. }
  73897. declare module BABYLON {
  73898. /** @hidden */
  73899. export var shadowMapVertexShader: {
  73900. name: string;
  73901. shader: string;
  73902. };
  73903. }
  73904. declare module BABYLON {
  73905. /** @hidden */
  73906. export var depthBoxBlurPixelShader: {
  73907. name: string;
  73908. shader: string;
  73909. };
  73910. }
  73911. declare module BABYLON {
  73912. /**
  73913. * Defines the options associated with the creation of a custom shader for a shadow generator.
  73914. */
  73915. export interface ICustomShaderOptions {
  73916. /**
  73917. * Gets or sets the custom shader name to use
  73918. */
  73919. shaderName: string;
  73920. /**
  73921. * The list of attribute names used in the shader
  73922. */
  73923. attributes?: string[];
  73924. /**
  73925. * The list of unifrom names used in the shader
  73926. */
  73927. uniforms?: string[];
  73928. /**
  73929. * The list of sampler names used in the shader
  73930. */
  73931. samplers?: string[];
  73932. /**
  73933. * The list of defines used in the shader
  73934. */
  73935. defines?: string[];
  73936. }
  73937. /**
  73938. * Interface to implement to create a shadow generator compatible with BJS.
  73939. */
  73940. export interface IShadowGenerator {
  73941. /**
  73942. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73943. * @returns The render target texture if present otherwise, null
  73944. */
  73945. getShadowMap(): Nullable<RenderTargetTexture>;
  73946. /**
  73947. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73948. * @returns The render target texture if the shadow map is present otherwise, null
  73949. */
  73950. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73951. /**
  73952. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73953. * @param subMesh The submesh we want to render in the shadow map
  73954. * @param useInstances Defines wether will draw in the map using instances
  73955. * @returns true if ready otherwise, false
  73956. */
  73957. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73958. /**
  73959. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73960. * @param defines Defines of the material we want to update
  73961. * @param lightIndex Index of the light in the enabled light list of the material
  73962. */
  73963. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  73964. /**
  73965. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73966. * defined in the generator but impacting the effect).
  73967. * It implies the unifroms available on the materials are the standard BJS ones.
  73968. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73969. * @param effect The effect we are binfing the information for
  73970. */
  73971. bindShadowLight(lightIndex: string, effect: Effect): void;
  73972. /**
  73973. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73974. * (eq to shadow prjection matrix * light transform matrix)
  73975. * @returns The transform matrix used to create the shadow map
  73976. */
  73977. getTransformMatrix(): Matrix;
  73978. /**
  73979. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73980. * Cube and 2D textures for instance.
  73981. */
  73982. recreateShadowMap(): void;
  73983. /**
  73984. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73985. * @param onCompiled Callback triggered at the and of the effects compilation
  73986. * @param options Sets of optional options forcing the compilation with different modes
  73987. */
  73988. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73989. useInstances: boolean;
  73990. }>): void;
  73991. /**
  73992. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73993. * @param options Sets of optional options forcing the compilation with different modes
  73994. * @returns A promise that resolves when the compilation completes
  73995. */
  73996. forceCompilationAsync(options?: Partial<{
  73997. useInstances: boolean;
  73998. }>): Promise<void>;
  73999. /**
  74000. * Serializes the shadow generator setup to a json object.
  74001. * @returns The serialized JSON object
  74002. */
  74003. serialize(): any;
  74004. /**
  74005. * Disposes the Shadow map and related Textures and effects.
  74006. */
  74007. dispose(): void;
  74008. }
  74009. /**
  74010. * Default implementation IShadowGenerator.
  74011. * This is the main object responsible of generating shadows in the framework.
  74012. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  74013. */
  74014. export class ShadowGenerator implements IShadowGenerator {
  74015. /**
  74016. * Shadow generator mode None: no filtering applied.
  74017. */
  74018. static readonly FILTER_NONE: number;
  74019. /**
  74020. * Shadow generator mode ESM: Exponential Shadow Mapping.
  74021. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74022. */
  74023. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  74024. /**
  74025. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  74026. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  74027. */
  74028. static readonly FILTER_POISSONSAMPLING: number;
  74029. /**
  74030. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  74031. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74032. */
  74033. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  74034. /**
  74035. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  74036. * edge artifacts on steep falloff.
  74037. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74038. */
  74039. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  74040. /**
  74041. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  74042. * edge artifacts on steep falloff.
  74043. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74044. */
  74045. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  74046. /**
  74047. * Shadow generator mode PCF: Percentage Closer Filtering
  74048. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74049. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  74050. */
  74051. static readonly FILTER_PCF: number;
  74052. /**
  74053. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  74054. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74055. * Contact Hardening
  74056. */
  74057. static readonly FILTER_PCSS: number;
  74058. /**
  74059. * Reserved for PCF and PCSS
  74060. * Highest Quality.
  74061. *
  74062. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  74063. *
  74064. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  74065. */
  74066. static readonly QUALITY_HIGH: number;
  74067. /**
  74068. * Reserved for PCF and PCSS
  74069. * Good tradeoff for quality/perf cross devices
  74070. *
  74071. * Execute PCF on a 3*3 kernel.
  74072. *
  74073. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  74074. */
  74075. static readonly QUALITY_MEDIUM: number;
  74076. /**
  74077. * Reserved for PCF and PCSS
  74078. * The lowest quality but the fastest.
  74079. *
  74080. * Execute PCF on a 1*1 kernel.
  74081. *
  74082. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  74083. */
  74084. static readonly QUALITY_LOW: number;
  74085. /** Gets or sets the custom shader name to use */
  74086. customShaderOptions: ICustomShaderOptions;
  74087. /**
  74088. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  74089. */
  74090. onBeforeShadowMapRenderObservable: Observable<Effect>;
  74091. /**
  74092. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  74093. */
  74094. onAfterShadowMapRenderObservable: Observable<Effect>;
  74095. /**
  74096. * Observable triggered before a mesh is rendered in the shadow map.
  74097. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  74098. */
  74099. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  74100. /**
  74101. * Observable triggered after a mesh is rendered in the shadow map.
  74102. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  74103. */
  74104. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  74105. private _bias;
  74106. /**
  74107. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  74108. */
  74109. /**
  74110. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  74111. */
  74112. bias: number;
  74113. private _normalBias;
  74114. /**
  74115. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74116. */
  74117. /**
  74118. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74119. */
  74120. normalBias: number;
  74121. private _blurBoxOffset;
  74122. /**
  74123. * Gets the blur box offset: offset applied during the blur pass.
  74124. * Only useful if useKernelBlur = false
  74125. */
  74126. /**
  74127. * Sets the blur box offset: offset applied during the blur pass.
  74128. * Only useful if useKernelBlur = false
  74129. */
  74130. blurBoxOffset: number;
  74131. private _blurScale;
  74132. /**
  74133. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  74134. * 2 means half of the size.
  74135. */
  74136. /**
  74137. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  74138. * 2 means half of the size.
  74139. */
  74140. blurScale: number;
  74141. private _blurKernel;
  74142. /**
  74143. * Gets the blur kernel: kernel size of the blur pass.
  74144. * Only useful if useKernelBlur = true
  74145. */
  74146. /**
  74147. * Sets the blur kernel: kernel size of the blur pass.
  74148. * Only useful if useKernelBlur = true
  74149. */
  74150. blurKernel: number;
  74151. private _useKernelBlur;
  74152. /**
  74153. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  74154. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74155. */
  74156. /**
  74157. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  74158. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74159. */
  74160. useKernelBlur: boolean;
  74161. private _depthScale;
  74162. /**
  74163. * Gets the depth scale used in ESM mode.
  74164. */
  74165. /**
  74166. * Sets the depth scale used in ESM mode.
  74167. * This can override the scale stored on the light.
  74168. */
  74169. depthScale: number;
  74170. private _filter;
  74171. /**
  74172. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  74173. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74174. */
  74175. /**
  74176. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  74177. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74178. */
  74179. filter: number;
  74180. /**
  74181. * Gets if the current filter is set to Poisson Sampling.
  74182. */
  74183. /**
  74184. * Sets the current filter to Poisson Sampling.
  74185. */
  74186. usePoissonSampling: boolean;
  74187. /**
  74188. * Gets if the current filter is set to ESM.
  74189. */
  74190. /**
  74191. * Sets the current filter is to ESM.
  74192. */
  74193. useExponentialShadowMap: boolean;
  74194. /**
  74195. * Gets if the current filter is set to filtered ESM.
  74196. */
  74197. /**
  74198. * Gets if the current filter is set to filtered ESM.
  74199. */
  74200. useBlurExponentialShadowMap: boolean;
  74201. /**
  74202. * Gets if the current filter is set to "close ESM" (using the inverse of the
  74203. * exponential to prevent steep falloff artifacts).
  74204. */
  74205. /**
  74206. * Sets the current filter to "close ESM" (using the inverse of the
  74207. * exponential to prevent steep falloff artifacts).
  74208. */
  74209. useCloseExponentialShadowMap: boolean;
  74210. /**
  74211. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  74212. * exponential to prevent steep falloff artifacts).
  74213. */
  74214. /**
  74215. * Sets the current filter to filtered "close ESM" (using the inverse of the
  74216. * exponential to prevent steep falloff artifacts).
  74217. */
  74218. useBlurCloseExponentialShadowMap: boolean;
  74219. /**
  74220. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  74221. */
  74222. /**
  74223. * Sets the current filter to "PCF" (percentage closer filtering).
  74224. */
  74225. usePercentageCloserFiltering: boolean;
  74226. private _filteringQuality;
  74227. /**
  74228. * Gets the PCF or PCSS Quality.
  74229. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74230. */
  74231. /**
  74232. * Sets the PCF or PCSS Quality.
  74233. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74234. */
  74235. filteringQuality: number;
  74236. /**
  74237. * Gets if the current filter is set to "PCSS" (contact hardening).
  74238. */
  74239. /**
  74240. * Sets the current filter to "PCSS" (contact hardening).
  74241. */
  74242. useContactHardeningShadow: boolean;
  74243. private _contactHardeningLightSizeUVRatio;
  74244. /**
  74245. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74246. * Using a ratio helps keeping shape stability independently of the map size.
  74247. *
  74248. * It does not account for the light projection as it was having too much
  74249. * instability during the light setup or during light position changes.
  74250. *
  74251. * Only valid if useContactHardeningShadow is true.
  74252. */
  74253. /**
  74254. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74255. * Using a ratio helps keeping shape stability independently of the map size.
  74256. *
  74257. * It does not account for the light projection as it was having too much
  74258. * instability during the light setup or during light position changes.
  74259. *
  74260. * Only valid if useContactHardeningShadow is true.
  74261. */
  74262. contactHardeningLightSizeUVRatio: number;
  74263. private _darkness;
  74264. /** Gets or sets the actual darkness of a shadow */
  74265. darkness: number;
  74266. /**
  74267. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  74268. * 0 means strongest and 1 would means no shadow.
  74269. * @returns the darkness.
  74270. */
  74271. getDarkness(): number;
  74272. /**
  74273. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  74274. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  74275. * @returns the shadow generator allowing fluent coding.
  74276. */
  74277. setDarkness(darkness: number): ShadowGenerator;
  74278. private _transparencyShadow;
  74279. /** Gets or sets the ability to have transparent shadow */
  74280. transparencyShadow: boolean;
  74281. /**
  74282. * Sets the ability to have transparent shadow (boolean).
  74283. * @param transparent True if transparent else False
  74284. * @returns the shadow generator allowing fluent coding
  74285. */
  74286. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  74287. private _shadowMap;
  74288. private _shadowMap2;
  74289. /**
  74290. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74291. * @returns The render target texture if present otherwise, null
  74292. */
  74293. getShadowMap(): Nullable<RenderTargetTexture>;
  74294. /**
  74295. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74296. * @returns The render target texture if the shadow map is present otherwise, null
  74297. */
  74298. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74299. /**
  74300. * Gets the class name of that object
  74301. * @returns "ShadowGenerator"
  74302. */
  74303. getClassName(): string;
  74304. /**
  74305. * Helper function to add a mesh and its descendants to the list of shadow casters.
  74306. * @param mesh Mesh to add
  74307. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  74308. * @returns the Shadow Generator itself
  74309. */
  74310. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74311. /**
  74312. * Helper function to remove a mesh and its descendants from the list of shadow casters
  74313. * @param mesh Mesh to remove
  74314. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  74315. * @returns the Shadow Generator itself
  74316. */
  74317. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74318. /**
  74319. * Controls the extent to which the shadows fade out at the edge of the frustum
  74320. * Used only by directionals and spots
  74321. */
  74322. frustumEdgeFalloff: number;
  74323. private _light;
  74324. /**
  74325. * Returns the associated light object.
  74326. * @returns the light generating the shadow
  74327. */
  74328. getLight(): IShadowLight;
  74329. /**
  74330. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  74331. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  74332. * It might on the other hand introduce peter panning.
  74333. */
  74334. forceBackFacesOnly: boolean;
  74335. private _scene;
  74336. private _lightDirection;
  74337. private _effect;
  74338. private _viewMatrix;
  74339. private _projectionMatrix;
  74340. private _transformMatrix;
  74341. private _cachedPosition;
  74342. private _cachedDirection;
  74343. private _cachedDefines;
  74344. private _currentRenderID;
  74345. private _boxBlurPostprocess;
  74346. private _kernelBlurXPostprocess;
  74347. private _kernelBlurYPostprocess;
  74348. private _blurPostProcesses;
  74349. private _mapSize;
  74350. private _currentFaceIndex;
  74351. private _currentFaceIndexCache;
  74352. private _textureType;
  74353. private _defaultTextureMatrix;
  74354. /** @hidden */
  74355. static _SceneComponentInitialization: (scene: Scene) => void;
  74356. /**
  74357. * Creates a ShadowGenerator object.
  74358. * A ShadowGenerator is the required tool to use the shadows.
  74359. * Each light casting shadows needs to use its own ShadowGenerator.
  74360. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  74361. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  74362. * @param light The light object generating the shadows.
  74363. * @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.
  74364. */
  74365. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  74366. private _initializeGenerator;
  74367. private _initializeShadowMap;
  74368. private _initializeBlurRTTAndPostProcesses;
  74369. private _renderForShadowMap;
  74370. private _renderSubMeshForShadowMap;
  74371. private _applyFilterValues;
  74372. /**
  74373. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74374. * @param onCompiled Callback triggered at the and of the effects compilation
  74375. * @param options Sets of optional options forcing the compilation with different modes
  74376. */
  74377. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74378. useInstances: boolean;
  74379. }>): void;
  74380. /**
  74381. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74382. * @param options Sets of optional options forcing the compilation with different modes
  74383. * @returns A promise that resolves when the compilation completes
  74384. */
  74385. forceCompilationAsync(options?: Partial<{
  74386. useInstances: boolean;
  74387. }>): Promise<void>;
  74388. /**
  74389. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74390. * @param subMesh The submesh we want to render in the shadow map
  74391. * @param useInstances Defines wether will draw in the map using instances
  74392. * @returns true if ready otherwise, false
  74393. */
  74394. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74395. /**
  74396. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74397. * @param defines Defines of the material we want to update
  74398. * @param lightIndex Index of the light in the enabled light list of the material
  74399. */
  74400. prepareDefines(defines: any, lightIndex: number): void;
  74401. /**
  74402. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74403. * defined in the generator but impacting the effect).
  74404. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74405. * @param effect The effect we are binfing the information for
  74406. */
  74407. bindShadowLight(lightIndex: string, effect: Effect): void;
  74408. /**
  74409. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74410. * (eq to shadow prjection matrix * light transform matrix)
  74411. * @returns The transform matrix used to create the shadow map
  74412. */
  74413. getTransformMatrix(): Matrix;
  74414. /**
  74415. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74416. * Cube and 2D textures for instance.
  74417. */
  74418. recreateShadowMap(): void;
  74419. private _disposeBlurPostProcesses;
  74420. private _disposeRTTandPostProcesses;
  74421. /**
  74422. * Disposes the ShadowGenerator.
  74423. * Returns nothing.
  74424. */
  74425. dispose(): void;
  74426. /**
  74427. * Serializes the shadow generator setup to a json object.
  74428. * @returns The serialized JSON object
  74429. */
  74430. serialize(): any;
  74431. /**
  74432. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  74433. * @param parsedShadowGenerator The JSON object to parse
  74434. * @param scene The scene to create the shadow map for
  74435. * @returns The parsed shadow generator
  74436. */
  74437. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  74438. }
  74439. }
  74440. declare module BABYLON {
  74441. /**
  74442. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  74443. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  74444. * 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.
  74445. */
  74446. export abstract class Light extends Node {
  74447. /**
  74448. * Falloff Default: light is falling off following the material specification:
  74449. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  74450. */
  74451. static readonly FALLOFF_DEFAULT: number;
  74452. /**
  74453. * Falloff Physical: light is falling off following the inverse squared distance law.
  74454. */
  74455. static readonly FALLOFF_PHYSICAL: number;
  74456. /**
  74457. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  74458. * to enhance interoperability with other engines.
  74459. */
  74460. static readonly FALLOFF_GLTF: number;
  74461. /**
  74462. * Falloff Standard: light is falling off like in the standard material
  74463. * to enhance interoperability with other materials.
  74464. */
  74465. static readonly FALLOFF_STANDARD: number;
  74466. /**
  74467. * If every light affecting the material is in this lightmapMode,
  74468. * material.lightmapTexture adds or multiplies
  74469. * (depends on material.useLightmapAsShadowmap)
  74470. * after every other light calculations.
  74471. */
  74472. static readonly LIGHTMAP_DEFAULT: number;
  74473. /**
  74474. * material.lightmapTexture as only diffuse lighting from this light
  74475. * adds only specular lighting from this light
  74476. * adds dynamic shadows
  74477. */
  74478. static readonly LIGHTMAP_SPECULAR: number;
  74479. /**
  74480. * material.lightmapTexture as only lighting
  74481. * no light calculation from this light
  74482. * only adds dynamic shadows from this light
  74483. */
  74484. static readonly LIGHTMAP_SHADOWSONLY: number;
  74485. /**
  74486. * Each light type uses the default quantity according to its type:
  74487. * point/spot lights use luminous intensity
  74488. * directional lights use illuminance
  74489. */
  74490. static readonly INTENSITYMODE_AUTOMATIC: number;
  74491. /**
  74492. * lumen (lm)
  74493. */
  74494. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  74495. /**
  74496. * candela (lm/sr)
  74497. */
  74498. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  74499. /**
  74500. * lux (lm/m^2)
  74501. */
  74502. static readonly INTENSITYMODE_ILLUMINANCE: number;
  74503. /**
  74504. * nit (cd/m^2)
  74505. */
  74506. static readonly INTENSITYMODE_LUMINANCE: number;
  74507. /**
  74508. * Light type const id of the point light.
  74509. */
  74510. static readonly LIGHTTYPEID_POINTLIGHT: number;
  74511. /**
  74512. * Light type const id of the directional light.
  74513. */
  74514. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  74515. /**
  74516. * Light type const id of the spot light.
  74517. */
  74518. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  74519. /**
  74520. * Light type const id of the hemispheric light.
  74521. */
  74522. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  74523. /**
  74524. * Diffuse gives the basic color to an object.
  74525. */
  74526. diffuse: Color3;
  74527. /**
  74528. * Specular produces a highlight color on an object.
  74529. * Note: This is note affecting PBR materials.
  74530. */
  74531. specular: Color3;
  74532. /**
  74533. * Defines the falloff type for this light. This lets overrriding how punctual light are
  74534. * falling off base on range or angle.
  74535. * This can be set to any values in Light.FALLOFF_x.
  74536. *
  74537. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  74538. * other types of materials.
  74539. */
  74540. falloffType: number;
  74541. /**
  74542. * Strength of the light.
  74543. * Note: By default it is define in the framework own unit.
  74544. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  74545. */
  74546. intensity: number;
  74547. private _range;
  74548. protected _inverseSquaredRange: number;
  74549. /**
  74550. * Defines how far from the source the light is impacting in scene units.
  74551. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  74552. */
  74553. /**
  74554. * Defines how far from the source the light is impacting in scene units.
  74555. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  74556. */
  74557. range: number;
  74558. /**
  74559. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  74560. * of light.
  74561. */
  74562. private _photometricScale;
  74563. private _intensityMode;
  74564. /**
  74565. * Gets the photometric scale used to interpret the intensity.
  74566. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  74567. */
  74568. /**
  74569. * Sets the photometric scale used to interpret the intensity.
  74570. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  74571. */
  74572. intensityMode: number;
  74573. private _radius;
  74574. /**
  74575. * Gets the light radius used by PBR Materials to simulate soft area lights.
  74576. */
  74577. /**
  74578. * sets the light radius used by PBR Materials to simulate soft area lights.
  74579. */
  74580. radius: number;
  74581. private _renderPriority;
  74582. /**
  74583. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  74584. * exceeding the number allowed of the materials.
  74585. */
  74586. renderPriority: number;
  74587. private _shadowEnabled;
  74588. /**
  74589. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74590. * the current shadow generator.
  74591. */
  74592. /**
  74593. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74594. * the current shadow generator.
  74595. */
  74596. shadowEnabled: boolean;
  74597. private _includedOnlyMeshes;
  74598. /**
  74599. * Gets the only meshes impacted by this light.
  74600. */
  74601. /**
  74602. * Sets the only meshes impacted by this light.
  74603. */
  74604. includedOnlyMeshes: AbstractMesh[];
  74605. private _excludedMeshes;
  74606. /**
  74607. * Gets the meshes not impacted by this light.
  74608. */
  74609. /**
  74610. * Sets the meshes not impacted by this light.
  74611. */
  74612. excludedMeshes: AbstractMesh[];
  74613. private _excludeWithLayerMask;
  74614. /**
  74615. * Gets the layer id use to find what meshes are not impacted by the light.
  74616. * Inactive if 0
  74617. */
  74618. /**
  74619. * Sets the layer id use to find what meshes are not impacted by the light.
  74620. * Inactive if 0
  74621. */
  74622. excludeWithLayerMask: number;
  74623. private _includeOnlyWithLayerMask;
  74624. /**
  74625. * Gets the layer id use to find what meshes are impacted by the light.
  74626. * Inactive if 0
  74627. */
  74628. /**
  74629. * Sets the layer id use to find what meshes are impacted by the light.
  74630. * Inactive if 0
  74631. */
  74632. includeOnlyWithLayerMask: number;
  74633. private _lightmapMode;
  74634. /**
  74635. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74636. */
  74637. /**
  74638. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74639. */
  74640. lightmapMode: number;
  74641. /**
  74642. * Shadow generator associted to the light.
  74643. * @hidden Internal use only.
  74644. */
  74645. _shadowGenerator: Nullable<IShadowGenerator>;
  74646. /**
  74647. * @hidden Internal use only.
  74648. */
  74649. _excludedMeshesIds: string[];
  74650. /**
  74651. * @hidden Internal use only.
  74652. */
  74653. _includedOnlyMeshesIds: string[];
  74654. /**
  74655. * The current light unifom buffer.
  74656. * @hidden Internal use only.
  74657. */
  74658. _uniformBuffer: UniformBuffer;
  74659. /**
  74660. * Creates a Light object in the scene.
  74661. * Documentation : https://doc.babylonjs.com/babylon101/lights
  74662. * @param name The firendly name of the light
  74663. * @param scene The scene the light belongs too
  74664. */
  74665. constructor(name: string, scene: Scene);
  74666. protected abstract _buildUniformLayout(): void;
  74667. /**
  74668. * Sets the passed Effect "effect" with the Light information.
  74669. * @param effect The effect to update
  74670. * @param lightIndex The index of the light in the effect to update
  74671. * @returns The light
  74672. */
  74673. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  74674. /**
  74675. * Returns the string "Light".
  74676. * @returns the class name
  74677. */
  74678. getClassName(): string;
  74679. /** @hidden */
  74680. readonly _isLight: boolean;
  74681. /**
  74682. * Converts the light information to a readable string for debug purpose.
  74683. * @param fullDetails Supports for multiple levels of logging within scene loading
  74684. * @returns the human readable light info
  74685. */
  74686. toString(fullDetails?: boolean): string;
  74687. /** @hidden */
  74688. protected _syncParentEnabledState(): void;
  74689. /**
  74690. * Set the enabled state of this node.
  74691. * @param value - the new enabled state
  74692. */
  74693. setEnabled(value: boolean): void;
  74694. /**
  74695. * Returns the Light associated shadow generator if any.
  74696. * @return the associated shadow generator.
  74697. */
  74698. getShadowGenerator(): Nullable<IShadowGenerator>;
  74699. /**
  74700. * Returns a Vector3, the absolute light position in the World.
  74701. * @returns the world space position of the light
  74702. */
  74703. getAbsolutePosition(): Vector3;
  74704. /**
  74705. * Specifies if the light will affect the passed mesh.
  74706. * @param mesh The mesh to test against the light
  74707. * @return true the mesh is affected otherwise, false.
  74708. */
  74709. canAffectMesh(mesh: AbstractMesh): boolean;
  74710. /**
  74711. * Sort function to order lights for rendering.
  74712. * @param a First Light object to compare to second.
  74713. * @param b Second Light object to compare first.
  74714. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  74715. */
  74716. static CompareLightsPriority(a: Light, b: Light): number;
  74717. /**
  74718. * Releases resources associated with this node.
  74719. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  74720. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  74721. */
  74722. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  74723. /**
  74724. * Returns the light type ID (integer).
  74725. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  74726. */
  74727. getTypeID(): number;
  74728. /**
  74729. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  74730. * @returns the scaled intensity in intensity mode unit
  74731. */
  74732. getScaledIntensity(): number;
  74733. /**
  74734. * Returns a new Light object, named "name", from the current one.
  74735. * @param name The name of the cloned light
  74736. * @returns the new created light
  74737. */
  74738. clone(name: string): Nullable<Light>;
  74739. /**
  74740. * Serializes the current light into a Serialization object.
  74741. * @returns the serialized object.
  74742. */
  74743. serialize(): any;
  74744. /**
  74745. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  74746. * This new light is named "name" and added to the passed scene.
  74747. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  74748. * @param name The friendly name of the light
  74749. * @param scene The scene the new light will belong to
  74750. * @returns the constructor function
  74751. */
  74752. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  74753. /**
  74754. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  74755. * @param parsedLight The JSON representation of the light
  74756. * @param scene The scene to create the parsed light in
  74757. * @returns the created light after parsing
  74758. */
  74759. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  74760. private _hookArrayForExcluded;
  74761. private _hookArrayForIncludedOnly;
  74762. private _resyncMeshes;
  74763. /**
  74764. * Forces the meshes to update their light related information in their rendering used effects
  74765. * @hidden Internal Use Only
  74766. */
  74767. _markMeshesAsLightDirty(): void;
  74768. /**
  74769. * Recomputes the cached photometric scale if needed.
  74770. */
  74771. private _computePhotometricScale;
  74772. /**
  74773. * Returns the Photometric Scale according to the light type and intensity mode.
  74774. */
  74775. private _getPhotometricScale;
  74776. /**
  74777. * Reorder the light in the scene according to their defined priority.
  74778. * @hidden Internal Use Only
  74779. */
  74780. _reorderLightsInScene(): void;
  74781. /**
  74782. * Prepares the list of defines specific to the light type.
  74783. * @param defines the list of defines
  74784. * @param lightIndex defines the index of the light for the effect
  74785. */
  74786. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  74787. }
  74788. }
  74789. declare module BABYLON {
  74790. /**
  74791. * Interface used to define Action
  74792. */
  74793. export interface IAction {
  74794. /**
  74795. * Trigger for the action
  74796. */
  74797. trigger: number;
  74798. /** Options of the trigger */
  74799. triggerOptions: any;
  74800. /**
  74801. * Gets the trigger parameters
  74802. * @returns the trigger parameters
  74803. */
  74804. getTriggerParameter(): any;
  74805. /**
  74806. * Internal only - executes current action event
  74807. * @hidden
  74808. */
  74809. _executeCurrent(evt?: ActionEvent): void;
  74810. /**
  74811. * Serialize placeholder for child classes
  74812. * @param parent of child
  74813. * @returns the serialized object
  74814. */
  74815. serialize(parent: any): any;
  74816. /**
  74817. * Internal only
  74818. * @hidden
  74819. */
  74820. _prepare(): void;
  74821. /**
  74822. * Internal only - manager for action
  74823. * @hidden
  74824. */
  74825. _actionManager: AbstractActionManager;
  74826. /**
  74827. * Adds action to chain of actions, may be a DoNothingAction
  74828. * @param action defines the next action to execute
  74829. * @returns The action passed in
  74830. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74831. */
  74832. then(action: IAction): IAction;
  74833. }
  74834. /**
  74835. * The action to be carried out following a trigger
  74836. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  74837. */
  74838. export class Action implements IAction {
  74839. /** the trigger, with or without parameters, for the action */
  74840. triggerOptions: any;
  74841. /**
  74842. * Trigger for the action
  74843. */
  74844. trigger: number;
  74845. /**
  74846. * Internal only - manager for action
  74847. * @hidden
  74848. */
  74849. _actionManager: ActionManager;
  74850. private _nextActiveAction;
  74851. private _child;
  74852. private _condition?;
  74853. private _triggerParameter;
  74854. /**
  74855. * An event triggered prior to action being executed.
  74856. */
  74857. onBeforeExecuteObservable: Observable<Action>;
  74858. /**
  74859. * Creates a new Action
  74860. * @param triggerOptions the trigger, with or without parameters, for the action
  74861. * @param condition an optional determinant of action
  74862. */
  74863. constructor(
  74864. /** the trigger, with or without parameters, for the action */
  74865. triggerOptions: any, condition?: Condition);
  74866. /**
  74867. * Internal only
  74868. * @hidden
  74869. */
  74870. _prepare(): void;
  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. * Execute placeholder for child classes
  74883. * @param evt optional action event
  74884. */
  74885. execute(evt?: ActionEvent): void;
  74886. /**
  74887. * Skips to next active action
  74888. */
  74889. skipToNextActiveAction(): void;
  74890. /**
  74891. * Adds action to chain of actions, may be a DoNothingAction
  74892. * @param action defines the next action to execute
  74893. * @returns The action passed in
  74894. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74895. */
  74896. then(action: Action): Action;
  74897. /**
  74898. * Internal only
  74899. * @hidden
  74900. */
  74901. _getProperty(propertyPath: string): string;
  74902. /**
  74903. * Internal only
  74904. * @hidden
  74905. */
  74906. _getEffectiveTarget(target: any, propertyPath: string): any;
  74907. /**
  74908. * Serialize placeholder for child classes
  74909. * @param parent of child
  74910. * @returns the serialized object
  74911. */
  74912. serialize(parent: any): any;
  74913. /**
  74914. * Internal only called by serialize
  74915. * @hidden
  74916. */
  74917. protected _serialize(serializedAction: any, parent?: any): any;
  74918. /**
  74919. * Internal only
  74920. * @hidden
  74921. */
  74922. static _SerializeValueAsString: (value: any) => string;
  74923. /**
  74924. * Internal only
  74925. * @hidden
  74926. */
  74927. static _GetTargetProperty: (target: Node | Scene) => {
  74928. name: string;
  74929. targetType: string;
  74930. value: string;
  74931. };
  74932. }
  74933. }
  74934. declare module BABYLON {
  74935. /**
  74936. * A Condition applied to an Action
  74937. */
  74938. export class Condition {
  74939. /**
  74940. * Internal only - manager for action
  74941. * @hidden
  74942. */
  74943. _actionManager: ActionManager;
  74944. /**
  74945. * Internal only
  74946. * @hidden
  74947. */
  74948. _evaluationId: number;
  74949. /**
  74950. * Internal only
  74951. * @hidden
  74952. */
  74953. _currentResult: boolean;
  74954. /**
  74955. * Creates a new Condition
  74956. * @param actionManager the manager of the action the condition is applied to
  74957. */
  74958. constructor(actionManager: ActionManager);
  74959. /**
  74960. * Check if the current condition is valid
  74961. * @returns a boolean
  74962. */
  74963. isValid(): boolean;
  74964. /**
  74965. * Internal only
  74966. * @hidden
  74967. */
  74968. _getProperty(propertyPath: string): string;
  74969. /**
  74970. * Internal only
  74971. * @hidden
  74972. */
  74973. _getEffectiveTarget(target: any, propertyPath: string): any;
  74974. /**
  74975. * Serialize placeholder for child classes
  74976. * @returns the serialized object
  74977. */
  74978. serialize(): any;
  74979. /**
  74980. * Internal only
  74981. * @hidden
  74982. */
  74983. protected _serialize(serializedCondition: any): any;
  74984. }
  74985. /**
  74986. * Defines specific conditional operators as extensions of Condition
  74987. */
  74988. export class ValueCondition extends Condition {
  74989. /** path to specify the property of the target the conditional operator uses */
  74990. propertyPath: string;
  74991. /** the value compared by the conditional operator against the current value of the property */
  74992. value: any;
  74993. /** the conditional operator, default ValueCondition.IsEqual */
  74994. operator: number;
  74995. /**
  74996. * Internal only
  74997. * @hidden
  74998. */
  74999. private static _IsEqual;
  75000. /**
  75001. * Internal only
  75002. * @hidden
  75003. */
  75004. private static _IsDifferent;
  75005. /**
  75006. * Internal only
  75007. * @hidden
  75008. */
  75009. private static _IsGreater;
  75010. /**
  75011. * Internal only
  75012. * @hidden
  75013. */
  75014. private static _IsLesser;
  75015. /**
  75016. * returns the number for IsEqual
  75017. */
  75018. static readonly IsEqual: number;
  75019. /**
  75020. * Returns the number for IsDifferent
  75021. */
  75022. static readonly IsDifferent: number;
  75023. /**
  75024. * Returns the number for IsGreater
  75025. */
  75026. static readonly IsGreater: number;
  75027. /**
  75028. * Returns the number for IsLesser
  75029. */
  75030. static readonly IsLesser: number;
  75031. /**
  75032. * Internal only The action manager for the condition
  75033. * @hidden
  75034. */
  75035. _actionManager: ActionManager;
  75036. /**
  75037. * Internal only
  75038. * @hidden
  75039. */
  75040. private _target;
  75041. /**
  75042. * Internal only
  75043. * @hidden
  75044. */
  75045. private _effectiveTarget;
  75046. /**
  75047. * Internal only
  75048. * @hidden
  75049. */
  75050. private _property;
  75051. /**
  75052. * Creates a new ValueCondition
  75053. * @param actionManager manager for the action the condition applies to
  75054. * @param target for the action
  75055. * @param propertyPath path to specify the property of the target the conditional operator uses
  75056. * @param value the value compared by the conditional operator against the current value of the property
  75057. * @param operator the conditional operator, default ValueCondition.IsEqual
  75058. */
  75059. constructor(actionManager: ActionManager, target: any,
  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. * Compares the given value with the property value for the specified conditional operator
  75068. * @returns the result of the comparison
  75069. */
  75070. isValid(): boolean;
  75071. /**
  75072. * Serialize the ValueCondition into a JSON compatible object
  75073. * @returns serialization object
  75074. */
  75075. serialize(): any;
  75076. /**
  75077. * Gets the name of the conditional operator for the ValueCondition
  75078. * @param operator the conditional operator
  75079. * @returns the name
  75080. */
  75081. static GetOperatorName(operator: number): string;
  75082. }
  75083. /**
  75084. * Defines a predicate condition as an extension of Condition
  75085. */
  75086. export class PredicateCondition extends Condition {
  75087. /** defines the predicate function used to validate the condition */
  75088. predicate: () => boolean;
  75089. /**
  75090. * Internal only - manager for action
  75091. * @hidden
  75092. */
  75093. _actionManager: ActionManager;
  75094. /**
  75095. * Creates a new PredicateCondition
  75096. * @param actionManager manager for the action the condition applies to
  75097. * @param predicate defines the predicate function used to validate the condition
  75098. */
  75099. constructor(actionManager: ActionManager,
  75100. /** defines the predicate function used to validate the condition */
  75101. predicate: () => boolean);
  75102. /**
  75103. * @returns the validity of the predicate condition
  75104. */
  75105. isValid(): boolean;
  75106. }
  75107. /**
  75108. * Defines a state condition as an extension of Condition
  75109. */
  75110. export class StateCondition extends Condition {
  75111. /** Value to compare with target state */
  75112. value: string;
  75113. /**
  75114. * Internal only - manager for action
  75115. * @hidden
  75116. */
  75117. _actionManager: ActionManager;
  75118. /**
  75119. * Internal only
  75120. * @hidden
  75121. */
  75122. private _target;
  75123. /**
  75124. * Creates a new StateCondition
  75125. * @param actionManager manager for the action the condition applies to
  75126. * @param target of the condition
  75127. * @param value to compare with target state
  75128. */
  75129. constructor(actionManager: ActionManager, target: any,
  75130. /** Value to compare with target state */
  75131. value: string);
  75132. /**
  75133. * Gets a boolean indicating if the current condition is met
  75134. * @returns the validity of the state
  75135. */
  75136. isValid(): boolean;
  75137. /**
  75138. * Serialize the StateCondition into a JSON compatible object
  75139. * @returns serialization object
  75140. */
  75141. serialize(): any;
  75142. }
  75143. }
  75144. declare module BABYLON {
  75145. /**
  75146. * This defines an action responsible to toggle a boolean once triggered.
  75147. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75148. */
  75149. export class SwitchBooleanAction extends Action {
  75150. /**
  75151. * The path to the boolean property in the target object
  75152. */
  75153. propertyPath: string;
  75154. private _target;
  75155. private _effectiveTarget;
  75156. private _property;
  75157. /**
  75158. * Instantiate the action
  75159. * @param triggerOptions defines the trigger options
  75160. * @param target defines the object containing the boolean
  75161. * @param propertyPath defines the path to the boolean property in the target object
  75162. * @param condition defines the trigger related conditions
  75163. */
  75164. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  75165. /** @hidden */
  75166. _prepare(): void;
  75167. /**
  75168. * Execute the action toggle the boolean value.
  75169. */
  75170. execute(): void;
  75171. /**
  75172. * Serializes the actions and its related information.
  75173. * @param parent defines the object to serialize in
  75174. * @returns the serialized object
  75175. */
  75176. serialize(parent: any): any;
  75177. }
  75178. /**
  75179. * This defines an action responsible to set a the state field of the target
  75180. * to a desired value once triggered.
  75181. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75182. */
  75183. export class SetStateAction extends Action {
  75184. /**
  75185. * The value to store in the state field.
  75186. */
  75187. value: string;
  75188. private _target;
  75189. /**
  75190. * Instantiate the action
  75191. * @param triggerOptions defines the trigger options
  75192. * @param target defines the object containing the state property
  75193. * @param value defines the value to store in the state field
  75194. * @param condition defines the trigger related conditions
  75195. */
  75196. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  75197. /**
  75198. * Execute the action and store the value on the target state property.
  75199. */
  75200. execute(): void;
  75201. /**
  75202. * Serializes the actions and its related information.
  75203. * @param parent defines the object to serialize in
  75204. * @returns the serialized object
  75205. */
  75206. serialize(parent: any): any;
  75207. }
  75208. /**
  75209. * This defines an action responsible to set a property of the target
  75210. * to a desired value once triggered.
  75211. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75212. */
  75213. export class SetValueAction extends Action {
  75214. /**
  75215. * The path of the property to set in the target.
  75216. */
  75217. propertyPath: string;
  75218. /**
  75219. * The value to set in the property
  75220. */
  75221. value: any;
  75222. private _target;
  75223. private _effectiveTarget;
  75224. private _property;
  75225. /**
  75226. * Instantiate the action
  75227. * @param triggerOptions defines the trigger options
  75228. * @param target defines the object containing the property
  75229. * @param propertyPath defines the path of the property to set in the target
  75230. * @param value defines the value to set in the property
  75231. * @param condition defines the trigger related conditions
  75232. */
  75233. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75234. /** @hidden */
  75235. _prepare(): void;
  75236. /**
  75237. * Execute the action and set the targetted property to the desired value.
  75238. */
  75239. execute(): void;
  75240. /**
  75241. * Serializes the actions and its related information.
  75242. * @param parent defines the object to serialize in
  75243. * @returns the serialized object
  75244. */
  75245. serialize(parent: any): any;
  75246. }
  75247. /**
  75248. * This defines an action responsible to increment the target value
  75249. * to a desired value once triggered.
  75250. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75251. */
  75252. export class IncrementValueAction extends Action {
  75253. /**
  75254. * The path of the property to increment in the target.
  75255. */
  75256. propertyPath: string;
  75257. /**
  75258. * The value we should increment the property by.
  75259. */
  75260. value: any;
  75261. private _target;
  75262. private _effectiveTarget;
  75263. private _property;
  75264. /**
  75265. * Instantiate the action
  75266. * @param triggerOptions defines the trigger options
  75267. * @param target defines the object containing the property
  75268. * @param propertyPath defines the path of the property to increment in the target
  75269. * @param value defines the value value we should increment the property by
  75270. * @param condition defines the trigger related conditions
  75271. */
  75272. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75273. /** @hidden */
  75274. _prepare(): void;
  75275. /**
  75276. * Execute the action and increment the target of the value amount.
  75277. */
  75278. execute(): void;
  75279. /**
  75280. * Serializes the actions and its related information.
  75281. * @param parent defines the object to serialize in
  75282. * @returns the serialized object
  75283. */
  75284. serialize(parent: any): any;
  75285. }
  75286. /**
  75287. * This defines an action responsible to start an animation once triggered.
  75288. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75289. */
  75290. export class PlayAnimationAction extends Action {
  75291. /**
  75292. * Where the animation should start (animation frame)
  75293. */
  75294. from: number;
  75295. /**
  75296. * Where the animation should stop (animation frame)
  75297. */
  75298. to: number;
  75299. /**
  75300. * Define if the animation should loop or stop after the first play.
  75301. */
  75302. loop?: boolean;
  75303. private _target;
  75304. /**
  75305. * Instantiate the action
  75306. * @param triggerOptions defines the trigger options
  75307. * @param target defines the target animation or animation name
  75308. * @param from defines from where the animation should start (animation frame)
  75309. * @param end defines where the animation should stop (animation frame)
  75310. * @param loop defines if the animation should loop or stop after the first play
  75311. * @param condition defines the trigger related conditions
  75312. */
  75313. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  75314. /** @hidden */
  75315. _prepare(): void;
  75316. /**
  75317. * Execute the action and play the animation.
  75318. */
  75319. execute(): void;
  75320. /**
  75321. * Serializes the actions and its related information.
  75322. * @param parent defines the object to serialize in
  75323. * @returns the serialized object
  75324. */
  75325. serialize(parent: any): any;
  75326. }
  75327. /**
  75328. * This defines an action responsible to stop an animation once triggered.
  75329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75330. */
  75331. export class StopAnimationAction extends Action {
  75332. private _target;
  75333. /**
  75334. * Instantiate the action
  75335. * @param triggerOptions defines the trigger options
  75336. * @param target defines the target animation or animation name
  75337. * @param condition defines the trigger related conditions
  75338. */
  75339. constructor(triggerOptions: any, target: any, condition?: Condition);
  75340. /** @hidden */
  75341. _prepare(): void;
  75342. /**
  75343. * Execute the action and stop the animation.
  75344. */
  75345. execute(): void;
  75346. /**
  75347. * Serializes the actions and its related information.
  75348. * @param parent defines the object to serialize in
  75349. * @returns the serialized object
  75350. */
  75351. serialize(parent: any): any;
  75352. }
  75353. /**
  75354. * This defines an action responsible that does nothing once triggered.
  75355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75356. */
  75357. export class DoNothingAction extends Action {
  75358. /**
  75359. * Instantiate the action
  75360. * @param triggerOptions defines the trigger options
  75361. * @param condition defines the trigger related conditions
  75362. */
  75363. constructor(triggerOptions?: any, condition?: Condition);
  75364. /**
  75365. * Execute the action and do nothing.
  75366. */
  75367. execute(): void;
  75368. /**
  75369. * Serializes the actions and its related information.
  75370. * @param parent defines the object to serialize in
  75371. * @returns the serialized object
  75372. */
  75373. serialize(parent: any): any;
  75374. }
  75375. /**
  75376. * This defines an action responsible to trigger several actions once triggered.
  75377. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75378. */
  75379. export class CombineAction extends Action {
  75380. /**
  75381. * The list of aggregated animations to run.
  75382. */
  75383. children: Action[];
  75384. /**
  75385. * Instantiate the action
  75386. * @param triggerOptions defines the trigger options
  75387. * @param children defines the list of aggregated animations to run
  75388. * @param condition defines the trigger related conditions
  75389. */
  75390. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  75391. /** @hidden */
  75392. _prepare(): void;
  75393. /**
  75394. * Execute the action and executes all the aggregated actions.
  75395. */
  75396. execute(evt: ActionEvent): void;
  75397. /**
  75398. * Serializes the actions and its related information.
  75399. * @param parent defines the object to serialize in
  75400. * @returns the serialized object
  75401. */
  75402. serialize(parent: any): any;
  75403. }
  75404. /**
  75405. * This defines an action responsible to run code (external event) once triggered.
  75406. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75407. */
  75408. export class ExecuteCodeAction extends Action {
  75409. /**
  75410. * The callback function to run.
  75411. */
  75412. func: (evt: ActionEvent) => void;
  75413. /**
  75414. * Instantiate the action
  75415. * @param triggerOptions defines the trigger options
  75416. * @param func defines the callback function to run
  75417. * @param condition defines the trigger related conditions
  75418. */
  75419. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  75420. /**
  75421. * Execute the action and run the attached code.
  75422. */
  75423. execute(evt: ActionEvent): void;
  75424. }
  75425. /**
  75426. * This defines an action responsible to set the parent property of the target once triggered.
  75427. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75428. */
  75429. export class SetParentAction extends Action {
  75430. private _parent;
  75431. private _target;
  75432. /**
  75433. * Instantiate the action
  75434. * @param triggerOptions defines the trigger options
  75435. * @param target defines the target containing the parent property
  75436. * @param parent defines from where the animation should start (animation frame)
  75437. * @param condition defines the trigger related conditions
  75438. */
  75439. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  75440. /** @hidden */
  75441. _prepare(): void;
  75442. /**
  75443. * Execute the action and set the parent property.
  75444. */
  75445. execute(): void;
  75446. /**
  75447. * Serializes the actions and its related information.
  75448. * @param parent defines the object to serialize in
  75449. * @returns the serialized object
  75450. */
  75451. serialize(parent: any): any;
  75452. }
  75453. }
  75454. declare module BABYLON {
  75455. /**
  75456. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  75457. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  75458. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75459. */
  75460. export class ActionManager extends AbstractActionManager {
  75461. /**
  75462. * Nothing
  75463. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75464. */
  75465. static readonly NothingTrigger: number;
  75466. /**
  75467. * On pick
  75468. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75469. */
  75470. static readonly OnPickTrigger: number;
  75471. /**
  75472. * On left pick
  75473. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75474. */
  75475. static readonly OnLeftPickTrigger: number;
  75476. /**
  75477. * On right pick
  75478. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75479. */
  75480. static readonly OnRightPickTrigger: number;
  75481. /**
  75482. * On center pick
  75483. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75484. */
  75485. static readonly OnCenterPickTrigger: number;
  75486. /**
  75487. * On pick down
  75488. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75489. */
  75490. static readonly OnPickDownTrigger: number;
  75491. /**
  75492. * On double pick
  75493. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75494. */
  75495. static readonly OnDoublePickTrigger: number;
  75496. /**
  75497. * On pick up
  75498. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75499. */
  75500. static readonly OnPickUpTrigger: number;
  75501. /**
  75502. * On pick out.
  75503. * This trigger will only be raised if you also declared a OnPickDown
  75504. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75505. */
  75506. static readonly OnPickOutTrigger: number;
  75507. /**
  75508. * On long press
  75509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75510. */
  75511. static readonly OnLongPressTrigger: number;
  75512. /**
  75513. * On pointer over
  75514. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75515. */
  75516. static readonly OnPointerOverTrigger: number;
  75517. /**
  75518. * On pointer out
  75519. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75520. */
  75521. static readonly OnPointerOutTrigger: number;
  75522. /**
  75523. * On every frame
  75524. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75525. */
  75526. static readonly OnEveryFrameTrigger: number;
  75527. /**
  75528. * On intersection enter
  75529. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75530. */
  75531. static readonly OnIntersectionEnterTrigger: number;
  75532. /**
  75533. * On intersection exit
  75534. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75535. */
  75536. static readonly OnIntersectionExitTrigger: number;
  75537. /**
  75538. * On key down
  75539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75540. */
  75541. static readonly OnKeyDownTrigger: number;
  75542. /**
  75543. * On key up
  75544. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75545. */
  75546. static readonly OnKeyUpTrigger: number;
  75547. private _scene;
  75548. /**
  75549. * Creates a new action manager
  75550. * @param scene defines the hosting scene
  75551. */
  75552. constructor(scene: Scene);
  75553. /**
  75554. * Releases all associated resources
  75555. */
  75556. dispose(): void;
  75557. /**
  75558. * Gets hosting scene
  75559. * @returns the hosting scene
  75560. */
  75561. getScene(): Scene;
  75562. /**
  75563. * Does this action manager handles actions of any of the given triggers
  75564. * @param triggers defines the triggers to be tested
  75565. * @return a boolean indicating whether one (or more) of the triggers is handled
  75566. */
  75567. hasSpecificTriggers(triggers: number[]): boolean;
  75568. /**
  75569. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  75570. * speed.
  75571. * @param triggerA defines the trigger to be tested
  75572. * @param triggerB defines the trigger to be tested
  75573. * @return a boolean indicating whether one (or more) of the triggers is handled
  75574. */
  75575. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  75576. /**
  75577. * Does this action manager handles actions of a given trigger
  75578. * @param trigger defines the trigger to be tested
  75579. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  75580. * @return whether the trigger is handled
  75581. */
  75582. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  75583. /**
  75584. * Does this action manager has pointer triggers
  75585. */
  75586. readonly hasPointerTriggers: boolean;
  75587. /**
  75588. * Does this action manager has pick triggers
  75589. */
  75590. readonly hasPickTriggers: boolean;
  75591. /**
  75592. * Registers an action to this action manager
  75593. * @param action defines the action to be registered
  75594. * @return the action amended (prepared) after registration
  75595. */
  75596. registerAction(action: IAction): Nullable<IAction>;
  75597. /**
  75598. * Unregisters an action to this action manager
  75599. * @param action defines the action to be unregistered
  75600. * @return a boolean indicating whether the action has been unregistered
  75601. */
  75602. unregisterAction(action: IAction): Boolean;
  75603. /**
  75604. * Process a specific trigger
  75605. * @param trigger defines the trigger to process
  75606. * @param evt defines the event details to be processed
  75607. */
  75608. processTrigger(trigger: number, evt?: IActionEvent): void;
  75609. /** @hidden */
  75610. _getEffectiveTarget(target: any, propertyPath: string): any;
  75611. /** @hidden */
  75612. _getProperty(propertyPath: string): string;
  75613. /**
  75614. * Serialize this manager to a JSON object
  75615. * @param name defines the property name to store this manager
  75616. * @returns a JSON representation of this manager
  75617. */
  75618. serialize(name: string): any;
  75619. /**
  75620. * Creates a new ActionManager from a JSON data
  75621. * @param parsedActions defines the JSON data to read from
  75622. * @param object defines the hosting mesh
  75623. * @param scene defines the hosting scene
  75624. */
  75625. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  75626. /**
  75627. * Get a trigger name by index
  75628. * @param trigger defines the trigger index
  75629. * @returns a trigger name
  75630. */
  75631. static GetTriggerName(trigger: number): string;
  75632. }
  75633. }
  75634. declare module BABYLON {
  75635. /**
  75636. * Class representing a ray with position and direction
  75637. */
  75638. export class Ray {
  75639. /** origin point */
  75640. origin: Vector3;
  75641. /** direction */
  75642. direction: Vector3;
  75643. /** length of the ray */
  75644. length: number;
  75645. private static readonly TmpVector3;
  75646. private _tmpRay;
  75647. /**
  75648. * Creates a new ray
  75649. * @param origin origin point
  75650. * @param direction direction
  75651. * @param length length of the ray
  75652. */
  75653. constructor(
  75654. /** origin point */
  75655. origin: Vector3,
  75656. /** direction */
  75657. direction: Vector3,
  75658. /** length of the ray */
  75659. length?: number);
  75660. /**
  75661. * Checks if the ray intersects a box
  75662. * @param minimum bound of the box
  75663. * @param maximum bound of the box
  75664. * @param intersectionTreshold extra extend to be added to the box in all direction
  75665. * @returns if the box was hit
  75666. */
  75667. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  75668. /**
  75669. * Checks if the ray intersects a box
  75670. * @param box the bounding box to check
  75671. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  75672. * @returns if the box was hit
  75673. */
  75674. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  75675. /**
  75676. * If the ray hits a sphere
  75677. * @param sphere the bounding sphere to check
  75678. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  75679. * @returns true if it hits the sphere
  75680. */
  75681. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  75682. /**
  75683. * If the ray hits a triange
  75684. * @param vertex0 triangle vertex
  75685. * @param vertex1 triangle vertex
  75686. * @param vertex2 triangle vertex
  75687. * @returns intersection information if hit
  75688. */
  75689. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  75690. /**
  75691. * Checks if ray intersects a plane
  75692. * @param plane the plane to check
  75693. * @returns the distance away it was hit
  75694. */
  75695. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  75696. /**
  75697. * Calculate the intercept of a ray on a given axis
  75698. * @param axis to check 'x' | 'y' | 'z'
  75699. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  75700. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  75701. */
  75702. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  75703. /**
  75704. * Checks if ray intersects a mesh
  75705. * @param mesh the mesh to check
  75706. * @param fastCheck if only the bounding box should checked
  75707. * @returns picking info of the intersecton
  75708. */
  75709. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  75710. /**
  75711. * Checks if ray intersects a mesh
  75712. * @param meshes the meshes to check
  75713. * @param fastCheck if only the bounding box should checked
  75714. * @param results array to store result in
  75715. * @returns Array of picking infos
  75716. */
  75717. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  75718. private _comparePickingInfo;
  75719. private static smallnum;
  75720. private static rayl;
  75721. /**
  75722. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  75723. * @param sega the first point of the segment to test the intersection against
  75724. * @param segb the second point of the segment to test the intersection against
  75725. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  75726. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  75727. */
  75728. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  75729. /**
  75730. * Update the ray from viewport position
  75731. * @param x position
  75732. * @param y y position
  75733. * @param viewportWidth viewport width
  75734. * @param viewportHeight viewport height
  75735. * @param world world matrix
  75736. * @param view view matrix
  75737. * @param projection projection matrix
  75738. * @returns this ray updated
  75739. */
  75740. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75741. /**
  75742. * Creates a ray with origin and direction of 0,0,0
  75743. * @returns the new ray
  75744. */
  75745. static Zero(): Ray;
  75746. /**
  75747. * Creates a new ray from screen space and viewport
  75748. * @param x position
  75749. * @param y y position
  75750. * @param viewportWidth viewport width
  75751. * @param viewportHeight viewport height
  75752. * @param world world matrix
  75753. * @param view view matrix
  75754. * @param projection projection matrix
  75755. * @returns new ray
  75756. */
  75757. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75758. /**
  75759. * 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
  75760. * transformed to the given world matrix.
  75761. * @param origin The origin point
  75762. * @param end The end point
  75763. * @param world a matrix to transform the ray to. Default is the identity matrix.
  75764. * @returns the new ray
  75765. */
  75766. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  75767. /**
  75768. * Transforms a ray by a matrix
  75769. * @param ray ray to transform
  75770. * @param matrix matrix to apply
  75771. * @returns the resulting new ray
  75772. */
  75773. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  75774. /**
  75775. * Transforms a ray by a matrix
  75776. * @param ray ray to transform
  75777. * @param matrix matrix to apply
  75778. * @param result ray to store result in
  75779. */
  75780. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  75781. /**
  75782. * Unproject a ray from screen space to object space
  75783. * @param sourceX defines the screen space x coordinate to use
  75784. * @param sourceY defines the screen space y coordinate to use
  75785. * @param viewportWidth defines the current width of the viewport
  75786. * @param viewportHeight defines the current height of the viewport
  75787. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75788. * @param view defines the view matrix to use
  75789. * @param projection defines the projection matrix to use
  75790. */
  75791. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  75792. }
  75793. /**
  75794. * Type used to define predicate used to select faces when a mesh intersection is detected
  75795. */
  75796. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  75797. interface Scene {
  75798. /** @hidden */
  75799. _tempPickingRay: Nullable<Ray>;
  75800. /** @hidden */
  75801. _cachedRayForTransform: Ray;
  75802. /** @hidden */
  75803. _pickWithRayInverseMatrix: Matrix;
  75804. /** @hidden */
  75805. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  75806. /** @hidden */
  75807. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  75808. }
  75809. }
  75810. declare module BABYLON {
  75811. /**
  75812. * Groups all the scene component constants in one place to ease maintenance.
  75813. * @hidden
  75814. */
  75815. export class SceneComponentConstants {
  75816. static readonly NAME_EFFECTLAYER: string;
  75817. static readonly NAME_LAYER: string;
  75818. static readonly NAME_LENSFLARESYSTEM: string;
  75819. static readonly NAME_BOUNDINGBOXRENDERER: string;
  75820. static readonly NAME_PARTICLESYSTEM: string;
  75821. static readonly NAME_GAMEPAD: string;
  75822. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  75823. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  75824. static readonly NAME_DEPTHRENDERER: string;
  75825. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  75826. static readonly NAME_SPRITE: string;
  75827. static readonly NAME_OUTLINERENDERER: string;
  75828. static readonly NAME_PROCEDURALTEXTURE: string;
  75829. static readonly NAME_SHADOWGENERATOR: string;
  75830. static readonly NAME_OCTREE: string;
  75831. static readonly NAME_PHYSICSENGINE: string;
  75832. static readonly NAME_AUDIO: string;
  75833. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  75834. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75835. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  75836. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75837. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  75838. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  75839. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  75840. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  75841. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  75842. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  75843. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  75844. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  75845. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  75846. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  75847. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  75848. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  75849. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  75850. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  75851. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  75852. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  75853. static readonly STEP_AFTERRENDER_AUDIO: number;
  75854. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  75855. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  75856. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  75857. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  75858. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  75859. static readonly STEP_POINTERMOVE_SPRITE: number;
  75860. static readonly STEP_POINTERDOWN_SPRITE: number;
  75861. static readonly STEP_POINTERUP_SPRITE: number;
  75862. }
  75863. /**
  75864. * This represents a scene component.
  75865. *
  75866. * This is used to decouple the dependency the scene is having on the different workloads like
  75867. * layers, post processes...
  75868. */
  75869. export interface ISceneComponent {
  75870. /**
  75871. * The name of the component. Each component must have a unique name.
  75872. */
  75873. name: string;
  75874. /**
  75875. * The scene the component belongs to.
  75876. */
  75877. scene: Scene;
  75878. /**
  75879. * Register the component to one instance of a scene.
  75880. */
  75881. register(): void;
  75882. /**
  75883. * Rebuilds the elements related to this component in case of
  75884. * context lost for instance.
  75885. */
  75886. rebuild(): void;
  75887. /**
  75888. * Disposes the component and the associated ressources.
  75889. */
  75890. dispose(): void;
  75891. }
  75892. /**
  75893. * This represents a SERIALIZABLE scene component.
  75894. *
  75895. * This extends Scene Component to add Serialization methods on top.
  75896. */
  75897. export interface ISceneSerializableComponent extends ISceneComponent {
  75898. /**
  75899. * Adds all the elements from the container to the scene
  75900. * @param container the container holding the elements
  75901. */
  75902. addFromContainer(container: AbstractScene): void;
  75903. /**
  75904. * Removes all the elements in the container from the scene
  75905. * @param container contains the elements to remove
  75906. * @param dispose if the removed element should be disposed (default: false)
  75907. */
  75908. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  75909. /**
  75910. * Serializes the component data to the specified json object
  75911. * @param serializationObject The object to serialize to
  75912. */
  75913. serialize(serializationObject: any): void;
  75914. }
  75915. /**
  75916. * Strong typing of a Mesh related stage step action
  75917. */
  75918. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  75919. /**
  75920. * Strong typing of a Evaluate Sub Mesh related stage step action
  75921. */
  75922. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  75923. /**
  75924. * Strong typing of a Active Mesh related stage step action
  75925. */
  75926. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  75927. /**
  75928. * Strong typing of a Camera related stage step action
  75929. */
  75930. export type CameraStageAction = (camera: Camera) => void;
  75931. /**
  75932. * Strong typing of a Camera Frame buffer related stage step action
  75933. */
  75934. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  75935. /**
  75936. * Strong typing of a Render Target related stage step action
  75937. */
  75938. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  75939. /**
  75940. * Strong typing of a RenderingGroup related stage step action
  75941. */
  75942. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  75943. /**
  75944. * Strong typing of a Mesh Render related stage step action
  75945. */
  75946. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  75947. /**
  75948. * Strong typing of a simple stage step action
  75949. */
  75950. export type SimpleStageAction = () => void;
  75951. /**
  75952. * Strong typing of a render target action.
  75953. */
  75954. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  75955. /**
  75956. * Strong typing of a pointer move action.
  75957. */
  75958. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  75959. /**
  75960. * Strong typing of a pointer up/down action.
  75961. */
  75962. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  75963. /**
  75964. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  75965. * @hidden
  75966. */
  75967. export class Stage<T extends Function> extends Array<{
  75968. index: number;
  75969. component: ISceneComponent;
  75970. action: T;
  75971. }> {
  75972. /**
  75973. * Hide ctor from the rest of the world.
  75974. * @param items The items to add.
  75975. */
  75976. private constructor();
  75977. /**
  75978. * Creates a new Stage.
  75979. * @returns A new instance of a Stage
  75980. */
  75981. static Create<T extends Function>(): Stage<T>;
  75982. /**
  75983. * Registers a step in an ordered way in the targeted stage.
  75984. * @param index Defines the position to register the step in
  75985. * @param component Defines the component attached to the step
  75986. * @param action Defines the action to launch during the step
  75987. */
  75988. registerStep(index: number, component: ISceneComponent, action: T): void;
  75989. /**
  75990. * Clears all the steps from the stage.
  75991. */
  75992. clear(): void;
  75993. }
  75994. }
  75995. declare module BABYLON {
  75996. interface Scene {
  75997. /** @hidden */
  75998. _pointerOverSprite: Nullable<Sprite>;
  75999. /** @hidden */
  76000. _pickedDownSprite: Nullable<Sprite>;
  76001. /** @hidden */
  76002. _tempSpritePickingRay: Nullable<Ray>;
  76003. /**
  76004. * All of the sprite managers added to this scene
  76005. * @see http://doc.babylonjs.com/babylon101/sprites
  76006. */
  76007. spriteManagers: Array<ISpriteManager>;
  76008. /**
  76009. * An event triggered when sprites rendering is about to start
  76010. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76011. */
  76012. onBeforeSpritesRenderingObservable: Observable<Scene>;
  76013. /**
  76014. * An event triggered when sprites rendering is done
  76015. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76016. */
  76017. onAfterSpritesRenderingObservable: Observable<Scene>;
  76018. /** @hidden */
  76019. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76020. /** Launch a ray to try to pick a sprite in the scene
  76021. * @param x position on screen
  76022. * @param y position on screen
  76023. * @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
  76024. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76025. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76026. * @returns a PickingInfo
  76027. */
  76028. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76029. /** Use the given ray to pick a sprite in the scene
  76030. * @param ray The ray (in world space) to use to pick meshes
  76031. * @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
  76032. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76033. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76034. * @returns a PickingInfo
  76035. */
  76036. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76037. /** @hidden */
  76038. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76039. /** Launch a ray to try to pick sprites in the scene
  76040. * @param x position on screen
  76041. * @param y position on screen
  76042. * @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
  76043. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76044. * @returns a PickingInfo array
  76045. */
  76046. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76047. /** Use the given ray to pick sprites in the scene
  76048. * @param ray The ray (in world space) to use to pick meshes
  76049. * @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
  76050. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76051. * @returns a PickingInfo array
  76052. */
  76053. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76054. /**
  76055. * Force the sprite under the pointer
  76056. * @param sprite defines the sprite to use
  76057. */
  76058. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  76059. /**
  76060. * Gets the sprite under the pointer
  76061. * @returns a Sprite or null if no sprite is under the pointer
  76062. */
  76063. getPointerOverSprite(): Nullable<Sprite>;
  76064. }
  76065. /**
  76066. * Defines the sprite scene component responsible to manage sprites
  76067. * in a given scene.
  76068. */
  76069. export class SpriteSceneComponent implements ISceneComponent {
  76070. /**
  76071. * The component name helpfull to identify the component in the list of scene components.
  76072. */
  76073. readonly name: string;
  76074. /**
  76075. * The scene the component belongs to.
  76076. */
  76077. scene: Scene;
  76078. /** @hidden */
  76079. private _spritePredicate;
  76080. /**
  76081. * Creates a new instance of the component for the given scene
  76082. * @param scene Defines the scene to register the component in
  76083. */
  76084. constructor(scene: Scene);
  76085. /**
  76086. * Registers the component in a given scene
  76087. */
  76088. register(): void;
  76089. /**
  76090. * Rebuilds the elements related to this component in case of
  76091. * context lost for instance.
  76092. */
  76093. rebuild(): void;
  76094. /**
  76095. * Disposes the component and the associated ressources.
  76096. */
  76097. dispose(): void;
  76098. private _pickSpriteButKeepRay;
  76099. private _pointerMove;
  76100. private _pointerDown;
  76101. private _pointerUp;
  76102. }
  76103. }
  76104. declare module BABYLON {
  76105. /** @hidden */
  76106. export var fogFragmentDeclaration: {
  76107. name: string;
  76108. shader: string;
  76109. };
  76110. }
  76111. declare module BABYLON {
  76112. /** @hidden */
  76113. export var fogFragment: {
  76114. name: string;
  76115. shader: string;
  76116. };
  76117. }
  76118. declare module BABYLON {
  76119. /** @hidden */
  76120. export var spritesPixelShader: {
  76121. name: string;
  76122. shader: string;
  76123. };
  76124. }
  76125. declare module BABYLON {
  76126. /** @hidden */
  76127. export var fogVertexDeclaration: {
  76128. name: string;
  76129. shader: string;
  76130. };
  76131. }
  76132. declare module BABYLON {
  76133. /** @hidden */
  76134. export var spritesVertexShader: {
  76135. name: string;
  76136. shader: string;
  76137. };
  76138. }
  76139. declare module BABYLON {
  76140. /**
  76141. * Defines the minimum interface to fullfil in order to be a sprite manager.
  76142. */
  76143. export interface ISpriteManager extends IDisposable {
  76144. /**
  76145. * Restricts the camera to viewing objects with the same layerMask.
  76146. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  76147. */
  76148. layerMask: number;
  76149. /**
  76150. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  76151. */
  76152. isPickable: boolean;
  76153. /**
  76154. * Specifies the rendering group id for this mesh (0 by default)
  76155. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  76156. */
  76157. renderingGroupId: number;
  76158. /**
  76159. * Defines the list of sprites managed by the manager.
  76160. */
  76161. sprites: Array<Sprite>;
  76162. /**
  76163. * Tests the intersection of a sprite with a specific ray.
  76164. * @param ray The ray we are sending to test the collision
  76165. * @param camera The camera space we are sending rays in
  76166. * @param predicate A predicate allowing excluding sprites from the list of object to test
  76167. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  76168. * @returns picking info or null.
  76169. */
  76170. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76171. /**
  76172. * Intersects the sprites with a ray
  76173. * @param ray defines the ray to intersect with
  76174. * @param camera defines the current active camera
  76175. * @param predicate defines a predicate used to select candidate sprites
  76176. * @returns null if no hit or a PickingInfo array
  76177. */
  76178. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  76179. /**
  76180. * Renders the list of sprites on screen.
  76181. */
  76182. render(): void;
  76183. }
  76184. /**
  76185. * Class used to manage multiple sprites on the same spritesheet
  76186. * @see http://doc.babylonjs.com/babylon101/sprites
  76187. */
  76188. export class SpriteManager implements ISpriteManager {
  76189. /** defines the manager's name */
  76190. name: string;
  76191. /** Gets the list of sprites */
  76192. sprites: Sprite[];
  76193. /** Gets or sets the rendering group id (0 by default) */
  76194. renderingGroupId: number;
  76195. /** Gets or sets camera layer mask */
  76196. layerMask: number;
  76197. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  76198. fogEnabled: boolean;
  76199. /** Gets or sets a boolean indicating if the sprites are pickable */
  76200. isPickable: boolean;
  76201. /** Defines the default width of a cell in the spritesheet */
  76202. cellWidth: number;
  76203. /** Defines the default height of a cell in the spritesheet */
  76204. cellHeight: number;
  76205. /** Associative array from JSON sprite data file */
  76206. private _cellData;
  76207. /** Array of sprite names from JSON sprite data file */
  76208. private _spriteMap;
  76209. /** True when packed cell data from JSON file is ready*/
  76210. private _packedAndReady;
  76211. /**
  76212. * An event triggered when the manager is disposed.
  76213. */
  76214. onDisposeObservable: Observable<SpriteManager>;
  76215. private _onDisposeObserver;
  76216. /**
  76217. * Callback called when the manager is disposed
  76218. */
  76219. onDispose: () => void;
  76220. private _capacity;
  76221. private _fromPacked;
  76222. private _spriteTexture;
  76223. private _epsilon;
  76224. private _scene;
  76225. private _vertexData;
  76226. private _buffer;
  76227. private _vertexBuffers;
  76228. private _indexBuffer;
  76229. private _effectBase;
  76230. private _effectFog;
  76231. /**
  76232. * Gets or sets the spritesheet texture
  76233. */
  76234. texture: Texture;
  76235. /**
  76236. * Creates a new sprite manager
  76237. * @param name defines the manager's name
  76238. * @param imgUrl defines the sprite sheet url
  76239. * @param capacity defines the maximum allowed number of sprites
  76240. * @param cellSize defines the size of a sprite cell
  76241. * @param scene defines the hosting scene
  76242. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  76243. * @param samplingMode defines the smapling mode to use with spritesheet
  76244. * @param fromPacked set to false; do not alter
  76245. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  76246. */
  76247. constructor(
  76248. /** defines the manager's name */
  76249. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  76250. private _makePacked;
  76251. private _appendSpriteVertex;
  76252. /**
  76253. * Intersects the sprites with a ray
  76254. * @param ray defines the ray to intersect with
  76255. * @param camera defines the current active camera
  76256. * @param predicate defines a predicate used to select candidate sprites
  76257. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  76258. * @returns null if no hit or a PickingInfo
  76259. */
  76260. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76261. /**
  76262. * Intersects the sprites with a ray
  76263. * @param ray defines the ray to intersect with
  76264. * @param camera defines the current active camera
  76265. * @param predicate defines a predicate used to select candidate sprites
  76266. * @returns null if no hit or a PickingInfo array
  76267. */
  76268. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  76269. /**
  76270. * Render all child sprites
  76271. */
  76272. render(): void;
  76273. /**
  76274. * Release associated resources
  76275. */
  76276. dispose(): void;
  76277. }
  76278. }
  76279. declare module BABYLON {
  76280. /**
  76281. * Class used to represent a sprite
  76282. * @see http://doc.babylonjs.com/babylon101/sprites
  76283. */
  76284. export class Sprite {
  76285. /** defines the name */
  76286. name: string;
  76287. /** Gets or sets the current world position */
  76288. position: Vector3;
  76289. /** Gets or sets the main color */
  76290. color: Color4;
  76291. /** Gets or sets the width */
  76292. width: number;
  76293. /** Gets or sets the height */
  76294. height: number;
  76295. /** Gets or sets rotation angle */
  76296. angle: number;
  76297. /** Gets or sets the cell index in the sprite sheet */
  76298. cellIndex: number;
  76299. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  76300. cellRef: string;
  76301. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  76302. invertU: number;
  76303. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  76304. invertV: number;
  76305. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  76306. disposeWhenFinishedAnimating: boolean;
  76307. /** Gets the list of attached animations */
  76308. animations: Animation[];
  76309. /** Gets or sets a boolean indicating if the sprite can be picked */
  76310. isPickable: boolean;
  76311. /**
  76312. * Gets or sets the associated action manager
  76313. */
  76314. actionManager: Nullable<ActionManager>;
  76315. private _animationStarted;
  76316. private _loopAnimation;
  76317. private _fromIndex;
  76318. private _toIndex;
  76319. private _delay;
  76320. private _direction;
  76321. private _manager;
  76322. private _time;
  76323. private _onAnimationEnd;
  76324. /**
  76325. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  76326. */
  76327. isVisible: boolean;
  76328. /**
  76329. * Gets or sets the sprite size
  76330. */
  76331. size: number;
  76332. /**
  76333. * Creates a new Sprite
  76334. * @param name defines the name
  76335. * @param manager defines the manager
  76336. */
  76337. constructor(
  76338. /** defines the name */
  76339. name: string, manager: ISpriteManager);
  76340. /**
  76341. * Starts an animation
  76342. * @param from defines the initial key
  76343. * @param to defines the end key
  76344. * @param loop defines if the animation must loop
  76345. * @param delay defines the start delay (in ms)
  76346. * @param onAnimationEnd defines a callback to call when animation ends
  76347. */
  76348. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  76349. /** Stops current animation (if any) */
  76350. stopAnimation(): void;
  76351. /** @hidden */
  76352. _animate(deltaTime: number): void;
  76353. /** Release associated resources */
  76354. dispose(): void;
  76355. }
  76356. }
  76357. declare module BABYLON {
  76358. /**
  76359. * Information about the result of picking within a scene
  76360. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  76361. */
  76362. export class PickingInfo {
  76363. /** @hidden */
  76364. _pickingUnavailable: boolean;
  76365. /**
  76366. * If the pick collided with an object
  76367. */
  76368. hit: boolean;
  76369. /**
  76370. * Distance away where the pick collided
  76371. */
  76372. distance: number;
  76373. /**
  76374. * The location of pick collision
  76375. */
  76376. pickedPoint: Nullable<Vector3>;
  76377. /**
  76378. * The mesh corresponding the the pick collision
  76379. */
  76380. pickedMesh: Nullable<AbstractMesh>;
  76381. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  76382. bu: number;
  76383. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  76384. bv: number;
  76385. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  76386. faceId: number;
  76387. /** Id of the the submesh that was picked */
  76388. subMeshId: number;
  76389. /** If a sprite was picked, this will be the sprite the pick collided with */
  76390. pickedSprite: Nullable<Sprite>;
  76391. /**
  76392. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  76393. */
  76394. originMesh: Nullable<AbstractMesh>;
  76395. /**
  76396. * The ray that was used to perform the picking.
  76397. */
  76398. ray: Nullable<Ray>;
  76399. /**
  76400. * Gets the normal correspodning to the face the pick collided with
  76401. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  76402. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  76403. * @returns The normal correspodning to the face the pick collided with
  76404. */
  76405. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  76406. /**
  76407. * Gets the texture coordinates of where the pick occured
  76408. * @returns the vector containing the coordnates of the texture
  76409. */
  76410. getTextureCoordinates(): Nullable<Vector2>;
  76411. }
  76412. }
  76413. declare module BABYLON {
  76414. /**
  76415. * Gather the list of pointer event types as constants.
  76416. */
  76417. export class PointerEventTypes {
  76418. /**
  76419. * 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.
  76420. */
  76421. static readonly POINTERDOWN: number;
  76422. /**
  76423. * The pointerup event is fired when a pointer is no longer active.
  76424. */
  76425. static readonly POINTERUP: number;
  76426. /**
  76427. * The pointermove event is fired when a pointer changes coordinates.
  76428. */
  76429. static readonly POINTERMOVE: number;
  76430. /**
  76431. * The pointerwheel event is fired when a mouse wheel has been rotated.
  76432. */
  76433. static readonly POINTERWHEEL: number;
  76434. /**
  76435. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  76436. */
  76437. static readonly POINTERPICK: number;
  76438. /**
  76439. * The pointertap event is fired when a the object has been touched and released without drag.
  76440. */
  76441. static readonly POINTERTAP: number;
  76442. /**
  76443. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  76444. */
  76445. static readonly POINTERDOUBLETAP: number;
  76446. }
  76447. /**
  76448. * Base class of pointer info types.
  76449. */
  76450. export class PointerInfoBase {
  76451. /**
  76452. * Defines the type of event (PointerEventTypes)
  76453. */
  76454. type: number;
  76455. /**
  76456. * Defines the related dom event
  76457. */
  76458. event: PointerEvent | MouseWheelEvent;
  76459. /**
  76460. * Instantiates the base class of pointers info.
  76461. * @param type Defines the type of event (PointerEventTypes)
  76462. * @param event Defines the related dom event
  76463. */
  76464. constructor(
  76465. /**
  76466. * Defines the type of event (PointerEventTypes)
  76467. */
  76468. type: number,
  76469. /**
  76470. * Defines the related dom event
  76471. */
  76472. event: PointerEvent | MouseWheelEvent);
  76473. }
  76474. /**
  76475. * This class is used to store pointer related info for the onPrePointerObservable event.
  76476. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  76477. */
  76478. export class PointerInfoPre extends PointerInfoBase {
  76479. /**
  76480. * Ray from a pointer if availible (eg. 6dof controller)
  76481. */
  76482. ray: Nullable<Ray>;
  76483. /**
  76484. * Defines the local position of the pointer on the canvas.
  76485. */
  76486. localPosition: Vector2;
  76487. /**
  76488. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  76489. */
  76490. skipOnPointerObservable: boolean;
  76491. /**
  76492. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  76493. * @param type Defines the type of event (PointerEventTypes)
  76494. * @param event Defines the related dom event
  76495. * @param localX Defines the local x coordinates of the pointer when the event occured
  76496. * @param localY Defines the local y coordinates of the pointer when the event occured
  76497. */
  76498. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  76499. }
  76500. /**
  76501. * This type contains all the data related to a pointer event in Babylon.js.
  76502. * 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.
  76503. */
  76504. export class PointerInfo extends PointerInfoBase {
  76505. /**
  76506. * Defines the picking info associated to the info (if any)\
  76507. */
  76508. pickInfo: Nullable<PickingInfo>;
  76509. /**
  76510. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  76511. * @param type Defines the type of event (PointerEventTypes)
  76512. * @param event Defines the related dom event
  76513. * @param pickInfo Defines the picking info associated to the info (if any)\
  76514. */
  76515. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  76516. /**
  76517. * Defines the picking info associated to the info (if any)\
  76518. */
  76519. pickInfo: Nullable<PickingInfo>);
  76520. }
  76521. /**
  76522. * Data relating to a touch event on the screen.
  76523. */
  76524. export interface PointerTouch {
  76525. /**
  76526. * X coordinate of touch.
  76527. */
  76528. x: number;
  76529. /**
  76530. * Y coordinate of touch.
  76531. */
  76532. y: number;
  76533. /**
  76534. * Id of touch. Unique for each finger.
  76535. */
  76536. pointerId: number;
  76537. /**
  76538. * Event type passed from DOM.
  76539. */
  76540. type: any;
  76541. }
  76542. }
  76543. declare module BABYLON {
  76544. /**
  76545. * Manage the mouse inputs to control the movement of a free camera.
  76546. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76547. */
  76548. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  76549. /**
  76550. * Define if touch is enabled in the mouse input
  76551. */
  76552. touchEnabled: boolean;
  76553. /**
  76554. * Defines the camera the input is attached to.
  76555. */
  76556. camera: FreeCamera;
  76557. /**
  76558. * Defines the buttons associated with the input to handle camera move.
  76559. */
  76560. buttons: number[];
  76561. /**
  76562. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  76563. */
  76564. angularSensibility: number;
  76565. private _pointerInput;
  76566. private _onMouseMove;
  76567. private _observer;
  76568. private previousPosition;
  76569. /**
  76570. * Observable for when a pointer move event occurs containing the move offset
  76571. */
  76572. onPointerMovedObservable: Observable<{
  76573. offsetX: number;
  76574. offsetY: number;
  76575. }>;
  76576. /**
  76577. * @hidden
  76578. * If the camera should be rotated automatically based on pointer movement
  76579. */
  76580. _allowCameraRotation: boolean;
  76581. /**
  76582. * Manage the mouse inputs to control the movement of a free camera.
  76583. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76584. * @param touchEnabled Defines if touch is enabled or not
  76585. */
  76586. constructor(
  76587. /**
  76588. * Define if touch is enabled in the mouse input
  76589. */
  76590. touchEnabled?: boolean);
  76591. /**
  76592. * Attach the input controls to a specific dom element to get the input from.
  76593. * @param element Defines the element the controls should be listened from
  76594. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76595. */
  76596. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76597. /**
  76598. * Called on JS contextmenu event.
  76599. * Override this method to provide functionality.
  76600. */
  76601. protected onContextMenu(evt: PointerEvent): void;
  76602. /**
  76603. * Detach the current controls from the specified dom element.
  76604. * @param element Defines the element to stop listening the inputs from
  76605. */
  76606. detachControl(element: Nullable<HTMLElement>): void;
  76607. /**
  76608. * Gets the class name of the current intput.
  76609. * @returns the class name
  76610. */
  76611. getClassName(): string;
  76612. /**
  76613. * Get the friendly name associated with the input class.
  76614. * @returns the input friendly name
  76615. */
  76616. getSimpleName(): string;
  76617. }
  76618. }
  76619. declare module BABYLON {
  76620. /**
  76621. * Manage the touch inputs to control the movement of a free camera.
  76622. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76623. */
  76624. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  76625. /**
  76626. * Defines the camera the input is attached to.
  76627. */
  76628. camera: FreeCamera;
  76629. /**
  76630. * Defines the touch sensibility for rotation.
  76631. * The higher the faster.
  76632. */
  76633. touchAngularSensibility: number;
  76634. /**
  76635. * Defines the touch sensibility for move.
  76636. * The higher the faster.
  76637. */
  76638. touchMoveSensibility: number;
  76639. private _offsetX;
  76640. private _offsetY;
  76641. private _pointerPressed;
  76642. private _pointerInput;
  76643. private _observer;
  76644. private _onLostFocus;
  76645. /**
  76646. * Attach the input controls to a specific dom element to get the input from.
  76647. * @param element Defines the element the controls should be listened from
  76648. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76649. */
  76650. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76651. /**
  76652. * Detach the current controls from the specified dom element.
  76653. * @param element Defines the element to stop listening the inputs from
  76654. */
  76655. detachControl(element: Nullable<HTMLElement>): void;
  76656. /**
  76657. * Update the current camera state depending on the inputs that have been used this frame.
  76658. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76659. */
  76660. checkInputs(): void;
  76661. /**
  76662. * Gets the class name of the current intput.
  76663. * @returns the class name
  76664. */
  76665. getClassName(): string;
  76666. /**
  76667. * Get the friendly name associated with the input class.
  76668. * @returns the input friendly name
  76669. */
  76670. getSimpleName(): string;
  76671. }
  76672. }
  76673. declare module BABYLON {
  76674. /**
  76675. * Default Inputs manager for the FreeCamera.
  76676. * It groups all the default supported inputs for ease of use.
  76677. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76678. */
  76679. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  76680. /**
  76681. * @hidden
  76682. */
  76683. _mouseInput: Nullable<FreeCameraMouseInput>;
  76684. /**
  76685. * Instantiates a new FreeCameraInputsManager.
  76686. * @param camera Defines the camera the inputs belong to
  76687. */
  76688. constructor(camera: FreeCamera);
  76689. /**
  76690. * Add keyboard input support to the input manager.
  76691. * @returns the current input manager
  76692. */
  76693. addKeyboard(): FreeCameraInputsManager;
  76694. /**
  76695. * Add mouse input support to the input manager.
  76696. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  76697. * @returns the current input manager
  76698. */
  76699. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  76700. /**
  76701. * Removes the mouse input support from the manager
  76702. * @returns the current input manager
  76703. */
  76704. removeMouse(): FreeCameraInputsManager;
  76705. /**
  76706. * Add touch input support to the input manager.
  76707. * @returns the current input manager
  76708. */
  76709. addTouch(): FreeCameraInputsManager;
  76710. /**
  76711. * Remove all attached input methods from a camera
  76712. */
  76713. clear(): void;
  76714. }
  76715. }
  76716. declare module BABYLON {
  76717. /**
  76718. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76719. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  76720. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76721. */
  76722. export class FreeCamera extends TargetCamera {
  76723. /**
  76724. * Define the collision ellipsoid of the camera.
  76725. * This is helpful to simulate a camera body like the player body around the camera
  76726. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  76727. */
  76728. ellipsoid: Vector3;
  76729. /**
  76730. * Define an offset for the position of the ellipsoid around the camera.
  76731. * This can be helpful to determine the center of the body near the gravity center of the body
  76732. * instead of its head.
  76733. */
  76734. ellipsoidOffset: Vector3;
  76735. /**
  76736. * Enable or disable collisions of the camera with the rest of the scene objects.
  76737. */
  76738. checkCollisions: boolean;
  76739. /**
  76740. * Enable or disable gravity on the camera.
  76741. */
  76742. applyGravity: boolean;
  76743. /**
  76744. * Define the input manager associated to the camera.
  76745. */
  76746. inputs: FreeCameraInputsManager;
  76747. /**
  76748. * Gets the input sensibility for a mouse input. (default is 2000.0)
  76749. * Higher values reduce sensitivity.
  76750. */
  76751. /**
  76752. * Sets the input sensibility for a mouse input. (default is 2000.0)
  76753. * Higher values reduce sensitivity.
  76754. */
  76755. angularSensibility: number;
  76756. /**
  76757. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76758. */
  76759. keysUp: number[];
  76760. /**
  76761. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76762. */
  76763. keysDown: number[];
  76764. /**
  76765. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76766. */
  76767. keysLeft: number[];
  76768. /**
  76769. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76770. */
  76771. keysRight: number[];
  76772. /**
  76773. * Event raised when the camera collide with a mesh in the scene.
  76774. */
  76775. onCollide: (collidedMesh: AbstractMesh) => void;
  76776. private _collider;
  76777. private _needMoveForGravity;
  76778. private _oldPosition;
  76779. private _diffPosition;
  76780. private _newPosition;
  76781. /** @hidden */
  76782. _localDirection: Vector3;
  76783. /** @hidden */
  76784. _transformedDirection: Vector3;
  76785. /**
  76786. * Instantiates a Free Camera.
  76787. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76788. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  76789. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76790. * @param name Define the name of the camera in the scene
  76791. * @param position Define the start position of the camera in the scene
  76792. * @param scene Define the scene the camera belongs to
  76793. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76794. */
  76795. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76796. /**
  76797. * Attached controls to the current camera.
  76798. * @param element Defines the element the controls should be listened from
  76799. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76800. */
  76801. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76802. /**
  76803. * Detach the current controls from the camera.
  76804. * The camera will stop reacting to inputs.
  76805. * @param element Defines the element to stop listening the inputs from
  76806. */
  76807. detachControl(element: HTMLElement): void;
  76808. private _collisionMask;
  76809. /**
  76810. * Define a collision mask to limit the list of object the camera can collide with
  76811. */
  76812. collisionMask: number;
  76813. /** @hidden */
  76814. _collideWithWorld(displacement: Vector3): void;
  76815. private _onCollisionPositionChange;
  76816. /** @hidden */
  76817. _checkInputs(): void;
  76818. /** @hidden */
  76819. _decideIfNeedsToMove(): boolean;
  76820. /** @hidden */
  76821. _updatePosition(): void;
  76822. /**
  76823. * Destroy the camera and release the current resources hold by it.
  76824. */
  76825. dispose(): void;
  76826. /**
  76827. * Gets the current object class name.
  76828. * @return the class name
  76829. */
  76830. getClassName(): string;
  76831. }
  76832. }
  76833. declare module BABYLON {
  76834. /**
  76835. * Represents a gamepad control stick position
  76836. */
  76837. export class StickValues {
  76838. /**
  76839. * The x component of the control stick
  76840. */
  76841. x: number;
  76842. /**
  76843. * The y component of the control stick
  76844. */
  76845. y: number;
  76846. /**
  76847. * Initializes the gamepad x and y control stick values
  76848. * @param x The x component of the gamepad control stick value
  76849. * @param y The y component of the gamepad control stick value
  76850. */
  76851. constructor(
  76852. /**
  76853. * The x component of the control stick
  76854. */
  76855. x: number,
  76856. /**
  76857. * The y component of the control stick
  76858. */
  76859. y: number);
  76860. }
  76861. /**
  76862. * An interface which manages callbacks for gamepad button changes
  76863. */
  76864. export interface GamepadButtonChanges {
  76865. /**
  76866. * Called when a gamepad has been changed
  76867. */
  76868. changed: boolean;
  76869. /**
  76870. * Called when a gamepad press event has been triggered
  76871. */
  76872. pressChanged: boolean;
  76873. /**
  76874. * Called when a touch event has been triggered
  76875. */
  76876. touchChanged: boolean;
  76877. /**
  76878. * Called when a value has changed
  76879. */
  76880. valueChanged: boolean;
  76881. }
  76882. /**
  76883. * Represents a gamepad
  76884. */
  76885. export class Gamepad {
  76886. /**
  76887. * The id of the gamepad
  76888. */
  76889. id: string;
  76890. /**
  76891. * The index of the gamepad
  76892. */
  76893. index: number;
  76894. /**
  76895. * The browser gamepad
  76896. */
  76897. browserGamepad: any;
  76898. /**
  76899. * Specifies what type of gamepad this represents
  76900. */
  76901. type: number;
  76902. private _leftStick;
  76903. private _rightStick;
  76904. /** @hidden */
  76905. _isConnected: boolean;
  76906. private _leftStickAxisX;
  76907. private _leftStickAxisY;
  76908. private _rightStickAxisX;
  76909. private _rightStickAxisY;
  76910. /**
  76911. * Triggered when the left control stick has been changed
  76912. */
  76913. private _onleftstickchanged;
  76914. /**
  76915. * Triggered when the right control stick has been changed
  76916. */
  76917. private _onrightstickchanged;
  76918. /**
  76919. * Represents a gamepad controller
  76920. */
  76921. static GAMEPAD: number;
  76922. /**
  76923. * Represents a generic controller
  76924. */
  76925. static GENERIC: number;
  76926. /**
  76927. * Represents an XBox controller
  76928. */
  76929. static XBOX: number;
  76930. /**
  76931. * Represents a pose-enabled controller
  76932. */
  76933. static POSE_ENABLED: number;
  76934. /**
  76935. * Represents an Dual Shock controller
  76936. */
  76937. static DUALSHOCK: number;
  76938. /**
  76939. * Specifies whether the left control stick should be Y-inverted
  76940. */
  76941. protected _invertLeftStickY: boolean;
  76942. /**
  76943. * Specifies if the gamepad has been connected
  76944. */
  76945. readonly isConnected: boolean;
  76946. /**
  76947. * Initializes the gamepad
  76948. * @param id The id of the gamepad
  76949. * @param index The index of the gamepad
  76950. * @param browserGamepad The browser gamepad
  76951. * @param leftStickX The x component of the left joystick
  76952. * @param leftStickY The y component of the left joystick
  76953. * @param rightStickX The x component of the right joystick
  76954. * @param rightStickY The y component of the right joystick
  76955. */
  76956. constructor(
  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, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  76969. /**
  76970. * Callback triggered when the left joystick has changed
  76971. * @param callback
  76972. */
  76973. onleftstickchanged(callback: (values: StickValues) => void): void;
  76974. /**
  76975. * Callback triggered when the right joystick has changed
  76976. * @param callback
  76977. */
  76978. onrightstickchanged(callback: (values: StickValues) => void): void;
  76979. /**
  76980. * Gets the left joystick
  76981. */
  76982. /**
  76983. * Sets the left joystick values
  76984. */
  76985. leftStick: StickValues;
  76986. /**
  76987. * Gets the right joystick
  76988. */
  76989. /**
  76990. * Sets the right joystick value
  76991. */
  76992. rightStick: StickValues;
  76993. /**
  76994. * Updates the gamepad joystick positions
  76995. */
  76996. update(): void;
  76997. /**
  76998. * Disposes the gamepad
  76999. */
  77000. dispose(): void;
  77001. }
  77002. /**
  77003. * Represents a generic gamepad
  77004. */
  77005. export class GenericPad extends Gamepad {
  77006. private _buttons;
  77007. private _onbuttondown;
  77008. private _onbuttonup;
  77009. /**
  77010. * Observable triggered when a button has been pressed
  77011. */
  77012. onButtonDownObservable: Observable<number>;
  77013. /**
  77014. * Observable triggered when a button has been released
  77015. */
  77016. onButtonUpObservable: Observable<number>;
  77017. /**
  77018. * Callback triggered when a button has been pressed
  77019. * @param callback Called when a button has been pressed
  77020. */
  77021. onbuttondown(callback: (buttonPressed: number) => void): void;
  77022. /**
  77023. * Callback triggered when a button has been released
  77024. * @param callback Called when a button has been released
  77025. */
  77026. onbuttonup(callback: (buttonReleased: number) => void): void;
  77027. /**
  77028. * Initializes the generic gamepad
  77029. * @param id The id of the generic gamepad
  77030. * @param index The index of the generic gamepad
  77031. * @param browserGamepad The browser gamepad
  77032. */
  77033. constructor(id: string, index: number, browserGamepad: any);
  77034. private _setButtonValue;
  77035. /**
  77036. * Updates the generic gamepad
  77037. */
  77038. update(): void;
  77039. /**
  77040. * Disposes the generic gamepad
  77041. */
  77042. dispose(): void;
  77043. }
  77044. }
  77045. declare module BABYLON {
  77046. interface Engine {
  77047. /**
  77048. * Creates a raw texture
  77049. * @param data defines the data to store in the texture
  77050. * @param width defines the width of the texture
  77051. * @param height defines the height of the texture
  77052. * @param format defines the format of the data
  77053. * @param generateMipMaps defines if the engine should generate the mip levels
  77054. * @param invertY defines if data must be stored with Y axis inverted
  77055. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  77056. * @param compression defines the compression used (null by default)
  77057. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77058. * @returns the raw texture inside an InternalTexture
  77059. */
  77060. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  77061. /**
  77062. * Update a raw texture
  77063. * @param texture defines the texture to update
  77064. * @param data defines the data to store in the texture
  77065. * @param format defines the format of the data
  77066. * @param invertY defines if data must be stored with Y axis inverted
  77067. */
  77068. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77069. /**
  77070. * Update a raw texture
  77071. * @param texture defines the texture to update
  77072. * @param data defines the data to store in the texture
  77073. * @param format defines the format of the data
  77074. * @param invertY defines if data must be stored with Y axis inverted
  77075. * @param compression defines the compression used (null by default)
  77076. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77077. */
  77078. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  77079. /**
  77080. * Creates a new raw cube texture
  77081. * @param data defines the array of data to use to create each face
  77082. * @param size defines the size of the textures
  77083. * @param format defines the format of the data
  77084. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77085. * @param generateMipMaps defines if the engine should generate the mip levels
  77086. * @param invertY defines if data must be stored with Y axis inverted
  77087. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77088. * @param compression defines the compression used (null by default)
  77089. * @returns the cube texture as an InternalTexture
  77090. */
  77091. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  77092. /**
  77093. * Update a raw cube texture
  77094. * @param texture defines the texture to udpdate
  77095. * @param data defines the data to store
  77096. * @param format defines the data format
  77097. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77098. * @param invertY defines if data must be stored with Y axis inverted
  77099. */
  77100. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  77101. /**
  77102. * Update a raw cube texture
  77103. * @param texture defines the texture to udpdate
  77104. * @param data defines the data to store
  77105. * @param format defines the data format
  77106. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77107. * @param invertY defines if data must be stored with Y axis inverted
  77108. * @param compression defines the compression used (null by default)
  77109. */
  77110. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  77111. /**
  77112. * Update a raw cube texture
  77113. * @param texture defines the texture to udpdate
  77114. * @param data defines the data to store
  77115. * @param format defines the data format
  77116. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77117. * @param invertY defines if data must be stored with Y axis inverted
  77118. * @param compression defines the compression used (null by default)
  77119. * @param level defines which level of the texture to update
  77120. */
  77121. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  77122. /**
  77123. * Creates a new raw cube texture from a specified url
  77124. * @param url defines the url where the data is located
  77125. * @param scene defines the current scene
  77126. * @param size defines the size of the textures
  77127. * @param format defines the format of the data
  77128. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77129. * @param noMipmap defines if the engine should avoid generating the mip levels
  77130. * @param callback defines a callback used to extract texture data from loaded data
  77131. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77132. * @param onLoad defines a callback called when texture is loaded
  77133. * @param onError defines a callback called if there is an error
  77134. * @returns the cube texture as an InternalTexture
  77135. */
  77136. 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;
  77137. /**
  77138. * Creates a new raw cube texture from a specified url
  77139. * @param url defines the url where the data is located
  77140. * @param scene defines the current scene
  77141. * @param size defines the size of the textures
  77142. * @param format defines the format of the data
  77143. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77144. * @param noMipmap defines if the engine should avoid generating the mip levels
  77145. * @param callback defines a callback used to extract texture data from loaded data
  77146. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77147. * @param onLoad defines a callback called when texture is loaded
  77148. * @param onError defines a callback called if there is an error
  77149. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77150. * @param invertY defines if data must be stored with Y axis inverted
  77151. * @returns the cube texture as an InternalTexture
  77152. */
  77153. 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;
  77154. /**
  77155. * Creates a new raw 3D texture
  77156. * @param data defines the data used to create the texture
  77157. * @param width defines the width of the texture
  77158. * @param height defines the height of the texture
  77159. * @param depth defines the depth of the texture
  77160. * @param format defines the format of the texture
  77161. * @param generateMipMaps defines if the engine must generate mip levels
  77162. * @param invertY defines if data must be stored with Y axis inverted
  77163. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77164. * @param compression defines the compressed used (can be null)
  77165. * @param textureType defines the compressed used (can be null)
  77166. * @returns a new raw 3D texture (stored in an InternalTexture)
  77167. */
  77168. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  77169. /**
  77170. * Update a raw 3D texture
  77171. * @param texture defines the texture to update
  77172. * @param data defines the data to store
  77173. * @param format defines the data format
  77174. * @param invertY defines if data must be stored with Y axis inverted
  77175. */
  77176. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77177. /**
  77178. * Update a raw 3D texture
  77179. * @param texture defines the texture to update
  77180. * @param data defines the data to store
  77181. * @param format defines the data format
  77182. * @param invertY defines if data must be stored with Y axis inverted
  77183. * @param compression defines the used compression (can be null)
  77184. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  77185. */
  77186. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  77187. }
  77188. }
  77189. declare module BABYLON {
  77190. /**
  77191. * Raw texture can help creating a texture directly from an array of data.
  77192. * This can be super useful if you either get the data from an uncompressed source or
  77193. * if you wish to create your texture pixel by pixel.
  77194. */
  77195. export class RawTexture extends Texture {
  77196. /**
  77197. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77198. */
  77199. format: number;
  77200. private _engine;
  77201. /**
  77202. * Instantiates a new RawTexture.
  77203. * Raw texture can help creating a texture directly from an array of data.
  77204. * This can be super useful if you either get the data from an uncompressed source or
  77205. * if you wish to create your texture pixel by pixel.
  77206. * @param data define the array of data to use to create the texture
  77207. * @param width define the width of the texture
  77208. * @param height define the height of the texture
  77209. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77210. * @param scene define the scene the texture belongs to
  77211. * @param generateMipMaps define whether mip maps should be generated or not
  77212. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77213. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77214. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77215. */
  77216. constructor(data: ArrayBufferView, width: number, height: number,
  77217. /**
  77218. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77219. */
  77220. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  77221. /**
  77222. * Updates the texture underlying data.
  77223. * @param data Define the new data of the texture
  77224. */
  77225. update(data: ArrayBufferView): void;
  77226. /**
  77227. * Creates a luminance texture from some data.
  77228. * @param data Define the texture data
  77229. * @param width Define the width of the texture
  77230. * @param height Define the height of the texture
  77231. * @param scene Define the scene the texture belongs to
  77232. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77233. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77234. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77235. * @returns the luminance texture
  77236. */
  77237. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77238. /**
  77239. * Creates a luminance alpha texture from some data.
  77240. * @param data Define the texture data
  77241. * @param width Define the width of the texture
  77242. * @param height Define the height of the texture
  77243. * @param scene Define the scene the texture belongs to
  77244. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77245. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77246. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77247. * @returns the luminance alpha texture
  77248. */
  77249. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77250. /**
  77251. * Creates an alpha texture from some data.
  77252. * @param data Define the texture data
  77253. * @param width Define the width of the texture
  77254. * @param height Define the height of the texture
  77255. * @param scene Define the scene the texture belongs to
  77256. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77257. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77258. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77259. * @returns the alpha texture
  77260. */
  77261. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77262. /**
  77263. * Creates a RGB texture from some data.
  77264. * @param data Define the texture data
  77265. * @param width Define the width of the texture
  77266. * @param height Define the height of the texture
  77267. * @param scene Define the scene the texture belongs to
  77268. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77269. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77270. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77271. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77272. * @returns the RGB alpha texture
  77273. */
  77274. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77275. /**
  77276. * Creates a RGBA texture from some data.
  77277. * @param data Define the texture data
  77278. * @param width Define the width of the texture
  77279. * @param height Define the height of the texture
  77280. * @param scene Define the scene the texture belongs to
  77281. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77282. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77283. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77284. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77285. * @returns the RGBA texture
  77286. */
  77287. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77288. /**
  77289. * Creates a R texture from some data.
  77290. * @param data Define the texture data
  77291. * @param width Define the width of the texture
  77292. * @param height Define the height of the texture
  77293. * @param scene Define the scene the texture belongs to
  77294. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77295. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77296. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77297. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77298. * @returns the R texture
  77299. */
  77300. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77301. }
  77302. }
  77303. declare module BABYLON {
  77304. /**
  77305. * Interface for the size containing width and height
  77306. */
  77307. export interface ISize {
  77308. /**
  77309. * Width
  77310. */
  77311. width: number;
  77312. /**
  77313. * Heighht
  77314. */
  77315. height: number;
  77316. }
  77317. /**
  77318. * Size containing widht and height
  77319. */
  77320. export class Size implements ISize {
  77321. /**
  77322. * Width
  77323. */
  77324. width: number;
  77325. /**
  77326. * Height
  77327. */
  77328. height: number;
  77329. /**
  77330. * Creates a Size object from the given width and height (floats).
  77331. * @param width width of the new size
  77332. * @param height height of the new size
  77333. */
  77334. constructor(width: number, height: number);
  77335. /**
  77336. * Returns a string with the Size width and height
  77337. * @returns a string with the Size width and height
  77338. */
  77339. toString(): string;
  77340. /**
  77341. * "Size"
  77342. * @returns the string "Size"
  77343. */
  77344. getClassName(): string;
  77345. /**
  77346. * Returns the Size hash code.
  77347. * @returns a hash code for a unique width and height
  77348. */
  77349. getHashCode(): number;
  77350. /**
  77351. * Updates the current size from the given one.
  77352. * @param src the given size
  77353. */
  77354. copyFrom(src: Size): void;
  77355. /**
  77356. * Updates in place the current Size from the given floats.
  77357. * @param width width of the new size
  77358. * @param height height of the new size
  77359. * @returns the updated Size.
  77360. */
  77361. copyFromFloats(width: number, height: number): Size;
  77362. /**
  77363. * Updates in place the current Size from the given floats.
  77364. * @param width width to set
  77365. * @param height height to set
  77366. * @returns the updated Size.
  77367. */
  77368. set(width: number, height: number): Size;
  77369. /**
  77370. * Multiplies the width and height by numbers
  77371. * @param w factor to multiple the width by
  77372. * @param h factor to multiple the height by
  77373. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  77374. */
  77375. multiplyByFloats(w: number, h: number): Size;
  77376. /**
  77377. * Clones the size
  77378. * @returns a new Size copied from the given one.
  77379. */
  77380. clone(): Size;
  77381. /**
  77382. * True if the current Size and the given one width and height are strictly equal.
  77383. * @param other the other size to compare against
  77384. * @returns True if the current Size and the given one width and height are strictly equal.
  77385. */
  77386. equals(other: Size): boolean;
  77387. /**
  77388. * The surface of the Size : width * height (float).
  77389. */
  77390. readonly surface: number;
  77391. /**
  77392. * Create a new size of zero
  77393. * @returns a new Size set to (0.0, 0.0)
  77394. */
  77395. static Zero(): Size;
  77396. /**
  77397. * Sums the width and height of two sizes
  77398. * @param otherSize size to add to this size
  77399. * @returns a new Size set as the addition result of the current Size and the given one.
  77400. */
  77401. add(otherSize: Size): Size;
  77402. /**
  77403. * Subtracts the width and height of two
  77404. * @param otherSize size to subtract to this size
  77405. * @returns a new Size set as the subtraction result of the given one from the current Size.
  77406. */
  77407. subtract(otherSize: Size): Size;
  77408. /**
  77409. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  77410. * @param start starting size to lerp between
  77411. * @param end end size to lerp between
  77412. * @param amount amount to lerp between the start and end values
  77413. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  77414. */
  77415. static Lerp(start: Size, end: Size, amount: number): Size;
  77416. }
  77417. }
  77418. declare module BABYLON {
  77419. /**
  77420. * Defines a runtime animation
  77421. */
  77422. export class RuntimeAnimation {
  77423. private _events;
  77424. /**
  77425. * The current frame of the runtime animation
  77426. */
  77427. private _currentFrame;
  77428. /**
  77429. * The animation used by the runtime animation
  77430. */
  77431. private _animation;
  77432. /**
  77433. * The target of the runtime animation
  77434. */
  77435. private _target;
  77436. /**
  77437. * The initiating animatable
  77438. */
  77439. private _host;
  77440. /**
  77441. * The original value of the runtime animation
  77442. */
  77443. private _originalValue;
  77444. /**
  77445. * The original blend value of the runtime animation
  77446. */
  77447. private _originalBlendValue;
  77448. /**
  77449. * The offsets cache of the runtime animation
  77450. */
  77451. private _offsetsCache;
  77452. /**
  77453. * The high limits cache of the runtime animation
  77454. */
  77455. private _highLimitsCache;
  77456. /**
  77457. * Specifies if the runtime animation has been stopped
  77458. */
  77459. private _stopped;
  77460. /**
  77461. * The blending factor of the runtime animation
  77462. */
  77463. private _blendingFactor;
  77464. /**
  77465. * The BabylonJS scene
  77466. */
  77467. private _scene;
  77468. /**
  77469. * The current value of the runtime animation
  77470. */
  77471. private _currentValue;
  77472. /** @hidden */
  77473. _animationState: _IAnimationState;
  77474. /**
  77475. * The active target of the runtime animation
  77476. */
  77477. private _activeTargets;
  77478. private _currentActiveTarget;
  77479. private _directTarget;
  77480. /**
  77481. * The target path of the runtime animation
  77482. */
  77483. private _targetPath;
  77484. /**
  77485. * The weight of the runtime animation
  77486. */
  77487. private _weight;
  77488. /**
  77489. * The ratio offset of the runtime animation
  77490. */
  77491. private _ratioOffset;
  77492. /**
  77493. * The previous delay of the runtime animation
  77494. */
  77495. private _previousDelay;
  77496. /**
  77497. * The previous ratio of the runtime animation
  77498. */
  77499. private _previousRatio;
  77500. private _enableBlending;
  77501. private _keys;
  77502. private _minFrame;
  77503. private _maxFrame;
  77504. private _minValue;
  77505. private _maxValue;
  77506. private _targetIsArray;
  77507. /**
  77508. * Gets the current frame of the runtime animation
  77509. */
  77510. readonly currentFrame: number;
  77511. /**
  77512. * Gets the weight of the runtime animation
  77513. */
  77514. readonly weight: number;
  77515. /**
  77516. * Gets the current value of the runtime animation
  77517. */
  77518. readonly currentValue: any;
  77519. /**
  77520. * Gets the target path of the runtime animation
  77521. */
  77522. readonly targetPath: string;
  77523. /**
  77524. * Gets the actual target of the runtime animation
  77525. */
  77526. readonly target: any;
  77527. /** @hidden */
  77528. _onLoop: () => void;
  77529. /**
  77530. * Create a new RuntimeAnimation object
  77531. * @param target defines the target of the animation
  77532. * @param animation defines the source animation object
  77533. * @param scene defines the hosting scene
  77534. * @param host defines the initiating Animatable
  77535. */
  77536. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  77537. private _preparePath;
  77538. /**
  77539. * Gets the animation from the runtime animation
  77540. */
  77541. readonly animation: Animation;
  77542. /**
  77543. * Resets the runtime animation to the beginning
  77544. * @param restoreOriginal defines whether to restore the target property to the original value
  77545. */
  77546. reset(restoreOriginal?: boolean): void;
  77547. /**
  77548. * Specifies if the runtime animation is stopped
  77549. * @returns Boolean specifying if the runtime animation is stopped
  77550. */
  77551. isStopped(): boolean;
  77552. /**
  77553. * Disposes of the runtime animation
  77554. */
  77555. dispose(): void;
  77556. /**
  77557. * Apply the interpolated value to the target
  77558. * @param currentValue defines the value computed by the animation
  77559. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  77560. */
  77561. setValue(currentValue: any, weight: number): void;
  77562. private _getOriginalValues;
  77563. private _setValue;
  77564. /**
  77565. * Gets the loop pmode of the runtime animation
  77566. * @returns Loop Mode
  77567. */
  77568. private _getCorrectLoopMode;
  77569. /**
  77570. * Move the current animation to a given frame
  77571. * @param frame defines the frame to move to
  77572. */
  77573. goToFrame(frame: number): void;
  77574. /**
  77575. * @hidden Internal use only
  77576. */
  77577. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  77578. /**
  77579. * Execute the current animation
  77580. * @param delay defines the delay to add to the current frame
  77581. * @param from defines the lower bound of the animation range
  77582. * @param to defines the upper bound of the animation range
  77583. * @param loop defines if the current animation must loop
  77584. * @param speedRatio defines the current speed ratio
  77585. * @param weight defines the weight of the animation (default is -1 so no weight)
  77586. * @param onLoop optional callback called when animation loops
  77587. * @returns a boolean indicating if the animation is running
  77588. */
  77589. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  77590. }
  77591. }
  77592. declare module BABYLON {
  77593. /**
  77594. * Class used to store an actual running animation
  77595. */
  77596. export class Animatable {
  77597. /** defines the target object */
  77598. target: any;
  77599. /** defines the starting frame number (default is 0) */
  77600. fromFrame: number;
  77601. /** defines the ending frame number (default is 100) */
  77602. toFrame: number;
  77603. /** defines if the animation must loop (default is false) */
  77604. loopAnimation: boolean;
  77605. /** defines a callback to call when animation ends if it is not looping */
  77606. onAnimationEnd?: (() => void) | null | undefined;
  77607. /** defines a callback to call when animation loops */
  77608. onAnimationLoop?: (() => void) | null | undefined;
  77609. private _localDelayOffset;
  77610. private _pausedDelay;
  77611. private _runtimeAnimations;
  77612. private _paused;
  77613. private _scene;
  77614. private _speedRatio;
  77615. private _weight;
  77616. private _syncRoot;
  77617. /**
  77618. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  77619. * This will only apply for non looping animation (default is true)
  77620. */
  77621. disposeOnEnd: boolean;
  77622. /**
  77623. * Gets a boolean indicating if the animation has started
  77624. */
  77625. animationStarted: boolean;
  77626. /**
  77627. * Observer raised when the animation ends
  77628. */
  77629. onAnimationEndObservable: Observable<Animatable>;
  77630. /**
  77631. * Observer raised when the animation loops
  77632. */
  77633. onAnimationLoopObservable: Observable<Animatable>;
  77634. /**
  77635. * Gets the root Animatable used to synchronize and normalize animations
  77636. */
  77637. readonly syncRoot: Nullable<Animatable>;
  77638. /**
  77639. * Gets the current frame of the first RuntimeAnimation
  77640. * Used to synchronize Animatables
  77641. */
  77642. readonly masterFrame: number;
  77643. /**
  77644. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  77645. */
  77646. weight: number;
  77647. /**
  77648. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  77649. */
  77650. speedRatio: number;
  77651. /**
  77652. * Creates a new Animatable
  77653. * @param scene defines the hosting scene
  77654. * @param target defines the target object
  77655. * @param fromFrame defines the starting frame number (default is 0)
  77656. * @param toFrame defines the ending frame number (default is 100)
  77657. * @param loopAnimation defines if the animation must loop (default is false)
  77658. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  77659. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  77660. * @param animations defines a group of animation to add to the new Animatable
  77661. * @param onAnimationLoop defines a callback to call when animation loops
  77662. */
  77663. constructor(scene: Scene,
  77664. /** defines the target object */
  77665. target: any,
  77666. /** defines the starting frame number (default is 0) */
  77667. fromFrame?: number,
  77668. /** defines the ending frame number (default is 100) */
  77669. toFrame?: number,
  77670. /** defines if the animation must loop (default is false) */
  77671. loopAnimation?: boolean, speedRatio?: number,
  77672. /** defines a callback to call when animation ends if it is not looping */
  77673. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  77674. /** defines a callback to call when animation loops */
  77675. onAnimationLoop?: (() => void) | null | undefined);
  77676. /**
  77677. * Synchronize and normalize current Animatable with a source Animatable
  77678. * This is useful when using animation weights and when animations are not of the same length
  77679. * @param root defines the root Animatable to synchronize with
  77680. * @returns the current Animatable
  77681. */
  77682. syncWith(root: Animatable): Animatable;
  77683. /**
  77684. * Gets the list of runtime animations
  77685. * @returns an array of RuntimeAnimation
  77686. */
  77687. getAnimations(): RuntimeAnimation[];
  77688. /**
  77689. * Adds more animations to the current animatable
  77690. * @param target defines the target of the animations
  77691. * @param animations defines the new animations to add
  77692. */
  77693. appendAnimations(target: any, animations: Animation[]): void;
  77694. /**
  77695. * Gets the source animation for a specific property
  77696. * @param property defines the propertyu to look for
  77697. * @returns null or the source animation for the given property
  77698. */
  77699. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  77700. /**
  77701. * Gets the runtime animation for a specific property
  77702. * @param property defines the propertyu to look for
  77703. * @returns null or the runtime animation for the given property
  77704. */
  77705. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  77706. /**
  77707. * Resets the animatable to its original state
  77708. */
  77709. reset(): void;
  77710. /**
  77711. * Allows the animatable to blend with current running animations
  77712. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77713. * @param blendingSpeed defines the blending speed to use
  77714. */
  77715. enableBlending(blendingSpeed: number): void;
  77716. /**
  77717. * Disable animation blending
  77718. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77719. */
  77720. disableBlending(): void;
  77721. /**
  77722. * Jump directly to a given frame
  77723. * @param frame defines the frame to jump to
  77724. */
  77725. goToFrame(frame: number): void;
  77726. /**
  77727. * Pause the animation
  77728. */
  77729. pause(): void;
  77730. /**
  77731. * Restart the animation
  77732. */
  77733. restart(): void;
  77734. private _raiseOnAnimationEnd;
  77735. /**
  77736. * Stop and delete the current animation
  77737. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  77738. * @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)
  77739. */
  77740. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  77741. /**
  77742. * Wait asynchronously for the animation to end
  77743. * @returns a promise which will be fullfilled when the animation ends
  77744. */
  77745. waitAsync(): Promise<Animatable>;
  77746. /** @hidden */
  77747. _animate(delay: number): boolean;
  77748. }
  77749. interface Scene {
  77750. /** @hidden */
  77751. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  77752. /** @hidden */
  77753. _processLateAnimationBindingsForMatrices(holder: {
  77754. totalWeight: number;
  77755. animations: RuntimeAnimation[];
  77756. originalValue: Matrix;
  77757. }): any;
  77758. /** @hidden */
  77759. _processLateAnimationBindingsForQuaternions(holder: {
  77760. totalWeight: number;
  77761. animations: RuntimeAnimation[];
  77762. originalValue: Quaternion;
  77763. }, refQuaternion: Quaternion): Quaternion;
  77764. /** @hidden */
  77765. _processLateAnimationBindings(): void;
  77766. /**
  77767. * Will start the animation sequence of a given target
  77768. * @param target defines the target
  77769. * @param from defines from which frame should animation start
  77770. * @param to defines until which frame should animation run.
  77771. * @param weight defines the weight to apply to the animation (1.0 by default)
  77772. * @param loop defines if the animation loops
  77773. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77774. * @param onAnimationEnd defines the function to be executed when the animation ends
  77775. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77776. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77777. * @param onAnimationLoop defines the callback to call when an animation loops
  77778. * @returns the animatable object created for this animation
  77779. */
  77780. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77781. /**
  77782. * Will start the animation sequence of a given target
  77783. * @param target defines the target
  77784. * @param from defines from which frame should animation start
  77785. * @param to defines until which frame should animation run.
  77786. * @param loop defines if the animation loops
  77787. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77788. * @param onAnimationEnd defines the function to be executed when the animation ends
  77789. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77790. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77791. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  77792. * @param onAnimationLoop defines the callback to call when an animation loops
  77793. * @returns the animatable object created for this animation
  77794. */
  77795. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77796. /**
  77797. * Will start the animation sequence of a given target and its hierarchy
  77798. * @param target defines the target
  77799. * @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.
  77800. * @param from defines from which frame should animation start
  77801. * @param to defines until which frame should animation run.
  77802. * @param loop defines if the animation loops
  77803. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77804. * @param onAnimationEnd defines the function to be executed when the animation ends
  77805. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77806. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77807. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77808. * @param onAnimationLoop defines the callback to call when an animation loops
  77809. * @returns the list of created animatables
  77810. */
  77811. 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[];
  77812. /**
  77813. * Begin a new animation on a given node
  77814. * @param target defines the target where the animation will take place
  77815. * @param animations defines the list of animations to start
  77816. * @param from defines the initial value
  77817. * @param to defines the final value
  77818. * @param loop defines if you want animation to loop (off by default)
  77819. * @param speedRatio defines the speed ratio to apply to all animations
  77820. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77821. * @param onAnimationLoop defines the callback to call when an animation loops
  77822. * @returns the list of created animatables
  77823. */
  77824. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  77825. /**
  77826. * Begin a new animation on a given node and its hierarchy
  77827. * @param target defines the root node where the animation will take place
  77828. * @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.
  77829. * @param animations defines the list of animations to start
  77830. * @param from defines the initial value
  77831. * @param to defines the final value
  77832. * @param loop defines if you want animation to loop (off by default)
  77833. * @param speedRatio defines the speed ratio to apply to all animations
  77834. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77835. * @param onAnimationLoop defines the callback to call when an animation loops
  77836. * @returns the list of animatables created for all nodes
  77837. */
  77838. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  77839. /**
  77840. * Gets the animatable associated with a specific target
  77841. * @param target defines the target of the animatable
  77842. * @returns the required animatable if found
  77843. */
  77844. getAnimatableByTarget(target: any): Nullable<Animatable>;
  77845. /**
  77846. * Gets all animatables associated with a given target
  77847. * @param target defines the target to look animatables for
  77848. * @returns an array of Animatables
  77849. */
  77850. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  77851. /**
  77852. * Stops and removes all animations that have been applied to the scene
  77853. */
  77854. stopAllAnimations(): void;
  77855. }
  77856. interface Bone {
  77857. /**
  77858. * Copy an animation range from another bone
  77859. * @param source defines the source bone
  77860. * @param rangeName defines the range name to copy
  77861. * @param frameOffset defines the frame offset
  77862. * @param rescaleAsRequired defines if rescaling must be applied if required
  77863. * @param skelDimensionsRatio defines the scaling ratio
  77864. * @returns true if operation was successful
  77865. */
  77866. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  77867. }
  77868. }
  77869. declare module BABYLON {
  77870. /**
  77871. * Class used to override all child animations of a given target
  77872. */
  77873. export class AnimationPropertiesOverride {
  77874. /**
  77875. * Gets or sets a value indicating if animation blending must be used
  77876. */
  77877. enableBlending: boolean;
  77878. /**
  77879. * Gets or sets the blending speed to use when enableBlending is true
  77880. */
  77881. blendingSpeed: number;
  77882. /**
  77883. * Gets or sets the default loop mode to use
  77884. */
  77885. loopMode: number;
  77886. }
  77887. }
  77888. declare module BABYLON {
  77889. /**
  77890. * Class used to handle skinning animations
  77891. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77892. */
  77893. export class Skeleton implements IAnimatable {
  77894. /** defines the skeleton name */
  77895. name: string;
  77896. /** defines the skeleton Id */
  77897. id: string;
  77898. /**
  77899. * Defines the list of child bones
  77900. */
  77901. bones: Bone[];
  77902. /**
  77903. * Defines an estimate of the dimension of the skeleton at rest
  77904. */
  77905. dimensionsAtRest: Vector3;
  77906. /**
  77907. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  77908. */
  77909. needInitialSkinMatrix: boolean;
  77910. /**
  77911. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  77912. */
  77913. overrideMesh: Nullable<AbstractMesh>;
  77914. /**
  77915. * Gets the list of animations attached to this skeleton
  77916. */
  77917. animations: Array<Animation>;
  77918. private _scene;
  77919. private _isDirty;
  77920. private _transformMatrices;
  77921. private _transformMatrixTexture;
  77922. private _meshesWithPoseMatrix;
  77923. private _animatables;
  77924. private _identity;
  77925. private _synchronizedWithMesh;
  77926. private _ranges;
  77927. private _lastAbsoluteTransformsUpdateId;
  77928. private _canUseTextureForBones;
  77929. private _uniqueId;
  77930. /** @hidden */
  77931. _numBonesWithLinkedTransformNode: number;
  77932. /** @hidden */
  77933. _hasWaitingData: Nullable<boolean>;
  77934. /**
  77935. * Specifies if the skeleton should be serialized
  77936. */
  77937. doNotSerialize: boolean;
  77938. private _useTextureToStoreBoneMatrices;
  77939. /**
  77940. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  77941. * Please note that this option is not available if the hardware does not support it
  77942. */
  77943. useTextureToStoreBoneMatrices: boolean;
  77944. private _animationPropertiesOverride;
  77945. /**
  77946. * Gets or sets the animation properties override
  77947. */
  77948. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77949. /**
  77950. * List of inspectable custom properties (used by the Inspector)
  77951. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  77952. */
  77953. inspectableCustomProperties: IInspectable[];
  77954. /**
  77955. * An observable triggered before computing the skeleton's matrices
  77956. */
  77957. onBeforeComputeObservable: Observable<Skeleton>;
  77958. /**
  77959. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  77960. */
  77961. readonly isUsingTextureForMatrices: boolean;
  77962. /**
  77963. * Gets the unique ID of this skeleton
  77964. */
  77965. readonly uniqueId: number;
  77966. /**
  77967. * Creates a new skeleton
  77968. * @param name defines the skeleton name
  77969. * @param id defines the skeleton Id
  77970. * @param scene defines the hosting scene
  77971. */
  77972. constructor(
  77973. /** defines the skeleton name */
  77974. name: string,
  77975. /** defines the skeleton Id */
  77976. id: string, scene: Scene);
  77977. /**
  77978. * Gets the current object class name.
  77979. * @return the class name
  77980. */
  77981. getClassName(): string;
  77982. /**
  77983. * Returns an array containing the root bones
  77984. * @returns an array containing the root bones
  77985. */
  77986. getChildren(): Array<Bone>;
  77987. /**
  77988. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  77989. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77990. * @returns a Float32Array containing matrices data
  77991. */
  77992. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  77993. /**
  77994. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  77995. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77996. * @returns a raw texture containing the data
  77997. */
  77998. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  77999. /**
  78000. * Gets the current hosting scene
  78001. * @returns a scene object
  78002. */
  78003. getScene(): Scene;
  78004. /**
  78005. * Gets a string representing the current skeleton data
  78006. * @param fullDetails defines a boolean indicating if we want a verbose version
  78007. * @returns a string representing the current skeleton data
  78008. */
  78009. toString(fullDetails?: boolean): string;
  78010. /**
  78011. * Get bone's index searching by name
  78012. * @param name defines bone's name to search for
  78013. * @return the indice of the bone. Returns -1 if not found
  78014. */
  78015. getBoneIndexByName(name: string): number;
  78016. /**
  78017. * Creater a new animation range
  78018. * @param name defines the name of the range
  78019. * @param from defines the start key
  78020. * @param to defines the end key
  78021. */
  78022. createAnimationRange(name: string, from: number, to: number): void;
  78023. /**
  78024. * Delete a specific animation range
  78025. * @param name defines the name of the range
  78026. * @param deleteFrames defines if frames must be removed as well
  78027. */
  78028. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  78029. /**
  78030. * Gets a specific animation range
  78031. * @param name defines the name of the range to look for
  78032. * @returns the requested animation range or null if not found
  78033. */
  78034. getAnimationRange(name: string): Nullable<AnimationRange>;
  78035. /**
  78036. * Gets the list of all animation ranges defined on this skeleton
  78037. * @returns an array
  78038. */
  78039. getAnimationRanges(): Nullable<AnimationRange>[];
  78040. /**
  78041. * Copy animation range from a source skeleton.
  78042. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  78043. * @param source defines the source skeleton
  78044. * @param name defines the name of the range to copy
  78045. * @param rescaleAsRequired defines if rescaling must be applied if required
  78046. * @returns true if operation was successful
  78047. */
  78048. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  78049. /**
  78050. * Forces the skeleton to go to rest pose
  78051. */
  78052. returnToRest(): void;
  78053. private _getHighestAnimationFrame;
  78054. /**
  78055. * Begin a specific animation range
  78056. * @param name defines the name of the range to start
  78057. * @param loop defines if looping must be turned on (false by default)
  78058. * @param speedRatio defines the speed ratio to apply (1 by default)
  78059. * @param onAnimationEnd defines a callback which will be called when animation will end
  78060. * @returns a new animatable
  78061. */
  78062. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  78063. /** @hidden */
  78064. _markAsDirty(): void;
  78065. /** @hidden */
  78066. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78067. /** @hidden */
  78068. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78069. private _computeTransformMatrices;
  78070. /**
  78071. * Build all resources required to render a skeleton
  78072. */
  78073. prepare(): void;
  78074. /**
  78075. * Gets the list of animatables currently running for this skeleton
  78076. * @returns an array of animatables
  78077. */
  78078. getAnimatables(): IAnimatable[];
  78079. /**
  78080. * Clone the current skeleton
  78081. * @param name defines the name of the new skeleton
  78082. * @param id defines the id of the new skeleton
  78083. * @returns the new skeleton
  78084. */
  78085. clone(name: string, id: string): Skeleton;
  78086. /**
  78087. * Enable animation blending for this skeleton
  78088. * @param blendingSpeed defines the blending speed to apply
  78089. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78090. */
  78091. enableBlending(blendingSpeed?: number): void;
  78092. /**
  78093. * Releases all resources associated with the current skeleton
  78094. */
  78095. dispose(): void;
  78096. /**
  78097. * Serialize the skeleton in a JSON object
  78098. * @returns a JSON object
  78099. */
  78100. serialize(): any;
  78101. /**
  78102. * Creates a new skeleton from serialized data
  78103. * @param parsedSkeleton defines the serialized data
  78104. * @param scene defines the hosting scene
  78105. * @returns a new skeleton
  78106. */
  78107. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  78108. /**
  78109. * Compute all node absolute transforms
  78110. * @param forceUpdate defines if computation must be done even if cache is up to date
  78111. */
  78112. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  78113. /**
  78114. * Gets the root pose matrix
  78115. * @returns a matrix
  78116. */
  78117. getPoseMatrix(): Nullable<Matrix>;
  78118. /**
  78119. * Sorts bones per internal index
  78120. */
  78121. sortBones(): void;
  78122. private _sortBones;
  78123. }
  78124. }
  78125. declare module BABYLON {
  78126. /**
  78127. * Class used to store bone information
  78128. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78129. */
  78130. export class Bone extends Node {
  78131. /**
  78132. * defines the bone name
  78133. */
  78134. name: string;
  78135. private static _tmpVecs;
  78136. private static _tmpQuat;
  78137. private static _tmpMats;
  78138. /**
  78139. * Gets the list of child bones
  78140. */
  78141. children: Bone[];
  78142. /** Gets the animations associated with this bone */
  78143. animations: Animation[];
  78144. /**
  78145. * Gets or sets bone length
  78146. */
  78147. length: number;
  78148. /**
  78149. * @hidden Internal only
  78150. * Set this value to map this bone to a different index in the transform matrices
  78151. * Set this value to -1 to exclude the bone from the transform matrices
  78152. */
  78153. _index: Nullable<number>;
  78154. private _skeleton;
  78155. private _localMatrix;
  78156. private _restPose;
  78157. private _baseMatrix;
  78158. private _absoluteTransform;
  78159. private _invertedAbsoluteTransform;
  78160. private _parent;
  78161. private _scalingDeterminant;
  78162. private _worldTransform;
  78163. private _localScaling;
  78164. private _localRotation;
  78165. private _localPosition;
  78166. private _needToDecompose;
  78167. private _needToCompose;
  78168. /** @hidden */
  78169. _linkedTransformNode: Nullable<TransformNode>;
  78170. /** @hidden */
  78171. _waitingTransformNodeId: Nullable<string>;
  78172. /** @hidden */
  78173. /** @hidden */
  78174. _matrix: Matrix;
  78175. /**
  78176. * Create a new bone
  78177. * @param name defines the bone name
  78178. * @param skeleton defines the parent skeleton
  78179. * @param parentBone defines the parent (can be null if the bone is the root)
  78180. * @param localMatrix defines the local matrix
  78181. * @param restPose defines the rest pose matrix
  78182. * @param baseMatrix defines the base matrix
  78183. * @param index defines index of the bone in the hiearchy
  78184. */
  78185. constructor(
  78186. /**
  78187. * defines the bone name
  78188. */
  78189. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  78190. /**
  78191. * Gets the current object class name.
  78192. * @return the class name
  78193. */
  78194. getClassName(): string;
  78195. /**
  78196. * Gets the parent skeleton
  78197. * @returns a skeleton
  78198. */
  78199. getSkeleton(): Skeleton;
  78200. /**
  78201. * Gets parent bone
  78202. * @returns a bone or null if the bone is the root of the bone hierarchy
  78203. */
  78204. getParent(): Nullable<Bone>;
  78205. /**
  78206. * Returns an array containing the root bones
  78207. * @returns an array containing the root bones
  78208. */
  78209. getChildren(): Array<Bone>;
  78210. /**
  78211. * Sets the parent bone
  78212. * @param parent defines the parent (can be null if the bone is the root)
  78213. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78214. */
  78215. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  78216. /**
  78217. * Gets the local matrix
  78218. * @returns a matrix
  78219. */
  78220. getLocalMatrix(): Matrix;
  78221. /**
  78222. * Gets the base matrix (initial matrix which remains unchanged)
  78223. * @returns a matrix
  78224. */
  78225. getBaseMatrix(): Matrix;
  78226. /**
  78227. * Gets the rest pose matrix
  78228. * @returns a matrix
  78229. */
  78230. getRestPose(): Matrix;
  78231. /**
  78232. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  78233. */
  78234. getWorldMatrix(): Matrix;
  78235. /**
  78236. * Sets the local matrix to rest pose matrix
  78237. */
  78238. returnToRest(): void;
  78239. /**
  78240. * Gets the inverse of the absolute transform matrix.
  78241. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  78242. * @returns a matrix
  78243. */
  78244. getInvertedAbsoluteTransform(): Matrix;
  78245. /**
  78246. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  78247. * @returns a matrix
  78248. */
  78249. getAbsoluteTransform(): Matrix;
  78250. /**
  78251. * Links with the given transform node.
  78252. * The local matrix of this bone is copied from the transform node every frame.
  78253. * @param transformNode defines the transform node to link to
  78254. */
  78255. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  78256. /**
  78257. * Gets the node used to drive the bone's transformation
  78258. * @returns a transform node or null
  78259. */
  78260. getTransformNode(): Nullable<TransformNode>;
  78261. /** Gets or sets current position (in local space) */
  78262. position: Vector3;
  78263. /** Gets or sets current rotation (in local space) */
  78264. rotation: Vector3;
  78265. /** Gets or sets current rotation quaternion (in local space) */
  78266. rotationQuaternion: Quaternion;
  78267. /** Gets or sets current scaling (in local space) */
  78268. scaling: Vector3;
  78269. /**
  78270. * Gets the animation properties override
  78271. */
  78272. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78273. private _decompose;
  78274. private _compose;
  78275. /**
  78276. * Update the base and local matrices
  78277. * @param matrix defines the new base or local matrix
  78278. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78279. * @param updateLocalMatrix defines if the local matrix should be updated
  78280. */
  78281. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  78282. /** @hidden */
  78283. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  78284. /**
  78285. * Flag the bone as dirty (Forcing it to update everything)
  78286. */
  78287. markAsDirty(): void;
  78288. /** @hidden */
  78289. _markAsDirtyAndCompose(): void;
  78290. private _markAsDirtyAndDecompose;
  78291. /**
  78292. * Translate the bone in local or world space
  78293. * @param vec The amount to translate the bone
  78294. * @param space The space that the translation is in
  78295. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78296. */
  78297. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78298. /**
  78299. * Set the postion of the bone in local or world space
  78300. * @param position The position to set the bone
  78301. * @param space The space that the position is in
  78302. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78303. */
  78304. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78305. /**
  78306. * Set the absolute position of the bone (world space)
  78307. * @param position The position to set the bone
  78308. * @param mesh The mesh that this bone is attached to
  78309. */
  78310. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  78311. /**
  78312. * Scale the bone on the x, y and z axes (in local space)
  78313. * @param x The amount to scale the bone on the x axis
  78314. * @param y The amount to scale the bone on the y axis
  78315. * @param z The amount to scale the bone on the z axis
  78316. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  78317. */
  78318. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  78319. /**
  78320. * Set the bone scaling in local space
  78321. * @param scale defines the scaling vector
  78322. */
  78323. setScale(scale: Vector3): void;
  78324. /**
  78325. * Gets the current scaling in local space
  78326. * @returns the current scaling vector
  78327. */
  78328. getScale(): Vector3;
  78329. /**
  78330. * Gets the current scaling in local space and stores it in a target vector
  78331. * @param result defines the target vector
  78332. */
  78333. getScaleToRef(result: Vector3): void;
  78334. /**
  78335. * Set the yaw, pitch, and roll of the bone in local or world space
  78336. * @param yaw The rotation of the bone on the y axis
  78337. * @param pitch The rotation of the bone on the x axis
  78338. * @param roll The rotation of the bone on the z axis
  78339. * @param space The space that the axes of rotation are in
  78340. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78341. */
  78342. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  78343. /**
  78344. * Add a rotation to the bone on an axis in local or world space
  78345. * @param axis The axis to rotate the bone on
  78346. * @param amount The amount to rotate the bone
  78347. * @param space The space that the axis is in
  78348. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78349. */
  78350. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  78351. /**
  78352. * Set the rotation of the bone to a particular axis angle in local or world space
  78353. * @param axis The axis to rotate the bone on
  78354. * @param angle The angle that the bone should be rotated to
  78355. * @param space The space that the axis is in
  78356. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78357. */
  78358. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  78359. /**
  78360. * Set the euler rotation of the bone in local of world space
  78361. * @param rotation The euler rotation that the bone should be set to
  78362. * @param space The space that the rotation is in
  78363. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78364. */
  78365. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78366. /**
  78367. * Set the quaternion rotation of the bone in local of world space
  78368. * @param quat The quaternion rotation that the bone should be set to
  78369. * @param space The space that the rotation is in
  78370. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78371. */
  78372. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  78373. /**
  78374. * Set the rotation matrix of the bone in local of world space
  78375. * @param rotMat The rotation matrix that the bone should be set to
  78376. * @param space The space that the rotation is in
  78377. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78378. */
  78379. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  78380. private _rotateWithMatrix;
  78381. private _getNegativeRotationToRef;
  78382. /**
  78383. * Get the position of the bone in local or world space
  78384. * @param space The space that the returned position is in
  78385. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78386. * @returns The position of the bone
  78387. */
  78388. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  78389. /**
  78390. * Copy the position of the bone to a vector3 in local or world space
  78391. * @param space The space that the returned position is in
  78392. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78393. * @param result The vector3 to copy the position to
  78394. */
  78395. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  78396. /**
  78397. * Get the absolute position of the bone (world space)
  78398. * @param mesh The mesh that this bone is attached to
  78399. * @returns The absolute position of the bone
  78400. */
  78401. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  78402. /**
  78403. * Copy the absolute position of the bone (world space) to the result param
  78404. * @param mesh The mesh that this bone is attached to
  78405. * @param result The vector3 to copy the absolute position to
  78406. */
  78407. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  78408. /**
  78409. * Compute the absolute transforms of this bone and its children
  78410. */
  78411. computeAbsoluteTransforms(): void;
  78412. /**
  78413. * Get the world direction from an axis that is in the local space of the bone
  78414. * @param localAxis The local direction that is used to compute the world direction
  78415. * @param mesh The mesh that this bone is attached to
  78416. * @returns The world direction
  78417. */
  78418. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78419. /**
  78420. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  78421. * @param localAxis The local direction that is used to compute the world direction
  78422. * @param mesh The mesh that this bone is attached to
  78423. * @param result The vector3 that the world direction will be copied to
  78424. */
  78425. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78426. /**
  78427. * Get the euler rotation of the bone in local or world space
  78428. * @param space The space that the rotation should be in
  78429. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78430. * @returns The euler rotation
  78431. */
  78432. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  78433. /**
  78434. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  78435. * @param space The space that the rotation should be in
  78436. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78437. * @param result The vector3 that the rotation should be copied to
  78438. */
  78439. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78440. /**
  78441. * Get the quaternion rotation of the bone in either local or world space
  78442. * @param space The space that the rotation should be in
  78443. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78444. * @returns The quaternion rotation
  78445. */
  78446. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  78447. /**
  78448. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  78449. * @param space The space that the rotation should be in
  78450. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78451. * @param result The quaternion that the rotation should be copied to
  78452. */
  78453. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  78454. /**
  78455. * Get the rotation matrix of the bone in local or world space
  78456. * @param space The space that the rotation should be in
  78457. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78458. * @returns The rotation matrix
  78459. */
  78460. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  78461. /**
  78462. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  78463. * @param space The space that the rotation should be in
  78464. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78465. * @param result The quaternion that the rotation should be copied to
  78466. */
  78467. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  78468. /**
  78469. * Get the world position of a point that is in the local space of the bone
  78470. * @param position The local position
  78471. * @param mesh The mesh that this bone is attached to
  78472. * @returns The world position
  78473. */
  78474. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78475. /**
  78476. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  78477. * @param position The local position
  78478. * @param mesh The mesh that this bone is attached to
  78479. * @param result The vector3 that the world position should be copied to
  78480. */
  78481. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78482. /**
  78483. * Get the local position of a point that is in world space
  78484. * @param position The world position
  78485. * @param mesh The mesh that this bone is attached to
  78486. * @returns The local position
  78487. */
  78488. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78489. /**
  78490. * Get the local position of a point that is in world space and copy it to the result param
  78491. * @param position The world position
  78492. * @param mesh The mesh that this bone is attached to
  78493. * @param result The vector3 that the local position should be copied to
  78494. */
  78495. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78496. }
  78497. }
  78498. declare module BABYLON {
  78499. /**
  78500. * 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.
  78501. * @see https://doc.babylonjs.com/how_to/transformnode
  78502. */
  78503. export class TransformNode extends Node {
  78504. /**
  78505. * Object will not rotate to face the camera
  78506. */
  78507. static BILLBOARDMODE_NONE: number;
  78508. /**
  78509. * Object will rotate to face the camera but only on the x axis
  78510. */
  78511. static BILLBOARDMODE_X: number;
  78512. /**
  78513. * Object will rotate to face the camera but only on the y axis
  78514. */
  78515. static BILLBOARDMODE_Y: number;
  78516. /**
  78517. * Object will rotate to face the camera but only on the z axis
  78518. */
  78519. static BILLBOARDMODE_Z: number;
  78520. /**
  78521. * Object will rotate to face the camera
  78522. */
  78523. static BILLBOARDMODE_ALL: number;
  78524. /**
  78525. * Object will rotate to face the camera's position instead of orientation
  78526. */
  78527. static BILLBOARDMODE_USE_POSITION: number;
  78528. private _forward;
  78529. private _forwardInverted;
  78530. private _up;
  78531. private _right;
  78532. private _rightInverted;
  78533. private _position;
  78534. private _rotation;
  78535. private _rotationQuaternion;
  78536. protected _scaling: Vector3;
  78537. protected _isDirty: boolean;
  78538. private _transformToBoneReferal;
  78539. private _isAbsoluteSynced;
  78540. private _billboardMode;
  78541. /**
  78542. * Gets or sets the billboard mode. Default is 0.
  78543. *
  78544. * | Value | Type | Description |
  78545. * | --- | --- | --- |
  78546. * | 0 | BILLBOARDMODE_NONE | |
  78547. * | 1 | BILLBOARDMODE_X | |
  78548. * | 2 | BILLBOARDMODE_Y | |
  78549. * | 4 | BILLBOARDMODE_Z | |
  78550. * | 7 | BILLBOARDMODE_ALL | |
  78551. *
  78552. */
  78553. billboardMode: number;
  78554. private _preserveParentRotationForBillboard;
  78555. /**
  78556. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  78557. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  78558. */
  78559. preserveParentRotationForBillboard: boolean;
  78560. /**
  78561. * 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
  78562. */
  78563. scalingDeterminant: number;
  78564. private _infiniteDistance;
  78565. /**
  78566. * Gets or sets the distance of the object to max, often used by skybox
  78567. */
  78568. infiniteDistance: boolean;
  78569. /**
  78570. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  78571. * By default the system will update normals to compensate
  78572. */
  78573. ignoreNonUniformScaling: boolean;
  78574. /**
  78575. * 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
  78576. */
  78577. reIntegrateRotationIntoRotationQuaternion: boolean;
  78578. /** @hidden */
  78579. _poseMatrix: Nullable<Matrix>;
  78580. /** @hidden */
  78581. _localMatrix: Matrix;
  78582. private _usePivotMatrix;
  78583. private _absolutePosition;
  78584. private _absoluteScaling;
  78585. private _absoluteRotationQuaternion;
  78586. private _pivotMatrix;
  78587. private _pivotMatrixInverse;
  78588. protected _postMultiplyPivotMatrix: boolean;
  78589. protected _isWorldMatrixFrozen: boolean;
  78590. /** @hidden */
  78591. _indexInSceneTransformNodesArray: number;
  78592. /**
  78593. * An event triggered after the world matrix is updated
  78594. */
  78595. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  78596. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  78597. /**
  78598. * Gets a string identifying the name of the class
  78599. * @returns "TransformNode" string
  78600. */
  78601. getClassName(): string;
  78602. /**
  78603. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  78604. */
  78605. position: Vector3;
  78606. /**
  78607. * 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)).
  78608. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  78609. */
  78610. rotation: Vector3;
  78611. /**
  78612. * 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)).
  78613. */
  78614. scaling: Vector3;
  78615. /**
  78616. * 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).
  78617. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  78618. */
  78619. rotationQuaternion: Nullable<Quaternion>;
  78620. /**
  78621. * The forward direction of that transform in world space.
  78622. */
  78623. readonly forward: Vector3;
  78624. /**
  78625. * The up direction of that transform in world space.
  78626. */
  78627. readonly up: Vector3;
  78628. /**
  78629. * The right direction of that transform in world space.
  78630. */
  78631. readonly right: Vector3;
  78632. /**
  78633. * Copies the parameter passed Matrix into the mesh Pose matrix.
  78634. * @param matrix the matrix to copy the pose from
  78635. * @returns this TransformNode.
  78636. */
  78637. updatePoseMatrix(matrix: Matrix): TransformNode;
  78638. /**
  78639. * Returns the mesh Pose matrix.
  78640. * @returns the pose matrix
  78641. */
  78642. getPoseMatrix(): Matrix;
  78643. /** @hidden */
  78644. _isSynchronized(): boolean;
  78645. /** @hidden */
  78646. _initCache(): void;
  78647. /**
  78648. * Flag the transform node as dirty (Forcing it to update everything)
  78649. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  78650. * @returns this transform node
  78651. */
  78652. markAsDirty(property: string): TransformNode;
  78653. /**
  78654. * Returns the current mesh absolute position.
  78655. * Returns a Vector3.
  78656. */
  78657. readonly absolutePosition: Vector3;
  78658. /**
  78659. * Returns the current mesh absolute scaling.
  78660. * Returns a Vector3.
  78661. */
  78662. readonly absoluteScaling: Vector3;
  78663. /**
  78664. * Returns the current mesh absolute rotation.
  78665. * Returns a Quaternion.
  78666. */
  78667. readonly absoluteRotationQuaternion: Quaternion;
  78668. /**
  78669. * Sets a new matrix to apply before all other transformation
  78670. * @param matrix defines the transform matrix
  78671. * @returns the current TransformNode
  78672. */
  78673. setPreTransformMatrix(matrix: Matrix): TransformNode;
  78674. /**
  78675. * Sets a new pivot matrix to the current node
  78676. * @param matrix defines the new pivot matrix to use
  78677. * @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
  78678. * @returns the current TransformNode
  78679. */
  78680. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  78681. /**
  78682. * Returns the mesh pivot matrix.
  78683. * Default : Identity.
  78684. * @returns the matrix
  78685. */
  78686. getPivotMatrix(): Matrix;
  78687. /**
  78688. * Instantiate (when possible) or clone that node with its hierarchy
  78689. * @param newParent defines the new parent to use for the instance (or clone)
  78690. * @returns an instance (or a clone) of the current node with its hiearchy
  78691. */
  78692. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  78693. /**
  78694. * Prevents the World matrix to be computed any longer
  78695. * @param newWorldMatrix defines an optional matrix to use as world matrix
  78696. * @returns the TransformNode.
  78697. */
  78698. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  78699. /**
  78700. * Allows back the World matrix computation.
  78701. * @returns the TransformNode.
  78702. */
  78703. unfreezeWorldMatrix(): this;
  78704. /**
  78705. * True if the World matrix has been frozen.
  78706. */
  78707. readonly isWorldMatrixFrozen: boolean;
  78708. /**
  78709. * Retuns the mesh absolute position in the World.
  78710. * @returns a Vector3.
  78711. */
  78712. getAbsolutePosition(): Vector3;
  78713. /**
  78714. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  78715. * @param absolutePosition the absolute position to set
  78716. * @returns the TransformNode.
  78717. */
  78718. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  78719. /**
  78720. * Sets the mesh position in its local space.
  78721. * @param vector3 the position to set in localspace
  78722. * @returns the TransformNode.
  78723. */
  78724. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  78725. /**
  78726. * Returns the mesh position in the local space from the current World matrix values.
  78727. * @returns a new Vector3.
  78728. */
  78729. getPositionExpressedInLocalSpace(): Vector3;
  78730. /**
  78731. * Translates the mesh along the passed Vector3 in its local space.
  78732. * @param vector3 the distance to translate in localspace
  78733. * @returns the TransformNode.
  78734. */
  78735. locallyTranslate(vector3: Vector3): TransformNode;
  78736. private static _lookAtVectorCache;
  78737. /**
  78738. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  78739. * @param targetPoint the position (must be in same space as current mesh) to look at
  78740. * @param yawCor optional yaw (y-axis) correction in radians
  78741. * @param pitchCor optional pitch (x-axis) correction in radians
  78742. * @param rollCor optional roll (z-axis) correction in radians
  78743. * @param space the choosen space of the target
  78744. * @returns the TransformNode.
  78745. */
  78746. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  78747. /**
  78748. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78749. * This Vector3 is expressed in the World space.
  78750. * @param localAxis axis to rotate
  78751. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78752. */
  78753. getDirection(localAxis: Vector3): Vector3;
  78754. /**
  78755. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  78756. * localAxis is expressed in the mesh local space.
  78757. * result is computed in the Wordl space from the mesh World matrix.
  78758. * @param localAxis axis to rotate
  78759. * @param result the resulting transformnode
  78760. * @returns this TransformNode.
  78761. */
  78762. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  78763. /**
  78764. * Sets this transform node rotation to the given local axis.
  78765. * @param localAxis the axis in local space
  78766. * @param yawCor optional yaw (y-axis) correction in radians
  78767. * @param pitchCor optional pitch (x-axis) correction in radians
  78768. * @param rollCor optional roll (z-axis) correction in radians
  78769. * @returns this TransformNode
  78770. */
  78771. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  78772. /**
  78773. * Sets a new pivot point to the current node
  78774. * @param point defines the new pivot point to use
  78775. * @param space defines if the point is in world or local space (local by default)
  78776. * @returns the current TransformNode
  78777. */
  78778. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  78779. /**
  78780. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  78781. * @returns the pivot point
  78782. */
  78783. getPivotPoint(): Vector3;
  78784. /**
  78785. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  78786. * @param result the vector3 to store the result
  78787. * @returns this TransformNode.
  78788. */
  78789. getPivotPointToRef(result: Vector3): TransformNode;
  78790. /**
  78791. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  78792. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  78793. */
  78794. getAbsolutePivotPoint(): Vector3;
  78795. /**
  78796. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  78797. * @param result vector3 to store the result
  78798. * @returns this TransformNode.
  78799. */
  78800. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  78801. /**
  78802. * Defines the passed node as the parent of the current node.
  78803. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  78804. * @see https://doc.babylonjs.com/how_to/parenting
  78805. * @param node the node ot set as the parent
  78806. * @returns this TransformNode.
  78807. */
  78808. setParent(node: Nullable<Node>): TransformNode;
  78809. private _nonUniformScaling;
  78810. /**
  78811. * True if the scaling property of this object is non uniform eg. (1,2,1)
  78812. */
  78813. readonly nonUniformScaling: boolean;
  78814. /** @hidden */
  78815. _updateNonUniformScalingState(value: boolean): boolean;
  78816. /**
  78817. * Attach the current TransformNode to another TransformNode associated with a bone
  78818. * @param bone Bone affecting the TransformNode
  78819. * @param affectedTransformNode TransformNode associated with the bone
  78820. * @returns this object
  78821. */
  78822. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  78823. /**
  78824. * Detach the transform node if its associated with a bone
  78825. * @returns this object
  78826. */
  78827. detachFromBone(): TransformNode;
  78828. private static _rotationAxisCache;
  78829. /**
  78830. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  78831. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78832. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78833. * The passed axis is also normalized.
  78834. * @param axis the axis to rotate around
  78835. * @param amount the amount to rotate in radians
  78836. * @param space Space to rotate in (Default: local)
  78837. * @returns the TransformNode.
  78838. */
  78839. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  78840. /**
  78841. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  78842. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78843. * The passed axis is also normalized. .
  78844. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  78845. * @param point the point to rotate around
  78846. * @param axis the axis to rotate around
  78847. * @param amount the amount to rotate in radians
  78848. * @returns the TransformNode
  78849. */
  78850. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  78851. /**
  78852. * Translates the mesh along the axis vector for the passed distance in the given space.
  78853. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78854. * @param axis the axis to translate in
  78855. * @param distance the distance to translate
  78856. * @param space Space to rotate in (Default: local)
  78857. * @returns the TransformNode.
  78858. */
  78859. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  78860. /**
  78861. * Adds a rotation step to the mesh current rotation.
  78862. * x, y, z are Euler angles expressed in radians.
  78863. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  78864. * This means this rotation is made in the mesh local space only.
  78865. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  78866. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  78867. * ```javascript
  78868. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  78869. * ```
  78870. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  78871. * 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.
  78872. * @param x Rotation to add
  78873. * @param y Rotation to add
  78874. * @param z Rotation to add
  78875. * @returns the TransformNode.
  78876. */
  78877. addRotation(x: number, y: number, z: number): TransformNode;
  78878. /**
  78879. * @hidden
  78880. */
  78881. protected _getEffectiveParent(): Nullable<Node>;
  78882. /**
  78883. * Computes the world matrix of the node
  78884. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78885. * @returns the world matrix
  78886. */
  78887. computeWorldMatrix(force?: boolean): Matrix;
  78888. protected _afterComputeWorldMatrix(): void;
  78889. /**
  78890. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  78891. * @param func callback function to add
  78892. *
  78893. * @returns the TransformNode.
  78894. */
  78895. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78896. /**
  78897. * Removes a registered callback function.
  78898. * @param func callback function to remove
  78899. * @returns the TransformNode.
  78900. */
  78901. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78902. /**
  78903. * Gets the position of the current mesh in camera space
  78904. * @param camera defines the camera to use
  78905. * @returns a position
  78906. */
  78907. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  78908. /**
  78909. * Returns the distance from the mesh to the active camera
  78910. * @param camera defines the camera to use
  78911. * @returns the distance
  78912. */
  78913. getDistanceToCamera(camera?: Nullable<Camera>): number;
  78914. /**
  78915. * Clone the current transform node
  78916. * @param name Name of the new clone
  78917. * @param newParent New parent for the clone
  78918. * @param doNotCloneChildren Do not clone children hierarchy
  78919. * @returns the new transform node
  78920. */
  78921. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  78922. /**
  78923. * Serializes the objects information.
  78924. * @param currentSerializationObject defines the object to serialize in
  78925. * @returns the serialized object
  78926. */
  78927. serialize(currentSerializationObject?: any): any;
  78928. /**
  78929. * Returns a new TransformNode object parsed from the source provided.
  78930. * @param parsedTransformNode is the source.
  78931. * @param scene the scne the object belongs to
  78932. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  78933. * @returns a new TransformNode object parsed from the source provided.
  78934. */
  78935. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  78936. /**
  78937. * Get all child-transformNodes of this node
  78938. * @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
  78939. * @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
  78940. * @returns an array of TransformNode
  78941. */
  78942. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  78943. /**
  78944. * Releases resources associated with this transform node.
  78945. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78946. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78947. */
  78948. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78949. /**
  78950. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  78951. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  78952. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  78953. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  78954. * @returns the current mesh
  78955. */
  78956. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  78957. private _syncAbsoluteScalingAndRotation;
  78958. }
  78959. }
  78960. declare module BABYLON {
  78961. /**
  78962. * Defines the types of pose enabled controllers that are supported
  78963. */
  78964. export enum PoseEnabledControllerType {
  78965. /**
  78966. * HTC Vive
  78967. */
  78968. VIVE = 0,
  78969. /**
  78970. * Oculus Rift
  78971. */
  78972. OCULUS = 1,
  78973. /**
  78974. * Windows mixed reality
  78975. */
  78976. WINDOWS = 2,
  78977. /**
  78978. * Samsung gear VR
  78979. */
  78980. GEAR_VR = 3,
  78981. /**
  78982. * Google Daydream
  78983. */
  78984. DAYDREAM = 4,
  78985. /**
  78986. * Generic
  78987. */
  78988. GENERIC = 5
  78989. }
  78990. /**
  78991. * Defines the MutableGamepadButton interface for the state of a gamepad button
  78992. */
  78993. export interface MutableGamepadButton {
  78994. /**
  78995. * Value of the button/trigger
  78996. */
  78997. value: number;
  78998. /**
  78999. * If the button/trigger is currently touched
  79000. */
  79001. touched: boolean;
  79002. /**
  79003. * If the button/trigger is currently pressed
  79004. */
  79005. pressed: boolean;
  79006. }
  79007. /**
  79008. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  79009. * @hidden
  79010. */
  79011. export interface ExtendedGamepadButton extends GamepadButton {
  79012. /**
  79013. * If the button/trigger is currently pressed
  79014. */
  79015. readonly pressed: boolean;
  79016. /**
  79017. * If the button/trigger is currently touched
  79018. */
  79019. readonly touched: boolean;
  79020. /**
  79021. * Value of the button/trigger
  79022. */
  79023. readonly value: number;
  79024. }
  79025. /** @hidden */
  79026. export interface _GamePadFactory {
  79027. /**
  79028. * Returns wether or not the current gamepad can be created for this type of controller.
  79029. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79030. * @returns true if it can be created, otherwise false
  79031. */
  79032. canCreate(gamepadInfo: any): boolean;
  79033. /**
  79034. * Creates a new instance of the Gamepad.
  79035. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79036. * @returns the new gamepad instance
  79037. */
  79038. create(gamepadInfo: any): Gamepad;
  79039. }
  79040. /**
  79041. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79042. */
  79043. export class PoseEnabledControllerHelper {
  79044. /** @hidden */
  79045. static _ControllerFactories: _GamePadFactory[];
  79046. /** @hidden */
  79047. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  79048. /**
  79049. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79050. * @param vrGamepad the gamepad to initialized
  79051. * @returns a vr controller of the type the gamepad identified as
  79052. */
  79053. static InitiateController(vrGamepad: any): Gamepad;
  79054. }
  79055. /**
  79056. * Defines the PoseEnabledController object that contains state of a vr capable controller
  79057. */
  79058. export class PoseEnabledController extends Gamepad implements PoseControlled {
  79059. /**
  79060. * If the controller is used in a webXR session
  79061. */
  79062. isXR: boolean;
  79063. private _deviceRoomPosition;
  79064. private _deviceRoomRotationQuaternion;
  79065. /**
  79066. * The device position in babylon space
  79067. */
  79068. devicePosition: Vector3;
  79069. /**
  79070. * The device rotation in babylon space
  79071. */
  79072. deviceRotationQuaternion: Quaternion;
  79073. /**
  79074. * The scale factor of the device in babylon space
  79075. */
  79076. deviceScaleFactor: number;
  79077. /**
  79078. * (Likely devicePosition should be used instead) The device position in its room space
  79079. */
  79080. position: Vector3;
  79081. /**
  79082. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  79083. */
  79084. rotationQuaternion: Quaternion;
  79085. /**
  79086. * The type of controller (Eg. Windows mixed reality)
  79087. */
  79088. controllerType: PoseEnabledControllerType;
  79089. protected _calculatedPosition: Vector3;
  79090. private _calculatedRotation;
  79091. /**
  79092. * The raw pose from the device
  79093. */
  79094. rawPose: DevicePose;
  79095. private _trackPosition;
  79096. private _maxRotationDistFromHeadset;
  79097. private _draggedRoomRotation;
  79098. /**
  79099. * @hidden
  79100. */
  79101. _disableTrackPosition(fixedPosition: Vector3): void;
  79102. /**
  79103. * Internal, the mesh attached to the controller
  79104. * @hidden
  79105. */
  79106. _mesh: Nullable<AbstractMesh>;
  79107. private _poseControlledCamera;
  79108. private _leftHandSystemQuaternion;
  79109. /**
  79110. * Internal, matrix used to convert room space to babylon space
  79111. * @hidden
  79112. */
  79113. _deviceToWorld: Matrix;
  79114. /**
  79115. * Node to be used when casting a ray from the controller
  79116. * @hidden
  79117. */
  79118. _pointingPoseNode: Nullable<TransformNode>;
  79119. /**
  79120. * Name of the child mesh that can be used to cast a ray from the controller
  79121. */
  79122. static readonly POINTING_POSE: string;
  79123. /**
  79124. * Creates a new PoseEnabledController from a gamepad
  79125. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  79126. */
  79127. constructor(browserGamepad: any);
  79128. private _workingMatrix;
  79129. /**
  79130. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  79131. */
  79132. update(): void;
  79133. /**
  79134. * Updates only the pose device and mesh without doing any button event checking
  79135. */
  79136. protected _updatePoseAndMesh(): void;
  79137. /**
  79138. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  79139. * @param poseData raw pose fromthe device
  79140. */
  79141. updateFromDevice(poseData: DevicePose): void;
  79142. /**
  79143. * @hidden
  79144. */
  79145. _meshAttachedObservable: Observable<AbstractMesh>;
  79146. /**
  79147. * Attaches a mesh to the controller
  79148. * @param mesh the mesh to be attached
  79149. */
  79150. attachToMesh(mesh: AbstractMesh): void;
  79151. /**
  79152. * Attaches the controllers mesh to a camera
  79153. * @param camera the camera the mesh should be attached to
  79154. */
  79155. attachToPoseControlledCamera(camera: TargetCamera): void;
  79156. /**
  79157. * Disposes of the controller
  79158. */
  79159. dispose(): void;
  79160. /**
  79161. * The mesh that is attached to the controller
  79162. */
  79163. readonly mesh: Nullable<AbstractMesh>;
  79164. /**
  79165. * Gets the ray of the controller in the direction the controller is pointing
  79166. * @param length the length the resulting ray should be
  79167. * @returns a ray in the direction the controller is pointing
  79168. */
  79169. getForwardRay(length?: number): Ray;
  79170. }
  79171. }
  79172. declare module BABYLON {
  79173. /**
  79174. * Defines the WebVRController object that represents controllers tracked in 3D space
  79175. */
  79176. export abstract class WebVRController extends PoseEnabledController {
  79177. /**
  79178. * Internal, the default controller model for the controller
  79179. */
  79180. protected _defaultModel: AbstractMesh;
  79181. /**
  79182. * Fired when the trigger state has changed
  79183. */
  79184. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  79185. /**
  79186. * Fired when the main button state has changed
  79187. */
  79188. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79189. /**
  79190. * Fired when the secondary button state has changed
  79191. */
  79192. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79193. /**
  79194. * Fired when the pad state has changed
  79195. */
  79196. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  79197. /**
  79198. * Fired when controllers stick values have changed
  79199. */
  79200. onPadValuesChangedObservable: Observable<StickValues>;
  79201. /**
  79202. * Array of button availible on the controller
  79203. */
  79204. protected _buttons: Array<MutableGamepadButton>;
  79205. private _onButtonStateChange;
  79206. /**
  79207. * Fired when a controller button's state has changed
  79208. * @param callback the callback containing the button that was modified
  79209. */
  79210. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  79211. /**
  79212. * X and Y axis corresponding to the controllers joystick
  79213. */
  79214. pad: StickValues;
  79215. /**
  79216. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  79217. */
  79218. hand: string;
  79219. /**
  79220. * The default controller model for the controller
  79221. */
  79222. readonly defaultModel: AbstractMesh;
  79223. /**
  79224. * Creates a new WebVRController from a gamepad
  79225. * @param vrGamepad the gamepad that the WebVRController should be created from
  79226. */
  79227. constructor(vrGamepad: any);
  79228. /**
  79229. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  79230. */
  79231. update(): void;
  79232. /**
  79233. * Function to be called when a button is modified
  79234. */
  79235. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  79236. /**
  79237. * Loads a mesh and attaches it to the controller
  79238. * @param scene the scene the mesh should be added to
  79239. * @param meshLoaded callback for when the mesh has been loaded
  79240. */
  79241. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  79242. private _setButtonValue;
  79243. private _changes;
  79244. private _checkChanges;
  79245. /**
  79246. * Disposes of th webVRCOntroller
  79247. */
  79248. dispose(): void;
  79249. }
  79250. }
  79251. declare module BABYLON {
  79252. /**
  79253. * The HemisphericLight simulates the ambient environment light,
  79254. * so the passed direction is the light reflection direction, not the incoming direction.
  79255. */
  79256. export class HemisphericLight extends Light {
  79257. /**
  79258. * The groundColor is the light in the opposite direction to the one specified during creation.
  79259. * 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.
  79260. */
  79261. groundColor: Color3;
  79262. /**
  79263. * The light reflection direction, not the incoming direction.
  79264. */
  79265. direction: Vector3;
  79266. /**
  79267. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  79268. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  79269. * The HemisphericLight can't cast shadows.
  79270. * Documentation : https://doc.babylonjs.com/babylon101/lights
  79271. * @param name The friendly name of the light
  79272. * @param direction The direction of the light reflection
  79273. * @param scene The scene the light belongs to
  79274. */
  79275. constructor(name: string, direction: Vector3, scene: Scene);
  79276. protected _buildUniformLayout(): void;
  79277. /**
  79278. * Returns the string "HemisphericLight".
  79279. * @return The class name
  79280. */
  79281. getClassName(): string;
  79282. /**
  79283. * Sets the HemisphericLight direction towards the passed target (Vector3).
  79284. * Returns the updated direction.
  79285. * @param target The target the direction should point to
  79286. * @return The computed direction
  79287. */
  79288. setDirectionToTarget(target: Vector3): Vector3;
  79289. /**
  79290. * Returns the shadow generator associated to the light.
  79291. * @returns Always null for hemispheric lights because it does not support shadows.
  79292. */
  79293. getShadowGenerator(): Nullable<IShadowGenerator>;
  79294. /**
  79295. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  79296. * @param effect The effect to update
  79297. * @param lightIndex The index of the light in the effect to update
  79298. * @returns The hemispheric light
  79299. */
  79300. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  79301. /**
  79302. * Computes the world matrix of the node
  79303. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79304. * @param useWasUpdatedFlag defines a reserved property
  79305. * @returns the world matrix
  79306. */
  79307. computeWorldMatrix(): Matrix;
  79308. /**
  79309. * Returns the integer 3.
  79310. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  79311. */
  79312. getTypeID(): number;
  79313. /**
  79314. * Prepares the list of defines specific to the light type.
  79315. * @param defines the list of defines
  79316. * @param lightIndex defines the index of the light for the effect
  79317. */
  79318. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  79319. }
  79320. }
  79321. declare module BABYLON {
  79322. /** @hidden */
  79323. export var vrMultiviewToSingleviewPixelShader: {
  79324. name: string;
  79325. shader: string;
  79326. };
  79327. }
  79328. declare module BABYLON {
  79329. /**
  79330. * Renders to multiple views with a single draw call
  79331. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  79332. */
  79333. export class MultiviewRenderTarget extends RenderTargetTexture {
  79334. /**
  79335. * Creates a multiview render target
  79336. * @param scene scene used with the render target
  79337. * @param size the size of the render target (used for each view)
  79338. */
  79339. constructor(scene: Scene, size?: number | {
  79340. width: number;
  79341. height: number;
  79342. } | {
  79343. ratio: number;
  79344. });
  79345. /**
  79346. * @hidden
  79347. * @param faceIndex the face index, if its a cube texture
  79348. */
  79349. _bindFrameBuffer(faceIndex?: number): void;
  79350. /**
  79351. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  79352. * @returns the view count
  79353. */
  79354. getViewCount(): number;
  79355. }
  79356. }
  79357. declare module BABYLON {
  79358. /**
  79359. * Reprasents a camera frustum
  79360. */
  79361. export class Frustum {
  79362. /**
  79363. * Gets the planes representing the frustum
  79364. * @param transform matrix to be applied to the returned planes
  79365. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  79366. */
  79367. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  79368. /**
  79369. * Gets the near frustum plane transformed by the transform matrix
  79370. * @param transform transformation matrix to be applied to the resulting frustum plane
  79371. * @param frustumPlane the resuling frustum plane
  79372. */
  79373. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79374. /**
  79375. * Gets the far frustum plane transformed by the transform matrix
  79376. * @param transform transformation matrix to be applied to the resulting frustum plane
  79377. * @param frustumPlane the resuling frustum plane
  79378. */
  79379. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79380. /**
  79381. * Gets the left frustum plane transformed by the transform matrix
  79382. * @param transform transformation matrix to be applied to the resulting frustum plane
  79383. * @param frustumPlane the resuling frustum plane
  79384. */
  79385. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79386. /**
  79387. * Gets the right frustum plane transformed by the transform matrix
  79388. * @param transform transformation matrix to be applied to the resulting frustum plane
  79389. * @param frustumPlane the resuling frustum plane
  79390. */
  79391. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79392. /**
  79393. * Gets the top frustum plane transformed by the transform matrix
  79394. * @param transform transformation matrix to be applied to the resulting frustum plane
  79395. * @param frustumPlane the resuling frustum plane
  79396. */
  79397. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79398. /**
  79399. * Gets the bottom frustum plane transformed by the transform matrix
  79400. * @param transform transformation matrix to be applied to the resulting frustum plane
  79401. * @param frustumPlane the resuling frustum plane
  79402. */
  79403. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79404. /**
  79405. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  79406. * @param transform transformation matrix to be applied to the resulting frustum planes
  79407. * @param frustumPlanes the resuling frustum planes
  79408. */
  79409. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  79410. }
  79411. }
  79412. declare module BABYLON {
  79413. interface Engine {
  79414. /**
  79415. * Creates a new multiview render target
  79416. * @param width defines the width of the texture
  79417. * @param height defines the height of the texture
  79418. * @returns the created multiview texture
  79419. */
  79420. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  79421. /**
  79422. * Binds a multiview framebuffer to be drawn to
  79423. * @param multiviewTexture texture to bind
  79424. */
  79425. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  79426. }
  79427. interface Camera {
  79428. /**
  79429. * @hidden
  79430. * 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)
  79431. */
  79432. _useMultiviewToSingleView: boolean;
  79433. /**
  79434. * @hidden
  79435. * 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)
  79436. */
  79437. _multiviewTexture: Nullable<RenderTargetTexture>;
  79438. /**
  79439. * @hidden
  79440. * ensures the multiview texture of the camera exists and has the specified width/height
  79441. * @param width height to set on the multiview texture
  79442. * @param height width to set on the multiview texture
  79443. */
  79444. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  79445. }
  79446. interface Scene {
  79447. /** @hidden */
  79448. _transformMatrixR: Matrix;
  79449. /** @hidden */
  79450. _multiviewSceneUbo: Nullable<UniformBuffer>;
  79451. /** @hidden */
  79452. _createMultiviewUbo(): void;
  79453. /** @hidden */
  79454. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  79455. /** @hidden */
  79456. _renderMultiviewToSingleView(camera: Camera): void;
  79457. }
  79458. }
  79459. declare module BABYLON {
  79460. /**
  79461. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  79462. * This will not be used for webXR as it supports displaying texture arrays directly
  79463. */
  79464. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  79465. /**
  79466. * Initializes a VRMultiviewToSingleview
  79467. * @param name name of the post process
  79468. * @param camera camera to be applied to
  79469. * @param scaleFactor scaling factor to the size of the output texture
  79470. */
  79471. constructor(name: string, camera: Camera, scaleFactor: number);
  79472. }
  79473. }
  79474. declare module BABYLON {
  79475. interface Engine {
  79476. /** @hidden */
  79477. _vrDisplay: any;
  79478. /** @hidden */
  79479. _vrSupported: boolean;
  79480. /** @hidden */
  79481. _oldSize: Size;
  79482. /** @hidden */
  79483. _oldHardwareScaleFactor: number;
  79484. /** @hidden */
  79485. _vrExclusivePointerMode: boolean;
  79486. /** @hidden */
  79487. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  79488. /** @hidden */
  79489. _onVRDisplayPointerRestricted: () => void;
  79490. /** @hidden */
  79491. _onVRDisplayPointerUnrestricted: () => void;
  79492. /** @hidden */
  79493. _onVrDisplayConnect: Nullable<(display: any) => void>;
  79494. /** @hidden */
  79495. _onVrDisplayDisconnect: Nullable<() => void>;
  79496. /** @hidden */
  79497. _onVrDisplayPresentChange: Nullable<() => void>;
  79498. /**
  79499. * Observable signaled when VR display mode changes
  79500. */
  79501. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  79502. /**
  79503. * Observable signaled when VR request present is complete
  79504. */
  79505. onVRRequestPresentComplete: Observable<boolean>;
  79506. /**
  79507. * Observable signaled when VR request present starts
  79508. */
  79509. onVRRequestPresentStart: Observable<Engine>;
  79510. /**
  79511. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  79512. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  79513. */
  79514. isInVRExclusivePointerMode: boolean;
  79515. /**
  79516. * Gets a boolean indicating if a webVR device was detected
  79517. * @returns true if a webVR device was detected
  79518. */
  79519. isVRDevicePresent(): boolean;
  79520. /**
  79521. * Gets the current webVR device
  79522. * @returns the current webVR device (or null)
  79523. */
  79524. getVRDevice(): any;
  79525. /**
  79526. * Initializes a webVR display and starts listening to display change events
  79527. * The onVRDisplayChangedObservable will be notified upon these changes
  79528. * @returns A promise containing a VRDisplay and if vr is supported
  79529. */
  79530. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  79531. /** @hidden */
  79532. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  79533. /**
  79534. * Call this function to switch to webVR mode
  79535. * Will do nothing if webVR is not supported or if there is no webVR device
  79536. * @see http://doc.babylonjs.com/how_to/webvr_camera
  79537. */
  79538. enableVR(): void;
  79539. /** @hidden */
  79540. _onVRFullScreenTriggered(): void;
  79541. }
  79542. }
  79543. declare module BABYLON {
  79544. /**
  79545. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  79546. * IMPORTANT!! The data is right-hand data.
  79547. * @export
  79548. * @interface DevicePose
  79549. */
  79550. export interface DevicePose {
  79551. /**
  79552. * The position of the device, values in array are [x,y,z].
  79553. */
  79554. readonly position: Nullable<Float32Array>;
  79555. /**
  79556. * The linearVelocity of the device, values in array are [x,y,z].
  79557. */
  79558. readonly linearVelocity: Nullable<Float32Array>;
  79559. /**
  79560. * The linearAcceleration of the device, values in array are [x,y,z].
  79561. */
  79562. readonly linearAcceleration: Nullable<Float32Array>;
  79563. /**
  79564. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  79565. */
  79566. readonly orientation: Nullable<Float32Array>;
  79567. /**
  79568. * The angularVelocity of the device, values in array are [x,y,z].
  79569. */
  79570. readonly angularVelocity: Nullable<Float32Array>;
  79571. /**
  79572. * The angularAcceleration of the device, values in array are [x,y,z].
  79573. */
  79574. readonly angularAcceleration: Nullable<Float32Array>;
  79575. }
  79576. /**
  79577. * Interface representing a pose controlled object in Babylon.
  79578. * A pose controlled object has both regular pose values as well as pose values
  79579. * from an external device such as a VR head mounted display
  79580. */
  79581. export interface PoseControlled {
  79582. /**
  79583. * The position of the object in babylon space.
  79584. */
  79585. position: Vector3;
  79586. /**
  79587. * The rotation quaternion of the object in babylon space.
  79588. */
  79589. rotationQuaternion: Quaternion;
  79590. /**
  79591. * The position of the device in babylon space.
  79592. */
  79593. devicePosition?: Vector3;
  79594. /**
  79595. * The rotation quaternion of the device in babylon space.
  79596. */
  79597. deviceRotationQuaternion: Quaternion;
  79598. /**
  79599. * The raw pose coming from the device.
  79600. */
  79601. rawPose: Nullable<DevicePose>;
  79602. /**
  79603. * The scale of the device to be used when translating from device space to babylon space.
  79604. */
  79605. deviceScaleFactor: number;
  79606. /**
  79607. * Updates the poseControlled values based on the input device pose.
  79608. * @param poseData the pose data to update the object with
  79609. */
  79610. updateFromDevice(poseData: DevicePose): void;
  79611. }
  79612. /**
  79613. * Set of options to customize the webVRCamera
  79614. */
  79615. export interface WebVROptions {
  79616. /**
  79617. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  79618. */
  79619. trackPosition?: boolean;
  79620. /**
  79621. * Sets the scale of the vrDevice in babylon space. (default: 1)
  79622. */
  79623. positionScale?: number;
  79624. /**
  79625. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  79626. */
  79627. displayName?: string;
  79628. /**
  79629. * Should the native controller meshes be initialized. (default: true)
  79630. */
  79631. controllerMeshes?: boolean;
  79632. /**
  79633. * Creating a default HemiLight only on controllers. (default: true)
  79634. */
  79635. defaultLightingOnControllers?: boolean;
  79636. /**
  79637. * If you don't want to use the default VR button of the helper. (default: false)
  79638. */
  79639. useCustomVRButton?: boolean;
  79640. /**
  79641. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  79642. */
  79643. customVRButton?: HTMLButtonElement;
  79644. /**
  79645. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  79646. */
  79647. rayLength?: number;
  79648. /**
  79649. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  79650. */
  79651. defaultHeight?: number;
  79652. /**
  79653. * If multiview should be used if availible (default: false)
  79654. */
  79655. useMultiview?: boolean;
  79656. }
  79657. /**
  79658. * This represents a WebVR camera.
  79659. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  79660. * @example http://doc.babylonjs.com/how_to/webvr_camera
  79661. */
  79662. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  79663. private webVROptions;
  79664. /**
  79665. * @hidden
  79666. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  79667. */
  79668. _vrDevice: any;
  79669. /**
  79670. * The rawPose of the vrDevice.
  79671. */
  79672. rawPose: Nullable<DevicePose>;
  79673. private _onVREnabled;
  79674. private _specsVersion;
  79675. private _attached;
  79676. private _frameData;
  79677. protected _descendants: Array<Node>;
  79678. private _deviceRoomPosition;
  79679. /** @hidden */
  79680. _deviceRoomRotationQuaternion: Quaternion;
  79681. private _standingMatrix;
  79682. /**
  79683. * Represents device position in babylon space.
  79684. */
  79685. devicePosition: Vector3;
  79686. /**
  79687. * Represents device rotation in babylon space.
  79688. */
  79689. deviceRotationQuaternion: Quaternion;
  79690. /**
  79691. * The scale of the device to be used when translating from device space to babylon space.
  79692. */
  79693. deviceScaleFactor: number;
  79694. private _deviceToWorld;
  79695. private _worldToDevice;
  79696. /**
  79697. * References to the webVR controllers for the vrDevice.
  79698. */
  79699. controllers: Array<WebVRController>;
  79700. /**
  79701. * Emits an event when a controller is attached.
  79702. */
  79703. onControllersAttachedObservable: Observable<WebVRController[]>;
  79704. /**
  79705. * Emits an event when a controller's mesh has been loaded;
  79706. */
  79707. onControllerMeshLoadedObservable: Observable<WebVRController>;
  79708. /**
  79709. * Emits an event when the HMD's pose has been updated.
  79710. */
  79711. onPoseUpdatedFromDeviceObservable: Observable<any>;
  79712. private _poseSet;
  79713. /**
  79714. * If the rig cameras be used as parent instead of this camera.
  79715. */
  79716. rigParenting: boolean;
  79717. private _lightOnControllers;
  79718. private _defaultHeight?;
  79719. /**
  79720. * Instantiates a WebVRFreeCamera.
  79721. * @param name The name of the WebVRFreeCamera
  79722. * @param position The starting anchor position for the camera
  79723. * @param scene The scene the camera belongs to
  79724. * @param webVROptions a set of customizable options for the webVRCamera
  79725. */
  79726. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  79727. /**
  79728. * Gets the device distance from the ground in meters.
  79729. * @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.
  79730. */
  79731. deviceDistanceToRoomGround(): number;
  79732. /**
  79733. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79734. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  79735. */
  79736. useStandingMatrix(callback?: (bool: boolean) => void): void;
  79737. /**
  79738. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79739. * @returns A promise with a boolean set to if the standing matrix is supported.
  79740. */
  79741. useStandingMatrixAsync(): Promise<boolean>;
  79742. /**
  79743. * Disposes the camera
  79744. */
  79745. dispose(): void;
  79746. /**
  79747. * Gets a vrController by name.
  79748. * @param name The name of the controller to retreive
  79749. * @returns the controller matching the name specified or null if not found
  79750. */
  79751. getControllerByName(name: string): Nullable<WebVRController>;
  79752. private _leftController;
  79753. /**
  79754. * The controller corresponding to the users left hand.
  79755. */
  79756. readonly leftController: Nullable<WebVRController>;
  79757. private _rightController;
  79758. /**
  79759. * The controller corresponding to the users right hand.
  79760. */
  79761. readonly rightController: Nullable<WebVRController>;
  79762. /**
  79763. * Casts a ray forward from the vrCamera's gaze.
  79764. * @param length Length of the ray (default: 100)
  79765. * @returns the ray corresponding to the gaze
  79766. */
  79767. getForwardRay(length?: number): Ray;
  79768. /**
  79769. * @hidden
  79770. * Updates the camera based on device's frame data
  79771. */
  79772. _checkInputs(): void;
  79773. /**
  79774. * Updates the poseControlled values based on the input device pose.
  79775. * @param poseData Pose coming from the device
  79776. */
  79777. updateFromDevice(poseData: DevicePose): void;
  79778. private _htmlElementAttached;
  79779. private _detachIfAttached;
  79780. /**
  79781. * WebVR's attach control will start broadcasting frames to the device.
  79782. * Note that in certain browsers (chrome for example) this function must be called
  79783. * within a user-interaction callback. Example:
  79784. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  79785. *
  79786. * @param element html element to attach the vrDevice to
  79787. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  79788. */
  79789. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79790. /**
  79791. * Detaches the camera from the html element and disables VR
  79792. *
  79793. * @param element html element to detach from
  79794. */
  79795. detachControl(element: HTMLElement): void;
  79796. /**
  79797. * @returns the name of this class
  79798. */
  79799. getClassName(): string;
  79800. /**
  79801. * Calls resetPose on the vrDisplay
  79802. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  79803. */
  79804. resetToCurrentRotation(): void;
  79805. /**
  79806. * @hidden
  79807. * Updates the rig cameras (left and right eye)
  79808. */
  79809. _updateRigCameras(): void;
  79810. private _workingVector;
  79811. private _oneVector;
  79812. private _workingMatrix;
  79813. private updateCacheCalled;
  79814. private _correctPositionIfNotTrackPosition;
  79815. /**
  79816. * @hidden
  79817. * Updates the cached values of the camera
  79818. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  79819. */
  79820. _updateCache(ignoreParentClass?: boolean): void;
  79821. /**
  79822. * @hidden
  79823. * Get current device position in babylon world
  79824. */
  79825. _computeDevicePosition(): void;
  79826. /**
  79827. * Updates the current device position and rotation in the babylon world
  79828. */
  79829. update(): void;
  79830. /**
  79831. * @hidden
  79832. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  79833. * @returns an identity matrix
  79834. */
  79835. _getViewMatrix(): Matrix;
  79836. private _tmpMatrix;
  79837. /**
  79838. * This function is called by the two RIG cameras.
  79839. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  79840. * @hidden
  79841. */
  79842. _getWebVRViewMatrix(): Matrix;
  79843. /** @hidden */
  79844. _getWebVRProjectionMatrix(): Matrix;
  79845. private _onGamepadConnectedObserver;
  79846. private _onGamepadDisconnectedObserver;
  79847. private _updateCacheWhenTrackingDisabledObserver;
  79848. /**
  79849. * Initializes the controllers and their meshes
  79850. */
  79851. initControllers(): void;
  79852. }
  79853. }
  79854. declare module BABYLON {
  79855. /**
  79856. * Size options for a post process
  79857. */
  79858. export type PostProcessOptions = {
  79859. width: number;
  79860. height: number;
  79861. };
  79862. /**
  79863. * PostProcess can be used to apply a shader to a texture after it has been rendered
  79864. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79865. */
  79866. export class PostProcess {
  79867. /** Name of the PostProcess. */
  79868. name: string;
  79869. /**
  79870. * Gets or sets the unique id of the post process
  79871. */
  79872. uniqueId: number;
  79873. /**
  79874. * Width of the texture to apply the post process on
  79875. */
  79876. width: number;
  79877. /**
  79878. * Height of the texture to apply the post process on
  79879. */
  79880. height: number;
  79881. /**
  79882. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  79883. * @hidden
  79884. */
  79885. _outputTexture: Nullable<InternalTexture>;
  79886. /**
  79887. * Sampling mode used by the shader
  79888. * See https://doc.babylonjs.com/classes/3.1/texture
  79889. */
  79890. renderTargetSamplingMode: number;
  79891. /**
  79892. * Clear color to use when screen clearing
  79893. */
  79894. clearColor: Color4;
  79895. /**
  79896. * If the buffer needs to be cleared before applying the post process. (default: true)
  79897. * Should be set to false if shader will overwrite all previous pixels.
  79898. */
  79899. autoClear: boolean;
  79900. /**
  79901. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  79902. */
  79903. alphaMode: number;
  79904. /**
  79905. * Sets the setAlphaBlendConstants of the babylon engine
  79906. */
  79907. alphaConstants: Color4;
  79908. /**
  79909. * Animations to be used for the post processing
  79910. */
  79911. animations: Animation[];
  79912. /**
  79913. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  79914. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  79915. */
  79916. enablePixelPerfectMode: boolean;
  79917. /**
  79918. * Force the postprocess to be applied without taking in account viewport
  79919. */
  79920. forceFullscreenViewport: boolean;
  79921. /**
  79922. * List of inspectable custom properties (used by the Inspector)
  79923. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79924. */
  79925. inspectableCustomProperties: IInspectable[];
  79926. /**
  79927. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  79928. *
  79929. * | Value | Type | Description |
  79930. * | ----- | ----------------------------------- | ----------- |
  79931. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  79932. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  79933. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  79934. *
  79935. */
  79936. scaleMode: number;
  79937. /**
  79938. * Force textures to be a power of two (default: false)
  79939. */
  79940. alwaysForcePOT: boolean;
  79941. private _samples;
  79942. /**
  79943. * Number of sample textures (default: 1)
  79944. */
  79945. samples: number;
  79946. /**
  79947. * Modify the scale of the post process to be the same as the viewport (default: false)
  79948. */
  79949. adaptScaleToCurrentViewport: boolean;
  79950. private _camera;
  79951. private _scene;
  79952. private _engine;
  79953. private _options;
  79954. private _reusable;
  79955. private _textureType;
  79956. /**
  79957. * Smart array of input and output textures for the post process.
  79958. * @hidden
  79959. */
  79960. _textures: SmartArray<InternalTexture>;
  79961. /**
  79962. * The index in _textures that corresponds to the output texture.
  79963. * @hidden
  79964. */
  79965. _currentRenderTextureInd: number;
  79966. private _effect;
  79967. private _samplers;
  79968. private _fragmentUrl;
  79969. private _vertexUrl;
  79970. private _parameters;
  79971. private _scaleRatio;
  79972. protected _indexParameters: any;
  79973. private _shareOutputWithPostProcess;
  79974. private _texelSize;
  79975. private _forcedOutputTexture;
  79976. /**
  79977. * Returns the fragment url or shader name used in the post process.
  79978. * @returns the fragment url or name in the shader store.
  79979. */
  79980. getEffectName(): string;
  79981. /**
  79982. * An event triggered when the postprocess is activated.
  79983. */
  79984. onActivateObservable: Observable<Camera>;
  79985. private _onActivateObserver;
  79986. /**
  79987. * A function that is added to the onActivateObservable
  79988. */
  79989. onActivate: Nullable<(camera: Camera) => void>;
  79990. /**
  79991. * An event triggered when the postprocess changes its size.
  79992. */
  79993. onSizeChangedObservable: Observable<PostProcess>;
  79994. private _onSizeChangedObserver;
  79995. /**
  79996. * A function that is added to the onSizeChangedObservable
  79997. */
  79998. onSizeChanged: (postProcess: PostProcess) => void;
  79999. /**
  80000. * An event triggered when the postprocess applies its effect.
  80001. */
  80002. onApplyObservable: Observable<Effect>;
  80003. private _onApplyObserver;
  80004. /**
  80005. * A function that is added to the onApplyObservable
  80006. */
  80007. onApply: (effect: Effect) => void;
  80008. /**
  80009. * An event triggered before rendering the postprocess
  80010. */
  80011. onBeforeRenderObservable: Observable<Effect>;
  80012. private _onBeforeRenderObserver;
  80013. /**
  80014. * A function that is added to the onBeforeRenderObservable
  80015. */
  80016. onBeforeRender: (effect: Effect) => void;
  80017. /**
  80018. * An event triggered after rendering the postprocess
  80019. */
  80020. onAfterRenderObservable: Observable<Effect>;
  80021. private _onAfterRenderObserver;
  80022. /**
  80023. * A function that is added to the onAfterRenderObservable
  80024. */
  80025. onAfterRender: (efect: Effect) => void;
  80026. /**
  80027. * 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
  80028. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  80029. */
  80030. inputTexture: InternalTexture;
  80031. /**
  80032. * Gets the camera which post process is applied to.
  80033. * @returns The camera the post process is applied to.
  80034. */
  80035. getCamera(): Camera;
  80036. /**
  80037. * Gets the texel size of the postprocess.
  80038. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  80039. */
  80040. readonly texelSize: Vector2;
  80041. /**
  80042. * Creates a new instance PostProcess
  80043. * @param name The name of the PostProcess.
  80044. * @param fragmentUrl The url of the fragment shader to be used.
  80045. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  80046. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  80047. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80048. * @param camera The camera to apply the render pass to.
  80049. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80050. * @param engine The engine which the post process will be applied. (default: current engine)
  80051. * @param reusable If the post process can be reused on the same frame. (default: false)
  80052. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  80053. * @param textureType Type of textures used when performing the post process. (default: 0)
  80054. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  80055. * @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
  80056. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  80057. */
  80058. constructor(
  80059. /** Name of the PostProcess. */
  80060. 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);
  80061. /**
  80062. * Gets a string idenfifying the name of the class
  80063. * @returns "PostProcess" string
  80064. */
  80065. getClassName(): string;
  80066. /**
  80067. * Gets the engine which this post process belongs to.
  80068. * @returns The engine the post process was enabled with.
  80069. */
  80070. getEngine(): Engine;
  80071. /**
  80072. * The effect that is created when initializing the post process.
  80073. * @returns The created effect corresponding the the postprocess.
  80074. */
  80075. getEffect(): Effect;
  80076. /**
  80077. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  80078. * @param postProcess The post process to share the output with.
  80079. * @returns This post process.
  80080. */
  80081. shareOutputWith(postProcess: PostProcess): PostProcess;
  80082. /**
  80083. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  80084. * This should be called if the post process that shares output with this post process is disabled/disposed.
  80085. */
  80086. useOwnOutput(): void;
  80087. /**
  80088. * Updates the effect with the current post process compile time values and recompiles the shader.
  80089. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80090. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80091. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80092. * @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
  80093. * @param onCompiled Called when the shader has been compiled.
  80094. * @param onError Called if there is an error when compiling a shader.
  80095. */
  80096. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80097. /**
  80098. * The post process is reusable if it can be used multiple times within one frame.
  80099. * @returns If the post process is reusable
  80100. */
  80101. isReusable(): boolean;
  80102. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  80103. markTextureDirty(): void;
  80104. /**
  80105. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  80106. * 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.
  80107. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  80108. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  80109. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  80110. * @returns The target texture that was bound to be written to.
  80111. */
  80112. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  80113. /**
  80114. * If the post process is supported.
  80115. */
  80116. readonly isSupported: boolean;
  80117. /**
  80118. * The aspect ratio of the output texture.
  80119. */
  80120. readonly aspectRatio: number;
  80121. /**
  80122. * Get a value indicating if the post-process is ready to be used
  80123. * @returns true if the post-process is ready (shader is compiled)
  80124. */
  80125. isReady(): boolean;
  80126. /**
  80127. * Binds all textures and uniforms to the shader, this will be run on every pass.
  80128. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  80129. */
  80130. apply(): Nullable<Effect>;
  80131. private _disposeTextures;
  80132. /**
  80133. * Disposes the post process.
  80134. * @param camera The camera to dispose the post process on.
  80135. */
  80136. dispose(camera?: Camera): void;
  80137. }
  80138. }
  80139. declare module BABYLON {
  80140. /** @hidden */
  80141. export var kernelBlurVaryingDeclaration: {
  80142. name: string;
  80143. shader: string;
  80144. };
  80145. }
  80146. declare module BABYLON {
  80147. /** @hidden */
  80148. export var kernelBlurFragment: {
  80149. name: string;
  80150. shader: string;
  80151. };
  80152. }
  80153. declare module BABYLON {
  80154. /** @hidden */
  80155. export var kernelBlurFragment2: {
  80156. name: string;
  80157. shader: string;
  80158. };
  80159. }
  80160. declare module BABYLON {
  80161. /** @hidden */
  80162. export var kernelBlurPixelShader: {
  80163. name: string;
  80164. shader: string;
  80165. };
  80166. }
  80167. declare module BABYLON {
  80168. /** @hidden */
  80169. export var kernelBlurVertex: {
  80170. name: string;
  80171. shader: string;
  80172. };
  80173. }
  80174. declare module BABYLON {
  80175. /** @hidden */
  80176. export var kernelBlurVertexShader: {
  80177. name: string;
  80178. shader: string;
  80179. };
  80180. }
  80181. declare module BABYLON {
  80182. /**
  80183. * The Blur Post Process which blurs an image based on a kernel and direction.
  80184. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  80185. */
  80186. export class BlurPostProcess extends PostProcess {
  80187. /** The direction in which to blur the image. */
  80188. direction: Vector2;
  80189. private blockCompilation;
  80190. protected _kernel: number;
  80191. protected _idealKernel: number;
  80192. protected _packedFloat: boolean;
  80193. private _staticDefines;
  80194. /**
  80195. * Sets the length in pixels of the blur sample region
  80196. */
  80197. /**
  80198. * Gets the length in pixels of the blur sample region
  80199. */
  80200. kernel: number;
  80201. /**
  80202. * Sets wether or not the blur needs to unpack/repack floats
  80203. */
  80204. /**
  80205. * Gets wether or not the blur is unpacking/repacking floats
  80206. */
  80207. packedFloat: boolean;
  80208. /**
  80209. * Creates a new instance BlurPostProcess
  80210. * @param name The name of the effect.
  80211. * @param direction The direction in which to blur the image.
  80212. * @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.
  80213. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80214. * @param camera The camera to apply the render pass to.
  80215. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80216. * @param engine The engine which the post process will be applied. (default: current engine)
  80217. * @param reusable If the post process can be reused on the same frame. (default: false)
  80218. * @param textureType Type of textures used when performing the post process. (default: 0)
  80219. * @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)
  80220. */
  80221. constructor(name: string,
  80222. /** The direction in which to blur the image. */
  80223. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  80224. /**
  80225. * Updates the effect with the current post process compile time values and recompiles the shader.
  80226. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80227. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80228. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80229. * @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
  80230. * @param onCompiled Called when the shader has been compiled.
  80231. * @param onError Called if there is an error when compiling a shader.
  80232. */
  80233. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80234. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80235. /**
  80236. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  80237. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  80238. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  80239. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  80240. * The gaps between physical kernels are compensated for in the weighting of the samples
  80241. * @param idealKernel Ideal blur kernel.
  80242. * @return Nearest best kernel.
  80243. */
  80244. protected _nearestBestKernel(idealKernel: number): number;
  80245. /**
  80246. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  80247. * @param x The point on the Gaussian distribution to sample.
  80248. * @return the value of the Gaussian function at x.
  80249. */
  80250. protected _gaussianWeight(x: number): number;
  80251. /**
  80252. * Generates a string that can be used as a floating point number in GLSL.
  80253. * @param x Value to print.
  80254. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  80255. * @return GLSL float string.
  80256. */
  80257. protected _glslFloat(x: number, decimalFigures?: number): string;
  80258. }
  80259. }
  80260. declare module BABYLON {
  80261. /**
  80262. * Mirror texture can be used to simulate the view from a mirror in a scene.
  80263. * It will dynamically be rendered every frame to adapt to the camera point of view.
  80264. * You can then easily use it as a reflectionTexture on a flat surface.
  80265. * In case the surface is not a plane, please consider relying on reflection probes.
  80266. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80267. */
  80268. export class MirrorTexture extends RenderTargetTexture {
  80269. private scene;
  80270. /**
  80271. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  80272. * 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.
  80273. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80274. */
  80275. mirrorPlane: Plane;
  80276. /**
  80277. * Define the blur ratio used to blur the reflection if needed.
  80278. */
  80279. blurRatio: number;
  80280. /**
  80281. * Define the adaptive blur kernel used to blur the reflection if needed.
  80282. * This will autocompute the closest best match for the `blurKernel`
  80283. */
  80284. adaptiveBlurKernel: number;
  80285. /**
  80286. * Define the blur kernel used to blur the reflection if needed.
  80287. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80288. */
  80289. blurKernel: number;
  80290. /**
  80291. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  80292. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80293. */
  80294. blurKernelX: number;
  80295. /**
  80296. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  80297. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80298. */
  80299. blurKernelY: number;
  80300. private _autoComputeBlurKernel;
  80301. protected _onRatioRescale(): void;
  80302. private _updateGammaSpace;
  80303. private _imageProcessingConfigChangeObserver;
  80304. private _transformMatrix;
  80305. private _mirrorMatrix;
  80306. private _savedViewMatrix;
  80307. private _blurX;
  80308. private _blurY;
  80309. private _adaptiveBlurKernel;
  80310. private _blurKernelX;
  80311. private _blurKernelY;
  80312. private _blurRatio;
  80313. /**
  80314. * Instantiates a Mirror Texture.
  80315. * Mirror texture can be used to simulate the view from a mirror in a scene.
  80316. * It will dynamically be rendered every frame to adapt to the camera point of view.
  80317. * You can then easily use it as a reflectionTexture on a flat surface.
  80318. * In case the surface is not a plane, please consider relying on reflection probes.
  80319. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80320. * @param name
  80321. * @param size
  80322. * @param scene
  80323. * @param generateMipMaps
  80324. * @param type
  80325. * @param samplingMode
  80326. * @param generateDepthBuffer
  80327. */
  80328. constructor(name: string, size: number | {
  80329. width: number;
  80330. height: number;
  80331. } | {
  80332. ratio: number;
  80333. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  80334. private _preparePostProcesses;
  80335. /**
  80336. * Clone the mirror texture.
  80337. * @returns the cloned texture
  80338. */
  80339. clone(): MirrorTexture;
  80340. /**
  80341. * Serialize the texture to a JSON representation you could use in Parse later on
  80342. * @returns the serialized JSON representation
  80343. */
  80344. serialize(): any;
  80345. /**
  80346. * Dispose the texture and release its associated resources.
  80347. */
  80348. dispose(): void;
  80349. }
  80350. }
  80351. declare module BABYLON {
  80352. /**
  80353. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  80354. * @see http://doc.babylonjs.com/babylon101/materials#texture
  80355. */
  80356. export class Texture extends BaseTexture {
  80357. /** @hidden */
  80358. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  80359. /** @hidden */
  80360. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  80361. /** @hidden */
  80362. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  80363. /** nearest is mag = nearest and min = nearest and mip = linear */
  80364. static readonly NEAREST_SAMPLINGMODE: number;
  80365. /** nearest is mag = nearest and min = nearest and mip = linear */
  80366. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  80367. /** Bilinear is mag = linear and min = linear and mip = nearest */
  80368. static readonly BILINEAR_SAMPLINGMODE: number;
  80369. /** Bilinear is mag = linear and min = linear and mip = nearest */
  80370. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  80371. /** Trilinear is mag = linear and min = linear and mip = linear */
  80372. static readonly TRILINEAR_SAMPLINGMODE: number;
  80373. /** Trilinear is mag = linear and min = linear and mip = linear */
  80374. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  80375. /** mag = nearest and min = nearest and mip = nearest */
  80376. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  80377. /** mag = nearest and min = linear and mip = nearest */
  80378. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  80379. /** mag = nearest and min = linear and mip = linear */
  80380. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  80381. /** mag = nearest and min = linear and mip = none */
  80382. static readonly NEAREST_LINEAR: number;
  80383. /** mag = nearest and min = nearest and mip = none */
  80384. static readonly NEAREST_NEAREST: number;
  80385. /** mag = linear and min = nearest and mip = nearest */
  80386. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  80387. /** mag = linear and min = nearest and mip = linear */
  80388. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  80389. /** mag = linear and min = linear and mip = none */
  80390. static readonly LINEAR_LINEAR: number;
  80391. /** mag = linear and min = nearest and mip = none */
  80392. static readonly LINEAR_NEAREST: number;
  80393. /** Explicit coordinates mode */
  80394. static readonly EXPLICIT_MODE: number;
  80395. /** Spherical coordinates mode */
  80396. static readonly SPHERICAL_MODE: number;
  80397. /** Planar coordinates mode */
  80398. static readonly PLANAR_MODE: number;
  80399. /** Cubic coordinates mode */
  80400. static readonly CUBIC_MODE: number;
  80401. /** Projection coordinates mode */
  80402. static readonly PROJECTION_MODE: number;
  80403. /** Inverse Cubic coordinates mode */
  80404. static readonly SKYBOX_MODE: number;
  80405. /** Inverse Cubic coordinates mode */
  80406. static readonly INVCUBIC_MODE: number;
  80407. /** Equirectangular coordinates mode */
  80408. static readonly EQUIRECTANGULAR_MODE: number;
  80409. /** Equirectangular Fixed coordinates mode */
  80410. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  80411. /** Equirectangular Fixed Mirrored coordinates mode */
  80412. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  80413. /** Texture is not repeating outside of 0..1 UVs */
  80414. static readonly CLAMP_ADDRESSMODE: number;
  80415. /** Texture is repeating outside of 0..1 UVs */
  80416. static readonly WRAP_ADDRESSMODE: number;
  80417. /** Texture is repeating and mirrored */
  80418. static readonly MIRROR_ADDRESSMODE: number;
  80419. /**
  80420. * 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
  80421. */
  80422. static UseSerializedUrlIfAny: boolean;
  80423. /**
  80424. * Define the url of the texture.
  80425. */
  80426. url: Nullable<string>;
  80427. /**
  80428. * Define an offset on the texture to offset the u coordinates of the UVs
  80429. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  80430. */
  80431. uOffset: number;
  80432. /**
  80433. * Define an offset on the texture to offset the v coordinates of the UVs
  80434. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  80435. */
  80436. vOffset: number;
  80437. /**
  80438. * Define an offset on the texture to scale the u coordinates of the UVs
  80439. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  80440. */
  80441. uScale: number;
  80442. /**
  80443. * Define an offset on the texture to scale the v coordinates of the UVs
  80444. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  80445. */
  80446. vScale: number;
  80447. /**
  80448. * Define an offset on the texture to rotate around the u coordinates of the UVs
  80449. * @see http://doc.babylonjs.com/how_to/more_materials
  80450. */
  80451. uAng: number;
  80452. /**
  80453. * Define an offset on the texture to rotate around the v coordinates of the UVs
  80454. * @see http://doc.babylonjs.com/how_to/more_materials
  80455. */
  80456. vAng: number;
  80457. /**
  80458. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  80459. * @see http://doc.babylonjs.com/how_to/more_materials
  80460. */
  80461. wAng: number;
  80462. /**
  80463. * Defines the center of rotation (U)
  80464. */
  80465. uRotationCenter: number;
  80466. /**
  80467. * Defines the center of rotation (V)
  80468. */
  80469. vRotationCenter: number;
  80470. /**
  80471. * Defines the center of rotation (W)
  80472. */
  80473. wRotationCenter: number;
  80474. /**
  80475. * Are mip maps generated for this texture or not.
  80476. */
  80477. readonly noMipmap: boolean;
  80478. /**
  80479. * List of inspectable custom properties (used by the Inspector)
  80480. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80481. */
  80482. inspectableCustomProperties: Nullable<IInspectable[]>;
  80483. private _noMipmap;
  80484. /** @hidden */
  80485. _invertY: boolean;
  80486. private _rowGenerationMatrix;
  80487. private _cachedTextureMatrix;
  80488. private _projectionModeMatrix;
  80489. private _t0;
  80490. private _t1;
  80491. private _t2;
  80492. private _cachedUOffset;
  80493. private _cachedVOffset;
  80494. private _cachedUScale;
  80495. private _cachedVScale;
  80496. private _cachedUAng;
  80497. private _cachedVAng;
  80498. private _cachedWAng;
  80499. private _cachedProjectionMatrixId;
  80500. private _cachedCoordinatesMode;
  80501. /** @hidden */
  80502. protected _initialSamplingMode: number;
  80503. /** @hidden */
  80504. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  80505. private _deleteBuffer;
  80506. protected _format: Nullable<number>;
  80507. private _delayedOnLoad;
  80508. private _delayedOnError;
  80509. /**
  80510. * Observable triggered once the texture has been loaded.
  80511. */
  80512. onLoadObservable: Observable<Texture>;
  80513. protected _isBlocking: boolean;
  80514. /**
  80515. * Is the texture preventing material to render while loading.
  80516. * If false, a default texture will be used instead of the loading one during the preparation step.
  80517. */
  80518. isBlocking: boolean;
  80519. /**
  80520. * Get the current sampling mode associated with the texture.
  80521. */
  80522. readonly samplingMode: number;
  80523. /**
  80524. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  80525. */
  80526. readonly invertY: boolean;
  80527. /**
  80528. * Instantiates a new texture.
  80529. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  80530. * @see http://doc.babylonjs.com/babylon101/materials#texture
  80531. * @param url define the url of the picture to load as a texture
  80532. * @param scene define the scene or engine the texture will belong to
  80533. * @param noMipmap define if the texture will require mip maps or not
  80534. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80535. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80536. * @param onLoad define a callback triggered when the texture has been loaded
  80537. * @param onError define a callback triggered when an error occurred during the loading session
  80538. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  80539. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  80540. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80541. */
  80542. 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);
  80543. /**
  80544. * Update the url (and optional buffer) of this texture if url was null during construction.
  80545. * @param url the url of the texture
  80546. * @param buffer the buffer of the texture (defaults to null)
  80547. * @param onLoad callback called when the texture is loaded (defaults to null)
  80548. */
  80549. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  80550. /**
  80551. * Finish the loading sequence of a texture flagged as delayed load.
  80552. * @hidden
  80553. */
  80554. delayLoad(): void;
  80555. private _prepareRowForTextureGeneration;
  80556. /**
  80557. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  80558. * @returns the transform matrix of the texture.
  80559. */
  80560. getTextureMatrix(): Matrix;
  80561. /**
  80562. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  80563. * @returns The reflection texture transform
  80564. */
  80565. getReflectionTextureMatrix(): Matrix;
  80566. /**
  80567. * Clones the texture.
  80568. * @returns the cloned texture
  80569. */
  80570. clone(): Texture;
  80571. /**
  80572. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  80573. * @returns The JSON representation of the texture
  80574. */
  80575. serialize(): any;
  80576. /**
  80577. * Get the current class name of the texture useful for serialization or dynamic coding.
  80578. * @returns "Texture"
  80579. */
  80580. getClassName(): string;
  80581. /**
  80582. * Dispose the texture and release its associated resources.
  80583. */
  80584. dispose(): void;
  80585. /**
  80586. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  80587. * @param parsedTexture Define the JSON representation of the texture
  80588. * @param scene Define the scene the parsed texture should be instantiated in
  80589. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  80590. * @returns The parsed texture if successful
  80591. */
  80592. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  80593. /**
  80594. * Creates a texture from its base 64 representation.
  80595. * @param data Define the base64 payload without the data: prefix
  80596. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  80597. * @param scene Define the scene the texture should belong to
  80598. * @param noMipmap Forces the texture to not create mip map information if true
  80599. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80600. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80601. * @param onLoad define a callback triggered when the texture has been loaded
  80602. * @param onError define a callback triggered when an error occurred during the loading session
  80603. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80604. * @returns the created texture
  80605. */
  80606. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  80607. /**
  80608. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  80609. * @param data Define the base64 payload without the data: prefix
  80610. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  80611. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  80612. * @param scene Define the scene the texture should belong to
  80613. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  80614. * @param noMipmap Forces the texture to not create mip map information if true
  80615. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80616. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80617. * @param onLoad define a callback triggered when the texture has been loaded
  80618. * @param onError define a callback triggered when an error occurred during the loading session
  80619. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80620. * @returns the created texture
  80621. */
  80622. 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;
  80623. }
  80624. }
  80625. declare module BABYLON {
  80626. /**
  80627. * PostProcessManager is used to manage one or more post processes or post process pipelines
  80628. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80629. */
  80630. export class PostProcessManager {
  80631. private _scene;
  80632. private _indexBuffer;
  80633. private _vertexBuffers;
  80634. /**
  80635. * Creates a new instance PostProcess
  80636. * @param scene The scene that the post process is associated with.
  80637. */
  80638. constructor(scene: Scene);
  80639. private _prepareBuffers;
  80640. private _buildIndexBuffer;
  80641. /**
  80642. * Rebuilds the vertex buffers of the manager.
  80643. * @hidden
  80644. */
  80645. _rebuild(): void;
  80646. /**
  80647. * Prepares a frame to be run through a post process.
  80648. * @param sourceTexture The input texture to the post procesess. (default: null)
  80649. * @param postProcesses An array of post processes to be run. (default: null)
  80650. * @returns True if the post processes were able to be run.
  80651. * @hidden
  80652. */
  80653. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  80654. /**
  80655. * Manually render a set of post processes to a texture.
  80656. * @param postProcesses An array of post processes to be run.
  80657. * @param targetTexture The target texture to render to.
  80658. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  80659. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  80660. * @param lodLevel defines which lod of the texture to render to
  80661. */
  80662. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  80663. /**
  80664. * Finalize the result of the output of the postprocesses.
  80665. * @param doNotPresent If true the result will not be displayed to the screen.
  80666. * @param targetTexture The target texture to render to.
  80667. * @param faceIndex The index of the face to bind the target texture to.
  80668. * @param postProcesses The array of post processes to render.
  80669. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  80670. * @hidden
  80671. */
  80672. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  80673. /**
  80674. * Disposes of the post process manager.
  80675. */
  80676. dispose(): void;
  80677. }
  80678. }
  80679. declare module BABYLON {
  80680. /** Interface used by value gradients (color, factor, ...) */
  80681. export interface IValueGradient {
  80682. /**
  80683. * Gets or sets the gradient value (between 0 and 1)
  80684. */
  80685. gradient: number;
  80686. }
  80687. /** Class used to store color4 gradient */
  80688. export class ColorGradient implements IValueGradient {
  80689. /**
  80690. * Gets or sets the gradient value (between 0 and 1)
  80691. */
  80692. gradient: number;
  80693. /**
  80694. * Gets or sets first associated color
  80695. */
  80696. color1: Color4;
  80697. /**
  80698. * Gets or sets second associated color
  80699. */
  80700. color2?: Color4;
  80701. /**
  80702. * Will get a color picked randomly between color1 and color2.
  80703. * If color2 is undefined then color1 will be used
  80704. * @param result defines the target Color4 to store the result in
  80705. */
  80706. getColorToRef(result: Color4): void;
  80707. }
  80708. /** Class used to store color 3 gradient */
  80709. export class Color3Gradient implements IValueGradient {
  80710. /**
  80711. * Gets or sets the gradient value (between 0 and 1)
  80712. */
  80713. gradient: number;
  80714. /**
  80715. * Gets or sets the associated color
  80716. */
  80717. color: Color3;
  80718. }
  80719. /** Class used to store factor gradient */
  80720. export class FactorGradient implements IValueGradient {
  80721. /**
  80722. * Gets or sets the gradient value (between 0 and 1)
  80723. */
  80724. gradient: number;
  80725. /**
  80726. * Gets or sets first associated factor
  80727. */
  80728. factor1: number;
  80729. /**
  80730. * Gets or sets second associated factor
  80731. */
  80732. factor2?: number;
  80733. /**
  80734. * Will get a number picked randomly between factor1 and factor2.
  80735. * If factor2 is undefined then factor1 will be used
  80736. * @returns the picked number
  80737. */
  80738. getFactor(): number;
  80739. }
  80740. /**
  80741. * Helper used to simplify some generic gradient tasks
  80742. */
  80743. export class GradientHelper {
  80744. /**
  80745. * Gets the current gradient from an array of IValueGradient
  80746. * @param ratio defines the current ratio to get
  80747. * @param gradients defines the array of IValueGradient
  80748. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  80749. */
  80750. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  80751. }
  80752. }
  80753. declare module BABYLON {
  80754. interface AbstractScene {
  80755. /**
  80756. * The list of procedural textures added to the scene
  80757. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80758. */
  80759. proceduralTextures: Array<ProceduralTexture>;
  80760. }
  80761. /**
  80762. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  80763. * in a given scene.
  80764. */
  80765. export class ProceduralTextureSceneComponent implements ISceneComponent {
  80766. /**
  80767. * The component name helpfull to identify the component in the list of scene components.
  80768. */
  80769. readonly name: string;
  80770. /**
  80771. * The scene the component belongs to.
  80772. */
  80773. scene: Scene;
  80774. /**
  80775. * Creates a new instance of the component for the given scene
  80776. * @param scene Defines the scene to register the component in
  80777. */
  80778. constructor(scene: Scene);
  80779. /**
  80780. * Registers the component in a given scene
  80781. */
  80782. register(): void;
  80783. /**
  80784. * Rebuilds the elements related to this component in case of
  80785. * context lost for instance.
  80786. */
  80787. rebuild(): void;
  80788. /**
  80789. * Disposes the component and the associated ressources.
  80790. */
  80791. dispose(): void;
  80792. private _beforeClear;
  80793. }
  80794. }
  80795. declare module BABYLON {
  80796. interface Engine {
  80797. /**
  80798. * Creates a new render target cube texture
  80799. * @param size defines the size of the texture
  80800. * @param options defines the options used to create the texture
  80801. * @returns a new render target cube texture stored in an InternalTexture
  80802. */
  80803. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  80804. }
  80805. }
  80806. declare module BABYLON {
  80807. /** @hidden */
  80808. export var proceduralVertexShader: {
  80809. name: string;
  80810. shader: string;
  80811. };
  80812. }
  80813. declare module BABYLON {
  80814. /**
  80815. * 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.
  80816. * This is the base class of any Procedural texture and contains most of the shareable code.
  80817. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80818. */
  80819. export class ProceduralTexture extends Texture {
  80820. isCube: boolean;
  80821. /**
  80822. * Define if the texture is enabled or not (disabled texture will not render)
  80823. */
  80824. isEnabled: boolean;
  80825. /**
  80826. * Define if the texture must be cleared before rendering (default is true)
  80827. */
  80828. autoClear: boolean;
  80829. /**
  80830. * Callback called when the texture is generated
  80831. */
  80832. onGenerated: () => void;
  80833. /**
  80834. * Event raised when the texture is generated
  80835. */
  80836. onGeneratedObservable: Observable<ProceduralTexture>;
  80837. /** @hidden */
  80838. _generateMipMaps: boolean;
  80839. /** @hidden **/
  80840. _effect: Effect;
  80841. /** @hidden */
  80842. _textures: {
  80843. [key: string]: Texture;
  80844. };
  80845. private _size;
  80846. private _currentRefreshId;
  80847. private _refreshRate;
  80848. private _vertexBuffers;
  80849. private _indexBuffer;
  80850. private _uniforms;
  80851. private _samplers;
  80852. private _fragment;
  80853. private _floats;
  80854. private _ints;
  80855. private _floatsArrays;
  80856. private _colors3;
  80857. private _colors4;
  80858. private _vectors2;
  80859. private _vectors3;
  80860. private _matrices;
  80861. private _fallbackTexture;
  80862. private _fallbackTextureUsed;
  80863. private _engine;
  80864. private _cachedDefines;
  80865. private _contentUpdateId;
  80866. private _contentData;
  80867. /**
  80868. * Instantiates a new procedural texture.
  80869. * 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.
  80870. * This is the base class of any Procedural texture and contains most of the shareable code.
  80871. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80872. * @param name Define the name of the texture
  80873. * @param size Define the size of the texture to create
  80874. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80875. * @param scene Define the scene the texture belongs to
  80876. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80877. * @param generateMipMaps Define if the texture should creates mip maps or not
  80878. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80879. */
  80880. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  80881. /**
  80882. * The effect that is created when initializing the post process.
  80883. * @returns The created effect corresponding the the postprocess.
  80884. */
  80885. getEffect(): Effect;
  80886. /**
  80887. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80888. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80889. */
  80890. getContent(): Nullable<ArrayBufferView>;
  80891. private _createIndexBuffer;
  80892. /** @hidden */
  80893. _rebuild(): void;
  80894. /**
  80895. * Resets the texture in order to recreate its associated resources.
  80896. * This can be called in case of context loss
  80897. */
  80898. reset(): void;
  80899. protected _getDefines(): string;
  80900. /**
  80901. * Is the texture ready to be used ? (rendered at least once)
  80902. * @returns true if ready, otherwise, false.
  80903. */
  80904. isReady(): boolean;
  80905. /**
  80906. * Resets the refresh counter of the texture and start bak from scratch.
  80907. * Could be useful to regenerate the texture if it is setup to render only once.
  80908. */
  80909. resetRefreshCounter(): void;
  80910. /**
  80911. * Set the fragment shader to use in order to render the texture.
  80912. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80913. */
  80914. setFragment(fragment: any): void;
  80915. /**
  80916. * Define the refresh rate of the texture or the rendering frequency.
  80917. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80918. */
  80919. refreshRate: number;
  80920. /** @hidden */
  80921. _shouldRender(): boolean;
  80922. /**
  80923. * Get the size the texture is rendering at.
  80924. * @returns the size (texture is always squared)
  80925. */
  80926. getRenderSize(): number;
  80927. /**
  80928. * Resize the texture to new value.
  80929. * @param size Define the new size the texture should have
  80930. * @param generateMipMaps Define whether the new texture should create mip maps
  80931. */
  80932. resize(size: number, generateMipMaps: boolean): void;
  80933. private _checkUniform;
  80934. /**
  80935. * Set a texture in the shader program used to render.
  80936. * @param name Define the name of the uniform samplers as defined in the shader
  80937. * @param texture Define the texture to bind to this sampler
  80938. * @return the texture itself allowing "fluent" like uniform updates
  80939. */
  80940. setTexture(name: string, texture: Texture): ProceduralTexture;
  80941. /**
  80942. * Set a float in the shader.
  80943. * @param name Define the name of the uniform as defined in the shader
  80944. * @param value Define the value to give to the uniform
  80945. * @return the texture itself allowing "fluent" like uniform updates
  80946. */
  80947. setFloat(name: string, value: number): ProceduralTexture;
  80948. /**
  80949. * Set a int in the shader.
  80950. * @param name Define the name of the uniform as defined in the shader
  80951. * @param value Define the value to give to the uniform
  80952. * @return the texture itself allowing "fluent" like uniform updates
  80953. */
  80954. setInt(name: string, value: number): ProceduralTexture;
  80955. /**
  80956. * Set an array of floats in the shader.
  80957. * @param name Define the name of the uniform as defined in the shader
  80958. * @param value Define the value to give to the uniform
  80959. * @return the texture itself allowing "fluent" like uniform updates
  80960. */
  80961. setFloats(name: string, value: number[]): ProceduralTexture;
  80962. /**
  80963. * Set a vec3 in the shader from a Color3.
  80964. * @param name Define the name of the uniform as defined in the shader
  80965. * @param value Define the value to give to the uniform
  80966. * @return the texture itself allowing "fluent" like uniform updates
  80967. */
  80968. setColor3(name: string, value: Color3): ProceduralTexture;
  80969. /**
  80970. * Set a vec4 in the shader from a Color4.
  80971. * @param name Define the name of the uniform as defined in the shader
  80972. * @param value Define the value to give to the uniform
  80973. * @return the texture itself allowing "fluent" like uniform updates
  80974. */
  80975. setColor4(name: string, value: Color4): ProceduralTexture;
  80976. /**
  80977. * Set a vec2 in the shader from a Vector2.
  80978. * @param name Define the name of the uniform as defined in the shader
  80979. * @param value Define the value to give to the uniform
  80980. * @return the texture itself allowing "fluent" like uniform updates
  80981. */
  80982. setVector2(name: string, value: Vector2): ProceduralTexture;
  80983. /**
  80984. * Set a vec3 in the shader from a Vector3.
  80985. * @param name Define the name of the uniform as defined in the shader
  80986. * @param value Define the value to give to the uniform
  80987. * @return the texture itself allowing "fluent" like uniform updates
  80988. */
  80989. setVector3(name: string, value: Vector3): ProceduralTexture;
  80990. /**
  80991. * Set a mat4 in the shader from a MAtrix.
  80992. * @param name Define the name of the uniform as defined in the shader
  80993. * @param value Define the value to give to the uniform
  80994. * @return the texture itself allowing "fluent" like uniform updates
  80995. */
  80996. setMatrix(name: string, value: Matrix): ProceduralTexture;
  80997. /**
  80998. * Render the texture to its associated render target.
  80999. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81000. */
  81001. render(useCameraPostProcess?: boolean): void;
  81002. /**
  81003. * Clone the texture.
  81004. * @returns the cloned texture
  81005. */
  81006. clone(): ProceduralTexture;
  81007. /**
  81008. * Dispose the texture and release its asoociated resources.
  81009. */
  81010. dispose(): void;
  81011. }
  81012. }
  81013. declare module BABYLON {
  81014. /**
  81015. * This represents the base class for particle system in Babylon.
  81016. * 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.
  81017. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81018. * @example https://doc.babylonjs.com/babylon101/particles
  81019. */
  81020. export class BaseParticleSystem {
  81021. /**
  81022. * Source color is added to the destination color without alpha affecting the result
  81023. */
  81024. static BLENDMODE_ONEONE: number;
  81025. /**
  81026. * Blend current color and particle color using particle’s alpha
  81027. */
  81028. static BLENDMODE_STANDARD: number;
  81029. /**
  81030. * Add current color and particle color multiplied by particle’s alpha
  81031. */
  81032. static BLENDMODE_ADD: number;
  81033. /**
  81034. * Multiply current color with particle color
  81035. */
  81036. static BLENDMODE_MULTIPLY: number;
  81037. /**
  81038. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  81039. */
  81040. static BLENDMODE_MULTIPLYADD: number;
  81041. /**
  81042. * List of animations used by the particle system.
  81043. */
  81044. animations: Animation[];
  81045. /**
  81046. * The id of the Particle system.
  81047. */
  81048. id: string;
  81049. /**
  81050. * The friendly name of the Particle system.
  81051. */
  81052. name: string;
  81053. /**
  81054. * The rendering group used by the Particle system to chose when to render.
  81055. */
  81056. renderingGroupId: number;
  81057. /**
  81058. * The emitter represents the Mesh or position we are attaching the particle system to.
  81059. */
  81060. emitter: Nullable<AbstractMesh | Vector3>;
  81061. /**
  81062. * The maximum number of particles to emit per frame
  81063. */
  81064. emitRate: number;
  81065. /**
  81066. * If you want to launch only a few particles at once, that can be done, as well.
  81067. */
  81068. manualEmitCount: number;
  81069. /**
  81070. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81071. */
  81072. updateSpeed: number;
  81073. /**
  81074. * The amount of time the particle system is running (depends of the overall update speed).
  81075. */
  81076. targetStopDuration: number;
  81077. /**
  81078. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  81079. */
  81080. disposeOnStop: boolean;
  81081. /**
  81082. * Minimum power of emitting particles.
  81083. */
  81084. minEmitPower: number;
  81085. /**
  81086. * Maximum power of emitting particles.
  81087. */
  81088. maxEmitPower: number;
  81089. /**
  81090. * Minimum life time of emitting particles.
  81091. */
  81092. minLifeTime: number;
  81093. /**
  81094. * Maximum life time of emitting particles.
  81095. */
  81096. maxLifeTime: number;
  81097. /**
  81098. * Minimum Size of emitting particles.
  81099. */
  81100. minSize: number;
  81101. /**
  81102. * Maximum Size of emitting particles.
  81103. */
  81104. maxSize: number;
  81105. /**
  81106. * Minimum scale of emitting particles on X axis.
  81107. */
  81108. minScaleX: number;
  81109. /**
  81110. * Maximum scale of emitting particles on X axis.
  81111. */
  81112. maxScaleX: number;
  81113. /**
  81114. * Minimum scale of emitting particles on Y axis.
  81115. */
  81116. minScaleY: number;
  81117. /**
  81118. * Maximum scale of emitting particles on Y axis.
  81119. */
  81120. maxScaleY: number;
  81121. /**
  81122. * Gets or sets the minimal initial rotation in radians.
  81123. */
  81124. minInitialRotation: number;
  81125. /**
  81126. * Gets or sets the maximal initial rotation in radians.
  81127. */
  81128. maxInitialRotation: number;
  81129. /**
  81130. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81131. */
  81132. minAngularSpeed: number;
  81133. /**
  81134. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81135. */
  81136. maxAngularSpeed: number;
  81137. /**
  81138. * The texture used to render each particle. (this can be a spritesheet)
  81139. */
  81140. particleTexture: Nullable<Texture>;
  81141. /**
  81142. * The layer mask we are rendering the particles through.
  81143. */
  81144. layerMask: number;
  81145. /**
  81146. * This can help using your own shader to render the particle system.
  81147. * The according effect will be created
  81148. */
  81149. customShader: any;
  81150. /**
  81151. * By default particle system starts as soon as they are created. This prevents the
  81152. * automatic start to happen and let you decide when to start emitting particles.
  81153. */
  81154. preventAutoStart: boolean;
  81155. private _noiseTexture;
  81156. /**
  81157. * Gets or sets a texture used to add random noise to particle positions
  81158. */
  81159. noiseTexture: Nullable<ProceduralTexture>;
  81160. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  81161. noiseStrength: Vector3;
  81162. /**
  81163. * Callback triggered when the particle animation is ending.
  81164. */
  81165. onAnimationEnd: Nullable<() => void>;
  81166. /**
  81167. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  81168. */
  81169. blendMode: number;
  81170. /**
  81171. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  81172. * to override the particles.
  81173. */
  81174. forceDepthWrite: boolean;
  81175. /** 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 */
  81176. preWarmCycles: number;
  81177. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  81178. preWarmStepOffset: number;
  81179. /**
  81180. * 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)
  81181. */
  81182. spriteCellChangeSpeed: number;
  81183. /**
  81184. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  81185. */
  81186. startSpriteCellID: number;
  81187. /**
  81188. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  81189. */
  81190. endSpriteCellID: number;
  81191. /**
  81192. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  81193. */
  81194. spriteCellWidth: number;
  81195. /**
  81196. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  81197. */
  81198. spriteCellHeight: number;
  81199. /**
  81200. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  81201. */
  81202. spriteRandomStartCell: boolean;
  81203. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  81204. translationPivot: Vector2;
  81205. /** @hidden */
  81206. protected _isAnimationSheetEnabled: boolean;
  81207. /**
  81208. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  81209. */
  81210. beginAnimationOnStart: boolean;
  81211. /**
  81212. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  81213. */
  81214. beginAnimationFrom: number;
  81215. /**
  81216. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  81217. */
  81218. beginAnimationTo: number;
  81219. /**
  81220. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  81221. */
  81222. beginAnimationLoop: boolean;
  81223. /**
  81224. * Gets or sets a world offset applied to all particles
  81225. */
  81226. worldOffset: Vector3;
  81227. /**
  81228. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  81229. */
  81230. isAnimationSheetEnabled: boolean;
  81231. /**
  81232. * Get hosting scene
  81233. * @returns the scene
  81234. */
  81235. getScene(): Scene;
  81236. /**
  81237. * You can use gravity if you want to give an orientation to your particles.
  81238. */
  81239. gravity: Vector3;
  81240. protected _colorGradients: Nullable<Array<ColorGradient>>;
  81241. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  81242. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  81243. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  81244. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  81245. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  81246. protected _dragGradients: Nullable<Array<FactorGradient>>;
  81247. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  81248. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  81249. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  81250. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  81251. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  81252. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  81253. /**
  81254. * Defines the delay in milliseconds before starting the system (0 by default)
  81255. */
  81256. startDelay: number;
  81257. /**
  81258. * Gets the current list of drag gradients.
  81259. * You must use addDragGradient and removeDragGradient to udpate this list
  81260. * @returns the list of drag gradients
  81261. */
  81262. getDragGradients(): Nullable<Array<FactorGradient>>;
  81263. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  81264. limitVelocityDamping: number;
  81265. /**
  81266. * Gets the current list of limit velocity gradients.
  81267. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  81268. * @returns the list of limit velocity gradients
  81269. */
  81270. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  81271. /**
  81272. * Gets the current list of color gradients.
  81273. * You must use addColorGradient and removeColorGradient to udpate this list
  81274. * @returns the list of color gradients
  81275. */
  81276. getColorGradients(): Nullable<Array<ColorGradient>>;
  81277. /**
  81278. * Gets the current list of size gradients.
  81279. * You must use addSizeGradient and removeSizeGradient to udpate this list
  81280. * @returns the list of size gradients
  81281. */
  81282. getSizeGradients(): Nullable<Array<FactorGradient>>;
  81283. /**
  81284. * Gets the current list of color remap gradients.
  81285. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  81286. * @returns the list of color remap gradients
  81287. */
  81288. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  81289. /**
  81290. * Gets the current list of alpha remap gradients.
  81291. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  81292. * @returns the list of alpha remap gradients
  81293. */
  81294. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  81295. /**
  81296. * Gets the current list of life time gradients.
  81297. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  81298. * @returns the list of life time gradients
  81299. */
  81300. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  81301. /**
  81302. * Gets the current list of angular speed gradients.
  81303. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  81304. * @returns the list of angular speed gradients
  81305. */
  81306. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  81307. /**
  81308. * Gets the current list of velocity gradients.
  81309. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  81310. * @returns the list of velocity gradients
  81311. */
  81312. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  81313. /**
  81314. * Gets the current list of start size gradients.
  81315. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  81316. * @returns the list of start size gradients
  81317. */
  81318. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  81319. /**
  81320. * Gets the current list of emit rate gradients.
  81321. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  81322. * @returns the list of emit rate gradients
  81323. */
  81324. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  81325. /**
  81326. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81327. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81328. */
  81329. direction1: Vector3;
  81330. /**
  81331. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81332. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81333. */
  81334. direction2: Vector3;
  81335. /**
  81336. * 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.
  81337. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81338. */
  81339. minEmitBox: Vector3;
  81340. /**
  81341. * 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.
  81342. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81343. */
  81344. maxEmitBox: Vector3;
  81345. /**
  81346. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  81347. */
  81348. color1: Color4;
  81349. /**
  81350. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  81351. */
  81352. color2: Color4;
  81353. /**
  81354. * Color the particle will have at the end of its lifetime
  81355. */
  81356. colorDead: Color4;
  81357. /**
  81358. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  81359. */
  81360. textureMask: Color4;
  81361. /**
  81362. * The particle emitter type defines the emitter used by the particle system.
  81363. * It can be for example box, sphere, or cone...
  81364. */
  81365. particleEmitterType: IParticleEmitterType;
  81366. /** @hidden */
  81367. _isSubEmitter: boolean;
  81368. /**
  81369. * Gets or sets the billboard mode to use when isBillboardBased = true.
  81370. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  81371. */
  81372. billboardMode: number;
  81373. protected _isBillboardBased: boolean;
  81374. /**
  81375. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  81376. */
  81377. isBillboardBased: boolean;
  81378. /**
  81379. * The scene the particle system belongs to.
  81380. */
  81381. protected _scene: Scene;
  81382. /**
  81383. * Local cache of defines for image processing.
  81384. */
  81385. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  81386. /**
  81387. * Default configuration related to image processing available in the standard Material.
  81388. */
  81389. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  81390. /**
  81391. * Gets the image processing configuration used either in this material.
  81392. */
  81393. /**
  81394. * Sets the Default image processing configuration used either in the this material.
  81395. *
  81396. * If sets to null, the scene one is in use.
  81397. */
  81398. imageProcessingConfiguration: ImageProcessingConfiguration;
  81399. /**
  81400. * Attaches a new image processing configuration to the Standard Material.
  81401. * @param configuration
  81402. */
  81403. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  81404. /** @hidden */
  81405. protected _reset(): void;
  81406. /** @hidden */
  81407. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  81408. /**
  81409. * Instantiates a particle system.
  81410. * 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.
  81411. * @param name The name of the particle system
  81412. */
  81413. constructor(name: string);
  81414. /**
  81415. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  81416. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  81417. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  81418. * @returns the emitter
  81419. */
  81420. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  81421. /**
  81422. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  81423. * @param radius The radius of the hemisphere to emit from
  81424. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  81425. * @returns the emitter
  81426. */
  81427. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  81428. /**
  81429. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  81430. * @param radius The radius of the sphere to emit from
  81431. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  81432. * @returns the emitter
  81433. */
  81434. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  81435. /**
  81436. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  81437. * @param radius The radius of the sphere to emit from
  81438. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  81439. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  81440. * @returns the emitter
  81441. */
  81442. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  81443. /**
  81444. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  81445. * @param radius The radius of the emission cylinder
  81446. * @param height The height of the emission cylinder
  81447. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  81448. * @param directionRandomizer How much to randomize the particle direction [0-1]
  81449. * @returns the emitter
  81450. */
  81451. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  81452. /**
  81453. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  81454. * @param radius The radius of the cylinder to emit from
  81455. * @param height The height of the emission cylinder
  81456. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81457. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  81458. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  81459. * @returns the emitter
  81460. */
  81461. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  81462. /**
  81463. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  81464. * @param radius The radius of the cone to emit from
  81465. * @param angle The base angle of the cone
  81466. * @returns the emitter
  81467. */
  81468. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  81469. /**
  81470. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  81471. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  81472. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  81473. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  81474. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  81475. * @returns the emitter
  81476. */
  81477. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  81478. }
  81479. }
  81480. declare module BABYLON {
  81481. /**
  81482. * Type of sub emitter
  81483. */
  81484. export enum SubEmitterType {
  81485. /**
  81486. * Attached to the particle over it's lifetime
  81487. */
  81488. ATTACHED = 0,
  81489. /**
  81490. * Created when the particle dies
  81491. */
  81492. END = 1
  81493. }
  81494. /**
  81495. * Sub emitter class used to emit particles from an existing particle
  81496. */
  81497. export class SubEmitter {
  81498. /**
  81499. * the particle system to be used by the sub emitter
  81500. */
  81501. particleSystem: ParticleSystem;
  81502. /**
  81503. * Type of the submitter (Default: END)
  81504. */
  81505. type: SubEmitterType;
  81506. /**
  81507. * 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)
  81508. * Note: This only is supported when using an emitter of type Mesh
  81509. */
  81510. inheritDirection: boolean;
  81511. /**
  81512. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  81513. */
  81514. inheritedVelocityAmount: number;
  81515. /**
  81516. * Creates a sub emitter
  81517. * @param particleSystem the particle system to be used by the sub emitter
  81518. */
  81519. constructor(
  81520. /**
  81521. * the particle system to be used by the sub emitter
  81522. */
  81523. particleSystem: ParticleSystem);
  81524. /**
  81525. * Clones the sub emitter
  81526. * @returns the cloned sub emitter
  81527. */
  81528. clone(): SubEmitter;
  81529. /**
  81530. * Serialize current object to a JSON object
  81531. * @returns the serialized object
  81532. */
  81533. serialize(): any;
  81534. /** @hidden */
  81535. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  81536. /**
  81537. * Creates a new SubEmitter from a serialized JSON version
  81538. * @param serializationObject defines the JSON object to read from
  81539. * @param scene defines the hosting scene
  81540. * @param rootUrl defines the rootUrl for data loading
  81541. * @returns a new SubEmitter
  81542. */
  81543. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  81544. /** Release associated resources */
  81545. dispose(): void;
  81546. }
  81547. }
  81548. declare module BABYLON {
  81549. /** @hidden */
  81550. export var clipPlaneFragmentDeclaration: {
  81551. name: string;
  81552. shader: string;
  81553. };
  81554. }
  81555. declare module BABYLON {
  81556. /** @hidden */
  81557. export var imageProcessingDeclaration: {
  81558. name: string;
  81559. shader: string;
  81560. };
  81561. }
  81562. declare module BABYLON {
  81563. /** @hidden */
  81564. export var imageProcessingFunctions: {
  81565. name: string;
  81566. shader: string;
  81567. };
  81568. }
  81569. declare module BABYLON {
  81570. /** @hidden */
  81571. export var clipPlaneFragment: {
  81572. name: string;
  81573. shader: string;
  81574. };
  81575. }
  81576. declare module BABYLON {
  81577. /** @hidden */
  81578. export var particlesPixelShader: {
  81579. name: string;
  81580. shader: string;
  81581. };
  81582. }
  81583. declare module BABYLON {
  81584. /** @hidden */
  81585. export var clipPlaneVertexDeclaration: {
  81586. name: string;
  81587. shader: string;
  81588. };
  81589. }
  81590. declare module BABYLON {
  81591. /** @hidden */
  81592. export var clipPlaneVertex: {
  81593. name: string;
  81594. shader: string;
  81595. };
  81596. }
  81597. declare module BABYLON {
  81598. /** @hidden */
  81599. export var particlesVertexShader: {
  81600. name: string;
  81601. shader: string;
  81602. };
  81603. }
  81604. declare module BABYLON {
  81605. /**
  81606. * This represents a particle system in Babylon.
  81607. * 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.
  81608. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81609. * @example https://doc.babylonjs.com/babylon101/particles
  81610. */
  81611. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  81612. /**
  81613. * Billboard mode will only apply to Y axis
  81614. */
  81615. static readonly BILLBOARDMODE_Y: number;
  81616. /**
  81617. * Billboard mode will apply to all axes
  81618. */
  81619. static readonly BILLBOARDMODE_ALL: number;
  81620. /**
  81621. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  81622. */
  81623. static readonly BILLBOARDMODE_STRETCHED: number;
  81624. /**
  81625. * This function can be defined to provide custom update for active particles.
  81626. * This function will be called instead of regular update (age, position, color, etc.).
  81627. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  81628. */
  81629. updateFunction: (particles: Particle[]) => void;
  81630. private _emitterWorldMatrix;
  81631. /**
  81632. * This function can be defined to specify initial direction for every new particle.
  81633. * It by default use the emitterType defined function
  81634. */
  81635. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  81636. /**
  81637. * This function can be defined to specify initial position for every new particle.
  81638. * It by default use the emitterType defined function
  81639. */
  81640. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  81641. /**
  81642. * @hidden
  81643. */
  81644. _inheritedVelocityOffset: Vector3;
  81645. /**
  81646. * An event triggered when the system is disposed
  81647. */
  81648. onDisposeObservable: Observable<ParticleSystem>;
  81649. private _onDisposeObserver;
  81650. /**
  81651. * Sets a callback that will be triggered when the system is disposed
  81652. */
  81653. onDispose: () => void;
  81654. private _particles;
  81655. private _epsilon;
  81656. private _capacity;
  81657. private _stockParticles;
  81658. private _newPartsExcess;
  81659. private _vertexData;
  81660. private _vertexBuffer;
  81661. private _vertexBuffers;
  81662. private _spriteBuffer;
  81663. private _indexBuffer;
  81664. private _effect;
  81665. private _customEffect;
  81666. private _cachedDefines;
  81667. private _scaledColorStep;
  81668. private _colorDiff;
  81669. private _scaledDirection;
  81670. private _scaledGravity;
  81671. private _currentRenderId;
  81672. private _alive;
  81673. private _useInstancing;
  81674. private _started;
  81675. private _stopped;
  81676. private _actualFrame;
  81677. private _scaledUpdateSpeed;
  81678. private _vertexBufferSize;
  81679. /** @hidden */
  81680. _currentEmitRateGradient: Nullable<FactorGradient>;
  81681. /** @hidden */
  81682. _currentEmitRate1: number;
  81683. /** @hidden */
  81684. _currentEmitRate2: number;
  81685. /** @hidden */
  81686. _currentStartSizeGradient: Nullable<FactorGradient>;
  81687. /** @hidden */
  81688. _currentStartSize1: number;
  81689. /** @hidden */
  81690. _currentStartSize2: number;
  81691. private readonly _rawTextureWidth;
  81692. private _rampGradientsTexture;
  81693. private _useRampGradients;
  81694. /** Gets or sets a boolean indicating that ramp gradients must be used
  81695. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  81696. */
  81697. useRampGradients: boolean;
  81698. /**
  81699. * 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.
  81700. * 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: [])
  81701. */
  81702. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  81703. private _subEmitters;
  81704. /**
  81705. * @hidden
  81706. * If the particle systems emitter should be disposed when the particle system is disposed
  81707. */
  81708. _disposeEmitterOnDispose: boolean;
  81709. /**
  81710. * The current active Sub-systems, this property is used by the root particle system only.
  81711. */
  81712. activeSubSystems: Array<ParticleSystem>;
  81713. private _rootParticleSystem;
  81714. /**
  81715. * Gets the current list of active particles
  81716. */
  81717. readonly particles: Particle[];
  81718. /**
  81719. * Returns the string "ParticleSystem"
  81720. * @returns a string containing the class name
  81721. */
  81722. getClassName(): string;
  81723. /**
  81724. * Instantiates a particle system.
  81725. * 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.
  81726. * @param name The name of the particle system
  81727. * @param capacity The max number of particles alive at the same time
  81728. * @param scene The scene the particle system belongs to
  81729. * @param customEffect a custom effect used to change the way particles are rendered by default
  81730. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  81731. * @param epsilon Offset used to render the particles
  81732. */
  81733. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  81734. private _addFactorGradient;
  81735. private _removeFactorGradient;
  81736. /**
  81737. * Adds a new life time gradient
  81738. * @param gradient defines the gradient to use (between 0 and 1)
  81739. * @param factor defines the life time factor to affect to the specified gradient
  81740. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81741. * @returns the current particle system
  81742. */
  81743. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81744. /**
  81745. * Remove a specific life time gradient
  81746. * @param gradient defines the gradient to remove
  81747. * @returns the current particle system
  81748. */
  81749. removeLifeTimeGradient(gradient: number): IParticleSystem;
  81750. /**
  81751. * Adds a new size gradient
  81752. * @param gradient defines the gradient to use (between 0 and 1)
  81753. * @param factor defines the size factor to affect to the specified gradient
  81754. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81755. * @returns the current particle system
  81756. */
  81757. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81758. /**
  81759. * Remove a specific size gradient
  81760. * @param gradient defines the gradient to remove
  81761. * @returns the current particle system
  81762. */
  81763. removeSizeGradient(gradient: number): IParticleSystem;
  81764. /**
  81765. * Adds a new color remap gradient
  81766. * @param gradient defines the gradient to use (between 0 and 1)
  81767. * @param min defines the color remap minimal range
  81768. * @param max defines the color remap maximal range
  81769. * @returns the current particle system
  81770. */
  81771. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81772. /**
  81773. * Remove a specific color remap gradient
  81774. * @param gradient defines the gradient to remove
  81775. * @returns the current particle system
  81776. */
  81777. removeColorRemapGradient(gradient: number): IParticleSystem;
  81778. /**
  81779. * Adds a new alpha remap gradient
  81780. * @param gradient defines the gradient to use (between 0 and 1)
  81781. * @param min defines the alpha remap minimal range
  81782. * @param max defines the alpha remap maximal range
  81783. * @returns the current particle system
  81784. */
  81785. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81786. /**
  81787. * Remove a specific alpha remap gradient
  81788. * @param gradient defines the gradient to remove
  81789. * @returns the current particle system
  81790. */
  81791. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  81792. /**
  81793. * Adds a new angular speed gradient
  81794. * @param gradient defines the gradient to use (between 0 and 1)
  81795. * @param factor defines the angular speed to affect to the specified gradient
  81796. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81797. * @returns the current particle system
  81798. */
  81799. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81800. /**
  81801. * Remove a specific angular speed gradient
  81802. * @param gradient defines the gradient to remove
  81803. * @returns the current particle system
  81804. */
  81805. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  81806. /**
  81807. * Adds a new velocity gradient
  81808. * @param gradient defines the gradient to use (between 0 and 1)
  81809. * @param factor defines the velocity to affect to the specified gradient
  81810. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81811. * @returns the current particle system
  81812. */
  81813. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81814. /**
  81815. * Remove a specific velocity gradient
  81816. * @param gradient defines the gradient to remove
  81817. * @returns the current particle system
  81818. */
  81819. removeVelocityGradient(gradient: number): IParticleSystem;
  81820. /**
  81821. * Adds a new limit velocity gradient
  81822. * @param gradient defines the gradient to use (between 0 and 1)
  81823. * @param factor defines the limit velocity value to affect to the specified gradient
  81824. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81825. * @returns the current particle system
  81826. */
  81827. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81828. /**
  81829. * Remove a specific limit velocity gradient
  81830. * @param gradient defines the gradient to remove
  81831. * @returns the current particle system
  81832. */
  81833. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  81834. /**
  81835. * Adds a new drag gradient
  81836. * @param gradient defines the gradient to use (between 0 and 1)
  81837. * @param factor defines the drag value to affect to the specified gradient
  81838. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81839. * @returns the current particle system
  81840. */
  81841. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81842. /**
  81843. * Remove a specific drag gradient
  81844. * @param gradient defines the gradient to remove
  81845. * @returns the current particle system
  81846. */
  81847. removeDragGradient(gradient: number): IParticleSystem;
  81848. /**
  81849. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  81850. * @param gradient defines the gradient to use (between 0 and 1)
  81851. * @param factor defines the emit rate value to affect to the specified gradient
  81852. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81853. * @returns the current particle system
  81854. */
  81855. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81856. /**
  81857. * Remove a specific emit rate gradient
  81858. * @param gradient defines the gradient to remove
  81859. * @returns the current particle system
  81860. */
  81861. removeEmitRateGradient(gradient: number): IParticleSystem;
  81862. /**
  81863. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  81864. * @param gradient defines the gradient to use (between 0 and 1)
  81865. * @param factor defines the start size value to affect to the specified gradient
  81866. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81867. * @returns the current particle system
  81868. */
  81869. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81870. /**
  81871. * Remove a specific start size gradient
  81872. * @param gradient defines the gradient to remove
  81873. * @returns the current particle system
  81874. */
  81875. removeStartSizeGradient(gradient: number): IParticleSystem;
  81876. private _createRampGradientTexture;
  81877. /**
  81878. * Gets the current list of ramp gradients.
  81879. * You must use addRampGradient and removeRampGradient to udpate this list
  81880. * @returns the list of ramp gradients
  81881. */
  81882. getRampGradients(): Nullable<Array<Color3Gradient>>;
  81883. /**
  81884. * Adds a new ramp gradient used to remap particle colors
  81885. * @param gradient defines the gradient to use (between 0 and 1)
  81886. * @param color defines the color to affect to the specified gradient
  81887. * @returns the current particle system
  81888. */
  81889. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  81890. /**
  81891. * Remove a specific ramp gradient
  81892. * @param gradient defines the gradient to remove
  81893. * @returns the current particle system
  81894. */
  81895. removeRampGradient(gradient: number): ParticleSystem;
  81896. /**
  81897. * Adds a new color gradient
  81898. * @param gradient defines the gradient to use (between 0 and 1)
  81899. * @param color1 defines the color to affect to the specified gradient
  81900. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  81901. * @returns this particle system
  81902. */
  81903. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  81904. /**
  81905. * Remove a specific color gradient
  81906. * @param gradient defines the gradient to remove
  81907. * @returns this particle system
  81908. */
  81909. removeColorGradient(gradient: number): IParticleSystem;
  81910. private _fetchR;
  81911. protected _reset(): void;
  81912. private _resetEffect;
  81913. private _createVertexBuffers;
  81914. private _createIndexBuffer;
  81915. /**
  81916. * Gets the maximum number of particles active at the same time.
  81917. * @returns The max number of active particles.
  81918. */
  81919. getCapacity(): number;
  81920. /**
  81921. * Gets whether there are still active particles in the system.
  81922. * @returns True if it is alive, otherwise false.
  81923. */
  81924. isAlive(): boolean;
  81925. /**
  81926. * Gets if the system has been started. (Note: this will still be true after stop is called)
  81927. * @returns True if it has been started, otherwise false.
  81928. */
  81929. isStarted(): boolean;
  81930. private _prepareSubEmitterInternalArray;
  81931. /**
  81932. * Starts the particle system and begins to emit
  81933. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  81934. */
  81935. start(delay?: number): void;
  81936. /**
  81937. * Stops the particle system.
  81938. * @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.
  81939. */
  81940. stop(stopSubEmitters?: boolean): void;
  81941. /**
  81942. * Remove all active particles
  81943. */
  81944. reset(): void;
  81945. /**
  81946. * @hidden (for internal use only)
  81947. */
  81948. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  81949. /**
  81950. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  81951. * Its lifetime will start back at 0.
  81952. */
  81953. recycleParticle: (particle: Particle) => void;
  81954. private _stopSubEmitters;
  81955. private _createParticle;
  81956. private _removeFromRoot;
  81957. private _emitFromParticle;
  81958. private _update;
  81959. /** @hidden */
  81960. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  81961. /** @hidden */
  81962. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  81963. /** @hidden */
  81964. private _getEffect;
  81965. /**
  81966. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  81967. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  81968. */
  81969. animate(preWarmOnly?: boolean): void;
  81970. private _appendParticleVertices;
  81971. /**
  81972. * Rebuilds the particle system.
  81973. */
  81974. rebuild(): void;
  81975. /**
  81976. * Is this system ready to be used/rendered
  81977. * @return true if the system is ready
  81978. */
  81979. isReady(): boolean;
  81980. private _render;
  81981. /**
  81982. * Renders the particle system in its current state.
  81983. * @returns the current number of particles
  81984. */
  81985. render(): number;
  81986. /**
  81987. * Disposes the particle system and free the associated resources
  81988. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81989. */
  81990. dispose(disposeTexture?: boolean): void;
  81991. /**
  81992. * Clones the particle system.
  81993. * @param name The name of the cloned object
  81994. * @param newEmitter The new emitter to use
  81995. * @returns the cloned particle system
  81996. */
  81997. clone(name: string, newEmitter: any): ParticleSystem;
  81998. /**
  81999. * Serializes the particle system to a JSON object.
  82000. * @returns the JSON object
  82001. */
  82002. serialize(): any;
  82003. /** @hidden */
  82004. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  82005. /** @hidden */
  82006. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  82007. /**
  82008. * Parses a JSON object to create a particle system.
  82009. * @param parsedParticleSystem The JSON object to parse
  82010. * @param scene The scene to create the particle system in
  82011. * @param rootUrl The root url to use to load external dependencies like texture
  82012. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  82013. * @returns the Parsed particle system
  82014. */
  82015. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  82016. }
  82017. }
  82018. declare module BABYLON {
  82019. /**
  82020. * A particle represents one of the element emitted by a particle system.
  82021. * This is mainly define by its coordinates, direction, velocity and age.
  82022. */
  82023. export class Particle {
  82024. /**
  82025. * The particle system the particle belongs to.
  82026. */
  82027. particleSystem: ParticleSystem;
  82028. private static _Count;
  82029. /**
  82030. * Unique ID of the particle
  82031. */
  82032. id: number;
  82033. /**
  82034. * The world position of the particle in the scene.
  82035. */
  82036. position: Vector3;
  82037. /**
  82038. * The world direction of the particle in the scene.
  82039. */
  82040. direction: Vector3;
  82041. /**
  82042. * The color of the particle.
  82043. */
  82044. color: Color4;
  82045. /**
  82046. * The color change of the particle per step.
  82047. */
  82048. colorStep: Color4;
  82049. /**
  82050. * Defines how long will the life of the particle be.
  82051. */
  82052. lifeTime: number;
  82053. /**
  82054. * The current age of the particle.
  82055. */
  82056. age: number;
  82057. /**
  82058. * The current size of the particle.
  82059. */
  82060. size: number;
  82061. /**
  82062. * The current scale of the particle.
  82063. */
  82064. scale: Vector2;
  82065. /**
  82066. * The current angle of the particle.
  82067. */
  82068. angle: number;
  82069. /**
  82070. * Defines how fast is the angle changing.
  82071. */
  82072. angularSpeed: number;
  82073. /**
  82074. * Defines the cell index used by the particle to be rendered from a sprite.
  82075. */
  82076. cellIndex: number;
  82077. /**
  82078. * The information required to support color remapping
  82079. */
  82080. remapData: Vector4;
  82081. /** @hidden */
  82082. _randomCellOffset?: number;
  82083. /** @hidden */
  82084. _initialDirection: Nullable<Vector3>;
  82085. /** @hidden */
  82086. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  82087. /** @hidden */
  82088. _initialStartSpriteCellID: number;
  82089. /** @hidden */
  82090. _initialEndSpriteCellID: number;
  82091. /** @hidden */
  82092. _currentColorGradient: Nullable<ColorGradient>;
  82093. /** @hidden */
  82094. _currentColor1: Color4;
  82095. /** @hidden */
  82096. _currentColor2: Color4;
  82097. /** @hidden */
  82098. _currentSizeGradient: Nullable<FactorGradient>;
  82099. /** @hidden */
  82100. _currentSize1: number;
  82101. /** @hidden */
  82102. _currentSize2: number;
  82103. /** @hidden */
  82104. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  82105. /** @hidden */
  82106. _currentAngularSpeed1: number;
  82107. /** @hidden */
  82108. _currentAngularSpeed2: number;
  82109. /** @hidden */
  82110. _currentVelocityGradient: Nullable<FactorGradient>;
  82111. /** @hidden */
  82112. _currentVelocity1: number;
  82113. /** @hidden */
  82114. _currentVelocity2: number;
  82115. /** @hidden */
  82116. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  82117. /** @hidden */
  82118. _currentLimitVelocity1: number;
  82119. /** @hidden */
  82120. _currentLimitVelocity2: number;
  82121. /** @hidden */
  82122. _currentDragGradient: Nullable<FactorGradient>;
  82123. /** @hidden */
  82124. _currentDrag1: number;
  82125. /** @hidden */
  82126. _currentDrag2: number;
  82127. /** @hidden */
  82128. _randomNoiseCoordinates1: Vector3;
  82129. /** @hidden */
  82130. _randomNoiseCoordinates2: Vector3;
  82131. /**
  82132. * Creates a new instance Particle
  82133. * @param particleSystem the particle system the particle belongs to
  82134. */
  82135. constructor(
  82136. /**
  82137. * The particle system the particle belongs to.
  82138. */
  82139. particleSystem: ParticleSystem);
  82140. private updateCellInfoFromSystem;
  82141. /**
  82142. * Defines how the sprite cell index is updated for the particle
  82143. */
  82144. updateCellIndex(): void;
  82145. /** @hidden */
  82146. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  82147. /** @hidden */
  82148. _inheritParticleInfoToSubEmitters(): void;
  82149. /** @hidden */
  82150. _reset(): void;
  82151. /**
  82152. * Copy the properties of particle to another one.
  82153. * @param other the particle to copy the information to.
  82154. */
  82155. copyTo(other: Particle): void;
  82156. }
  82157. }
  82158. declare module BABYLON {
  82159. /**
  82160. * Particle emitter represents a volume emitting particles.
  82161. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  82162. */
  82163. export interface IParticleEmitterType {
  82164. /**
  82165. * Called by the particle System when the direction is computed for the created particle.
  82166. * @param worldMatrix is the world matrix of the particle system
  82167. * @param directionToUpdate is the direction vector to update with the result
  82168. * @param particle is the particle we are computed the direction for
  82169. */
  82170. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82171. /**
  82172. * Called by the particle System when the position is computed for the created particle.
  82173. * @param worldMatrix is the world matrix of the particle system
  82174. * @param positionToUpdate is the position vector to update with the result
  82175. * @param particle is the particle we are computed the position for
  82176. */
  82177. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82178. /**
  82179. * Clones the current emitter and returns a copy of it
  82180. * @returns the new emitter
  82181. */
  82182. clone(): IParticleEmitterType;
  82183. /**
  82184. * Called by the GPUParticleSystem to setup the update shader
  82185. * @param effect defines the update shader
  82186. */
  82187. applyToShader(effect: Effect): void;
  82188. /**
  82189. * Returns a string to use to update the GPU particles update shader
  82190. * @returns the effect defines string
  82191. */
  82192. getEffectDefines(): string;
  82193. /**
  82194. * Returns a string representing the class name
  82195. * @returns a string containing the class name
  82196. */
  82197. getClassName(): string;
  82198. /**
  82199. * Serializes the particle system to a JSON object.
  82200. * @returns the JSON object
  82201. */
  82202. serialize(): any;
  82203. /**
  82204. * Parse properties from a JSON object
  82205. * @param serializationObject defines the JSON object
  82206. */
  82207. parse(serializationObject: any): void;
  82208. }
  82209. }
  82210. declare module BABYLON {
  82211. /**
  82212. * Particle emitter emitting particles from the inside of a box.
  82213. * It emits the particles randomly between 2 given directions.
  82214. */
  82215. export class BoxParticleEmitter implements IParticleEmitterType {
  82216. /**
  82217. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82218. */
  82219. direction1: Vector3;
  82220. /**
  82221. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82222. */
  82223. direction2: Vector3;
  82224. /**
  82225. * 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.
  82226. */
  82227. minEmitBox: Vector3;
  82228. /**
  82229. * 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.
  82230. */
  82231. maxEmitBox: Vector3;
  82232. /**
  82233. * Creates a new instance BoxParticleEmitter
  82234. */
  82235. constructor();
  82236. /**
  82237. * Called by the particle System when the direction is computed for the created particle.
  82238. * @param worldMatrix is the world matrix of the particle system
  82239. * @param directionToUpdate is the direction vector to update with the result
  82240. * @param particle is the particle we are computed the direction for
  82241. */
  82242. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82243. /**
  82244. * Called by the particle System when the position is computed for the created particle.
  82245. * @param worldMatrix is the world matrix of the particle system
  82246. * @param positionToUpdate is the position vector to update with the result
  82247. * @param particle is the particle we are computed the position for
  82248. */
  82249. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82250. /**
  82251. * Clones the current emitter and returns a copy of it
  82252. * @returns the new emitter
  82253. */
  82254. clone(): BoxParticleEmitter;
  82255. /**
  82256. * Called by the GPUParticleSystem to setup the update shader
  82257. * @param effect defines the update shader
  82258. */
  82259. applyToShader(effect: Effect): void;
  82260. /**
  82261. * Returns a string to use to update the GPU particles update shader
  82262. * @returns a string containng the defines string
  82263. */
  82264. getEffectDefines(): string;
  82265. /**
  82266. * Returns the string "BoxParticleEmitter"
  82267. * @returns a string containing the class name
  82268. */
  82269. getClassName(): string;
  82270. /**
  82271. * Serializes the particle system to a JSON object.
  82272. * @returns the JSON object
  82273. */
  82274. serialize(): any;
  82275. /**
  82276. * Parse properties from a JSON object
  82277. * @param serializationObject defines the JSON object
  82278. */
  82279. parse(serializationObject: any): void;
  82280. }
  82281. }
  82282. declare module BABYLON {
  82283. /**
  82284. * Particle emitter emitting particles from the inside of a cone.
  82285. * It emits the particles alongside the cone volume from the base to the particle.
  82286. * The emission direction might be randomized.
  82287. */
  82288. export class ConeParticleEmitter implements IParticleEmitterType {
  82289. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  82290. directionRandomizer: number;
  82291. private _radius;
  82292. private _angle;
  82293. private _height;
  82294. /**
  82295. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  82296. */
  82297. radiusRange: number;
  82298. /**
  82299. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  82300. */
  82301. heightRange: number;
  82302. /**
  82303. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  82304. */
  82305. emitFromSpawnPointOnly: boolean;
  82306. /**
  82307. * Gets or sets the radius of the emission cone
  82308. */
  82309. radius: number;
  82310. /**
  82311. * Gets or sets the angle of the emission cone
  82312. */
  82313. angle: number;
  82314. private _buildHeight;
  82315. /**
  82316. * Creates a new instance ConeParticleEmitter
  82317. * @param radius the radius of the emission cone (1 by default)
  82318. * @param angle the cone base angle (PI by default)
  82319. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  82320. */
  82321. constructor(radius?: number, angle?: number,
  82322. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  82323. directionRandomizer?: number);
  82324. /**
  82325. * Called by the particle System when the direction is computed for the created particle.
  82326. * @param worldMatrix is the world matrix of the particle system
  82327. * @param directionToUpdate is the direction vector to update with the result
  82328. * @param particle is the particle we are computed the direction for
  82329. */
  82330. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82331. /**
  82332. * Called by the particle System when the position is computed for the created particle.
  82333. * @param worldMatrix is the world matrix of the particle system
  82334. * @param positionToUpdate is the position vector to update with the result
  82335. * @param particle is the particle we are computed the position for
  82336. */
  82337. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82338. /**
  82339. * Clones the current emitter and returns a copy of it
  82340. * @returns the new emitter
  82341. */
  82342. clone(): ConeParticleEmitter;
  82343. /**
  82344. * Called by the GPUParticleSystem to setup the update shader
  82345. * @param effect defines the update shader
  82346. */
  82347. applyToShader(effect: Effect): void;
  82348. /**
  82349. * Returns a string to use to update the GPU particles update shader
  82350. * @returns a string containng the defines string
  82351. */
  82352. getEffectDefines(): string;
  82353. /**
  82354. * Returns the string "ConeParticleEmitter"
  82355. * @returns a string containing the class name
  82356. */
  82357. getClassName(): string;
  82358. /**
  82359. * Serializes the particle system to a JSON object.
  82360. * @returns the JSON object
  82361. */
  82362. serialize(): any;
  82363. /**
  82364. * Parse properties from a JSON object
  82365. * @param serializationObject defines the JSON object
  82366. */
  82367. parse(serializationObject: any): void;
  82368. }
  82369. }
  82370. declare module BABYLON {
  82371. /**
  82372. * Particle emitter emitting particles from the inside of a cylinder.
  82373. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  82374. */
  82375. export class CylinderParticleEmitter implements IParticleEmitterType {
  82376. /**
  82377. * The radius of the emission cylinder.
  82378. */
  82379. radius: number;
  82380. /**
  82381. * The height of the emission cylinder.
  82382. */
  82383. height: number;
  82384. /**
  82385. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82386. */
  82387. radiusRange: number;
  82388. /**
  82389. * How much to randomize the particle direction [0-1].
  82390. */
  82391. directionRandomizer: number;
  82392. /**
  82393. * Creates a new instance CylinderParticleEmitter
  82394. * @param radius the radius of the emission cylinder (1 by default)
  82395. * @param height the height of the emission cylinder (1 by default)
  82396. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82397. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82398. */
  82399. constructor(
  82400. /**
  82401. * The radius of the emission cylinder.
  82402. */
  82403. radius?: number,
  82404. /**
  82405. * The height of the emission cylinder.
  82406. */
  82407. height?: number,
  82408. /**
  82409. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82410. */
  82411. radiusRange?: number,
  82412. /**
  82413. * How much to randomize the particle direction [0-1].
  82414. */
  82415. directionRandomizer?: number);
  82416. /**
  82417. * Called by the particle System when the direction is computed for the created particle.
  82418. * @param worldMatrix is the world matrix of the particle system
  82419. * @param directionToUpdate is the direction vector to update with the result
  82420. * @param particle is the particle we are computed the direction for
  82421. */
  82422. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82423. /**
  82424. * Called by the particle System when the position is computed for the created particle.
  82425. * @param worldMatrix is the world matrix of the particle system
  82426. * @param positionToUpdate is the position vector to update with the result
  82427. * @param particle is the particle we are computed the position for
  82428. */
  82429. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82430. /**
  82431. * Clones the current emitter and returns a copy of it
  82432. * @returns the new emitter
  82433. */
  82434. clone(): CylinderParticleEmitter;
  82435. /**
  82436. * Called by the GPUParticleSystem to setup the update shader
  82437. * @param effect defines the update shader
  82438. */
  82439. applyToShader(effect: Effect): void;
  82440. /**
  82441. * Returns a string to use to update the GPU particles update shader
  82442. * @returns a string containng the defines string
  82443. */
  82444. getEffectDefines(): string;
  82445. /**
  82446. * Returns the string "CylinderParticleEmitter"
  82447. * @returns a string containing the class name
  82448. */
  82449. getClassName(): string;
  82450. /**
  82451. * Serializes the particle system to a JSON object.
  82452. * @returns the JSON object
  82453. */
  82454. serialize(): any;
  82455. /**
  82456. * Parse properties from a JSON object
  82457. * @param serializationObject defines the JSON object
  82458. */
  82459. parse(serializationObject: any): void;
  82460. }
  82461. /**
  82462. * Particle emitter emitting particles from the inside of a cylinder.
  82463. * It emits the particles randomly between two vectors.
  82464. */
  82465. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  82466. /**
  82467. * The min limit of the emission direction.
  82468. */
  82469. direction1: Vector3;
  82470. /**
  82471. * The max limit of the emission direction.
  82472. */
  82473. direction2: Vector3;
  82474. /**
  82475. * Creates a new instance CylinderDirectedParticleEmitter
  82476. * @param radius the radius of the emission cylinder (1 by default)
  82477. * @param height the height of the emission cylinder (1 by default)
  82478. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82479. * @param direction1 the min limit of the emission direction (up vector by default)
  82480. * @param direction2 the max limit of the emission direction (up vector by default)
  82481. */
  82482. constructor(radius?: number, height?: number, radiusRange?: number,
  82483. /**
  82484. * The min limit of the emission direction.
  82485. */
  82486. direction1?: Vector3,
  82487. /**
  82488. * The max limit of the emission direction.
  82489. */
  82490. direction2?: Vector3);
  82491. /**
  82492. * Called by the particle System when the direction is computed for the created particle.
  82493. * @param worldMatrix is the world matrix of the particle system
  82494. * @param directionToUpdate is the direction vector to update with the result
  82495. * @param particle is the particle we are computed the direction for
  82496. */
  82497. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82498. /**
  82499. * Clones the current emitter and returns a copy of it
  82500. * @returns the new emitter
  82501. */
  82502. clone(): CylinderDirectedParticleEmitter;
  82503. /**
  82504. * Called by the GPUParticleSystem to setup the update shader
  82505. * @param effect defines the update shader
  82506. */
  82507. applyToShader(effect: Effect): void;
  82508. /**
  82509. * Returns a string to use to update the GPU particles update shader
  82510. * @returns a string containng the defines string
  82511. */
  82512. getEffectDefines(): string;
  82513. /**
  82514. * Returns the string "CylinderDirectedParticleEmitter"
  82515. * @returns a string containing the class name
  82516. */
  82517. getClassName(): string;
  82518. /**
  82519. * Serializes the particle system to a JSON object.
  82520. * @returns the JSON object
  82521. */
  82522. serialize(): any;
  82523. /**
  82524. * Parse properties from a JSON object
  82525. * @param serializationObject defines the JSON object
  82526. */
  82527. parse(serializationObject: any): void;
  82528. }
  82529. }
  82530. declare module BABYLON {
  82531. /**
  82532. * Particle emitter emitting particles from the inside of a hemisphere.
  82533. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  82534. */
  82535. export class HemisphericParticleEmitter implements IParticleEmitterType {
  82536. /**
  82537. * The radius of the emission hemisphere.
  82538. */
  82539. radius: number;
  82540. /**
  82541. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82542. */
  82543. radiusRange: number;
  82544. /**
  82545. * How much to randomize the particle direction [0-1].
  82546. */
  82547. directionRandomizer: number;
  82548. /**
  82549. * Creates a new instance HemisphericParticleEmitter
  82550. * @param radius the radius of the emission hemisphere (1 by default)
  82551. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82552. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82553. */
  82554. constructor(
  82555. /**
  82556. * The radius of the emission hemisphere.
  82557. */
  82558. radius?: number,
  82559. /**
  82560. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82561. */
  82562. radiusRange?: number,
  82563. /**
  82564. * How much to randomize the particle direction [0-1].
  82565. */
  82566. directionRandomizer?: number);
  82567. /**
  82568. * Called by the particle System when the direction is computed for the created particle.
  82569. * @param worldMatrix is the world matrix of the particle system
  82570. * @param directionToUpdate is the direction vector to update with the result
  82571. * @param particle is the particle we are computed the direction for
  82572. */
  82573. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82574. /**
  82575. * Called by the particle System when the position is computed for the created particle.
  82576. * @param worldMatrix is the world matrix of the particle system
  82577. * @param positionToUpdate is the position vector to update with the result
  82578. * @param particle is the particle we are computed the position for
  82579. */
  82580. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82581. /**
  82582. * Clones the current emitter and returns a copy of it
  82583. * @returns the new emitter
  82584. */
  82585. clone(): HemisphericParticleEmitter;
  82586. /**
  82587. * Called by the GPUParticleSystem to setup the update shader
  82588. * @param effect defines the update shader
  82589. */
  82590. applyToShader(effect: Effect): void;
  82591. /**
  82592. * Returns a string to use to update the GPU particles update shader
  82593. * @returns a string containng the defines string
  82594. */
  82595. getEffectDefines(): string;
  82596. /**
  82597. * Returns the string "HemisphericParticleEmitter"
  82598. * @returns a string containing the class name
  82599. */
  82600. getClassName(): string;
  82601. /**
  82602. * Serializes the particle system to a JSON object.
  82603. * @returns the JSON object
  82604. */
  82605. serialize(): any;
  82606. /**
  82607. * Parse properties from a JSON object
  82608. * @param serializationObject defines the JSON object
  82609. */
  82610. parse(serializationObject: any): void;
  82611. }
  82612. }
  82613. declare module BABYLON {
  82614. /**
  82615. * Particle emitter emitting particles from a point.
  82616. * It emits the particles randomly between 2 given directions.
  82617. */
  82618. export class PointParticleEmitter implements IParticleEmitterType {
  82619. /**
  82620. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82621. */
  82622. direction1: Vector3;
  82623. /**
  82624. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82625. */
  82626. direction2: Vector3;
  82627. /**
  82628. * Creates a new instance PointParticleEmitter
  82629. */
  82630. constructor();
  82631. /**
  82632. * Called by the particle System when the direction is computed for the created particle.
  82633. * @param worldMatrix is the world matrix of the particle system
  82634. * @param directionToUpdate is the direction vector to update with the result
  82635. * @param particle is the particle we are computed the direction for
  82636. */
  82637. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82638. /**
  82639. * Called by the particle System when the position is computed for the created particle.
  82640. * @param worldMatrix is the world matrix of the particle system
  82641. * @param positionToUpdate is the position vector to update with the result
  82642. * @param particle is the particle we are computed the position for
  82643. */
  82644. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82645. /**
  82646. * Clones the current emitter and returns a copy of it
  82647. * @returns the new emitter
  82648. */
  82649. clone(): PointParticleEmitter;
  82650. /**
  82651. * Called by the GPUParticleSystem to setup the update shader
  82652. * @param effect defines the update shader
  82653. */
  82654. applyToShader(effect: Effect): void;
  82655. /**
  82656. * Returns a string to use to update the GPU particles update shader
  82657. * @returns a string containng the defines string
  82658. */
  82659. getEffectDefines(): string;
  82660. /**
  82661. * Returns the string "PointParticleEmitter"
  82662. * @returns a string containing the class name
  82663. */
  82664. getClassName(): string;
  82665. /**
  82666. * Serializes the particle system to a JSON object.
  82667. * @returns the JSON object
  82668. */
  82669. serialize(): any;
  82670. /**
  82671. * Parse properties from a JSON object
  82672. * @param serializationObject defines the JSON object
  82673. */
  82674. parse(serializationObject: any): void;
  82675. }
  82676. }
  82677. declare module BABYLON {
  82678. /**
  82679. * Particle emitter emitting particles from the inside of a sphere.
  82680. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  82681. */
  82682. export class SphereParticleEmitter implements IParticleEmitterType {
  82683. /**
  82684. * The radius of the emission sphere.
  82685. */
  82686. radius: number;
  82687. /**
  82688. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82689. */
  82690. radiusRange: number;
  82691. /**
  82692. * How much to randomize the particle direction [0-1].
  82693. */
  82694. directionRandomizer: number;
  82695. /**
  82696. * Creates a new instance SphereParticleEmitter
  82697. * @param radius the radius of the emission sphere (1 by default)
  82698. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82699. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82700. */
  82701. constructor(
  82702. /**
  82703. * The radius of the emission sphere.
  82704. */
  82705. radius?: number,
  82706. /**
  82707. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82708. */
  82709. radiusRange?: number,
  82710. /**
  82711. * How much to randomize the particle direction [0-1].
  82712. */
  82713. directionRandomizer?: number);
  82714. /**
  82715. * Called by the particle System when the direction is computed for the created particle.
  82716. * @param worldMatrix is the world matrix of the particle system
  82717. * @param directionToUpdate is the direction vector to update with the result
  82718. * @param particle is the particle we are computed the direction for
  82719. */
  82720. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82721. /**
  82722. * Called by the particle System when the position is computed for the created particle.
  82723. * @param worldMatrix is the world matrix of the particle system
  82724. * @param positionToUpdate is the position vector to update with the result
  82725. * @param particle is the particle we are computed the position for
  82726. */
  82727. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82728. /**
  82729. * Clones the current emitter and returns a copy of it
  82730. * @returns the new emitter
  82731. */
  82732. clone(): SphereParticleEmitter;
  82733. /**
  82734. * Called by the GPUParticleSystem to setup the update shader
  82735. * @param effect defines the update shader
  82736. */
  82737. applyToShader(effect: Effect): void;
  82738. /**
  82739. * Returns a string to use to update the GPU particles update shader
  82740. * @returns a string containng the defines string
  82741. */
  82742. getEffectDefines(): string;
  82743. /**
  82744. * Returns the string "SphereParticleEmitter"
  82745. * @returns a string containing the class name
  82746. */
  82747. getClassName(): string;
  82748. /**
  82749. * Serializes the particle system to a JSON object.
  82750. * @returns the JSON object
  82751. */
  82752. serialize(): any;
  82753. /**
  82754. * Parse properties from a JSON object
  82755. * @param serializationObject defines the JSON object
  82756. */
  82757. parse(serializationObject: any): void;
  82758. }
  82759. /**
  82760. * Particle emitter emitting particles from the inside of a sphere.
  82761. * It emits the particles randomly between two vectors.
  82762. */
  82763. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  82764. /**
  82765. * The min limit of the emission direction.
  82766. */
  82767. direction1: Vector3;
  82768. /**
  82769. * The max limit of the emission direction.
  82770. */
  82771. direction2: Vector3;
  82772. /**
  82773. * Creates a new instance SphereDirectedParticleEmitter
  82774. * @param radius the radius of the emission sphere (1 by default)
  82775. * @param direction1 the min limit of the emission direction (up vector by default)
  82776. * @param direction2 the max limit of the emission direction (up vector by default)
  82777. */
  82778. constructor(radius?: number,
  82779. /**
  82780. * The min limit of the emission direction.
  82781. */
  82782. direction1?: Vector3,
  82783. /**
  82784. * The max limit of the emission direction.
  82785. */
  82786. direction2?: Vector3);
  82787. /**
  82788. * Called by the particle System when the direction is computed for the created particle.
  82789. * @param worldMatrix is the world matrix of the particle system
  82790. * @param directionToUpdate is the direction vector to update with the result
  82791. * @param particle is the particle we are computed the direction for
  82792. */
  82793. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82794. /**
  82795. * Clones the current emitter and returns a copy of it
  82796. * @returns the new emitter
  82797. */
  82798. clone(): SphereDirectedParticleEmitter;
  82799. /**
  82800. * Called by the GPUParticleSystem to setup the update shader
  82801. * @param effect defines the update shader
  82802. */
  82803. applyToShader(effect: Effect): void;
  82804. /**
  82805. * Returns a string to use to update the GPU particles update shader
  82806. * @returns a string containng the defines string
  82807. */
  82808. getEffectDefines(): string;
  82809. /**
  82810. * Returns the string "SphereDirectedParticleEmitter"
  82811. * @returns a string containing the class name
  82812. */
  82813. getClassName(): string;
  82814. /**
  82815. * Serializes the particle system to a JSON object.
  82816. * @returns the JSON object
  82817. */
  82818. serialize(): any;
  82819. /**
  82820. * Parse properties from a JSON object
  82821. * @param serializationObject defines the JSON object
  82822. */
  82823. parse(serializationObject: any): void;
  82824. }
  82825. }
  82826. declare module BABYLON {
  82827. /**
  82828. * Interface representing a particle system in Babylon.js.
  82829. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  82830. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  82831. */
  82832. export interface IParticleSystem {
  82833. /**
  82834. * List of animations used by the particle system.
  82835. */
  82836. animations: Animation[];
  82837. /**
  82838. * The id of the Particle system.
  82839. */
  82840. id: string;
  82841. /**
  82842. * The name of the Particle system.
  82843. */
  82844. name: string;
  82845. /**
  82846. * The emitter represents the Mesh or position we are attaching the particle system to.
  82847. */
  82848. emitter: Nullable<AbstractMesh | Vector3>;
  82849. /**
  82850. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82851. */
  82852. isBillboardBased: boolean;
  82853. /**
  82854. * The rendering group used by the Particle system to chose when to render.
  82855. */
  82856. renderingGroupId: number;
  82857. /**
  82858. * The layer mask we are rendering the particles through.
  82859. */
  82860. layerMask: number;
  82861. /**
  82862. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  82863. */
  82864. updateSpeed: number;
  82865. /**
  82866. * The amount of time the particle system is running (depends of the overall update speed).
  82867. */
  82868. targetStopDuration: number;
  82869. /**
  82870. * The texture used to render each particle. (this can be a spritesheet)
  82871. */
  82872. particleTexture: Nullable<Texture>;
  82873. /**
  82874. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  82875. */
  82876. blendMode: number;
  82877. /**
  82878. * Minimum life time of emitting particles.
  82879. */
  82880. minLifeTime: number;
  82881. /**
  82882. * Maximum life time of emitting particles.
  82883. */
  82884. maxLifeTime: number;
  82885. /**
  82886. * Minimum Size of emitting particles.
  82887. */
  82888. minSize: number;
  82889. /**
  82890. * Maximum Size of emitting particles.
  82891. */
  82892. maxSize: number;
  82893. /**
  82894. * Minimum scale of emitting particles on X axis.
  82895. */
  82896. minScaleX: number;
  82897. /**
  82898. * Maximum scale of emitting particles on X axis.
  82899. */
  82900. maxScaleX: number;
  82901. /**
  82902. * Minimum scale of emitting particles on Y axis.
  82903. */
  82904. minScaleY: number;
  82905. /**
  82906. * Maximum scale of emitting particles on Y axis.
  82907. */
  82908. maxScaleY: number;
  82909. /**
  82910. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82911. */
  82912. color1: Color4;
  82913. /**
  82914. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82915. */
  82916. color2: Color4;
  82917. /**
  82918. * Color the particle will have at the end of its lifetime.
  82919. */
  82920. colorDead: Color4;
  82921. /**
  82922. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  82923. */
  82924. emitRate: number;
  82925. /**
  82926. * You can use gravity if you want to give an orientation to your particles.
  82927. */
  82928. gravity: Vector3;
  82929. /**
  82930. * Minimum power of emitting particles.
  82931. */
  82932. minEmitPower: number;
  82933. /**
  82934. * Maximum power of emitting particles.
  82935. */
  82936. maxEmitPower: number;
  82937. /**
  82938. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  82939. */
  82940. minAngularSpeed: number;
  82941. /**
  82942. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  82943. */
  82944. maxAngularSpeed: number;
  82945. /**
  82946. * Gets or sets the minimal initial rotation in radians.
  82947. */
  82948. minInitialRotation: number;
  82949. /**
  82950. * Gets or sets the maximal initial rotation in radians.
  82951. */
  82952. maxInitialRotation: number;
  82953. /**
  82954. * The particle emitter type defines the emitter used by the particle system.
  82955. * It can be for example box, sphere, or cone...
  82956. */
  82957. particleEmitterType: Nullable<IParticleEmitterType>;
  82958. /**
  82959. * Defines the delay in milliseconds before starting the system (0 by default)
  82960. */
  82961. startDelay: number;
  82962. /**
  82963. * 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
  82964. */
  82965. preWarmCycles: number;
  82966. /**
  82967. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  82968. */
  82969. preWarmStepOffset: number;
  82970. /**
  82971. * 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)
  82972. */
  82973. spriteCellChangeSpeed: number;
  82974. /**
  82975. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  82976. */
  82977. startSpriteCellID: number;
  82978. /**
  82979. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  82980. */
  82981. endSpriteCellID: number;
  82982. /**
  82983. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  82984. */
  82985. spriteCellWidth: number;
  82986. /**
  82987. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  82988. */
  82989. spriteCellHeight: number;
  82990. /**
  82991. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  82992. */
  82993. spriteRandomStartCell: boolean;
  82994. /**
  82995. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  82996. */
  82997. isAnimationSheetEnabled: boolean;
  82998. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  82999. translationPivot: Vector2;
  83000. /**
  83001. * Gets or sets a texture used to add random noise to particle positions
  83002. */
  83003. noiseTexture: Nullable<BaseTexture>;
  83004. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  83005. noiseStrength: Vector3;
  83006. /**
  83007. * Gets or sets the billboard mode to use when isBillboardBased = true.
  83008. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  83009. */
  83010. billboardMode: number;
  83011. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  83012. limitVelocityDamping: number;
  83013. /**
  83014. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  83015. */
  83016. beginAnimationOnStart: boolean;
  83017. /**
  83018. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  83019. */
  83020. beginAnimationFrom: number;
  83021. /**
  83022. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  83023. */
  83024. beginAnimationTo: number;
  83025. /**
  83026. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  83027. */
  83028. beginAnimationLoop: boolean;
  83029. /**
  83030. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  83031. */
  83032. disposeOnStop: boolean;
  83033. /**
  83034. * Gets the maximum number of particles active at the same time.
  83035. * @returns The max number of active particles.
  83036. */
  83037. getCapacity(): number;
  83038. /**
  83039. * Gets if the system has been started. (Note: this will still be true after stop is called)
  83040. * @returns True if it has been started, otherwise false.
  83041. */
  83042. isStarted(): boolean;
  83043. /**
  83044. * Animates the particle system for this frame.
  83045. */
  83046. animate(): void;
  83047. /**
  83048. * Renders the particle system in its current state.
  83049. * @returns the current number of particles
  83050. */
  83051. render(): number;
  83052. /**
  83053. * Dispose the particle system and frees its associated resources.
  83054. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  83055. */
  83056. dispose(disposeTexture?: boolean): void;
  83057. /**
  83058. * Clones the particle system.
  83059. * @param name The name of the cloned object
  83060. * @param newEmitter The new emitter to use
  83061. * @returns the cloned particle system
  83062. */
  83063. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  83064. /**
  83065. * Serializes the particle system to a JSON object.
  83066. * @returns the JSON object
  83067. */
  83068. serialize(): any;
  83069. /**
  83070. * Rebuild the particle system
  83071. */
  83072. rebuild(): void;
  83073. /**
  83074. * Starts the particle system and begins to emit
  83075. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  83076. */
  83077. start(delay?: number): void;
  83078. /**
  83079. * Stops the particle system.
  83080. */
  83081. stop(): void;
  83082. /**
  83083. * Remove all active particles
  83084. */
  83085. reset(): void;
  83086. /**
  83087. * Is this system ready to be used/rendered
  83088. * @return true if the system is ready
  83089. */
  83090. isReady(): boolean;
  83091. /**
  83092. * Adds a new color gradient
  83093. * @param gradient defines the gradient to use (between 0 and 1)
  83094. * @param color1 defines the color to affect to the specified gradient
  83095. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  83096. * @returns the current particle system
  83097. */
  83098. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  83099. /**
  83100. * Remove a specific color gradient
  83101. * @param gradient defines the gradient to remove
  83102. * @returns the current particle system
  83103. */
  83104. removeColorGradient(gradient: number): IParticleSystem;
  83105. /**
  83106. * Adds a new size gradient
  83107. * @param gradient defines the gradient to use (between 0 and 1)
  83108. * @param factor defines the size factor to affect to the specified gradient
  83109. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83110. * @returns the current particle system
  83111. */
  83112. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83113. /**
  83114. * Remove a specific size gradient
  83115. * @param gradient defines the gradient to remove
  83116. * @returns the current particle system
  83117. */
  83118. removeSizeGradient(gradient: number): IParticleSystem;
  83119. /**
  83120. * Gets the current list of color gradients.
  83121. * You must use addColorGradient and removeColorGradient to udpate this list
  83122. * @returns the list of color gradients
  83123. */
  83124. getColorGradients(): Nullable<Array<ColorGradient>>;
  83125. /**
  83126. * Gets the current list of size gradients.
  83127. * You must use addSizeGradient and removeSizeGradient to udpate this list
  83128. * @returns the list of size gradients
  83129. */
  83130. getSizeGradients(): Nullable<Array<FactorGradient>>;
  83131. /**
  83132. * Gets the current list of angular speed gradients.
  83133. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  83134. * @returns the list of angular speed gradients
  83135. */
  83136. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  83137. /**
  83138. * Adds a new angular speed gradient
  83139. * @param gradient defines the gradient to use (between 0 and 1)
  83140. * @param factor defines the angular speed to affect to the specified gradient
  83141. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83142. * @returns the current particle system
  83143. */
  83144. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83145. /**
  83146. * Remove a specific angular speed gradient
  83147. * @param gradient defines the gradient to remove
  83148. * @returns the current particle system
  83149. */
  83150. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  83151. /**
  83152. * Gets the current list of velocity gradients.
  83153. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  83154. * @returns the list of velocity gradients
  83155. */
  83156. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  83157. /**
  83158. * Adds a new velocity gradient
  83159. * @param gradient defines the gradient to use (between 0 and 1)
  83160. * @param factor defines the velocity to affect to the specified gradient
  83161. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83162. * @returns the current particle system
  83163. */
  83164. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83165. /**
  83166. * Remove a specific velocity gradient
  83167. * @param gradient defines the gradient to remove
  83168. * @returns the current particle system
  83169. */
  83170. removeVelocityGradient(gradient: number): IParticleSystem;
  83171. /**
  83172. * Gets the current list of limit velocity gradients.
  83173. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  83174. * @returns the list of limit velocity gradients
  83175. */
  83176. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  83177. /**
  83178. * Adds a new limit velocity gradient
  83179. * @param gradient defines the gradient to use (between 0 and 1)
  83180. * @param factor defines the limit velocity to affect to the specified gradient
  83181. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83182. * @returns the current particle system
  83183. */
  83184. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83185. /**
  83186. * Remove a specific limit velocity gradient
  83187. * @param gradient defines the gradient to remove
  83188. * @returns the current particle system
  83189. */
  83190. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  83191. /**
  83192. * Adds a new drag gradient
  83193. * @param gradient defines the gradient to use (between 0 and 1)
  83194. * @param factor defines the drag to affect to the specified gradient
  83195. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83196. * @returns the current particle system
  83197. */
  83198. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83199. /**
  83200. * Remove a specific drag gradient
  83201. * @param gradient defines the gradient to remove
  83202. * @returns the current particle system
  83203. */
  83204. removeDragGradient(gradient: number): IParticleSystem;
  83205. /**
  83206. * Gets the current list of drag gradients.
  83207. * You must use addDragGradient and removeDragGradient to udpate this list
  83208. * @returns the list of drag gradients
  83209. */
  83210. getDragGradients(): Nullable<Array<FactorGradient>>;
  83211. /**
  83212. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  83213. * @param gradient defines the gradient to use (between 0 and 1)
  83214. * @param factor defines the emit rate to affect to the specified gradient
  83215. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83216. * @returns the current particle system
  83217. */
  83218. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83219. /**
  83220. * Remove a specific emit rate gradient
  83221. * @param gradient defines the gradient to remove
  83222. * @returns the current particle system
  83223. */
  83224. removeEmitRateGradient(gradient: number): IParticleSystem;
  83225. /**
  83226. * Gets the current list of emit rate gradients.
  83227. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  83228. * @returns the list of emit rate gradients
  83229. */
  83230. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  83231. /**
  83232. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  83233. * @param gradient defines the gradient to use (between 0 and 1)
  83234. * @param factor defines the start size to affect to the specified gradient
  83235. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83236. * @returns the current particle system
  83237. */
  83238. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83239. /**
  83240. * Remove a specific start size gradient
  83241. * @param gradient defines the gradient to remove
  83242. * @returns the current particle system
  83243. */
  83244. removeStartSizeGradient(gradient: number): IParticleSystem;
  83245. /**
  83246. * Gets the current list of start size gradients.
  83247. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  83248. * @returns the list of start size gradients
  83249. */
  83250. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  83251. /**
  83252. * Adds a new life time gradient
  83253. * @param gradient defines the gradient to use (between 0 and 1)
  83254. * @param factor defines the life time factor to affect to the specified gradient
  83255. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83256. * @returns the current particle system
  83257. */
  83258. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83259. /**
  83260. * Remove a specific life time gradient
  83261. * @param gradient defines the gradient to remove
  83262. * @returns the current particle system
  83263. */
  83264. removeLifeTimeGradient(gradient: number): IParticleSystem;
  83265. /**
  83266. * Gets the current list of life time gradients.
  83267. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  83268. * @returns the list of life time gradients
  83269. */
  83270. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  83271. /**
  83272. * Gets the current list of color gradients.
  83273. * You must use addColorGradient and removeColorGradient to udpate this list
  83274. * @returns the list of color gradients
  83275. */
  83276. getColorGradients(): Nullable<Array<ColorGradient>>;
  83277. /**
  83278. * Adds a new ramp gradient used to remap particle colors
  83279. * @param gradient defines the gradient to use (between 0 and 1)
  83280. * @param color defines the color to affect to the specified gradient
  83281. * @returns the current particle system
  83282. */
  83283. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  83284. /**
  83285. * Gets the current list of ramp gradients.
  83286. * You must use addRampGradient and removeRampGradient to udpate this list
  83287. * @returns the list of ramp gradients
  83288. */
  83289. getRampGradients(): Nullable<Array<Color3Gradient>>;
  83290. /** Gets or sets a boolean indicating that ramp gradients must be used
  83291. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  83292. */
  83293. useRampGradients: boolean;
  83294. /**
  83295. * Adds a new color remap gradient
  83296. * @param gradient defines the gradient to use (between 0 and 1)
  83297. * @param min defines the color remap minimal range
  83298. * @param max defines the color remap maximal range
  83299. * @returns the current particle system
  83300. */
  83301. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  83302. /**
  83303. * Gets the current list of color remap gradients.
  83304. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  83305. * @returns the list of color remap gradients
  83306. */
  83307. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  83308. /**
  83309. * Adds a new alpha remap gradient
  83310. * @param gradient defines the gradient to use (between 0 and 1)
  83311. * @param min defines the alpha remap minimal range
  83312. * @param max defines the alpha remap maximal range
  83313. * @returns the current particle system
  83314. */
  83315. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  83316. /**
  83317. * Gets the current list of alpha remap gradients.
  83318. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  83319. * @returns the list of alpha remap gradients
  83320. */
  83321. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  83322. /**
  83323. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  83324. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  83325. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  83326. * @returns the emitter
  83327. */
  83328. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  83329. /**
  83330. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  83331. * @param radius The radius of the hemisphere to emit from
  83332. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  83333. * @returns the emitter
  83334. */
  83335. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  83336. /**
  83337. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  83338. * @param radius The radius of the sphere to emit from
  83339. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  83340. * @returns the emitter
  83341. */
  83342. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  83343. /**
  83344. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  83345. * @param radius The radius of the sphere to emit from
  83346. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  83347. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  83348. * @returns the emitter
  83349. */
  83350. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  83351. /**
  83352. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  83353. * @param radius The radius of the emission cylinder
  83354. * @param height The height of the emission cylinder
  83355. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  83356. * @param directionRandomizer How much to randomize the particle direction [0-1]
  83357. * @returns the emitter
  83358. */
  83359. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  83360. /**
  83361. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  83362. * @param radius The radius of the cylinder to emit from
  83363. * @param height The height of the emission cylinder
  83364. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83365. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  83366. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  83367. * @returns the emitter
  83368. */
  83369. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  83370. /**
  83371. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  83372. * @param radius The radius of the cone to emit from
  83373. * @param angle The base angle of the cone
  83374. * @returns the emitter
  83375. */
  83376. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  83377. /**
  83378. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  83379. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  83380. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  83381. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  83382. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  83383. * @returns the emitter
  83384. */
  83385. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  83386. /**
  83387. * Get hosting scene
  83388. * @returns the scene
  83389. */
  83390. getScene(): Scene;
  83391. }
  83392. }
  83393. declare module BABYLON {
  83394. /**
  83395. * Creates an instance based on a source mesh.
  83396. */
  83397. export class InstancedMesh extends AbstractMesh {
  83398. private _sourceMesh;
  83399. private _currentLOD;
  83400. /** @hidden */
  83401. _indexInSourceMeshInstanceArray: number;
  83402. constructor(name: string, source: Mesh);
  83403. /**
  83404. * Returns the string "InstancedMesh".
  83405. */
  83406. getClassName(): string;
  83407. /** Gets the list of lights affecting that mesh */
  83408. readonly lightSources: Light[];
  83409. _resyncLightSources(): void;
  83410. _resyncLighSource(light: Light): void;
  83411. _removeLightSource(light: Light): void;
  83412. /**
  83413. * If the source mesh receives shadows
  83414. */
  83415. readonly receiveShadows: boolean;
  83416. /**
  83417. * The material of the source mesh
  83418. */
  83419. readonly material: Nullable<Material>;
  83420. /**
  83421. * Visibility of the source mesh
  83422. */
  83423. readonly visibility: number;
  83424. /**
  83425. * Skeleton of the source mesh
  83426. */
  83427. readonly skeleton: Nullable<Skeleton>;
  83428. /**
  83429. * Rendering ground id of the source mesh
  83430. */
  83431. renderingGroupId: number;
  83432. /**
  83433. * Returns the total number of vertices (integer).
  83434. */
  83435. getTotalVertices(): number;
  83436. /**
  83437. * Returns a positive integer : the total number of indices in this mesh geometry.
  83438. * @returns the numner of indices or zero if the mesh has no geometry.
  83439. */
  83440. getTotalIndices(): number;
  83441. /**
  83442. * The source mesh of the instance
  83443. */
  83444. readonly sourceMesh: Mesh;
  83445. /**
  83446. * Is this node ready to be used/rendered
  83447. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  83448. * @return {boolean} is it ready
  83449. */
  83450. isReady(completeCheck?: boolean): boolean;
  83451. /**
  83452. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  83453. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  83454. * @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.
  83455. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  83456. */
  83457. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  83458. /**
  83459. * Sets the vertex data of the mesh geometry for the requested `kind`.
  83460. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  83461. * The `data` are either a numeric array either a Float32Array.
  83462. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  83463. * 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).
  83464. * Note that a new underlying VertexBuffer object is created each call.
  83465. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  83466. *
  83467. * Possible `kind` values :
  83468. * - VertexBuffer.PositionKind
  83469. * - VertexBuffer.UVKind
  83470. * - VertexBuffer.UV2Kind
  83471. * - VertexBuffer.UV3Kind
  83472. * - VertexBuffer.UV4Kind
  83473. * - VertexBuffer.UV5Kind
  83474. * - VertexBuffer.UV6Kind
  83475. * - VertexBuffer.ColorKind
  83476. * - VertexBuffer.MatricesIndicesKind
  83477. * - VertexBuffer.MatricesIndicesExtraKind
  83478. * - VertexBuffer.MatricesWeightsKind
  83479. * - VertexBuffer.MatricesWeightsExtraKind
  83480. *
  83481. * Returns the Mesh.
  83482. */
  83483. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  83484. /**
  83485. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  83486. * If the mesh has no geometry, it is simply returned as it is.
  83487. * The `data` are either a numeric array either a Float32Array.
  83488. * No new underlying VertexBuffer object is created.
  83489. * 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.
  83490. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  83491. *
  83492. * Possible `kind` values :
  83493. * - VertexBuffer.PositionKind
  83494. * - VertexBuffer.UVKind
  83495. * - VertexBuffer.UV2Kind
  83496. * - VertexBuffer.UV3Kind
  83497. * - VertexBuffer.UV4Kind
  83498. * - VertexBuffer.UV5Kind
  83499. * - VertexBuffer.UV6Kind
  83500. * - VertexBuffer.ColorKind
  83501. * - VertexBuffer.MatricesIndicesKind
  83502. * - VertexBuffer.MatricesIndicesExtraKind
  83503. * - VertexBuffer.MatricesWeightsKind
  83504. * - VertexBuffer.MatricesWeightsExtraKind
  83505. *
  83506. * Returns the Mesh.
  83507. */
  83508. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  83509. /**
  83510. * Sets the mesh indices.
  83511. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  83512. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  83513. * This method creates a new index buffer each call.
  83514. * Returns the Mesh.
  83515. */
  83516. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  83517. /**
  83518. * Boolean : True if the mesh owns the requested kind of data.
  83519. */
  83520. isVerticesDataPresent(kind: string): boolean;
  83521. /**
  83522. * Returns an array of indices (IndicesArray).
  83523. */
  83524. getIndices(): Nullable<IndicesArray>;
  83525. readonly _positions: Nullable<Vector3[]>;
  83526. /**
  83527. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  83528. * This means the mesh underlying bounding box and sphere are recomputed.
  83529. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  83530. * @returns the current mesh
  83531. */
  83532. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  83533. /** @hidden */
  83534. _preActivate(): InstancedMesh;
  83535. /** @hidden */
  83536. _activate(renderId: number, intermediateRendering: boolean): boolean;
  83537. /** @hidden */
  83538. _postActivate(): void;
  83539. getWorldMatrix(): Matrix;
  83540. readonly isAnInstance: boolean;
  83541. /**
  83542. * Returns the current associated LOD AbstractMesh.
  83543. */
  83544. getLOD(camera: Camera): AbstractMesh;
  83545. /** @hidden */
  83546. _syncSubMeshes(): InstancedMesh;
  83547. /** @hidden */
  83548. _generatePointsArray(): boolean;
  83549. /**
  83550. * Creates a new InstancedMesh from the current mesh.
  83551. * - name (string) : the cloned mesh name
  83552. * - newParent (optional Node) : the optional Node to parent the clone to.
  83553. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  83554. *
  83555. * Returns the clone.
  83556. */
  83557. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  83558. /**
  83559. * Disposes the InstancedMesh.
  83560. * Returns nothing.
  83561. */
  83562. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  83563. }
  83564. }
  83565. declare module BABYLON {
  83566. /**
  83567. * Defines the options associated with the creation of a shader material.
  83568. */
  83569. export interface IShaderMaterialOptions {
  83570. /**
  83571. * Does the material work in alpha blend mode
  83572. */
  83573. needAlphaBlending: boolean;
  83574. /**
  83575. * Does the material work in alpha test mode
  83576. */
  83577. needAlphaTesting: boolean;
  83578. /**
  83579. * The list of attribute names used in the shader
  83580. */
  83581. attributes: string[];
  83582. /**
  83583. * The list of unifrom names used in the shader
  83584. */
  83585. uniforms: string[];
  83586. /**
  83587. * The list of UBO names used in the shader
  83588. */
  83589. uniformBuffers: string[];
  83590. /**
  83591. * The list of sampler names used in the shader
  83592. */
  83593. samplers: string[];
  83594. /**
  83595. * The list of defines used in the shader
  83596. */
  83597. defines: string[];
  83598. }
  83599. /**
  83600. * 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.
  83601. *
  83602. * This returned material effects how the mesh will look based on the code in the shaders.
  83603. *
  83604. * @see http://doc.babylonjs.com/how_to/shader_material
  83605. */
  83606. export class ShaderMaterial extends Material {
  83607. private _shaderPath;
  83608. private _options;
  83609. private _textures;
  83610. private _textureArrays;
  83611. private _floats;
  83612. private _ints;
  83613. private _floatsArrays;
  83614. private _colors3;
  83615. private _colors3Arrays;
  83616. private _colors4;
  83617. private _colors4Arrays;
  83618. private _vectors2;
  83619. private _vectors3;
  83620. private _vectors4;
  83621. private _matrices;
  83622. private _matrices3x3;
  83623. private _matrices2x2;
  83624. private _vectors2Arrays;
  83625. private _vectors3Arrays;
  83626. private _vectors4Arrays;
  83627. private _cachedWorldViewMatrix;
  83628. private _cachedWorldViewProjectionMatrix;
  83629. private _renderId;
  83630. /**
  83631. * Instantiate a new shader material.
  83632. * 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.
  83633. * This returned material effects how the mesh will look based on the code in the shaders.
  83634. * @see http://doc.babylonjs.com/how_to/shader_material
  83635. * @param name Define the name of the material in the scene
  83636. * @param scene Define the scene the material belongs to
  83637. * @param shaderPath Defines the route to the shader code in one of three ways:
  83638. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  83639. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  83640. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  83641. * @param options Define the options used to create the shader
  83642. */
  83643. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  83644. /**
  83645. * Gets the options used to compile the shader.
  83646. * They can be modified to trigger a new compilation
  83647. */
  83648. readonly options: IShaderMaterialOptions;
  83649. /**
  83650. * Gets the current class name of the material e.g. "ShaderMaterial"
  83651. * Mainly use in serialization.
  83652. * @returns the class name
  83653. */
  83654. getClassName(): string;
  83655. /**
  83656. * Specifies if the material will require alpha blending
  83657. * @returns a boolean specifying if alpha blending is needed
  83658. */
  83659. needAlphaBlending(): boolean;
  83660. /**
  83661. * Specifies if this material should be rendered in alpha test mode
  83662. * @returns a boolean specifying if an alpha test is needed.
  83663. */
  83664. needAlphaTesting(): boolean;
  83665. private _checkUniform;
  83666. /**
  83667. * Set a texture in the shader.
  83668. * @param name Define the name of the uniform samplers as defined in the shader
  83669. * @param texture Define the texture to bind to this sampler
  83670. * @return the material itself allowing "fluent" like uniform updates
  83671. */
  83672. setTexture(name: string, texture: Texture): ShaderMaterial;
  83673. /**
  83674. * Set a texture array in the shader.
  83675. * @param name Define the name of the uniform sampler array as defined in the shader
  83676. * @param textures Define the list of textures to bind to this sampler
  83677. * @return the material itself allowing "fluent" like uniform updates
  83678. */
  83679. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  83680. /**
  83681. * Set a float in the shader.
  83682. * @param name Define the name of the uniform as defined in the shader
  83683. * @param value Define the value to give to the uniform
  83684. * @return the material itself allowing "fluent" like uniform updates
  83685. */
  83686. setFloat(name: string, value: number): ShaderMaterial;
  83687. /**
  83688. * Set a int in the shader.
  83689. * @param name Define the name of the uniform as defined in the shader
  83690. * @param value Define the value to give to the uniform
  83691. * @return the material itself allowing "fluent" like uniform updates
  83692. */
  83693. setInt(name: string, value: number): ShaderMaterial;
  83694. /**
  83695. * Set an array of floats in the shader.
  83696. * @param name Define the name of the uniform as defined in the shader
  83697. * @param value Define the value to give to the uniform
  83698. * @return the material itself allowing "fluent" like uniform updates
  83699. */
  83700. setFloats(name: string, value: number[]): ShaderMaterial;
  83701. /**
  83702. * Set a vec3 in the shader from a Color3.
  83703. * @param name Define the name of the uniform as defined in the shader
  83704. * @param value Define the value to give to the uniform
  83705. * @return the material itself allowing "fluent" like uniform updates
  83706. */
  83707. setColor3(name: string, value: Color3): ShaderMaterial;
  83708. /**
  83709. * Set a vec3 array in the shader from a Color3 array.
  83710. * @param name Define the name of the uniform as defined in the shader
  83711. * @param value Define the value to give to the uniform
  83712. * @return the material itself allowing "fluent" like uniform updates
  83713. */
  83714. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  83715. /**
  83716. * Set a vec4 in the shader from a Color4.
  83717. * @param name Define the name of the uniform as defined in the shader
  83718. * @param value Define the value to give to the uniform
  83719. * @return the material itself allowing "fluent" like uniform updates
  83720. */
  83721. setColor4(name: string, value: Color4): ShaderMaterial;
  83722. /**
  83723. * Set a vec4 array in the shader from a Color4 array.
  83724. * @param name Define the name of the uniform as defined in the shader
  83725. * @param value Define the value to give to the uniform
  83726. * @return the material itself allowing "fluent" like uniform updates
  83727. */
  83728. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  83729. /**
  83730. * Set a vec2 in the shader from a Vector2.
  83731. * @param name Define the name of the uniform as defined in the shader
  83732. * @param value Define the value to give to the uniform
  83733. * @return the material itself allowing "fluent" like uniform updates
  83734. */
  83735. setVector2(name: string, value: Vector2): ShaderMaterial;
  83736. /**
  83737. * Set a vec3 in the shader from a Vector3.
  83738. * @param name Define the name of the uniform as defined in the shader
  83739. * @param value Define the value to give to the uniform
  83740. * @return the material itself allowing "fluent" like uniform updates
  83741. */
  83742. setVector3(name: string, value: Vector3): ShaderMaterial;
  83743. /**
  83744. * Set a vec4 in the shader from a Vector4.
  83745. * @param name Define the name of the uniform as defined in the shader
  83746. * @param value Define the value to give to the uniform
  83747. * @return the material itself allowing "fluent" like uniform updates
  83748. */
  83749. setVector4(name: string, value: Vector4): ShaderMaterial;
  83750. /**
  83751. * Set a mat4 in the shader from a Matrix.
  83752. * @param name Define the name of the uniform as defined in the shader
  83753. * @param value Define the value to give to the uniform
  83754. * @return the material itself allowing "fluent" like uniform updates
  83755. */
  83756. setMatrix(name: string, value: Matrix): ShaderMaterial;
  83757. /**
  83758. * Set a mat3 in the shader from a Float32Array.
  83759. * @param name Define the name of the uniform as defined in the shader
  83760. * @param value Define the value to give to the uniform
  83761. * @return the material itself allowing "fluent" like uniform updates
  83762. */
  83763. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  83764. /**
  83765. * Set a mat2 in the shader from a Float32Array.
  83766. * @param name Define the name of the uniform as defined in the shader
  83767. * @param value Define the value to give to the uniform
  83768. * @return the material itself allowing "fluent" like uniform updates
  83769. */
  83770. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  83771. /**
  83772. * Set a vec2 array in the shader from a number array.
  83773. * @param name Define the name of the uniform as defined in the shader
  83774. * @param value Define the value to give to the uniform
  83775. * @return the material itself allowing "fluent" like uniform updates
  83776. */
  83777. setArray2(name: string, value: number[]): ShaderMaterial;
  83778. /**
  83779. * Set a vec3 array in the shader from a number array.
  83780. * @param name Define the name of the uniform as defined in the shader
  83781. * @param value Define the value to give to the uniform
  83782. * @return the material itself allowing "fluent" like uniform updates
  83783. */
  83784. setArray3(name: string, value: number[]): ShaderMaterial;
  83785. /**
  83786. * Set a vec4 array in the shader from a number array.
  83787. * @param name Define the name of the uniform as defined in the shader
  83788. * @param value Define the value to give to the uniform
  83789. * @return the material itself allowing "fluent" like uniform updates
  83790. */
  83791. setArray4(name: string, value: number[]): ShaderMaterial;
  83792. private _checkCache;
  83793. /**
  83794. * Specifies that the submesh is ready to be used
  83795. * @param mesh defines the mesh to check
  83796. * @param subMesh defines which submesh to check
  83797. * @param useInstances specifies that instances should be used
  83798. * @returns a boolean indicating that the submesh is ready or not
  83799. */
  83800. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  83801. /**
  83802. * Checks if the material is ready to render the requested mesh
  83803. * @param mesh Define the mesh to render
  83804. * @param useInstances Define whether or not the material is used with instances
  83805. * @returns true if ready, otherwise false
  83806. */
  83807. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  83808. /**
  83809. * Binds the world matrix to the material
  83810. * @param world defines the world transformation matrix
  83811. */
  83812. bindOnlyWorldMatrix(world: Matrix): void;
  83813. /**
  83814. * Binds the material to the mesh
  83815. * @param world defines the world transformation matrix
  83816. * @param mesh defines the mesh to bind the material to
  83817. */
  83818. bind(world: Matrix, mesh?: Mesh): void;
  83819. /**
  83820. * Gets the active textures from the material
  83821. * @returns an array of textures
  83822. */
  83823. getActiveTextures(): BaseTexture[];
  83824. /**
  83825. * Specifies if the material uses a texture
  83826. * @param texture defines the texture to check against the material
  83827. * @returns a boolean specifying if the material uses the texture
  83828. */
  83829. hasTexture(texture: BaseTexture): boolean;
  83830. /**
  83831. * Makes a duplicate of the material, and gives it a new name
  83832. * @param name defines the new name for the duplicated material
  83833. * @returns the cloned material
  83834. */
  83835. clone(name: string): ShaderMaterial;
  83836. /**
  83837. * Disposes the material
  83838. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  83839. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  83840. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  83841. */
  83842. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  83843. /**
  83844. * Serializes this material in a JSON representation
  83845. * @returns the serialized material object
  83846. */
  83847. serialize(): any;
  83848. /**
  83849. * Creates a shader material from parsed shader material data
  83850. * @param source defines the JSON represnetation of the material
  83851. * @param scene defines the hosting scene
  83852. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  83853. * @returns a new material
  83854. */
  83855. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  83856. }
  83857. }
  83858. declare module BABYLON {
  83859. /** @hidden */
  83860. export var colorPixelShader: {
  83861. name: string;
  83862. shader: string;
  83863. };
  83864. }
  83865. declare module BABYLON {
  83866. /** @hidden */
  83867. export var colorVertexShader: {
  83868. name: string;
  83869. shader: string;
  83870. };
  83871. }
  83872. declare module BABYLON {
  83873. /**
  83874. * Line mesh
  83875. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  83876. */
  83877. export class LinesMesh extends Mesh {
  83878. /**
  83879. * If vertex color should be applied to the mesh
  83880. */
  83881. readonly useVertexColor?: boolean | undefined;
  83882. /**
  83883. * If vertex alpha should be applied to the mesh
  83884. */
  83885. readonly useVertexAlpha?: boolean | undefined;
  83886. /**
  83887. * Color of the line (Default: White)
  83888. */
  83889. color: Color3;
  83890. /**
  83891. * Alpha of the line (Default: 1)
  83892. */
  83893. alpha: number;
  83894. /**
  83895. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83896. * This margin is expressed in world space coordinates, so its value may vary.
  83897. * Default value is 0.1
  83898. */
  83899. intersectionThreshold: number;
  83900. private _colorShader;
  83901. private color4;
  83902. /**
  83903. * Creates a new LinesMesh
  83904. * @param name defines the name
  83905. * @param scene defines the hosting scene
  83906. * @param parent defines the parent mesh if any
  83907. * @param source defines the optional source LinesMesh used to clone data from
  83908. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  83909. * When false, achieved by calling a clone(), also passing False.
  83910. * This will make creation of children, recursive.
  83911. * @param useVertexColor defines if this LinesMesh supports vertex color
  83912. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  83913. */
  83914. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  83915. /**
  83916. * If vertex color should be applied to the mesh
  83917. */
  83918. useVertexColor?: boolean | undefined,
  83919. /**
  83920. * If vertex alpha should be applied to the mesh
  83921. */
  83922. useVertexAlpha?: boolean | undefined);
  83923. private _addClipPlaneDefine;
  83924. private _removeClipPlaneDefine;
  83925. isReady(): boolean;
  83926. /**
  83927. * Returns the string "LineMesh"
  83928. */
  83929. getClassName(): string;
  83930. /**
  83931. * @hidden
  83932. */
  83933. /**
  83934. * @hidden
  83935. */
  83936. material: Material;
  83937. /**
  83938. * @hidden
  83939. */
  83940. readonly checkCollisions: boolean;
  83941. /** @hidden */
  83942. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  83943. /** @hidden */
  83944. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  83945. /**
  83946. * Disposes of the line mesh
  83947. * @param doNotRecurse If children should be disposed
  83948. */
  83949. dispose(doNotRecurse?: boolean): void;
  83950. /**
  83951. * Returns a new LineMesh object cloned from the current one.
  83952. */
  83953. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  83954. /**
  83955. * Creates a new InstancedLinesMesh object from the mesh model.
  83956. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  83957. * @param name defines the name of the new instance
  83958. * @returns a new InstancedLinesMesh
  83959. */
  83960. createInstance(name: string): InstancedLinesMesh;
  83961. }
  83962. /**
  83963. * Creates an instance based on a source LinesMesh
  83964. */
  83965. export class InstancedLinesMesh extends InstancedMesh {
  83966. /**
  83967. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83968. * This margin is expressed in world space coordinates, so its value may vary.
  83969. * Initilized with the intersectionThreshold value of the source LinesMesh
  83970. */
  83971. intersectionThreshold: number;
  83972. constructor(name: string, source: LinesMesh);
  83973. /**
  83974. * Returns the string "InstancedLinesMesh".
  83975. */
  83976. getClassName(): string;
  83977. }
  83978. }
  83979. declare module BABYLON {
  83980. /** @hidden */
  83981. export var linePixelShader: {
  83982. name: string;
  83983. shader: string;
  83984. };
  83985. }
  83986. declare module BABYLON {
  83987. /** @hidden */
  83988. export var lineVertexShader: {
  83989. name: string;
  83990. shader: string;
  83991. };
  83992. }
  83993. declare module BABYLON {
  83994. interface AbstractMesh {
  83995. /**
  83996. * Gets the edgesRenderer associated with the mesh
  83997. */
  83998. edgesRenderer: Nullable<EdgesRenderer>;
  83999. }
  84000. interface LinesMesh {
  84001. /**
  84002. * Enables the edge rendering mode on the mesh.
  84003. * This mode makes the mesh edges visible
  84004. * @param epsilon defines the maximal distance between two angles to detect a face
  84005. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84006. * @returns the currentAbstractMesh
  84007. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84008. */
  84009. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  84010. }
  84011. interface InstancedLinesMesh {
  84012. /**
  84013. * Enables the edge rendering mode on the mesh.
  84014. * This mode makes the mesh edges visible
  84015. * @param epsilon defines the maximal distance between two angles to detect a face
  84016. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84017. * @returns the current InstancedLinesMesh
  84018. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84019. */
  84020. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  84021. }
  84022. /**
  84023. * Defines the minimum contract an Edges renderer should follow.
  84024. */
  84025. export interface IEdgesRenderer extends IDisposable {
  84026. /**
  84027. * Gets or sets a boolean indicating if the edgesRenderer is active
  84028. */
  84029. isEnabled: boolean;
  84030. /**
  84031. * Renders the edges of the attached mesh,
  84032. */
  84033. render(): void;
  84034. /**
  84035. * Checks wether or not the edges renderer is ready to render.
  84036. * @return true if ready, otherwise false.
  84037. */
  84038. isReady(): boolean;
  84039. }
  84040. /**
  84041. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  84042. */
  84043. export class EdgesRenderer implements IEdgesRenderer {
  84044. /**
  84045. * Define the size of the edges with an orthographic camera
  84046. */
  84047. edgesWidthScalerForOrthographic: number;
  84048. /**
  84049. * Define the size of the edges with a perspective camera
  84050. */
  84051. edgesWidthScalerForPerspective: number;
  84052. protected _source: AbstractMesh;
  84053. protected _linesPositions: number[];
  84054. protected _linesNormals: number[];
  84055. protected _linesIndices: number[];
  84056. protected _epsilon: number;
  84057. protected _indicesCount: number;
  84058. protected _lineShader: ShaderMaterial;
  84059. protected _ib: DataBuffer;
  84060. protected _buffers: {
  84061. [key: string]: Nullable<VertexBuffer>;
  84062. };
  84063. protected _checkVerticesInsteadOfIndices: boolean;
  84064. private _meshRebuildObserver;
  84065. private _meshDisposeObserver;
  84066. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  84067. isEnabled: boolean;
  84068. /**
  84069. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  84070. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  84071. * @param source Mesh used to create edges
  84072. * @param epsilon sum of angles in adjacency to check for edge
  84073. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  84074. * @param generateEdgesLines - should generate Lines or only prepare resources.
  84075. */
  84076. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  84077. protected _prepareRessources(): void;
  84078. /** @hidden */
  84079. _rebuild(): void;
  84080. /**
  84081. * Releases the required resources for the edges renderer
  84082. */
  84083. dispose(): void;
  84084. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  84085. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  84086. /**
  84087. * Checks if the pair of p0 and p1 is en edge
  84088. * @param faceIndex
  84089. * @param edge
  84090. * @param faceNormals
  84091. * @param p0
  84092. * @param p1
  84093. * @private
  84094. */
  84095. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  84096. /**
  84097. * push line into the position, normal and index buffer
  84098. * @protected
  84099. */
  84100. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  84101. /**
  84102. * Generates lines edges from adjacencjes
  84103. * @private
  84104. */
  84105. _generateEdgesLines(): void;
  84106. /**
  84107. * Checks wether or not the edges renderer is ready to render.
  84108. * @return true if ready, otherwise false.
  84109. */
  84110. isReady(): boolean;
  84111. /**
  84112. * Renders the edges of the attached mesh,
  84113. */
  84114. render(): void;
  84115. }
  84116. /**
  84117. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  84118. */
  84119. export class LineEdgesRenderer extends EdgesRenderer {
  84120. /**
  84121. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  84122. * @param source LineMesh used to generate edges
  84123. * @param epsilon not important (specified angle for edge detection)
  84124. * @param checkVerticesInsteadOfIndices not important for LineMesh
  84125. */
  84126. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  84127. /**
  84128. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  84129. */
  84130. _generateEdgesLines(): void;
  84131. }
  84132. }
  84133. declare module BABYLON {
  84134. /**
  84135. * This represents the object necessary to create a rendering group.
  84136. * This is exclusively used and created by the rendering manager.
  84137. * To modify the behavior, you use the available helpers in your scene or meshes.
  84138. * @hidden
  84139. */
  84140. export class RenderingGroup {
  84141. index: number;
  84142. private static _zeroVector;
  84143. private _scene;
  84144. private _opaqueSubMeshes;
  84145. private _transparentSubMeshes;
  84146. private _alphaTestSubMeshes;
  84147. private _depthOnlySubMeshes;
  84148. private _particleSystems;
  84149. private _spriteManagers;
  84150. private _opaqueSortCompareFn;
  84151. private _alphaTestSortCompareFn;
  84152. private _transparentSortCompareFn;
  84153. private _renderOpaque;
  84154. private _renderAlphaTest;
  84155. private _renderTransparent;
  84156. /** @hidden */
  84157. _edgesRenderers: SmartArray<IEdgesRenderer>;
  84158. onBeforeTransparentRendering: () => void;
  84159. /**
  84160. * Set the opaque sort comparison function.
  84161. * If null the sub meshes will be render in the order they were created
  84162. */
  84163. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84164. /**
  84165. * Set the alpha test sort comparison function.
  84166. * If null the sub meshes will be render in the order they were created
  84167. */
  84168. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84169. /**
  84170. * Set the transparent sort comparison function.
  84171. * If null the sub meshes will be render in the order they were created
  84172. */
  84173. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84174. /**
  84175. * Creates a new rendering group.
  84176. * @param index The rendering group index
  84177. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  84178. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  84179. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  84180. */
  84181. 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>);
  84182. /**
  84183. * Render all the sub meshes contained in the group.
  84184. * @param customRenderFunction Used to override the default render behaviour of the group.
  84185. * @returns true if rendered some submeshes.
  84186. */
  84187. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  84188. /**
  84189. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  84190. * @param subMeshes The submeshes to render
  84191. */
  84192. private renderOpaqueSorted;
  84193. /**
  84194. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  84195. * @param subMeshes The submeshes to render
  84196. */
  84197. private renderAlphaTestSorted;
  84198. /**
  84199. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  84200. * @param subMeshes The submeshes to render
  84201. */
  84202. private renderTransparentSorted;
  84203. /**
  84204. * Renders the submeshes in a specified order.
  84205. * @param subMeshes The submeshes to sort before render
  84206. * @param sortCompareFn The comparison function use to sort
  84207. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  84208. * @param transparent Specifies to activate blending if true
  84209. */
  84210. private static renderSorted;
  84211. /**
  84212. * Renders the submeshes in the order they were dispatched (no sort applied).
  84213. * @param subMeshes The submeshes to render
  84214. */
  84215. private static renderUnsorted;
  84216. /**
  84217. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84218. * are rendered back to front if in the same alpha index.
  84219. *
  84220. * @param a The first submesh
  84221. * @param b The second submesh
  84222. * @returns The result of the comparison
  84223. */
  84224. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  84225. /**
  84226. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84227. * are rendered back to front.
  84228. *
  84229. * @param a The first submesh
  84230. * @param b The second submesh
  84231. * @returns The result of the comparison
  84232. */
  84233. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  84234. /**
  84235. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84236. * are rendered front to back (prevent overdraw).
  84237. *
  84238. * @param a The first submesh
  84239. * @param b The second submesh
  84240. * @returns The result of the comparison
  84241. */
  84242. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  84243. /**
  84244. * Resets the different lists of submeshes to prepare a new frame.
  84245. */
  84246. prepare(): void;
  84247. dispose(): void;
  84248. /**
  84249. * Inserts the submesh in its correct queue depending on its material.
  84250. * @param subMesh The submesh to dispatch
  84251. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  84252. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  84253. */
  84254. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  84255. dispatchSprites(spriteManager: ISpriteManager): void;
  84256. dispatchParticles(particleSystem: IParticleSystem): void;
  84257. private _renderParticles;
  84258. private _renderSprites;
  84259. }
  84260. }
  84261. declare module BABYLON {
  84262. /**
  84263. * Interface describing the different options available in the rendering manager
  84264. * regarding Auto Clear between groups.
  84265. */
  84266. export interface IRenderingManagerAutoClearSetup {
  84267. /**
  84268. * Defines whether or not autoclear is enable.
  84269. */
  84270. autoClear: boolean;
  84271. /**
  84272. * Defines whether or not to autoclear the depth buffer.
  84273. */
  84274. depth: boolean;
  84275. /**
  84276. * Defines whether or not to autoclear the stencil buffer.
  84277. */
  84278. stencil: boolean;
  84279. }
  84280. /**
  84281. * This class is used by the onRenderingGroupObservable
  84282. */
  84283. export class RenderingGroupInfo {
  84284. /**
  84285. * The Scene that being rendered
  84286. */
  84287. scene: Scene;
  84288. /**
  84289. * The camera currently used for the rendering pass
  84290. */
  84291. camera: Nullable<Camera>;
  84292. /**
  84293. * The ID of the renderingGroup being processed
  84294. */
  84295. renderingGroupId: number;
  84296. }
  84297. /**
  84298. * This is the manager responsible of all the rendering for meshes sprites and particles.
  84299. * It is enable to manage the different groups as well as the different necessary sort functions.
  84300. * This should not be used directly aside of the few static configurations
  84301. */
  84302. export class RenderingManager {
  84303. /**
  84304. * The max id used for rendering groups (not included)
  84305. */
  84306. static MAX_RENDERINGGROUPS: number;
  84307. /**
  84308. * The min id used for rendering groups (included)
  84309. */
  84310. static MIN_RENDERINGGROUPS: number;
  84311. /**
  84312. * Used to globally prevent autoclearing scenes.
  84313. */
  84314. static AUTOCLEAR: boolean;
  84315. /**
  84316. * @hidden
  84317. */
  84318. _useSceneAutoClearSetup: boolean;
  84319. private _scene;
  84320. private _renderingGroups;
  84321. private _depthStencilBufferAlreadyCleaned;
  84322. private _autoClearDepthStencil;
  84323. private _customOpaqueSortCompareFn;
  84324. private _customAlphaTestSortCompareFn;
  84325. private _customTransparentSortCompareFn;
  84326. private _renderingGroupInfo;
  84327. /**
  84328. * Instantiates a new rendering group for a particular scene
  84329. * @param scene Defines the scene the groups belongs to
  84330. */
  84331. constructor(scene: Scene);
  84332. private _clearDepthStencilBuffer;
  84333. /**
  84334. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  84335. * @hidden
  84336. */
  84337. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  84338. /**
  84339. * Resets the different information of the group to prepare a new frame
  84340. * @hidden
  84341. */
  84342. reset(): void;
  84343. /**
  84344. * Dispose and release the group and its associated resources.
  84345. * @hidden
  84346. */
  84347. dispose(): void;
  84348. /**
  84349. * Clear the info related to rendering groups preventing retention points during dispose.
  84350. */
  84351. freeRenderingGroups(): void;
  84352. private _prepareRenderingGroup;
  84353. /**
  84354. * Add a sprite manager to the rendering manager in order to render it this frame.
  84355. * @param spriteManager Define the sprite manager to render
  84356. */
  84357. dispatchSprites(spriteManager: ISpriteManager): void;
  84358. /**
  84359. * Add a particle system to the rendering manager in order to render it this frame.
  84360. * @param particleSystem Define the particle system to render
  84361. */
  84362. dispatchParticles(particleSystem: IParticleSystem): void;
  84363. /**
  84364. * Add a submesh to the manager in order to render it this frame
  84365. * @param subMesh The submesh to dispatch
  84366. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  84367. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  84368. */
  84369. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  84370. /**
  84371. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  84372. * This allowed control for front to back rendering or reversly depending of the special needs.
  84373. *
  84374. * @param renderingGroupId The rendering group id corresponding to its index
  84375. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  84376. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  84377. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  84378. */
  84379. 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;
  84380. /**
  84381. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  84382. *
  84383. * @param renderingGroupId The rendering group id corresponding to its index
  84384. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  84385. * @param depth Automatically clears depth between groups if true and autoClear is true.
  84386. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  84387. */
  84388. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  84389. /**
  84390. * Gets the current auto clear configuration for one rendering group of the rendering
  84391. * manager.
  84392. * @param index the rendering group index to get the information for
  84393. * @returns The auto clear setup for the requested rendering group
  84394. */
  84395. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  84396. }
  84397. }
  84398. declare module BABYLON {
  84399. /**
  84400. * This Helps creating a texture that will be created from a camera in your scene.
  84401. * It is basically a dynamic texture that could be used to create special effects for instance.
  84402. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  84403. */
  84404. export class RenderTargetTexture extends Texture {
  84405. isCube: boolean;
  84406. /**
  84407. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  84408. */
  84409. static readonly REFRESHRATE_RENDER_ONCE: number;
  84410. /**
  84411. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  84412. */
  84413. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  84414. /**
  84415. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  84416. * the central point of your effect and can save a lot of performances.
  84417. */
  84418. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  84419. /**
  84420. * Use this predicate to dynamically define the list of mesh you want to render.
  84421. * If set, the renderList property will be overwritten.
  84422. */
  84423. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  84424. private _renderList;
  84425. /**
  84426. * Use this list to define the list of mesh you want to render.
  84427. */
  84428. renderList: Nullable<Array<AbstractMesh>>;
  84429. private _hookArray;
  84430. /**
  84431. * Define if particles should be rendered in your texture.
  84432. */
  84433. renderParticles: boolean;
  84434. /**
  84435. * Define if sprites should be rendered in your texture.
  84436. */
  84437. renderSprites: boolean;
  84438. /**
  84439. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  84440. */
  84441. coordinatesMode: number;
  84442. /**
  84443. * Define the camera used to render the texture.
  84444. */
  84445. activeCamera: Nullable<Camera>;
  84446. /**
  84447. * Override the render function of the texture with your own one.
  84448. */
  84449. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  84450. /**
  84451. * Define if camera post processes should be use while rendering the texture.
  84452. */
  84453. useCameraPostProcesses: boolean;
  84454. /**
  84455. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  84456. */
  84457. ignoreCameraViewport: boolean;
  84458. private _postProcessManager;
  84459. private _postProcesses;
  84460. private _resizeObserver;
  84461. /**
  84462. * An event triggered when the texture is unbind.
  84463. */
  84464. onBeforeBindObservable: Observable<RenderTargetTexture>;
  84465. /**
  84466. * An event triggered when the texture is unbind.
  84467. */
  84468. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  84469. private _onAfterUnbindObserver;
  84470. /**
  84471. * Set a after unbind callback in the texture.
  84472. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  84473. */
  84474. onAfterUnbind: () => void;
  84475. /**
  84476. * An event triggered before rendering the texture
  84477. */
  84478. onBeforeRenderObservable: Observable<number>;
  84479. private _onBeforeRenderObserver;
  84480. /**
  84481. * Set a before render callback in the texture.
  84482. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  84483. */
  84484. onBeforeRender: (faceIndex: number) => void;
  84485. /**
  84486. * An event triggered after rendering the texture
  84487. */
  84488. onAfterRenderObservable: Observable<number>;
  84489. private _onAfterRenderObserver;
  84490. /**
  84491. * Set a after render callback in the texture.
  84492. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  84493. */
  84494. onAfterRender: (faceIndex: number) => void;
  84495. /**
  84496. * An event triggered after the texture clear
  84497. */
  84498. onClearObservable: Observable<Engine>;
  84499. private _onClearObserver;
  84500. /**
  84501. * Set a clear callback in the texture.
  84502. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  84503. */
  84504. onClear: (Engine: Engine) => void;
  84505. /**
  84506. * An event triggered when the texture is resized.
  84507. */
  84508. onResizeObservable: Observable<RenderTargetTexture>;
  84509. /**
  84510. * Define the clear color of the Render Target if it should be different from the scene.
  84511. */
  84512. clearColor: Color4;
  84513. protected _size: number | {
  84514. width: number;
  84515. height: number;
  84516. };
  84517. protected _initialSizeParameter: number | {
  84518. width: number;
  84519. height: number;
  84520. } | {
  84521. ratio: number;
  84522. };
  84523. protected _sizeRatio: Nullable<number>;
  84524. /** @hidden */
  84525. _generateMipMaps: boolean;
  84526. protected _renderingManager: RenderingManager;
  84527. /** @hidden */
  84528. _waitingRenderList: string[];
  84529. protected _doNotChangeAspectRatio: boolean;
  84530. protected _currentRefreshId: number;
  84531. protected _refreshRate: number;
  84532. protected _textureMatrix: Matrix;
  84533. protected _samples: number;
  84534. protected _renderTargetOptions: RenderTargetCreationOptions;
  84535. /**
  84536. * Gets render target creation options that were used.
  84537. */
  84538. readonly renderTargetOptions: RenderTargetCreationOptions;
  84539. protected _engine: Engine;
  84540. protected _onRatioRescale(): void;
  84541. /**
  84542. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  84543. * It must define where the camera used to render the texture is set
  84544. */
  84545. boundingBoxPosition: Vector3;
  84546. private _boundingBoxSize;
  84547. /**
  84548. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  84549. * When defined, the cubemap will switch to local mode
  84550. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  84551. * @example https://www.babylonjs-playground.com/#RNASML
  84552. */
  84553. boundingBoxSize: Vector3;
  84554. /**
  84555. * In case the RTT has been created with a depth texture, get the associated
  84556. * depth texture.
  84557. * Otherwise, return null.
  84558. */
  84559. depthStencilTexture: Nullable<InternalTexture>;
  84560. /**
  84561. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  84562. * or used a shadow, depth texture...
  84563. * @param name The friendly name of the texture
  84564. * @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)
  84565. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  84566. * @param generateMipMaps True if mip maps need to be generated after render.
  84567. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  84568. * @param type The type of the buffer in the RTT (int, half float, float...)
  84569. * @param isCube True if a cube texture needs to be created
  84570. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  84571. * @param generateDepthBuffer True to generate a depth buffer
  84572. * @param generateStencilBuffer True to generate a stencil buffer
  84573. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  84574. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  84575. * @param delayAllocation if the texture allocation should be delayed (default: false)
  84576. */
  84577. constructor(name: string, size: number | {
  84578. width: number;
  84579. height: number;
  84580. } | {
  84581. ratio: number;
  84582. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  84583. /**
  84584. * Creates a depth stencil texture.
  84585. * This is only available in WebGL 2 or with the depth texture extension available.
  84586. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  84587. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  84588. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  84589. */
  84590. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  84591. private _processSizeParameter;
  84592. /**
  84593. * Define the number of samples to use in case of MSAA.
  84594. * It defaults to one meaning no MSAA has been enabled.
  84595. */
  84596. samples: number;
  84597. /**
  84598. * Resets the refresh counter of the texture and start bak from scratch.
  84599. * Could be useful to regenerate the texture if it is setup to render only once.
  84600. */
  84601. resetRefreshCounter(): void;
  84602. /**
  84603. * Define the refresh rate of the texture or the rendering frequency.
  84604. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84605. */
  84606. refreshRate: number;
  84607. /**
  84608. * Adds a post process to the render target rendering passes.
  84609. * @param postProcess define the post process to add
  84610. */
  84611. addPostProcess(postProcess: PostProcess): void;
  84612. /**
  84613. * Clear all the post processes attached to the render target
  84614. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  84615. */
  84616. clearPostProcesses(dispose?: boolean): void;
  84617. /**
  84618. * Remove one of the post process from the list of attached post processes to the texture
  84619. * @param postProcess define the post process to remove from the list
  84620. */
  84621. removePostProcess(postProcess: PostProcess): void;
  84622. /** @hidden */
  84623. _shouldRender(): boolean;
  84624. /**
  84625. * Gets the actual render size of the texture.
  84626. * @returns the width of the render size
  84627. */
  84628. getRenderSize(): number;
  84629. /**
  84630. * Gets the actual render width of the texture.
  84631. * @returns the width of the render size
  84632. */
  84633. getRenderWidth(): number;
  84634. /**
  84635. * Gets the actual render height of the texture.
  84636. * @returns the height of the render size
  84637. */
  84638. getRenderHeight(): number;
  84639. /**
  84640. * Get if the texture can be rescaled or not.
  84641. */
  84642. readonly canRescale: boolean;
  84643. /**
  84644. * Resize the texture using a ratio.
  84645. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  84646. */
  84647. scale(ratio: number): void;
  84648. /**
  84649. * Get the texture reflection matrix used to rotate/transform the reflection.
  84650. * @returns the reflection matrix
  84651. */
  84652. getReflectionTextureMatrix(): Matrix;
  84653. /**
  84654. * Resize the texture to a new desired size.
  84655. * Be carrefull as it will recreate all the data in the new texture.
  84656. * @param size Define the new size. It can be:
  84657. * - a number for squared texture,
  84658. * - an object containing { width: number, height: number }
  84659. * - or an object containing a ratio { ratio: number }
  84660. */
  84661. resize(size: number | {
  84662. width: number;
  84663. height: number;
  84664. } | {
  84665. ratio: number;
  84666. }): void;
  84667. /**
  84668. * Renders all the objects from the render list into the texture.
  84669. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  84670. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  84671. */
  84672. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  84673. private _bestReflectionRenderTargetDimension;
  84674. /**
  84675. * @hidden
  84676. * @param faceIndex face index to bind to if this is a cubetexture
  84677. */
  84678. _bindFrameBuffer(faceIndex?: number): void;
  84679. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  84680. private renderToTarget;
  84681. /**
  84682. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  84683. * This allowed control for front to back rendering or reversly depending of the special needs.
  84684. *
  84685. * @param renderingGroupId The rendering group id corresponding to its index
  84686. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  84687. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  84688. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  84689. */
  84690. 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;
  84691. /**
  84692. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  84693. *
  84694. * @param renderingGroupId The rendering group id corresponding to its index
  84695. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  84696. */
  84697. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  84698. /**
  84699. * Clones the texture.
  84700. * @returns the cloned texture
  84701. */
  84702. clone(): RenderTargetTexture;
  84703. /**
  84704. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84705. * @returns The JSON representation of the texture
  84706. */
  84707. serialize(): any;
  84708. /**
  84709. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  84710. */
  84711. disposeFramebufferObjects(): void;
  84712. /**
  84713. * Dispose the texture and release its associated resources.
  84714. */
  84715. dispose(): void;
  84716. /** @hidden */
  84717. _rebuild(): void;
  84718. /**
  84719. * Clear the info related to rendering groups preventing retention point in material dispose.
  84720. */
  84721. freeRenderingGroups(): void;
  84722. /**
  84723. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  84724. * @returns the view count
  84725. */
  84726. getViewCount(): number;
  84727. }
  84728. }
  84729. declare module BABYLON {
  84730. /**
  84731. * Base class for the main features of a material in Babylon.js
  84732. */
  84733. export class Material implements IAnimatable {
  84734. /**
  84735. * Returns the triangle fill mode
  84736. */
  84737. static readonly TriangleFillMode: number;
  84738. /**
  84739. * Returns the wireframe mode
  84740. */
  84741. static readonly WireFrameFillMode: number;
  84742. /**
  84743. * Returns the point fill mode
  84744. */
  84745. static readonly PointFillMode: number;
  84746. /**
  84747. * Returns the point list draw mode
  84748. */
  84749. static readonly PointListDrawMode: number;
  84750. /**
  84751. * Returns the line list draw mode
  84752. */
  84753. static readonly LineListDrawMode: number;
  84754. /**
  84755. * Returns the line loop draw mode
  84756. */
  84757. static readonly LineLoopDrawMode: number;
  84758. /**
  84759. * Returns the line strip draw mode
  84760. */
  84761. static readonly LineStripDrawMode: number;
  84762. /**
  84763. * Returns the triangle strip draw mode
  84764. */
  84765. static readonly TriangleStripDrawMode: number;
  84766. /**
  84767. * Returns the triangle fan draw mode
  84768. */
  84769. static readonly TriangleFanDrawMode: number;
  84770. /**
  84771. * Stores the clock-wise side orientation
  84772. */
  84773. static readonly ClockWiseSideOrientation: number;
  84774. /**
  84775. * Stores the counter clock-wise side orientation
  84776. */
  84777. static readonly CounterClockWiseSideOrientation: number;
  84778. /**
  84779. * The dirty texture flag value
  84780. */
  84781. static readonly TextureDirtyFlag: number;
  84782. /**
  84783. * The dirty light flag value
  84784. */
  84785. static readonly LightDirtyFlag: number;
  84786. /**
  84787. * The dirty fresnel flag value
  84788. */
  84789. static readonly FresnelDirtyFlag: number;
  84790. /**
  84791. * The dirty attribute flag value
  84792. */
  84793. static readonly AttributesDirtyFlag: number;
  84794. /**
  84795. * The dirty misc flag value
  84796. */
  84797. static readonly MiscDirtyFlag: number;
  84798. /**
  84799. * The all dirty flag value
  84800. */
  84801. static readonly AllDirtyFlag: number;
  84802. /**
  84803. * The ID of the material
  84804. */
  84805. id: string;
  84806. /**
  84807. * Gets or sets the unique id of the material
  84808. */
  84809. uniqueId: number;
  84810. /**
  84811. * The name of the material
  84812. */
  84813. name: string;
  84814. /**
  84815. * Gets or sets user defined metadata
  84816. */
  84817. metadata: any;
  84818. /**
  84819. * For internal use only. Please do not use.
  84820. */
  84821. reservedDataStore: any;
  84822. /**
  84823. * Specifies if the ready state should be checked on each call
  84824. */
  84825. checkReadyOnEveryCall: boolean;
  84826. /**
  84827. * Specifies if the ready state should be checked once
  84828. */
  84829. checkReadyOnlyOnce: boolean;
  84830. /**
  84831. * The state of the material
  84832. */
  84833. state: string;
  84834. /**
  84835. * The alpha value of the material
  84836. */
  84837. protected _alpha: number;
  84838. /**
  84839. * List of inspectable custom properties (used by the Inspector)
  84840. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84841. */
  84842. inspectableCustomProperties: IInspectable[];
  84843. /**
  84844. * Sets the alpha value of the material
  84845. */
  84846. /**
  84847. * Gets the alpha value of the material
  84848. */
  84849. alpha: number;
  84850. /**
  84851. * Specifies if back face culling is enabled
  84852. */
  84853. protected _backFaceCulling: boolean;
  84854. /**
  84855. * Sets the back-face culling state
  84856. */
  84857. /**
  84858. * Gets the back-face culling state
  84859. */
  84860. backFaceCulling: boolean;
  84861. /**
  84862. * Stores the value for side orientation
  84863. */
  84864. sideOrientation: number;
  84865. /**
  84866. * Callback triggered when the material is compiled
  84867. */
  84868. onCompiled: Nullable<(effect: Effect) => void>;
  84869. /**
  84870. * Callback triggered when an error occurs
  84871. */
  84872. onError: Nullable<(effect: Effect, errors: string) => void>;
  84873. /**
  84874. * Callback triggered to get the render target textures
  84875. */
  84876. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  84877. /**
  84878. * Gets a boolean indicating that current material needs to register RTT
  84879. */
  84880. readonly hasRenderTargetTextures: boolean;
  84881. /**
  84882. * Specifies if the material should be serialized
  84883. */
  84884. doNotSerialize: boolean;
  84885. /**
  84886. * @hidden
  84887. */
  84888. _storeEffectOnSubMeshes: boolean;
  84889. /**
  84890. * Stores the animations for the material
  84891. */
  84892. animations: Nullable<Array<Animation>>;
  84893. /**
  84894. * An event triggered when the material is disposed
  84895. */
  84896. onDisposeObservable: Observable<Material>;
  84897. /**
  84898. * An observer which watches for dispose events
  84899. */
  84900. private _onDisposeObserver;
  84901. private _onUnBindObservable;
  84902. /**
  84903. * Called during a dispose event
  84904. */
  84905. onDispose: () => void;
  84906. private _onBindObservable;
  84907. /**
  84908. * An event triggered when the material is bound
  84909. */
  84910. readonly onBindObservable: Observable<AbstractMesh>;
  84911. /**
  84912. * An observer which watches for bind events
  84913. */
  84914. private _onBindObserver;
  84915. /**
  84916. * Called during a bind event
  84917. */
  84918. onBind: (Mesh: AbstractMesh) => void;
  84919. /**
  84920. * An event triggered when the material is unbound
  84921. */
  84922. readonly onUnBindObservable: Observable<Material>;
  84923. /**
  84924. * Stores the value of the alpha mode
  84925. */
  84926. private _alphaMode;
  84927. /**
  84928. * Sets the value of the alpha mode.
  84929. *
  84930. * | Value | Type | Description |
  84931. * | --- | --- | --- |
  84932. * | 0 | ALPHA_DISABLE | |
  84933. * | 1 | ALPHA_ADD | |
  84934. * | 2 | ALPHA_COMBINE | |
  84935. * | 3 | ALPHA_SUBTRACT | |
  84936. * | 4 | ALPHA_MULTIPLY | |
  84937. * | 5 | ALPHA_MAXIMIZED | |
  84938. * | 6 | ALPHA_ONEONE | |
  84939. * | 7 | ALPHA_PREMULTIPLIED | |
  84940. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  84941. * | 9 | ALPHA_INTERPOLATE | |
  84942. * | 10 | ALPHA_SCREENMODE | |
  84943. *
  84944. */
  84945. /**
  84946. * Gets the value of the alpha mode
  84947. */
  84948. alphaMode: number;
  84949. /**
  84950. * Stores the state of the need depth pre-pass value
  84951. */
  84952. private _needDepthPrePass;
  84953. /**
  84954. * Sets the need depth pre-pass value
  84955. */
  84956. /**
  84957. * Gets the depth pre-pass value
  84958. */
  84959. needDepthPrePass: boolean;
  84960. /**
  84961. * Specifies if depth writing should be disabled
  84962. */
  84963. disableDepthWrite: boolean;
  84964. /**
  84965. * Specifies if depth writing should be forced
  84966. */
  84967. forceDepthWrite: boolean;
  84968. /**
  84969. * Specifies if there should be a separate pass for culling
  84970. */
  84971. separateCullingPass: boolean;
  84972. /**
  84973. * Stores the state specifing if fog should be enabled
  84974. */
  84975. private _fogEnabled;
  84976. /**
  84977. * Sets the state for enabling fog
  84978. */
  84979. /**
  84980. * Gets the value of the fog enabled state
  84981. */
  84982. fogEnabled: boolean;
  84983. /**
  84984. * Stores the size of points
  84985. */
  84986. pointSize: number;
  84987. /**
  84988. * Stores the z offset value
  84989. */
  84990. zOffset: number;
  84991. /**
  84992. * Gets a value specifying if wireframe mode is enabled
  84993. */
  84994. /**
  84995. * Sets the state of wireframe mode
  84996. */
  84997. wireframe: boolean;
  84998. /**
  84999. * Gets the value specifying if point clouds are enabled
  85000. */
  85001. /**
  85002. * Sets the state of point cloud mode
  85003. */
  85004. pointsCloud: boolean;
  85005. /**
  85006. * Gets the material fill mode
  85007. */
  85008. /**
  85009. * Sets the material fill mode
  85010. */
  85011. fillMode: number;
  85012. /**
  85013. * @hidden
  85014. * Stores the effects for the material
  85015. */
  85016. _effect: Nullable<Effect>;
  85017. /**
  85018. * @hidden
  85019. * Specifies if the material was previously ready
  85020. */
  85021. _wasPreviouslyReady: boolean;
  85022. /**
  85023. * Specifies if uniform buffers should be used
  85024. */
  85025. private _useUBO;
  85026. /**
  85027. * Stores a reference to the scene
  85028. */
  85029. private _scene;
  85030. /**
  85031. * Stores the fill mode state
  85032. */
  85033. private _fillMode;
  85034. /**
  85035. * Specifies if the depth write state should be cached
  85036. */
  85037. private _cachedDepthWriteState;
  85038. /**
  85039. * Stores the uniform buffer
  85040. */
  85041. protected _uniformBuffer: UniformBuffer;
  85042. /** @hidden */
  85043. _indexInSceneMaterialArray: number;
  85044. /** @hidden */
  85045. meshMap: Nullable<{
  85046. [id: string]: AbstractMesh | undefined;
  85047. }>;
  85048. /**
  85049. * Creates a material instance
  85050. * @param name defines the name of the material
  85051. * @param scene defines the scene to reference
  85052. * @param doNotAdd specifies if the material should be added to the scene
  85053. */
  85054. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  85055. /**
  85056. * Returns a string representation of the current material
  85057. * @param fullDetails defines a boolean indicating which levels of logging is desired
  85058. * @returns a string with material information
  85059. */
  85060. toString(fullDetails?: boolean): string;
  85061. /**
  85062. * Gets the class name of the material
  85063. * @returns a string with the class name of the material
  85064. */
  85065. getClassName(): string;
  85066. /**
  85067. * Specifies if updates for the material been locked
  85068. */
  85069. readonly isFrozen: boolean;
  85070. /**
  85071. * Locks updates for the material
  85072. */
  85073. freeze(): void;
  85074. /**
  85075. * Unlocks updates for the material
  85076. */
  85077. unfreeze(): void;
  85078. /**
  85079. * Specifies if the material is ready to be used
  85080. * @param mesh defines the mesh to check
  85081. * @param useInstances specifies if instances should be used
  85082. * @returns a boolean indicating if the material is ready to be used
  85083. */
  85084. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  85085. /**
  85086. * Specifies that the submesh is ready to be used
  85087. * @param mesh defines the mesh to check
  85088. * @param subMesh defines which submesh to check
  85089. * @param useInstances specifies that instances should be used
  85090. * @returns a boolean indicating that the submesh is ready or not
  85091. */
  85092. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  85093. /**
  85094. * Returns the material effect
  85095. * @returns the effect associated with the material
  85096. */
  85097. getEffect(): Nullable<Effect>;
  85098. /**
  85099. * Returns the current scene
  85100. * @returns a Scene
  85101. */
  85102. getScene(): Scene;
  85103. /**
  85104. * Specifies if the material will require alpha blending
  85105. * @returns a boolean specifying if alpha blending is needed
  85106. */
  85107. needAlphaBlending(): boolean;
  85108. /**
  85109. * Specifies if the mesh will require alpha blending
  85110. * @param mesh defines the mesh to check
  85111. * @returns a boolean specifying if alpha blending is needed for the mesh
  85112. */
  85113. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  85114. /**
  85115. * Specifies if this material should be rendered in alpha test mode
  85116. * @returns a boolean specifying if an alpha test is needed.
  85117. */
  85118. needAlphaTesting(): boolean;
  85119. /**
  85120. * Gets the texture used for the alpha test
  85121. * @returns the texture to use for alpha testing
  85122. */
  85123. getAlphaTestTexture(): Nullable<BaseTexture>;
  85124. /**
  85125. * Marks the material to indicate that it needs to be re-calculated
  85126. */
  85127. markDirty(): void;
  85128. /** @hidden */
  85129. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  85130. /**
  85131. * Binds the material to the mesh
  85132. * @param world defines the world transformation matrix
  85133. * @param mesh defines the mesh to bind the material to
  85134. */
  85135. bind(world: Matrix, mesh?: Mesh): void;
  85136. /**
  85137. * Binds the submesh to the material
  85138. * @param world defines the world transformation matrix
  85139. * @param mesh defines the mesh containing the submesh
  85140. * @param subMesh defines the submesh to bind the material to
  85141. */
  85142. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  85143. /**
  85144. * Binds the world matrix to the material
  85145. * @param world defines the world transformation matrix
  85146. */
  85147. bindOnlyWorldMatrix(world: Matrix): void;
  85148. /**
  85149. * Binds the scene's uniform buffer to the effect.
  85150. * @param effect defines the effect to bind to the scene uniform buffer
  85151. * @param sceneUbo defines the uniform buffer storing scene data
  85152. */
  85153. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  85154. /**
  85155. * Binds the view matrix to the effect
  85156. * @param effect defines the effect to bind the view matrix to
  85157. */
  85158. bindView(effect: Effect): void;
  85159. /**
  85160. * Binds the view projection matrix to the effect
  85161. * @param effect defines the effect to bind the view projection matrix to
  85162. */
  85163. bindViewProjection(effect: Effect): void;
  85164. /**
  85165. * Specifies if material alpha testing should be turned on for the mesh
  85166. * @param mesh defines the mesh to check
  85167. */
  85168. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  85169. /**
  85170. * Processes to execute after binding the material to a mesh
  85171. * @param mesh defines the rendered mesh
  85172. */
  85173. protected _afterBind(mesh?: Mesh): void;
  85174. /**
  85175. * Unbinds the material from the mesh
  85176. */
  85177. unbind(): void;
  85178. /**
  85179. * Gets the active textures from the material
  85180. * @returns an array of textures
  85181. */
  85182. getActiveTextures(): BaseTexture[];
  85183. /**
  85184. * Specifies if the material uses a texture
  85185. * @param texture defines the texture to check against the material
  85186. * @returns a boolean specifying if the material uses the texture
  85187. */
  85188. hasTexture(texture: BaseTexture): boolean;
  85189. /**
  85190. * Makes a duplicate of the material, and gives it a new name
  85191. * @param name defines the new name for the duplicated material
  85192. * @returns the cloned material
  85193. */
  85194. clone(name: string): Nullable<Material>;
  85195. /**
  85196. * Gets the meshes bound to the material
  85197. * @returns an array of meshes bound to the material
  85198. */
  85199. getBindedMeshes(): AbstractMesh[];
  85200. /**
  85201. * Force shader compilation
  85202. * @param mesh defines the mesh associated with this material
  85203. * @param onCompiled defines a function to execute once the material is compiled
  85204. * @param options defines the options to configure the compilation
  85205. */
  85206. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  85207. clipPlane: boolean;
  85208. }>): void;
  85209. /**
  85210. * Force shader compilation
  85211. * @param mesh defines the mesh that will use this material
  85212. * @param options defines additional options for compiling the shaders
  85213. * @returns a promise that resolves when the compilation completes
  85214. */
  85215. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  85216. clipPlane: boolean;
  85217. }>): Promise<void>;
  85218. private static readonly _AllDirtyCallBack;
  85219. private static readonly _ImageProcessingDirtyCallBack;
  85220. private static readonly _TextureDirtyCallBack;
  85221. private static readonly _FresnelDirtyCallBack;
  85222. private static readonly _MiscDirtyCallBack;
  85223. private static readonly _LightsDirtyCallBack;
  85224. private static readonly _AttributeDirtyCallBack;
  85225. private static _FresnelAndMiscDirtyCallBack;
  85226. private static _TextureAndMiscDirtyCallBack;
  85227. private static readonly _DirtyCallbackArray;
  85228. private static readonly _RunDirtyCallBacks;
  85229. /**
  85230. * Marks a define in the material to indicate that it needs to be re-computed
  85231. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  85232. */
  85233. markAsDirty(flag: number): void;
  85234. /**
  85235. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  85236. * @param func defines a function which checks material defines against the submeshes
  85237. */
  85238. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  85239. /**
  85240. * Indicates that we need to re-calculated for all submeshes
  85241. */
  85242. protected _markAllSubMeshesAsAllDirty(): void;
  85243. /**
  85244. * Indicates that image processing needs to be re-calculated for all submeshes
  85245. */
  85246. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  85247. /**
  85248. * Indicates that textures need to be re-calculated for all submeshes
  85249. */
  85250. protected _markAllSubMeshesAsTexturesDirty(): void;
  85251. /**
  85252. * Indicates that fresnel needs to be re-calculated for all submeshes
  85253. */
  85254. protected _markAllSubMeshesAsFresnelDirty(): void;
  85255. /**
  85256. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  85257. */
  85258. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  85259. /**
  85260. * Indicates that lights need to be re-calculated for all submeshes
  85261. */
  85262. protected _markAllSubMeshesAsLightsDirty(): void;
  85263. /**
  85264. * Indicates that attributes need to be re-calculated for all submeshes
  85265. */
  85266. protected _markAllSubMeshesAsAttributesDirty(): void;
  85267. /**
  85268. * Indicates that misc needs to be re-calculated for all submeshes
  85269. */
  85270. protected _markAllSubMeshesAsMiscDirty(): void;
  85271. /**
  85272. * Indicates that textures and misc need to be re-calculated for all submeshes
  85273. */
  85274. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  85275. /**
  85276. * Disposes the material
  85277. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  85278. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  85279. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  85280. */
  85281. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  85282. /** @hidden */
  85283. private releaseVertexArrayObject;
  85284. /**
  85285. * Serializes this material
  85286. * @returns the serialized material object
  85287. */
  85288. serialize(): any;
  85289. /**
  85290. * Creates a material from parsed material data
  85291. * @param parsedMaterial defines parsed material data
  85292. * @param scene defines the hosting scene
  85293. * @param rootUrl defines the root URL to use to load textures
  85294. * @returns a new material
  85295. */
  85296. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  85297. }
  85298. }
  85299. declare module BABYLON {
  85300. /**
  85301. * A multi-material is used to apply different materials to different parts of the same object without the need of
  85302. * separate meshes. This can be use to improve performances.
  85303. * @see http://doc.babylonjs.com/how_to/multi_materials
  85304. */
  85305. export class MultiMaterial extends Material {
  85306. private _subMaterials;
  85307. /**
  85308. * Gets or Sets the list of Materials used within the multi material.
  85309. * They need to be ordered according to the submeshes order in the associated mesh
  85310. */
  85311. subMaterials: Nullable<Material>[];
  85312. /**
  85313. * Function used to align with Node.getChildren()
  85314. * @returns the list of Materials used within the multi material
  85315. */
  85316. getChildren(): Nullable<Material>[];
  85317. /**
  85318. * Instantiates a new Multi Material
  85319. * A multi-material is used to apply different materials to different parts of the same object without the need of
  85320. * separate meshes. This can be use to improve performances.
  85321. * @see http://doc.babylonjs.com/how_to/multi_materials
  85322. * @param name Define the name in the scene
  85323. * @param scene Define the scene the material belongs to
  85324. */
  85325. constructor(name: string, scene: Scene);
  85326. private _hookArray;
  85327. /**
  85328. * Get one of the submaterial by its index in the submaterials array
  85329. * @param index The index to look the sub material at
  85330. * @returns The Material if the index has been defined
  85331. */
  85332. getSubMaterial(index: number): Nullable<Material>;
  85333. /**
  85334. * Get the list of active textures for the whole sub materials list.
  85335. * @returns All the textures that will be used during the rendering
  85336. */
  85337. getActiveTextures(): BaseTexture[];
  85338. /**
  85339. * Gets the current class name of the material e.g. "MultiMaterial"
  85340. * Mainly use in serialization.
  85341. * @returns the class name
  85342. */
  85343. getClassName(): string;
  85344. /**
  85345. * Checks if the material is ready to render the requested sub mesh
  85346. * @param mesh Define the mesh the submesh belongs to
  85347. * @param subMesh Define the sub mesh to look readyness for
  85348. * @param useInstances Define whether or not the material is used with instances
  85349. * @returns true if ready, otherwise false
  85350. */
  85351. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  85352. /**
  85353. * Clones the current material and its related sub materials
  85354. * @param name Define the name of the newly cloned material
  85355. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  85356. * @returns the cloned material
  85357. */
  85358. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  85359. /**
  85360. * Serializes the materials into a JSON representation.
  85361. * @returns the JSON representation
  85362. */
  85363. serialize(): any;
  85364. /**
  85365. * Dispose the material and release its associated resources
  85366. * @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)
  85367. * @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)
  85368. * @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)
  85369. */
  85370. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  85371. /**
  85372. * Creates a MultiMaterial from parsed MultiMaterial data.
  85373. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  85374. * @param scene defines the hosting scene
  85375. * @returns a new MultiMaterial
  85376. */
  85377. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  85378. }
  85379. }
  85380. declare module BABYLON {
  85381. /**
  85382. * Base class for submeshes
  85383. */
  85384. export class BaseSubMesh {
  85385. /** @hidden */
  85386. _materialDefines: Nullable<MaterialDefines>;
  85387. /** @hidden */
  85388. _materialEffect: Nullable<Effect>;
  85389. /**
  85390. * Gets associated effect
  85391. */
  85392. readonly effect: Nullable<Effect>;
  85393. /**
  85394. * Sets associated effect (effect used to render this submesh)
  85395. * @param effect defines the effect to associate with
  85396. * @param defines defines the set of defines used to compile this effect
  85397. */
  85398. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  85399. }
  85400. /**
  85401. * Defines a subdivision inside a mesh
  85402. */
  85403. export class SubMesh extends BaseSubMesh implements ICullable {
  85404. /** the material index to use */
  85405. materialIndex: number;
  85406. /** vertex index start */
  85407. verticesStart: number;
  85408. /** vertices count */
  85409. verticesCount: number;
  85410. /** index start */
  85411. indexStart: number;
  85412. /** indices count */
  85413. indexCount: number;
  85414. /** @hidden */
  85415. _linesIndexCount: number;
  85416. private _mesh;
  85417. private _renderingMesh;
  85418. private _boundingInfo;
  85419. private _linesIndexBuffer;
  85420. /** @hidden */
  85421. _lastColliderWorldVertices: Nullable<Vector3[]>;
  85422. /** @hidden */
  85423. _trianglePlanes: Plane[];
  85424. /** @hidden */
  85425. _lastColliderTransformMatrix: Nullable<Matrix>;
  85426. /** @hidden */
  85427. _renderId: number;
  85428. /** @hidden */
  85429. _alphaIndex: number;
  85430. /** @hidden */
  85431. _distanceToCamera: number;
  85432. /** @hidden */
  85433. _id: number;
  85434. private _currentMaterial;
  85435. /**
  85436. * Add a new submesh to a mesh
  85437. * @param materialIndex defines the material index to use
  85438. * @param verticesStart defines vertex index start
  85439. * @param verticesCount defines vertices count
  85440. * @param indexStart defines index start
  85441. * @param indexCount defines indices count
  85442. * @param mesh defines the parent mesh
  85443. * @param renderingMesh defines an optional rendering mesh
  85444. * @param createBoundingBox defines if bounding box should be created for this submesh
  85445. * @returns the new submesh
  85446. */
  85447. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  85448. /**
  85449. * Creates a new submesh
  85450. * @param materialIndex defines the material index to use
  85451. * @param verticesStart defines vertex index start
  85452. * @param verticesCount defines vertices count
  85453. * @param indexStart defines index start
  85454. * @param indexCount defines indices count
  85455. * @param mesh defines the parent mesh
  85456. * @param renderingMesh defines an optional rendering mesh
  85457. * @param createBoundingBox defines if bounding box should be created for this submesh
  85458. */
  85459. constructor(
  85460. /** the material index to use */
  85461. materialIndex: number,
  85462. /** vertex index start */
  85463. verticesStart: number,
  85464. /** vertices count */
  85465. verticesCount: number,
  85466. /** index start */
  85467. indexStart: number,
  85468. /** indices count */
  85469. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  85470. /**
  85471. * Returns true if this submesh covers the entire parent mesh
  85472. * @ignorenaming
  85473. */
  85474. readonly IsGlobal: boolean;
  85475. /**
  85476. * Returns the submesh BoudingInfo object
  85477. * @returns current bounding info (or mesh's one if the submesh is global)
  85478. */
  85479. getBoundingInfo(): BoundingInfo;
  85480. /**
  85481. * Sets the submesh BoundingInfo
  85482. * @param boundingInfo defines the new bounding info to use
  85483. * @returns the SubMesh
  85484. */
  85485. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  85486. /**
  85487. * Returns the mesh of the current submesh
  85488. * @return the parent mesh
  85489. */
  85490. getMesh(): AbstractMesh;
  85491. /**
  85492. * Returns the rendering mesh of the submesh
  85493. * @returns the rendering mesh (could be different from parent mesh)
  85494. */
  85495. getRenderingMesh(): Mesh;
  85496. /**
  85497. * Returns the submesh material
  85498. * @returns null or the current material
  85499. */
  85500. getMaterial(): Nullable<Material>;
  85501. /**
  85502. * Sets a new updated BoundingInfo object to the submesh
  85503. * @param data defines an optional position array to use to determine the bounding info
  85504. * @returns the SubMesh
  85505. */
  85506. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  85507. /** @hidden */
  85508. _checkCollision(collider: Collider): boolean;
  85509. /**
  85510. * Updates the submesh BoundingInfo
  85511. * @param world defines the world matrix to use to update the bounding info
  85512. * @returns the submesh
  85513. */
  85514. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  85515. /**
  85516. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  85517. * @param frustumPlanes defines the frustum planes
  85518. * @returns true if the submesh is intersecting with the frustum
  85519. */
  85520. isInFrustum(frustumPlanes: Plane[]): boolean;
  85521. /**
  85522. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  85523. * @param frustumPlanes defines the frustum planes
  85524. * @returns true if the submesh is inside the frustum
  85525. */
  85526. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  85527. /**
  85528. * Renders the submesh
  85529. * @param enableAlphaMode defines if alpha needs to be used
  85530. * @returns the submesh
  85531. */
  85532. render(enableAlphaMode: boolean): SubMesh;
  85533. /**
  85534. * @hidden
  85535. */
  85536. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  85537. /**
  85538. * Checks if the submesh intersects with a ray
  85539. * @param ray defines the ray to test
  85540. * @returns true is the passed ray intersects the submesh bounding box
  85541. */
  85542. canIntersects(ray: Ray): boolean;
  85543. /**
  85544. * Intersects current submesh with a ray
  85545. * @param ray defines the ray to test
  85546. * @param positions defines mesh's positions array
  85547. * @param indices defines mesh's indices array
  85548. * @param fastCheck defines if only bounding info should be used
  85549. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  85550. * @returns intersection info or null if no intersection
  85551. */
  85552. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  85553. /** @hidden */
  85554. private _intersectLines;
  85555. /** @hidden */
  85556. private _intersectUnIndexedLines;
  85557. /** @hidden */
  85558. private _intersectTriangles;
  85559. /** @hidden */
  85560. private _intersectUnIndexedTriangles;
  85561. /** @hidden */
  85562. _rebuild(): void;
  85563. /**
  85564. * Creates a new submesh from the passed mesh
  85565. * @param newMesh defines the new hosting mesh
  85566. * @param newRenderingMesh defines an optional rendering mesh
  85567. * @returns the new submesh
  85568. */
  85569. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  85570. /**
  85571. * Release associated resources
  85572. */
  85573. dispose(): void;
  85574. /**
  85575. * Gets the class name
  85576. * @returns the string "SubMesh".
  85577. */
  85578. getClassName(): string;
  85579. /**
  85580. * Creates a new submesh from indices data
  85581. * @param materialIndex the index of the main mesh material
  85582. * @param startIndex the index where to start the copy in the mesh indices array
  85583. * @param indexCount the number of indices to copy then from the startIndex
  85584. * @param mesh the main mesh to create the submesh from
  85585. * @param renderingMesh the optional rendering mesh
  85586. * @returns a new submesh
  85587. */
  85588. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  85589. }
  85590. }
  85591. declare module BABYLON {
  85592. /**
  85593. * Class used to represent data loading progression
  85594. */
  85595. export class SceneLoaderFlags {
  85596. private static _ForceFullSceneLoadingForIncremental;
  85597. private static _ShowLoadingScreen;
  85598. private static _CleanBoneMatrixWeights;
  85599. private static _loggingLevel;
  85600. /**
  85601. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  85602. */
  85603. static ForceFullSceneLoadingForIncremental: boolean;
  85604. /**
  85605. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  85606. */
  85607. static ShowLoadingScreen: boolean;
  85608. /**
  85609. * Defines the current logging level (while loading the scene)
  85610. * @ignorenaming
  85611. */
  85612. static loggingLevel: number;
  85613. /**
  85614. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  85615. */
  85616. static CleanBoneMatrixWeights: boolean;
  85617. }
  85618. }
  85619. declare module BABYLON {
  85620. /**
  85621. * Class used to store geometry data (vertex buffers + index buffer)
  85622. */
  85623. export class Geometry implements IGetSetVerticesData {
  85624. /**
  85625. * Gets or sets the ID of the geometry
  85626. */
  85627. id: string;
  85628. /**
  85629. * Gets or sets the unique ID of the geometry
  85630. */
  85631. uniqueId: number;
  85632. /**
  85633. * Gets the delay loading state of the geometry (none by default which means not delayed)
  85634. */
  85635. delayLoadState: number;
  85636. /**
  85637. * Gets the file containing the data to load when running in delay load state
  85638. */
  85639. delayLoadingFile: Nullable<string>;
  85640. /**
  85641. * Callback called when the geometry is updated
  85642. */
  85643. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  85644. private _scene;
  85645. private _engine;
  85646. private _meshes;
  85647. private _totalVertices;
  85648. /** @hidden */
  85649. _indices: IndicesArray;
  85650. /** @hidden */
  85651. _vertexBuffers: {
  85652. [key: string]: VertexBuffer;
  85653. };
  85654. private _isDisposed;
  85655. private _extend;
  85656. private _boundingBias;
  85657. /** @hidden */
  85658. _delayInfo: Array<string>;
  85659. private _indexBuffer;
  85660. private _indexBufferIsUpdatable;
  85661. /** @hidden */
  85662. _boundingInfo: Nullable<BoundingInfo>;
  85663. /** @hidden */
  85664. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  85665. /** @hidden */
  85666. _softwareSkinningFrameId: number;
  85667. private _vertexArrayObjects;
  85668. private _updatable;
  85669. /** @hidden */
  85670. _positions: Nullable<Vector3[]>;
  85671. /**
  85672. * 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
  85673. */
  85674. /**
  85675. * 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
  85676. */
  85677. boundingBias: Vector2;
  85678. /**
  85679. * Static function used to attach a new empty geometry to a mesh
  85680. * @param mesh defines the mesh to attach the geometry to
  85681. * @returns the new Geometry
  85682. */
  85683. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  85684. /**
  85685. * Creates a new geometry
  85686. * @param id defines the unique ID
  85687. * @param scene defines the hosting scene
  85688. * @param vertexData defines the VertexData used to get geometry data
  85689. * @param updatable defines if geometry must be updatable (false by default)
  85690. * @param mesh defines the mesh that will be associated with the geometry
  85691. */
  85692. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  85693. /**
  85694. * Gets the current extend of the geometry
  85695. */
  85696. readonly extend: {
  85697. minimum: Vector3;
  85698. maximum: Vector3;
  85699. };
  85700. /**
  85701. * Gets the hosting scene
  85702. * @returns the hosting Scene
  85703. */
  85704. getScene(): Scene;
  85705. /**
  85706. * Gets the hosting engine
  85707. * @returns the hosting Engine
  85708. */
  85709. getEngine(): Engine;
  85710. /**
  85711. * Defines if the geometry is ready to use
  85712. * @returns true if the geometry is ready to be used
  85713. */
  85714. isReady(): boolean;
  85715. /**
  85716. * Gets a value indicating that the geometry should not be serialized
  85717. */
  85718. readonly doNotSerialize: boolean;
  85719. /** @hidden */
  85720. _rebuild(): void;
  85721. /**
  85722. * Affects all geometry data in one call
  85723. * @param vertexData defines the geometry data
  85724. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  85725. */
  85726. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  85727. /**
  85728. * Set specific vertex data
  85729. * @param kind defines the data kind (Position, normal, etc...)
  85730. * @param data defines the vertex data to use
  85731. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85732. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85733. */
  85734. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  85735. /**
  85736. * Removes a specific vertex data
  85737. * @param kind defines the data kind (Position, normal, etc...)
  85738. */
  85739. removeVerticesData(kind: string): void;
  85740. /**
  85741. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  85742. * @param buffer defines the vertex buffer to use
  85743. * @param totalVertices defines the total number of vertices for position kind (could be null)
  85744. */
  85745. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  85746. /**
  85747. * Update a specific vertex buffer
  85748. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  85749. * It will do nothing if the buffer is not updatable
  85750. * @param kind defines the data kind (Position, normal, etc...)
  85751. * @param data defines the data to use
  85752. * @param offset defines the offset in the target buffer where to store the data
  85753. * @param useBytes set to true if the offset is in bytes
  85754. */
  85755. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  85756. /**
  85757. * Update a specific vertex buffer
  85758. * This function will create a new buffer if the current one is not updatable
  85759. * @param kind defines the data kind (Position, normal, etc...)
  85760. * @param data defines the data to use
  85761. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  85762. */
  85763. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  85764. private _updateBoundingInfo;
  85765. /** @hidden */
  85766. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  85767. /**
  85768. * Gets total number of vertices
  85769. * @returns the total number of vertices
  85770. */
  85771. getTotalVertices(): number;
  85772. /**
  85773. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85774. * @param kind defines the data kind (Position, normal, etc...)
  85775. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85776. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85777. * @returns a float array containing vertex data
  85778. */
  85779. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85780. /**
  85781. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  85782. * @param kind defines the data kind (Position, normal, etc...)
  85783. * @returns true if the vertex buffer with the specified kind is updatable
  85784. */
  85785. isVertexBufferUpdatable(kind: string): boolean;
  85786. /**
  85787. * Gets a specific vertex buffer
  85788. * @param kind defines the data kind (Position, normal, etc...)
  85789. * @returns a VertexBuffer
  85790. */
  85791. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  85792. /**
  85793. * Returns all vertex buffers
  85794. * @return an object holding all vertex buffers indexed by kind
  85795. */
  85796. getVertexBuffers(): Nullable<{
  85797. [key: string]: VertexBuffer;
  85798. }>;
  85799. /**
  85800. * Gets a boolean indicating if specific vertex buffer is present
  85801. * @param kind defines the data kind (Position, normal, etc...)
  85802. * @returns true if data is present
  85803. */
  85804. isVerticesDataPresent(kind: string): boolean;
  85805. /**
  85806. * Gets a list of all attached data kinds (Position, normal, etc...)
  85807. * @returns a list of string containing all kinds
  85808. */
  85809. getVerticesDataKinds(): string[];
  85810. /**
  85811. * Update index buffer
  85812. * @param indices defines the indices to store in the index buffer
  85813. * @param offset defines the offset in the target buffer where to store the data
  85814. * @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)
  85815. */
  85816. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  85817. /**
  85818. * Creates a new index buffer
  85819. * @param indices defines the indices to store in the index buffer
  85820. * @param totalVertices defines the total number of vertices (could be null)
  85821. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85822. */
  85823. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  85824. /**
  85825. * Return the total number of indices
  85826. * @returns the total number of indices
  85827. */
  85828. getTotalIndices(): number;
  85829. /**
  85830. * Gets the index buffer array
  85831. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85832. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85833. * @returns the index buffer array
  85834. */
  85835. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85836. /**
  85837. * Gets the index buffer
  85838. * @return the index buffer
  85839. */
  85840. getIndexBuffer(): Nullable<DataBuffer>;
  85841. /** @hidden */
  85842. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  85843. /**
  85844. * Release the associated resources for a specific mesh
  85845. * @param mesh defines the source mesh
  85846. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  85847. */
  85848. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  85849. /**
  85850. * Apply current geometry to a given mesh
  85851. * @param mesh defines the mesh to apply geometry to
  85852. */
  85853. applyToMesh(mesh: Mesh): void;
  85854. private _updateExtend;
  85855. private _applyToMesh;
  85856. private notifyUpdate;
  85857. /**
  85858. * Load the geometry if it was flagged as delay loaded
  85859. * @param scene defines the hosting scene
  85860. * @param onLoaded defines a callback called when the geometry is loaded
  85861. */
  85862. load(scene: Scene, onLoaded?: () => void): void;
  85863. private _queueLoad;
  85864. /**
  85865. * Invert the geometry to move from a right handed system to a left handed one.
  85866. */
  85867. toLeftHanded(): void;
  85868. /** @hidden */
  85869. _resetPointsArrayCache(): void;
  85870. /** @hidden */
  85871. _generatePointsArray(): boolean;
  85872. /**
  85873. * Gets a value indicating if the geometry is disposed
  85874. * @returns true if the geometry was disposed
  85875. */
  85876. isDisposed(): boolean;
  85877. private _disposeVertexArrayObjects;
  85878. /**
  85879. * Free all associated resources
  85880. */
  85881. dispose(): void;
  85882. /**
  85883. * Clone the current geometry into a new geometry
  85884. * @param id defines the unique ID of the new geometry
  85885. * @returns a new geometry object
  85886. */
  85887. copy(id: string): Geometry;
  85888. /**
  85889. * Serialize the current geometry info (and not the vertices data) into a JSON object
  85890. * @return a JSON representation of the current geometry data (without the vertices data)
  85891. */
  85892. serialize(): any;
  85893. private toNumberArray;
  85894. /**
  85895. * Serialize all vertices data into a JSON oject
  85896. * @returns a JSON representation of the current geometry data
  85897. */
  85898. serializeVerticeData(): any;
  85899. /**
  85900. * Extracts a clone of a mesh geometry
  85901. * @param mesh defines the source mesh
  85902. * @param id defines the unique ID of the new geometry object
  85903. * @returns the new geometry object
  85904. */
  85905. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  85906. /**
  85907. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  85908. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  85909. * Be aware Math.random() could cause collisions, but:
  85910. * "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"
  85911. * @returns a string containing a new GUID
  85912. */
  85913. static RandomId(): string;
  85914. /** @hidden */
  85915. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  85916. private static _CleanMatricesWeights;
  85917. /**
  85918. * Create a new geometry from persisted data (Using .babylon file format)
  85919. * @param parsedVertexData defines the persisted data
  85920. * @param scene defines the hosting scene
  85921. * @param rootUrl defines the root url to use to load assets (like delayed data)
  85922. * @returns the new geometry object
  85923. */
  85924. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  85925. }
  85926. }
  85927. declare module BABYLON {
  85928. /**
  85929. * Define an interface for all classes that will get and set the data on vertices
  85930. */
  85931. export interface IGetSetVerticesData {
  85932. /**
  85933. * Gets a boolean indicating if specific vertex data is present
  85934. * @param kind defines the vertex data kind to use
  85935. * @returns true is data kind is present
  85936. */
  85937. isVerticesDataPresent(kind: string): boolean;
  85938. /**
  85939. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85940. * @param kind defines the data kind (Position, normal, etc...)
  85941. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85942. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85943. * @returns a float array containing vertex data
  85944. */
  85945. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85946. /**
  85947. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  85948. * @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.
  85949. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85950. * @returns the indices array or an empty array if the mesh has no geometry
  85951. */
  85952. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85953. /**
  85954. * Set specific vertex data
  85955. * @param kind defines the data kind (Position, normal, etc...)
  85956. * @param data defines the vertex data to use
  85957. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85958. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85959. */
  85960. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  85961. /**
  85962. * Update a specific associated vertex buffer
  85963. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  85964. * - VertexBuffer.PositionKind
  85965. * - VertexBuffer.UVKind
  85966. * - VertexBuffer.UV2Kind
  85967. * - VertexBuffer.UV3Kind
  85968. * - VertexBuffer.UV4Kind
  85969. * - VertexBuffer.UV5Kind
  85970. * - VertexBuffer.UV6Kind
  85971. * - VertexBuffer.ColorKind
  85972. * - VertexBuffer.MatricesIndicesKind
  85973. * - VertexBuffer.MatricesIndicesExtraKind
  85974. * - VertexBuffer.MatricesWeightsKind
  85975. * - VertexBuffer.MatricesWeightsExtraKind
  85976. * @param data defines the data source
  85977. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  85978. * @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)
  85979. */
  85980. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  85981. /**
  85982. * Creates a new index buffer
  85983. * @param indices defines the indices to store in the index buffer
  85984. * @param totalVertices defines the total number of vertices (could be null)
  85985. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85986. */
  85987. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  85988. }
  85989. /**
  85990. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  85991. */
  85992. export class VertexData {
  85993. /**
  85994. * Mesh side orientation : usually the external or front surface
  85995. */
  85996. static readonly FRONTSIDE: number;
  85997. /**
  85998. * Mesh side orientation : usually the internal or back surface
  85999. */
  86000. static readonly BACKSIDE: number;
  86001. /**
  86002. * Mesh side orientation : both internal and external or front and back surfaces
  86003. */
  86004. static readonly DOUBLESIDE: number;
  86005. /**
  86006. * Mesh side orientation : by default, `FRONTSIDE`
  86007. */
  86008. static readonly DEFAULTSIDE: number;
  86009. /**
  86010. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  86011. */
  86012. positions: Nullable<FloatArray>;
  86013. /**
  86014. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  86015. */
  86016. normals: Nullable<FloatArray>;
  86017. /**
  86018. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  86019. */
  86020. tangents: Nullable<FloatArray>;
  86021. /**
  86022. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86023. */
  86024. uvs: Nullable<FloatArray>;
  86025. /**
  86026. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86027. */
  86028. uvs2: Nullable<FloatArray>;
  86029. /**
  86030. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86031. */
  86032. uvs3: Nullable<FloatArray>;
  86033. /**
  86034. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86035. */
  86036. uvs4: Nullable<FloatArray>;
  86037. /**
  86038. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86039. */
  86040. uvs5: Nullable<FloatArray>;
  86041. /**
  86042. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86043. */
  86044. uvs6: Nullable<FloatArray>;
  86045. /**
  86046. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  86047. */
  86048. colors: Nullable<FloatArray>;
  86049. /**
  86050. * 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).
  86051. */
  86052. matricesIndices: Nullable<FloatArray>;
  86053. /**
  86054. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  86055. */
  86056. matricesWeights: Nullable<FloatArray>;
  86057. /**
  86058. * An array extending the number of possible indices
  86059. */
  86060. matricesIndicesExtra: Nullable<FloatArray>;
  86061. /**
  86062. * An array extending the number of possible weights when the number of indices is extended
  86063. */
  86064. matricesWeightsExtra: Nullable<FloatArray>;
  86065. /**
  86066. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  86067. */
  86068. indices: Nullable<IndicesArray>;
  86069. /**
  86070. * Uses the passed data array to set the set the values for the specified kind of data
  86071. * @param data a linear array of floating numbers
  86072. * @param kind the type of data that is being set, eg positions, colors etc
  86073. */
  86074. set(data: FloatArray, kind: string): void;
  86075. /**
  86076. * Associates the vertexData to the passed Mesh.
  86077. * Sets it as updatable or not (default `false`)
  86078. * @param mesh the mesh the vertexData is applied to
  86079. * @param updatable when used and having the value true allows new data to update the vertexData
  86080. * @returns the VertexData
  86081. */
  86082. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  86083. /**
  86084. * Associates the vertexData to the passed Geometry.
  86085. * Sets it as updatable or not (default `false`)
  86086. * @param geometry the geometry the vertexData is applied to
  86087. * @param updatable when used and having the value true allows new data to update the vertexData
  86088. * @returns VertexData
  86089. */
  86090. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  86091. /**
  86092. * Updates the associated mesh
  86093. * @param mesh the mesh to be updated
  86094. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86095. * @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
  86096. * @returns VertexData
  86097. */
  86098. updateMesh(mesh: Mesh): VertexData;
  86099. /**
  86100. * Updates the associated geometry
  86101. * @param geometry the geometry to be updated
  86102. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86103. * @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
  86104. * @returns VertexData.
  86105. */
  86106. updateGeometry(geometry: Geometry): VertexData;
  86107. private _applyTo;
  86108. private _update;
  86109. /**
  86110. * Transforms each position and each normal of the vertexData according to the passed Matrix
  86111. * @param matrix the transforming matrix
  86112. * @returns the VertexData
  86113. */
  86114. transform(matrix: Matrix): VertexData;
  86115. /**
  86116. * Merges the passed VertexData into the current one
  86117. * @param other the VertexData to be merged into the current one
  86118. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  86119. * @returns the modified VertexData
  86120. */
  86121. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  86122. private _mergeElement;
  86123. private _validate;
  86124. /**
  86125. * Serializes the VertexData
  86126. * @returns a serialized object
  86127. */
  86128. serialize(): any;
  86129. /**
  86130. * Extracts the vertexData from a mesh
  86131. * @param mesh the mesh from which to extract the VertexData
  86132. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  86133. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86134. * @returns the object VertexData associated to the passed mesh
  86135. */
  86136. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86137. /**
  86138. * Extracts the vertexData from the geometry
  86139. * @param geometry the geometry from which to extract the VertexData
  86140. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  86141. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86142. * @returns the object VertexData associated to the passed mesh
  86143. */
  86144. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86145. private static _ExtractFrom;
  86146. /**
  86147. * Creates the VertexData for a Ribbon
  86148. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  86149. * * pathArray array of paths, each of which an array of successive Vector3
  86150. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  86151. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  86152. * * 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
  86153. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86154. * * 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)
  86155. * * 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)
  86156. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  86157. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  86158. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  86159. * @returns the VertexData of the ribbon
  86160. */
  86161. static CreateRibbon(options: {
  86162. pathArray: Vector3[][];
  86163. closeArray?: boolean;
  86164. closePath?: boolean;
  86165. offset?: number;
  86166. sideOrientation?: number;
  86167. frontUVs?: Vector4;
  86168. backUVs?: Vector4;
  86169. invertUV?: boolean;
  86170. uvs?: Vector2[];
  86171. colors?: Color4[];
  86172. }): VertexData;
  86173. /**
  86174. * Creates the VertexData for a box
  86175. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86176. * * size sets the width, height and depth of the box to the value of size, optional default 1
  86177. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  86178. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  86179. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  86180. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86181. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86182. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86183. * * 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)
  86184. * * 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)
  86185. * @returns the VertexData of the box
  86186. */
  86187. static CreateBox(options: {
  86188. size?: number;
  86189. width?: number;
  86190. height?: number;
  86191. depth?: number;
  86192. faceUV?: Vector4[];
  86193. faceColors?: Color4[];
  86194. sideOrientation?: number;
  86195. frontUVs?: Vector4;
  86196. backUVs?: Vector4;
  86197. }): VertexData;
  86198. /**
  86199. * Creates the VertexData for a tiled box
  86200. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86201. * * faceTiles sets the pattern, tile size and number of tiles for a face
  86202. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86203. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86204. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86205. * @returns the VertexData of the box
  86206. */
  86207. static CreateTiledBox(options: {
  86208. pattern?: number;
  86209. width?: number;
  86210. height?: number;
  86211. depth?: number;
  86212. tileSize?: number;
  86213. tileWidth?: number;
  86214. tileHeight?: number;
  86215. alignHorizontal?: number;
  86216. alignVertical?: number;
  86217. faceUV?: Vector4[];
  86218. faceColors?: Color4[];
  86219. sideOrientation?: number;
  86220. }): VertexData;
  86221. /**
  86222. * Creates the VertexData for a tiled plane
  86223. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86224. * * pattern a limited pattern arrangement depending on the number
  86225. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  86226. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  86227. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  86228. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86229. * * 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)
  86230. * * 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)
  86231. * @returns the VertexData of the tiled plane
  86232. */
  86233. static CreateTiledPlane(options: {
  86234. pattern?: number;
  86235. tileSize?: number;
  86236. tileWidth?: number;
  86237. tileHeight?: number;
  86238. size?: number;
  86239. width?: number;
  86240. height?: number;
  86241. alignHorizontal?: number;
  86242. alignVertical?: number;
  86243. sideOrientation?: number;
  86244. frontUVs?: Vector4;
  86245. backUVs?: Vector4;
  86246. }): VertexData;
  86247. /**
  86248. * Creates the VertexData for an ellipsoid, defaults to a sphere
  86249. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86250. * * segments sets the number of horizontal strips optional, default 32
  86251. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  86252. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  86253. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  86254. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  86255. * * 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
  86256. * * 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
  86257. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86258. * * 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)
  86259. * * 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)
  86260. * @returns the VertexData of the ellipsoid
  86261. */
  86262. static CreateSphere(options: {
  86263. segments?: number;
  86264. diameter?: number;
  86265. diameterX?: number;
  86266. diameterY?: number;
  86267. diameterZ?: number;
  86268. arc?: number;
  86269. slice?: number;
  86270. sideOrientation?: number;
  86271. frontUVs?: Vector4;
  86272. backUVs?: Vector4;
  86273. }): VertexData;
  86274. /**
  86275. * Creates the VertexData for a cylinder, cone or prism
  86276. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86277. * * height sets the height (y direction) of the cylinder, optional, default 2
  86278. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  86279. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  86280. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  86281. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  86282. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  86283. * * 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
  86284. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86285. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86286. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  86287. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  86288. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86289. * * 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)
  86290. * * 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)
  86291. * @returns the VertexData of the cylinder, cone or prism
  86292. */
  86293. static CreateCylinder(options: {
  86294. height?: number;
  86295. diameterTop?: number;
  86296. diameterBottom?: number;
  86297. diameter?: number;
  86298. tessellation?: number;
  86299. subdivisions?: number;
  86300. arc?: number;
  86301. faceColors?: Color4[];
  86302. faceUV?: Vector4[];
  86303. hasRings?: boolean;
  86304. enclose?: boolean;
  86305. sideOrientation?: number;
  86306. frontUVs?: Vector4;
  86307. backUVs?: Vector4;
  86308. }): VertexData;
  86309. /**
  86310. * Creates the VertexData for a torus
  86311. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86312. * * diameter the diameter of the torus, optional default 1
  86313. * * thickness the diameter of the tube forming the torus, optional default 0.5
  86314. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  86315. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86316. * * 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)
  86317. * * 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)
  86318. * @returns the VertexData of the torus
  86319. */
  86320. static CreateTorus(options: {
  86321. diameter?: number;
  86322. thickness?: number;
  86323. tessellation?: number;
  86324. sideOrientation?: number;
  86325. frontUVs?: Vector4;
  86326. backUVs?: Vector4;
  86327. }): VertexData;
  86328. /**
  86329. * Creates the VertexData of the LineSystem
  86330. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  86331. * - lines an array of lines, each line being an array of successive Vector3
  86332. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  86333. * @returns the VertexData of the LineSystem
  86334. */
  86335. static CreateLineSystem(options: {
  86336. lines: Vector3[][];
  86337. colors?: Nullable<Color4[][]>;
  86338. }): VertexData;
  86339. /**
  86340. * Create the VertexData for a DashedLines
  86341. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  86342. * - points an array successive Vector3
  86343. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  86344. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  86345. * - dashNb the intended total number of dashes, optional, default 200
  86346. * @returns the VertexData for the DashedLines
  86347. */
  86348. static CreateDashedLines(options: {
  86349. points: Vector3[];
  86350. dashSize?: number;
  86351. gapSize?: number;
  86352. dashNb?: number;
  86353. }): VertexData;
  86354. /**
  86355. * Creates the VertexData for a Ground
  86356. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  86357. * - width the width (x direction) of the ground, optional, default 1
  86358. * - height the height (z direction) of the ground, optional, default 1
  86359. * - subdivisions the number of subdivisions per side, optional, default 1
  86360. * @returns the VertexData of the Ground
  86361. */
  86362. static CreateGround(options: {
  86363. width?: number;
  86364. height?: number;
  86365. subdivisions?: number;
  86366. subdivisionsX?: number;
  86367. subdivisionsY?: number;
  86368. }): VertexData;
  86369. /**
  86370. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  86371. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  86372. * * xmin the ground minimum X coordinate, optional, default -1
  86373. * * zmin the ground minimum Z coordinate, optional, default -1
  86374. * * xmax the ground maximum X coordinate, optional, default 1
  86375. * * zmax the ground maximum Z coordinate, optional, default 1
  86376. * * 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}
  86377. * * 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}
  86378. * @returns the VertexData of the TiledGround
  86379. */
  86380. static CreateTiledGround(options: {
  86381. xmin: number;
  86382. zmin: number;
  86383. xmax: number;
  86384. zmax: number;
  86385. subdivisions?: {
  86386. w: number;
  86387. h: number;
  86388. };
  86389. precision?: {
  86390. w: number;
  86391. h: number;
  86392. };
  86393. }): VertexData;
  86394. /**
  86395. * Creates the VertexData of the Ground designed from a heightmap
  86396. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  86397. * * width the width (x direction) of the ground
  86398. * * height the height (z direction) of the ground
  86399. * * subdivisions the number of subdivisions per side
  86400. * * minHeight the minimum altitude on the ground, optional, default 0
  86401. * * maxHeight the maximum altitude on the ground, optional default 1
  86402. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  86403. * * buffer the array holding the image color data
  86404. * * bufferWidth the width of image
  86405. * * bufferHeight the height of image
  86406. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  86407. * @returns the VertexData of the Ground designed from a heightmap
  86408. */
  86409. static CreateGroundFromHeightMap(options: {
  86410. width: number;
  86411. height: number;
  86412. subdivisions: number;
  86413. minHeight: number;
  86414. maxHeight: number;
  86415. colorFilter: Color3;
  86416. buffer: Uint8Array;
  86417. bufferWidth: number;
  86418. bufferHeight: number;
  86419. alphaFilter: number;
  86420. }): VertexData;
  86421. /**
  86422. * Creates the VertexData for a Plane
  86423. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  86424. * * size sets the width and height of the plane to the value of size, optional default 1
  86425. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  86426. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  86427. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86428. * * 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)
  86429. * * 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)
  86430. * @returns the VertexData of the box
  86431. */
  86432. static CreatePlane(options: {
  86433. size?: number;
  86434. width?: number;
  86435. height?: number;
  86436. sideOrientation?: number;
  86437. frontUVs?: Vector4;
  86438. backUVs?: Vector4;
  86439. }): VertexData;
  86440. /**
  86441. * Creates the VertexData of the Disc or regular Polygon
  86442. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  86443. * * radius the radius of the disc, optional default 0.5
  86444. * * tessellation the number of polygon sides, optional, default 64
  86445. * * 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
  86446. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86447. * * 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)
  86448. * * 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)
  86449. * @returns the VertexData of the box
  86450. */
  86451. static CreateDisc(options: {
  86452. radius?: number;
  86453. tessellation?: number;
  86454. arc?: number;
  86455. sideOrientation?: number;
  86456. frontUVs?: Vector4;
  86457. backUVs?: Vector4;
  86458. }): VertexData;
  86459. /**
  86460. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  86461. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  86462. * @param polygon a mesh built from polygonTriangulation.build()
  86463. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86464. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86465. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86466. * @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)
  86467. * @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)
  86468. * @returns the VertexData of the Polygon
  86469. */
  86470. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  86471. /**
  86472. * Creates the VertexData of the IcoSphere
  86473. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  86474. * * radius the radius of the IcoSphere, optional default 1
  86475. * * radiusX allows stretching in the x direction, optional, default radius
  86476. * * radiusY allows stretching in the y direction, optional, default radius
  86477. * * radiusZ allows stretching in the z direction, optional, default radius
  86478. * * flat when true creates a flat shaded mesh, optional, default true
  86479. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  86480. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86481. * * 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)
  86482. * * 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)
  86483. * @returns the VertexData of the IcoSphere
  86484. */
  86485. static CreateIcoSphere(options: {
  86486. radius?: number;
  86487. radiusX?: number;
  86488. radiusY?: number;
  86489. radiusZ?: number;
  86490. flat?: boolean;
  86491. subdivisions?: number;
  86492. sideOrientation?: number;
  86493. frontUVs?: Vector4;
  86494. backUVs?: Vector4;
  86495. }): VertexData;
  86496. /**
  86497. * Creates the VertexData for a Polyhedron
  86498. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  86499. * * type provided types are:
  86500. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  86501. * * 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)
  86502. * * size the size of the IcoSphere, optional default 1
  86503. * * sizeX allows stretching in the x direction, optional, default size
  86504. * * sizeY allows stretching in the y direction, optional, default size
  86505. * * sizeZ allows stretching in the z direction, optional, default size
  86506. * * 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
  86507. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86508. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86509. * * flat when true creates a flat shaded mesh, optional, default true
  86510. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  86511. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86512. * * 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)
  86513. * * 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)
  86514. * @returns the VertexData of the Polyhedron
  86515. */
  86516. static CreatePolyhedron(options: {
  86517. type?: number;
  86518. size?: number;
  86519. sizeX?: number;
  86520. sizeY?: number;
  86521. sizeZ?: number;
  86522. custom?: any;
  86523. faceUV?: Vector4[];
  86524. faceColors?: Color4[];
  86525. flat?: boolean;
  86526. sideOrientation?: number;
  86527. frontUVs?: Vector4;
  86528. backUVs?: Vector4;
  86529. }): VertexData;
  86530. /**
  86531. * Creates the VertexData for a TorusKnot
  86532. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  86533. * * radius the radius of the torus knot, optional, default 2
  86534. * * tube the thickness of the tube, optional, default 0.5
  86535. * * radialSegments the number of sides on each tube segments, optional, default 32
  86536. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  86537. * * p the number of windings around the z axis, optional, default 2
  86538. * * q the number of windings around the x axis, optional, default 3
  86539. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86540. * * 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)
  86541. * * 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)
  86542. * @returns the VertexData of the Torus Knot
  86543. */
  86544. static CreateTorusKnot(options: {
  86545. radius?: number;
  86546. tube?: number;
  86547. radialSegments?: number;
  86548. tubularSegments?: number;
  86549. p?: number;
  86550. q?: number;
  86551. sideOrientation?: number;
  86552. frontUVs?: Vector4;
  86553. backUVs?: Vector4;
  86554. }): VertexData;
  86555. /**
  86556. * Compute normals for given positions and indices
  86557. * @param positions an array of vertex positions, [...., x, y, z, ......]
  86558. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  86559. * @param normals an array of vertex normals, [...., x, y, z, ......]
  86560. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  86561. * * facetNormals : optional array of facet normals (vector3)
  86562. * * facetPositions : optional array of facet positions (vector3)
  86563. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  86564. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  86565. * * bInfo : optional bounding info, required for facetPartitioning computation
  86566. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  86567. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  86568. * * useRightHandedSystem: optional boolean to for right handed system computation
  86569. * * depthSort : optional boolean to enable the facet depth sort computation
  86570. * * distanceTo : optional Vector3 to compute the facet depth from this location
  86571. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  86572. */
  86573. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  86574. facetNormals?: any;
  86575. facetPositions?: any;
  86576. facetPartitioning?: any;
  86577. ratio?: number;
  86578. bInfo?: any;
  86579. bbSize?: Vector3;
  86580. subDiv?: any;
  86581. useRightHandedSystem?: boolean;
  86582. depthSort?: boolean;
  86583. distanceTo?: Vector3;
  86584. depthSortedFacets?: any;
  86585. }): void;
  86586. /** @hidden */
  86587. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  86588. /**
  86589. * Applies VertexData created from the imported parameters to the geometry
  86590. * @param parsedVertexData the parsed data from an imported file
  86591. * @param geometry the geometry to apply the VertexData to
  86592. */
  86593. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  86594. }
  86595. }
  86596. declare module BABYLON {
  86597. /**
  86598. * Defines a target to use with MorphTargetManager
  86599. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86600. */
  86601. export class MorphTarget implements IAnimatable {
  86602. /** defines the name of the target */
  86603. name: string;
  86604. /**
  86605. * Gets or sets the list of animations
  86606. */
  86607. animations: Animation[];
  86608. private _scene;
  86609. private _positions;
  86610. private _normals;
  86611. private _tangents;
  86612. private _uvs;
  86613. private _influence;
  86614. /**
  86615. * Observable raised when the influence changes
  86616. */
  86617. onInfluenceChanged: Observable<boolean>;
  86618. /** @hidden */
  86619. _onDataLayoutChanged: Observable<void>;
  86620. /**
  86621. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  86622. */
  86623. influence: number;
  86624. /**
  86625. * Gets or sets the id of the morph Target
  86626. */
  86627. id: string;
  86628. private _animationPropertiesOverride;
  86629. /**
  86630. * Gets or sets the animation properties override
  86631. */
  86632. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  86633. /**
  86634. * Creates a new MorphTarget
  86635. * @param name defines the name of the target
  86636. * @param influence defines the influence to use
  86637. * @param scene defines the scene the morphtarget belongs to
  86638. */
  86639. constructor(
  86640. /** defines the name of the target */
  86641. name: string, influence?: number, scene?: Nullable<Scene>);
  86642. /**
  86643. * Gets a boolean defining if the target contains position data
  86644. */
  86645. readonly hasPositions: boolean;
  86646. /**
  86647. * Gets a boolean defining if the target contains normal data
  86648. */
  86649. readonly hasNormals: boolean;
  86650. /**
  86651. * Gets a boolean defining if the target contains tangent data
  86652. */
  86653. readonly hasTangents: boolean;
  86654. /**
  86655. * Gets a boolean defining if the target contains texture coordinates data
  86656. */
  86657. readonly hasUVs: boolean;
  86658. /**
  86659. * Affects position data to this target
  86660. * @param data defines the position data to use
  86661. */
  86662. setPositions(data: Nullable<FloatArray>): void;
  86663. /**
  86664. * Gets the position data stored in this target
  86665. * @returns a FloatArray containing the position data (or null if not present)
  86666. */
  86667. getPositions(): Nullable<FloatArray>;
  86668. /**
  86669. * Affects normal data to this target
  86670. * @param data defines the normal data to use
  86671. */
  86672. setNormals(data: Nullable<FloatArray>): void;
  86673. /**
  86674. * Gets the normal data stored in this target
  86675. * @returns a FloatArray containing the normal data (or null if not present)
  86676. */
  86677. getNormals(): Nullable<FloatArray>;
  86678. /**
  86679. * Affects tangent data to this target
  86680. * @param data defines the tangent data to use
  86681. */
  86682. setTangents(data: Nullable<FloatArray>): void;
  86683. /**
  86684. * Gets the tangent data stored in this target
  86685. * @returns a FloatArray containing the tangent data (or null if not present)
  86686. */
  86687. getTangents(): Nullable<FloatArray>;
  86688. /**
  86689. * Affects texture coordinates data to this target
  86690. * @param data defines the texture coordinates data to use
  86691. */
  86692. setUVs(data: Nullable<FloatArray>): void;
  86693. /**
  86694. * Gets the texture coordinates data stored in this target
  86695. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  86696. */
  86697. getUVs(): Nullable<FloatArray>;
  86698. /**
  86699. * Serializes the current target into a Serialization object
  86700. * @returns the serialized object
  86701. */
  86702. serialize(): any;
  86703. /**
  86704. * Returns the string "MorphTarget"
  86705. * @returns "MorphTarget"
  86706. */
  86707. getClassName(): string;
  86708. /**
  86709. * Creates a new target from serialized data
  86710. * @param serializationObject defines the serialized data to use
  86711. * @returns a new MorphTarget
  86712. */
  86713. static Parse(serializationObject: any): MorphTarget;
  86714. /**
  86715. * Creates a MorphTarget from mesh data
  86716. * @param mesh defines the source mesh
  86717. * @param name defines the name to use for the new target
  86718. * @param influence defines the influence to attach to the target
  86719. * @returns a new MorphTarget
  86720. */
  86721. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  86722. }
  86723. }
  86724. declare module BABYLON {
  86725. /**
  86726. * This class is used to deform meshes using morphing between different targets
  86727. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86728. */
  86729. export class MorphTargetManager {
  86730. private _targets;
  86731. private _targetInfluenceChangedObservers;
  86732. private _targetDataLayoutChangedObservers;
  86733. private _activeTargets;
  86734. private _scene;
  86735. private _influences;
  86736. private _supportsNormals;
  86737. private _supportsTangents;
  86738. private _supportsUVs;
  86739. private _vertexCount;
  86740. private _uniqueId;
  86741. private _tempInfluences;
  86742. /**
  86743. * Gets or sets a boolean indicating if normals must be morphed
  86744. */
  86745. enableNormalMorphing: boolean;
  86746. /**
  86747. * Gets or sets a boolean indicating if tangents must be morphed
  86748. */
  86749. enableTangentMorphing: boolean;
  86750. /**
  86751. * Gets or sets a boolean indicating if UV must be morphed
  86752. */
  86753. enableUVMorphing: boolean;
  86754. /**
  86755. * Creates a new MorphTargetManager
  86756. * @param scene defines the current scene
  86757. */
  86758. constructor(scene?: Nullable<Scene>);
  86759. /**
  86760. * Gets the unique ID of this manager
  86761. */
  86762. readonly uniqueId: number;
  86763. /**
  86764. * Gets the number of vertices handled by this manager
  86765. */
  86766. readonly vertexCount: number;
  86767. /**
  86768. * Gets a boolean indicating if this manager supports morphing of normals
  86769. */
  86770. readonly supportsNormals: boolean;
  86771. /**
  86772. * Gets a boolean indicating if this manager supports morphing of tangents
  86773. */
  86774. readonly supportsTangents: boolean;
  86775. /**
  86776. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  86777. */
  86778. readonly supportsUVs: boolean;
  86779. /**
  86780. * Gets the number of targets stored in this manager
  86781. */
  86782. readonly numTargets: number;
  86783. /**
  86784. * Gets the number of influencers (ie. the number of targets with influences > 0)
  86785. */
  86786. readonly numInfluencers: number;
  86787. /**
  86788. * Gets the list of influences (one per target)
  86789. */
  86790. readonly influences: Float32Array;
  86791. /**
  86792. * Gets the active target at specified index. An active target is a target with an influence > 0
  86793. * @param index defines the index to check
  86794. * @returns the requested target
  86795. */
  86796. getActiveTarget(index: number): MorphTarget;
  86797. /**
  86798. * Gets the target at specified index
  86799. * @param index defines the index to check
  86800. * @returns the requested target
  86801. */
  86802. getTarget(index: number): MorphTarget;
  86803. /**
  86804. * Add a new target to this manager
  86805. * @param target defines the target to add
  86806. */
  86807. addTarget(target: MorphTarget): void;
  86808. /**
  86809. * Removes a target from the manager
  86810. * @param target defines the target to remove
  86811. */
  86812. removeTarget(target: MorphTarget): void;
  86813. /**
  86814. * Serializes the current manager into a Serialization object
  86815. * @returns the serialized object
  86816. */
  86817. serialize(): any;
  86818. private _syncActiveTargets;
  86819. /**
  86820. * Syncrhonize the targets with all the meshes using this morph target manager
  86821. */
  86822. synchronize(): void;
  86823. /**
  86824. * Creates a new MorphTargetManager from serialized data
  86825. * @param serializationObject defines the serialized data
  86826. * @param scene defines the hosting scene
  86827. * @returns the new MorphTargetManager
  86828. */
  86829. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  86830. }
  86831. }
  86832. declare module BABYLON {
  86833. /**
  86834. * Class used to represent a specific level of detail of a mesh
  86835. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  86836. */
  86837. export class MeshLODLevel {
  86838. /** Defines the distance where this level should star being displayed */
  86839. distance: number;
  86840. /** Defines the mesh to use to render this level */
  86841. mesh: Nullable<Mesh>;
  86842. /**
  86843. * Creates a new LOD level
  86844. * @param distance defines the distance where this level should star being displayed
  86845. * @param mesh defines the mesh to use to render this level
  86846. */
  86847. constructor(
  86848. /** Defines the distance where this level should star being displayed */
  86849. distance: number,
  86850. /** Defines the mesh to use to render this level */
  86851. mesh: Nullable<Mesh>);
  86852. }
  86853. }
  86854. declare module BABYLON {
  86855. /**
  86856. * Mesh representing the gorund
  86857. */
  86858. export class GroundMesh extends Mesh {
  86859. /** If octree should be generated */
  86860. generateOctree: boolean;
  86861. private _heightQuads;
  86862. /** @hidden */
  86863. _subdivisionsX: number;
  86864. /** @hidden */
  86865. _subdivisionsY: number;
  86866. /** @hidden */
  86867. _width: number;
  86868. /** @hidden */
  86869. _height: number;
  86870. /** @hidden */
  86871. _minX: number;
  86872. /** @hidden */
  86873. _maxX: number;
  86874. /** @hidden */
  86875. _minZ: number;
  86876. /** @hidden */
  86877. _maxZ: number;
  86878. constructor(name: string, scene: Scene);
  86879. /**
  86880. * "GroundMesh"
  86881. * @returns "GroundMesh"
  86882. */
  86883. getClassName(): string;
  86884. /**
  86885. * The minimum of x and y subdivisions
  86886. */
  86887. readonly subdivisions: number;
  86888. /**
  86889. * X subdivisions
  86890. */
  86891. readonly subdivisionsX: number;
  86892. /**
  86893. * Y subdivisions
  86894. */
  86895. readonly subdivisionsY: number;
  86896. /**
  86897. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  86898. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  86899. * @param chunksCount the number of subdivisions for x and y
  86900. * @param octreeBlocksSize (Default: 32)
  86901. */
  86902. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  86903. /**
  86904. * Returns a height (y) value in the Worl system :
  86905. * the ground altitude at the coordinates (x, z) expressed in the World system.
  86906. * @param x x coordinate
  86907. * @param z z coordinate
  86908. * @returns the ground y position if (x, z) are outside the ground surface.
  86909. */
  86910. getHeightAtCoordinates(x: number, z: number): number;
  86911. /**
  86912. * Returns a normalized vector (Vector3) orthogonal to the ground
  86913. * at the ground coordinates (x, z) expressed in the World system.
  86914. * @param x x coordinate
  86915. * @param z z coordinate
  86916. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  86917. */
  86918. getNormalAtCoordinates(x: number, z: number): Vector3;
  86919. /**
  86920. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  86921. * at the ground coordinates (x, z) expressed in the World system.
  86922. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  86923. * @param x x coordinate
  86924. * @param z z coordinate
  86925. * @param ref vector to store the result
  86926. * @returns the GroundMesh.
  86927. */
  86928. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  86929. /**
  86930. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  86931. * if the ground has been updated.
  86932. * This can be used in the render loop.
  86933. * @returns the GroundMesh.
  86934. */
  86935. updateCoordinateHeights(): GroundMesh;
  86936. private _getFacetAt;
  86937. private _initHeightQuads;
  86938. private _computeHeightQuads;
  86939. /**
  86940. * Serializes this ground mesh
  86941. * @param serializationObject object to write serialization to
  86942. */
  86943. serialize(serializationObject: any): void;
  86944. /**
  86945. * Parses a serialized ground mesh
  86946. * @param parsedMesh the serialized mesh
  86947. * @param scene the scene to create the ground mesh in
  86948. * @returns the created ground mesh
  86949. */
  86950. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  86951. }
  86952. }
  86953. declare module BABYLON {
  86954. /**
  86955. * Interface for Physics-Joint data
  86956. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86957. */
  86958. export interface PhysicsJointData {
  86959. /**
  86960. * The main pivot of the joint
  86961. */
  86962. mainPivot?: Vector3;
  86963. /**
  86964. * The connected pivot of the joint
  86965. */
  86966. connectedPivot?: Vector3;
  86967. /**
  86968. * The main axis of the joint
  86969. */
  86970. mainAxis?: Vector3;
  86971. /**
  86972. * The connected axis of the joint
  86973. */
  86974. connectedAxis?: Vector3;
  86975. /**
  86976. * The collision of the joint
  86977. */
  86978. collision?: boolean;
  86979. /**
  86980. * Native Oimo/Cannon/Energy data
  86981. */
  86982. nativeParams?: any;
  86983. }
  86984. /**
  86985. * This is a holder class for the physics joint created by the physics plugin
  86986. * It holds a set of functions to control the underlying joint
  86987. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86988. */
  86989. export class PhysicsJoint {
  86990. /**
  86991. * The type of the physics joint
  86992. */
  86993. type: number;
  86994. /**
  86995. * The data for the physics joint
  86996. */
  86997. jointData: PhysicsJointData;
  86998. private _physicsJoint;
  86999. protected _physicsPlugin: IPhysicsEnginePlugin;
  87000. /**
  87001. * Initializes the physics joint
  87002. * @param type The type of the physics joint
  87003. * @param jointData The data for the physics joint
  87004. */
  87005. constructor(
  87006. /**
  87007. * The type of the physics joint
  87008. */
  87009. type: number,
  87010. /**
  87011. * The data for the physics joint
  87012. */
  87013. jointData: PhysicsJointData);
  87014. /**
  87015. * Gets the physics joint
  87016. */
  87017. /**
  87018. * Sets the physics joint
  87019. */
  87020. physicsJoint: any;
  87021. /**
  87022. * Sets the physics plugin
  87023. */
  87024. physicsPlugin: IPhysicsEnginePlugin;
  87025. /**
  87026. * Execute a function that is physics-plugin specific.
  87027. * @param {Function} func the function that will be executed.
  87028. * It accepts two parameters: the physics world and the physics joint
  87029. */
  87030. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  87031. /**
  87032. * Distance-Joint type
  87033. */
  87034. static DistanceJoint: number;
  87035. /**
  87036. * Hinge-Joint type
  87037. */
  87038. static HingeJoint: number;
  87039. /**
  87040. * Ball-and-Socket joint type
  87041. */
  87042. static BallAndSocketJoint: number;
  87043. /**
  87044. * Wheel-Joint type
  87045. */
  87046. static WheelJoint: number;
  87047. /**
  87048. * Slider-Joint type
  87049. */
  87050. static SliderJoint: number;
  87051. /**
  87052. * Prismatic-Joint type
  87053. */
  87054. static PrismaticJoint: number;
  87055. /**
  87056. * Universal-Joint type
  87057. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  87058. */
  87059. static UniversalJoint: number;
  87060. /**
  87061. * Hinge-Joint 2 type
  87062. */
  87063. static Hinge2Joint: number;
  87064. /**
  87065. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  87066. */
  87067. static PointToPointJoint: number;
  87068. /**
  87069. * Spring-Joint type
  87070. */
  87071. static SpringJoint: number;
  87072. /**
  87073. * Lock-Joint type
  87074. */
  87075. static LockJoint: number;
  87076. }
  87077. /**
  87078. * A class representing a physics distance joint
  87079. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87080. */
  87081. export class DistanceJoint extends PhysicsJoint {
  87082. /**
  87083. *
  87084. * @param jointData The data for the Distance-Joint
  87085. */
  87086. constructor(jointData: DistanceJointData);
  87087. /**
  87088. * Update the predefined distance.
  87089. * @param maxDistance The maximum preferred distance
  87090. * @param minDistance The minimum preferred distance
  87091. */
  87092. updateDistance(maxDistance: number, minDistance?: number): void;
  87093. }
  87094. /**
  87095. * Represents a Motor-Enabled Joint
  87096. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87097. */
  87098. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  87099. /**
  87100. * Initializes the Motor-Enabled Joint
  87101. * @param type The type of the joint
  87102. * @param jointData The physica joint data for the joint
  87103. */
  87104. constructor(type: number, jointData: PhysicsJointData);
  87105. /**
  87106. * Set the motor values.
  87107. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87108. * @param force the force to apply
  87109. * @param maxForce max force for this motor.
  87110. */
  87111. setMotor(force?: number, maxForce?: number): void;
  87112. /**
  87113. * Set the motor's limits.
  87114. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87115. * @param upperLimit The upper limit of the motor
  87116. * @param lowerLimit The lower limit of the motor
  87117. */
  87118. setLimit(upperLimit: number, lowerLimit?: number): void;
  87119. }
  87120. /**
  87121. * This class represents a single physics Hinge-Joint
  87122. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87123. */
  87124. export class HingeJoint extends MotorEnabledJoint {
  87125. /**
  87126. * Initializes the Hinge-Joint
  87127. * @param jointData The joint data for the Hinge-Joint
  87128. */
  87129. constructor(jointData: PhysicsJointData);
  87130. /**
  87131. * Set the motor values.
  87132. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87133. * @param {number} force the force to apply
  87134. * @param {number} maxForce max force for this motor.
  87135. */
  87136. setMotor(force?: number, maxForce?: number): void;
  87137. /**
  87138. * Set the motor's limits.
  87139. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87140. * @param upperLimit The upper limit of the motor
  87141. * @param lowerLimit The lower limit of the motor
  87142. */
  87143. setLimit(upperLimit: number, lowerLimit?: number): void;
  87144. }
  87145. /**
  87146. * This class represents a dual hinge physics joint (same as wheel joint)
  87147. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87148. */
  87149. export class Hinge2Joint extends MotorEnabledJoint {
  87150. /**
  87151. * Initializes the Hinge2-Joint
  87152. * @param jointData The joint data for the Hinge2-Joint
  87153. */
  87154. constructor(jointData: PhysicsJointData);
  87155. /**
  87156. * Set the motor values.
  87157. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87158. * @param {number} targetSpeed the speed the motor is to reach
  87159. * @param {number} maxForce max force for this motor.
  87160. * @param {motorIndex} the motor's index, 0 or 1.
  87161. */
  87162. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  87163. /**
  87164. * Set the motor limits.
  87165. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87166. * @param {number} upperLimit the upper limit
  87167. * @param {number} lowerLimit lower limit
  87168. * @param {motorIndex} the motor's index, 0 or 1.
  87169. */
  87170. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87171. }
  87172. /**
  87173. * Interface for a motor enabled joint
  87174. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87175. */
  87176. export interface IMotorEnabledJoint {
  87177. /**
  87178. * Physics joint
  87179. */
  87180. physicsJoint: any;
  87181. /**
  87182. * Sets the motor of the motor-enabled joint
  87183. * @param force The force of the motor
  87184. * @param maxForce The maximum force of the motor
  87185. * @param motorIndex The index of the motor
  87186. */
  87187. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  87188. /**
  87189. * Sets the limit of the motor
  87190. * @param upperLimit The upper limit of the motor
  87191. * @param lowerLimit The lower limit of the motor
  87192. * @param motorIndex The index of the motor
  87193. */
  87194. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87195. }
  87196. /**
  87197. * Joint data for a Distance-Joint
  87198. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87199. */
  87200. export interface DistanceJointData extends PhysicsJointData {
  87201. /**
  87202. * Max distance the 2 joint objects can be apart
  87203. */
  87204. maxDistance: number;
  87205. }
  87206. /**
  87207. * Joint data from a spring joint
  87208. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87209. */
  87210. export interface SpringJointData extends PhysicsJointData {
  87211. /**
  87212. * Length of the spring
  87213. */
  87214. length: number;
  87215. /**
  87216. * Stiffness of the spring
  87217. */
  87218. stiffness: number;
  87219. /**
  87220. * Damping of the spring
  87221. */
  87222. damping: number;
  87223. /** this callback will be called when applying the force to the impostors. */
  87224. forceApplicationCallback: () => void;
  87225. }
  87226. }
  87227. declare module BABYLON {
  87228. /**
  87229. * Holds the data for the raycast result
  87230. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87231. */
  87232. export class PhysicsRaycastResult {
  87233. private _hasHit;
  87234. private _hitDistance;
  87235. private _hitNormalWorld;
  87236. private _hitPointWorld;
  87237. private _rayFromWorld;
  87238. private _rayToWorld;
  87239. /**
  87240. * Gets if there was a hit
  87241. */
  87242. readonly hasHit: boolean;
  87243. /**
  87244. * Gets the distance from the hit
  87245. */
  87246. readonly hitDistance: number;
  87247. /**
  87248. * Gets the hit normal/direction in the world
  87249. */
  87250. readonly hitNormalWorld: Vector3;
  87251. /**
  87252. * Gets the hit point in the world
  87253. */
  87254. readonly hitPointWorld: Vector3;
  87255. /**
  87256. * Gets the ray "start point" of the ray in the world
  87257. */
  87258. readonly rayFromWorld: Vector3;
  87259. /**
  87260. * Gets the ray "end point" of the ray in the world
  87261. */
  87262. readonly rayToWorld: Vector3;
  87263. /**
  87264. * Sets the hit data (normal & point in world space)
  87265. * @param hitNormalWorld defines the normal in world space
  87266. * @param hitPointWorld defines the point in world space
  87267. */
  87268. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  87269. /**
  87270. * Sets the distance from the start point to the hit point
  87271. * @param distance
  87272. */
  87273. setHitDistance(distance: number): void;
  87274. /**
  87275. * Calculates the distance manually
  87276. */
  87277. calculateHitDistance(): void;
  87278. /**
  87279. * Resets all the values to default
  87280. * @param from The from point on world space
  87281. * @param to The to point on world space
  87282. */
  87283. reset(from?: Vector3, to?: Vector3): void;
  87284. }
  87285. /**
  87286. * Interface for the size containing width and height
  87287. */
  87288. interface IXYZ {
  87289. /**
  87290. * X
  87291. */
  87292. x: number;
  87293. /**
  87294. * Y
  87295. */
  87296. y: number;
  87297. /**
  87298. * Z
  87299. */
  87300. z: number;
  87301. }
  87302. }
  87303. declare module BABYLON {
  87304. /**
  87305. * Interface used to describe a physics joint
  87306. */
  87307. export interface PhysicsImpostorJoint {
  87308. /** Defines the main impostor to which the joint is linked */
  87309. mainImpostor: PhysicsImpostor;
  87310. /** Defines the impostor that is connected to the main impostor using this joint */
  87311. connectedImpostor: PhysicsImpostor;
  87312. /** Defines the joint itself */
  87313. joint: PhysicsJoint;
  87314. }
  87315. /** @hidden */
  87316. export interface IPhysicsEnginePlugin {
  87317. world: any;
  87318. name: string;
  87319. setGravity(gravity: Vector3): void;
  87320. setTimeStep(timeStep: number): void;
  87321. getTimeStep(): number;
  87322. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  87323. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  87324. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  87325. generatePhysicsBody(impostor: PhysicsImpostor): void;
  87326. removePhysicsBody(impostor: PhysicsImpostor): void;
  87327. generateJoint(joint: PhysicsImpostorJoint): void;
  87328. removeJoint(joint: PhysicsImpostorJoint): void;
  87329. isSupported(): boolean;
  87330. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  87331. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  87332. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  87333. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  87334. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  87335. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  87336. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  87337. getBodyMass(impostor: PhysicsImpostor): number;
  87338. getBodyFriction(impostor: PhysicsImpostor): number;
  87339. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  87340. getBodyRestitution(impostor: PhysicsImpostor): number;
  87341. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  87342. getBodyPressure?(impostor: PhysicsImpostor): number;
  87343. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  87344. getBodyStiffness?(impostor: PhysicsImpostor): number;
  87345. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  87346. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  87347. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  87348. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  87349. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  87350. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  87351. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  87352. sleepBody(impostor: PhysicsImpostor): void;
  87353. wakeUpBody(impostor: PhysicsImpostor): void;
  87354. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  87355. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  87356. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  87357. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87358. getRadius(impostor: PhysicsImpostor): number;
  87359. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  87360. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  87361. dispose(): void;
  87362. }
  87363. /**
  87364. * Interface used to define a physics engine
  87365. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  87366. */
  87367. export interface IPhysicsEngine {
  87368. /**
  87369. * Gets the gravity vector used by the simulation
  87370. */
  87371. gravity: Vector3;
  87372. /**
  87373. * Sets the gravity vector used by the simulation
  87374. * @param gravity defines the gravity vector to use
  87375. */
  87376. setGravity(gravity: Vector3): void;
  87377. /**
  87378. * Set the time step of the physics engine.
  87379. * Default is 1/60.
  87380. * To slow it down, enter 1/600 for example.
  87381. * To speed it up, 1/30
  87382. * @param newTimeStep the new timestep to apply to this world.
  87383. */
  87384. setTimeStep(newTimeStep: number): void;
  87385. /**
  87386. * Get the time step of the physics engine.
  87387. * @returns the current time step
  87388. */
  87389. getTimeStep(): number;
  87390. /**
  87391. * Release all resources
  87392. */
  87393. dispose(): void;
  87394. /**
  87395. * Gets the name of the current physics plugin
  87396. * @returns the name of the plugin
  87397. */
  87398. getPhysicsPluginName(): string;
  87399. /**
  87400. * Adding a new impostor for the impostor tracking.
  87401. * This will be done by the impostor itself.
  87402. * @param impostor the impostor to add
  87403. */
  87404. addImpostor(impostor: PhysicsImpostor): void;
  87405. /**
  87406. * Remove an impostor from the engine.
  87407. * This impostor and its mesh will not longer be updated by the physics engine.
  87408. * @param impostor the impostor to remove
  87409. */
  87410. removeImpostor(impostor: PhysicsImpostor): void;
  87411. /**
  87412. * Add a joint to the physics engine
  87413. * @param mainImpostor defines the main impostor to which the joint is added.
  87414. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  87415. * @param joint defines the joint that will connect both impostors.
  87416. */
  87417. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  87418. /**
  87419. * Removes a joint from the simulation
  87420. * @param mainImpostor defines the impostor used with the joint
  87421. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  87422. * @param joint defines the joint to remove
  87423. */
  87424. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  87425. /**
  87426. * Gets the current plugin used to run the simulation
  87427. * @returns current plugin
  87428. */
  87429. getPhysicsPlugin(): IPhysicsEnginePlugin;
  87430. /**
  87431. * Gets the list of physic impostors
  87432. * @returns an array of PhysicsImpostor
  87433. */
  87434. getImpostors(): Array<PhysicsImpostor>;
  87435. /**
  87436. * Gets the impostor for a physics enabled object
  87437. * @param object defines the object impersonated by the impostor
  87438. * @returns the PhysicsImpostor or null if not found
  87439. */
  87440. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87441. /**
  87442. * Gets the impostor for a physics body object
  87443. * @param body defines physics body used by the impostor
  87444. * @returns the PhysicsImpostor or null if not found
  87445. */
  87446. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  87447. /**
  87448. * Does a raycast in the physics world
  87449. * @param from when should the ray start?
  87450. * @param to when should the ray end?
  87451. * @returns PhysicsRaycastResult
  87452. */
  87453. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  87454. /**
  87455. * Called by the scene. No need to call it.
  87456. * @param delta defines the timespam between frames
  87457. */
  87458. _step(delta: number): void;
  87459. }
  87460. }
  87461. declare module BABYLON {
  87462. /**
  87463. * The interface for the physics imposter parameters
  87464. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87465. */
  87466. export interface PhysicsImpostorParameters {
  87467. /**
  87468. * The mass of the physics imposter
  87469. */
  87470. mass: number;
  87471. /**
  87472. * The friction of the physics imposter
  87473. */
  87474. friction?: number;
  87475. /**
  87476. * The coefficient of restitution of the physics imposter
  87477. */
  87478. restitution?: number;
  87479. /**
  87480. * The native options of the physics imposter
  87481. */
  87482. nativeOptions?: any;
  87483. /**
  87484. * Specifies if the parent should be ignored
  87485. */
  87486. ignoreParent?: boolean;
  87487. /**
  87488. * Specifies if bi-directional transformations should be disabled
  87489. */
  87490. disableBidirectionalTransformation?: boolean;
  87491. /**
  87492. * The pressure inside the physics imposter, soft object only
  87493. */
  87494. pressure?: number;
  87495. /**
  87496. * The stiffness the physics imposter, soft object only
  87497. */
  87498. stiffness?: number;
  87499. /**
  87500. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  87501. */
  87502. velocityIterations?: number;
  87503. /**
  87504. * The number of iterations used in maintaining consistent vertex positions, soft object only
  87505. */
  87506. positionIterations?: number;
  87507. /**
  87508. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  87509. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  87510. * Add to fix multiple points
  87511. */
  87512. fixedPoints?: number;
  87513. /**
  87514. * The collision margin around a soft object
  87515. */
  87516. margin?: number;
  87517. /**
  87518. * The collision margin around a soft object
  87519. */
  87520. damping?: number;
  87521. /**
  87522. * The path for a rope based on an extrusion
  87523. */
  87524. path?: any;
  87525. /**
  87526. * The shape of an extrusion used for a rope based on an extrusion
  87527. */
  87528. shape?: any;
  87529. }
  87530. /**
  87531. * Interface for a physics-enabled object
  87532. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87533. */
  87534. export interface IPhysicsEnabledObject {
  87535. /**
  87536. * The position of the physics-enabled object
  87537. */
  87538. position: Vector3;
  87539. /**
  87540. * The rotation of the physics-enabled object
  87541. */
  87542. rotationQuaternion: Nullable<Quaternion>;
  87543. /**
  87544. * The scale of the physics-enabled object
  87545. */
  87546. scaling: Vector3;
  87547. /**
  87548. * The rotation of the physics-enabled object
  87549. */
  87550. rotation?: Vector3;
  87551. /**
  87552. * The parent of the physics-enabled object
  87553. */
  87554. parent?: any;
  87555. /**
  87556. * The bounding info of the physics-enabled object
  87557. * @returns The bounding info of the physics-enabled object
  87558. */
  87559. getBoundingInfo(): BoundingInfo;
  87560. /**
  87561. * Computes the world matrix
  87562. * @param force Specifies if the world matrix should be computed by force
  87563. * @returns A world matrix
  87564. */
  87565. computeWorldMatrix(force: boolean): Matrix;
  87566. /**
  87567. * Gets the world matrix
  87568. * @returns A world matrix
  87569. */
  87570. getWorldMatrix?(): Matrix;
  87571. /**
  87572. * Gets the child meshes
  87573. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  87574. * @returns An array of abstract meshes
  87575. */
  87576. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  87577. /**
  87578. * Gets the vertex data
  87579. * @param kind The type of vertex data
  87580. * @returns A nullable array of numbers, or a float32 array
  87581. */
  87582. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  87583. /**
  87584. * Gets the indices from the mesh
  87585. * @returns A nullable array of index arrays
  87586. */
  87587. getIndices?(): Nullable<IndicesArray>;
  87588. /**
  87589. * Gets the scene from the mesh
  87590. * @returns the indices array or null
  87591. */
  87592. getScene?(): Scene;
  87593. /**
  87594. * Gets the absolute position from the mesh
  87595. * @returns the absolute position
  87596. */
  87597. getAbsolutePosition(): Vector3;
  87598. /**
  87599. * Gets the absolute pivot point from the mesh
  87600. * @returns the absolute pivot point
  87601. */
  87602. getAbsolutePivotPoint(): Vector3;
  87603. /**
  87604. * Rotates the mesh
  87605. * @param axis The axis of rotation
  87606. * @param amount The amount of rotation
  87607. * @param space The space of the rotation
  87608. * @returns The rotation transform node
  87609. */
  87610. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  87611. /**
  87612. * Translates the mesh
  87613. * @param axis The axis of translation
  87614. * @param distance The distance of translation
  87615. * @param space The space of the translation
  87616. * @returns The transform node
  87617. */
  87618. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  87619. /**
  87620. * Sets the absolute position of the mesh
  87621. * @param absolutePosition The absolute position of the mesh
  87622. * @returns The transform node
  87623. */
  87624. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  87625. /**
  87626. * Gets the class name of the mesh
  87627. * @returns The class name
  87628. */
  87629. getClassName(): string;
  87630. }
  87631. /**
  87632. * Represents a physics imposter
  87633. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87634. */
  87635. export class PhysicsImpostor {
  87636. /**
  87637. * The physics-enabled object used as the physics imposter
  87638. */
  87639. object: IPhysicsEnabledObject;
  87640. /**
  87641. * The type of the physics imposter
  87642. */
  87643. type: number;
  87644. private _options;
  87645. private _scene?;
  87646. /**
  87647. * The default object size of the imposter
  87648. */
  87649. static DEFAULT_OBJECT_SIZE: Vector3;
  87650. /**
  87651. * The identity quaternion of the imposter
  87652. */
  87653. static IDENTITY_QUATERNION: Quaternion;
  87654. /** @hidden */
  87655. _pluginData: any;
  87656. private _physicsEngine;
  87657. private _physicsBody;
  87658. private _bodyUpdateRequired;
  87659. private _onBeforePhysicsStepCallbacks;
  87660. private _onAfterPhysicsStepCallbacks;
  87661. /** @hidden */
  87662. _onPhysicsCollideCallbacks: Array<{
  87663. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  87664. otherImpostors: Array<PhysicsImpostor>;
  87665. }>;
  87666. private _deltaPosition;
  87667. private _deltaRotation;
  87668. private _deltaRotationConjugated;
  87669. /** @hidden */
  87670. _isFromLine: boolean;
  87671. private _parent;
  87672. private _isDisposed;
  87673. private static _tmpVecs;
  87674. private static _tmpQuat;
  87675. /**
  87676. * Specifies if the physics imposter is disposed
  87677. */
  87678. readonly isDisposed: boolean;
  87679. /**
  87680. * Gets the mass of the physics imposter
  87681. */
  87682. mass: number;
  87683. /**
  87684. * Gets the coefficient of friction
  87685. */
  87686. /**
  87687. * Sets the coefficient of friction
  87688. */
  87689. friction: number;
  87690. /**
  87691. * Gets the coefficient of restitution
  87692. */
  87693. /**
  87694. * Sets the coefficient of restitution
  87695. */
  87696. restitution: number;
  87697. /**
  87698. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  87699. */
  87700. /**
  87701. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  87702. */
  87703. pressure: number;
  87704. /**
  87705. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87706. */
  87707. /**
  87708. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87709. */
  87710. stiffness: number;
  87711. /**
  87712. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87713. */
  87714. /**
  87715. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87716. */
  87717. velocityIterations: number;
  87718. /**
  87719. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87720. */
  87721. /**
  87722. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87723. */
  87724. positionIterations: number;
  87725. /**
  87726. * The unique id of the physics imposter
  87727. * set by the physics engine when adding this impostor to the array
  87728. */
  87729. uniqueId: number;
  87730. /**
  87731. * @hidden
  87732. */
  87733. soft: boolean;
  87734. /**
  87735. * @hidden
  87736. */
  87737. segments: number;
  87738. private _joints;
  87739. /**
  87740. * Initializes the physics imposter
  87741. * @param object The physics-enabled object used as the physics imposter
  87742. * @param type The type of the physics imposter
  87743. * @param _options The options for the physics imposter
  87744. * @param _scene The Babylon scene
  87745. */
  87746. constructor(
  87747. /**
  87748. * The physics-enabled object used as the physics imposter
  87749. */
  87750. object: IPhysicsEnabledObject,
  87751. /**
  87752. * The type of the physics imposter
  87753. */
  87754. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  87755. /**
  87756. * This function will completly initialize this impostor.
  87757. * It will create a new body - but only if this mesh has no parent.
  87758. * If it has, this impostor will not be used other than to define the impostor
  87759. * of the child mesh.
  87760. * @hidden
  87761. */
  87762. _init(): void;
  87763. private _getPhysicsParent;
  87764. /**
  87765. * Should a new body be generated.
  87766. * @returns boolean specifying if body initialization is required
  87767. */
  87768. isBodyInitRequired(): boolean;
  87769. /**
  87770. * Sets the updated scaling
  87771. * @param updated Specifies if the scaling is updated
  87772. */
  87773. setScalingUpdated(): void;
  87774. /**
  87775. * Force a regeneration of this or the parent's impostor's body.
  87776. * Use under cautious - This will remove all joints already implemented.
  87777. */
  87778. forceUpdate(): void;
  87779. /**
  87780. * Gets the body that holds this impostor. Either its own, or its parent.
  87781. */
  87782. /**
  87783. * Set the physics body. Used mainly by the physics engine/plugin
  87784. */
  87785. physicsBody: any;
  87786. /**
  87787. * Get the parent of the physics imposter
  87788. * @returns Physics imposter or null
  87789. */
  87790. /**
  87791. * Sets the parent of the physics imposter
  87792. */
  87793. parent: Nullable<PhysicsImpostor>;
  87794. /**
  87795. * Resets the update flags
  87796. */
  87797. resetUpdateFlags(): void;
  87798. /**
  87799. * Gets the object extend size
  87800. * @returns the object extend size
  87801. */
  87802. getObjectExtendSize(): Vector3;
  87803. /**
  87804. * Gets the object center
  87805. * @returns The object center
  87806. */
  87807. getObjectCenter(): Vector3;
  87808. /**
  87809. * Get a specific parametes from the options parameter
  87810. * @param paramName The object parameter name
  87811. * @returns The object parameter
  87812. */
  87813. getParam(paramName: string): any;
  87814. /**
  87815. * Sets a specific parameter in the options given to the physics plugin
  87816. * @param paramName The parameter name
  87817. * @param value The value of the parameter
  87818. */
  87819. setParam(paramName: string, value: number): void;
  87820. /**
  87821. * Specifically change the body's mass option. Won't recreate the physics body object
  87822. * @param mass The mass of the physics imposter
  87823. */
  87824. setMass(mass: number): void;
  87825. /**
  87826. * Gets the linear velocity
  87827. * @returns linear velocity or null
  87828. */
  87829. getLinearVelocity(): Nullable<Vector3>;
  87830. /**
  87831. * Sets the linear velocity
  87832. * @param velocity linear velocity or null
  87833. */
  87834. setLinearVelocity(velocity: Nullable<Vector3>): void;
  87835. /**
  87836. * Gets the angular velocity
  87837. * @returns angular velocity or null
  87838. */
  87839. getAngularVelocity(): Nullable<Vector3>;
  87840. /**
  87841. * Sets the angular velocity
  87842. * @param velocity The velocity or null
  87843. */
  87844. setAngularVelocity(velocity: Nullable<Vector3>): void;
  87845. /**
  87846. * Execute a function with the physics plugin native code
  87847. * Provide a function the will have two variables - the world object and the physics body object
  87848. * @param func The function to execute with the physics plugin native code
  87849. */
  87850. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  87851. /**
  87852. * Register a function that will be executed before the physics world is stepping forward
  87853. * @param func The function to execute before the physics world is stepped forward
  87854. */
  87855. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87856. /**
  87857. * Unregister a function that will be executed before the physics world is stepping forward
  87858. * @param func The function to execute before the physics world is stepped forward
  87859. */
  87860. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87861. /**
  87862. * Register a function that will be executed after the physics step
  87863. * @param func The function to execute after physics step
  87864. */
  87865. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87866. /**
  87867. * Unregisters a function that will be executed after the physics step
  87868. * @param func The function to execute after physics step
  87869. */
  87870. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87871. /**
  87872. * register a function that will be executed when this impostor collides against a different body
  87873. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  87874. * @param func Callback that is executed on collision
  87875. */
  87876. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  87877. /**
  87878. * Unregisters the physics imposter on contact
  87879. * @param collideAgainst The physics object to collide against
  87880. * @param func Callback to execute on collision
  87881. */
  87882. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  87883. private _tmpQuat;
  87884. private _tmpQuat2;
  87885. /**
  87886. * Get the parent rotation
  87887. * @returns The parent rotation
  87888. */
  87889. getParentsRotation(): Quaternion;
  87890. /**
  87891. * this function is executed by the physics engine.
  87892. */
  87893. beforeStep: () => void;
  87894. /**
  87895. * this function is executed by the physics engine
  87896. */
  87897. afterStep: () => void;
  87898. /**
  87899. * Legacy collision detection event support
  87900. */
  87901. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  87902. /**
  87903. * event and body object due to cannon's event-based architecture.
  87904. */
  87905. onCollide: (e: {
  87906. body: any;
  87907. }) => void;
  87908. /**
  87909. * Apply a force
  87910. * @param force The force to apply
  87911. * @param contactPoint The contact point for the force
  87912. * @returns The physics imposter
  87913. */
  87914. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87915. /**
  87916. * Apply an impulse
  87917. * @param force The impulse force
  87918. * @param contactPoint The contact point for the impulse force
  87919. * @returns The physics imposter
  87920. */
  87921. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87922. /**
  87923. * A help function to create a joint
  87924. * @param otherImpostor A physics imposter used to create a joint
  87925. * @param jointType The type of joint
  87926. * @param jointData The data for the joint
  87927. * @returns The physics imposter
  87928. */
  87929. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  87930. /**
  87931. * Add a joint to this impostor with a different impostor
  87932. * @param otherImpostor A physics imposter used to add a joint
  87933. * @param joint The joint to add
  87934. * @returns The physics imposter
  87935. */
  87936. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  87937. /**
  87938. * Add an anchor to a cloth impostor
  87939. * @param otherImpostor rigid impostor to anchor to
  87940. * @param width ratio across width from 0 to 1
  87941. * @param height ratio up height from 0 to 1
  87942. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  87943. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  87944. * @returns impostor the soft imposter
  87945. */
  87946. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87947. /**
  87948. * Add a hook to a rope impostor
  87949. * @param otherImpostor rigid impostor to anchor to
  87950. * @param length ratio across rope from 0 to 1
  87951. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  87952. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  87953. * @returns impostor the rope imposter
  87954. */
  87955. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87956. /**
  87957. * Will keep this body still, in a sleep mode.
  87958. * @returns the physics imposter
  87959. */
  87960. sleep(): PhysicsImpostor;
  87961. /**
  87962. * Wake the body up.
  87963. * @returns The physics imposter
  87964. */
  87965. wakeUp(): PhysicsImpostor;
  87966. /**
  87967. * Clones the physics imposter
  87968. * @param newObject The physics imposter clones to this physics-enabled object
  87969. * @returns A nullable physics imposter
  87970. */
  87971. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87972. /**
  87973. * Disposes the physics imposter
  87974. */
  87975. dispose(): void;
  87976. /**
  87977. * Sets the delta position
  87978. * @param position The delta position amount
  87979. */
  87980. setDeltaPosition(position: Vector3): void;
  87981. /**
  87982. * Sets the delta rotation
  87983. * @param rotation The delta rotation amount
  87984. */
  87985. setDeltaRotation(rotation: Quaternion): void;
  87986. /**
  87987. * Gets the box size of the physics imposter and stores the result in the input parameter
  87988. * @param result Stores the box size
  87989. * @returns The physics imposter
  87990. */
  87991. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  87992. /**
  87993. * Gets the radius of the physics imposter
  87994. * @returns Radius of the physics imposter
  87995. */
  87996. getRadius(): number;
  87997. /**
  87998. * Sync a bone with this impostor
  87999. * @param bone The bone to sync to the impostor.
  88000. * @param boneMesh The mesh that the bone is influencing.
  88001. * @param jointPivot The pivot of the joint / bone in local space.
  88002. * @param distToJoint Optional distance from the impostor to the joint.
  88003. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88004. */
  88005. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  88006. /**
  88007. * Sync impostor to a bone
  88008. * @param bone The bone that the impostor will be synced to.
  88009. * @param boneMesh The mesh that the bone is influencing.
  88010. * @param jointPivot The pivot of the joint / bone in local space.
  88011. * @param distToJoint Optional distance from the impostor to the joint.
  88012. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88013. * @param boneAxis Optional vector3 axis the bone is aligned with
  88014. */
  88015. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  88016. /**
  88017. * No-Imposter type
  88018. */
  88019. static NoImpostor: number;
  88020. /**
  88021. * Sphere-Imposter type
  88022. */
  88023. static SphereImpostor: number;
  88024. /**
  88025. * Box-Imposter type
  88026. */
  88027. static BoxImpostor: number;
  88028. /**
  88029. * Plane-Imposter type
  88030. */
  88031. static PlaneImpostor: number;
  88032. /**
  88033. * Mesh-imposter type
  88034. */
  88035. static MeshImpostor: number;
  88036. /**
  88037. * Capsule-Impostor type (Ammo.js plugin only)
  88038. */
  88039. static CapsuleImpostor: number;
  88040. /**
  88041. * Cylinder-Imposter type
  88042. */
  88043. static CylinderImpostor: number;
  88044. /**
  88045. * Particle-Imposter type
  88046. */
  88047. static ParticleImpostor: number;
  88048. /**
  88049. * Heightmap-Imposter type
  88050. */
  88051. static HeightmapImpostor: number;
  88052. /**
  88053. * ConvexHull-Impostor type (Ammo.js plugin only)
  88054. */
  88055. static ConvexHullImpostor: number;
  88056. /**
  88057. * Rope-Imposter type
  88058. */
  88059. static RopeImpostor: number;
  88060. /**
  88061. * Cloth-Imposter type
  88062. */
  88063. static ClothImpostor: number;
  88064. /**
  88065. * Softbody-Imposter type
  88066. */
  88067. static SoftbodyImpostor: number;
  88068. }
  88069. }
  88070. declare module BABYLON {
  88071. /**
  88072. * @hidden
  88073. **/
  88074. export class _CreationDataStorage {
  88075. closePath?: boolean;
  88076. closeArray?: boolean;
  88077. idx: number[];
  88078. dashSize: number;
  88079. gapSize: number;
  88080. path3D: Path3D;
  88081. pathArray: Vector3[][];
  88082. arc: number;
  88083. radius: number;
  88084. cap: number;
  88085. tessellation: number;
  88086. }
  88087. /**
  88088. * @hidden
  88089. **/
  88090. class _InstanceDataStorage {
  88091. visibleInstances: any;
  88092. batchCache: _InstancesBatch;
  88093. instancesBufferSize: number;
  88094. instancesBuffer: Nullable<Buffer>;
  88095. instancesData: Float32Array;
  88096. overridenInstanceCount: number;
  88097. isFrozen: boolean;
  88098. previousBatch: Nullable<_InstancesBatch>;
  88099. hardwareInstancedRendering: boolean;
  88100. sideOrientation: number;
  88101. }
  88102. /**
  88103. * @hidden
  88104. **/
  88105. export class _InstancesBatch {
  88106. mustReturn: boolean;
  88107. visibleInstances: Nullable<InstancedMesh[]>[];
  88108. renderSelf: boolean[];
  88109. hardwareInstancedRendering: boolean[];
  88110. }
  88111. /**
  88112. * Class used to represent renderable models
  88113. */
  88114. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  88115. /**
  88116. * Mesh side orientation : usually the external or front surface
  88117. */
  88118. static readonly FRONTSIDE: number;
  88119. /**
  88120. * Mesh side orientation : usually the internal or back surface
  88121. */
  88122. static readonly BACKSIDE: number;
  88123. /**
  88124. * Mesh side orientation : both internal and external or front and back surfaces
  88125. */
  88126. static readonly DOUBLESIDE: number;
  88127. /**
  88128. * Mesh side orientation : by default, `FRONTSIDE`
  88129. */
  88130. static readonly DEFAULTSIDE: number;
  88131. /**
  88132. * Mesh cap setting : no cap
  88133. */
  88134. static readonly NO_CAP: number;
  88135. /**
  88136. * Mesh cap setting : one cap at the beginning of the mesh
  88137. */
  88138. static readonly CAP_START: number;
  88139. /**
  88140. * Mesh cap setting : one cap at the end of the mesh
  88141. */
  88142. static readonly CAP_END: number;
  88143. /**
  88144. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  88145. */
  88146. static readonly CAP_ALL: number;
  88147. /**
  88148. * Mesh pattern setting : no flip or rotate
  88149. */
  88150. static readonly NO_FLIP: number;
  88151. /**
  88152. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  88153. */
  88154. static readonly FLIP_TILE: number;
  88155. /**
  88156. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  88157. */
  88158. static readonly ROTATE_TILE: number;
  88159. /**
  88160. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  88161. */
  88162. static readonly FLIP_ROW: number;
  88163. /**
  88164. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  88165. */
  88166. static readonly ROTATE_ROW: number;
  88167. /**
  88168. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  88169. */
  88170. static readonly FLIP_N_ROTATE_TILE: number;
  88171. /**
  88172. * Mesh pattern setting : rotate pattern and rotate
  88173. */
  88174. static readonly FLIP_N_ROTATE_ROW: number;
  88175. /**
  88176. * Mesh tile positioning : part tiles same on left/right or top/bottom
  88177. */
  88178. static readonly CENTER: number;
  88179. /**
  88180. * Mesh tile positioning : part tiles on left
  88181. */
  88182. static readonly LEFT: number;
  88183. /**
  88184. * Mesh tile positioning : part tiles on right
  88185. */
  88186. static readonly RIGHT: number;
  88187. /**
  88188. * Mesh tile positioning : part tiles on top
  88189. */
  88190. static readonly TOP: number;
  88191. /**
  88192. * Mesh tile positioning : part tiles on bottom
  88193. */
  88194. static readonly BOTTOM: number;
  88195. /**
  88196. * Gets the default side orientation.
  88197. * @param orientation the orientation to value to attempt to get
  88198. * @returns the default orientation
  88199. * @hidden
  88200. */
  88201. static _GetDefaultSideOrientation(orientation?: number): number;
  88202. private _internalMeshDataInfo;
  88203. /**
  88204. * An event triggered before rendering the mesh
  88205. */
  88206. readonly onBeforeRenderObservable: Observable<Mesh>;
  88207. /**
  88208. * An event triggered before binding the mesh
  88209. */
  88210. readonly onBeforeBindObservable: Observable<Mesh>;
  88211. /**
  88212. * An event triggered after rendering the mesh
  88213. */
  88214. readonly onAfterRenderObservable: Observable<Mesh>;
  88215. /**
  88216. * An event triggered before drawing the mesh
  88217. */
  88218. readonly onBeforeDrawObservable: Observable<Mesh>;
  88219. private _onBeforeDrawObserver;
  88220. /**
  88221. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  88222. */
  88223. onBeforeDraw: () => void;
  88224. readonly hasInstances: boolean;
  88225. /**
  88226. * Gets the delay loading state of the mesh (when delay loading is turned on)
  88227. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  88228. */
  88229. delayLoadState: number;
  88230. /**
  88231. * Gets the list of instances created from this mesh
  88232. * it is not supposed to be modified manually.
  88233. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  88234. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88235. */
  88236. instances: InstancedMesh[];
  88237. /**
  88238. * Gets the file containing delay loading data for this mesh
  88239. */
  88240. delayLoadingFile: string;
  88241. /** @hidden */
  88242. _binaryInfo: any;
  88243. /**
  88244. * User defined function used to change how LOD level selection is done
  88245. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  88246. */
  88247. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  88248. /**
  88249. * Gets or sets the morph target manager
  88250. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  88251. */
  88252. morphTargetManager: Nullable<MorphTargetManager>;
  88253. /** @hidden */
  88254. _creationDataStorage: Nullable<_CreationDataStorage>;
  88255. /** @hidden */
  88256. _geometry: Nullable<Geometry>;
  88257. /** @hidden */
  88258. _delayInfo: Array<string>;
  88259. /** @hidden */
  88260. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  88261. /** @hidden */
  88262. _instanceDataStorage: _InstanceDataStorage;
  88263. private _effectiveMaterial;
  88264. /** @hidden */
  88265. _shouldGenerateFlatShading: boolean;
  88266. /** @hidden */
  88267. _originalBuilderSideOrientation: number;
  88268. /**
  88269. * Use this property to change the original side orientation defined at construction time
  88270. */
  88271. overrideMaterialSideOrientation: Nullable<number>;
  88272. /**
  88273. * Gets the source mesh (the one used to clone this one from)
  88274. */
  88275. readonly source: Nullable<Mesh>;
  88276. /**
  88277. * Gets or sets a boolean indicating that this mesh does not use index buffer
  88278. */
  88279. isUnIndexed: boolean;
  88280. /**
  88281. * @constructor
  88282. * @param name The value used by scene.getMeshByName() to do a lookup.
  88283. * @param scene The scene to add this mesh to.
  88284. * @param parent The parent of this mesh, if it has one
  88285. * @param source An optional Mesh from which geometry is shared, cloned.
  88286. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  88287. * When false, achieved by calling a clone(), also passing False.
  88288. * This will make creation of children, recursive.
  88289. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  88290. */
  88291. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  88292. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  88293. /**
  88294. * Gets the class name
  88295. * @returns the string "Mesh".
  88296. */
  88297. getClassName(): string;
  88298. /** @hidden */
  88299. readonly _isMesh: boolean;
  88300. /**
  88301. * Returns a description of this mesh
  88302. * @param fullDetails define if full details about this mesh must be used
  88303. * @returns a descriptive string representing this mesh
  88304. */
  88305. toString(fullDetails?: boolean): string;
  88306. /** @hidden */
  88307. _unBindEffect(): void;
  88308. /**
  88309. * Gets a boolean indicating if this mesh has LOD
  88310. */
  88311. readonly hasLODLevels: boolean;
  88312. /**
  88313. * Gets the list of MeshLODLevel associated with the current mesh
  88314. * @returns an array of MeshLODLevel
  88315. */
  88316. getLODLevels(): MeshLODLevel[];
  88317. private _sortLODLevels;
  88318. /**
  88319. * Add a mesh as LOD level triggered at the given distance.
  88320. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88321. * @param distance The distance from the center of the object to show this level
  88322. * @param mesh The mesh to be added as LOD level (can be null)
  88323. * @return This mesh (for chaining)
  88324. */
  88325. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  88326. /**
  88327. * Returns the LOD level mesh at the passed distance or null if not found.
  88328. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88329. * @param distance The distance from the center of the object to show this level
  88330. * @returns a Mesh or `null`
  88331. */
  88332. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  88333. /**
  88334. * Remove a mesh from the LOD array
  88335. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88336. * @param mesh defines the mesh to be removed
  88337. * @return This mesh (for chaining)
  88338. */
  88339. removeLODLevel(mesh: Mesh): Mesh;
  88340. /**
  88341. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  88342. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88343. * @param camera defines the camera to use to compute distance
  88344. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  88345. * @return This mesh (for chaining)
  88346. */
  88347. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  88348. /**
  88349. * Gets the mesh internal Geometry object
  88350. */
  88351. readonly geometry: Nullable<Geometry>;
  88352. /**
  88353. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  88354. * @returns the total number of vertices
  88355. */
  88356. getTotalVertices(): number;
  88357. /**
  88358. * Returns the content of an associated vertex buffer
  88359. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88360. * - VertexBuffer.PositionKind
  88361. * - VertexBuffer.UVKind
  88362. * - VertexBuffer.UV2Kind
  88363. * - VertexBuffer.UV3Kind
  88364. * - VertexBuffer.UV4Kind
  88365. * - VertexBuffer.UV5Kind
  88366. * - VertexBuffer.UV6Kind
  88367. * - VertexBuffer.ColorKind
  88368. * - VertexBuffer.MatricesIndicesKind
  88369. * - VertexBuffer.MatricesIndicesExtraKind
  88370. * - VertexBuffer.MatricesWeightsKind
  88371. * - VertexBuffer.MatricesWeightsExtraKind
  88372. * @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
  88373. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  88374. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  88375. */
  88376. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  88377. /**
  88378. * Returns the mesh VertexBuffer object from the requested `kind`
  88379. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88380. * - VertexBuffer.PositionKind
  88381. * - VertexBuffer.NormalKind
  88382. * - VertexBuffer.UVKind
  88383. * - VertexBuffer.UV2Kind
  88384. * - VertexBuffer.UV3Kind
  88385. * - VertexBuffer.UV4Kind
  88386. * - VertexBuffer.UV5Kind
  88387. * - VertexBuffer.UV6Kind
  88388. * - VertexBuffer.ColorKind
  88389. * - VertexBuffer.MatricesIndicesKind
  88390. * - VertexBuffer.MatricesIndicesExtraKind
  88391. * - VertexBuffer.MatricesWeightsKind
  88392. * - VertexBuffer.MatricesWeightsExtraKind
  88393. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  88394. */
  88395. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  88396. /**
  88397. * Tests if a specific vertex buffer is associated with this mesh
  88398. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  88399. * - VertexBuffer.PositionKind
  88400. * - VertexBuffer.NormalKind
  88401. * - VertexBuffer.UVKind
  88402. * - VertexBuffer.UV2Kind
  88403. * - VertexBuffer.UV3Kind
  88404. * - VertexBuffer.UV4Kind
  88405. * - VertexBuffer.UV5Kind
  88406. * - VertexBuffer.UV6Kind
  88407. * - VertexBuffer.ColorKind
  88408. * - VertexBuffer.MatricesIndicesKind
  88409. * - VertexBuffer.MatricesIndicesExtraKind
  88410. * - VertexBuffer.MatricesWeightsKind
  88411. * - VertexBuffer.MatricesWeightsExtraKind
  88412. * @returns a boolean
  88413. */
  88414. isVerticesDataPresent(kind: string): boolean;
  88415. /**
  88416. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  88417. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  88418. * - VertexBuffer.PositionKind
  88419. * - VertexBuffer.UVKind
  88420. * - VertexBuffer.UV2Kind
  88421. * - VertexBuffer.UV3Kind
  88422. * - VertexBuffer.UV4Kind
  88423. * - VertexBuffer.UV5Kind
  88424. * - VertexBuffer.UV6Kind
  88425. * - VertexBuffer.ColorKind
  88426. * - VertexBuffer.MatricesIndicesKind
  88427. * - VertexBuffer.MatricesIndicesExtraKind
  88428. * - VertexBuffer.MatricesWeightsKind
  88429. * - VertexBuffer.MatricesWeightsExtraKind
  88430. * @returns a boolean
  88431. */
  88432. isVertexBufferUpdatable(kind: string): boolean;
  88433. /**
  88434. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  88435. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88436. * - VertexBuffer.PositionKind
  88437. * - VertexBuffer.NormalKind
  88438. * - VertexBuffer.UVKind
  88439. * - VertexBuffer.UV2Kind
  88440. * - VertexBuffer.UV3Kind
  88441. * - VertexBuffer.UV4Kind
  88442. * - VertexBuffer.UV5Kind
  88443. * - VertexBuffer.UV6Kind
  88444. * - VertexBuffer.ColorKind
  88445. * - VertexBuffer.MatricesIndicesKind
  88446. * - VertexBuffer.MatricesIndicesExtraKind
  88447. * - VertexBuffer.MatricesWeightsKind
  88448. * - VertexBuffer.MatricesWeightsExtraKind
  88449. * @returns an array of strings
  88450. */
  88451. getVerticesDataKinds(): string[];
  88452. /**
  88453. * Returns a positive integer : the total number of indices in this mesh geometry.
  88454. * @returns the numner of indices or zero if the mesh has no geometry.
  88455. */
  88456. getTotalIndices(): number;
  88457. /**
  88458. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  88459. * @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.
  88460. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88461. * @returns the indices array or an empty array if the mesh has no geometry
  88462. */
  88463. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  88464. readonly isBlocked: boolean;
  88465. /**
  88466. * Determine if the current mesh is ready to be rendered
  88467. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  88468. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  88469. * @returns true if all associated assets are ready (material, textures, shaders)
  88470. */
  88471. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  88472. /**
  88473. * 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.
  88474. */
  88475. readonly areNormalsFrozen: boolean;
  88476. /**
  88477. * 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.
  88478. * @returns the current mesh
  88479. */
  88480. freezeNormals(): Mesh;
  88481. /**
  88482. * 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
  88483. * @returns the current mesh
  88484. */
  88485. unfreezeNormals(): Mesh;
  88486. /**
  88487. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  88488. */
  88489. overridenInstanceCount: number;
  88490. /** @hidden */
  88491. _preActivate(): Mesh;
  88492. /** @hidden */
  88493. _preActivateForIntermediateRendering(renderId: number): Mesh;
  88494. /** @hidden */
  88495. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  88496. /**
  88497. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  88498. * This means the mesh underlying bounding box and sphere are recomputed.
  88499. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  88500. * @returns the current mesh
  88501. */
  88502. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  88503. /** @hidden */
  88504. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  88505. /**
  88506. * This function will subdivide the mesh into multiple submeshes
  88507. * @param count defines the expected number of submeshes
  88508. */
  88509. subdivide(count: number): void;
  88510. /**
  88511. * Copy a FloatArray into a specific associated vertex buffer
  88512. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88513. * - VertexBuffer.PositionKind
  88514. * - VertexBuffer.UVKind
  88515. * - VertexBuffer.UV2Kind
  88516. * - VertexBuffer.UV3Kind
  88517. * - VertexBuffer.UV4Kind
  88518. * - VertexBuffer.UV5Kind
  88519. * - VertexBuffer.UV6Kind
  88520. * - VertexBuffer.ColorKind
  88521. * - VertexBuffer.MatricesIndicesKind
  88522. * - VertexBuffer.MatricesIndicesExtraKind
  88523. * - VertexBuffer.MatricesWeightsKind
  88524. * - VertexBuffer.MatricesWeightsExtraKind
  88525. * @param data defines the data source
  88526. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  88527. * @param stride defines the data stride size (can be null)
  88528. * @returns the current mesh
  88529. */
  88530. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  88531. /**
  88532. * Flags an associated vertex buffer as updatable
  88533. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  88534. * - VertexBuffer.PositionKind
  88535. * - VertexBuffer.UVKind
  88536. * - VertexBuffer.UV2Kind
  88537. * - VertexBuffer.UV3Kind
  88538. * - VertexBuffer.UV4Kind
  88539. * - VertexBuffer.UV5Kind
  88540. * - VertexBuffer.UV6Kind
  88541. * - VertexBuffer.ColorKind
  88542. * - VertexBuffer.MatricesIndicesKind
  88543. * - VertexBuffer.MatricesIndicesExtraKind
  88544. * - VertexBuffer.MatricesWeightsKind
  88545. * - VertexBuffer.MatricesWeightsExtraKind
  88546. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  88547. */
  88548. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  88549. /**
  88550. * Sets the mesh global Vertex Buffer
  88551. * @param buffer defines the buffer to use
  88552. * @returns the current mesh
  88553. */
  88554. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  88555. /**
  88556. * Update a specific associated vertex buffer
  88557. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88558. * - VertexBuffer.PositionKind
  88559. * - VertexBuffer.UVKind
  88560. * - VertexBuffer.UV2Kind
  88561. * - VertexBuffer.UV3Kind
  88562. * - VertexBuffer.UV4Kind
  88563. * - VertexBuffer.UV5Kind
  88564. * - VertexBuffer.UV6Kind
  88565. * - VertexBuffer.ColorKind
  88566. * - VertexBuffer.MatricesIndicesKind
  88567. * - VertexBuffer.MatricesIndicesExtraKind
  88568. * - VertexBuffer.MatricesWeightsKind
  88569. * - VertexBuffer.MatricesWeightsExtraKind
  88570. * @param data defines the data source
  88571. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  88572. * @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)
  88573. * @returns the current mesh
  88574. */
  88575. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  88576. /**
  88577. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  88578. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  88579. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  88580. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  88581. * @returns the current mesh
  88582. */
  88583. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  88584. /**
  88585. * Creates a un-shared specific occurence of the geometry for the mesh.
  88586. * @returns the current mesh
  88587. */
  88588. makeGeometryUnique(): Mesh;
  88589. /**
  88590. * Set the index buffer of this mesh
  88591. * @param indices defines the source data
  88592. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  88593. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  88594. * @returns the current mesh
  88595. */
  88596. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  88597. /**
  88598. * Update the current index buffer
  88599. * @param indices defines the source data
  88600. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  88601. * @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)
  88602. * @returns the current mesh
  88603. */
  88604. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  88605. /**
  88606. * Invert the geometry to move from a right handed system to a left handed one.
  88607. * @returns the current mesh
  88608. */
  88609. toLeftHanded(): Mesh;
  88610. /** @hidden */
  88611. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  88612. /** @hidden */
  88613. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  88614. /**
  88615. * Registers for this mesh a javascript function called just before the rendering process
  88616. * @param func defines the function to call before rendering this mesh
  88617. * @returns the current mesh
  88618. */
  88619. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  88620. /**
  88621. * Disposes a previously registered javascript function called before the rendering
  88622. * @param func defines the function to remove
  88623. * @returns the current mesh
  88624. */
  88625. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  88626. /**
  88627. * Registers for this mesh a javascript function called just after the rendering is complete
  88628. * @param func defines the function to call after rendering this mesh
  88629. * @returns the current mesh
  88630. */
  88631. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88632. /**
  88633. * Disposes a previously registered javascript function called after the rendering.
  88634. * @param func defines the function to remove
  88635. * @returns the current mesh
  88636. */
  88637. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88638. /** @hidden */
  88639. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  88640. /** @hidden */
  88641. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  88642. /** @hidden */
  88643. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  88644. /** @hidden */
  88645. _rebuild(): void;
  88646. /** @hidden */
  88647. _freeze(): void;
  88648. /** @hidden */
  88649. _unFreeze(): void;
  88650. /**
  88651. * 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
  88652. * @param subMesh defines the subMesh to render
  88653. * @param enableAlphaMode defines if alpha mode can be changed
  88654. * @returns the current mesh
  88655. */
  88656. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  88657. private _onBeforeDraw;
  88658. /**
  88659. * Renormalize the mesh and patch it up if there are no weights
  88660. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  88661. * However in the case of zero weights then we set just a single influence to 1.
  88662. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  88663. */
  88664. cleanMatrixWeights(): void;
  88665. private normalizeSkinFourWeights;
  88666. private normalizeSkinWeightsAndExtra;
  88667. /**
  88668. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  88669. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  88670. * the user know there was an issue with importing the mesh
  88671. * @returns a validation object with skinned, valid and report string
  88672. */
  88673. validateSkinning(): {
  88674. skinned: boolean;
  88675. valid: boolean;
  88676. report: string;
  88677. };
  88678. /** @hidden */
  88679. _checkDelayState(): Mesh;
  88680. private _queueLoad;
  88681. /**
  88682. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  88683. * A mesh is in the frustum if its bounding box intersects the frustum
  88684. * @param frustumPlanes defines the frustum to test
  88685. * @returns true if the mesh is in the frustum planes
  88686. */
  88687. isInFrustum(frustumPlanes: Plane[]): boolean;
  88688. /**
  88689. * Sets the mesh material by the material or multiMaterial `id` property
  88690. * @param id is a string identifying the material or the multiMaterial
  88691. * @returns the current mesh
  88692. */
  88693. setMaterialByID(id: string): Mesh;
  88694. /**
  88695. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  88696. * @returns an array of IAnimatable
  88697. */
  88698. getAnimatables(): IAnimatable[];
  88699. /**
  88700. * Modifies the mesh geometry according to the passed transformation matrix.
  88701. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  88702. * The mesh normals are modified using the same transformation.
  88703. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88704. * @param transform defines the transform matrix to use
  88705. * @see http://doc.babylonjs.com/resources/baking_transformations
  88706. * @returns the current mesh
  88707. */
  88708. bakeTransformIntoVertices(transform: Matrix): Mesh;
  88709. /**
  88710. * Modifies the mesh geometry according to its own current World Matrix.
  88711. * The mesh World Matrix is then reset.
  88712. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  88713. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88714. * @see http://doc.babylonjs.com/resources/baking_transformations
  88715. * @returns the current mesh
  88716. */
  88717. bakeCurrentTransformIntoVertices(): Mesh;
  88718. /** @hidden */
  88719. readonly _positions: Nullable<Vector3[]>;
  88720. /** @hidden */
  88721. _resetPointsArrayCache(): Mesh;
  88722. /** @hidden */
  88723. _generatePointsArray(): boolean;
  88724. /**
  88725. * Returns a new Mesh object generated from the current mesh properties.
  88726. * This method must not get confused with createInstance()
  88727. * @param name is a string, the name given to the new mesh
  88728. * @param newParent can be any Node object (default `null`)
  88729. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  88730. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  88731. * @returns a new mesh
  88732. */
  88733. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  88734. /**
  88735. * Releases resources associated with this mesh.
  88736. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88737. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88738. */
  88739. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88740. /**
  88741. * Modifies the mesh geometry according to a displacement map.
  88742. * 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.
  88743. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88744. * @param url is a string, the URL from the image file is to be downloaded.
  88745. * @param minHeight is the lower limit of the displacement.
  88746. * @param maxHeight is the upper limit of the displacement.
  88747. * @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.
  88748. * @param uvOffset is an optional vector2 used to offset UV.
  88749. * @param uvScale is an optional vector2 used to scale UV.
  88750. * @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.
  88751. * @returns the Mesh.
  88752. */
  88753. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88754. /**
  88755. * Modifies the mesh geometry according to a displacementMap buffer.
  88756. * 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.
  88757. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88758. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  88759. * @param heightMapWidth is the width of the buffer image.
  88760. * @param heightMapHeight is the height of the buffer image.
  88761. * @param minHeight is the lower limit of the displacement.
  88762. * @param maxHeight is the upper limit of the displacement.
  88763. * @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.
  88764. * @param uvOffset is an optional vector2 used to offset UV.
  88765. * @param uvScale is an optional vector2 used to scale UV.
  88766. * @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.
  88767. * @returns the Mesh.
  88768. */
  88769. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88770. /**
  88771. * Modify the mesh to get a flat shading rendering.
  88772. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  88773. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  88774. * @returns current mesh
  88775. */
  88776. convertToFlatShadedMesh(): Mesh;
  88777. /**
  88778. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  88779. * In other words, more vertices, no more indices and a single bigger VBO.
  88780. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  88781. * @returns current mesh
  88782. */
  88783. convertToUnIndexedMesh(): Mesh;
  88784. /**
  88785. * Inverses facet orientations.
  88786. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88787. * @param flipNormals will also inverts the normals
  88788. * @returns current mesh
  88789. */
  88790. flipFaces(flipNormals?: boolean): Mesh;
  88791. /**
  88792. * Increase the number of facets and hence vertices in a mesh
  88793. * Vertex normals are interpolated from existing vertex normals
  88794. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88795. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  88796. */
  88797. increaseVertices(numberPerEdge: number): void;
  88798. /**
  88799. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  88800. * This will undo any application of covertToFlatShadedMesh
  88801. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88802. */
  88803. forceSharedVertices(): void;
  88804. /** @hidden */
  88805. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  88806. /** @hidden */
  88807. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  88808. /**
  88809. * Creates a new InstancedMesh object from the mesh model.
  88810. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88811. * @param name defines the name of the new instance
  88812. * @returns a new InstancedMesh
  88813. */
  88814. createInstance(name: string): InstancedMesh;
  88815. /**
  88816. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  88817. * After this call, all the mesh instances have the same submeshes than the current mesh.
  88818. * @returns the current mesh
  88819. */
  88820. synchronizeInstances(): Mesh;
  88821. /**
  88822. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  88823. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  88824. * This should be used together with the simplification to avoid disappearing triangles.
  88825. * @param successCallback an optional success callback to be called after the optimization finished.
  88826. * @returns the current mesh
  88827. */
  88828. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  88829. /**
  88830. * Serialize current mesh
  88831. * @param serializationObject defines the object which will receive the serialization data
  88832. */
  88833. serialize(serializationObject: any): void;
  88834. /** @hidden */
  88835. _syncGeometryWithMorphTargetManager(): void;
  88836. /** @hidden */
  88837. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  88838. /**
  88839. * Returns a new Mesh object parsed from the source provided.
  88840. * @param parsedMesh is the source
  88841. * @param scene defines the hosting scene
  88842. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  88843. * @returns a new Mesh
  88844. */
  88845. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  88846. /**
  88847. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  88848. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88849. * @param name defines the name of the mesh to create
  88850. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  88851. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  88852. * @param closePath creates a seam between the first and the last points of each path of the path array
  88853. * @param offset is taken in account only if the `pathArray` is containing a single path
  88854. * @param scene defines the hosting scene
  88855. * @param updatable defines if the mesh must be flagged as updatable
  88856. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88857. * @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)
  88858. * @returns a new Mesh
  88859. */
  88860. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88861. /**
  88862. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  88863. * @param name defines the name of the mesh to create
  88864. * @param radius sets the radius size (float) of the polygon (default 0.5)
  88865. * @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
  88866. * @param scene defines the hosting scene
  88867. * @param updatable defines if the mesh must be flagged as updatable
  88868. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88869. * @returns a new Mesh
  88870. */
  88871. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88872. /**
  88873. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  88874. * @param name defines the name of the mesh to create
  88875. * @param size sets the size (float) of each box side (default 1)
  88876. * @param scene defines the hosting scene
  88877. * @param updatable defines if the mesh must be flagged as updatable
  88878. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88879. * @returns a new Mesh
  88880. */
  88881. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88882. /**
  88883. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  88884. * @param name defines the name of the mesh to create
  88885. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88886. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88887. * @param scene defines the hosting scene
  88888. * @param updatable defines if the mesh must be flagged as updatable
  88889. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88890. * @returns a new Mesh
  88891. */
  88892. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88893. /**
  88894. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  88895. * @param name defines the name of the mesh to create
  88896. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88897. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88898. * @param scene defines the hosting scene
  88899. * @returns a new Mesh
  88900. */
  88901. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  88902. /**
  88903. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  88904. * @param name defines the name of the mesh to create
  88905. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  88906. * @param diameterTop set the top cap diameter (floats, default 1)
  88907. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  88908. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  88909. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  88910. * @param scene defines the hosting scene
  88911. * @param updatable defines if the mesh must be flagged as updatable
  88912. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88913. * @returns a new Mesh
  88914. */
  88915. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  88916. /**
  88917. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  88918. * @param name defines the name of the mesh to create
  88919. * @param diameter sets the diameter size (float) of the torus (default 1)
  88920. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  88921. * @param tessellation sets the number of torus sides (postive integer, default 16)
  88922. * @param scene defines the hosting scene
  88923. * @param updatable defines if the mesh must be flagged as updatable
  88924. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88925. * @returns a new Mesh
  88926. */
  88927. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88928. /**
  88929. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  88930. * @param name defines the name of the mesh to create
  88931. * @param radius sets the global radius size (float) of the torus knot (default 2)
  88932. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  88933. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  88934. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  88935. * @param p the number of windings on X axis (positive integers, default 2)
  88936. * @param q the number of windings on Y axis (positive integers, default 3)
  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 CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88943. /**
  88944. * Creates a line 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 points is an array successive Vector3
  88947. * @param scene defines the hosting scene
  88948. * @param updatable defines if the mesh must be flagged as updatable
  88949. * @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).
  88950. * @returns a new Mesh
  88951. */
  88952. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  88953. /**
  88954. * Creates a dashed line 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 points is an array successive Vector3
  88957. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  88958. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  88959. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  88960. * @param scene defines the hosting scene
  88961. * @param updatable defines if the mesh must be flagged as updatable
  88962. * @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)
  88963. * @returns a new Mesh
  88964. */
  88965. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  88966. /**
  88967. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  88968. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  88969. * 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.
  88970. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88971. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  88972. * Remember you can only change the shape positions, not their number when updating a polygon.
  88973. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  88974. * @param name defines the name of the mesh to create
  88975. * @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
  88976. * @param scene defines the hosting scene
  88977. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88978. * @param updatable defines if the mesh must be flagged as updatable
  88979. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88980. * @param earcutInjection can be used to inject your own earcut reference
  88981. * @returns a new Mesh
  88982. */
  88983. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88984. /**
  88985. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  88986. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  88987. * @param name defines the name of the mesh to create
  88988. * @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
  88989. * @param depth defines the height of extrusion
  88990. * @param scene defines the hosting scene
  88991. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88992. * @param updatable defines if the mesh must be flagged as updatable
  88993. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88994. * @param earcutInjection can be used to inject your own earcut reference
  88995. * @returns a new Mesh
  88996. */
  88997. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88998. /**
  88999. * Creates an extruded shape mesh.
  89000. * 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
  89001. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89002. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89003. * @param name defines the name of the mesh to create
  89004. * @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
  89005. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89006. * @param scale is the value to scale the shape
  89007. * @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
  89008. * @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
  89009. * @param scene defines the hosting scene
  89010. * @param updatable defines if the mesh must be flagged as updatable
  89011. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89012. * @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)
  89013. * @returns a new Mesh
  89014. */
  89015. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89016. /**
  89017. * Creates an custom extruded shape mesh.
  89018. * The custom extrusion is a parametric shape.
  89019. * It has no predefined shape. Its final shape will depend on the input parameters.
  89020. * Please consider using the same method from the MeshBuilder class instead
  89021. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89022. * @param name defines the name of the mesh to create
  89023. * @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
  89024. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89025. * @param scaleFunction is a custom Javascript function called on each path point
  89026. * @param rotationFunction is a custom Javascript function called on each path point
  89027. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  89028. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  89029. * @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
  89030. * @param scene defines the hosting scene
  89031. * @param updatable defines if the mesh must be flagged as updatable
  89032. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89033. * @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)
  89034. * @returns a new Mesh
  89035. */
  89036. 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;
  89037. /**
  89038. * Creates lathe mesh.
  89039. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  89040. * Please consider using the same method from the MeshBuilder class instead
  89041. * @param name defines the name of the mesh to create
  89042. * @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
  89043. * @param radius is the radius value of the lathe
  89044. * @param tessellation is the side number of the lathe.
  89045. * @param scene defines the hosting scene
  89046. * @param updatable defines if the mesh must be flagged as updatable
  89047. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89048. * @returns a new Mesh
  89049. */
  89050. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89051. /**
  89052. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  89053. * @param name defines the name of the mesh to create
  89054. * @param size sets the size (float) of both sides of the plane at once (default 1)
  89055. * @param scene defines the hosting scene
  89056. * @param updatable defines if the mesh must be flagged as updatable
  89057. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89058. * @returns a new Mesh
  89059. */
  89060. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89061. /**
  89062. * Creates a ground mesh.
  89063. * Please consider using the same method from the MeshBuilder class instead
  89064. * @param name defines the name of the mesh to create
  89065. * @param width set the width of the ground
  89066. * @param height set the height of the ground
  89067. * @param subdivisions sets the number of subdivisions per side
  89068. * @param scene defines the hosting scene
  89069. * @param updatable defines if the mesh must be flagged as updatable
  89070. * @returns a new Mesh
  89071. */
  89072. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  89073. /**
  89074. * Creates a tiled ground mesh.
  89075. * Please consider using the same method from the MeshBuilder class instead
  89076. * @param name defines the name of the mesh to create
  89077. * @param xmin set the ground minimum X coordinate
  89078. * @param zmin set the ground minimum Y coordinate
  89079. * @param xmax set the ground maximum X coordinate
  89080. * @param zmax set the ground maximum Z coordinate
  89081. * @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
  89082. * @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
  89083. * @param scene defines the hosting scene
  89084. * @param updatable defines if the mesh must be flagged as updatable
  89085. * @returns a new Mesh
  89086. */
  89087. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  89088. w: number;
  89089. h: number;
  89090. }, precision: {
  89091. w: number;
  89092. h: number;
  89093. }, scene: Scene, updatable?: boolean): Mesh;
  89094. /**
  89095. * Creates a ground mesh from a height map.
  89096. * Please consider using the same method from the MeshBuilder class instead
  89097. * @see http://doc.babylonjs.com/babylon101/height_map
  89098. * @param name defines the name of the mesh to create
  89099. * @param url sets the URL of the height map image resource
  89100. * @param width set the ground width size
  89101. * @param height set the ground height size
  89102. * @param subdivisions sets the number of subdivision per side
  89103. * @param minHeight is the minimum altitude on the ground
  89104. * @param maxHeight is the maximum altitude on the ground
  89105. * @param scene defines the hosting scene
  89106. * @param updatable defines if the mesh must be flagged as updatable
  89107. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  89108. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  89109. * @returns a new Mesh
  89110. */
  89111. 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;
  89112. /**
  89113. * Creates a tube mesh.
  89114. * The tube is a parametric shape.
  89115. * It has no predefined shape. Its final shape will depend on the input parameters.
  89116. * Please consider using the same method from the MeshBuilder class instead
  89117. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89118. * @param name defines the name of the mesh to create
  89119. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  89120. * @param radius sets the tube radius size
  89121. * @param tessellation is the number of sides on the tubular surface
  89122. * @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
  89123. * @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
  89124. * @param scene defines the hosting scene
  89125. * @param updatable defines if the mesh must be flagged as updatable
  89126. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89127. * @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)
  89128. * @returns a new Mesh
  89129. */
  89130. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  89131. (i: number, distance: number): number;
  89132. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89133. /**
  89134. * Creates a polyhedron mesh.
  89135. * Please consider using the same method from the MeshBuilder class instead.
  89136. * * 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
  89137. * * The parameter `size` (positive float, default 1) sets the polygon size
  89138. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  89139. * * 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`
  89140. * * 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
  89141. * * 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)`)
  89142. * * 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
  89143. * * 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
  89144. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89145. * * If you create a double-sided mesh, you can choose what parts of 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
  89146. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89147. * @param name defines the name of the mesh to create
  89148. * @param options defines the options used to create the mesh
  89149. * @param scene defines the hosting scene
  89150. * @returns a new Mesh
  89151. */
  89152. static CreatePolyhedron(name: string, options: {
  89153. type?: number;
  89154. size?: number;
  89155. sizeX?: number;
  89156. sizeY?: number;
  89157. sizeZ?: number;
  89158. custom?: any;
  89159. faceUV?: Vector4[];
  89160. faceColors?: Color4[];
  89161. updatable?: boolean;
  89162. sideOrientation?: number;
  89163. }, scene: Scene): Mesh;
  89164. /**
  89165. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  89166. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  89167. * * 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`)
  89168. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  89169. * * 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
  89170. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89171. * * If you create a double-sided mesh, you can choose what parts of 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
  89172. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89173. * @param name defines the name of the mesh
  89174. * @param options defines the options used to create the mesh
  89175. * @param scene defines the hosting scene
  89176. * @returns a new Mesh
  89177. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  89178. */
  89179. static CreateIcoSphere(name: string, options: {
  89180. radius?: number;
  89181. flat?: boolean;
  89182. subdivisions?: number;
  89183. sideOrientation?: number;
  89184. updatable?: boolean;
  89185. }, scene: Scene): Mesh;
  89186. /**
  89187. * Creates a decal mesh.
  89188. * Please consider using the same method from the MeshBuilder class instead.
  89189. * A decal is a mesh usually applied as a model onto the surface of another mesh
  89190. * @param name defines the name of the mesh
  89191. * @param sourceMesh defines the mesh receiving the decal
  89192. * @param position sets the position of the decal in world coordinates
  89193. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  89194. * @param size sets the decal scaling
  89195. * @param angle sets the angle to rotate the decal
  89196. * @returns a new Mesh
  89197. */
  89198. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  89199. /**
  89200. * Prepare internal position array for software CPU skinning
  89201. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  89202. */
  89203. setPositionsForCPUSkinning(): Float32Array;
  89204. /**
  89205. * Prepare internal normal array for software CPU skinning
  89206. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  89207. */
  89208. setNormalsForCPUSkinning(): Float32Array;
  89209. /**
  89210. * Updates the vertex buffer by applying transformation from the bones
  89211. * @param skeleton defines the skeleton to apply to current mesh
  89212. * @returns the current mesh
  89213. */
  89214. applySkeleton(skeleton: Skeleton): Mesh;
  89215. /**
  89216. * 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
  89217. * @param meshes defines the list of meshes to scan
  89218. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  89219. */
  89220. static MinMax(meshes: AbstractMesh[]): {
  89221. min: Vector3;
  89222. max: Vector3;
  89223. };
  89224. /**
  89225. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  89226. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  89227. * @returns a vector3
  89228. */
  89229. static Center(meshesOrMinMaxVector: {
  89230. min: Vector3;
  89231. max: Vector3;
  89232. } | AbstractMesh[]): Vector3;
  89233. /**
  89234. * Merge the array of meshes into a single mesh for performance reasons.
  89235. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  89236. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  89237. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  89238. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  89239. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  89240. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  89241. * @returns a new mesh
  89242. */
  89243. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  89244. /** @hidden */
  89245. addInstance(instance: InstancedMesh): void;
  89246. /** @hidden */
  89247. removeInstance(instance: InstancedMesh): void;
  89248. }
  89249. }
  89250. declare module BABYLON {
  89251. /**
  89252. * This is the base class of all the camera used in the application.
  89253. * @see http://doc.babylonjs.com/features/cameras
  89254. */
  89255. export class Camera extends Node {
  89256. /** @hidden */
  89257. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  89258. /**
  89259. * This is the default projection mode used by the cameras.
  89260. * It helps recreating a feeling of perspective and better appreciate depth.
  89261. * This is the best way to simulate real life cameras.
  89262. */
  89263. static readonly PERSPECTIVE_CAMERA: number;
  89264. /**
  89265. * This helps creating camera with an orthographic mode.
  89266. * 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.
  89267. */
  89268. static readonly ORTHOGRAPHIC_CAMERA: number;
  89269. /**
  89270. * This is the default FOV mode for perspective cameras.
  89271. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  89272. */
  89273. static readonly FOVMODE_VERTICAL_FIXED: number;
  89274. /**
  89275. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  89276. */
  89277. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  89278. /**
  89279. * This specifies ther is no need for a camera rig.
  89280. * Basically only one eye is rendered corresponding to the camera.
  89281. */
  89282. static readonly RIG_MODE_NONE: number;
  89283. /**
  89284. * Simulates a camera Rig with one blue eye and one red eye.
  89285. * This can be use with 3d blue and red glasses.
  89286. */
  89287. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  89288. /**
  89289. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  89290. */
  89291. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  89292. /**
  89293. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  89294. */
  89295. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  89296. /**
  89297. * Defines that both eyes of the camera will be rendered over under each other.
  89298. */
  89299. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  89300. /**
  89301. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  89302. */
  89303. static readonly RIG_MODE_VR: number;
  89304. /**
  89305. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  89306. */
  89307. static readonly RIG_MODE_WEBVR: number;
  89308. /**
  89309. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  89310. */
  89311. static readonly RIG_MODE_CUSTOM: number;
  89312. /**
  89313. * Defines if by default attaching controls should prevent the default javascript event to continue.
  89314. */
  89315. static ForceAttachControlToAlwaysPreventDefault: boolean;
  89316. /**
  89317. * Define the input manager associated with the camera.
  89318. */
  89319. inputs: CameraInputsManager<Camera>;
  89320. /** @hidden */
  89321. _position: Vector3;
  89322. /**
  89323. * Define the current local position of the camera in the scene
  89324. */
  89325. position: Vector3;
  89326. /**
  89327. * The vector the camera should consider as up.
  89328. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  89329. */
  89330. upVector: Vector3;
  89331. /**
  89332. * Define the current limit on the left side for an orthographic camera
  89333. * In scene unit
  89334. */
  89335. orthoLeft: Nullable<number>;
  89336. /**
  89337. * Define the current limit on the right side for an orthographic camera
  89338. * In scene unit
  89339. */
  89340. orthoRight: Nullable<number>;
  89341. /**
  89342. * Define the current limit on the bottom side for an orthographic camera
  89343. * In scene unit
  89344. */
  89345. orthoBottom: Nullable<number>;
  89346. /**
  89347. * Define the current limit on the top side for an orthographic camera
  89348. * In scene unit
  89349. */
  89350. orthoTop: Nullable<number>;
  89351. /**
  89352. * Field Of View is set in Radians. (default is 0.8)
  89353. */
  89354. fov: number;
  89355. /**
  89356. * Define the minimum distance the camera can see from.
  89357. * This is important to note that the depth buffer are not infinite and the closer it starts
  89358. * the more your scene might encounter depth fighting issue.
  89359. */
  89360. minZ: number;
  89361. /**
  89362. * Define the maximum distance the camera can see to.
  89363. * This is important to note that the depth buffer are not infinite and the further it end
  89364. * the more your scene might encounter depth fighting issue.
  89365. */
  89366. maxZ: number;
  89367. /**
  89368. * Define the default inertia of the camera.
  89369. * This helps giving a smooth feeling to the camera movement.
  89370. */
  89371. inertia: number;
  89372. /**
  89373. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  89374. */
  89375. mode: number;
  89376. /**
  89377. * Define wether the camera is intermediate.
  89378. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  89379. */
  89380. isIntermediate: boolean;
  89381. /**
  89382. * Define the viewport of the camera.
  89383. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  89384. */
  89385. viewport: Viewport;
  89386. /**
  89387. * Restricts the camera to viewing objects with the same layerMask.
  89388. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  89389. */
  89390. layerMask: number;
  89391. /**
  89392. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  89393. */
  89394. fovMode: number;
  89395. /**
  89396. * Rig mode of the camera.
  89397. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  89398. * This is normally controlled byt the camera themselves as internal use.
  89399. */
  89400. cameraRigMode: number;
  89401. /**
  89402. * Defines the distance between both "eyes" in case of a RIG
  89403. */
  89404. interaxialDistance: number;
  89405. /**
  89406. * Defines if stereoscopic rendering is done side by side or over under.
  89407. */
  89408. isStereoscopicSideBySide: boolean;
  89409. /**
  89410. * 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
  89411. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  89412. * else in the scene. (Eg. security camera)
  89413. *
  89414. * 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)
  89415. */
  89416. customRenderTargets: RenderTargetTexture[];
  89417. /**
  89418. * When set, the camera will render to this render target instead of the default canvas
  89419. *
  89420. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  89421. */
  89422. outputRenderTarget: Nullable<RenderTargetTexture>;
  89423. /**
  89424. * Observable triggered when the camera view matrix has changed.
  89425. */
  89426. onViewMatrixChangedObservable: Observable<Camera>;
  89427. /**
  89428. * Observable triggered when the camera Projection matrix has changed.
  89429. */
  89430. onProjectionMatrixChangedObservable: Observable<Camera>;
  89431. /**
  89432. * Observable triggered when the inputs have been processed.
  89433. */
  89434. onAfterCheckInputsObservable: Observable<Camera>;
  89435. /**
  89436. * Observable triggered when reset has been called and applied to the camera.
  89437. */
  89438. onRestoreStateObservable: Observable<Camera>;
  89439. /** @hidden */
  89440. _cameraRigParams: any;
  89441. /** @hidden */
  89442. _rigCameras: Camera[];
  89443. /** @hidden */
  89444. _rigPostProcess: Nullable<PostProcess>;
  89445. protected _webvrViewMatrix: Matrix;
  89446. /** @hidden */
  89447. _skipRendering: boolean;
  89448. /** @hidden */
  89449. _projectionMatrix: Matrix;
  89450. /** @hidden */
  89451. _postProcesses: Nullable<PostProcess>[];
  89452. /** @hidden */
  89453. _activeMeshes: SmartArray<AbstractMesh>;
  89454. protected _globalPosition: Vector3;
  89455. /** @hidden */
  89456. _computedViewMatrix: Matrix;
  89457. private _doNotComputeProjectionMatrix;
  89458. private _transformMatrix;
  89459. private _frustumPlanes;
  89460. private _refreshFrustumPlanes;
  89461. private _storedFov;
  89462. private _stateStored;
  89463. /**
  89464. * Instantiates a new camera object.
  89465. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  89466. * @see http://doc.babylonjs.com/features/cameras
  89467. * @param name Defines the name of the camera in the scene
  89468. * @param position Defines the position of the camera
  89469. * @param scene Defines the scene the camera belongs too
  89470. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  89471. */
  89472. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  89473. /**
  89474. * Store current camera state (fov, position, etc..)
  89475. * @returns the camera
  89476. */
  89477. storeState(): Camera;
  89478. /**
  89479. * Restores the camera state values if it has been stored. You must call storeState() first
  89480. */
  89481. protected _restoreStateValues(): boolean;
  89482. /**
  89483. * Restored camera state. You must call storeState() first.
  89484. * @returns true if restored and false otherwise
  89485. */
  89486. restoreState(): boolean;
  89487. /**
  89488. * Gets the class name of the camera.
  89489. * @returns the class name
  89490. */
  89491. getClassName(): string;
  89492. /** @hidden */
  89493. readonly _isCamera: boolean;
  89494. /**
  89495. * Gets a string representation of the camera useful for debug purpose.
  89496. * @param fullDetails Defines that a more verboe level of logging is required
  89497. * @returns the string representation
  89498. */
  89499. toString(fullDetails?: boolean): string;
  89500. /**
  89501. * Gets the current world space position of the camera.
  89502. */
  89503. readonly globalPosition: Vector3;
  89504. /**
  89505. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  89506. * @returns the active meshe list
  89507. */
  89508. getActiveMeshes(): SmartArray<AbstractMesh>;
  89509. /**
  89510. * Check wether a mesh is part of the current active mesh list of the camera
  89511. * @param mesh Defines the mesh to check
  89512. * @returns true if active, false otherwise
  89513. */
  89514. isActiveMesh(mesh: Mesh): boolean;
  89515. /**
  89516. * Is this camera ready to be used/rendered
  89517. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  89518. * @return true if the camera is ready
  89519. */
  89520. isReady(completeCheck?: boolean): boolean;
  89521. /** @hidden */
  89522. _initCache(): void;
  89523. /** @hidden */
  89524. _updateCache(ignoreParentClass?: boolean): void;
  89525. /** @hidden */
  89526. _isSynchronized(): boolean;
  89527. /** @hidden */
  89528. _isSynchronizedViewMatrix(): boolean;
  89529. /** @hidden */
  89530. _isSynchronizedProjectionMatrix(): boolean;
  89531. /**
  89532. * Attach the input controls to a specific dom element to get the input from.
  89533. * @param element Defines the element the controls should be listened from
  89534. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  89535. */
  89536. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  89537. /**
  89538. * Detach the current controls from the specified dom element.
  89539. * @param element Defines the element to stop listening the inputs from
  89540. */
  89541. detachControl(element: HTMLElement): void;
  89542. /**
  89543. * Update the camera state according to the different inputs gathered during the frame.
  89544. */
  89545. update(): void;
  89546. /** @hidden */
  89547. _checkInputs(): void;
  89548. /** @hidden */
  89549. readonly rigCameras: Camera[];
  89550. /**
  89551. * Gets the post process used by the rig cameras
  89552. */
  89553. readonly rigPostProcess: Nullable<PostProcess>;
  89554. /**
  89555. * Internal, gets the first post proces.
  89556. * @returns the first post process to be run on this camera.
  89557. */
  89558. _getFirstPostProcess(): Nullable<PostProcess>;
  89559. private _cascadePostProcessesToRigCams;
  89560. /**
  89561. * Attach a post process to the camera.
  89562. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  89563. * @param postProcess The post process to attach to the camera
  89564. * @param insertAt The position of the post process in case several of them are in use in the scene
  89565. * @returns the position the post process has been inserted at
  89566. */
  89567. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  89568. /**
  89569. * Detach a post process to the camera.
  89570. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  89571. * @param postProcess The post process to detach from the camera
  89572. */
  89573. detachPostProcess(postProcess: PostProcess): void;
  89574. /**
  89575. * Gets the current world matrix of the camera
  89576. */
  89577. getWorldMatrix(): Matrix;
  89578. /** @hidden */
  89579. _getViewMatrix(): Matrix;
  89580. /**
  89581. * Gets the current view matrix of the camera.
  89582. * @param force forces the camera to recompute the matrix without looking at the cached state
  89583. * @returns the view matrix
  89584. */
  89585. getViewMatrix(force?: boolean): Matrix;
  89586. /**
  89587. * Freeze the projection matrix.
  89588. * It will prevent the cache check of the camera projection compute and can speed up perf
  89589. * if no parameter of the camera are meant to change
  89590. * @param projection Defines manually a projection if necessary
  89591. */
  89592. freezeProjectionMatrix(projection?: Matrix): void;
  89593. /**
  89594. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  89595. */
  89596. unfreezeProjectionMatrix(): void;
  89597. /**
  89598. * Gets the current projection matrix of the camera.
  89599. * @param force forces the camera to recompute the matrix without looking at the cached state
  89600. * @returns the projection matrix
  89601. */
  89602. getProjectionMatrix(force?: boolean): Matrix;
  89603. /**
  89604. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  89605. * @returns a Matrix
  89606. */
  89607. getTransformationMatrix(): Matrix;
  89608. private _updateFrustumPlanes;
  89609. /**
  89610. * Checks if a cullable object (mesh...) is in the camera frustum
  89611. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  89612. * @param target The object to check
  89613. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  89614. * @returns true if the object is in frustum otherwise false
  89615. */
  89616. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  89617. /**
  89618. * Checks if a cullable object (mesh...) is in the camera frustum
  89619. * Unlike isInFrustum this cheks the full bounding box
  89620. * @param target The object to check
  89621. * @returns true if the object is in frustum otherwise false
  89622. */
  89623. isCompletelyInFrustum(target: ICullable): boolean;
  89624. /**
  89625. * Gets a ray in the forward direction from the camera.
  89626. * @param length Defines the length of the ray to create
  89627. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  89628. * @param origin Defines the start point of the ray which defaults to the camera position
  89629. * @returns the forward ray
  89630. */
  89631. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  89632. /**
  89633. * Releases resources associated with this node.
  89634. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89635. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89636. */
  89637. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89638. /** @hidden */
  89639. _isLeftCamera: boolean;
  89640. /**
  89641. * Gets the left camera of a rig setup in case of Rigged Camera
  89642. */
  89643. readonly isLeftCamera: boolean;
  89644. /** @hidden */
  89645. _isRightCamera: boolean;
  89646. /**
  89647. * Gets the right camera of a rig setup in case of Rigged Camera
  89648. */
  89649. readonly isRightCamera: boolean;
  89650. /**
  89651. * Gets the left camera of a rig setup in case of Rigged Camera
  89652. */
  89653. readonly leftCamera: Nullable<FreeCamera>;
  89654. /**
  89655. * Gets the right camera of a rig setup in case of Rigged Camera
  89656. */
  89657. readonly rightCamera: Nullable<FreeCamera>;
  89658. /**
  89659. * Gets the left camera target of a rig setup in case of Rigged Camera
  89660. * @returns the target position
  89661. */
  89662. getLeftTarget(): Nullable<Vector3>;
  89663. /**
  89664. * Gets the right camera target of a rig setup in case of Rigged Camera
  89665. * @returns the target position
  89666. */
  89667. getRightTarget(): Nullable<Vector3>;
  89668. /**
  89669. * @hidden
  89670. */
  89671. setCameraRigMode(mode: number, rigParams: any): void;
  89672. /** @hidden */
  89673. static _setStereoscopicRigMode(camera: Camera): void;
  89674. /** @hidden */
  89675. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  89676. /** @hidden */
  89677. static _setVRRigMode(camera: Camera, rigParams: any): void;
  89678. /** @hidden */
  89679. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  89680. /** @hidden */
  89681. _getVRProjectionMatrix(): Matrix;
  89682. protected _updateCameraRotationMatrix(): void;
  89683. protected _updateWebVRCameraRotationMatrix(): void;
  89684. /**
  89685. * This function MUST be overwritten by the different WebVR cameras available.
  89686. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89687. * @hidden
  89688. */
  89689. _getWebVRProjectionMatrix(): Matrix;
  89690. /**
  89691. * This function MUST be overwritten by the different WebVR cameras available.
  89692. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89693. * @hidden
  89694. */
  89695. _getWebVRViewMatrix(): Matrix;
  89696. /** @hidden */
  89697. setCameraRigParameter(name: string, value: any): void;
  89698. /**
  89699. * needs to be overridden by children so sub has required properties to be copied
  89700. * @hidden
  89701. */
  89702. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  89703. /**
  89704. * May need to be overridden by children
  89705. * @hidden
  89706. */
  89707. _updateRigCameras(): void;
  89708. /** @hidden */
  89709. _setupInputs(): void;
  89710. /**
  89711. * Serialiaze the camera setup to a json represention
  89712. * @returns the JSON representation
  89713. */
  89714. serialize(): any;
  89715. /**
  89716. * Clones the current camera.
  89717. * @param name The cloned camera name
  89718. * @returns the cloned camera
  89719. */
  89720. clone(name: string): Camera;
  89721. /**
  89722. * Gets the direction of the camera relative to a given local axis.
  89723. * @param localAxis Defines the reference axis to provide a relative direction.
  89724. * @return the direction
  89725. */
  89726. getDirection(localAxis: Vector3): Vector3;
  89727. /**
  89728. * Gets the direction of the camera relative to a given local axis into a passed vector.
  89729. * @param localAxis Defines the reference axis to provide a relative direction.
  89730. * @param result Defines the vector to store the result in
  89731. */
  89732. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  89733. /**
  89734. * Gets a camera constructor for a given camera type
  89735. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  89736. * @param name The name of the camera the result will be able to instantiate
  89737. * @param scene The scene the result will construct the camera in
  89738. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  89739. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  89740. * @returns a factory method to construc the camera
  89741. */
  89742. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  89743. /**
  89744. * Compute the world matrix of the camera.
  89745. * @returns the camera workd matrix
  89746. */
  89747. computeWorldMatrix(): Matrix;
  89748. /**
  89749. * Parse a JSON and creates the camera from the parsed information
  89750. * @param parsedCamera The JSON to parse
  89751. * @param scene The scene to instantiate the camera in
  89752. * @returns the newly constructed camera
  89753. */
  89754. static Parse(parsedCamera: any, scene: Scene): Camera;
  89755. }
  89756. }
  89757. declare module BABYLON {
  89758. /**
  89759. * Class containing static functions to help procedurally build meshes
  89760. */
  89761. export class DiscBuilder {
  89762. /**
  89763. * Creates a plane polygonal mesh. By default, this is a disc
  89764. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  89765. * * 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
  89766. * * 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
  89767. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  89768. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  89769. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89770. * @param name defines the name of the mesh
  89771. * @param options defines the options used to create the mesh
  89772. * @param scene defines the hosting scene
  89773. * @returns the plane polygonal mesh
  89774. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  89775. */
  89776. static CreateDisc(name: string, options: {
  89777. radius?: number;
  89778. tessellation?: number;
  89779. arc?: number;
  89780. updatable?: boolean;
  89781. sideOrientation?: number;
  89782. frontUVs?: Vector4;
  89783. backUVs?: Vector4;
  89784. }, scene?: Nullable<Scene>): Mesh;
  89785. }
  89786. }
  89787. declare module BABYLON {
  89788. /**
  89789. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  89790. *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.
  89791. * The SPS is also a particle system. It provides some methods to manage the particles.
  89792. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  89793. *
  89794. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  89795. */
  89796. export class SolidParticleSystem implements IDisposable {
  89797. /**
  89798. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  89799. * Example : var p = SPS.particles[i];
  89800. */
  89801. particles: SolidParticle[];
  89802. /**
  89803. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  89804. */
  89805. nbParticles: number;
  89806. /**
  89807. * If the particles must ever face the camera (default false). Useful for planar particles.
  89808. */
  89809. billboard: boolean;
  89810. /**
  89811. * Recompute normals when adding a shape
  89812. */
  89813. recomputeNormals: boolean;
  89814. /**
  89815. * This a counter ofr your own usage. It's not set by any SPS functions.
  89816. */
  89817. counter: number;
  89818. /**
  89819. * The SPS name. This name is also given to the underlying mesh.
  89820. */
  89821. name: string;
  89822. /**
  89823. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  89824. */
  89825. mesh: Mesh;
  89826. /**
  89827. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  89828. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  89829. */
  89830. vars: any;
  89831. /**
  89832. * This array is populated when the SPS is set as 'pickable'.
  89833. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  89834. * Each element of this array is an object `{idx: int, faceId: int}`.
  89835. * `idx` is the picked particle index in the `SPS.particles` array
  89836. * `faceId` is the picked face index counted within this particle.
  89837. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  89838. */
  89839. pickedParticles: {
  89840. idx: number;
  89841. faceId: number;
  89842. }[];
  89843. /**
  89844. * This array is populated when `enableDepthSort` is set to true.
  89845. * Each element of this array is an instance of the class DepthSortedParticle.
  89846. */
  89847. depthSortedParticles: DepthSortedParticle[];
  89848. /**
  89849. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  89850. * @hidden
  89851. */
  89852. _bSphereOnly: boolean;
  89853. /**
  89854. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  89855. * @hidden
  89856. */
  89857. _bSphereRadiusFactor: number;
  89858. private _scene;
  89859. private _positions;
  89860. private _indices;
  89861. private _normals;
  89862. private _colors;
  89863. private _uvs;
  89864. private _indices32;
  89865. private _positions32;
  89866. private _normals32;
  89867. private _fixedNormal32;
  89868. private _colors32;
  89869. private _uvs32;
  89870. private _index;
  89871. private _updatable;
  89872. private _pickable;
  89873. private _isVisibilityBoxLocked;
  89874. private _alwaysVisible;
  89875. private _depthSort;
  89876. private _shapeCounter;
  89877. private _copy;
  89878. private _color;
  89879. private _computeParticleColor;
  89880. private _computeParticleTexture;
  89881. private _computeParticleRotation;
  89882. private _computeParticleVertex;
  89883. private _computeBoundingBox;
  89884. private _depthSortParticles;
  89885. private _camera;
  89886. private _mustUnrotateFixedNormals;
  89887. private _particlesIntersect;
  89888. private _needs32Bits;
  89889. /**
  89890. * Creates a SPS (Solid Particle System) object.
  89891. * @param name (String) is the SPS name, this will be the underlying mesh name.
  89892. * @param scene (Scene) is the scene in which the SPS is added.
  89893. * @param options defines the options of the sps e.g.
  89894. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  89895. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  89896. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  89897. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  89898. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  89899. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  89900. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  89901. */
  89902. constructor(name: string, scene: Scene, options?: {
  89903. updatable?: boolean;
  89904. isPickable?: boolean;
  89905. enableDepthSort?: boolean;
  89906. particleIntersection?: boolean;
  89907. boundingSphereOnly?: boolean;
  89908. bSphereRadiusFactor?: number;
  89909. });
  89910. /**
  89911. * Builds the SPS underlying mesh. Returns a standard Mesh.
  89912. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  89913. * @returns the created mesh
  89914. */
  89915. buildMesh(): Mesh;
  89916. /**
  89917. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  89918. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  89919. * Thus the particles generated from `digest()` have their property `position` set yet.
  89920. * @param mesh ( Mesh ) is the mesh to be digested
  89921. * @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
  89922. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  89923. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  89924. * @returns the current SPS
  89925. */
  89926. digest(mesh: Mesh, options?: {
  89927. facetNb?: number;
  89928. number?: number;
  89929. delta?: number;
  89930. }): SolidParticleSystem;
  89931. private _unrotateFixedNormals;
  89932. private _resetCopy;
  89933. private _meshBuilder;
  89934. private _posToShape;
  89935. private _uvsToShapeUV;
  89936. private _addParticle;
  89937. /**
  89938. * Adds some particles to the SPS from the model shape. Returns the shape id.
  89939. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  89940. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  89941. * @param nb (positive integer) the number of particles to be created from this model
  89942. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  89943. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  89944. * @returns the number of shapes in the system
  89945. */
  89946. addShape(mesh: Mesh, nb: number, options?: {
  89947. positionFunction?: any;
  89948. vertexFunction?: any;
  89949. }): number;
  89950. private _rebuildParticle;
  89951. /**
  89952. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  89953. * @returns the SPS.
  89954. */
  89955. rebuildMesh(): SolidParticleSystem;
  89956. /**
  89957. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  89958. * This method calls `updateParticle()` for each particle of the SPS.
  89959. * For an animated SPS, it is usually called within the render loop.
  89960. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  89961. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  89962. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  89963. * @returns the SPS.
  89964. */
  89965. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  89966. /**
  89967. * Disposes the SPS.
  89968. */
  89969. dispose(): void;
  89970. /**
  89971. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  89972. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89973. * @returns the SPS.
  89974. */
  89975. refreshVisibleSize(): SolidParticleSystem;
  89976. /**
  89977. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  89978. * @param size the size (float) of the visibility box
  89979. * note : this doesn't lock the SPS mesh bounding box.
  89980. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89981. */
  89982. setVisibilityBox(size: number): void;
  89983. /**
  89984. * Gets whether the SPS as always visible or not
  89985. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89986. */
  89987. /**
  89988. * Sets the SPS as always visible or not
  89989. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89990. */
  89991. isAlwaysVisible: boolean;
  89992. /**
  89993. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89994. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89995. */
  89996. /**
  89997. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89998. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89999. */
  90000. isVisibilityBoxLocked: boolean;
  90001. /**
  90002. * Tells to `setParticles()` to compute the particle rotations or not.
  90003. * Default value : true. The SPS is faster when it's set to false.
  90004. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90005. */
  90006. /**
  90007. * Gets if `setParticles()` computes the particle rotations or not.
  90008. * Default value : true. The SPS is faster when it's set to false.
  90009. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90010. */
  90011. computeParticleRotation: boolean;
  90012. /**
  90013. * Tells to `setParticles()` to compute the particle colors or not.
  90014. * Default value : true. The SPS is faster when it's set to false.
  90015. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90016. */
  90017. /**
  90018. * Gets if `setParticles()` computes the particle colors or not.
  90019. * Default value : true. The SPS is faster when it's set to false.
  90020. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90021. */
  90022. computeParticleColor: boolean;
  90023. /**
  90024. * Gets if `setParticles()` computes the particle textures or not.
  90025. * Default value : true. The SPS is faster when it's set to false.
  90026. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  90027. */
  90028. computeParticleTexture: boolean;
  90029. /**
  90030. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  90031. * Default value : false. The SPS is faster when it's set to false.
  90032. * Note : the particle custom vertex positions aren't stored values.
  90033. */
  90034. /**
  90035. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  90036. * Default value : false. The SPS is faster when it's set to false.
  90037. * Note : the particle custom vertex positions aren't stored values.
  90038. */
  90039. computeParticleVertex: boolean;
  90040. /**
  90041. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  90042. */
  90043. /**
  90044. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  90045. */
  90046. computeBoundingBox: boolean;
  90047. /**
  90048. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  90049. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90050. * Default : `true`
  90051. */
  90052. /**
  90053. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  90054. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90055. * Default : `true`
  90056. */
  90057. depthSortParticles: boolean;
  90058. /**
  90059. * This function does nothing. It may be overwritten to set all the particle first values.
  90060. * The SPS doesn't call this function, you may have to call it by your own.
  90061. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90062. */
  90063. initParticles(): void;
  90064. /**
  90065. * This function does nothing. It may be overwritten to recycle a particle.
  90066. * The SPS doesn't call this function, you may have to call it by your own.
  90067. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90068. * @param particle The particle to recycle
  90069. * @returns the recycled particle
  90070. */
  90071. recycleParticle(particle: SolidParticle): SolidParticle;
  90072. /**
  90073. * Updates a particle : this function should be overwritten by the user.
  90074. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  90075. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90076. * @example : just set a particle position or velocity and recycle conditions
  90077. * @param particle The particle to update
  90078. * @returns the updated particle
  90079. */
  90080. updateParticle(particle: SolidParticle): SolidParticle;
  90081. /**
  90082. * Updates a vertex of a particle : it can be overwritten by the user.
  90083. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  90084. * @param particle the current particle
  90085. * @param vertex the current index of the current particle
  90086. * @param pt the index of the current vertex in the particle shape
  90087. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  90088. * @example : just set a vertex particle position
  90089. * @returns the updated vertex
  90090. */
  90091. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  90092. /**
  90093. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  90094. * This does nothing and may be overwritten by the user.
  90095. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90096. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90097. * @param update the boolean update value actually passed to setParticles()
  90098. */
  90099. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  90100. /**
  90101. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  90102. * This will be passed three parameters.
  90103. * This does nothing and may be overwritten by the user.
  90104. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90105. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90106. * @param update the boolean update value actually passed to setParticles()
  90107. */
  90108. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  90109. }
  90110. }
  90111. declare module BABYLON {
  90112. /**
  90113. * Represents one particle of a solid particle system.
  90114. */
  90115. export class SolidParticle {
  90116. /**
  90117. * particle global index
  90118. */
  90119. idx: number;
  90120. /**
  90121. * The color of the particle
  90122. */
  90123. color: Nullable<Color4>;
  90124. /**
  90125. * The world space position of the particle.
  90126. */
  90127. position: Vector3;
  90128. /**
  90129. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  90130. */
  90131. rotation: Vector3;
  90132. /**
  90133. * The world space rotation quaternion of the particle.
  90134. */
  90135. rotationQuaternion: Nullable<Quaternion>;
  90136. /**
  90137. * The scaling of the particle.
  90138. */
  90139. scaling: Vector3;
  90140. /**
  90141. * The uvs of the particle.
  90142. */
  90143. uvs: Vector4;
  90144. /**
  90145. * The current speed of the particle.
  90146. */
  90147. velocity: Vector3;
  90148. /**
  90149. * The pivot point in the particle local space.
  90150. */
  90151. pivot: Vector3;
  90152. /**
  90153. * Must the particle be translated from its pivot point in its local space ?
  90154. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  90155. * Default : false
  90156. */
  90157. translateFromPivot: boolean;
  90158. /**
  90159. * Is the particle active or not ?
  90160. */
  90161. alive: boolean;
  90162. /**
  90163. * Is the particle visible or not ?
  90164. */
  90165. isVisible: boolean;
  90166. /**
  90167. * Index of this particle in the global "positions" array (Internal use)
  90168. * @hidden
  90169. */
  90170. _pos: number;
  90171. /**
  90172. * @hidden Index of this particle in the global "indices" array (Internal use)
  90173. */
  90174. _ind: number;
  90175. /**
  90176. * @hidden ModelShape of this particle (Internal use)
  90177. */
  90178. _model: ModelShape;
  90179. /**
  90180. * ModelShape id of this particle
  90181. */
  90182. shapeId: number;
  90183. /**
  90184. * Index of the particle in its shape id
  90185. */
  90186. idxInShape: number;
  90187. /**
  90188. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  90189. */
  90190. _modelBoundingInfo: BoundingInfo;
  90191. /**
  90192. * @hidden Particle BoundingInfo object (Internal use)
  90193. */
  90194. _boundingInfo: BoundingInfo;
  90195. /**
  90196. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  90197. */
  90198. _sps: SolidParticleSystem;
  90199. /**
  90200. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  90201. */
  90202. _stillInvisible: boolean;
  90203. /**
  90204. * @hidden Last computed particle rotation matrix
  90205. */
  90206. _rotationMatrix: number[];
  90207. /**
  90208. * Parent particle Id, if any.
  90209. * Default null.
  90210. */
  90211. parentId: Nullable<number>;
  90212. /**
  90213. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  90214. * The possible values are :
  90215. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  90216. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90217. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  90218. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  90219. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90220. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  90221. * */
  90222. cullingStrategy: number;
  90223. /**
  90224. * @hidden Internal global position in the SPS.
  90225. */
  90226. _globalPosition: Vector3;
  90227. /**
  90228. * Creates a Solid Particle object.
  90229. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  90230. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  90231. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  90232. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  90233. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  90234. * @param shapeId (integer) is the model shape identifier in the SPS.
  90235. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  90236. * @param sps defines the sps it is associated to
  90237. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  90238. */
  90239. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  90240. /**
  90241. * Legacy support, changed scale to scaling
  90242. */
  90243. /**
  90244. * Legacy support, changed scale to scaling
  90245. */
  90246. scale: Vector3;
  90247. /**
  90248. * Legacy support, changed quaternion to rotationQuaternion
  90249. */
  90250. /**
  90251. * Legacy support, changed quaternion to rotationQuaternion
  90252. */
  90253. quaternion: Nullable<Quaternion>;
  90254. /**
  90255. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  90256. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  90257. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  90258. * @returns true if it intersects
  90259. */
  90260. intersectsMesh(target: Mesh | SolidParticle): boolean;
  90261. /**
  90262. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  90263. * A particle is in the frustum if its bounding box intersects the frustum
  90264. * @param frustumPlanes defines the frustum to test
  90265. * @returns true if the particle is in the frustum planes
  90266. */
  90267. isInFrustum(frustumPlanes: Plane[]): boolean;
  90268. /**
  90269. * get the rotation matrix of the particle
  90270. * @hidden
  90271. */
  90272. getRotationMatrix(m: Matrix): void;
  90273. }
  90274. /**
  90275. * Represents the shape of the model used by one particle of a solid particle system.
  90276. * SPS internal tool, don't use it manually.
  90277. */
  90278. export class ModelShape {
  90279. /**
  90280. * The shape id
  90281. * @hidden
  90282. */
  90283. shapeID: number;
  90284. /**
  90285. * flat array of model positions (internal use)
  90286. * @hidden
  90287. */
  90288. _shape: Vector3[];
  90289. /**
  90290. * flat array of model UVs (internal use)
  90291. * @hidden
  90292. */
  90293. _shapeUV: number[];
  90294. /**
  90295. * length of the shape in the model indices array (internal use)
  90296. * @hidden
  90297. */
  90298. _indicesLength: number;
  90299. /**
  90300. * Custom position function (internal use)
  90301. * @hidden
  90302. */
  90303. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  90304. /**
  90305. * Custom vertex function (internal use)
  90306. * @hidden
  90307. */
  90308. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  90309. /**
  90310. * 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.
  90311. * SPS internal tool, don't use it manually.
  90312. * @hidden
  90313. */
  90314. 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>);
  90315. }
  90316. /**
  90317. * Represents a Depth Sorted Particle in the solid particle system.
  90318. */
  90319. export class DepthSortedParticle {
  90320. /**
  90321. * Index of the particle in the "indices" array
  90322. */
  90323. ind: number;
  90324. /**
  90325. * Length of the particle shape in the "indices" array
  90326. */
  90327. indicesLength: number;
  90328. /**
  90329. * Squared distance from the particle to the camera
  90330. */
  90331. sqDistance: number;
  90332. }
  90333. }
  90334. declare module BABYLON {
  90335. /**
  90336. * @hidden
  90337. */
  90338. export class _MeshCollisionData {
  90339. _checkCollisions: boolean;
  90340. _collisionMask: number;
  90341. _collisionGroup: number;
  90342. _collider: Nullable<Collider>;
  90343. _oldPositionForCollisions: Vector3;
  90344. _diffPositionForCollisions: Vector3;
  90345. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  90346. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  90347. }
  90348. }
  90349. declare module BABYLON {
  90350. /** @hidden */
  90351. class _FacetDataStorage {
  90352. facetPositions: Vector3[];
  90353. facetNormals: Vector3[];
  90354. facetPartitioning: number[][];
  90355. facetNb: number;
  90356. partitioningSubdivisions: number;
  90357. partitioningBBoxRatio: number;
  90358. facetDataEnabled: boolean;
  90359. facetParameters: any;
  90360. bbSize: Vector3;
  90361. subDiv: {
  90362. max: number;
  90363. X: number;
  90364. Y: number;
  90365. Z: number;
  90366. };
  90367. facetDepthSort: boolean;
  90368. facetDepthSortEnabled: boolean;
  90369. depthSortedIndices: IndicesArray;
  90370. depthSortedFacets: {
  90371. ind: number;
  90372. sqDistance: number;
  90373. }[];
  90374. facetDepthSortFunction: (f1: {
  90375. ind: number;
  90376. sqDistance: number;
  90377. }, f2: {
  90378. ind: number;
  90379. sqDistance: number;
  90380. }) => number;
  90381. facetDepthSortFrom: Vector3;
  90382. facetDepthSortOrigin: Vector3;
  90383. invertedMatrix: Matrix;
  90384. }
  90385. /**
  90386. * @hidden
  90387. **/
  90388. class _InternalAbstractMeshDataInfo {
  90389. _hasVertexAlpha: boolean;
  90390. _useVertexColors: boolean;
  90391. _numBoneInfluencers: number;
  90392. _applyFog: boolean;
  90393. _receiveShadows: boolean;
  90394. _facetData: _FacetDataStorage;
  90395. _visibility: number;
  90396. _skeleton: Nullable<Skeleton>;
  90397. _layerMask: number;
  90398. _computeBonesUsingShaders: boolean;
  90399. _isActive: boolean;
  90400. _onlyForInstances: boolean;
  90401. _isActiveIntermediate: boolean;
  90402. _onlyForInstancesIntermediate: boolean;
  90403. }
  90404. /**
  90405. * Class used to store all common mesh properties
  90406. */
  90407. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  90408. /** No occlusion */
  90409. static OCCLUSION_TYPE_NONE: number;
  90410. /** Occlusion set to optimisitic */
  90411. static OCCLUSION_TYPE_OPTIMISTIC: number;
  90412. /** Occlusion set to strict */
  90413. static OCCLUSION_TYPE_STRICT: number;
  90414. /** Use an accurante occlusion algorithm */
  90415. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  90416. /** Use a conservative occlusion algorithm */
  90417. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  90418. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  90419. * Test order :
  90420. * Is the bounding sphere outside the frustum ?
  90421. * If not, are the bounding box vertices outside the frustum ?
  90422. * It not, then the cullable object is in the frustum.
  90423. */
  90424. static readonly CULLINGSTRATEGY_STANDARD: number;
  90425. /** Culling strategy : Bounding Sphere Only.
  90426. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  90427. * It's also less accurate than the standard because some not visible objects can still be selected.
  90428. * Test : is the bounding sphere outside the frustum ?
  90429. * If not, then the cullable object is in the frustum.
  90430. */
  90431. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  90432. /** Culling strategy : Optimistic Inclusion.
  90433. * This in an inclusion test first, then the standard exclusion test.
  90434. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  90435. * 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.
  90436. * Anyway, it's as accurate as the standard strategy.
  90437. * Test :
  90438. * Is the cullable object bounding sphere center in the frustum ?
  90439. * If not, apply the default culling strategy.
  90440. */
  90441. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  90442. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  90443. * This in an inclusion test first, then the bounding sphere only exclusion test.
  90444. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  90445. * 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.
  90446. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  90447. * Test :
  90448. * Is the cullable object bounding sphere center in the frustum ?
  90449. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  90450. */
  90451. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  90452. /**
  90453. * No billboard
  90454. */
  90455. static readonly BILLBOARDMODE_NONE: number;
  90456. /** Billboard on X axis */
  90457. static readonly BILLBOARDMODE_X: number;
  90458. /** Billboard on Y axis */
  90459. static readonly BILLBOARDMODE_Y: number;
  90460. /** Billboard on Z axis */
  90461. static readonly BILLBOARDMODE_Z: number;
  90462. /** Billboard on all axes */
  90463. static readonly BILLBOARDMODE_ALL: number;
  90464. /** Billboard on using position instead of orientation */
  90465. static readonly BILLBOARDMODE_USE_POSITION: number;
  90466. /** @hidden */
  90467. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  90468. /**
  90469. * The culling strategy to use to check whether the mesh must be rendered or not.
  90470. * This value can be changed at any time and will be used on the next render mesh selection.
  90471. * The possible values are :
  90472. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  90473. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90474. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  90475. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  90476. * Please read each static variable documentation to get details about the culling process.
  90477. * */
  90478. cullingStrategy: number;
  90479. /**
  90480. * Gets the number of facets in the mesh
  90481. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  90482. */
  90483. readonly facetNb: number;
  90484. /**
  90485. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  90486. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  90487. */
  90488. partitioningSubdivisions: number;
  90489. /**
  90490. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  90491. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  90492. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  90493. */
  90494. partitioningBBoxRatio: number;
  90495. /**
  90496. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  90497. * Works only for updatable meshes.
  90498. * Doesn't work with multi-materials
  90499. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  90500. */
  90501. mustDepthSortFacets: boolean;
  90502. /**
  90503. * The location (Vector3) where the facet depth sort must be computed from.
  90504. * By default, the active camera position.
  90505. * Used only when facet depth sort is enabled
  90506. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  90507. */
  90508. facetDepthSortFrom: Vector3;
  90509. /**
  90510. * gets a boolean indicating if facetData is enabled
  90511. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  90512. */
  90513. readonly isFacetDataEnabled: boolean;
  90514. /** @hidden */
  90515. _updateNonUniformScalingState(value: boolean): boolean;
  90516. /**
  90517. * An event triggered when this mesh collides with another one
  90518. */
  90519. onCollideObservable: Observable<AbstractMesh>;
  90520. /** Set a function to call when this mesh collides with another one */
  90521. onCollide: () => void;
  90522. /**
  90523. * An event triggered when the collision's position changes
  90524. */
  90525. onCollisionPositionChangeObservable: Observable<Vector3>;
  90526. /** Set a function to call when the collision's position changes */
  90527. onCollisionPositionChange: () => void;
  90528. /**
  90529. * An event triggered when material is changed
  90530. */
  90531. onMaterialChangedObservable: Observable<AbstractMesh>;
  90532. /**
  90533. * Gets or sets the orientation for POV movement & rotation
  90534. */
  90535. definedFacingForward: boolean;
  90536. /** @hidden */
  90537. _occlusionQuery: Nullable<WebGLQuery>;
  90538. /** @hidden */
  90539. _renderingGroup: Nullable<RenderingGroup>;
  90540. /**
  90541. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  90542. */
  90543. /**
  90544. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  90545. */
  90546. visibility: number;
  90547. /** Gets or sets the alpha index used to sort transparent meshes
  90548. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  90549. */
  90550. alphaIndex: number;
  90551. /**
  90552. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  90553. */
  90554. isVisible: boolean;
  90555. /**
  90556. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  90557. */
  90558. isPickable: boolean;
  90559. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  90560. showSubMeshesBoundingBox: boolean;
  90561. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  90562. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  90563. */
  90564. isBlocker: boolean;
  90565. /**
  90566. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  90567. */
  90568. enablePointerMoveEvents: boolean;
  90569. /**
  90570. * Specifies the rendering group id for this mesh (0 by default)
  90571. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  90572. */
  90573. renderingGroupId: number;
  90574. private _material;
  90575. /** Gets or sets current material */
  90576. material: Nullable<Material>;
  90577. /**
  90578. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  90579. * @see http://doc.babylonjs.com/babylon101/shadows
  90580. */
  90581. receiveShadows: boolean;
  90582. /** Defines color to use when rendering outline */
  90583. outlineColor: Color3;
  90584. /** Define width to use when rendering outline */
  90585. outlineWidth: number;
  90586. /** Defines color to use when rendering overlay */
  90587. overlayColor: Color3;
  90588. /** Defines alpha to use when rendering overlay */
  90589. overlayAlpha: number;
  90590. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  90591. hasVertexAlpha: boolean;
  90592. /** 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) */
  90593. useVertexColors: boolean;
  90594. /**
  90595. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  90596. */
  90597. computeBonesUsingShaders: boolean;
  90598. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  90599. numBoneInfluencers: number;
  90600. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  90601. applyFog: boolean;
  90602. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  90603. useOctreeForRenderingSelection: boolean;
  90604. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  90605. useOctreeForPicking: boolean;
  90606. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  90607. useOctreeForCollisions: boolean;
  90608. /**
  90609. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  90610. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  90611. */
  90612. layerMask: number;
  90613. /**
  90614. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  90615. */
  90616. alwaysSelectAsActiveMesh: boolean;
  90617. /**
  90618. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  90619. */
  90620. doNotSyncBoundingInfo: boolean;
  90621. /**
  90622. * Gets or sets the current action manager
  90623. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90624. */
  90625. actionManager: Nullable<AbstractActionManager>;
  90626. private _meshCollisionData;
  90627. /**
  90628. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  90629. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90630. */
  90631. ellipsoid: Vector3;
  90632. /**
  90633. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  90634. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90635. */
  90636. ellipsoidOffset: Vector3;
  90637. /**
  90638. * Gets or sets a collision mask used to mask collisions (default is -1).
  90639. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90640. */
  90641. collisionMask: number;
  90642. /**
  90643. * Gets or sets the current collision group mask (-1 by default).
  90644. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90645. */
  90646. collisionGroup: number;
  90647. /**
  90648. * Defines edge width used when edgesRenderer is enabled
  90649. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90650. */
  90651. edgesWidth: number;
  90652. /**
  90653. * Defines edge color used when edgesRenderer is enabled
  90654. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90655. */
  90656. edgesColor: Color4;
  90657. /** @hidden */
  90658. _edgesRenderer: Nullable<IEdgesRenderer>;
  90659. /** @hidden */
  90660. _masterMesh: Nullable<AbstractMesh>;
  90661. /** @hidden */
  90662. _boundingInfo: Nullable<BoundingInfo>;
  90663. /** @hidden */
  90664. _renderId: number;
  90665. /**
  90666. * Gets or sets the list of subMeshes
  90667. * @see http://doc.babylonjs.com/how_to/multi_materials
  90668. */
  90669. subMeshes: SubMesh[];
  90670. /** @hidden */
  90671. _intersectionsInProgress: AbstractMesh[];
  90672. /** @hidden */
  90673. _unIndexed: boolean;
  90674. /** @hidden */
  90675. _lightSources: Light[];
  90676. /** Gets the list of lights affecting that mesh */
  90677. readonly lightSources: Light[];
  90678. /** @hidden */
  90679. readonly _positions: Nullable<Vector3[]>;
  90680. /** @hidden */
  90681. _waitingData: {
  90682. lods: Nullable<any>;
  90683. actions: Nullable<any>;
  90684. freezeWorldMatrix: Nullable<boolean>;
  90685. };
  90686. /** @hidden */
  90687. _bonesTransformMatrices: Nullable<Float32Array>;
  90688. /** @hidden */
  90689. _transformMatrixTexture: Nullable<RawTexture>;
  90690. /**
  90691. * Gets or sets a skeleton to apply skining transformations
  90692. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  90693. */
  90694. skeleton: Nullable<Skeleton>;
  90695. /**
  90696. * An event triggered when the mesh is rebuilt.
  90697. */
  90698. onRebuildObservable: Observable<AbstractMesh>;
  90699. /**
  90700. * Creates a new AbstractMesh
  90701. * @param name defines the name of the mesh
  90702. * @param scene defines the hosting scene
  90703. */
  90704. constructor(name: string, scene?: Nullable<Scene>);
  90705. /**
  90706. * Returns the string "AbstractMesh"
  90707. * @returns "AbstractMesh"
  90708. */
  90709. getClassName(): string;
  90710. /**
  90711. * Gets a string representation of the current mesh
  90712. * @param fullDetails defines a boolean indicating if full details must be included
  90713. * @returns a string representation of the current mesh
  90714. */
  90715. toString(fullDetails?: boolean): string;
  90716. /**
  90717. * @hidden
  90718. */
  90719. protected _getEffectiveParent(): Nullable<Node>;
  90720. /** @hidden */
  90721. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90722. /** @hidden */
  90723. _rebuild(): void;
  90724. /** @hidden */
  90725. _resyncLightSources(): void;
  90726. /** @hidden */
  90727. _resyncLighSource(light: Light): void;
  90728. /** @hidden */
  90729. _unBindEffect(): void;
  90730. /** @hidden */
  90731. _removeLightSource(light: Light): void;
  90732. private _markSubMeshesAsDirty;
  90733. /** @hidden */
  90734. _markSubMeshesAsLightDirty(): void;
  90735. /** @hidden */
  90736. _markSubMeshesAsAttributesDirty(): void;
  90737. /** @hidden */
  90738. _markSubMeshesAsMiscDirty(): void;
  90739. /**
  90740. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  90741. */
  90742. scaling: Vector3;
  90743. /**
  90744. * Returns true if the mesh is blocked. Implemented by child classes
  90745. */
  90746. readonly isBlocked: boolean;
  90747. /**
  90748. * Returns the mesh itself by default. Implemented by child classes
  90749. * @param camera defines the camera to use to pick the right LOD level
  90750. * @returns the currentAbstractMesh
  90751. */
  90752. getLOD(camera: Camera): Nullable<AbstractMesh>;
  90753. /**
  90754. * Returns 0 by default. Implemented by child classes
  90755. * @returns an integer
  90756. */
  90757. getTotalVertices(): number;
  90758. /**
  90759. * Returns a positive integer : the total number of indices in this mesh geometry.
  90760. * @returns the numner of indices or zero if the mesh has no geometry.
  90761. */
  90762. getTotalIndices(): number;
  90763. /**
  90764. * Returns null by default. Implemented by child classes
  90765. * @returns null
  90766. */
  90767. getIndices(): Nullable<IndicesArray>;
  90768. /**
  90769. * Returns the array of the requested vertex data kind. Implemented by child classes
  90770. * @param kind defines the vertex data kind to use
  90771. * @returns null
  90772. */
  90773. getVerticesData(kind: string): Nullable<FloatArray>;
  90774. /**
  90775. * Sets the vertex data of the mesh geometry for the requested `kind`.
  90776. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  90777. * Note that a new underlying VertexBuffer object is created each call.
  90778. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  90779. * @param kind defines vertex data kind:
  90780. * * VertexBuffer.PositionKind
  90781. * * VertexBuffer.UVKind
  90782. * * VertexBuffer.UV2Kind
  90783. * * VertexBuffer.UV3Kind
  90784. * * VertexBuffer.UV4Kind
  90785. * * VertexBuffer.UV5Kind
  90786. * * VertexBuffer.UV6Kind
  90787. * * VertexBuffer.ColorKind
  90788. * * VertexBuffer.MatricesIndicesKind
  90789. * * VertexBuffer.MatricesIndicesExtraKind
  90790. * * VertexBuffer.MatricesWeightsKind
  90791. * * VertexBuffer.MatricesWeightsExtraKind
  90792. * @param data defines the data source
  90793. * @param updatable defines if the data must be flagged as updatable (or static)
  90794. * @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
  90795. * @returns the current mesh
  90796. */
  90797. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  90798. /**
  90799. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  90800. * If the mesh has no geometry, it is simply returned as it is.
  90801. * @param kind defines vertex data kind:
  90802. * * VertexBuffer.PositionKind
  90803. * * VertexBuffer.UVKind
  90804. * * VertexBuffer.UV2Kind
  90805. * * VertexBuffer.UV3Kind
  90806. * * VertexBuffer.UV4Kind
  90807. * * VertexBuffer.UV5Kind
  90808. * * VertexBuffer.UV6Kind
  90809. * * VertexBuffer.ColorKind
  90810. * * VertexBuffer.MatricesIndicesKind
  90811. * * VertexBuffer.MatricesIndicesExtraKind
  90812. * * VertexBuffer.MatricesWeightsKind
  90813. * * VertexBuffer.MatricesWeightsExtraKind
  90814. * @param data defines the data source
  90815. * @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
  90816. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  90817. * @returns the current mesh
  90818. */
  90819. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  90820. /**
  90821. * Sets the mesh indices,
  90822. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  90823. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  90824. * @param totalVertices Defines the total number of vertices
  90825. * @returns the current mesh
  90826. */
  90827. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  90828. /**
  90829. * Gets a boolean indicating if specific vertex data is present
  90830. * @param kind defines the vertex data kind to use
  90831. * @returns true is data kind is present
  90832. */
  90833. isVerticesDataPresent(kind: string): boolean;
  90834. /**
  90835. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  90836. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  90837. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  90838. * @returns a BoundingInfo
  90839. */
  90840. getBoundingInfo(): BoundingInfo;
  90841. /**
  90842. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  90843. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  90844. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  90845. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  90846. * @returns the current mesh
  90847. */
  90848. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  90849. /**
  90850. * Overwrite the current bounding info
  90851. * @param boundingInfo defines the new bounding info
  90852. * @returns the current mesh
  90853. */
  90854. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  90855. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  90856. readonly useBones: boolean;
  90857. /** @hidden */
  90858. _preActivate(): void;
  90859. /** @hidden */
  90860. _preActivateForIntermediateRendering(renderId: number): void;
  90861. /** @hidden */
  90862. _activate(renderId: number, intermediateRendering: boolean): boolean;
  90863. /** @hidden */
  90864. _postActivate(): void;
  90865. /** @hidden */
  90866. _freeze(): void;
  90867. /** @hidden */
  90868. _unFreeze(): void;
  90869. /**
  90870. * Gets the current world matrix
  90871. * @returns a Matrix
  90872. */
  90873. getWorldMatrix(): Matrix;
  90874. /** @hidden */
  90875. _getWorldMatrixDeterminant(): number;
  90876. /**
  90877. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  90878. */
  90879. readonly isAnInstance: boolean;
  90880. /**
  90881. * Gets a boolean indicating if this mesh has instances
  90882. */
  90883. readonly hasInstances: boolean;
  90884. /**
  90885. * Perform relative position change from the point of view of behind the front of the mesh.
  90886. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90887. * Supports definition of mesh facing forward or backward
  90888. * @param amountRight defines the distance on the right axis
  90889. * @param amountUp defines the distance on the up axis
  90890. * @param amountForward defines the distance on the forward axis
  90891. * @returns the current mesh
  90892. */
  90893. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  90894. /**
  90895. * Calculate relative position change from the point of view of behind the front of the mesh.
  90896. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90897. * Supports definition of mesh facing forward or backward
  90898. * @param amountRight defines the distance on the right axis
  90899. * @param amountUp defines the distance on the up axis
  90900. * @param amountForward defines the distance on the forward axis
  90901. * @returns the new displacement vector
  90902. */
  90903. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  90904. /**
  90905. * Perform relative rotation change from the point of view of behind the front of the mesh.
  90906. * Supports definition of mesh facing forward or backward
  90907. * @param flipBack defines the flip
  90908. * @param twirlClockwise defines the twirl
  90909. * @param tiltRight defines the tilt
  90910. * @returns the current mesh
  90911. */
  90912. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  90913. /**
  90914. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  90915. * Supports definition of mesh facing forward or backward.
  90916. * @param flipBack defines the flip
  90917. * @param twirlClockwise defines the twirl
  90918. * @param tiltRight defines the tilt
  90919. * @returns the new rotation vector
  90920. */
  90921. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  90922. /**
  90923. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  90924. * This means the mesh underlying bounding box and sphere are recomputed.
  90925. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  90926. * @returns the current mesh
  90927. */
  90928. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  90929. /** @hidden */
  90930. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  90931. /** @hidden */
  90932. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  90933. /** @hidden */
  90934. _updateBoundingInfo(): AbstractMesh;
  90935. /** @hidden */
  90936. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  90937. /** @hidden */
  90938. protected _afterComputeWorldMatrix(): void;
  90939. /** @hidden */
  90940. readonly _effectiveMesh: AbstractMesh;
  90941. /**
  90942. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  90943. * A mesh is in the frustum if its bounding box intersects the frustum
  90944. * @param frustumPlanes defines the frustum to test
  90945. * @returns true if the mesh is in the frustum planes
  90946. */
  90947. isInFrustum(frustumPlanes: Plane[]): boolean;
  90948. /**
  90949. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  90950. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  90951. * @param frustumPlanes defines the frustum to test
  90952. * @returns true if the mesh is completely in the frustum planes
  90953. */
  90954. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  90955. /**
  90956. * True if the mesh intersects another mesh or a SolidParticle object
  90957. * @param mesh defines a target mesh or SolidParticle to test
  90958. * @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)
  90959. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  90960. * @returns true if there is an intersection
  90961. */
  90962. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  90963. /**
  90964. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  90965. * @param point defines the point to test
  90966. * @returns true if there is an intersection
  90967. */
  90968. intersectsPoint(point: Vector3): boolean;
  90969. /**
  90970. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  90971. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90972. */
  90973. checkCollisions: boolean;
  90974. /**
  90975. * Gets Collider object used to compute collisions (not physics)
  90976. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90977. */
  90978. readonly collider: Nullable<Collider>;
  90979. /**
  90980. * Move the mesh using collision engine
  90981. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90982. * @param displacement defines the requested displacement vector
  90983. * @returns the current mesh
  90984. */
  90985. moveWithCollisions(displacement: Vector3): AbstractMesh;
  90986. private _onCollisionPositionChange;
  90987. /** @hidden */
  90988. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  90989. /** @hidden */
  90990. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  90991. /** @hidden */
  90992. _checkCollision(collider: Collider): AbstractMesh;
  90993. /** @hidden */
  90994. _generatePointsArray(): boolean;
  90995. /**
  90996. * Checks if the passed Ray intersects with the mesh
  90997. * @param ray defines the ray to use
  90998. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  90999. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  91000. * @returns the picking info
  91001. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  91002. */
  91003. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  91004. /**
  91005. * Clones the current mesh
  91006. * @param name defines the mesh name
  91007. * @param newParent defines the new mesh parent
  91008. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  91009. * @returns the new mesh
  91010. */
  91011. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  91012. /**
  91013. * Disposes all the submeshes of the current meshnp
  91014. * @returns the current mesh
  91015. */
  91016. releaseSubMeshes(): AbstractMesh;
  91017. /**
  91018. * Releases resources associated with this abstract mesh.
  91019. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91020. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91021. */
  91022. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91023. /**
  91024. * Adds the passed mesh as a child to the current mesh
  91025. * @param mesh defines the child mesh
  91026. * @returns the current mesh
  91027. */
  91028. addChild(mesh: AbstractMesh): AbstractMesh;
  91029. /**
  91030. * Removes the passed mesh from the current mesh children list
  91031. * @param mesh defines the child mesh
  91032. * @returns the current mesh
  91033. */
  91034. removeChild(mesh: AbstractMesh): AbstractMesh;
  91035. /** @hidden */
  91036. private _initFacetData;
  91037. /**
  91038. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  91039. * This method can be called within the render loop.
  91040. * 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
  91041. * @returns the current mesh
  91042. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91043. */
  91044. updateFacetData(): AbstractMesh;
  91045. /**
  91046. * Returns the facetLocalNormals array.
  91047. * The normals are expressed in the mesh local spac
  91048. * @returns an array of Vector3
  91049. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91050. */
  91051. getFacetLocalNormals(): Vector3[];
  91052. /**
  91053. * Returns the facetLocalPositions array.
  91054. * The facet positions are expressed in the mesh local space
  91055. * @returns an array of Vector3
  91056. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91057. */
  91058. getFacetLocalPositions(): Vector3[];
  91059. /**
  91060. * Returns the facetLocalPartioning array
  91061. * @returns an array of array of numbers
  91062. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91063. */
  91064. getFacetLocalPartitioning(): number[][];
  91065. /**
  91066. * Returns the i-th facet position in the world system.
  91067. * This method allocates a new Vector3 per call
  91068. * @param i defines the facet index
  91069. * @returns a new Vector3
  91070. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91071. */
  91072. getFacetPosition(i: number): Vector3;
  91073. /**
  91074. * Sets the reference Vector3 with the i-th facet position in the world system
  91075. * @param i defines the facet index
  91076. * @param ref defines the target vector
  91077. * @returns the current mesh
  91078. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91079. */
  91080. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  91081. /**
  91082. * Returns the i-th facet normal in the world system.
  91083. * This method allocates a new Vector3 per call
  91084. * @param i defines the facet index
  91085. * @returns a new Vector3
  91086. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91087. */
  91088. getFacetNormal(i: number): Vector3;
  91089. /**
  91090. * Sets the reference Vector3 with the i-th facet normal in the world system
  91091. * @param i defines the facet index
  91092. * @param ref defines the target vector
  91093. * @returns the current mesh
  91094. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91095. */
  91096. getFacetNormalToRef(i: number, ref: Vector3): this;
  91097. /**
  91098. * 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)
  91099. * @param x defines x coordinate
  91100. * @param y defines y coordinate
  91101. * @param z defines z coordinate
  91102. * @returns the array of facet indexes
  91103. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91104. */
  91105. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  91106. /**
  91107. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  91108. * @param projected sets as the (x,y,z) world projection on the facet
  91109. * @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
  91110. * @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
  91111. * @param x defines x coordinate
  91112. * @param y defines y coordinate
  91113. * @param z defines z coordinate
  91114. * @returns the face index if found (or null instead)
  91115. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91116. */
  91117. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91118. /**
  91119. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  91120. * @param projected sets as the (x,y,z) local projection on the facet
  91121. * @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
  91122. * @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
  91123. * @param x defines x coordinate
  91124. * @param y defines y coordinate
  91125. * @param z defines z coordinate
  91126. * @returns the face index if found (or null instead)
  91127. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91128. */
  91129. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91130. /**
  91131. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  91132. * @returns the parameters
  91133. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91134. */
  91135. getFacetDataParameters(): any;
  91136. /**
  91137. * Disables the feature FacetData and frees the related memory
  91138. * @returns the current mesh
  91139. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91140. */
  91141. disableFacetData(): AbstractMesh;
  91142. /**
  91143. * Updates the AbstractMesh indices array
  91144. * @param indices defines the data source
  91145. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  91146. * @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)
  91147. * @returns the current mesh
  91148. */
  91149. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  91150. /**
  91151. * Creates new normals data for the mesh
  91152. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  91153. * @returns the current mesh
  91154. */
  91155. createNormals(updatable: boolean): AbstractMesh;
  91156. /**
  91157. * Align the mesh with a normal
  91158. * @param normal defines the normal to use
  91159. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  91160. * @returns the current mesh
  91161. */
  91162. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  91163. /** @hidden */
  91164. _checkOcclusionQuery(): boolean;
  91165. /**
  91166. * Disables the mesh edge rendering mode
  91167. * @returns the currentAbstractMesh
  91168. */
  91169. disableEdgesRendering(): AbstractMesh;
  91170. /**
  91171. * Enables the edge rendering mode on the mesh.
  91172. * This mode makes the mesh edges visible
  91173. * @param epsilon defines the maximal distance between two angles to detect a face
  91174. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  91175. * @returns the currentAbstractMesh
  91176. * @see https://www.babylonjs-playground.com/#19O9TU#0
  91177. */
  91178. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  91179. }
  91180. }
  91181. declare module BABYLON {
  91182. /**
  91183. * Interface used to define ActionEvent
  91184. */
  91185. export interface IActionEvent {
  91186. /** The mesh or sprite that triggered the action */
  91187. source: any;
  91188. /** The X mouse cursor position at the time of the event */
  91189. pointerX: number;
  91190. /** The Y mouse cursor position at the time of the event */
  91191. pointerY: number;
  91192. /** The mesh that is currently pointed at (can be null) */
  91193. meshUnderPointer: Nullable<AbstractMesh>;
  91194. /** the original (browser) event that triggered the ActionEvent */
  91195. sourceEvent?: any;
  91196. /** additional data for the event */
  91197. additionalData?: any;
  91198. }
  91199. /**
  91200. * ActionEvent is the event being sent when an action is triggered.
  91201. */
  91202. export class ActionEvent implements IActionEvent {
  91203. /** The mesh or sprite that triggered the action */
  91204. source: any;
  91205. /** The X mouse cursor position at the time of the event */
  91206. pointerX: number;
  91207. /** The Y mouse cursor position at the time of the event */
  91208. pointerY: number;
  91209. /** The mesh that is currently pointed at (can be null) */
  91210. meshUnderPointer: Nullable<AbstractMesh>;
  91211. /** the original (browser) event that triggered the ActionEvent */
  91212. sourceEvent?: any;
  91213. /** additional data for the event */
  91214. additionalData?: any;
  91215. /**
  91216. * Creates a new ActionEvent
  91217. * @param source The mesh or sprite that triggered the action
  91218. * @param pointerX The X mouse cursor position at the time of the event
  91219. * @param pointerY The Y mouse cursor position at the time of the event
  91220. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  91221. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  91222. * @param additionalData additional data for the event
  91223. */
  91224. constructor(
  91225. /** The mesh or sprite that triggered the action */
  91226. source: any,
  91227. /** The X mouse cursor position at the time of the event */
  91228. pointerX: number,
  91229. /** The Y mouse cursor position at the time of the event */
  91230. pointerY: number,
  91231. /** The mesh that is currently pointed at (can be null) */
  91232. meshUnderPointer: Nullable<AbstractMesh>,
  91233. /** the original (browser) event that triggered the ActionEvent */
  91234. sourceEvent?: any,
  91235. /** additional data for the event */
  91236. additionalData?: any);
  91237. /**
  91238. * Helper function to auto-create an ActionEvent from a source mesh.
  91239. * @param source The source mesh that triggered the event
  91240. * @param evt The original (browser) event
  91241. * @param additionalData additional data for the event
  91242. * @returns the new ActionEvent
  91243. */
  91244. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  91245. /**
  91246. * Helper function to auto-create an ActionEvent from a source sprite
  91247. * @param source The source sprite that triggered the event
  91248. * @param scene Scene associated with the sprite
  91249. * @param evt The original (browser) event
  91250. * @param additionalData additional data for the event
  91251. * @returns the new ActionEvent
  91252. */
  91253. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  91254. /**
  91255. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  91256. * @param scene the scene where the event occurred
  91257. * @param evt The original (browser) event
  91258. * @returns the new ActionEvent
  91259. */
  91260. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  91261. /**
  91262. * Helper function to auto-create an ActionEvent from a primitive
  91263. * @param prim defines the target primitive
  91264. * @param pointerPos defines the pointer position
  91265. * @param evt The original (browser) event
  91266. * @param additionalData additional data for the event
  91267. * @returns the new ActionEvent
  91268. */
  91269. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  91270. }
  91271. }
  91272. declare module BABYLON {
  91273. /**
  91274. * Abstract class used to decouple action Manager from scene and meshes.
  91275. * Do not instantiate.
  91276. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91277. */
  91278. export abstract class AbstractActionManager implements IDisposable {
  91279. /** Gets the list of active triggers */
  91280. static Triggers: {
  91281. [key: string]: number;
  91282. };
  91283. /** Gets the cursor to use when hovering items */
  91284. hoverCursor: string;
  91285. /** Gets the list of actions */
  91286. actions: IAction[];
  91287. /**
  91288. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  91289. */
  91290. isRecursive: boolean;
  91291. /**
  91292. * Releases all associated resources
  91293. */
  91294. abstract dispose(): void;
  91295. /**
  91296. * Does this action manager has pointer triggers
  91297. */
  91298. abstract readonly hasPointerTriggers: boolean;
  91299. /**
  91300. * Does this action manager has pick triggers
  91301. */
  91302. abstract readonly hasPickTriggers: boolean;
  91303. /**
  91304. * Process a specific trigger
  91305. * @param trigger defines the trigger to process
  91306. * @param evt defines the event details to be processed
  91307. */
  91308. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  91309. /**
  91310. * Does this action manager handles actions of any of the given triggers
  91311. * @param triggers defines the triggers to be tested
  91312. * @return a boolean indicating whether one (or more) of the triggers is handled
  91313. */
  91314. abstract hasSpecificTriggers(triggers: number[]): boolean;
  91315. /**
  91316. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  91317. * speed.
  91318. * @param triggerA defines the trigger to be tested
  91319. * @param triggerB defines the trigger to be tested
  91320. * @return a boolean indicating whether one (or more) of the triggers is handled
  91321. */
  91322. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  91323. /**
  91324. * Does this action manager handles actions of a given trigger
  91325. * @param trigger defines the trigger to be tested
  91326. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  91327. * @return whether the trigger is handled
  91328. */
  91329. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  91330. /**
  91331. * Serialize this manager to a JSON object
  91332. * @param name defines the property name to store this manager
  91333. * @returns a JSON representation of this manager
  91334. */
  91335. abstract serialize(name: string): any;
  91336. /**
  91337. * Registers an action to this action manager
  91338. * @param action defines the action to be registered
  91339. * @return the action amended (prepared) after registration
  91340. */
  91341. abstract registerAction(action: IAction): Nullable<IAction>;
  91342. /**
  91343. * Unregisters an action to this action manager
  91344. * @param action defines the action to be unregistered
  91345. * @return a boolean indicating whether the action has been unregistered
  91346. */
  91347. abstract unregisterAction(action: IAction): Boolean;
  91348. /**
  91349. * Does exist one action manager with at least one trigger
  91350. **/
  91351. static readonly HasTriggers: boolean;
  91352. /**
  91353. * Does exist one action manager with at least one pick trigger
  91354. **/
  91355. static readonly HasPickTriggers: boolean;
  91356. /**
  91357. * Does exist one action manager that handles actions of a given trigger
  91358. * @param trigger defines the trigger to be tested
  91359. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  91360. **/
  91361. static HasSpecificTrigger(trigger: number): boolean;
  91362. }
  91363. }
  91364. declare module BABYLON {
  91365. /**
  91366. * Defines how a node can be built from a string name.
  91367. */
  91368. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  91369. /**
  91370. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  91371. */
  91372. export class Node implements IBehaviorAware<Node> {
  91373. /** @hidden */
  91374. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  91375. private static _NodeConstructors;
  91376. /**
  91377. * Add a new node constructor
  91378. * @param type defines the type name of the node to construct
  91379. * @param constructorFunc defines the constructor function
  91380. */
  91381. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  91382. /**
  91383. * Returns a node constructor based on type name
  91384. * @param type defines the type name
  91385. * @param name defines the new node name
  91386. * @param scene defines the hosting scene
  91387. * @param options defines optional options to transmit to constructors
  91388. * @returns the new constructor or null
  91389. */
  91390. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  91391. /**
  91392. * Gets or sets the name of the node
  91393. */
  91394. name: string;
  91395. /**
  91396. * Gets or sets the id of the node
  91397. */
  91398. id: string;
  91399. /**
  91400. * Gets or sets the unique id of the node
  91401. */
  91402. uniqueId: number;
  91403. /**
  91404. * Gets or sets a string used to store user defined state for the node
  91405. */
  91406. state: string;
  91407. /**
  91408. * Gets or sets an object used to store user defined information for the node
  91409. */
  91410. metadata: any;
  91411. /**
  91412. * For internal use only. Please do not use.
  91413. */
  91414. reservedDataStore: any;
  91415. /**
  91416. * List of inspectable custom properties (used by the Inspector)
  91417. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  91418. */
  91419. inspectableCustomProperties: IInspectable[];
  91420. /**
  91421. * Gets or sets a boolean used to define if the node must be serialized
  91422. */
  91423. doNotSerialize: boolean;
  91424. /** @hidden */
  91425. _isDisposed: boolean;
  91426. /**
  91427. * Gets a list of Animations associated with the node
  91428. */
  91429. animations: Animation[];
  91430. protected _ranges: {
  91431. [name: string]: Nullable<AnimationRange>;
  91432. };
  91433. /**
  91434. * Callback raised when the node is ready to be used
  91435. */
  91436. onReady: Nullable<(node: Node) => void>;
  91437. private _isEnabled;
  91438. private _isParentEnabled;
  91439. private _isReady;
  91440. /** @hidden */
  91441. _currentRenderId: number;
  91442. private _parentUpdateId;
  91443. /** @hidden */
  91444. _childUpdateId: number;
  91445. /** @hidden */
  91446. _waitingParentId: Nullable<string>;
  91447. /** @hidden */
  91448. _scene: Scene;
  91449. /** @hidden */
  91450. _cache: any;
  91451. private _parentNode;
  91452. private _children;
  91453. /** @hidden */
  91454. _worldMatrix: Matrix;
  91455. /** @hidden */
  91456. _worldMatrixDeterminant: number;
  91457. /** @hidden */
  91458. _worldMatrixDeterminantIsDirty: boolean;
  91459. /** @hidden */
  91460. private _sceneRootNodesIndex;
  91461. /**
  91462. * Gets a boolean indicating if the node has been disposed
  91463. * @returns true if the node was disposed
  91464. */
  91465. isDisposed(): boolean;
  91466. /**
  91467. * Gets or sets the parent of the node (without keeping the current position in the scene)
  91468. * @see https://doc.babylonjs.com/how_to/parenting
  91469. */
  91470. parent: Nullable<Node>;
  91471. private addToSceneRootNodes;
  91472. private removeFromSceneRootNodes;
  91473. private _animationPropertiesOverride;
  91474. /**
  91475. * Gets or sets the animation properties override
  91476. */
  91477. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  91478. /**
  91479. * Gets a string idenfifying the name of the class
  91480. * @returns "Node" string
  91481. */
  91482. getClassName(): string;
  91483. /** @hidden */
  91484. readonly _isNode: boolean;
  91485. /**
  91486. * An event triggered when the mesh is disposed
  91487. */
  91488. onDisposeObservable: Observable<Node>;
  91489. private _onDisposeObserver;
  91490. /**
  91491. * Sets a callback that will be raised when the node will be disposed
  91492. */
  91493. onDispose: () => void;
  91494. /**
  91495. * Creates a new Node
  91496. * @param name the name and id to be given to this node
  91497. * @param scene the scene this node will be added to
  91498. * @param addToRootNodes the node will be added to scene.rootNodes
  91499. */
  91500. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  91501. /**
  91502. * Gets the scene of the node
  91503. * @returns a scene
  91504. */
  91505. getScene(): Scene;
  91506. /**
  91507. * Gets the engine of the node
  91508. * @returns a Engine
  91509. */
  91510. getEngine(): Engine;
  91511. private _behaviors;
  91512. /**
  91513. * Attach a behavior to the node
  91514. * @see http://doc.babylonjs.com/features/behaviour
  91515. * @param behavior defines the behavior to attach
  91516. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  91517. * @returns the current Node
  91518. */
  91519. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  91520. /**
  91521. * Remove an attached behavior
  91522. * @see http://doc.babylonjs.com/features/behaviour
  91523. * @param behavior defines the behavior to attach
  91524. * @returns the current Node
  91525. */
  91526. removeBehavior(behavior: Behavior<Node>): Node;
  91527. /**
  91528. * Gets the list of attached behaviors
  91529. * @see http://doc.babylonjs.com/features/behaviour
  91530. */
  91531. readonly behaviors: Behavior<Node>[];
  91532. /**
  91533. * Gets an attached behavior by name
  91534. * @param name defines the name of the behavior to look for
  91535. * @see http://doc.babylonjs.com/features/behaviour
  91536. * @returns null if behavior was not found else the requested behavior
  91537. */
  91538. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  91539. /**
  91540. * Returns the latest update of the World matrix
  91541. * @returns a Matrix
  91542. */
  91543. getWorldMatrix(): Matrix;
  91544. /** @hidden */
  91545. _getWorldMatrixDeterminant(): number;
  91546. /**
  91547. * Returns directly the latest state of the mesh World matrix.
  91548. * A Matrix is returned.
  91549. */
  91550. readonly worldMatrixFromCache: Matrix;
  91551. /** @hidden */
  91552. _initCache(): void;
  91553. /** @hidden */
  91554. updateCache(force?: boolean): void;
  91555. /** @hidden */
  91556. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91557. /** @hidden */
  91558. _updateCache(ignoreParentClass?: boolean): void;
  91559. /** @hidden */
  91560. _isSynchronized(): boolean;
  91561. /** @hidden */
  91562. _markSyncedWithParent(): void;
  91563. /** @hidden */
  91564. isSynchronizedWithParent(): boolean;
  91565. /** @hidden */
  91566. isSynchronized(): boolean;
  91567. /**
  91568. * Is this node ready to be used/rendered
  91569. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91570. * @return true if the node is ready
  91571. */
  91572. isReady(completeCheck?: boolean): boolean;
  91573. /**
  91574. * Is this node enabled?
  91575. * 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
  91576. * @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
  91577. * @return whether this node (and its parent) is enabled
  91578. */
  91579. isEnabled(checkAncestors?: boolean): boolean;
  91580. /** @hidden */
  91581. protected _syncParentEnabledState(): void;
  91582. /**
  91583. * Set the enabled state of this node
  91584. * @param value defines the new enabled state
  91585. */
  91586. setEnabled(value: boolean): void;
  91587. /**
  91588. * Is this node a descendant of the given node?
  91589. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  91590. * @param ancestor defines the parent node to inspect
  91591. * @returns a boolean indicating if this node is a descendant of the given node
  91592. */
  91593. isDescendantOf(ancestor: Node): boolean;
  91594. /** @hidden */
  91595. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  91596. /**
  91597. * Will return all nodes that have this node as ascendant
  91598. * @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
  91599. * @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
  91600. * @return all children nodes of all types
  91601. */
  91602. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  91603. /**
  91604. * Get all child-meshes of this node
  91605. * @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)
  91606. * @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
  91607. * @returns an array of AbstractMesh
  91608. */
  91609. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  91610. /**
  91611. * Get all direct children of this node
  91612. * @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
  91613. * @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)
  91614. * @returns an array of Node
  91615. */
  91616. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  91617. /** @hidden */
  91618. _setReady(state: boolean): void;
  91619. /**
  91620. * Get an animation by name
  91621. * @param name defines the name of the animation to look for
  91622. * @returns null if not found else the requested animation
  91623. */
  91624. getAnimationByName(name: string): Nullable<Animation>;
  91625. /**
  91626. * Creates an animation range for this node
  91627. * @param name defines the name of the range
  91628. * @param from defines the starting key
  91629. * @param to defines the end key
  91630. */
  91631. createAnimationRange(name: string, from: number, to: number): void;
  91632. /**
  91633. * Delete a specific animation range
  91634. * @param name defines the name of the range to delete
  91635. * @param deleteFrames defines if animation frames from the range must be deleted as well
  91636. */
  91637. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  91638. /**
  91639. * Get an animation range by name
  91640. * @param name defines the name of the animation range to look for
  91641. * @returns null if not found else the requested animation range
  91642. */
  91643. getAnimationRange(name: string): Nullable<AnimationRange>;
  91644. /**
  91645. * Gets the list of all animation ranges defined on this node
  91646. * @returns an array
  91647. */
  91648. getAnimationRanges(): Nullable<AnimationRange>[];
  91649. /**
  91650. * Will start the animation sequence
  91651. * @param name defines the range frames for animation sequence
  91652. * @param loop defines if the animation should loop (false by default)
  91653. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  91654. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  91655. * @returns the object created for this animation. If range does not exist, it will return null
  91656. */
  91657. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  91658. /**
  91659. * Serialize animation ranges into a JSON compatible object
  91660. * @returns serialization object
  91661. */
  91662. serializeAnimationRanges(): any;
  91663. /**
  91664. * Computes the world matrix of the node
  91665. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  91666. * @returns the world matrix
  91667. */
  91668. computeWorldMatrix(force?: boolean): Matrix;
  91669. /**
  91670. * Releases resources associated with this node.
  91671. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91672. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91673. */
  91674. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91675. /**
  91676. * Parse animation range data from a serialization object and store them into a given node
  91677. * @param node defines where to store the animation ranges
  91678. * @param parsedNode defines the serialization object to read data from
  91679. * @param scene defines the hosting scene
  91680. */
  91681. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  91682. /**
  91683. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  91684. * @param includeDescendants Include bounding info from descendants as well (true by default)
  91685. * @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
  91686. * @returns the new bounding vectors
  91687. */
  91688. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  91689. min: Vector3;
  91690. max: Vector3;
  91691. };
  91692. }
  91693. }
  91694. declare module BABYLON {
  91695. /**
  91696. * @hidden
  91697. */
  91698. export class _IAnimationState {
  91699. key: number;
  91700. repeatCount: number;
  91701. workValue?: any;
  91702. loopMode?: number;
  91703. offsetValue?: any;
  91704. highLimitValue?: any;
  91705. }
  91706. /**
  91707. * Class used to store any kind of animation
  91708. */
  91709. export class Animation {
  91710. /**Name of the animation */
  91711. name: string;
  91712. /**Property to animate */
  91713. targetProperty: string;
  91714. /**The frames per second of the animation */
  91715. framePerSecond: number;
  91716. /**The data type of the animation */
  91717. dataType: number;
  91718. /**The loop mode of the animation */
  91719. loopMode?: number | undefined;
  91720. /**Specifies if blending should be enabled */
  91721. enableBlending?: boolean | undefined;
  91722. /**
  91723. * Use matrix interpolation instead of using direct key value when animating matrices
  91724. */
  91725. static AllowMatricesInterpolation: boolean;
  91726. /**
  91727. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  91728. */
  91729. static AllowMatrixDecomposeForInterpolation: boolean;
  91730. /**
  91731. * Stores the key frames of the animation
  91732. */
  91733. private _keys;
  91734. /**
  91735. * Stores the easing function of the animation
  91736. */
  91737. private _easingFunction;
  91738. /**
  91739. * @hidden Internal use only
  91740. */
  91741. _runtimeAnimations: RuntimeAnimation[];
  91742. /**
  91743. * The set of event that will be linked to this animation
  91744. */
  91745. private _events;
  91746. /**
  91747. * Stores an array of target property paths
  91748. */
  91749. targetPropertyPath: string[];
  91750. /**
  91751. * Stores the blending speed of the animation
  91752. */
  91753. blendingSpeed: number;
  91754. /**
  91755. * Stores the animation ranges for the animation
  91756. */
  91757. private _ranges;
  91758. /**
  91759. * @hidden Internal use
  91760. */
  91761. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  91762. /**
  91763. * Sets up an animation
  91764. * @param property The property to animate
  91765. * @param animationType The animation type to apply
  91766. * @param framePerSecond The frames per second of the animation
  91767. * @param easingFunction The easing function used in the animation
  91768. * @returns The created animation
  91769. */
  91770. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  91771. /**
  91772. * Create and start an animation on a node
  91773. * @param name defines the name of the global animation that will be run on all nodes
  91774. * @param node defines the root node where the animation will take place
  91775. * @param targetProperty defines property to animate
  91776. * @param framePerSecond defines the number of frame per second yo use
  91777. * @param totalFrame defines the number of frames in total
  91778. * @param from defines the initial value
  91779. * @param to defines the final value
  91780. * @param loopMode defines which loop mode you want to use (off by default)
  91781. * @param easingFunction defines the easing function to use (linear by default)
  91782. * @param onAnimationEnd defines the callback to call when animation end
  91783. * @returns the animatable created for this animation
  91784. */
  91785. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91786. /**
  91787. * Create and start an animation on a node and its descendants
  91788. * @param name defines the name of the global animation that will be run on all nodes
  91789. * @param node defines the root node where the animation will take place
  91790. * @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
  91791. * @param targetProperty defines property to animate
  91792. * @param framePerSecond defines the number of frame per second to use
  91793. * @param totalFrame defines the number of frames in total
  91794. * @param from defines the initial value
  91795. * @param to defines the final value
  91796. * @param loopMode defines which loop mode you want to use (off by default)
  91797. * @param easingFunction defines the easing function to use (linear by default)
  91798. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  91799. * @returns the list of animatables created for all nodes
  91800. * @example https://www.babylonjs-playground.com/#MH0VLI
  91801. */
  91802. 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[]>;
  91803. /**
  91804. * Creates a new animation, merges it with the existing animations and starts it
  91805. * @param name Name of the animation
  91806. * @param node Node which contains the scene that begins the animations
  91807. * @param targetProperty Specifies which property to animate
  91808. * @param framePerSecond The frames per second of the animation
  91809. * @param totalFrame The total number of frames
  91810. * @param from The frame at the beginning of the animation
  91811. * @param to The frame at the end of the animation
  91812. * @param loopMode Specifies the loop mode of the animation
  91813. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  91814. * @param onAnimationEnd Callback to run once the animation is complete
  91815. * @returns Nullable animation
  91816. */
  91817. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91818. /**
  91819. * Transition property of an host to the target Value
  91820. * @param property The property to transition
  91821. * @param targetValue The target Value of the property
  91822. * @param host The object where the property to animate belongs
  91823. * @param scene Scene used to run the animation
  91824. * @param frameRate Framerate (in frame/s) to use
  91825. * @param transition The transition type we want to use
  91826. * @param duration The duration of the animation, in milliseconds
  91827. * @param onAnimationEnd Callback trigger at the end of the animation
  91828. * @returns Nullable animation
  91829. */
  91830. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  91831. /**
  91832. * Return the array of runtime animations currently using this animation
  91833. */
  91834. readonly runtimeAnimations: RuntimeAnimation[];
  91835. /**
  91836. * Specifies if any of the runtime animations are currently running
  91837. */
  91838. readonly hasRunningRuntimeAnimations: boolean;
  91839. /**
  91840. * Initializes the animation
  91841. * @param name Name of the animation
  91842. * @param targetProperty Property to animate
  91843. * @param framePerSecond The frames per second of the animation
  91844. * @param dataType The data type of the animation
  91845. * @param loopMode The loop mode of the animation
  91846. * @param enableBlending Specifies if blending should be enabled
  91847. */
  91848. constructor(
  91849. /**Name of the animation */
  91850. name: string,
  91851. /**Property to animate */
  91852. targetProperty: string,
  91853. /**The frames per second of the animation */
  91854. framePerSecond: number,
  91855. /**The data type of the animation */
  91856. dataType: number,
  91857. /**The loop mode of the animation */
  91858. loopMode?: number | undefined,
  91859. /**Specifies if blending should be enabled */
  91860. enableBlending?: boolean | undefined);
  91861. /**
  91862. * Converts the animation to a string
  91863. * @param fullDetails support for multiple levels of logging within scene loading
  91864. * @returns String form of the animation
  91865. */
  91866. toString(fullDetails?: boolean): string;
  91867. /**
  91868. * Add an event to this animation
  91869. * @param event Event to add
  91870. */
  91871. addEvent(event: AnimationEvent): void;
  91872. /**
  91873. * Remove all events found at the given frame
  91874. * @param frame The frame to remove events from
  91875. */
  91876. removeEvents(frame: number): void;
  91877. /**
  91878. * Retrieves all the events from the animation
  91879. * @returns Events from the animation
  91880. */
  91881. getEvents(): AnimationEvent[];
  91882. /**
  91883. * Creates an animation range
  91884. * @param name Name of the animation range
  91885. * @param from Starting frame of the animation range
  91886. * @param to Ending frame of the animation
  91887. */
  91888. createRange(name: string, from: number, to: number): void;
  91889. /**
  91890. * Deletes an animation range by name
  91891. * @param name Name of the animation range to delete
  91892. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  91893. */
  91894. deleteRange(name: string, deleteFrames?: boolean): void;
  91895. /**
  91896. * Gets the animation range by name, or null if not defined
  91897. * @param name Name of the animation range
  91898. * @returns Nullable animation range
  91899. */
  91900. getRange(name: string): Nullable<AnimationRange>;
  91901. /**
  91902. * Gets the key frames from the animation
  91903. * @returns The key frames of the animation
  91904. */
  91905. getKeys(): Array<IAnimationKey>;
  91906. /**
  91907. * Gets the highest frame rate of the animation
  91908. * @returns Highest frame rate of the animation
  91909. */
  91910. getHighestFrame(): number;
  91911. /**
  91912. * Gets the easing function of the animation
  91913. * @returns Easing function of the animation
  91914. */
  91915. getEasingFunction(): IEasingFunction;
  91916. /**
  91917. * Sets the easing function of the animation
  91918. * @param easingFunction A custom mathematical formula for animation
  91919. */
  91920. setEasingFunction(easingFunction: EasingFunction): void;
  91921. /**
  91922. * Interpolates a scalar linearly
  91923. * @param startValue Start value of the animation curve
  91924. * @param endValue End value of the animation curve
  91925. * @param gradient Scalar amount to interpolate
  91926. * @returns Interpolated scalar value
  91927. */
  91928. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  91929. /**
  91930. * Interpolates a scalar cubically
  91931. * @param startValue Start value of the animation curve
  91932. * @param outTangent End tangent of the animation
  91933. * @param endValue End value of the animation curve
  91934. * @param inTangent Start tangent of the animation curve
  91935. * @param gradient Scalar amount to interpolate
  91936. * @returns Interpolated scalar value
  91937. */
  91938. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  91939. /**
  91940. * Interpolates a quaternion using a spherical linear interpolation
  91941. * @param startValue Start value of the animation curve
  91942. * @param endValue End value of the animation curve
  91943. * @param gradient Scalar amount to interpolate
  91944. * @returns Interpolated quaternion value
  91945. */
  91946. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  91947. /**
  91948. * Interpolates a quaternion cubically
  91949. * @param startValue Start value of the animation curve
  91950. * @param outTangent End tangent of the animation curve
  91951. * @param endValue End value of the animation curve
  91952. * @param inTangent Start tangent of the animation curve
  91953. * @param gradient Scalar amount to interpolate
  91954. * @returns Interpolated quaternion value
  91955. */
  91956. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  91957. /**
  91958. * Interpolates a Vector3 linearl
  91959. * @param startValue Start value of the animation curve
  91960. * @param endValue End value of the animation curve
  91961. * @param gradient Scalar amount to interpolate
  91962. * @returns Interpolated scalar value
  91963. */
  91964. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  91965. /**
  91966. * Interpolates a Vector3 cubically
  91967. * @param startValue Start value of the animation curve
  91968. * @param outTangent End tangent of the animation
  91969. * @param endValue End value of the animation curve
  91970. * @param inTangent Start tangent of the animation curve
  91971. * @param gradient Scalar amount to interpolate
  91972. * @returns InterpolatedVector3 value
  91973. */
  91974. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  91975. /**
  91976. * Interpolates a Vector2 linearly
  91977. * @param startValue Start value of the animation curve
  91978. * @param endValue End value of the animation curve
  91979. * @param gradient Scalar amount to interpolate
  91980. * @returns Interpolated Vector2 value
  91981. */
  91982. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  91983. /**
  91984. * Interpolates a Vector2 cubically
  91985. * @param startValue Start value of the animation curve
  91986. * @param outTangent End tangent of the animation
  91987. * @param endValue End value of the animation curve
  91988. * @param inTangent Start tangent of the animation curve
  91989. * @param gradient Scalar amount to interpolate
  91990. * @returns Interpolated Vector2 value
  91991. */
  91992. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  91993. /**
  91994. * Interpolates a size linearly
  91995. * @param startValue Start value of the animation curve
  91996. * @param endValue End value of the animation curve
  91997. * @param gradient Scalar amount to interpolate
  91998. * @returns Interpolated Size value
  91999. */
  92000. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  92001. /**
  92002. * Interpolates a Color3 linearly
  92003. * @param startValue Start value of the animation curve
  92004. * @param endValue End value of the animation curve
  92005. * @param gradient Scalar amount to interpolate
  92006. * @returns Interpolated Color3 value
  92007. */
  92008. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  92009. /**
  92010. * @hidden Internal use only
  92011. */
  92012. _getKeyValue(value: any): any;
  92013. /**
  92014. * @hidden Internal use only
  92015. */
  92016. _interpolate(currentFrame: number, state: _IAnimationState): any;
  92017. /**
  92018. * Defines the function to use to interpolate matrices
  92019. * @param startValue defines the start matrix
  92020. * @param endValue defines the end matrix
  92021. * @param gradient defines the gradient between both matrices
  92022. * @param result defines an optional target matrix where to store the interpolation
  92023. * @returns the interpolated matrix
  92024. */
  92025. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  92026. /**
  92027. * Makes a copy of the animation
  92028. * @returns Cloned animation
  92029. */
  92030. clone(): Animation;
  92031. /**
  92032. * Sets the key frames of the animation
  92033. * @param values The animation key frames to set
  92034. */
  92035. setKeys(values: Array<IAnimationKey>): void;
  92036. /**
  92037. * Serializes the animation to an object
  92038. * @returns Serialized object
  92039. */
  92040. serialize(): any;
  92041. /**
  92042. * Float animation type
  92043. */
  92044. private static _ANIMATIONTYPE_FLOAT;
  92045. /**
  92046. * Vector3 animation type
  92047. */
  92048. private static _ANIMATIONTYPE_VECTOR3;
  92049. /**
  92050. * Quaternion animation type
  92051. */
  92052. private static _ANIMATIONTYPE_QUATERNION;
  92053. /**
  92054. * Matrix animation type
  92055. */
  92056. private static _ANIMATIONTYPE_MATRIX;
  92057. /**
  92058. * Color3 animation type
  92059. */
  92060. private static _ANIMATIONTYPE_COLOR3;
  92061. /**
  92062. * Vector2 animation type
  92063. */
  92064. private static _ANIMATIONTYPE_VECTOR2;
  92065. /**
  92066. * Size animation type
  92067. */
  92068. private static _ANIMATIONTYPE_SIZE;
  92069. /**
  92070. * Relative Loop Mode
  92071. */
  92072. private static _ANIMATIONLOOPMODE_RELATIVE;
  92073. /**
  92074. * Cycle Loop Mode
  92075. */
  92076. private static _ANIMATIONLOOPMODE_CYCLE;
  92077. /**
  92078. * Constant Loop Mode
  92079. */
  92080. private static _ANIMATIONLOOPMODE_CONSTANT;
  92081. /**
  92082. * Get the float animation type
  92083. */
  92084. static readonly ANIMATIONTYPE_FLOAT: number;
  92085. /**
  92086. * Get the Vector3 animation type
  92087. */
  92088. static readonly ANIMATIONTYPE_VECTOR3: number;
  92089. /**
  92090. * Get the Vector2 animation type
  92091. */
  92092. static readonly ANIMATIONTYPE_VECTOR2: number;
  92093. /**
  92094. * Get the Size animation type
  92095. */
  92096. static readonly ANIMATIONTYPE_SIZE: number;
  92097. /**
  92098. * Get the Quaternion animation type
  92099. */
  92100. static readonly ANIMATIONTYPE_QUATERNION: number;
  92101. /**
  92102. * Get the Matrix animation type
  92103. */
  92104. static readonly ANIMATIONTYPE_MATRIX: number;
  92105. /**
  92106. * Get the Color3 animation type
  92107. */
  92108. static readonly ANIMATIONTYPE_COLOR3: number;
  92109. /**
  92110. * Get the Relative Loop Mode
  92111. */
  92112. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  92113. /**
  92114. * Get the Cycle Loop Mode
  92115. */
  92116. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  92117. /**
  92118. * Get the Constant Loop Mode
  92119. */
  92120. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  92121. /** @hidden */
  92122. static _UniversalLerp(left: any, right: any, amount: number): any;
  92123. /**
  92124. * Parses an animation object and creates an animation
  92125. * @param parsedAnimation Parsed animation object
  92126. * @returns Animation object
  92127. */
  92128. static Parse(parsedAnimation: any): Animation;
  92129. /**
  92130. * Appends the serialized animations from the source animations
  92131. * @param source Source containing the animations
  92132. * @param destination Target to store the animations
  92133. */
  92134. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92135. }
  92136. }
  92137. declare module BABYLON {
  92138. /**
  92139. * Interface containing an array of animations
  92140. */
  92141. export interface IAnimatable {
  92142. /**
  92143. * Array of animations
  92144. */
  92145. animations: Nullable<Array<Animation>>;
  92146. }
  92147. }
  92148. declare module BABYLON {
  92149. /**
  92150. * This represents all the required information to add a fresnel effect on a material:
  92151. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  92152. */
  92153. export class FresnelParameters {
  92154. private _isEnabled;
  92155. /**
  92156. * Define if the fresnel effect is enable or not.
  92157. */
  92158. isEnabled: boolean;
  92159. /**
  92160. * Define the color used on edges (grazing angle)
  92161. */
  92162. leftColor: Color3;
  92163. /**
  92164. * Define the color used on center
  92165. */
  92166. rightColor: Color3;
  92167. /**
  92168. * Define bias applied to computed fresnel term
  92169. */
  92170. bias: number;
  92171. /**
  92172. * Defined the power exponent applied to fresnel term
  92173. */
  92174. power: number;
  92175. /**
  92176. * Clones the current fresnel and its valuues
  92177. * @returns a clone fresnel configuration
  92178. */
  92179. clone(): FresnelParameters;
  92180. /**
  92181. * Serializes the current fresnel parameters to a JSON representation.
  92182. * @return the JSON serialization
  92183. */
  92184. serialize(): any;
  92185. /**
  92186. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  92187. * @param parsedFresnelParameters Define the JSON representation
  92188. * @returns the parsed parameters
  92189. */
  92190. static Parse(parsedFresnelParameters: any): FresnelParameters;
  92191. }
  92192. }
  92193. declare module BABYLON {
  92194. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  92195. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92196. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92197. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92198. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92199. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92200. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92201. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92202. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92203. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92204. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92205. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92206. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92207. /**
  92208. * Decorator used to define property that can be serialized as reference to a camera
  92209. * @param sourceName defines the name of the property to decorate
  92210. */
  92211. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92212. /**
  92213. * Class used to help serialization objects
  92214. */
  92215. export class SerializationHelper {
  92216. /** @hidden */
  92217. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  92218. /** @hidden */
  92219. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  92220. /** @hidden */
  92221. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  92222. /** @hidden */
  92223. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  92224. /**
  92225. * Appends the serialized animations from the source animations
  92226. * @param source Source containing the animations
  92227. * @param destination Target to store the animations
  92228. */
  92229. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92230. /**
  92231. * Static function used to serialized a specific entity
  92232. * @param entity defines the entity to serialize
  92233. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  92234. * @returns a JSON compatible object representing the serialization of the entity
  92235. */
  92236. static Serialize<T>(entity: T, serializationObject?: any): any;
  92237. /**
  92238. * Creates a new entity from a serialization data object
  92239. * @param creationFunction defines a function used to instanciated the new entity
  92240. * @param source defines the source serialization data
  92241. * @param scene defines the hosting scene
  92242. * @param rootUrl defines the root url for resources
  92243. * @returns a new entity
  92244. */
  92245. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  92246. /**
  92247. * Clones an object
  92248. * @param creationFunction defines the function used to instanciate the new object
  92249. * @param source defines the source object
  92250. * @returns the cloned object
  92251. */
  92252. static Clone<T>(creationFunction: () => T, source: T): T;
  92253. /**
  92254. * Instanciates a new object based on a source one (some data will be shared between both object)
  92255. * @param creationFunction defines the function used to instanciate the new object
  92256. * @param source defines the source object
  92257. * @returns the new object
  92258. */
  92259. static Instanciate<T>(creationFunction: () => T, source: T): T;
  92260. }
  92261. }
  92262. declare module BABYLON {
  92263. /**
  92264. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  92265. */
  92266. export interface CubeMapInfo {
  92267. /**
  92268. * The pixel array for the front face.
  92269. * This is stored in format, left to right, up to down format.
  92270. */
  92271. front: Nullable<ArrayBufferView>;
  92272. /**
  92273. * The pixel array for the back face.
  92274. * This is stored in format, left to right, up to down format.
  92275. */
  92276. back: Nullable<ArrayBufferView>;
  92277. /**
  92278. * The pixel array for the left face.
  92279. * This is stored in format, left to right, up to down format.
  92280. */
  92281. left: Nullable<ArrayBufferView>;
  92282. /**
  92283. * The pixel array for the right face.
  92284. * This is stored in format, left to right, up to down format.
  92285. */
  92286. right: Nullable<ArrayBufferView>;
  92287. /**
  92288. * The pixel array for the up face.
  92289. * This is stored in format, left to right, up to down format.
  92290. */
  92291. up: Nullable<ArrayBufferView>;
  92292. /**
  92293. * The pixel array for the down face.
  92294. * This is stored in format, left to right, up to down format.
  92295. */
  92296. down: Nullable<ArrayBufferView>;
  92297. /**
  92298. * The size of the cubemap stored.
  92299. *
  92300. * Each faces will be size * size pixels.
  92301. */
  92302. size: number;
  92303. /**
  92304. * The format of the texture.
  92305. *
  92306. * RGBA, RGB.
  92307. */
  92308. format: number;
  92309. /**
  92310. * The type of the texture data.
  92311. *
  92312. * UNSIGNED_INT, FLOAT.
  92313. */
  92314. type: number;
  92315. /**
  92316. * Specifies whether the texture is in gamma space.
  92317. */
  92318. gammaSpace: boolean;
  92319. }
  92320. /**
  92321. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  92322. */
  92323. export class PanoramaToCubeMapTools {
  92324. private static FACE_FRONT;
  92325. private static FACE_BACK;
  92326. private static FACE_RIGHT;
  92327. private static FACE_LEFT;
  92328. private static FACE_DOWN;
  92329. private static FACE_UP;
  92330. /**
  92331. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  92332. *
  92333. * @param float32Array The source data.
  92334. * @param inputWidth The width of the input panorama.
  92335. * @param inputHeight The height of the input panorama.
  92336. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  92337. * @return The cubemap data
  92338. */
  92339. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  92340. private static CreateCubemapTexture;
  92341. private static CalcProjectionSpherical;
  92342. }
  92343. }
  92344. declare module BABYLON {
  92345. /**
  92346. * Helper class dealing with the extraction of spherical polynomial dataArray
  92347. * from a cube map.
  92348. */
  92349. export class CubeMapToSphericalPolynomialTools {
  92350. private static FileFaces;
  92351. /**
  92352. * Converts a texture to the according Spherical Polynomial data.
  92353. * This extracts the first 3 orders only as they are the only one used in the lighting.
  92354. *
  92355. * @param texture The texture to extract the information from.
  92356. * @return The Spherical Polynomial data.
  92357. */
  92358. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  92359. /**
  92360. * Converts a cubemap to the according Spherical Polynomial data.
  92361. * This extracts the first 3 orders only as they are the only one used in the lighting.
  92362. *
  92363. * @param cubeInfo The Cube map to extract the information from.
  92364. * @return The Spherical Polynomial data.
  92365. */
  92366. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  92367. }
  92368. }
  92369. declare module BABYLON {
  92370. /**
  92371. * Class used to manipulate GUIDs
  92372. */
  92373. export class GUID {
  92374. /**
  92375. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  92376. * Be aware Math.random() could cause collisions, but:
  92377. * "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"
  92378. * @returns a pseudo random id
  92379. */
  92380. static RandomId(): string;
  92381. }
  92382. }
  92383. declare module BABYLON {
  92384. /**
  92385. * Base class of all the textures in babylon.
  92386. * It groups all the common properties the materials, post process, lights... might need
  92387. * in order to make a correct use of the texture.
  92388. */
  92389. export class BaseTexture implements IAnimatable {
  92390. /**
  92391. * Default anisotropic filtering level for the application.
  92392. * It is set to 4 as a good tradeoff between perf and quality.
  92393. */
  92394. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  92395. /**
  92396. * Gets or sets the unique id of the texture
  92397. */
  92398. uniqueId: number;
  92399. /**
  92400. * Define the name of the texture.
  92401. */
  92402. name: string;
  92403. /**
  92404. * Gets or sets an object used to store user defined information.
  92405. */
  92406. metadata: any;
  92407. /**
  92408. * For internal use only. Please do not use.
  92409. */
  92410. reservedDataStore: any;
  92411. private _hasAlpha;
  92412. /**
  92413. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  92414. */
  92415. hasAlpha: boolean;
  92416. /**
  92417. * Defines if the alpha value should be determined via the rgb values.
  92418. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  92419. */
  92420. getAlphaFromRGB: boolean;
  92421. /**
  92422. * Intensity or strength of the texture.
  92423. * It is commonly used by materials to fine tune the intensity of the texture
  92424. */
  92425. level: number;
  92426. /**
  92427. * Define the UV chanel to use starting from 0 and defaulting to 0.
  92428. * This is part of the texture as textures usually maps to one uv set.
  92429. */
  92430. coordinatesIndex: number;
  92431. private _coordinatesMode;
  92432. /**
  92433. * How a texture is mapped.
  92434. *
  92435. * | Value | Type | Description |
  92436. * | ----- | ----------------------------------- | ----------- |
  92437. * | 0 | EXPLICIT_MODE | |
  92438. * | 1 | SPHERICAL_MODE | |
  92439. * | 2 | PLANAR_MODE | |
  92440. * | 3 | CUBIC_MODE | |
  92441. * | 4 | PROJECTION_MODE | |
  92442. * | 5 | SKYBOX_MODE | |
  92443. * | 6 | INVCUBIC_MODE | |
  92444. * | 7 | EQUIRECTANGULAR_MODE | |
  92445. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  92446. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  92447. */
  92448. coordinatesMode: number;
  92449. /**
  92450. * | Value | Type | Description |
  92451. * | ----- | ------------------ | ----------- |
  92452. * | 0 | CLAMP_ADDRESSMODE | |
  92453. * | 1 | WRAP_ADDRESSMODE | |
  92454. * | 2 | MIRROR_ADDRESSMODE | |
  92455. */
  92456. wrapU: number;
  92457. /**
  92458. * | Value | Type | Description |
  92459. * | ----- | ------------------ | ----------- |
  92460. * | 0 | CLAMP_ADDRESSMODE | |
  92461. * | 1 | WRAP_ADDRESSMODE | |
  92462. * | 2 | MIRROR_ADDRESSMODE | |
  92463. */
  92464. wrapV: number;
  92465. /**
  92466. * | Value | Type | Description |
  92467. * | ----- | ------------------ | ----------- |
  92468. * | 0 | CLAMP_ADDRESSMODE | |
  92469. * | 1 | WRAP_ADDRESSMODE | |
  92470. * | 2 | MIRROR_ADDRESSMODE | |
  92471. */
  92472. wrapR: number;
  92473. /**
  92474. * With compliant hardware and browser (supporting anisotropic filtering)
  92475. * this defines the level of anisotropic filtering in the texture.
  92476. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  92477. */
  92478. anisotropicFilteringLevel: number;
  92479. /**
  92480. * Define if the texture is a cube texture or if false a 2d texture.
  92481. */
  92482. isCube: boolean;
  92483. /**
  92484. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  92485. */
  92486. is3D: boolean;
  92487. /**
  92488. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  92489. * HDR texture are usually stored in linear space.
  92490. * This only impacts the PBR and Background materials
  92491. */
  92492. gammaSpace: boolean;
  92493. /**
  92494. * Gets whether or not the texture contains RGBD data.
  92495. */
  92496. readonly isRGBD: boolean;
  92497. /**
  92498. * Is Z inverted in the texture (useful in a cube texture).
  92499. */
  92500. invertZ: boolean;
  92501. /**
  92502. * Are mip maps generated for this texture or not.
  92503. */
  92504. readonly noMipmap: boolean;
  92505. /**
  92506. * @hidden
  92507. */
  92508. lodLevelInAlpha: boolean;
  92509. /**
  92510. * With prefiltered texture, defined the offset used during the prefiltering steps.
  92511. */
  92512. lodGenerationOffset: number;
  92513. /**
  92514. * With prefiltered texture, defined the scale used during the prefiltering steps.
  92515. */
  92516. lodGenerationScale: number;
  92517. /**
  92518. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  92519. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  92520. * average roughness values.
  92521. */
  92522. linearSpecularLOD: boolean;
  92523. /**
  92524. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  92525. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  92526. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  92527. */
  92528. irradianceTexture: Nullable<BaseTexture>;
  92529. /**
  92530. * Define if the texture is a render target.
  92531. */
  92532. isRenderTarget: boolean;
  92533. /**
  92534. * Define the unique id of the texture in the scene.
  92535. */
  92536. readonly uid: string;
  92537. /**
  92538. * Return a string representation of the texture.
  92539. * @returns the texture as a string
  92540. */
  92541. toString(): string;
  92542. /**
  92543. * Get the class name of the texture.
  92544. * @returns "BaseTexture"
  92545. */
  92546. getClassName(): string;
  92547. /**
  92548. * Define the list of animation attached to the texture.
  92549. */
  92550. animations: Animation[];
  92551. /**
  92552. * An event triggered when the texture is disposed.
  92553. */
  92554. onDisposeObservable: Observable<BaseTexture>;
  92555. private _onDisposeObserver;
  92556. /**
  92557. * Callback triggered when the texture has been disposed.
  92558. * Kept for back compatibility, you can use the onDisposeObservable instead.
  92559. */
  92560. onDispose: () => void;
  92561. /**
  92562. * Define the current state of the loading sequence when in delayed load mode.
  92563. */
  92564. delayLoadState: number;
  92565. private _scene;
  92566. /** @hidden */
  92567. _texture: Nullable<InternalTexture>;
  92568. private _uid;
  92569. /**
  92570. * Define if the texture is preventinga material to render or not.
  92571. * If not and the texture is not ready, the engine will use a default black texture instead.
  92572. */
  92573. readonly isBlocking: boolean;
  92574. /**
  92575. * Instantiates a new BaseTexture.
  92576. * Base class of all the textures in babylon.
  92577. * It groups all the common properties the materials, post process, lights... might need
  92578. * in order to make a correct use of the texture.
  92579. * @param scene Define the scene the texture blongs to
  92580. */
  92581. constructor(scene: Nullable<Scene>);
  92582. /**
  92583. * Get the scene the texture belongs to.
  92584. * @returns the scene or null if undefined
  92585. */
  92586. getScene(): Nullable<Scene>;
  92587. /**
  92588. * Get the texture transform matrix used to offset tile the texture for istance.
  92589. * @returns the transformation matrix
  92590. */
  92591. getTextureMatrix(): Matrix;
  92592. /**
  92593. * Get the texture reflection matrix used to rotate/transform the reflection.
  92594. * @returns the reflection matrix
  92595. */
  92596. getReflectionTextureMatrix(): Matrix;
  92597. /**
  92598. * Get the underlying lower level texture from Babylon.
  92599. * @returns the insternal texture
  92600. */
  92601. getInternalTexture(): Nullable<InternalTexture>;
  92602. /**
  92603. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  92604. * @returns true if ready or not blocking
  92605. */
  92606. isReadyOrNotBlocking(): boolean;
  92607. /**
  92608. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  92609. * @returns true if fully ready
  92610. */
  92611. isReady(): boolean;
  92612. private _cachedSize;
  92613. /**
  92614. * Get the size of the texture.
  92615. * @returns the texture size.
  92616. */
  92617. getSize(): ISize;
  92618. /**
  92619. * Get the base size of the texture.
  92620. * It can be different from the size if the texture has been resized for POT for instance
  92621. * @returns the base size
  92622. */
  92623. getBaseSize(): ISize;
  92624. /**
  92625. * Update the sampling mode of the texture.
  92626. * Default is Trilinear mode.
  92627. *
  92628. * | Value | Type | Description |
  92629. * | ----- | ------------------ | ----------- |
  92630. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  92631. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  92632. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  92633. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  92634. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  92635. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  92636. * | 7 | NEAREST_LINEAR | |
  92637. * | 8 | NEAREST_NEAREST | |
  92638. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  92639. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  92640. * | 11 | LINEAR_LINEAR | |
  92641. * | 12 | LINEAR_NEAREST | |
  92642. *
  92643. * > _mag_: magnification filter (close to the viewer)
  92644. * > _min_: minification filter (far from the viewer)
  92645. * > _mip_: filter used between mip map levels
  92646. *@param samplingMode Define the new sampling mode of the texture
  92647. */
  92648. updateSamplingMode(samplingMode: number): void;
  92649. /**
  92650. * Scales the texture if is `canRescale()`
  92651. * @param ratio the resize factor we want to use to rescale
  92652. */
  92653. scale(ratio: number): void;
  92654. /**
  92655. * Get if the texture can rescale.
  92656. */
  92657. readonly canRescale: boolean;
  92658. /** @hidden */
  92659. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  92660. /** @hidden */
  92661. _rebuild(): void;
  92662. /**
  92663. * Triggers the load sequence in delayed load mode.
  92664. */
  92665. delayLoad(): void;
  92666. /**
  92667. * Clones the texture.
  92668. * @returns the cloned texture
  92669. */
  92670. clone(): Nullable<BaseTexture>;
  92671. /**
  92672. * Get the texture underlying type (INT, FLOAT...)
  92673. */
  92674. readonly textureType: number;
  92675. /**
  92676. * Get the texture underlying format (RGB, RGBA...)
  92677. */
  92678. readonly textureFormat: number;
  92679. /**
  92680. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  92681. * This will returns an RGBA array buffer containing either in values (0-255) or
  92682. * float values (0-1) depending of the underlying buffer type.
  92683. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  92684. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  92685. * @param buffer defines a user defined buffer to fill with data (can be null)
  92686. * @returns The Array buffer containing the pixels data.
  92687. */
  92688. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  92689. /**
  92690. * Release and destroy the underlying lower level texture aka internalTexture.
  92691. */
  92692. releaseInternalTexture(): void;
  92693. /**
  92694. * Get the polynomial representation of the texture data.
  92695. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  92696. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  92697. */
  92698. sphericalPolynomial: Nullable<SphericalPolynomial>;
  92699. /** @hidden */
  92700. readonly _lodTextureHigh: Nullable<BaseTexture>;
  92701. /** @hidden */
  92702. readonly _lodTextureMid: Nullable<BaseTexture>;
  92703. /** @hidden */
  92704. readonly _lodTextureLow: Nullable<BaseTexture>;
  92705. /**
  92706. * Dispose the texture and release its associated resources.
  92707. */
  92708. dispose(): void;
  92709. /**
  92710. * Serialize the texture into a JSON representation that can be parsed later on.
  92711. * @returns the JSON representation of the texture
  92712. */
  92713. serialize(): any;
  92714. /**
  92715. * Helper function to be called back once a list of texture contains only ready textures.
  92716. * @param textures Define the list of textures to wait for
  92717. * @param callback Define the callback triggered once the entire list will be ready
  92718. */
  92719. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  92720. }
  92721. }
  92722. declare module BABYLON {
  92723. /**
  92724. * Class used to store data associated with WebGL texture data for the engine
  92725. * This class should not be used directly
  92726. */
  92727. export class InternalTexture {
  92728. /** @hidden */
  92729. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  92730. /**
  92731. * The source of the texture data is unknown
  92732. */
  92733. static DATASOURCE_UNKNOWN: number;
  92734. /**
  92735. * Texture data comes from an URL
  92736. */
  92737. static DATASOURCE_URL: number;
  92738. /**
  92739. * Texture data is only used for temporary storage
  92740. */
  92741. static DATASOURCE_TEMP: number;
  92742. /**
  92743. * Texture data comes from raw data (ArrayBuffer)
  92744. */
  92745. static DATASOURCE_RAW: number;
  92746. /**
  92747. * Texture content is dynamic (video or dynamic texture)
  92748. */
  92749. static DATASOURCE_DYNAMIC: number;
  92750. /**
  92751. * Texture content is generated by rendering to it
  92752. */
  92753. static DATASOURCE_RENDERTARGET: number;
  92754. /**
  92755. * Texture content is part of a multi render target process
  92756. */
  92757. static DATASOURCE_MULTIRENDERTARGET: number;
  92758. /**
  92759. * Texture data comes from a cube data file
  92760. */
  92761. static DATASOURCE_CUBE: number;
  92762. /**
  92763. * Texture data comes from a raw cube data
  92764. */
  92765. static DATASOURCE_CUBERAW: number;
  92766. /**
  92767. * Texture data come from a prefiltered cube data file
  92768. */
  92769. static DATASOURCE_CUBEPREFILTERED: number;
  92770. /**
  92771. * Texture content is raw 3D data
  92772. */
  92773. static DATASOURCE_RAW3D: number;
  92774. /**
  92775. * Texture content is a depth texture
  92776. */
  92777. static DATASOURCE_DEPTHTEXTURE: number;
  92778. /**
  92779. * Texture data comes from a raw cube data encoded with RGBD
  92780. */
  92781. static DATASOURCE_CUBERAW_RGBD: number;
  92782. /**
  92783. * Defines if the texture is ready
  92784. */
  92785. isReady: boolean;
  92786. /**
  92787. * Defines if the texture is a cube texture
  92788. */
  92789. isCube: boolean;
  92790. /**
  92791. * Defines if the texture contains 3D data
  92792. */
  92793. is3D: boolean;
  92794. /**
  92795. * Defines if the texture contains multiview data
  92796. */
  92797. isMultiview: boolean;
  92798. /**
  92799. * Gets the URL used to load this texture
  92800. */
  92801. url: string;
  92802. /**
  92803. * Gets the sampling mode of the texture
  92804. */
  92805. samplingMode: number;
  92806. /**
  92807. * Gets a boolean indicating if the texture needs mipmaps generation
  92808. */
  92809. generateMipMaps: boolean;
  92810. /**
  92811. * Gets the number of samples used by the texture (WebGL2+ only)
  92812. */
  92813. samples: number;
  92814. /**
  92815. * Gets the type of the texture (int, float...)
  92816. */
  92817. type: number;
  92818. /**
  92819. * Gets the format of the texture (RGB, RGBA...)
  92820. */
  92821. format: number;
  92822. /**
  92823. * Observable called when the texture is loaded
  92824. */
  92825. onLoadedObservable: Observable<InternalTexture>;
  92826. /**
  92827. * Gets the width of the texture
  92828. */
  92829. width: number;
  92830. /**
  92831. * Gets the height of the texture
  92832. */
  92833. height: number;
  92834. /**
  92835. * Gets the depth of the texture
  92836. */
  92837. depth: number;
  92838. /**
  92839. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  92840. */
  92841. baseWidth: number;
  92842. /**
  92843. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  92844. */
  92845. baseHeight: number;
  92846. /**
  92847. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  92848. */
  92849. baseDepth: number;
  92850. /**
  92851. * Gets a boolean indicating if the texture is inverted on Y axis
  92852. */
  92853. invertY: boolean;
  92854. /** @hidden */
  92855. _invertVScale: boolean;
  92856. /** @hidden */
  92857. _associatedChannel: number;
  92858. /** @hidden */
  92859. _dataSource: number;
  92860. /** @hidden */
  92861. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  92862. /** @hidden */
  92863. _bufferView: Nullable<ArrayBufferView>;
  92864. /** @hidden */
  92865. _bufferViewArray: Nullable<ArrayBufferView[]>;
  92866. /** @hidden */
  92867. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  92868. /** @hidden */
  92869. _size: number;
  92870. /** @hidden */
  92871. _extension: string;
  92872. /** @hidden */
  92873. _files: Nullable<string[]>;
  92874. /** @hidden */
  92875. _workingCanvas: Nullable<HTMLCanvasElement>;
  92876. /** @hidden */
  92877. _workingContext: Nullable<CanvasRenderingContext2D>;
  92878. /** @hidden */
  92879. _framebuffer: Nullable<WebGLFramebuffer>;
  92880. /** @hidden */
  92881. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  92882. /** @hidden */
  92883. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  92884. /** @hidden */
  92885. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  92886. /** @hidden */
  92887. _attachments: Nullable<number[]>;
  92888. /** @hidden */
  92889. _cachedCoordinatesMode: Nullable<number>;
  92890. /** @hidden */
  92891. _cachedWrapU: Nullable<number>;
  92892. /** @hidden */
  92893. _cachedWrapV: Nullable<number>;
  92894. /** @hidden */
  92895. _cachedWrapR: Nullable<number>;
  92896. /** @hidden */
  92897. _cachedAnisotropicFilteringLevel: Nullable<number>;
  92898. /** @hidden */
  92899. _isDisabled: boolean;
  92900. /** @hidden */
  92901. _compression: Nullable<string>;
  92902. /** @hidden */
  92903. _generateStencilBuffer: boolean;
  92904. /** @hidden */
  92905. _generateDepthBuffer: boolean;
  92906. /** @hidden */
  92907. _comparisonFunction: number;
  92908. /** @hidden */
  92909. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  92910. /** @hidden */
  92911. _lodGenerationScale: number;
  92912. /** @hidden */
  92913. _lodGenerationOffset: number;
  92914. /** @hidden */
  92915. _colorTextureArray: Nullable<WebGLTexture>;
  92916. /** @hidden */
  92917. _depthStencilTextureArray: Nullable<WebGLTexture>;
  92918. /** @hidden */
  92919. _lodTextureHigh: Nullable<BaseTexture>;
  92920. /** @hidden */
  92921. _lodTextureMid: Nullable<BaseTexture>;
  92922. /** @hidden */
  92923. _lodTextureLow: Nullable<BaseTexture>;
  92924. /** @hidden */
  92925. _isRGBD: boolean;
  92926. /** @hidden */
  92927. _linearSpecularLOD: boolean;
  92928. /** @hidden */
  92929. _irradianceTexture: Nullable<BaseTexture>;
  92930. /** @hidden */
  92931. _webGLTexture: Nullable<WebGLTexture>;
  92932. /** @hidden */
  92933. _references: number;
  92934. private _engine;
  92935. /**
  92936. * Gets the Engine the texture belongs to.
  92937. * @returns The babylon engine
  92938. */
  92939. getEngine(): Engine;
  92940. /**
  92941. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  92942. */
  92943. readonly dataSource: number;
  92944. /**
  92945. * Creates a new InternalTexture
  92946. * @param engine defines the engine to use
  92947. * @param dataSource defines the type of data that will be used
  92948. * @param delayAllocation if the texture allocation should be delayed (default: false)
  92949. */
  92950. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  92951. /**
  92952. * Increments the number of references (ie. the number of Texture that point to it)
  92953. */
  92954. incrementReferences(): void;
  92955. /**
  92956. * Change the size of the texture (not the size of the content)
  92957. * @param width defines the new width
  92958. * @param height defines the new height
  92959. * @param depth defines the new depth (1 by default)
  92960. */
  92961. updateSize(width: int, height: int, depth?: int): void;
  92962. /** @hidden */
  92963. _rebuild(): void;
  92964. /** @hidden */
  92965. _swapAndDie(target: InternalTexture): void;
  92966. /**
  92967. * Dispose the current allocated resources
  92968. */
  92969. dispose(): void;
  92970. }
  92971. }
  92972. declare module BABYLON {
  92973. /**
  92974. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  92975. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  92976. */
  92977. export class EffectFallbacks {
  92978. private _defines;
  92979. private _currentRank;
  92980. private _maxRank;
  92981. private _mesh;
  92982. /**
  92983. * Removes the fallback from the bound mesh.
  92984. */
  92985. unBindMesh(): void;
  92986. /**
  92987. * Adds a fallback on the specified property.
  92988. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92989. * @param define The name of the define in the shader
  92990. */
  92991. addFallback(rank: number, define: string): void;
  92992. /**
  92993. * Sets the mesh to use CPU skinning when needing to fallback.
  92994. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92995. * @param mesh The mesh to use the fallbacks.
  92996. */
  92997. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  92998. /**
  92999. * Checks to see if more fallbacks are still availible.
  93000. */
  93001. readonly hasMoreFallbacks: boolean;
  93002. /**
  93003. * Removes the defines that should be removed when falling back.
  93004. * @param currentDefines defines the current define statements for the shader.
  93005. * @param effect defines the current effect we try to compile
  93006. * @returns The resulting defines with defines of the current rank removed.
  93007. */
  93008. reduce(currentDefines: string, effect: Effect): string;
  93009. }
  93010. /**
  93011. * Options to be used when creating an effect.
  93012. */
  93013. export class EffectCreationOptions {
  93014. /**
  93015. * Atrributes that will be used in the shader.
  93016. */
  93017. attributes: string[];
  93018. /**
  93019. * Uniform varible names that will be set in the shader.
  93020. */
  93021. uniformsNames: string[];
  93022. /**
  93023. * Uniform buffer varible names that will be set in the shader.
  93024. */
  93025. uniformBuffersNames: string[];
  93026. /**
  93027. * Sampler texture variable names that will be set in the shader.
  93028. */
  93029. samplers: string[];
  93030. /**
  93031. * Define statements that will be set in the shader.
  93032. */
  93033. defines: any;
  93034. /**
  93035. * Possible fallbacks for this effect to improve performance when needed.
  93036. */
  93037. fallbacks: Nullable<EffectFallbacks>;
  93038. /**
  93039. * Callback that will be called when the shader is compiled.
  93040. */
  93041. onCompiled: Nullable<(effect: Effect) => void>;
  93042. /**
  93043. * Callback that will be called if an error occurs during shader compilation.
  93044. */
  93045. onError: Nullable<(effect: Effect, errors: string) => void>;
  93046. /**
  93047. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93048. */
  93049. indexParameters: any;
  93050. /**
  93051. * Max number of lights that can be used in the shader.
  93052. */
  93053. maxSimultaneousLights: number;
  93054. /**
  93055. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  93056. */
  93057. transformFeedbackVaryings: Nullable<string[]>;
  93058. }
  93059. /**
  93060. * Effect containing vertex and fragment shader that can be executed on an object.
  93061. */
  93062. export class Effect implements IDisposable {
  93063. /**
  93064. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93065. */
  93066. static ShadersRepository: string;
  93067. /**
  93068. * Name of the effect.
  93069. */
  93070. name: any;
  93071. /**
  93072. * String container all the define statements that should be set on the shader.
  93073. */
  93074. defines: string;
  93075. /**
  93076. * Callback that will be called when the shader is compiled.
  93077. */
  93078. onCompiled: Nullable<(effect: Effect) => void>;
  93079. /**
  93080. * Callback that will be called if an error occurs during shader compilation.
  93081. */
  93082. onError: Nullable<(effect: Effect, errors: string) => void>;
  93083. /**
  93084. * Callback that will be called when effect is bound.
  93085. */
  93086. onBind: Nullable<(effect: Effect) => void>;
  93087. /**
  93088. * Unique ID of the effect.
  93089. */
  93090. uniqueId: number;
  93091. /**
  93092. * Observable that will be called when the shader is compiled.
  93093. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  93094. */
  93095. onCompileObservable: Observable<Effect>;
  93096. /**
  93097. * Observable that will be called if an error occurs during shader compilation.
  93098. */
  93099. onErrorObservable: Observable<Effect>;
  93100. /** @hidden */
  93101. _onBindObservable: Nullable<Observable<Effect>>;
  93102. /**
  93103. * Observable that will be called when effect is bound.
  93104. */
  93105. readonly onBindObservable: Observable<Effect>;
  93106. /** @hidden */
  93107. _bonesComputationForcedToCPU: boolean;
  93108. private static _uniqueIdSeed;
  93109. private _engine;
  93110. private _uniformBuffersNames;
  93111. private _uniformsNames;
  93112. private _samplerList;
  93113. private _samplers;
  93114. private _isReady;
  93115. private _compilationError;
  93116. private _attributesNames;
  93117. private _attributes;
  93118. private _uniforms;
  93119. /**
  93120. * Key for the effect.
  93121. * @hidden
  93122. */
  93123. _key: string;
  93124. private _indexParameters;
  93125. private _fallbacks;
  93126. private _vertexSourceCode;
  93127. private _fragmentSourceCode;
  93128. private _vertexSourceCodeOverride;
  93129. private _fragmentSourceCodeOverride;
  93130. private _transformFeedbackVaryings;
  93131. /**
  93132. * Compiled shader to webGL program.
  93133. * @hidden
  93134. */
  93135. _pipelineContext: Nullable<IPipelineContext>;
  93136. private _valueCache;
  93137. private static _baseCache;
  93138. /**
  93139. * Instantiates an effect.
  93140. * An effect can be used to create/manage/execute vertex and fragment shaders.
  93141. * @param baseName Name of the effect.
  93142. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  93143. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  93144. * @param samplers List of sampler variables that will be passed to the shader.
  93145. * @param engine Engine to be used to render the effect
  93146. * @param defines Define statements to be added to the shader.
  93147. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  93148. * @param onCompiled Callback that will be called when the shader is compiled.
  93149. * @param onError Callback that will be called if an error occurs during shader compilation.
  93150. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93151. */
  93152. 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);
  93153. private _useFinalCode;
  93154. /**
  93155. * Unique key for this effect
  93156. */
  93157. readonly key: string;
  93158. /**
  93159. * If the effect has been compiled and prepared.
  93160. * @returns if the effect is compiled and prepared.
  93161. */
  93162. isReady(): boolean;
  93163. private _isReadyInternal;
  93164. /**
  93165. * The engine the effect was initialized with.
  93166. * @returns the engine.
  93167. */
  93168. getEngine(): Engine;
  93169. /**
  93170. * The pipeline context for this effect
  93171. * @returns the associated pipeline context
  93172. */
  93173. getPipelineContext(): Nullable<IPipelineContext>;
  93174. /**
  93175. * The set of names of attribute variables for the shader.
  93176. * @returns An array of attribute names.
  93177. */
  93178. getAttributesNames(): string[];
  93179. /**
  93180. * Returns the attribute at the given index.
  93181. * @param index The index of the attribute.
  93182. * @returns The location of the attribute.
  93183. */
  93184. getAttributeLocation(index: number): number;
  93185. /**
  93186. * Returns the attribute based on the name of the variable.
  93187. * @param name of the attribute to look up.
  93188. * @returns the attribute location.
  93189. */
  93190. getAttributeLocationByName(name: string): number;
  93191. /**
  93192. * The number of attributes.
  93193. * @returns the numnber of attributes.
  93194. */
  93195. getAttributesCount(): number;
  93196. /**
  93197. * Gets the index of a uniform variable.
  93198. * @param uniformName of the uniform to look up.
  93199. * @returns the index.
  93200. */
  93201. getUniformIndex(uniformName: string): number;
  93202. /**
  93203. * Returns the attribute based on the name of the variable.
  93204. * @param uniformName of the uniform to look up.
  93205. * @returns the location of the uniform.
  93206. */
  93207. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  93208. /**
  93209. * Returns an array of sampler variable names
  93210. * @returns The array of sampler variable neames.
  93211. */
  93212. getSamplers(): string[];
  93213. /**
  93214. * The error from the last compilation.
  93215. * @returns the error string.
  93216. */
  93217. getCompilationError(): string;
  93218. /**
  93219. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  93220. * @param func The callback to be used.
  93221. */
  93222. executeWhenCompiled(func: (effect: Effect) => void): void;
  93223. private _checkIsReady;
  93224. /** @hidden */
  93225. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  93226. /** @hidden */
  93227. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  93228. /** @hidden */
  93229. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  93230. /**
  93231. * Recompiles the webGL program
  93232. * @param vertexSourceCode The source code for the vertex shader.
  93233. * @param fragmentSourceCode The source code for the fragment shader.
  93234. * @param onCompiled Callback called when completed.
  93235. * @param onError Callback called on error.
  93236. * @hidden
  93237. */
  93238. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  93239. /**
  93240. * Prepares the effect
  93241. * @hidden
  93242. */
  93243. _prepareEffect(): void;
  93244. private _processCompilationErrors;
  93245. /**
  93246. * Checks if the effect is supported. (Must be called after compilation)
  93247. */
  93248. readonly isSupported: boolean;
  93249. /**
  93250. * Binds a texture to the engine to be used as output of the shader.
  93251. * @param channel Name of the output variable.
  93252. * @param texture Texture to bind.
  93253. * @hidden
  93254. */
  93255. _bindTexture(channel: string, texture: InternalTexture): void;
  93256. /**
  93257. * Sets a texture on the engine to be used in the shader.
  93258. * @param channel Name of the sampler variable.
  93259. * @param texture Texture to set.
  93260. */
  93261. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  93262. /**
  93263. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  93264. * @param channel Name of the sampler variable.
  93265. * @param texture Texture to set.
  93266. */
  93267. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  93268. /**
  93269. * Sets an array of textures on the engine to be used in the shader.
  93270. * @param channel Name of the variable.
  93271. * @param textures Textures to set.
  93272. */
  93273. setTextureArray(channel: string, textures: BaseTexture[]): void;
  93274. /**
  93275. * 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)
  93276. * @param channel Name of the sampler variable.
  93277. * @param postProcess Post process to get the input texture from.
  93278. */
  93279. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  93280. /**
  93281. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  93282. * 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)
  93283. * @param channel Name of the sampler variable.
  93284. * @param postProcess Post process to get the output texture from.
  93285. */
  93286. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  93287. /** @hidden */
  93288. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  93289. /** @hidden */
  93290. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  93291. /** @hidden */
  93292. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  93293. /** @hidden */
  93294. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  93295. /**
  93296. * Binds a buffer to a uniform.
  93297. * @param buffer Buffer to bind.
  93298. * @param name Name of the uniform variable to bind to.
  93299. */
  93300. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  93301. /**
  93302. * Binds block to a uniform.
  93303. * @param blockName Name of the block to bind.
  93304. * @param index Index to bind.
  93305. */
  93306. bindUniformBlock(blockName: string, index: number): void;
  93307. /**
  93308. * Sets an interger value on a uniform variable.
  93309. * @param uniformName Name of the variable.
  93310. * @param value Value to be set.
  93311. * @returns this effect.
  93312. */
  93313. setInt(uniformName: string, value: number): Effect;
  93314. /**
  93315. * Sets an int array on a uniform variable.
  93316. * @param uniformName Name of the variable.
  93317. * @param array array to be set.
  93318. * @returns this effect.
  93319. */
  93320. setIntArray(uniformName: string, array: Int32Array): Effect;
  93321. /**
  93322. * 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)
  93323. * @param uniformName Name of the variable.
  93324. * @param array array to be set.
  93325. * @returns this effect.
  93326. */
  93327. setIntArray2(uniformName: string, array: Int32Array): Effect;
  93328. /**
  93329. * 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)
  93330. * @param uniformName Name of the variable.
  93331. * @param array array to be set.
  93332. * @returns this effect.
  93333. */
  93334. setIntArray3(uniformName: string, array: Int32Array): Effect;
  93335. /**
  93336. * 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)
  93337. * @param uniformName Name of the variable.
  93338. * @param array array to be set.
  93339. * @returns this effect.
  93340. */
  93341. setIntArray4(uniformName: string, array: Int32Array): Effect;
  93342. /**
  93343. * Sets an float array on a uniform variable.
  93344. * @param uniformName Name of the variable.
  93345. * @param array array to be set.
  93346. * @returns this effect.
  93347. */
  93348. setFloatArray(uniformName: string, array: Float32Array): Effect;
  93349. /**
  93350. * 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)
  93351. * @param uniformName Name of the variable.
  93352. * @param array array to be set.
  93353. * @returns this effect.
  93354. */
  93355. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  93356. /**
  93357. * 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)
  93358. * @param uniformName Name of the variable.
  93359. * @param array array to be set.
  93360. * @returns this effect.
  93361. */
  93362. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  93363. /**
  93364. * 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)
  93365. * @param uniformName Name of the variable.
  93366. * @param array array to be set.
  93367. * @returns this effect.
  93368. */
  93369. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  93370. /**
  93371. * Sets an array on a uniform variable.
  93372. * @param uniformName Name of the variable.
  93373. * @param array array to be set.
  93374. * @returns this effect.
  93375. */
  93376. setArray(uniformName: string, array: number[]): Effect;
  93377. /**
  93378. * 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)
  93379. * @param uniformName Name of the variable.
  93380. * @param array array to be set.
  93381. * @returns this effect.
  93382. */
  93383. setArray2(uniformName: string, array: number[]): Effect;
  93384. /**
  93385. * 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)
  93386. * @param uniformName Name of the variable.
  93387. * @param array array to be set.
  93388. * @returns this effect.
  93389. */
  93390. setArray3(uniformName: string, array: number[]): Effect;
  93391. /**
  93392. * 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)
  93393. * @param uniformName Name of the variable.
  93394. * @param array array to be set.
  93395. * @returns this effect.
  93396. */
  93397. setArray4(uniformName: string, array: number[]): Effect;
  93398. /**
  93399. * Sets matrices on a uniform variable.
  93400. * @param uniformName Name of the variable.
  93401. * @param matrices matrices to be set.
  93402. * @returns this effect.
  93403. */
  93404. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  93405. /**
  93406. * Sets matrix on a uniform variable.
  93407. * @param uniformName Name of the variable.
  93408. * @param matrix matrix to be set.
  93409. * @returns this effect.
  93410. */
  93411. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  93412. /**
  93413. * 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)
  93414. * @param uniformName Name of the variable.
  93415. * @param matrix matrix to be set.
  93416. * @returns this effect.
  93417. */
  93418. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  93419. /**
  93420. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  93421. * @param uniformName Name of the variable.
  93422. * @param matrix matrix to be set.
  93423. * @returns this effect.
  93424. */
  93425. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  93426. /**
  93427. * Sets a float on a uniform variable.
  93428. * @param uniformName Name of the variable.
  93429. * @param value value to be set.
  93430. * @returns this effect.
  93431. */
  93432. setFloat(uniformName: string, value: number): Effect;
  93433. /**
  93434. * Sets a boolean on a uniform variable.
  93435. * @param uniformName Name of the variable.
  93436. * @param bool value to be set.
  93437. * @returns this effect.
  93438. */
  93439. setBool(uniformName: string, bool: boolean): Effect;
  93440. /**
  93441. * Sets a Vector2 on a uniform variable.
  93442. * @param uniformName Name of the variable.
  93443. * @param vector2 vector2 to be set.
  93444. * @returns this effect.
  93445. */
  93446. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  93447. /**
  93448. * Sets a float2 on a uniform variable.
  93449. * @param uniformName Name of the variable.
  93450. * @param x First float in float2.
  93451. * @param y Second float in float2.
  93452. * @returns this effect.
  93453. */
  93454. setFloat2(uniformName: string, x: number, y: number): Effect;
  93455. /**
  93456. * Sets a Vector3 on a uniform variable.
  93457. * @param uniformName Name of the variable.
  93458. * @param vector3 Value to be set.
  93459. * @returns this effect.
  93460. */
  93461. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  93462. /**
  93463. * Sets a float3 on a uniform variable.
  93464. * @param uniformName Name of the variable.
  93465. * @param x First float in float3.
  93466. * @param y Second float in float3.
  93467. * @param z Third float in float3.
  93468. * @returns this effect.
  93469. */
  93470. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  93471. /**
  93472. * Sets a Vector4 on a uniform variable.
  93473. * @param uniformName Name of the variable.
  93474. * @param vector4 Value to be set.
  93475. * @returns this effect.
  93476. */
  93477. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  93478. /**
  93479. * Sets a float4 on a uniform variable.
  93480. * @param uniformName Name of the variable.
  93481. * @param x First float in float4.
  93482. * @param y Second float in float4.
  93483. * @param z Third float in float4.
  93484. * @param w Fourth float in float4.
  93485. * @returns this effect.
  93486. */
  93487. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  93488. /**
  93489. * Sets a Color3 on a uniform variable.
  93490. * @param uniformName Name of the variable.
  93491. * @param color3 Value to be set.
  93492. * @returns this effect.
  93493. */
  93494. setColor3(uniformName: string, color3: IColor3Like): Effect;
  93495. /**
  93496. * Sets a Color4 on a uniform variable.
  93497. * @param uniformName Name of the variable.
  93498. * @param color3 Value to be set.
  93499. * @param alpha Alpha value to be set.
  93500. * @returns this effect.
  93501. */
  93502. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  93503. /**
  93504. * Sets a Color4 on a uniform variable
  93505. * @param uniformName defines the name of the variable
  93506. * @param color4 defines the value to be set
  93507. * @returns this effect.
  93508. */
  93509. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  93510. /** Release all associated resources */
  93511. dispose(): void;
  93512. /**
  93513. * This function will add a new shader to the shader store
  93514. * @param name the name of the shader
  93515. * @param pixelShader optional pixel shader content
  93516. * @param vertexShader optional vertex shader content
  93517. */
  93518. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  93519. /**
  93520. * Store of each shader (The can be looked up using effect.key)
  93521. */
  93522. static ShadersStore: {
  93523. [key: string]: string;
  93524. };
  93525. /**
  93526. * Store of each included file for a shader (The can be looked up using effect.key)
  93527. */
  93528. static IncludesShadersStore: {
  93529. [key: string]: string;
  93530. };
  93531. /**
  93532. * Resets the cache of effects.
  93533. */
  93534. static ResetCache(): void;
  93535. }
  93536. }
  93537. declare module BABYLON {
  93538. /**
  93539. * Uniform buffer objects.
  93540. *
  93541. * Handles blocks of uniform on the GPU.
  93542. *
  93543. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  93544. *
  93545. * For more information, please refer to :
  93546. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93547. */
  93548. export class UniformBuffer {
  93549. private _engine;
  93550. private _buffer;
  93551. private _data;
  93552. private _bufferData;
  93553. private _dynamic?;
  93554. private _uniformLocations;
  93555. private _uniformSizes;
  93556. private _uniformLocationPointer;
  93557. private _needSync;
  93558. private _noUBO;
  93559. private _currentEffect;
  93560. private static _MAX_UNIFORM_SIZE;
  93561. private static _tempBuffer;
  93562. /**
  93563. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  93564. * This is dynamic to allow compat with webgl 1 and 2.
  93565. * You will need to pass the name of the uniform as well as the value.
  93566. */
  93567. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  93568. /**
  93569. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  93570. * This is dynamic to allow compat with webgl 1 and 2.
  93571. * You will need to pass the name of the uniform as well as the value.
  93572. */
  93573. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  93574. /**
  93575. * Lambda to Update a single float in a uniform buffer.
  93576. * This is dynamic to allow compat with webgl 1 and 2.
  93577. * You will need to pass the name of the uniform as well as the value.
  93578. */
  93579. updateFloat: (name: string, x: number) => void;
  93580. /**
  93581. * Lambda to Update a vec2 of float in a uniform buffer.
  93582. * This is dynamic to allow compat with webgl 1 and 2.
  93583. * You will need to pass the name of the uniform as well as the value.
  93584. */
  93585. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  93586. /**
  93587. * Lambda to Update a vec3 of float in a uniform buffer.
  93588. * This is dynamic to allow compat with webgl 1 and 2.
  93589. * You will need to pass the name of the uniform as well as the value.
  93590. */
  93591. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  93592. /**
  93593. * Lambda to Update a vec4 of float in a uniform buffer.
  93594. * This is dynamic to allow compat with webgl 1 and 2.
  93595. * You will need to pass the name of the uniform as well as the value.
  93596. */
  93597. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  93598. /**
  93599. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  93600. * This is dynamic to allow compat with webgl 1 and 2.
  93601. * You will need to pass the name of the uniform as well as the value.
  93602. */
  93603. updateMatrix: (name: string, mat: Matrix) => void;
  93604. /**
  93605. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  93606. * This is dynamic to allow compat with webgl 1 and 2.
  93607. * You will need to pass the name of the uniform as well as the value.
  93608. */
  93609. updateVector3: (name: string, vector: Vector3) => void;
  93610. /**
  93611. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  93612. * This is dynamic to allow compat with webgl 1 and 2.
  93613. * You will need to pass the name of the uniform as well as the value.
  93614. */
  93615. updateVector4: (name: string, vector: Vector4) => void;
  93616. /**
  93617. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  93618. * This is dynamic to allow compat with webgl 1 and 2.
  93619. * You will need to pass the name of the uniform as well as the value.
  93620. */
  93621. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  93622. /**
  93623. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  93624. * This is dynamic to allow compat with webgl 1 and 2.
  93625. * You will need to pass the name of the uniform as well as the value.
  93626. */
  93627. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  93628. /**
  93629. * Instantiates a new Uniform buffer objects.
  93630. *
  93631. * Handles blocks of uniform on the GPU.
  93632. *
  93633. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  93634. *
  93635. * For more information, please refer to :
  93636. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93637. * @param engine Define the engine the buffer is associated with
  93638. * @param data Define the data contained in the buffer
  93639. * @param dynamic Define if the buffer is updatable
  93640. */
  93641. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  93642. /**
  93643. * Indicates if the buffer is using the WebGL2 UBO implementation,
  93644. * or just falling back on setUniformXXX calls.
  93645. */
  93646. readonly useUbo: boolean;
  93647. /**
  93648. * Indicates if the WebGL underlying uniform buffer is in sync
  93649. * with the javascript cache data.
  93650. */
  93651. readonly isSync: boolean;
  93652. /**
  93653. * Indicates if the WebGL underlying uniform buffer is dynamic.
  93654. * Also, a dynamic UniformBuffer will disable cache verification and always
  93655. * update the underlying WebGL uniform buffer to the GPU.
  93656. * @returns if Dynamic, otherwise false
  93657. */
  93658. isDynamic(): boolean;
  93659. /**
  93660. * The data cache on JS side.
  93661. * @returns the underlying data as a float array
  93662. */
  93663. getData(): Float32Array;
  93664. /**
  93665. * The underlying WebGL Uniform buffer.
  93666. * @returns the webgl buffer
  93667. */
  93668. getBuffer(): Nullable<DataBuffer>;
  93669. /**
  93670. * std140 layout specifies how to align data within an UBO structure.
  93671. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  93672. * for specs.
  93673. */
  93674. private _fillAlignment;
  93675. /**
  93676. * Adds an uniform in the buffer.
  93677. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  93678. * for the layout to be correct !
  93679. * @param name Name of the uniform, as used in the uniform block in the shader.
  93680. * @param size Data size, or data directly.
  93681. */
  93682. addUniform(name: string, size: number | number[]): void;
  93683. /**
  93684. * Adds a Matrix 4x4 to the uniform buffer.
  93685. * @param name Name of the uniform, as used in the uniform block in the shader.
  93686. * @param mat A 4x4 matrix.
  93687. */
  93688. addMatrix(name: string, mat: Matrix): void;
  93689. /**
  93690. * Adds a vec2 to the uniform buffer.
  93691. * @param name Name of the uniform, as used in the uniform block in the shader.
  93692. * @param x Define the x component value of the vec2
  93693. * @param y Define the y component value of the vec2
  93694. */
  93695. addFloat2(name: string, x: number, y: number): void;
  93696. /**
  93697. * Adds a vec3 to the uniform buffer.
  93698. * @param name Name of the uniform, as used in the uniform block in the shader.
  93699. * @param x Define the x component value of the vec3
  93700. * @param y Define the y component value of the vec3
  93701. * @param z Define the z component value of the vec3
  93702. */
  93703. addFloat3(name: string, x: number, y: number, z: number): void;
  93704. /**
  93705. * Adds a vec3 to the uniform buffer.
  93706. * @param name Name of the uniform, as used in the uniform block in the shader.
  93707. * @param color Define the vec3 from a Color
  93708. */
  93709. addColor3(name: string, color: Color3): void;
  93710. /**
  93711. * Adds a vec4 to the uniform buffer.
  93712. * @param name Name of the uniform, as used in the uniform block in the shader.
  93713. * @param color Define the rgb components from a Color
  93714. * @param alpha Define the a component of the vec4
  93715. */
  93716. addColor4(name: string, color: Color3, alpha: number): void;
  93717. /**
  93718. * Adds a vec3 to the uniform buffer.
  93719. * @param name Name of the uniform, as used in the uniform block in the shader.
  93720. * @param vector Define the vec3 components from a Vector
  93721. */
  93722. addVector3(name: string, vector: Vector3): void;
  93723. /**
  93724. * Adds a Matrix 3x3 to the uniform buffer.
  93725. * @param name Name of the uniform, as used in the uniform block in the shader.
  93726. */
  93727. addMatrix3x3(name: string): void;
  93728. /**
  93729. * Adds a Matrix 2x2 to the uniform buffer.
  93730. * @param name Name of the uniform, as used in the uniform block in the shader.
  93731. */
  93732. addMatrix2x2(name: string): void;
  93733. /**
  93734. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  93735. */
  93736. create(): void;
  93737. /** @hidden */
  93738. _rebuild(): void;
  93739. /**
  93740. * Updates the WebGL Uniform Buffer on the GPU.
  93741. * If the `dynamic` flag is set to true, no cache comparison is done.
  93742. * Otherwise, the buffer will be updated only if the cache differs.
  93743. */
  93744. update(): void;
  93745. /**
  93746. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  93747. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93748. * @param data Define the flattened data
  93749. * @param size Define the size of the data.
  93750. */
  93751. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  93752. private _valueCache;
  93753. private _cacheMatrix;
  93754. private _updateMatrix3x3ForUniform;
  93755. private _updateMatrix3x3ForEffect;
  93756. private _updateMatrix2x2ForEffect;
  93757. private _updateMatrix2x2ForUniform;
  93758. private _updateFloatForEffect;
  93759. private _updateFloatForUniform;
  93760. private _updateFloat2ForEffect;
  93761. private _updateFloat2ForUniform;
  93762. private _updateFloat3ForEffect;
  93763. private _updateFloat3ForUniform;
  93764. private _updateFloat4ForEffect;
  93765. private _updateFloat4ForUniform;
  93766. private _updateMatrixForEffect;
  93767. private _updateMatrixForUniform;
  93768. private _updateVector3ForEffect;
  93769. private _updateVector3ForUniform;
  93770. private _updateVector4ForEffect;
  93771. private _updateVector4ForUniform;
  93772. private _updateColor3ForEffect;
  93773. private _updateColor3ForUniform;
  93774. private _updateColor4ForEffect;
  93775. private _updateColor4ForUniform;
  93776. /**
  93777. * Sets a sampler uniform on the effect.
  93778. * @param name Define the name of the sampler.
  93779. * @param texture Define the texture to set in the sampler
  93780. */
  93781. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  93782. /**
  93783. * Directly updates the value of the uniform in the cache AND on the GPU.
  93784. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93785. * @param data Define the flattened data
  93786. */
  93787. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  93788. /**
  93789. * Binds this uniform buffer to an effect.
  93790. * @param effect Define the effect to bind the buffer to
  93791. * @param name Name of the uniform block in the shader.
  93792. */
  93793. bindToEffect(effect: Effect, name: string): void;
  93794. /**
  93795. * Disposes the uniform buffer.
  93796. */
  93797. dispose(): void;
  93798. }
  93799. }
  93800. declare module BABYLON {
  93801. /**
  93802. * Class used to work with sound analyzer using fast fourier transform (FFT)
  93803. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93804. */
  93805. export class Analyser {
  93806. /**
  93807. * Gets or sets the smoothing
  93808. * @ignorenaming
  93809. */
  93810. SMOOTHING: number;
  93811. /**
  93812. * Gets or sets the FFT table size
  93813. * @ignorenaming
  93814. */
  93815. FFT_SIZE: number;
  93816. /**
  93817. * Gets or sets the bar graph amplitude
  93818. * @ignorenaming
  93819. */
  93820. BARGRAPHAMPLITUDE: number;
  93821. /**
  93822. * Gets or sets the position of the debug canvas
  93823. * @ignorenaming
  93824. */
  93825. DEBUGCANVASPOS: {
  93826. x: number;
  93827. y: number;
  93828. };
  93829. /**
  93830. * Gets or sets the debug canvas size
  93831. * @ignorenaming
  93832. */
  93833. DEBUGCANVASSIZE: {
  93834. width: number;
  93835. height: number;
  93836. };
  93837. private _byteFreqs;
  93838. private _byteTime;
  93839. private _floatFreqs;
  93840. private _webAudioAnalyser;
  93841. private _debugCanvas;
  93842. private _debugCanvasContext;
  93843. private _scene;
  93844. private _registerFunc;
  93845. private _audioEngine;
  93846. /**
  93847. * Creates a new analyser
  93848. * @param scene defines hosting scene
  93849. */
  93850. constructor(scene: Scene);
  93851. /**
  93852. * Get the number of data values you will have to play with for the visualization
  93853. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  93854. * @returns a number
  93855. */
  93856. getFrequencyBinCount(): number;
  93857. /**
  93858. * Gets the current frequency data as a byte array
  93859. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93860. * @returns a Uint8Array
  93861. */
  93862. getByteFrequencyData(): Uint8Array;
  93863. /**
  93864. * Gets the current waveform as a byte array
  93865. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  93866. * @returns a Uint8Array
  93867. */
  93868. getByteTimeDomainData(): Uint8Array;
  93869. /**
  93870. * Gets the current frequency data as a float array
  93871. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93872. * @returns a Float32Array
  93873. */
  93874. getFloatFrequencyData(): Float32Array;
  93875. /**
  93876. * Renders the debug canvas
  93877. */
  93878. drawDebugCanvas(): void;
  93879. /**
  93880. * Stops rendering the debug canvas and removes it
  93881. */
  93882. stopDebugCanvas(): void;
  93883. /**
  93884. * Connects two audio nodes
  93885. * @param inputAudioNode defines first node to connect
  93886. * @param outputAudioNode defines second node to connect
  93887. */
  93888. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  93889. /**
  93890. * Releases all associated resources
  93891. */
  93892. dispose(): void;
  93893. }
  93894. }
  93895. declare module BABYLON {
  93896. /**
  93897. * This represents an audio engine and it is responsible
  93898. * to play, synchronize and analyse sounds throughout the application.
  93899. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93900. */
  93901. export interface IAudioEngine extends IDisposable {
  93902. /**
  93903. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93904. */
  93905. readonly canUseWebAudio: boolean;
  93906. /**
  93907. * Gets the current AudioContext if available.
  93908. */
  93909. readonly audioContext: Nullable<AudioContext>;
  93910. /**
  93911. * The master gain node defines the global audio volume of your audio engine.
  93912. */
  93913. readonly masterGain: GainNode;
  93914. /**
  93915. * Gets whether or not mp3 are supported by your browser.
  93916. */
  93917. readonly isMP3supported: boolean;
  93918. /**
  93919. * Gets whether or not ogg are supported by your browser.
  93920. */
  93921. readonly isOGGsupported: boolean;
  93922. /**
  93923. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93924. * @ignoreNaming
  93925. */
  93926. WarnedWebAudioUnsupported: boolean;
  93927. /**
  93928. * Defines if the audio engine relies on a custom unlocked button.
  93929. * In this case, the embedded button will not be displayed.
  93930. */
  93931. useCustomUnlockedButton: boolean;
  93932. /**
  93933. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  93934. */
  93935. readonly unlocked: boolean;
  93936. /**
  93937. * Event raised when audio has been unlocked on the browser.
  93938. */
  93939. onAudioUnlockedObservable: Observable<AudioEngine>;
  93940. /**
  93941. * Event raised when audio has been locked on the browser.
  93942. */
  93943. onAudioLockedObservable: Observable<AudioEngine>;
  93944. /**
  93945. * Flags the audio engine in Locked state.
  93946. * This happens due to new browser policies preventing audio to autoplay.
  93947. */
  93948. lock(): void;
  93949. /**
  93950. * Unlocks the audio engine once a user action has been done on the dom.
  93951. * This is helpful to resume play once browser policies have been satisfied.
  93952. */
  93953. unlock(): void;
  93954. }
  93955. /**
  93956. * This represents the default audio engine used in babylon.
  93957. * It is responsible to play, synchronize and analyse sounds throughout the application.
  93958. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93959. */
  93960. export class AudioEngine implements IAudioEngine {
  93961. private _audioContext;
  93962. private _audioContextInitialized;
  93963. private _muteButton;
  93964. private _hostElement;
  93965. /**
  93966. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93967. */
  93968. canUseWebAudio: boolean;
  93969. /**
  93970. * The master gain node defines the global audio volume of your audio engine.
  93971. */
  93972. masterGain: GainNode;
  93973. /**
  93974. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93975. * @ignoreNaming
  93976. */
  93977. WarnedWebAudioUnsupported: boolean;
  93978. /**
  93979. * Gets whether or not mp3 are supported by your browser.
  93980. */
  93981. isMP3supported: boolean;
  93982. /**
  93983. * Gets whether or not ogg are supported by your browser.
  93984. */
  93985. isOGGsupported: boolean;
  93986. /**
  93987. * Gets whether audio has been unlocked on the device.
  93988. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  93989. * a user interaction has happened.
  93990. */
  93991. unlocked: boolean;
  93992. /**
  93993. * Defines if the audio engine relies on a custom unlocked button.
  93994. * In this case, the embedded button will not be displayed.
  93995. */
  93996. useCustomUnlockedButton: boolean;
  93997. /**
  93998. * Event raised when audio has been unlocked on the browser.
  93999. */
  94000. onAudioUnlockedObservable: Observable<AudioEngine>;
  94001. /**
  94002. * Event raised when audio has been locked on the browser.
  94003. */
  94004. onAudioLockedObservable: Observable<AudioEngine>;
  94005. /**
  94006. * Gets the current AudioContext if available.
  94007. */
  94008. readonly audioContext: Nullable<AudioContext>;
  94009. private _connectedAnalyser;
  94010. /**
  94011. * Instantiates a new audio engine.
  94012. *
  94013. * There should be only one per page as some browsers restrict the number
  94014. * of audio contexts you can create.
  94015. * @param hostElement defines the host element where to display the mute icon if necessary
  94016. */
  94017. constructor(hostElement?: Nullable<HTMLElement>);
  94018. /**
  94019. * Flags the audio engine in Locked state.
  94020. * This happens due to new browser policies preventing audio to autoplay.
  94021. */
  94022. lock(): void;
  94023. /**
  94024. * Unlocks the audio engine once a user action has been done on the dom.
  94025. * This is helpful to resume play once browser policies have been satisfied.
  94026. */
  94027. unlock(): void;
  94028. private _resumeAudioContext;
  94029. private _initializeAudioContext;
  94030. private _tryToRun;
  94031. private _triggerRunningState;
  94032. private _triggerSuspendedState;
  94033. private _displayMuteButton;
  94034. private _moveButtonToTopLeft;
  94035. private _onResize;
  94036. private _hideMuteButton;
  94037. /**
  94038. * Destroy and release the resources associated with the audio ccontext.
  94039. */
  94040. dispose(): void;
  94041. /**
  94042. * Gets the global volume sets on the master gain.
  94043. * @returns the global volume if set or -1 otherwise
  94044. */
  94045. getGlobalVolume(): number;
  94046. /**
  94047. * Sets the global volume of your experience (sets on the master gain).
  94048. * @param newVolume Defines the new global volume of the application
  94049. */
  94050. setGlobalVolume(newVolume: number): void;
  94051. /**
  94052. * Connect the audio engine to an audio analyser allowing some amazing
  94053. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  94054. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  94055. * @param analyser The analyser to connect to the engine
  94056. */
  94057. connectToAnalyser(analyser: Analyser): void;
  94058. }
  94059. }
  94060. declare module BABYLON {
  94061. /**
  94062. * Interface used to present a loading screen while loading a scene
  94063. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94064. */
  94065. export interface ILoadingScreen {
  94066. /**
  94067. * Function called to display the loading screen
  94068. */
  94069. displayLoadingUI: () => void;
  94070. /**
  94071. * Function called to hide the loading screen
  94072. */
  94073. hideLoadingUI: () => void;
  94074. /**
  94075. * Gets or sets the color to use for the background
  94076. */
  94077. loadingUIBackgroundColor: string;
  94078. /**
  94079. * Gets or sets the text to display while loading
  94080. */
  94081. loadingUIText: string;
  94082. }
  94083. /**
  94084. * Class used for the default loading screen
  94085. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94086. */
  94087. export class DefaultLoadingScreen implements ILoadingScreen {
  94088. private _renderingCanvas;
  94089. private _loadingText;
  94090. private _loadingDivBackgroundColor;
  94091. private _loadingDiv;
  94092. private _loadingTextDiv;
  94093. /** Gets or sets the logo url to use for the default loading screen */
  94094. static DefaultLogoUrl: string;
  94095. /** Gets or sets the spinner url to use for the default loading screen */
  94096. static DefaultSpinnerUrl: string;
  94097. /**
  94098. * Creates a new default loading screen
  94099. * @param _renderingCanvas defines the canvas used to render the scene
  94100. * @param _loadingText defines the default text to display
  94101. * @param _loadingDivBackgroundColor defines the default background color
  94102. */
  94103. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  94104. /**
  94105. * Function called to display the loading screen
  94106. */
  94107. displayLoadingUI(): void;
  94108. /**
  94109. * Function called to hide the loading screen
  94110. */
  94111. hideLoadingUI(): void;
  94112. /**
  94113. * Gets or sets the text to display while loading
  94114. */
  94115. loadingUIText: string;
  94116. /**
  94117. * Gets or sets the color to use for the background
  94118. */
  94119. loadingUIBackgroundColor: string;
  94120. private _resizeLoadingUI;
  94121. }
  94122. }
  94123. declare module BABYLON {
  94124. /** @hidden */
  94125. export class WebGLPipelineContext implements IPipelineContext {
  94126. engine: Engine;
  94127. program: Nullable<WebGLProgram>;
  94128. context?: WebGLRenderingContext;
  94129. vertexShader?: WebGLShader;
  94130. fragmentShader?: WebGLShader;
  94131. isParallelCompiled: boolean;
  94132. onCompiled?: () => void;
  94133. transformFeedback?: WebGLTransformFeedback | null;
  94134. readonly isAsync: boolean;
  94135. readonly isReady: boolean;
  94136. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  94137. }
  94138. }
  94139. declare module BABYLON {
  94140. /** @hidden */
  94141. export class WebGLDataBuffer extends DataBuffer {
  94142. private _buffer;
  94143. constructor(resource: WebGLBuffer);
  94144. readonly underlyingResource: any;
  94145. }
  94146. }
  94147. declare module BABYLON {
  94148. /** @hidden */
  94149. export class WebGL2ShaderProcessor implements IShaderProcessor {
  94150. attributeProcessor(attribute: string): string;
  94151. varyingProcessor(varying: string, isFragment: boolean): string;
  94152. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  94153. }
  94154. }
  94155. declare module BABYLON {
  94156. /**
  94157. * This class is used to track a performance counter which is number based.
  94158. * The user has access to many properties which give statistics of different nature.
  94159. *
  94160. * The implementer can track two kinds of Performance Counter: time and count.
  94161. * 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.
  94162. * 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.
  94163. */
  94164. export class PerfCounter {
  94165. /**
  94166. * Gets or sets a global boolean to turn on and off all the counters
  94167. */
  94168. static Enabled: boolean;
  94169. /**
  94170. * Returns the smallest value ever
  94171. */
  94172. readonly min: number;
  94173. /**
  94174. * Returns the biggest value ever
  94175. */
  94176. readonly max: number;
  94177. /**
  94178. * Returns the average value since the performance counter is running
  94179. */
  94180. readonly average: number;
  94181. /**
  94182. * Returns the average value of the last second the counter was monitored
  94183. */
  94184. readonly lastSecAverage: number;
  94185. /**
  94186. * Returns the current value
  94187. */
  94188. readonly current: number;
  94189. /**
  94190. * Gets the accumulated total
  94191. */
  94192. readonly total: number;
  94193. /**
  94194. * Gets the total value count
  94195. */
  94196. readonly count: number;
  94197. /**
  94198. * Creates a new counter
  94199. */
  94200. constructor();
  94201. /**
  94202. * Call this method to start monitoring a new frame.
  94203. * 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.
  94204. */
  94205. fetchNewFrame(): void;
  94206. /**
  94207. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  94208. * @param newCount the count value to add to the monitored count
  94209. * @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.
  94210. */
  94211. addCount(newCount: number, fetchResult: boolean): void;
  94212. /**
  94213. * Start monitoring this performance counter
  94214. */
  94215. beginMonitoring(): void;
  94216. /**
  94217. * Compute the time lapsed since the previous beginMonitoring() call.
  94218. * @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
  94219. */
  94220. endMonitoring(newFrame?: boolean): void;
  94221. private _fetchResult;
  94222. private _startMonitoringTime;
  94223. private _min;
  94224. private _max;
  94225. private _average;
  94226. private _current;
  94227. private _totalValueCount;
  94228. private _totalAccumulated;
  94229. private _lastSecAverage;
  94230. private _lastSecAccumulated;
  94231. private _lastSecTime;
  94232. private _lastSecValueCount;
  94233. }
  94234. }
  94235. declare module BABYLON {
  94236. /**
  94237. * Interface for any object that can request an animation frame
  94238. */
  94239. export interface ICustomAnimationFrameRequester {
  94240. /**
  94241. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  94242. */
  94243. renderFunction?: Function;
  94244. /**
  94245. * Called to request the next frame to render to
  94246. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  94247. */
  94248. requestAnimationFrame: Function;
  94249. /**
  94250. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  94251. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  94252. */
  94253. requestID?: number;
  94254. }
  94255. }
  94256. declare module BABYLON {
  94257. /**
  94258. * Settings for finer control over video usage
  94259. */
  94260. export interface VideoTextureSettings {
  94261. /**
  94262. * Applies `autoplay` to video, if specified
  94263. */
  94264. autoPlay?: boolean;
  94265. /**
  94266. * Applies `loop` to video, if specified
  94267. */
  94268. loop?: boolean;
  94269. /**
  94270. * Automatically updates internal texture from video at every frame in the render loop
  94271. */
  94272. autoUpdateTexture: boolean;
  94273. /**
  94274. * Image src displayed during the video loading or until the user interacts with the video.
  94275. */
  94276. poster?: string;
  94277. }
  94278. /**
  94279. * If you want to display a video in your scene, this is the special texture for that.
  94280. * This special texture works similar to other textures, with the exception of a few parameters.
  94281. * @see https://doc.babylonjs.com/how_to/video_texture
  94282. */
  94283. export class VideoTexture extends Texture {
  94284. /**
  94285. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  94286. */
  94287. readonly autoUpdateTexture: boolean;
  94288. /**
  94289. * The video instance used by the texture internally
  94290. */
  94291. readonly video: HTMLVideoElement;
  94292. private _onUserActionRequestedObservable;
  94293. /**
  94294. * Event triggerd when a dom action is required by the user to play the video.
  94295. * This happens due to recent changes in browser policies preventing video to auto start.
  94296. */
  94297. readonly onUserActionRequestedObservable: Observable<Texture>;
  94298. private _generateMipMaps;
  94299. private _engine;
  94300. private _stillImageCaptured;
  94301. private _displayingPosterTexture;
  94302. private _settings;
  94303. private _createInternalTextureOnEvent;
  94304. /**
  94305. * Creates a video texture.
  94306. * If you want to display a video in your scene, this is the special texture for that.
  94307. * This special texture works similar to other textures, with the exception of a few parameters.
  94308. * @see https://doc.babylonjs.com/how_to/video_texture
  94309. * @param name optional name, will detect from video source, if not defined
  94310. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  94311. * @param scene is obviously the current scene.
  94312. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  94313. * @param invertY is false by default but can be used to invert video on Y axis
  94314. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  94315. * @param settings allows finer control over video usage
  94316. */
  94317. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  94318. private _getName;
  94319. private _getVideo;
  94320. private _createInternalTexture;
  94321. private reset;
  94322. /**
  94323. * @hidden Internal method to initiate `update`.
  94324. */
  94325. _rebuild(): void;
  94326. /**
  94327. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  94328. */
  94329. update(): void;
  94330. /**
  94331. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  94332. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  94333. */
  94334. updateTexture(isVisible: boolean): void;
  94335. protected _updateInternalTexture: () => void;
  94336. /**
  94337. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  94338. * @param url New url.
  94339. */
  94340. updateURL(url: string): void;
  94341. /**
  94342. * Dispose the texture and release its associated resources.
  94343. */
  94344. dispose(): void;
  94345. /**
  94346. * Creates a video texture straight from a stream.
  94347. * @param scene Define the scene the texture should be created in
  94348. * @param stream Define the stream the texture should be created from
  94349. * @returns The created video texture as a promise
  94350. */
  94351. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  94352. /**
  94353. * Creates a video texture straight from your WebCam video feed.
  94354. * @param scene Define the scene the texture should be created in
  94355. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  94356. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  94357. * @returns The created video texture as a promise
  94358. */
  94359. static CreateFromWebCamAsync(scene: Scene, constraints: {
  94360. minWidth: number;
  94361. maxWidth: number;
  94362. minHeight: number;
  94363. maxHeight: number;
  94364. deviceId: string;
  94365. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  94366. /**
  94367. * Creates a video texture straight from your WebCam video feed.
  94368. * @param scene Define the scene the texture should be created in
  94369. * @param onReady Define a callback to triggered once the texture will be ready
  94370. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  94371. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  94372. */
  94373. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  94374. minWidth: number;
  94375. maxWidth: number;
  94376. minHeight: number;
  94377. maxHeight: number;
  94378. deviceId: string;
  94379. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  94380. }
  94381. }
  94382. declare module BABYLON {
  94383. /**
  94384. * Defines the interface used by objects containing a viewport (like a camera)
  94385. */
  94386. interface IViewportOwnerLike {
  94387. /**
  94388. * Gets or sets the viewport
  94389. */
  94390. viewport: IViewportLike;
  94391. }
  94392. /**
  94393. * Interface for attribute information associated with buffer instanciation
  94394. */
  94395. export class InstancingAttributeInfo {
  94396. /**
  94397. * Index/offset of the attribute in the vertex shader
  94398. */
  94399. index: number;
  94400. /**
  94401. * size of the attribute, 1, 2, 3 or 4
  94402. */
  94403. attributeSize: number;
  94404. /**
  94405. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  94406. * default is FLOAT
  94407. */
  94408. attribyteType: number;
  94409. /**
  94410. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  94411. */
  94412. normalized: boolean;
  94413. /**
  94414. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  94415. */
  94416. offset: number;
  94417. /**
  94418. * Name of the GLSL attribute, for debugging purpose only
  94419. */
  94420. attributeName: string;
  94421. }
  94422. /**
  94423. * Define options used to create a depth texture
  94424. */
  94425. export class DepthTextureCreationOptions {
  94426. /** Specifies whether or not a stencil should be allocated in the texture */
  94427. generateStencil?: boolean;
  94428. /** Specifies whether or not bilinear filtering is enable on the texture */
  94429. bilinearFiltering?: boolean;
  94430. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  94431. comparisonFunction?: number;
  94432. /** Specifies if the created texture is a cube texture */
  94433. isCube?: boolean;
  94434. }
  94435. /**
  94436. * Class used to describe the capabilities of the engine relatively to the current browser
  94437. */
  94438. export class EngineCapabilities {
  94439. /** Maximum textures units per fragment shader */
  94440. maxTexturesImageUnits: number;
  94441. /** Maximum texture units per vertex shader */
  94442. maxVertexTextureImageUnits: number;
  94443. /** Maximum textures units in the entire pipeline */
  94444. maxCombinedTexturesImageUnits: number;
  94445. /** Maximum texture size */
  94446. maxTextureSize: number;
  94447. /** Maximum cube texture size */
  94448. maxCubemapTextureSize: number;
  94449. /** Maximum render texture size */
  94450. maxRenderTextureSize: number;
  94451. /** Maximum number of vertex attributes */
  94452. maxVertexAttribs: number;
  94453. /** Maximum number of varyings */
  94454. maxVaryingVectors: number;
  94455. /** Maximum number of uniforms per vertex shader */
  94456. maxVertexUniformVectors: number;
  94457. /** Maximum number of uniforms per fragment shader */
  94458. maxFragmentUniformVectors: number;
  94459. /** Defines if standard derivates (dx/dy) are supported */
  94460. standardDerivatives: boolean;
  94461. /** Defines if s3tc texture compression is supported */
  94462. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  94463. /** Defines if pvrtc texture compression is supported */
  94464. pvrtc: any;
  94465. /** Defines if etc1 texture compression is supported */
  94466. etc1: any;
  94467. /** Defines if etc2 texture compression is supported */
  94468. etc2: any;
  94469. /** Defines if astc texture compression is supported */
  94470. astc: any;
  94471. /** Defines if float textures are supported */
  94472. textureFloat: boolean;
  94473. /** Defines if vertex array objects are supported */
  94474. vertexArrayObject: boolean;
  94475. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  94476. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  94477. /** Gets the maximum level of anisotropy supported */
  94478. maxAnisotropy: number;
  94479. /** Defines if instancing is supported */
  94480. instancedArrays: boolean;
  94481. /** Defines if 32 bits indices are supported */
  94482. uintIndices: boolean;
  94483. /** Defines if high precision shaders are supported */
  94484. highPrecisionShaderSupported: boolean;
  94485. /** Defines if depth reading in the fragment shader is supported */
  94486. fragmentDepthSupported: boolean;
  94487. /** Defines if float texture linear filtering is supported*/
  94488. textureFloatLinearFiltering: boolean;
  94489. /** Defines if rendering to float textures is supported */
  94490. textureFloatRender: boolean;
  94491. /** Defines if half float textures are supported*/
  94492. textureHalfFloat: boolean;
  94493. /** Defines if half float texture linear filtering is supported*/
  94494. textureHalfFloatLinearFiltering: boolean;
  94495. /** Defines if rendering to half float textures is supported */
  94496. textureHalfFloatRender: boolean;
  94497. /** Defines if textureLOD shader command is supported */
  94498. textureLOD: boolean;
  94499. /** Defines if draw buffers extension is supported */
  94500. drawBuffersExtension: boolean;
  94501. /** Defines if depth textures are supported */
  94502. depthTextureExtension: boolean;
  94503. /** Defines if float color buffer are supported */
  94504. colorBufferFloat: boolean;
  94505. /** Gets disjoint timer query extension (null if not supported) */
  94506. timerQuery: EXT_disjoint_timer_query;
  94507. /** Defines if timestamp can be used with timer query */
  94508. canUseTimestampForTimerQuery: boolean;
  94509. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  94510. multiview: any;
  94511. /** Function used to let the system compiles shaders in background */
  94512. parallelShaderCompile: {
  94513. COMPLETION_STATUS_KHR: number;
  94514. };
  94515. /** Max number of texture samples for MSAA */
  94516. maxMSAASamples: number;
  94517. }
  94518. /** Interface defining initialization parameters for Engine class */
  94519. export interface EngineOptions extends WebGLContextAttributes {
  94520. /**
  94521. * Defines if the engine should no exceed a specified device ratio
  94522. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  94523. */
  94524. limitDeviceRatio?: number;
  94525. /**
  94526. * Defines if webvr should be enabled automatically
  94527. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94528. */
  94529. autoEnableWebVR?: boolean;
  94530. /**
  94531. * Defines if webgl2 should be turned off even if supported
  94532. * @see http://doc.babylonjs.com/features/webgl2
  94533. */
  94534. disableWebGL2Support?: boolean;
  94535. /**
  94536. * Defines if webaudio should be initialized as well
  94537. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94538. */
  94539. audioEngine?: boolean;
  94540. /**
  94541. * Defines if animations should run using a deterministic lock step
  94542. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94543. */
  94544. deterministicLockstep?: boolean;
  94545. /** Defines the maximum steps to use with deterministic lock step mode */
  94546. lockstepMaxSteps?: number;
  94547. /**
  94548. * Defines that engine should ignore context lost events
  94549. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  94550. */
  94551. doNotHandleContextLost?: boolean;
  94552. /**
  94553. * Defines that engine should ignore modifying touch action attribute and style
  94554. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  94555. */
  94556. doNotHandleTouchAction?: boolean;
  94557. /**
  94558. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  94559. */
  94560. useHighPrecisionFloats?: boolean;
  94561. }
  94562. /**
  94563. * Defines the interface used by display changed events
  94564. */
  94565. export interface IDisplayChangedEventArgs {
  94566. /** Gets the vrDisplay object (if any) */
  94567. vrDisplay: Nullable<any>;
  94568. /** Gets a boolean indicating if webVR is supported */
  94569. vrSupported: boolean;
  94570. }
  94571. /**
  94572. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  94573. */
  94574. export class Engine {
  94575. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  94576. static ExceptionList: ({
  94577. key: string;
  94578. capture: string;
  94579. captureConstraint: number;
  94580. targets: string[];
  94581. } | {
  94582. key: string;
  94583. capture: null;
  94584. captureConstraint: null;
  94585. targets: string[];
  94586. })[];
  94587. /** Gets the list of created engines */
  94588. static readonly Instances: Engine[];
  94589. /**
  94590. * Gets the latest created engine
  94591. */
  94592. static readonly LastCreatedEngine: Nullable<Engine>;
  94593. /**
  94594. * Gets the latest created scene
  94595. */
  94596. static readonly LastCreatedScene: Nullable<Scene>;
  94597. /**
  94598. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  94599. * @param flag defines which part of the materials must be marked as dirty
  94600. * @param predicate defines a predicate used to filter which materials should be affected
  94601. */
  94602. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  94603. /** @hidden */
  94604. static _TextureLoaders: IInternalTextureLoader[];
  94605. /** Defines that alpha blending is disabled */
  94606. static readonly ALPHA_DISABLE: number;
  94607. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  94608. static readonly ALPHA_ADD: number;
  94609. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  94610. static readonly ALPHA_COMBINE: number;
  94611. /** Defines that alpha blending to DEST - SRC * DEST */
  94612. static readonly ALPHA_SUBTRACT: number;
  94613. /** Defines that alpha blending to SRC * DEST */
  94614. static readonly ALPHA_MULTIPLY: number;
  94615. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  94616. static readonly ALPHA_MAXIMIZED: number;
  94617. /** Defines that alpha blending to SRC + DEST */
  94618. static readonly ALPHA_ONEONE: number;
  94619. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  94620. static readonly ALPHA_PREMULTIPLIED: number;
  94621. /**
  94622. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  94623. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  94624. */
  94625. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  94626. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  94627. static readonly ALPHA_INTERPOLATE: number;
  94628. /**
  94629. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  94630. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  94631. */
  94632. static readonly ALPHA_SCREENMODE: number;
  94633. /** Defines that the ressource is not delayed*/
  94634. static readonly DELAYLOADSTATE_NONE: number;
  94635. /** Defines that the ressource was successfully delay loaded */
  94636. static readonly DELAYLOADSTATE_LOADED: number;
  94637. /** Defines that the ressource is currently delay loading */
  94638. static readonly DELAYLOADSTATE_LOADING: number;
  94639. /** Defines that the ressource is delayed and has not started loading */
  94640. static readonly DELAYLOADSTATE_NOTLOADED: number;
  94641. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  94642. static readonly NEVER: number;
  94643. /** 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 */
  94644. static readonly ALWAYS: number;
  94645. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  94646. static readonly LESS: number;
  94647. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  94648. static readonly EQUAL: number;
  94649. /** 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 */
  94650. static readonly LEQUAL: number;
  94651. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  94652. static readonly GREATER: number;
  94653. /** 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 */
  94654. static readonly GEQUAL: number;
  94655. /** 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 */
  94656. static readonly NOTEQUAL: number;
  94657. /** Passed to stencilOperation to specify that stencil value must be kept */
  94658. static readonly KEEP: number;
  94659. /** Passed to stencilOperation to specify that stencil value must be replaced */
  94660. static readonly REPLACE: number;
  94661. /** Passed to stencilOperation to specify that stencil value must be incremented */
  94662. static readonly INCR: number;
  94663. /** Passed to stencilOperation to specify that stencil value must be decremented */
  94664. static readonly DECR: number;
  94665. /** Passed to stencilOperation to specify that stencil value must be inverted */
  94666. static readonly INVERT: number;
  94667. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  94668. static readonly INCR_WRAP: number;
  94669. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  94670. static readonly DECR_WRAP: number;
  94671. /** Texture is not repeating outside of 0..1 UVs */
  94672. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  94673. /** Texture is repeating outside of 0..1 UVs */
  94674. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  94675. /** Texture is repeating and mirrored */
  94676. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  94677. /** ALPHA */
  94678. static readonly TEXTUREFORMAT_ALPHA: number;
  94679. /** LUMINANCE */
  94680. static readonly TEXTUREFORMAT_LUMINANCE: number;
  94681. /** LUMINANCE_ALPHA */
  94682. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  94683. /** RGB */
  94684. static readonly TEXTUREFORMAT_RGB: number;
  94685. /** RGBA */
  94686. static readonly TEXTUREFORMAT_RGBA: number;
  94687. /** RED */
  94688. static readonly TEXTUREFORMAT_RED: number;
  94689. /** RED (2nd reference) */
  94690. static readonly TEXTUREFORMAT_R: number;
  94691. /** RG */
  94692. static readonly TEXTUREFORMAT_RG: number;
  94693. /** RED_INTEGER */
  94694. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  94695. /** RED_INTEGER (2nd reference) */
  94696. static readonly TEXTUREFORMAT_R_INTEGER: number;
  94697. /** RG_INTEGER */
  94698. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  94699. /** RGB_INTEGER */
  94700. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  94701. /** RGBA_INTEGER */
  94702. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  94703. /** UNSIGNED_BYTE */
  94704. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  94705. /** UNSIGNED_BYTE (2nd reference) */
  94706. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  94707. /** FLOAT */
  94708. static readonly TEXTURETYPE_FLOAT: number;
  94709. /** HALF_FLOAT */
  94710. static readonly TEXTURETYPE_HALF_FLOAT: number;
  94711. /** BYTE */
  94712. static readonly TEXTURETYPE_BYTE: number;
  94713. /** SHORT */
  94714. static readonly TEXTURETYPE_SHORT: number;
  94715. /** UNSIGNED_SHORT */
  94716. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  94717. /** INT */
  94718. static readonly TEXTURETYPE_INT: number;
  94719. /** UNSIGNED_INT */
  94720. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  94721. /** UNSIGNED_SHORT_4_4_4_4 */
  94722. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  94723. /** UNSIGNED_SHORT_5_5_5_1 */
  94724. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  94725. /** UNSIGNED_SHORT_5_6_5 */
  94726. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  94727. /** UNSIGNED_INT_2_10_10_10_REV */
  94728. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  94729. /** UNSIGNED_INT_24_8 */
  94730. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  94731. /** UNSIGNED_INT_10F_11F_11F_REV */
  94732. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  94733. /** UNSIGNED_INT_5_9_9_9_REV */
  94734. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  94735. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  94736. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  94737. /** nearest is mag = nearest and min = nearest and mip = linear */
  94738. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  94739. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94740. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  94741. /** Trilinear is mag = linear and min = linear and mip = linear */
  94742. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  94743. /** nearest is mag = nearest and min = nearest and mip = linear */
  94744. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  94745. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94746. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  94747. /** Trilinear is mag = linear and min = linear and mip = linear */
  94748. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  94749. /** mag = nearest and min = nearest and mip = nearest */
  94750. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  94751. /** mag = nearest and min = linear and mip = nearest */
  94752. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  94753. /** mag = nearest and min = linear and mip = linear */
  94754. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  94755. /** mag = nearest and min = linear and mip = none */
  94756. static readonly TEXTURE_NEAREST_LINEAR: number;
  94757. /** mag = nearest and min = nearest and mip = none */
  94758. static readonly TEXTURE_NEAREST_NEAREST: number;
  94759. /** mag = linear and min = nearest and mip = nearest */
  94760. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  94761. /** mag = linear and min = nearest and mip = linear */
  94762. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  94763. /** mag = linear and min = linear and mip = none */
  94764. static readonly TEXTURE_LINEAR_LINEAR: number;
  94765. /** mag = linear and min = nearest and mip = none */
  94766. static readonly TEXTURE_LINEAR_NEAREST: number;
  94767. /** Explicit coordinates mode */
  94768. static readonly TEXTURE_EXPLICIT_MODE: number;
  94769. /** Spherical coordinates mode */
  94770. static readonly TEXTURE_SPHERICAL_MODE: number;
  94771. /** Planar coordinates mode */
  94772. static readonly TEXTURE_PLANAR_MODE: number;
  94773. /** Cubic coordinates mode */
  94774. static readonly TEXTURE_CUBIC_MODE: number;
  94775. /** Projection coordinates mode */
  94776. static readonly TEXTURE_PROJECTION_MODE: number;
  94777. /** Skybox coordinates mode */
  94778. static readonly TEXTURE_SKYBOX_MODE: number;
  94779. /** Inverse Cubic coordinates mode */
  94780. static readonly TEXTURE_INVCUBIC_MODE: number;
  94781. /** Equirectangular coordinates mode */
  94782. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  94783. /** Equirectangular Fixed coordinates mode */
  94784. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  94785. /** Equirectangular Fixed Mirrored coordinates mode */
  94786. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  94787. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  94788. static readonly SCALEMODE_FLOOR: number;
  94789. /** Defines that texture rescaling will look for the nearest power of 2 size */
  94790. static readonly SCALEMODE_NEAREST: number;
  94791. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  94792. static readonly SCALEMODE_CEILING: number;
  94793. /**
  94794. * Returns the current npm package of the sdk
  94795. */
  94796. static readonly NpmPackage: string;
  94797. /**
  94798. * Returns the current version of the framework
  94799. */
  94800. static readonly Version: string;
  94801. /**
  94802. * Returns a string describing the current engine
  94803. */
  94804. readonly description: string;
  94805. /**
  94806. * Gets or sets the epsilon value used by collision engine
  94807. */
  94808. static CollisionsEpsilon: number;
  94809. /**
  94810. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  94811. */
  94812. static ShadersRepository: string;
  94813. /**
  94814. * Method called to create the default loading screen.
  94815. * This can be overriden in your own app.
  94816. * @param canvas The rendering canvas element
  94817. * @returns The loading screen
  94818. */
  94819. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  94820. /**
  94821. * Method called to create the default rescale post process on each engine.
  94822. */
  94823. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  94824. /** @hidden */
  94825. _shaderProcessor: IShaderProcessor;
  94826. /**
  94827. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  94828. */
  94829. forcePOTTextures: boolean;
  94830. /**
  94831. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  94832. */
  94833. isFullscreen: boolean;
  94834. /**
  94835. * Gets a boolean indicating if the pointer is currently locked
  94836. */
  94837. isPointerLock: boolean;
  94838. /**
  94839. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  94840. */
  94841. cullBackFaces: boolean;
  94842. /**
  94843. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  94844. */
  94845. renderEvenInBackground: boolean;
  94846. /**
  94847. * Gets or sets a boolean indicating that cache can be kept between frames
  94848. */
  94849. preventCacheWipeBetweenFrames: boolean;
  94850. /**
  94851. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  94852. **/
  94853. enableOfflineSupport: boolean;
  94854. /**
  94855. * 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)
  94856. **/
  94857. disableManifestCheck: boolean;
  94858. /**
  94859. * Gets the list of created scenes
  94860. */
  94861. scenes: Scene[];
  94862. /**
  94863. * Event raised when a new scene is created
  94864. */
  94865. onNewSceneAddedObservable: Observable<Scene>;
  94866. /**
  94867. * Gets the list of created postprocesses
  94868. */
  94869. postProcesses: PostProcess[];
  94870. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  94871. validateShaderPrograms: boolean;
  94872. /**
  94873. * Observable event triggered each time the rendering canvas is resized
  94874. */
  94875. onResizeObservable: Observable<Engine>;
  94876. /**
  94877. * Observable event triggered each time the canvas loses focus
  94878. */
  94879. onCanvasBlurObservable: Observable<Engine>;
  94880. /**
  94881. * Observable event triggered each time the canvas gains focus
  94882. */
  94883. onCanvasFocusObservable: Observable<Engine>;
  94884. /**
  94885. * Observable event triggered each time the canvas receives pointerout event
  94886. */
  94887. onCanvasPointerOutObservable: Observable<PointerEvent>;
  94888. /**
  94889. * Observable event triggered before each texture is initialized
  94890. */
  94891. onBeforeTextureInitObservable: Observable<Texture>;
  94892. /**
  94893. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  94894. */
  94895. disableUniformBuffers: boolean;
  94896. /** @hidden */
  94897. _uniformBuffers: UniformBuffer[];
  94898. /**
  94899. * Gets a boolean indicating that the engine supports uniform buffers
  94900. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94901. */
  94902. readonly supportsUniformBuffers: boolean;
  94903. /**
  94904. * Observable raised when the engine begins a new frame
  94905. */
  94906. onBeginFrameObservable: Observable<Engine>;
  94907. /**
  94908. * If set, will be used to request the next animation frame for the render loop
  94909. */
  94910. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  94911. /**
  94912. * Observable raised when the engine ends the current frame
  94913. */
  94914. onEndFrameObservable: Observable<Engine>;
  94915. /**
  94916. * Observable raised when the engine is about to compile a shader
  94917. */
  94918. onBeforeShaderCompilationObservable: Observable<Engine>;
  94919. /**
  94920. * Observable raised when the engine has jsut compiled a shader
  94921. */
  94922. onAfterShaderCompilationObservable: Observable<Engine>;
  94923. /** @hidden */
  94924. _gl: WebGLRenderingContext;
  94925. private _renderingCanvas;
  94926. private _windowIsBackground;
  94927. private _webGLVersion;
  94928. protected _highPrecisionShadersAllowed: boolean;
  94929. /** @hidden */
  94930. readonly _shouldUseHighPrecisionShader: boolean;
  94931. /**
  94932. * Gets a boolean indicating that only power of 2 textures are supported
  94933. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  94934. */
  94935. readonly needPOTTextures: boolean;
  94936. /** @hidden */
  94937. _badOS: boolean;
  94938. /** @hidden */
  94939. _badDesktopOS: boolean;
  94940. /**
  94941. * Gets the audio engine
  94942. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94943. * @ignorenaming
  94944. */
  94945. static audioEngine: IAudioEngine;
  94946. /**
  94947. * Default AudioEngine factory responsible of creating the Audio Engine.
  94948. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  94949. */
  94950. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  94951. /**
  94952. * Default offline support factory responsible of creating a tool used to store data locally.
  94953. * By default, this will create a Database object if the workload has been embedded.
  94954. */
  94955. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  94956. private _onFocus;
  94957. private _onBlur;
  94958. private _onCanvasPointerOut;
  94959. private _onCanvasBlur;
  94960. private _onCanvasFocus;
  94961. private _onFullscreenChange;
  94962. private _onPointerLockChange;
  94963. private _hardwareScalingLevel;
  94964. /** @hidden */
  94965. _caps: EngineCapabilities;
  94966. private _pointerLockRequested;
  94967. private _isStencilEnable;
  94968. private _colorWrite;
  94969. private _loadingScreen;
  94970. /** @hidden */
  94971. _drawCalls: PerfCounter;
  94972. private _glVersion;
  94973. private _glRenderer;
  94974. private _glVendor;
  94975. private _videoTextureSupported;
  94976. private _renderingQueueLaunched;
  94977. private _activeRenderLoops;
  94978. private _deterministicLockstep;
  94979. private _lockstepMaxSteps;
  94980. /**
  94981. * Observable signaled when a context lost event is raised
  94982. */
  94983. onContextLostObservable: Observable<Engine>;
  94984. /**
  94985. * Observable signaled when a context restored event is raised
  94986. */
  94987. onContextRestoredObservable: Observable<Engine>;
  94988. private _onContextLost;
  94989. private _onContextRestored;
  94990. private _contextWasLost;
  94991. /** @hidden */
  94992. _doNotHandleContextLost: boolean;
  94993. /**
  94994. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  94995. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  94996. */
  94997. doNotHandleContextLost: boolean;
  94998. private _performanceMonitor;
  94999. private _fps;
  95000. private _deltaTime;
  95001. /**
  95002. * Turn this value on if you want to pause FPS computation when in background
  95003. */
  95004. disablePerformanceMonitorInBackground: boolean;
  95005. /**
  95006. * Gets the performance monitor attached to this engine
  95007. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  95008. */
  95009. readonly performanceMonitor: PerformanceMonitor;
  95010. /**
  95011. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  95012. */
  95013. disableVertexArrayObjects: boolean;
  95014. /** @hidden */
  95015. protected _depthCullingState: _DepthCullingState;
  95016. /** @hidden */
  95017. protected _stencilState: _StencilState;
  95018. /** @hidden */
  95019. protected _alphaState: _AlphaState;
  95020. /** @hidden */
  95021. protected _alphaMode: number;
  95022. /** @hidden */
  95023. _internalTexturesCache: InternalTexture[];
  95024. /** @hidden */
  95025. protected _activeChannel: number;
  95026. private _currentTextureChannel;
  95027. /** @hidden */
  95028. protected _boundTexturesCache: {
  95029. [key: string]: Nullable<InternalTexture>;
  95030. };
  95031. /** @hidden */
  95032. protected _currentEffect: Nullable<Effect>;
  95033. /** @hidden */
  95034. protected _currentProgram: Nullable<WebGLProgram>;
  95035. private _compiledEffects;
  95036. private _vertexAttribArraysEnabled;
  95037. /** @hidden */
  95038. protected _cachedViewport: Nullable<IViewportLike>;
  95039. private _cachedVertexArrayObject;
  95040. /** @hidden */
  95041. protected _cachedVertexBuffers: any;
  95042. /** @hidden */
  95043. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  95044. /** @hidden */
  95045. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  95046. /** @hidden */
  95047. _currentRenderTarget: Nullable<InternalTexture>;
  95048. private _uintIndicesCurrentlySet;
  95049. private _currentBoundBuffer;
  95050. /** @hidden */
  95051. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  95052. private _currentBufferPointers;
  95053. private _currentInstanceLocations;
  95054. private _currentInstanceBuffers;
  95055. private _textureUnits;
  95056. /** @hidden */
  95057. _workingCanvas: Nullable<HTMLCanvasElement>;
  95058. /** @hidden */
  95059. _workingContext: Nullable<CanvasRenderingContext2D>;
  95060. private _rescalePostProcess;
  95061. private _dummyFramebuffer;
  95062. private _externalData;
  95063. /** @hidden */
  95064. _bindedRenderFunction: any;
  95065. private _vaoRecordInProgress;
  95066. private _mustWipeVertexAttributes;
  95067. private _emptyTexture;
  95068. private _emptyCubeTexture;
  95069. private _emptyTexture3D;
  95070. /** @hidden */
  95071. _frameHandler: number;
  95072. private _nextFreeTextureSlots;
  95073. private _maxSimultaneousTextures;
  95074. private _activeRequests;
  95075. private _texturesSupported;
  95076. /** @hidden */
  95077. _textureFormatInUse: Nullable<string>;
  95078. /**
  95079. * Gets the list of texture formats supported
  95080. */
  95081. readonly texturesSupported: Array<string>;
  95082. /**
  95083. * Gets the list of texture formats in use
  95084. */
  95085. readonly textureFormatInUse: Nullable<string>;
  95086. /**
  95087. * Gets the current viewport
  95088. */
  95089. readonly currentViewport: Nullable<IViewportLike>;
  95090. /**
  95091. * Gets the default empty texture
  95092. */
  95093. readonly emptyTexture: InternalTexture;
  95094. /**
  95095. * Gets the default empty 3D texture
  95096. */
  95097. readonly emptyTexture3D: InternalTexture;
  95098. /**
  95099. * Gets the default empty cube texture
  95100. */
  95101. readonly emptyCubeTexture: InternalTexture;
  95102. /**
  95103. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  95104. */
  95105. readonly premultipliedAlpha: boolean;
  95106. /**
  95107. * Creates a new engine
  95108. * @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
  95109. * @param antialias defines enable antialiasing (default: false)
  95110. * @param options defines further options to be sent to the getContext() function
  95111. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  95112. */
  95113. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  95114. /**
  95115. * Initializes a webVR display and starts listening to display change events
  95116. * The onVRDisplayChangedObservable will be notified upon these changes
  95117. * @returns The onVRDisplayChangedObservable
  95118. */
  95119. initWebVR(): Observable<IDisplayChangedEventArgs>;
  95120. /** @hidden */
  95121. _prepareVRComponent(): void;
  95122. /** @hidden */
  95123. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  95124. /** @hidden */
  95125. _submitVRFrame(): void;
  95126. /**
  95127. * Call this function to leave webVR mode
  95128. * Will do nothing if webVR is not supported or if there is no webVR device
  95129. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95130. */
  95131. disableVR(): void;
  95132. /**
  95133. * Gets a boolean indicating that the system is in VR mode and is presenting
  95134. * @returns true if VR mode is engaged
  95135. */
  95136. isVRPresenting(): boolean;
  95137. /** @hidden */
  95138. _requestVRFrame(): void;
  95139. private _disableTouchAction;
  95140. private _rebuildInternalTextures;
  95141. private _rebuildEffects;
  95142. /**
  95143. * Gets a boolean indicating if all created effects are ready
  95144. * @returns true if all effects are ready
  95145. */
  95146. areAllEffectsReady(): boolean;
  95147. private _rebuildBuffers;
  95148. private _initGLContext;
  95149. /**
  95150. * Gets version of the current webGL context
  95151. */
  95152. readonly webGLVersion: number;
  95153. /**
  95154. * Gets a string idenfifying the name of the class
  95155. * @returns "Engine" string
  95156. */
  95157. getClassName(): string;
  95158. /**
  95159. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  95160. */
  95161. readonly isStencilEnable: boolean;
  95162. /** @hidden */
  95163. _prepareWorkingCanvas(): void;
  95164. /**
  95165. * Reset the texture cache to empty state
  95166. */
  95167. resetTextureCache(): void;
  95168. /**
  95169. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  95170. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95171. * @returns true if engine is in deterministic lock step mode
  95172. */
  95173. isDeterministicLockStep(): boolean;
  95174. /**
  95175. * Gets the max steps when engine is running in deterministic lock step
  95176. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95177. * @returns the max steps
  95178. */
  95179. getLockstepMaxSteps(): number;
  95180. /**
  95181. * Gets an object containing information about the current webGL context
  95182. * @returns an object containing the vender, the renderer and the version of the current webGL context
  95183. */
  95184. getGlInfo(): {
  95185. vendor: string;
  95186. renderer: string;
  95187. version: string;
  95188. };
  95189. /**
  95190. * Gets current aspect ratio
  95191. * @param viewportOwner defines the camera to use to get the aspect ratio
  95192. * @param useScreen defines if screen size must be used (or the current render target if any)
  95193. * @returns a number defining the aspect ratio
  95194. */
  95195. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  95196. /**
  95197. * Gets current screen aspect ratio
  95198. * @returns a number defining the aspect ratio
  95199. */
  95200. getScreenAspectRatio(): number;
  95201. /**
  95202. * Gets the current render width
  95203. * @param useScreen defines if screen size must be used (or the current render target if any)
  95204. * @returns a number defining the current render width
  95205. */
  95206. getRenderWidth(useScreen?: boolean): number;
  95207. /**
  95208. * Gets the current render height
  95209. * @param useScreen defines if screen size must be used (or the current render target if any)
  95210. * @returns a number defining the current render height
  95211. */
  95212. getRenderHeight(useScreen?: boolean): number;
  95213. /**
  95214. * Gets the HTML canvas attached with the current webGL context
  95215. * @returns a HTML canvas
  95216. */
  95217. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  95218. /**
  95219. * Gets host window
  95220. * @returns the host window object
  95221. */
  95222. getHostWindow(): Window;
  95223. /**
  95224. * Gets host document
  95225. * @returns the host document object
  95226. */
  95227. getHostDocument(): Document;
  95228. /**
  95229. * Gets the client rect of the HTML canvas attached with the current webGL context
  95230. * @returns a client rectanglee
  95231. */
  95232. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  95233. /**
  95234. * Defines the hardware scaling level.
  95235. * By default the hardware scaling level is computed from the window device ratio.
  95236. * 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.
  95237. * @param level defines the level to use
  95238. */
  95239. setHardwareScalingLevel(level: number): void;
  95240. /**
  95241. * Gets the current hardware scaling level.
  95242. * By default the hardware scaling level is computed from the window device ratio.
  95243. * 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.
  95244. * @returns a number indicating the current hardware scaling level
  95245. */
  95246. getHardwareScalingLevel(): number;
  95247. /**
  95248. * Gets the list of loaded textures
  95249. * @returns an array containing all loaded textures
  95250. */
  95251. getLoadedTexturesCache(): InternalTexture[];
  95252. /**
  95253. * Gets the object containing all engine capabilities
  95254. * @returns the EngineCapabilities object
  95255. */
  95256. getCaps(): EngineCapabilities;
  95257. /**
  95258. * Gets the current depth function
  95259. * @returns a number defining the depth function
  95260. */
  95261. getDepthFunction(): Nullable<number>;
  95262. /**
  95263. * Sets the current depth function
  95264. * @param depthFunc defines the function to use
  95265. */
  95266. setDepthFunction(depthFunc: number): void;
  95267. /**
  95268. * Sets the current depth function to GREATER
  95269. */
  95270. setDepthFunctionToGreater(): void;
  95271. /**
  95272. * Sets the current depth function to GEQUAL
  95273. */
  95274. setDepthFunctionToGreaterOrEqual(): void;
  95275. /**
  95276. * Sets the current depth function to LESS
  95277. */
  95278. setDepthFunctionToLess(): void;
  95279. private _cachedStencilBuffer;
  95280. private _cachedStencilFunction;
  95281. private _cachedStencilMask;
  95282. private _cachedStencilOperationPass;
  95283. private _cachedStencilOperationFail;
  95284. private _cachedStencilOperationDepthFail;
  95285. private _cachedStencilReference;
  95286. /**
  95287. * Caches the the state of the stencil buffer
  95288. */
  95289. cacheStencilState(): void;
  95290. /**
  95291. * Restores the state of the stencil buffer
  95292. */
  95293. restoreStencilState(): void;
  95294. /**
  95295. * Sets the current depth function to LEQUAL
  95296. */
  95297. setDepthFunctionToLessOrEqual(): void;
  95298. /**
  95299. * Gets a boolean indicating if stencil buffer is enabled
  95300. * @returns the current stencil buffer state
  95301. */
  95302. getStencilBuffer(): boolean;
  95303. /**
  95304. * Enable or disable the stencil buffer
  95305. * @param enable defines if the stencil buffer must be enabled or disabled
  95306. */
  95307. setStencilBuffer(enable: boolean): void;
  95308. /**
  95309. * Gets the current stencil mask
  95310. * @returns a number defining the new stencil mask to use
  95311. */
  95312. getStencilMask(): number;
  95313. /**
  95314. * Sets the current stencil mask
  95315. * @param mask defines the new stencil mask to use
  95316. */
  95317. setStencilMask(mask: number): void;
  95318. /**
  95319. * Gets the current stencil function
  95320. * @returns a number defining the stencil function to use
  95321. */
  95322. getStencilFunction(): number;
  95323. /**
  95324. * Gets the current stencil reference value
  95325. * @returns a number defining the stencil reference value to use
  95326. */
  95327. getStencilFunctionReference(): number;
  95328. /**
  95329. * Gets the current stencil mask
  95330. * @returns a number defining the stencil mask to use
  95331. */
  95332. getStencilFunctionMask(): number;
  95333. /**
  95334. * Sets the current stencil function
  95335. * @param stencilFunc defines the new stencil function to use
  95336. */
  95337. setStencilFunction(stencilFunc: number): void;
  95338. /**
  95339. * Sets the current stencil reference
  95340. * @param reference defines the new stencil reference to use
  95341. */
  95342. setStencilFunctionReference(reference: number): void;
  95343. /**
  95344. * Sets the current stencil mask
  95345. * @param mask defines the new stencil mask to use
  95346. */
  95347. setStencilFunctionMask(mask: number): void;
  95348. /**
  95349. * Gets the current stencil operation when stencil fails
  95350. * @returns a number defining stencil operation to use when stencil fails
  95351. */
  95352. getStencilOperationFail(): number;
  95353. /**
  95354. * Gets the current stencil operation when depth fails
  95355. * @returns a number defining stencil operation to use when depth fails
  95356. */
  95357. getStencilOperationDepthFail(): number;
  95358. /**
  95359. * Gets the current stencil operation when stencil passes
  95360. * @returns a number defining stencil operation to use when stencil passes
  95361. */
  95362. getStencilOperationPass(): number;
  95363. /**
  95364. * Sets the stencil operation to use when stencil fails
  95365. * @param operation defines the stencil operation to use when stencil fails
  95366. */
  95367. setStencilOperationFail(operation: number): void;
  95368. /**
  95369. * Sets the stencil operation to use when depth fails
  95370. * @param operation defines the stencil operation to use when depth fails
  95371. */
  95372. setStencilOperationDepthFail(operation: number): void;
  95373. /**
  95374. * Sets the stencil operation to use when stencil passes
  95375. * @param operation defines the stencil operation to use when stencil passes
  95376. */
  95377. setStencilOperationPass(operation: number): void;
  95378. /**
  95379. * Sets a boolean indicating if the dithering state is enabled or disabled
  95380. * @param value defines the dithering state
  95381. */
  95382. setDitheringState(value: boolean): void;
  95383. /**
  95384. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  95385. * @param value defines the rasterizer state
  95386. */
  95387. setRasterizerState(value: boolean): void;
  95388. /**
  95389. * stop executing a render loop function and remove it from the execution array
  95390. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  95391. */
  95392. stopRenderLoop(renderFunction?: () => void): void;
  95393. /** @hidden */
  95394. _renderLoop(): void;
  95395. /**
  95396. * Register and execute a render loop. The engine can have more than one render function
  95397. * @param renderFunction defines the function to continuously execute
  95398. */
  95399. runRenderLoop(renderFunction: () => void): void;
  95400. /**
  95401. * Toggle full screen mode
  95402. * @param requestPointerLock defines if a pointer lock should be requested from the user
  95403. */
  95404. switchFullscreen(requestPointerLock: boolean): void;
  95405. /**
  95406. * Enters full screen mode
  95407. * @param requestPointerLock defines if a pointer lock should be requested from the user
  95408. */
  95409. enterFullscreen(requestPointerLock: boolean): void;
  95410. /**
  95411. * Exits full screen mode
  95412. */
  95413. exitFullscreen(): void;
  95414. /**
  95415. * Enters Pointerlock mode
  95416. */
  95417. enterPointerlock(): void;
  95418. /**
  95419. * Exits Pointerlock mode
  95420. */
  95421. exitPointerlock(): void;
  95422. /**
  95423. * Clear the current render buffer or the current render target (if any is set up)
  95424. * @param color defines the color to use
  95425. * @param backBuffer defines if the back buffer must be cleared
  95426. * @param depth defines if the depth buffer must be cleared
  95427. * @param stencil defines if the stencil buffer must be cleared
  95428. */
  95429. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  95430. /**
  95431. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  95432. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  95433. * @param y defines the y-coordinate of the corner of the clear rectangle
  95434. * @param width defines the width of the clear rectangle
  95435. * @param height defines the height of the clear rectangle
  95436. * @param clearColor defines the clear color
  95437. */
  95438. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  95439. /**
  95440. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  95441. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  95442. * @param y defines the y-coordinate of the corner of the clear rectangle
  95443. * @param width defines the width of the clear rectangle
  95444. * @param height defines the height of the clear rectangle
  95445. */
  95446. enableScissor(x: number, y: number, width: number, height: number): void;
  95447. /**
  95448. * Disable previously set scissor test rectangle
  95449. */
  95450. disableScissor(): void;
  95451. private _viewportCached;
  95452. /** @hidden */
  95453. _viewport(x: number, y: number, width: number, height: number): void;
  95454. /**
  95455. * Set the WebGL's viewport
  95456. * @param viewport defines the viewport element to be used
  95457. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  95458. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  95459. */
  95460. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  95461. /**
  95462. * Directly set the WebGL Viewport
  95463. * @param x defines the x coordinate of the viewport (in screen space)
  95464. * @param y defines the y coordinate of the viewport (in screen space)
  95465. * @param width defines the width of the viewport (in screen space)
  95466. * @param height defines the height of the viewport (in screen space)
  95467. * @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
  95468. */
  95469. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  95470. /**
  95471. * Begin a new frame
  95472. */
  95473. beginFrame(): void;
  95474. /**
  95475. * Enf the current frame
  95476. */
  95477. endFrame(): void;
  95478. /**
  95479. * Resize the view according to the canvas' size
  95480. */
  95481. resize(): void;
  95482. /**
  95483. * Force a specific size of the canvas
  95484. * @param width defines the new canvas' width
  95485. * @param height defines the new canvas' height
  95486. */
  95487. setSize(width: number, height: number): void;
  95488. /**
  95489. * Binds the frame buffer to the specified texture.
  95490. * @param texture The texture to render to or null for the default canvas
  95491. * @param faceIndex The face of the texture to render to in case of cube texture
  95492. * @param requiredWidth The width of the target to render to
  95493. * @param requiredHeight The height of the target to render to
  95494. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  95495. * @param depthStencilTexture The depth stencil texture to use to render
  95496. * @param lodLevel defines le lod level to bind to the frame buffer
  95497. */
  95498. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  95499. /** @hidden */
  95500. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  95501. /**
  95502. * Unbind the current render target texture from the webGL context
  95503. * @param texture defines the render target texture to unbind
  95504. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  95505. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  95506. */
  95507. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  95508. /**
  95509. * Force the mipmap generation for the given render target texture
  95510. * @param texture defines the render target texture to use
  95511. */
  95512. generateMipMapsForCubemap(texture: InternalTexture): void;
  95513. /**
  95514. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  95515. */
  95516. flushFramebuffer(): void;
  95517. /**
  95518. * Unbind the current render target and bind the default framebuffer
  95519. */
  95520. restoreDefaultFramebuffer(): void;
  95521. /**
  95522. * Create an uniform buffer
  95523. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95524. * @param elements defines the content of the uniform buffer
  95525. * @returns the webGL uniform buffer
  95526. */
  95527. createUniformBuffer(elements: FloatArray): DataBuffer;
  95528. /**
  95529. * Create a dynamic uniform buffer
  95530. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95531. * @param elements defines the content of the uniform buffer
  95532. * @returns the webGL uniform buffer
  95533. */
  95534. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  95535. /**
  95536. * Update an existing uniform buffer
  95537. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95538. * @param uniformBuffer defines the target uniform buffer
  95539. * @param elements defines the content to update
  95540. * @param offset defines the offset in the uniform buffer where update should start
  95541. * @param count defines the size of the data to update
  95542. */
  95543. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  95544. private _resetVertexBufferBinding;
  95545. /**
  95546. * Creates a vertex buffer
  95547. * @param data the data for the vertex buffer
  95548. * @returns the new WebGL static buffer
  95549. */
  95550. createVertexBuffer(data: DataArray): DataBuffer;
  95551. /**
  95552. * Creates a dynamic vertex buffer
  95553. * @param data the data for the dynamic vertex buffer
  95554. * @returns the new WebGL dynamic buffer
  95555. */
  95556. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  95557. /**
  95558. * Update a dynamic index buffer
  95559. * @param indexBuffer defines the target index buffer
  95560. * @param indices defines the data to update
  95561. * @param offset defines the offset in the target index buffer where update should start
  95562. */
  95563. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  95564. /**
  95565. * Updates a dynamic vertex buffer.
  95566. * @param vertexBuffer the vertex buffer to update
  95567. * @param data the data used to update the vertex buffer
  95568. * @param byteOffset the byte offset of the data
  95569. * @param byteLength the byte length of the data
  95570. */
  95571. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  95572. private _resetIndexBufferBinding;
  95573. /**
  95574. * Creates a new index buffer
  95575. * @param indices defines the content of the index buffer
  95576. * @param updatable defines if the index buffer must be updatable
  95577. * @returns a new webGL buffer
  95578. */
  95579. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  95580. /**
  95581. * Bind a webGL buffer to the webGL context
  95582. * @param buffer defines the buffer to bind
  95583. */
  95584. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  95585. /**
  95586. * Bind an uniform buffer to the current webGL context
  95587. * @param buffer defines the buffer to bind
  95588. */
  95589. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  95590. /**
  95591. * Bind a buffer to the current webGL context at a given location
  95592. * @param buffer defines the buffer to bind
  95593. * @param location defines the index where to bind the buffer
  95594. */
  95595. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  95596. /**
  95597. * Bind a specific block at a given index in a specific shader program
  95598. * @param pipelineContext defines the pipeline context to use
  95599. * @param blockName defines the block name
  95600. * @param index defines the index where to bind the block
  95601. */
  95602. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  95603. private bindIndexBuffer;
  95604. private bindBuffer;
  95605. /**
  95606. * update the bound buffer with the given data
  95607. * @param data defines the data to update
  95608. */
  95609. updateArrayBuffer(data: Float32Array): void;
  95610. private _vertexAttribPointer;
  95611. private _bindIndexBufferWithCache;
  95612. private _bindVertexBuffersAttributes;
  95613. /**
  95614. * Records a vertex array object
  95615. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  95616. * @param vertexBuffers defines the list of vertex buffers to store
  95617. * @param indexBuffer defines the index buffer to store
  95618. * @param effect defines the effect to store
  95619. * @returns the new vertex array object
  95620. */
  95621. recordVertexArrayObject(vertexBuffers: {
  95622. [key: string]: VertexBuffer;
  95623. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  95624. /**
  95625. * Bind a specific vertex array object
  95626. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  95627. * @param vertexArrayObject defines the vertex array object to bind
  95628. * @param indexBuffer defines the index buffer to bind
  95629. */
  95630. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  95631. /**
  95632. * Bind webGl buffers directly to the webGL context
  95633. * @param vertexBuffer defines the vertex buffer to bind
  95634. * @param indexBuffer defines the index buffer to bind
  95635. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  95636. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  95637. * @param effect defines the effect associated with the vertex buffer
  95638. */
  95639. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  95640. private _unbindVertexArrayObject;
  95641. /**
  95642. * Bind a list of vertex buffers to the webGL context
  95643. * @param vertexBuffers defines the list of vertex buffers to bind
  95644. * @param indexBuffer defines the index buffer to bind
  95645. * @param effect defines the effect associated with the vertex buffers
  95646. */
  95647. bindBuffers(vertexBuffers: {
  95648. [key: string]: Nullable<VertexBuffer>;
  95649. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  95650. /**
  95651. * Unbind all instance attributes
  95652. */
  95653. unbindInstanceAttributes(): void;
  95654. /**
  95655. * Release and free the memory of a vertex array object
  95656. * @param vao defines the vertex array object to delete
  95657. */
  95658. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  95659. /** @hidden */
  95660. _releaseBuffer(buffer: DataBuffer): boolean;
  95661. /**
  95662. * Creates a webGL buffer to use with instanciation
  95663. * @param capacity defines the size of the buffer
  95664. * @returns the webGL buffer
  95665. */
  95666. createInstancesBuffer(capacity: number): DataBuffer;
  95667. /**
  95668. * Delete a webGL buffer used with instanciation
  95669. * @param buffer defines the webGL buffer to delete
  95670. */
  95671. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  95672. /**
  95673. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  95674. * @param instancesBuffer defines the webGL buffer to update and bind
  95675. * @param data defines the data to store in the buffer
  95676. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  95677. */
  95678. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  95679. /**
  95680. * Apply all cached states (depth, culling, stencil and alpha)
  95681. */
  95682. applyStates(): void;
  95683. /**
  95684. * Send a draw order
  95685. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95686. * @param indexStart defines the starting index
  95687. * @param indexCount defines the number of index to draw
  95688. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95689. */
  95690. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  95691. /**
  95692. * Draw a list of points
  95693. * @param verticesStart defines the index of first vertex to draw
  95694. * @param verticesCount defines the count of vertices to draw
  95695. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95696. */
  95697. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95698. /**
  95699. * Draw a list of unindexed primitives
  95700. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95701. * @param verticesStart defines the index of first vertex to draw
  95702. * @param verticesCount defines the count of vertices to draw
  95703. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95704. */
  95705. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95706. /**
  95707. * Draw a list of indexed primitives
  95708. * @param fillMode defines the primitive to use
  95709. * @param indexStart defines the starting index
  95710. * @param indexCount defines the number of index to draw
  95711. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95712. */
  95713. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  95714. /**
  95715. * Draw a list of unindexed primitives
  95716. * @param fillMode defines the primitive to use
  95717. * @param verticesStart defines the index of first vertex to draw
  95718. * @param verticesCount defines the count of vertices to draw
  95719. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95720. */
  95721. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95722. private _drawMode;
  95723. /** @hidden */
  95724. _releaseEffect(effect: Effect): void;
  95725. /** @hidden */
  95726. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  95727. /**
  95728. * Create a new effect (used to store vertex/fragment shaders)
  95729. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  95730. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  95731. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  95732. * @param samplers defines an array of string used to represent textures
  95733. * @param defines defines the string containing the defines to use to compile the shaders
  95734. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  95735. * @param onCompiled defines a function to call when the effect creation is successful
  95736. * @param onError defines a function to call when the effect creation has failed
  95737. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  95738. * @returns the new Effect
  95739. */
  95740. 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;
  95741. private _compileShader;
  95742. private _compileRawShader;
  95743. /**
  95744. * Directly creates a webGL program
  95745. * @param pipelineContext defines the pipeline context to attach to
  95746. * @param vertexCode defines the vertex shader code to use
  95747. * @param fragmentCode defines the fragment shader code to use
  95748. * @param context defines the webGL context to use (if not set, the current one will be used)
  95749. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95750. * @returns the new webGL program
  95751. */
  95752. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95753. /**
  95754. * Creates a webGL program
  95755. * @param pipelineContext defines the pipeline context to attach to
  95756. * @param vertexCode defines the vertex shader code to use
  95757. * @param fragmentCode defines the fragment shader code to use
  95758. * @param defines defines the string containing the defines to use to compile the shaders
  95759. * @param context defines the webGL context to use (if not set, the current one will be used)
  95760. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95761. * @returns the new webGL program
  95762. */
  95763. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95764. /**
  95765. * Creates a new pipeline context
  95766. * @returns the new pipeline
  95767. */
  95768. createPipelineContext(): WebGLPipelineContext;
  95769. private _createShaderProgram;
  95770. private _finalizePipelineContext;
  95771. /** @hidden */
  95772. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  95773. /** @hidden */
  95774. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  95775. /** @hidden */
  95776. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  95777. /**
  95778. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  95779. * @param pipelineContext defines the pipeline context to use
  95780. * @param uniformsNames defines the list of uniform names
  95781. * @returns an array of webGL uniform locations
  95782. */
  95783. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  95784. /**
  95785. * Gets the lsit of active attributes for a given webGL program
  95786. * @param pipelineContext defines the pipeline context to use
  95787. * @param attributesNames defines the list of attribute names to get
  95788. * @returns an array of indices indicating the offset of each attribute
  95789. */
  95790. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  95791. /**
  95792. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  95793. * @param effect defines the effect to activate
  95794. */
  95795. enableEffect(effect: Nullable<Effect>): void;
  95796. /**
  95797. * Set the value of an uniform to an array of int32
  95798. * @param uniform defines the webGL uniform location where to store the value
  95799. * @param array defines the array of int32 to store
  95800. */
  95801. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95802. /**
  95803. * Set the value of an uniform to an array of int32 (stored as vec2)
  95804. * @param uniform defines the webGL uniform location where to store the value
  95805. * @param array defines the array of int32 to store
  95806. */
  95807. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95808. /**
  95809. * Set the value of an uniform to an array of int32 (stored as vec3)
  95810. * @param uniform defines the webGL uniform location where to store the value
  95811. * @param array defines the array of int32 to store
  95812. */
  95813. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95814. /**
  95815. * Set the value of an uniform to an array of int32 (stored as vec4)
  95816. * @param uniform defines the webGL uniform location where to store the value
  95817. * @param array defines the array of int32 to store
  95818. */
  95819. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95820. /**
  95821. * Set the value of an uniform to an array of float32
  95822. * @param uniform defines the webGL uniform location where to store the value
  95823. * @param array defines the array of float32 to store
  95824. */
  95825. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95826. /**
  95827. * Set the value of an uniform to an array of float32 (stored as vec2)
  95828. * @param uniform defines the webGL uniform location where to store the value
  95829. * @param array defines the array of float32 to store
  95830. */
  95831. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95832. /**
  95833. * Set the value of an uniform to an array of float32 (stored as vec3)
  95834. * @param uniform defines the webGL uniform location where to store the value
  95835. * @param array defines the array of float32 to store
  95836. */
  95837. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95838. /**
  95839. * Set the value of an uniform to an array of float32 (stored as vec4)
  95840. * @param uniform defines the webGL uniform location where to store the value
  95841. * @param array defines the array of float32 to store
  95842. */
  95843. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95844. /**
  95845. * Set the value of an uniform to an array of number
  95846. * @param uniform defines the webGL uniform location where to store the value
  95847. * @param array defines the array of number to store
  95848. */
  95849. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95850. /**
  95851. * Set the value of an uniform to an array of number (stored as vec2)
  95852. * @param uniform defines the webGL uniform location where to store the value
  95853. * @param array defines the array of number to store
  95854. */
  95855. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95856. /**
  95857. * Set the value of an uniform to an array of number (stored as vec3)
  95858. * @param uniform defines the webGL uniform location where to store the value
  95859. * @param array defines the array of number to store
  95860. */
  95861. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95862. /**
  95863. * Set the value of an uniform to an array of number (stored as vec4)
  95864. * @param uniform defines the webGL uniform location where to store the value
  95865. * @param array defines the array of number to store
  95866. */
  95867. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95868. /**
  95869. * Set the value of an uniform to an array of float32 (stored as matrices)
  95870. * @param uniform defines the webGL uniform location where to store the value
  95871. * @param matrices defines the array of float32 to store
  95872. */
  95873. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  95874. /**
  95875. * Set the value of an uniform to a matrix (3x3)
  95876. * @param uniform defines the webGL uniform location where to store the value
  95877. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  95878. */
  95879. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95880. /**
  95881. * Set the value of an uniform to a matrix (2x2)
  95882. * @param uniform defines the webGL uniform location where to store the value
  95883. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  95884. */
  95885. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95886. /**
  95887. * Set the value of an uniform to a number (int)
  95888. * @param uniform defines the webGL uniform location where to store the value
  95889. * @param value defines the int number to store
  95890. */
  95891. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95892. /**
  95893. * Set the value of an uniform to a number (float)
  95894. * @param uniform defines the webGL uniform location where to store the value
  95895. * @param value defines the float number to store
  95896. */
  95897. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95898. /**
  95899. * Set the value of an uniform to a vec2
  95900. * @param uniform defines the webGL uniform location where to store the value
  95901. * @param x defines the 1st component of the value
  95902. * @param y defines the 2nd component of the value
  95903. */
  95904. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  95905. /**
  95906. * Set the value of an uniform to a vec3
  95907. * @param uniform defines the webGL uniform location where to store the value
  95908. * @param x defines the 1st component of the value
  95909. * @param y defines the 2nd component of the value
  95910. * @param z defines the 3rd component of the value
  95911. */
  95912. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  95913. /**
  95914. * Set the value of an uniform to a boolean
  95915. * @param uniform defines the webGL uniform location where to store the value
  95916. * @param bool defines the boolean to store
  95917. */
  95918. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  95919. /**
  95920. * Set the value of an uniform to a vec4
  95921. * @param uniform defines the webGL uniform location where to store the value
  95922. * @param x defines the 1st component of the value
  95923. * @param y defines the 2nd component of the value
  95924. * @param z defines the 3rd component of the value
  95925. * @param w defines the 4th component of the value
  95926. */
  95927. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  95928. /**
  95929. * Sets a Color4 on a uniform variable
  95930. * @param uniform defines the uniform location
  95931. * @param color4 defines the value to be set
  95932. */
  95933. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  95934. /**
  95935. * Set various states to the webGL context
  95936. * @param culling defines backface culling state
  95937. * @param zOffset defines the value to apply to zOffset (0 by default)
  95938. * @param force defines if states must be applied even if cache is up to date
  95939. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  95940. */
  95941. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  95942. /**
  95943. * Set the z offset to apply to current rendering
  95944. * @param value defines the offset to apply
  95945. */
  95946. setZOffset(value: number): void;
  95947. /**
  95948. * Gets the current value of the zOffset
  95949. * @returns the current zOffset state
  95950. */
  95951. getZOffset(): number;
  95952. /**
  95953. * Enable or disable depth buffering
  95954. * @param enable defines the state to set
  95955. */
  95956. setDepthBuffer(enable: boolean): void;
  95957. /**
  95958. * Gets a boolean indicating if depth writing is enabled
  95959. * @returns the current depth writing state
  95960. */
  95961. getDepthWrite(): boolean;
  95962. /**
  95963. * Enable or disable depth writing
  95964. * @param enable defines the state to set
  95965. */
  95966. setDepthWrite(enable: boolean): void;
  95967. /**
  95968. * Enable or disable color writing
  95969. * @param enable defines the state to set
  95970. */
  95971. setColorWrite(enable: boolean): void;
  95972. /**
  95973. * Gets a boolean indicating if color writing is enabled
  95974. * @returns the current color writing state
  95975. */
  95976. getColorWrite(): boolean;
  95977. /**
  95978. * Sets alpha constants used by some alpha blending modes
  95979. * @param r defines the red component
  95980. * @param g defines the green component
  95981. * @param b defines the blue component
  95982. * @param a defines the alpha component
  95983. */
  95984. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  95985. /**
  95986. * Sets the current alpha mode
  95987. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  95988. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  95989. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95990. */
  95991. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  95992. /**
  95993. * Gets the current alpha mode
  95994. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95995. * @returns the current alpha mode
  95996. */
  95997. getAlphaMode(): number;
  95998. /**
  95999. * Clears the list of texture accessible through engine.
  96000. * This can help preventing texture load conflict due to name collision.
  96001. */
  96002. clearInternalTexturesCache(): void;
  96003. /**
  96004. * Force the entire cache to be cleared
  96005. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  96006. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  96007. */
  96008. wipeCaches(bruteForce?: boolean): void;
  96009. /**
  96010. * Set the compressed texture format to use, based on the formats you have, and the formats
  96011. * supported by the hardware / browser.
  96012. *
  96013. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  96014. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  96015. * to API arguments needed to compressed textures. This puts the burden on the container
  96016. * generator to house the arcane code for determining these for current & future formats.
  96017. *
  96018. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  96019. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  96020. *
  96021. * Note: The result of this call is not taken into account when a texture is base64.
  96022. *
  96023. * @param formatsAvailable defines the list of those format families you have created
  96024. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  96025. *
  96026. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  96027. * @returns The extension selected.
  96028. */
  96029. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  96030. /** @hidden */
  96031. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  96032. min: number;
  96033. mag: number;
  96034. };
  96035. /** @hidden */
  96036. _createTexture(): WebGLTexture;
  96037. /**
  96038. * Usually called from Texture.ts.
  96039. * Passed information to create a WebGLTexture
  96040. * @param urlArg defines a value which contains one of the following:
  96041. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  96042. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  96043. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  96044. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  96045. * @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)
  96046. * @param scene needed for loading to the correct scene
  96047. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  96048. * @param onLoad optional callback to be called upon successful completion
  96049. * @param onError optional callback to be called upon failure
  96050. * @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
  96051. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  96052. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  96053. * @param forcedExtension defines the extension to use to pick the right loader
  96054. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  96055. * @returns a InternalTexture for assignment back into BABYLON.Texture
  96056. */
  96057. 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;
  96058. /**
  96059. * @hidden
  96060. * Rescales a texture
  96061. * @param source input texutre
  96062. * @param destination destination texture
  96063. * @param scene scene to use to render the resize
  96064. * @param internalFormat format to use when resizing
  96065. * @param onComplete callback to be called when resize has completed
  96066. */
  96067. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  96068. private _unpackFlipYCached;
  96069. /**
  96070. * In case you are sharing the context with other applications, it might
  96071. * be interested to not cache the unpack flip y state to ensure a consistent
  96072. * value would be set.
  96073. */
  96074. enableUnpackFlipYCached: boolean;
  96075. /** @hidden */
  96076. _unpackFlipY(value: boolean): void;
  96077. /** @hidden */
  96078. _getUnpackAlignement(): number;
  96079. /**
  96080. * Creates a dynamic texture
  96081. * @param width defines the width of the texture
  96082. * @param height defines the height of the texture
  96083. * @param generateMipMaps defines if the engine should generate the mip levels
  96084. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  96085. * @returns the dynamic texture inside an InternalTexture
  96086. */
  96087. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  96088. /**
  96089. * Update the sampling mode of a given texture
  96090. * @param samplingMode defines the required sampling mode
  96091. * @param texture defines the texture to update
  96092. */
  96093. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  96094. /**
  96095. * Update the content of a dynamic texture
  96096. * @param texture defines the texture to update
  96097. * @param canvas defines the canvas containing the source
  96098. * @param invertY defines if data must be stored with Y axis inverted
  96099. * @param premulAlpha defines if alpha is stored as premultiplied
  96100. * @param format defines the format of the data
  96101. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  96102. */
  96103. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  96104. /**
  96105. * Update a video texture
  96106. * @param texture defines the texture to update
  96107. * @param video defines the video element to use
  96108. * @param invertY defines if data must be stored with Y axis inverted
  96109. */
  96110. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  96111. /**
  96112. * Updates a depth texture Comparison Mode and Function.
  96113. * If the comparison Function is equal to 0, the mode will be set to none.
  96114. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  96115. * @param texture The texture to set the comparison function for
  96116. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  96117. */
  96118. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  96119. /** @hidden */
  96120. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  96121. width: number;
  96122. height: number;
  96123. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  96124. /**
  96125. * Creates a depth stencil texture.
  96126. * This is only available in WebGL 2 or with the depth texture extension available.
  96127. * @param size The size of face edge in the texture.
  96128. * @param options The options defining the texture.
  96129. * @returns The texture
  96130. */
  96131. createDepthStencilTexture(size: number | {
  96132. width: number;
  96133. height: number;
  96134. }, options: DepthTextureCreationOptions): InternalTexture;
  96135. /**
  96136. * Creates a depth stencil texture.
  96137. * This is only available in WebGL 2 or with the depth texture extension available.
  96138. * @param size The size of face edge in the texture.
  96139. * @param options The options defining the texture.
  96140. * @returns The texture
  96141. */
  96142. private _createDepthStencilTexture;
  96143. /**
  96144. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  96145. * @param renderTarget The render target to set the frame buffer for
  96146. */
  96147. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  96148. /**
  96149. * Creates a new render target texture
  96150. * @param size defines the size of the texture
  96151. * @param options defines the options used to create the texture
  96152. * @returns a new render target texture stored in an InternalTexture
  96153. */
  96154. createRenderTargetTexture(size: number | {
  96155. width: number;
  96156. height: number;
  96157. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  96158. /** @hidden */
  96159. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  96160. /**
  96161. * Updates the sample count of a render target texture
  96162. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  96163. * @param texture defines the texture to update
  96164. * @param samples defines the sample count to set
  96165. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  96166. */
  96167. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  96168. /** @hidden */
  96169. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96170. /** @hidden */
  96171. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  96172. /** @hidden */
  96173. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96174. /** @hidden */
  96175. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  96176. /**
  96177. * @hidden
  96178. */
  96179. _setCubeMapTextureParams(loadMipmap: boolean): void;
  96180. private _prepareWebGLTextureContinuation;
  96181. private _prepareWebGLTexture;
  96182. /** @hidden */
  96183. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  96184. /** @hidden */
  96185. _releaseFramebufferObjects(texture: InternalTexture): void;
  96186. /** @hidden */
  96187. _releaseTexture(texture: InternalTexture): void;
  96188. private setProgram;
  96189. private _boundUniforms;
  96190. /**
  96191. * Binds an effect to the webGL context
  96192. * @param effect defines the effect to bind
  96193. */
  96194. bindSamplers(effect: Effect): void;
  96195. private _activateCurrentTexture;
  96196. /** @hidden */
  96197. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  96198. /** @hidden */
  96199. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  96200. /**
  96201. * Sets a texture to the webGL context from a postprocess
  96202. * @param channel defines the channel to use
  96203. * @param postProcess defines the source postprocess
  96204. */
  96205. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  96206. /**
  96207. * Binds the output of the passed in post process to the texture channel specified
  96208. * @param channel The channel the texture should be bound to
  96209. * @param postProcess The post process which's output should be bound
  96210. */
  96211. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  96212. /**
  96213. * Unbind all textures from the webGL context
  96214. */
  96215. unbindAllTextures(): void;
  96216. /**
  96217. * Sets a texture to the according uniform.
  96218. * @param channel The texture channel
  96219. * @param uniform The uniform to set
  96220. * @param texture The texture to apply
  96221. */
  96222. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  96223. /**
  96224. * Sets a depth stencil texture from a render target to the according uniform.
  96225. * @param channel The texture channel
  96226. * @param uniform The uniform to set
  96227. * @param texture The render target texture containing the depth stencil texture to apply
  96228. */
  96229. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  96230. private _bindSamplerUniformToChannel;
  96231. private _getTextureWrapMode;
  96232. private _setTexture;
  96233. /**
  96234. * Sets an array of texture to the webGL context
  96235. * @param channel defines the channel where the texture array must be set
  96236. * @param uniform defines the associated uniform location
  96237. * @param textures defines the array of textures to bind
  96238. */
  96239. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  96240. /** @hidden */
  96241. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  96242. private _setTextureParameterFloat;
  96243. private _setTextureParameterInteger;
  96244. /**
  96245. * Reads pixels from the current frame buffer. Please note that this function can be slow
  96246. * @param x defines the x coordinate of the rectangle where pixels must be read
  96247. * @param y defines the y coordinate of the rectangle where pixels must be read
  96248. * @param width defines the width of the rectangle where pixels must be read
  96249. * @param height defines the height of the rectangle where pixels must be read
  96250. * @returns a Uint8Array containing RGBA colors
  96251. */
  96252. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  96253. /**
  96254. * Add an externaly attached data from its key.
  96255. * This method call will fail and return false, if such key already exists.
  96256. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  96257. * @param key the unique key that identifies the data
  96258. * @param data the data object to associate to the key for this Engine instance
  96259. * @return true if no such key were already present and the data was added successfully, false otherwise
  96260. */
  96261. addExternalData<T>(key: string, data: T): boolean;
  96262. /**
  96263. * Get an externaly attached data from its key
  96264. * @param key the unique key that identifies the data
  96265. * @return the associated data, if present (can be null), or undefined if not present
  96266. */
  96267. getExternalData<T>(key: string): T;
  96268. /**
  96269. * Get an externaly attached data from its key, create it using a factory if it's not already present
  96270. * @param key the unique key that identifies the data
  96271. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  96272. * @return the associated data, can be null if the factory returned null.
  96273. */
  96274. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  96275. /**
  96276. * Remove an externaly attached data from the Engine instance
  96277. * @param key the unique key that identifies the data
  96278. * @return true if the data was successfully removed, false if it doesn't exist
  96279. */
  96280. removeExternalData(key: string): boolean;
  96281. /**
  96282. * Unbind all vertex attributes from the webGL context
  96283. */
  96284. unbindAllAttributes(): void;
  96285. /**
  96286. * 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
  96287. */
  96288. releaseEffects(): void;
  96289. /**
  96290. * Dispose and release all associated resources
  96291. */
  96292. dispose(): void;
  96293. /**
  96294. * Display the loading screen
  96295. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96296. */
  96297. displayLoadingUI(): void;
  96298. /**
  96299. * Hide the loading screen
  96300. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96301. */
  96302. hideLoadingUI(): void;
  96303. /**
  96304. * Gets the current loading screen object
  96305. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96306. */
  96307. /**
  96308. * Sets the current loading screen object
  96309. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96310. */
  96311. loadingScreen: ILoadingScreen;
  96312. /**
  96313. * Sets the current loading screen text
  96314. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96315. */
  96316. loadingUIText: string;
  96317. /**
  96318. * Sets the current loading screen background color
  96319. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96320. */
  96321. loadingUIBackgroundColor: string;
  96322. /**
  96323. * Attach a new callback raised when context lost event is fired
  96324. * @param callback defines the callback to call
  96325. */
  96326. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  96327. /**
  96328. * Attach a new callback raised when context restored event is fired
  96329. * @param callback defines the callback to call
  96330. */
  96331. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  96332. /**
  96333. * Gets the source code of the vertex shader associated with a specific webGL program
  96334. * @param program defines the program to use
  96335. * @returns a string containing the source code of the vertex shader associated with the program
  96336. */
  96337. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  96338. /**
  96339. * Gets the source code of the fragment shader associated with a specific webGL program
  96340. * @param program defines the program to use
  96341. * @returns a string containing the source code of the fragment shader associated with the program
  96342. */
  96343. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  96344. /**
  96345. * Get the current error code of the webGL context
  96346. * @returns the error code
  96347. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  96348. */
  96349. getError(): number;
  96350. /**
  96351. * Gets the current framerate
  96352. * @returns a number representing the framerate
  96353. */
  96354. getFps(): number;
  96355. /**
  96356. * Gets the time spent between current and previous frame
  96357. * @returns a number representing the delta time in ms
  96358. */
  96359. getDeltaTime(): number;
  96360. private _measureFps;
  96361. /** @hidden */
  96362. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  96363. private _canRenderToFloatFramebuffer;
  96364. private _canRenderToHalfFloatFramebuffer;
  96365. private _canRenderToFramebuffer;
  96366. /** @hidden */
  96367. _getWebGLTextureType(type: number): number;
  96368. /** @hidden */
  96369. _getInternalFormat(format: number): number;
  96370. /** @hidden */
  96371. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  96372. /** @hidden */
  96373. _getRGBAMultiSampleBufferFormat(type: number): number;
  96374. /** @hidden */
  96375. _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;
  96376. /** @hidden */
  96377. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  96378. /**
  96379. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  96380. * @returns true if the engine can be created
  96381. * @ignorenaming
  96382. */
  96383. static isSupported(): boolean;
  96384. /**
  96385. * Find the next highest power of two.
  96386. * @param x Number to start search from.
  96387. * @return Next highest power of two.
  96388. */
  96389. static CeilingPOT(x: number): number;
  96390. /**
  96391. * Find the next lowest power of two.
  96392. * @param x Number to start search from.
  96393. * @return Next lowest power of two.
  96394. */
  96395. static FloorPOT(x: number): number;
  96396. /**
  96397. * Find the nearest power of two.
  96398. * @param x Number to start search from.
  96399. * @return Next nearest power of two.
  96400. */
  96401. static NearestPOT(x: number): number;
  96402. /**
  96403. * Get the closest exponent of two
  96404. * @param value defines the value to approximate
  96405. * @param max defines the maximum value to return
  96406. * @param mode defines how to define the closest value
  96407. * @returns closest exponent of two of the given value
  96408. */
  96409. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  96410. /**
  96411. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  96412. * @param func - the function to be called
  96413. * @param requester - the object that will request the next frame. Falls back to window.
  96414. * @returns frame number
  96415. */
  96416. static QueueNewFrame(func: () => void, requester?: any): number;
  96417. /**
  96418. * Ask the browser to promote the current element to pointerlock mode
  96419. * @param element defines the DOM element to promote
  96420. */
  96421. static _RequestPointerlock(element: HTMLElement): void;
  96422. /**
  96423. * Asks the browser to exit pointerlock mode
  96424. */
  96425. static _ExitPointerlock(): void;
  96426. /**
  96427. * Ask the browser to promote the current element to fullscreen rendering mode
  96428. * @param element defines the DOM element to promote
  96429. */
  96430. static _RequestFullscreen(element: HTMLElement): void;
  96431. /**
  96432. * Asks the browser to exit fullscreen mode
  96433. */
  96434. static _ExitFullscreen(): void;
  96435. }
  96436. }
  96437. declare module BABYLON {
  96438. /**
  96439. * The engine store class is responsible to hold all the instances of Engine and Scene created
  96440. * during the life time of the application.
  96441. */
  96442. export class EngineStore {
  96443. /** Gets the list of created engines */
  96444. static Instances: Engine[];
  96445. /** @hidden */
  96446. static _LastCreatedScene: Nullable<Scene>;
  96447. /**
  96448. * Gets the latest created engine
  96449. */
  96450. static readonly LastCreatedEngine: Nullable<Engine>;
  96451. /**
  96452. * Gets the latest created scene
  96453. */
  96454. static readonly LastCreatedScene: Nullable<Scene>;
  96455. /**
  96456. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  96457. * @ignorenaming
  96458. */
  96459. static UseFallbackTexture: boolean;
  96460. /**
  96461. * Texture content used if a texture cannot loaded
  96462. * @ignorenaming
  96463. */
  96464. static FallbackTexture: string;
  96465. }
  96466. }
  96467. declare module BABYLON {
  96468. /**
  96469. * Helper class that provides a small promise polyfill
  96470. */
  96471. export class PromisePolyfill {
  96472. /**
  96473. * Static function used to check if the polyfill is required
  96474. * If this is the case then the function will inject the polyfill to window.Promise
  96475. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  96476. */
  96477. static Apply(force?: boolean): void;
  96478. }
  96479. }
  96480. declare module BABYLON {
  96481. /**
  96482. * Interface for screenshot methods with describe argument called `size` as object with options
  96483. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  96484. */
  96485. export interface IScreenshotSize {
  96486. /**
  96487. * number in pixels for canvas height
  96488. */
  96489. height?: number;
  96490. /**
  96491. * multiplier allowing render at a higher or lower resolution
  96492. * If value is defined then height and width will be ignored and taken from camera
  96493. */
  96494. precision?: number;
  96495. /**
  96496. * number in pixels for canvas width
  96497. */
  96498. width?: number;
  96499. }
  96500. }
  96501. declare module BABYLON {
  96502. interface IColor4Like {
  96503. r: float;
  96504. g: float;
  96505. b: float;
  96506. a: float;
  96507. }
  96508. /**
  96509. * Class containing a set of static utilities functions
  96510. */
  96511. export class Tools {
  96512. /**
  96513. * Gets or sets the base URL to use to load assets
  96514. */
  96515. static BaseUrl: string;
  96516. /**
  96517. * Enable/Disable Custom HTTP Request Headers globally.
  96518. * default = false
  96519. * @see CustomRequestHeaders
  96520. */
  96521. static UseCustomRequestHeaders: boolean;
  96522. /**
  96523. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  96524. * i.e. when loading files, where the server/service expects an Authorization header
  96525. */
  96526. static CustomRequestHeaders: {
  96527. [key: string]: string;
  96528. };
  96529. /**
  96530. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  96531. */
  96532. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  96533. /**
  96534. * Default behaviour for cors in the application.
  96535. * It can be a string if the expected behavior is identical in the entire app.
  96536. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  96537. */
  96538. static CorsBehavior: string | ((url: string | string[]) => string);
  96539. /**
  96540. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  96541. * @ignorenaming
  96542. */
  96543. static UseFallbackTexture: boolean;
  96544. /**
  96545. * Use this object to register external classes like custom textures or material
  96546. * to allow the laoders to instantiate them
  96547. */
  96548. static RegisteredExternalClasses: {
  96549. [key: string]: Object;
  96550. };
  96551. /**
  96552. * Texture content used if a texture cannot loaded
  96553. * @ignorenaming
  96554. */
  96555. static fallbackTexture: string;
  96556. /**
  96557. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  96558. * @param u defines the coordinate on X axis
  96559. * @param v defines the coordinate on Y axis
  96560. * @param width defines the width of the source data
  96561. * @param height defines the height of the source data
  96562. * @param pixels defines the source byte array
  96563. * @param color defines the output color
  96564. */
  96565. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  96566. /**
  96567. * Interpolates between a and b via alpha
  96568. * @param a The lower value (returned when alpha = 0)
  96569. * @param b The upper value (returned when alpha = 1)
  96570. * @param alpha The interpolation-factor
  96571. * @return The mixed value
  96572. */
  96573. static Mix(a: number, b: number, alpha: number): number;
  96574. /**
  96575. * Tries to instantiate a new object from a given class name
  96576. * @param className defines the class name to instantiate
  96577. * @returns the new object or null if the system was not able to do the instantiation
  96578. */
  96579. static Instantiate(className: string): any;
  96580. /**
  96581. * Provides a slice function that will work even on IE
  96582. * @param data defines the array to slice
  96583. * @param start defines the start of the data (optional)
  96584. * @param end defines the end of the data (optional)
  96585. * @returns the new sliced array
  96586. */
  96587. static Slice<T>(data: T, start?: number, end?: number): T;
  96588. /**
  96589. * Polyfill for setImmediate
  96590. * @param action defines the action to execute after the current execution block
  96591. */
  96592. static SetImmediate(action: () => void): void;
  96593. /**
  96594. * Function indicating if a number is an exponent of 2
  96595. * @param value defines the value to test
  96596. * @returns true if the value is an exponent of 2
  96597. */
  96598. static IsExponentOfTwo(value: number): boolean;
  96599. private static _tmpFloatArray;
  96600. /**
  96601. * Returns the nearest 32-bit single precision float representation of a Number
  96602. * @param value A Number. If the parameter is of a different type, it will get converted
  96603. * to a number or to NaN if it cannot be converted
  96604. * @returns number
  96605. */
  96606. static FloatRound(value: number): number;
  96607. /**
  96608. * Extracts the filename from a path
  96609. * @param path defines the path to use
  96610. * @returns the filename
  96611. */
  96612. static GetFilename(path: string): string;
  96613. /**
  96614. * Extracts the "folder" part of a path (everything before the filename).
  96615. * @param uri The URI to extract the info from
  96616. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  96617. * @returns The "folder" part of the path
  96618. */
  96619. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  96620. /**
  96621. * Extracts text content from a DOM element hierarchy
  96622. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  96623. */
  96624. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  96625. /**
  96626. * Convert an angle in radians to degrees
  96627. * @param angle defines the angle to convert
  96628. * @returns the angle in degrees
  96629. */
  96630. static ToDegrees(angle: number): number;
  96631. /**
  96632. * Convert an angle in degrees to radians
  96633. * @param angle defines the angle to convert
  96634. * @returns the angle in radians
  96635. */
  96636. static ToRadians(angle: number): number;
  96637. /**
  96638. * Encode a buffer to a base64 string
  96639. * @param buffer defines the buffer to encode
  96640. * @returns the encoded string
  96641. */
  96642. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  96643. /**
  96644. * Returns an array if obj is not an array
  96645. * @param obj defines the object to evaluate as an array
  96646. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  96647. * @returns either obj directly if obj is an array or a new array containing obj
  96648. */
  96649. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  96650. /**
  96651. * Gets the pointer prefix to use
  96652. * @returns "pointer" if touch is enabled. Else returns "mouse"
  96653. */
  96654. static GetPointerPrefix(): string;
  96655. /**
  96656. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  96657. * @param url define the url we are trying
  96658. * @param element define the dom element where to configure the cors policy
  96659. */
  96660. static SetCorsBehavior(url: string | string[], element: {
  96661. crossOrigin: string | null;
  96662. }): void;
  96663. /**
  96664. * Removes unwanted characters from an url
  96665. * @param url defines the url to clean
  96666. * @returns the cleaned url
  96667. */
  96668. static CleanUrl(url: string): string;
  96669. /**
  96670. * Gets or sets a function used to pre-process url before using them to load assets
  96671. */
  96672. static PreprocessUrl: (url: string) => string;
  96673. /**
  96674. * Loads an image as an HTMLImageElement.
  96675. * @param input url string, ArrayBuffer, or Blob to load
  96676. * @param onLoad callback called when the image successfully loads
  96677. * @param onError callback called when the image fails to load
  96678. * @param offlineProvider offline provider for caching
  96679. * @returns the HTMLImageElement of the loaded image
  96680. */
  96681. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  96682. /**
  96683. * Loads a file
  96684. * @param url url string, ArrayBuffer, or Blob to load
  96685. * @param onSuccess callback called when the file successfully loads
  96686. * @param onProgress callback called while file is loading (if the server supports this mode)
  96687. * @param offlineProvider defines the offline provider for caching
  96688. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  96689. * @param onError callback called when the file fails to load
  96690. * @returns a file request object
  96691. */
  96692. 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;
  96693. /**
  96694. * Loads a file from a url
  96695. * @param url the file url to load
  96696. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  96697. */
  96698. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  96699. /**
  96700. * Load a script (identified by an url). When the url returns, the
  96701. * content of this file is added into a new script element, attached to the DOM (body element)
  96702. * @param scriptUrl defines the url of the script to laod
  96703. * @param onSuccess defines the callback called when the script is loaded
  96704. * @param onError defines the callback to call if an error occurs
  96705. * @param scriptId defines the id of the script element
  96706. */
  96707. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  96708. /**
  96709. * Load an asynchronous script (identified by an url). When the url returns, the
  96710. * content of this file is added into a new script element, attached to the DOM (body element)
  96711. * @param scriptUrl defines the url of the script to laod
  96712. * @param scriptId defines the id of the script element
  96713. * @returns a promise request object
  96714. */
  96715. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  96716. /**
  96717. * Loads a file from a blob
  96718. * @param fileToLoad defines the blob to use
  96719. * @param callback defines the callback to call when data is loaded
  96720. * @param progressCallback defines the callback to call during loading process
  96721. * @returns a file request object
  96722. */
  96723. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  96724. /**
  96725. * Loads a file
  96726. * @param fileToLoad defines the file to load
  96727. * @param callback defines the callback to call when data is loaded
  96728. * @param progressCallBack defines the callback to call during loading process
  96729. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  96730. * @returns a file request object
  96731. */
  96732. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  96733. /**
  96734. * Creates a data url from a given string content
  96735. * @param content defines the content to convert
  96736. * @returns the new data url link
  96737. */
  96738. static FileAsURL(content: string): string;
  96739. /**
  96740. * Format the given number to a specific decimal format
  96741. * @param value defines the number to format
  96742. * @param decimals defines the number of decimals to use
  96743. * @returns the formatted string
  96744. */
  96745. static Format(value: number, decimals?: number): string;
  96746. /**
  96747. * Tries to copy an object by duplicating every property
  96748. * @param source defines the source object
  96749. * @param destination defines the target object
  96750. * @param doNotCopyList defines a list of properties to avoid
  96751. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  96752. */
  96753. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  96754. /**
  96755. * Gets a boolean indicating if the given object has no own property
  96756. * @param obj defines the object to test
  96757. * @returns true if object has no own property
  96758. */
  96759. static IsEmpty(obj: any): boolean;
  96760. /**
  96761. * Function used to register events at window level
  96762. * @param windowElement defines the Window object to use
  96763. * @param events defines the events to register
  96764. */
  96765. static RegisterTopRootEvents(windowElement: Window, events: {
  96766. name: string;
  96767. handler: Nullable<(e: FocusEvent) => any>;
  96768. }[]): void;
  96769. /**
  96770. * Function used to unregister events from window level
  96771. * @param windowElement defines the Window object to use
  96772. * @param events defines the events to unregister
  96773. */
  96774. static UnregisterTopRootEvents(windowElement: Window, events: {
  96775. name: string;
  96776. handler: Nullable<(e: FocusEvent) => any>;
  96777. }[]): void;
  96778. /**
  96779. * @ignore
  96780. */
  96781. static _ScreenshotCanvas: HTMLCanvasElement;
  96782. /**
  96783. * Dumps the current bound framebuffer
  96784. * @param width defines the rendering width
  96785. * @param height defines the rendering height
  96786. * @param engine defines the hosting engine
  96787. * @param successCallback defines the callback triggered once the data are available
  96788. * @param mimeType defines the mime type of the result
  96789. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  96790. */
  96791. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96792. /**
  96793. * Converts the canvas data to blob.
  96794. * This acts as a polyfill for browsers not supporting the to blob function.
  96795. * @param canvas Defines the canvas to extract the data from
  96796. * @param successCallback Defines the callback triggered once the data are available
  96797. * @param mimeType Defines the mime type of the result
  96798. */
  96799. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  96800. /**
  96801. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  96802. * @param successCallback defines the callback triggered once the data are available
  96803. * @param mimeType defines the mime type of the result
  96804. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  96805. */
  96806. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96807. /**
  96808. * Downloads a blob in the browser
  96809. * @param blob defines the blob to download
  96810. * @param fileName defines the name of the downloaded file
  96811. */
  96812. static Download(blob: Blob, fileName: string): void;
  96813. /**
  96814. * Captures a screenshot of the current rendering
  96815. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96816. * @param engine defines the rendering engine
  96817. * @param camera defines the source camera
  96818. * @param size This parameter can be set to a single number or to an object with the
  96819. * following (optional) properties: precision, width, height. If a single number is passed,
  96820. * it will be used for both width and height. If an object is passed, the screenshot size
  96821. * will be derived from the parameters. The precision property is a multiplier allowing
  96822. * rendering at a higher or lower resolution
  96823. * @param successCallback defines the callback receives a single parameter which contains the
  96824. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96825. * src parameter of an <img> to display it
  96826. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96827. * Check your browser for supported MIME types
  96828. */
  96829. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  96830. /**
  96831. * Captures a screenshot of the current rendering
  96832. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96833. * @param engine defines the rendering engine
  96834. * @param camera defines the source camera
  96835. * @param size This parameter can be set to a single number or to an object with the
  96836. * following (optional) properties: precision, width, height. If a single number is passed,
  96837. * it will be used for both width and height. If an object is passed, the screenshot size
  96838. * will be derived from the parameters. The precision property is a multiplier allowing
  96839. * rendering at a higher or lower resolution
  96840. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96841. * Check your browser for supported MIME types
  96842. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96843. * to the src parameter of an <img> to display it
  96844. */
  96845. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  96846. /**
  96847. * Generates an image screenshot from the specified camera.
  96848. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96849. * @param engine The engine to use for rendering
  96850. * @param camera The camera to use for rendering
  96851. * @param size This parameter can be set to a single number or to an object with the
  96852. * following (optional) properties: precision, width, height. If a single number is passed,
  96853. * it will be used for both width and height. If an object is passed, the screenshot size
  96854. * will be derived from the parameters. The precision property is a multiplier allowing
  96855. * rendering at a higher or lower resolution
  96856. * @param successCallback The callback receives a single parameter which contains the
  96857. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96858. * src parameter of an <img> to display it
  96859. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96860. * Check your browser for supported MIME types
  96861. * @param samples Texture samples (default: 1)
  96862. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96863. * @param fileName A name for for the downloaded file.
  96864. */
  96865. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  96866. /**
  96867. * Generates an image screenshot from the specified camera.
  96868. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96869. * @param engine The engine to use for rendering
  96870. * @param camera The camera to use for rendering
  96871. * @param size This parameter can be set to a single number or to an object with the
  96872. * following (optional) properties: precision, width, height. If a single number is passed,
  96873. * it will be used for both width and height. If an object is passed, the screenshot size
  96874. * will be derived from the parameters. The precision property is a multiplier allowing
  96875. * rendering at a higher or lower resolution
  96876. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96877. * Check your browser for supported MIME types
  96878. * @param samples Texture samples (default: 1)
  96879. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96880. * @param fileName A name for for the downloaded file.
  96881. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96882. * to the src parameter of an <img> to display it
  96883. */
  96884. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  96885. /**
  96886. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96887. * Be aware Math.random() could cause collisions, but:
  96888. * "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"
  96889. * @returns a pseudo random id
  96890. */
  96891. static RandomId(): string;
  96892. /**
  96893. * Test if the given uri is a base64 string
  96894. * @param uri The uri to test
  96895. * @return True if the uri is a base64 string or false otherwise
  96896. */
  96897. static IsBase64(uri: string): boolean;
  96898. /**
  96899. * Decode the given base64 uri.
  96900. * @param uri The uri to decode
  96901. * @return The decoded base64 data.
  96902. */
  96903. static DecodeBase64(uri: string): ArrayBuffer;
  96904. /**
  96905. * Gets the absolute url.
  96906. * @param url the input url
  96907. * @return the absolute url
  96908. */
  96909. static GetAbsoluteUrl(url: string): string;
  96910. /**
  96911. * No log
  96912. */
  96913. static readonly NoneLogLevel: number;
  96914. /**
  96915. * Only message logs
  96916. */
  96917. static readonly MessageLogLevel: number;
  96918. /**
  96919. * Only warning logs
  96920. */
  96921. static readonly WarningLogLevel: number;
  96922. /**
  96923. * Only error logs
  96924. */
  96925. static readonly ErrorLogLevel: number;
  96926. /**
  96927. * All logs
  96928. */
  96929. static readonly AllLogLevel: number;
  96930. /**
  96931. * Gets a value indicating the number of loading errors
  96932. * @ignorenaming
  96933. */
  96934. static readonly errorsCount: number;
  96935. /**
  96936. * Callback called when a new log is added
  96937. */
  96938. static OnNewCacheEntry: (entry: string) => void;
  96939. /**
  96940. * Log a message to the console
  96941. * @param message defines the message to log
  96942. */
  96943. static Log(message: string): void;
  96944. /**
  96945. * Write a warning message to the console
  96946. * @param message defines the message to log
  96947. */
  96948. static Warn(message: string): void;
  96949. /**
  96950. * Write an error message to the console
  96951. * @param message defines the message to log
  96952. */
  96953. static Error(message: string): void;
  96954. /**
  96955. * Gets current log cache (list of logs)
  96956. */
  96957. static readonly LogCache: string;
  96958. /**
  96959. * Clears the log cache
  96960. */
  96961. static ClearLogCache(): void;
  96962. /**
  96963. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  96964. */
  96965. static LogLevels: number;
  96966. /**
  96967. * Checks if the window object exists
  96968. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  96969. */
  96970. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  96971. /**
  96972. * No performance log
  96973. */
  96974. static readonly PerformanceNoneLogLevel: number;
  96975. /**
  96976. * Use user marks to log performance
  96977. */
  96978. static readonly PerformanceUserMarkLogLevel: number;
  96979. /**
  96980. * Log performance to the console
  96981. */
  96982. static readonly PerformanceConsoleLogLevel: number;
  96983. private static _performance;
  96984. /**
  96985. * Sets the current performance log level
  96986. */
  96987. static PerformanceLogLevel: number;
  96988. private static _StartPerformanceCounterDisabled;
  96989. private static _EndPerformanceCounterDisabled;
  96990. private static _StartUserMark;
  96991. private static _EndUserMark;
  96992. private static _StartPerformanceConsole;
  96993. private static _EndPerformanceConsole;
  96994. /**
  96995. * Starts a performance counter
  96996. */
  96997. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96998. /**
  96999. * Ends a specific performance coutner
  97000. */
  97001. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97002. /**
  97003. * Gets either window.performance.now() if supported or Date.now() else
  97004. */
  97005. static readonly Now: number;
  97006. /**
  97007. * This method will return the name of the class used to create the instance of the given object.
  97008. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  97009. * @param object the object to get the class name from
  97010. * @param isType defines if the object is actually a type
  97011. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  97012. */
  97013. static GetClassName(object: any, isType?: boolean): string;
  97014. /**
  97015. * Gets the first element of an array satisfying a given predicate
  97016. * @param array defines the array to browse
  97017. * @param predicate defines the predicate to use
  97018. * @returns null if not found or the element
  97019. */
  97020. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  97021. /**
  97022. * This method will return the name of the full name of the class, including its owning module (if any).
  97023. * 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).
  97024. * @param object the object to get the class name from
  97025. * @param isType defines if the object is actually a type
  97026. * @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.
  97027. * @ignorenaming
  97028. */
  97029. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  97030. /**
  97031. * Returns a promise that resolves after the given amount of time.
  97032. * @param delay Number of milliseconds to delay
  97033. * @returns Promise that resolves after the given amount of time
  97034. */
  97035. static DelayAsync(delay: number): Promise<void>;
  97036. }
  97037. /**
  97038. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  97039. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  97040. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  97041. * @param name The name of the class, case should be preserved
  97042. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  97043. */
  97044. export function className(name: string, module?: string): (target: Object) => void;
  97045. /**
  97046. * An implementation of a loop for asynchronous functions.
  97047. */
  97048. export class AsyncLoop {
  97049. /**
  97050. * Defines the number of iterations for the loop
  97051. */
  97052. iterations: number;
  97053. /**
  97054. * Defines the current index of the loop.
  97055. */
  97056. index: number;
  97057. private _done;
  97058. private _fn;
  97059. private _successCallback;
  97060. /**
  97061. * Constructor.
  97062. * @param iterations the number of iterations.
  97063. * @param func the function to run each iteration
  97064. * @param successCallback the callback that will be called upon succesful execution
  97065. * @param offset starting offset.
  97066. */
  97067. constructor(
  97068. /**
  97069. * Defines the number of iterations for the loop
  97070. */
  97071. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  97072. /**
  97073. * Execute the next iteration. Must be called after the last iteration was finished.
  97074. */
  97075. executeNext(): void;
  97076. /**
  97077. * Break the loop and run the success callback.
  97078. */
  97079. breakLoop(): void;
  97080. /**
  97081. * Create and run an async loop.
  97082. * @param iterations the number of iterations.
  97083. * @param fn the function to run each iteration
  97084. * @param successCallback the callback that will be called upon succesful execution
  97085. * @param offset starting offset.
  97086. * @returns the created async loop object
  97087. */
  97088. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  97089. /**
  97090. * A for-loop that will run a given number of iterations synchronous and the rest async.
  97091. * @param iterations total number of iterations
  97092. * @param syncedIterations number of synchronous iterations in each async iteration.
  97093. * @param fn the function to call each iteration.
  97094. * @param callback a success call back that will be called when iterating stops.
  97095. * @param breakFunction a break condition (optional)
  97096. * @param timeout timeout settings for the setTimeout function. default - 0.
  97097. * @returns the created async loop object
  97098. */
  97099. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  97100. }
  97101. }
  97102. declare module BABYLON {
  97103. /** @hidden */
  97104. export interface ICollisionCoordinator {
  97105. createCollider(): Collider;
  97106. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97107. init(scene: Scene): void;
  97108. }
  97109. /** @hidden */
  97110. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  97111. private _scene;
  97112. private _scaledPosition;
  97113. private _scaledVelocity;
  97114. private _finalPosition;
  97115. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97116. createCollider(): Collider;
  97117. init(scene: Scene): void;
  97118. private _collideWithWorld;
  97119. }
  97120. }
  97121. declare module BABYLON {
  97122. /**
  97123. * Class used to manage all inputs for the scene.
  97124. */
  97125. export class InputManager {
  97126. /** The distance in pixel that you have to move to prevent some events */
  97127. static DragMovementThreshold: number;
  97128. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  97129. static LongPressDelay: number;
  97130. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  97131. static DoubleClickDelay: number;
  97132. /** If you need to check double click without raising a single click at first click, enable this flag */
  97133. static ExclusiveDoubleClickMode: boolean;
  97134. private _wheelEventName;
  97135. private _onPointerMove;
  97136. private _onPointerDown;
  97137. private _onPointerUp;
  97138. private _initClickEvent;
  97139. private _initActionManager;
  97140. private _delayedSimpleClick;
  97141. private _delayedSimpleClickTimeout;
  97142. private _previousDelayedSimpleClickTimeout;
  97143. private _meshPickProceed;
  97144. private _previousButtonPressed;
  97145. private _currentPickResult;
  97146. private _previousPickResult;
  97147. private _totalPointersPressed;
  97148. private _doubleClickOccured;
  97149. private _pointerOverMesh;
  97150. private _pickedDownMesh;
  97151. private _pickedUpMesh;
  97152. private _pointerX;
  97153. private _pointerY;
  97154. private _unTranslatedPointerX;
  97155. private _unTranslatedPointerY;
  97156. private _startingPointerPosition;
  97157. private _previousStartingPointerPosition;
  97158. private _startingPointerTime;
  97159. private _previousStartingPointerTime;
  97160. private _pointerCaptures;
  97161. private _onKeyDown;
  97162. private _onKeyUp;
  97163. private _onCanvasFocusObserver;
  97164. private _onCanvasBlurObserver;
  97165. private _scene;
  97166. /**
  97167. * Creates a new InputManager
  97168. * @param scene defines the hosting scene
  97169. */
  97170. constructor(scene: Scene);
  97171. /**
  97172. * Gets the mesh that is currently under the pointer
  97173. */
  97174. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97175. /**
  97176. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  97177. */
  97178. readonly unTranslatedPointer: Vector2;
  97179. /**
  97180. * Gets or sets the current on-screen X position of the pointer
  97181. */
  97182. pointerX: number;
  97183. /**
  97184. * Gets or sets the current on-screen Y position of the pointer
  97185. */
  97186. pointerY: number;
  97187. private _updatePointerPosition;
  97188. private _processPointerMove;
  97189. private _setRayOnPointerInfo;
  97190. private _checkPrePointerObservable;
  97191. /**
  97192. * Use this method to simulate a pointer move on a mesh
  97193. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97194. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97195. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97196. */
  97197. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97198. /**
  97199. * Use this method to simulate a pointer down on a mesh
  97200. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97201. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97202. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97203. */
  97204. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97205. private _processPointerDown;
  97206. /** @hidden */
  97207. _isPointerSwiping(): boolean;
  97208. /**
  97209. * Use this method to simulate a pointer up on a mesh
  97210. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97211. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97212. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97213. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97214. */
  97215. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  97216. private _processPointerUp;
  97217. /**
  97218. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97219. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97220. * @returns true if the pointer was captured
  97221. */
  97222. isPointerCaptured(pointerId?: number): boolean;
  97223. /**
  97224. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97225. * @param attachUp defines if you want to attach events to pointerup
  97226. * @param attachDown defines if you want to attach events to pointerdown
  97227. * @param attachMove defines if you want to attach events to pointermove
  97228. */
  97229. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97230. /**
  97231. * Detaches all event handlers
  97232. */
  97233. detachControl(): void;
  97234. /**
  97235. * Force the value of meshUnderPointer
  97236. * @param mesh defines the mesh to use
  97237. */
  97238. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  97239. /**
  97240. * Gets the mesh under the pointer
  97241. * @returns a Mesh or null if no mesh is under the pointer
  97242. */
  97243. getPointerOverMesh(): Nullable<AbstractMesh>;
  97244. }
  97245. }
  97246. declare module BABYLON {
  97247. /**
  97248. * Helper class used to generate session unique ID
  97249. */
  97250. export class UniqueIdGenerator {
  97251. private static _UniqueIdCounter;
  97252. /**
  97253. * Gets an unique (relatively to the current scene) Id
  97254. */
  97255. static readonly UniqueId: number;
  97256. }
  97257. }
  97258. declare module BABYLON {
  97259. /**
  97260. * This class defines the direct association between an animation and a target
  97261. */
  97262. export class TargetedAnimation {
  97263. /**
  97264. * Animation to perform
  97265. */
  97266. animation: Animation;
  97267. /**
  97268. * Target to animate
  97269. */
  97270. target: any;
  97271. /**
  97272. * Serialize the object
  97273. * @returns the JSON object representing the current entity
  97274. */
  97275. serialize(): any;
  97276. }
  97277. /**
  97278. * Use this class to create coordinated animations on multiple targets
  97279. */
  97280. export class AnimationGroup implements IDisposable {
  97281. /** The name of the animation group */
  97282. name: string;
  97283. private _scene;
  97284. private _targetedAnimations;
  97285. private _animatables;
  97286. private _from;
  97287. private _to;
  97288. private _isStarted;
  97289. private _isPaused;
  97290. private _speedRatio;
  97291. private _loopAnimation;
  97292. /**
  97293. * Gets or sets the unique id of the node
  97294. */
  97295. uniqueId: number;
  97296. /**
  97297. * This observable will notify when one animation have ended
  97298. */
  97299. onAnimationEndObservable: Observable<TargetedAnimation>;
  97300. /**
  97301. * Observer raised when one animation loops
  97302. */
  97303. onAnimationLoopObservable: Observable<TargetedAnimation>;
  97304. /**
  97305. * This observable will notify when all animations have ended.
  97306. */
  97307. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  97308. /**
  97309. * This observable will notify when all animations have paused.
  97310. */
  97311. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  97312. /**
  97313. * This observable will notify when all animations are playing.
  97314. */
  97315. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  97316. /**
  97317. * Gets the first frame
  97318. */
  97319. readonly from: number;
  97320. /**
  97321. * Gets the last frame
  97322. */
  97323. readonly to: number;
  97324. /**
  97325. * Define if the animations are started
  97326. */
  97327. readonly isStarted: boolean;
  97328. /**
  97329. * Gets a value indicating that the current group is playing
  97330. */
  97331. readonly isPlaying: boolean;
  97332. /**
  97333. * Gets or sets the speed ratio to use for all animations
  97334. */
  97335. /**
  97336. * Gets or sets the speed ratio to use for all animations
  97337. */
  97338. speedRatio: number;
  97339. /**
  97340. * Gets or sets if all animations should loop or not
  97341. */
  97342. loopAnimation: boolean;
  97343. /**
  97344. * Gets the targeted animations for this animation group
  97345. */
  97346. readonly targetedAnimations: Array<TargetedAnimation>;
  97347. /**
  97348. * returning the list of animatables controlled by this animation group.
  97349. */
  97350. readonly animatables: Array<Animatable>;
  97351. /**
  97352. * Instantiates a new Animation Group.
  97353. * This helps managing several animations at once.
  97354. * @see http://doc.babylonjs.com/how_to/group
  97355. * @param name Defines the name of the group
  97356. * @param scene Defines the scene the group belongs to
  97357. */
  97358. constructor(
  97359. /** The name of the animation group */
  97360. name: string, scene?: Nullable<Scene>);
  97361. /**
  97362. * Add an animation (with its target) in the group
  97363. * @param animation defines the animation we want to add
  97364. * @param target defines the target of the animation
  97365. * @returns the TargetedAnimation object
  97366. */
  97367. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  97368. /**
  97369. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  97370. * It can add constant keys at begin or end
  97371. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  97372. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  97373. * @returns the animation group
  97374. */
  97375. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  97376. /**
  97377. * Start all animations on given targets
  97378. * @param loop defines if animations must loop
  97379. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  97380. * @param from defines the from key (optional)
  97381. * @param to defines the to key (optional)
  97382. * @returns the current animation group
  97383. */
  97384. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  97385. /**
  97386. * Pause all animations
  97387. * @returns the animation group
  97388. */
  97389. pause(): AnimationGroup;
  97390. /**
  97391. * Play all animations to initial state
  97392. * This function will start() the animations if they were not started or will restart() them if they were paused
  97393. * @param loop defines if animations must loop
  97394. * @returns the animation group
  97395. */
  97396. play(loop?: boolean): AnimationGroup;
  97397. /**
  97398. * Reset all animations to initial state
  97399. * @returns the animation group
  97400. */
  97401. reset(): AnimationGroup;
  97402. /**
  97403. * Restart animations from key 0
  97404. * @returns the animation group
  97405. */
  97406. restart(): AnimationGroup;
  97407. /**
  97408. * Stop all animations
  97409. * @returns the animation group
  97410. */
  97411. stop(): AnimationGroup;
  97412. /**
  97413. * Set animation weight for all animatables
  97414. * @param weight defines the weight to use
  97415. * @return the animationGroup
  97416. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  97417. */
  97418. setWeightForAllAnimatables(weight: number): AnimationGroup;
  97419. /**
  97420. * Synchronize and normalize all animatables with a source animatable
  97421. * @param root defines the root animatable to synchronize with
  97422. * @return the animationGroup
  97423. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  97424. */
  97425. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  97426. /**
  97427. * Goes to a specific frame in this animation group
  97428. * @param frame the frame number to go to
  97429. * @return the animationGroup
  97430. */
  97431. goToFrame(frame: number): AnimationGroup;
  97432. /**
  97433. * Dispose all associated resources
  97434. */
  97435. dispose(): void;
  97436. private _checkAnimationGroupEnded;
  97437. /**
  97438. * Clone the current animation group and returns a copy
  97439. * @param newName defines the name of the new group
  97440. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  97441. * @returns the new aniamtion group
  97442. */
  97443. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  97444. /**
  97445. * Serializes the animationGroup to an object
  97446. * @returns Serialized object
  97447. */
  97448. serialize(): any;
  97449. /**
  97450. * Returns a new AnimationGroup object parsed from the source provided.
  97451. * @param parsedAnimationGroup defines the source
  97452. * @param scene defines the scene that will receive the animationGroup
  97453. * @returns a new AnimationGroup
  97454. */
  97455. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  97456. /**
  97457. * Returns the string "AnimationGroup"
  97458. * @returns "AnimationGroup"
  97459. */
  97460. getClassName(): string;
  97461. /**
  97462. * Creates a detailled string about the object
  97463. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  97464. * @returns a string representing the object
  97465. */
  97466. toString(fullDetails?: boolean): string;
  97467. }
  97468. }
  97469. declare module BABYLON {
  97470. /**
  97471. * Define an interface for all classes that will hold resources
  97472. */
  97473. export interface IDisposable {
  97474. /**
  97475. * Releases all held resources
  97476. */
  97477. dispose(): void;
  97478. }
  97479. /** Interface defining initialization parameters for Scene class */
  97480. export interface SceneOptions {
  97481. /**
  97482. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  97483. * It will improve performance when the number of geometries becomes important.
  97484. */
  97485. useGeometryUniqueIdsMap?: boolean;
  97486. /**
  97487. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  97488. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  97489. */
  97490. useMaterialMeshMap?: boolean;
  97491. /**
  97492. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  97493. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  97494. */
  97495. useClonedMeshhMap?: boolean;
  97496. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  97497. virtual?: boolean;
  97498. }
  97499. /**
  97500. * Represents a scene to be rendered by the engine.
  97501. * @see http://doc.babylonjs.com/features/scene
  97502. */
  97503. export class Scene extends AbstractScene implements IAnimatable {
  97504. /** The fog is deactivated */
  97505. static readonly FOGMODE_NONE: number;
  97506. /** The fog density is following an exponential function */
  97507. static readonly FOGMODE_EXP: number;
  97508. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  97509. static readonly FOGMODE_EXP2: number;
  97510. /** The fog density is following a linear function. */
  97511. static readonly FOGMODE_LINEAR: number;
  97512. /**
  97513. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  97514. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97515. */
  97516. static MinDeltaTime: number;
  97517. /**
  97518. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  97519. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97520. */
  97521. static MaxDeltaTime: number;
  97522. /**
  97523. * Factory used to create the default material.
  97524. * @param name The name of the material to create
  97525. * @param scene The scene to create the material for
  97526. * @returns The default material
  97527. */
  97528. static DefaultMaterialFactory(scene: Scene): Material;
  97529. /**
  97530. * Factory used to create the a collision coordinator.
  97531. * @returns The collision coordinator
  97532. */
  97533. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  97534. /** @hidden */
  97535. _inputManager: InputManager;
  97536. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  97537. cameraToUseForPointers: Nullable<Camera>;
  97538. /** @hidden */
  97539. readonly _isScene: boolean;
  97540. /**
  97541. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  97542. */
  97543. autoClear: boolean;
  97544. /**
  97545. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  97546. */
  97547. autoClearDepthAndStencil: boolean;
  97548. /**
  97549. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  97550. */
  97551. clearColor: Color4;
  97552. /**
  97553. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  97554. */
  97555. ambientColor: Color3;
  97556. /**
  97557. * This is use to store the default BRDF lookup for PBR materials in your scene.
  97558. * It should only be one of the following (if not the default embedded one):
  97559. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  97560. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  97561. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  97562. * The material properties need to be setup according to the type of texture in use.
  97563. */
  97564. environmentBRDFTexture: BaseTexture;
  97565. /** @hidden */
  97566. protected _environmentTexture: Nullable<BaseTexture>;
  97567. /**
  97568. * Texture used in all pbr material as the reflection texture.
  97569. * As in the majority of the scene they are the same (exception for multi room and so on),
  97570. * this is easier to reference from here than from all the materials.
  97571. */
  97572. /**
  97573. * Texture used in all pbr material as the reflection texture.
  97574. * As in the majority of the scene they are the same (exception for multi room and so on),
  97575. * this is easier to set here than in all the materials.
  97576. */
  97577. environmentTexture: Nullable<BaseTexture>;
  97578. /** @hidden */
  97579. protected _environmentIntensity: number;
  97580. /**
  97581. * Intensity of the environment in all pbr material.
  97582. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  97583. * As in the majority of the scene they are the same (exception for multi room and so on),
  97584. * this is easier to reference from here than from all the materials.
  97585. */
  97586. /**
  97587. * Intensity of the environment in all pbr material.
  97588. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  97589. * As in the majority of the scene they are the same (exception for multi room and so on),
  97590. * this is easier to set here than in all the materials.
  97591. */
  97592. environmentIntensity: number;
  97593. /** @hidden */
  97594. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  97595. /**
  97596. * Default image processing configuration used either in the rendering
  97597. * Forward main pass or through the imageProcessingPostProcess if present.
  97598. * As in the majority of the scene they are the same (exception for multi camera),
  97599. * this is easier to reference from here than from all the materials and post process.
  97600. *
  97601. * No setter as we it is a shared configuration, you can set the values instead.
  97602. */
  97603. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  97604. private _forceWireframe;
  97605. /**
  97606. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  97607. */
  97608. forceWireframe: boolean;
  97609. private _forcePointsCloud;
  97610. /**
  97611. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  97612. */
  97613. forcePointsCloud: boolean;
  97614. /**
  97615. * Gets or sets the active clipplane 1
  97616. */
  97617. clipPlane: Nullable<Plane>;
  97618. /**
  97619. * Gets or sets the active clipplane 2
  97620. */
  97621. clipPlane2: Nullable<Plane>;
  97622. /**
  97623. * Gets or sets the active clipplane 3
  97624. */
  97625. clipPlane3: Nullable<Plane>;
  97626. /**
  97627. * Gets or sets the active clipplane 4
  97628. */
  97629. clipPlane4: Nullable<Plane>;
  97630. /**
  97631. * Gets or sets a boolean indicating if animations are enabled
  97632. */
  97633. animationsEnabled: boolean;
  97634. private _animationPropertiesOverride;
  97635. /**
  97636. * Gets or sets the animation properties override
  97637. */
  97638. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  97639. /**
  97640. * Gets or sets a boolean indicating if a constant deltatime has to be used
  97641. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  97642. */
  97643. useConstantAnimationDeltaTime: boolean;
  97644. /**
  97645. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  97646. * Please note that it requires to run a ray cast through the scene on every frame
  97647. */
  97648. constantlyUpdateMeshUnderPointer: boolean;
  97649. /**
  97650. * Defines the HTML cursor to use when hovering over interactive elements
  97651. */
  97652. hoverCursor: string;
  97653. /**
  97654. * Defines the HTML default cursor to use (empty by default)
  97655. */
  97656. defaultCursor: string;
  97657. /**
  97658. * This is used to call preventDefault() on pointer down
  97659. * in order to block unwanted artifacts like system double clicks
  97660. */
  97661. preventDefaultOnPointerDown: boolean;
  97662. /**
  97663. * This is used to call preventDefault() on pointer up
  97664. * in order to block unwanted artifacts like system double clicks
  97665. */
  97666. preventDefaultOnPointerUp: boolean;
  97667. /**
  97668. * Gets or sets user defined metadata
  97669. */
  97670. metadata: any;
  97671. /**
  97672. * For internal use only. Please do not use.
  97673. */
  97674. reservedDataStore: any;
  97675. /**
  97676. * Gets the name of the plugin used to load this scene (null by default)
  97677. */
  97678. loadingPluginName: string;
  97679. /**
  97680. * Use this array to add regular expressions used to disable offline support for specific urls
  97681. */
  97682. disableOfflineSupportExceptionRules: RegExp[];
  97683. /**
  97684. * An event triggered when the scene is disposed.
  97685. */
  97686. onDisposeObservable: Observable<Scene>;
  97687. private _onDisposeObserver;
  97688. /** Sets a function to be executed when this scene is disposed. */
  97689. onDispose: () => void;
  97690. /**
  97691. * An event triggered before rendering the scene (right after animations and physics)
  97692. */
  97693. onBeforeRenderObservable: Observable<Scene>;
  97694. private _onBeforeRenderObserver;
  97695. /** Sets a function to be executed before rendering this scene */
  97696. beforeRender: Nullable<() => void>;
  97697. /**
  97698. * An event triggered after rendering the scene
  97699. */
  97700. onAfterRenderObservable: Observable<Scene>;
  97701. /**
  97702. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  97703. */
  97704. onAfterRenderCameraObservable: Observable<Camera>;
  97705. private _onAfterRenderObserver;
  97706. /** Sets a function to be executed after rendering this scene */
  97707. afterRender: Nullable<() => void>;
  97708. /**
  97709. * An event triggered before animating the scene
  97710. */
  97711. onBeforeAnimationsObservable: Observable<Scene>;
  97712. /**
  97713. * An event triggered after animations processing
  97714. */
  97715. onAfterAnimationsObservable: Observable<Scene>;
  97716. /**
  97717. * An event triggered before draw calls are ready to be sent
  97718. */
  97719. onBeforeDrawPhaseObservable: Observable<Scene>;
  97720. /**
  97721. * An event triggered after draw calls have been sent
  97722. */
  97723. onAfterDrawPhaseObservable: Observable<Scene>;
  97724. /**
  97725. * An event triggered when the scene is ready
  97726. */
  97727. onReadyObservable: Observable<Scene>;
  97728. /**
  97729. * An event triggered before rendering a camera
  97730. */
  97731. onBeforeCameraRenderObservable: Observable<Camera>;
  97732. private _onBeforeCameraRenderObserver;
  97733. /** Sets a function to be executed before rendering a camera*/
  97734. beforeCameraRender: () => void;
  97735. /**
  97736. * An event triggered after rendering a camera
  97737. */
  97738. onAfterCameraRenderObservable: Observable<Camera>;
  97739. private _onAfterCameraRenderObserver;
  97740. /** Sets a function to be executed after rendering a camera*/
  97741. afterCameraRender: () => void;
  97742. /**
  97743. * An event triggered when active meshes evaluation is about to start
  97744. */
  97745. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  97746. /**
  97747. * An event triggered when active meshes evaluation is done
  97748. */
  97749. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  97750. /**
  97751. * An event triggered when particles rendering is about to start
  97752. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97753. */
  97754. onBeforeParticlesRenderingObservable: Observable<Scene>;
  97755. /**
  97756. * An event triggered when particles rendering is done
  97757. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97758. */
  97759. onAfterParticlesRenderingObservable: Observable<Scene>;
  97760. /**
  97761. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  97762. */
  97763. onDataLoadedObservable: Observable<Scene>;
  97764. /**
  97765. * An event triggered when a camera is created
  97766. */
  97767. onNewCameraAddedObservable: Observable<Camera>;
  97768. /**
  97769. * An event triggered when a camera is removed
  97770. */
  97771. onCameraRemovedObservable: Observable<Camera>;
  97772. /**
  97773. * An event triggered when a light is created
  97774. */
  97775. onNewLightAddedObservable: Observable<Light>;
  97776. /**
  97777. * An event triggered when a light is removed
  97778. */
  97779. onLightRemovedObservable: Observable<Light>;
  97780. /**
  97781. * An event triggered when a geometry is created
  97782. */
  97783. onNewGeometryAddedObservable: Observable<Geometry>;
  97784. /**
  97785. * An event triggered when a geometry is removed
  97786. */
  97787. onGeometryRemovedObservable: Observable<Geometry>;
  97788. /**
  97789. * An event triggered when a transform node is created
  97790. */
  97791. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  97792. /**
  97793. * An event triggered when a transform node is removed
  97794. */
  97795. onTransformNodeRemovedObservable: Observable<TransformNode>;
  97796. /**
  97797. * An event triggered when a mesh is created
  97798. */
  97799. onNewMeshAddedObservable: Observable<AbstractMesh>;
  97800. /**
  97801. * An event triggered when a mesh is removed
  97802. */
  97803. onMeshRemovedObservable: Observable<AbstractMesh>;
  97804. /**
  97805. * An event triggered when a skeleton is created
  97806. */
  97807. onNewSkeletonAddedObservable: Observable<Skeleton>;
  97808. /**
  97809. * An event triggered when a skeleton is removed
  97810. */
  97811. onSkeletonRemovedObservable: Observable<Skeleton>;
  97812. /**
  97813. * An event triggered when a material is created
  97814. */
  97815. onNewMaterialAddedObservable: Observable<Material>;
  97816. /**
  97817. * An event triggered when a material is removed
  97818. */
  97819. onMaterialRemovedObservable: Observable<Material>;
  97820. /**
  97821. * An event triggered when a texture is created
  97822. */
  97823. onNewTextureAddedObservable: Observable<BaseTexture>;
  97824. /**
  97825. * An event triggered when a texture is removed
  97826. */
  97827. onTextureRemovedObservable: Observable<BaseTexture>;
  97828. /**
  97829. * An event triggered when render targets are about to be rendered
  97830. * Can happen multiple times per frame.
  97831. */
  97832. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  97833. /**
  97834. * An event triggered when render targets were rendered.
  97835. * Can happen multiple times per frame.
  97836. */
  97837. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  97838. /**
  97839. * An event triggered before calculating deterministic simulation step
  97840. */
  97841. onBeforeStepObservable: Observable<Scene>;
  97842. /**
  97843. * An event triggered after calculating deterministic simulation step
  97844. */
  97845. onAfterStepObservable: Observable<Scene>;
  97846. /**
  97847. * An event triggered when the activeCamera property is updated
  97848. */
  97849. onActiveCameraChanged: Observable<Scene>;
  97850. /**
  97851. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  97852. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97853. * 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)
  97854. */
  97855. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97856. /**
  97857. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  97858. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97859. * 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)
  97860. */
  97861. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97862. /**
  97863. * This Observable will when a mesh has been imported into the scene.
  97864. */
  97865. onMeshImportedObservable: Observable<AbstractMesh>;
  97866. /**
  97867. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  97868. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  97869. */
  97870. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  97871. /** @hidden */
  97872. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  97873. /**
  97874. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  97875. */
  97876. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  97877. /**
  97878. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  97879. */
  97880. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  97881. /**
  97882. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  97883. */
  97884. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  97885. /** Callback called when a pointer move is detected */
  97886. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97887. /** Callback called when a pointer down is detected */
  97888. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97889. /** Callback called when a pointer up is detected */
  97890. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  97891. /** Callback called when a pointer pick is detected */
  97892. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  97893. /**
  97894. * 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).
  97895. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  97896. */
  97897. onPrePointerObservable: Observable<PointerInfoPre>;
  97898. /**
  97899. * Observable event triggered each time an input event is received from the rendering canvas
  97900. */
  97901. onPointerObservable: Observable<PointerInfo>;
  97902. /**
  97903. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  97904. */
  97905. readonly unTranslatedPointer: Vector2;
  97906. /**
  97907. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  97908. */
  97909. static DragMovementThreshold: number;
  97910. /**
  97911. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  97912. */
  97913. static LongPressDelay: number;
  97914. /**
  97915. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  97916. */
  97917. static DoubleClickDelay: number;
  97918. /** If you need to check double click without raising a single click at first click, enable this flag */
  97919. static ExclusiveDoubleClickMode: boolean;
  97920. /** @hidden */
  97921. _mirroredCameraPosition: Nullable<Vector3>;
  97922. /**
  97923. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  97924. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  97925. */
  97926. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  97927. /**
  97928. * Observable event triggered each time an keyboard event is received from the hosting window
  97929. */
  97930. onKeyboardObservable: Observable<KeyboardInfo>;
  97931. private _useRightHandedSystem;
  97932. /**
  97933. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  97934. */
  97935. useRightHandedSystem: boolean;
  97936. private _timeAccumulator;
  97937. private _currentStepId;
  97938. private _currentInternalStep;
  97939. /**
  97940. * Sets the step Id used by deterministic lock step
  97941. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97942. * @param newStepId defines the step Id
  97943. */
  97944. setStepId(newStepId: number): void;
  97945. /**
  97946. * Gets the step Id used by deterministic lock step
  97947. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97948. * @returns the step Id
  97949. */
  97950. getStepId(): number;
  97951. /**
  97952. * Gets the internal step used by deterministic lock step
  97953. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97954. * @returns the internal step
  97955. */
  97956. getInternalStep(): number;
  97957. private _fogEnabled;
  97958. /**
  97959. * Gets or sets a boolean indicating if fog is enabled on this scene
  97960. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97961. * (Default is true)
  97962. */
  97963. fogEnabled: boolean;
  97964. private _fogMode;
  97965. /**
  97966. * Gets or sets the fog mode to use
  97967. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97968. * | mode | value |
  97969. * | --- | --- |
  97970. * | FOGMODE_NONE | 0 |
  97971. * | FOGMODE_EXP | 1 |
  97972. * | FOGMODE_EXP2 | 2 |
  97973. * | FOGMODE_LINEAR | 3 |
  97974. */
  97975. fogMode: number;
  97976. /**
  97977. * Gets or sets the fog color to use
  97978. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97979. * (Default is Color3(0.2, 0.2, 0.3))
  97980. */
  97981. fogColor: Color3;
  97982. /**
  97983. * Gets or sets the fog density to use
  97984. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97985. * (Default is 0.1)
  97986. */
  97987. fogDensity: number;
  97988. /**
  97989. * Gets or sets the fog start distance to use
  97990. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97991. * (Default is 0)
  97992. */
  97993. fogStart: number;
  97994. /**
  97995. * Gets or sets the fog end distance to use
  97996. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97997. * (Default is 1000)
  97998. */
  97999. fogEnd: number;
  98000. private _shadowsEnabled;
  98001. /**
  98002. * Gets or sets a boolean indicating if shadows are enabled on this scene
  98003. */
  98004. shadowsEnabled: boolean;
  98005. private _lightsEnabled;
  98006. /**
  98007. * Gets or sets a boolean indicating if lights are enabled on this scene
  98008. */
  98009. lightsEnabled: boolean;
  98010. /** All of the active cameras added to this scene. */
  98011. activeCameras: Camera[];
  98012. /** @hidden */
  98013. _activeCamera: Nullable<Camera>;
  98014. /** Gets or sets the current active camera */
  98015. activeCamera: Nullable<Camera>;
  98016. private _defaultMaterial;
  98017. /** The default material used on meshes when no material is affected */
  98018. /** The default material used on meshes when no material is affected */
  98019. defaultMaterial: Material;
  98020. private _texturesEnabled;
  98021. /**
  98022. * Gets or sets a boolean indicating if textures are enabled on this scene
  98023. */
  98024. texturesEnabled: boolean;
  98025. /**
  98026. * Gets or sets a boolean indicating if particles are enabled on this scene
  98027. */
  98028. particlesEnabled: boolean;
  98029. /**
  98030. * Gets or sets a boolean indicating if sprites are enabled on this scene
  98031. */
  98032. spritesEnabled: boolean;
  98033. private _skeletonsEnabled;
  98034. /**
  98035. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  98036. */
  98037. skeletonsEnabled: boolean;
  98038. /**
  98039. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  98040. */
  98041. lensFlaresEnabled: boolean;
  98042. /**
  98043. * Gets or sets a boolean indicating if collisions are enabled on this scene
  98044. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98045. */
  98046. collisionsEnabled: boolean;
  98047. private _collisionCoordinator;
  98048. /** @hidden */
  98049. readonly collisionCoordinator: ICollisionCoordinator;
  98050. /**
  98051. * Defines the gravity applied to this scene (used only for collisions)
  98052. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98053. */
  98054. gravity: Vector3;
  98055. /**
  98056. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  98057. */
  98058. postProcessesEnabled: boolean;
  98059. /**
  98060. * The list of postprocesses added to the scene
  98061. */
  98062. postProcesses: PostProcess[];
  98063. /**
  98064. * Gets the current postprocess manager
  98065. */
  98066. postProcessManager: PostProcessManager;
  98067. /**
  98068. * Gets or sets a boolean indicating if render targets are enabled on this scene
  98069. */
  98070. renderTargetsEnabled: boolean;
  98071. /**
  98072. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  98073. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  98074. */
  98075. dumpNextRenderTargets: boolean;
  98076. /**
  98077. * The list of user defined render targets added to the scene
  98078. */
  98079. customRenderTargets: RenderTargetTexture[];
  98080. /**
  98081. * Defines if texture loading must be delayed
  98082. * If true, textures will only be loaded when they need to be rendered
  98083. */
  98084. useDelayedTextureLoading: boolean;
  98085. /**
  98086. * Gets the list of meshes imported to the scene through SceneLoader
  98087. */
  98088. importedMeshesFiles: String[];
  98089. /**
  98090. * Gets or sets a boolean indicating if probes are enabled on this scene
  98091. */
  98092. probesEnabled: boolean;
  98093. /**
  98094. * Gets or sets the current offline provider to use to store scene data
  98095. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  98096. */
  98097. offlineProvider: IOfflineProvider;
  98098. /**
  98099. * Gets or sets the action manager associated with the scene
  98100. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98101. */
  98102. actionManager: AbstractActionManager;
  98103. private _meshesForIntersections;
  98104. /**
  98105. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  98106. */
  98107. proceduralTexturesEnabled: boolean;
  98108. private _engine;
  98109. private _totalVertices;
  98110. /** @hidden */
  98111. _activeIndices: PerfCounter;
  98112. /** @hidden */
  98113. _activeParticles: PerfCounter;
  98114. /** @hidden */
  98115. _activeBones: PerfCounter;
  98116. private _animationRatio;
  98117. /** @hidden */
  98118. _animationTimeLast: number;
  98119. /** @hidden */
  98120. _animationTime: number;
  98121. /**
  98122. * Gets or sets a general scale for animation speed
  98123. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  98124. */
  98125. animationTimeScale: number;
  98126. /** @hidden */
  98127. _cachedMaterial: Nullable<Material>;
  98128. /** @hidden */
  98129. _cachedEffect: Nullable<Effect>;
  98130. /** @hidden */
  98131. _cachedVisibility: Nullable<number>;
  98132. private _renderId;
  98133. private _frameId;
  98134. private _executeWhenReadyTimeoutId;
  98135. private _intermediateRendering;
  98136. private _viewUpdateFlag;
  98137. private _projectionUpdateFlag;
  98138. /** @hidden */
  98139. _toBeDisposed: Nullable<IDisposable>[];
  98140. private _activeRequests;
  98141. /** @hidden */
  98142. _pendingData: any[];
  98143. private _isDisposed;
  98144. /**
  98145. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  98146. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  98147. */
  98148. dispatchAllSubMeshesOfActiveMeshes: boolean;
  98149. private _activeMeshes;
  98150. private _processedMaterials;
  98151. private _renderTargets;
  98152. /** @hidden */
  98153. _activeParticleSystems: SmartArray<IParticleSystem>;
  98154. private _activeSkeletons;
  98155. private _softwareSkinnedMeshes;
  98156. private _renderingManager;
  98157. /** @hidden */
  98158. _activeAnimatables: Animatable[];
  98159. private _transformMatrix;
  98160. private _sceneUbo;
  98161. /** @hidden */
  98162. _viewMatrix: Matrix;
  98163. private _projectionMatrix;
  98164. /** @hidden */
  98165. _forcedViewPosition: Nullable<Vector3>;
  98166. /** @hidden */
  98167. _frustumPlanes: Plane[];
  98168. /**
  98169. * Gets the list of frustum planes (built from the active camera)
  98170. */
  98171. readonly frustumPlanes: Plane[];
  98172. /**
  98173. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  98174. * This is useful if there are more lights that the maximum simulteanous authorized
  98175. */
  98176. requireLightSorting: boolean;
  98177. /** @hidden */
  98178. readonly useMaterialMeshMap: boolean;
  98179. /** @hidden */
  98180. readonly useClonedMeshhMap: boolean;
  98181. private _externalData;
  98182. private _uid;
  98183. /**
  98184. * @hidden
  98185. * Backing store of defined scene components.
  98186. */
  98187. _components: ISceneComponent[];
  98188. /**
  98189. * @hidden
  98190. * Backing store of defined scene components.
  98191. */
  98192. _serializableComponents: ISceneSerializableComponent[];
  98193. /**
  98194. * List of components to register on the next registration step.
  98195. */
  98196. private _transientComponents;
  98197. /**
  98198. * Registers the transient components if needed.
  98199. */
  98200. private _registerTransientComponents;
  98201. /**
  98202. * @hidden
  98203. * Add a component to the scene.
  98204. * Note that the ccomponent could be registered on th next frame if this is called after
  98205. * the register component stage.
  98206. * @param component Defines the component to add to the scene
  98207. */
  98208. _addComponent(component: ISceneComponent): void;
  98209. /**
  98210. * @hidden
  98211. * Gets a component from the scene.
  98212. * @param name defines the name of the component to retrieve
  98213. * @returns the component or null if not present
  98214. */
  98215. _getComponent(name: string): Nullable<ISceneComponent>;
  98216. /**
  98217. * @hidden
  98218. * Defines the actions happening before camera updates.
  98219. */
  98220. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  98221. /**
  98222. * @hidden
  98223. * Defines the actions happening before clear the canvas.
  98224. */
  98225. _beforeClearStage: Stage<SimpleStageAction>;
  98226. /**
  98227. * @hidden
  98228. * Defines the actions when collecting render targets for the frame.
  98229. */
  98230. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  98231. /**
  98232. * @hidden
  98233. * Defines the actions happening for one camera in the frame.
  98234. */
  98235. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  98236. /**
  98237. * @hidden
  98238. * Defines the actions happening during the per mesh ready checks.
  98239. */
  98240. _isReadyForMeshStage: Stage<MeshStageAction>;
  98241. /**
  98242. * @hidden
  98243. * Defines the actions happening before evaluate active mesh checks.
  98244. */
  98245. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  98246. /**
  98247. * @hidden
  98248. * Defines the actions happening during the evaluate sub mesh checks.
  98249. */
  98250. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  98251. /**
  98252. * @hidden
  98253. * Defines the actions happening during the active mesh stage.
  98254. */
  98255. _activeMeshStage: Stage<ActiveMeshStageAction>;
  98256. /**
  98257. * @hidden
  98258. * Defines the actions happening during the per camera render target step.
  98259. */
  98260. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  98261. /**
  98262. * @hidden
  98263. * Defines the actions happening just before the active camera is drawing.
  98264. */
  98265. _beforeCameraDrawStage: Stage<CameraStageAction>;
  98266. /**
  98267. * @hidden
  98268. * Defines the actions happening just before a render target is drawing.
  98269. */
  98270. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  98271. /**
  98272. * @hidden
  98273. * Defines the actions happening just before a rendering group is drawing.
  98274. */
  98275. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  98276. /**
  98277. * @hidden
  98278. * Defines the actions happening just before a mesh is drawing.
  98279. */
  98280. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  98281. /**
  98282. * @hidden
  98283. * Defines the actions happening just after a mesh has been drawn.
  98284. */
  98285. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  98286. /**
  98287. * @hidden
  98288. * Defines the actions happening just after a rendering group has been drawn.
  98289. */
  98290. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  98291. /**
  98292. * @hidden
  98293. * Defines the actions happening just after the active camera has been drawn.
  98294. */
  98295. _afterCameraDrawStage: Stage<CameraStageAction>;
  98296. /**
  98297. * @hidden
  98298. * Defines the actions happening just after a render target has been drawn.
  98299. */
  98300. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  98301. /**
  98302. * @hidden
  98303. * Defines the actions happening just after rendering all cameras and computing intersections.
  98304. */
  98305. _afterRenderStage: Stage<SimpleStageAction>;
  98306. /**
  98307. * @hidden
  98308. * Defines the actions happening when a pointer move event happens.
  98309. */
  98310. _pointerMoveStage: Stage<PointerMoveStageAction>;
  98311. /**
  98312. * @hidden
  98313. * Defines the actions happening when a pointer down event happens.
  98314. */
  98315. _pointerDownStage: Stage<PointerUpDownStageAction>;
  98316. /**
  98317. * @hidden
  98318. * Defines the actions happening when a pointer up event happens.
  98319. */
  98320. _pointerUpStage: Stage<PointerUpDownStageAction>;
  98321. /**
  98322. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  98323. */
  98324. private geometriesByUniqueId;
  98325. /**
  98326. * Creates a new Scene
  98327. * @param engine defines the engine to use to render this scene
  98328. * @param options defines the scene options
  98329. */
  98330. constructor(engine: Engine, options?: SceneOptions);
  98331. /**
  98332. * Gets a string idenfifying the name of the class
  98333. * @returns "Scene" string
  98334. */
  98335. getClassName(): string;
  98336. private _defaultMeshCandidates;
  98337. /**
  98338. * @hidden
  98339. */
  98340. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  98341. private _defaultSubMeshCandidates;
  98342. /**
  98343. * @hidden
  98344. */
  98345. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  98346. /**
  98347. * Sets the default candidate providers for the scene.
  98348. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  98349. * and getCollidingSubMeshCandidates to their default function
  98350. */
  98351. setDefaultCandidateProviders(): void;
  98352. /**
  98353. * Gets the mesh that is currently under the pointer
  98354. */
  98355. readonly meshUnderPointer: Nullable<AbstractMesh>;
  98356. /**
  98357. * Gets or sets the current on-screen X position of the pointer
  98358. */
  98359. pointerX: number;
  98360. /**
  98361. * Gets or sets the current on-screen Y position of the pointer
  98362. */
  98363. pointerY: number;
  98364. /**
  98365. * Gets the cached material (ie. the latest rendered one)
  98366. * @returns the cached material
  98367. */
  98368. getCachedMaterial(): Nullable<Material>;
  98369. /**
  98370. * Gets the cached effect (ie. the latest rendered one)
  98371. * @returns the cached effect
  98372. */
  98373. getCachedEffect(): Nullable<Effect>;
  98374. /**
  98375. * Gets the cached visibility state (ie. the latest rendered one)
  98376. * @returns the cached visibility state
  98377. */
  98378. getCachedVisibility(): Nullable<number>;
  98379. /**
  98380. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  98381. * @param material defines the current material
  98382. * @param effect defines the current effect
  98383. * @param visibility defines the current visibility state
  98384. * @returns true if one parameter is not cached
  98385. */
  98386. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  98387. /**
  98388. * Gets the engine associated with the scene
  98389. * @returns an Engine
  98390. */
  98391. getEngine(): Engine;
  98392. /**
  98393. * Gets the total number of vertices rendered per frame
  98394. * @returns the total number of vertices rendered per frame
  98395. */
  98396. getTotalVertices(): number;
  98397. /**
  98398. * Gets the performance counter for total vertices
  98399. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98400. */
  98401. readonly totalVerticesPerfCounter: PerfCounter;
  98402. /**
  98403. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  98404. * @returns the total number of active indices rendered per frame
  98405. */
  98406. getActiveIndices(): number;
  98407. /**
  98408. * Gets the performance counter for active indices
  98409. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98410. */
  98411. readonly totalActiveIndicesPerfCounter: PerfCounter;
  98412. /**
  98413. * Gets the total number of active particles rendered per frame
  98414. * @returns the total number of active particles rendered per frame
  98415. */
  98416. getActiveParticles(): number;
  98417. /**
  98418. * Gets the performance counter for active particles
  98419. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98420. */
  98421. readonly activeParticlesPerfCounter: PerfCounter;
  98422. /**
  98423. * Gets the total number of active bones rendered per frame
  98424. * @returns the total number of active bones rendered per frame
  98425. */
  98426. getActiveBones(): number;
  98427. /**
  98428. * Gets the performance counter for active bones
  98429. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98430. */
  98431. readonly activeBonesPerfCounter: PerfCounter;
  98432. /**
  98433. * Gets the array of active meshes
  98434. * @returns an array of AbstractMesh
  98435. */
  98436. getActiveMeshes(): SmartArray<AbstractMesh>;
  98437. /**
  98438. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  98439. * @returns a number
  98440. */
  98441. getAnimationRatio(): number;
  98442. /**
  98443. * Gets an unique Id for the current render phase
  98444. * @returns a number
  98445. */
  98446. getRenderId(): number;
  98447. /**
  98448. * Gets an unique Id for the current frame
  98449. * @returns a number
  98450. */
  98451. getFrameId(): number;
  98452. /** Call this function if you want to manually increment the render Id*/
  98453. incrementRenderId(): void;
  98454. private _createUbo;
  98455. /**
  98456. * Use this method to simulate a pointer move on a mesh
  98457. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98458. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98459. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98460. * @returns the current scene
  98461. */
  98462. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  98463. /**
  98464. * Use this method to simulate a pointer down on a mesh
  98465. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98466. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98467. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98468. * @returns the current scene
  98469. */
  98470. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  98471. /**
  98472. * Use this method to simulate a pointer up on a mesh
  98473. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98474. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98475. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98476. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  98477. * @returns the current scene
  98478. */
  98479. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  98480. /**
  98481. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  98482. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  98483. * @returns true if the pointer was captured
  98484. */
  98485. isPointerCaptured(pointerId?: number): boolean;
  98486. /**
  98487. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  98488. * @param attachUp defines if you want to attach events to pointerup
  98489. * @param attachDown defines if you want to attach events to pointerdown
  98490. * @param attachMove defines if you want to attach events to pointermove
  98491. */
  98492. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  98493. /** Detaches all event handlers*/
  98494. detachControl(): void;
  98495. /**
  98496. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  98497. * Delay loaded resources are not taking in account
  98498. * @return true if all required resources are ready
  98499. */
  98500. isReady(): boolean;
  98501. /** Resets all cached information relative to material (including effect and visibility) */
  98502. resetCachedMaterial(): void;
  98503. /**
  98504. * Registers a function to be called before every frame render
  98505. * @param func defines the function to register
  98506. */
  98507. registerBeforeRender(func: () => void): void;
  98508. /**
  98509. * Unregisters a function called before every frame render
  98510. * @param func defines the function to unregister
  98511. */
  98512. unregisterBeforeRender(func: () => void): void;
  98513. /**
  98514. * Registers a function to be called after every frame render
  98515. * @param func defines the function to register
  98516. */
  98517. registerAfterRender(func: () => void): void;
  98518. /**
  98519. * Unregisters a function called after every frame render
  98520. * @param func defines the function to unregister
  98521. */
  98522. unregisterAfterRender(func: () => void): void;
  98523. private _executeOnceBeforeRender;
  98524. /**
  98525. * The provided function will run before render once and will be disposed afterwards.
  98526. * A timeout delay can be provided so that the function will be executed in N ms.
  98527. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  98528. * @param func The function to be executed.
  98529. * @param timeout optional delay in ms
  98530. */
  98531. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  98532. /** @hidden */
  98533. _addPendingData(data: any): void;
  98534. /** @hidden */
  98535. _removePendingData(data: any): void;
  98536. /**
  98537. * Returns the number of items waiting to be loaded
  98538. * @returns the number of items waiting to be loaded
  98539. */
  98540. getWaitingItemsCount(): number;
  98541. /**
  98542. * Returns a boolean indicating if the scene is still loading data
  98543. */
  98544. readonly isLoading: boolean;
  98545. /**
  98546. * Registers a function to be executed when the scene is ready
  98547. * @param {Function} func - the function to be executed
  98548. */
  98549. executeWhenReady(func: () => void): void;
  98550. /**
  98551. * Returns a promise that resolves when the scene is ready
  98552. * @returns A promise that resolves when the scene is ready
  98553. */
  98554. whenReadyAsync(): Promise<void>;
  98555. /** @hidden */
  98556. _checkIsReady(): void;
  98557. /**
  98558. * Gets all animatable attached to the scene
  98559. */
  98560. readonly animatables: Animatable[];
  98561. /**
  98562. * Resets the last animation time frame.
  98563. * Useful to override when animations start running when loading a scene for the first time.
  98564. */
  98565. resetLastAnimationTimeFrame(): void;
  98566. /**
  98567. * Gets the current view matrix
  98568. * @returns a Matrix
  98569. */
  98570. getViewMatrix(): Matrix;
  98571. /**
  98572. * Gets the current projection matrix
  98573. * @returns a Matrix
  98574. */
  98575. getProjectionMatrix(): Matrix;
  98576. /**
  98577. * Gets the current transform matrix
  98578. * @returns a Matrix made of View * Projection
  98579. */
  98580. getTransformMatrix(): Matrix;
  98581. /**
  98582. * Sets the current transform matrix
  98583. * @param viewL defines the View matrix to use
  98584. * @param projectionL defines the Projection matrix to use
  98585. * @param viewR defines the right View matrix to use (if provided)
  98586. * @param projectionR defines the right Projection matrix to use (if provided)
  98587. */
  98588. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  98589. /**
  98590. * Gets the uniform buffer used to store scene data
  98591. * @returns a UniformBuffer
  98592. */
  98593. getSceneUniformBuffer(): UniformBuffer;
  98594. /**
  98595. * Gets an unique (relatively to the current scene) Id
  98596. * @returns an unique number for the scene
  98597. */
  98598. getUniqueId(): number;
  98599. /**
  98600. * Add a mesh to the list of scene's meshes
  98601. * @param newMesh defines the mesh to add
  98602. * @param recursive if all child meshes should also be added to the scene
  98603. */
  98604. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  98605. /**
  98606. * Remove a mesh for the list of scene's meshes
  98607. * @param toRemove defines the mesh to remove
  98608. * @param recursive if all child meshes should also be removed from the scene
  98609. * @returns the index where the mesh was in the mesh list
  98610. */
  98611. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  98612. /**
  98613. * Add a transform node to the list of scene's transform nodes
  98614. * @param newTransformNode defines the transform node to add
  98615. */
  98616. addTransformNode(newTransformNode: TransformNode): void;
  98617. /**
  98618. * Remove a transform node for the list of scene's transform nodes
  98619. * @param toRemove defines the transform node to remove
  98620. * @returns the index where the transform node was in the transform node list
  98621. */
  98622. removeTransformNode(toRemove: TransformNode): number;
  98623. /**
  98624. * Remove a skeleton for the list of scene's skeletons
  98625. * @param toRemove defines the skeleton to remove
  98626. * @returns the index where the skeleton was in the skeleton list
  98627. */
  98628. removeSkeleton(toRemove: Skeleton): number;
  98629. /**
  98630. * Remove a morph target for the list of scene's morph targets
  98631. * @param toRemove defines the morph target to remove
  98632. * @returns the index where the morph target was in the morph target list
  98633. */
  98634. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  98635. /**
  98636. * Remove a light for the list of scene's lights
  98637. * @param toRemove defines the light to remove
  98638. * @returns the index where the light was in the light list
  98639. */
  98640. removeLight(toRemove: Light): number;
  98641. /**
  98642. * Remove a camera for the list of scene's cameras
  98643. * @param toRemove defines the camera to remove
  98644. * @returns the index where the camera was in the camera list
  98645. */
  98646. removeCamera(toRemove: Camera): number;
  98647. /**
  98648. * Remove a particle system for the list of scene's particle systems
  98649. * @param toRemove defines the particle system to remove
  98650. * @returns the index where the particle system was in the particle system list
  98651. */
  98652. removeParticleSystem(toRemove: IParticleSystem): number;
  98653. /**
  98654. * Remove a animation for the list of scene's animations
  98655. * @param toRemove defines the animation to remove
  98656. * @returns the index where the animation was in the animation list
  98657. */
  98658. removeAnimation(toRemove: Animation): number;
  98659. /**
  98660. * Will stop the animation of the given target
  98661. * @param target - the target
  98662. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  98663. * @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)
  98664. */
  98665. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  98666. /**
  98667. * Removes the given animation group from this scene.
  98668. * @param toRemove The animation group to remove
  98669. * @returns The index of the removed animation group
  98670. */
  98671. removeAnimationGroup(toRemove: AnimationGroup): number;
  98672. /**
  98673. * Removes the given multi-material from this scene.
  98674. * @param toRemove The multi-material to remove
  98675. * @returns The index of the removed multi-material
  98676. */
  98677. removeMultiMaterial(toRemove: MultiMaterial): number;
  98678. /**
  98679. * Removes the given material from this scene.
  98680. * @param toRemove The material to remove
  98681. * @returns The index of the removed material
  98682. */
  98683. removeMaterial(toRemove: Material): number;
  98684. /**
  98685. * Removes the given action manager from this scene.
  98686. * @param toRemove The action manager to remove
  98687. * @returns The index of the removed action manager
  98688. */
  98689. removeActionManager(toRemove: AbstractActionManager): number;
  98690. /**
  98691. * Removes the given texture from this scene.
  98692. * @param toRemove The texture to remove
  98693. * @returns The index of the removed texture
  98694. */
  98695. removeTexture(toRemove: BaseTexture): number;
  98696. /**
  98697. * Adds the given light to this scene
  98698. * @param newLight The light to add
  98699. */
  98700. addLight(newLight: Light): void;
  98701. /**
  98702. * Sorts the list list based on light priorities
  98703. */
  98704. sortLightsByPriority(): void;
  98705. /**
  98706. * Adds the given camera to this scene
  98707. * @param newCamera The camera to add
  98708. */
  98709. addCamera(newCamera: Camera): void;
  98710. /**
  98711. * Adds the given skeleton to this scene
  98712. * @param newSkeleton The skeleton to add
  98713. */
  98714. addSkeleton(newSkeleton: Skeleton): void;
  98715. /**
  98716. * Adds the given particle system to this scene
  98717. * @param newParticleSystem The particle system to add
  98718. */
  98719. addParticleSystem(newParticleSystem: IParticleSystem): void;
  98720. /**
  98721. * Adds the given animation to this scene
  98722. * @param newAnimation The animation to add
  98723. */
  98724. addAnimation(newAnimation: Animation): void;
  98725. /**
  98726. * Adds the given animation group to this scene.
  98727. * @param newAnimationGroup The animation group to add
  98728. */
  98729. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  98730. /**
  98731. * Adds the given multi-material to this scene
  98732. * @param newMultiMaterial The multi-material to add
  98733. */
  98734. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  98735. /**
  98736. * Adds the given material to this scene
  98737. * @param newMaterial The material to add
  98738. */
  98739. addMaterial(newMaterial: Material): void;
  98740. /**
  98741. * Adds the given morph target to this scene
  98742. * @param newMorphTargetManager The morph target to add
  98743. */
  98744. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  98745. /**
  98746. * Adds the given geometry to this scene
  98747. * @param newGeometry The geometry to add
  98748. */
  98749. addGeometry(newGeometry: Geometry): void;
  98750. /**
  98751. * Adds the given action manager to this scene
  98752. * @param newActionManager The action manager to add
  98753. */
  98754. addActionManager(newActionManager: AbstractActionManager): void;
  98755. /**
  98756. * Adds the given texture to this scene.
  98757. * @param newTexture The texture to add
  98758. */
  98759. addTexture(newTexture: BaseTexture): void;
  98760. /**
  98761. * Switch active camera
  98762. * @param newCamera defines the new active camera
  98763. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  98764. */
  98765. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  98766. /**
  98767. * sets the active camera of the scene using its ID
  98768. * @param id defines the camera's ID
  98769. * @return the new active camera or null if none found.
  98770. */
  98771. setActiveCameraByID(id: string): Nullable<Camera>;
  98772. /**
  98773. * sets the active camera of the scene using its name
  98774. * @param name defines the camera's name
  98775. * @returns the new active camera or null if none found.
  98776. */
  98777. setActiveCameraByName(name: string): Nullable<Camera>;
  98778. /**
  98779. * get an animation group using its name
  98780. * @param name defines the material's name
  98781. * @return the animation group or null if none found.
  98782. */
  98783. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  98784. /**
  98785. * Get a material using its unique id
  98786. * @param uniqueId defines the material's unique id
  98787. * @return the material or null if none found.
  98788. */
  98789. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  98790. /**
  98791. * get a material using its id
  98792. * @param id defines the material's ID
  98793. * @return the material or null if none found.
  98794. */
  98795. getMaterialByID(id: string): Nullable<Material>;
  98796. /**
  98797. * Gets a the last added material using a given id
  98798. * @param id defines the material's ID
  98799. * @return the last material with the given id or null if none found.
  98800. */
  98801. getLastMaterialByID(id: string): Nullable<Material>;
  98802. /**
  98803. * Gets a material using its name
  98804. * @param name defines the material's name
  98805. * @return the material or null if none found.
  98806. */
  98807. getMaterialByName(name: string): Nullable<Material>;
  98808. /**
  98809. * Get a texture using its unique id
  98810. * @param uniqueId defines the texture's unique id
  98811. * @return the texture or null if none found.
  98812. */
  98813. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  98814. /**
  98815. * Gets a camera using its id
  98816. * @param id defines the id to look for
  98817. * @returns the camera or null if not found
  98818. */
  98819. getCameraByID(id: string): Nullable<Camera>;
  98820. /**
  98821. * Gets a camera using its unique id
  98822. * @param uniqueId defines the unique id to look for
  98823. * @returns the camera or null if not found
  98824. */
  98825. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  98826. /**
  98827. * Gets a camera using its name
  98828. * @param name defines the camera's name
  98829. * @return the camera or null if none found.
  98830. */
  98831. getCameraByName(name: string): Nullable<Camera>;
  98832. /**
  98833. * Gets a bone using its id
  98834. * @param id defines the bone's id
  98835. * @return the bone or null if not found
  98836. */
  98837. getBoneByID(id: string): Nullable<Bone>;
  98838. /**
  98839. * Gets a bone using its id
  98840. * @param name defines the bone's name
  98841. * @return the bone or null if not found
  98842. */
  98843. getBoneByName(name: string): Nullable<Bone>;
  98844. /**
  98845. * Gets a light node using its name
  98846. * @param name defines the the light's name
  98847. * @return the light or null if none found.
  98848. */
  98849. getLightByName(name: string): Nullable<Light>;
  98850. /**
  98851. * Gets a light node using its id
  98852. * @param id defines the light's id
  98853. * @return the light or null if none found.
  98854. */
  98855. getLightByID(id: string): Nullable<Light>;
  98856. /**
  98857. * Gets a light node using its scene-generated unique ID
  98858. * @param uniqueId defines the light's unique id
  98859. * @return the light or null if none found.
  98860. */
  98861. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  98862. /**
  98863. * Gets a particle system by id
  98864. * @param id defines the particle system id
  98865. * @return the corresponding system or null if none found
  98866. */
  98867. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  98868. /**
  98869. * Gets a geometry using its ID
  98870. * @param id defines the geometry's id
  98871. * @return the geometry or null if none found.
  98872. */
  98873. getGeometryByID(id: string): Nullable<Geometry>;
  98874. private _getGeometryByUniqueID;
  98875. /**
  98876. * Add a new geometry to this scene
  98877. * @param geometry defines the geometry to be added to the scene.
  98878. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  98879. * @return a boolean defining if the geometry was added or not
  98880. */
  98881. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  98882. /**
  98883. * Removes an existing geometry
  98884. * @param geometry defines the geometry to be removed from the scene
  98885. * @return a boolean defining if the geometry was removed or not
  98886. */
  98887. removeGeometry(geometry: Geometry): boolean;
  98888. /**
  98889. * Gets the list of geometries attached to the scene
  98890. * @returns an array of Geometry
  98891. */
  98892. getGeometries(): Geometry[];
  98893. /**
  98894. * Gets the first added mesh found of a given ID
  98895. * @param id defines the id to search for
  98896. * @return the mesh found or null if not found at all
  98897. */
  98898. getMeshByID(id: string): Nullable<AbstractMesh>;
  98899. /**
  98900. * Gets a list of meshes using their id
  98901. * @param id defines the id to search for
  98902. * @returns a list of meshes
  98903. */
  98904. getMeshesByID(id: string): Array<AbstractMesh>;
  98905. /**
  98906. * Gets the first added transform node found of a given ID
  98907. * @param id defines the id to search for
  98908. * @return the found transform node or null if not found at all.
  98909. */
  98910. getTransformNodeByID(id: string): Nullable<TransformNode>;
  98911. /**
  98912. * Gets a transform node with its auto-generated unique id
  98913. * @param uniqueId efines the unique id to search for
  98914. * @return the found transform node or null if not found at all.
  98915. */
  98916. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  98917. /**
  98918. * Gets a list of transform nodes using their id
  98919. * @param id defines the id to search for
  98920. * @returns a list of transform nodes
  98921. */
  98922. getTransformNodesByID(id: string): Array<TransformNode>;
  98923. /**
  98924. * Gets a mesh with its auto-generated unique id
  98925. * @param uniqueId defines the unique id to search for
  98926. * @return the found mesh or null if not found at all.
  98927. */
  98928. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  98929. /**
  98930. * Gets a the last added mesh using a given id
  98931. * @param id defines the id to search for
  98932. * @return the found mesh or null if not found at all.
  98933. */
  98934. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  98935. /**
  98936. * Gets a the last added node (Mesh, Camera, Light) using a given id
  98937. * @param id defines the id to search for
  98938. * @return the found node or null if not found at all
  98939. */
  98940. getLastEntryByID(id: string): Nullable<Node>;
  98941. /**
  98942. * Gets a node (Mesh, Camera, Light) using a given id
  98943. * @param id defines the id to search for
  98944. * @return the found node or null if not found at all
  98945. */
  98946. getNodeByID(id: string): Nullable<Node>;
  98947. /**
  98948. * Gets a node (Mesh, Camera, Light) using a given name
  98949. * @param name defines the name to search for
  98950. * @return the found node or null if not found at all.
  98951. */
  98952. getNodeByName(name: string): Nullable<Node>;
  98953. /**
  98954. * Gets a mesh using a given name
  98955. * @param name defines the name to search for
  98956. * @return the found mesh or null if not found at all.
  98957. */
  98958. getMeshByName(name: string): Nullable<AbstractMesh>;
  98959. /**
  98960. * Gets a transform node using a given name
  98961. * @param name defines the name to search for
  98962. * @return the found transform node or null if not found at all.
  98963. */
  98964. getTransformNodeByName(name: string): Nullable<TransformNode>;
  98965. /**
  98966. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  98967. * @param id defines the id to search for
  98968. * @return the found skeleton or null if not found at all.
  98969. */
  98970. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  98971. /**
  98972. * Gets a skeleton using a given auto generated unique id
  98973. * @param uniqueId defines the unique id to search for
  98974. * @return the found skeleton or null if not found at all.
  98975. */
  98976. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  98977. /**
  98978. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  98979. * @param id defines the id to search for
  98980. * @return the found skeleton or null if not found at all.
  98981. */
  98982. getSkeletonById(id: string): Nullable<Skeleton>;
  98983. /**
  98984. * Gets a skeleton using a given name
  98985. * @param name defines the name to search for
  98986. * @return the found skeleton or null if not found at all.
  98987. */
  98988. getSkeletonByName(name: string): Nullable<Skeleton>;
  98989. /**
  98990. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  98991. * @param id defines the id to search for
  98992. * @return the found morph target manager or null if not found at all.
  98993. */
  98994. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  98995. /**
  98996. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  98997. * @param id defines the id to search for
  98998. * @return the found morph target or null if not found at all.
  98999. */
  99000. getMorphTargetById(id: string): Nullable<MorphTarget>;
  99001. /**
  99002. * Gets a boolean indicating if the given mesh is active
  99003. * @param mesh defines the mesh to look for
  99004. * @returns true if the mesh is in the active list
  99005. */
  99006. isActiveMesh(mesh: AbstractMesh): boolean;
  99007. /**
  99008. * Return a unique id as a string which can serve as an identifier for the scene
  99009. */
  99010. readonly uid: string;
  99011. /**
  99012. * Add an externaly attached data from its key.
  99013. * This method call will fail and return false, if such key already exists.
  99014. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  99015. * @param key the unique key that identifies the data
  99016. * @param data the data object to associate to the key for this Engine instance
  99017. * @return true if no such key were already present and the data was added successfully, false otherwise
  99018. */
  99019. addExternalData<T>(key: string, data: T): boolean;
  99020. /**
  99021. * Get an externaly attached data from its key
  99022. * @param key the unique key that identifies the data
  99023. * @return the associated data, if present (can be null), or undefined if not present
  99024. */
  99025. getExternalData<T>(key: string): Nullable<T>;
  99026. /**
  99027. * Get an externaly attached data from its key, create it using a factory if it's not already present
  99028. * @param key the unique key that identifies the data
  99029. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  99030. * @return the associated data, can be null if the factory returned null.
  99031. */
  99032. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  99033. /**
  99034. * Remove an externaly attached data from the Engine instance
  99035. * @param key the unique key that identifies the data
  99036. * @return true if the data was successfully removed, false if it doesn't exist
  99037. */
  99038. removeExternalData(key: string): boolean;
  99039. private _evaluateSubMesh;
  99040. /**
  99041. * Clear the processed materials smart array preventing retention point in material dispose.
  99042. */
  99043. freeProcessedMaterials(): void;
  99044. private _preventFreeActiveMeshesAndRenderingGroups;
  99045. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  99046. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  99047. * when disposing several meshes in a row or a hierarchy of meshes.
  99048. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  99049. */
  99050. blockfreeActiveMeshesAndRenderingGroups: boolean;
  99051. /**
  99052. * Clear the active meshes smart array preventing retention point in mesh dispose.
  99053. */
  99054. freeActiveMeshes(): void;
  99055. /**
  99056. * Clear the info related to rendering groups preventing retention points during dispose.
  99057. */
  99058. freeRenderingGroups(): void;
  99059. /** @hidden */
  99060. _isInIntermediateRendering(): boolean;
  99061. /**
  99062. * Lambda returning the list of potentially active meshes.
  99063. */
  99064. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  99065. /**
  99066. * Lambda returning the list of potentially active sub meshes.
  99067. */
  99068. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  99069. /**
  99070. * Lambda returning the list of potentially intersecting sub meshes.
  99071. */
  99072. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  99073. /**
  99074. * Lambda returning the list of potentially colliding sub meshes.
  99075. */
  99076. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  99077. private _activeMeshesFrozen;
  99078. /**
  99079. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  99080. * @returns the current scene
  99081. */
  99082. freezeActiveMeshes(): Scene;
  99083. /**
  99084. * Use this function to restart evaluating active meshes on every frame
  99085. * @returns the current scene
  99086. */
  99087. unfreezeActiveMeshes(): Scene;
  99088. private _evaluateActiveMeshes;
  99089. private _activeMesh;
  99090. /**
  99091. * Update the transform matrix to update from the current active camera
  99092. * @param force defines a boolean used to force the update even if cache is up to date
  99093. */
  99094. updateTransformMatrix(force?: boolean): void;
  99095. private _bindFrameBuffer;
  99096. /** @hidden */
  99097. _allowPostProcessClearColor: boolean;
  99098. /** @hidden */
  99099. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  99100. private _processSubCameras;
  99101. private _checkIntersections;
  99102. /** @hidden */
  99103. _advancePhysicsEngineStep(step: number): void;
  99104. /**
  99105. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  99106. */
  99107. getDeterministicFrameTime: () => number;
  99108. /** @hidden */
  99109. _animate(): void;
  99110. /** Execute all animations (for a frame) */
  99111. animate(): void;
  99112. /**
  99113. * Render the scene
  99114. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  99115. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  99116. */
  99117. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  99118. /**
  99119. * Freeze all materials
  99120. * A frozen material will not be updatable but should be faster to render
  99121. */
  99122. freezeMaterials(): void;
  99123. /**
  99124. * Unfreeze all materials
  99125. * A frozen material will not be updatable but should be faster to render
  99126. */
  99127. unfreezeMaterials(): void;
  99128. /**
  99129. * Releases all held ressources
  99130. */
  99131. dispose(): void;
  99132. /**
  99133. * Gets if the scene is already disposed
  99134. */
  99135. readonly isDisposed: boolean;
  99136. /**
  99137. * Call this function to reduce memory footprint of the scene.
  99138. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  99139. */
  99140. clearCachedVertexData(): void;
  99141. /**
  99142. * This function will remove the local cached buffer data from texture.
  99143. * It will save memory but will prevent the texture from being rebuilt
  99144. */
  99145. cleanCachedTextureBuffer(): void;
  99146. /**
  99147. * Get the world extend vectors with an optional filter
  99148. *
  99149. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  99150. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  99151. */
  99152. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  99153. min: Vector3;
  99154. max: Vector3;
  99155. };
  99156. /**
  99157. * Creates a ray that can be used to pick in the scene
  99158. * @param x defines the x coordinate of the origin (on-screen)
  99159. * @param y defines the y coordinate of the origin (on-screen)
  99160. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99161. * @param camera defines the camera to use for the picking
  99162. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99163. * @returns a Ray
  99164. */
  99165. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  99166. /**
  99167. * Creates a ray that can be used to pick in the scene
  99168. * @param x defines the x coordinate of the origin (on-screen)
  99169. * @param y defines the y coordinate of the origin (on-screen)
  99170. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99171. * @param result defines the ray where to store the picking ray
  99172. * @param camera defines the camera to use for the picking
  99173. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99174. * @returns the current scene
  99175. */
  99176. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  99177. /**
  99178. * Creates a ray that can be used to pick in the scene
  99179. * @param x defines the x coordinate of the origin (on-screen)
  99180. * @param y defines the y coordinate of the origin (on-screen)
  99181. * @param camera defines the camera to use for the picking
  99182. * @returns a Ray
  99183. */
  99184. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  99185. /**
  99186. * Creates a ray that can be used to pick in the scene
  99187. * @param x defines the x coordinate of the origin (on-screen)
  99188. * @param y defines the y coordinate of the origin (on-screen)
  99189. * @param result defines the ray where to store the picking ray
  99190. * @param camera defines the camera to use for the picking
  99191. * @returns the current scene
  99192. */
  99193. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  99194. /** Launch a ray to try to pick a mesh in the scene
  99195. * @param x position on screen
  99196. * @param y position on screen
  99197. * @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
  99198. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  99199. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99200. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99201. * @returns a PickingInfo
  99202. */
  99203. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99204. /** Use the given ray to pick a mesh in the scene
  99205. * @param ray The ray to use to pick meshes
  99206. * @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
  99207. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  99208. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99209. * @returns a PickingInfo
  99210. */
  99211. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99212. /**
  99213. * Launch a ray to try to pick a mesh in the scene
  99214. * @param x X position on screen
  99215. * @param y Y position on screen
  99216. * @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
  99217. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99218. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99219. * @returns an array of PickingInfo
  99220. */
  99221. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  99222. /**
  99223. * Launch a ray to try to pick a mesh in the scene
  99224. * @param ray Ray to use
  99225. * @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
  99226. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99227. * @returns an array of PickingInfo
  99228. */
  99229. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  99230. /**
  99231. * Force the value of meshUnderPointer
  99232. * @param mesh defines the mesh to use
  99233. */
  99234. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  99235. /**
  99236. * Gets the mesh under the pointer
  99237. * @returns a Mesh or null if no mesh is under the pointer
  99238. */
  99239. getPointerOverMesh(): Nullable<AbstractMesh>;
  99240. /** @hidden */
  99241. _rebuildGeometries(): void;
  99242. /** @hidden */
  99243. _rebuildTextures(): void;
  99244. private _getByTags;
  99245. /**
  99246. * Get a list of meshes by tags
  99247. * @param tagsQuery defines the tags query to use
  99248. * @param forEach defines a predicate used to filter results
  99249. * @returns an array of Mesh
  99250. */
  99251. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  99252. /**
  99253. * Get a list of cameras by tags
  99254. * @param tagsQuery defines the tags query to use
  99255. * @param forEach defines a predicate used to filter results
  99256. * @returns an array of Camera
  99257. */
  99258. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  99259. /**
  99260. * Get a list of lights by tags
  99261. * @param tagsQuery defines the tags query to use
  99262. * @param forEach defines a predicate used to filter results
  99263. * @returns an array of Light
  99264. */
  99265. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  99266. /**
  99267. * Get a list of materials by tags
  99268. * @param tagsQuery defines the tags query to use
  99269. * @param forEach defines a predicate used to filter results
  99270. * @returns an array of Material
  99271. */
  99272. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  99273. /**
  99274. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  99275. * This allowed control for front to back rendering or reversly depending of the special needs.
  99276. *
  99277. * @param renderingGroupId The rendering group id corresponding to its index
  99278. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  99279. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  99280. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  99281. */
  99282. 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;
  99283. /**
  99284. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  99285. *
  99286. * @param renderingGroupId The rendering group id corresponding to its index
  99287. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  99288. * @param depth Automatically clears depth between groups if true and autoClear is true.
  99289. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  99290. */
  99291. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  99292. /**
  99293. * Gets the current auto clear configuration for one rendering group of the rendering
  99294. * manager.
  99295. * @param index the rendering group index to get the information for
  99296. * @returns The auto clear setup for the requested rendering group
  99297. */
  99298. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  99299. private _blockMaterialDirtyMechanism;
  99300. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  99301. blockMaterialDirtyMechanism: boolean;
  99302. /**
  99303. * Will flag all materials as dirty to trigger new shader compilation
  99304. * @param flag defines the flag used to specify which material part must be marked as dirty
  99305. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  99306. */
  99307. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  99308. /** @hidden */
  99309. _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;
  99310. /** @hidden */
  99311. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  99312. }
  99313. }
  99314. declare module BABYLON {
  99315. /**
  99316. * Set of assets to keep when moving a scene into an asset container.
  99317. */
  99318. export class KeepAssets extends AbstractScene {
  99319. }
  99320. /**
  99321. * Container with a set of assets that can be added or removed from a scene.
  99322. */
  99323. export class AssetContainer extends AbstractScene {
  99324. /**
  99325. * The scene the AssetContainer belongs to.
  99326. */
  99327. scene: Scene;
  99328. /**
  99329. * Instantiates an AssetContainer.
  99330. * @param scene The scene the AssetContainer belongs to.
  99331. */
  99332. constructor(scene: Scene);
  99333. /**
  99334. * Adds all the assets from the container to the scene.
  99335. */
  99336. addAllToScene(): void;
  99337. /**
  99338. * Removes all the assets in the container from the scene
  99339. */
  99340. removeAllFromScene(): void;
  99341. /**
  99342. * Disposes all the assets in the container
  99343. */
  99344. dispose(): void;
  99345. private _moveAssets;
  99346. /**
  99347. * Removes all the assets contained in the scene and adds them to the container.
  99348. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  99349. */
  99350. moveAllFromScene(keepAssets?: KeepAssets): void;
  99351. /**
  99352. * 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.
  99353. * @returns the root mesh
  99354. */
  99355. createRootMesh(): Mesh;
  99356. }
  99357. }
  99358. declare module BABYLON {
  99359. /**
  99360. * Defines how the parser contract is defined.
  99361. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  99362. */
  99363. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  99364. /**
  99365. * Defines how the individual parser contract is defined.
  99366. * These parser can parse an individual asset
  99367. */
  99368. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  99369. /**
  99370. * Base class of the scene acting as a container for the different elements composing a scene.
  99371. * This class is dynamically extended by the different components of the scene increasing
  99372. * flexibility and reducing coupling
  99373. */
  99374. export abstract class AbstractScene {
  99375. /**
  99376. * Stores the list of available parsers in the application.
  99377. */
  99378. private static _BabylonFileParsers;
  99379. /**
  99380. * Stores the list of available individual parsers in the application.
  99381. */
  99382. private static _IndividualBabylonFileParsers;
  99383. /**
  99384. * Adds a parser in the list of available ones
  99385. * @param name Defines the name of the parser
  99386. * @param parser Defines the parser to add
  99387. */
  99388. static AddParser(name: string, parser: BabylonFileParser): void;
  99389. /**
  99390. * Gets a general parser from the list of avaialble ones
  99391. * @param name Defines the name of the parser
  99392. * @returns the requested parser or null
  99393. */
  99394. static GetParser(name: string): Nullable<BabylonFileParser>;
  99395. /**
  99396. * Adds n individual parser in the list of available ones
  99397. * @param name Defines the name of the parser
  99398. * @param parser Defines the parser to add
  99399. */
  99400. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  99401. /**
  99402. * Gets an individual parser from the list of avaialble ones
  99403. * @param name Defines the name of the parser
  99404. * @returns the requested parser or null
  99405. */
  99406. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  99407. /**
  99408. * Parser json data and populate both a scene and its associated container object
  99409. * @param jsonData Defines the data to parse
  99410. * @param scene Defines the scene to parse the data for
  99411. * @param container Defines the container attached to the parsing sequence
  99412. * @param rootUrl Defines the root url of the data
  99413. */
  99414. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  99415. /**
  99416. * Gets the list of root nodes (ie. nodes with no parent)
  99417. */
  99418. rootNodes: Node[];
  99419. /** All of the cameras added to this scene
  99420. * @see http://doc.babylonjs.com/babylon101/cameras
  99421. */
  99422. cameras: Camera[];
  99423. /**
  99424. * All of the lights added to this scene
  99425. * @see http://doc.babylonjs.com/babylon101/lights
  99426. */
  99427. lights: Light[];
  99428. /**
  99429. * All of the (abstract) meshes added to this scene
  99430. */
  99431. meshes: AbstractMesh[];
  99432. /**
  99433. * The list of skeletons added to the scene
  99434. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  99435. */
  99436. skeletons: Skeleton[];
  99437. /**
  99438. * All of the particle systems added to this scene
  99439. * @see http://doc.babylonjs.com/babylon101/particles
  99440. */
  99441. particleSystems: IParticleSystem[];
  99442. /**
  99443. * Gets a list of Animations associated with the scene
  99444. */
  99445. animations: Animation[];
  99446. /**
  99447. * All of the animation groups added to this scene
  99448. * @see http://doc.babylonjs.com/how_to/group
  99449. */
  99450. animationGroups: AnimationGroup[];
  99451. /**
  99452. * All of the multi-materials added to this scene
  99453. * @see http://doc.babylonjs.com/how_to/multi_materials
  99454. */
  99455. multiMaterials: MultiMaterial[];
  99456. /**
  99457. * All of the materials added to this scene
  99458. * In the context of a Scene, it is not supposed to be modified manually.
  99459. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  99460. * Note also that the order of the Material wihin the array is not significant and might change.
  99461. * @see http://doc.babylonjs.com/babylon101/materials
  99462. */
  99463. materials: Material[];
  99464. /**
  99465. * The list of morph target managers added to the scene
  99466. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  99467. */
  99468. morphTargetManagers: MorphTargetManager[];
  99469. /**
  99470. * The list of geometries used in the scene.
  99471. */
  99472. geometries: Geometry[];
  99473. /**
  99474. * All of the tranform nodes added to this scene
  99475. * In the context of a Scene, it is not supposed to be modified manually.
  99476. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  99477. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  99478. * @see http://doc.babylonjs.com/how_to/transformnode
  99479. */
  99480. transformNodes: TransformNode[];
  99481. /**
  99482. * ActionManagers available on the scene.
  99483. */
  99484. actionManagers: AbstractActionManager[];
  99485. /**
  99486. * Textures to keep.
  99487. */
  99488. textures: BaseTexture[];
  99489. /**
  99490. * Environment texture for the scene
  99491. */
  99492. environmentTexture: Nullable<BaseTexture>;
  99493. }
  99494. }
  99495. declare module BABYLON {
  99496. /**
  99497. * Interface used to define options for Sound class
  99498. */
  99499. export interface ISoundOptions {
  99500. /**
  99501. * Does the sound autoplay once loaded.
  99502. */
  99503. autoplay?: boolean;
  99504. /**
  99505. * Does the sound loop after it finishes playing once.
  99506. */
  99507. loop?: boolean;
  99508. /**
  99509. * Sound's volume
  99510. */
  99511. volume?: number;
  99512. /**
  99513. * Is it a spatial sound?
  99514. */
  99515. spatialSound?: boolean;
  99516. /**
  99517. * Maximum distance to hear that sound
  99518. */
  99519. maxDistance?: number;
  99520. /**
  99521. * Uses user defined attenuation function
  99522. */
  99523. useCustomAttenuation?: boolean;
  99524. /**
  99525. * Define the roll off factor of spatial sounds.
  99526. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99527. */
  99528. rolloffFactor?: number;
  99529. /**
  99530. * Define the reference distance the sound should be heard perfectly.
  99531. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99532. */
  99533. refDistance?: number;
  99534. /**
  99535. * Define the distance attenuation model the sound will follow.
  99536. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99537. */
  99538. distanceModel?: string;
  99539. /**
  99540. * Defines the playback speed (1 by default)
  99541. */
  99542. playbackRate?: number;
  99543. /**
  99544. * Defines if the sound is from a streaming source
  99545. */
  99546. streaming?: boolean;
  99547. /**
  99548. * Defines an optional length (in seconds) inside the sound file
  99549. */
  99550. length?: number;
  99551. /**
  99552. * Defines an optional offset (in seconds) inside the sound file
  99553. */
  99554. offset?: number;
  99555. /**
  99556. * If true, URLs will not be required to state the audio file codec to use.
  99557. */
  99558. skipCodecCheck?: boolean;
  99559. }
  99560. /**
  99561. * Defines a sound that can be played in the application.
  99562. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  99563. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99564. */
  99565. export class Sound {
  99566. /**
  99567. * The name of the sound in the scene.
  99568. */
  99569. name: string;
  99570. /**
  99571. * Does the sound autoplay once loaded.
  99572. */
  99573. autoplay: boolean;
  99574. /**
  99575. * Does the sound loop after it finishes playing once.
  99576. */
  99577. loop: boolean;
  99578. /**
  99579. * Does the sound use a custom attenuation curve to simulate the falloff
  99580. * happening when the source gets further away from the camera.
  99581. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99582. */
  99583. useCustomAttenuation: boolean;
  99584. /**
  99585. * The sound track id this sound belongs to.
  99586. */
  99587. soundTrackId: number;
  99588. /**
  99589. * Is this sound currently played.
  99590. */
  99591. isPlaying: boolean;
  99592. /**
  99593. * Is this sound currently paused.
  99594. */
  99595. isPaused: boolean;
  99596. /**
  99597. * Does this sound enables spatial sound.
  99598. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99599. */
  99600. spatialSound: boolean;
  99601. /**
  99602. * Define the reference distance the sound should be heard perfectly.
  99603. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99604. */
  99605. refDistance: number;
  99606. /**
  99607. * Define the roll off factor of spatial sounds.
  99608. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99609. */
  99610. rolloffFactor: number;
  99611. /**
  99612. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  99613. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99614. */
  99615. maxDistance: number;
  99616. /**
  99617. * Define the distance attenuation model the sound will follow.
  99618. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99619. */
  99620. distanceModel: string;
  99621. /**
  99622. * @hidden
  99623. * Back Compat
  99624. **/
  99625. onended: () => any;
  99626. /**
  99627. * Observable event when the current playing sound finishes.
  99628. */
  99629. onEndedObservable: Observable<Sound>;
  99630. private _panningModel;
  99631. private _playbackRate;
  99632. private _streaming;
  99633. private _startTime;
  99634. private _startOffset;
  99635. private _position;
  99636. /** @hidden */
  99637. _positionInEmitterSpace: boolean;
  99638. private _localDirection;
  99639. private _volume;
  99640. private _isReadyToPlay;
  99641. private _isDirectional;
  99642. private _readyToPlayCallback;
  99643. private _audioBuffer;
  99644. private _soundSource;
  99645. private _streamingSource;
  99646. private _soundPanner;
  99647. private _soundGain;
  99648. private _inputAudioNode;
  99649. private _outputAudioNode;
  99650. private _coneInnerAngle;
  99651. private _coneOuterAngle;
  99652. private _coneOuterGain;
  99653. private _scene;
  99654. private _connectedTransformNode;
  99655. private _customAttenuationFunction;
  99656. private _registerFunc;
  99657. private _isOutputConnected;
  99658. private _htmlAudioElement;
  99659. private _urlType;
  99660. private _length?;
  99661. private _offset?;
  99662. /** @hidden */
  99663. static _SceneComponentInitialization: (scene: Scene) => void;
  99664. /**
  99665. * Create a sound and attach it to a scene
  99666. * @param name Name of your sound
  99667. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  99668. * @param scene defines the scene the sound belongs to
  99669. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  99670. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  99671. */
  99672. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  99673. /**
  99674. * Release the sound and its associated resources
  99675. */
  99676. dispose(): void;
  99677. /**
  99678. * Gets if the sounds is ready to be played or not.
  99679. * @returns true if ready, otherwise false
  99680. */
  99681. isReady(): boolean;
  99682. private _soundLoaded;
  99683. /**
  99684. * Sets the data of the sound from an audiobuffer
  99685. * @param audioBuffer The audioBuffer containing the data
  99686. */
  99687. setAudioBuffer(audioBuffer: AudioBuffer): void;
  99688. /**
  99689. * Updates the current sounds options such as maxdistance, loop...
  99690. * @param options A JSON object containing values named as the object properties
  99691. */
  99692. updateOptions(options: ISoundOptions): void;
  99693. private _createSpatialParameters;
  99694. private _updateSpatialParameters;
  99695. /**
  99696. * Switch the panning model to HRTF:
  99697. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99698. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99699. */
  99700. switchPanningModelToHRTF(): void;
  99701. /**
  99702. * Switch the panning model to Equal Power:
  99703. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99704. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99705. */
  99706. switchPanningModelToEqualPower(): void;
  99707. private _switchPanningModel;
  99708. /**
  99709. * Connect this sound to a sound track audio node like gain...
  99710. * @param soundTrackAudioNode the sound track audio node to connect to
  99711. */
  99712. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  99713. /**
  99714. * Transform this sound into a directional source
  99715. * @param coneInnerAngle Size of the inner cone in degree
  99716. * @param coneOuterAngle Size of the outer cone in degree
  99717. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  99718. */
  99719. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  99720. /**
  99721. * Gets or sets the inner angle for the directional cone.
  99722. */
  99723. /**
  99724. * Gets or sets the inner angle for the directional cone.
  99725. */
  99726. directionalConeInnerAngle: number;
  99727. /**
  99728. * Gets or sets the outer angle for the directional cone.
  99729. */
  99730. /**
  99731. * Gets or sets the outer angle for the directional cone.
  99732. */
  99733. directionalConeOuterAngle: number;
  99734. /**
  99735. * Sets the position of the emitter if spatial sound is enabled
  99736. * @param newPosition Defines the new posisiton
  99737. */
  99738. setPosition(newPosition: Vector3): void;
  99739. /**
  99740. * Sets the local direction of the emitter if spatial sound is enabled
  99741. * @param newLocalDirection Defines the new local direction
  99742. */
  99743. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  99744. private _updateDirection;
  99745. /** @hidden */
  99746. updateDistanceFromListener(): void;
  99747. /**
  99748. * Sets a new custom attenuation function for the sound.
  99749. * @param callback Defines the function used for the attenuation
  99750. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99751. */
  99752. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  99753. /**
  99754. * Play the sound
  99755. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  99756. * @param offset (optional) Start the sound at a specific time in seconds
  99757. * @param length (optional) Sound duration (in seconds)
  99758. */
  99759. play(time?: number, offset?: number, length?: number): void;
  99760. private _onended;
  99761. /**
  99762. * Stop the sound
  99763. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  99764. */
  99765. stop(time?: number): void;
  99766. /**
  99767. * Put the sound in pause
  99768. */
  99769. pause(): void;
  99770. /**
  99771. * Sets a dedicated volume for this sounds
  99772. * @param newVolume Define the new volume of the sound
  99773. * @param time Define time for gradual change to new volume
  99774. */
  99775. setVolume(newVolume: number, time?: number): void;
  99776. /**
  99777. * Set the sound play back rate
  99778. * @param newPlaybackRate Define the playback rate the sound should be played at
  99779. */
  99780. setPlaybackRate(newPlaybackRate: number): void;
  99781. /**
  99782. * Gets the volume of the sound.
  99783. * @returns the volume of the sound
  99784. */
  99785. getVolume(): number;
  99786. /**
  99787. * Attach the sound to a dedicated mesh
  99788. * @param transformNode The transform node to connect the sound with
  99789. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99790. */
  99791. attachToMesh(transformNode: TransformNode): void;
  99792. /**
  99793. * Detach the sound from the previously attached mesh
  99794. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99795. */
  99796. detachFromMesh(): void;
  99797. private _onRegisterAfterWorldMatrixUpdate;
  99798. /**
  99799. * Clone the current sound in the scene.
  99800. * @returns the new sound clone
  99801. */
  99802. clone(): Nullable<Sound>;
  99803. /**
  99804. * Gets the current underlying audio buffer containing the data
  99805. * @returns the audio buffer
  99806. */
  99807. getAudioBuffer(): Nullable<AudioBuffer>;
  99808. /**
  99809. * Serializes the Sound in a JSON representation
  99810. * @returns the JSON representation of the sound
  99811. */
  99812. serialize(): any;
  99813. /**
  99814. * Parse a JSON representation of a sound to innstantiate in a given scene
  99815. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  99816. * @param scene Define the scene the new parsed sound should be created in
  99817. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  99818. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  99819. * @returns the newly parsed sound
  99820. */
  99821. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  99822. }
  99823. }
  99824. declare module BABYLON {
  99825. /**
  99826. * This defines an action helpful to play a defined sound on a triggered action.
  99827. */
  99828. export class PlaySoundAction extends Action {
  99829. private _sound;
  99830. /**
  99831. * Instantiate the action
  99832. * @param triggerOptions defines the trigger options
  99833. * @param sound defines the sound to play
  99834. * @param condition defines the trigger related conditions
  99835. */
  99836. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99837. /** @hidden */
  99838. _prepare(): void;
  99839. /**
  99840. * Execute the action and play the sound.
  99841. */
  99842. execute(): void;
  99843. /**
  99844. * Serializes the actions and its related information.
  99845. * @param parent defines the object to serialize in
  99846. * @returns the serialized object
  99847. */
  99848. serialize(parent: any): any;
  99849. }
  99850. /**
  99851. * This defines an action helpful to stop a defined sound on a triggered action.
  99852. */
  99853. export class StopSoundAction extends Action {
  99854. private _sound;
  99855. /**
  99856. * Instantiate the action
  99857. * @param triggerOptions defines the trigger options
  99858. * @param sound defines the sound to stop
  99859. * @param condition defines the trigger related conditions
  99860. */
  99861. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99862. /** @hidden */
  99863. _prepare(): void;
  99864. /**
  99865. * Execute the action and stop the sound.
  99866. */
  99867. execute(): void;
  99868. /**
  99869. * Serializes the actions and its related information.
  99870. * @param parent defines the object to serialize in
  99871. * @returns the serialized object
  99872. */
  99873. serialize(parent: any): any;
  99874. }
  99875. }
  99876. declare module BABYLON {
  99877. /**
  99878. * This defines an action responsible to change the value of a property
  99879. * by interpolating between its current value and the newly set one once triggered.
  99880. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  99881. */
  99882. export class InterpolateValueAction extends Action {
  99883. /**
  99884. * Defines the path of the property where the value should be interpolated
  99885. */
  99886. propertyPath: string;
  99887. /**
  99888. * Defines the target value at the end of the interpolation.
  99889. */
  99890. value: any;
  99891. /**
  99892. * Defines the time it will take for the property to interpolate to the value.
  99893. */
  99894. duration: number;
  99895. /**
  99896. * Defines if the other scene animations should be stopped when the action has been triggered
  99897. */
  99898. stopOtherAnimations?: boolean;
  99899. /**
  99900. * Defines a callback raised once the interpolation animation has been done.
  99901. */
  99902. onInterpolationDone?: () => void;
  99903. /**
  99904. * Observable triggered once the interpolation animation has been done.
  99905. */
  99906. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  99907. private _target;
  99908. private _effectiveTarget;
  99909. private _property;
  99910. /**
  99911. * Instantiate the action
  99912. * @param triggerOptions defines the trigger options
  99913. * @param target defines the object containing the value to interpolate
  99914. * @param propertyPath defines the path to the property in the target object
  99915. * @param value defines the target value at the end of the interpolation
  99916. * @param duration deines the time it will take for the property to interpolate to the value.
  99917. * @param condition defines the trigger related conditions
  99918. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  99919. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  99920. */
  99921. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  99922. /** @hidden */
  99923. _prepare(): void;
  99924. /**
  99925. * Execute the action starts the value interpolation.
  99926. */
  99927. execute(): void;
  99928. /**
  99929. * Serializes the actions and its related information.
  99930. * @param parent defines the object to serialize in
  99931. * @returns the serialized object
  99932. */
  99933. serialize(parent: any): any;
  99934. }
  99935. }
  99936. declare module BABYLON {
  99937. /**
  99938. * Options allowed during the creation of a sound track.
  99939. */
  99940. export interface ISoundTrackOptions {
  99941. /**
  99942. * The volume the sound track should take during creation
  99943. */
  99944. volume?: number;
  99945. /**
  99946. * Define if the sound track is the main sound track of the scene
  99947. */
  99948. mainTrack?: boolean;
  99949. }
  99950. /**
  99951. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  99952. * It will be also used in a future release to apply effects on a specific track.
  99953. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99954. */
  99955. export class SoundTrack {
  99956. /**
  99957. * The unique identifier of the sound track in the scene.
  99958. */
  99959. id: number;
  99960. /**
  99961. * The list of sounds included in the sound track.
  99962. */
  99963. soundCollection: Array<Sound>;
  99964. private _outputAudioNode;
  99965. private _scene;
  99966. private _isMainTrack;
  99967. private _connectedAnalyser;
  99968. private _options;
  99969. private _isInitialized;
  99970. /**
  99971. * Creates a new sound track.
  99972. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99973. * @param scene Define the scene the sound track belongs to
  99974. * @param options
  99975. */
  99976. constructor(scene: Scene, options?: ISoundTrackOptions);
  99977. private _initializeSoundTrackAudioGraph;
  99978. /**
  99979. * Release the sound track and its associated resources
  99980. */
  99981. dispose(): void;
  99982. /**
  99983. * Adds a sound to this sound track
  99984. * @param sound define the cound to add
  99985. * @ignoreNaming
  99986. */
  99987. AddSound(sound: Sound): void;
  99988. /**
  99989. * Removes a sound to this sound track
  99990. * @param sound define the cound to remove
  99991. * @ignoreNaming
  99992. */
  99993. RemoveSound(sound: Sound): void;
  99994. /**
  99995. * Set a global volume for the full sound track.
  99996. * @param newVolume Define the new volume of the sound track
  99997. */
  99998. setVolume(newVolume: number): void;
  99999. /**
  100000. * Switch the panning model to HRTF:
  100001. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100002. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100003. */
  100004. switchPanningModelToHRTF(): void;
  100005. /**
  100006. * Switch the panning model to Equal Power:
  100007. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100008. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100009. */
  100010. switchPanningModelToEqualPower(): void;
  100011. /**
  100012. * Connect the sound track to an audio analyser allowing some amazing
  100013. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  100014. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  100015. * @param analyser The analyser to connect to the engine
  100016. */
  100017. connectToAnalyser(analyser: Analyser): void;
  100018. }
  100019. }
  100020. declare module BABYLON {
  100021. interface AbstractScene {
  100022. /**
  100023. * The list of sounds used in the scene.
  100024. */
  100025. sounds: Nullable<Array<Sound>>;
  100026. }
  100027. interface Scene {
  100028. /**
  100029. * @hidden
  100030. * Backing field
  100031. */
  100032. _mainSoundTrack: SoundTrack;
  100033. /**
  100034. * The main sound track played by the scene.
  100035. * It cotains your primary collection of sounds.
  100036. */
  100037. mainSoundTrack: SoundTrack;
  100038. /**
  100039. * The list of sound tracks added to the scene
  100040. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100041. */
  100042. soundTracks: Nullable<Array<SoundTrack>>;
  100043. /**
  100044. * Gets a sound using a given name
  100045. * @param name defines the name to search for
  100046. * @return the found sound or null if not found at all.
  100047. */
  100048. getSoundByName(name: string): Nullable<Sound>;
  100049. /**
  100050. * Gets or sets if audio support is enabled
  100051. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100052. */
  100053. audioEnabled: boolean;
  100054. /**
  100055. * Gets or sets if audio will be output to headphones
  100056. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100057. */
  100058. headphone: boolean;
  100059. /**
  100060. * Gets or sets custom audio listener position provider
  100061. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100062. */
  100063. audioListenerPositionProvider: Nullable<() => Vector3>;
  100064. }
  100065. /**
  100066. * Defines the sound scene component responsible to manage any sounds
  100067. * in a given scene.
  100068. */
  100069. export class AudioSceneComponent implements ISceneSerializableComponent {
  100070. /**
  100071. * The component name helpfull to identify the component in the list of scene components.
  100072. */
  100073. readonly name: string;
  100074. /**
  100075. * The scene the component belongs to.
  100076. */
  100077. scene: Scene;
  100078. private _audioEnabled;
  100079. /**
  100080. * Gets whether audio is enabled or not.
  100081. * Please use related enable/disable method to switch state.
  100082. */
  100083. readonly audioEnabled: boolean;
  100084. private _headphone;
  100085. /**
  100086. * Gets whether audio is outputing to headphone or not.
  100087. * Please use the according Switch methods to change output.
  100088. */
  100089. readonly headphone: boolean;
  100090. private _audioListenerPositionProvider;
  100091. /**
  100092. * Gets the current audio listener position provider
  100093. */
  100094. /**
  100095. * Sets a custom listener position for all sounds in the scene
  100096. * By default, this is the position of the first active camera
  100097. */
  100098. audioListenerPositionProvider: Nullable<() => Vector3>;
  100099. /**
  100100. * Creates a new instance of the component for the given scene
  100101. * @param scene Defines the scene to register the component in
  100102. */
  100103. constructor(scene: Scene);
  100104. /**
  100105. * Registers the component in a given scene
  100106. */
  100107. register(): void;
  100108. /**
  100109. * Rebuilds the elements related to this component in case of
  100110. * context lost for instance.
  100111. */
  100112. rebuild(): void;
  100113. /**
  100114. * Serializes the component data to the specified json object
  100115. * @param serializationObject The object to serialize to
  100116. */
  100117. serialize(serializationObject: any): void;
  100118. /**
  100119. * Adds all the elements from the container to the scene
  100120. * @param container the container holding the elements
  100121. */
  100122. addFromContainer(container: AbstractScene): void;
  100123. /**
  100124. * Removes all the elements in the container from the scene
  100125. * @param container contains the elements to remove
  100126. * @param dispose if the removed element should be disposed (default: false)
  100127. */
  100128. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  100129. /**
  100130. * Disposes the component and the associated ressources.
  100131. */
  100132. dispose(): void;
  100133. /**
  100134. * Disables audio in the associated scene.
  100135. */
  100136. disableAudio(): void;
  100137. /**
  100138. * Enables audio in the associated scene.
  100139. */
  100140. enableAudio(): void;
  100141. /**
  100142. * Switch audio to headphone output.
  100143. */
  100144. switchAudioModeForHeadphones(): void;
  100145. /**
  100146. * Switch audio to normal speakers.
  100147. */
  100148. switchAudioModeForNormalSpeakers(): void;
  100149. private _afterRender;
  100150. }
  100151. }
  100152. declare module BABYLON {
  100153. /**
  100154. * Wraps one or more Sound objects and selects one with random weight for playback.
  100155. */
  100156. export class WeightedSound {
  100157. /** When true a Sound will be selected and played when the current playing Sound completes. */
  100158. loop: boolean;
  100159. private _coneInnerAngle;
  100160. private _coneOuterAngle;
  100161. private _volume;
  100162. /** A Sound is currently playing. */
  100163. isPlaying: boolean;
  100164. /** A Sound is currently paused. */
  100165. isPaused: boolean;
  100166. private _sounds;
  100167. private _weights;
  100168. private _currentIndex?;
  100169. /**
  100170. * Creates a new WeightedSound from the list of sounds given.
  100171. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  100172. * @param sounds Array of Sounds that will be selected from.
  100173. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  100174. */
  100175. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  100176. /**
  100177. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  100178. */
  100179. /**
  100180. * The size of cone in degress for a directional sound in which there will be no attenuation.
  100181. */
  100182. directionalConeInnerAngle: number;
  100183. /**
  100184. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100185. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100186. */
  100187. /**
  100188. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100189. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100190. */
  100191. directionalConeOuterAngle: number;
  100192. /**
  100193. * Playback volume.
  100194. */
  100195. /**
  100196. * Playback volume.
  100197. */
  100198. volume: number;
  100199. private _onended;
  100200. /**
  100201. * Suspend playback
  100202. */
  100203. pause(): void;
  100204. /**
  100205. * Stop playback
  100206. */
  100207. stop(): void;
  100208. /**
  100209. * Start playback.
  100210. * @param startOffset Position the clip head at a specific time in seconds.
  100211. */
  100212. play(startOffset?: number): void;
  100213. }
  100214. }
  100215. declare module BABYLON {
  100216. /**
  100217. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  100218. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100219. */
  100220. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  100221. /**
  100222. * Gets the name of the behavior.
  100223. */
  100224. readonly name: string;
  100225. /**
  100226. * The easing function used by animations
  100227. */
  100228. static EasingFunction: BackEase;
  100229. /**
  100230. * The easing mode used by animations
  100231. */
  100232. static EasingMode: number;
  100233. /**
  100234. * The duration of the animation, in milliseconds
  100235. */
  100236. transitionDuration: number;
  100237. /**
  100238. * Length of the distance animated by the transition when lower radius is reached
  100239. */
  100240. lowerRadiusTransitionRange: number;
  100241. /**
  100242. * Length of the distance animated by the transition when upper radius is reached
  100243. */
  100244. upperRadiusTransitionRange: number;
  100245. private _autoTransitionRange;
  100246. /**
  100247. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  100248. */
  100249. /**
  100250. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  100251. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  100252. */
  100253. autoTransitionRange: boolean;
  100254. private _attachedCamera;
  100255. private _onAfterCheckInputsObserver;
  100256. private _onMeshTargetChangedObserver;
  100257. /**
  100258. * Initializes the behavior.
  100259. */
  100260. init(): void;
  100261. /**
  100262. * Attaches the behavior to its arc rotate camera.
  100263. * @param camera Defines the camera to attach the behavior to
  100264. */
  100265. attach(camera: ArcRotateCamera): void;
  100266. /**
  100267. * Detaches the behavior from its current arc rotate camera.
  100268. */
  100269. detach(): void;
  100270. private _radiusIsAnimating;
  100271. private _radiusBounceTransition;
  100272. private _animatables;
  100273. private _cachedWheelPrecision;
  100274. /**
  100275. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  100276. * @param radiusLimit The limit to check against.
  100277. * @return Bool to indicate if at limit.
  100278. */
  100279. private _isRadiusAtLimit;
  100280. /**
  100281. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  100282. * @param radiusDelta The delta by which to animate to. Can be negative.
  100283. */
  100284. private _applyBoundRadiusAnimation;
  100285. /**
  100286. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  100287. */
  100288. protected _clearAnimationLocks(): void;
  100289. /**
  100290. * Stops and removes all animations that have been applied to the camera
  100291. */
  100292. stopAllAnimations(): void;
  100293. }
  100294. }
  100295. declare module BABYLON {
  100296. /**
  100297. * 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.
  100298. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100299. */
  100300. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  100301. /**
  100302. * Gets the name of the behavior.
  100303. */
  100304. readonly name: string;
  100305. private _mode;
  100306. private _radiusScale;
  100307. private _positionScale;
  100308. private _defaultElevation;
  100309. private _elevationReturnTime;
  100310. private _elevationReturnWaitTime;
  100311. private _zoomStopsAnimation;
  100312. private _framingTime;
  100313. /**
  100314. * The easing function used by animations
  100315. */
  100316. static EasingFunction: ExponentialEase;
  100317. /**
  100318. * The easing mode used by animations
  100319. */
  100320. static EasingMode: number;
  100321. /**
  100322. * Sets the current mode used by the behavior
  100323. */
  100324. /**
  100325. * Gets current mode used by the behavior.
  100326. */
  100327. mode: number;
  100328. /**
  100329. * Sets the scale applied to the radius (1 by default)
  100330. */
  100331. /**
  100332. * Gets the scale applied to the radius
  100333. */
  100334. radiusScale: number;
  100335. /**
  100336. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  100337. */
  100338. /**
  100339. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  100340. */
  100341. positionScale: number;
  100342. /**
  100343. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  100344. * behaviour is triggered, in radians.
  100345. */
  100346. /**
  100347. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  100348. * behaviour is triggered, in radians.
  100349. */
  100350. defaultElevation: number;
  100351. /**
  100352. * Sets the time (in milliseconds) taken to return to the default beta position.
  100353. * Negative value indicates camera should not return to default.
  100354. */
  100355. /**
  100356. * Gets the time (in milliseconds) taken to return to the default beta position.
  100357. * Negative value indicates camera should not return to default.
  100358. */
  100359. elevationReturnTime: number;
  100360. /**
  100361. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  100362. */
  100363. /**
  100364. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  100365. */
  100366. elevationReturnWaitTime: number;
  100367. /**
  100368. * Sets the flag that indicates if user zooming should stop animation.
  100369. */
  100370. /**
  100371. * Gets the flag that indicates if user zooming should stop animation.
  100372. */
  100373. zoomStopsAnimation: boolean;
  100374. /**
  100375. * Sets the transition time when framing the mesh, in milliseconds
  100376. */
  100377. /**
  100378. * Gets the transition time when framing the mesh, in milliseconds
  100379. */
  100380. framingTime: number;
  100381. /**
  100382. * Define if the behavior should automatically change the configured
  100383. * camera limits and sensibilities.
  100384. */
  100385. autoCorrectCameraLimitsAndSensibility: boolean;
  100386. private _onPrePointerObservableObserver;
  100387. private _onAfterCheckInputsObserver;
  100388. private _onMeshTargetChangedObserver;
  100389. private _attachedCamera;
  100390. private _isPointerDown;
  100391. private _lastInteractionTime;
  100392. /**
  100393. * Initializes the behavior.
  100394. */
  100395. init(): void;
  100396. /**
  100397. * Attaches the behavior to its arc rotate camera.
  100398. * @param camera Defines the camera to attach the behavior to
  100399. */
  100400. attach(camera: ArcRotateCamera): void;
  100401. /**
  100402. * Detaches the behavior from its current arc rotate camera.
  100403. */
  100404. detach(): void;
  100405. private _animatables;
  100406. private _betaIsAnimating;
  100407. private _betaTransition;
  100408. private _radiusTransition;
  100409. private _vectorTransition;
  100410. /**
  100411. * Targets the given mesh and updates zoom level accordingly.
  100412. * @param mesh The mesh to target.
  100413. * @param radius Optional. If a cached radius position already exists, overrides default.
  100414. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100415. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100416. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100417. */
  100418. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100419. /**
  100420. * Targets the given mesh with its children and updates zoom level accordingly.
  100421. * @param mesh The mesh to target.
  100422. * @param radius Optional. If a cached radius position already exists, overrides default.
  100423. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100424. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100425. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100426. */
  100427. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100428. /**
  100429. * Targets the given meshes with their children and updates zoom level accordingly.
  100430. * @param meshes The mesh to target.
  100431. * @param radius Optional. If a cached radius position already exists, overrides default.
  100432. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100433. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100434. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100435. */
  100436. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100437. /**
  100438. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  100439. * @param minimumWorld Determines the smaller position of the bounding box extend
  100440. * @param maximumWorld Determines the bigger position of the bounding box extend
  100441. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100442. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100443. */
  100444. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100445. /**
  100446. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  100447. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  100448. * frustum width.
  100449. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  100450. * to fully enclose the mesh in the viewing frustum.
  100451. */
  100452. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  100453. /**
  100454. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  100455. * is automatically returned to its default position (expected to be above ground plane).
  100456. */
  100457. private _maintainCameraAboveGround;
  100458. /**
  100459. * Returns the frustum slope based on the canvas ratio and camera FOV
  100460. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  100461. */
  100462. private _getFrustumSlope;
  100463. /**
  100464. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  100465. */
  100466. private _clearAnimationLocks;
  100467. /**
  100468. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  100469. */
  100470. private _applyUserInteraction;
  100471. /**
  100472. * Stops and removes all animations that have been applied to the camera
  100473. */
  100474. stopAllAnimations(): void;
  100475. /**
  100476. * Gets a value indicating if the user is moving the camera
  100477. */
  100478. readonly isUserIsMoving: boolean;
  100479. /**
  100480. * The camera can move all the way towards the mesh.
  100481. */
  100482. static IgnoreBoundsSizeMode: number;
  100483. /**
  100484. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  100485. */
  100486. static FitFrustumSidesMode: number;
  100487. }
  100488. }
  100489. declare module BABYLON {
  100490. /**
  100491. * Base class for Camera Pointer Inputs.
  100492. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  100493. * for example usage.
  100494. */
  100495. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  100496. /**
  100497. * Defines the camera the input is attached to.
  100498. */
  100499. abstract camera: Camera;
  100500. /**
  100501. * Whether keyboard modifier keys are pressed at time of last mouse event.
  100502. */
  100503. protected _altKey: boolean;
  100504. protected _ctrlKey: boolean;
  100505. protected _metaKey: boolean;
  100506. protected _shiftKey: boolean;
  100507. /**
  100508. * Which mouse buttons were pressed at time of last mouse event.
  100509. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  100510. */
  100511. protected _buttonsPressed: number;
  100512. /**
  100513. * Defines the buttons associated with the input to handle camera move.
  100514. */
  100515. buttons: number[];
  100516. /**
  100517. * Attach the input controls to a specific dom element to get the input from.
  100518. * @param element Defines the element the controls should be listened from
  100519. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100520. */
  100521. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100522. /**
  100523. * Detach the current controls from the specified dom element.
  100524. * @param element Defines the element to stop listening the inputs from
  100525. */
  100526. detachControl(element: Nullable<HTMLElement>): void;
  100527. /**
  100528. * Gets the class name of the current input.
  100529. * @returns the class name
  100530. */
  100531. getClassName(): string;
  100532. /**
  100533. * Get the friendly name associated with the input class.
  100534. * @returns the input friendly name
  100535. */
  100536. getSimpleName(): string;
  100537. /**
  100538. * Called on pointer POINTERDOUBLETAP event.
  100539. * Override this method to provide functionality on POINTERDOUBLETAP event.
  100540. */
  100541. protected onDoubleTap(type: string): void;
  100542. /**
  100543. * Called on pointer POINTERMOVE event if only a single touch is active.
  100544. * Override this method to provide functionality.
  100545. */
  100546. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100547. /**
  100548. * Called on pointer POINTERMOVE event if multiple touches are active.
  100549. * Override this method to provide functionality.
  100550. */
  100551. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100552. /**
  100553. * Called on JS contextmenu event.
  100554. * Override this method to provide functionality.
  100555. */
  100556. protected onContextMenu(evt: PointerEvent): void;
  100557. /**
  100558. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100559. * press.
  100560. * Override this method to provide functionality.
  100561. */
  100562. protected onButtonDown(evt: PointerEvent): void;
  100563. /**
  100564. * Called each time a new POINTERUP event occurs. Ie, for each button
  100565. * release.
  100566. * Override this method to provide functionality.
  100567. */
  100568. protected onButtonUp(evt: PointerEvent): void;
  100569. /**
  100570. * Called when window becomes inactive.
  100571. * Override this method to provide functionality.
  100572. */
  100573. protected onLostFocus(): void;
  100574. private _pointerInput;
  100575. private _observer;
  100576. private _onLostFocus;
  100577. private pointA;
  100578. private pointB;
  100579. }
  100580. }
  100581. declare module BABYLON {
  100582. /**
  100583. * Manage the pointers inputs to control an arc rotate camera.
  100584. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100585. */
  100586. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  100587. /**
  100588. * Defines the camera the input is attached to.
  100589. */
  100590. camera: ArcRotateCamera;
  100591. /**
  100592. * Gets the class name of the current input.
  100593. * @returns the class name
  100594. */
  100595. getClassName(): string;
  100596. /**
  100597. * Defines the buttons associated with the input to handle camera move.
  100598. */
  100599. buttons: number[];
  100600. /**
  100601. * Defines the pointer angular sensibility along the X axis or how fast is
  100602. * the camera rotating.
  100603. */
  100604. angularSensibilityX: number;
  100605. /**
  100606. * Defines the pointer angular sensibility along the Y axis or how fast is
  100607. * the camera rotating.
  100608. */
  100609. angularSensibilityY: number;
  100610. /**
  100611. * Defines the pointer pinch precision or how fast is the camera zooming.
  100612. */
  100613. pinchPrecision: number;
  100614. /**
  100615. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  100616. * from 0.
  100617. * It defines the percentage of current camera.radius to use as delta when
  100618. * pinch zoom is used.
  100619. */
  100620. pinchDeltaPercentage: number;
  100621. /**
  100622. * Defines the pointer panning sensibility or how fast is the camera moving.
  100623. */
  100624. panningSensibility: number;
  100625. /**
  100626. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  100627. */
  100628. multiTouchPanning: boolean;
  100629. /**
  100630. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  100631. * zoom (pinch) through multitouch.
  100632. */
  100633. multiTouchPanAndZoom: boolean;
  100634. /**
  100635. * Revers pinch action direction.
  100636. */
  100637. pinchInwards: boolean;
  100638. private _isPanClick;
  100639. private _twoFingerActivityCount;
  100640. private _isPinching;
  100641. /**
  100642. * Called on pointer POINTERMOVE event if only a single touch is active.
  100643. */
  100644. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100645. /**
  100646. * Called on pointer POINTERDOUBLETAP event.
  100647. */
  100648. protected onDoubleTap(type: string): void;
  100649. /**
  100650. * Called on pointer POINTERMOVE event if multiple touches are active.
  100651. */
  100652. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100653. /**
  100654. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100655. * press.
  100656. */
  100657. protected onButtonDown(evt: PointerEvent): void;
  100658. /**
  100659. * Called each time a new POINTERUP event occurs. Ie, for each button
  100660. * release.
  100661. */
  100662. protected onButtonUp(evt: PointerEvent): void;
  100663. /**
  100664. * Called when window becomes inactive.
  100665. */
  100666. protected onLostFocus(): void;
  100667. }
  100668. }
  100669. declare module BABYLON {
  100670. /**
  100671. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  100672. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100673. */
  100674. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  100675. /**
  100676. * Defines the camera the input is attached to.
  100677. */
  100678. camera: ArcRotateCamera;
  100679. /**
  100680. * Defines the list of key codes associated with the up action (increase alpha)
  100681. */
  100682. keysUp: number[];
  100683. /**
  100684. * Defines the list of key codes associated with the down action (decrease alpha)
  100685. */
  100686. keysDown: number[];
  100687. /**
  100688. * Defines the list of key codes associated with the left action (increase beta)
  100689. */
  100690. keysLeft: number[];
  100691. /**
  100692. * Defines the list of key codes associated with the right action (decrease beta)
  100693. */
  100694. keysRight: number[];
  100695. /**
  100696. * Defines the list of key codes associated with the reset action.
  100697. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  100698. */
  100699. keysReset: number[];
  100700. /**
  100701. * Defines the panning sensibility of the inputs.
  100702. * (How fast is the camera paning)
  100703. */
  100704. panningSensibility: number;
  100705. /**
  100706. * Defines the zooming sensibility of the inputs.
  100707. * (How fast is the camera zooming)
  100708. */
  100709. zoomingSensibility: number;
  100710. /**
  100711. * Defines wether maintaining the alt key down switch the movement mode from
  100712. * orientation to zoom.
  100713. */
  100714. useAltToZoom: boolean;
  100715. /**
  100716. * Rotation speed of the camera
  100717. */
  100718. angularSpeed: number;
  100719. private _keys;
  100720. private _ctrlPressed;
  100721. private _altPressed;
  100722. private _onCanvasBlurObserver;
  100723. private _onKeyboardObserver;
  100724. private _engine;
  100725. private _scene;
  100726. /**
  100727. * Attach the input controls to a specific dom element to get the input from.
  100728. * @param element Defines the element the controls should be listened from
  100729. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100730. */
  100731. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100732. /**
  100733. * Detach the current controls from the specified dom element.
  100734. * @param element Defines the element to stop listening the inputs from
  100735. */
  100736. detachControl(element: Nullable<HTMLElement>): void;
  100737. /**
  100738. * Update the current camera state depending on the inputs that have been used this frame.
  100739. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100740. */
  100741. checkInputs(): void;
  100742. /**
  100743. * Gets the class name of the current intput.
  100744. * @returns the class name
  100745. */
  100746. getClassName(): string;
  100747. /**
  100748. * Get the friendly name associated with the input class.
  100749. * @returns the input friendly name
  100750. */
  100751. getSimpleName(): string;
  100752. }
  100753. }
  100754. declare module BABYLON {
  100755. /**
  100756. * Manage the mouse wheel inputs to control an arc rotate camera.
  100757. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100758. */
  100759. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  100760. /**
  100761. * Defines the camera the input is attached to.
  100762. */
  100763. camera: ArcRotateCamera;
  100764. /**
  100765. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100766. */
  100767. wheelPrecision: number;
  100768. /**
  100769. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  100770. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  100771. */
  100772. wheelDeltaPercentage: number;
  100773. private _wheel;
  100774. private _observer;
  100775. private computeDeltaFromMouseWheelLegacyEvent;
  100776. /**
  100777. * Attach the input controls to a specific dom element to get the input from.
  100778. * @param element Defines the element the controls should be listened from
  100779. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100780. */
  100781. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100782. /**
  100783. * Detach the current controls from the specified dom element.
  100784. * @param element Defines the element to stop listening the inputs from
  100785. */
  100786. detachControl(element: Nullable<HTMLElement>): void;
  100787. /**
  100788. * Gets the class name of the current intput.
  100789. * @returns the class name
  100790. */
  100791. getClassName(): string;
  100792. /**
  100793. * Get the friendly name associated with the input class.
  100794. * @returns the input friendly name
  100795. */
  100796. getSimpleName(): string;
  100797. }
  100798. }
  100799. declare module BABYLON {
  100800. /**
  100801. * Default Inputs manager for the ArcRotateCamera.
  100802. * It groups all the default supported inputs for ease of use.
  100803. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100804. */
  100805. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  100806. /**
  100807. * Instantiates a new ArcRotateCameraInputsManager.
  100808. * @param camera Defines the camera the inputs belong to
  100809. */
  100810. constructor(camera: ArcRotateCamera);
  100811. /**
  100812. * Add mouse wheel input support to the input manager.
  100813. * @returns the current input manager
  100814. */
  100815. addMouseWheel(): ArcRotateCameraInputsManager;
  100816. /**
  100817. * Add pointers input support to the input manager.
  100818. * @returns the current input manager
  100819. */
  100820. addPointers(): ArcRotateCameraInputsManager;
  100821. /**
  100822. * Add keyboard input support to the input manager.
  100823. * @returns the current input manager
  100824. */
  100825. addKeyboard(): ArcRotateCameraInputsManager;
  100826. }
  100827. }
  100828. declare module BABYLON {
  100829. /**
  100830. * This represents an orbital type of camera.
  100831. *
  100832. * 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.
  100833. * 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.
  100834. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  100835. */
  100836. export class ArcRotateCamera extends TargetCamera {
  100837. /**
  100838. * Defines the rotation angle of the camera along the longitudinal axis.
  100839. */
  100840. alpha: number;
  100841. /**
  100842. * Defines the rotation angle of the camera along the latitudinal axis.
  100843. */
  100844. beta: number;
  100845. /**
  100846. * Defines the radius of the camera from it s target point.
  100847. */
  100848. radius: number;
  100849. protected _target: Vector3;
  100850. protected _targetHost: Nullable<AbstractMesh>;
  100851. /**
  100852. * Defines the target point of the camera.
  100853. * The camera looks towards it form the radius distance.
  100854. */
  100855. target: Vector3;
  100856. /**
  100857. * Define the current local position of the camera in the scene
  100858. */
  100859. position: Vector3;
  100860. protected _upVector: Vector3;
  100861. protected _upToYMatrix: Matrix;
  100862. protected _YToUpMatrix: Matrix;
  100863. /**
  100864. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  100865. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  100866. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  100867. */
  100868. upVector: Vector3;
  100869. /**
  100870. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  100871. */
  100872. setMatUp(): void;
  100873. /**
  100874. * Current inertia value on the longitudinal axis.
  100875. * The bigger this number the longer it will take for the camera to stop.
  100876. */
  100877. inertialAlphaOffset: number;
  100878. /**
  100879. * Current inertia value on the latitudinal axis.
  100880. * The bigger this number the longer it will take for the camera to stop.
  100881. */
  100882. inertialBetaOffset: number;
  100883. /**
  100884. * Current inertia value on the radius axis.
  100885. * The bigger this number the longer it will take for the camera to stop.
  100886. */
  100887. inertialRadiusOffset: number;
  100888. /**
  100889. * Minimum allowed angle on the longitudinal axis.
  100890. * This can help limiting how the Camera is able to move in the scene.
  100891. */
  100892. lowerAlphaLimit: Nullable<number>;
  100893. /**
  100894. * Maximum allowed angle on the longitudinal axis.
  100895. * This can help limiting how the Camera is able to move in the scene.
  100896. */
  100897. upperAlphaLimit: Nullable<number>;
  100898. /**
  100899. * Minimum allowed angle on the latitudinal axis.
  100900. * This can help limiting how the Camera is able to move in the scene.
  100901. */
  100902. lowerBetaLimit: number;
  100903. /**
  100904. * Maximum allowed angle on the latitudinal axis.
  100905. * This can help limiting how the Camera is able to move in the scene.
  100906. */
  100907. upperBetaLimit: number;
  100908. /**
  100909. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  100910. * This can help limiting how the Camera is able to move in the scene.
  100911. */
  100912. lowerRadiusLimit: Nullable<number>;
  100913. /**
  100914. * Maximum allowed distance of the camera to the target (The camera can not get further).
  100915. * This can help limiting how the Camera is able to move in the scene.
  100916. */
  100917. upperRadiusLimit: Nullable<number>;
  100918. /**
  100919. * Defines the current inertia value used during panning of the camera along the X axis.
  100920. */
  100921. inertialPanningX: number;
  100922. /**
  100923. * Defines the current inertia value used during panning of the camera along the Y axis.
  100924. */
  100925. inertialPanningY: number;
  100926. /**
  100927. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  100928. * Basically if your fingers moves away from more than this distance you will be considered
  100929. * in pinch mode.
  100930. */
  100931. pinchToPanMaxDistance: number;
  100932. /**
  100933. * Defines the maximum distance the camera can pan.
  100934. * This could help keeping the cammera always in your scene.
  100935. */
  100936. panningDistanceLimit: Nullable<number>;
  100937. /**
  100938. * Defines the target of the camera before paning.
  100939. */
  100940. panningOriginTarget: Vector3;
  100941. /**
  100942. * Defines the value of the inertia used during panning.
  100943. * 0 would mean stop inertia and one would mean no decelleration at all.
  100944. */
  100945. panningInertia: number;
  100946. /**
  100947. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  100948. */
  100949. angularSensibilityX: number;
  100950. /**
  100951. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  100952. */
  100953. angularSensibilityY: number;
  100954. /**
  100955. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  100956. */
  100957. pinchPrecision: number;
  100958. /**
  100959. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  100960. * It will be used instead of pinchDeltaPrecision if different from 0.
  100961. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100962. */
  100963. pinchDeltaPercentage: number;
  100964. /**
  100965. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  100966. */
  100967. panningSensibility: number;
  100968. /**
  100969. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  100970. */
  100971. keysUp: number[];
  100972. /**
  100973. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  100974. */
  100975. keysDown: number[];
  100976. /**
  100977. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  100978. */
  100979. keysLeft: number[];
  100980. /**
  100981. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  100982. */
  100983. keysRight: number[];
  100984. /**
  100985. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100986. */
  100987. wheelPrecision: number;
  100988. /**
  100989. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  100990. * It will be used instead of pinchDeltaPrecision if different from 0.
  100991. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100992. */
  100993. wheelDeltaPercentage: number;
  100994. /**
  100995. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  100996. */
  100997. zoomOnFactor: number;
  100998. /**
  100999. * Defines a screen offset for the camera position.
  101000. */
  101001. targetScreenOffset: Vector2;
  101002. /**
  101003. * Allows the camera to be completely reversed.
  101004. * If false the camera can not arrive upside down.
  101005. */
  101006. allowUpsideDown: boolean;
  101007. /**
  101008. * Define if double tap/click is used to restore the previously saved state of the camera.
  101009. */
  101010. useInputToRestoreState: boolean;
  101011. /** @hidden */
  101012. _viewMatrix: Matrix;
  101013. /** @hidden */
  101014. _useCtrlForPanning: boolean;
  101015. /** @hidden */
  101016. _panningMouseButton: number;
  101017. /**
  101018. * Defines the input associated to the camera.
  101019. */
  101020. inputs: ArcRotateCameraInputsManager;
  101021. /** @hidden */
  101022. _reset: () => void;
  101023. /**
  101024. * Defines the allowed panning axis.
  101025. */
  101026. panningAxis: Vector3;
  101027. protected _localDirection: Vector3;
  101028. protected _transformedDirection: Vector3;
  101029. private _bouncingBehavior;
  101030. /**
  101031. * Gets the bouncing behavior of the camera if it has been enabled.
  101032. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101033. */
  101034. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  101035. /**
  101036. * Defines if the bouncing behavior of the camera is enabled on the camera.
  101037. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101038. */
  101039. useBouncingBehavior: boolean;
  101040. private _framingBehavior;
  101041. /**
  101042. * Gets the framing behavior of the camera if it has been enabled.
  101043. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101044. */
  101045. readonly framingBehavior: Nullable<FramingBehavior>;
  101046. /**
  101047. * Defines if the framing behavior of the camera is enabled on the camera.
  101048. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101049. */
  101050. useFramingBehavior: boolean;
  101051. private _autoRotationBehavior;
  101052. /**
  101053. * Gets the auto rotation behavior of the camera if it has been enabled.
  101054. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101055. */
  101056. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  101057. /**
  101058. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  101059. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101060. */
  101061. useAutoRotationBehavior: boolean;
  101062. /**
  101063. * Observable triggered when the mesh target has been changed on the camera.
  101064. */
  101065. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  101066. /**
  101067. * Event raised when the camera is colliding with a mesh.
  101068. */
  101069. onCollide: (collidedMesh: AbstractMesh) => void;
  101070. /**
  101071. * Defines whether the camera should check collision with the objects oh the scene.
  101072. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  101073. */
  101074. checkCollisions: boolean;
  101075. /**
  101076. * Defines the collision radius of the camera.
  101077. * This simulates a sphere around the camera.
  101078. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101079. */
  101080. collisionRadius: Vector3;
  101081. protected _collider: Collider;
  101082. protected _previousPosition: Vector3;
  101083. protected _collisionVelocity: Vector3;
  101084. protected _newPosition: Vector3;
  101085. protected _previousAlpha: number;
  101086. protected _previousBeta: number;
  101087. protected _previousRadius: number;
  101088. protected _collisionTriggered: boolean;
  101089. protected _targetBoundingCenter: Nullable<Vector3>;
  101090. private _computationVector;
  101091. /**
  101092. * Instantiates a new ArcRotateCamera in a given scene
  101093. * @param name Defines the name of the camera
  101094. * @param alpha Defines the camera rotation along the logitudinal axis
  101095. * @param beta Defines the camera rotation along the latitudinal axis
  101096. * @param radius Defines the camera distance from its target
  101097. * @param target Defines the camera target
  101098. * @param scene Defines the scene the camera belongs to
  101099. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  101100. */
  101101. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101102. /** @hidden */
  101103. _initCache(): void;
  101104. /** @hidden */
  101105. _updateCache(ignoreParentClass?: boolean): void;
  101106. protected _getTargetPosition(): Vector3;
  101107. private _storedAlpha;
  101108. private _storedBeta;
  101109. private _storedRadius;
  101110. private _storedTarget;
  101111. /**
  101112. * Stores the current state of the camera (alpha, beta, radius and target)
  101113. * @returns the camera itself
  101114. */
  101115. storeState(): Camera;
  101116. /**
  101117. * @hidden
  101118. * Restored camera state. You must call storeState() first
  101119. */
  101120. _restoreStateValues(): boolean;
  101121. /** @hidden */
  101122. _isSynchronizedViewMatrix(): boolean;
  101123. /**
  101124. * Attached controls to the current camera.
  101125. * @param element Defines the element the controls should be listened from
  101126. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101127. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  101128. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  101129. */
  101130. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  101131. /**
  101132. * Detach the current controls from the camera.
  101133. * The camera will stop reacting to inputs.
  101134. * @param element Defines the element to stop listening the inputs from
  101135. */
  101136. detachControl(element: HTMLElement): void;
  101137. /** @hidden */
  101138. _checkInputs(): void;
  101139. protected _checkLimits(): void;
  101140. /**
  101141. * Rebuilds angles (alpha, beta) and radius from the give position and target
  101142. */
  101143. rebuildAnglesAndRadius(): void;
  101144. /**
  101145. * Use a position to define the current camera related information like aplha, beta and radius
  101146. * @param position Defines the position to set the camera at
  101147. */
  101148. setPosition(position: Vector3): void;
  101149. /**
  101150. * Defines the target the camera should look at.
  101151. * This will automatically adapt alpha beta and radius to fit within the new target.
  101152. * @param target Defines the new target as a Vector or a mesh
  101153. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  101154. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  101155. */
  101156. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  101157. /** @hidden */
  101158. _getViewMatrix(): Matrix;
  101159. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  101160. /**
  101161. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  101162. * @param meshes Defines the mesh to zoom on
  101163. * @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)
  101164. */
  101165. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  101166. /**
  101167. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  101168. * The target will be changed but the radius
  101169. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  101170. * @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)
  101171. */
  101172. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  101173. min: Vector3;
  101174. max: Vector3;
  101175. distance: number;
  101176. }, doNotUpdateMaxZ?: boolean): void;
  101177. /**
  101178. * @override
  101179. * Override Camera.createRigCamera
  101180. */
  101181. createRigCamera(name: string, cameraIndex: number): Camera;
  101182. /**
  101183. * @hidden
  101184. * @override
  101185. * Override Camera._updateRigCameras
  101186. */
  101187. _updateRigCameras(): void;
  101188. /**
  101189. * Destroy the camera and release the current resources hold by it.
  101190. */
  101191. dispose(): void;
  101192. /**
  101193. * Gets the current object class name.
  101194. * @return the class name
  101195. */
  101196. getClassName(): string;
  101197. }
  101198. }
  101199. declare module BABYLON {
  101200. /**
  101201. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  101202. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101203. */
  101204. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  101205. /**
  101206. * Gets the name of the behavior.
  101207. */
  101208. readonly name: string;
  101209. private _zoomStopsAnimation;
  101210. private _idleRotationSpeed;
  101211. private _idleRotationWaitTime;
  101212. private _idleRotationSpinupTime;
  101213. /**
  101214. * Sets the flag that indicates if user zooming should stop animation.
  101215. */
  101216. /**
  101217. * Gets the flag that indicates if user zooming should stop animation.
  101218. */
  101219. zoomStopsAnimation: boolean;
  101220. /**
  101221. * Sets the default speed at which the camera rotates around the model.
  101222. */
  101223. /**
  101224. * Gets the default speed at which the camera rotates around the model.
  101225. */
  101226. idleRotationSpeed: number;
  101227. /**
  101228. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  101229. */
  101230. /**
  101231. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  101232. */
  101233. idleRotationWaitTime: number;
  101234. /**
  101235. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  101236. */
  101237. /**
  101238. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  101239. */
  101240. idleRotationSpinupTime: number;
  101241. /**
  101242. * Gets a value indicating if the camera is currently rotating because of this behavior
  101243. */
  101244. readonly rotationInProgress: boolean;
  101245. private _onPrePointerObservableObserver;
  101246. private _onAfterCheckInputsObserver;
  101247. private _attachedCamera;
  101248. private _isPointerDown;
  101249. private _lastFrameTime;
  101250. private _lastInteractionTime;
  101251. private _cameraRotationSpeed;
  101252. /**
  101253. * Initializes the behavior.
  101254. */
  101255. init(): void;
  101256. /**
  101257. * Attaches the behavior to its arc rotate camera.
  101258. * @param camera Defines the camera to attach the behavior to
  101259. */
  101260. attach(camera: ArcRotateCamera): void;
  101261. /**
  101262. * Detaches the behavior from its current arc rotate camera.
  101263. */
  101264. detach(): void;
  101265. /**
  101266. * Returns true if user is scrolling.
  101267. * @return true if user is scrolling.
  101268. */
  101269. private _userIsZooming;
  101270. private _lastFrameRadius;
  101271. private _shouldAnimationStopForInteraction;
  101272. /**
  101273. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  101274. */
  101275. private _applyUserInteraction;
  101276. private _userIsMoving;
  101277. }
  101278. }
  101279. declare module BABYLON {
  101280. /**
  101281. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101282. */
  101283. export class AttachToBoxBehavior implements Behavior<Mesh> {
  101284. private ui;
  101285. /**
  101286. * The name of the behavior
  101287. */
  101288. name: string;
  101289. /**
  101290. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  101291. */
  101292. distanceAwayFromFace: number;
  101293. /**
  101294. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  101295. */
  101296. distanceAwayFromBottomOfFace: number;
  101297. private _faceVectors;
  101298. private _target;
  101299. private _scene;
  101300. private _onRenderObserver;
  101301. private _tmpMatrix;
  101302. private _tmpVector;
  101303. /**
  101304. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101305. * @param ui The transform node that should be attched to the mesh
  101306. */
  101307. constructor(ui: TransformNode);
  101308. /**
  101309. * Initializes the behavior
  101310. */
  101311. init(): void;
  101312. private _closestFace;
  101313. private _zeroVector;
  101314. private _lookAtTmpMatrix;
  101315. private _lookAtToRef;
  101316. /**
  101317. * Attaches the AttachToBoxBehavior to the passed in mesh
  101318. * @param target The mesh that the specified node will be attached to
  101319. */
  101320. attach(target: Mesh): void;
  101321. /**
  101322. * Detaches the behavior from the mesh
  101323. */
  101324. detach(): void;
  101325. }
  101326. }
  101327. declare module BABYLON {
  101328. /**
  101329. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101330. */
  101331. export class FadeInOutBehavior implements Behavior<Mesh> {
  101332. /**
  101333. * Time in milliseconds to delay before fading in (Default: 0)
  101334. */
  101335. delay: number;
  101336. /**
  101337. * Time in milliseconds for the mesh to fade in (Default: 300)
  101338. */
  101339. fadeInTime: number;
  101340. private _millisecondsPerFrame;
  101341. private _hovered;
  101342. private _hoverValue;
  101343. private _ownerNode;
  101344. /**
  101345. * Instatiates the FadeInOutBehavior
  101346. */
  101347. constructor();
  101348. /**
  101349. * The name of the behavior
  101350. */
  101351. readonly name: string;
  101352. /**
  101353. * Initializes the behavior
  101354. */
  101355. init(): void;
  101356. /**
  101357. * Attaches the fade behavior on the passed in mesh
  101358. * @param ownerNode The mesh that will be faded in/out once attached
  101359. */
  101360. attach(ownerNode: Mesh): void;
  101361. /**
  101362. * Detaches the behavior from the mesh
  101363. */
  101364. detach(): void;
  101365. /**
  101366. * Triggers the mesh to begin fading in or out
  101367. * @param value if the object should fade in or out (true to fade in)
  101368. */
  101369. fadeIn(value: boolean): void;
  101370. private _update;
  101371. private _setAllVisibility;
  101372. }
  101373. }
  101374. declare module BABYLON {
  101375. /**
  101376. * Class containing a set of static utilities functions for managing Pivots
  101377. * @hidden
  101378. */
  101379. export class PivotTools {
  101380. private static _PivotCached;
  101381. private static _OldPivotPoint;
  101382. private static _PivotTranslation;
  101383. private static _PivotTmpVector;
  101384. /** @hidden */
  101385. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  101386. /** @hidden */
  101387. static _RestorePivotPoint(mesh: AbstractMesh): void;
  101388. }
  101389. }
  101390. declare module BABYLON {
  101391. /**
  101392. * Class containing static functions to help procedurally build meshes
  101393. */
  101394. export class PlaneBuilder {
  101395. /**
  101396. * Creates a plane mesh
  101397. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  101398. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  101399. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  101400. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  101401. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  101402. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  101403. * @param name defines the name of the mesh
  101404. * @param options defines the options used to create the mesh
  101405. * @param scene defines the hosting scene
  101406. * @returns the plane mesh
  101407. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  101408. */
  101409. static CreatePlane(name: string, options: {
  101410. size?: number;
  101411. width?: number;
  101412. height?: number;
  101413. sideOrientation?: number;
  101414. frontUVs?: Vector4;
  101415. backUVs?: Vector4;
  101416. updatable?: boolean;
  101417. sourcePlane?: Plane;
  101418. }, scene?: Nullable<Scene>): Mesh;
  101419. }
  101420. }
  101421. declare module BABYLON {
  101422. /**
  101423. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101424. */
  101425. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  101426. private static _AnyMouseID;
  101427. /**
  101428. * Abstract mesh the behavior is set on
  101429. */
  101430. attachedNode: AbstractMesh;
  101431. private _dragPlane;
  101432. private _scene;
  101433. private _pointerObserver;
  101434. private _beforeRenderObserver;
  101435. private static _planeScene;
  101436. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  101437. /**
  101438. * 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)
  101439. */
  101440. maxDragAngle: number;
  101441. /**
  101442. * @hidden
  101443. */
  101444. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  101445. /**
  101446. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101447. */
  101448. currentDraggingPointerID: number;
  101449. /**
  101450. * The last position where the pointer hit the drag plane in world space
  101451. */
  101452. lastDragPosition: Vector3;
  101453. /**
  101454. * If the behavior is currently in a dragging state
  101455. */
  101456. dragging: boolean;
  101457. /**
  101458. * 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)
  101459. */
  101460. dragDeltaRatio: number;
  101461. /**
  101462. * If the drag plane orientation should be updated during the dragging (Default: true)
  101463. */
  101464. updateDragPlane: boolean;
  101465. private _debugMode;
  101466. private _moving;
  101467. /**
  101468. * Fires each time the attached mesh is dragged with the pointer
  101469. * * delta between last drag position and current drag position in world space
  101470. * * dragDistance along the drag axis
  101471. * * dragPlaneNormal normal of the current drag plane used during the drag
  101472. * * dragPlanePoint in world space where the drag intersects the drag plane
  101473. */
  101474. onDragObservable: Observable<{
  101475. delta: Vector3;
  101476. dragPlanePoint: Vector3;
  101477. dragPlaneNormal: Vector3;
  101478. dragDistance: number;
  101479. pointerId: number;
  101480. }>;
  101481. /**
  101482. * Fires each time a drag begins (eg. mouse down on mesh)
  101483. */
  101484. onDragStartObservable: Observable<{
  101485. dragPlanePoint: Vector3;
  101486. pointerId: number;
  101487. }>;
  101488. /**
  101489. * Fires each time a drag ends (eg. mouse release after drag)
  101490. */
  101491. onDragEndObservable: Observable<{
  101492. dragPlanePoint: Vector3;
  101493. pointerId: number;
  101494. }>;
  101495. /**
  101496. * If the attached mesh should be moved when dragged
  101497. */
  101498. moveAttached: boolean;
  101499. /**
  101500. * If the drag behavior will react to drag events (Default: true)
  101501. */
  101502. enabled: boolean;
  101503. /**
  101504. * If pointer events should start and release the drag (Default: true)
  101505. */
  101506. startAndReleaseDragOnPointerEvents: boolean;
  101507. /**
  101508. * If camera controls should be detached during the drag
  101509. */
  101510. detachCameraControls: boolean;
  101511. /**
  101512. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101513. */
  101514. useObjectOrienationForDragging: boolean;
  101515. private _options;
  101516. /**
  101517. * Creates a pointer drag behavior that can be attached to a mesh
  101518. * @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)
  101519. */
  101520. constructor(options?: {
  101521. dragAxis?: Vector3;
  101522. dragPlaneNormal?: Vector3;
  101523. });
  101524. /**
  101525. * Predicate to determine if it is valid to move the object to a new position when it is moved
  101526. */
  101527. validateDrag: (targetPosition: Vector3) => boolean;
  101528. /**
  101529. * The name of the behavior
  101530. */
  101531. readonly name: string;
  101532. /**
  101533. * Initializes the behavior
  101534. */
  101535. init(): void;
  101536. private _tmpVector;
  101537. private _alternatePickedPoint;
  101538. private _worldDragAxis;
  101539. private _targetPosition;
  101540. private _attachedElement;
  101541. /**
  101542. * Attaches the drag behavior the passed in mesh
  101543. * @param ownerNode The mesh that will be dragged around once attached
  101544. */
  101545. attach(ownerNode: AbstractMesh): void;
  101546. /**
  101547. * Force relase the drag action by code.
  101548. */
  101549. releaseDrag(): void;
  101550. private _startDragRay;
  101551. private _lastPointerRay;
  101552. /**
  101553. * Simulates the start of a pointer drag event on the behavior
  101554. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101555. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101556. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101557. */
  101558. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  101559. private _startDrag;
  101560. private _dragDelta;
  101561. private _moveDrag;
  101562. private _pickWithRayOnDragPlane;
  101563. private _pointA;
  101564. private _pointB;
  101565. private _pointC;
  101566. private _lineA;
  101567. private _lineB;
  101568. private _localAxis;
  101569. private _lookAt;
  101570. private _updateDragPlanePosition;
  101571. /**
  101572. * Detaches the behavior from the mesh
  101573. */
  101574. detach(): void;
  101575. }
  101576. }
  101577. declare module BABYLON {
  101578. /**
  101579. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101580. */
  101581. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  101582. private _dragBehaviorA;
  101583. private _dragBehaviorB;
  101584. private _startDistance;
  101585. private _initialScale;
  101586. private _targetScale;
  101587. private _ownerNode;
  101588. private _sceneRenderObserver;
  101589. /**
  101590. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101591. */
  101592. constructor();
  101593. /**
  101594. * The name of the behavior
  101595. */
  101596. readonly name: string;
  101597. /**
  101598. * Initializes the behavior
  101599. */
  101600. init(): void;
  101601. private _getCurrentDistance;
  101602. /**
  101603. * Attaches the scale behavior the passed in mesh
  101604. * @param ownerNode The mesh that will be scaled around once attached
  101605. */
  101606. attach(ownerNode: Mesh): void;
  101607. /**
  101608. * Detaches the behavior from the mesh
  101609. */
  101610. detach(): void;
  101611. }
  101612. }
  101613. declare module BABYLON {
  101614. /**
  101615. * 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
  101616. */
  101617. export class SixDofDragBehavior implements Behavior<Mesh> {
  101618. private static _virtualScene;
  101619. private _ownerNode;
  101620. private _sceneRenderObserver;
  101621. private _scene;
  101622. private _targetPosition;
  101623. private _virtualOriginMesh;
  101624. private _virtualDragMesh;
  101625. private _pointerObserver;
  101626. private _moving;
  101627. private _startingOrientation;
  101628. /**
  101629. * 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)
  101630. */
  101631. private zDragFactor;
  101632. /**
  101633. * If the object should rotate to face the drag origin
  101634. */
  101635. rotateDraggedObject: boolean;
  101636. /**
  101637. * If the behavior is currently in a dragging state
  101638. */
  101639. dragging: boolean;
  101640. /**
  101641. * 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)
  101642. */
  101643. dragDeltaRatio: number;
  101644. /**
  101645. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101646. */
  101647. currentDraggingPointerID: number;
  101648. /**
  101649. * If camera controls should be detached during the drag
  101650. */
  101651. detachCameraControls: boolean;
  101652. /**
  101653. * Fires each time a drag starts
  101654. */
  101655. onDragStartObservable: Observable<{}>;
  101656. /**
  101657. * Fires each time a drag ends (eg. mouse release after drag)
  101658. */
  101659. onDragEndObservable: Observable<{}>;
  101660. /**
  101661. * 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
  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. /**
  101673. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  101674. */
  101675. private readonly _pointerCamera;
  101676. /**
  101677. * Attaches the scale behavior the passed in mesh
  101678. * @param ownerNode The mesh that will be scaled around once attached
  101679. */
  101680. attach(ownerNode: Mesh): void;
  101681. /**
  101682. * Detaches the behavior from the mesh
  101683. */
  101684. detach(): void;
  101685. }
  101686. }
  101687. declare module BABYLON {
  101688. /**
  101689. * Class used to apply inverse kinematics to bones
  101690. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  101691. */
  101692. export class BoneIKController {
  101693. private static _tmpVecs;
  101694. private static _tmpQuat;
  101695. private static _tmpMats;
  101696. /**
  101697. * Gets or sets the target mesh
  101698. */
  101699. targetMesh: AbstractMesh;
  101700. /** Gets or sets the mesh used as pole */
  101701. poleTargetMesh: AbstractMesh;
  101702. /**
  101703. * Gets or sets the bone used as pole
  101704. */
  101705. poleTargetBone: Nullable<Bone>;
  101706. /**
  101707. * Gets or sets the target position
  101708. */
  101709. targetPosition: Vector3;
  101710. /**
  101711. * Gets or sets the pole target position
  101712. */
  101713. poleTargetPosition: Vector3;
  101714. /**
  101715. * Gets or sets the pole target local offset
  101716. */
  101717. poleTargetLocalOffset: Vector3;
  101718. /**
  101719. * Gets or sets the pole angle
  101720. */
  101721. poleAngle: number;
  101722. /**
  101723. * Gets or sets the mesh associated with the controller
  101724. */
  101725. mesh: AbstractMesh;
  101726. /**
  101727. * 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)
  101728. */
  101729. slerpAmount: number;
  101730. private _bone1Quat;
  101731. private _bone1Mat;
  101732. private _bone2Ang;
  101733. private _bone1;
  101734. private _bone2;
  101735. private _bone1Length;
  101736. private _bone2Length;
  101737. private _maxAngle;
  101738. private _maxReach;
  101739. private _rightHandedSystem;
  101740. private _bendAxis;
  101741. private _slerping;
  101742. private _adjustRoll;
  101743. /**
  101744. * Gets or sets maximum allowed angle
  101745. */
  101746. maxAngle: number;
  101747. /**
  101748. * Creates a new BoneIKController
  101749. * @param mesh defines the mesh to control
  101750. * @param bone defines the bone to control
  101751. * @param options defines options to set up the controller
  101752. */
  101753. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  101754. targetMesh?: AbstractMesh;
  101755. poleTargetMesh?: AbstractMesh;
  101756. poleTargetBone?: Bone;
  101757. poleTargetLocalOffset?: Vector3;
  101758. poleAngle?: number;
  101759. bendAxis?: Vector3;
  101760. maxAngle?: number;
  101761. slerpAmount?: number;
  101762. });
  101763. private _setMaxAngle;
  101764. /**
  101765. * Force the controller to update the bones
  101766. */
  101767. update(): void;
  101768. }
  101769. }
  101770. declare module BABYLON {
  101771. /**
  101772. * Class used to make a bone look toward a point in space
  101773. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  101774. */
  101775. export class BoneLookController {
  101776. private static _tmpVecs;
  101777. private static _tmpQuat;
  101778. private static _tmpMats;
  101779. /**
  101780. * The target Vector3 that the bone will look at
  101781. */
  101782. target: Vector3;
  101783. /**
  101784. * The mesh that the bone is attached to
  101785. */
  101786. mesh: AbstractMesh;
  101787. /**
  101788. * The bone that will be looking to the target
  101789. */
  101790. bone: Bone;
  101791. /**
  101792. * The up axis of the coordinate system that is used when the bone is rotated
  101793. */
  101794. upAxis: Vector3;
  101795. /**
  101796. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  101797. */
  101798. upAxisSpace: Space;
  101799. /**
  101800. * Used to make an adjustment to the yaw of the bone
  101801. */
  101802. adjustYaw: number;
  101803. /**
  101804. * Used to make an adjustment to the pitch of the bone
  101805. */
  101806. adjustPitch: number;
  101807. /**
  101808. * Used to make an adjustment to the roll of the bone
  101809. */
  101810. adjustRoll: number;
  101811. /**
  101812. * 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)
  101813. */
  101814. slerpAmount: number;
  101815. private _minYaw;
  101816. private _maxYaw;
  101817. private _minPitch;
  101818. private _maxPitch;
  101819. private _minYawSin;
  101820. private _minYawCos;
  101821. private _maxYawSin;
  101822. private _maxYawCos;
  101823. private _midYawConstraint;
  101824. private _minPitchTan;
  101825. private _maxPitchTan;
  101826. private _boneQuat;
  101827. private _slerping;
  101828. private _transformYawPitch;
  101829. private _transformYawPitchInv;
  101830. private _firstFrameSkipped;
  101831. private _yawRange;
  101832. private _fowardAxis;
  101833. /**
  101834. * Gets or sets the minimum yaw angle that the bone can look to
  101835. */
  101836. minYaw: number;
  101837. /**
  101838. * Gets or sets the maximum yaw angle that the bone can look to
  101839. */
  101840. maxYaw: number;
  101841. /**
  101842. * Gets or sets the minimum pitch angle that the bone can look to
  101843. */
  101844. minPitch: number;
  101845. /**
  101846. * Gets or sets the maximum pitch angle that the bone can look to
  101847. */
  101848. maxPitch: number;
  101849. /**
  101850. * Create a BoneLookController
  101851. * @param mesh the mesh that the bone belongs to
  101852. * @param bone the bone that will be looking to the target
  101853. * @param target the target Vector3 to look at
  101854. * @param options optional settings:
  101855. * * maxYaw: the maximum angle the bone will yaw to
  101856. * * minYaw: the minimum angle the bone will yaw to
  101857. * * maxPitch: the maximum angle the bone will pitch to
  101858. * * minPitch: the minimum angle the bone will yaw to
  101859. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  101860. * * upAxis: the up axis of the coordinate system
  101861. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  101862. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  101863. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  101864. * * adjustYaw: used to make an adjustment to the yaw of the bone
  101865. * * adjustPitch: used to make an adjustment to the pitch of the bone
  101866. * * adjustRoll: used to make an adjustment to the roll of the bone
  101867. **/
  101868. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  101869. maxYaw?: number;
  101870. minYaw?: number;
  101871. maxPitch?: number;
  101872. minPitch?: number;
  101873. slerpAmount?: number;
  101874. upAxis?: Vector3;
  101875. upAxisSpace?: Space;
  101876. yawAxis?: Vector3;
  101877. pitchAxis?: Vector3;
  101878. adjustYaw?: number;
  101879. adjustPitch?: number;
  101880. adjustRoll?: number;
  101881. });
  101882. /**
  101883. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  101884. */
  101885. update(): void;
  101886. private _getAngleDiff;
  101887. private _getAngleBetween;
  101888. private _isAngleBetween;
  101889. }
  101890. }
  101891. declare module BABYLON {
  101892. /**
  101893. * Manage the gamepad inputs to control an arc rotate camera.
  101894. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101895. */
  101896. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  101897. /**
  101898. * Defines the camera the input is attached to.
  101899. */
  101900. camera: ArcRotateCamera;
  101901. /**
  101902. * Defines the gamepad the input is gathering event from.
  101903. */
  101904. gamepad: Nullable<Gamepad>;
  101905. /**
  101906. * Defines the gamepad rotation sensiblity.
  101907. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101908. */
  101909. gamepadRotationSensibility: number;
  101910. /**
  101911. * Defines the gamepad move sensiblity.
  101912. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101913. */
  101914. gamepadMoveSensibility: number;
  101915. private _onGamepadConnectedObserver;
  101916. private _onGamepadDisconnectedObserver;
  101917. /**
  101918. * Attach the input controls to a specific dom element to get the input from.
  101919. * @param element Defines the element the controls should be listened from
  101920. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101921. */
  101922. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101923. /**
  101924. * Detach the current controls from the specified dom element.
  101925. * @param element Defines the element to stop listening the inputs from
  101926. */
  101927. detachControl(element: Nullable<HTMLElement>): void;
  101928. /**
  101929. * Update the current camera state depending on the inputs that have been used this frame.
  101930. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101931. */
  101932. checkInputs(): void;
  101933. /**
  101934. * Gets the class name of the current intput.
  101935. * @returns the class name
  101936. */
  101937. getClassName(): string;
  101938. /**
  101939. * Get the friendly name associated with the input class.
  101940. * @returns the input friendly name
  101941. */
  101942. getSimpleName(): string;
  101943. }
  101944. }
  101945. declare module BABYLON {
  101946. interface ArcRotateCameraInputsManager {
  101947. /**
  101948. * Add orientation input support to the input manager.
  101949. * @returns the current input manager
  101950. */
  101951. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  101952. }
  101953. /**
  101954. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  101955. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101956. */
  101957. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  101958. /**
  101959. * Defines the camera the input is attached to.
  101960. */
  101961. camera: ArcRotateCamera;
  101962. /**
  101963. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  101964. */
  101965. alphaCorrection: number;
  101966. /**
  101967. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  101968. */
  101969. gammaCorrection: number;
  101970. private _alpha;
  101971. private _gamma;
  101972. private _dirty;
  101973. private _deviceOrientationHandler;
  101974. /**
  101975. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  101976. */
  101977. constructor();
  101978. /**
  101979. * Attach the input controls to a specific dom element to get the input from.
  101980. * @param element Defines the element the controls should be listened from
  101981. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101982. */
  101983. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101984. /** @hidden */
  101985. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  101986. /**
  101987. * Update the current camera state depending on the inputs that have been used this frame.
  101988. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101989. */
  101990. checkInputs(): void;
  101991. /**
  101992. * Detach the current controls from the specified dom element.
  101993. * @param element Defines the element to stop listening the inputs from
  101994. */
  101995. detachControl(element: Nullable<HTMLElement>): void;
  101996. /**
  101997. * Gets the class name of the current intput.
  101998. * @returns the class name
  101999. */
  102000. getClassName(): string;
  102001. /**
  102002. * Get the friendly name associated with the input class.
  102003. * @returns the input friendly name
  102004. */
  102005. getSimpleName(): string;
  102006. }
  102007. }
  102008. declare module BABYLON {
  102009. /**
  102010. * Listen to mouse events to control the camera.
  102011. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102012. */
  102013. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  102014. /**
  102015. * Defines the camera the input is attached to.
  102016. */
  102017. camera: FlyCamera;
  102018. /**
  102019. * Defines if touch is enabled. (Default is true.)
  102020. */
  102021. touchEnabled: boolean;
  102022. /**
  102023. * Defines the buttons associated with the input to handle camera rotation.
  102024. */
  102025. buttons: number[];
  102026. /**
  102027. * Assign buttons for Yaw control.
  102028. */
  102029. buttonsYaw: number[];
  102030. /**
  102031. * Assign buttons for Pitch control.
  102032. */
  102033. buttonsPitch: number[];
  102034. /**
  102035. * Assign buttons for Roll control.
  102036. */
  102037. buttonsRoll: number[];
  102038. /**
  102039. * Detect if any button is being pressed while mouse is moved.
  102040. * -1 = Mouse locked.
  102041. * 0 = Left button.
  102042. * 1 = Middle Button.
  102043. * 2 = Right Button.
  102044. */
  102045. activeButton: number;
  102046. /**
  102047. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  102048. * Higher values reduce its sensitivity.
  102049. */
  102050. angularSensibility: number;
  102051. private _mousemoveCallback;
  102052. private _observer;
  102053. private _rollObserver;
  102054. private previousPosition;
  102055. private noPreventDefault;
  102056. private element;
  102057. /**
  102058. * Listen to mouse events to control the camera.
  102059. * @param touchEnabled Define if touch is enabled. (Default is true.)
  102060. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102061. */
  102062. constructor(touchEnabled?: boolean);
  102063. /**
  102064. * Attach the mouse control to the HTML DOM element.
  102065. * @param element Defines the element that listens to the input events.
  102066. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  102067. */
  102068. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102069. /**
  102070. * Detach the current controls from the specified dom element.
  102071. * @param element Defines the element to stop listening the inputs from
  102072. */
  102073. detachControl(element: Nullable<HTMLElement>): void;
  102074. /**
  102075. * Gets the class name of the current input.
  102076. * @returns the class name.
  102077. */
  102078. getClassName(): string;
  102079. /**
  102080. * Get the friendly name associated with the input class.
  102081. * @returns the input's friendly name.
  102082. */
  102083. getSimpleName(): string;
  102084. private _pointerInput;
  102085. private _onMouseMove;
  102086. /**
  102087. * Rotate camera by mouse offset.
  102088. */
  102089. private rotateCamera;
  102090. }
  102091. }
  102092. declare module BABYLON {
  102093. /**
  102094. * Default Inputs manager for the FlyCamera.
  102095. * It groups all the default supported inputs for ease of use.
  102096. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102097. */
  102098. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  102099. /**
  102100. * Instantiates a new FlyCameraInputsManager.
  102101. * @param camera Defines the camera the inputs belong to.
  102102. */
  102103. constructor(camera: FlyCamera);
  102104. /**
  102105. * Add keyboard input support to the input manager.
  102106. * @returns the new FlyCameraKeyboardMoveInput().
  102107. */
  102108. addKeyboard(): FlyCameraInputsManager;
  102109. /**
  102110. * Add mouse input support to the input manager.
  102111. * @param touchEnabled Enable touch screen support.
  102112. * @returns the new FlyCameraMouseInput().
  102113. */
  102114. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  102115. }
  102116. }
  102117. declare module BABYLON {
  102118. /**
  102119. * This is a flying camera, designed for 3D movement and rotation in all directions,
  102120. * such as in a 3D Space Shooter or a Flight Simulator.
  102121. */
  102122. export class FlyCamera extends TargetCamera {
  102123. /**
  102124. * Define the collision ellipsoid of the camera.
  102125. * This is helpful for simulating a camera body, like a player's body.
  102126. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  102127. */
  102128. ellipsoid: Vector3;
  102129. /**
  102130. * Define an offset for the position of the ellipsoid around the camera.
  102131. * This can be helpful if the camera is attached away from the player's body center,
  102132. * such as at its head.
  102133. */
  102134. ellipsoidOffset: Vector3;
  102135. /**
  102136. * Enable or disable collisions of the camera with the rest of the scene objects.
  102137. */
  102138. checkCollisions: boolean;
  102139. /**
  102140. * Enable or disable gravity on the camera.
  102141. */
  102142. applyGravity: boolean;
  102143. /**
  102144. * Define the current direction the camera is moving to.
  102145. */
  102146. cameraDirection: Vector3;
  102147. /**
  102148. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  102149. * This overrides and empties cameraRotation.
  102150. */
  102151. rotationQuaternion: Quaternion;
  102152. /**
  102153. * Track Roll to maintain the wanted Rolling when looking around.
  102154. */
  102155. _trackRoll: number;
  102156. /**
  102157. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  102158. */
  102159. rollCorrect: number;
  102160. /**
  102161. * Mimic a banked turn, Rolling the camera when Yawing.
  102162. * It's recommended to use rollCorrect = 10 for faster banking correction.
  102163. */
  102164. bankedTurn: boolean;
  102165. /**
  102166. * Limit in radians for how much Roll banking will add. (Default: 90°)
  102167. */
  102168. bankedTurnLimit: number;
  102169. /**
  102170. * Value of 0 disables the banked Roll.
  102171. * Value of 1 is equal to the Yaw angle in radians.
  102172. */
  102173. bankedTurnMultiplier: number;
  102174. /**
  102175. * The inputs manager loads all the input sources, such as keyboard and mouse.
  102176. */
  102177. inputs: FlyCameraInputsManager;
  102178. /**
  102179. * Gets the input sensibility for mouse input.
  102180. * Higher values reduce sensitivity.
  102181. */
  102182. /**
  102183. * Sets the input sensibility for a mouse input.
  102184. * Higher values reduce sensitivity.
  102185. */
  102186. angularSensibility: number;
  102187. /**
  102188. * Get the keys for camera movement forward.
  102189. */
  102190. /**
  102191. * Set the keys for camera movement forward.
  102192. */
  102193. keysForward: number[];
  102194. /**
  102195. * Get the keys for camera movement backward.
  102196. */
  102197. keysBackward: number[];
  102198. /**
  102199. * Get the keys for camera movement up.
  102200. */
  102201. /**
  102202. * Set the keys for camera movement up.
  102203. */
  102204. keysUp: number[];
  102205. /**
  102206. * Get the keys for camera movement down.
  102207. */
  102208. /**
  102209. * Set the keys for camera movement down.
  102210. */
  102211. keysDown: number[];
  102212. /**
  102213. * Get the keys for camera movement left.
  102214. */
  102215. /**
  102216. * Set the keys for camera movement left.
  102217. */
  102218. keysLeft: number[];
  102219. /**
  102220. * Set the keys for camera movement right.
  102221. */
  102222. /**
  102223. * Set the keys for camera movement right.
  102224. */
  102225. keysRight: number[];
  102226. /**
  102227. * Event raised when the camera collides with a mesh in the scene.
  102228. */
  102229. onCollide: (collidedMesh: AbstractMesh) => void;
  102230. private _collider;
  102231. private _needMoveForGravity;
  102232. private _oldPosition;
  102233. private _diffPosition;
  102234. private _newPosition;
  102235. /** @hidden */
  102236. _localDirection: Vector3;
  102237. /** @hidden */
  102238. _transformedDirection: Vector3;
  102239. /**
  102240. * Instantiates a FlyCamera.
  102241. * This is a flying camera, designed for 3D movement and rotation in all directions,
  102242. * such as in a 3D Space Shooter or a Flight Simulator.
  102243. * @param name Define the name of the camera in the scene.
  102244. * @param position Define the starting position of the camera in the scene.
  102245. * @param scene Define the scene the camera belongs to.
  102246. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  102247. */
  102248. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  102249. /**
  102250. * Attach a control to the HTML DOM element.
  102251. * @param element Defines the element that listens to the input events.
  102252. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  102253. */
  102254. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102255. /**
  102256. * Detach a control from the HTML DOM element.
  102257. * The camera will stop reacting to that input.
  102258. * @param element Defines the element that listens to the input events.
  102259. */
  102260. detachControl(element: HTMLElement): void;
  102261. private _collisionMask;
  102262. /**
  102263. * Get the mask that the camera ignores in collision events.
  102264. */
  102265. /**
  102266. * Set the mask that the camera ignores in collision events.
  102267. */
  102268. collisionMask: number;
  102269. /** @hidden */
  102270. _collideWithWorld(displacement: Vector3): void;
  102271. /** @hidden */
  102272. private _onCollisionPositionChange;
  102273. /** @hidden */
  102274. _checkInputs(): void;
  102275. /** @hidden */
  102276. _decideIfNeedsToMove(): boolean;
  102277. /** @hidden */
  102278. _updatePosition(): void;
  102279. /**
  102280. * Restore the Roll to its target value at the rate specified.
  102281. * @param rate - Higher means slower restoring.
  102282. * @hidden
  102283. */
  102284. restoreRoll(rate: number): void;
  102285. /**
  102286. * Destroy the camera and release the current resources held by it.
  102287. */
  102288. dispose(): void;
  102289. /**
  102290. * Get the current object class name.
  102291. * @returns the class name.
  102292. */
  102293. getClassName(): string;
  102294. }
  102295. }
  102296. declare module BABYLON {
  102297. /**
  102298. * Listen to keyboard events to control the camera.
  102299. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102300. */
  102301. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  102302. /**
  102303. * Defines the camera the input is attached to.
  102304. */
  102305. camera: FlyCamera;
  102306. /**
  102307. * The list of keyboard keys used to control the forward move of the camera.
  102308. */
  102309. keysForward: number[];
  102310. /**
  102311. * The list of keyboard keys used to control the backward move of the camera.
  102312. */
  102313. keysBackward: number[];
  102314. /**
  102315. * The list of keyboard keys used to control the forward move of the camera.
  102316. */
  102317. keysUp: number[];
  102318. /**
  102319. * The list of keyboard keys used to control the backward move of the camera.
  102320. */
  102321. keysDown: number[];
  102322. /**
  102323. * The list of keyboard keys used to control the right strafe move of the camera.
  102324. */
  102325. keysRight: number[];
  102326. /**
  102327. * The list of keyboard keys used to control the left strafe move of the camera.
  102328. */
  102329. keysLeft: number[];
  102330. private _keys;
  102331. private _onCanvasBlurObserver;
  102332. private _onKeyboardObserver;
  102333. private _engine;
  102334. private _scene;
  102335. /**
  102336. * Attach the input controls to a specific dom element to get the input from.
  102337. * @param element Defines the element the controls should be listened from
  102338. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102339. */
  102340. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102341. /**
  102342. * Detach the current controls from the specified dom element.
  102343. * @param element Defines the element to stop listening the inputs from
  102344. */
  102345. detachControl(element: Nullable<HTMLElement>): void;
  102346. /**
  102347. * Gets the class name of the current intput.
  102348. * @returns the class name
  102349. */
  102350. getClassName(): string;
  102351. /** @hidden */
  102352. _onLostFocus(e: FocusEvent): void;
  102353. /**
  102354. * Get the friendly name associated with the input class.
  102355. * @returns the input friendly name
  102356. */
  102357. getSimpleName(): string;
  102358. /**
  102359. * Update the current camera state depending on the inputs that have been used this frame.
  102360. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102361. */
  102362. checkInputs(): void;
  102363. }
  102364. }
  102365. declare module BABYLON {
  102366. /**
  102367. * Manage the mouse wheel inputs to control a follow camera.
  102368. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102369. */
  102370. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  102371. /**
  102372. * Defines the camera the input is attached to.
  102373. */
  102374. camera: FollowCamera;
  102375. /**
  102376. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  102377. */
  102378. axisControlRadius: boolean;
  102379. /**
  102380. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  102381. */
  102382. axisControlHeight: boolean;
  102383. /**
  102384. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  102385. */
  102386. axisControlRotation: boolean;
  102387. /**
  102388. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  102389. * relation to mouseWheel events.
  102390. */
  102391. wheelPrecision: number;
  102392. /**
  102393. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  102394. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  102395. */
  102396. wheelDeltaPercentage: number;
  102397. private _wheel;
  102398. private _observer;
  102399. /**
  102400. * Attach the input controls to a specific dom element to get the input from.
  102401. * @param element Defines the element the controls should be listened from
  102402. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102403. */
  102404. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102405. /**
  102406. * Detach the current controls from the specified dom element.
  102407. * @param element Defines the element to stop listening the inputs from
  102408. */
  102409. detachControl(element: Nullable<HTMLElement>): void;
  102410. /**
  102411. * Gets the class name of the current intput.
  102412. * @returns the class name
  102413. */
  102414. getClassName(): string;
  102415. /**
  102416. * Get the friendly name associated with the input class.
  102417. * @returns the input friendly name
  102418. */
  102419. getSimpleName(): string;
  102420. }
  102421. }
  102422. declare module BABYLON {
  102423. /**
  102424. * Manage the pointers inputs to control an follow camera.
  102425. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102426. */
  102427. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  102428. /**
  102429. * Defines the camera the input is attached to.
  102430. */
  102431. camera: FollowCamera;
  102432. /**
  102433. * Gets the class name of the current input.
  102434. * @returns the class name
  102435. */
  102436. getClassName(): string;
  102437. /**
  102438. * Defines the pointer angular sensibility along the X axis or how fast is
  102439. * the camera rotating.
  102440. * A negative number will reverse the axis direction.
  102441. */
  102442. angularSensibilityX: number;
  102443. /**
  102444. * Defines the pointer angular sensibility along the Y axis or how fast is
  102445. * the camera rotating.
  102446. * A negative number will reverse the axis direction.
  102447. */
  102448. angularSensibilityY: number;
  102449. /**
  102450. * Defines the pointer pinch precision or how fast is the camera zooming.
  102451. * A negative number will reverse the axis direction.
  102452. */
  102453. pinchPrecision: number;
  102454. /**
  102455. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  102456. * from 0.
  102457. * It defines the percentage of current camera.radius to use as delta when
  102458. * pinch zoom is used.
  102459. */
  102460. pinchDeltaPercentage: number;
  102461. /**
  102462. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  102463. */
  102464. axisXControlRadius: boolean;
  102465. /**
  102466. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  102467. */
  102468. axisXControlHeight: boolean;
  102469. /**
  102470. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  102471. */
  102472. axisXControlRotation: boolean;
  102473. /**
  102474. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  102475. */
  102476. axisYControlRadius: boolean;
  102477. /**
  102478. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  102479. */
  102480. axisYControlHeight: boolean;
  102481. /**
  102482. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  102483. */
  102484. axisYControlRotation: boolean;
  102485. /**
  102486. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  102487. */
  102488. axisPinchControlRadius: boolean;
  102489. /**
  102490. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  102491. */
  102492. axisPinchControlHeight: boolean;
  102493. /**
  102494. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  102495. */
  102496. axisPinchControlRotation: boolean;
  102497. /**
  102498. * Log error messages if basic misconfiguration has occurred.
  102499. */
  102500. warningEnable: boolean;
  102501. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  102502. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  102503. private _warningCounter;
  102504. private _warning;
  102505. }
  102506. }
  102507. declare module BABYLON {
  102508. /**
  102509. * Default Inputs manager for the FollowCamera.
  102510. * It groups all the default supported inputs for ease of use.
  102511. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102512. */
  102513. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  102514. /**
  102515. * Instantiates a new FollowCameraInputsManager.
  102516. * @param camera Defines the camera the inputs belong to
  102517. */
  102518. constructor(camera: FollowCamera);
  102519. /**
  102520. * Add keyboard input support to the input manager.
  102521. * @returns the current input manager
  102522. */
  102523. addKeyboard(): FollowCameraInputsManager;
  102524. /**
  102525. * Add mouse wheel input support to the input manager.
  102526. * @returns the current input manager
  102527. */
  102528. addMouseWheel(): FollowCameraInputsManager;
  102529. /**
  102530. * Add pointers input support to the input manager.
  102531. * @returns the current input manager
  102532. */
  102533. addPointers(): FollowCameraInputsManager;
  102534. /**
  102535. * Add orientation input support to the input manager.
  102536. * @returns the current input manager
  102537. */
  102538. addVRDeviceOrientation(): FollowCameraInputsManager;
  102539. }
  102540. }
  102541. declare module BABYLON {
  102542. /**
  102543. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  102544. * an arc rotate version arcFollowCamera are available.
  102545. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102546. */
  102547. export class FollowCamera extends TargetCamera {
  102548. /**
  102549. * Distance the follow camera should follow an object at
  102550. */
  102551. radius: number;
  102552. /**
  102553. * Minimum allowed distance of the camera to the axis of rotation
  102554. * (The camera can not get closer).
  102555. * This can help limiting how the Camera is able to move in the scene.
  102556. */
  102557. lowerRadiusLimit: Nullable<number>;
  102558. /**
  102559. * Maximum allowed distance of the camera to the axis of rotation
  102560. * (The camera can not get further).
  102561. * This can help limiting how the Camera is able to move in the scene.
  102562. */
  102563. upperRadiusLimit: Nullable<number>;
  102564. /**
  102565. * Define a rotation offset between the camera and the object it follows
  102566. */
  102567. rotationOffset: number;
  102568. /**
  102569. * Minimum allowed angle to camera position relative to target object.
  102570. * This can help limiting how the Camera is able to move in the scene.
  102571. */
  102572. lowerRotationOffsetLimit: Nullable<number>;
  102573. /**
  102574. * Maximum allowed angle to camera position relative to target object.
  102575. * This can help limiting how the Camera is able to move in the scene.
  102576. */
  102577. upperRotationOffsetLimit: Nullable<number>;
  102578. /**
  102579. * Define a height offset between the camera and the object it follows.
  102580. * It can help following an object from the top (like a car chaing a plane)
  102581. */
  102582. heightOffset: number;
  102583. /**
  102584. * Minimum allowed height of camera position relative to target object.
  102585. * This can help limiting how the Camera is able to move in the scene.
  102586. */
  102587. lowerHeightOffsetLimit: Nullable<number>;
  102588. /**
  102589. * Maximum allowed height of camera position relative to target object.
  102590. * This can help limiting how the Camera is able to move in the scene.
  102591. */
  102592. upperHeightOffsetLimit: Nullable<number>;
  102593. /**
  102594. * Define how fast the camera can accelerate to follow it s target.
  102595. */
  102596. cameraAcceleration: number;
  102597. /**
  102598. * Define the speed limit of the camera following an object.
  102599. */
  102600. maxCameraSpeed: number;
  102601. /**
  102602. * Define the target of the camera.
  102603. */
  102604. lockedTarget: Nullable<AbstractMesh>;
  102605. /**
  102606. * Defines the input associated with the camera.
  102607. */
  102608. inputs: FollowCameraInputsManager;
  102609. /**
  102610. * Instantiates the follow camera.
  102611. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102612. * @param name Define the name of the camera in the scene
  102613. * @param position Define the position of the camera
  102614. * @param scene Define the scene the camera belong to
  102615. * @param lockedTarget Define the target of the camera
  102616. */
  102617. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  102618. private _follow;
  102619. /**
  102620. * Attached controls to the current camera.
  102621. * @param element Defines the element the controls should be listened from
  102622. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102623. */
  102624. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102625. /**
  102626. * Detach the current controls from the camera.
  102627. * The camera will stop reacting to inputs.
  102628. * @param element Defines the element to stop listening the inputs from
  102629. */
  102630. detachControl(element: HTMLElement): void;
  102631. /** @hidden */
  102632. _checkInputs(): void;
  102633. private _checkLimits;
  102634. /**
  102635. * Gets the camera class name.
  102636. * @returns the class name
  102637. */
  102638. getClassName(): string;
  102639. }
  102640. /**
  102641. * Arc Rotate version of the follow camera.
  102642. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  102643. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102644. */
  102645. export class ArcFollowCamera extends TargetCamera {
  102646. /** The longitudinal angle of the camera */
  102647. alpha: number;
  102648. /** The latitudinal angle of the camera */
  102649. beta: number;
  102650. /** The radius of the camera from its target */
  102651. radius: number;
  102652. /** Define the camera target (the messh it should follow) */
  102653. target: Nullable<AbstractMesh>;
  102654. private _cartesianCoordinates;
  102655. /**
  102656. * Instantiates a new ArcFollowCamera
  102657. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102658. * @param name Define the name of the camera
  102659. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  102660. * @param beta Define the rotation angle of the camera around the elevation axis
  102661. * @param radius Define the radius of the camera from its target point
  102662. * @param target Define the target of the camera
  102663. * @param scene Define the scene the camera belongs to
  102664. */
  102665. constructor(name: string,
  102666. /** The longitudinal angle of the camera */
  102667. alpha: number,
  102668. /** The latitudinal angle of the camera */
  102669. beta: number,
  102670. /** The radius of the camera from its target */
  102671. radius: number,
  102672. /** Define the camera target (the messh it should follow) */
  102673. target: Nullable<AbstractMesh>, scene: Scene);
  102674. private _follow;
  102675. /** @hidden */
  102676. _checkInputs(): void;
  102677. /**
  102678. * Returns the class name of the object.
  102679. * It is mostly used internally for serialization purposes.
  102680. */
  102681. getClassName(): string;
  102682. }
  102683. }
  102684. declare module BABYLON {
  102685. /**
  102686. * Manage the keyboard inputs to control the movement of a follow camera.
  102687. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102688. */
  102689. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  102690. /**
  102691. * Defines the camera the input is attached to.
  102692. */
  102693. camera: FollowCamera;
  102694. /**
  102695. * Defines the list of key codes associated with the up action (increase heightOffset)
  102696. */
  102697. keysHeightOffsetIncr: number[];
  102698. /**
  102699. * Defines the list of key codes associated with the down action (decrease heightOffset)
  102700. */
  102701. keysHeightOffsetDecr: number[];
  102702. /**
  102703. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  102704. */
  102705. keysHeightOffsetModifierAlt: boolean;
  102706. /**
  102707. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  102708. */
  102709. keysHeightOffsetModifierCtrl: boolean;
  102710. /**
  102711. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  102712. */
  102713. keysHeightOffsetModifierShift: boolean;
  102714. /**
  102715. * Defines the list of key codes associated with the left action (increase rotationOffset)
  102716. */
  102717. keysRotationOffsetIncr: number[];
  102718. /**
  102719. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  102720. */
  102721. keysRotationOffsetDecr: number[];
  102722. /**
  102723. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  102724. */
  102725. keysRotationOffsetModifierAlt: boolean;
  102726. /**
  102727. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  102728. */
  102729. keysRotationOffsetModifierCtrl: boolean;
  102730. /**
  102731. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  102732. */
  102733. keysRotationOffsetModifierShift: boolean;
  102734. /**
  102735. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  102736. */
  102737. keysRadiusIncr: number[];
  102738. /**
  102739. * Defines the list of key codes associated with the zoom-out action (increase radius)
  102740. */
  102741. keysRadiusDecr: number[];
  102742. /**
  102743. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  102744. */
  102745. keysRadiusModifierAlt: boolean;
  102746. /**
  102747. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  102748. */
  102749. keysRadiusModifierCtrl: boolean;
  102750. /**
  102751. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  102752. */
  102753. keysRadiusModifierShift: boolean;
  102754. /**
  102755. * Defines the rate of change of heightOffset.
  102756. */
  102757. heightSensibility: number;
  102758. /**
  102759. * Defines the rate of change of rotationOffset.
  102760. */
  102761. rotationSensibility: number;
  102762. /**
  102763. * Defines the rate of change of radius.
  102764. */
  102765. radiusSensibility: number;
  102766. private _keys;
  102767. private _ctrlPressed;
  102768. private _altPressed;
  102769. private _shiftPressed;
  102770. private _onCanvasBlurObserver;
  102771. private _onKeyboardObserver;
  102772. private _engine;
  102773. private _scene;
  102774. /**
  102775. * Attach the input controls to a specific dom element to get the input from.
  102776. * @param element Defines the element the controls should be listened from
  102777. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102778. */
  102779. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102780. /**
  102781. * Detach the current controls from the specified dom element.
  102782. * @param element Defines the element to stop listening the inputs from
  102783. */
  102784. detachControl(element: Nullable<HTMLElement>): void;
  102785. /**
  102786. * Update the current camera state depending on the inputs that have been used this frame.
  102787. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102788. */
  102789. checkInputs(): void;
  102790. /**
  102791. * Gets the class name of the current input.
  102792. * @returns the class name
  102793. */
  102794. getClassName(): string;
  102795. /**
  102796. * Get the friendly name associated with the input class.
  102797. * @returns the input friendly name
  102798. */
  102799. getSimpleName(): string;
  102800. /**
  102801. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102802. * allow modification of the heightOffset value.
  102803. */
  102804. private _modifierHeightOffset;
  102805. /**
  102806. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102807. * allow modification of the rotationOffset value.
  102808. */
  102809. private _modifierRotationOffset;
  102810. /**
  102811. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102812. * allow modification of the radius value.
  102813. */
  102814. private _modifierRadius;
  102815. }
  102816. }
  102817. declare module BABYLON {
  102818. interface FreeCameraInputsManager {
  102819. /**
  102820. * @hidden
  102821. */
  102822. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  102823. /**
  102824. * Add orientation input support to the input manager.
  102825. * @returns the current input manager
  102826. */
  102827. addDeviceOrientation(): FreeCameraInputsManager;
  102828. }
  102829. /**
  102830. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  102831. * Screen rotation is taken into account.
  102832. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102833. */
  102834. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  102835. private _camera;
  102836. private _screenOrientationAngle;
  102837. private _constantTranform;
  102838. private _screenQuaternion;
  102839. private _alpha;
  102840. private _beta;
  102841. private _gamma;
  102842. /**
  102843. * Can be used to detect if a device orientation sensor is availible on a device
  102844. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  102845. * @returns a promise that will resolve on orientation change
  102846. */
  102847. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  102848. /**
  102849. * @hidden
  102850. */
  102851. _onDeviceOrientationChangedObservable: Observable<void>;
  102852. /**
  102853. * Instantiates a new input
  102854. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102855. */
  102856. constructor();
  102857. /**
  102858. * Define the camera controlled by the input.
  102859. */
  102860. camera: FreeCamera;
  102861. /**
  102862. * Attach the input controls to a specific dom element to get the input from.
  102863. * @param element Defines the element the controls should be listened from
  102864. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102865. */
  102866. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102867. private _orientationChanged;
  102868. private _deviceOrientation;
  102869. /**
  102870. * Detach the current controls from the specified dom element.
  102871. * @param element Defines the element to stop listening the inputs from
  102872. */
  102873. detachControl(element: Nullable<HTMLElement>): void;
  102874. /**
  102875. * Update the current camera state depending on the inputs that have been used this frame.
  102876. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102877. */
  102878. checkInputs(): void;
  102879. /**
  102880. * Gets the class name of the current intput.
  102881. * @returns the class name
  102882. */
  102883. getClassName(): string;
  102884. /**
  102885. * Get the friendly name associated with the input class.
  102886. * @returns the input friendly name
  102887. */
  102888. getSimpleName(): string;
  102889. }
  102890. }
  102891. declare module BABYLON {
  102892. /**
  102893. * Manage the gamepad inputs to control a free camera.
  102894. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102895. */
  102896. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  102897. /**
  102898. * Define the camera the input is attached to.
  102899. */
  102900. camera: FreeCamera;
  102901. /**
  102902. * Define the Gamepad controlling the input
  102903. */
  102904. gamepad: Nullable<Gamepad>;
  102905. /**
  102906. * Defines the gamepad rotation sensiblity.
  102907. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102908. */
  102909. gamepadAngularSensibility: number;
  102910. /**
  102911. * Defines the gamepad move sensiblity.
  102912. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102913. */
  102914. gamepadMoveSensibility: number;
  102915. private _onGamepadConnectedObserver;
  102916. private _onGamepadDisconnectedObserver;
  102917. private _cameraTransform;
  102918. private _deltaTransform;
  102919. private _vector3;
  102920. private _vector2;
  102921. /**
  102922. * Attach the input controls to a specific dom element to get the input from.
  102923. * @param element Defines the element the controls should be listened from
  102924. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102925. */
  102926. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102927. /**
  102928. * Detach the current controls from the specified dom element.
  102929. * @param element Defines the element to stop listening the inputs from
  102930. */
  102931. detachControl(element: Nullable<HTMLElement>): void;
  102932. /**
  102933. * Update the current camera state depending on the inputs that have been used this frame.
  102934. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102935. */
  102936. checkInputs(): void;
  102937. /**
  102938. * Gets the class name of the current intput.
  102939. * @returns the class name
  102940. */
  102941. getClassName(): string;
  102942. /**
  102943. * Get the friendly name associated with the input class.
  102944. * @returns the input friendly name
  102945. */
  102946. getSimpleName(): string;
  102947. }
  102948. }
  102949. declare module BABYLON {
  102950. /**
  102951. * Defines the potential axis of a Joystick
  102952. */
  102953. export enum JoystickAxis {
  102954. /** X axis */
  102955. X = 0,
  102956. /** Y axis */
  102957. Y = 1,
  102958. /** Z axis */
  102959. Z = 2
  102960. }
  102961. /**
  102962. * Class used to define virtual joystick (used in touch mode)
  102963. */
  102964. export class VirtualJoystick {
  102965. /**
  102966. * Gets or sets a boolean indicating that left and right values must be inverted
  102967. */
  102968. reverseLeftRight: boolean;
  102969. /**
  102970. * Gets or sets a boolean indicating that up and down values must be inverted
  102971. */
  102972. reverseUpDown: boolean;
  102973. /**
  102974. * Gets the offset value for the position (ie. the change of the position value)
  102975. */
  102976. deltaPosition: Vector3;
  102977. /**
  102978. * Gets a boolean indicating if the virtual joystick was pressed
  102979. */
  102980. pressed: boolean;
  102981. /**
  102982. * Canvas the virtual joystick will render onto, default z-index of this is 5
  102983. */
  102984. static Canvas: Nullable<HTMLCanvasElement>;
  102985. private static _globalJoystickIndex;
  102986. private static vjCanvasContext;
  102987. private static vjCanvasWidth;
  102988. private static vjCanvasHeight;
  102989. private static halfWidth;
  102990. private _action;
  102991. private _axisTargetedByLeftAndRight;
  102992. private _axisTargetedByUpAndDown;
  102993. private _joystickSensibility;
  102994. private _inversedSensibility;
  102995. private _joystickPointerID;
  102996. private _joystickColor;
  102997. private _joystickPointerPos;
  102998. private _joystickPreviousPointerPos;
  102999. private _joystickPointerStartPos;
  103000. private _deltaJoystickVector;
  103001. private _leftJoystick;
  103002. private _touches;
  103003. private _onPointerDownHandlerRef;
  103004. private _onPointerMoveHandlerRef;
  103005. private _onPointerUpHandlerRef;
  103006. private _onResize;
  103007. /**
  103008. * Creates a new virtual joystick
  103009. * @param leftJoystick defines that the joystick is for left hand (false by default)
  103010. */
  103011. constructor(leftJoystick?: boolean);
  103012. /**
  103013. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  103014. * @param newJoystickSensibility defines the new sensibility
  103015. */
  103016. setJoystickSensibility(newJoystickSensibility: number): void;
  103017. private _onPointerDown;
  103018. private _onPointerMove;
  103019. private _onPointerUp;
  103020. /**
  103021. * Change the color of the virtual joystick
  103022. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  103023. */
  103024. setJoystickColor(newColor: string): void;
  103025. /**
  103026. * Defines a callback to call when the joystick is touched
  103027. * @param action defines the callback
  103028. */
  103029. setActionOnTouch(action: () => any): void;
  103030. /**
  103031. * Defines which axis you'd like to control for left & right
  103032. * @param axis defines the axis to use
  103033. */
  103034. setAxisForLeftRight(axis: JoystickAxis): void;
  103035. /**
  103036. * Defines which axis you'd like to control for up & down
  103037. * @param axis defines the axis to use
  103038. */
  103039. setAxisForUpDown(axis: JoystickAxis): void;
  103040. private _drawVirtualJoystick;
  103041. /**
  103042. * Release internal HTML canvas
  103043. */
  103044. releaseCanvas(): void;
  103045. }
  103046. }
  103047. declare module BABYLON {
  103048. interface FreeCameraInputsManager {
  103049. /**
  103050. * Add virtual joystick input support to the input manager.
  103051. * @returns the current input manager
  103052. */
  103053. addVirtualJoystick(): FreeCameraInputsManager;
  103054. }
  103055. /**
  103056. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  103057. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103058. */
  103059. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  103060. /**
  103061. * Defines the camera the input is attached to.
  103062. */
  103063. camera: FreeCamera;
  103064. private _leftjoystick;
  103065. private _rightjoystick;
  103066. /**
  103067. * Gets the left stick of the virtual joystick.
  103068. * @returns The virtual Joystick
  103069. */
  103070. getLeftJoystick(): VirtualJoystick;
  103071. /**
  103072. * Gets the right stick of the virtual joystick.
  103073. * @returns The virtual Joystick
  103074. */
  103075. getRightJoystick(): VirtualJoystick;
  103076. /**
  103077. * Update the current camera state depending on the inputs that have been used this frame.
  103078. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103079. */
  103080. checkInputs(): void;
  103081. /**
  103082. * Attach the input controls to a specific dom element to get the input from.
  103083. * @param element Defines the element the controls should be listened from
  103084. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103085. */
  103086. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103087. /**
  103088. * Detach the current controls from the specified dom element.
  103089. * @param element Defines the element to stop listening the inputs from
  103090. */
  103091. detachControl(element: Nullable<HTMLElement>): void;
  103092. /**
  103093. * Gets the class name of the current intput.
  103094. * @returns the class name
  103095. */
  103096. getClassName(): string;
  103097. /**
  103098. * Get the friendly name associated with the input class.
  103099. * @returns the input friendly name
  103100. */
  103101. getSimpleName(): string;
  103102. }
  103103. }
  103104. declare module BABYLON {
  103105. /**
  103106. * This represents a FPS type of camera controlled by touch.
  103107. * This is like a universal camera minus the Gamepad controls.
  103108. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103109. */
  103110. export class TouchCamera extends FreeCamera {
  103111. /**
  103112. * Defines the touch sensibility for rotation.
  103113. * The higher the faster.
  103114. */
  103115. touchAngularSensibility: number;
  103116. /**
  103117. * Defines the touch sensibility for move.
  103118. * The higher the faster.
  103119. */
  103120. touchMoveSensibility: number;
  103121. /**
  103122. * Instantiates a new touch camera.
  103123. * This represents a FPS type of camera controlled by touch.
  103124. * This is like a universal camera minus the Gamepad controls.
  103125. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103126. * @param name Define the name of the camera in the scene
  103127. * @param position Define the start position of the camera in the scene
  103128. * @param scene Define the scene the camera belongs to
  103129. */
  103130. constructor(name: string, position: Vector3, scene: Scene);
  103131. /**
  103132. * Gets the current object class name.
  103133. * @return the class name
  103134. */
  103135. getClassName(): string;
  103136. /** @hidden */
  103137. _setupInputs(): void;
  103138. }
  103139. }
  103140. declare module BABYLON {
  103141. /**
  103142. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  103143. * being tilted forward or back and left or right.
  103144. */
  103145. export class DeviceOrientationCamera extends FreeCamera {
  103146. private _initialQuaternion;
  103147. private _quaternionCache;
  103148. private _tmpDragQuaternion;
  103149. private _disablePointerInputWhenUsingDeviceOrientation;
  103150. /**
  103151. * Creates a new device orientation camera
  103152. * @param name The name of the camera
  103153. * @param position The start position camera
  103154. * @param scene The scene the camera belongs to
  103155. */
  103156. constructor(name: string, position: Vector3, scene: Scene);
  103157. /**
  103158. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  103159. */
  103160. disablePointerInputWhenUsingDeviceOrientation: boolean;
  103161. private _dragFactor;
  103162. /**
  103163. * Enabled turning on the y axis when the orientation sensor is active
  103164. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  103165. */
  103166. enableHorizontalDragging(dragFactor?: number): void;
  103167. /**
  103168. * Gets the current instance class name ("DeviceOrientationCamera").
  103169. * This helps avoiding instanceof at run time.
  103170. * @returns the class name
  103171. */
  103172. getClassName(): string;
  103173. /**
  103174. * @hidden
  103175. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  103176. */
  103177. _checkInputs(): void;
  103178. /**
  103179. * Reset the camera to its default orientation on the specified axis only.
  103180. * @param axis The axis to reset
  103181. */
  103182. resetToCurrentRotation(axis?: Axis): void;
  103183. }
  103184. }
  103185. declare module BABYLON {
  103186. /**
  103187. * Defines supported buttons for XBox360 compatible gamepads
  103188. */
  103189. export enum Xbox360Button {
  103190. /** A */
  103191. A = 0,
  103192. /** B */
  103193. B = 1,
  103194. /** X */
  103195. X = 2,
  103196. /** Y */
  103197. Y = 3,
  103198. /** Start */
  103199. Start = 4,
  103200. /** Back */
  103201. Back = 5,
  103202. /** Left button */
  103203. LB = 6,
  103204. /** Right button */
  103205. RB = 7,
  103206. /** Left stick */
  103207. LeftStick = 8,
  103208. /** Right stick */
  103209. RightStick = 9
  103210. }
  103211. /** Defines values for XBox360 DPad */
  103212. export enum Xbox360Dpad {
  103213. /** Up */
  103214. Up = 0,
  103215. /** Down */
  103216. Down = 1,
  103217. /** Left */
  103218. Left = 2,
  103219. /** Right */
  103220. Right = 3
  103221. }
  103222. /**
  103223. * Defines a XBox360 gamepad
  103224. */
  103225. export class Xbox360Pad extends Gamepad {
  103226. private _leftTrigger;
  103227. private _rightTrigger;
  103228. private _onlefttriggerchanged;
  103229. private _onrighttriggerchanged;
  103230. private _onbuttondown;
  103231. private _onbuttonup;
  103232. private _ondpaddown;
  103233. private _ondpadup;
  103234. /** Observable raised when a button is pressed */
  103235. onButtonDownObservable: Observable<Xbox360Button>;
  103236. /** Observable raised when a button is released */
  103237. onButtonUpObservable: Observable<Xbox360Button>;
  103238. /** Observable raised when a pad is pressed */
  103239. onPadDownObservable: Observable<Xbox360Dpad>;
  103240. /** Observable raised when a pad is released */
  103241. onPadUpObservable: Observable<Xbox360Dpad>;
  103242. private _buttonA;
  103243. private _buttonB;
  103244. private _buttonX;
  103245. private _buttonY;
  103246. private _buttonBack;
  103247. private _buttonStart;
  103248. private _buttonLB;
  103249. private _buttonRB;
  103250. private _buttonLeftStick;
  103251. private _buttonRightStick;
  103252. private _dPadUp;
  103253. private _dPadDown;
  103254. private _dPadLeft;
  103255. private _dPadRight;
  103256. private _isXboxOnePad;
  103257. /**
  103258. * Creates a new XBox360 gamepad object
  103259. * @param id defines the id of this gamepad
  103260. * @param index defines its index
  103261. * @param gamepad defines the internal HTML gamepad object
  103262. * @param xboxOne defines if it is a XBox One gamepad
  103263. */
  103264. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  103265. /**
  103266. * Defines the callback to call when left trigger is pressed
  103267. * @param callback defines the callback to use
  103268. */
  103269. onlefttriggerchanged(callback: (value: number) => void): void;
  103270. /**
  103271. * Defines the callback to call when right trigger is pressed
  103272. * @param callback defines the callback to use
  103273. */
  103274. onrighttriggerchanged(callback: (value: number) => void): void;
  103275. /**
  103276. * Gets the left trigger value
  103277. */
  103278. /**
  103279. * Sets the left trigger value
  103280. */
  103281. leftTrigger: number;
  103282. /**
  103283. * Gets the right trigger value
  103284. */
  103285. /**
  103286. * Sets the right trigger value
  103287. */
  103288. rightTrigger: number;
  103289. /**
  103290. * Defines the callback to call when a button is pressed
  103291. * @param callback defines the callback to use
  103292. */
  103293. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  103294. /**
  103295. * Defines the callback to call when a button is released
  103296. * @param callback defines the callback to use
  103297. */
  103298. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  103299. /**
  103300. * Defines the callback to call when a pad is pressed
  103301. * @param callback defines the callback to use
  103302. */
  103303. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  103304. /**
  103305. * Defines the callback to call when a pad is released
  103306. * @param callback defines the callback to use
  103307. */
  103308. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  103309. private _setButtonValue;
  103310. private _setDPadValue;
  103311. /**
  103312. * Gets the value of the `A` button
  103313. */
  103314. /**
  103315. * Sets the value of the `A` button
  103316. */
  103317. buttonA: number;
  103318. /**
  103319. * Gets the value of the `B` button
  103320. */
  103321. /**
  103322. * Sets the value of the `B` button
  103323. */
  103324. buttonB: number;
  103325. /**
  103326. * Gets the value of the `X` button
  103327. */
  103328. /**
  103329. * Sets the value of the `X` button
  103330. */
  103331. buttonX: number;
  103332. /**
  103333. * Gets the value of the `Y` button
  103334. */
  103335. /**
  103336. * Sets the value of the `Y` button
  103337. */
  103338. buttonY: number;
  103339. /**
  103340. * Gets the value of the `Start` button
  103341. */
  103342. /**
  103343. * Sets the value of the `Start` button
  103344. */
  103345. buttonStart: number;
  103346. /**
  103347. * Gets the value of the `Back` button
  103348. */
  103349. /**
  103350. * Sets the value of the `Back` button
  103351. */
  103352. buttonBack: number;
  103353. /**
  103354. * Gets the value of the `Left` button
  103355. */
  103356. /**
  103357. * Sets the value of the `Left` button
  103358. */
  103359. buttonLB: number;
  103360. /**
  103361. * Gets the value of the `Right` button
  103362. */
  103363. /**
  103364. * Sets the value of the `Right` button
  103365. */
  103366. buttonRB: number;
  103367. /**
  103368. * Gets the value of the Left joystick
  103369. */
  103370. /**
  103371. * Sets the value of the Left joystick
  103372. */
  103373. buttonLeftStick: number;
  103374. /**
  103375. * Gets the value of the Right joystick
  103376. */
  103377. /**
  103378. * Sets the value of the Right joystick
  103379. */
  103380. buttonRightStick: number;
  103381. /**
  103382. * Gets the value of D-pad up
  103383. */
  103384. /**
  103385. * Sets the value of D-pad up
  103386. */
  103387. dPadUp: number;
  103388. /**
  103389. * Gets the value of D-pad down
  103390. */
  103391. /**
  103392. * Sets the value of D-pad down
  103393. */
  103394. dPadDown: number;
  103395. /**
  103396. * Gets the value of D-pad left
  103397. */
  103398. /**
  103399. * Sets the value of D-pad left
  103400. */
  103401. dPadLeft: number;
  103402. /**
  103403. * Gets the value of D-pad right
  103404. */
  103405. /**
  103406. * Sets the value of D-pad right
  103407. */
  103408. dPadRight: number;
  103409. /**
  103410. * Force the gamepad to synchronize with device values
  103411. */
  103412. update(): void;
  103413. /**
  103414. * Disposes the gamepad
  103415. */
  103416. dispose(): void;
  103417. }
  103418. }
  103419. declare module BABYLON {
  103420. /**
  103421. * Defines supported buttons for DualShock compatible gamepads
  103422. */
  103423. export enum DualShockButton {
  103424. /** Cross */
  103425. Cross = 0,
  103426. /** Circle */
  103427. Circle = 1,
  103428. /** Square */
  103429. Square = 2,
  103430. /** Triangle */
  103431. Triangle = 3,
  103432. /** Options */
  103433. Options = 4,
  103434. /** Share */
  103435. Share = 5,
  103436. /** L1 */
  103437. L1 = 6,
  103438. /** R1 */
  103439. R1 = 7,
  103440. /** Left stick */
  103441. LeftStick = 8,
  103442. /** Right stick */
  103443. RightStick = 9
  103444. }
  103445. /** Defines values for DualShock DPad */
  103446. export enum DualShockDpad {
  103447. /** Up */
  103448. Up = 0,
  103449. /** Down */
  103450. Down = 1,
  103451. /** Left */
  103452. Left = 2,
  103453. /** Right */
  103454. Right = 3
  103455. }
  103456. /**
  103457. * Defines a DualShock gamepad
  103458. */
  103459. export class DualShockPad extends Gamepad {
  103460. private _leftTrigger;
  103461. private _rightTrigger;
  103462. private _onlefttriggerchanged;
  103463. private _onrighttriggerchanged;
  103464. private _onbuttondown;
  103465. private _onbuttonup;
  103466. private _ondpaddown;
  103467. private _ondpadup;
  103468. /** Observable raised when a button is pressed */
  103469. onButtonDownObservable: Observable<DualShockButton>;
  103470. /** Observable raised when a button is released */
  103471. onButtonUpObservable: Observable<DualShockButton>;
  103472. /** Observable raised when a pad is pressed */
  103473. onPadDownObservable: Observable<DualShockDpad>;
  103474. /** Observable raised when a pad is released */
  103475. onPadUpObservable: Observable<DualShockDpad>;
  103476. private _buttonCross;
  103477. private _buttonCircle;
  103478. private _buttonSquare;
  103479. private _buttonTriangle;
  103480. private _buttonShare;
  103481. private _buttonOptions;
  103482. private _buttonL1;
  103483. private _buttonR1;
  103484. private _buttonLeftStick;
  103485. private _buttonRightStick;
  103486. private _dPadUp;
  103487. private _dPadDown;
  103488. private _dPadLeft;
  103489. private _dPadRight;
  103490. /**
  103491. * Creates a new DualShock gamepad object
  103492. * @param id defines the id of this gamepad
  103493. * @param index defines its index
  103494. * @param gamepad defines the internal HTML gamepad object
  103495. */
  103496. constructor(id: string, index: number, gamepad: any);
  103497. /**
  103498. * Defines the callback to call when left trigger is pressed
  103499. * @param callback defines the callback to use
  103500. */
  103501. onlefttriggerchanged(callback: (value: number) => void): void;
  103502. /**
  103503. * Defines the callback to call when right trigger is pressed
  103504. * @param callback defines the callback to use
  103505. */
  103506. onrighttriggerchanged(callback: (value: number) => void): void;
  103507. /**
  103508. * Gets the left trigger value
  103509. */
  103510. /**
  103511. * Sets the left trigger value
  103512. */
  103513. leftTrigger: number;
  103514. /**
  103515. * Gets the right trigger value
  103516. */
  103517. /**
  103518. * Sets the right trigger value
  103519. */
  103520. rightTrigger: number;
  103521. /**
  103522. * Defines the callback to call when a button is pressed
  103523. * @param callback defines the callback to use
  103524. */
  103525. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  103526. /**
  103527. * Defines the callback to call when a button is released
  103528. * @param callback defines the callback to use
  103529. */
  103530. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  103531. /**
  103532. * Defines the callback to call when a pad is pressed
  103533. * @param callback defines the callback to use
  103534. */
  103535. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  103536. /**
  103537. * Defines the callback to call when a pad is released
  103538. * @param callback defines the callback to use
  103539. */
  103540. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  103541. private _setButtonValue;
  103542. private _setDPadValue;
  103543. /**
  103544. * Gets the value of the `Cross` button
  103545. */
  103546. /**
  103547. * Sets the value of the `Cross` button
  103548. */
  103549. buttonCross: number;
  103550. /**
  103551. * Gets the value of the `Circle` button
  103552. */
  103553. /**
  103554. * Sets the value of the `Circle` button
  103555. */
  103556. buttonCircle: number;
  103557. /**
  103558. * Gets the value of the `Square` button
  103559. */
  103560. /**
  103561. * Sets the value of the `Square` button
  103562. */
  103563. buttonSquare: number;
  103564. /**
  103565. * Gets the value of the `Triangle` button
  103566. */
  103567. /**
  103568. * Sets the value of the `Triangle` button
  103569. */
  103570. buttonTriangle: number;
  103571. /**
  103572. * Gets the value of the `Options` button
  103573. */
  103574. /**
  103575. * Sets the value of the `Options` button
  103576. */
  103577. buttonOptions: number;
  103578. /**
  103579. * Gets the value of the `Share` button
  103580. */
  103581. /**
  103582. * Sets the value of the `Share` button
  103583. */
  103584. buttonShare: number;
  103585. /**
  103586. * Gets the value of the `L1` button
  103587. */
  103588. /**
  103589. * Sets the value of the `L1` button
  103590. */
  103591. buttonL1: number;
  103592. /**
  103593. * Gets the value of the `R1` button
  103594. */
  103595. /**
  103596. * Sets the value of the `R1` button
  103597. */
  103598. buttonR1: number;
  103599. /**
  103600. * Gets the value of the Left joystick
  103601. */
  103602. /**
  103603. * Sets the value of the Left joystick
  103604. */
  103605. buttonLeftStick: number;
  103606. /**
  103607. * Gets the value of the Right joystick
  103608. */
  103609. /**
  103610. * Sets the value of the Right joystick
  103611. */
  103612. buttonRightStick: number;
  103613. /**
  103614. * Gets the value of D-pad up
  103615. */
  103616. /**
  103617. * Sets the value of D-pad up
  103618. */
  103619. dPadUp: number;
  103620. /**
  103621. * Gets the value of D-pad down
  103622. */
  103623. /**
  103624. * Sets the value of D-pad down
  103625. */
  103626. dPadDown: number;
  103627. /**
  103628. * Gets the value of D-pad left
  103629. */
  103630. /**
  103631. * Sets the value of D-pad left
  103632. */
  103633. dPadLeft: number;
  103634. /**
  103635. * Gets the value of D-pad right
  103636. */
  103637. /**
  103638. * Sets the value of D-pad right
  103639. */
  103640. dPadRight: number;
  103641. /**
  103642. * Force the gamepad to synchronize with device values
  103643. */
  103644. update(): void;
  103645. /**
  103646. * Disposes the gamepad
  103647. */
  103648. dispose(): void;
  103649. }
  103650. }
  103651. declare module BABYLON {
  103652. /**
  103653. * Manager for handling gamepads
  103654. */
  103655. export class GamepadManager {
  103656. private _scene?;
  103657. private _babylonGamepads;
  103658. private _oneGamepadConnected;
  103659. /** @hidden */
  103660. _isMonitoring: boolean;
  103661. private _gamepadEventSupported;
  103662. private _gamepadSupport;
  103663. /**
  103664. * observable to be triggered when the gamepad controller has been connected
  103665. */
  103666. onGamepadConnectedObservable: Observable<Gamepad>;
  103667. /**
  103668. * observable to be triggered when the gamepad controller has been disconnected
  103669. */
  103670. onGamepadDisconnectedObservable: Observable<Gamepad>;
  103671. private _onGamepadConnectedEvent;
  103672. private _onGamepadDisconnectedEvent;
  103673. /**
  103674. * Initializes the gamepad manager
  103675. * @param _scene BabylonJS scene
  103676. */
  103677. constructor(_scene?: Scene | undefined);
  103678. /**
  103679. * The gamepads in the game pad manager
  103680. */
  103681. readonly gamepads: Gamepad[];
  103682. /**
  103683. * Get the gamepad controllers based on type
  103684. * @param type The type of gamepad controller
  103685. * @returns Nullable gamepad
  103686. */
  103687. getGamepadByType(type?: number): Nullable<Gamepad>;
  103688. /**
  103689. * Disposes the gamepad manager
  103690. */
  103691. dispose(): void;
  103692. private _addNewGamepad;
  103693. private _startMonitoringGamepads;
  103694. private _stopMonitoringGamepads;
  103695. /** @hidden */
  103696. _checkGamepadsStatus(): void;
  103697. private _updateGamepadObjects;
  103698. }
  103699. }
  103700. declare module BABYLON {
  103701. interface Scene {
  103702. /** @hidden */
  103703. _gamepadManager: Nullable<GamepadManager>;
  103704. /**
  103705. * Gets the gamepad manager associated with the scene
  103706. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  103707. */
  103708. gamepadManager: GamepadManager;
  103709. }
  103710. /**
  103711. * Interface representing a free camera inputs manager
  103712. */
  103713. interface FreeCameraInputsManager {
  103714. /**
  103715. * Adds gamepad input support to the FreeCameraInputsManager.
  103716. * @returns the FreeCameraInputsManager
  103717. */
  103718. addGamepad(): FreeCameraInputsManager;
  103719. }
  103720. /**
  103721. * Interface representing an arc rotate camera inputs manager
  103722. */
  103723. interface ArcRotateCameraInputsManager {
  103724. /**
  103725. * Adds gamepad input support to the ArcRotateCamera InputManager.
  103726. * @returns the camera inputs manager
  103727. */
  103728. addGamepad(): ArcRotateCameraInputsManager;
  103729. }
  103730. /**
  103731. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  103732. */
  103733. export class GamepadSystemSceneComponent implements ISceneComponent {
  103734. /**
  103735. * The component name helpfull to identify the component in the list of scene components.
  103736. */
  103737. readonly name: string;
  103738. /**
  103739. * The scene the component belongs to.
  103740. */
  103741. scene: Scene;
  103742. /**
  103743. * Creates a new instance of the component for the given scene
  103744. * @param scene Defines the scene to register the component in
  103745. */
  103746. constructor(scene: Scene);
  103747. /**
  103748. * Registers the component in a given scene
  103749. */
  103750. register(): void;
  103751. /**
  103752. * Rebuilds the elements related to this component in case of
  103753. * context lost for instance.
  103754. */
  103755. rebuild(): void;
  103756. /**
  103757. * Disposes the component and the associated ressources
  103758. */
  103759. dispose(): void;
  103760. private _beforeCameraUpdate;
  103761. }
  103762. }
  103763. declare module BABYLON {
  103764. /**
  103765. * 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,
  103766. * which still works and will still be found in many Playgrounds.
  103767. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103768. */
  103769. export class UniversalCamera extends TouchCamera {
  103770. /**
  103771. * Defines the gamepad rotation sensiblity.
  103772. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103773. */
  103774. gamepadAngularSensibility: number;
  103775. /**
  103776. * Defines the gamepad move sensiblity.
  103777. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103778. */
  103779. gamepadMoveSensibility: number;
  103780. /**
  103781. * 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,
  103782. * which still works and will still be found in many Playgrounds.
  103783. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103784. * @param name Define the name of the camera in the scene
  103785. * @param position Define the start position of the camera in the scene
  103786. * @param scene Define the scene the camera belongs to
  103787. */
  103788. constructor(name: string, position: Vector3, scene: Scene);
  103789. /**
  103790. * Gets the current object class name.
  103791. * @return the class name
  103792. */
  103793. getClassName(): string;
  103794. }
  103795. }
  103796. declare module BABYLON {
  103797. /**
  103798. * This represents a FPS type of camera. This is only here for back compat purpose.
  103799. * Please use the UniversalCamera instead as both are identical.
  103800. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103801. */
  103802. export class GamepadCamera extends UniversalCamera {
  103803. /**
  103804. * Instantiates a new Gamepad Camera
  103805. * This represents a FPS type of camera. This is only here for back compat purpose.
  103806. * Please use the UniversalCamera instead as both are identical.
  103807. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103808. * @param name Define the name of the camera in the scene
  103809. * @param position Define the start position of the camera in the scene
  103810. * @param scene Define the scene the camera belongs to
  103811. */
  103812. constructor(name: string, position: Vector3, scene: Scene);
  103813. /**
  103814. * Gets the current object class name.
  103815. * @return the class name
  103816. */
  103817. getClassName(): string;
  103818. }
  103819. }
  103820. declare module BABYLON {
  103821. /** @hidden */
  103822. export var passPixelShader: {
  103823. name: string;
  103824. shader: string;
  103825. };
  103826. }
  103827. declare module BABYLON {
  103828. /** @hidden */
  103829. export var passCubePixelShader: {
  103830. name: string;
  103831. shader: string;
  103832. };
  103833. }
  103834. declare module BABYLON {
  103835. /**
  103836. * PassPostProcess which produces an output the same as it's input
  103837. */
  103838. export class PassPostProcess extends PostProcess {
  103839. /**
  103840. * Creates the PassPostProcess
  103841. * @param name The name of the effect.
  103842. * @param options The required width/height ratio to downsize to before computing the render pass.
  103843. * @param camera The camera to apply the render pass to.
  103844. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103845. * @param engine The engine which the post process will be applied. (default: current engine)
  103846. * @param reusable If the post process can be reused on the same frame. (default: false)
  103847. * @param textureType The type of texture to be used when performing the post processing.
  103848. * @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)
  103849. */
  103850. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103851. }
  103852. /**
  103853. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  103854. */
  103855. export class PassCubePostProcess extends PostProcess {
  103856. private _face;
  103857. /**
  103858. * Gets or sets the cube face to display.
  103859. * * 0 is +X
  103860. * * 1 is -X
  103861. * * 2 is +Y
  103862. * * 3 is -Y
  103863. * * 4 is +Z
  103864. * * 5 is -Z
  103865. */
  103866. face: number;
  103867. /**
  103868. * Creates the PassCubePostProcess
  103869. * @param name The name of the effect.
  103870. * @param options The required width/height ratio to downsize to before computing the render pass.
  103871. * @param camera The camera to apply the render pass to.
  103872. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103873. * @param engine The engine which the post process will be applied. (default: current engine)
  103874. * @param reusable If the post process can be reused on the same frame. (default: false)
  103875. * @param textureType The type of texture to be used when performing the post processing.
  103876. * @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)
  103877. */
  103878. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103879. }
  103880. }
  103881. declare module BABYLON {
  103882. /** @hidden */
  103883. export var anaglyphPixelShader: {
  103884. name: string;
  103885. shader: string;
  103886. };
  103887. }
  103888. declare module BABYLON {
  103889. /**
  103890. * Postprocess used to generate anaglyphic rendering
  103891. */
  103892. export class AnaglyphPostProcess extends PostProcess {
  103893. private _passedProcess;
  103894. /**
  103895. * Creates a new AnaglyphPostProcess
  103896. * @param name defines postprocess name
  103897. * @param options defines creation options or target ratio scale
  103898. * @param rigCameras defines cameras using this postprocess
  103899. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  103900. * @param engine defines hosting engine
  103901. * @param reusable defines if the postprocess will be reused multiple times per frame
  103902. */
  103903. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  103904. }
  103905. }
  103906. declare module BABYLON {
  103907. /**
  103908. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  103909. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103910. */
  103911. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  103912. /**
  103913. * Creates a new AnaglyphArcRotateCamera
  103914. * @param name defines camera name
  103915. * @param alpha defines alpha angle (in radians)
  103916. * @param beta defines beta angle (in radians)
  103917. * @param radius defines radius
  103918. * @param target defines camera target
  103919. * @param interaxialDistance defines distance between each color axis
  103920. * @param scene defines the hosting scene
  103921. */
  103922. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  103923. /**
  103924. * Gets camera class name
  103925. * @returns AnaglyphArcRotateCamera
  103926. */
  103927. getClassName(): string;
  103928. }
  103929. }
  103930. declare module BABYLON {
  103931. /**
  103932. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  103933. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103934. */
  103935. export class AnaglyphFreeCamera extends FreeCamera {
  103936. /**
  103937. * Creates a new AnaglyphFreeCamera
  103938. * @param name defines camera name
  103939. * @param position defines initial position
  103940. * @param interaxialDistance defines distance between each color axis
  103941. * @param scene defines the hosting scene
  103942. */
  103943. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103944. /**
  103945. * Gets camera class name
  103946. * @returns AnaglyphFreeCamera
  103947. */
  103948. getClassName(): string;
  103949. }
  103950. }
  103951. declare module BABYLON {
  103952. /**
  103953. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  103954. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103955. */
  103956. export class AnaglyphGamepadCamera extends GamepadCamera {
  103957. /**
  103958. * Creates a new AnaglyphGamepadCamera
  103959. * @param name defines camera name
  103960. * @param position defines initial position
  103961. * @param interaxialDistance defines distance between each color axis
  103962. * @param scene defines the hosting scene
  103963. */
  103964. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103965. /**
  103966. * Gets camera class name
  103967. * @returns AnaglyphGamepadCamera
  103968. */
  103969. getClassName(): string;
  103970. }
  103971. }
  103972. declare module BABYLON {
  103973. /**
  103974. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  103975. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103976. */
  103977. export class AnaglyphUniversalCamera extends UniversalCamera {
  103978. /**
  103979. * Creates a new AnaglyphUniversalCamera
  103980. * @param name defines camera name
  103981. * @param position defines initial position
  103982. * @param interaxialDistance defines distance between each color axis
  103983. * @param scene defines the hosting scene
  103984. */
  103985. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103986. /**
  103987. * Gets camera class name
  103988. * @returns AnaglyphUniversalCamera
  103989. */
  103990. getClassName(): string;
  103991. }
  103992. }
  103993. declare module BABYLON {
  103994. /** @hidden */
  103995. export var stereoscopicInterlacePixelShader: {
  103996. name: string;
  103997. shader: string;
  103998. };
  103999. }
  104000. declare module BABYLON {
  104001. /**
  104002. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104003. */
  104004. export class StereoscopicInterlacePostProcess extends PostProcess {
  104005. private _stepSize;
  104006. private _passedProcess;
  104007. /**
  104008. * Initializes a StereoscopicInterlacePostProcess
  104009. * @param name The name of the effect.
  104010. * @param rigCameras The rig cameras to be appled to the post process
  104011. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104012. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104013. * @param engine The engine which the post process will be applied. (default: current engine)
  104014. * @param reusable If the post process can be reused on the same frame. (default: false)
  104015. */
  104016. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  104017. }
  104018. }
  104019. declare module BABYLON {
  104020. /**
  104021. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104022. * @see http://doc.babylonjs.com/features/cameras
  104023. */
  104024. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  104025. /**
  104026. * Creates a new StereoscopicArcRotateCamera
  104027. * @param name defines camera name
  104028. * @param alpha defines alpha angle (in radians)
  104029. * @param beta defines beta angle (in radians)
  104030. * @param radius defines radius
  104031. * @param target defines camera target
  104032. * @param interaxialDistance defines distance between each color axis
  104033. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104034. * @param scene defines the hosting scene
  104035. */
  104036. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104037. /**
  104038. * Gets camera class name
  104039. * @returns StereoscopicArcRotateCamera
  104040. */
  104041. getClassName(): string;
  104042. }
  104043. }
  104044. declare module BABYLON {
  104045. /**
  104046. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104047. * @see http://doc.babylonjs.com/features/cameras
  104048. */
  104049. export class StereoscopicFreeCamera extends FreeCamera {
  104050. /**
  104051. * Creates a new StereoscopicFreeCamera
  104052. * @param name defines camera name
  104053. * @param position defines initial position
  104054. * @param interaxialDistance defines distance between each color axis
  104055. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104056. * @param scene defines the hosting scene
  104057. */
  104058. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104059. /**
  104060. * Gets camera class name
  104061. * @returns StereoscopicFreeCamera
  104062. */
  104063. getClassName(): string;
  104064. }
  104065. }
  104066. declare module BABYLON {
  104067. /**
  104068. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104069. * @see http://doc.babylonjs.com/features/cameras
  104070. */
  104071. export class StereoscopicGamepadCamera extends GamepadCamera {
  104072. /**
  104073. * Creates a new StereoscopicGamepadCamera
  104074. * @param name defines camera name
  104075. * @param position defines initial position
  104076. * @param interaxialDistance defines distance between each color axis
  104077. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104078. * @param scene defines the hosting scene
  104079. */
  104080. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104081. /**
  104082. * Gets camera class name
  104083. * @returns StereoscopicGamepadCamera
  104084. */
  104085. getClassName(): string;
  104086. }
  104087. }
  104088. declare module BABYLON {
  104089. /**
  104090. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104091. * @see http://doc.babylonjs.com/features/cameras
  104092. */
  104093. export class StereoscopicUniversalCamera extends UniversalCamera {
  104094. /**
  104095. * Creates a new StereoscopicUniversalCamera
  104096. * @param name defines camera name
  104097. * @param position defines initial position
  104098. * @param interaxialDistance defines distance between each color axis
  104099. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104100. * @param scene defines the hosting scene
  104101. */
  104102. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104103. /**
  104104. * Gets camera class name
  104105. * @returns StereoscopicUniversalCamera
  104106. */
  104107. getClassName(): string;
  104108. }
  104109. }
  104110. declare module BABYLON {
  104111. /**
  104112. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  104113. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104114. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104115. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104116. */
  104117. export class VirtualJoysticksCamera extends FreeCamera {
  104118. /**
  104119. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  104120. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104121. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104122. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104123. * @param name Define the name of the camera in the scene
  104124. * @param position Define the start position of the camera in the scene
  104125. * @param scene Define the scene the camera belongs to
  104126. */
  104127. constructor(name: string, position: Vector3, scene: Scene);
  104128. /**
  104129. * Gets the current object class name.
  104130. * @return the class name
  104131. */
  104132. getClassName(): string;
  104133. }
  104134. }
  104135. declare module BABYLON {
  104136. /**
  104137. * This represents all the required metrics to create a VR camera.
  104138. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  104139. */
  104140. export class VRCameraMetrics {
  104141. /**
  104142. * Define the horizontal resolution off the screen.
  104143. */
  104144. hResolution: number;
  104145. /**
  104146. * Define the vertical resolution off the screen.
  104147. */
  104148. vResolution: number;
  104149. /**
  104150. * Define the horizontal screen size.
  104151. */
  104152. hScreenSize: number;
  104153. /**
  104154. * Define the vertical screen size.
  104155. */
  104156. vScreenSize: number;
  104157. /**
  104158. * Define the vertical screen center position.
  104159. */
  104160. vScreenCenter: number;
  104161. /**
  104162. * Define the distance of the eyes to the screen.
  104163. */
  104164. eyeToScreenDistance: number;
  104165. /**
  104166. * Define the distance between both lenses
  104167. */
  104168. lensSeparationDistance: number;
  104169. /**
  104170. * Define the distance between both viewer's eyes.
  104171. */
  104172. interpupillaryDistance: number;
  104173. /**
  104174. * Define the distortion factor of the VR postprocess.
  104175. * Please, touch with care.
  104176. */
  104177. distortionK: number[];
  104178. /**
  104179. * Define the chromatic aberration correction factors for the VR post process.
  104180. */
  104181. chromaAbCorrection: number[];
  104182. /**
  104183. * Define the scale factor of the post process.
  104184. * The smaller the better but the slower.
  104185. */
  104186. postProcessScaleFactor: number;
  104187. /**
  104188. * Define an offset for the lens center.
  104189. */
  104190. lensCenterOffset: number;
  104191. /**
  104192. * Define if the current vr camera should compensate the distortion of the lense or not.
  104193. */
  104194. compensateDistortion: boolean;
  104195. /**
  104196. * Defines if multiview should be enabled when rendering (Default: false)
  104197. */
  104198. multiviewEnabled: boolean;
  104199. /**
  104200. * Gets the rendering aspect ratio based on the provided resolutions.
  104201. */
  104202. readonly aspectRatio: number;
  104203. /**
  104204. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  104205. */
  104206. readonly aspectRatioFov: number;
  104207. /**
  104208. * @hidden
  104209. */
  104210. readonly leftHMatrix: Matrix;
  104211. /**
  104212. * @hidden
  104213. */
  104214. readonly rightHMatrix: Matrix;
  104215. /**
  104216. * @hidden
  104217. */
  104218. readonly leftPreViewMatrix: Matrix;
  104219. /**
  104220. * @hidden
  104221. */
  104222. readonly rightPreViewMatrix: Matrix;
  104223. /**
  104224. * Get the default VRMetrics based on the most generic setup.
  104225. * @returns the default vr metrics
  104226. */
  104227. static GetDefault(): VRCameraMetrics;
  104228. }
  104229. }
  104230. declare module BABYLON {
  104231. /** @hidden */
  104232. export var vrDistortionCorrectionPixelShader: {
  104233. name: string;
  104234. shader: string;
  104235. };
  104236. }
  104237. declare module BABYLON {
  104238. /**
  104239. * VRDistortionCorrectionPostProcess used for mobile VR
  104240. */
  104241. export class VRDistortionCorrectionPostProcess extends PostProcess {
  104242. private _isRightEye;
  104243. private _distortionFactors;
  104244. private _postProcessScaleFactor;
  104245. private _lensCenterOffset;
  104246. private _scaleIn;
  104247. private _scaleFactor;
  104248. private _lensCenter;
  104249. /**
  104250. * Initializes the VRDistortionCorrectionPostProcess
  104251. * @param name The name of the effect.
  104252. * @param camera The camera to apply the render pass to.
  104253. * @param isRightEye If this is for the right eye distortion
  104254. * @param vrMetrics All the required metrics for the VR camera
  104255. */
  104256. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  104257. }
  104258. }
  104259. declare module BABYLON {
  104260. /**
  104261. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  104262. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104263. */
  104264. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  104265. /**
  104266. * Creates a new VRDeviceOrientationArcRotateCamera
  104267. * @param name defines camera name
  104268. * @param alpha defines the camera rotation along the logitudinal axis
  104269. * @param beta defines the camera rotation along the latitudinal axis
  104270. * @param radius defines the camera distance from its target
  104271. * @param target defines the camera target
  104272. * @param scene defines the scene the camera belongs to
  104273. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104274. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104275. */
  104276. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104277. /**
  104278. * Gets camera class name
  104279. * @returns VRDeviceOrientationArcRotateCamera
  104280. */
  104281. getClassName(): string;
  104282. }
  104283. }
  104284. declare module BABYLON {
  104285. /**
  104286. * Camera used to simulate VR rendering (based on FreeCamera)
  104287. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104288. */
  104289. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  104290. /**
  104291. * Creates a new VRDeviceOrientationFreeCamera
  104292. * @param name defines camera name
  104293. * @param position defines the start position of the camera
  104294. * @param scene defines the scene the camera belongs to
  104295. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104296. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104297. */
  104298. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104299. /**
  104300. * Gets camera class name
  104301. * @returns VRDeviceOrientationFreeCamera
  104302. */
  104303. getClassName(): string;
  104304. }
  104305. }
  104306. declare module BABYLON {
  104307. /**
  104308. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  104309. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104310. */
  104311. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  104312. /**
  104313. * Creates a new VRDeviceOrientationGamepadCamera
  104314. * @param name defines camera name
  104315. * @param position defines the start position of the camera
  104316. * @param scene defines the scene the camera belongs to
  104317. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104318. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104319. */
  104320. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104321. /**
  104322. * Gets camera class name
  104323. * @returns VRDeviceOrientationGamepadCamera
  104324. */
  104325. getClassName(): string;
  104326. }
  104327. }
  104328. declare module BABYLON {
  104329. /**
  104330. * Base class of materials working in push mode in babylon JS
  104331. * @hidden
  104332. */
  104333. export class PushMaterial extends Material {
  104334. protected _activeEffect: Effect;
  104335. protected _normalMatrix: Matrix;
  104336. /**
  104337. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  104338. * This means that the material can keep using a previous shader while a new one is being compiled.
  104339. * This is mostly used when shader parallel compilation is supported (true by default)
  104340. */
  104341. allowShaderHotSwapping: boolean;
  104342. constructor(name: string, scene: Scene);
  104343. getEffect(): Effect;
  104344. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  104345. /**
  104346. * Binds the given world matrix to the active effect
  104347. *
  104348. * @param world the matrix to bind
  104349. */
  104350. bindOnlyWorldMatrix(world: Matrix): void;
  104351. /**
  104352. * Binds the given normal matrix to the active effect
  104353. *
  104354. * @param normalMatrix the matrix to bind
  104355. */
  104356. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  104357. bind(world: Matrix, mesh?: Mesh): void;
  104358. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  104359. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  104360. }
  104361. }
  104362. declare module BABYLON {
  104363. /**
  104364. * This groups all the flags used to control the materials channel.
  104365. */
  104366. export class MaterialFlags {
  104367. private static _DiffuseTextureEnabled;
  104368. /**
  104369. * Are diffuse textures enabled in the application.
  104370. */
  104371. static DiffuseTextureEnabled: boolean;
  104372. private static _AmbientTextureEnabled;
  104373. /**
  104374. * Are ambient textures enabled in the application.
  104375. */
  104376. static AmbientTextureEnabled: boolean;
  104377. private static _OpacityTextureEnabled;
  104378. /**
  104379. * Are opacity textures enabled in the application.
  104380. */
  104381. static OpacityTextureEnabled: boolean;
  104382. private static _ReflectionTextureEnabled;
  104383. /**
  104384. * Are reflection textures enabled in the application.
  104385. */
  104386. static ReflectionTextureEnabled: boolean;
  104387. private static _EmissiveTextureEnabled;
  104388. /**
  104389. * Are emissive textures enabled in the application.
  104390. */
  104391. static EmissiveTextureEnabled: boolean;
  104392. private static _SpecularTextureEnabled;
  104393. /**
  104394. * Are specular textures enabled in the application.
  104395. */
  104396. static SpecularTextureEnabled: boolean;
  104397. private static _BumpTextureEnabled;
  104398. /**
  104399. * Are bump textures enabled in the application.
  104400. */
  104401. static BumpTextureEnabled: boolean;
  104402. private static _LightmapTextureEnabled;
  104403. /**
  104404. * Are lightmap textures enabled in the application.
  104405. */
  104406. static LightmapTextureEnabled: boolean;
  104407. private static _RefractionTextureEnabled;
  104408. /**
  104409. * Are refraction textures enabled in the application.
  104410. */
  104411. static RefractionTextureEnabled: boolean;
  104412. private static _ColorGradingTextureEnabled;
  104413. /**
  104414. * Are color grading textures enabled in the application.
  104415. */
  104416. static ColorGradingTextureEnabled: boolean;
  104417. private static _FresnelEnabled;
  104418. /**
  104419. * Are fresnels enabled in the application.
  104420. */
  104421. static FresnelEnabled: boolean;
  104422. private static _ClearCoatTextureEnabled;
  104423. /**
  104424. * Are clear coat textures enabled in the application.
  104425. */
  104426. static ClearCoatTextureEnabled: boolean;
  104427. private static _ClearCoatBumpTextureEnabled;
  104428. /**
  104429. * Are clear coat bump textures enabled in the application.
  104430. */
  104431. static ClearCoatBumpTextureEnabled: boolean;
  104432. private static _ClearCoatTintTextureEnabled;
  104433. /**
  104434. * Are clear coat tint textures enabled in the application.
  104435. */
  104436. static ClearCoatTintTextureEnabled: boolean;
  104437. private static _SheenTextureEnabled;
  104438. /**
  104439. * Are sheen textures enabled in the application.
  104440. */
  104441. static SheenTextureEnabled: boolean;
  104442. private static _AnisotropicTextureEnabled;
  104443. /**
  104444. * Are anisotropic textures enabled in the application.
  104445. */
  104446. static AnisotropicTextureEnabled: boolean;
  104447. private static _ThicknessTextureEnabled;
  104448. /**
  104449. * Are thickness textures enabled in the application.
  104450. */
  104451. static ThicknessTextureEnabled: boolean;
  104452. }
  104453. }
  104454. declare module BABYLON {
  104455. /** @hidden */
  104456. export var defaultFragmentDeclaration: {
  104457. name: string;
  104458. shader: string;
  104459. };
  104460. }
  104461. declare module BABYLON {
  104462. /** @hidden */
  104463. export var defaultUboDeclaration: {
  104464. name: string;
  104465. shader: string;
  104466. };
  104467. }
  104468. declare module BABYLON {
  104469. /** @hidden */
  104470. export var lightFragmentDeclaration: {
  104471. name: string;
  104472. shader: string;
  104473. };
  104474. }
  104475. declare module BABYLON {
  104476. /** @hidden */
  104477. export var lightUboDeclaration: {
  104478. name: string;
  104479. shader: string;
  104480. };
  104481. }
  104482. declare module BABYLON {
  104483. /** @hidden */
  104484. export var lightsFragmentFunctions: {
  104485. name: string;
  104486. shader: string;
  104487. };
  104488. }
  104489. declare module BABYLON {
  104490. /** @hidden */
  104491. export var shadowsFragmentFunctions: {
  104492. name: string;
  104493. shader: string;
  104494. };
  104495. }
  104496. declare module BABYLON {
  104497. /** @hidden */
  104498. export var fresnelFunction: {
  104499. name: string;
  104500. shader: string;
  104501. };
  104502. }
  104503. declare module BABYLON {
  104504. /** @hidden */
  104505. export var reflectionFunction: {
  104506. name: string;
  104507. shader: string;
  104508. };
  104509. }
  104510. declare module BABYLON {
  104511. /** @hidden */
  104512. export var bumpFragmentFunctions: {
  104513. name: string;
  104514. shader: string;
  104515. };
  104516. }
  104517. declare module BABYLON {
  104518. /** @hidden */
  104519. export var logDepthDeclaration: {
  104520. name: string;
  104521. shader: string;
  104522. };
  104523. }
  104524. declare module BABYLON {
  104525. /** @hidden */
  104526. export var bumpFragment: {
  104527. name: string;
  104528. shader: string;
  104529. };
  104530. }
  104531. declare module BABYLON {
  104532. /** @hidden */
  104533. export var depthPrePass: {
  104534. name: string;
  104535. shader: string;
  104536. };
  104537. }
  104538. declare module BABYLON {
  104539. /** @hidden */
  104540. export var lightFragment: {
  104541. name: string;
  104542. shader: string;
  104543. };
  104544. }
  104545. declare module BABYLON {
  104546. /** @hidden */
  104547. export var logDepthFragment: {
  104548. name: string;
  104549. shader: string;
  104550. };
  104551. }
  104552. declare module BABYLON {
  104553. /** @hidden */
  104554. export var defaultPixelShader: {
  104555. name: string;
  104556. shader: string;
  104557. };
  104558. }
  104559. declare module BABYLON {
  104560. /** @hidden */
  104561. export var defaultVertexDeclaration: {
  104562. name: string;
  104563. shader: string;
  104564. };
  104565. }
  104566. declare module BABYLON {
  104567. /** @hidden */
  104568. export var bumpVertexDeclaration: {
  104569. name: string;
  104570. shader: string;
  104571. };
  104572. }
  104573. declare module BABYLON {
  104574. /** @hidden */
  104575. export var bumpVertex: {
  104576. name: string;
  104577. shader: string;
  104578. };
  104579. }
  104580. declare module BABYLON {
  104581. /** @hidden */
  104582. export var fogVertex: {
  104583. name: string;
  104584. shader: string;
  104585. };
  104586. }
  104587. declare module BABYLON {
  104588. /** @hidden */
  104589. export var shadowsVertex: {
  104590. name: string;
  104591. shader: string;
  104592. };
  104593. }
  104594. declare module BABYLON {
  104595. /** @hidden */
  104596. export var pointCloudVertex: {
  104597. name: string;
  104598. shader: string;
  104599. };
  104600. }
  104601. declare module BABYLON {
  104602. /** @hidden */
  104603. export var logDepthVertex: {
  104604. name: string;
  104605. shader: string;
  104606. };
  104607. }
  104608. declare module BABYLON {
  104609. /** @hidden */
  104610. export var defaultVertexShader: {
  104611. name: string;
  104612. shader: string;
  104613. };
  104614. }
  104615. declare module BABYLON {
  104616. /** @hidden */
  104617. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  104618. MAINUV1: boolean;
  104619. MAINUV2: boolean;
  104620. DIFFUSE: boolean;
  104621. DIFFUSEDIRECTUV: number;
  104622. AMBIENT: boolean;
  104623. AMBIENTDIRECTUV: number;
  104624. OPACITY: boolean;
  104625. OPACITYDIRECTUV: number;
  104626. OPACITYRGB: boolean;
  104627. REFLECTION: boolean;
  104628. EMISSIVE: boolean;
  104629. EMISSIVEDIRECTUV: number;
  104630. SPECULAR: boolean;
  104631. SPECULARDIRECTUV: number;
  104632. BUMP: boolean;
  104633. BUMPDIRECTUV: number;
  104634. PARALLAX: boolean;
  104635. PARALLAXOCCLUSION: boolean;
  104636. SPECULAROVERALPHA: boolean;
  104637. CLIPPLANE: boolean;
  104638. CLIPPLANE2: boolean;
  104639. CLIPPLANE3: boolean;
  104640. CLIPPLANE4: boolean;
  104641. ALPHATEST: boolean;
  104642. DEPTHPREPASS: boolean;
  104643. ALPHAFROMDIFFUSE: boolean;
  104644. POINTSIZE: boolean;
  104645. FOG: boolean;
  104646. SPECULARTERM: boolean;
  104647. DIFFUSEFRESNEL: boolean;
  104648. OPACITYFRESNEL: boolean;
  104649. REFLECTIONFRESNEL: boolean;
  104650. REFRACTIONFRESNEL: boolean;
  104651. EMISSIVEFRESNEL: boolean;
  104652. FRESNEL: boolean;
  104653. NORMAL: boolean;
  104654. UV1: boolean;
  104655. UV2: boolean;
  104656. VERTEXCOLOR: boolean;
  104657. VERTEXALPHA: boolean;
  104658. NUM_BONE_INFLUENCERS: number;
  104659. BonesPerMesh: number;
  104660. BONETEXTURE: boolean;
  104661. INSTANCES: boolean;
  104662. GLOSSINESS: boolean;
  104663. ROUGHNESS: boolean;
  104664. EMISSIVEASILLUMINATION: boolean;
  104665. LINKEMISSIVEWITHDIFFUSE: boolean;
  104666. REFLECTIONFRESNELFROMSPECULAR: boolean;
  104667. LIGHTMAP: boolean;
  104668. LIGHTMAPDIRECTUV: number;
  104669. OBJECTSPACE_NORMALMAP: boolean;
  104670. USELIGHTMAPASSHADOWMAP: boolean;
  104671. REFLECTIONMAP_3D: boolean;
  104672. REFLECTIONMAP_SPHERICAL: boolean;
  104673. REFLECTIONMAP_PLANAR: boolean;
  104674. REFLECTIONMAP_CUBIC: boolean;
  104675. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  104676. REFLECTIONMAP_PROJECTION: boolean;
  104677. REFLECTIONMAP_SKYBOX: boolean;
  104678. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  104679. REFLECTIONMAP_EXPLICIT: boolean;
  104680. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  104681. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  104682. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  104683. INVERTCUBICMAP: boolean;
  104684. LOGARITHMICDEPTH: boolean;
  104685. REFRACTION: boolean;
  104686. REFRACTIONMAP_3D: boolean;
  104687. REFLECTIONOVERALPHA: boolean;
  104688. TWOSIDEDLIGHTING: boolean;
  104689. SHADOWFLOAT: boolean;
  104690. MORPHTARGETS: boolean;
  104691. MORPHTARGETS_NORMAL: boolean;
  104692. MORPHTARGETS_TANGENT: boolean;
  104693. MORPHTARGETS_UV: boolean;
  104694. NUM_MORPH_INFLUENCERS: number;
  104695. NONUNIFORMSCALING: boolean;
  104696. PREMULTIPLYALPHA: boolean;
  104697. IMAGEPROCESSING: boolean;
  104698. VIGNETTE: boolean;
  104699. VIGNETTEBLENDMODEMULTIPLY: boolean;
  104700. VIGNETTEBLENDMODEOPAQUE: boolean;
  104701. TONEMAPPING: boolean;
  104702. TONEMAPPING_ACES: boolean;
  104703. CONTRAST: boolean;
  104704. COLORCURVES: boolean;
  104705. COLORGRADING: boolean;
  104706. COLORGRADING3D: boolean;
  104707. SAMPLER3DGREENDEPTH: boolean;
  104708. SAMPLER3DBGRMAP: boolean;
  104709. IMAGEPROCESSINGPOSTPROCESS: boolean;
  104710. MULTIVIEW: boolean;
  104711. /**
  104712. * If the reflection texture on this material is in linear color space
  104713. * @hidden
  104714. */
  104715. IS_REFLECTION_LINEAR: boolean;
  104716. /**
  104717. * If the refraction texture on this material is in linear color space
  104718. * @hidden
  104719. */
  104720. IS_REFRACTION_LINEAR: boolean;
  104721. EXPOSURE: boolean;
  104722. constructor();
  104723. setReflectionMode(modeToEnable: string): void;
  104724. }
  104725. /**
  104726. * This is the default material used in Babylon. It is the best trade off between quality
  104727. * and performances.
  104728. * @see http://doc.babylonjs.com/babylon101/materials
  104729. */
  104730. export class StandardMaterial extends PushMaterial {
  104731. private _diffuseTexture;
  104732. /**
  104733. * The basic texture of the material as viewed under a light.
  104734. */
  104735. diffuseTexture: Nullable<BaseTexture>;
  104736. private _ambientTexture;
  104737. /**
  104738. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  104739. */
  104740. ambientTexture: Nullable<BaseTexture>;
  104741. private _opacityTexture;
  104742. /**
  104743. * Define the transparency of the material from a texture.
  104744. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  104745. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  104746. */
  104747. opacityTexture: Nullable<BaseTexture>;
  104748. private _reflectionTexture;
  104749. /**
  104750. * Define the texture used to display the reflection.
  104751. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104752. */
  104753. reflectionTexture: Nullable<BaseTexture>;
  104754. private _emissiveTexture;
  104755. /**
  104756. * Define texture of the material as if self lit.
  104757. * This will be mixed in the final result even in the absence of light.
  104758. */
  104759. emissiveTexture: Nullable<BaseTexture>;
  104760. private _specularTexture;
  104761. /**
  104762. * Define how the color and intensity of the highlight given by the light in the material.
  104763. */
  104764. specularTexture: Nullable<BaseTexture>;
  104765. private _bumpTexture;
  104766. /**
  104767. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  104768. * 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.
  104769. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  104770. */
  104771. bumpTexture: Nullable<BaseTexture>;
  104772. private _lightmapTexture;
  104773. /**
  104774. * Complex lighting can be computationally expensive to compute at runtime.
  104775. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  104776. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  104777. */
  104778. lightmapTexture: Nullable<BaseTexture>;
  104779. private _refractionTexture;
  104780. /**
  104781. * Define the texture used to display the refraction.
  104782. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104783. */
  104784. refractionTexture: Nullable<BaseTexture>;
  104785. /**
  104786. * The color of the material lit by the environmental background lighting.
  104787. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  104788. */
  104789. ambientColor: Color3;
  104790. /**
  104791. * The basic color of the material as viewed under a light.
  104792. */
  104793. diffuseColor: Color3;
  104794. /**
  104795. * Define how the color and intensity of the highlight given by the light in the material.
  104796. */
  104797. specularColor: Color3;
  104798. /**
  104799. * Define the color of the material as if self lit.
  104800. * This will be mixed in the final result even in the absence of light.
  104801. */
  104802. emissiveColor: Color3;
  104803. /**
  104804. * Defines how sharp are the highlights in the material.
  104805. * The bigger the value the sharper giving a more glossy feeling to the result.
  104806. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  104807. */
  104808. specularPower: number;
  104809. private _useAlphaFromDiffuseTexture;
  104810. /**
  104811. * Does the transparency come from the diffuse texture alpha channel.
  104812. */
  104813. useAlphaFromDiffuseTexture: boolean;
  104814. private _useEmissiveAsIllumination;
  104815. /**
  104816. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  104817. */
  104818. useEmissiveAsIllumination: boolean;
  104819. private _linkEmissiveWithDiffuse;
  104820. /**
  104821. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  104822. * the emissive level when the final color is close to one.
  104823. */
  104824. linkEmissiveWithDiffuse: boolean;
  104825. private _useSpecularOverAlpha;
  104826. /**
  104827. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  104828. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  104829. */
  104830. useSpecularOverAlpha: boolean;
  104831. private _useReflectionOverAlpha;
  104832. /**
  104833. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  104834. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  104835. */
  104836. useReflectionOverAlpha: boolean;
  104837. private _disableLighting;
  104838. /**
  104839. * Does lights from the scene impacts this material.
  104840. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  104841. */
  104842. disableLighting: boolean;
  104843. private _useObjectSpaceNormalMap;
  104844. /**
  104845. * Allows using an object space normal map (instead of tangent space).
  104846. */
  104847. useObjectSpaceNormalMap: boolean;
  104848. private _useParallax;
  104849. /**
  104850. * Is parallax enabled or not.
  104851. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104852. */
  104853. useParallax: boolean;
  104854. private _useParallaxOcclusion;
  104855. /**
  104856. * Is parallax occlusion enabled or not.
  104857. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  104858. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104859. */
  104860. useParallaxOcclusion: boolean;
  104861. /**
  104862. * 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.
  104863. */
  104864. parallaxScaleBias: number;
  104865. private _roughness;
  104866. /**
  104867. * Helps to define how blurry the reflections should appears in the material.
  104868. */
  104869. roughness: number;
  104870. /**
  104871. * In case of refraction, define the value of the index of refraction.
  104872. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104873. */
  104874. indexOfRefraction: number;
  104875. /**
  104876. * Invert the refraction texture alongside the y axis.
  104877. * It can be useful with procedural textures or probe for instance.
  104878. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104879. */
  104880. invertRefractionY: boolean;
  104881. /**
  104882. * Defines the alpha limits in alpha test mode.
  104883. */
  104884. alphaCutOff: number;
  104885. private _useLightmapAsShadowmap;
  104886. /**
  104887. * In case of light mapping, define whether the map contains light or shadow informations.
  104888. */
  104889. useLightmapAsShadowmap: boolean;
  104890. private _diffuseFresnelParameters;
  104891. /**
  104892. * Define the diffuse fresnel parameters of the material.
  104893. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104894. */
  104895. diffuseFresnelParameters: FresnelParameters;
  104896. private _opacityFresnelParameters;
  104897. /**
  104898. * Define the opacity fresnel parameters of the material.
  104899. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104900. */
  104901. opacityFresnelParameters: FresnelParameters;
  104902. private _reflectionFresnelParameters;
  104903. /**
  104904. * Define the reflection fresnel parameters of the material.
  104905. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104906. */
  104907. reflectionFresnelParameters: FresnelParameters;
  104908. private _refractionFresnelParameters;
  104909. /**
  104910. * Define the refraction fresnel parameters of the material.
  104911. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104912. */
  104913. refractionFresnelParameters: FresnelParameters;
  104914. private _emissiveFresnelParameters;
  104915. /**
  104916. * Define the emissive fresnel parameters of the material.
  104917. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104918. */
  104919. emissiveFresnelParameters: FresnelParameters;
  104920. private _useReflectionFresnelFromSpecular;
  104921. /**
  104922. * If true automatically deducts the fresnels values from the material specularity.
  104923. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104924. */
  104925. useReflectionFresnelFromSpecular: boolean;
  104926. private _useGlossinessFromSpecularMapAlpha;
  104927. /**
  104928. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  104929. */
  104930. useGlossinessFromSpecularMapAlpha: boolean;
  104931. private _maxSimultaneousLights;
  104932. /**
  104933. * Defines the maximum number of lights that can be used in the material
  104934. */
  104935. maxSimultaneousLights: number;
  104936. private _invertNormalMapX;
  104937. /**
  104938. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  104939. */
  104940. invertNormalMapX: boolean;
  104941. private _invertNormalMapY;
  104942. /**
  104943. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  104944. */
  104945. invertNormalMapY: boolean;
  104946. private _twoSidedLighting;
  104947. /**
  104948. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  104949. */
  104950. twoSidedLighting: boolean;
  104951. /**
  104952. * Default configuration related to image processing available in the standard Material.
  104953. */
  104954. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  104955. /**
  104956. * Gets the image processing configuration used either in this material.
  104957. */
  104958. /**
  104959. * Sets the Default image processing configuration used either in the this material.
  104960. *
  104961. * If sets to null, the scene one is in use.
  104962. */
  104963. imageProcessingConfiguration: ImageProcessingConfiguration;
  104964. /**
  104965. * Keep track of the image processing observer to allow dispose and replace.
  104966. */
  104967. private _imageProcessingObserver;
  104968. /**
  104969. * Attaches a new image processing configuration to the Standard Material.
  104970. * @param configuration
  104971. */
  104972. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  104973. /**
  104974. * Gets wether the color curves effect is enabled.
  104975. */
  104976. /**
  104977. * Sets wether the color curves effect is enabled.
  104978. */
  104979. cameraColorCurvesEnabled: boolean;
  104980. /**
  104981. * Gets wether the color grading effect is enabled.
  104982. */
  104983. /**
  104984. * Gets wether the color grading effect is enabled.
  104985. */
  104986. cameraColorGradingEnabled: boolean;
  104987. /**
  104988. * Gets wether tonemapping is enabled or not.
  104989. */
  104990. /**
  104991. * Sets wether tonemapping is enabled or not
  104992. */
  104993. cameraToneMappingEnabled: boolean;
  104994. /**
  104995. * The camera exposure used on this material.
  104996. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  104997. * This corresponds to a photographic exposure.
  104998. */
  104999. /**
  105000. * The camera exposure used on this material.
  105001. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105002. * This corresponds to a photographic exposure.
  105003. */
  105004. cameraExposure: number;
  105005. /**
  105006. * Gets The camera contrast used on this material.
  105007. */
  105008. /**
  105009. * Sets The camera contrast used on this material.
  105010. */
  105011. cameraContrast: number;
  105012. /**
  105013. * Gets the Color Grading 2D Lookup Texture.
  105014. */
  105015. /**
  105016. * Sets the Color Grading 2D Lookup Texture.
  105017. */
  105018. cameraColorGradingTexture: Nullable<BaseTexture>;
  105019. /**
  105020. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105021. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105022. * 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;
  105023. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105024. */
  105025. /**
  105026. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105027. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105028. * 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;
  105029. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105030. */
  105031. cameraColorCurves: Nullable<ColorCurves>;
  105032. /**
  105033. * Custom callback helping to override the default shader used in the material.
  105034. */
  105035. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  105036. protected _renderTargets: SmartArray<RenderTargetTexture>;
  105037. protected _worldViewProjectionMatrix: Matrix;
  105038. protected _globalAmbientColor: Color3;
  105039. protected _useLogarithmicDepth: boolean;
  105040. /**
  105041. * Instantiates a new standard material.
  105042. * This is the default material used in Babylon. It is the best trade off between quality
  105043. * and performances.
  105044. * @see http://doc.babylonjs.com/babylon101/materials
  105045. * @param name Define the name of the material in the scene
  105046. * @param scene Define the scene the material belong to
  105047. */
  105048. constructor(name: string, scene: Scene);
  105049. /**
  105050. * Gets a boolean indicating that current material needs to register RTT
  105051. */
  105052. readonly hasRenderTargetTextures: boolean;
  105053. /**
  105054. * Gets the current class name of the material e.g. "StandardMaterial"
  105055. * Mainly use in serialization.
  105056. * @returns the class name
  105057. */
  105058. getClassName(): string;
  105059. /**
  105060. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  105061. * You can try switching to logarithmic depth.
  105062. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  105063. */
  105064. useLogarithmicDepth: boolean;
  105065. /**
  105066. * Specifies if the material will require alpha blending
  105067. * @returns a boolean specifying if alpha blending is needed
  105068. */
  105069. needAlphaBlending(): boolean;
  105070. /**
  105071. * Specifies if this material should be rendered in alpha test mode
  105072. * @returns a boolean specifying if an alpha test is needed.
  105073. */
  105074. needAlphaTesting(): boolean;
  105075. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  105076. /**
  105077. * Get the texture used for alpha test purpose.
  105078. * @returns the diffuse texture in case of the standard material.
  105079. */
  105080. getAlphaTestTexture(): Nullable<BaseTexture>;
  105081. /**
  105082. * Get if the submesh is ready to be used and all its information available.
  105083. * Child classes can use it to update shaders
  105084. * @param mesh defines the mesh to check
  105085. * @param subMesh defines which submesh to check
  105086. * @param useInstances specifies that instances should be used
  105087. * @returns a boolean indicating that the submesh is ready or not
  105088. */
  105089. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  105090. /**
  105091. * Builds the material UBO layouts.
  105092. * Used internally during the effect preparation.
  105093. */
  105094. buildUniformLayout(): void;
  105095. /**
  105096. * Unbinds the material from the mesh
  105097. */
  105098. unbind(): void;
  105099. /**
  105100. * Binds the submesh to this material by preparing the effect and shader to draw
  105101. * @param world defines the world transformation matrix
  105102. * @param mesh defines the mesh containing the submesh
  105103. * @param subMesh defines the submesh to bind the material to
  105104. */
  105105. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  105106. /**
  105107. * Get the list of animatables in the material.
  105108. * @returns the list of animatables object used in the material
  105109. */
  105110. getAnimatables(): IAnimatable[];
  105111. /**
  105112. * Gets the active textures from the material
  105113. * @returns an array of textures
  105114. */
  105115. getActiveTextures(): BaseTexture[];
  105116. /**
  105117. * Specifies if the material uses a texture
  105118. * @param texture defines the texture to check against the material
  105119. * @returns a boolean specifying if the material uses the texture
  105120. */
  105121. hasTexture(texture: BaseTexture): boolean;
  105122. /**
  105123. * Disposes the material
  105124. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  105125. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  105126. */
  105127. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  105128. /**
  105129. * Makes a duplicate of the material, and gives it a new name
  105130. * @param name defines the new name for the duplicated material
  105131. * @returns the cloned material
  105132. */
  105133. clone(name: string): StandardMaterial;
  105134. /**
  105135. * Serializes this material in a JSON representation
  105136. * @returns the serialized material object
  105137. */
  105138. serialize(): any;
  105139. /**
  105140. * Creates a standard material from parsed material data
  105141. * @param source defines the JSON representation of the material
  105142. * @param scene defines the hosting scene
  105143. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  105144. * @returns a new standard material
  105145. */
  105146. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  105147. /**
  105148. * Are diffuse textures enabled in the application.
  105149. */
  105150. static DiffuseTextureEnabled: boolean;
  105151. /**
  105152. * Are ambient textures enabled in the application.
  105153. */
  105154. static AmbientTextureEnabled: boolean;
  105155. /**
  105156. * Are opacity textures enabled in the application.
  105157. */
  105158. static OpacityTextureEnabled: boolean;
  105159. /**
  105160. * Are reflection textures enabled in the application.
  105161. */
  105162. static ReflectionTextureEnabled: boolean;
  105163. /**
  105164. * Are emissive textures enabled in the application.
  105165. */
  105166. static EmissiveTextureEnabled: boolean;
  105167. /**
  105168. * Are specular textures enabled in the application.
  105169. */
  105170. static SpecularTextureEnabled: boolean;
  105171. /**
  105172. * Are bump textures enabled in the application.
  105173. */
  105174. static BumpTextureEnabled: boolean;
  105175. /**
  105176. * Are lightmap textures enabled in the application.
  105177. */
  105178. static LightmapTextureEnabled: boolean;
  105179. /**
  105180. * Are refraction textures enabled in the application.
  105181. */
  105182. static RefractionTextureEnabled: boolean;
  105183. /**
  105184. * Are color grading textures enabled in the application.
  105185. */
  105186. static ColorGradingTextureEnabled: boolean;
  105187. /**
  105188. * Are fresnels enabled in the application.
  105189. */
  105190. static FresnelEnabled: boolean;
  105191. }
  105192. }
  105193. declare module BABYLON {
  105194. /**
  105195. * A class extending Texture allowing drawing on a texture
  105196. * @see http://doc.babylonjs.com/how_to/dynamictexture
  105197. */
  105198. export class DynamicTexture extends Texture {
  105199. private _generateMipMaps;
  105200. private _canvas;
  105201. private _context;
  105202. private _engine;
  105203. /**
  105204. * Creates a DynamicTexture
  105205. * @param name defines the name of the texture
  105206. * @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
  105207. * @param scene defines the scene where you want the texture
  105208. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  105209. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  105210. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  105211. */
  105212. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  105213. /**
  105214. * Get the current class name of the texture useful for serialization or dynamic coding.
  105215. * @returns "DynamicTexture"
  105216. */
  105217. getClassName(): string;
  105218. /**
  105219. * Gets the current state of canRescale
  105220. */
  105221. readonly canRescale: boolean;
  105222. private _recreate;
  105223. /**
  105224. * Scales the texture
  105225. * @param ratio the scale factor to apply to both width and height
  105226. */
  105227. scale(ratio: number): void;
  105228. /**
  105229. * Resizes the texture
  105230. * @param width the new width
  105231. * @param height the new height
  105232. */
  105233. scaleTo(width: number, height: number): void;
  105234. /**
  105235. * Gets the context of the canvas used by the texture
  105236. * @returns the canvas context of the dynamic texture
  105237. */
  105238. getContext(): CanvasRenderingContext2D;
  105239. /**
  105240. * Clears the texture
  105241. */
  105242. clear(): void;
  105243. /**
  105244. * Updates the texture
  105245. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  105246. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  105247. */
  105248. update(invertY?: boolean, premulAlpha?: boolean): void;
  105249. /**
  105250. * Draws text onto the texture
  105251. * @param text defines the text to be drawn
  105252. * @param x defines the placement of the text from the left
  105253. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  105254. * @param font defines the font to be used with font-style, font-size, font-name
  105255. * @param color defines the color used for the text
  105256. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  105257. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  105258. * @param update defines whether texture is immediately update (default is true)
  105259. */
  105260. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  105261. /**
  105262. * Clones the texture
  105263. * @returns the clone of the texture.
  105264. */
  105265. clone(): DynamicTexture;
  105266. /**
  105267. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  105268. * @returns a serialized dynamic texture object
  105269. */
  105270. serialize(): any;
  105271. /** @hidden */
  105272. _rebuild(): void;
  105273. }
  105274. }
  105275. declare module BABYLON {
  105276. /** @hidden */
  105277. export var imageProcessingPixelShader: {
  105278. name: string;
  105279. shader: string;
  105280. };
  105281. }
  105282. declare module BABYLON {
  105283. /**
  105284. * ImageProcessingPostProcess
  105285. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  105286. */
  105287. export class ImageProcessingPostProcess extends PostProcess {
  105288. /**
  105289. * Default configuration related to image processing available in the PBR Material.
  105290. */
  105291. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  105292. /**
  105293. * Gets the image processing configuration used either in this material.
  105294. */
  105295. /**
  105296. * Sets the Default image processing configuration used either in the this material.
  105297. *
  105298. * If sets to null, the scene one is in use.
  105299. */
  105300. imageProcessingConfiguration: ImageProcessingConfiguration;
  105301. /**
  105302. * Keep track of the image processing observer to allow dispose and replace.
  105303. */
  105304. private _imageProcessingObserver;
  105305. /**
  105306. * Attaches a new image processing configuration to the PBR Material.
  105307. * @param configuration
  105308. */
  105309. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  105310. /**
  105311. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  105312. */
  105313. /**
  105314. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  105315. */
  105316. colorCurves: Nullable<ColorCurves>;
  105317. /**
  105318. * Gets wether the color curves effect is enabled.
  105319. */
  105320. /**
  105321. * Sets wether the color curves effect is enabled.
  105322. */
  105323. colorCurvesEnabled: boolean;
  105324. /**
  105325. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  105326. */
  105327. /**
  105328. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  105329. */
  105330. colorGradingTexture: Nullable<BaseTexture>;
  105331. /**
  105332. * Gets wether the color grading effect is enabled.
  105333. */
  105334. /**
  105335. * Gets wether the color grading effect is enabled.
  105336. */
  105337. colorGradingEnabled: boolean;
  105338. /**
  105339. * Gets exposure used in the effect.
  105340. */
  105341. /**
  105342. * Sets exposure used in the effect.
  105343. */
  105344. exposure: number;
  105345. /**
  105346. * Gets wether tonemapping is enabled or not.
  105347. */
  105348. /**
  105349. * Sets wether tonemapping is enabled or not
  105350. */
  105351. toneMappingEnabled: boolean;
  105352. /**
  105353. * Gets the type of tone mapping effect.
  105354. */
  105355. /**
  105356. * Sets the type of tone mapping effect.
  105357. */
  105358. toneMappingType: number;
  105359. /**
  105360. * Gets contrast used in the effect.
  105361. */
  105362. /**
  105363. * Sets contrast used in the effect.
  105364. */
  105365. contrast: number;
  105366. /**
  105367. * Gets Vignette stretch size.
  105368. */
  105369. /**
  105370. * Sets Vignette stretch size.
  105371. */
  105372. vignetteStretch: number;
  105373. /**
  105374. * Gets Vignette centre X Offset.
  105375. */
  105376. /**
  105377. * Sets Vignette centre X Offset.
  105378. */
  105379. vignetteCentreX: number;
  105380. /**
  105381. * Gets Vignette centre Y Offset.
  105382. */
  105383. /**
  105384. * Sets Vignette centre Y Offset.
  105385. */
  105386. vignetteCentreY: number;
  105387. /**
  105388. * Gets Vignette weight or intensity of the vignette effect.
  105389. */
  105390. /**
  105391. * Sets Vignette weight or intensity of the vignette effect.
  105392. */
  105393. vignetteWeight: number;
  105394. /**
  105395. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  105396. * if vignetteEnabled is set to true.
  105397. */
  105398. /**
  105399. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  105400. * if vignetteEnabled is set to true.
  105401. */
  105402. vignetteColor: Color4;
  105403. /**
  105404. * Gets Camera field of view used by the Vignette effect.
  105405. */
  105406. /**
  105407. * Sets Camera field of view used by the Vignette effect.
  105408. */
  105409. vignetteCameraFov: number;
  105410. /**
  105411. * Gets the vignette blend mode allowing different kind of effect.
  105412. */
  105413. /**
  105414. * Sets the vignette blend mode allowing different kind of effect.
  105415. */
  105416. vignetteBlendMode: number;
  105417. /**
  105418. * Gets wether the vignette effect is enabled.
  105419. */
  105420. /**
  105421. * Sets wether the vignette effect is enabled.
  105422. */
  105423. vignetteEnabled: boolean;
  105424. private _fromLinearSpace;
  105425. /**
  105426. * Gets wether the input of the processing is in Gamma or Linear Space.
  105427. */
  105428. /**
  105429. * Sets wether the input of the processing is in Gamma or Linear Space.
  105430. */
  105431. fromLinearSpace: boolean;
  105432. /**
  105433. * Defines cache preventing GC.
  105434. */
  105435. private _defines;
  105436. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  105437. /**
  105438. * "ImageProcessingPostProcess"
  105439. * @returns "ImageProcessingPostProcess"
  105440. */
  105441. getClassName(): string;
  105442. protected _updateParameters(): void;
  105443. dispose(camera?: Camera): void;
  105444. }
  105445. }
  105446. declare module BABYLON {
  105447. /**
  105448. * Class containing static functions to help procedurally build meshes
  105449. */
  105450. export class GroundBuilder {
  105451. /**
  105452. * Creates a ground mesh
  105453. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  105454. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  105455. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105456. * @param name defines the name of the mesh
  105457. * @param options defines the options used to create the mesh
  105458. * @param scene defines the hosting scene
  105459. * @returns the ground mesh
  105460. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  105461. */
  105462. static CreateGround(name: string, options: {
  105463. width?: number;
  105464. height?: number;
  105465. subdivisions?: number;
  105466. subdivisionsX?: number;
  105467. subdivisionsY?: number;
  105468. updatable?: boolean;
  105469. }, scene: any): Mesh;
  105470. /**
  105471. * Creates a tiled ground mesh
  105472. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  105473. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  105474. * * 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
  105475. * * 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
  105476. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105477. * @param name defines the name of the mesh
  105478. * @param options defines the options used to create the mesh
  105479. * @param scene defines the hosting scene
  105480. * @returns the tiled ground mesh
  105481. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  105482. */
  105483. static CreateTiledGround(name: string, options: {
  105484. xmin: number;
  105485. zmin: number;
  105486. xmax: number;
  105487. zmax: number;
  105488. subdivisions?: {
  105489. w: number;
  105490. h: number;
  105491. };
  105492. precision?: {
  105493. w: number;
  105494. h: number;
  105495. };
  105496. updatable?: boolean;
  105497. }, scene?: Nullable<Scene>): Mesh;
  105498. /**
  105499. * Creates a ground mesh from a height map
  105500. * * The parameter `url` sets the URL of the height map image resource.
  105501. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  105502. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  105503. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  105504. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  105505. * * 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.
  105506. * * 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).
  105507. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  105508. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105509. * @param name defines the name of the mesh
  105510. * @param url defines the url to the height map
  105511. * @param options defines the options used to create the mesh
  105512. * @param scene defines the hosting scene
  105513. * @returns the ground mesh
  105514. * @see https://doc.babylonjs.com/babylon101/height_map
  105515. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  105516. */
  105517. static CreateGroundFromHeightMap(name: string, url: string, options: {
  105518. width?: number;
  105519. height?: number;
  105520. subdivisions?: number;
  105521. minHeight?: number;
  105522. maxHeight?: number;
  105523. colorFilter?: Color3;
  105524. alphaFilter?: number;
  105525. updatable?: boolean;
  105526. onReady?: (mesh: GroundMesh) => void;
  105527. }, scene?: Nullable<Scene>): GroundMesh;
  105528. }
  105529. }
  105530. declare module BABYLON {
  105531. /**
  105532. * Class containing static functions to help procedurally build meshes
  105533. */
  105534. export class TorusBuilder {
  105535. /**
  105536. * Creates a torus mesh
  105537. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  105538. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  105539. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  105540. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105541. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  105542. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105543. * @param name defines the name of the mesh
  105544. * @param options defines the options used to create the mesh
  105545. * @param scene defines the hosting scene
  105546. * @returns the torus mesh
  105547. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  105548. */
  105549. static CreateTorus(name: string, options: {
  105550. diameter?: number;
  105551. thickness?: number;
  105552. tessellation?: number;
  105553. updatable?: boolean;
  105554. sideOrientation?: number;
  105555. frontUVs?: Vector4;
  105556. backUVs?: Vector4;
  105557. }, scene: any): Mesh;
  105558. }
  105559. }
  105560. declare module BABYLON {
  105561. /**
  105562. * Class containing static functions to help procedurally build meshes
  105563. */
  105564. export class CylinderBuilder {
  105565. /**
  105566. * Creates a cylinder or a cone mesh
  105567. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  105568. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  105569. * * 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.
  105570. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  105571. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  105572. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  105573. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  105574. * * 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).
  105575. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  105576. * * 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).
  105577. * * 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
  105578. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  105579. * * 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
  105580. * * 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.
  105581. * * If `enclose` is false, a ring surface is one element.
  105582. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  105583. * * 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
  105584. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105585. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  105586. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105587. * @param name defines the name of the mesh
  105588. * @param options defines the options used to create the mesh
  105589. * @param scene defines the hosting scene
  105590. * @returns the cylinder mesh
  105591. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  105592. */
  105593. static CreateCylinder(name: string, options: {
  105594. height?: number;
  105595. diameterTop?: number;
  105596. diameterBottom?: number;
  105597. diameter?: number;
  105598. tessellation?: number;
  105599. subdivisions?: number;
  105600. arc?: number;
  105601. faceColors?: Color4[];
  105602. faceUV?: Vector4[];
  105603. updatable?: boolean;
  105604. hasRings?: boolean;
  105605. enclose?: boolean;
  105606. cap?: number;
  105607. sideOrientation?: number;
  105608. frontUVs?: Vector4;
  105609. backUVs?: Vector4;
  105610. }, scene: any): Mesh;
  105611. }
  105612. }
  105613. declare module BABYLON {
  105614. /**
  105615. * Options to modify the vr teleportation behavior.
  105616. */
  105617. export interface VRTeleportationOptions {
  105618. /**
  105619. * The name of the mesh which should be used as the teleportation floor. (default: null)
  105620. */
  105621. floorMeshName?: string;
  105622. /**
  105623. * A list of meshes to be used as the teleportation floor. (default: empty)
  105624. */
  105625. floorMeshes?: Mesh[];
  105626. }
  105627. /**
  105628. * Options to modify the vr experience helper's behavior.
  105629. */
  105630. export interface VRExperienceHelperOptions extends WebVROptions {
  105631. /**
  105632. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  105633. */
  105634. createDeviceOrientationCamera?: boolean;
  105635. /**
  105636. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  105637. */
  105638. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  105639. /**
  105640. * Uses the main button on the controller to toggle the laser casted. (default: true)
  105641. */
  105642. laserToggle?: boolean;
  105643. /**
  105644. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  105645. */
  105646. floorMeshes?: Mesh[];
  105647. /**
  105648. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  105649. */
  105650. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  105651. }
  105652. /**
  105653. * Event containing information after VR has been entered
  105654. */
  105655. export class OnAfterEnteringVRObservableEvent {
  105656. /**
  105657. * If entering vr was successful
  105658. */
  105659. success: boolean;
  105660. }
  105661. /**
  105662. * Helps to quickly add VR support to an existing scene.
  105663. * See http://doc.babylonjs.com/how_to/webvr_helper
  105664. */
  105665. export class VRExperienceHelper {
  105666. /** Options to modify the vr experience helper's behavior. */
  105667. webVROptions: VRExperienceHelperOptions;
  105668. private _scene;
  105669. private _position;
  105670. private _btnVR;
  105671. private _btnVRDisplayed;
  105672. private _webVRsupported;
  105673. private _webVRready;
  105674. private _webVRrequesting;
  105675. private _webVRpresenting;
  105676. private _hasEnteredVR;
  105677. private _fullscreenVRpresenting;
  105678. private _canvas;
  105679. private _webVRCamera;
  105680. private _vrDeviceOrientationCamera;
  105681. private _deviceOrientationCamera;
  105682. private _existingCamera;
  105683. private _onKeyDown;
  105684. private _onVrDisplayPresentChange;
  105685. private _onVRDisplayChanged;
  105686. private _onVRRequestPresentStart;
  105687. private _onVRRequestPresentComplete;
  105688. /**
  105689. * 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)
  105690. */
  105691. enableGazeEvenWhenNoPointerLock: boolean;
  105692. /**
  105693. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  105694. */
  105695. exitVROnDoubleTap: boolean;
  105696. /**
  105697. * Observable raised right before entering VR.
  105698. */
  105699. onEnteringVRObservable: Observable<VRExperienceHelper>;
  105700. /**
  105701. * Observable raised when entering VR has completed.
  105702. */
  105703. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  105704. /**
  105705. * Observable raised when exiting VR.
  105706. */
  105707. onExitingVRObservable: Observable<VRExperienceHelper>;
  105708. /**
  105709. * Observable raised when controller mesh is loaded.
  105710. */
  105711. onControllerMeshLoadedObservable: Observable<WebVRController>;
  105712. /** Return this.onEnteringVRObservable
  105713. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  105714. */
  105715. readonly onEnteringVR: Observable<VRExperienceHelper>;
  105716. /** Return this.onExitingVRObservable
  105717. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  105718. */
  105719. readonly onExitingVR: Observable<VRExperienceHelper>;
  105720. /** Return this.onControllerMeshLoadedObservable
  105721. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  105722. */
  105723. readonly onControllerMeshLoaded: Observable<WebVRController>;
  105724. private _rayLength;
  105725. private _useCustomVRButton;
  105726. private _teleportationRequested;
  105727. private _teleportActive;
  105728. private _floorMeshName;
  105729. private _floorMeshesCollection;
  105730. private _rotationAllowed;
  105731. private _teleportBackwardsVector;
  105732. private _teleportationTarget;
  105733. private _isDefaultTeleportationTarget;
  105734. private _postProcessMove;
  105735. private _teleportationFillColor;
  105736. private _teleportationBorderColor;
  105737. private _rotationAngle;
  105738. private _haloCenter;
  105739. private _cameraGazer;
  105740. private _padSensibilityUp;
  105741. private _padSensibilityDown;
  105742. private _leftController;
  105743. private _rightController;
  105744. /**
  105745. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  105746. */
  105747. onNewMeshSelected: Observable<AbstractMesh>;
  105748. /**
  105749. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  105750. * This observable will provide the mesh and the controller used to select the mesh
  105751. */
  105752. onMeshSelectedWithController: Observable<{
  105753. mesh: AbstractMesh;
  105754. controller: WebVRController;
  105755. }>;
  105756. /**
  105757. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  105758. */
  105759. onNewMeshPicked: Observable<PickingInfo>;
  105760. private _circleEase;
  105761. /**
  105762. * Observable raised before camera teleportation
  105763. */
  105764. onBeforeCameraTeleport: Observable<Vector3>;
  105765. /**
  105766. * Observable raised after camera teleportation
  105767. */
  105768. onAfterCameraTeleport: Observable<Vector3>;
  105769. /**
  105770. * Observable raised when current selected mesh gets unselected
  105771. */
  105772. onSelectedMeshUnselected: Observable<AbstractMesh>;
  105773. private _raySelectionPredicate;
  105774. /**
  105775. * To be optionaly changed by user to define custom ray selection
  105776. */
  105777. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  105778. /**
  105779. * To be optionaly changed by user to define custom selection logic (after ray selection)
  105780. */
  105781. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  105782. /**
  105783. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  105784. */
  105785. teleportationEnabled: boolean;
  105786. private _defaultHeight;
  105787. private _teleportationInitialized;
  105788. private _interactionsEnabled;
  105789. private _interactionsRequested;
  105790. private _displayGaze;
  105791. private _displayLaserPointer;
  105792. /**
  105793. * The mesh used to display where the user is going to teleport.
  105794. */
  105795. /**
  105796. * Sets the mesh to be used to display where the user is going to teleport.
  105797. */
  105798. teleportationTarget: Mesh;
  105799. /**
  105800. * 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
  105801. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  105802. * See http://doc.babylonjs.com/resources/baking_transformations
  105803. */
  105804. gazeTrackerMesh: Mesh;
  105805. /**
  105806. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  105807. */
  105808. updateGazeTrackerScale: boolean;
  105809. /**
  105810. * If the gaze trackers color should be updated when selecting meshes
  105811. */
  105812. updateGazeTrackerColor: boolean;
  105813. /**
  105814. * The gaze tracking mesh corresponding to the left controller
  105815. */
  105816. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  105817. /**
  105818. * The gaze tracking mesh corresponding to the right controller
  105819. */
  105820. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  105821. /**
  105822. * If the ray of the gaze should be displayed.
  105823. */
  105824. /**
  105825. * Sets if the ray of the gaze should be displayed.
  105826. */
  105827. displayGaze: boolean;
  105828. /**
  105829. * If the ray of the LaserPointer should be displayed.
  105830. */
  105831. /**
  105832. * Sets if the ray of the LaserPointer should be displayed.
  105833. */
  105834. displayLaserPointer: boolean;
  105835. /**
  105836. * The deviceOrientationCamera used as the camera when not in VR.
  105837. */
  105838. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  105839. /**
  105840. * Based on the current WebVR support, returns the current VR camera used.
  105841. */
  105842. readonly currentVRCamera: Nullable<Camera>;
  105843. /**
  105844. * The webVRCamera which is used when in VR.
  105845. */
  105846. readonly webVRCamera: WebVRFreeCamera;
  105847. /**
  105848. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  105849. */
  105850. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  105851. /**
  105852. * The html button that is used to trigger entering into VR.
  105853. */
  105854. readonly vrButton: Nullable<HTMLButtonElement>;
  105855. private readonly _teleportationRequestInitiated;
  105856. /**
  105857. * Defines wether or not Pointer lock should be requested when switching to
  105858. * full screen.
  105859. */
  105860. requestPointerLockOnFullScreen: boolean;
  105861. /**
  105862. * Instantiates a VRExperienceHelper.
  105863. * Helps to quickly add VR support to an existing scene.
  105864. * @param scene The scene the VRExperienceHelper belongs to.
  105865. * @param webVROptions Options to modify the vr experience helper's behavior.
  105866. */
  105867. constructor(scene: Scene,
  105868. /** Options to modify the vr experience helper's behavior. */
  105869. webVROptions?: VRExperienceHelperOptions);
  105870. private _onDefaultMeshLoaded;
  105871. private _onResize;
  105872. private _onFullscreenChange;
  105873. /**
  105874. * Gets a value indicating if we are currently in VR mode.
  105875. */
  105876. readonly isInVRMode: boolean;
  105877. private onVrDisplayPresentChange;
  105878. private onVRDisplayChanged;
  105879. private moveButtonToBottomRight;
  105880. private displayVRButton;
  105881. private updateButtonVisibility;
  105882. private _cachedAngularSensibility;
  105883. /**
  105884. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  105885. * Otherwise, will use the fullscreen API.
  105886. */
  105887. enterVR(): void;
  105888. /**
  105889. * Attempt to exit VR, or fullscreen.
  105890. */
  105891. exitVR(): void;
  105892. /**
  105893. * The position of the vr experience helper.
  105894. */
  105895. /**
  105896. * Sets the position of the vr experience helper.
  105897. */
  105898. position: Vector3;
  105899. /**
  105900. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  105901. */
  105902. enableInteractions(): void;
  105903. private readonly _noControllerIsActive;
  105904. private beforeRender;
  105905. private _isTeleportationFloor;
  105906. /**
  105907. * Adds a floor mesh to be used for teleportation.
  105908. * @param floorMesh the mesh to be used for teleportation.
  105909. */
  105910. addFloorMesh(floorMesh: Mesh): void;
  105911. /**
  105912. * Removes a floor mesh from being used for teleportation.
  105913. * @param floorMesh the mesh to be removed.
  105914. */
  105915. removeFloorMesh(floorMesh: Mesh): void;
  105916. /**
  105917. * Enables interactions and teleportation using the VR controllers and gaze.
  105918. * @param vrTeleportationOptions options to modify teleportation behavior.
  105919. */
  105920. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  105921. private _onNewGamepadConnected;
  105922. private _tryEnableInteractionOnController;
  105923. private _onNewGamepadDisconnected;
  105924. private _enableInteractionOnController;
  105925. private _checkTeleportWithRay;
  105926. private _checkRotate;
  105927. private _checkTeleportBackwards;
  105928. private _enableTeleportationOnController;
  105929. private _createTeleportationCircles;
  105930. private _displayTeleportationTarget;
  105931. private _hideTeleportationTarget;
  105932. private _rotateCamera;
  105933. private _moveTeleportationSelectorTo;
  105934. private _workingVector;
  105935. private _workingQuaternion;
  105936. private _workingMatrix;
  105937. /**
  105938. * Teleports the users feet to the desired location
  105939. * @param location The location where the user's feet should be placed
  105940. */
  105941. teleportCamera(location: Vector3): void;
  105942. private _convertNormalToDirectionOfRay;
  105943. private _castRayAndSelectObject;
  105944. private _notifySelectedMeshUnselected;
  105945. /**
  105946. * Sets the color of the laser ray from the vr controllers.
  105947. * @param color new color for the ray.
  105948. */
  105949. changeLaserColor(color: Color3): void;
  105950. /**
  105951. * Sets the color of the ray from the vr headsets gaze.
  105952. * @param color new color for the ray.
  105953. */
  105954. changeGazeColor(color: Color3): void;
  105955. /**
  105956. * Exits VR and disposes of the vr experience helper
  105957. */
  105958. dispose(): void;
  105959. /**
  105960. * Gets the name of the VRExperienceHelper class
  105961. * @returns "VRExperienceHelper"
  105962. */
  105963. getClassName(): string;
  105964. }
  105965. }
  105966. declare module BABYLON {
  105967. /**
  105968. * Manages an XRSession to work with Babylon's engine
  105969. * @see https://doc.babylonjs.com/how_to/webxr
  105970. */
  105971. export class WebXRSessionManager implements IDisposable {
  105972. private scene;
  105973. /**
  105974. * Fires every time a new xrFrame arrives which can be used to update the camera
  105975. */
  105976. onXRFrameObservable: Observable<any>;
  105977. /**
  105978. * Fires when the xr session is ended either by the device or manually done
  105979. */
  105980. onXRSessionEnded: Observable<any>;
  105981. /**
  105982. * Underlying xr session
  105983. */
  105984. session: XRSession;
  105985. /**
  105986. * Type of reference space used when creating the session
  105987. */
  105988. referenceSpace: XRReferenceSpace;
  105989. /** @hidden */
  105990. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  105991. /**
  105992. * Current XR frame
  105993. */
  105994. currentFrame: Nullable<XRFrame>;
  105995. private _xrNavigator;
  105996. private baseLayer;
  105997. /**
  105998. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  105999. * @param scene The scene which the session should be created for
  106000. */
  106001. constructor(scene: Scene);
  106002. /**
  106003. * Initializes the manager
  106004. * After initialization enterXR can be called to start an XR session
  106005. * @returns Promise which resolves after it is initialized
  106006. */
  106007. initializeAsync(): Promise<void>;
  106008. /**
  106009. * Initializes an xr session
  106010. * @param xrSessionMode mode to initialize
  106011. * @returns a promise which will resolve once the session has been initialized
  106012. */
  106013. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  106014. /**
  106015. * Sets the reference space on the xr session
  106016. * @param referenceSpace space to set
  106017. * @returns a promise that will resolve once the reference space has been set
  106018. */
  106019. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  106020. /**
  106021. * Updates the render state of the session
  106022. * @param state state to set
  106023. * @returns a promise that resolves once the render state has been updated
  106024. */
  106025. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  106026. /**
  106027. * Starts rendering to the xr layer
  106028. * @returns a promise that will resolve once rendering has started
  106029. */
  106030. startRenderingToXRAsync(): Promise<void>;
  106031. /**
  106032. * Stops the xrSession and restores the renderloop
  106033. * @returns Promise which resolves after it exits XR
  106034. */
  106035. exitXRAsync(): Promise<unknown>;
  106036. /**
  106037. * Checks if a session would be supported for the creation options specified
  106038. * @param sessionMode session mode to check if supported eg. immersive-vr
  106039. * @returns true if supported
  106040. */
  106041. supportsSessionAsync(sessionMode: XRSessionMode): any;
  106042. /**
  106043. * @hidden
  106044. * Converts the render layer of xrSession to a render target
  106045. * @param session session to create render target for
  106046. * @param scene scene the new render target should be created for
  106047. */
  106048. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  106049. /**
  106050. * Disposes of the session manager
  106051. */
  106052. dispose(): void;
  106053. }
  106054. }
  106055. declare module BABYLON {
  106056. /**
  106057. * WebXR Camera which holds the views for the xrSession
  106058. * @see https://doc.babylonjs.com/how_to/webxr
  106059. */
  106060. export class WebXRCamera extends FreeCamera {
  106061. private static _TmpMatrix;
  106062. /**
  106063. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  106064. * @param name the name of the camera
  106065. * @param scene the scene to add the camera to
  106066. */
  106067. constructor(name: string, scene: Scene);
  106068. private _updateNumberOfRigCameras;
  106069. /** @hidden */
  106070. _updateForDualEyeDebugging(pupilDistance?: number): void;
  106071. /**
  106072. * Updates the cameras position from the current pose information of the XR session
  106073. * @param xrSessionManager the session containing pose information
  106074. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  106075. */
  106076. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  106077. }
  106078. }
  106079. declare module BABYLON {
  106080. /**
  106081. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  106082. */
  106083. export class WebXRManagedOutputCanvas implements IDisposable {
  106084. private helper;
  106085. private _canvas;
  106086. /**
  106087. * xrpresent context of the canvas which can be used to display/mirror xr content
  106088. */
  106089. canvasContext: WebGLRenderingContext;
  106090. /**
  106091. * xr layer for the canvas
  106092. */
  106093. xrLayer: Nullable<XRWebGLLayer>;
  106094. /**
  106095. * Initializes the xr layer for the session
  106096. * @param xrSession xr session
  106097. * @returns a promise that will resolve once the XR Layer has been created
  106098. */
  106099. initializeXRLayerAsync(xrSession: any): any;
  106100. /**
  106101. * Initializes the canvas to be added/removed upon entering/exiting xr
  106102. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  106103. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  106104. */
  106105. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  106106. /**
  106107. * Disposes of the object
  106108. */
  106109. dispose(): void;
  106110. private _setManagedOutputCanvas;
  106111. private _addCanvas;
  106112. private _removeCanvas;
  106113. }
  106114. }
  106115. declare module BABYLON {
  106116. /**
  106117. * States of the webXR experience
  106118. */
  106119. export enum WebXRState {
  106120. /**
  106121. * Transitioning to being in XR mode
  106122. */
  106123. ENTERING_XR = 0,
  106124. /**
  106125. * Transitioning to non XR mode
  106126. */
  106127. EXITING_XR = 1,
  106128. /**
  106129. * In XR mode and presenting
  106130. */
  106131. IN_XR = 2,
  106132. /**
  106133. * Not entered XR mode
  106134. */
  106135. NOT_IN_XR = 3
  106136. }
  106137. /**
  106138. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  106139. * @see https://doc.babylonjs.com/how_to/webxr
  106140. */
  106141. export class WebXRExperienceHelper implements IDisposable {
  106142. private scene;
  106143. /**
  106144. * 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
  106145. */
  106146. container: AbstractMesh;
  106147. /**
  106148. * Camera used to render xr content
  106149. */
  106150. camera: WebXRCamera;
  106151. /**
  106152. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  106153. */
  106154. state: WebXRState;
  106155. private _setState;
  106156. private static _TmpVector;
  106157. /**
  106158. * Fires when the state of the experience helper has changed
  106159. */
  106160. onStateChangedObservable: Observable<WebXRState>;
  106161. /** Session manager used to keep track of xr session */
  106162. sessionManager: WebXRSessionManager;
  106163. private _nonVRCamera;
  106164. private _originalSceneAutoClear;
  106165. private _supported;
  106166. /**
  106167. * Creates the experience helper
  106168. * @param scene the scene to attach the experience helper to
  106169. * @returns a promise for the experience helper
  106170. */
  106171. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  106172. /**
  106173. * Creates a WebXRExperienceHelper
  106174. * @param scene The scene the helper should be created in
  106175. */
  106176. private constructor();
  106177. /**
  106178. * Exits XR mode and returns the scene to its original state
  106179. * @returns promise that resolves after xr mode has exited
  106180. */
  106181. exitXRAsync(): Promise<unknown>;
  106182. /**
  106183. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  106184. * @param sessionCreationOptions options for the XR session
  106185. * @param referenceSpaceType frame of reference of the XR session
  106186. * @param outputCanvas the output canvas that will be used to enter XR mode
  106187. * @returns promise that resolves after xr mode has entered
  106188. */
  106189. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  106190. /**
  106191. * Updates the global position of the camera by moving the camera's container
  106192. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  106193. * @param position The desired global position of the camera
  106194. */
  106195. setPositionOfCameraUsingContainer(position: Vector3): void;
  106196. /**
  106197. * Rotates the xr camera by rotating the camera's container around the camera's position
  106198. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  106199. * @param rotation the desired quaternion rotation to apply to the camera
  106200. */
  106201. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  106202. /**
  106203. * Disposes of the experience helper
  106204. */
  106205. dispose(): void;
  106206. }
  106207. }
  106208. declare module BABYLON {
  106209. /**
  106210. * Button which can be used to enter a different mode of XR
  106211. */
  106212. export class WebXREnterExitUIButton {
  106213. /** button element */
  106214. element: HTMLElement;
  106215. /** XR initialization options for the button */
  106216. sessionMode: XRSessionMode;
  106217. /** Reference space type */
  106218. referenceSpaceType: XRReferenceSpaceType;
  106219. /**
  106220. * Creates a WebXREnterExitUIButton
  106221. * @param element button element
  106222. * @param sessionMode XR initialization session mode
  106223. * @param referenceSpaceType the type of reference space to be used
  106224. */
  106225. constructor(
  106226. /** button element */
  106227. element: HTMLElement,
  106228. /** XR initialization options for the button */
  106229. sessionMode: XRSessionMode,
  106230. /** Reference space type */
  106231. referenceSpaceType: XRReferenceSpaceType);
  106232. /**
  106233. * Overwritable function which can be used to update the button's visuals when the state changes
  106234. * @param activeButton the current active button in the UI
  106235. */
  106236. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  106237. }
  106238. /**
  106239. * Options to create the webXR UI
  106240. */
  106241. export class WebXREnterExitUIOptions {
  106242. /**
  106243. * Context to enter xr with
  106244. */
  106245. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  106246. /**
  106247. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  106248. */
  106249. customButtons?: Array<WebXREnterExitUIButton>;
  106250. }
  106251. /**
  106252. * UI to allow the user to enter/exit XR mode
  106253. */
  106254. export class WebXREnterExitUI implements IDisposable {
  106255. private scene;
  106256. private _overlay;
  106257. private _buttons;
  106258. private _activeButton;
  106259. /**
  106260. * Fired every time the active button is changed.
  106261. *
  106262. * When xr is entered via a button that launches xr that button will be the callback parameter
  106263. *
  106264. * When exiting xr the callback parameter will be null)
  106265. */
  106266. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  106267. /**
  106268. * Creates UI to allow the user to enter/exit XR mode
  106269. * @param scene the scene to add the ui to
  106270. * @param helper the xr experience helper to enter/exit xr with
  106271. * @param options options to configure the UI
  106272. * @returns the created ui
  106273. */
  106274. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  106275. private constructor();
  106276. private _updateButtons;
  106277. /**
  106278. * Disposes of the object
  106279. */
  106280. dispose(): void;
  106281. }
  106282. }
  106283. declare module BABYLON {
  106284. /**
  106285. * Represents an XR input
  106286. */
  106287. export class WebXRController {
  106288. private scene;
  106289. /** The underlying input source for the controller */
  106290. inputSource: XRInputSource;
  106291. private parentContainer;
  106292. /**
  106293. * 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
  106294. */
  106295. grip?: AbstractMesh;
  106296. /**
  106297. * Pointer which can be used to select objects or attach a visible laser to
  106298. */
  106299. pointer: AbstractMesh;
  106300. /**
  106301. * Event that fires when the controller is removed/disposed
  106302. */
  106303. onDisposeObservable: Observable<{}>;
  106304. private _tmpMatrix;
  106305. private _tmpQuaternion;
  106306. private _tmpVector;
  106307. /**
  106308. * Creates the controller
  106309. * @see https://doc.babylonjs.com/how_to/webxr
  106310. * @param scene the scene which the controller should be associated to
  106311. * @param inputSource the underlying input source for the controller
  106312. * @param parentContainer parent that the controller meshes should be children of
  106313. */
  106314. constructor(scene: Scene,
  106315. /** The underlying input source for the controller */
  106316. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  106317. /**
  106318. * Updates the controller pose based on the given XRFrame
  106319. * @param xrFrame xr frame to update the pose with
  106320. * @param referenceSpace reference space to use
  106321. */
  106322. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  106323. /**
  106324. * Gets a world space ray coming from the controller
  106325. * @param result the resulting ray
  106326. */
  106327. getWorldPointerRayToRef(result: Ray): void;
  106328. /**
  106329. * Disposes of the object
  106330. */
  106331. dispose(): void;
  106332. }
  106333. }
  106334. declare module BABYLON {
  106335. /**
  106336. * XR input used to track XR inputs such as controllers/rays
  106337. */
  106338. export class WebXRInput implements IDisposable {
  106339. /**
  106340. * Base experience the input listens to
  106341. */
  106342. baseExperience: WebXRExperienceHelper;
  106343. /**
  106344. * XR controllers being tracked
  106345. */
  106346. controllers: Array<WebXRController>;
  106347. private _frameObserver;
  106348. private _stateObserver;
  106349. /**
  106350. * Event when a controller has been connected/added
  106351. */
  106352. onControllerAddedObservable: Observable<WebXRController>;
  106353. /**
  106354. * Event when a controller has been removed/disconnected
  106355. */
  106356. onControllerRemovedObservable: Observable<WebXRController>;
  106357. /**
  106358. * Initializes the WebXRInput
  106359. * @param baseExperience experience helper which the input should be created for
  106360. */
  106361. constructor(
  106362. /**
  106363. * Base experience the input listens to
  106364. */
  106365. baseExperience: WebXRExperienceHelper);
  106366. private _onInputSourcesChange;
  106367. private _addAndRemoveControllers;
  106368. /**
  106369. * Disposes of the object
  106370. */
  106371. dispose(): void;
  106372. }
  106373. }
  106374. declare module BABYLON {
  106375. /**
  106376. * Enables teleportation
  106377. */
  106378. export class WebXRControllerTeleportation {
  106379. private _teleportationFillColor;
  106380. private _teleportationBorderColor;
  106381. private _tmpRay;
  106382. private _tmpVector;
  106383. /**
  106384. * Creates a WebXRControllerTeleportation
  106385. * @param input input manager to add teleportation to
  106386. * @param floorMeshes floormeshes which can be teleported to
  106387. */
  106388. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  106389. }
  106390. }
  106391. declare module BABYLON {
  106392. /**
  106393. * Handles pointer input automatically for the pointer of XR controllers
  106394. */
  106395. export class WebXRControllerPointerSelection {
  106396. private static _idCounter;
  106397. private _tmpRay;
  106398. /**
  106399. * Creates a WebXRControllerPointerSelection
  106400. * @param input input manager to setup pointer selection
  106401. */
  106402. constructor(input: WebXRInput);
  106403. private _convertNormalToDirectionOfRay;
  106404. private _updatePointerDistance;
  106405. }
  106406. }
  106407. declare module BABYLON {
  106408. /**
  106409. * Class used to represent data loading progression
  106410. */
  106411. export class SceneLoaderProgressEvent {
  106412. /** defines if data length to load can be evaluated */
  106413. readonly lengthComputable: boolean;
  106414. /** defines the loaded data length */
  106415. readonly loaded: number;
  106416. /** defines the data length to load */
  106417. readonly total: number;
  106418. /**
  106419. * Create a new progress event
  106420. * @param lengthComputable defines if data length to load can be evaluated
  106421. * @param loaded defines the loaded data length
  106422. * @param total defines the data length to load
  106423. */
  106424. constructor(
  106425. /** defines if data length to load can be evaluated */
  106426. lengthComputable: boolean,
  106427. /** defines the loaded data length */
  106428. loaded: number,
  106429. /** defines the data length to load */
  106430. total: number);
  106431. /**
  106432. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  106433. * @param event defines the source event
  106434. * @returns a new SceneLoaderProgressEvent
  106435. */
  106436. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  106437. }
  106438. /**
  106439. * Interface used by SceneLoader plugins to define supported file extensions
  106440. */
  106441. export interface ISceneLoaderPluginExtensions {
  106442. /**
  106443. * Defines the list of supported extensions
  106444. */
  106445. [extension: string]: {
  106446. isBinary: boolean;
  106447. };
  106448. }
  106449. /**
  106450. * Interface used by SceneLoader plugin factory
  106451. */
  106452. export interface ISceneLoaderPluginFactory {
  106453. /**
  106454. * Defines the name of the factory
  106455. */
  106456. name: string;
  106457. /**
  106458. * Function called to create a new plugin
  106459. * @return the new plugin
  106460. */
  106461. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  106462. /**
  106463. * Boolean indicating if the plugin can direct load specific data
  106464. */
  106465. canDirectLoad?: (data: string) => boolean;
  106466. }
  106467. /**
  106468. * Interface used to define a SceneLoader plugin
  106469. */
  106470. export interface ISceneLoaderPlugin {
  106471. /**
  106472. * The friendly name of this plugin.
  106473. */
  106474. name: string;
  106475. /**
  106476. * The file extensions supported by this plugin.
  106477. */
  106478. extensions: string | ISceneLoaderPluginExtensions;
  106479. /**
  106480. * Import meshes into a scene.
  106481. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106482. * @param scene The scene to import into
  106483. * @param data The data to import
  106484. * @param rootUrl The root url for scene and resources
  106485. * @param meshes The meshes array to import into
  106486. * @param particleSystems The particle systems array to import into
  106487. * @param skeletons The skeletons array to import into
  106488. * @param onError The callback when import fails
  106489. * @returns True if successful or false otherwise
  106490. */
  106491. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  106492. /**
  106493. * Load into a scene.
  106494. * @param scene The scene to load into
  106495. * @param data The data to import
  106496. * @param rootUrl The root url for scene and resources
  106497. * @param onError The callback when import fails
  106498. * @returns true if successful or false otherwise
  106499. */
  106500. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  106501. /**
  106502. * The callback that returns true if the data can be directly loaded.
  106503. */
  106504. canDirectLoad?: (data: string) => boolean;
  106505. /**
  106506. * The callback that allows custom handling of the root url based on the response url.
  106507. */
  106508. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  106509. /**
  106510. * Load into an asset container.
  106511. * @param scene The scene to load into
  106512. * @param data The data to import
  106513. * @param rootUrl The root url for scene and resources
  106514. * @param onError The callback when import fails
  106515. * @returns The loaded asset container
  106516. */
  106517. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  106518. }
  106519. /**
  106520. * Interface used to define an async SceneLoader plugin
  106521. */
  106522. export interface ISceneLoaderPluginAsync {
  106523. /**
  106524. * The friendly name of this plugin.
  106525. */
  106526. name: string;
  106527. /**
  106528. * The file extensions supported by this plugin.
  106529. */
  106530. extensions: string | ISceneLoaderPluginExtensions;
  106531. /**
  106532. * Import meshes into a scene.
  106533. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106534. * @param scene The scene to import into
  106535. * @param data The data to import
  106536. * @param rootUrl The root url for scene and resources
  106537. * @param onProgress The callback when the load progresses
  106538. * @param fileName Defines the name of the file to load
  106539. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  106540. */
  106541. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  106542. meshes: AbstractMesh[];
  106543. particleSystems: IParticleSystem[];
  106544. skeletons: Skeleton[];
  106545. animationGroups: AnimationGroup[];
  106546. }>;
  106547. /**
  106548. * Load into a scene.
  106549. * @param scene The scene to load into
  106550. * @param data The data to import
  106551. * @param rootUrl The root url for scene and resources
  106552. * @param onProgress The callback when the load progresses
  106553. * @param fileName Defines the name of the file to load
  106554. * @returns Nothing
  106555. */
  106556. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  106557. /**
  106558. * The callback that returns true if the data can be directly loaded.
  106559. */
  106560. canDirectLoad?: (data: string) => boolean;
  106561. /**
  106562. * The callback that allows custom handling of the root url based on the response url.
  106563. */
  106564. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  106565. /**
  106566. * Load into an asset container.
  106567. * @param scene The scene to load into
  106568. * @param data The data to import
  106569. * @param rootUrl The root url for scene and resources
  106570. * @param onProgress The callback when the load progresses
  106571. * @param fileName Defines the name of the file to load
  106572. * @returns The loaded asset container
  106573. */
  106574. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  106575. }
  106576. /**
  106577. * Class used to load scene from various file formats using registered plugins
  106578. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  106579. */
  106580. export class SceneLoader {
  106581. /**
  106582. * No logging while loading
  106583. */
  106584. static readonly NO_LOGGING: number;
  106585. /**
  106586. * Minimal logging while loading
  106587. */
  106588. static readonly MINIMAL_LOGGING: number;
  106589. /**
  106590. * Summary logging while loading
  106591. */
  106592. static readonly SUMMARY_LOGGING: number;
  106593. /**
  106594. * Detailled logging while loading
  106595. */
  106596. static readonly DETAILED_LOGGING: number;
  106597. /**
  106598. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  106599. */
  106600. static ForceFullSceneLoadingForIncremental: boolean;
  106601. /**
  106602. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  106603. */
  106604. static ShowLoadingScreen: boolean;
  106605. /**
  106606. * Defines the current logging level (while loading the scene)
  106607. * @ignorenaming
  106608. */
  106609. static loggingLevel: number;
  106610. /**
  106611. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  106612. */
  106613. static CleanBoneMatrixWeights: boolean;
  106614. /**
  106615. * Event raised when a plugin is used to load a scene
  106616. */
  106617. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106618. private static _registeredPlugins;
  106619. private static _getDefaultPlugin;
  106620. private static _getPluginForExtension;
  106621. private static _getPluginForDirectLoad;
  106622. private static _getPluginForFilename;
  106623. private static _getDirectLoad;
  106624. private static _loadData;
  106625. private static _getFileInfo;
  106626. /**
  106627. * Gets a plugin that can load the given extension
  106628. * @param extension defines the extension to load
  106629. * @returns a plugin or null if none works
  106630. */
  106631. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  106632. /**
  106633. * Gets a boolean indicating that the given extension can be loaded
  106634. * @param extension defines the extension to load
  106635. * @returns true if the extension is supported
  106636. */
  106637. static IsPluginForExtensionAvailable(extension: string): boolean;
  106638. /**
  106639. * Adds a new plugin to the list of registered plugins
  106640. * @param plugin defines the plugin to add
  106641. */
  106642. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  106643. /**
  106644. * Import meshes into a scene
  106645. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106646. * @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)
  106647. * @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)
  106648. * @param scene the instance of BABYLON.Scene to append to
  106649. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  106650. * @param onProgress a callback with a progress event for each file being loaded
  106651. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106652. * @param pluginExtension the extension used to determine the plugin
  106653. * @returns The loaded plugin
  106654. */
  106655. 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>;
  106656. /**
  106657. * Import meshes into a scene
  106658. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106659. * @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)
  106660. * @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)
  106661. * @param scene the instance of BABYLON.Scene to append to
  106662. * @param onProgress a callback with a progress event for each file being loaded
  106663. * @param pluginExtension the extension used to determine the plugin
  106664. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  106665. */
  106666. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  106667. meshes: AbstractMesh[];
  106668. particleSystems: IParticleSystem[];
  106669. skeletons: Skeleton[];
  106670. animationGroups: AnimationGroup[];
  106671. }>;
  106672. /**
  106673. * Load a scene
  106674. * @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)
  106675. * @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)
  106676. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106677. * @param onSuccess a callback with the scene when import succeeds
  106678. * @param onProgress a callback with a progress event for each file being loaded
  106679. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106680. * @param pluginExtension the extension used to determine the plugin
  106681. * @returns The loaded plugin
  106682. */
  106683. 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>;
  106684. /**
  106685. * Load a scene
  106686. * @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)
  106687. * @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)
  106688. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106689. * @param onProgress a callback with a progress event for each file being loaded
  106690. * @param pluginExtension the extension used to determine the plugin
  106691. * @returns The loaded scene
  106692. */
  106693. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106694. /**
  106695. * Append a scene
  106696. * @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)
  106697. * @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)
  106698. * @param scene is the instance of BABYLON.Scene to append to
  106699. * @param onSuccess a callback with the scene when import succeeds
  106700. * @param onProgress a callback with a progress event for each file being loaded
  106701. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106702. * @param pluginExtension the extension used to determine the plugin
  106703. * @returns The loaded plugin
  106704. */
  106705. 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>;
  106706. /**
  106707. * Append a scene
  106708. * @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)
  106709. * @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)
  106710. * @param scene is the instance of BABYLON.Scene to append to
  106711. * @param onProgress a callback with a progress event for each file being loaded
  106712. * @param pluginExtension the extension used to determine the plugin
  106713. * @returns The given scene
  106714. */
  106715. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106716. /**
  106717. * Load a scene into an asset container
  106718. * @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)
  106719. * @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)
  106720. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  106721. * @param onSuccess a callback with the scene when import succeeds
  106722. * @param onProgress a callback with a progress event for each file being loaded
  106723. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106724. * @param pluginExtension the extension used to determine the plugin
  106725. * @returns The loaded plugin
  106726. */
  106727. 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>;
  106728. /**
  106729. * Load a scene into an asset container
  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 (default: empty string)
  106732. * @param scene is the instance of 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 asset container
  106736. */
  106737. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  106738. }
  106739. }
  106740. declare module BABYLON {
  106741. /**
  106742. * Generic Controller
  106743. */
  106744. export class GenericController extends WebVRController {
  106745. /**
  106746. * Base Url for the controller model.
  106747. */
  106748. static readonly MODEL_BASE_URL: string;
  106749. /**
  106750. * File name for the controller model.
  106751. */
  106752. static readonly MODEL_FILENAME: string;
  106753. /**
  106754. * Creates a new GenericController from a gamepad
  106755. * @param vrGamepad the gamepad that the controller should be created from
  106756. */
  106757. constructor(vrGamepad: any);
  106758. /**
  106759. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106760. * @param scene scene in which to add meshes
  106761. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106762. */
  106763. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106764. /**
  106765. * Called once for each button that changed state since the last frame
  106766. * @param buttonIdx Which button index changed
  106767. * @param state New state of the button
  106768. * @param changes Which properties on the state changed since last frame
  106769. */
  106770. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106771. }
  106772. }
  106773. declare module BABYLON {
  106774. /**
  106775. * Defines the WindowsMotionController object that the state of the windows motion controller
  106776. */
  106777. export class WindowsMotionController extends WebVRController {
  106778. /**
  106779. * The base url used to load the left and right controller models
  106780. */
  106781. static MODEL_BASE_URL: string;
  106782. /**
  106783. * The name of the left controller model file
  106784. */
  106785. static MODEL_LEFT_FILENAME: string;
  106786. /**
  106787. * The name of the right controller model file
  106788. */
  106789. static MODEL_RIGHT_FILENAME: string;
  106790. /**
  106791. * The controller name prefix for this controller type
  106792. */
  106793. static readonly GAMEPAD_ID_PREFIX: string;
  106794. /**
  106795. * The controller id pattern for this controller type
  106796. */
  106797. private static readonly GAMEPAD_ID_PATTERN;
  106798. private _loadedMeshInfo;
  106799. private readonly _mapping;
  106800. /**
  106801. * Fired when the trackpad on this controller is clicked
  106802. */
  106803. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  106804. /**
  106805. * Fired when the trackpad on this controller is modified
  106806. */
  106807. onTrackpadValuesChangedObservable: Observable<StickValues>;
  106808. /**
  106809. * The current x and y values of this controller's trackpad
  106810. */
  106811. trackpad: StickValues;
  106812. /**
  106813. * Creates a new WindowsMotionController from a gamepad
  106814. * @param vrGamepad the gamepad that the controller should be created from
  106815. */
  106816. constructor(vrGamepad: any);
  106817. /**
  106818. * Fired when the trigger on this controller is modified
  106819. */
  106820. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106821. /**
  106822. * Fired when the menu button on this controller is modified
  106823. */
  106824. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106825. /**
  106826. * Fired when the grip button on this controller is modified
  106827. */
  106828. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106829. /**
  106830. * Fired when the thumbstick button on this controller is modified
  106831. */
  106832. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106833. /**
  106834. * Fired when the touchpad button on this controller is modified
  106835. */
  106836. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106837. /**
  106838. * Fired when the touchpad values on this controller are modified
  106839. */
  106840. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  106841. private _updateTrackpad;
  106842. /**
  106843. * Called once per frame by the engine.
  106844. */
  106845. update(): void;
  106846. /**
  106847. * Called once for each button that changed state since the last frame
  106848. * @param buttonIdx Which button index changed
  106849. * @param state New state of the button
  106850. * @param changes Which properties on the state changed since last frame
  106851. */
  106852. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106853. /**
  106854. * Moves the buttons on the controller mesh based on their current state
  106855. * @param buttonName the name of the button to move
  106856. * @param buttonValue the value of the button which determines the buttons new position
  106857. */
  106858. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  106859. /**
  106860. * Moves the axis on the controller mesh based on its current state
  106861. * @param axis the index of the axis
  106862. * @param axisValue the value of the axis which determines the meshes new position
  106863. * @hidden
  106864. */
  106865. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  106866. /**
  106867. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106868. * @param scene scene in which to add meshes
  106869. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106870. */
  106871. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  106872. /**
  106873. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  106874. * can be transformed by button presses and axes values, based on this._mapping.
  106875. *
  106876. * @param scene scene in which the meshes exist
  106877. * @param meshes list of meshes that make up the controller model to process
  106878. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  106879. */
  106880. private processModel;
  106881. private createMeshInfo;
  106882. /**
  106883. * Gets the ray of the controller in the direction the controller is pointing
  106884. * @param length the length the resulting ray should be
  106885. * @returns a ray in the direction the controller is pointing
  106886. */
  106887. getForwardRay(length?: number): Ray;
  106888. /**
  106889. * Disposes of the controller
  106890. */
  106891. dispose(): void;
  106892. }
  106893. }
  106894. declare module BABYLON {
  106895. /**
  106896. * Oculus Touch Controller
  106897. */
  106898. export class OculusTouchController extends WebVRController {
  106899. /**
  106900. * Base Url for the controller model.
  106901. */
  106902. static MODEL_BASE_URL: string;
  106903. /**
  106904. * File name for the left controller model.
  106905. */
  106906. static MODEL_LEFT_FILENAME: string;
  106907. /**
  106908. * File name for the right controller model.
  106909. */
  106910. static MODEL_RIGHT_FILENAME: string;
  106911. /**
  106912. * Base Url for the Quest controller model.
  106913. */
  106914. static QUEST_MODEL_BASE_URL: string;
  106915. /**
  106916. * @hidden
  106917. * If the controllers are running on a device that needs the updated Quest controller models
  106918. */
  106919. static _IsQuest: boolean;
  106920. /**
  106921. * Fired when the secondary trigger on this controller is modified
  106922. */
  106923. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  106924. /**
  106925. * Fired when the thumb rest on this controller is modified
  106926. */
  106927. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  106928. /**
  106929. * Creates a new OculusTouchController from a gamepad
  106930. * @param vrGamepad the gamepad that the controller should be created from
  106931. */
  106932. constructor(vrGamepad: any);
  106933. /**
  106934. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106935. * @param scene scene in which to add meshes
  106936. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106937. */
  106938. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106939. /**
  106940. * Fired when the A button on this controller is modified
  106941. */
  106942. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106943. /**
  106944. * Fired when the B button on this controller is modified
  106945. */
  106946. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106947. /**
  106948. * Fired when the X button on this controller is modified
  106949. */
  106950. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106951. /**
  106952. * Fired when the Y button on this controller is modified
  106953. */
  106954. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106955. /**
  106956. * Called once for each button that changed state since the last frame
  106957. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  106958. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  106959. * 2) secondary trigger (same)
  106960. * 3) A (right) X (left), touch, pressed = value
  106961. * 4) B / Y
  106962. * 5) thumb rest
  106963. * @param buttonIdx Which button index changed
  106964. * @param state New state of the button
  106965. * @param changes Which properties on the state changed since last frame
  106966. */
  106967. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106968. }
  106969. }
  106970. declare module BABYLON {
  106971. /**
  106972. * Vive Controller
  106973. */
  106974. export class ViveController extends WebVRController {
  106975. /**
  106976. * Base Url for the controller model.
  106977. */
  106978. static MODEL_BASE_URL: string;
  106979. /**
  106980. * File name for the controller model.
  106981. */
  106982. static MODEL_FILENAME: string;
  106983. /**
  106984. * Creates a new ViveController from a gamepad
  106985. * @param vrGamepad the gamepad that the controller should be created from
  106986. */
  106987. constructor(vrGamepad: any);
  106988. /**
  106989. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106990. * @param scene scene in which to add meshes
  106991. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106992. */
  106993. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106994. /**
  106995. * Fired when the left button on this controller is modified
  106996. */
  106997. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106998. /**
  106999. * Fired when the right button on this controller is modified
  107000. */
  107001. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107002. /**
  107003. * Fired when the menu button on this controller is modified
  107004. */
  107005. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107006. /**
  107007. * Called once for each button that changed state since the last frame
  107008. * Vive mapping:
  107009. * 0: touchpad
  107010. * 1: trigger
  107011. * 2: left AND right buttons
  107012. * 3: menu button
  107013. * @param buttonIdx Which button index changed
  107014. * @param state New state of the button
  107015. * @param changes Which properties on the state changed since last frame
  107016. */
  107017. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107018. }
  107019. }
  107020. declare module BABYLON {
  107021. /**
  107022. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  107023. */
  107024. export class WebXRControllerModelLoader {
  107025. /**
  107026. * Creates the WebXRControllerModelLoader
  107027. * @param input xr input that creates the controllers
  107028. */
  107029. constructor(input: WebXRInput);
  107030. }
  107031. }
  107032. declare module BABYLON {
  107033. /**
  107034. * Contains an array of blocks representing the octree
  107035. */
  107036. export interface IOctreeContainer<T> {
  107037. /**
  107038. * Blocks within the octree
  107039. */
  107040. blocks: Array<OctreeBlock<T>>;
  107041. }
  107042. /**
  107043. * Class used to store a cell in an octree
  107044. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107045. */
  107046. export class OctreeBlock<T> {
  107047. /**
  107048. * Gets the content of the current block
  107049. */
  107050. entries: T[];
  107051. /**
  107052. * Gets the list of block children
  107053. */
  107054. blocks: Array<OctreeBlock<T>>;
  107055. private _depth;
  107056. private _maxDepth;
  107057. private _capacity;
  107058. private _minPoint;
  107059. private _maxPoint;
  107060. private _boundingVectors;
  107061. private _creationFunc;
  107062. /**
  107063. * Creates a new block
  107064. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  107065. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  107066. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107067. * @param depth defines the current depth of this block in the octree
  107068. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  107069. * @param creationFunc defines a callback to call when an element is added to the block
  107070. */
  107071. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  107072. /**
  107073. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107074. */
  107075. readonly capacity: number;
  107076. /**
  107077. * Gets the minimum vector (in world space) of the block's bounding box
  107078. */
  107079. readonly minPoint: Vector3;
  107080. /**
  107081. * Gets the maximum vector (in world space) of the block's bounding box
  107082. */
  107083. readonly maxPoint: Vector3;
  107084. /**
  107085. * Add a new element to this block
  107086. * @param entry defines the element to add
  107087. */
  107088. addEntry(entry: T): void;
  107089. /**
  107090. * Remove an element from this block
  107091. * @param entry defines the element to remove
  107092. */
  107093. removeEntry(entry: T): void;
  107094. /**
  107095. * Add an array of elements to this block
  107096. * @param entries defines the array of elements to add
  107097. */
  107098. addEntries(entries: T[]): void;
  107099. /**
  107100. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  107101. * @param frustumPlanes defines the frustum planes to test
  107102. * @param selection defines the array to store current content if selection is positive
  107103. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107104. */
  107105. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  107106. /**
  107107. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  107108. * @param sphereCenter defines the bounding sphere center
  107109. * @param sphereRadius defines the bounding sphere radius
  107110. * @param selection defines the array to store current content if selection is positive
  107111. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107112. */
  107113. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  107114. /**
  107115. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  107116. * @param ray defines the ray to test with
  107117. * @param selection defines the array to store current content if selection is positive
  107118. */
  107119. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  107120. /**
  107121. * Subdivide the content into child blocks (this block will then be empty)
  107122. */
  107123. createInnerBlocks(): void;
  107124. /**
  107125. * @hidden
  107126. */
  107127. 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;
  107128. }
  107129. }
  107130. declare module BABYLON {
  107131. /**
  107132. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  107133. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107134. */
  107135. export class Octree<T> {
  107136. /** 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.) */
  107137. maxDepth: number;
  107138. /**
  107139. * Blocks within the octree containing objects
  107140. */
  107141. blocks: Array<OctreeBlock<T>>;
  107142. /**
  107143. * Content stored in the octree
  107144. */
  107145. dynamicContent: T[];
  107146. private _maxBlockCapacity;
  107147. private _selectionContent;
  107148. private _creationFunc;
  107149. /**
  107150. * Creates a octree
  107151. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107152. * @param creationFunc function to be used to instatiate the octree
  107153. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  107154. * @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.)
  107155. */
  107156. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  107157. /** 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.) */
  107158. maxDepth?: number);
  107159. /**
  107160. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  107161. * @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);
  107162. * @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);
  107163. * @param entries meshes to be added to the octree blocks
  107164. */
  107165. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  107166. /**
  107167. * Adds a mesh to the octree
  107168. * @param entry Mesh to add to the octree
  107169. */
  107170. addMesh(entry: T): void;
  107171. /**
  107172. * Remove an element from the octree
  107173. * @param entry defines the element to remove
  107174. */
  107175. removeMesh(entry: T): void;
  107176. /**
  107177. * Selects an array of meshes within the frustum
  107178. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  107179. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  107180. * @returns array of meshes within the frustum
  107181. */
  107182. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  107183. /**
  107184. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  107185. * @param sphereCenter defines the bounding sphere center
  107186. * @param sphereRadius defines the bounding sphere radius
  107187. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107188. * @returns an array of objects that intersect the sphere
  107189. */
  107190. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  107191. /**
  107192. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  107193. * @param ray defines the ray to test with
  107194. * @returns array of intersected objects
  107195. */
  107196. intersectsRay(ray: Ray): SmartArray<T>;
  107197. /**
  107198. * Adds a mesh into the octree block if it intersects the block
  107199. */
  107200. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  107201. /**
  107202. * Adds a submesh into the octree block if it intersects the block
  107203. */
  107204. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  107205. }
  107206. }
  107207. declare module BABYLON {
  107208. interface Scene {
  107209. /**
  107210. * @hidden
  107211. * Backing Filed
  107212. */
  107213. _selectionOctree: Octree<AbstractMesh>;
  107214. /**
  107215. * Gets the octree used to boost mesh selection (picking)
  107216. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107217. */
  107218. selectionOctree: Octree<AbstractMesh>;
  107219. /**
  107220. * Creates or updates the octree used to boost selection (picking)
  107221. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107222. * @param maxCapacity defines the maximum capacity per leaf
  107223. * @param maxDepth defines the maximum depth of the octree
  107224. * @returns an octree of AbstractMesh
  107225. */
  107226. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  107227. }
  107228. interface AbstractMesh {
  107229. /**
  107230. * @hidden
  107231. * Backing Field
  107232. */
  107233. _submeshesOctree: Octree<SubMesh>;
  107234. /**
  107235. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  107236. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  107237. * @param maxCapacity defines the maximum size of each block (64 by default)
  107238. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  107239. * @returns the new octree
  107240. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  107241. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107242. */
  107243. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  107244. }
  107245. /**
  107246. * Defines the octree scene component responsible to manage any octrees
  107247. * in a given scene.
  107248. */
  107249. export class OctreeSceneComponent {
  107250. /**
  107251. * The component name help to identify the component in the list of scene components.
  107252. */
  107253. readonly name: string;
  107254. /**
  107255. * The scene the component belongs to.
  107256. */
  107257. scene: Scene;
  107258. /**
  107259. * Indicates if the meshes have been checked to make sure they are isEnabled()
  107260. */
  107261. readonly checksIsEnabled: boolean;
  107262. /**
  107263. * Creates a new instance of the component for the given scene
  107264. * @param scene Defines the scene to register the component in
  107265. */
  107266. constructor(scene: Scene);
  107267. /**
  107268. * Registers the component in a given scene
  107269. */
  107270. register(): void;
  107271. /**
  107272. * Return the list of active meshes
  107273. * @returns the list of active meshes
  107274. */
  107275. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  107276. /**
  107277. * Return the list of active sub meshes
  107278. * @param mesh The mesh to get the candidates sub meshes from
  107279. * @returns the list of active sub meshes
  107280. */
  107281. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  107282. private _tempRay;
  107283. /**
  107284. * Return the list of sub meshes intersecting with a given local ray
  107285. * @param mesh defines the mesh to find the submesh for
  107286. * @param localRay defines the ray in local space
  107287. * @returns the list of intersecting sub meshes
  107288. */
  107289. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  107290. /**
  107291. * Return the list of sub meshes colliding with a collider
  107292. * @param mesh defines the mesh to find the submesh for
  107293. * @param collider defines the collider to evaluate the collision against
  107294. * @returns the list of colliding sub meshes
  107295. */
  107296. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  107297. /**
  107298. * Rebuilds the elements related to this component in case of
  107299. * context lost for instance.
  107300. */
  107301. rebuild(): void;
  107302. /**
  107303. * Disposes the component and the associated ressources.
  107304. */
  107305. dispose(): void;
  107306. }
  107307. }
  107308. declare module BABYLON {
  107309. /**
  107310. * Renders a layer on top of an existing scene
  107311. */
  107312. export class UtilityLayerRenderer implements IDisposable {
  107313. /** the original scene that will be rendered on top of */
  107314. originalScene: Scene;
  107315. private _pointerCaptures;
  107316. private _lastPointerEvents;
  107317. private static _DefaultUtilityLayer;
  107318. private static _DefaultKeepDepthUtilityLayer;
  107319. private _sharedGizmoLight;
  107320. private _renderCamera;
  107321. /**
  107322. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  107323. * @returns the camera that is used when rendering the utility layer
  107324. */
  107325. getRenderCamera(): Nullable<Camera>;
  107326. /**
  107327. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  107328. * @param cam the camera that should be used when rendering the utility layer
  107329. */
  107330. setRenderCamera(cam: Nullable<Camera>): void;
  107331. /**
  107332. * @hidden
  107333. * Light which used by gizmos to get light shading
  107334. */
  107335. _getSharedGizmoLight(): HemisphericLight;
  107336. /**
  107337. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  107338. */
  107339. pickUtilitySceneFirst: boolean;
  107340. /**
  107341. * 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)
  107342. */
  107343. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  107344. /**
  107345. * 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)
  107346. */
  107347. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  107348. /**
  107349. * The scene that is rendered on top of the original scene
  107350. */
  107351. utilityLayerScene: Scene;
  107352. /**
  107353. * If the utility layer should automatically be rendered on top of existing scene
  107354. */
  107355. shouldRender: boolean;
  107356. /**
  107357. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  107358. */
  107359. onlyCheckPointerDownEvents: boolean;
  107360. /**
  107361. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  107362. */
  107363. processAllEvents: boolean;
  107364. /**
  107365. * Observable raised when the pointer move from the utility layer scene to the main scene
  107366. */
  107367. onPointerOutObservable: Observable<number>;
  107368. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  107369. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  107370. private _afterRenderObserver;
  107371. private _sceneDisposeObserver;
  107372. private _originalPointerObserver;
  107373. /**
  107374. * Instantiates a UtilityLayerRenderer
  107375. * @param originalScene the original scene that will be rendered on top of
  107376. * @param handleEvents boolean indicating if the utility layer should handle events
  107377. */
  107378. constructor(
  107379. /** the original scene that will be rendered on top of */
  107380. originalScene: Scene, handleEvents?: boolean);
  107381. private _notifyObservers;
  107382. /**
  107383. * Renders the utility layers scene on top of the original scene
  107384. */
  107385. render(): void;
  107386. /**
  107387. * Disposes of the renderer
  107388. */
  107389. dispose(): void;
  107390. private _updateCamera;
  107391. }
  107392. }
  107393. declare module BABYLON {
  107394. /**
  107395. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  107396. */
  107397. export class Gizmo implements IDisposable {
  107398. /** The utility layer the gizmo will be added to */
  107399. gizmoLayer: UtilityLayerRenderer;
  107400. /**
  107401. * The root mesh of the gizmo
  107402. */
  107403. _rootMesh: Mesh;
  107404. private _attachedMesh;
  107405. /**
  107406. * Ratio for the scale of the gizmo (Default: 1)
  107407. */
  107408. scaleRatio: number;
  107409. /**
  107410. * If a custom mesh has been set (Default: false)
  107411. */
  107412. protected _customMeshSet: boolean;
  107413. /**
  107414. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  107415. * * When set, interactions will be enabled
  107416. */
  107417. attachedMesh: Nullable<AbstractMesh>;
  107418. /**
  107419. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  107420. * @param mesh The mesh to replace the default mesh of the gizmo
  107421. */
  107422. setCustomMesh(mesh: Mesh): void;
  107423. /**
  107424. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  107425. */
  107426. updateGizmoRotationToMatchAttachedMesh: boolean;
  107427. /**
  107428. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  107429. */
  107430. updateGizmoPositionToMatchAttachedMesh: boolean;
  107431. /**
  107432. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  107433. */
  107434. updateScale: boolean;
  107435. protected _interactionsEnabled: boolean;
  107436. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107437. private _beforeRenderObserver;
  107438. private _tempVector;
  107439. /**
  107440. * Creates a gizmo
  107441. * @param gizmoLayer The utility layer the gizmo will be added to
  107442. */
  107443. constructor(
  107444. /** The utility layer the gizmo will be added to */
  107445. gizmoLayer?: UtilityLayerRenderer);
  107446. /**
  107447. * Updates the gizmo to match the attached mesh's position/rotation
  107448. */
  107449. protected _update(): void;
  107450. /**
  107451. * Disposes of the gizmo
  107452. */
  107453. dispose(): void;
  107454. }
  107455. }
  107456. declare module BABYLON {
  107457. /**
  107458. * Single plane drag gizmo
  107459. */
  107460. export class PlaneDragGizmo extends Gizmo {
  107461. /**
  107462. * Drag behavior responsible for the gizmos dragging interactions
  107463. */
  107464. dragBehavior: PointerDragBehavior;
  107465. private _pointerObserver;
  107466. /**
  107467. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107468. */
  107469. snapDistance: number;
  107470. /**
  107471. * Event that fires each time the gizmo snaps to a new location.
  107472. * * snapDistance is the the change in distance
  107473. */
  107474. onSnapObservable: Observable<{
  107475. snapDistance: number;
  107476. }>;
  107477. private _plane;
  107478. private _coloredMaterial;
  107479. private _hoverMaterial;
  107480. private _isEnabled;
  107481. private _parent;
  107482. /** @hidden */
  107483. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  107484. /** @hidden */
  107485. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  107486. /**
  107487. * Creates a PlaneDragGizmo
  107488. * @param gizmoLayer The utility layer the gizmo will be added to
  107489. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  107490. * @param color The color of the gizmo
  107491. */
  107492. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  107493. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107494. /**
  107495. * If the gizmo is enabled
  107496. */
  107497. isEnabled: boolean;
  107498. /**
  107499. * Disposes of the gizmo
  107500. */
  107501. dispose(): void;
  107502. }
  107503. }
  107504. declare module BABYLON {
  107505. /**
  107506. * Gizmo that enables dragging a mesh along 3 axis
  107507. */
  107508. export class PositionGizmo extends Gizmo {
  107509. /**
  107510. * Internal gizmo used for interactions on the x axis
  107511. */
  107512. xGizmo: AxisDragGizmo;
  107513. /**
  107514. * Internal gizmo used for interactions on the y axis
  107515. */
  107516. yGizmo: AxisDragGizmo;
  107517. /**
  107518. * Internal gizmo used for interactions on the z axis
  107519. */
  107520. zGizmo: AxisDragGizmo;
  107521. /**
  107522. * Internal gizmo used for interactions on the yz plane
  107523. */
  107524. xPlaneGizmo: PlaneDragGizmo;
  107525. /**
  107526. * Internal gizmo used for interactions on the xz plane
  107527. */
  107528. yPlaneGizmo: PlaneDragGizmo;
  107529. /**
  107530. * Internal gizmo used for interactions on the xy plane
  107531. */
  107532. zPlaneGizmo: PlaneDragGizmo;
  107533. /**
  107534. * private variables
  107535. */
  107536. private _meshAttached;
  107537. private _updateGizmoRotationToMatchAttachedMesh;
  107538. private _snapDistance;
  107539. private _scaleRatio;
  107540. /** Fires an event when any of it's sub gizmos are dragged */
  107541. onDragStartObservable: Observable<unknown>;
  107542. /** Fires an event when any of it's sub gizmos are released from dragging */
  107543. onDragEndObservable: Observable<unknown>;
  107544. /**
  107545. * If set to true, planar drag is enabled
  107546. */
  107547. private _planarGizmoEnabled;
  107548. attachedMesh: Nullable<AbstractMesh>;
  107549. /**
  107550. * Creates a PositionGizmo
  107551. * @param gizmoLayer The utility layer the gizmo will be added to
  107552. */
  107553. constructor(gizmoLayer?: UtilityLayerRenderer);
  107554. /**
  107555. * If the planar drag gizmo is enabled
  107556. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  107557. */
  107558. planarGizmoEnabled: boolean;
  107559. updateGizmoRotationToMatchAttachedMesh: boolean;
  107560. /**
  107561. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107562. */
  107563. snapDistance: number;
  107564. /**
  107565. * Ratio for the scale of the gizmo (Default: 1)
  107566. */
  107567. scaleRatio: number;
  107568. /**
  107569. * Disposes of the gizmo
  107570. */
  107571. dispose(): void;
  107572. /**
  107573. * CustomMeshes are not supported by this gizmo
  107574. * @param mesh The mesh to replace the default mesh of the gizmo
  107575. */
  107576. setCustomMesh(mesh: Mesh): void;
  107577. }
  107578. }
  107579. declare module BABYLON {
  107580. /**
  107581. * Single axis drag gizmo
  107582. */
  107583. export class AxisDragGizmo extends Gizmo {
  107584. /**
  107585. * Drag behavior responsible for the gizmos dragging interactions
  107586. */
  107587. dragBehavior: PointerDragBehavior;
  107588. private _pointerObserver;
  107589. /**
  107590. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107591. */
  107592. snapDistance: number;
  107593. /**
  107594. * Event that fires each time the gizmo snaps to a new location.
  107595. * * snapDistance is the the change in distance
  107596. */
  107597. onSnapObservable: Observable<{
  107598. snapDistance: number;
  107599. }>;
  107600. private _isEnabled;
  107601. private _parent;
  107602. private _arrow;
  107603. private _coloredMaterial;
  107604. private _hoverMaterial;
  107605. /** @hidden */
  107606. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  107607. /** @hidden */
  107608. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  107609. /**
  107610. * Creates an AxisDragGizmo
  107611. * @param gizmoLayer The utility layer the gizmo will be added to
  107612. * @param dragAxis The axis which the gizmo will be able to drag on
  107613. * @param color The color of the gizmo
  107614. */
  107615. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  107616. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107617. /**
  107618. * If the gizmo is enabled
  107619. */
  107620. isEnabled: boolean;
  107621. /**
  107622. * Disposes of the gizmo
  107623. */
  107624. dispose(): void;
  107625. }
  107626. }
  107627. declare module BABYLON.Debug {
  107628. /**
  107629. * The Axes viewer will show 3 axes in a specific point in space
  107630. */
  107631. export class AxesViewer {
  107632. private _xAxis;
  107633. private _yAxis;
  107634. private _zAxis;
  107635. private _scaleLinesFactor;
  107636. private _instanced;
  107637. /**
  107638. * Gets the hosting scene
  107639. */
  107640. scene: Scene;
  107641. /**
  107642. * Gets or sets a number used to scale line length
  107643. */
  107644. scaleLines: number;
  107645. /** Gets the node hierarchy used to render x-axis */
  107646. readonly xAxis: TransformNode;
  107647. /** Gets the node hierarchy used to render y-axis */
  107648. readonly yAxis: TransformNode;
  107649. /** Gets the node hierarchy used to render z-axis */
  107650. readonly zAxis: TransformNode;
  107651. /**
  107652. * Creates a new AxesViewer
  107653. * @param scene defines the hosting scene
  107654. * @param scaleLines defines a number used to scale line length (1 by default)
  107655. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  107656. * @param xAxis defines the node hierarchy used to render the x-axis
  107657. * @param yAxis defines the node hierarchy used to render the y-axis
  107658. * @param zAxis defines the node hierarchy used to render the z-axis
  107659. */
  107660. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  107661. /**
  107662. * Force the viewer to update
  107663. * @param position defines the position of the viewer
  107664. * @param xaxis defines the x axis of the viewer
  107665. * @param yaxis defines the y axis of the viewer
  107666. * @param zaxis defines the z axis of the viewer
  107667. */
  107668. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  107669. /**
  107670. * Creates an instance of this axes viewer.
  107671. * @returns a new axes viewer with instanced meshes
  107672. */
  107673. createInstance(): AxesViewer;
  107674. /** Releases resources */
  107675. dispose(): void;
  107676. private static _SetRenderingGroupId;
  107677. }
  107678. }
  107679. declare module BABYLON.Debug {
  107680. /**
  107681. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  107682. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  107683. */
  107684. export class BoneAxesViewer extends AxesViewer {
  107685. /**
  107686. * Gets or sets the target mesh where to display the axes viewer
  107687. */
  107688. mesh: Nullable<Mesh>;
  107689. /**
  107690. * Gets or sets the target bone where to display the axes viewer
  107691. */
  107692. bone: Nullable<Bone>;
  107693. /** Gets current position */
  107694. pos: Vector3;
  107695. /** Gets direction of X axis */
  107696. xaxis: Vector3;
  107697. /** Gets direction of Y axis */
  107698. yaxis: Vector3;
  107699. /** Gets direction of Z axis */
  107700. zaxis: Vector3;
  107701. /**
  107702. * Creates a new BoneAxesViewer
  107703. * @param scene defines the hosting scene
  107704. * @param bone defines the target bone
  107705. * @param mesh defines the target mesh
  107706. * @param scaleLines defines a scaling factor for line length (1 by default)
  107707. */
  107708. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  107709. /**
  107710. * Force the viewer to update
  107711. */
  107712. update(): void;
  107713. /** Releases resources */
  107714. dispose(): void;
  107715. }
  107716. }
  107717. declare module BABYLON {
  107718. /**
  107719. * Interface used to define scene explorer extensibility option
  107720. */
  107721. export interface IExplorerExtensibilityOption {
  107722. /**
  107723. * Define the option label
  107724. */
  107725. label: string;
  107726. /**
  107727. * Defines the action to execute on click
  107728. */
  107729. action: (entity: any) => void;
  107730. }
  107731. /**
  107732. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  107733. */
  107734. export interface IExplorerExtensibilityGroup {
  107735. /**
  107736. * Defines a predicate to test if a given type mut be extended
  107737. */
  107738. predicate: (entity: any) => boolean;
  107739. /**
  107740. * Gets the list of options added to a type
  107741. */
  107742. entries: IExplorerExtensibilityOption[];
  107743. }
  107744. /**
  107745. * Interface used to define the options to use to create the Inspector
  107746. */
  107747. export interface IInspectorOptions {
  107748. /**
  107749. * Display in overlay mode (default: false)
  107750. */
  107751. overlay?: boolean;
  107752. /**
  107753. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  107754. */
  107755. globalRoot?: HTMLElement;
  107756. /**
  107757. * Display the Scene explorer
  107758. */
  107759. showExplorer?: boolean;
  107760. /**
  107761. * Display the property inspector
  107762. */
  107763. showInspector?: boolean;
  107764. /**
  107765. * Display in embed mode (both panes on the right)
  107766. */
  107767. embedMode?: boolean;
  107768. /**
  107769. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  107770. */
  107771. handleResize?: boolean;
  107772. /**
  107773. * Allow the panes to popup (default: true)
  107774. */
  107775. enablePopup?: boolean;
  107776. /**
  107777. * Allow the panes to be closed by users (default: true)
  107778. */
  107779. enableClose?: boolean;
  107780. /**
  107781. * Optional list of extensibility entries
  107782. */
  107783. explorerExtensibility?: IExplorerExtensibilityGroup[];
  107784. /**
  107785. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  107786. */
  107787. inspectorURL?: string;
  107788. }
  107789. interface Scene {
  107790. /**
  107791. * @hidden
  107792. * Backing field
  107793. */
  107794. _debugLayer: DebugLayer;
  107795. /**
  107796. * Gets the debug layer (aka Inspector) associated with the scene
  107797. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107798. */
  107799. debugLayer: DebugLayer;
  107800. }
  107801. /**
  107802. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107803. * what is happening in your scene
  107804. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107805. */
  107806. export class DebugLayer {
  107807. /**
  107808. * Define the url to get the inspector script from.
  107809. * By default it uses the babylonjs CDN.
  107810. * @ignoreNaming
  107811. */
  107812. static InspectorURL: string;
  107813. private _scene;
  107814. private BJSINSPECTOR;
  107815. private _onPropertyChangedObservable?;
  107816. /**
  107817. * Observable triggered when a property is changed through the inspector.
  107818. */
  107819. readonly onPropertyChangedObservable: any;
  107820. /**
  107821. * Instantiates a new debug layer.
  107822. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107823. * what is happening in your scene
  107824. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107825. * @param scene Defines the scene to inspect
  107826. */
  107827. constructor(scene: Scene);
  107828. /** Creates the inspector window. */
  107829. private _createInspector;
  107830. /**
  107831. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  107832. * @param entity defines the entity to select
  107833. * @param lineContainerTitle defines the specific block to highlight
  107834. */
  107835. select(entity: any, lineContainerTitle?: string): void;
  107836. /** Get the inspector from bundle or global */
  107837. private _getGlobalInspector;
  107838. /**
  107839. * Get if the inspector is visible or not.
  107840. * @returns true if visible otherwise, false
  107841. */
  107842. isVisible(): boolean;
  107843. /**
  107844. * Hide the inspector and close its window.
  107845. */
  107846. hide(): void;
  107847. /**
  107848. * Launch the debugLayer.
  107849. * @param config Define the configuration of the inspector
  107850. * @return a promise fulfilled when the debug layer is visible
  107851. */
  107852. show(config?: IInspectorOptions): Promise<DebugLayer>;
  107853. }
  107854. }
  107855. declare module BABYLON {
  107856. /**
  107857. * Class containing static functions to help procedurally build meshes
  107858. */
  107859. export class BoxBuilder {
  107860. /**
  107861. * Creates a box mesh
  107862. * * The parameter `size` sets the size (float) of each box side (default 1)
  107863. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  107864. * * 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)
  107865. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  107866. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107867. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  107868. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107869. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  107870. * @param name defines the name of the mesh
  107871. * @param options defines the options used to create the mesh
  107872. * @param scene defines the hosting scene
  107873. * @returns the box mesh
  107874. */
  107875. static CreateBox(name: string, options: {
  107876. size?: number;
  107877. width?: number;
  107878. height?: number;
  107879. depth?: number;
  107880. faceUV?: Vector4[];
  107881. faceColors?: Color4[];
  107882. sideOrientation?: number;
  107883. frontUVs?: Vector4;
  107884. backUVs?: Vector4;
  107885. wrap?: boolean;
  107886. topBaseAt?: number;
  107887. bottomBaseAt?: number;
  107888. updatable?: boolean;
  107889. }, scene?: Nullable<Scene>): Mesh;
  107890. }
  107891. }
  107892. declare module BABYLON {
  107893. /**
  107894. * Class containing static functions to help procedurally build meshes
  107895. */
  107896. export class SphereBuilder {
  107897. /**
  107898. * Creates a sphere mesh
  107899. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  107900. * * 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`)
  107901. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  107902. * * 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
  107903. * * 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)
  107904. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107905. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  107906. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107907. * @param name defines the name of the mesh
  107908. * @param options defines the options used to create the mesh
  107909. * @param scene defines the hosting scene
  107910. * @returns the sphere mesh
  107911. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  107912. */
  107913. static CreateSphere(name: string, options: {
  107914. segments?: number;
  107915. diameter?: number;
  107916. diameterX?: number;
  107917. diameterY?: number;
  107918. diameterZ?: number;
  107919. arc?: number;
  107920. slice?: number;
  107921. sideOrientation?: number;
  107922. frontUVs?: Vector4;
  107923. backUVs?: Vector4;
  107924. updatable?: boolean;
  107925. }, scene?: Nullable<Scene>): Mesh;
  107926. }
  107927. }
  107928. declare module BABYLON.Debug {
  107929. /**
  107930. * Used to show the physics impostor around the specific mesh
  107931. */
  107932. export class PhysicsViewer {
  107933. /** @hidden */
  107934. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  107935. /** @hidden */
  107936. protected _meshes: Array<Nullable<AbstractMesh>>;
  107937. /** @hidden */
  107938. protected _scene: Nullable<Scene>;
  107939. /** @hidden */
  107940. protected _numMeshes: number;
  107941. /** @hidden */
  107942. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  107943. private _renderFunction;
  107944. private _utilityLayer;
  107945. private _debugBoxMesh;
  107946. private _debugSphereMesh;
  107947. private _debugCylinderMesh;
  107948. private _debugMaterial;
  107949. private _debugMeshMeshes;
  107950. /**
  107951. * Creates a new PhysicsViewer
  107952. * @param scene defines the hosting scene
  107953. */
  107954. constructor(scene: Scene);
  107955. /** @hidden */
  107956. protected _updateDebugMeshes(): void;
  107957. /**
  107958. * Renders a specified physic impostor
  107959. * @param impostor defines the impostor to render
  107960. * @param targetMesh defines the mesh represented by the impostor
  107961. * @returns the new debug mesh used to render the impostor
  107962. */
  107963. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  107964. /**
  107965. * Hides a specified physic impostor
  107966. * @param impostor defines the impostor to hide
  107967. */
  107968. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  107969. private _getDebugMaterial;
  107970. private _getDebugBoxMesh;
  107971. private _getDebugSphereMesh;
  107972. private _getDebugCylinderMesh;
  107973. private _getDebugMeshMesh;
  107974. private _getDebugMesh;
  107975. /** Releases all resources */
  107976. dispose(): void;
  107977. }
  107978. }
  107979. declare module BABYLON {
  107980. /**
  107981. * Class containing static functions to help procedurally build meshes
  107982. */
  107983. export class LinesBuilder {
  107984. /**
  107985. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  107986. * * 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
  107987. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  107988. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  107989. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  107990. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  107991. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  107992. * * 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
  107993. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  107994. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107995. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  107996. * @param name defines the name of the new line system
  107997. * @param options defines the options used to create the line system
  107998. * @param scene defines the hosting scene
  107999. * @returns a new line system mesh
  108000. */
  108001. static CreateLineSystem(name: string, options: {
  108002. lines: Vector3[][];
  108003. updatable?: boolean;
  108004. instance?: Nullable<LinesMesh>;
  108005. colors?: Nullable<Color4[][]>;
  108006. useVertexAlpha?: boolean;
  108007. }, scene: Nullable<Scene>): LinesMesh;
  108008. /**
  108009. * Creates a line mesh
  108010. * 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
  108011. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108012. * * The parameter `points` is an array successive Vector3
  108013. * * 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
  108014. * * The optional parameter `colors` is an array of successive Color4, one per line point
  108015. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  108016. * * When updating an instance, remember that only point positions can change, not the number of points
  108017. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108018. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  108019. * @param name defines the name of the new line system
  108020. * @param options defines the options used to create the line system
  108021. * @param scene defines the hosting scene
  108022. * @returns a new line mesh
  108023. */
  108024. static CreateLines(name: string, options: {
  108025. points: Vector3[];
  108026. updatable?: boolean;
  108027. instance?: Nullable<LinesMesh>;
  108028. colors?: Color4[];
  108029. useVertexAlpha?: boolean;
  108030. }, scene?: Nullable<Scene>): LinesMesh;
  108031. /**
  108032. * Creates a dashed line mesh
  108033. * * 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
  108034. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108035. * * The parameter `points` is an array successive Vector3
  108036. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  108037. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  108038. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  108039. * * 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
  108040. * * When updating an instance, remember that only point positions can change, not the number of points
  108041. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108042. * @param name defines the name of the mesh
  108043. * @param options defines the options used to create the mesh
  108044. * @param scene defines the hosting scene
  108045. * @returns the dashed line mesh
  108046. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  108047. */
  108048. static CreateDashedLines(name: string, options: {
  108049. points: Vector3[];
  108050. dashSize?: number;
  108051. gapSize?: number;
  108052. dashNb?: number;
  108053. updatable?: boolean;
  108054. instance?: LinesMesh;
  108055. }, scene?: Nullable<Scene>): LinesMesh;
  108056. }
  108057. }
  108058. declare module BABYLON {
  108059. /**
  108060. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108061. * in order to better appreciate the issue one might have.
  108062. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108063. */
  108064. export class RayHelper {
  108065. /**
  108066. * Defines the ray we are currently tryin to visualize.
  108067. */
  108068. ray: Nullable<Ray>;
  108069. private _renderPoints;
  108070. private _renderLine;
  108071. private _renderFunction;
  108072. private _scene;
  108073. private _updateToMeshFunction;
  108074. private _attachedToMesh;
  108075. private _meshSpaceDirection;
  108076. private _meshSpaceOrigin;
  108077. /**
  108078. * Helper function to create a colored helper in a scene in one line.
  108079. * @param ray Defines the ray we are currently tryin to visualize
  108080. * @param scene Defines the scene the ray is used in
  108081. * @param color Defines the color we want to see the ray in
  108082. * @returns The newly created ray helper.
  108083. */
  108084. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  108085. /**
  108086. * Instantiate a new ray helper.
  108087. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108088. * in order to better appreciate the issue one might have.
  108089. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108090. * @param ray Defines the ray we are currently tryin to visualize
  108091. */
  108092. constructor(ray: Ray);
  108093. /**
  108094. * Shows the ray we are willing to debug.
  108095. * @param scene Defines the scene the ray needs to be rendered in
  108096. * @param color Defines the color the ray needs to be rendered in
  108097. */
  108098. show(scene: Scene, color?: Color3): void;
  108099. /**
  108100. * Hides the ray we are debugging.
  108101. */
  108102. hide(): void;
  108103. private _render;
  108104. /**
  108105. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  108106. * @param mesh Defines the mesh we want the helper attached to
  108107. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  108108. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  108109. * @param length Defines the length of the ray
  108110. */
  108111. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  108112. /**
  108113. * Detach the ray helper from the mesh it has previously been attached to.
  108114. */
  108115. detachFromMesh(): void;
  108116. private _updateToMesh;
  108117. /**
  108118. * Dispose the helper and release its associated resources.
  108119. */
  108120. dispose(): void;
  108121. }
  108122. }
  108123. declare module BABYLON.Debug {
  108124. /**
  108125. * Class used to render a debug view of a given skeleton
  108126. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  108127. */
  108128. export class SkeletonViewer {
  108129. /** defines the skeleton to render */
  108130. skeleton: Skeleton;
  108131. /** defines the mesh attached to the skeleton */
  108132. mesh: AbstractMesh;
  108133. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108134. autoUpdateBonesMatrices: boolean;
  108135. /** defines the rendering group id to use with the viewer */
  108136. renderingGroupId: number;
  108137. /** Gets or sets the color used to render the skeleton */
  108138. color: Color3;
  108139. private _scene;
  108140. private _debugLines;
  108141. private _debugMesh;
  108142. private _isEnabled;
  108143. private _renderFunction;
  108144. private _utilityLayer;
  108145. /**
  108146. * Returns the mesh used to render the bones
  108147. */
  108148. readonly debugMesh: Nullable<LinesMesh>;
  108149. /**
  108150. * Creates a new SkeletonViewer
  108151. * @param skeleton defines the skeleton to render
  108152. * @param mesh defines the mesh attached to the skeleton
  108153. * @param scene defines the hosting scene
  108154. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  108155. * @param renderingGroupId defines the rendering group id to use with the viewer
  108156. */
  108157. constructor(
  108158. /** defines the skeleton to render */
  108159. skeleton: Skeleton,
  108160. /** defines the mesh attached to the skeleton */
  108161. mesh: AbstractMesh, scene: Scene,
  108162. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108163. autoUpdateBonesMatrices?: boolean,
  108164. /** defines the rendering group id to use with the viewer */
  108165. renderingGroupId?: number);
  108166. /** Gets or sets a boolean indicating if the viewer is enabled */
  108167. isEnabled: boolean;
  108168. private _getBonePosition;
  108169. private _getLinesForBonesWithLength;
  108170. private _getLinesForBonesNoLength;
  108171. /** Update the viewer to sync with current skeleton state */
  108172. update(): void;
  108173. /** Release associated resources */
  108174. dispose(): void;
  108175. }
  108176. }
  108177. declare module BABYLON {
  108178. /**
  108179. * Options to create the null engine
  108180. */
  108181. export class NullEngineOptions {
  108182. /**
  108183. * Render width (Default: 512)
  108184. */
  108185. renderWidth: number;
  108186. /**
  108187. * Render height (Default: 256)
  108188. */
  108189. renderHeight: number;
  108190. /**
  108191. * Texture size (Default: 512)
  108192. */
  108193. textureSize: number;
  108194. /**
  108195. * If delta time between frames should be constant
  108196. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108197. */
  108198. deterministicLockstep: boolean;
  108199. /**
  108200. * Maximum about of steps between frames (Default: 4)
  108201. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108202. */
  108203. lockstepMaxSteps: number;
  108204. }
  108205. /**
  108206. * The null engine class provides support for headless version of babylon.js.
  108207. * This can be used in server side scenario or for testing purposes
  108208. */
  108209. export class NullEngine extends Engine {
  108210. private _options;
  108211. /**
  108212. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108213. */
  108214. isDeterministicLockStep(): boolean;
  108215. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  108216. getLockstepMaxSteps(): number;
  108217. /**
  108218. * Sets hardware scaling, used to save performance if needed
  108219. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108220. */
  108221. getHardwareScalingLevel(): number;
  108222. constructor(options?: NullEngineOptions);
  108223. createVertexBuffer(vertices: FloatArray): DataBuffer;
  108224. createIndexBuffer(indices: IndicesArray): DataBuffer;
  108225. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  108226. getRenderWidth(useScreen?: boolean): number;
  108227. getRenderHeight(useScreen?: boolean): number;
  108228. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  108229. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  108230. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  108231. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  108232. bindSamplers(effect: Effect): void;
  108233. enableEffect(effect: Effect): void;
  108234. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  108235. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  108236. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  108237. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  108238. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  108239. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  108240. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  108241. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  108242. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  108243. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  108244. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  108245. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  108246. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  108247. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  108248. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  108249. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  108250. setFloat(uniform: WebGLUniformLocation, value: number): void;
  108251. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  108252. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  108253. setBool(uniform: WebGLUniformLocation, bool: number): void;
  108254. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  108255. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  108256. bindBuffers(vertexBuffers: {
  108257. [key: string]: VertexBuffer;
  108258. }, indexBuffer: DataBuffer, effect: Effect): void;
  108259. wipeCaches(bruteForce?: boolean): void;
  108260. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  108261. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  108262. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  108263. /** @hidden */
  108264. _createTexture(): WebGLTexture;
  108265. /** @hidden */
  108266. _releaseTexture(texture: InternalTexture): void;
  108267. 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;
  108268. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  108269. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  108270. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  108271. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  108272. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  108273. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  108274. areAllEffectsReady(): boolean;
  108275. /**
  108276. * @hidden
  108277. * Get the current error code of the webGL context
  108278. * @returns the error code
  108279. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  108280. */
  108281. getError(): number;
  108282. /** @hidden */
  108283. _getUnpackAlignement(): number;
  108284. /** @hidden */
  108285. _unpackFlipY(value: boolean): void;
  108286. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  108287. /**
  108288. * Updates a dynamic vertex buffer.
  108289. * @param vertexBuffer the vertex buffer to update
  108290. * @param data the data used to update the vertex buffer
  108291. * @param byteOffset the byte offset of the data (optional)
  108292. * @param byteLength the byte length of the data (optional)
  108293. */
  108294. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  108295. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  108296. /** @hidden */
  108297. _bindTexture(channel: number, texture: InternalTexture): void;
  108298. /** @hidden */
  108299. _releaseBuffer(buffer: DataBuffer): boolean;
  108300. releaseEffects(): void;
  108301. displayLoadingUI(): void;
  108302. hideLoadingUI(): void;
  108303. /** @hidden */
  108304. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108305. /** @hidden */
  108306. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108307. /** @hidden */
  108308. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108309. /** @hidden */
  108310. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  108311. }
  108312. }
  108313. declare module BABYLON {
  108314. /** @hidden */
  108315. export class _OcclusionDataStorage {
  108316. /** @hidden */
  108317. occlusionInternalRetryCounter: number;
  108318. /** @hidden */
  108319. isOcclusionQueryInProgress: boolean;
  108320. /** @hidden */
  108321. isOccluded: boolean;
  108322. /** @hidden */
  108323. occlusionRetryCount: number;
  108324. /** @hidden */
  108325. occlusionType: number;
  108326. /** @hidden */
  108327. occlusionQueryAlgorithmType: number;
  108328. }
  108329. interface Engine {
  108330. /**
  108331. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  108332. * @return the new query
  108333. */
  108334. createQuery(): WebGLQuery;
  108335. /**
  108336. * Delete and release a webGL query
  108337. * @param query defines the query to delete
  108338. * @return the current engine
  108339. */
  108340. deleteQuery(query: WebGLQuery): Engine;
  108341. /**
  108342. * Check if a given query has resolved and got its value
  108343. * @param query defines the query to check
  108344. * @returns true if the query got its value
  108345. */
  108346. isQueryResultAvailable(query: WebGLQuery): boolean;
  108347. /**
  108348. * Gets the value of a given query
  108349. * @param query defines the query to check
  108350. * @returns the value of the query
  108351. */
  108352. getQueryResult(query: WebGLQuery): number;
  108353. /**
  108354. * Initiates an occlusion query
  108355. * @param algorithmType defines the algorithm to use
  108356. * @param query defines the query to use
  108357. * @returns the current engine
  108358. * @see http://doc.babylonjs.com/features/occlusionquery
  108359. */
  108360. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  108361. /**
  108362. * Ends an occlusion query
  108363. * @see http://doc.babylonjs.com/features/occlusionquery
  108364. * @param algorithmType defines the algorithm to use
  108365. * @returns the current engine
  108366. */
  108367. endOcclusionQuery(algorithmType: number): Engine;
  108368. /**
  108369. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  108370. * Please note that only one query can be issued at a time
  108371. * @returns a time token used to track the time span
  108372. */
  108373. startTimeQuery(): Nullable<_TimeToken>;
  108374. /**
  108375. * Ends a time query
  108376. * @param token defines the token used to measure the time span
  108377. * @returns the time spent (in ns)
  108378. */
  108379. endTimeQuery(token: _TimeToken): int;
  108380. /** @hidden */
  108381. _currentNonTimestampToken: Nullable<_TimeToken>;
  108382. /** @hidden */
  108383. _createTimeQuery(): WebGLQuery;
  108384. /** @hidden */
  108385. _deleteTimeQuery(query: WebGLQuery): void;
  108386. /** @hidden */
  108387. _getGlAlgorithmType(algorithmType: number): number;
  108388. /** @hidden */
  108389. _getTimeQueryResult(query: WebGLQuery): any;
  108390. /** @hidden */
  108391. _getTimeQueryAvailability(query: WebGLQuery): any;
  108392. }
  108393. interface AbstractMesh {
  108394. /**
  108395. * Backing filed
  108396. * @hidden
  108397. */
  108398. __occlusionDataStorage: _OcclusionDataStorage;
  108399. /**
  108400. * Access property
  108401. * @hidden
  108402. */
  108403. _occlusionDataStorage: _OcclusionDataStorage;
  108404. /**
  108405. * 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.
  108406. * The default value is -1 which means don't break the query and wait till the result
  108407. * @see http://doc.babylonjs.com/features/occlusionquery
  108408. */
  108409. occlusionRetryCount: number;
  108410. /**
  108411. * 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:
  108412. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  108413. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  108414. * * 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.
  108415. * @see http://doc.babylonjs.com/features/occlusionquery
  108416. */
  108417. occlusionType: number;
  108418. /**
  108419. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  108420. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  108421. * * 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.
  108422. * @see http://doc.babylonjs.com/features/occlusionquery
  108423. */
  108424. occlusionQueryAlgorithmType: number;
  108425. /**
  108426. * 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
  108427. * @see http://doc.babylonjs.com/features/occlusionquery
  108428. */
  108429. isOccluded: boolean;
  108430. /**
  108431. * Flag to check the progress status of the query
  108432. * @see http://doc.babylonjs.com/features/occlusionquery
  108433. */
  108434. isOcclusionQueryInProgress: boolean;
  108435. }
  108436. }
  108437. declare module BABYLON {
  108438. /** @hidden */
  108439. export var _forceTransformFeedbackToBundle: boolean;
  108440. interface Engine {
  108441. /**
  108442. * Creates a webGL transform feedback object
  108443. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  108444. * @returns the webGL transform feedback object
  108445. */
  108446. createTransformFeedback(): WebGLTransformFeedback;
  108447. /**
  108448. * Delete a webGL transform feedback object
  108449. * @param value defines the webGL transform feedback object to delete
  108450. */
  108451. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  108452. /**
  108453. * Bind a webGL transform feedback object to the webgl context
  108454. * @param value defines the webGL transform feedback object to bind
  108455. */
  108456. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  108457. /**
  108458. * Begins a transform feedback operation
  108459. * @param usePoints defines if points or triangles must be used
  108460. */
  108461. beginTransformFeedback(usePoints: boolean): void;
  108462. /**
  108463. * Ends a transform feedback operation
  108464. */
  108465. endTransformFeedback(): void;
  108466. /**
  108467. * Specify the varyings to use with transform feedback
  108468. * @param program defines the associated webGL program
  108469. * @param value defines the list of strings representing the varying names
  108470. */
  108471. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  108472. /**
  108473. * Bind a webGL buffer for a transform feedback operation
  108474. * @param value defines the webGL buffer to bind
  108475. */
  108476. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  108477. }
  108478. }
  108479. declare module BABYLON {
  108480. /**
  108481. * Creation options of the multi render target texture.
  108482. */
  108483. export interface IMultiRenderTargetOptions {
  108484. /**
  108485. * Define if the texture needs to create mip maps after render.
  108486. */
  108487. generateMipMaps?: boolean;
  108488. /**
  108489. * Define the types of all the draw buffers we want to create
  108490. */
  108491. types?: number[];
  108492. /**
  108493. * Define the sampling modes of all the draw buffers we want to create
  108494. */
  108495. samplingModes?: number[];
  108496. /**
  108497. * Define if a depth buffer is required
  108498. */
  108499. generateDepthBuffer?: boolean;
  108500. /**
  108501. * Define if a stencil buffer is required
  108502. */
  108503. generateStencilBuffer?: boolean;
  108504. /**
  108505. * Define if a depth texture is required instead of a depth buffer
  108506. */
  108507. generateDepthTexture?: boolean;
  108508. /**
  108509. * Define the number of desired draw buffers
  108510. */
  108511. textureCount?: number;
  108512. /**
  108513. * Define if aspect ratio should be adapted to the texture or stay the scene one
  108514. */
  108515. doNotChangeAspectRatio?: boolean;
  108516. /**
  108517. * Define the default type of the buffers we are creating
  108518. */
  108519. defaultType?: number;
  108520. }
  108521. /**
  108522. * A multi render target, like a render target provides the ability to render to a texture.
  108523. * Unlike the render target, it can render to several draw buffers in one draw.
  108524. * This is specially interesting in deferred rendering or for any effects requiring more than
  108525. * just one color from a single pass.
  108526. */
  108527. export class MultiRenderTarget extends RenderTargetTexture {
  108528. private _internalTextures;
  108529. private _textures;
  108530. private _multiRenderTargetOptions;
  108531. /**
  108532. * Get if draw buffers are currently supported by the used hardware and browser.
  108533. */
  108534. readonly isSupported: boolean;
  108535. /**
  108536. * Get the list of textures generated by the multi render target.
  108537. */
  108538. readonly textures: Texture[];
  108539. /**
  108540. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  108541. */
  108542. readonly depthTexture: Texture;
  108543. /**
  108544. * Set the wrapping mode on U of all the textures we are rendering to.
  108545. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  108546. */
  108547. wrapU: number;
  108548. /**
  108549. * Set the wrapping mode on V of all the textures we are rendering to.
  108550. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  108551. */
  108552. wrapV: number;
  108553. /**
  108554. * Instantiate a new multi render target texture.
  108555. * A multi render target, like a render target provides the ability to render to a texture.
  108556. * Unlike the render target, it can render to several draw buffers in one draw.
  108557. * This is specially interesting in deferred rendering or for any effects requiring more than
  108558. * just one color from a single pass.
  108559. * @param name Define the name of the texture
  108560. * @param size Define the size of the buffers to render to
  108561. * @param count Define the number of target we are rendering into
  108562. * @param scene Define the scene the texture belongs to
  108563. * @param options Define the options used to create the multi render target
  108564. */
  108565. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  108566. /** @hidden */
  108567. _rebuild(): void;
  108568. private _createInternalTextures;
  108569. private _createTextures;
  108570. /**
  108571. * Define the number of samples used if MSAA is enabled.
  108572. */
  108573. samples: number;
  108574. /**
  108575. * Resize all the textures in the multi render target.
  108576. * Be carrefull as it will recreate all the data in the new texture.
  108577. * @param size Define the new size
  108578. */
  108579. resize(size: any): void;
  108580. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  108581. /**
  108582. * Dispose the render targets and their associated resources
  108583. */
  108584. dispose(): void;
  108585. /**
  108586. * Release all the underlying texture used as draw buffers.
  108587. */
  108588. releaseInternalTextures(): void;
  108589. }
  108590. }
  108591. declare module BABYLON {
  108592. interface Engine {
  108593. /**
  108594. * Unbind a list of render target textures from the webGL context
  108595. * This is used only when drawBuffer extension or webGL2 are active
  108596. * @param textures defines the render target textures to unbind
  108597. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  108598. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  108599. */
  108600. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  108601. /**
  108602. * Create a multi render target texture
  108603. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  108604. * @param size defines the size of the texture
  108605. * @param options defines the creation options
  108606. * @returns the cube texture as an InternalTexture
  108607. */
  108608. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  108609. /**
  108610. * Update the sample count for a given multiple render target texture
  108611. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  108612. * @param textures defines the textures to update
  108613. * @param samples defines the sample count to set
  108614. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  108615. */
  108616. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  108617. }
  108618. }
  108619. declare module BABYLON {
  108620. /**
  108621. * Gather the list of clipboard event types as constants.
  108622. */
  108623. export class ClipboardEventTypes {
  108624. /**
  108625. * The clipboard event is fired when a copy command is active (pressed).
  108626. */
  108627. static readonly COPY: number;
  108628. /**
  108629. * The clipboard event is fired when a cut command is active (pressed).
  108630. */
  108631. static readonly CUT: number;
  108632. /**
  108633. * The clipboard event is fired when a paste command is active (pressed).
  108634. */
  108635. static readonly PASTE: number;
  108636. }
  108637. /**
  108638. * This class is used to store clipboard related info for the onClipboardObservable event.
  108639. */
  108640. export class ClipboardInfo {
  108641. /**
  108642. * Defines the type of event (BABYLON.ClipboardEventTypes)
  108643. */
  108644. type: number;
  108645. /**
  108646. * Defines the related dom event
  108647. */
  108648. event: ClipboardEvent;
  108649. /**
  108650. *Creates an instance of ClipboardInfo.
  108651. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  108652. * @param event Defines the related dom event
  108653. */
  108654. constructor(
  108655. /**
  108656. * Defines the type of event (BABYLON.ClipboardEventTypes)
  108657. */
  108658. type: number,
  108659. /**
  108660. * Defines the related dom event
  108661. */
  108662. event: ClipboardEvent);
  108663. /**
  108664. * Get the clipboard event's type from the keycode.
  108665. * @param keyCode Defines the keyCode for the current keyboard event.
  108666. * @return {number}
  108667. */
  108668. static GetTypeFromCharacter(keyCode: number): number;
  108669. }
  108670. }
  108671. declare module BABYLON {
  108672. /**
  108673. * Google Daydream controller
  108674. */
  108675. export class DaydreamController extends WebVRController {
  108676. /**
  108677. * Base Url for the controller model.
  108678. */
  108679. static MODEL_BASE_URL: string;
  108680. /**
  108681. * File name for the controller model.
  108682. */
  108683. static MODEL_FILENAME: string;
  108684. /**
  108685. * Gamepad Id prefix used to identify Daydream Controller.
  108686. */
  108687. static readonly GAMEPAD_ID_PREFIX: string;
  108688. /**
  108689. * Creates a new DaydreamController from a gamepad
  108690. * @param vrGamepad the gamepad that the controller should be created from
  108691. */
  108692. constructor(vrGamepad: any);
  108693. /**
  108694. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108695. * @param scene scene in which to add meshes
  108696. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108697. */
  108698. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108699. /**
  108700. * Called once for each button that changed state since the last frame
  108701. * @param buttonIdx Which button index changed
  108702. * @param state New state of the button
  108703. * @param changes Which properties on the state changed since last frame
  108704. */
  108705. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108706. }
  108707. }
  108708. declare module BABYLON {
  108709. /**
  108710. * Gear VR Controller
  108711. */
  108712. export class GearVRController extends WebVRController {
  108713. /**
  108714. * Base Url for the controller model.
  108715. */
  108716. static MODEL_BASE_URL: string;
  108717. /**
  108718. * File name for the controller model.
  108719. */
  108720. static MODEL_FILENAME: string;
  108721. /**
  108722. * Gamepad Id prefix used to identify this controller.
  108723. */
  108724. static readonly GAMEPAD_ID_PREFIX: string;
  108725. private readonly _buttonIndexToObservableNameMap;
  108726. /**
  108727. * Creates a new GearVRController from a gamepad
  108728. * @param vrGamepad the gamepad that the controller should be created from
  108729. */
  108730. constructor(vrGamepad: any);
  108731. /**
  108732. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108733. * @param scene scene in which to add meshes
  108734. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108735. */
  108736. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108737. /**
  108738. * Called once for each button that changed state since the last frame
  108739. * @param buttonIdx Which button index changed
  108740. * @param state New state of the button
  108741. * @param changes Which properties on the state changed since last frame
  108742. */
  108743. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108744. }
  108745. }
  108746. declare module BABYLON {
  108747. /**
  108748. * Class containing static functions to help procedurally build meshes
  108749. */
  108750. export class PolyhedronBuilder {
  108751. /**
  108752. * Creates a polyhedron mesh
  108753. * * 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
  108754. * * The parameter `size` (positive float, default 1) sets the polygon size
  108755. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  108756. * * 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`
  108757. * * 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
  108758. * * 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)`)
  108759. * * 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
  108760. * * 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
  108761. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108762. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  108763. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108764. * @param name defines the name of the mesh
  108765. * @param options defines the options used to create the mesh
  108766. * @param scene defines the hosting scene
  108767. * @returns the polyhedron mesh
  108768. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  108769. */
  108770. static CreatePolyhedron(name: string, options: {
  108771. type?: number;
  108772. size?: number;
  108773. sizeX?: number;
  108774. sizeY?: number;
  108775. sizeZ?: number;
  108776. custom?: any;
  108777. faceUV?: Vector4[];
  108778. faceColors?: Color4[];
  108779. flat?: boolean;
  108780. updatable?: boolean;
  108781. sideOrientation?: number;
  108782. frontUVs?: Vector4;
  108783. backUVs?: Vector4;
  108784. }, scene?: Nullable<Scene>): Mesh;
  108785. }
  108786. }
  108787. declare module BABYLON {
  108788. /**
  108789. * Gizmo that enables scaling a mesh along 3 axis
  108790. */
  108791. export class ScaleGizmo extends Gizmo {
  108792. /**
  108793. * Internal gizmo used for interactions on the x axis
  108794. */
  108795. xGizmo: AxisScaleGizmo;
  108796. /**
  108797. * Internal gizmo used for interactions on the y axis
  108798. */
  108799. yGizmo: AxisScaleGizmo;
  108800. /**
  108801. * Internal gizmo used for interactions on the z axis
  108802. */
  108803. zGizmo: AxisScaleGizmo;
  108804. /**
  108805. * Internal gizmo used to scale all axis equally
  108806. */
  108807. uniformScaleGizmo: AxisScaleGizmo;
  108808. private _meshAttached;
  108809. private _updateGizmoRotationToMatchAttachedMesh;
  108810. private _snapDistance;
  108811. private _scaleRatio;
  108812. private _uniformScalingMesh;
  108813. private _octahedron;
  108814. /** Fires an event when any of it's sub gizmos are dragged */
  108815. onDragStartObservable: Observable<unknown>;
  108816. /** Fires an event when any of it's sub gizmos are released from dragging */
  108817. onDragEndObservable: Observable<unknown>;
  108818. attachedMesh: Nullable<AbstractMesh>;
  108819. /**
  108820. * Creates a ScaleGizmo
  108821. * @param gizmoLayer The utility layer the gizmo will be added to
  108822. */
  108823. constructor(gizmoLayer?: UtilityLayerRenderer);
  108824. updateGizmoRotationToMatchAttachedMesh: boolean;
  108825. /**
  108826. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108827. */
  108828. snapDistance: number;
  108829. /**
  108830. * Ratio for the scale of the gizmo (Default: 1)
  108831. */
  108832. scaleRatio: number;
  108833. /**
  108834. * Disposes of the gizmo
  108835. */
  108836. dispose(): void;
  108837. }
  108838. }
  108839. declare module BABYLON {
  108840. /**
  108841. * Single axis scale gizmo
  108842. */
  108843. export class AxisScaleGizmo extends Gizmo {
  108844. /**
  108845. * Drag behavior responsible for the gizmos dragging interactions
  108846. */
  108847. dragBehavior: PointerDragBehavior;
  108848. private _pointerObserver;
  108849. /**
  108850. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108851. */
  108852. snapDistance: number;
  108853. /**
  108854. * Event that fires each time the gizmo snaps to a new location.
  108855. * * snapDistance is the the change in distance
  108856. */
  108857. onSnapObservable: Observable<{
  108858. snapDistance: number;
  108859. }>;
  108860. /**
  108861. * If the scaling operation should be done on all axis (default: false)
  108862. */
  108863. uniformScaling: boolean;
  108864. private _isEnabled;
  108865. private _parent;
  108866. private _arrow;
  108867. private _coloredMaterial;
  108868. private _hoverMaterial;
  108869. /**
  108870. * Creates an AxisScaleGizmo
  108871. * @param gizmoLayer The utility layer the gizmo will be added to
  108872. * @param dragAxis The axis which the gizmo will be able to scale on
  108873. * @param color The color of the gizmo
  108874. */
  108875. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  108876. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108877. /**
  108878. * If the gizmo is enabled
  108879. */
  108880. isEnabled: boolean;
  108881. /**
  108882. * Disposes of the gizmo
  108883. */
  108884. dispose(): void;
  108885. /**
  108886. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108887. * @param mesh The mesh to replace the default mesh of the gizmo
  108888. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  108889. */
  108890. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  108891. }
  108892. }
  108893. declare module BABYLON {
  108894. /**
  108895. * Bounding box gizmo
  108896. */
  108897. export class BoundingBoxGizmo extends Gizmo {
  108898. private _lineBoundingBox;
  108899. private _rotateSpheresParent;
  108900. private _scaleBoxesParent;
  108901. private _boundingDimensions;
  108902. private _renderObserver;
  108903. private _pointerObserver;
  108904. private _scaleDragSpeed;
  108905. private _tmpQuaternion;
  108906. private _tmpVector;
  108907. private _tmpRotationMatrix;
  108908. /**
  108909. * 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)
  108910. */
  108911. ignoreChildren: boolean;
  108912. /**
  108913. * 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)
  108914. */
  108915. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  108916. /**
  108917. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  108918. */
  108919. rotationSphereSize: number;
  108920. /**
  108921. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  108922. */
  108923. scaleBoxSize: number;
  108924. /**
  108925. * 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)
  108926. */
  108927. fixedDragMeshScreenSize: boolean;
  108928. /**
  108929. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  108930. */
  108931. fixedDragMeshScreenSizeDistanceFactor: number;
  108932. /**
  108933. * Fired when a rotation sphere or scale box is dragged
  108934. */
  108935. onDragStartObservable: Observable<{}>;
  108936. /**
  108937. * Fired when a scale box is dragged
  108938. */
  108939. onScaleBoxDragObservable: Observable<{}>;
  108940. /**
  108941. * Fired when a scale box drag is ended
  108942. */
  108943. onScaleBoxDragEndObservable: Observable<{}>;
  108944. /**
  108945. * Fired when a rotation sphere is dragged
  108946. */
  108947. onRotationSphereDragObservable: Observable<{}>;
  108948. /**
  108949. * Fired when a rotation sphere drag is ended
  108950. */
  108951. onRotationSphereDragEndObservable: Observable<{}>;
  108952. /**
  108953. * 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)
  108954. */
  108955. scalePivot: Nullable<Vector3>;
  108956. /**
  108957. * Mesh used as a pivot to rotate the attached mesh
  108958. */
  108959. private _anchorMesh;
  108960. private _existingMeshScale;
  108961. private _dragMesh;
  108962. private pointerDragBehavior;
  108963. private coloredMaterial;
  108964. private hoverColoredMaterial;
  108965. /**
  108966. * Sets the color of the bounding box gizmo
  108967. * @param color the color to set
  108968. */
  108969. setColor(color: Color3): void;
  108970. /**
  108971. * Creates an BoundingBoxGizmo
  108972. * @param gizmoLayer The utility layer the gizmo will be added to
  108973. * @param color The color of the gizmo
  108974. */
  108975. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  108976. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108977. private _selectNode;
  108978. /**
  108979. * Updates the bounding box information for the Gizmo
  108980. */
  108981. updateBoundingBox(): void;
  108982. private _updateRotationSpheres;
  108983. private _updateScaleBoxes;
  108984. /**
  108985. * Enables rotation on the specified axis and disables rotation on the others
  108986. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  108987. */
  108988. setEnabledRotationAxis(axis: string): void;
  108989. /**
  108990. * Enables/disables scaling
  108991. * @param enable if scaling should be enabled
  108992. */
  108993. setEnabledScaling(enable: boolean): void;
  108994. private _updateDummy;
  108995. /**
  108996. * Enables a pointer drag behavior on the bounding box of the gizmo
  108997. */
  108998. enableDragBehavior(): void;
  108999. /**
  109000. * Disposes of the gizmo
  109001. */
  109002. dispose(): void;
  109003. /**
  109004. * 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)
  109005. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  109006. * @returns the bounding box mesh with the passed in mesh as a child
  109007. */
  109008. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  109009. /**
  109010. * CustomMeshes are not supported by this gizmo
  109011. * @param mesh The mesh to replace the default mesh of the gizmo
  109012. */
  109013. setCustomMesh(mesh: Mesh): void;
  109014. }
  109015. }
  109016. declare module BABYLON {
  109017. /**
  109018. * Single plane rotation gizmo
  109019. */
  109020. export class PlaneRotationGizmo extends Gizmo {
  109021. /**
  109022. * Drag behavior responsible for the gizmos dragging interactions
  109023. */
  109024. dragBehavior: PointerDragBehavior;
  109025. private _pointerObserver;
  109026. /**
  109027. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  109028. */
  109029. snapDistance: number;
  109030. /**
  109031. * Event that fires each time the gizmo snaps to a new location.
  109032. * * snapDistance is the the change in distance
  109033. */
  109034. onSnapObservable: Observable<{
  109035. snapDistance: number;
  109036. }>;
  109037. private _isEnabled;
  109038. private _parent;
  109039. /**
  109040. * Creates a PlaneRotationGizmo
  109041. * @param gizmoLayer The utility layer the gizmo will be added to
  109042. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  109043. * @param color The color of the gizmo
  109044. * @param tessellation Amount of tessellation to be used when creating rotation circles
  109045. * @param useEulerRotation Use and update Euler angle instead of quaternion
  109046. */
  109047. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  109048. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  109049. /**
  109050. * If the gizmo is enabled
  109051. */
  109052. isEnabled: boolean;
  109053. /**
  109054. * Disposes of the gizmo
  109055. */
  109056. dispose(): void;
  109057. }
  109058. }
  109059. declare module BABYLON {
  109060. /**
  109061. * Gizmo that enables rotating a mesh along 3 axis
  109062. */
  109063. export class RotationGizmo extends Gizmo {
  109064. /**
  109065. * Internal gizmo used for interactions on the x axis
  109066. */
  109067. xGizmo: PlaneRotationGizmo;
  109068. /**
  109069. * Internal gizmo used for interactions on the y axis
  109070. */
  109071. yGizmo: PlaneRotationGizmo;
  109072. /**
  109073. * Internal gizmo used for interactions on the z axis
  109074. */
  109075. zGizmo: PlaneRotationGizmo;
  109076. /** Fires an event when any of it's sub gizmos are dragged */
  109077. onDragStartObservable: Observable<unknown>;
  109078. /** Fires an event when any of it's sub gizmos are released from dragging */
  109079. onDragEndObservable: Observable<unknown>;
  109080. private _meshAttached;
  109081. attachedMesh: Nullable<AbstractMesh>;
  109082. /**
  109083. * Creates a RotationGizmo
  109084. * @param gizmoLayer The utility layer the gizmo will be added to
  109085. * @param tessellation Amount of tessellation to be used when creating rotation circles
  109086. * @param useEulerRotation Use and update Euler angle instead of quaternion
  109087. */
  109088. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  109089. updateGizmoRotationToMatchAttachedMesh: boolean;
  109090. /**
  109091. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  109092. */
  109093. snapDistance: number;
  109094. /**
  109095. * Ratio for the scale of the gizmo (Default: 1)
  109096. */
  109097. scaleRatio: number;
  109098. /**
  109099. * Disposes of the gizmo
  109100. */
  109101. dispose(): void;
  109102. /**
  109103. * CustomMeshes are not supported by this gizmo
  109104. * @param mesh The mesh to replace the default mesh of the gizmo
  109105. */
  109106. setCustomMesh(mesh: Mesh): void;
  109107. }
  109108. }
  109109. declare module BABYLON {
  109110. /**
  109111. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  109112. */
  109113. export class GizmoManager implements IDisposable {
  109114. private scene;
  109115. /**
  109116. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  109117. */
  109118. gizmos: {
  109119. positionGizmo: Nullable<PositionGizmo>;
  109120. rotationGizmo: Nullable<RotationGizmo>;
  109121. scaleGizmo: Nullable<ScaleGizmo>;
  109122. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  109123. };
  109124. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  109125. clearGizmoOnEmptyPointerEvent: boolean;
  109126. /** Fires an event when the manager is attached to a mesh */
  109127. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  109128. private _gizmosEnabled;
  109129. private _pointerObserver;
  109130. private _attachedMesh;
  109131. private _boundingBoxColor;
  109132. private _defaultUtilityLayer;
  109133. private _defaultKeepDepthUtilityLayer;
  109134. /**
  109135. * When bounding box gizmo is enabled, this can be used to track drag/end events
  109136. */
  109137. boundingBoxDragBehavior: SixDofDragBehavior;
  109138. /**
  109139. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  109140. */
  109141. attachableMeshes: Nullable<Array<AbstractMesh>>;
  109142. /**
  109143. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  109144. */
  109145. usePointerToAttachGizmos: boolean;
  109146. /**
  109147. * Utility layer that the bounding box gizmo belongs to
  109148. */
  109149. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  109150. /**
  109151. * Utility layer that all gizmos besides bounding box belong to
  109152. */
  109153. readonly utilityLayer: UtilityLayerRenderer;
  109154. /**
  109155. * Instatiates a gizmo manager
  109156. * @param scene the scene to overlay the gizmos on top of
  109157. */
  109158. constructor(scene: Scene);
  109159. /**
  109160. * Attaches a set of gizmos to the specified mesh
  109161. * @param mesh The mesh the gizmo's should be attached to
  109162. */
  109163. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  109164. /**
  109165. * If the position gizmo is enabled
  109166. */
  109167. positionGizmoEnabled: boolean;
  109168. /**
  109169. * If the rotation gizmo is enabled
  109170. */
  109171. rotationGizmoEnabled: boolean;
  109172. /**
  109173. * If the scale gizmo is enabled
  109174. */
  109175. scaleGizmoEnabled: boolean;
  109176. /**
  109177. * If the boundingBox gizmo is enabled
  109178. */
  109179. boundingBoxGizmoEnabled: boolean;
  109180. /**
  109181. * Disposes of the gizmo manager
  109182. */
  109183. dispose(): void;
  109184. }
  109185. }
  109186. declare module BABYLON {
  109187. /**
  109188. * A directional light is defined by a direction (what a surprise!).
  109189. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  109190. * 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.
  109191. * Documentation: https://doc.babylonjs.com/babylon101/lights
  109192. */
  109193. export class DirectionalLight extends ShadowLight {
  109194. private _shadowFrustumSize;
  109195. /**
  109196. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  109197. */
  109198. /**
  109199. * Specifies a fix frustum size for the shadow generation.
  109200. */
  109201. shadowFrustumSize: number;
  109202. private _shadowOrthoScale;
  109203. /**
  109204. * Gets the shadow projection scale against the optimal computed one.
  109205. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  109206. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  109207. */
  109208. /**
  109209. * Sets the shadow projection scale against the optimal computed one.
  109210. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  109211. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  109212. */
  109213. shadowOrthoScale: number;
  109214. /**
  109215. * Automatically compute the projection matrix to best fit (including all the casters)
  109216. * on each frame.
  109217. */
  109218. autoUpdateExtends: boolean;
  109219. private _orthoLeft;
  109220. private _orthoRight;
  109221. private _orthoTop;
  109222. private _orthoBottom;
  109223. /**
  109224. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  109225. * The directional light is emitted from everywhere in the given direction.
  109226. * It can cast shadows.
  109227. * Documentation : https://doc.babylonjs.com/babylon101/lights
  109228. * @param name The friendly name of the light
  109229. * @param direction The direction of the light
  109230. * @param scene The scene the light belongs to
  109231. */
  109232. constructor(name: string, direction: Vector3, scene: Scene);
  109233. /**
  109234. * Returns the string "DirectionalLight".
  109235. * @return The class name
  109236. */
  109237. getClassName(): string;
  109238. /**
  109239. * Returns the integer 1.
  109240. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  109241. */
  109242. getTypeID(): number;
  109243. /**
  109244. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  109245. * Returns the DirectionalLight Shadow projection matrix.
  109246. */
  109247. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  109248. /**
  109249. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  109250. * Returns the DirectionalLight Shadow projection matrix.
  109251. */
  109252. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  109253. /**
  109254. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  109255. * Returns the DirectionalLight Shadow projection matrix.
  109256. */
  109257. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  109258. protected _buildUniformLayout(): void;
  109259. /**
  109260. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  109261. * @param effect The effect to update
  109262. * @param lightIndex The index of the light in the effect to update
  109263. * @returns The directional light
  109264. */
  109265. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  109266. /**
  109267. * Gets the minZ used for shadow according to both the scene and the light.
  109268. *
  109269. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  109270. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  109271. * @param activeCamera The camera we are returning the min for
  109272. * @returns the depth min z
  109273. */
  109274. getDepthMinZ(activeCamera: Camera): number;
  109275. /**
  109276. * Gets the maxZ used for shadow according to both the scene and the light.
  109277. *
  109278. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  109279. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  109280. * @param activeCamera The camera we are returning the max for
  109281. * @returns the depth max z
  109282. */
  109283. getDepthMaxZ(activeCamera: Camera): number;
  109284. /**
  109285. * Prepares the list of defines specific to the light type.
  109286. * @param defines the list of defines
  109287. * @param lightIndex defines the index of the light for the effect
  109288. */
  109289. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  109290. }
  109291. }
  109292. declare module BABYLON {
  109293. /**
  109294. * Class containing static functions to help procedurally build meshes
  109295. */
  109296. export class HemisphereBuilder {
  109297. /**
  109298. * Creates a hemisphere mesh
  109299. * @param name defines the name of the mesh
  109300. * @param options defines the options used to create the mesh
  109301. * @param scene defines the hosting scene
  109302. * @returns the hemisphere mesh
  109303. */
  109304. static CreateHemisphere(name: string, options: {
  109305. segments?: number;
  109306. diameter?: number;
  109307. sideOrientation?: number;
  109308. }, scene: any): Mesh;
  109309. }
  109310. }
  109311. declare module BABYLON {
  109312. /**
  109313. * A spot light is defined by a position, a direction, an angle, and an exponent.
  109314. * These values define a cone of light starting from the position, emitting toward the direction.
  109315. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  109316. * and the exponent defines the speed of the decay of the light with distance (reach).
  109317. * Documentation: https://doc.babylonjs.com/babylon101/lights
  109318. */
  109319. export class SpotLight extends ShadowLight {
  109320. private _angle;
  109321. private _innerAngle;
  109322. private _cosHalfAngle;
  109323. private _lightAngleScale;
  109324. private _lightAngleOffset;
  109325. /**
  109326. * Gets the cone angle of the spot light in Radians.
  109327. */
  109328. /**
  109329. * Sets the cone angle of the spot light in Radians.
  109330. */
  109331. angle: number;
  109332. /**
  109333. * Only used in gltf falloff mode, this defines the angle where
  109334. * the directional falloff will start before cutting at angle which could be seen
  109335. * as outer angle.
  109336. */
  109337. /**
  109338. * Only used in gltf falloff mode, this defines the angle where
  109339. * the directional falloff will start before cutting at angle which could be seen
  109340. * as outer angle.
  109341. */
  109342. innerAngle: number;
  109343. private _shadowAngleScale;
  109344. /**
  109345. * Allows scaling the angle of the light for shadow generation only.
  109346. */
  109347. /**
  109348. * Allows scaling the angle of the light for shadow generation only.
  109349. */
  109350. shadowAngleScale: number;
  109351. /**
  109352. * The light decay speed with the distance from the emission spot.
  109353. */
  109354. exponent: number;
  109355. private _projectionTextureMatrix;
  109356. /**
  109357. * Allows reading the projecton texture
  109358. */
  109359. readonly projectionTextureMatrix: Matrix;
  109360. protected _projectionTextureLightNear: number;
  109361. /**
  109362. * Gets the near clip of the Spotlight for texture projection.
  109363. */
  109364. /**
  109365. * Sets the near clip of the Spotlight for texture projection.
  109366. */
  109367. projectionTextureLightNear: number;
  109368. protected _projectionTextureLightFar: number;
  109369. /**
  109370. * Gets the far clip of the Spotlight for texture projection.
  109371. */
  109372. /**
  109373. * Sets the far clip of the Spotlight for texture projection.
  109374. */
  109375. projectionTextureLightFar: number;
  109376. protected _projectionTextureUpDirection: Vector3;
  109377. /**
  109378. * Gets the Up vector of the Spotlight for texture projection.
  109379. */
  109380. /**
  109381. * Sets the Up vector of the Spotlight for texture projection.
  109382. */
  109383. projectionTextureUpDirection: Vector3;
  109384. private _projectionTexture;
  109385. /**
  109386. * Gets the projection texture of the light.
  109387. */
  109388. /**
  109389. * Sets the projection texture of the light.
  109390. */
  109391. projectionTexture: Nullable<BaseTexture>;
  109392. private _projectionTextureViewLightDirty;
  109393. private _projectionTextureProjectionLightDirty;
  109394. private _projectionTextureDirty;
  109395. private _projectionTextureViewTargetVector;
  109396. private _projectionTextureViewLightMatrix;
  109397. private _projectionTextureProjectionLightMatrix;
  109398. private _projectionTextureScalingMatrix;
  109399. /**
  109400. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  109401. * It can cast shadows.
  109402. * Documentation : https://doc.babylonjs.com/babylon101/lights
  109403. * @param name The light friendly name
  109404. * @param position The position of the spot light in the scene
  109405. * @param direction The direction of the light in the scene
  109406. * @param angle The cone angle of the light in Radians
  109407. * @param exponent The light decay speed with the distance from the emission spot
  109408. * @param scene The scene the lights belongs to
  109409. */
  109410. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  109411. /**
  109412. * Returns the string "SpotLight".
  109413. * @returns the class name
  109414. */
  109415. getClassName(): string;
  109416. /**
  109417. * Returns the integer 2.
  109418. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  109419. */
  109420. getTypeID(): number;
  109421. /**
  109422. * Overrides the direction setter to recompute the projection texture view light Matrix.
  109423. */
  109424. protected _setDirection(value: Vector3): void;
  109425. /**
  109426. * Overrides the position setter to recompute the projection texture view light Matrix.
  109427. */
  109428. protected _setPosition(value: Vector3): void;
  109429. /**
  109430. * 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.
  109431. * Returns the SpotLight.
  109432. */
  109433. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  109434. protected _computeProjectionTextureViewLightMatrix(): void;
  109435. protected _computeProjectionTextureProjectionLightMatrix(): void;
  109436. /**
  109437. * Main function for light texture projection matrix computing.
  109438. */
  109439. protected _computeProjectionTextureMatrix(): void;
  109440. protected _buildUniformLayout(): void;
  109441. private _computeAngleValues;
  109442. /**
  109443. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  109444. * @param effect The effect to update
  109445. * @param lightIndex The index of the light in the effect to update
  109446. * @returns The spot light
  109447. */
  109448. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  109449. /**
  109450. * Disposes the light and the associated resources.
  109451. */
  109452. dispose(): void;
  109453. /**
  109454. * Prepares the list of defines specific to the light type.
  109455. * @param defines the list of defines
  109456. * @param lightIndex defines the index of the light for the effect
  109457. */
  109458. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  109459. }
  109460. }
  109461. declare module BABYLON {
  109462. /**
  109463. * Gizmo that enables viewing a light
  109464. */
  109465. export class LightGizmo extends Gizmo {
  109466. private _lightMesh;
  109467. private _material;
  109468. private cachedPosition;
  109469. private cachedForward;
  109470. /**
  109471. * Creates a LightGizmo
  109472. * @param gizmoLayer The utility layer the gizmo will be added to
  109473. */
  109474. constructor(gizmoLayer?: UtilityLayerRenderer);
  109475. private _light;
  109476. /**
  109477. * The light that the gizmo is attached to
  109478. */
  109479. light: Nullable<Light>;
  109480. /**
  109481. * Gets the material used to render the light gizmo
  109482. */
  109483. readonly material: StandardMaterial;
  109484. /**
  109485. * @hidden
  109486. * Updates the gizmo to match the attached mesh's position/rotation
  109487. */
  109488. protected _update(): void;
  109489. private static _Scale;
  109490. /**
  109491. * Creates the lines for a light mesh
  109492. */
  109493. private static _createLightLines;
  109494. /**
  109495. * Disposes of the light gizmo
  109496. */
  109497. dispose(): void;
  109498. private static _CreateHemisphericLightMesh;
  109499. private static _CreatePointLightMesh;
  109500. private static _CreateSpotLightMesh;
  109501. private static _CreateDirectionalLightMesh;
  109502. }
  109503. }
  109504. declare module BABYLON {
  109505. /** @hidden */
  109506. export var backgroundFragmentDeclaration: {
  109507. name: string;
  109508. shader: string;
  109509. };
  109510. }
  109511. declare module BABYLON {
  109512. /** @hidden */
  109513. export var backgroundUboDeclaration: {
  109514. name: string;
  109515. shader: string;
  109516. };
  109517. }
  109518. declare module BABYLON {
  109519. /** @hidden */
  109520. export var backgroundPixelShader: {
  109521. name: string;
  109522. shader: string;
  109523. };
  109524. }
  109525. declare module BABYLON {
  109526. /** @hidden */
  109527. export var backgroundVertexDeclaration: {
  109528. name: string;
  109529. shader: string;
  109530. };
  109531. }
  109532. declare module BABYLON {
  109533. /** @hidden */
  109534. export var backgroundVertexShader: {
  109535. name: string;
  109536. shader: string;
  109537. };
  109538. }
  109539. declare module BABYLON {
  109540. /**
  109541. * Background material used to create an efficient environement around your scene.
  109542. */
  109543. export class BackgroundMaterial extends PushMaterial {
  109544. /**
  109545. * Standard reflectance value at parallel view angle.
  109546. */
  109547. static StandardReflectance0: number;
  109548. /**
  109549. * Standard reflectance value at grazing angle.
  109550. */
  109551. static StandardReflectance90: number;
  109552. protected _primaryColor: Color3;
  109553. /**
  109554. * Key light Color (multiply against the environement texture)
  109555. */
  109556. primaryColor: Color3;
  109557. protected __perceptualColor: Nullable<Color3>;
  109558. /**
  109559. * Experimental Internal Use Only.
  109560. *
  109561. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  109562. * This acts as a helper to set the primary color to a more "human friendly" value.
  109563. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  109564. * output color as close as possible from the chosen value.
  109565. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  109566. * part of lighting setup.)
  109567. */
  109568. _perceptualColor: Nullable<Color3>;
  109569. protected _primaryColorShadowLevel: float;
  109570. /**
  109571. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  109572. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  109573. */
  109574. primaryColorShadowLevel: float;
  109575. protected _primaryColorHighlightLevel: float;
  109576. /**
  109577. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  109578. * The primary color is used at the level chosen to define what the white area would look.
  109579. */
  109580. primaryColorHighlightLevel: float;
  109581. protected _reflectionTexture: Nullable<BaseTexture>;
  109582. /**
  109583. * Reflection Texture used in the material.
  109584. * Should be author in a specific way for the best result (refer to the documentation).
  109585. */
  109586. reflectionTexture: Nullable<BaseTexture>;
  109587. protected _reflectionBlur: float;
  109588. /**
  109589. * Reflection Texture level of blur.
  109590. *
  109591. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  109592. * texture twice.
  109593. */
  109594. reflectionBlur: float;
  109595. protected _diffuseTexture: Nullable<BaseTexture>;
  109596. /**
  109597. * Diffuse Texture used in the material.
  109598. * Should be author in a specific way for the best result (refer to the documentation).
  109599. */
  109600. diffuseTexture: Nullable<BaseTexture>;
  109601. protected _shadowLights: Nullable<IShadowLight[]>;
  109602. /**
  109603. * Specify the list of lights casting shadow on the material.
  109604. * All scene shadow lights will be included if null.
  109605. */
  109606. shadowLights: Nullable<IShadowLight[]>;
  109607. protected _shadowLevel: float;
  109608. /**
  109609. * Helps adjusting the shadow to a softer level if required.
  109610. * 0 means black shadows and 1 means no shadows.
  109611. */
  109612. shadowLevel: float;
  109613. protected _sceneCenter: Vector3;
  109614. /**
  109615. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  109616. * It is usually zero but might be interesting to modify according to your setup.
  109617. */
  109618. sceneCenter: Vector3;
  109619. protected _opacityFresnel: boolean;
  109620. /**
  109621. * This helps specifying that the material is falling off to the sky box at grazing angle.
  109622. * This helps ensuring a nice transition when the camera goes under the ground.
  109623. */
  109624. opacityFresnel: boolean;
  109625. protected _reflectionFresnel: boolean;
  109626. /**
  109627. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  109628. * This helps adding a mirror texture on the ground.
  109629. */
  109630. reflectionFresnel: boolean;
  109631. protected _reflectionFalloffDistance: number;
  109632. /**
  109633. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  109634. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  109635. */
  109636. reflectionFalloffDistance: number;
  109637. protected _reflectionAmount: number;
  109638. /**
  109639. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  109640. */
  109641. reflectionAmount: number;
  109642. protected _reflectionReflectance0: number;
  109643. /**
  109644. * This specifies the weight of the reflection at grazing angle.
  109645. */
  109646. reflectionReflectance0: number;
  109647. protected _reflectionReflectance90: number;
  109648. /**
  109649. * This specifies the weight of the reflection at a perpendicular point of view.
  109650. */
  109651. reflectionReflectance90: number;
  109652. /**
  109653. * Sets the reflection reflectance fresnel values according to the default standard
  109654. * empirically know to work well :-)
  109655. */
  109656. reflectionStandardFresnelWeight: number;
  109657. protected _useRGBColor: boolean;
  109658. /**
  109659. * Helps to directly use the maps channels instead of their level.
  109660. */
  109661. useRGBColor: boolean;
  109662. protected _enableNoise: boolean;
  109663. /**
  109664. * This helps reducing the banding effect that could occur on the background.
  109665. */
  109666. enableNoise: boolean;
  109667. /**
  109668. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  109669. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  109670. * Recommended to be keep at 1.0 except for special cases.
  109671. */
  109672. fovMultiplier: number;
  109673. private _fovMultiplier;
  109674. /**
  109675. * Enable the FOV adjustment feature controlled by fovMultiplier.
  109676. */
  109677. useEquirectangularFOV: boolean;
  109678. private _maxSimultaneousLights;
  109679. /**
  109680. * Number of Simultaneous lights allowed on the material.
  109681. */
  109682. maxSimultaneousLights: int;
  109683. /**
  109684. * Default configuration related to image processing available in the Background Material.
  109685. */
  109686. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109687. /**
  109688. * Keep track of the image processing observer to allow dispose and replace.
  109689. */
  109690. private _imageProcessingObserver;
  109691. /**
  109692. * Attaches a new image processing configuration to the PBR Material.
  109693. * @param configuration (if null the scene configuration will be use)
  109694. */
  109695. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109696. /**
  109697. * Gets the image processing configuration used either in this material.
  109698. */
  109699. /**
  109700. * Sets the Default image processing configuration used either in the this material.
  109701. *
  109702. * If sets to null, the scene one is in use.
  109703. */
  109704. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  109705. /**
  109706. * Gets wether the color curves effect is enabled.
  109707. */
  109708. /**
  109709. * Sets wether the color curves effect is enabled.
  109710. */
  109711. cameraColorCurvesEnabled: boolean;
  109712. /**
  109713. * Gets wether the color grading effect is enabled.
  109714. */
  109715. /**
  109716. * Gets wether the color grading effect is enabled.
  109717. */
  109718. cameraColorGradingEnabled: boolean;
  109719. /**
  109720. * Gets wether tonemapping is enabled or not.
  109721. */
  109722. /**
  109723. * Sets wether tonemapping is enabled or not
  109724. */
  109725. cameraToneMappingEnabled: boolean;
  109726. /**
  109727. * The camera exposure used on this material.
  109728. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109729. * This corresponds to a photographic exposure.
  109730. */
  109731. /**
  109732. * The camera exposure used on this material.
  109733. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109734. * This corresponds to a photographic exposure.
  109735. */
  109736. cameraExposure: float;
  109737. /**
  109738. * Gets The camera contrast used on this material.
  109739. */
  109740. /**
  109741. * Sets The camera contrast used on this material.
  109742. */
  109743. cameraContrast: float;
  109744. /**
  109745. * Gets the Color Grading 2D Lookup Texture.
  109746. */
  109747. /**
  109748. * Sets the Color Grading 2D Lookup Texture.
  109749. */
  109750. cameraColorGradingTexture: Nullable<BaseTexture>;
  109751. /**
  109752. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109753. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109754. * 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;
  109755. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109756. */
  109757. /**
  109758. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109759. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109760. * 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;
  109761. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109762. */
  109763. cameraColorCurves: Nullable<ColorCurves>;
  109764. /**
  109765. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  109766. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  109767. */
  109768. switchToBGR: boolean;
  109769. private _renderTargets;
  109770. private _reflectionControls;
  109771. private _white;
  109772. private _primaryShadowColor;
  109773. private _primaryHighlightColor;
  109774. /**
  109775. * Instantiates a Background Material in the given scene
  109776. * @param name The friendly name of the material
  109777. * @param scene The scene to add the material to
  109778. */
  109779. constructor(name: string, scene: Scene);
  109780. /**
  109781. * Gets a boolean indicating that current material needs to register RTT
  109782. */
  109783. readonly hasRenderTargetTextures: boolean;
  109784. /**
  109785. * The entire material has been created in order to prevent overdraw.
  109786. * @returns false
  109787. */
  109788. needAlphaTesting(): boolean;
  109789. /**
  109790. * The entire material has been created in order to prevent overdraw.
  109791. * @returns true if blending is enable
  109792. */
  109793. needAlphaBlending(): boolean;
  109794. /**
  109795. * Checks wether the material is ready to be rendered for a given mesh.
  109796. * @param mesh The mesh to render
  109797. * @param subMesh The submesh to check against
  109798. * @param useInstances Specify wether or not the material is used with instances
  109799. * @returns true if all the dependencies are ready (Textures, Effects...)
  109800. */
  109801. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109802. /**
  109803. * Compute the primary color according to the chosen perceptual color.
  109804. */
  109805. private _computePrimaryColorFromPerceptualColor;
  109806. /**
  109807. * Compute the highlights and shadow colors according to their chosen levels.
  109808. */
  109809. private _computePrimaryColors;
  109810. /**
  109811. * Build the uniform buffer used in the material.
  109812. */
  109813. buildUniformLayout(): void;
  109814. /**
  109815. * Unbind the material.
  109816. */
  109817. unbind(): void;
  109818. /**
  109819. * Bind only the world matrix to the material.
  109820. * @param world The world matrix to bind.
  109821. */
  109822. bindOnlyWorldMatrix(world: Matrix): void;
  109823. /**
  109824. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  109825. * @param world The world matrix to bind.
  109826. * @param subMesh The submesh to bind for.
  109827. */
  109828. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109829. /**
  109830. * Dispose the material.
  109831. * @param forceDisposeEffect Force disposal of the associated effect.
  109832. * @param forceDisposeTextures Force disposal of the associated textures.
  109833. */
  109834. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109835. /**
  109836. * Clones the material.
  109837. * @param name The cloned name.
  109838. * @returns The cloned material.
  109839. */
  109840. clone(name: string): BackgroundMaterial;
  109841. /**
  109842. * Serializes the current material to its JSON representation.
  109843. * @returns The JSON representation.
  109844. */
  109845. serialize(): any;
  109846. /**
  109847. * Gets the class name of the material
  109848. * @returns "BackgroundMaterial"
  109849. */
  109850. getClassName(): string;
  109851. /**
  109852. * Parse a JSON input to create back a background material.
  109853. * @param source The JSON data to parse
  109854. * @param scene The scene to create the parsed material in
  109855. * @param rootUrl The root url of the assets the material depends upon
  109856. * @returns the instantiated BackgroundMaterial.
  109857. */
  109858. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  109859. }
  109860. }
  109861. declare module BABYLON {
  109862. /**
  109863. * Represents the different options available during the creation of
  109864. * a Environment helper.
  109865. *
  109866. * This can control the default ground, skybox and image processing setup of your scene.
  109867. */
  109868. export interface IEnvironmentHelperOptions {
  109869. /**
  109870. * Specifies wether or not to create a ground.
  109871. * True by default.
  109872. */
  109873. createGround: boolean;
  109874. /**
  109875. * Specifies the ground size.
  109876. * 15 by default.
  109877. */
  109878. groundSize: number;
  109879. /**
  109880. * The texture used on the ground for the main color.
  109881. * Comes from the BabylonJS CDN by default.
  109882. *
  109883. * Remarks: Can be either a texture or a url.
  109884. */
  109885. groundTexture: string | BaseTexture;
  109886. /**
  109887. * The color mixed in the ground texture by default.
  109888. * BabylonJS clearColor by default.
  109889. */
  109890. groundColor: Color3;
  109891. /**
  109892. * Specifies the ground opacity.
  109893. * 1 by default.
  109894. */
  109895. groundOpacity: number;
  109896. /**
  109897. * Enables the ground to receive shadows.
  109898. * True by default.
  109899. */
  109900. enableGroundShadow: boolean;
  109901. /**
  109902. * Helps preventing the shadow to be fully black on the ground.
  109903. * 0.5 by default.
  109904. */
  109905. groundShadowLevel: number;
  109906. /**
  109907. * Creates a mirror texture attach to the ground.
  109908. * false by default.
  109909. */
  109910. enableGroundMirror: boolean;
  109911. /**
  109912. * Specifies the ground mirror size ratio.
  109913. * 0.3 by default as the default kernel is 64.
  109914. */
  109915. groundMirrorSizeRatio: number;
  109916. /**
  109917. * Specifies the ground mirror blur kernel size.
  109918. * 64 by default.
  109919. */
  109920. groundMirrorBlurKernel: number;
  109921. /**
  109922. * Specifies the ground mirror visibility amount.
  109923. * 1 by default
  109924. */
  109925. groundMirrorAmount: number;
  109926. /**
  109927. * Specifies the ground mirror reflectance weight.
  109928. * This uses the standard weight of the background material to setup the fresnel effect
  109929. * of the mirror.
  109930. * 1 by default.
  109931. */
  109932. groundMirrorFresnelWeight: number;
  109933. /**
  109934. * Specifies the ground mirror Falloff distance.
  109935. * This can helps reducing the size of the reflection.
  109936. * 0 by Default.
  109937. */
  109938. groundMirrorFallOffDistance: number;
  109939. /**
  109940. * Specifies the ground mirror texture type.
  109941. * Unsigned Int by Default.
  109942. */
  109943. groundMirrorTextureType: number;
  109944. /**
  109945. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  109946. * the shown objects.
  109947. */
  109948. groundYBias: number;
  109949. /**
  109950. * Specifies wether or not to create a skybox.
  109951. * True by default.
  109952. */
  109953. createSkybox: boolean;
  109954. /**
  109955. * Specifies the skybox size.
  109956. * 20 by default.
  109957. */
  109958. skyboxSize: number;
  109959. /**
  109960. * The texture used on the skybox for the main color.
  109961. * Comes from the BabylonJS CDN by default.
  109962. *
  109963. * Remarks: Can be either a texture or a url.
  109964. */
  109965. skyboxTexture: string | BaseTexture;
  109966. /**
  109967. * The color mixed in the skybox texture by default.
  109968. * BabylonJS clearColor by default.
  109969. */
  109970. skyboxColor: Color3;
  109971. /**
  109972. * The background rotation around the Y axis of the scene.
  109973. * This helps aligning the key lights of your scene with the background.
  109974. * 0 by default.
  109975. */
  109976. backgroundYRotation: number;
  109977. /**
  109978. * Compute automatically the size of the elements to best fit with the scene.
  109979. */
  109980. sizeAuto: boolean;
  109981. /**
  109982. * Default position of the rootMesh if autoSize is not true.
  109983. */
  109984. rootPosition: Vector3;
  109985. /**
  109986. * Sets up the image processing in the scene.
  109987. * true by default.
  109988. */
  109989. setupImageProcessing: boolean;
  109990. /**
  109991. * The texture used as your environment texture in the scene.
  109992. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  109993. *
  109994. * Remarks: Can be either a texture or a url.
  109995. */
  109996. environmentTexture: string | BaseTexture;
  109997. /**
  109998. * The value of the exposure to apply to the scene.
  109999. * 0.6 by default if setupImageProcessing is true.
  110000. */
  110001. cameraExposure: number;
  110002. /**
  110003. * The value of the contrast to apply to the scene.
  110004. * 1.6 by default if setupImageProcessing is true.
  110005. */
  110006. cameraContrast: number;
  110007. /**
  110008. * Specifies wether or not tonemapping should be enabled in the scene.
  110009. * true by default if setupImageProcessing is true.
  110010. */
  110011. toneMappingEnabled: boolean;
  110012. }
  110013. /**
  110014. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  110015. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  110016. * It also helps with the default setup of your imageProcessing configuration.
  110017. */
  110018. export class EnvironmentHelper {
  110019. /**
  110020. * Default ground texture URL.
  110021. */
  110022. private static _groundTextureCDNUrl;
  110023. /**
  110024. * Default skybox texture URL.
  110025. */
  110026. private static _skyboxTextureCDNUrl;
  110027. /**
  110028. * Default environment texture URL.
  110029. */
  110030. private static _environmentTextureCDNUrl;
  110031. /**
  110032. * Creates the default options for the helper.
  110033. */
  110034. private static _getDefaultOptions;
  110035. private _rootMesh;
  110036. /**
  110037. * Gets the root mesh created by the helper.
  110038. */
  110039. readonly rootMesh: Mesh;
  110040. private _skybox;
  110041. /**
  110042. * Gets the skybox created by the helper.
  110043. */
  110044. readonly skybox: Nullable<Mesh>;
  110045. private _skyboxTexture;
  110046. /**
  110047. * Gets the skybox texture created by the helper.
  110048. */
  110049. readonly skyboxTexture: Nullable<BaseTexture>;
  110050. private _skyboxMaterial;
  110051. /**
  110052. * Gets the skybox material created by the helper.
  110053. */
  110054. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  110055. private _ground;
  110056. /**
  110057. * Gets the ground mesh created by the helper.
  110058. */
  110059. readonly ground: Nullable<Mesh>;
  110060. private _groundTexture;
  110061. /**
  110062. * Gets the ground texture created by the helper.
  110063. */
  110064. readonly groundTexture: Nullable<BaseTexture>;
  110065. private _groundMirror;
  110066. /**
  110067. * Gets the ground mirror created by the helper.
  110068. */
  110069. readonly groundMirror: Nullable<MirrorTexture>;
  110070. /**
  110071. * Gets the ground mirror render list to helps pushing the meshes
  110072. * you wish in the ground reflection.
  110073. */
  110074. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  110075. private _groundMaterial;
  110076. /**
  110077. * Gets the ground material created by the helper.
  110078. */
  110079. readonly groundMaterial: Nullable<BackgroundMaterial>;
  110080. /**
  110081. * Stores the creation options.
  110082. */
  110083. private readonly _scene;
  110084. private _options;
  110085. /**
  110086. * This observable will be notified with any error during the creation of the environment,
  110087. * mainly texture creation errors.
  110088. */
  110089. onErrorObservable: Observable<{
  110090. message?: string;
  110091. exception?: any;
  110092. }>;
  110093. /**
  110094. * constructor
  110095. * @param options Defines the options we want to customize the helper
  110096. * @param scene The scene to add the material to
  110097. */
  110098. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  110099. /**
  110100. * Updates the background according to the new options
  110101. * @param options
  110102. */
  110103. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  110104. /**
  110105. * Sets the primary color of all the available elements.
  110106. * @param color the main color to affect to the ground and the background
  110107. */
  110108. setMainColor(color: Color3): void;
  110109. /**
  110110. * Setup the image processing according to the specified options.
  110111. */
  110112. private _setupImageProcessing;
  110113. /**
  110114. * Setup the environment texture according to the specified options.
  110115. */
  110116. private _setupEnvironmentTexture;
  110117. /**
  110118. * Setup the background according to the specified options.
  110119. */
  110120. private _setupBackground;
  110121. /**
  110122. * Get the scene sizes according to the setup.
  110123. */
  110124. private _getSceneSize;
  110125. /**
  110126. * Setup the ground according to the specified options.
  110127. */
  110128. private _setupGround;
  110129. /**
  110130. * Setup the ground material according to the specified options.
  110131. */
  110132. private _setupGroundMaterial;
  110133. /**
  110134. * Setup the ground diffuse texture according to the specified options.
  110135. */
  110136. private _setupGroundDiffuseTexture;
  110137. /**
  110138. * Setup the ground mirror texture according to the specified options.
  110139. */
  110140. private _setupGroundMirrorTexture;
  110141. /**
  110142. * Setup the ground to receive the mirror texture.
  110143. */
  110144. private _setupMirrorInGroundMaterial;
  110145. /**
  110146. * Setup the skybox according to the specified options.
  110147. */
  110148. private _setupSkybox;
  110149. /**
  110150. * Setup the skybox material according to the specified options.
  110151. */
  110152. private _setupSkyboxMaterial;
  110153. /**
  110154. * Setup the skybox reflection texture according to the specified options.
  110155. */
  110156. private _setupSkyboxReflectionTexture;
  110157. private _errorHandler;
  110158. /**
  110159. * Dispose all the elements created by the Helper.
  110160. */
  110161. dispose(): void;
  110162. }
  110163. }
  110164. declare module BABYLON {
  110165. /**
  110166. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  110167. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  110168. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  110169. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  110170. */
  110171. export class PhotoDome extends TransformNode {
  110172. /**
  110173. * Define the image as a Monoscopic panoramic 360 image.
  110174. */
  110175. static readonly MODE_MONOSCOPIC: number;
  110176. /**
  110177. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  110178. */
  110179. static readonly MODE_TOPBOTTOM: number;
  110180. /**
  110181. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  110182. */
  110183. static readonly MODE_SIDEBYSIDE: number;
  110184. private _useDirectMapping;
  110185. /**
  110186. * The texture being displayed on the sphere
  110187. */
  110188. protected _photoTexture: Texture;
  110189. /**
  110190. * Gets or sets the texture being displayed on the sphere
  110191. */
  110192. photoTexture: Texture;
  110193. /**
  110194. * Observable raised when an error occured while loading the 360 image
  110195. */
  110196. onLoadErrorObservable: Observable<string>;
  110197. /**
  110198. * The skybox material
  110199. */
  110200. protected _material: BackgroundMaterial;
  110201. /**
  110202. * The surface used for the skybox
  110203. */
  110204. protected _mesh: Mesh;
  110205. /**
  110206. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  110207. * Also see the options.resolution property.
  110208. */
  110209. fovMultiplier: number;
  110210. private _imageMode;
  110211. /**
  110212. * Gets or set the current video mode for the video. It can be:
  110213. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  110214. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  110215. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  110216. */
  110217. imageMode: number;
  110218. /**
  110219. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  110220. * @param name Element's name, child elements will append suffixes for their own names.
  110221. * @param urlsOfPhoto defines the url of the photo to display
  110222. * @param options defines an object containing optional or exposed sub element properties
  110223. * @param onError defines a callback called when an error occured while loading the texture
  110224. */
  110225. constructor(name: string, urlOfPhoto: string, options: {
  110226. resolution?: number;
  110227. size?: number;
  110228. useDirectMapping?: boolean;
  110229. faceForward?: boolean;
  110230. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  110231. private _onBeforeCameraRenderObserver;
  110232. private _changeImageMode;
  110233. /**
  110234. * Releases resources associated with this node.
  110235. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  110236. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  110237. */
  110238. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  110239. }
  110240. }
  110241. declare module BABYLON {
  110242. /** @hidden */
  110243. export var rgbdDecodePixelShader: {
  110244. name: string;
  110245. shader: string;
  110246. };
  110247. }
  110248. declare module BABYLON {
  110249. /**
  110250. * Class used to host texture specific utilities
  110251. */
  110252. export class BRDFTextureTools {
  110253. /**
  110254. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  110255. * @param texture the texture to expand.
  110256. */
  110257. private static _ExpandDefaultBRDFTexture;
  110258. /**
  110259. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  110260. * @param scene defines the hosting scene
  110261. * @returns the environment BRDF texture
  110262. */
  110263. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  110264. private static _environmentBRDFBase64Texture;
  110265. }
  110266. }
  110267. declare module BABYLON {
  110268. /**
  110269. * @hidden
  110270. */
  110271. export interface IMaterialClearCoatDefines {
  110272. CLEARCOAT: boolean;
  110273. CLEARCOAT_DEFAULTIOR: boolean;
  110274. CLEARCOAT_TEXTURE: boolean;
  110275. CLEARCOAT_TEXTUREDIRECTUV: number;
  110276. CLEARCOAT_BUMP: boolean;
  110277. CLEARCOAT_BUMPDIRECTUV: number;
  110278. CLEARCOAT_TINT: boolean;
  110279. CLEARCOAT_TINT_TEXTURE: boolean;
  110280. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  110281. /** @hidden */
  110282. _areTexturesDirty: boolean;
  110283. }
  110284. /**
  110285. * Define the code related to the clear coat parameters of the pbr material.
  110286. */
  110287. export class PBRClearCoatConfiguration {
  110288. /**
  110289. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  110290. * The default fits with a polyurethane material.
  110291. */
  110292. private static readonly _DefaultIndexOfRefraction;
  110293. private _isEnabled;
  110294. /**
  110295. * Defines if the clear coat is enabled in the material.
  110296. */
  110297. isEnabled: boolean;
  110298. /**
  110299. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  110300. */
  110301. intensity: number;
  110302. /**
  110303. * Defines the clear coat layer roughness.
  110304. */
  110305. roughness: number;
  110306. private _indexOfRefraction;
  110307. /**
  110308. * Defines the index of refraction of the clear coat.
  110309. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  110310. * The default fits with a polyurethane material.
  110311. * Changing the default value is more performance intensive.
  110312. */
  110313. indexOfRefraction: number;
  110314. private _texture;
  110315. /**
  110316. * Stores the clear coat values in a texture.
  110317. */
  110318. texture: Nullable<BaseTexture>;
  110319. private _bumpTexture;
  110320. /**
  110321. * Define the clear coat specific bump texture.
  110322. */
  110323. bumpTexture: Nullable<BaseTexture>;
  110324. private _isTintEnabled;
  110325. /**
  110326. * Defines if the clear coat tint is enabled in the material.
  110327. */
  110328. isTintEnabled: boolean;
  110329. /**
  110330. * Defines the clear coat tint of the material.
  110331. * This is only use if tint is enabled
  110332. */
  110333. tintColor: Color3;
  110334. /**
  110335. * Defines the distance at which the tint color should be found in the
  110336. * clear coat media.
  110337. * This is only use if tint is enabled
  110338. */
  110339. tintColorAtDistance: number;
  110340. /**
  110341. * Defines the clear coat layer thickness.
  110342. * This is only use if tint is enabled
  110343. */
  110344. tintThickness: number;
  110345. private _tintTexture;
  110346. /**
  110347. * Stores the clear tint values in a texture.
  110348. * rgb is tint
  110349. * a is a thickness factor
  110350. */
  110351. tintTexture: Nullable<BaseTexture>;
  110352. /** @hidden */
  110353. private _internalMarkAllSubMeshesAsTexturesDirty;
  110354. /** @hidden */
  110355. _markAllSubMeshesAsTexturesDirty(): void;
  110356. /**
  110357. * Instantiate a new istance of clear coat configuration.
  110358. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110359. */
  110360. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110361. /**
  110362. * Gets wehter the submesh is ready to be used or not.
  110363. * @param defines the list of "defines" to update.
  110364. * @param scene defines the scene the material belongs to.
  110365. * @param engine defines the engine the material belongs to.
  110366. * @param disableBumpMap defines wether the material disables bump or not.
  110367. * @returns - boolean indicating that the submesh is ready or not.
  110368. */
  110369. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  110370. /**
  110371. * Checks to see if a texture is used in the material.
  110372. * @param defines the list of "defines" to update.
  110373. * @param scene defines the scene to the material belongs to.
  110374. */
  110375. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  110376. /**
  110377. * Binds the material data.
  110378. * @param uniformBuffer defines the Uniform buffer to fill in.
  110379. * @param scene defines the scene the material belongs to.
  110380. * @param engine defines the engine the material belongs to.
  110381. * @param disableBumpMap defines wether the material disables bump or not.
  110382. * @param isFrozen defines wether the material is frozen or not.
  110383. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  110384. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  110385. */
  110386. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  110387. /**
  110388. * Checks to see if a texture is used in the material.
  110389. * @param texture - Base texture to use.
  110390. * @returns - Boolean specifying if a texture is used in the material.
  110391. */
  110392. hasTexture(texture: BaseTexture): boolean;
  110393. /**
  110394. * Returns an array of the actively used textures.
  110395. * @param activeTextures Array of BaseTextures
  110396. */
  110397. getActiveTextures(activeTextures: BaseTexture[]): void;
  110398. /**
  110399. * Returns the animatable textures.
  110400. * @param animatables Array of animatable textures.
  110401. */
  110402. getAnimatables(animatables: IAnimatable[]): void;
  110403. /**
  110404. * Disposes the resources of the material.
  110405. * @param forceDisposeTextures - Forces the disposal of all textures.
  110406. */
  110407. dispose(forceDisposeTextures?: boolean): void;
  110408. /**
  110409. * Get the current class name of the texture useful for serialization or dynamic coding.
  110410. * @returns "PBRClearCoatConfiguration"
  110411. */
  110412. getClassName(): string;
  110413. /**
  110414. * Add fallbacks to the effect fallbacks list.
  110415. * @param defines defines the Base texture to use.
  110416. * @param fallbacks defines the current fallback list.
  110417. * @param currentRank defines the current fallback rank.
  110418. * @returns the new fallback rank.
  110419. */
  110420. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110421. /**
  110422. * Add the required uniforms to the current list.
  110423. * @param uniforms defines the current uniform list.
  110424. */
  110425. static AddUniforms(uniforms: string[]): void;
  110426. /**
  110427. * Add the required samplers to the current list.
  110428. * @param samplers defines the current sampler list.
  110429. */
  110430. static AddSamplers(samplers: string[]): void;
  110431. /**
  110432. * Add the required uniforms to the current buffer.
  110433. * @param uniformBuffer defines the current uniform buffer.
  110434. */
  110435. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110436. /**
  110437. * Makes a duplicate of the current configuration into another one.
  110438. * @param clearCoatConfiguration define the config where to copy the info
  110439. */
  110440. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  110441. /**
  110442. * Serializes this clear coat configuration.
  110443. * @returns - An object with the serialized config.
  110444. */
  110445. serialize(): any;
  110446. /**
  110447. * Parses a anisotropy Configuration from a serialized object.
  110448. * @param source - Serialized object.
  110449. * @param scene Defines the scene we are parsing for
  110450. * @param rootUrl Defines the rootUrl to load from
  110451. */
  110452. parse(source: any, scene: Scene, rootUrl: string): void;
  110453. }
  110454. }
  110455. declare module BABYLON {
  110456. /**
  110457. * @hidden
  110458. */
  110459. export interface IMaterialAnisotropicDefines {
  110460. ANISOTROPIC: boolean;
  110461. ANISOTROPIC_TEXTURE: boolean;
  110462. ANISOTROPIC_TEXTUREDIRECTUV: number;
  110463. MAINUV1: boolean;
  110464. _areTexturesDirty: boolean;
  110465. _needUVs: boolean;
  110466. }
  110467. /**
  110468. * Define the code related to the anisotropic parameters of the pbr material.
  110469. */
  110470. export class PBRAnisotropicConfiguration {
  110471. private _isEnabled;
  110472. /**
  110473. * Defines if the anisotropy is enabled in the material.
  110474. */
  110475. isEnabled: boolean;
  110476. /**
  110477. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  110478. */
  110479. intensity: number;
  110480. /**
  110481. * Defines if the effect is along the tangents, bitangents or in between.
  110482. * By default, the effect is "strectching" the highlights along the tangents.
  110483. */
  110484. direction: Vector2;
  110485. private _texture;
  110486. /**
  110487. * Stores the anisotropy values in a texture.
  110488. * rg is direction (like normal from -1 to 1)
  110489. * b is a intensity
  110490. */
  110491. texture: Nullable<BaseTexture>;
  110492. /** @hidden */
  110493. private _internalMarkAllSubMeshesAsTexturesDirty;
  110494. /** @hidden */
  110495. _markAllSubMeshesAsTexturesDirty(): void;
  110496. /**
  110497. * Instantiate a new istance of anisotropy configuration.
  110498. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110499. */
  110500. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110501. /**
  110502. * Specifies that the submesh is ready to be used.
  110503. * @param defines the list of "defines" to update.
  110504. * @param scene defines the scene the material belongs to.
  110505. * @returns - boolean indicating that the submesh is ready or not.
  110506. */
  110507. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  110508. /**
  110509. * Checks to see if a texture is used in the material.
  110510. * @param defines the list of "defines" to update.
  110511. * @param mesh the mesh we are preparing the defines for.
  110512. * @param scene defines the scene the material belongs to.
  110513. */
  110514. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  110515. /**
  110516. * Binds the material data.
  110517. * @param uniformBuffer defines the Uniform buffer to fill in.
  110518. * @param scene defines the scene the material belongs to.
  110519. * @param isFrozen defines wether the material is frozen or not.
  110520. */
  110521. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  110522. /**
  110523. * Checks to see if a texture is used in the material.
  110524. * @param texture - Base texture to use.
  110525. * @returns - Boolean specifying if a texture is used in the material.
  110526. */
  110527. hasTexture(texture: BaseTexture): boolean;
  110528. /**
  110529. * Returns an array of the actively used textures.
  110530. * @param activeTextures Array of BaseTextures
  110531. */
  110532. getActiveTextures(activeTextures: BaseTexture[]): void;
  110533. /**
  110534. * Returns the animatable textures.
  110535. * @param animatables Array of animatable textures.
  110536. */
  110537. getAnimatables(animatables: IAnimatable[]): void;
  110538. /**
  110539. * Disposes the resources of the material.
  110540. * @param forceDisposeTextures - Forces the disposal of all textures.
  110541. */
  110542. dispose(forceDisposeTextures?: boolean): void;
  110543. /**
  110544. * Get the current class name of the texture useful for serialization or dynamic coding.
  110545. * @returns "PBRAnisotropicConfiguration"
  110546. */
  110547. getClassName(): string;
  110548. /**
  110549. * Add fallbacks to the effect fallbacks list.
  110550. * @param defines defines the Base texture to use.
  110551. * @param fallbacks defines the current fallback list.
  110552. * @param currentRank defines the current fallback rank.
  110553. * @returns the new fallback rank.
  110554. */
  110555. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110556. /**
  110557. * Add the required uniforms to the current list.
  110558. * @param uniforms defines the current uniform list.
  110559. */
  110560. static AddUniforms(uniforms: string[]): void;
  110561. /**
  110562. * Add the required uniforms to the current buffer.
  110563. * @param uniformBuffer defines the current uniform buffer.
  110564. */
  110565. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110566. /**
  110567. * Add the required samplers to the current list.
  110568. * @param samplers defines the current sampler list.
  110569. */
  110570. static AddSamplers(samplers: string[]): void;
  110571. /**
  110572. * Makes a duplicate of the current configuration into another one.
  110573. * @param anisotropicConfiguration define the config where to copy the info
  110574. */
  110575. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  110576. /**
  110577. * Serializes this anisotropy configuration.
  110578. * @returns - An object with the serialized config.
  110579. */
  110580. serialize(): any;
  110581. /**
  110582. * Parses a anisotropy Configuration from a serialized object.
  110583. * @param source - Serialized object.
  110584. * @param scene Defines the scene we are parsing for
  110585. * @param rootUrl Defines the rootUrl to load from
  110586. */
  110587. parse(source: any, scene: Scene, rootUrl: string): void;
  110588. }
  110589. }
  110590. declare module BABYLON {
  110591. /**
  110592. * @hidden
  110593. */
  110594. export interface IMaterialBRDFDefines {
  110595. BRDF_V_HEIGHT_CORRELATED: boolean;
  110596. MS_BRDF_ENERGY_CONSERVATION: boolean;
  110597. SPHERICAL_HARMONICS: boolean;
  110598. /** @hidden */
  110599. _areMiscDirty: boolean;
  110600. }
  110601. /**
  110602. * Define the code related to the BRDF parameters of the pbr material.
  110603. */
  110604. export class PBRBRDFConfiguration {
  110605. /**
  110606. * Default value used for the energy conservation.
  110607. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  110608. */
  110609. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  110610. /**
  110611. * Default value used for the Smith Visibility Height Correlated mode.
  110612. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  110613. */
  110614. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  110615. /**
  110616. * Default value used for the IBL diffuse part.
  110617. * This can help switching back to the polynomials mode globally which is a tiny bit
  110618. * less GPU intensive at the drawback of a lower quality.
  110619. */
  110620. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  110621. private _useEnergyConservation;
  110622. /**
  110623. * Defines if the material uses energy conservation.
  110624. */
  110625. useEnergyConservation: boolean;
  110626. private _useSmithVisibilityHeightCorrelated;
  110627. /**
  110628. * LEGACY Mode set to false
  110629. * Defines if the material uses height smith correlated visibility term.
  110630. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  110631. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  110632. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  110633. * Not relying on height correlated will also disable energy conservation.
  110634. */
  110635. useSmithVisibilityHeightCorrelated: boolean;
  110636. private _useSphericalHarmonics;
  110637. /**
  110638. * LEGACY Mode set to false
  110639. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  110640. * diffuse part of the IBL.
  110641. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  110642. * to the ground truth.
  110643. */
  110644. useSphericalHarmonics: boolean;
  110645. /** @hidden */
  110646. private _internalMarkAllSubMeshesAsMiscDirty;
  110647. /** @hidden */
  110648. _markAllSubMeshesAsMiscDirty(): void;
  110649. /**
  110650. * Instantiate a new istance of clear coat configuration.
  110651. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  110652. */
  110653. constructor(markAllSubMeshesAsMiscDirty: () => void);
  110654. /**
  110655. * Checks to see if a texture is used in the material.
  110656. * @param defines the list of "defines" to update.
  110657. */
  110658. prepareDefines(defines: IMaterialBRDFDefines): void;
  110659. /**
  110660. * Get the current class name of the texture useful for serialization or dynamic coding.
  110661. * @returns "PBRClearCoatConfiguration"
  110662. */
  110663. getClassName(): string;
  110664. /**
  110665. * Makes a duplicate of the current configuration into another one.
  110666. * @param brdfConfiguration define the config where to copy the info
  110667. */
  110668. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  110669. /**
  110670. * Serializes this BRDF configuration.
  110671. * @returns - An object with the serialized config.
  110672. */
  110673. serialize(): any;
  110674. /**
  110675. * Parses a anisotropy Configuration from a serialized object.
  110676. * @param source - Serialized object.
  110677. * @param scene Defines the scene we are parsing for
  110678. * @param rootUrl Defines the rootUrl to load from
  110679. */
  110680. parse(source: any, scene: Scene, rootUrl: string): void;
  110681. }
  110682. }
  110683. declare module BABYLON {
  110684. /**
  110685. * @hidden
  110686. */
  110687. export interface IMaterialSheenDefines {
  110688. SHEEN: boolean;
  110689. SHEEN_TEXTURE: boolean;
  110690. SHEEN_TEXTUREDIRECTUV: number;
  110691. SHEEN_LINKWITHALBEDO: boolean;
  110692. /** @hidden */
  110693. _areTexturesDirty: boolean;
  110694. }
  110695. /**
  110696. * Define the code related to the Sheen parameters of the pbr material.
  110697. */
  110698. export class PBRSheenConfiguration {
  110699. private _isEnabled;
  110700. /**
  110701. * Defines if the material uses sheen.
  110702. */
  110703. isEnabled: boolean;
  110704. private _linkSheenWithAlbedo;
  110705. /**
  110706. * Defines if the sheen is linked to the sheen color.
  110707. */
  110708. linkSheenWithAlbedo: boolean;
  110709. /**
  110710. * Defines the sheen intensity.
  110711. */
  110712. intensity: number;
  110713. /**
  110714. * Defines the sheen color.
  110715. */
  110716. color: Color3;
  110717. private _texture;
  110718. /**
  110719. * Stores the sheen tint values in a texture.
  110720. * rgb is tint
  110721. * a is a intensity
  110722. */
  110723. texture: Nullable<BaseTexture>;
  110724. /** @hidden */
  110725. private _internalMarkAllSubMeshesAsTexturesDirty;
  110726. /** @hidden */
  110727. _markAllSubMeshesAsTexturesDirty(): void;
  110728. /**
  110729. * Instantiate a new istance of clear coat configuration.
  110730. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110731. */
  110732. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110733. /**
  110734. * Specifies that the submesh is ready to be used.
  110735. * @param defines the list of "defines" to update.
  110736. * @param scene defines the scene the material belongs to.
  110737. * @returns - boolean indicating that the submesh is ready or not.
  110738. */
  110739. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  110740. /**
  110741. * Checks to see if a texture is used in the material.
  110742. * @param defines the list of "defines" to update.
  110743. * @param scene defines the scene the material belongs to.
  110744. */
  110745. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  110746. /**
  110747. * Binds the material data.
  110748. * @param uniformBuffer defines the Uniform buffer to fill in.
  110749. * @param scene defines the scene the material belongs to.
  110750. * @param isFrozen defines wether the material is frozen or not.
  110751. */
  110752. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  110753. /**
  110754. * Checks to see if a texture is used in the material.
  110755. * @param texture - Base texture to use.
  110756. * @returns - Boolean specifying if a texture is used in the material.
  110757. */
  110758. hasTexture(texture: BaseTexture): boolean;
  110759. /**
  110760. * Returns an array of the actively used textures.
  110761. * @param activeTextures Array of BaseTextures
  110762. */
  110763. getActiveTextures(activeTextures: BaseTexture[]): void;
  110764. /**
  110765. * Returns the animatable textures.
  110766. * @param animatables Array of animatable textures.
  110767. */
  110768. getAnimatables(animatables: IAnimatable[]): void;
  110769. /**
  110770. * Disposes the resources of the material.
  110771. * @param forceDisposeTextures - Forces the disposal of all textures.
  110772. */
  110773. dispose(forceDisposeTextures?: boolean): void;
  110774. /**
  110775. * Get the current class name of the texture useful for serialization or dynamic coding.
  110776. * @returns "PBRSheenConfiguration"
  110777. */
  110778. getClassName(): string;
  110779. /**
  110780. * Add fallbacks to the effect fallbacks list.
  110781. * @param defines defines the Base texture to use.
  110782. * @param fallbacks defines the current fallback list.
  110783. * @param currentRank defines the current fallback rank.
  110784. * @returns the new fallback rank.
  110785. */
  110786. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110787. /**
  110788. * Add the required uniforms to the current list.
  110789. * @param uniforms defines the current uniform list.
  110790. */
  110791. static AddUniforms(uniforms: string[]): void;
  110792. /**
  110793. * Add the required uniforms to the current buffer.
  110794. * @param uniformBuffer defines the current uniform buffer.
  110795. */
  110796. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110797. /**
  110798. * Add the required samplers to the current list.
  110799. * @param samplers defines the current sampler list.
  110800. */
  110801. static AddSamplers(samplers: string[]): void;
  110802. /**
  110803. * Makes a duplicate of the current configuration into another one.
  110804. * @param sheenConfiguration define the config where to copy the info
  110805. */
  110806. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  110807. /**
  110808. * Serializes this BRDF configuration.
  110809. * @returns - An object with the serialized config.
  110810. */
  110811. serialize(): any;
  110812. /**
  110813. * Parses a anisotropy Configuration from a serialized object.
  110814. * @param source - Serialized object.
  110815. * @param scene Defines the scene we are parsing for
  110816. * @param rootUrl Defines the rootUrl to load from
  110817. */
  110818. parse(source: any, scene: Scene, rootUrl: string): void;
  110819. }
  110820. }
  110821. declare module BABYLON {
  110822. /**
  110823. * @hidden
  110824. */
  110825. export interface IMaterialSubSurfaceDefines {
  110826. SUBSURFACE: boolean;
  110827. SS_REFRACTION: boolean;
  110828. SS_TRANSLUCENCY: boolean;
  110829. SS_SCATERRING: boolean;
  110830. SS_THICKNESSANDMASK_TEXTURE: boolean;
  110831. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  110832. SS_REFRACTIONMAP_3D: boolean;
  110833. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  110834. SS_LODINREFRACTIONALPHA: boolean;
  110835. SS_GAMMAREFRACTION: boolean;
  110836. SS_RGBDREFRACTION: boolean;
  110837. SS_LINEARSPECULARREFRACTION: boolean;
  110838. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  110839. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  110840. /** @hidden */
  110841. _areTexturesDirty: boolean;
  110842. }
  110843. /**
  110844. * Define the code related to the sub surface parameters of the pbr material.
  110845. */
  110846. export class PBRSubSurfaceConfiguration {
  110847. private _isRefractionEnabled;
  110848. /**
  110849. * Defines if the refraction is enabled in the material.
  110850. */
  110851. isRefractionEnabled: boolean;
  110852. private _isTranslucencyEnabled;
  110853. /**
  110854. * Defines if the translucency is enabled in the material.
  110855. */
  110856. isTranslucencyEnabled: boolean;
  110857. private _isScatteringEnabled;
  110858. /**
  110859. * Defines the refraction intensity of the material.
  110860. * The refraction when enabled replaces the Diffuse part of the material.
  110861. * The intensity helps transitionning between diffuse and refraction.
  110862. */
  110863. refractionIntensity: number;
  110864. /**
  110865. * Defines the translucency intensity of the material.
  110866. * When translucency has been enabled, this defines how much of the "translucency"
  110867. * is addded to the diffuse part of the material.
  110868. */
  110869. translucencyIntensity: number;
  110870. /**
  110871. * Defines the scattering intensity of the material.
  110872. * When scattering has been enabled, this defines how much of the "scattered light"
  110873. * is addded to the diffuse part of the material.
  110874. */
  110875. scatteringIntensity: number;
  110876. private _thicknessTexture;
  110877. /**
  110878. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  110879. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  110880. * 0 would mean minimumThickness
  110881. * 1 would mean maximumThickness
  110882. * The other channels might be use as a mask to vary the different effects intensity.
  110883. */
  110884. thicknessTexture: Nullable<BaseTexture>;
  110885. private _refractionTexture;
  110886. /**
  110887. * Defines the texture to use for refraction.
  110888. */
  110889. refractionTexture: Nullable<BaseTexture>;
  110890. private _indexOfRefraction;
  110891. /**
  110892. * Defines the index of refraction used in the material.
  110893. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  110894. */
  110895. indexOfRefraction: number;
  110896. private _invertRefractionY;
  110897. /**
  110898. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110899. */
  110900. invertRefractionY: boolean;
  110901. private _linkRefractionWithTransparency;
  110902. /**
  110903. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110904. * Materials half opaque for instance using refraction could benefit from this control.
  110905. */
  110906. linkRefractionWithTransparency: boolean;
  110907. /**
  110908. * Defines the minimum thickness stored in the thickness map.
  110909. * If no thickness map is defined, this value will be used to simulate thickness.
  110910. */
  110911. minimumThickness: number;
  110912. /**
  110913. * Defines the maximum thickness stored in the thickness map.
  110914. */
  110915. maximumThickness: number;
  110916. /**
  110917. * Defines the volume tint of the material.
  110918. * This is used for both translucency and scattering.
  110919. */
  110920. tintColor: Color3;
  110921. /**
  110922. * Defines the distance at which the tint color should be found in the media.
  110923. * This is used for refraction only.
  110924. */
  110925. tintColorAtDistance: number;
  110926. /**
  110927. * Defines how far each channel transmit through the media.
  110928. * It is defined as a color to simplify it selection.
  110929. */
  110930. diffusionDistance: Color3;
  110931. private _useMaskFromThicknessTexture;
  110932. /**
  110933. * Stores the intensity of the different subsurface effects in the thickness texture.
  110934. * * the green channel is the translucency intensity.
  110935. * * the blue channel is the scattering intensity.
  110936. * * the alpha channel is the refraction intensity.
  110937. */
  110938. useMaskFromThicknessTexture: boolean;
  110939. /** @hidden */
  110940. private _internalMarkAllSubMeshesAsTexturesDirty;
  110941. /** @hidden */
  110942. _markAllSubMeshesAsTexturesDirty(): void;
  110943. /**
  110944. * Instantiate a new istance of sub surface configuration.
  110945. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110946. */
  110947. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110948. /**
  110949. * Gets wehter the submesh is ready to be used or not.
  110950. * @param defines the list of "defines" to update.
  110951. * @param scene defines the scene the material belongs to.
  110952. * @returns - boolean indicating that the submesh is ready or not.
  110953. */
  110954. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  110955. /**
  110956. * Checks to see if a texture is used in the material.
  110957. * @param defines the list of "defines" to update.
  110958. * @param scene defines the scene to the material belongs to.
  110959. */
  110960. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  110961. /**
  110962. * Binds the material data.
  110963. * @param uniformBuffer defines the Uniform buffer to fill in.
  110964. * @param scene defines the scene the material belongs to.
  110965. * @param engine defines the engine the material belongs to.
  110966. * @param isFrozen defines wether the material is frozen or not.
  110967. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  110968. */
  110969. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  110970. /**
  110971. * Unbinds the material from the mesh.
  110972. * @param activeEffect defines the effect that should be unbound from.
  110973. * @returns true if unbound, otherwise false
  110974. */
  110975. unbind(activeEffect: Effect): boolean;
  110976. /**
  110977. * Returns the texture used for refraction or null if none is used.
  110978. * @param scene defines the scene the material belongs to.
  110979. * @returns - Refraction texture if present. If no refraction texture and refraction
  110980. * is linked with transparency, returns environment texture. Otherwise, returns null.
  110981. */
  110982. private _getRefractionTexture;
  110983. /**
  110984. * Returns true if alpha blending should be disabled.
  110985. */
  110986. readonly disableAlphaBlending: boolean;
  110987. /**
  110988. * Fills the list of render target textures.
  110989. * @param renderTargets the list of render targets to update
  110990. */
  110991. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  110992. /**
  110993. * Checks to see if a texture is used in the material.
  110994. * @param texture - Base texture to use.
  110995. * @returns - Boolean specifying if a texture is used in the material.
  110996. */
  110997. hasTexture(texture: BaseTexture): boolean;
  110998. /**
  110999. * Gets a boolean indicating that current material needs to register RTT
  111000. * @returns true if this uses a render target otherwise false.
  111001. */
  111002. hasRenderTargetTextures(): boolean;
  111003. /**
  111004. * Returns an array of the actively used textures.
  111005. * @param activeTextures Array of BaseTextures
  111006. */
  111007. getActiveTextures(activeTextures: BaseTexture[]): void;
  111008. /**
  111009. * Returns the animatable textures.
  111010. * @param animatables Array of animatable textures.
  111011. */
  111012. getAnimatables(animatables: IAnimatable[]): void;
  111013. /**
  111014. * Disposes the resources of the material.
  111015. * @param forceDisposeTextures - Forces the disposal of all textures.
  111016. */
  111017. dispose(forceDisposeTextures?: boolean): void;
  111018. /**
  111019. * Get the current class name of the texture useful for serialization or dynamic coding.
  111020. * @returns "PBRSubSurfaceConfiguration"
  111021. */
  111022. getClassName(): string;
  111023. /**
  111024. * Add fallbacks to the effect fallbacks list.
  111025. * @param defines defines the Base texture to use.
  111026. * @param fallbacks defines the current fallback list.
  111027. * @param currentRank defines the current fallback rank.
  111028. * @returns the new fallback rank.
  111029. */
  111030. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111031. /**
  111032. * Add the required uniforms to the current list.
  111033. * @param uniforms defines the current uniform list.
  111034. */
  111035. static AddUniforms(uniforms: string[]): void;
  111036. /**
  111037. * Add the required samplers to the current list.
  111038. * @param samplers defines the current sampler list.
  111039. */
  111040. static AddSamplers(samplers: string[]): void;
  111041. /**
  111042. * Add the required uniforms to the current buffer.
  111043. * @param uniformBuffer defines the current uniform buffer.
  111044. */
  111045. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111046. /**
  111047. * Makes a duplicate of the current configuration into another one.
  111048. * @param configuration define the config where to copy the info
  111049. */
  111050. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  111051. /**
  111052. * Serializes this Sub Surface configuration.
  111053. * @returns - An object with the serialized config.
  111054. */
  111055. serialize(): any;
  111056. /**
  111057. * Parses a anisotropy Configuration from a serialized object.
  111058. * @param source - Serialized object.
  111059. * @param scene Defines the scene we are parsing for
  111060. * @param rootUrl Defines the rootUrl to load from
  111061. */
  111062. parse(source: any, scene: Scene, rootUrl: string): void;
  111063. }
  111064. }
  111065. declare module BABYLON {
  111066. /** @hidden */
  111067. export var pbrFragmentDeclaration: {
  111068. name: string;
  111069. shader: string;
  111070. };
  111071. }
  111072. declare module BABYLON {
  111073. /** @hidden */
  111074. export var pbrUboDeclaration: {
  111075. name: string;
  111076. shader: string;
  111077. };
  111078. }
  111079. declare module BABYLON {
  111080. /** @hidden */
  111081. export var pbrFragmentExtraDeclaration: {
  111082. name: string;
  111083. shader: string;
  111084. };
  111085. }
  111086. declare module BABYLON {
  111087. /** @hidden */
  111088. export var pbrFragmentSamplersDeclaration: {
  111089. name: string;
  111090. shader: string;
  111091. };
  111092. }
  111093. declare module BABYLON {
  111094. /** @hidden */
  111095. export var pbrHelperFunctions: {
  111096. name: string;
  111097. shader: string;
  111098. };
  111099. }
  111100. declare module BABYLON {
  111101. /** @hidden */
  111102. export var harmonicsFunctions: {
  111103. name: string;
  111104. shader: string;
  111105. };
  111106. }
  111107. declare module BABYLON {
  111108. /** @hidden */
  111109. export var pbrDirectLightingSetupFunctions: {
  111110. name: string;
  111111. shader: string;
  111112. };
  111113. }
  111114. declare module BABYLON {
  111115. /** @hidden */
  111116. export var pbrDirectLightingFalloffFunctions: {
  111117. name: string;
  111118. shader: string;
  111119. };
  111120. }
  111121. declare module BABYLON {
  111122. /** @hidden */
  111123. export var pbrBRDFFunctions: {
  111124. name: string;
  111125. shader: string;
  111126. };
  111127. }
  111128. declare module BABYLON {
  111129. /** @hidden */
  111130. export var pbrDirectLightingFunctions: {
  111131. name: string;
  111132. shader: string;
  111133. };
  111134. }
  111135. declare module BABYLON {
  111136. /** @hidden */
  111137. export var pbrIBLFunctions: {
  111138. name: string;
  111139. shader: string;
  111140. };
  111141. }
  111142. declare module BABYLON {
  111143. /** @hidden */
  111144. export var pbrDebug: {
  111145. name: string;
  111146. shader: string;
  111147. };
  111148. }
  111149. declare module BABYLON {
  111150. /** @hidden */
  111151. export var pbrPixelShader: {
  111152. name: string;
  111153. shader: string;
  111154. };
  111155. }
  111156. declare module BABYLON {
  111157. /** @hidden */
  111158. export var pbrVertexDeclaration: {
  111159. name: string;
  111160. shader: string;
  111161. };
  111162. }
  111163. declare module BABYLON {
  111164. /** @hidden */
  111165. export var pbrVertexShader: {
  111166. name: string;
  111167. shader: string;
  111168. };
  111169. }
  111170. declare module BABYLON {
  111171. /**
  111172. * Manages the defines for the PBR Material.
  111173. * @hidden
  111174. */
  111175. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  111176. PBR: boolean;
  111177. MAINUV1: boolean;
  111178. MAINUV2: boolean;
  111179. UV1: boolean;
  111180. UV2: boolean;
  111181. ALBEDO: boolean;
  111182. ALBEDODIRECTUV: number;
  111183. VERTEXCOLOR: boolean;
  111184. AMBIENT: boolean;
  111185. AMBIENTDIRECTUV: number;
  111186. AMBIENTINGRAYSCALE: boolean;
  111187. OPACITY: boolean;
  111188. VERTEXALPHA: boolean;
  111189. OPACITYDIRECTUV: number;
  111190. OPACITYRGB: boolean;
  111191. ALPHATEST: boolean;
  111192. DEPTHPREPASS: boolean;
  111193. ALPHABLEND: boolean;
  111194. ALPHAFROMALBEDO: boolean;
  111195. ALPHATESTVALUE: string;
  111196. SPECULAROVERALPHA: boolean;
  111197. RADIANCEOVERALPHA: boolean;
  111198. ALPHAFRESNEL: boolean;
  111199. LINEARALPHAFRESNEL: boolean;
  111200. PREMULTIPLYALPHA: boolean;
  111201. EMISSIVE: boolean;
  111202. EMISSIVEDIRECTUV: number;
  111203. REFLECTIVITY: boolean;
  111204. REFLECTIVITYDIRECTUV: number;
  111205. SPECULARTERM: boolean;
  111206. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  111207. MICROSURFACEAUTOMATIC: boolean;
  111208. LODBASEDMICROSFURACE: boolean;
  111209. MICROSURFACEMAP: boolean;
  111210. MICROSURFACEMAPDIRECTUV: number;
  111211. METALLICWORKFLOW: boolean;
  111212. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  111213. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  111214. METALLNESSSTOREINMETALMAPBLUE: boolean;
  111215. AOSTOREINMETALMAPRED: boolean;
  111216. ENVIRONMENTBRDF: boolean;
  111217. ENVIRONMENTBRDF_RGBD: boolean;
  111218. NORMAL: boolean;
  111219. TANGENT: boolean;
  111220. BUMP: boolean;
  111221. BUMPDIRECTUV: number;
  111222. OBJECTSPACE_NORMALMAP: boolean;
  111223. PARALLAX: boolean;
  111224. PARALLAXOCCLUSION: boolean;
  111225. NORMALXYSCALE: boolean;
  111226. LIGHTMAP: boolean;
  111227. LIGHTMAPDIRECTUV: number;
  111228. USELIGHTMAPASSHADOWMAP: boolean;
  111229. GAMMALIGHTMAP: boolean;
  111230. REFLECTION: boolean;
  111231. REFLECTIONMAP_3D: boolean;
  111232. REFLECTIONMAP_SPHERICAL: boolean;
  111233. REFLECTIONMAP_PLANAR: boolean;
  111234. REFLECTIONMAP_CUBIC: boolean;
  111235. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  111236. REFLECTIONMAP_PROJECTION: boolean;
  111237. REFLECTIONMAP_SKYBOX: boolean;
  111238. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  111239. REFLECTIONMAP_EXPLICIT: boolean;
  111240. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  111241. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  111242. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  111243. INVERTCUBICMAP: boolean;
  111244. USESPHERICALFROMREFLECTIONMAP: boolean;
  111245. USEIRRADIANCEMAP: boolean;
  111246. SPHERICAL_HARMONICS: boolean;
  111247. USESPHERICALINVERTEX: boolean;
  111248. REFLECTIONMAP_OPPOSITEZ: boolean;
  111249. LODINREFLECTIONALPHA: boolean;
  111250. GAMMAREFLECTION: boolean;
  111251. RGBDREFLECTION: boolean;
  111252. LINEARSPECULARREFLECTION: boolean;
  111253. RADIANCEOCCLUSION: boolean;
  111254. HORIZONOCCLUSION: boolean;
  111255. INSTANCES: boolean;
  111256. NUM_BONE_INFLUENCERS: number;
  111257. BonesPerMesh: number;
  111258. BONETEXTURE: boolean;
  111259. NONUNIFORMSCALING: boolean;
  111260. MORPHTARGETS: boolean;
  111261. MORPHTARGETS_NORMAL: boolean;
  111262. MORPHTARGETS_TANGENT: boolean;
  111263. MORPHTARGETS_UV: boolean;
  111264. NUM_MORPH_INFLUENCERS: number;
  111265. IMAGEPROCESSING: boolean;
  111266. VIGNETTE: boolean;
  111267. VIGNETTEBLENDMODEMULTIPLY: boolean;
  111268. VIGNETTEBLENDMODEOPAQUE: boolean;
  111269. TONEMAPPING: boolean;
  111270. TONEMAPPING_ACES: boolean;
  111271. CONTRAST: boolean;
  111272. COLORCURVES: boolean;
  111273. COLORGRADING: boolean;
  111274. COLORGRADING3D: boolean;
  111275. SAMPLER3DGREENDEPTH: boolean;
  111276. SAMPLER3DBGRMAP: boolean;
  111277. IMAGEPROCESSINGPOSTPROCESS: boolean;
  111278. EXPOSURE: boolean;
  111279. MULTIVIEW: boolean;
  111280. USEPHYSICALLIGHTFALLOFF: boolean;
  111281. USEGLTFLIGHTFALLOFF: boolean;
  111282. TWOSIDEDLIGHTING: boolean;
  111283. SHADOWFLOAT: boolean;
  111284. CLIPPLANE: boolean;
  111285. CLIPPLANE2: boolean;
  111286. CLIPPLANE3: boolean;
  111287. CLIPPLANE4: boolean;
  111288. POINTSIZE: boolean;
  111289. FOG: boolean;
  111290. LOGARITHMICDEPTH: boolean;
  111291. FORCENORMALFORWARD: boolean;
  111292. SPECULARAA: boolean;
  111293. CLEARCOAT: boolean;
  111294. CLEARCOAT_DEFAULTIOR: boolean;
  111295. CLEARCOAT_TEXTURE: boolean;
  111296. CLEARCOAT_TEXTUREDIRECTUV: number;
  111297. CLEARCOAT_BUMP: boolean;
  111298. CLEARCOAT_BUMPDIRECTUV: number;
  111299. CLEARCOAT_TINT: boolean;
  111300. CLEARCOAT_TINT_TEXTURE: boolean;
  111301. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  111302. ANISOTROPIC: boolean;
  111303. ANISOTROPIC_TEXTURE: boolean;
  111304. ANISOTROPIC_TEXTUREDIRECTUV: number;
  111305. BRDF_V_HEIGHT_CORRELATED: boolean;
  111306. MS_BRDF_ENERGY_CONSERVATION: boolean;
  111307. SHEEN: boolean;
  111308. SHEEN_TEXTURE: boolean;
  111309. SHEEN_TEXTUREDIRECTUV: number;
  111310. SHEEN_LINKWITHALBEDO: boolean;
  111311. SUBSURFACE: boolean;
  111312. SS_REFRACTION: boolean;
  111313. SS_TRANSLUCENCY: boolean;
  111314. SS_SCATERRING: boolean;
  111315. SS_THICKNESSANDMASK_TEXTURE: boolean;
  111316. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  111317. SS_REFRACTIONMAP_3D: boolean;
  111318. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  111319. SS_LODINREFRACTIONALPHA: boolean;
  111320. SS_GAMMAREFRACTION: boolean;
  111321. SS_RGBDREFRACTION: boolean;
  111322. SS_LINEARSPECULARREFRACTION: boolean;
  111323. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  111324. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  111325. UNLIT: boolean;
  111326. DEBUGMODE: number;
  111327. /**
  111328. * Initializes the PBR Material defines.
  111329. */
  111330. constructor();
  111331. /**
  111332. * Resets the PBR Material defines.
  111333. */
  111334. reset(): void;
  111335. }
  111336. /**
  111337. * The Physically based material base class of BJS.
  111338. *
  111339. * This offers the main features of a standard PBR material.
  111340. * For more information, please refer to the documentation :
  111341. * https://doc.babylonjs.com/how_to/physically_based_rendering
  111342. */
  111343. export abstract class PBRBaseMaterial extends PushMaterial {
  111344. /**
  111345. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  111346. */
  111347. static readonly PBRMATERIAL_OPAQUE: number;
  111348. /**
  111349. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  111350. */
  111351. static readonly PBRMATERIAL_ALPHATEST: number;
  111352. /**
  111353. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111354. */
  111355. static readonly PBRMATERIAL_ALPHABLEND: number;
  111356. /**
  111357. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111358. * They are also discarded below the alpha cutoff threshold to improve performances.
  111359. */
  111360. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  111361. /**
  111362. * Defines the default value of how much AO map is occluding the analytical lights
  111363. * (point spot...).
  111364. */
  111365. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  111366. /**
  111367. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  111368. */
  111369. static readonly LIGHTFALLOFF_PHYSICAL: number;
  111370. /**
  111371. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  111372. * to enhance interoperability with other engines.
  111373. */
  111374. static readonly LIGHTFALLOFF_GLTF: number;
  111375. /**
  111376. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  111377. * to enhance interoperability with other materials.
  111378. */
  111379. static readonly LIGHTFALLOFF_STANDARD: number;
  111380. /**
  111381. * Intensity of the direct lights e.g. the four lights available in your scene.
  111382. * This impacts both the direct diffuse and specular highlights.
  111383. */
  111384. protected _directIntensity: number;
  111385. /**
  111386. * Intensity of the emissive part of the material.
  111387. * This helps controlling the emissive effect without modifying the emissive color.
  111388. */
  111389. protected _emissiveIntensity: number;
  111390. /**
  111391. * Intensity of the environment e.g. how much the environment will light the object
  111392. * either through harmonics for rough material or through the refelction for shiny ones.
  111393. */
  111394. protected _environmentIntensity: number;
  111395. /**
  111396. * This is a special control allowing the reduction of the specular highlights coming from the
  111397. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  111398. */
  111399. protected _specularIntensity: number;
  111400. /**
  111401. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  111402. */
  111403. private _lightingInfos;
  111404. /**
  111405. * Debug Control allowing disabling the bump map on this material.
  111406. */
  111407. protected _disableBumpMap: boolean;
  111408. /**
  111409. * AKA Diffuse Texture in standard nomenclature.
  111410. */
  111411. protected _albedoTexture: Nullable<BaseTexture>;
  111412. /**
  111413. * AKA Occlusion Texture in other nomenclature.
  111414. */
  111415. protected _ambientTexture: Nullable<BaseTexture>;
  111416. /**
  111417. * AKA Occlusion Texture Intensity in other nomenclature.
  111418. */
  111419. protected _ambientTextureStrength: number;
  111420. /**
  111421. * Defines how much the AO map is occluding the analytical lights (point spot...).
  111422. * 1 means it completely occludes it
  111423. * 0 mean it has no impact
  111424. */
  111425. protected _ambientTextureImpactOnAnalyticalLights: number;
  111426. /**
  111427. * Stores the alpha values in a texture.
  111428. */
  111429. protected _opacityTexture: Nullable<BaseTexture>;
  111430. /**
  111431. * Stores the reflection values in a texture.
  111432. */
  111433. protected _reflectionTexture: Nullable<BaseTexture>;
  111434. /**
  111435. * Stores the emissive values in a texture.
  111436. */
  111437. protected _emissiveTexture: Nullable<BaseTexture>;
  111438. /**
  111439. * AKA Specular texture in other nomenclature.
  111440. */
  111441. protected _reflectivityTexture: Nullable<BaseTexture>;
  111442. /**
  111443. * Used to switch from specular/glossiness to metallic/roughness workflow.
  111444. */
  111445. protected _metallicTexture: Nullable<BaseTexture>;
  111446. /**
  111447. * Specifies the metallic scalar of the metallic/roughness workflow.
  111448. * Can also be used to scale the metalness values of the metallic texture.
  111449. */
  111450. protected _metallic: Nullable<number>;
  111451. /**
  111452. * Specifies the roughness scalar of the metallic/roughness workflow.
  111453. * Can also be used to scale the roughness values of the metallic texture.
  111454. */
  111455. protected _roughness: Nullable<number>;
  111456. /**
  111457. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  111458. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  111459. */
  111460. protected _microSurfaceTexture: Nullable<BaseTexture>;
  111461. /**
  111462. * Stores surface normal data used to displace a mesh in a texture.
  111463. */
  111464. protected _bumpTexture: Nullable<BaseTexture>;
  111465. /**
  111466. * Stores the pre-calculated light information of a mesh in a texture.
  111467. */
  111468. protected _lightmapTexture: Nullable<BaseTexture>;
  111469. /**
  111470. * The color of a material in ambient lighting.
  111471. */
  111472. protected _ambientColor: Color3;
  111473. /**
  111474. * AKA Diffuse Color in other nomenclature.
  111475. */
  111476. protected _albedoColor: Color3;
  111477. /**
  111478. * AKA Specular Color in other nomenclature.
  111479. */
  111480. protected _reflectivityColor: Color3;
  111481. /**
  111482. * The color applied when light is reflected from a material.
  111483. */
  111484. protected _reflectionColor: Color3;
  111485. /**
  111486. * The color applied when light is emitted from a material.
  111487. */
  111488. protected _emissiveColor: Color3;
  111489. /**
  111490. * AKA Glossiness in other nomenclature.
  111491. */
  111492. protected _microSurface: number;
  111493. /**
  111494. * Specifies that the material will use the light map as a show map.
  111495. */
  111496. protected _useLightmapAsShadowmap: boolean;
  111497. /**
  111498. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  111499. * makes the reflect vector face the model (under horizon).
  111500. */
  111501. protected _useHorizonOcclusion: boolean;
  111502. /**
  111503. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  111504. * too much the area relying on ambient texture to define their ambient occlusion.
  111505. */
  111506. protected _useRadianceOcclusion: boolean;
  111507. /**
  111508. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  111509. */
  111510. protected _useAlphaFromAlbedoTexture: boolean;
  111511. /**
  111512. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  111513. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  111514. */
  111515. protected _useSpecularOverAlpha: boolean;
  111516. /**
  111517. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  111518. */
  111519. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  111520. /**
  111521. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  111522. */
  111523. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  111524. /**
  111525. * Specifies if the metallic texture contains the roughness information in its green channel.
  111526. */
  111527. protected _useRoughnessFromMetallicTextureGreen: boolean;
  111528. /**
  111529. * Specifies if the metallic texture contains the metallness information in its blue channel.
  111530. */
  111531. protected _useMetallnessFromMetallicTextureBlue: boolean;
  111532. /**
  111533. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  111534. */
  111535. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  111536. /**
  111537. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  111538. */
  111539. protected _useAmbientInGrayScale: boolean;
  111540. /**
  111541. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  111542. * The material will try to infer what glossiness each pixel should be.
  111543. */
  111544. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  111545. /**
  111546. * Defines the falloff type used in this material.
  111547. * It by default is Physical.
  111548. */
  111549. protected _lightFalloff: number;
  111550. /**
  111551. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  111552. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  111553. */
  111554. protected _useRadianceOverAlpha: boolean;
  111555. /**
  111556. * Allows using an object space normal map (instead of tangent space).
  111557. */
  111558. protected _useObjectSpaceNormalMap: boolean;
  111559. /**
  111560. * Allows using the bump map in parallax mode.
  111561. */
  111562. protected _useParallax: boolean;
  111563. /**
  111564. * Allows using the bump map in parallax occlusion mode.
  111565. */
  111566. protected _useParallaxOcclusion: boolean;
  111567. /**
  111568. * Controls the scale bias of the parallax mode.
  111569. */
  111570. protected _parallaxScaleBias: number;
  111571. /**
  111572. * If sets to true, disables all the lights affecting the material.
  111573. */
  111574. protected _disableLighting: boolean;
  111575. /**
  111576. * Number of Simultaneous lights allowed on the material.
  111577. */
  111578. protected _maxSimultaneousLights: number;
  111579. /**
  111580. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111581. */
  111582. protected _invertNormalMapX: boolean;
  111583. /**
  111584. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111585. */
  111586. protected _invertNormalMapY: boolean;
  111587. /**
  111588. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  111589. */
  111590. protected _twoSidedLighting: boolean;
  111591. /**
  111592. * Defines the alpha limits in alpha test mode.
  111593. */
  111594. protected _alphaCutOff: number;
  111595. /**
  111596. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  111597. */
  111598. protected _forceAlphaTest: boolean;
  111599. /**
  111600. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111601. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  111602. */
  111603. protected _useAlphaFresnel: boolean;
  111604. /**
  111605. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111606. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  111607. */
  111608. protected _useLinearAlphaFresnel: boolean;
  111609. /**
  111610. * The transparency mode of the material.
  111611. */
  111612. protected _transparencyMode: Nullable<number>;
  111613. /**
  111614. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  111615. * from cos thetav and roughness:
  111616. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  111617. */
  111618. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  111619. /**
  111620. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  111621. */
  111622. protected _forceIrradianceInFragment: boolean;
  111623. /**
  111624. * Force normal to face away from face.
  111625. */
  111626. protected _forceNormalForward: boolean;
  111627. /**
  111628. * Enables specular anti aliasing in the PBR shader.
  111629. * It will both interacts on the Geometry for analytical and IBL lighting.
  111630. * It also prefilter the roughness map based on the bump values.
  111631. */
  111632. protected _enableSpecularAntiAliasing: boolean;
  111633. /**
  111634. * Default configuration related to image processing available in the PBR Material.
  111635. */
  111636. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  111637. /**
  111638. * Keep track of the image processing observer to allow dispose and replace.
  111639. */
  111640. private _imageProcessingObserver;
  111641. /**
  111642. * Attaches a new image processing configuration to the PBR Material.
  111643. * @param configuration
  111644. */
  111645. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  111646. /**
  111647. * Stores the available render targets.
  111648. */
  111649. private _renderTargets;
  111650. /**
  111651. * Sets the global ambient color for the material used in lighting calculations.
  111652. */
  111653. private _globalAmbientColor;
  111654. /**
  111655. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  111656. */
  111657. private _useLogarithmicDepth;
  111658. /**
  111659. * If set to true, no lighting calculations will be applied.
  111660. */
  111661. private _unlit;
  111662. private _debugMode;
  111663. /**
  111664. * @hidden
  111665. * This is reserved for the inspector.
  111666. * Defines the material debug mode.
  111667. * It helps seeing only some components of the material while troubleshooting.
  111668. */
  111669. debugMode: number;
  111670. /**
  111671. * @hidden
  111672. * This is reserved for the inspector.
  111673. * Specify from where on screen the debug mode should start.
  111674. * The value goes from -1 (full screen) to 1 (not visible)
  111675. * It helps with side by side comparison against the final render
  111676. * This defaults to -1
  111677. */
  111678. private debugLimit;
  111679. /**
  111680. * @hidden
  111681. * This is reserved for the inspector.
  111682. * As the default viewing range might not be enough (if the ambient is really small for instance)
  111683. * You can use the factor to better multiply the final value.
  111684. */
  111685. private debugFactor;
  111686. /**
  111687. * Defines the clear coat layer parameters for the material.
  111688. */
  111689. readonly clearCoat: PBRClearCoatConfiguration;
  111690. /**
  111691. * Defines the anisotropic parameters for the material.
  111692. */
  111693. readonly anisotropy: PBRAnisotropicConfiguration;
  111694. /**
  111695. * Defines the BRDF parameters for the material.
  111696. */
  111697. readonly brdf: PBRBRDFConfiguration;
  111698. /**
  111699. * Defines the Sheen parameters for the material.
  111700. */
  111701. readonly sheen: PBRSheenConfiguration;
  111702. /**
  111703. * Defines the SubSurface parameters for the material.
  111704. */
  111705. readonly subSurface: PBRSubSurfaceConfiguration;
  111706. /**
  111707. * Custom callback helping to override the default shader used in the material.
  111708. */
  111709. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  111710. /**
  111711. * Instantiates a new PBRMaterial instance.
  111712. *
  111713. * @param name The material name
  111714. * @param scene The scene the material will be use in.
  111715. */
  111716. constructor(name: string, scene: Scene);
  111717. /**
  111718. * Gets a boolean indicating that current material needs to register RTT
  111719. */
  111720. readonly hasRenderTargetTextures: boolean;
  111721. /**
  111722. * Gets the name of the material class.
  111723. */
  111724. getClassName(): string;
  111725. /**
  111726. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111727. */
  111728. /**
  111729. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111730. */
  111731. useLogarithmicDepth: boolean;
  111732. /**
  111733. * Gets the current transparency mode.
  111734. */
  111735. /**
  111736. * Sets the transparency mode of the material.
  111737. *
  111738. * | Value | Type | Description |
  111739. * | ----- | ----------------------------------- | ----------- |
  111740. * | 0 | OPAQUE | |
  111741. * | 1 | ALPHATEST | |
  111742. * | 2 | ALPHABLEND | |
  111743. * | 3 | ALPHATESTANDBLEND | |
  111744. *
  111745. */
  111746. transparencyMode: Nullable<number>;
  111747. /**
  111748. * Returns true if alpha blending should be disabled.
  111749. */
  111750. private readonly _disableAlphaBlending;
  111751. /**
  111752. * Specifies whether or not this material should be rendered in alpha blend mode.
  111753. */
  111754. needAlphaBlending(): boolean;
  111755. /**
  111756. * Specifies if the mesh will require alpha blending.
  111757. * @param mesh - BJS mesh.
  111758. */
  111759. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  111760. /**
  111761. * Specifies whether or not this material should be rendered in alpha test mode.
  111762. */
  111763. needAlphaTesting(): boolean;
  111764. /**
  111765. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  111766. */
  111767. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  111768. /**
  111769. * Gets the texture used for the alpha test.
  111770. */
  111771. getAlphaTestTexture(): Nullable<BaseTexture>;
  111772. /**
  111773. * Specifies that the submesh is ready to be used.
  111774. * @param mesh - BJS mesh.
  111775. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  111776. * @param useInstances - Specifies that instances should be used.
  111777. * @returns - boolean indicating that the submesh is ready or not.
  111778. */
  111779. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  111780. /**
  111781. * Specifies if the material uses metallic roughness workflow.
  111782. * @returns boolean specifiying if the material uses metallic roughness workflow.
  111783. */
  111784. isMetallicWorkflow(): boolean;
  111785. private _prepareEffect;
  111786. private _prepareDefines;
  111787. /**
  111788. * Force shader compilation
  111789. */
  111790. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  111791. clipPlane: boolean;
  111792. }>): void;
  111793. /**
  111794. * Initializes the uniform buffer layout for the shader.
  111795. */
  111796. buildUniformLayout(): void;
  111797. /**
  111798. * Unbinds the material from the mesh
  111799. */
  111800. unbind(): void;
  111801. /**
  111802. * Binds the submesh data.
  111803. * @param world - The world matrix.
  111804. * @param mesh - The BJS mesh.
  111805. * @param subMesh - A submesh of the BJS mesh.
  111806. */
  111807. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  111808. /**
  111809. * Returns the animatable textures.
  111810. * @returns - Array of animatable textures.
  111811. */
  111812. getAnimatables(): IAnimatable[];
  111813. /**
  111814. * Returns the texture used for reflections.
  111815. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  111816. */
  111817. private _getReflectionTexture;
  111818. /**
  111819. * Returns an array of the actively used textures.
  111820. * @returns - Array of BaseTextures
  111821. */
  111822. getActiveTextures(): BaseTexture[];
  111823. /**
  111824. * Checks to see if a texture is used in the material.
  111825. * @param texture - Base texture to use.
  111826. * @returns - Boolean specifying if a texture is used in the material.
  111827. */
  111828. hasTexture(texture: BaseTexture): boolean;
  111829. /**
  111830. * Disposes the resources of the material.
  111831. * @param forceDisposeEffect - Forces the disposal of effects.
  111832. * @param forceDisposeTextures - Forces the disposal of all textures.
  111833. */
  111834. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  111835. }
  111836. }
  111837. declare module BABYLON {
  111838. /**
  111839. * The Physically based material of BJS.
  111840. *
  111841. * This offers the main features of a standard PBR material.
  111842. * For more information, please refer to the documentation :
  111843. * https://doc.babylonjs.com/how_to/physically_based_rendering
  111844. */
  111845. export class PBRMaterial extends PBRBaseMaterial {
  111846. /**
  111847. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  111848. */
  111849. static readonly PBRMATERIAL_OPAQUE: number;
  111850. /**
  111851. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  111852. */
  111853. static readonly PBRMATERIAL_ALPHATEST: number;
  111854. /**
  111855. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111856. */
  111857. static readonly PBRMATERIAL_ALPHABLEND: number;
  111858. /**
  111859. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111860. * They are also discarded below the alpha cutoff threshold to improve performances.
  111861. */
  111862. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  111863. /**
  111864. * Defines the default value of how much AO map is occluding the analytical lights
  111865. * (point spot...).
  111866. */
  111867. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  111868. /**
  111869. * Intensity of the direct lights e.g. the four lights available in your scene.
  111870. * This impacts both the direct diffuse and specular highlights.
  111871. */
  111872. directIntensity: number;
  111873. /**
  111874. * Intensity of the emissive part of the material.
  111875. * This helps controlling the emissive effect without modifying the emissive color.
  111876. */
  111877. emissiveIntensity: number;
  111878. /**
  111879. * Intensity of the environment e.g. how much the environment will light the object
  111880. * either through harmonics for rough material or through the refelction for shiny ones.
  111881. */
  111882. environmentIntensity: number;
  111883. /**
  111884. * This is a special control allowing the reduction of the specular highlights coming from the
  111885. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  111886. */
  111887. specularIntensity: number;
  111888. /**
  111889. * Debug Control allowing disabling the bump map on this material.
  111890. */
  111891. disableBumpMap: boolean;
  111892. /**
  111893. * AKA Diffuse Texture in standard nomenclature.
  111894. */
  111895. albedoTexture: BaseTexture;
  111896. /**
  111897. * AKA Occlusion Texture in other nomenclature.
  111898. */
  111899. ambientTexture: BaseTexture;
  111900. /**
  111901. * AKA Occlusion Texture Intensity in other nomenclature.
  111902. */
  111903. ambientTextureStrength: number;
  111904. /**
  111905. * Defines how much the AO map is occluding the analytical lights (point spot...).
  111906. * 1 means it completely occludes it
  111907. * 0 mean it has no impact
  111908. */
  111909. ambientTextureImpactOnAnalyticalLights: number;
  111910. /**
  111911. * Stores the alpha values in a texture.
  111912. */
  111913. opacityTexture: BaseTexture;
  111914. /**
  111915. * Stores the reflection values in a texture.
  111916. */
  111917. reflectionTexture: Nullable<BaseTexture>;
  111918. /**
  111919. * Stores the emissive values in a texture.
  111920. */
  111921. emissiveTexture: BaseTexture;
  111922. /**
  111923. * AKA Specular texture in other nomenclature.
  111924. */
  111925. reflectivityTexture: BaseTexture;
  111926. /**
  111927. * Used to switch from specular/glossiness to metallic/roughness workflow.
  111928. */
  111929. metallicTexture: BaseTexture;
  111930. /**
  111931. * Specifies the metallic scalar of the metallic/roughness workflow.
  111932. * Can also be used to scale the metalness values of the metallic texture.
  111933. */
  111934. metallic: Nullable<number>;
  111935. /**
  111936. * Specifies the roughness scalar of the metallic/roughness workflow.
  111937. * Can also be used to scale the roughness values of the metallic texture.
  111938. */
  111939. roughness: Nullable<number>;
  111940. /**
  111941. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  111942. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  111943. */
  111944. microSurfaceTexture: BaseTexture;
  111945. /**
  111946. * Stores surface normal data used to displace a mesh in a texture.
  111947. */
  111948. bumpTexture: BaseTexture;
  111949. /**
  111950. * Stores the pre-calculated light information of a mesh in a texture.
  111951. */
  111952. lightmapTexture: BaseTexture;
  111953. /**
  111954. * Stores the refracted light information in a texture.
  111955. */
  111956. refractionTexture: Nullable<BaseTexture>;
  111957. /**
  111958. * The color of a material in ambient lighting.
  111959. */
  111960. ambientColor: Color3;
  111961. /**
  111962. * AKA Diffuse Color in other nomenclature.
  111963. */
  111964. albedoColor: Color3;
  111965. /**
  111966. * AKA Specular Color in other nomenclature.
  111967. */
  111968. reflectivityColor: Color3;
  111969. /**
  111970. * The color reflected from the material.
  111971. */
  111972. reflectionColor: Color3;
  111973. /**
  111974. * The color emitted from the material.
  111975. */
  111976. emissiveColor: Color3;
  111977. /**
  111978. * AKA Glossiness in other nomenclature.
  111979. */
  111980. microSurface: number;
  111981. /**
  111982. * source material index of refraction (IOR)' / 'destination material IOR.
  111983. */
  111984. indexOfRefraction: number;
  111985. /**
  111986. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  111987. */
  111988. invertRefractionY: boolean;
  111989. /**
  111990. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  111991. * Materials half opaque for instance using refraction could benefit from this control.
  111992. */
  111993. linkRefractionWithTransparency: boolean;
  111994. /**
  111995. * If true, the light map contains occlusion information instead of lighting info.
  111996. */
  111997. useLightmapAsShadowmap: boolean;
  111998. /**
  111999. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  112000. */
  112001. useAlphaFromAlbedoTexture: boolean;
  112002. /**
  112003. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  112004. */
  112005. forceAlphaTest: boolean;
  112006. /**
  112007. * Defines the alpha limits in alpha test mode.
  112008. */
  112009. alphaCutOff: number;
  112010. /**
  112011. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  112012. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  112013. */
  112014. useSpecularOverAlpha: boolean;
  112015. /**
  112016. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  112017. */
  112018. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  112019. /**
  112020. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  112021. */
  112022. useRoughnessFromMetallicTextureAlpha: boolean;
  112023. /**
  112024. * Specifies if the metallic texture contains the roughness information in its green channel.
  112025. */
  112026. useRoughnessFromMetallicTextureGreen: boolean;
  112027. /**
  112028. * Specifies if the metallic texture contains the metallness information in its blue channel.
  112029. */
  112030. useMetallnessFromMetallicTextureBlue: boolean;
  112031. /**
  112032. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  112033. */
  112034. useAmbientOcclusionFromMetallicTextureRed: boolean;
  112035. /**
  112036. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  112037. */
  112038. useAmbientInGrayScale: boolean;
  112039. /**
  112040. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  112041. * The material will try to infer what glossiness each pixel should be.
  112042. */
  112043. useAutoMicroSurfaceFromReflectivityMap: boolean;
  112044. /**
  112045. * BJS is using an harcoded light falloff based on a manually sets up range.
  112046. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  112047. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  112048. */
  112049. /**
  112050. * BJS is using an harcoded light falloff based on a manually sets up range.
  112051. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  112052. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  112053. */
  112054. usePhysicalLightFalloff: boolean;
  112055. /**
  112056. * In order to support the falloff compatibility with gltf, a special mode has been added
  112057. * to reproduce the gltf light falloff.
  112058. */
  112059. /**
  112060. * In order to support the falloff compatibility with gltf, a special mode has been added
  112061. * to reproduce the gltf light falloff.
  112062. */
  112063. useGLTFLightFalloff: boolean;
  112064. /**
  112065. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  112066. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  112067. */
  112068. useRadianceOverAlpha: boolean;
  112069. /**
  112070. * Allows using an object space normal map (instead of tangent space).
  112071. */
  112072. useObjectSpaceNormalMap: boolean;
  112073. /**
  112074. * Allows using the bump map in parallax mode.
  112075. */
  112076. useParallax: boolean;
  112077. /**
  112078. * Allows using the bump map in parallax occlusion mode.
  112079. */
  112080. useParallaxOcclusion: boolean;
  112081. /**
  112082. * Controls the scale bias of the parallax mode.
  112083. */
  112084. parallaxScaleBias: number;
  112085. /**
  112086. * If sets to true, disables all the lights affecting the material.
  112087. */
  112088. disableLighting: boolean;
  112089. /**
  112090. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  112091. */
  112092. forceIrradianceInFragment: boolean;
  112093. /**
  112094. * Number of Simultaneous lights allowed on the material.
  112095. */
  112096. maxSimultaneousLights: number;
  112097. /**
  112098. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  112099. */
  112100. invertNormalMapX: boolean;
  112101. /**
  112102. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  112103. */
  112104. invertNormalMapY: boolean;
  112105. /**
  112106. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  112107. */
  112108. twoSidedLighting: boolean;
  112109. /**
  112110. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112111. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  112112. */
  112113. useAlphaFresnel: boolean;
  112114. /**
  112115. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112116. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  112117. */
  112118. useLinearAlphaFresnel: boolean;
  112119. /**
  112120. * Let user defines the brdf lookup texture used for IBL.
  112121. * A default 8bit version is embedded but you could point at :
  112122. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  112123. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  112124. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  112125. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  112126. */
  112127. environmentBRDFTexture: Nullable<BaseTexture>;
  112128. /**
  112129. * Force normal to face away from face.
  112130. */
  112131. forceNormalForward: boolean;
  112132. /**
  112133. * Enables specular anti aliasing in the PBR shader.
  112134. * It will both interacts on the Geometry for analytical and IBL lighting.
  112135. * It also prefilter the roughness map based on the bump values.
  112136. */
  112137. enableSpecularAntiAliasing: boolean;
  112138. /**
  112139. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  112140. * makes the reflect vector face the model (under horizon).
  112141. */
  112142. useHorizonOcclusion: boolean;
  112143. /**
  112144. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  112145. * too much the area relying on ambient texture to define their ambient occlusion.
  112146. */
  112147. useRadianceOcclusion: boolean;
  112148. /**
  112149. * If set to true, no lighting calculations will be applied.
  112150. */
  112151. unlit: boolean;
  112152. /**
  112153. * Gets the image processing configuration used either in this material.
  112154. */
  112155. /**
  112156. * Sets the Default image processing configuration used either in the this material.
  112157. *
  112158. * If sets to null, the scene one is in use.
  112159. */
  112160. imageProcessingConfiguration: ImageProcessingConfiguration;
  112161. /**
  112162. * Gets wether the color curves effect is enabled.
  112163. */
  112164. /**
  112165. * Sets wether the color curves effect is enabled.
  112166. */
  112167. cameraColorCurvesEnabled: boolean;
  112168. /**
  112169. * Gets wether the color grading effect is enabled.
  112170. */
  112171. /**
  112172. * Gets wether the color grading effect is enabled.
  112173. */
  112174. cameraColorGradingEnabled: boolean;
  112175. /**
  112176. * Gets wether tonemapping is enabled or not.
  112177. */
  112178. /**
  112179. * Sets wether tonemapping is enabled or not
  112180. */
  112181. cameraToneMappingEnabled: boolean;
  112182. /**
  112183. * The camera exposure used on this material.
  112184. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  112185. * This corresponds to a photographic exposure.
  112186. */
  112187. /**
  112188. * The camera exposure used on this material.
  112189. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  112190. * This corresponds to a photographic exposure.
  112191. */
  112192. cameraExposure: number;
  112193. /**
  112194. * Gets The camera contrast used on this material.
  112195. */
  112196. /**
  112197. * Sets The camera contrast used on this material.
  112198. */
  112199. cameraContrast: number;
  112200. /**
  112201. * Gets the Color Grading 2D Lookup Texture.
  112202. */
  112203. /**
  112204. * Sets the Color Grading 2D Lookup Texture.
  112205. */
  112206. cameraColorGradingTexture: Nullable<BaseTexture>;
  112207. /**
  112208. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  112209. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  112210. * 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;
  112211. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  112212. */
  112213. /**
  112214. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  112215. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  112216. * 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;
  112217. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  112218. */
  112219. cameraColorCurves: Nullable<ColorCurves>;
  112220. /**
  112221. * Instantiates a new PBRMaterial instance.
  112222. *
  112223. * @param name The material name
  112224. * @param scene The scene the material will be use in.
  112225. */
  112226. constructor(name: string, scene: Scene);
  112227. /**
  112228. * Returns the name of this material class.
  112229. */
  112230. getClassName(): string;
  112231. /**
  112232. * Makes a duplicate of the current material.
  112233. * @param name - name to use for the new material.
  112234. */
  112235. clone(name: string): PBRMaterial;
  112236. /**
  112237. * Serializes this PBR Material.
  112238. * @returns - An object with the serialized material.
  112239. */
  112240. serialize(): any;
  112241. /**
  112242. * Parses a PBR Material from a serialized object.
  112243. * @param source - Serialized object.
  112244. * @param scene - BJS scene instance.
  112245. * @param rootUrl - url for the scene object
  112246. * @returns - PBRMaterial
  112247. */
  112248. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  112249. }
  112250. }
  112251. declare module BABYLON {
  112252. /**
  112253. * Direct draw surface info
  112254. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  112255. */
  112256. export interface DDSInfo {
  112257. /**
  112258. * Width of the texture
  112259. */
  112260. width: number;
  112261. /**
  112262. * Width of the texture
  112263. */
  112264. height: number;
  112265. /**
  112266. * Number of Mipmaps for the texture
  112267. * @see https://en.wikipedia.org/wiki/Mipmap
  112268. */
  112269. mipmapCount: number;
  112270. /**
  112271. * If the textures format is a known fourCC format
  112272. * @see https://www.fourcc.org/
  112273. */
  112274. isFourCC: boolean;
  112275. /**
  112276. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  112277. */
  112278. isRGB: boolean;
  112279. /**
  112280. * If the texture is a lumincance format
  112281. */
  112282. isLuminance: boolean;
  112283. /**
  112284. * If this is a cube texture
  112285. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  112286. */
  112287. isCube: boolean;
  112288. /**
  112289. * If the texture is a compressed format eg. FOURCC_DXT1
  112290. */
  112291. isCompressed: boolean;
  112292. /**
  112293. * The dxgiFormat of the texture
  112294. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  112295. */
  112296. dxgiFormat: number;
  112297. /**
  112298. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  112299. */
  112300. textureType: number;
  112301. /**
  112302. * Sphericle polynomial created for the dds texture
  112303. */
  112304. sphericalPolynomial?: SphericalPolynomial;
  112305. }
  112306. /**
  112307. * Class used to provide DDS decompression tools
  112308. */
  112309. export class DDSTools {
  112310. /**
  112311. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  112312. */
  112313. static StoreLODInAlphaChannel: boolean;
  112314. /**
  112315. * Gets DDS information from an array buffer
  112316. * @param arrayBuffer defines the array buffer to read data from
  112317. * @returns the DDS information
  112318. */
  112319. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  112320. private static _FloatView;
  112321. private static _Int32View;
  112322. private static _ToHalfFloat;
  112323. private static _FromHalfFloat;
  112324. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  112325. private static _GetHalfFloatRGBAArrayBuffer;
  112326. private static _GetFloatRGBAArrayBuffer;
  112327. private static _GetFloatAsUIntRGBAArrayBuffer;
  112328. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  112329. private static _GetRGBAArrayBuffer;
  112330. private static _ExtractLongWordOrder;
  112331. private static _GetRGBArrayBuffer;
  112332. private static _GetLuminanceArrayBuffer;
  112333. /**
  112334. * Uploads DDS Levels to a Babylon Texture
  112335. * @hidden
  112336. */
  112337. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  112338. }
  112339. interface Engine {
  112340. /**
  112341. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  112342. * @param rootUrl defines the url where the file to load is located
  112343. * @param scene defines the current scene
  112344. * @param lodScale defines scale to apply to the mip map selection
  112345. * @param lodOffset defines offset to apply to the mip map selection
  112346. * @param onLoad defines an optional callback raised when the texture is loaded
  112347. * @param onError defines an optional callback raised if there is an issue to load the texture
  112348. * @param format defines the format of the data
  112349. * @param forcedExtension defines the extension to use to pick the right loader
  112350. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  112351. * @returns the cube texture as an InternalTexture
  112352. */
  112353. 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;
  112354. }
  112355. }
  112356. declare module BABYLON {
  112357. /**
  112358. * Implementation of the DDS Texture Loader.
  112359. * @hidden
  112360. */
  112361. export class _DDSTextureLoader implements IInternalTextureLoader {
  112362. /**
  112363. * Defines wether the loader supports cascade loading the different faces.
  112364. */
  112365. readonly supportCascades: boolean;
  112366. /**
  112367. * This returns if the loader support the current file information.
  112368. * @param extension defines the file extension of the file being loaded
  112369. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112370. * @param fallback defines the fallback internal texture if any
  112371. * @param isBase64 defines whether the texture is encoded as a base64
  112372. * @param isBuffer defines whether the texture data are stored as a buffer
  112373. * @returns true if the loader can load the specified file
  112374. */
  112375. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112376. /**
  112377. * Transform the url before loading if required.
  112378. * @param rootUrl the url of the texture
  112379. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112380. * @returns the transformed texture
  112381. */
  112382. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112383. /**
  112384. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112385. * @param rootUrl the url of the texture
  112386. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112387. * @returns the fallback texture
  112388. */
  112389. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112390. /**
  112391. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112392. * @param data contains the texture data
  112393. * @param texture defines the BabylonJS internal texture
  112394. * @param createPolynomials will be true if polynomials have been requested
  112395. * @param onLoad defines the callback to trigger once the texture is ready
  112396. * @param onError defines the callback to trigger in case of error
  112397. */
  112398. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112399. /**
  112400. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112401. * @param data contains the texture data
  112402. * @param texture defines the BabylonJS internal texture
  112403. * @param callback defines the method to call once ready to upload
  112404. */
  112405. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  112406. }
  112407. }
  112408. declare module BABYLON {
  112409. /** @hidden */
  112410. export var rgbdEncodePixelShader: {
  112411. name: string;
  112412. shader: string;
  112413. };
  112414. }
  112415. declare module BABYLON {
  112416. /**
  112417. * Raw texture data and descriptor sufficient for WebGL texture upload
  112418. */
  112419. export interface EnvironmentTextureInfo {
  112420. /**
  112421. * Version of the environment map
  112422. */
  112423. version: number;
  112424. /**
  112425. * Width of image
  112426. */
  112427. width: number;
  112428. /**
  112429. * Irradiance information stored in the file.
  112430. */
  112431. irradiance: any;
  112432. /**
  112433. * Specular information stored in the file.
  112434. */
  112435. specular: any;
  112436. }
  112437. /**
  112438. * Sets of helpers addressing the serialization and deserialization of environment texture
  112439. * stored in a BabylonJS env file.
  112440. * Those files are usually stored as .env files.
  112441. */
  112442. export class EnvironmentTextureTools {
  112443. /**
  112444. * Magic number identifying the env file.
  112445. */
  112446. private static _MagicBytes;
  112447. /**
  112448. * Gets the environment info from an env file.
  112449. * @param data The array buffer containing the .env bytes.
  112450. * @returns the environment file info (the json header) if successfully parsed.
  112451. */
  112452. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  112453. /**
  112454. * Creates an environment texture from a loaded cube texture.
  112455. * @param texture defines the cube texture to convert in env file
  112456. * @return a promise containing the environment data if succesfull.
  112457. */
  112458. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  112459. /**
  112460. * Creates a JSON representation of the spherical data.
  112461. * @param texture defines the texture containing the polynomials
  112462. * @return the JSON representation of the spherical info
  112463. */
  112464. private static _CreateEnvTextureIrradiance;
  112465. /**
  112466. * Uploads the texture info contained in the env file to the GPU.
  112467. * @param texture defines the internal texture to upload to
  112468. * @param arrayBuffer defines the buffer cotaining the data to load
  112469. * @param info defines the texture info retrieved through the GetEnvInfo method
  112470. * @returns a promise
  112471. */
  112472. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  112473. /**
  112474. * Uploads the levels of image data to the GPU.
  112475. * @param texture defines the internal texture to upload to
  112476. * @param imageData defines the array buffer views of image data [mipmap][face]
  112477. * @returns a promise
  112478. */
  112479. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  112480. /**
  112481. * Uploads spherical polynomials information to the texture.
  112482. * @param texture defines the texture we are trying to upload the information to
  112483. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  112484. */
  112485. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  112486. /** @hidden */
  112487. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  112488. }
  112489. }
  112490. declare module BABYLON {
  112491. /**
  112492. * Implementation of the ENV Texture Loader.
  112493. * @hidden
  112494. */
  112495. export class _ENVTextureLoader implements IInternalTextureLoader {
  112496. /**
  112497. * Defines wether the loader supports cascade loading the different faces.
  112498. */
  112499. readonly supportCascades: boolean;
  112500. /**
  112501. * This returns if the loader support the current file information.
  112502. * @param extension defines the file extension of the file being loaded
  112503. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112504. * @param fallback defines the fallback internal texture if any
  112505. * @param isBase64 defines whether the texture is encoded as a base64
  112506. * @param isBuffer defines whether the texture data are stored as a buffer
  112507. * @returns true if the loader can load the specified file
  112508. */
  112509. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112510. /**
  112511. * Transform the url before loading if required.
  112512. * @param rootUrl the url of the texture
  112513. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112514. * @returns the transformed texture
  112515. */
  112516. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112517. /**
  112518. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112519. * @param rootUrl the url of the texture
  112520. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112521. * @returns the fallback texture
  112522. */
  112523. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112524. /**
  112525. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112526. * @param data contains the texture data
  112527. * @param texture defines the BabylonJS internal texture
  112528. * @param createPolynomials will be true if polynomials have been requested
  112529. * @param onLoad defines the callback to trigger once the texture is ready
  112530. * @param onError defines the callback to trigger in case of error
  112531. */
  112532. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112533. /**
  112534. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112535. * @param data contains the texture data
  112536. * @param texture defines the BabylonJS internal texture
  112537. * @param callback defines the method to call once ready to upload
  112538. */
  112539. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  112540. }
  112541. }
  112542. declare module BABYLON {
  112543. /**
  112544. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  112545. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  112546. */
  112547. export class KhronosTextureContainer {
  112548. /** contents of the KTX container file */
  112549. arrayBuffer: any;
  112550. private static HEADER_LEN;
  112551. private static COMPRESSED_2D;
  112552. private static COMPRESSED_3D;
  112553. private static TEX_2D;
  112554. private static TEX_3D;
  112555. /**
  112556. * Gets the openGL type
  112557. */
  112558. glType: number;
  112559. /**
  112560. * Gets the openGL type size
  112561. */
  112562. glTypeSize: number;
  112563. /**
  112564. * Gets the openGL format
  112565. */
  112566. glFormat: number;
  112567. /**
  112568. * Gets the openGL internal format
  112569. */
  112570. glInternalFormat: number;
  112571. /**
  112572. * Gets the base internal format
  112573. */
  112574. glBaseInternalFormat: number;
  112575. /**
  112576. * Gets image width in pixel
  112577. */
  112578. pixelWidth: number;
  112579. /**
  112580. * Gets image height in pixel
  112581. */
  112582. pixelHeight: number;
  112583. /**
  112584. * Gets image depth in pixels
  112585. */
  112586. pixelDepth: number;
  112587. /**
  112588. * Gets the number of array elements
  112589. */
  112590. numberOfArrayElements: number;
  112591. /**
  112592. * Gets the number of faces
  112593. */
  112594. numberOfFaces: number;
  112595. /**
  112596. * Gets the number of mipmap levels
  112597. */
  112598. numberOfMipmapLevels: number;
  112599. /**
  112600. * Gets the bytes of key value data
  112601. */
  112602. bytesOfKeyValueData: number;
  112603. /**
  112604. * Gets the load type
  112605. */
  112606. loadType: number;
  112607. /**
  112608. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  112609. */
  112610. isInvalid: boolean;
  112611. /**
  112612. * Creates a new KhronosTextureContainer
  112613. * @param arrayBuffer contents of the KTX container file
  112614. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  112615. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  112616. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  112617. */
  112618. constructor(
  112619. /** contents of the KTX container file */
  112620. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  112621. /**
  112622. * Uploads KTX content to a Babylon Texture.
  112623. * It is assumed that the texture has already been created & is currently bound
  112624. * @hidden
  112625. */
  112626. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  112627. private _upload2DCompressedLevels;
  112628. }
  112629. }
  112630. declare module BABYLON {
  112631. /**
  112632. * Implementation of the KTX Texture Loader.
  112633. * @hidden
  112634. */
  112635. export class _KTXTextureLoader implements IInternalTextureLoader {
  112636. /**
  112637. * Defines wether the loader supports cascade loading the different faces.
  112638. */
  112639. readonly supportCascades: boolean;
  112640. /**
  112641. * This returns if the loader support the current file information.
  112642. * @param extension defines the file extension of the file being loaded
  112643. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112644. * @param fallback defines the fallback internal texture if any
  112645. * @param isBase64 defines whether the texture is encoded as a base64
  112646. * @param isBuffer defines whether the texture data are stored as a buffer
  112647. * @returns true if the loader can load the specified file
  112648. */
  112649. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112650. /**
  112651. * Transform the url before loading if required.
  112652. * @param rootUrl the url of the texture
  112653. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112654. * @returns the transformed texture
  112655. */
  112656. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112657. /**
  112658. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112659. * @param rootUrl the url of the texture
  112660. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112661. * @returns the fallback texture
  112662. */
  112663. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112664. /**
  112665. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112666. * @param data contains the texture data
  112667. * @param texture defines the BabylonJS internal texture
  112668. * @param createPolynomials will be true if polynomials have been requested
  112669. * @param onLoad defines the callback to trigger once the texture is ready
  112670. * @param onError defines the callback to trigger in case of error
  112671. */
  112672. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112673. /**
  112674. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112675. * @param data contains the texture data
  112676. * @param texture defines the BabylonJS internal texture
  112677. * @param callback defines the method to call once ready to upload
  112678. */
  112679. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  112680. }
  112681. }
  112682. declare module BABYLON {
  112683. /**
  112684. * Options for the default xr helper
  112685. */
  112686. export class WebXRDefaultExperienceOptions {
  112687. /**
  112688. * Floor meshes that should be used for teleporting
  112689. */
  112690. floorMeshes: Array<AbstractMesh>;
  112691. }
  112692. /**
  112693. * Default experience which provides a similar setup to the previous webVRExperience
  112694. */
  112695. export class WebXRDefaultExperience {
  112696. /**
  112697. * Base experience
  112698. */
  112699. baseExperience: WebXRExperienceHelper;
  112700. /**
  112701. * Input experience extension
  112702. */
  112703. input: WebXRInput;
  112704. /**
  112705. * Loads the controller models
  112706. */
  112707. controllerModelLoader: WebXRControllerModelLoader;
  112708. /**
  112709. * Enables laser pointer and selection
  112710. */
  112711. pointerSelection: WebXRControllerPointerSelection;
  112712. /**
  112713. * Enables teleportation
  112714. */
  112715. teleportation: WebXRControllerTeleportation;
  112716. /**
  112717. * Enables ui for enetering/exiting xr
  112718. */
  112719. enterExitUI: WebXREnterExitUI;
  112720. /**
  112721. * Default output canvas xr should render to
  112722. */
  112723. outputCanvas: WebXRManagedOutputCanvas;
  112724. /**
  112725. * Creates the default xr experience
  112726. * @param scene scene
  112727. * @param options options for basic configuration
  112728. * @returns resulting WebXRDefaultExperience
  112729. */
  112730. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112731. private constructor();
  112732. /**
  112733. * DIsposes of the experience helper
  112734. */
  112735. dispose(): void;
  112736. }
  112737. }
  112738. declare module BABYLON {
  112739. /** @hidden */
  112740. export var _forceSceneHelpersToBundle: boolean;
  112741. interface Scene {
  112742. /**
  112743. * Creates a default light for the scene.
  112744. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  112745. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  112746. */
  112747. createDefaultLight(replace?: boolean): void;
  112748. /**
  112749. * Creates a default camera for the scene.
  112750. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  112751. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112752. * @param replace has default false, when true replaces the active camera in the scene
  112753. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  112754. */
  112755. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112756. /**
  112757. * Creates a default camera and a default light.
  112758. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  112759. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112760. * @param replace has the default false, when true replaces the active camera/light in the scene
  112761. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  112762. */
  112763. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112764. /**
  112765. * Creates a new sky box
  112766. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  112767. * @param environmentTexture defines the texture to use as environment texture
  112768. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  112769. * @param scale defines the overall scale of the skybox
  112770. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  112771. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  112772. * @returns a new mesh holding the sky box
  112773. */
  112774. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  112775. /**
  112776. * Creates a new environment
  112777. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  112778. * @param options defines the options you can use to configure the environment
  112779. * @returns the new EnvironmentHelper
  112780. */
  112781. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  112782. /**
  112783. * Creates a new VREXperienceHelper
  112784. * @see http://doc.babylonjs.com/how_to/webvr_helper
  112785. * @param webVROptions defines the options used to create the new VREXperienceHelper
  112786. * @returns a new VREXperienceHelper
  112787. */
  112788. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  112789. /**
  112790. * Creates a new WebXRDefaultExperience
  112791. * @see http://doc.babylonjs.com/how_to/webxr
  112792. * @param options experience options
  112793. * @returns a promise for a new WebXRDefaultExperience
  112794. */
  112795. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112796. }
  112797. }
  112798. declare module BABYLON {
  112799. /**
  112800. * Contains position and normal vectors for a vertex
  112801. */
  112802. export class PositionNormalVertex {
  112803. /** the position of the vertex (defaut: 0,0,0) */
  112804. position: Vector3;
  112805. /** the normal of the vertex (defaut: 0,1,0) */
  112806. normal: Vector3;
  112807. /**
  112808. * Creates a PositionNormalVertex
  112809. * @param position the position of the vertex (defaut: 0,0,0)
  112810. * @param normal the normal of the vertex (defaut: 0,1,0)
  112811. */
  112812. constructor(
  112813. /** the position of the vertex (defaut: 0,0,0) */
  112814. position?: Vector3,
  112815. /** the normal of the vertex (defaut: 0,1,0) */
  112816. normal?: Vector3);
  112817. /**
  112818. * Clones the PositionNormalVertex
  112819. * @returns the cloned PositionNormalVertex
  112820. */
  112821. clone(): PositionNormalVertex;
  112822. }
  112823. /**
  112824. * Contains position, normal and uv vectors for a vertex
  112825. */
  112826. export class PositionNormalTextureVertex {
  112827. /** the position of the vertex (defaut: 0,0,0) */
  112828. position: Vector3;
  112829. /** the normal of the vertex (defaut: 0,1,0) */
  112830. normal: Vector3;
  112831. /** the uv of the vertex (default: 0,0) */
  112832. uv: Vector2;
  112833. /**
  112834. * Creates a PositionNormalTextureVertex
  112835. * @param position the position of the vertex (defaut: 0,0,0)
  112836. * @param normal the normal of the vertex (defaut: 0,1,0)
  112837. * @param uv the uv of the vertex (default: 0,0)
  112838. */
  112839. constructor(
  112840. /** the position of the vertex (defaut: 0,0,0) */
  112841. position?: Vector3,
  112842. /** the normal of the vertex (defaut: 0,1,0) */
  112843. normal?: Vector3,
  112844. /** the uv of the vertex (default: 0,0) */
  112845. uv?: Vector2);
  112846. /**
  112847. * Clones the PositionNormalTextureVertex
  112848. * @returns the cloned PositionNormalTextureVertex
  112849. */
  112850. clone(): PositionNormalTextureVertex;
  112851. }
  112852. }
  112853. declare module BABYLON {
  112854. /**
  112855. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  112856. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  112857. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  112858. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  112859. */
  112860. export class VideoDome extends TransformNode {
  112861. /**
  112862. * Define the video source as a Monoscopic panoramic 360 video.
  112863. */
  112864. static readonly MODE_MONOSCOPIC: number;
  112865. /**
  112866. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112867. */
  112868. static readonly MODE_TOPBOTTOM: number;
  112869. /**
  112870. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112871. */
  112872. static readonly MODE_SIDEBYSIDE: number;
  112873. private _halfDome;
  112874. private _useDirectMapping;
  112875. /**
  112876. * The video texture being displayed on the sphere
  112877. */
  112878. protected _videoTexture: VideoTexture;
  112879. /**
  112880. * Gets the video texture being displayed on the sphere
  112881. */
  112882. readonly videoTexture: VideoTexture;
  112883. /**
  112884. * The skybox material
  112885. */
  112886. protected _material: BackgroundMaterial;
  112887. /**
  112888. * The surface used for the skybox
  112889. */
  112890. protected _mesh: Mesh;
  112891. /**
  112892. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  112893. */
  112894. private _halfDomeMask;
  112895. /**
  112896. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  112897. * Also see the options.resolution property.
  112898. */
  112899. fovMultiplier: number;
  112900. private _videoMode;
  112901. /**
  112902. * Gets or set the current video mode for the video. It can be:
  112903. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  112904. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112905. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112906. */
  112907. videoMode: number;
  112908. /**
  112909. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  112910. *
  112911. */
  112912. /**
  112913. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  112914. */
  112915. halfDome: boolean;
  112916. /**
  112917. * Oberserver used in Stereoscopic VR Mode.
  112918. */
  112919. private _onBeforeCameraRenderObserver;
  112920. /**
  112921. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  112922. * @param name Element's name, child elements will append suffixes for their own names.
  112923. * @param urlsOrVideo defines the url(s) or the video element to use
  112924. * @param options An object containing optional or exposed sub element properties
  112925. */
  112926. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  112927. resolution?: number;
  112928. clickToPlay?: boolean;
  112929. autoPlay?: boolean;
  112930. loop?: boolean;
  112931. size?: number;
  112932. poster?: string;
  112933. faceForward?: boolean;
  112934. useDirectMapping?: boolean;
  112935. halfDomeMode?: boolean;
  112936. }, scene: Scene);
  112937. private _changeVideoMode;
  112938. /**
  112939. * Releases resources associated with this node.
  112940. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  112941. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  112942. */
  112943. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  112944. }
  112945. }
  112946. declare module BABYLON {
  112947. /**
  112948. * This class can be used to get instrumentation data from a Babylon engine
  112949. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  112950. */
  112951. export class EngineInstrumentation implements IDisposable {
  112952. /**
  112953. * Define the instrumented engine.
  112954. */
  112955. engine: Engine;
  112956. private _captureGPUFrameTime;
  112957. private _gpuFrameTimeToken;
  112958. private _gpuFrameTime;
  112959. private _captureShaderCompilationTime;
  112960. private _shaderCompilationTime;
  112961. private _onBeginFrameObserver;
  112962. private _onEndFrameObserver;
  112963. private _onBeforeShaderCompilationObserver;
  112964. private _onAfterShaderCompilationObserver;
  112965. /**
  112966. * Gets the perf counter used for GPU frame time
  112967. */
  112968. readonly gpuFrameTimeCounter: PerfCounter;
  112969. /**
  112970. * Gets the GPU frame time capture status
  112971. */
  112972. /**
  112973. * Enable or disable the GPU frame time capture
  112974. */
  112975. captureGPUFrameTime: boolean;
  112976. /**
  112977. * Gets the perf counter used for shader compilation time
  112978. */
  112979. readonly shaderCompilationTimeCounter: PerfCounter;
  112980. /**
  112981. * Gets the shader compilation time capture status
  112982. */
  112983. /**
  112984. * Enable or disable the shader compilation time capture
  112985. */
  112986. captureShaderCompilationTime: boolean;
  112987. /**
  112988. * Instantiates a new engine instrumentation.
  112989. * This class can be used to get instrumentation data from a Babylon engine
  112990. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  112991. * @param engine Defines the engine to instrument
  112992. */
  112993. constructor(
  112994. /**
  112995. * Define the instrumented engine.
  112996. */
  112997. engine: Engine);
  112998. /**
  112999. * Dispose and release associated resources.
  113000. */
  113001. dispose(): void;
  113002. }
  113003. }
  113004. declare module BABYLON {
  113005. /**
  113006. * This class can be used to get instrumentation data from a Babylon engine
  113007. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  113008. */
  113009. export class SceneInstrumentation implements IDisposable {
  113010. /**
  113011. * Defines the scene to instrument
  113012. */
  113013. scene: Scene;
  113014. private _captureActiveMeshesEvaluationTime;
  113015. private _activeMeshesEvaluationTime;
  113016. private _captureRenderTargetsRenderTime;
  113017. private _renderTargetsRenderTime;
  113018. private _captureFrameTime;
  113019. private _frameTime;
  113020. private _captureRenderTime;
  113021. private _renderTime;
  113022. private _captureInterFrameTime;
  113023. private _interFrameTime;
  113024. private _captureParticlesRenderTime;
  113025. private _particlesRenderTime;
  113026. private _captureSpritesRenderTime;
  113027. private _spritesRenderTime;
  113028. private _capturePhysicsTime;
  113029. private _physicsTime;
  113030. private _captureAnimationsTime;
  113031. private _animationsTime;
  113032. private _captureCameraRenderTime;
  113033. private _cameraRenderTime;
  113034. private _onBeforeActiveMeshesEvaluationObserver;
  113035. private _onAfterActiveMeshesEvaluationObserver;
  113036. private _onBeforeRenderTargetsRenderObserver;
  113037. private _onAfterRenderTargetsRenderObserver;
  113038. private _onAfterRenderObserver;
  113039. private _onBeforeDrawPhaseObserver;
  113040. private _onAfterDrawPhaseObserver;
  113041. private _onBeforeAnimationsObserver;
  113042. private _onBeforeParticlesRenderingObserver;
  113043. private _onAfterParticlesRenderingObserver;
  113044. private _onBeforeSpritesRenderingObserver;
  113045. private _onAfterSpritesRenderingObserver;
  113046. private _onBeforePhysicsObserver;
  113047. private _onAfterPhysicsObserver;
  113048. private _onAfterAnimationsObserver;
  113049. private _onBeforeCameraRenderObserver;
  113050. private _onAfterCameraRenderObserver;
  113051. /**
  113052. * Gets the perf counter used for active meshes evaluation time
  113053. */
  113054. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  113055. /**
  113056. * Gets the active meshes evaluation time capture status
  113057. */
  113058. /**
  113059. * Enable or disable the active meshes evaluation time capture
  113060. */
  113061. captureActiveMeshesEvaluationTime: boolean;
  113062. /**
  113063. * Gets the perf counter used for render targets render time
  113064. */
  113065. readonly renderTargetsRenderTimeCounter: PerfCounter;
  113066. /**
  113067. * Gets the render targets render time capture status
  113068. */
  113069. /**
  113070. * Enable or disable the render targets render time capture
  113071. */
  113072. captureRenderTargetsRenderTime: boolean;
  113073. /**
  113074. * Gets the perf counter used for particles render time
  113075. */
  113076. readonly particlesRenderTimeCounter: PerfCounter;
  113077. /**
  113078. * Gets the particles render time capture status
  113079. */
  113080. /**
  113081. * Enable or disable the particles render time capture
  113082. */
  113083. captureParticlesRenderTime: boolean;
  113084. /**
  113085. * Gets the perf counter used for sprites render time
  113086. */
  113087. readonly spritesRenderTimeCounter: PerfCounter;
  113088. /**
  113089. * Gets the sprites render time capture status
  113090. */
  113091. /**
  113092. * Enable or disable the sprites render time capture
  113093. */
  113094. captureSpritesRenderTime: boolean;
  113095. /**
  113096. * Gets the perf counter used for physics time
  113097. */
  113098. readonly physicsTimeCounter: PerfCounter;
  113099. /**
  113100. * Gets the physics time capture status
  113101. */
  113102. /**
  113103. * Enable or disable the physics time capture
  113104. */
  113105. capturePhysicsTime: boolean;
  113106. /**
  113107. * Gets the perf counter used for animations time
  113108. */
  113109. readonly animationsTimeCounter: PerfCounter;
  113110. /**
  113111. * Gets the animations time capture status
  113112. */
  113113. /**
  113114. * Enable or disable the animations time capture
  113115. */
  113116. captureAnimationsTime: boolean;
  113117. /**
  113118. * Gets the perf counter used for frame time capture
  113119. */
  113120. readonly frameTimeCounter: PerfCounter;
  113121. /**
  113122. * Gets the frame time capture status
  113123. */
  113124. /**
  113125. * Enable or disable the frame time capture
  113126. */
  113127. captureFrameTime: boolean;
  113128. /**
  113129. * Gets the perf counter used for inter-frames time capture
  113130. */
  113131. readonly interFrameTimeCounter: PerfCounter;
  113132. /**
  113133. * Gets the inter-frames time capture status
  113134. */
  113135. /**
  113136. * Enable or disable the inter-frames time capture
  113137. */
  113138. captureInterFrameTime: boolean;
  113139. /**
  113140. * Gets the perf counter used for render time capture
  113141. */
  113142. readonly renderTimeCounter: PerfCounter;
  113143. /**
  113144. * Gets the render time capture status
  113145. */
  113146. /**
  113147. * Enable or disable the render time capture
  113148. */
  113149. captureRenderTime: boolean;
  113150. /**
  113151. * Gets the perf counter used for camera render time capture
  113152. */
  113153. readonly cameraRenderTimeCounter: PerfCounter;
  113154. /**
  113155. * Gets the camera render time capture status
  113156. */
  113157. /**
  113158. * Enable or disable the camera render time capture
  113159. */
  113160. captureCameraRenderTime: boolean;
  113161. /**
  113162. * Gets the perf counter used for draw calls
  113163. */
  113164. readonly drawCallsCounter: PerfCounter;
  113165. /**
  113166. * Instantiates a new scene instrumentation.
  113167. * This class can be used to get instrumentation data from a Babylon engine
  113168. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  113169. * @param scene Defines the scene to instrument
  113170. */
  113171. constructor(
  113172. /**
  113173. * Defines the scene to instrument
  113174. */
  113175. scene: Scene);
  113176. /**
  113177. * Dispose and release associated resources.
  113178. */
  113179. dispose(): void;
  113180. }
  113181. }
  113182. declare module BABYLON {
  113183. /** @hidden */
  113184. export var glowMapGenerationPixelShader: {
  113185. name: string;
  113186. shader: string;
  113187. };
  113188. }
  113189. declare module BABYLON {
  113190. /** @hidden */
  113191. export var glowMapGenerationVertexShader: {
  113192. name: string;
  113193. shader: string;
  113194. };
  113195. }
  113196. declare module BABYLON {
  113197. /**
  113198. * Effect layer options. This helps customizing the behaviour
  113199. * of the effect layer.
  113200. */
  113201. export interface IEffectLayerOptions {
  113202. /**
  113203. * Multiplication factor apply to the canvas size to compute the render target size
  113204. * used to generated the objects (the smaller the faster).
  113205. */
  113206. mainTextureRatio: number;
  113207. /**
  113208. * Enforces a fixed size texture to ensure effect stability across devices.
  113209. */
  113210. mainTextureFixedSize?: number;
  113211. /**
  113212. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  113213. */
  113214. alphaBlendingMode: number;
  113215. /**
  113216. * The camera attached to the layer.
  113217. */
  113218. camera: Nullable<Camera>;
  113219. /**
  113220. * The rendering group to draw the layer in.
  113221. */
  113222. renderingGroupId: number;
  113223. }
  113224. /**
  113225. * The effect layer Helps adding post process effect blended with the main pass.
  113226. *
  113227. * This can be for instance use to generate glow or higlight effects on the scene.
  113228. *
  113229. * The effect layer class can not be used directly and is intented to inherited from to be
  113230. * customized per effects.
  113231. */
  113232. export abstract class EffectLayer {
  113233. private _vertexBuffers;
  113234. private _indexBuffer;
  113235. private _cachedDefines;
  113236. private _effectLayerMapGenerationEffect;
  113237. private _effectLayerOptions;
  113238. private _mergeEffect;
  113239. protected _scene: Scene;
  113240. protected _engine: Engine;
  113241. protected _maxSize: number;
  113242. protected _mainTextureDesiredSize: ISize;
  113243. protected _mainTexture: RenderTargetTexture;
  113244. protected _shouldRender: boolean;
  113245. protected _postProcesses: PostProcess[];
  113246. protected _textures: BaseTexture[];
  113247. protected _emissiveTextureAndColor: {
  113248. texture: Nullable<BaseTexture>;
  113249. color: Color4;
  113250. };
  113251. /**
  113252. * The name of the layer
  113253. */
  113254. name: string;
  113255. /**
  113256. * The clear color of the texture used to generate the glow map.
  113257. */
  113258. neutralColor: Color4;
  113259. /**
  113260. * Specifies wether the highlight layer is enabled or not.
  113261. */
  113262. isEnabled: boolean;
  113263. /**
  113264. * Gets the camera attached to the layer.
  113265. */
  113266. readonly camera: Nullable<Camera>;
  113267. /**
  113268. * Gets the rendering group id the layer should render in.
  113269. */
  113270. renderingGroupId: number;
  113271. /**
  113272. * An event triggered when the effect layer has been disposed.
  113273. */
  113274. onDisposeObservable: Observable<EffectLayer>;
  113275. /**
  113276. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  113277. */
  113278. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  113279. /**
  113280. * An event triggered when the generated texture is being merged in the scene.
  113281. */
  113282. onBeforeComposeObservable: Observable<EffectLayer>;
  113283. /**
  113284. * An event triggered when the generated texture has been merged in the scene.
  113285. */
  113286. onAfterComposeObservable: Observable<EffectLayer>;
  113287. /**
  113288. * An event triggered when the efffect layer changes its size.
  113289. */
  113290. onSizeChangedObservable: Observable<EffectLayer>;
  113291. /** @hidden */
  113292. static _SceneComponentInitialization: (scene: Scene) => void;
  113293. /**
  113294. * Instantiates a new effect Layer and references it in the scene.
  113295. * @param name The name of the layer
  113296. * @param scene The scene to use the layer in
  113297. */
  113298. constructor(
  113299. /** The Friendly of the effect in the scene */
  113300. name: string, scene: Scene);
  113301. /**
  113302. * Get the effect name of the layer.
  113303. * @return The effect name
  113304. */
  113305. abstract getEffectName(): string;
  113306. /**
  113307. * Checks for the readiness of the element composing the layer.
  113308. * @param subMesh the mesh to check for
  113309. * @param useInstances specify wether or not to use instances to render the mesh
  113310. * @return true if ready otherwise, false
  113311. */
  113312. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113313. /**
  113314. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113315. * @returns true if the effect requires stencil during the main canvas render pass.
  113316. */
  113317. abstract needStencil(): boolean;
  113318. /**
  113319. * Create the merge effect. This is the shader use to blit the information back
  113320. * to the main canvas at the end of the scene rendering.
  113321. * @returns The effect containing the shader used to merge the effect on the main canvas
  113322. */
  113323. protected abstract _createMergeEffect(): Effect;
  113324. /**
  113325. * Creates the render target textures and post processes used in the effect layer.
  113326. */
  113327. protected abstract _createTextureAndPostProcesses(): void;
  113328. /**
  113329. * Implementation specific of rendering the generating effect on the main canvas.
  113330. * @param effect The effect used to render through
  113331. */
  113332. protected abstract _internalRender(effect: Effect): void;
  113333. /**
  113334. * Sets the required values for both the emissive texture and and the main color.
  113335. */
  113336. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113337. /**
  113338. * Free any resources and references associated to a mesh.
  113339. * Internal use
  113340. * @param mesh The mesh to free.
  113341. */
  113342. abstract _disposeMesh(mesh: Mesh): void;
  113343. /**
  113344. * Serializes this layer (Glow or Highlight for example)
  113345. * @returns a serialized layer object
  113346. */
  113347. abstract serialize?(): any;
  113348. /**
  113349. * Initializes the effect layer with the required options.
  113350. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  113351. */
  113352. protected _init(options: Partial<IEffectLayerOptions>): void;
  113353. /**
  113354. * Generates the index buffer of the full screen quad blending to the main canvas.
  113355. */
  113356. private _generateIndexBuffer;
  113357. /**
  113358. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  113359. */
  113360. private _generateVertexBuffer;
  113361. /**
  113362. * Sets the main texture desired size which is the closest power of two
  113363. * of the engine canvas size.
  113364. */
  113365. private _setMainTextureSize;
  113366. /**
  113367. * Creates the main texture for the effect layer.
  113368. */
  113369. protected _createMainTexture(): void;
  113370. /**
  113371. * Adds specific effects defines.
  113372. * @param defines The defines to add specifics to.
  113373. */
  113374. protected _addCustomEffectDefines(defines: string[]): void;
  113375. /**
  113376. * Checks for the readiness of the element composing the layer.
  113377. * @param subMesh the mesh to check for
  113378. * @param useInstances specify wether or not to use instances to render the mesh
  113379. * @param emissiveTexture the associated emissive texture used to generate the glow
  113380. * @return true if ready otherwise, false
  113381. */
  113382. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  113383. /**
  113384. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  113385. */
  113386. render(): void;
  113387. /**
  113388. * Determine if a given mesh will be used in the current effect.
  113389. * @param mesh mesh to test
  113390. * @returns true if the mesh will be used
  113391. */
  113392. hasMesh(mesh: AbstractMesh): boolean;
  113393. /**
  113394. * Returns true if the layer contains information to display, otherwise false.
  113395. * @returns true if the glow layer should be rendered
  113396. */
  113397. shouldRender(): boolean;
  113398. /**
  113399. * Returns true if the mesh should render, otherwise false.
  113400. * @param mesh The mesh to render
  113401. * @returns true if it should render otherwise false
  113402. */
  113403. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  113404. /**
  113405. * Returns true if the mesh can be rendered, otherwise false.
  113406. * @param mesh The mesh to render
  113407. * @param material The material used on the mesh
  113408. * @returns true if it can be rendered otherwise false
  113409. */
  113410. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  113411. /**
  113412. * Returns true if the mesh should render, otherwise false.
  113413. * @param mesh The mesh to render
  113414. * @returns true if it should render otherwise false
  113415. */
  113416. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  113417. /**
  113418. * Renders the submesh passed in parameter to the generation map.
  113419. */
  113420. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  113421. /**
  113422. * Rebuild the required buffers.
  113423. * @hidden Internal use only.
  113424. */
  113425. _rebuild(): void;
  113426. /**
  113427. * Dispose only the render target textures and post process.
  113428. */
  113429. private _disposeTextureAndPostProcesses;
  113430. /**
  113431. * Dispose the highlight layer and free resources.
  113432. */
  113433. dispose(): void;
  113434. /**
  113435. * Gets the class name of the effect layer
  113436. * @returns the string with the class name of the effect layer
  113437. */
  113438. getClassName(): string;
  113439. /**
  113440. * Creates an effect layer from parsed effect layer data
  113441. * @param parsedEffectLayer defines effect layer data
  113442. * @param scene defines the current scene
  113443. * @param rootUrl defines the root URL containing the effect layer information
  113444. * @returns a parsed effect Layer
  113445. */
  113446. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  113447. }
  113448. }
  113449. declare module BABYLON {
  113450. interface AbstractScene {
  113451. /**
  113452. * The list of effect layers (highlights/glow) added to the scene
  113453. * @see http://doc.babylonjs.com/how_to/highlight_layer
  113454. * @see http://doc.babylonjs.com/how_to/glow_layer
  113455. */
  113456. effectLayers: Array<EffectLayer>;
  113457. /**
  113458. * Removes the given effect layer from this scene.
  113459. * @param toRemove defines the effect layer to remove
  113460. * @returns the index of the removed effect layer
  113461. */
  113462. removeEffectLayer(toRemove: EffectLayer): number;
  113463. /**
  113464. * Adds the given effect layer to this scene
  113465. * @param newEffectLayer defines the effect layer to add
  113466. */
  113467. addEffectLayer(newEffectLayer: EffectLayer): void;
  113468. }
  113469. /**
  113470. * Defines the layer scene component responsible to manage any effect layers
  113471. * in a given scene.
  113472. */
  113473. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  113474. /**
  113475. * The component name helpfull to identify the component in the list of scene components.
  113476. */
  113477. readonly name: string;
  113478. /**
  113479. * The scene the component belongs to.
  113480. */
  113481. scene: Scene;
  113482. private _engine;
  113483. private _renderEffects;
  113484. private _needStencil;
  113485. private _previousStencilState;
  113486. /**
  113487. * Creates a new instance of the component for the given scene
  113488. * @param scene Defines the scene to register the component in
  113489. */
  113490. constructor(scene: Scene);
  113491. /**
  113492. * Registers the component in a given scene
  113493. */
  113494. register(): void;
  113495. /**
  113496. * Rebuilds the elements related to this component in case of
  113497. * context lost for instance.
  113498. */
  113499. rebuild(): void;
  113500. /**
  113501. * Serializes the component data to the specified json object
  113502. * @param serializationObject The object to serialize to
  113503. */
  113504. serialize(serializationObject: any): void;
  113505. /**
  113506. * Adds all the elements from the container to the scene
  113507. * @param container the container holding the elements
  113508. */
  113509. addFromContainer(container: AbstractScene): void;
  113510. /**
  113511. * Removes all the elements in the container from the scene
  113512. * @param container contains the elements to remove
  113513. * @param dispose if the removed element should be disposed (default: false)
  113514. */
  113515. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113516. /**
  113517. * Disposes the component and the associated ressources.
  113518. */
  113519. dispose(): void;
  113520. private _isReadyForMesh;
  113521. private _renderMainTexture;
  113522. private _setStencil;
  113523. private _setStencilBack;
  113524. private _draw;
  113525. private _drawCamera;
  113526. private _drawRenderingGroup;
  113527. }
  113528. }
  113529. declare module BABYLON {
  113530. /** @hidden */
  113531. export var glowMapMergePixelShader: {
  113532. name: string;
  113533. shader: string;
  113534. };
  113535. }
  113536. declare module BABYLON {
  113537. /** @hidden */
  113538. export var glowMapMergeVertexShader: {
  113539. name: string;
  113540. shader: string;
  113541. };
  113542. }
  113543. declare module BABYLON {
  113544. interface AbstractScene {
  113545. /**
  113546. * Return a the first highlight layer of the scene with a given name.
  113547. * @param name The name of the highlight layer to look for.
  113548. * @return The highlight layer if found otherwise null.
  113549. */
  113550. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  113551. }
  113552. /**
  113553. * Glow layer options. This helps customizing the behaviour
  113554. * of the glow layer.
  113555. */
  113556. export interface IGlowLayerOptions {
  113557. /**
  113558. * Multiplication factor apply to the canvas size to compute the render target size
  113559. * used to generated the glowing objects (the smaller the faster).
  113560. */
  113561. mainTextureRatio: number;
  113562. /**
  113563. * Enforces a fixed size texture to ensure resize independant blur.
  113564. */
  113565. mainTextureFixedSize?: number;
  113566. /**
  113567. * How big is the kernel of the blur texture.
  113568. */
  113569. blurKernelSize: number;
  113570. /**
  113571. * The camera attached to the layer.
  113572. */
  113573. camera: Nullable<Camera>;
  113574. /**
  113575. * Enable MSAA by chosing the number of samples.
  113576. */
  113577. mainTextureSamples?: number;
  113578. /**
  113579. * The rendering group to draw the layer in.
  113580. */
  113581. renderingGroupId: number;
  113582. }
  113583. /**
  113584. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  113585. *
  113586. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113587. * glowy meshes to your scene.
  113588. *
  113589. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  113590. */
  113591. export class GlowLayer extends EffectLayer {
  113592. /**
  113593. * Effect Name of the layer.
  113594. */
  113595. static readonly EffectName: string;
  113596. /**
  113597. * The default blur kernel size used for the glow.
  113598. */
  113599. static DefaultBlurKernelSize: number;
  113600. /**
  113601. * The default texture size ratio used for the glow.
  113602. */
  113603. static DefaultTextureRatio: number;
  113604. /**
  113605. * Sets the kernel size of the blur.
  113606. */
  113607. /**
  113608. * Gets the kernel size of the blur.
  113609. */
  113610. blurKernelSize: number;
  113611. /**
  113612. * Sets the glow intensity.
  113613. */
  113614. /**
  113615. * Gets the glow intensity.
  113616. */
  113617. intensity: number;
  113618. private _options;
  113619. private _intensity;
  113620. private _horizontalBlurPostprocess1;
  113621. private _verticalBlurPostprocess1;
  113622. private _horizontalBlurPostprocess2;
  113623. private _verticalBlurPostprocess2;
  113624. private _blurTexture1;
  113625. private _blurTexture2;
  113626. private _postProcesses1;
  113627. private _postProcesses2;
  113628. private _includedOnlyMeshes;
  113629. private _excludedMeshes;
  113630. /**
  113631. * Callback used to let the user override the color selection on a per mesh basis
  113632. */
  113633. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  113634. /**
  113635. * Callback used to let the user override the texture selection on a per mesh basis
  113636. */
  113637. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  113638. /**
  113639. * Instantiates a new glow Layer and references it to the scene.
  113640. * @param name The name of the layer
  113641. * @param scene The scene to use the layer in
  113642. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  113643. */
  113644. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  113645. /**
  113646. * Get the effect name of the layer.
  113647. * @return The effect name
  113648. */
  113649. getEffectName(): string;
  113650. /**
  113651. * Create the merge effect. This is the shader use to blit the information back
  113652. * to the main canvas at the end of the scene rendering.
  113653. */
  113654. protected _createMergeEffect(): Effect;
  113655. /**
  113656. * Creates the render target textures and post processes used in the glow layer.
  113657. */
  113658. protected _createTextureAndPostProcesses(): void;
  113659. /**
  113660. * Checks for the readiness of the element composing the layer.
  113661. * @param subMesh the mesh to check for
  113662. * @param useInstances specify wether or not to use instances to render the mesh
  113663. * @param emissiveTexture the associated emissive texture used to generate the glow
  113664. * @return true if ready otherwise, false
  113665. */
  113666. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113667. /**
  113668. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113669. */
  113670. needStencil(): boolean;
  113671. /**
  113672. * Returns true if the mesh can be rendered, otherwise false.
  113673. * @param mesh The mesh to render
  113674. * @param material The material used on the mesh
  113675. * @returns true if it can be rendered otherwise false
  113676. */
  113677. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  113678. /**
  113679. * Implementation specific of rendering the generating effect on the main canvas.
  113680. * @param effect The effect used to render through
  113681. */
  113682. protected _internalRender(effect: Effect): void;
  113683. /**
  113684. * Sets the required values for both the emissive texture and and the main color.
  113685. */
  113686. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113687. /**
  113688. * Returns true if the mesh should render, otherwise false.
  113689. * @param mesh The mesh to render
  113690. * @returns true if it should render otherwise false
  113691. */
  113692. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113693. /**
  113694. * Adds specific effects defines.
  113695. * @param defines The defines to add specifics to.
  113696. */
  113697. protected _addCustomEffectDefines(defines: string[]): void;
  113698. /**
  113699. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113700. * @param mesh The mesh to exclude from the glow layer
  113701. */
  113702. addExcludedMesh(mesh: Mesh): void;
  113703. /**
  113704. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113705. * @param mesh The mesh to remove
  113706. */
  113707. removeExcludedMesh(mesh: Mesh): void;
  113708. /**
  113709. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113710. * @param mesh The mesh to include in the glow layer
  113711. */
  113712. addIncludedOnlyMesh(mesh: Mesh): void;
  113713. /**
  113714. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113715. * @param mesh The mesh to remove
  113716. */
  113717. removeIncludedOnlyMesh(mesh: Mesh): void;
  113718. /**
  113719. * Determine if a given mesh will be used in the glow layer
  113720. * @param mesh The mesh to test
  113721. * @returns true if the mesh will be highlighted by the current glow layer
  113722. */
  113723. hasMesh(mesh: AbstractMesh): boolean;
  113724. /**
  113725. * Free any resources and references associated to a mesh.
  113726. * Internal use
  113727. * @param mesh The mesh to free.
  113728. * @hidden
  113729. */
  113730. _disposeMesh(mesh: Mesh): void;
  113731. /**
  113732. * Gets the class name of the effect layer
  113733. * @returns the string with the class name of the effect layer
  113734. */
  113735. getClassName(): string;
  113736. /**
  113737. * Serializes this glow layer
  113738. * @returns a serialized glow layer object
  113739. */
  113740. serialize(): any;
  113741. /**
  113742. * Creates a Glow Layer from parsed glow layer data
  113743. * @param parsedGlowLayer defines glow layer data
  113744. * @param scene defines the current scene
  113745. * @param rootUrl defines the root URL containing the glow layer information
  113746. * @returns a parsed Glow Layer
  113747. */
  113748. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  113749. }
  113750. }
  113751. declare module BABYLON {
  113752. /** @hidden */
  113753. export var glowBlurPostProcessPixelShader: {
  113754. name: string;
  113755. shader: string;
  113756. };
  113757. }
  113758. declare module BABYLON {
  113759. interface AbstractScene {
  113760. /**
  113761. * Return a the first highlight layer of the scene with a given name.
  113762. * @param name The name of the highlight layer to look for.
  113763. * @return The highlight layer if found otherwise null.
  113764. */
  113765. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  113766. }
  113767. /**
  113768. * Highlight layer options. This helps customizing the behaviour
  113769. * of the highlight layer.
  113770. */
  113771. export interface IHighlightLayerOptions {
  113772. /**
  113773. * Multiplication factor apply to the canvas size to compute the render target size
  113774. * used to generated the glowing objects (the smaller the faster).
  113775. */
  113776. mainTextureRatio: number;
  113777. /**
  113778. * Enforces a fixed size texture to ensure resize independant blur.
  113779. */
  113780. mainTextureFixedSize?: number;
  113781. /**
  113782. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  113783. * of the picture to blur (the smaller the faster).
  113784. */
  113785. blurTextureSizeRatio: number;
  113786. /**
  113787. * How big in texel of the blur texture is the vertical blur.
  113788. */
  113789. blurVerticalSize: number;
  113790. /**
  113791. * How big in texel of the blur texture is the horizontal blur.
  113792. */
  113793. blurHorizontalSize: number;
  113794. /**
  113795. * Alpha blending mode used to apply the blur. Default is combine.
  113796. */
  113797. alphaBlendingMode: number;
  113798. /**
  113799. * The camera attached to the layer.
  113800. */
  113801. camera: Nullable<Camera>;
  113802. /**
  113803. * Should we display highlight as a solid stroke?
  113804. */
  113805. isStroke?: boolean;
  113806. /**
  113807. * The rendering group to draw the layer in.
  113808. */
  113809. renderingGroupId: number;
  113810. }
  113811. /**
  113812. * The highlight layer Helps adding a glow effect around a mesh.
  113813. *
  113814. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113815. * glowy meshes to your scene.
  113816. *
  113817. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113818. */
  113819. export class HighlightLayer extends EffectLayer {
  113820. name: string;
  113821. /**
  113822. * Effect Name of the highlight layer.
  113823. */
  113824. static readonly EffectName: string;
  113825. /**
  113826. * The neutral color used during the preparation of the glow effect.
  113827. * This is black by default as the blend operation is a blend operation.
  113828. */
  113829. static NeutralColor: Color4;
  113830. /**
  113831. * Stencil value used for glowing meshes.
  113832. */
  113833. static GlowingMeshStencilReference: number;
  113834. /**
  113835. * Stencil value used for the other meshes in the scene.
  113836. */
  113837. static NormalMeshStencilReference: number;
  113838. /**
  113839. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113840. */
  113841. innerGlow: boolean;
  113842. /**
  113843. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113844. */
  113845. outerGlow: boolean;
  113846. /**
  113847. * Specifies the horizontal size of the blur.
  113848. */
  113849. /**
  113850. * Gets the horizontal size of the blur.
  113851. */
  113852. blurHorizontalSize: number;
  113853. /**
  113854. * Specifies the vertical size of the blur.
  113855. */
  113856. /**
  113857. * Gets the vertical size of the blur.
  113858. */
  113859. blurVerticalSize: number;
  113860. /**
  113861. * An event triggered when the highlight layer is being blurred.
  113862. */
  113863. onBeforeBlurObservable: Observable<HighlightLayer>;
  113864. /**
  113865. * An event triggered when the highlight layer has been blurred.
  113866. */
  113867. onAfterBlurObservable: Observable<HighlightLayer>;
  113868. private _instanceGlowingMeshStencilReference;
  113869. private _options;
  113870. private _downSamplePostprocess;
  113871. private _horizontalBlurPostprocess;
  113872. private _verticalBlurPostprocess;
  113873. private _blurTexture;
  113874. private _meshes;
  113875. private _excludedMeshes;
  113876. /**
  113877. * Instantiates a new highlight Layer and references it to the scene..
  113878. * @param name The name of the layer
  113879. * @param scene The scene to use the layer in
  113880. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113881. */
  113882. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  113883. /**
  113884. * Get the effect name of the layer.
  113885. * @return The effect name
  113886. */
  113887. getEffectName(): string;
  113888. /**
  113889. * Create the merge effect. This is the shader use to blit the information back
  113890. * to the main canvas at the end of the scene rendering.
  113891. */
  113892. protected _createMergeEffect(): Effect;
  113893. /**
  113894. * Creates the render target textures and post processes used in the highlight layer.
  113895. */
  113896. protected _createTextureAndPostProcesses(): void;
  113897. /**
  113898. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113899. */
  113900. needStencil(): boolean;
  113901. /**
  113902. * Checks for the readiness of the element composing the layer.
  113903. * @param subMesh the mesh to check for
  113904. * @param useInstances specify wether or not to use instances to render the mesh
  113905. * @param emissiveTexture the associated emissive texture used to generate the glow
  113906. * @return true if ready otherwise, false
  113907. */
  113908. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113909. /**
  113910. * Implementation specific of rendering the generating effect on the main canvas.
  113911. * @param effect The effect used to render through
  113912. */
  113913. protected _internalRender(effect: Effect): void;
  113914. /**
  113915. * Returns true if the layer contains information to display, otherwise false.
  113916. */
  113917. shouldRender(): boolean;
  113918. /**
  113919. * Returns true if the mesh should render, otherwise false.
  113920. * @param mesh The mesh to render
  113921. * @returns true if it should render otherwise false
  113922. */
  113923. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113924. /**
  113925. * Sets the required values for both the emissive texture and and the main color.
  113926. */
  113927. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113928. /**
  113929. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  113930. * @param mesh The mesh to exclude from the highlight layer
  113931. */
  113932. addExcludedMesh(mesh: Mesh): void;
  113933. /**
  113934. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  113935. * @param mesh The mesh to highlight
  113936. */
  113937. removeExcludedMesh(mesh: Mesh): void;
  113938. /**
  113939. * Determine if a given mesh will be highlighted by the current HighlightLayer
  113940. * @param mesh mesh to test
  113941. * @returns true if the mesh will be highlighted by the current HighlightLayer
  113942. */
  113943. hasMesh(mesh: AbstractMesh): boolean;
  113944. /**
  113945. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  113946. * @param mesh The mesh to highlight
  113947. * @param color The color of the highlight
  113948. * @param glowEmissiveOnly Extract the glow from the emissive texture
  113949. */
  113950. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  113951. /**
  113952. * Remove a mesh from the highlight layer in order to make it stop glowing.
  113953. * @param mesh The mesh to highlight
  113954. */
  113955. removeMesh(mesh: Mesh): void;
  113956. /**
  113957. * Force the stencil to the normal expected value for none glowing parts
  113958. */
  113959. private _defaultStencilReference;
  113960. /**
  113961. * Free any resources and references associated to a mesh.
  113962. * Internal use
  113963. * @param mesh The mesh to free.
  113964. * @hidden
  113965. */
  113966. _disposeMesh(mesh: Mesh): void;
  113967. /**
  113968. * Dispose the highlight layer and free resources.
  113969. */
  113970. dispose(): void;
  113971. /**
  113972. * Gets the class name of the effect layer
  113973. * @returns the string with the class name of the effect layer
  113974. */
  113975. getClassName(): string;
  113976. /**
  113977. * Serializes this Highlight layer
  113978. * @returns a serialized Highlight layer object
  113979. */
  113980. serialize(): any;
  113981. /**
  113982. * Creates a Highlight layer from parsed Highlight layer data
  113983. * @param parsedHightlightLayer defines the Highlight layer data
  113984. * @param scene defines the current scene
  113985. * @param rootUrl defines the root URL containing the Highlight layer information
  113986. * @returns a parsed Highlight layer
  113987. */
  113988. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  113989. }
  113990. }
  113991. declare module BABYLON {
  113992. interface AbstractScene {
  113993. /**
  113994. * The list of layers (background and foreground) of the scene
  113995. */
  113996. layers: Array<Layer>;
  113997. }
  113998. /**
  113999. * Defines the layer scene component responsible to manage any layers
  114000. * in a given scene.
  114001. */
  114002. export class LayerSceneComponent implements ISceneComponent {
  114003. /**
  114004. * The component name helpfull to identify the component in the list of scene components.
  114005. */
  114006. readonly name: string;
  114007. /**
  114008. * The scene the component belongs to.
  114009. */
  114010. scene: Scene;
  114011. private _engine;
  114012. /**
  114013. * Creates a new instance of the component for the given scene
  114014. * @param scene Defines the scene to register the component in
  114015. */
  114016. constructor(scene: Scene);
  114017. /**
  114018. * Registers the component in a given scene
  114019. */
  114020. register(): void;
  114021. /**
  114022. * Rebuilds the elements related to this component in case of
  114023. * context lost for instance.
  114024. */
  114025. rebuild(): void;
  114026. /**
  114027. * Disposes the component and the associated ressources.
  114028. */
  114029. dispose(): void;
  114030. private _draw;
  114031. private _drawCameraPredicate;
  114032. private _drawCameraBackground;
  114033. private _drawCameraForeground;
  114034. private _drawRenderTargetPredicate;
  114035. private _drawRenderTargetBackground;
  114036. private _drawRenderTargetForeground;
  114037. /**
  114038. * Adds all the elements from the container to the scene
  114039. * @param container the container holding the elements
  114040. */
  114041. addFromContainer(container: AbstractScene): void;
  114042. /**
  114043. * Removes all the elements in the container from the scene
  114044. * @param container contains the elements to remove
  114045. * @param dispose if the removed element should be disposed (default: false)
  114046. */
  114047. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114048. }
  114049. }
  114050. declare module BABYLON {
  114051. /** @hidden */
  114052. export var layerPixelShader: {
  114053. name: string;
  114054. shader: string;
  114055. };
  114056. }
  114057. declare module BABYLON {
  114058. /** @hidden */
  114059. export var layerVertexShader: {
  114060. name: string;
  114061. shader: string;
  114062. };
  114063. }
  114064. declare module BABYLON {
  114065. /**
  114066. * This represents a full screen 2d layer.
  114067. * This can be useful to display a picture in the background of your scene for instance.
  114068. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114069. */
  114070. export class Layer {
  114071. /**
  114072. * Define the name of the layer.
  114073. */
  114074. name: string;
  114075. /**
  114076. * Define the texture the layer should display.
  114077. */
  114078. texture: Nullable<Texture>;
  114079. /**
  114080. * Is the layer in background or foreground.
  114081. */
  114082. isBackground: boolean;
  114083. /**
  114084. * Define the color of the layer (instead of texture).
  114085. */
  114086. color: Color4;
  114087. /**
  114088. * Define the scale of the layer in order to zoom in out of the texture.
  114089. */
  114090. scale: Vector2;
  114091. /**
  114092. * Define an offset for the layer in order to shift the texture.
  114093. */
  114094. offset: Vector2;
  114095. /**
  114096. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  114097. */
  114098. alphaBlendingMode: number;
  114099. /**
  114100. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  114101. * Alpha test will not mix with the background color in case of transparency.
  114102. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  114103. */
  114104. alphaTest: boolean;
  114105. /**
  114106. * Define a mask to restrict the layer to only some of the scene cameras.
  114107. */
  114108. layerMask: number;
  114109. /**
  114110. * Define the list of render target the layer is visible into.
  114111. */
  114112. renderTargetTextures: RenderTargetTexture[];
  114113. /**
  114114. * Define if the layer is only used in renderTarget or if it also
  114115. * renders in the main frame buffer of the canvas.
  114116. */
  114117. renderOnlyInRenderTargetTextures: boolean;
  114118. private _scene;
  114119. private _vertexBuffers;
  114120. private _indexBuffer;
  114121. private _effect;
  114122. private _alphaTestEffect;
  114123. /**
  114124. * An event triggered when the layer is disposed.
  114125. */
  114126. onDisposeObservable: Observable<Layer>;
  114127. private _onDisposeObserver;
  114128. /**
  114129. * Back compatibility with callback before the onDisposeObservable existed.
  114130. * The set callback will be triggered when the layer has been disposed.
  114131. */
  114132. onDispose: () => void;
  114133. /**
  114134. * An event triggered before rendering the scene
  114135. */
  114136. onBeforeRenderObservable: Observable<Layer>;
  114137. private _onBeforeRenderObserver;
  114138. /**
  114139. * Back compatibility with callback before the onBeforeRenderObservable existed.
  114140. * The set callback will be triggered just before rendering the layer.
  114141. */
  114142. onBeforeRender: () => void;
  114143. /**
  114144. * An event triggered after rendering the scene
  114145. */
  114146. onAfterRenderObservable: Observable<Layer>;
  114147. private _onAfterRenderObserver;
  114148. /**
  114149. * Back compatibility with callback before the onAfterRenderObservable existed.
  114150. * The set callback will be triggered just after rendering the layer.
  114151. */
  114152. onAfterRender: () => void;
  114153. /**
  114154. * Instantiates a new layer.
  114155. * This represents a full screen 2d layer.
  114156. * This can be useful to display a picture in the background of your scene for instance.
  114157. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114158. * @param name Define the name of the layer in the scene
  114159. * @param imgUrl Define the url of the texture to display in the layer
  114160. * @param scene Define the scene the layer belongs to
  114161. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  114162. * @param color Defines a color for the layer
  114163. */
  114164. constructor(
  114165. /**
  114166. * Define the name of the layer.
  114167. */
  114168. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  114169. private _createIndexBuffer;
  114170. /** @hidden */
  114171. _rebuild(): void;
  114172. /**
  114173. * Renders the layer in the scene.
  114174. */
  114175. render(): void;
  114176. /**
  114177. * Disposes and releases the associated ressources.
  114178. */
  114179. dispose(): void;
  114180. }
  114181. }
  114182. declare module BABYLON {
  114183. /** @hidden */
  114184. export var lensFlarePixelShader: {
  114185. name: string;
  114186. shader: string;
  114187. };
  114188. }
  114189. declare module BABYLON {
  114190. /** @hidden */
  114191. export var lensFlareVertexShader: {
  114192. name: string;
  114193. shader: string;
  114194. };
  114195. }
  114196. declare module BABYLON {
  114197. /**
  114198. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  114199. * It is usually composed of several `lensFlare`.
  114200. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114201. */
  114202. export class LensFlareSystem {
  114203. /**
  114204. * Define the name of the lens flare system
  114205. */
  114206. name: string;
  114207. /**
  114208. * List of lens flares used in this system.
  114209. */
  114210. lensFlares: LensFlare[];
  114211. /**
  114212. * Define a limit from the border the lens flare can be visible.
  114213. */
  114214. borderLimit: number;
  114215. /**
  114216. * Define a viewport border we do not want to see the lens flare in.
  114217. */
  114218. viewportBorder: number;
  114219. /**
  114220. * Define a predicate which could limit the list of meshes able to occlude the effect.
  114221. */
  114222. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  114223. /**
  114224. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  114225. */
  114226. layerMask: number;
  114227. /**
  114228. * Define the id of the lens flare system in the scene.
  114229. * (equal to name by default)
  114230. */
  114231. id: string;
  114232. private _scene;
  114233. private _emitter;
  114234. private _vertexBuffers;
  114235. private _indexBuffer;
  114236. private _effect;
  114237. private _positionX;
  114238. private _positionY;
  114239. private _isEnabled;
  114240. /** @hidden */
  114241. static _SceneComponentInitialization: (scene: Scene) => void;
  114242. /**
  114243. * Instantiates a lens flare system.
  114244. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  114245. * It is usually composed of several `lensFlare`.
  114246. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114247. * @param name Define the name of the lens flare system in the scene
  114248. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  114249. * @param scene Define the scene the lens flare system belongs to
  114250. */
  114251. constructor(
  114252. /**
  114253. * Define the name of the lens flare system
  114254. */
  114255. name: string, emitter: any, scene: Scene);
  114256. /**
  114257. * Define if the lens flare system is enabled.
  114258. */
  114259. isEnabled: boolean;
  114260. /**
  114261. * Get the scene the effects belongs to.
  114262. * @returns the scene holding the lens flare system
  114263. */
  114264. getScene(): Scene;
  114265. /**
  114266. * Get the emitter of the lens flare system.
  114267. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  114268. * @returns the emitter of the lens flare system
  114269. */
  114270. getEmitter(): any;
  114271. /**
  114272. * Set the emitter of the lens flare system.
  114273. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  114274. * @param newEmitter Define the new emitter of the system
  114275. */
  114276. setEmitter(newEmitter: any): void;
  114277. /**
  114278. * Get the lens flare system emitter position.
  114279. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  114280. * @returns the position
  114281. */
  114282. getEmitterPosition(): Vector3;
  114283. /**
  114284. * @hidden
  114285. */
  114286. computeEffectivePosition(globalViewport: Viewport): boolean;
  114287. /** @hidden */
  114288. _isVisible(): boolean;
  114289. /**
  114290. * @hidden
  114291. */
  114292. render(): boolean;
  114293. /**
  114294. * Dispose and release the lens flare with its associated resources.
  114295. */
  114296. dispose(): void;
  114297. /**
  114298. * Parse a lens flare system from a JSON repressentation
  114299. * @param parsedLensFlareSystem Define the JSON to parse
  114300. * @param scene Define the scene the parsed system should be instantiated in
  114301. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  114302. * @returns the parsed system
  114303. */
  114304. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  114305. /**
  114306. * Serialize the current Lens Flare System into a JSON representation.
  114307. * @returns the serialized JSON
  114308. */
  114309. serialize(): any;
  114310. }
  114311. }
  114312. declare module BABYLON {
  114313. /**
  114314. * This represents one of the lens effect in a `lensFlareSystem`.
  114315. * It controls one of the indiviual texture used in the effect.
  114316. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114317. */
  114318. export class LensFlare {
  114319. /**
  114320. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  114321. */
  114322. size: number;
  114323. /**
  114324. * 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.
  114325. */
  114326. position: number;
  114327. /**
  114328. * Define the lens color.
  114329. */
  114330. color: Color3;
  114331. /**
  114332. * Define the lens texture.
  114333. */
  114334. texture: Nullable<Texture>;
  114335. /**
  114336. * Define the alpha mode to render this particular lens.
  114337. */
  114338. alphaMode: number;
  114339. private _system;
  114340. /**
  114341. * Creates a new Lens Flare.
  114342. * This represents one of the lens effect in a `lensFlareSystem`.
  114343. * It controls one of the indiviual texture used in the effect.
  114344. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114345. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  114346. * @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.
  114347. * @param color Define the lens color
  114348. * @param imgUrl Define the lens texture url
  114349. * @param system Define the `lensFlareSystem` this flare is part of
  114350. * @returns The newly created Lens Flare
  114351. */
  114352. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  114353. /**
  114354. * Instantiates a new Lens Flare.
  114355. * This represents one of the lens effect in a `lensFlareSystem`.
  114356. * It controls one of the indiviual texture used in the effect.
  114357. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114358. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  114359. * @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.
  114360. * @param color Define the lens color
  114361. * @param imgUrl Define the lens texture url
  114362. * @param system Define the `lensFlareSystem` this flare is part of
  114363. */
  114364. constructor(
  114365. /**
  114366. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  114367. */
  114368. size: number,
  114369. /**
  114370. * 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.
  114371. */
  114372. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  114373. /**
  114374. * Dispose and release the lens flare with its associated resources.
  114375. */
  114376. dispose(): void;
  114377. }
  114378. }
  114379. declare module BABYLON {
  114380. interface AbstractScene {
  114381. /**
  114382. * The list of lens flare system added to the scene
  114383. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114384. */
  114385. lensFlareSystems: Array<LensFlareSystem>;
  114386. /**
  114387. * Removes the given lens flare system from this scene.
  114388. * @param toRemove The lens flare system to remove
  114389. * @returns The index of the removed lens flare system
  114390. */
  114391. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  114392. /**
  114393. * Adds the given lens flare system to this scene
  114394. * @param newLensFlareSystem The lens flare system to add
  114395. */
  114396. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  114397. /**
  114398. * Gets a lens flare system using its name
  114399. * @param name defines the name to look for
  114400. * @returns the lens flare system or null if not found
  114401. */
  114402. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  114403. /**
  114404. * Gets a lens flare system using its id
  114405. * @param id defines the id to look for
  114406. * @returns the lens flare system or null if not found
  114407. */
  114408. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  114409. }
  114410. /**
  114411. * Defines the lens flare scene component responsible to manage any lens flares
  114412. * in a given scene.
  114413. */
  114414. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  114415. /**
  114416. * The component name helpfull to identify the component in the list of scene components.
  114417. */
  114418. readonly name: string;
  114419. /**
  114420. * The scene the component belongs to.
  114421. */
  114422. scene: Scene;
  114423. /**
  114424. * Creates a new instance of the component for the given scene
  114425. * @param scene Defines the scene to register the component in
  114426. */
  114427. constructor(scene: Scene);
  114428. /**
  114429. * Registers the component in a given scene
  114430. */
  114431. register(): void;
  114432. /**
  114433. * Rebuilds the elements related to this component in case of
  114434. * context lost for instance.
  114435. */
  114436. rebuild(): void;
  114437. /**
  114438. * Adds all the elements from the container to the scene
  114439. * @param container the container holding the elements
  114440. */
  114441. addFromContainer(container: AbstractScene): void;
  114442. /**
  114443. * Removes all the elements in the container from the scene
  114444. * @param container contains the elements to remove
  114445. * @param dispose if the removed element should be disposed (default: false)
  114446. */
  114447. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114448. /**
  114449. * Serializes the component data to the specified json object
  114450. * @param serializationObject The object to serialize to
  114451. */
  114452. serialize(serializationObject: any): void;
  114453. /**
  114454. * Disposes the component and the associated ressources.
  114455. */
  114456. dispose(): void;
  114457. private _draw;
  114458. }
  114459. }
  114460. declare module BABYLON {
  114461. /**
  114462. * Defines the shadow generator component responsible to manage any shadow generators
  114463. * in a given scene.
  114464. */
  114465. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  114466. /**
  114467. * The component name helpfull to identify the component in the list of scene components.
  114468. */
  114469. readonly name: string;
  114470. /**
  114471. * The scene the component belongs to.
  114472. */
  114473. scene: Scene;
  114474. /**
  114475. * Creates a new instance of the component for the given scene
  114476. * @param scene Defines the scene to register the component in
  114477. */
  114478. constructor(scene: Scene);
  114479. /**
  114480. * Registers the component in a given scene
  114481. */
  114482. register(): void;
  114483. /**
  114484. * Rebuilds the elements related to this component in case of
  114485. * context lost for instance.
  114486. */
  114487. rebuild(): void;
  114488. /**
  114489. * Serializes the component data to the specified json object
  114490. * @param serializationObject The object to serialize to
  114491. */
  114492. serialize(serializationObject: any): void;
  114493. /**
  114494. * Adds all the elements from the container to the scene
  114495. * @param container the container holding the elements
  114496. */
  114497. addFromContainer(container: AbstractScene): void;
  114498. /**
  114499. * Removes all the elements in the container from the scene
  114500. * @param container contains the elements to remove
  114501. * @param dispose if the removed element should be disposed (default: false)
  114502. */
  114503. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114504. /**
  114505. * Rebuilds the elements related to this component in case of
  114506. * context lost for instance.
  114507. */
  114508. dispose(): void;
  114509. private _gatherRenderTargets;
  114510. }
  114511. }
  114512. declare module BABYLON {
  114513. /**
  114514. * A point light is a light defined by an unique point in world space.
  114515. * The light is emitted in every direction from this point.
  114516. * A good example of a point light is a standard light bulb.
  114517. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114518. */
  114519. export class PointLight extends ShadowLight {
  114520. private _shadowAngle;
  114521. /**
  114522. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114523. * This specifies what angle the shadow will use to be created.
  114524. *
  114525. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  114526. */
  114527. /**
  114528. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114529. * This specifies what angle the shadow will use to be created.
  114530. *
  114531. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  114532. */
  114533. shadowAngle: number;
  114534. /**
  114535. * Gets the direction if it has been set.
  114536. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114537. */
  114538. /**
  114539. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114540. */
  114541. direction: Vector3;
  114542. /**
  114543. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  114544. * A PointLight emits the light in every direction.
  114545. * It can cast shadows.
  114546. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  114547. * ```javascript
  114548. * var pointLight = new PointLight("pl", camera.position, scene);
  114549. * ```
  114550. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114551. * @param name The light friendly name
  114552. * @param position The position of the point light in the scene
  114553. * @param scene The scene the lights belongs to
  114554. */
  114555. constructor(name: string, position: Vector3, scene: Scene);
  114556. /**
  114557. * Returns the string "PointLight"
  114558. * @returns the class name
  114559. */
  114560. getClassName(): string;
  114561. /**
  114562. * Returns the integer 0.
  114563. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114564. */
  114565. getTypeID(): number;
  114566. /**
  114567. * Specifies wether or not the shadowmap should be a cube texture.
  114568. * @returns true if the shadowmap needs to be a cube texture.
  114569. */
  114570. needCube(): boolean;
  114571. /**
  114572. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  114573. * @param faceIndex The index of the face we are computed the direction to generate shadow
  114574. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  114575. */
  114576. getShadowDirection(faceIndex?: number): Vector3;
  114577. /**
  114578. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  114579. * - fov = PI / 2
  114580. * - aspect ratio : 1.0
  114581. * - z-near and far equal to the active camera minZ and maxZ.
  114582. * Returns the PointLight.
  114583. */
  114584. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114585. protected _buildUniformLayout(): void;
  114586. /**
  114587. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  114588. * @param effect The effect to update
  114589. * @param lightIndex The index of the light in the effect to update
  114590. * @returns The point light
  114591. */
  114592. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  114593. /**
  114594. * Prepares the list of defines specific to the light type.
  114595. * @param defines the list of defines
  114596. * @param lightIndex defines the index of the light for the effect
  114597. */
  114598. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114599. }
  114600. }
  114601. declare module BABYLON {
  114602. /**
  114603. * Header information of HDR texture files.
  114604. */
  114605. export interface HDRInfo {
  114606. /**
  114607. * The height of the texture in pixels.
  114608. */
  114609. height: number;
  114610. /**
  114611. * The width of the texture in pixels.
  114612. */
  114613. width: number;
  114614. /**
  114615. * The index of the beginning of the data in the binary file.
  114616. */
  114617. dataPosition: number;
  114618. }
  114619. /**
  114620. * This groups tools to convert HDR texture to native colors array.
  114621. */
  114622. export class HDRTools {
  114623. private static Ldexp;
  114624. private static Rgbe2float;
  114625. private static readStringLine;
  114626. /**
  114627. * Reads header information from an RGBE texture stored in a native array.
  114628. * More information on this format are available here:
  114629. * https://en.wikipedia.org/wiki/RGBE_image_format
  114630. *
  114631. * @param uint8array The binary file stored in native array.
  114632. * @return The header information.
  114633. */
  114634. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  114635. /**
  114636. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  114637. * This RGBE texture needs to store the information as a panorama.
  114638. *
  114639. * More information on this format are available here:
  114640. * https://en.wikipedia.org/wiki/RGBE_image_format
  114641. *
  114642. * @param buffer The binary file stored in an array buffer.
  114643. * @param size The expected size of the extracted cubemap.
  114644. * @return The Cube Map information.
  114645. */
  114646. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  114647. /**
  114648. * Returns the pixels data extracted from an RGBE texture.
  114649. * This pixels will be stored left to right up to down in the R G B order in one array.
  114650. *
  114651. * More information on this format are available here:
  114652. * https://en.wikipedia.org/wiki/RGBE_image_format
  114653. *
  114654. * @param uint8array The binary file stored in an array buffer.
  114655. * @param hdrInfo The header information of the file.
  114656. * @return The pixels data in RGB right to left up to down order.
  114657. */
  114658. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  114659. private static RGBE_ReadPixels_RLE;
  114660. }
  114661. }
  114662. declare module BABYLON {
  114663. /**
  114664. * This represents a texture coming from an HDR input.
  114665. *
  114666. * The only supported format is currently panorama picture stored in RGBE format.
  114667. * Example of such files can be found on HDRLib: http://hdrlib.com/
  114668. */
  114669. export class HDRCubeTexture extends BaseTexture {
  114670. private static _facesMapping;
  114671. private _generateHarmonics;
  114672. private _noMipmap;
  114673. private _textureMatrix;
  114674. private _size;
  114675. private _onLoad;
  114676. private _onError;
  114677. /**
  114678. * The texture URL.
  114679. */
  114680. url: string;
  114681. /**
  114682. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  114683. */
  114684. coordinatesMode: number;
  114685. protected _isBlocking: boolean;
  114686. /**
  114687. * Sets wether or not the texture is blocking during loading.
  114688. */
  114689. /**
  114690. * Gets wether or not the texture is blocking during loading.
  114691. */
  114692. isBlocking: boolean;
  114693. protected _rotationY: number;
  114694. /**
  114695. * Sets texture matrix rotation angle around Y axis in radians.
  114696. */
  114697. /**
  114698. * Gets texture matrix rotation angle around Y axis radians.
  114699. */
  114700. rotationY: number;
  114701. /**
  114702. * Gets or sets the center of the bounding box associated with the cube texture
  114703. * It must define where the camera used to render the texture was set
  114704. */
  114705. boundingBoxPosition: Vector3;
  114706. private _boundingBoxSize;
  114707. /**
  114708. * Gets or sets the size of the bounding box associated with the cube texture
  114709. * When defined, the cubemap will switch to local mode
  114710. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  114711. * @example https://www.babylonjs-playground.com/#RNASML
  114712. */
  114713. boundingBoxSize: Vector3;
  114714. /**
  114715. * Instantiates an HDRTexture from the following parameters.
  114716. *
  114717. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  114718. * @param scene The scene the texture will be used in
  114719. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114720. * @param noMipmap Forces to not generate the mipmap if true
  114721. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  114722. * @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)
  114723. * @param reserved Reserved flag for internal use.
  114724. */
  114725. 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>);
  114726. /**
  114727. * Get the current class name of the texture useful for serialization or dynamic coding.
  114728. * @returns "HDRCubeTexture"
  114729. */
  114730. getClassName(): string;
  114731. /**
  114732. * Occurs when the file is raw .hdr file.
  114733. */
  114734. private loadTexture;
  114735. clone(): HDRCubeTexture;
  114736. delayLoad(): void;
  114737. /**
  114738. * Get the texture reflection matrix used to rotate/transform the reflection.
  114739. * @returns the reflection matrix
  114740. */
  114741. getReflectionTextureMatrix(): Matrix;
  114742. /**
  114743. * Set the texture reflection matrix used to rotate/transform the reflection.
  114744. * @param value Define the reflection matrix to set
  114745. */
  114746. setReflectionTextureMatrix(value: Matrix): void;
  114747. /**
  114748. * Parses a JSON representation of an HDR Texture in order to create the texture
  114749. * @param parsedTexture Define the JSON representation
  114750. * @param scene Define the scene the texture should be created in
  114751. * @param rootUrl Define the root url in case we need to load relative dependencies
  114752. * @returns the newly created texture after parsing
  114753. */
  114754. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  114755. serialize(): any;
  114756. }
  114757. }
  114758. declare module BABYLON {
  114759. /**
  114760. * Class used to control physics engine
  114761. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  114762. */
  114763. export class PhysicsEngine implements IPhysicsEngine {
  114764. private _physicsPlugin;
  114765. /**
  114766. * Global value used to control the smallest number supported by the simulation
  114767. */
  114768. static Epsilon: number;
  114769. private _impostors;
  114770. private _joints;
  114771. /**
  114772. * Gets the gravity vector used by the simulation
  114773. */
  114774. gravity: Vector3;
  114775. /**
  114776. * Factory used to create the default physics plugin.
  114777. * @returns The default physics plugin
  114778. */
  114779. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  114780. /**
  114781. * Creates a new Physics Engine
  114782. * @param gravity defines the gravity vector used by the simulation
  114783. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  114784. */
  114785. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  114786. /**
  114787. * Sets the gravity vector used by the simulation
  114788. * @param gravity defines the gravity vector to use
  114789. */
  114790. setGravity(gravity: Vector3): void;
  114791. /**
  114792. * Set the time step of the physics engine.
  114793. * Default is 1/60.
  114794. * To slow it down, enter 1/600 for example.
  114795. * To speed it up, 1/30
  114796. * @param newTimeStep defines the new timestep to apply to this world.
  114797. */
  114798. setTimeStep(newTimeStep?: number): void;
  114799. /**
  114800. * Get the time step of the physics engine.
  114801. * @returns the current time step
  114802. */
  114803. getTimeStep(): number;
  114804. /**
  114805. * Release all resources
  114806. */
  114807. dispose(): void;
  114808. /**
  114809. * Gets the name of the current physics plugin
  114810. * @returns the name of the plugin
  114811. */
  114812. getPhysicsPluginName(): string;
  114813. /**
  114814. * Adding a new impostor for the impostor tracking.
  114815. * This will be done by the impostor itself.
  114816. * @param impostor the impostor to add
  114817. */
  114818. addImpostor(impostor: PhysicsImpostor): void;
  114819. /**
  114820. * Remove an impostor from the engine.
  114821. * This impostor and its mesh will not longer be updated by the physics engine.
  114822. * @param impostor the impostor to remove
  114823. */
  114824. removeImpostor(impostor: PhysicsImpostor): void;
  114825. /**
  114826. * Add a joint to the physics engine
  114827. * @param mainImpostor defines the main impostor to which the joint is added.
  114828. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  114829. * @param joint defines the joint that will connect both impostors.
  114830. */
  114831. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114832. /**
  114833. * Removes a joint from the simulation
  114834. * @param mainImpostor defines the impostor used with the joint
  114835. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  114836. * @param joint defines the joint to remove
  114837. */
  114838. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114839. /**
  114840. * Called by the scene. No need to call it.
  114841. * @param delta defines the timespam between frames
  114842. */
  114843. _step(delta: number): void;
  114844. /**
  114845. * Gets the current plugin used to run the simulation
  114846. * @returns current plugin
  114847. */
  114848. getPhysicsPlugin(): IPhysicsEnginePlugin;
  114849. /**
  114850. * Gets the list of physic impostors
  114851. * @returns an array of PhysicsImpostor
  114852. */
  114853. getImpostors(): Array<PhysicsImpostor>;
  114854. /**
  114855. * Gets the impostor for a physics enabled object
  114856. * @param object defines the object impersonated by the impostor
  114857. * @returns the PhysicsImpostor or null if not found
  114858. */
  114859. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  114860. /**
  114861. * Gets the impostor for a physics body object
  114862. * @param body defines physics body used by the impostor
  114863. * @returns the PhysicsImpostor or null if not found
  114864. */
  114865. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  114866. /**
  114867. * Does a raycast in the physics world
  114868. * @param from when should the ray start?
  114869. * @param to when should the ray end?
  114870. * @returns PhysicsRaycastResult
  114871. */
  114872. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114873. }
  114874. }
  114875. declare module BABYLON {
  114876. /** @hidden */
  114877. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  114878. private _useDeltaForWorldStep;
  114879. world: any;
  114880. name: string;
  114881. private _physicsMaterials;
  114882. private _fixedTimeStep;
  114883. private _cannonRaycastResult;
  114884. private _raycastResult;
  114885. private _physicsBodysToRemoveAfterStep;
  114886. BJSCANNON: any;
  114887. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  114888. setGravity(gravity: Vector3): void;
  114889. setTimeStep(timeStep: number): void;
  114890. getTimeStep(): number;
  114891. executeStep(delta: number): void;
  114892. private _removeMarkedPhysicsBodiesFromWorld;
  114893. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114894. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114895. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114896. private _processChildMeshes;
  114897. removePhysicsBody(impostor: PhysicsImpostor): void;
  114898. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114899. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114900. private _addMaterial;
  114901. private _checkWithEpsilon;
  114902. private _createShape;
  114903. private _createHeightmap;
  114904. private _minus90X;
  114905. private _plus90X;
  114906. private _tmpPosition;
  114907. private _tmpDeltaPosition;
  114908. private _tmpUnityRotation;
  114909. private _updatePhysicsBodyTransformation;
  114910. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114911. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114912. isSupported(): boolean;
  114913. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114914. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114915. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114916. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114917. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114918. getBodyMass(impostor: PhysicsImpostor): number;
  114919. getBodyFriction(impostor: PhysicsImpostor): number;
  114920. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114921. getBodyRestitution(impostor: PhysicsImpostor): number;
  114922. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114923. sleepBody(impostor: PhysicsImpostor): void;
  114924. wakeUpBody(impostor: PhysicsImpostor): void;
  114925. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  114926. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  114927. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  114928. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114929. getRadius(impostor: PhysicsImpostor): number;
  114930. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114931. dispose(): void;
  114932. private _extendNamespace;
  114933. /**
  114934. * Does a raycast in the physics world
  114935. * @param from when should the ray start?
  114936. * @param to when should the ray end?
  114937. * @returns PhysicsRaycastResult
  114938. */
  114939. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114940. }
  114941. }
  114942. declare module BABYLON {
  114943. /** @hidden */
  114944. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  114945. world: any;
  114946. name: string;
  114947. BJSOIMO: any;
  114948. private _raycastResult;
  114949. constructor(iterations?: number, oimoInjection?: any);
  114950. setGravity(gravity: Vector3): void;
  114951. setTimeStep(timeStep: number): void;
  114952. getTimeStep(): number;
  114953. private _tmpImpostorsArray;
  114954. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  114955. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114956. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114957. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114958. private _tmpPositionVector;
  114959. removePhysicsBody(impostor: PhysicsImpostor): void;
  114960. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114961. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114962. isSupported(): boolean;
  114963. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114964. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114965. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114966. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114967. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114968. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114969. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114970. getBodyMass(impostor: PhysicsImpostor): number;
  114971. getBodyFriction(impostor: PhysicsImpostor): number;
  114972. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114973. getBodyRestitution(impostor: PhysicsImpostor): number;
  114974. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114975. sleepBody(impostor: PhysicsImpostor): void;
  114976. wakeUpBody(impostor: PhysicsImpostor): void;
  114977. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  114978. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  114979. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  114980. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114981. getRadius(impostor: PhysicsImpostor): number;
  114982. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114983. dispose(): void;
  114984. /**
  114985. * Does a raycast in the physics world
  114986. * @param from when should the ray start?
  114987. * @param to when should the ray end?
  114988. * @returns PhysicsRaycastResult
  114989. */
  114990. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114991. }
  114992. }
  114993. declare module BABYLON {
  114994. /**
  114995. * Class containing static functions to help procedurally build meshes
  114996. */
  114997. export class RibbonBuilder {
  114998. /**
  114999. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  115000. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  115001. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  115002. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  115003. * * 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
  115004. * * 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
  115005. * * 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
  115006. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  115007. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  115008. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  115009. * * 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
  115010. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  115011. * * 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
  115012. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  115013. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  115014. * @param name defines the name of the mesh
  115015. * @param options defines the options used to create the mesh
  115016. * @param scene defines the hosting scene
  115017. * @returns the ribbon mesh
  115018. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  115019. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  115020. */
  115021. static CreateRibbon(name: string, options: {
  115022. pathArray: Vector3[][];
  115023. closeArray?: boolean;
  115024. closePath?: boolean;
  115025. offset?: number;
  115026. updatable?: boolean;
  115027. sideOrientation?: number;
  115028. frontUVs?: Vector4;
  115029. backUVs?: Vector4;
  115030. instance?: Mesh;
  115031. invertUV?: boolean;
  115032. uvs?: Vector2[];
  115033. colors?: Color4[];
  115034. }, scene?: Nullable<Scene>): Mesh;
  115035. }
  115036. }
  115037. declare module BABYLON {
  115038. /**
  115039. * Class containing static functions to help procedurally build meshes
  115040. */
  115041. export class ShapeBuilder {
  115042. /**
  115043. * 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.
  115044. * * 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.
  115045. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  115046. * * 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.
  115047. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  115048. * * 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
  115049. * * 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
  115050. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  115051. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  115052. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  115053. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  115054. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  115055. * @param name defines the name of the mesh
  115056. * @param options defines the options used to create the mesh
  115057. * @param scene defines the hosting scene
  115058. * @returns the extruded shape mesh
  115059. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  115060. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  115061. */
  115062. static ExtrudeShape(name: string, options: {
  115063. shape: Vector3[];
  115064. path: Vector3[];
  115065. scale?: number;
  115066. rotation?: number;
  115067. cap?: number;
  115068. updatable?: boolean;
  115069. sideOrientation?: number;
  115070. frontUVs?: Vector4;
  115071. backUVs?: Vector4;
  115072. instance?: Mesh;
  115073. invertUV?: boolean;
  115074. }, scene?: Nullable<Scene>): Mesh;
  115075. /**
  115076. * Creates an custom extruded shape mesh.
  115077. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  115078. * * 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.
  115079. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  115080. * * 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
  115081. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  115082. * * 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
  115083. * * It must returns a float value that will be the scale value applied to the shape on each path point
  115084. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  115085. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  115086. * * 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
  115087. * * 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
  115088. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  115089. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  115090. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  115091. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  115092. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  115093. * @param name defines the name of the mesh
  115094. * @param options defines the options used to create the mesh
  115095. * @param scene defines the hosting scene
  115096. * @returns the custom extruded shape mesh
  115097. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  115098. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  115099. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  115100. */
  115101. static ExtrudeShapeCustom(name: string, options: {
  115102. shape: Vector3[];
  115103. path: Vector3[];
  115104. scaleFunction?: any;
  115105. rotationFunction?: any;
  115106. ribbonCloseArray?: boolean;
  115107. ribbonClosePath?: boolean;
  115108. cap?: number;
  115109. updatable?: boolean;
  115110. sideOrientation?: number;
  115111. frontUVs?: Vector4;
  115112. backUVs?: Vector4;
  115113. instance?: Mesh;
  115114. invertUV?: boolean;
  115115. }, scene?: Nullable<Scene>): Mesh;
  115116. private static _ExtrudeShapeGeneric;
  115117. }
  115118. }
  115119. declare module BABYLON {
  115120. /**
  115121. * AmmoJS Physics plugin
  115122. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  115123. * @see https://github.com/kripken/ammo.js/
  115124. */
  115125. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  115126. private _useDeltaForWorldStep;
  115127. /**
  115128. * Reference to the Ammo library
  115129. */
  115130. bjsAMMO: any;
  115131. /**
  115132. * Created ammoJS world which physics bodies are added to
  115133. */
  115134. world: any;
  115135. /**
  115136. * Name of the plugin
  115137. */
  115138. name: string;
  115139. private _timeStep;
  115140. private _fixedTimeStep;
  115141. private _maxSteps;
  115142. private _tmpQuaternion;
  115143. private _tmpAmmoTransform;
  115144. private _tmpAmmoQuaternion;
  115145. private _tmpAmmoConcreteContactResultCallback;
  115146. private _collisionConfiguration;
  115147. private _dispatcher;
  115148. private _overlappingPairCache;
  115149. private _solver;
  115150. private _softBodySolver;
  115151. private _tmpAmmoVectorA;
  115152. private _tmpAmmoVectorB;
  115153. private _tmpAmmoVectorC;
  115154. private _tmpAmmoVectorD;
  115155. private _tmpContactCallbackResult;
  115156. private _tmpAmmoVectorRCA;
  115157. private _tmpAmmoVectorRCB;
  115158. private _raycastResult;
  115159. private static readonly DISABLE_COLLISION_FLAG;
  115160. private static readonly KINEMATIC_FLAG;
  115161. private static readonly DISABLE_DEACTIVATION_FLAG;
  115162. /**
  115163. * Initializes the ammoJS plugin
  115164. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  115165. * @param ammoInjection can be used to inject your own ammo reference
  115166. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  115167. */
  115168. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  115169. /**
  115170. * Sets the gravity of the physics world (m/(s^2))
  115171. * @param gravity Gravity to set
  115172. */
  115173. setGravity(gravity: Vector3): void;
  115174. /**
  115175. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  115176. * @param timeStep timestep to use in seconds
  115177. */
  115178. setTimeStep(timeStep: number): void;
  115179. /**
  115180. * 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)
  115181. * @param fixedTimeStep fixedTimeStep to use in seconds
  115182. */
  115183. setFixedTimeStep(fixedTimeStep: number): void;
  115184. /**
  115185. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  115186. * @param maxSteps the maximum number of steps by the physics engine per frame
  115187. */
  115188. setMaxSteps(maxSteps: number): void;
  115189. /**
  115190. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  115191. * @returns the current timestep in seconds
  115192. */
  115193. getTimeStep(): number;
  115194. private _isImpostorInContact;
  115195. private _isImpostorPairInContact;
  115196. private _stepSimulation;
  115197. /**
  115198. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  115199. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  115200. * After the step the babylon meshes are set to the position of the physics imposters
  115201. * @param delta amount of time to step forward
  115202. * @param impostors array of imposters to update before/after the step
  115203. */
  115204. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  115205. /**
  115206. * Update babylon mesh to match physics world object
  115207. * @param impostor imposter to match
  115208. */
  115209. private _afterSoftStep;
  115210. /**
  115211. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  115212. * @param impostor imposter to match
  115213. */
  115214. private _ropeStep;
  115215. /**
  115216. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  115217. * @param impostor imposter to match
  115218. */
  115219. private _softbodyOrClothStep;
  115220. private _tmpVector;
  115221. private _tmpMatrix;
  115222. /**
  115223. * Applies an impulse on the imposter
  115224. * @param impostor imposter to apply impulse to
  115225. * @param force amount of force to be applied to the imposter
  115226. * @param contactPoint the location to apply the impulse on the imposter
  115227. */
  115228. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115229. /**
  115230. * Applies a force on the imposter
  115231. * @param impostor imposter to apply force
  115232. * @param force amount of force to be applied to the imposter
  115233. * @param contactPoint the location to apply the force on the imposter
  115234. */
  115235. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115236. /**
  115237. * Creates a physics body using the plugin
  115238. * @param impostor the imposter to create the physics body on
  115239. */
  115240. generatePhysicsBody(impostor: PhysicsImpostor): void;
  115241. /**
  115242. * Removes the physics body from the imposter and disposes of the body's memory
  115243. * @param impostor imposter to remove the physics body from
  115244. */
  115245. removePhysicsBody(impostor: PhysicsImpostor): void;
  115246. /**
  115247. * Generates a joint
  115248. * @param impostorJoint the imposter joint to create the joint with
  115249. */
  115250. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  115251. /**
  115252. * Removes a joint
  115253. * @param impostorJoint the imposter joint to remove the joint from
  115254. */
  115255. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  115256. private _addMeshVerts;
  115257. /**
  115258. * Initialise the soft body vertices to match its object's (mesh) vertices
  115259. * Softbody vertices (nodes) are in world space and to match this
  115260. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  115261. * @param impostor to create the softbody for
  115262. */
  115263. private _softVertexData;
  115264. /**
  115265. * Create an impostor's soft body
  115266. * @param impostor to create the softbody for
  115267. */
  115268. private _createSoftbody;
  115269. /**
  115270. * Create cloth for an impostor
  115271. * @param impostor to create the softbody for
  115272. */
  115273. private _createCloth;
  115274. /**
  115275. * Create rope for an impostor
  115276. * @param impostor to create the softbody for
  115277. */
  115278. private _createRope;
  115279. private _addHullVerts;
  115280. private _createShape;
  115281. /**
  115282. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  115283. * @param impostor imposter containing the physics body and babylon object
  115284. */
  115285. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  115286. /**
  115287. * Sets the babylon object's position/rotation from the physics body's position/rotation
  115288. * @param impostor imposter containing the physics body and babylon object
  115289. * @param newPosition new position
  115290. * @param newRotation new rotation
  115291. */
  115292. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  115293. /**
  115294. * If this plugin is supported
  115295. * @returns true if its supported
  115296. */
  115297. isSupported(): boolean;
  115298. /**
  115299. * Sets the linear velocity of the physics body
  115300. * @param impostor imposter to set the velocity on
  115301. * @param velocity velocity to set
  115302. */
  115303. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115304. /**
  115305. * Sets the angular velocity of the physics body
  115306. * @param impostor imposter to set the velocity on
  115307. * @param velocity velocity to set
  115308. */
  115309. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115310. /**
  115311. * gets the linear velocity
  115312. * @param impostor imposter to get linear velocity from
  115313. * @returns linear velocity
  115314. */
  115315. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115316. /**
  115317. * gets the angular velocity
  115318. * @param impostor imposter to get angular velocity from
  115319. * @returns angular velocity
  115320. */
  115321. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115322. /**
  115323. * Sets the mass of physics body
  115324. * @param impostor imposter to set the mass on
  115325. * @param mass mass to set
  115326. */
  115327. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  115328. /**
  115329. * Gets the mass of the physics body
  115330. * @param impostor imposter to get the mass from
  115331. * @returns mass
  115332. */
  115333. getBodyMass(impostor: PhysicsImpostor): number;
  115334. /**
  115335. * Gets friction of the impostor
  115336. * @param impostor impostor to get friction from
  115337. * @returns friction value
  115338. */
  115339. getBodyFriction(impostor: PhysicsImpostor): number;
  115340. /**
  115341. * Sets friction of the impostor
  115342. * @param impostor impostor to set friction on
  115343. * @param friction friction value
  115344. */
  115345. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  115346. /**
  115347. * Gets restitution of the impostor
  115348. * @param impostor impostor to get restitution from
  115349. * @returns restitution value
  115350. */
  115351. getBodyRestitution(impostor: PhysicsImpostor): number;
  115352. /**
  115353. * Sets resitution of the impostor
  115354. * @param impostor impostor to set resitution on
  115355. * @param restitution resitution value
  115356. */
  115357. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  115358. /**
  115359. * Gets pressure inside the impostor
  115360. * @param impostor impostor to get pressure from
  115361. * @returns pressure value
  115362. */
  115363. getBodyPressure(impostor: PhysicsImpostor): number;
  115364. /**
  115365. * Sets pressure inside a soft body impostor
  115366. * Cloth and rope must remain 0 pressure
  115367. * @param impostor impostor to set pressure on
  115368. * @param pressure pressure value
  115369. */
  115370. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  115371. /**
  115372. * Gets stiffness of the impostor
  115373. * @param impostor impostor to get stiffness from
  115374. * @returns pressure value
  115375. */
  115376. getBodyStiffness(impostor: PhysicsImpostor): number;
  115377. /**
  115378. * Sets stiffness of the impostor
  115379. * @param impostor impostor to set stiffness on
  115380. * @param stiffness stiffness value from 0 to 1
  115381. */
  115382. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  115383. /**
  115384. * Gets velocityIterations of the impostor
  115385. * @param impostor impostor to get velocity iterations from
  115386. * @returns velocityIterations value
  115387. */
  115388. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  115389. /**
  115390. * Sets velocityIterations of the impostor
  115391. * @param impostor impostor to set velocity iterations on
  115392. * @param velocityIterations velocityIterations value
  115393. */
  115394. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  115395. /**
  115396. * Gets positionIterations of the impostor
  115397. * @param impostor impostor to get position iterations from
  115398. * @returns positionIterations value
  115399. */
  115400. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  115401. /**
  115402. * Sets positionIterations of the impostor
  115403. * @param impostor impostor to set position on
  115404. * @param positionIterations positionIterations value
  115405. */
  115406. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  115407. /**
  115408. * Append an anchor to a cloth object
  115409. * @param impostor is the cloth impostor to add anchor to
  115410. * @param otherImpostor is the rigid impostor to anchor to
  115411. * @param width ratio across width from 0 to 1
  115412. * @param height ratio up height from 0 to 1
  115413. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  115414. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  115415. */
  115416. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  115417. /**
  115418. * Append an hook to a rope object
  115419. * @param impostor is the rope impostor to add hook to
  115420. * @param otherImpostor is the rigid impostor to hook to
  115421. * @param length ratio along the rope from 0 to 1
  115422. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  115423. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  115424. */
  115425. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  115426. /**
  115427. * Sleeps the physics body and stops it from being active
  115428. * @param impostor impostor to sleep
  115429. */
  115430. sleepBody(impostor: PhysicsImpostor): void;
  115431. /**
  115432. * Activates the physics body
  115433. * @param impostor impostor to activate
  115434. */
  115435. wakeUpBody(impostor: PhysicsImpostor): void;
  115436. /**
  115437. * Updates the distance parameters of the joint
  115438. * @param joint joint to update
  115439. * @param maxDistance maximum distance of the joint
  115440. * @param minDistance minimum distance of the joint
  115441. */
  115442. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  115443. /**
  115444. * Sets a motor on the joint
  115445. * @param joint joint to set motor on
  115446. * @param speed speed of the motor
  115447. * @param maxForce maximum force of the motor
  115448. * @param motorIndex index of the motor
  115449. */
  115450. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  115451. /**
  115452. * Sets the motors limit
  115453. * @param joint joint to set limit on
  115454. * @param upperLimit upper limit
  115455. * @param lowerLimit lower limit
  115456. */
  115457. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  115458. /**
  115459. * Syncs the position and rotation of a mesh with the impostor
  115460. * @param mesh mesh to sync
  115461. * @param impostor impostor to update the mesh with
  115462. */
  115463. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  115464. /**
  115465. * Gets the radius of the impostor
  115466. * @param impostor impostor to get radius from
  115467. * @returns the radius
  115468. */
  115469. getRadius(impostor: PhysicsImpostor): number;
  115470. /**
  115471. * Gets the box size of the impostor
  115472. * @param impostor impostor to get box size from
  115473. * @param result the resulting box size
  115474. */
  115475. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  115476. /**
  115477. * Disposes of the impostor
  115478. */
  115479. dispose(): void;
  115480. /**
  115481. * Does a raycast in the physics world
  115482. * @param from when should the ray start?
  115483. * @param to when should the ray end?
  115484. * @returns PhysicsRaycastResult
  115485. */
  115486. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115487. }
  115488. }
  115489. declare module BABYLON {
  115490. interface AbstractScene {
  115491. /**
  115492. * The list of reflection probes added to the scene
  115493. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115494. */
  115495. reflectionProbes: Array<ReflectionProbe>;
  115496. /**
  115497. * Removes the given reflection probe from this scene.
  115498. * @param toRemove The reflection probe to remove
  115499. * @returns The index of the removed reflection probe
  115500. */
  115501. removeReflectionProbe(toRemove: ReflectionProbe): number;
  115502. /**
  115503. * Adds the given reflection probe to this scene.
  115504. * @param newReflectionProbe The reflection probe to add
  115505. */
  115506. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  115507. }
  115508. /**
  115509. * Class used to generate realtime reflection / refraction cube textures
  115510. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115511. */
  115512. export class ReflectionProbe {
  115513. /** defines the name of the probe */
  115514. name: string;
  115515. private _scene;
  115516. private _renderTargetTexture;
  115517. private _projectionMatrix;
  115518. private _viewMatrix;
  115519. private _target;
  115520. private _add;
  115521. private _attachedMesh;
  115522. private _invertYAxis;
  115523. /** Gets or sets probe position (center of the cube map) */
  115524. position: Vector3;
  115525. /**
  115526. * Creates a new reflection probe
  115527. * @param name defines the name of the probe
  115528. * @param size defines the texture resolution (for each face)
  115529. * @param scene defines the hosting scene
  115530. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  115531. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  115532. */
  115533. constructor(
  115534. /** defines the name of the probe */
  115535. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  115536. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  115537. samples: number;
  115538. /** Gets or sets the refresh rate to use (on every frame by default) */
  115539. refreshRate: number;
  115540. /**
  115541. * Gets the hosting scene
  115542. * @returns a Scene
  115543. */
  115544. getScene(): Scene;
  115545. /** Gets the internal CubeTexture used to render to */
  115546. readonly cubeTexture: RenderTargetTexture;
  115547. /** Gets the list of meshes to render */
  115548. readonly renderList: Nullable<AbstractMesh[]>;
  115549. /**
  115550. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  115551. * @param mesh defines the mesh to attach to
  115552. */
  115553. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  115554. /**
  115555. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  115556. * @param renderingGroupId The rendering group id corresponding to its index
  115557. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  115558. */
  115559. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  115560. /**
  115561. * Clean all associated resources
  115562. */
  115563. dispose(): void;
  115564. /**
  115565. * Converts the reflection probe information to a readable string for debug purpose.
  115566. * @param fullDetails Supports for multiple levels of logging within scene loading
  115567. * @returns the human readable reflection probe info
  115568. */
  115569. toString(fullDetails?: boolean): string;
  115570. /**
  115571. * Get the class name of the relfection probe.
  115572. * @returns "ReflectionProbe"
  115573. */
  115574. getClassName(): string;
  115575. /**
  115576. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  115577. * @returns The JSON representation of the texture
  115578. */
  115579. serialize(): any;
  115580. /**
  115581. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  115582. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  115583. * @param scene Define the scene the parsed reflection probe should be instantiated in
  115584. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  115585. * @returns The parsed reflection probe if successful
  115586. */
  115587. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  115588. }
  115589. }
  115590. declare module BABYLON {
  115591. /** @hidden */
  115592. export var _BabylonLoaderRegistered: boolean;
  115593. }
  115594. declare module BABYLON {
  115595. /**
  115596. * The Physically based simple base material of BJS.
  115597. *
  115598. * This enables better naming and convention enforcements on top of the pbrMaterial.
  115599. * It is used as the base class for both the specGloss and metalRough conventions.
  115600. */
  115601. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  115602. /**
  115603. * Number of Simultaneous lights allowed on the material.
  115604. */
  115605. maxSimultaneousLights: number;
  115606. /**
  115607. * If sets to true, disables all the lights affecting the material.
  115608. */
  115609. disableLighting: boolean;
  115610. /**
  115611. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  115612. */
  115613. environmentTexture: BaseTexture;
  115614. /**
  115615. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  115616. */
  115617. invertNormalMapX: boolean;
  115618. /**
  115619. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  115620. */
  115621. invertNormalMapY: boolean;
  115622. /**
  115623. * Normal map used in the model.
  115624. */
  115625. normalTexture: BaseTexture;
  115626. /**
  115627. * Emissivie color used to self-illuminate the model.
  115628. */
  115629. emissiveColor: Color3;
  115630. /**
  115631. * Emissivie texture used to self-illuminate the model.
  115632. */
  115633. emissiveTexture: BaseTexture;
  115634. /**
  115635. * Occlusion Channel Strenght.
  115636. */
  115637. occlusionStrength: number;
  115638. /**
  115639. * Occlusion Texture of the material (adding extra occlusion effects).
  115640. */
  115641. occlusionTexture: BaseTexture;
  115642. /**
  115643. * Defines the alpha limits in alpha test mode.
  115644. */
  115645. alphaCutOff: number;
  115646. /**
  115647. * Gets the current double sided mode.
  115648. */
  115649. /**
  115650. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115651. */
  115652. doubleSided: boolean;
  115653. /**
  115654. * Stores the pre-calculated light information of a mesh in a texture.
  115655. */
  115656. lightmapTexture: BaseTexture;
  115657. /**
  115658. * If true, the light map contains occlusion information instead of lighting info.
  115659. */
  115660. useLightmapAsShadowmap: boolean;
  115661. /**
  115662. * Instantiates a new PBRMaterial instance.
  115663. *
  115664. * @param name The material name
  115665. * @param scene The scene the material will be use in.
  115666. */
  115667. constructor(name: string, scene: Scene);
  115668. getClassName(): string;
  115669. }
  115670. }
  115671. declare module BABYLON {
  115672. /**
  115673. * The PBR material of BJS following the metal roughness convention.
  115674. *
  115675. * This fits to the PBR convention in the GLTF definition:
  115676. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  115677. */
  115678. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  115679. /**
  115680. * The base color has two different interpretations depending on the value of metalness.
  115681. * When the material is a metal, the base color is the specific measured reflectance value
  115682. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  115683. * of the material.
  115684. */
  115685. baseColor: Color3;
  115686. /**
  115687. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  115688. * well as opacity information in the alpha channel.
  115689. */
  115690. baseTexture: BaseTexture;
  115691. /**
  115692. * Specifies the metallic scalar value of the material.
  115693. * Can also be used to scale the metalness values of the metallic texture.
  115694. */
  115695. metallic: number;
  115696. /**
  115697. * Specifies the roughness scalar value of the material.
  115698. * Can also be used to scale the roughness values of the metallic texture.
  115699. */
  115700. roughness: number;
  115701. /**
  115702. * Texture containing both the metallic value in the B channel and the
  115703. * roughness value in the G channel to keep better precision.
  115704. */
  115705. metallicRoughnessTexture: BaseTexture;
  115706. /**
  115707. * Instantiates a new PBRMetalRoughnessMaterial instance.
  115708. *
  115709. * @param name The material name
  115710. * @param scene The scene the material will be use in.
  115711. */
  115712. constructor(name: string, scene: Scene);
  115713. /**
  115714. * Return the currrent class name of the material.
  115715. */
  115716. getClassName(): string;
  115717. /**
  115718. * Makes a duplicate of the current material.
  115719. * @param name - name to use for the new material.
  115720. */
  115721. clone(name: string): PBRMetallicRoughnessMaterial;
  115722. /**
  115723. * Serialize the material to a parsable JSON object.
  115724. */
  115725. serialize(): any;
  115726. /**
  115727. * Parses a JSON object correponding to the serialize function.
  115728. */
  115729. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  115730. }
  115731. }
  115732. declare module BABYLON {
  115733. /**
  115734. * The PBR material of BJS following the specular glossiness convention.
  115735. *
  115736. * This fits to the PBR convention in the GLTF definition:
  115737. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  115738. */
  115739. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  115740. /**
  115741. * Specifies the diffuse color of the material.
  115742. */
  115743. diffuseColor: Color3;
  115744. /**
  115745. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  115746. * channel.
  115747. */
  115748. diffuseTexture: BaseTexture;
  115749. /**
  115750. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  115751. */
  115752. specularColor: Color3;
  115753. /**
  115754. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  115755. */
  115756. glossiness: number;
  115757. /**
  115758. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  115759. */
  115760. specularGlossinessTexture: BaseTexture;
  115761. /**
  115762. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  115763. *
  115764. * @param name The material name
  115765. * @param scene The scene the material will be use in.
  115766. */
  115767. constructor(name: string, scene: Scene);
  115768. /**
  115769. * Return the currrent class name of the material.
  115770. */
  115771. getClassName(): string;
  115772. /**
  115773. * Makes a duplicate of the current material.
  115774. * @param name - name to use for the new material.
  115775. */
  115776. clone(name: string): PBRSpecularGlossinessMaterial;
  115777. /**
  115778. * Serialize the material to a parsable JSON object.
  115779. */
  115780. serialize(): any;
  115781. /**
  115782. * Parses a JSON object correponding to the serialize function.
  115783. */
  115784. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  115785. }
  115786. }
  115787. declare module BABYLON {
  115788. /**
  115789. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  115790. * It can help converting any input color in a desired output one. This can then be used to create effects
  115791. * from sepia, black and white to sixties or futuristic rendering...
  115792. *
  115793. * The only supported format is currently 3dl.
  115794. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  115795. */
  115796. export class ColorGradingTexture extends BaseTexture {
  115797. /**
  115798. * The current texture matrix. (will always be identity in color grading texture)
  115799. */
  115800. private _textureMatrix;
  115801. /**
  115802. * The texture URL.
  115803. */
  115804. url: string;
  115805. /**
  115806. * Empty line regex stored for GC.
  115807. */
  115808. private static _noneEmptyLineRegex;
  115809. private _engine;
  115810. /**
  115811. * Instantiates a ColorGradingTexture from the following parameters.
  115812. *
  115813. * @param url The location of the color gradind data (currently only supporting 3dl)
  115814. * @param scene The scene the texture will be used in
  115815. */
  115816. constructor(url: string, scene: Scene);
  115817. /**
  115818. * Returns the texture matrix used in most of the material.
  115819. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  115820. */
  115821. getTextureMatrix(): Matrix;
  115822. /**
  115823. * Occurs when the file being loaded is a .3dl LUT file.
  115824. */
  115825. private load3dlTexture;
  115826. /**
  115827. * Starts the loading process of the texture.
  115828. */
  115829. private loadTexture;
  115830. /**
  115831. * Clones the color gradind texture.
  115832. */
  115833. clone(): ColorGradingTexture;
  115834. /**
  115835. * Called during delayed load for textures.
  115836. */
  115837. delayLoad(): void;
  115838. /**
  115839. * Parses a color grading texture serialized by Babylon.
  115840. * @param parsedTexture The texture information being parsedTexture
  115841. * @param scene The scene to load the texture in
  115842. * @param rootUrl The root url of the data assets to load
  115843. * @return A color gradind texture
  115844. */
  115845. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  115846. /**
  115847. * Serializes the LUT texture to json format.
  115848. */
  115849. serialize(): any;
  115850. }
  115851. }
  115852. declare module BABYLON {
  115853. /**
  115854. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  115855. */
  115856. export class EquiRectangularCubeTexture extends BaseTexture {
  115857. /** The six faces of the cube. */
  115858. private static _FacesMapping;
  115859. private _noMipmap;
  115860. private _onLoad;
  115861. private _onError;
  115862. /** The size of the cubemap. */
  115863. private _size;
  115864. /** The buffer of the image. */
  115865. private _buffer;
  115866. /** The width of the input image. */
  115867. private _width;
  115868. /** The height of the input image. */
  115869. private _height;
  115870. /** The URL to the image. */
  115871. url: string;
  115872. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  115873. coordinatesMode: number;
  115874. /**
  115875. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  115876. * @param url The location of the image
  115877. * @param scene The scene the texture will be used in
  115878. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115879. * @param noMipmap Forces to not generate the mipmap if true
  115880. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  115881. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  115882. * @param onLoad — defines a callback called when texture is loaded
  115883. * @param onError — defines a callback called if there is an error
  115884. */
  115885. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  115886. /**
  115887. * Load the image data, by putting the image on a canvas and extracting its buffer.
  115888. */
  115889. private loadImage;
  115890. /**
  115891. * Convert the image buffer into a cubemap and create a CubeTexture.
  115892. */
  115893. private loadTexture;
  115894. /**
  115895. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  115896. * @param buffer The ArrayBuffer that should be converted.
  115897. * @returns The buffer as Float32Array.
  115898. */
  115899. private getFloat32ArrayFromArrayBuffer;
  115900. /**
  115901. * Get the current class name of the texture useful for serialization or dynamic coding.
  115902. * @returns "EquiRectangularCubeTexture"
  115903. */
  115904. getClassName(): string;
  115905. /**
  115906. * Create a clone of the current EquiRectangularCubeTexture and return it.
  115907. * @returns A clone of the current EquiRectangularCubeTexture.
  115908. */
  115909. clone(): EquiRectangularCubeTexture;
  115910. }
  115911. }
  115912. declare module BABYLON {
  115913. /**
  115914. * Based on jsTGALoader - Javascript loader for TGA file
  115915. * By Vincent Thibault
  115916. * @see http://blog.robrowser.com/javascript-tga-loader.html
  115917. */
  115918. export class TGATools {
  115919. private static _TYPE_INDEXED;
  115920. private static _TYPE_RGB;
  115921. private static _TYPE_GREY;
  115922. private static _TYPE_RLE_INDEXED;
  115923. private static _TYPE_RLE_RGB;
  115924. private static _TYPE_RLE_GREY;
  115925. private static _ORIGIN_MASK;
  115926. private static _ORIGIN_SHIFT;
  115927. private static _ORIGIN_BL;
  115928. private static _ORIGIN_BR;
  115929. private static _ORIGIN_UL;
  115930. private static _ORIGIN_UR;
  115931. /**
  115932. * Gets the header of a TGA file
  115933. * @param data defines the TGA data
  115934. * @returns the header
  115935. */
  115936. static GetTGAHeader(data: Uint8Array): any;
  115937. /**
  115938. * Uploads TGA content to a Babylon Texture
  115939. * @hidden
  115940. */
  115941. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  115942. /** @hidden */
  115943. 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;
  115944. /** @hidden */
  115945. 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;
  115946. /** @hidden */
  115947. 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;
  115948. /** @hidden */
  115949. 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;
  115950. /** @hidden */
  115951. 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;
  115952. /** @hidden */
  115953. 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;
  115954. }
  115955. }
  115956. declare module BABYLON {
  115957. /**
  115958. * Implementation of the TGA Texture Loader.
  115959. * @hidden
  115960. */
  115961. export class _TGATextureLoader implements IInternalTextureLoader {
  115962. /**
  115963. * Defines wether the loader supports cascade loading the different faces.
  115964. */
  115965. readonly supportCascades: boolean;
  115966. /**
  115967. * This returns if the loader support the current file information.
  115968. * @param extension defines the file extension of the file being loaded
  115969. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115970. * @param fallback defines the fallback internal texture if any
  115971. * @param isBase64 defines whether the texture is encoded as a base64
  115972. * @param isBuffer defines whether the texture data are stored as a buffer
  115973. * @returns true if the loader can load the specified file
  115974. */
  115975. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  115976. /**
  115977. * Transform the url before loading if required.
  115978. * @param rootUrl the url of the texture
  115979. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115980. * @returns the transformed texture
  115981. */
  115982. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  115983. /**
  115984. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  115985. * @param rootUrl the url of the texture
  115986. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115987. * @returns the fallback texture
  115988. */
  115989. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  115990. /**
  115991. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  115992. * @param data contains the texture data
  115993. * @param texture defines the BabylonJS internal texture
  115994. * @param createPolynomials will be true if polynomials have been requested
  115995. * @param onLoad defines the callback to trigger once the texture is ready
  115996. * @param onError defines the callback to trigger in case of error
  115997. */
  115998. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  115999. /**
  116000. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116001. * @param data contains the texture data
  116002. * @param texture defines the BabylonJS internal texture
  116003. * @param callback defines the method to call once ready to upload
  116004. */
  116005. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116006. }
  116007. }
  116008. declare module BABYLON {
  116009. /**
  116010. * Info about the .basis files
  116011. */
  116012. class BasisFileInfo {
  116013. /**
  116014. * If the file has alpha
  116015. */
  116016. hasAlpha: boolean;
  116017. /**
  116018. * Info about each image of the basis file
  116019. */
  116020. images: Array<{
  116021. levels: Array<{
  116022. width: number;
  116023. height: number;
  116024. transcodedPixels: ArrayBufferView;
  116025. }>;
  116026. }>;
  116027. }
  116028. /**
  116029. * Result of transcoding a basis file
  116030. */
  116031. class TranscodeResult {
  116032. /**
  116033. * Info about the .basis file
  116034. */
  116035. fileInfo: BasisFileInfo;
  116036. /**
  116037. * Format to use when loading the file
  116038. */
  116039. format: number;
  116040. }
  116041. /**
  116042. * Configuration options for the Basis transcoder
  116043. */
  116044. export class BasisTranscodeConfiguration {
  116045. /**
  116046. * Supported compression formats used to determine the supported output format of the transcoder
  116047. */
  116048. supportedCompressionFormats?: {
  116049. /**
  116050. * etc1 compression format
  116051. */
  116052. etc1?: boolean;
  116053. /**
  116054. * s3tc compression format
  116055. */
  116056. s3tc?: boolean;
  116057. /**
  116058. * pvrtc compression format
  116059. */
  116060. pvrtc?: boolean;
  116061. /**
  116062. * etc2 compression format
  116063. */
  116064. etc2?: boolean;
  116065. };
  116066. /**
  116067. * If mipmap levels should be loaded for transcoded images (Default: true)
  116068. */
  116069. loadMipmapLevels?: boolean;
  116070. /**
  116071. * Index of a single image to load (Default: all images)
  116072. */
  116073. loadSingleImage?: number;
  116074. }
  116075. /**
  116076. * Used to load .Basis files
  116077. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  116078. */
  116079. export class BasisTools {
  116080. private static _IgnoreSupportedFormats;
  116081. /**
  116082. * URL to use when loading the basis transcoder
  116083. */
  116084. static JSModuleURL: string;
  116085. /**
  116086. * URL to use when loading the wasm module for the transcoder
  116087. */
  116088. static WasmModuleURL: string;
  116089. /**
  116090. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  116091. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  116092. * @returns internal format corresponding to the Basis format
  116093. */
  116094. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  116095. private static _WorkerPromise;
  116096. private static _Worker;
  116097. private static _actionId;
  116098. private static _CreateWorkerAsync;
  116099. /**
  116100. * Transcodes a loaded image file to compressed pixel data
  116101. * @param imageData image data to transcode
  116102. * @param config configuration options for the transcoding
  116103. * @returns a promise resulting in the transcoded image
  116104. */
  116105. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  116106. /**
  116107. * Loads a texture from the transcode result
  116108. * @param texture texture load to
  116109. * @param transcodeResult the result of transcoding the basis file to load from
  116110. */
  116111. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  116112. }
  116113. }
  116114. declare module BABYLON {
  116115. /**
  116116. * Loader for .basis file format
  116117. */
  116118. export class _BasisTextureLoader implements IInternalTextureLoader {
  116119. /**
  116120. * Defines whether the loader supports cascade loading the different faces.
  116121. */
  116122. readonly supportCascades: boolean;
  116123. /**
  116124. * This returns if the loader support the current file information.
  116125. * @param extension defines the file extension of the file being loaded
  116126. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116127. * @param fallback defines the fallback internal texture if any
  116128. * @param isBase64 defines whether the texture is encoded as a base64
  116129. * @param isBuffer defines whether the texture data are stored as a buffer
  116130. * @returns true if the loader can load the specified file
  116131. */
  116132. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  116133. /**
  116134. * Transform the url before loading if required.
  116135. * @param rootUrl the url of the texture
  116136. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116137. * @returns the transformed texture
  116138. */
  116139. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  116140. /**
  116141. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  116142. * @param rootUrl the url of the texture
  116143. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116144. * @returns the fallback texture
  116145. */
  116146. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  116147. /**
  116148. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  116149. * @param data contains the texture data
  116150. * @param texture defines the BabylonJS internal texture
  116151. * @param createPolynomials will be true if polynomials have been requested
  116152. * @param onLoad defines the callback to trigger once the texture is ready
  116153. * @param onError defines the callback to trigger in case of error
  116154. */
  116155. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  116156. /**
  116157. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  116158. * @param data contains the texture data
  116159. * @param texture defines the BabylonJS internal texture
  116160. * @param callback defines the method to call once ready to upload
  116161. */
  116162. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  116163. }
  116164. }
  116165. declare module BABYLON {
  116166. /**
  116167. * 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.
  116168. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  116169. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  116170. */
  116171. export class CustomProceduralTexture extends ProceduralTexture {
  116172. private _animate;
  116173. private _time;
  116174. private _config;
  116175. private _texturePath;
  116176. /**
  116177. * Instantiates a new Custom Procedural Texture.
  116178. * 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.
  116179. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  116180. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  116181. * @param name Define the name of the texture
  116182. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  116183. * @param size Define the size of the texture to create
  116184. * @param scene Define the scene the texture belongs to
  116185. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  116186. * @param generateMipMaps Define if the texture should creates mip maps or not
  116187. */
  116188. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  116189. private _loadJson;
  116190. /**
  116191. * Is the texture ready to be used ? (rendered at least once)
  116192. * @returns true if ready, otherwise, false.
  116193. */
  116194. isReady(): boolean;
  116195. /**
  116196. * Render the texture to its associated render target.
  116197. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  116198. */
  116199. render(useCameraPostProcess?: boolean): void;
  116200. /**
  116201. * Update the list of dependant textures samplers in the shader.
  116202. */
  116203. updateTextures(): void;
  116204. /**
  116205. * Update the uniform values of the procedural texture in the shader.
  116206. */
  116207. updateShaderUniforms(): void;
  116208. /**
  116209. * Define if the texture animates or not.
  116210. */
  116211. animate: boolean;
  116212. }
  116213. }
  116214. declare module BABYLON {
  116215. /** @hidden */
  116216. export var noisePixelShader: {
  116217. name: string;
  116218. shader: string;
  116219. };
  116220. }
  116221. declare module BABYLON {
  116222. /**
  116223. * Class used to generate noise procedural textures
  116224. */
  116225. export class NoiseProceduralTexture extends ProceduralTexture {
  116226. private _time;
  116227. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  116228. brightness: number;
  116229. /** Defines the number of octaves to process */
  116230. octaves: number;
  116231. /** Defines the level of persistence (0.8 by default) */
  116232. persistence: number;
  116233. /** Gets or sets animation speed factor (default is 1) */
  116234. animationSpeedFactor: number;
  116235. /**
  116236. * Creates a new NoiseProceduralTexture
  116237. * @param name defines the name fo the texture
  116238. * @param size defines the size of the texture (default is 256)
  116239. * @param scene defines the hosting scene
  116240. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  116241. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  116242. */
  116243. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  116244. private _updateShaderUniforms;
  116245. protected _getDefines(): string;
  116246. /** Generate the current state of the procedural texture */
  116247. render(useCameraPostProcess?: boolean): void;
  116248. /**
  116249. * Serializes this noise procedural texture
  116250. * @returns a serialized noise procedural texture object
  116251. */
  116252. serialize(): any;
  116253. /**
  116254. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  116255. * @param parsedTexture defines parsed texture data
  116256. * @param scene defines the current scene
  116257. * @param rootUrl defines the root URL containing noise procedural texture information
  116258. * @returns a parsed NoiseProceduralTexture
  116259. */
  116260. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  116261. }
  116262. }
  116263. declare module BABYLON {
  116264. /**
  116265. * Raw cube texture where the raw buffers are passed in
  116266. */
  116267. export class RawCubeTexture extends CubeTexture {
  116268. /**
  116269. * Creates a cube texture where the raw buffers are passed in.
  116270. * @param scene defines the scene the texture is attached to
  116271. * @param data defines the array of data to use to create each face
  116272. * @param size defines the size of the textures
  116273. * @param format defines the format of the data
  116274. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  116275. * @param generateMipMaps defines if the engine should generate the mip levels
  116276. * @param invertY defines if data must be stored with Y axis inverted
  116277. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  116278. * @param compression defines the compression used (null by default)
  116279. */
  116280. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  116281. /**
  116282. * Updates the raw cube texture.
  116283. * @param data defines the data to store
  116284. * @param format defines the data format
  116285. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  116286. * @param invertY defines if data must be stored with Y axis inverted
  116287. * @param compression defines the compression used (null by default)
  116288. * @param level defines which level of the texture to update
  116289. */
  116290. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  116291. /**
  116292. * Updates a raw cube texture with RGBD encoded data.
  116293. * @param data defines the array of data [mipmap][face] to use to create each face
  116294. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  116295. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  116296. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  116297. * @returns a promsie that resolves when the operation is complete
  116298. */
  116299. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  116300. /**
  116301. * Clones the raw cube texture.
  116302. * @return a new cube texture
  116303. */
  116304. clone(): CubeTexture;
  116305. /** @hidden */
  116306. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  116307. }
  116308. }
  116309. declare module BABYLON {
  116310. /**
  116311. * Class used to store 3D textures containing user data
  116312. */
  116313. export class RawTexture3D extends Texture {
  116314. /** Gets or sets the texture format to use */
  116315. format: number;
  116316. private _engine;
  116317. /**
  116318. * Create a new RawTexture3D
  116319. * @param data defines the data of the texture
  116320. * @param width defines the width of the texture
  116321. * @param height defines the height of the texture
  116322. * @param depth defines the depth of the texture
  116323. * @param format defines the texture format to use
  116324. * @param scene defines the hosting scene
  116325. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  116326. * @param invertY defines if texture must be stored with Y axis inverted
  116327. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  116328. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  116329. */
  116330. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  116331. /** Gets or sets the texture format to use */
  116332. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  116333. /**
  116334. * Update the texture with new data
  116335. * @param data defines the data to store in the texture
  116336. */
  116337. update(data: ArrayBufferView): void;
  116338. }
  116339. }
  116340. declare module BABYLON {
  116341. /**
  116342. * Creates a refraction texture used by refraction channel of the standard material.
  116343. * It is like a mirror but to see through a material.
  116344. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116345. */
  116346. export class RefractionTexture extends RenderTargetTexture {
  116347. /**
  116348. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  116349. * 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.
  116350. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116351. */
  116352. refractionPlane: Plane;
  116353. /**
  116354. * Define how deep under the surface we should see.
  116355. */
  116356. depth: number;
  116357. /**
  116358. * Creates a refraction texture used by refraction channel of the standard material.
  116359. * It is like a mirror but to see through a material.
  116360. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116361. * @param name Define the texture name
  116362. * @param size Define the size of the underlying texture
  116363. * @param scene Define the scene the refraction belongs to
  116364. * @param generateMipMaps Define if we need to generate mips level for the refraction
  116365. */
  116366. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  116367. /**
  116368. * Clone the refraction texture.
  116369. * @returns the cloned texture
  116370. */
  116371. clone(): RefractionTexture;
  116372. /**
  116373. * Serialize the texture to a JSON representation you could use in Parse later on
  116374. * @returns the serialized JSON representation
  116375. */
  116376. serialize(): any;
  116377. }
  116378. }
  116379. declare module BABYLON {
  116380. /**
  116381. * Defines the options related to the creation of an HtmlElementTexture
  116382. */
  116383. export interface IHtmlElementTextureOptions {
  116384. /**
  116385. * Defines wether mip maps should be created or not.
  116386. */
  116387. generateMipMaps?: boolean;
  116388. /**
  116389. * Defines the sampling mode of the texture.
  116390. */
  116391. samplingMode?: number;
  116392. /**
  116393. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  116394. */
  116395. engine: Nullable<Engine>;
  116396. /**
  116397. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  116398. */
  116399. scene: Nullable<Scene>;
  116400. }
  116401. /**
  116402. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  116403. * To be as efficient as possible depending on your constraints nothing aside the first upload
  116404. * is automatically managed.
  116405. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  116406. * in your application.
  116407. *
  116408. * As the update is not automatic, you need to call them manually.
  116409. */
  116410. export class HtmlElementTexture extends BaseTexture {
  116411. /**
  116412. * The texture URL.
  116413. */
  116414. element: HTMLVideoElement | HTMLCanvasElement;
  116415. private static readonly DefaultOptions;
  116416. private _textureMatrix;
  116417. private _engine;
  116418. private _isVideo;
  116419. private _generateMipMaps;
  116420. private _samplingMode;
  116421. /**
  116422. * Instantiates a HtmlElementTexture from the following parameters.
  116423. *
  116424. * @param name Defines the name of the texture
  116425. * @param element Defines the video or canvas the texture is filled with
  116426. * @param options Defines the other none mandatory texture creation options
  116427. */
  116428. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  116429. private _createInternalTexture;
  116430. /**
  116431. * Returns the texture matrix used in most of the material.
  116432. */
  116433. getTextureMatrix(): Matrix;
  116434. /**
  116435. * Updates the content of the texture.
  116436. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  116437. */
  116438. update(invertY?: Nullable<boolean>): void;
  116439. }
  116440. }
  116441. declare module BABYLON {
  116442. /**
  116443. * Enum used to define the target of a block
  116444. */
  116445. export enum NodeMaterialBlockTargets {
  116446. /** Vertex shader */
  116447. Vertex = 1,
  116448. /** Fragment shader */
  116449. Fragment = 2,
  116450. /** Neutral */
  116451. Neutral = 4,
  116452. /** Vertex and Fragment */
  116453. VertexAndFragment = 3
  116454. }
  116455. }
  116456. declare module BABYLON {
  116457. /**
  116458. * Defines the kind of connection point for node based material
  116459. */
  116460. export enum NodeMaterialBlockConnectionPointTypes {
  116461. /** Float */
  116462. Float = 1,
  116463. /** Int */
  116464. Int = 2,
  116465. /** Vector2 */
  116466. Vector2 = 4,
  116467. /** Vector3 */
  116468. Vector3 = 8,
  116469. /** Vector4 */
  116470. Vector4 = 16,
  116471. /** Color3 */
  116472. Color3 = 32,
  116473. /** Color4 */
  116474. Color4 = 64,
  116475. /** Matrix */
  116476. Matrix = 128,
  116477. /** Detect type based on connection */
  116478. AutoDetect = 1024,
  116479. /** Output type that will be defined by input type */
  116480. BasedOnInput = 2048
  116481. }
  116482. }
  116483. declare module BABYLON {
  116484. /**
  116485. * Root class for all node material optimizers
  116486. */
  116487. export class NodeMaterialOptimizer {
  116488. /**
  116489. * Function used to optimize a NodeMaterial graph
  116490. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  116491. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  116492. */
  116493. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  116494. }
  116495. }
  116496. declare module BABYLON {
  116497. /**
  116498. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  116499. */
  116500. export class TransformBlock extends NodeMaterialBlock {
  116501. /**
  116502. * Defines the value to use to complement W value to transform it to a Vector4
  116503. */
  116504. complementW: number;
  116505. /**
  116506. * Defines the value to use to complement z value to transform it to a Vector4
  116507. */
  116508. complementZ: number;
  116509. /**
  116510. * Creates a new TransformBlock
  116511. * @param name defines the block name
  116512. */
  116513. constructor(name: string);
  116514. /**
  116515. * Gets the current class name
  116516. * @returns the class name
  116517. */
  116518. getClassName(): string;
  116519. /**
  116520. * Gets the vector input
  116521. */
  116522. readonly vector: NodeMaterialConnectionPoint;
  116523. /**
  116524. * Gets the output component
  116525. */
  116526. readonly output: NodeMaterialConnectionPoint;
  116527. /**
  116528. * Gets the matrix transform input
  116529. */
  116530. readonly transform: NodeMaterialConnectionPoint;
  116531. protected _buildBlock(state: NodeMaterialBuildState): this;
  116532. serialize(): any;
  116533. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116534. }
  116535. }
  116536. declare module BABYLON {
  116537. /**
  116538. * Block used to output the vertex position
  116539. */
  116540. export class VertexOutputBlock extends NodeMaterialBlock {
  116541. /**
  116542. * Creates a new VertexOutputBlock
  116543. * @param name defines the block name
  116544. */
  116545. constructor(name: string);
  116546. /**
  116547. * Gets the current class name
  116548. * @returns the class name
  116549. */
  116550. getClassName(): string;
  116551. /**
  116552. * Gets the vector input component
  116553. */
  116554. readonly vector: NodeMaterialConnectionPoint;
  116555. protected _buildBlock(state: NodeMaterialBuildState): this;
  116556. }
  116557. }
  116558. declare module BABYLON {
  116559. /**
  116560. * Block used to output the final color
  116561. */
  116562. export class FragmentOutputBlock extends NodeMaterialBlock {
  116563. /**
  116564. * Create a new FragmentOutputBlock
  116565. * @param name defines the block name
  116566. */
  116567. constructor(name: string);
  116568. /**
  116569. * Gets the current class name
  116570. * @returns the class name
  116571. */
  116572. getClassName(): string;
  116573. /**
  116574. * Gets the rgba input component
  116575. */
  116576. readonly rgba: NodeMaterialConnectionPoint;
  116577. /**
  116578. * Gets the rgb input component
  116579. */
  116580. readonly rgb: NodeMaterialConnectionPoint;
  116581. /**
  116582. * Gets the a input component
  116583. */
  116584. readonly a: NodeMaterialConnectionPoint;
  116585. protected _buildBlock(state: NodeMaterialBuildState): this;
  116586. }
  116587. }
  116588. declare module BABYLON {
  116589. /**
  116590. * Enum used to define well known values e.g. values automatically provided by the system
  116591. */
  116592. export enum NodeMaterialWellKnownValues {
  116593. /** World */
  116594. World = 1,
  116595. /** View */
  116596. View = 2,
  116597. /** Projection */
  116598. Projection = 3,
  116599. /** ViewProjection */
  116600. ViewProjection = 4,
  116601. /** WorldView */
  116602. WorldView = 5,
  116603. /** WorldViewProjection */
  116604. WorldViewProjection = 6,
  116605. /** CameraPosition */
  116606. CameraPosition = 7,
  116607. /** Fog Color */
  116608. FogColor = 8
  116609. }
  116610. }
  116611. declare module BABYLON {
  116612. /**
  116613. * Block used to read a reflection texture from a sampler
  116614. */
  116615. export class ReflectionTextureBlock extends NodeMaterialBlock {
  116616. private _define3DName;
  116617. private _defineCubicName;
  116618. private _defineExplicitName;
  116619. private _defineProjectionName;
  116620. private _defineLocalCubicName;
  116621. private _defineSphericalName;
  116622. private _definePlanarName;
  116623. private _defineEquirectangularName;
  116624. private _defineMirroredEquirectangularFixedName;
  116625. private _defineEquirectangularFixedName;
  116626. private _defineSkyboxName;
  116627. private _cubeSamplerName;
  116628. private _2DSamplerName;
  116629. private _positionUVWName;
  116630. private _directionWName;
  116631. private _reflectionCoordsName;
  116632. private _reflection2DCoordsName;
  116633. private _reflectionColorName;
  116634. private _reflectionMatrixName;
  116635. /**
  116636. * Gets or sets the texture associated with the node
  116637. */
  116638. texture: Nullable<BaseTexture>;
  116639. /**
  116640. * Create a new TextureBlock
  116641. * @param name defines the block name
  116642. */
  116643. constructor(name: string);
  116644. /**
  116645. * Gets the current class name
  116646. * @returns the class name
  116647. */
  116648. getClassName(): string;
  116649. /**
  116650. * Gets the world position input component
  116651. */
  116652. readonly position: NodeMaterialConnectionPoint;
  116653. /**
  116654. * Gets the world position input component
  116655. */
  116656. readonly worldPosition: NodeMaterialConnectionPoint;
  116657. /**
  116658. * Gets the world normal input component
  116659. */
  116660. readonly worldNormal: NodeMaterialConnectionPoint;
  116661. /**
  116662. * Gets the world input component
  116663. */
  116664. readonly world: NodeMaterialConnectionPoint;
  116665. /**
  116666. * Gets the camera (or eye) position component
  116667. */
  116668. readonly cameraPosition: NodeMaterialConnectionPoint;
  116669. /**
  116670. * Gets the view input component
  116671. */
  116672. readonly view: NodeMaterialConnectionPoint;
  116673. /**
  116674. * Gets the rgb output component
  116675. */
  116676. readonly rgb: NodeMaterialConnectionPoint;
  116677. /**
  116678. * Gets the r output component
  116679. */
  116680. readonly r: NodeMaterialConnectionPoint;
  116681. /**
  116682. * Gets the g output component
  116683. */
  116684. readonly g: NodeMaterialConnectionPoint;
  116685. /**
  116686. * Gets the b output component
  116687. */
  116688. readonly b: NodeMaterialConnectionPoint;
  116689. autoConfigure(): void;
  116690. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116691. isReady(): boolean;
  116692. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116693. private _injectVertexCode;
  116694. private _writeOutput;
  116695. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116696. serialize(): any;
  116697. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116698. }
  116699. }
  116700. declare module BABYLON {
  116701. /**
  116702. * Interface used to configure the node material editor
  116703. */
  116704. export interface INodeMaterialEditorOptions {
  116705. /** Define the URl to load node editor script */
  116706. editorURL?: string;
  116707. }
  116708. /** @hidden */
  116709. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  116710. /** BONES */
  116711. NUM_BONE_INFLUENCERS: number;
  116712. BonesPerMesh: number;
  116713. BONETEXTURE: boolean;
  116714. /** MORPH TARGETS */
  116715. MORPHTARGETS: boolean;
  116716. MORPHTARGETS_NORMAL: boolean;
  116717. MORPHTARGETS_TANGENT: boolean;
  116718. MORPHTARGETS_UV: boolean;
  116719. NUM_MORPH_INFLUENCERS: number;
  116720. /** IMAGE PROCESSING */
  116721. IMAGEPROCESSING: boolean;
  116722. VIGNETTE: boolean;
  116723. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116724. VIGNETTEBLENDMODEOPAQUE: boolean;
  116725. TONEMAPPING: boolean;
  116726. TONEMAPPING_ACES: boolean;
  116727. CONTRAST: boolean;
  116728. EXPOSURE: boolean;
  116729. COLORCURVES: boolean;
  116730. COLORGRADING: boolean;
  116731. COLORGRADING3D: boolean;
  116732. SAMPLER3DGREENDEPTH: boolean;
  116733. SAMPLER3DBGRMAP: boolean;
  116734. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116735. constructor();
  116736. setValue(name: string, value: boolean): void;
  116737. }
  116738. /**
  116739. * Class used to configure NodeMaterial
  116740. */
  116741. export interface INodeMaterialOptions {
  116742. /**
  116743. * Defines if blocks should emit comments
  116744. */
  116745. emitComments: boolean;
  116746. }
  116747. /**
  116748. * Class used to create a node based material built by assembling shader blocks
  116749. */
  116750. export class NodeMaterial extends PushMaterial {
  116751. private static _BuildIdGenerator;
  116752. private _options;
  116753. private _vertexCompilationState;
  116754. private _fragmentCompilationState;
  116755. private _sharedData;
  116756. private _buildId;
  116757. private _buildWasSuccessful;
  116758. private _cachedWorldViewMatrix;
  116759. private _cachedWorldViewProjectionMatrix;
  116760. private _optimizers;
  116761. private _animationFrame;
  116762. /** Define the URl to load node editor script */
  116763. static EditorURL: string;
  116764. private BJSNODEMATERIALEDITOR;
  116765. /** Get the inspector from bundle or global */
  116766. private _getGlobalNodeMaterialEditor;
  116767. /**
  116768. * 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)
  116769. */
  116770. ignoreAlpha: boolean;
  116771. /**
  116772. * Defines the maximum number of lights that can be used in the material
  116773. */
  116774. maxSimultaneousLights: number;
  116775. /**
  116776. * Observable raised when the material is built
  116777. */
  116778. onBuildObservable: Observable<NodeMaterial>;
  116779. /**
  116780. * Gets or sets the root nodes of the material vertex shader
  116781. */
  116782. _vertexOutputNodes: NodeMaterialBlock[];
  116783. /**
  116784. * Gets or sets the root nodes of the material fragment (pixel) shader
  116785. */
  116786. _fragmentOutputNodes: NodeMaterialBlock[];
  116787. /** Gets or sets options to control the node material overall behavior */
  116788. options: INodeMaterialOptions;
  116789. /**
  116790. * Default configuration related to image processing available in the standard Material.
  116791. */
  116792. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  116793. /**
  116794. * Gets the image processing configuration used either in this material.
  116795. */
  116796. /**
  116797. * Sets the Default image processing configuration used either in the this material.
  116798. *
  116799. * If sets to null, the scene one is in use.
  116800. */
  116801. imageProcessingConfiguration: ImageProcessingConfiguration;
  116802. /**
  116803. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  116804. */
  116805. attachedBlocks: NodeMaterialBlock[];
  116806. /**
  116807. * Create a new node based material
  116808. * @param name defines the material name
  116809. * @param scene defines the hosting scene
  116810. * @param options defines creation option
  116811. */
  116812. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  116813. /**
  116814. * Gets the current class name of the material e.g. "NodeMaterial"
  116815. * @returns the class name
  116816. */
  116817. getClassName(): string;
  116818. /**
  116819. * Keep track of the image processing observer to allow dispose and replace.
  116820. */
  116821. private _imageProcessingObserver;
  116822. /**
  116823. * Attaches a new image processing configuration to the Standard Material.
  116824. * @param configuration
  116825. */
  116826. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  116827. /**
  116828. * Get a block by its name
  116829. * @param name defines the name of the block to retrieve
  116830. * @returns the required block or null if not found
  116831. */
  116832. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  116833. /**
  116834. * Gets the list of input blocks attached to this material
  116835. * @returns an array of InputBlocks
  116836. */
  116837. getInputBlocks(): InputBlock[];
  116838. /**
  116839. * Adds a new optimizer to the list of optimizers
  116840. * @param optimizer defines the optimizers to add
  116841. * @returns the current material
  116842. */
  116843. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116844. /**
  116845. * Remove an optimizer from the list of optimizers
  116846. * @param optimizer defines the optimizers to remove
  116847. * @returns the current material
  116848. */
  116849. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116850. /**
  116851. * Add a new block to the list of output nodes
  116852. * @param node defines the node to add
  116853. * @returns the current material
  116854. */
  116855. addOutputNode(node: NodeMaterialBlock): this;
  116856. /**
  116857. * Remove a block from the list of root nodes
  116858. * @param node defines the node to remove
  116859. * @returns the current material
  116860. */
  116861. removeOutputNode(node: NodeMaterialBlock): this;
  116862. private _addVertexOutputNode;
  116863. private _removeVertexOutputNode;
  116864. private _addFragmentOutputNode;
  116865. private _removeFragmentOutputNode;
  116866. /**
  116867. * Specifies if the material will require alpha blending
  116868. * @returns a boolean specifying if alpha blending is needed
  116869. */
  116870. needAlphaBlending(): boolean;
  116871. /**
  116872. * Specifies if this material should be rendered in alpha test mode
  116873. * @returns a boolean specifying if an alpha test is needed.
  116874. */
  116875. needAlphaTesting(): boolean;
  116876. private _initializeBlock;
  116877. private _resetDualBlocks;
  116878. /**
  116879. * Build the material and generates the inner effect
  116880. * @param verbose defines if the build should log activity
  116881. */
  116882. build(verbose?: boolean): void;
  116883. /**
  116884. * Runs an otpimization phase to try to improve the shader code
  116885. */
  116886. optimize(): void;
  116887. private _prepareDefinesForAttributes;
  116888. /**
  116889. * Get if the submesh is ready to be used and all its information available.
  116890. * Child classes can use it to update shaders
  116891. * @param mesh defines the mesh to check
  116892. * @param subMesh defines which submesh to check
  116893. * @param useInstances specifies that instances should be used
  116894. * @returns a boolean indicating that the submesh is ready or not
  116895. */
  116896. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  116897. /**
  116898. * Get a string representing the shaders built by the current node graph
  116899. */
  116900. readonly compiledShaders: string;
  116901. /**
  116902. * Binds the world matrix to the material
  116903. * @param world defines the world transformation matrix
  116904. */
  116905. bindOnlyWorldMatrix(world: Matrix): void;
  116906. /**
  116907. * Binds the submesh to this material by preparing the effect and shader to draw
  116908. * @param world defines the world transformation matrix
  116909. * @param mesh defines the mesh containing the submesh
  116910. * @param subMesh defines the submesh to bind the material to
  116911. */
  116912. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  116913. /**
  116914. * Gets the active textures from the material
  116915. * @returns an array of textures
  116916. */
  116917. getActiveTextures(): BaseTexture[];
  116918. /**
  116919. * Gets the list of texture blocks
  116920. * @returns an array of texture blocks
  116921. */
  116922. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  116923. /**
  116924. * Specifies if the material uses a texture
  116925. * @param texture defines the texture to check against the material
  116926. * @returns a boolean specifying if the material uses the texture
  116927. */
  116928. hasTexture(texture: BaseTexture): boolean;
  116929. /**
  116930. * Disposes the material
  116931. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  116932. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  116933. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  116934. */
  116935. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  116936. /** Creates the node editor window. */
  116937. private _createNodeEditor;
  116938. /**
  116939. * Launch the node material editor
  116940. * @param config Define the configuration of the editor
  116941. * @return a promise fulfilled when the node editor is visible
  116942. */
  116943. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  116944. /**
  116945. * Clear the current material
  116946. */
  116947. clear(): void;
  116948. /**
  116949. * Clear the current material and set it to a default state
  116950. */
  116951. setToDefault(): void;
  116952. /**
  116953. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  116954. * @param url defines the url to load from
  116955. * @returns a promise that will fullfil when the material is fully loaded
  116956. */
  116957. loadAsync(url: string): Promise<unknown>;
  116958. private _gatherBlocks;
  116959. /**
  116960. * Serializes this material in a JSON representation
  116961. * @returns the serialized material object
  116962. */
  116963. serialize(): any;
  116964. private _restoreConnections;
  116965. /**
  116966. * Clear the current graph and load a new one from a serialization object
  116967. * @param source defines the JSON representation of the material
  116968. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  116969. */
  116970. loadFromSerialization(source: any, rootUrl?: string): void;
  116971. /**
  116972. * Creates a node material from parsed material data
  116973. * @param source defines the JSON representation of the material
  116974. * @param scene defines the hosting scene
  116975. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  116976. * @returns a new node material
  116977. */
  116978. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  116979. /**
  116980. * Creates a new node material set to default basic configuration
  116981. * @param name defines the name of the material
  116982. * @param scene defines the hosting scene
  116983. * @returns a new NodeMaterial
  116984. */
  116985. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  116986. }
  116987. }
  116988. declare module BABYLON {
  116989. /**
  116990. * Block used to read a texture from a sampler
  116991. */
  116992. export class TextureBlock extends NodeMaterialBlock {
  116993. private _defineName;
  116994. private _samplerName;
  116995. private _transformedUVName;
  116996. private _textureTransformName;
  116997. private _textureInfoName;
  116998. private _mainUVName;
  116999. private _mainUVDefineName;
  117000. /**
  117001. * Gets or sets the texture associated with the node
  117002. */
  117003. texture: Nullable<BaseTexture>;
  117004. /**
  117005. * Create a new TextureBlock
  117006. * @param name defines the block name
  117007. */
  117008. constructor(name: string);
  117009. /**
  117010. * Gets the current class name
  117011. * @returns the class name
  117012. */
  117013. getClassName(): string;
  117014. /**
  117015. * Gets the uv input component
  117016. */
  117017. readonly uv: NodeMaterialConnectionPoint;
  117018. /**
  117019. * Gets the rgba output component
  117020. */
  117021. readonly rgba: NodeMaterialConnectionPoint;
  117022. /**
  117023. * Gets the rgb output component
  117024. */
  117025. readonly rgb: NodeMaterialConnectionPoint;
  117026. /**
  117027. * Gets the r output component
  117028. */
  117029. readonly r: NodeMaterialConnectionPoint;
  117030. /**
  117031. * Gets the g output component
  117032. */
  117033. readonly g: NodeMaterialConnectionPoint;
  117034. /**
  117035. * Gets the b output component
  117036. */
  117037. readonly b: NodeMaterialConnectionPoint;
  117038. /**
  117039. * Gets the a output component
  117040. */
  117041. readonly a: NodeMaterialConnectionPoint;
  117042. autoConfigure(): void;
  117043. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117044. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117045. isReady(): boolean;
  117046. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117047. private _injectVertexCode;
  117048. private _writeOutput;
  117049. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117050. serialize(): any;
  117051. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117052. }
  117053. }
  117054. declare module BABYLON {
  117055. /**
  117056. * Class used to store shared data between 2 NodeMaterialBuildState
  117057. */
  117058. export class NodeMaterialBuildStateSharedData {
  117059. /**
  117060. * Gets the list of emitted varyings
  117061. */
  117062. temps: string[];
  117063. /**
  117064. * Gets the list of emitted varyings
  117065. */
  117066. varyings: string[];
  117067. /**
  117068. * Gets the varying declaration string
  117069. */
  117070. varyingDeclaration: string;
  117071. /**
  117072. * Input blocks
  117073. */
  117074. inputBlocks: InputBlock[];
  117075. /**
  117076. * Input blocks
  117077. */
  117078. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  117079. /**
  117080. * Bindable blocks (Blocks that need to set data to the effect)
  117081. */
  117082. bindableBlocks: NodeMaterialBlock[];
  117083. /**
  117084. * List of blocks that can provide a compilation fallback
  117085. */
  117086. blocksWithFallbacks: NodeMaterialBlock[];
  117087. /**
  117088. * List of blocks that can provide a define update
  117089. */
  117090. blocksWithDefines: NodeMaterialBlock[];
  117091. /**
  117092. * List of blocks that can provide a repeatable content
  117093. */
  117094. repeatableContentBlocks: NodeMaterialBlock[];
  117095. /**
  117096. * List of blocks that can provide a dynamic list of uniforms
  117097. */
  117098. dynamicUniformBlocks: NodeMaterialBlock[];
  117099. /**
  117100. * List of blocks that can block the isReady function for the material
  117101. */
  117102. blockingBlocks: NodeMaterialBlock[];
  117103. /**
  117104. * Gets the list of animated inputs
  117105. */
  117106. animatedInputs: InputBlock[];
  117107. /**
  117108. * Build Id used to avoid multiple recompilations
  117109. */
  117110. buildId: number;
  117111. /** List of emitted variables */
  117112. variableNames: {
  117113. [key: string]: number;
  117114. };
  117115. /** List of emitted defines */
  117116. defineNames: {
  117117. [key: string]: number;
  117118. };
  117119. /** Should emit comments? */
  117120. emitComments: boolean;
  117121. /** Emit build activity */
  117122. verbose: boolean;
  117123. /**
  117124. * Gets the compilation hints emitted at compilation time
  117125. */
  117126. hints: {
  117127. needWorldViewMatrix: boolean;
  117128. needWorldViewProjectionMatrix: boolean;
  117129. needAlphaBlending: boolean;
  117130. needAlphaTesting: boolean;
  117131. };
  117132. /**
  117133. * List of compilation checks
  117134. */
  117135. checks: {
  117136. emitVertex: boolean;
  117137. emitFragment: boolean;
  117138. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  117139. };
  117140. /** Creates a new shared data */
  117141. constructor();
  117142. /**
  117143. * Emits console errors and exceptions if there is a failing check
  117144. */
  117145. emitErrors(): void;
  117146. }
  117147. }
  117148. declare module BABYLON {
  117149. /**
  117150. * Class used to store node based material build state
  117151. */
  117152. export class NodeMaterialBuildState {
  117153. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  117154. supportUniformBuffers: boolean;
  117155. /**
  117156. * Gets the list of emitted attributes
  117157. */
  117158. attributes: string[];
  117159. /**
  117160. * Gets the list of emitted uniforms
  117161. */
  117162. uniforms: string[];
  117163. /**
  117164. * Gets the list of emitted uniform buffers
  117165. */
  117166. uniformBuffers: string[];
  117167. /**
  117168. * Gets the list of emitted samplers
  117169. */
  117170. samplers: string[];
  117171. /**
  117172. * Gets the list of emitted functions
  117173. */
  117174. functions: {
  117175. [key: string]: string;
  117176. };
  117177. /**
  117178. * Gets the target of the compilation state
  117179. */
  117180. target: NodeMaterialBlockTargets;
  117181. /**
  117182. * Gets the list of emitted counters
  117183. */
  117184. counters: {
  117185. [key: string]: number;
  117186. };
  117187. /**
  117188. * Shared data between multiple NodeMaterialBuildState instances
  117189. */
  117190. sharedData: NodeMaterialBuildStateSharedData;
  117191. /** @hidden */
  117192. _vertexState: NodeMaterialBuildState;
  117193. /** @hidden */
  117194. _attributeDeclaration: string;
  117195. /** @hidden */
  117196. _uniformDeclaration: string;
  117197. /** @hidden */
  117198. _samplerDeclaration: string;
  117199. /** @hidden */
  117200. _varyingTransfer: string;
  117201. private _repeatableContentAnchorIndex;
  117202. /** @hidden */
  117203. _builtCompilationString: string;
  117204. /**
  117205. * Gets the emitted compilation strings
  117206. */
  117207. compilationString: string;
  117208. /**
  117209. * Finalize the compilation strings
  117210. * @param state defines the current compilation state
  117211. */
  117212. finalize(state: NodeMaterialBuildState): void;
  117213. /** @hidden */
  117214. readonly _repeatableContentAnchor: string;
  117215. /** @hidden */
  117216. _getFreeVariableName(prefix: string): string;
  117217. /** @hidden */
  117218. _getFreeDefineName(prefix: string): string;
  117219. /** @hidden */
  117220. _excludeVariableName(name: string): void;
  117221. /** @hidden */
  117222. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  117223. /** @hidden */
  117224. _emitFunction(name: string, code: string, comments: string): void;
  117225. /** @hidden */
  117226. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  117227. replaceStrings?: {
  117228. search: RegExp;
  117229. replace: string;
  117230. }[];
  117231. repeatKey?: string;
  117232. }): string;
  117233. /** @hidden */
  117234. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  117235. repeatKey?: string;
  117236. removeAttributes?: boolean;
  117237. removeUniforms?: boolean;
  117238. removeVaryings?: boolean;
  117239. removeIfDef?: boolean;
  117240. replaceStrings?: {
  117241. search: RegExp;
  117242. replace: string;
  117243. }[];
  117244. }, storeKey?: string): void;
  117245. /** @hidden */
  117246. _registerTempVariable(name: string): boolean;
  117247. /** @hidden */
  117248. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  117249. /** @hidden */
  117250. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  117251. }
  117252. }
  117253. declare module BABYLON {
  117254. /**
  117255. * Defines a block that can be used inside a node based material
  117256. */
  117257. export class NodeMaterialBlock {
  117258. private _buildId;
  117259. private _buildTarget;
  117260. private _target;
  117261. private _isFinalMerger;
  117262. private _isInput;
  117263. /** @hidden */
  117264. _inputs: NodeMaterialConnectionPoint[];
  117265. /** @hidden */
  117266. _outputs: NodeMaterialConnectionPoint[];
  117267. /**
  117268. * Gets or sets the name of the block
  117269. */
  117270. name: string;
  117271. /**
  117272. * Gets or sets the unique id of the node
  117273. */
  117274. uniqueId: number;
  117275. /**
  117276. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  117277. */
  117278. readonly isFinalMerger: boolean;
  117279. /**
  117280. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  117281. */
  117282. readonly isInput: boolean;
  117283. /**
  117284. * Gets or sets the build Id
  117285. */
  117286. buildId: number;
  117287. /**
  117288. * Gets or sets the target of the block
  117289. */
  117290. target: NodeMaterialBlockTargets;
  117291. /**
  117292. * Gets the list of input points
  117293. */
  117294. readonly inputs: NodeMaterialConnectionPoint[];
  117295. /** Gets the list of output points */
  117296. readonly outputs: NodeMaterialConnectionPoint[];
  117297. /**
  117298. * Find an input by its name
  117299. * @param name defines the name of the input to look for
  117300. * @returns the input or null if not found
  117301. */
  117302. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  117303. /**
  117304. * Find an output by its name
  117305. * @param name defines the name of the outputto look for
  117306. * @returns the output or null if not found
  117307. */
  117308. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  117309. /**
  117310. * Creates a new NodeMaterialBlock
  117311. * @param name defines the block name
  117312. * @param target defines the target of that block (Vertex by default)
  117313. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  117314. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  117315. */
  117316. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  117317. /**
  117318. * Initialize the block and prepare the context for build
  117319. * @param state defines the state that will be used for the build
  117320. */
  117321. initialize(state: NodeMaterialBuildState): void;
  117322. /**
  117323. * Bind data to effect. Will only be called for blocks with isBindable === true
  117324. * @param effect defines the effect to bind data to
  117325. * @param nodeMaterial defines the hosting NodeMaterial
  117326. * @param mesh defines the mesh that will be rendered
  117327. */
  117328. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117329. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  117330. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  117331. protected _writeFloat(value: number): string;
  117332. /**
  117333. * Gets the current class name e.g. "NodeMaterialBlock"
  117334. * @returns the class name
  117335. */
  117336. getClassName(): string;
  117337. /**
  117338. * Register a new input. Must be called inside a block constructor
  117339. * @param name defines the connection point name
  117340. * @param type defines the connection point type
  117341. * @param isOptional defines a boolean indicating that this input can be omitted
  117342. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  117343. * @returns the current block
  117344. */
  117345. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  117346. /**
  117347. * Register a new output. Must be called inside a block constructor
  117348. * @param name defines the connection point name
  117349. * @param type defines the connection point type
  117350. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  117351. * @returns the current block
  117352. */
  117353. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  117354. /**
  117355. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  117356. * @param forOutput defines an optional connection point to check compatibility with
  117357. * @returns the first available input or null
  117358. */
  117359. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  117360. /**
  117361. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  117362. * @param forBlock defines an optional block to check compatibility with
  117363. * @returns the first available input or null
  117364. */
  117365. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  117366. /**
  117367. * Gets the sibling of the given output
  117368. * @param current defines the current output
  117369. * @returns the next output in the list or null
  117370. */
  117371. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  117372. /**
  117373. * Connect current block with another block
  117374. * @param other defines the block to connect with
  117375. * @param options define the various options to help pick the right connections
  117376. * @returns the current block
  117377. */
  117378. connectTo(other: NodeMaterialBlock, options?: {
  117379. input?: string;
  117380. output?: string;
  117381. outputSwizzle?: string;
  117382. }): this | undefined;
  117383. protected _buildBlock(state: NodeMaterialBuildState): void;
  117384. /**
  117385. * Add uniforms, samplers and uniform buffers at compilation time
  117386. * @param state defines the state to update
  117387. * @param nodeMaterial defines the node material requesting the update
  117388. * @param defines defines the material defines to update
  117389. */
  117390. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117391. /**
  117392. * Add potential fallbacks if shader compilation fails
  117393. * @param mesh defines the mesh to be rendered
  117394. * @param fallbacks defines the current prioritized list of fallbacks
  117395. */
  117396. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  117397. /**
  117398. * Update defines for shader compilation
  117399. * @param mesh defines the mesh to be rendered
  117400. * @param nodeMaterial defines the node material requesting the update
  117401. * @param defines defines the material defines to update
  117402. * @param useInstances specifies that instances should be used
  117403. */
  117404. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117405. /**
  117406. * Initialize defines for shader compilation
  117407. * @param mesh defines the mesh to be rendered
  117408. * @param nodeMaterial defines the node material requesting the update
  117409. * @param defines defines the material defines to be prepared
  117410. * @param useInstances specifies that instances should be used
  117411. */
  117412. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117413. /**
  117414. * Lets the block try to connect some inputs automatically
  117415. * @param material defines the hosting NodeMaterial
  117416. */
  117417. autoConfigure(material: NodeMaterial): void;
  117418. /**
  117419. * Function called when a block is declared as repeatable content generator
  117420. * @param vertexShaderState defines the current compilation state for the vertex shader
  117421. * @param fragmentShaderState defines the current compilation state for the fragment shader
  117422. * @param mesh defines the mesh to be rendered
  117423. * @param defines defines the material defines to update
  117424. */
  117425. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  117426. /**
  117427. * Checks if the block is ready
  117428. * @param mesh defines the mesh to be rendered
  117429. * @param nodeMaterial defines the node material requesting the update
  117430. * @param defines defines the material defines to update
  117431. * @param useInstances specifies that instances should be used
  117432. * @returns true if the block is ready
  117433. */
  117434. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  117435. private _processBuild;
  117436. /**
  117437. * Compile the current node and generate the shader code
  117438. * @param state defines the current compilation state (uniforms, samplers, current string)
  117439. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  117440. * @returns true if already built
  117441. */
  117442. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  117443. /**
  117444. * Clone the current block to a new identical block
  117445. * @param scene defines the hosting scene
  117446. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  117447. * @returns a copy of the current block
  117448. */
  117449. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  117450. /**
  117451. * Serializes this block in a JSON representation
  117452. * @returns the serialized block object
  117453. */
  117454. serialize(): any;
  117455. /** @hidden */
  117456. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117457. }
  117458. }
  117459. declare module BABYLON {
  117460. /**
  117461. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  117462. */
  117463. export enum NodeMaterialBlockConnectionPointMode {
  117464. /** Value is an uniform */
  117465. Uniform = 0,
  117466. /** Value is a mesh attribute */
  117467. Attribute = 1,
  117468. /** Value is a varying between vertex and fragment shaders */
  117469. Varying = 2,
  117470. /** Mode is undefined */
  117471. Undefined = 3
  117472. }
  117473. }
  117474. declare module BABYLON {
  117475. /**
  117476. * Enum defining the type of animations supported by InputBlock
  117477. */
  117478. export enum AnimatedInputBlockTypes {
  117479. /** No animation */
  117480. None = 0,
  117481. /** Time based animation. Will only work for floats */
  117482. Time = 1
  117483. }
  117484. }
  117485. declare module BABYLON {
  117486. /**
  117487. * Block used to expose an input value
  117488. */
  117489. export class InputBlock extends NodeMaterialBlock {
  117490. private _mode;
  117491. private _associatedVariableName;
  117492. private _storedValue;
  117493. private _valueCallback;
  117494. private _type;
  117495. private _animationType;
  117496. /** @hidden */
  117497. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  117498. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  117499. visibleInInspector: boolean;
  117500. /**
  117501. * Gets or sets the connection point type (default is float)
  117502. */
  117503. readonly type: NodeMaterialBlockConnectionPointTypes;
  117504. /**
  117505. * Creates a new InputBlock
  117506. * @param name defines the block name
  117507. * @param target defines the target of that block (Vertex by default)
  117508. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  117509. */
  117510. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  117511. /**
  117512. * Gets the output component
  117513. */
  117514. readonly output: NodeMaterialConnectionPoint;
  117515. /**
  117516. * Set the source of this connection point to a vertex attribute
  117517. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  117518. * @returns the current connection point
  117519. */
  117520. setAsAttribute(attributeName?: string): InputBlock;
  117521. /**
  117522. * Set the source of this connection point to a well known value
  117523. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  117524. * @returns the current connection point
  117525. */
  117526. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  117527. /**
  117528. * Gets or sets the value of that point.
  117529. * Please note that this value will be ignored if valueCallback is defined
  117530. */
  117531. value: any;
  117532. /**
  117533. * Gets or sets a callback used to get the value of that point.
  117534. * Please note that setting this value will force the connection point to ignore the value property
  117535. */
  117536. valueCallback: () => any;
  117537. /**
  117538. * Gets or sets the associated variable name in the shader
  117539. */
  117540. associatedVariableName: string;
  117541. /** Gets or sets the type of animation applied to the input */
  117542. animationType: AnimatedInputBlockTypes;
  117543. /**
  117544. * Gets a boolean indicating that this connection point not defined yet
  117545. */
  117546. readonly isUndefined: boolean;
  117547. /**
  117548. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  117549. * In this case the connection point name must be the name of the uniform to use.
  117550. * Can only be set on inputs
  117551. */
  117552. isUniform: boolean;
  117553. /**
  117554. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  117555. * In this case the connection point name must be the name of the attribute to use
  117556. * Can only be set on inputs
  117557. */
  117558. isAttribute: boolean;
  117559. /**
  117560. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  117561. * Can only be set on exit points
  117562. */
  117563. isVarying: boolean;
  117564. /**
  117565. * Gets a boolean indicating that the current connection point is a well known value
  117566. */
  117567. readonly isWellKnownValue: boolean;
  117568. /**
  117569. * Gets or sets the current well known value or null if not defined as well know value
  117570. */
  117571. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  117572. /**
  117573. * Gets the current class name
  117574. * @returns the class name
  117575. */
  117576. getClassName(): string;
  117577. /**
  117578. * Animate the input if animationType !== None
  117579. * @param scene defines the rendering scene
  117580. */
  117581. animate(scene: Scene): void;
  117582. private _emitDefine;
  117583. /**
  117584. * Set the input block to its default value (based on its type)
  117585. */
  117586. setDefaultValue(): void;
  117587. private _emit;
  117588. /** @hidden */
  117589. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  117590. /** @hidden */
  117591. _transmit(effect: Effect, scene: Scene): void;
  117592. protected _buildBlock(state: NodeMaterialBuildState): void;
  117593. serialize(): any;
  117594. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117595. }
  117596. }
  117597. declare module BABYLON {
  117598. /**
  117599. * Defines a connection point for a block
  117600. */
  117601. export class NodeMaterialConnectionPoint {
  117602. /** @hidden */
  117603. _ownerBlock: NodeMaterialBlock;
  117604. /** @hidden */
  117605. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  117606. private _endpoints;
  117607. private _associatedVariableName;
  117608. /** @hidden */
  117609. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  117610. private _type;
  117611. /** @hidden */
  117612. _enforceAssociatedVariableName: boolean;
  117613. /**
  117614. * Gets or sets the additional types supported byt this connection point
  117615. */
  117616. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  117617. /**
  117618. * Gets or sets the associated variable name in the shader
  117619. */
  117620. associatedVariableName: string;
  117621. /**
  117622. * Gets or sets the connection point type (default is float)
  117623. */
  117624. type: NodeMaterialBlockConnectionPointTypes;
  117625. /**
  117626. * Gets or sets the connection point name
  117627. */
  117628. name: string;
  117629. /**
  117630. * Gets or sets a boolean indicating that this connection point can be omitted
  117631. */
  117632. isOptional: boolean;
  117633. /**
  117634. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  117635. */
  117636. define: string;
  117637. /** Gets or sets the target of that connection point */
  117638. target: NodeMaterialBlockTargets;
  117639. /**
  117640. * Gets a boolean indicating that the current point is connected
  117641. */
  117642. readonly isConnected: boolean;
  117643. /**
  117644. * Gets a boolean indicating that the current point is connected to an input block
  117645. */
  117646. readonly isConnectedToInputBlock: boolean;
  117647. /**
  117648. * Gets a the connected input block (if any)
  117649. */
  117650. readonly connectInputBlock: Nullable<InputBlock>;
  117651. /** Get the other side of the connection (if any) */
  117652. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  117653. /** Get the block that owns this connection point */
  117654. readonly ownerBlock: NodeMaterialBlock;
  117655. /** Get the block connected on the other side of this connection (if any) */
  117656. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  117657. /** Get the block connected on the endpoints of this connection (if any) */
  117658. readonly connectedBlocks: Array<NodeMaterialBlock>;
  117659. /** Gets the list of connected endpoints */
  117660. readonly endpoints: NodeMaterialConnectionPoint[];
  117661. /** Gets a boolean indicating if that output point is connected to at least one input */
  117662. readonly hasEndpoints: boolean;
  117663. /**
  117664. * Creates a new connection point
  117665. * @param name defines the connection point name
  117666. * @param ownerBlock defines the block hosting this connection point
  117667. */
  117668. constructor(name: string, ownerBlock: NodeMaterialBlock);
  117669. /**
  117670. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  117671. * @returns the class name
  117672. */
  117673. getClassName(): string;
  117674. /**
  117675. * Gets an boolean indicating if the current point can be connected to another point
  117676. * @param connectionPoint defines the other connection point
  117677. * @returns true if the connection is possible
  117678. */
  117679. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  117680. /**
  117681. * Connect this point to another connection point
  117682. * @param connectionPoint defines the other connection point
  117683. * @returns the current connection point
  117684. */
  117685. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  117686. /**
  117687. * Disconnect this point from one of his endpoint
  117688. * @param endpoint defines the other connection point
  117689. * @returns the current connection point
  117690. */
  117691. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  117692. /**
  117693. * Serializes this point in a JSON representation
  117694. * @returns the serialized point object
  117695. */
  117696. serialize(): any;
  117697. }
  117698. }
  117699. declare module BABYLON {
  117700. /**
  117701. * Block used to add support for vertex skinning (bones)
  117702. */
  117703. export class BonesBlock extends NodeMaterialBlock {
  117704. /**
  117705. * Creates a new BonesBlock
  117706. * @param name defines the block name
  117707. */
  117708. constructor(name: string);
  117709. /**
  117710. * Initialize the block and prepare the context for build
  117711. * @param state defines the state that will be used for the build
  117712. */
  117713. initialize(state: NodeMaterialBuildState): void;
  117714. /**
  117715. * Gets the current class name
  117716. * @returns the class name
  117717. */
  117718. getClassName(): string;
  117719. /**
  117720. * Gets the matrix indices input component
  117721. */
  117722. readonly matricesIndices: NodeMaterialConnectionPoint;
  117723. /**
  117724. * Gets the matrix weights input component
  117725. */
  117726. readonly matricesWeights: NodeMaterialConnectionPoint;
  117727. /**
  117728. * Gets the extra matrix indices input component
  117729. */
  117730. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  117731. /**
  117732. * Gets the extra matrix weights input component
  117733. */
  117734. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  117735. /**
  117736. * Gets the world input component
  117737. */
  117738. readonly world: NodeMaterialConnectionPoint;
  117739. /**
  117740. * Gets the output component
  117741. */
  117742. readonly output: NodeMaterialConnectionPoint;
  117743. autoConfigure(): void;
  117744. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  117745. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117746. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117747. protected _buildBlock(state: NodeMaterialBuildState): this;
  117748. }
  117749. }
  117750. declare module BABYLON {
  117751. /**
  117752. * Block used to add support for instances
  117753. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  117754. */
  117755. export class InstancesBlock extends NodeMaterialBlock {
  117756. /**
  117757. * Creates a new InstancesBlock
  117758. * @param name defines the block name
  117759. */
  117760. constructor(name: string);
  117761. /**
  117762. * Gets the current class name
  117763. * @returns the class name
  117764. */
  117765. getClassName(): string;
  117766. /**
  117767. * Gets the first world row input component
  117768. */
  117769. readonly world0: NodeMaterialConnectionPoint;
  117770. /**
  117771. * Gets the second world row input component
  117772. */
  117773. readonly world1: NodeMaterialConnectionPoint;
  117774. /**
  117775. * Gets the third world row input component
  117776. */
  117777. readonly world2: NodeMaterialConnectionPoint;
  117778. /**
  117779. * Gets the forth world row input component
  117780. */
  117781. readonly world3: NodeMaterialConnectionPoint;
  117782. /**
  117783. * Gets the world input component
  117784. */
  117785. readonly world: NodeMaterialConnectionPoint;
  117786. /**
  117787. * Gets the output component
  117788. */
  117789. readonly output: NodeMaterialConnectionPoint;
  117790. autoConfigure(): void;
  117791. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117792. protected _buildBlock(state: NodeMaterialBuildState): this;
  117793. }
  117794. }
  117795. declare module BABYLON {
  117796. /**
  117797. * Block used to add morph targets support to vertex shader
  117798. */
  117799. export class MorphTargetsBlock extends NodeMaterialBlock {
  117800. private _repeatableContentAnchor;
  117801. private _repeatebleContentGenerated;
  117802. /**
  117803. * Create a new MorphTargetsBlock
  117804. * @param name defines the block name
  117805. */
  117806. constructor(name: string);
  117807. /**
  117808. * Gets the current class name
  117809. * @returns the class name
  117810. */
  117811. getClassName(): string;
  117812. /**
  117813. * Gets the position input component
  117814. */
  117815. readonly position: NodeMaterialConnectionPoint;
  117816. /**
  117817. * Gets the normal input component
  117818. */
  117819. readonly normal: NodeMaterialConnectionPoint;
  117820. /**
  117821. * Gets the tangent input component
  117822. */
  117823. readonly tangent: NodeMaterialConnectionPoint;
  117824. /**
  117825. * Gets the tangent input component
  117826. */
  117827. readonly uv: NodeMaterialConnectionPoint;
  117828. /**
  117829. * Gets the position output component
  117830. */
  117831. readonly positionOutput: NodeMaterialConnectionPoint;
  117832. /**
  117833. * Gets the normal output component
  117834. */
  117835. readonly normalOutput: NodeMaterialConnectionPoint;
  117836. /**
  117837. * Gets the tangent output component
  117838. */
  117839. readonly tangentOutput: NodeMaterialConnectionPoint;
  117840. /**
  117841. * Gets the tangent output component
  117842. */
  117843. readonly uvOutput: NodeMaterialConnectionPoint;
  117844. initialize(state: NodeMaterialBuildState): void;
  117845. autoConfigure(): void;
  117846. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117847. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117848. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  117849. protected _buildBlock(state: NodeMaterialBuildState): this;
  117850. }
  117851. }
  117852. declare module BABYLON {
  117853. /**
  117854. * Block used to add an alpha test in the fragment shader
  117855. */
  117856. export class AlphaTestBlock extends NodeMaterialBlock {
  117857. /**
  117858. * Gets or sets the alpha value where alpha testing happens
  117859. */
  117860. alphaCutOff: number;
  117861. /**
  117862. * Create a new AlphaTestBlock
  117863. * @param name defines the block name
  117864. */
  117865. constructor(name: string);
  117866. /**
  117867. * Gets the current class name
  117868. * @returns the class name
  117869. */
  117870. getClassName(): string;
  117871. /**
  117872. * Gets the color input component
  117873. */
  117874. readonly color: NodeMaterialConnectionPoint;
  117875. /**
  117876. * Gets the alpha input component
  117877. */
  117878. readonly alpha: NodeMaterialConnectionPoint;
  117879. protected _buildBlock(state: NodeMaterialBuildState): this;
  117880. }
  117881. }
  117882. declare module BABYLON {
  117883. /**
  117884. * Block used to compute fresnel value
  117885. */
  117886. export class FresnelBlock extends NodeMaterialBlock {
  117887. /**
  117888. * Create a new FresnelBlock
  117889. * @param name defines the block name
  117890. */
  117891. constructor(name: string);
  117892. /**
  117893. * Gets the current class name
  117894. * @returns the class name
  117895. */
  117896. getClassName(): string;
  117897. /**
  117898. * Gets the world position input component
  117899. */
  117900. readonly worldPosition: NodeMaterialConnectionPoint;
  117901. /**
  117902. * Gets the world normal input component
  117903. */
  117904. readonly worldNormal: NodeMaterialConnectionPoint;
  117905. /**
  117906. * Gets the camera (or eye) position component
  117907. */
  117908. readonly cameraPosition: NodeMaterialConnectionPoint;
  117909. /**
  117910. * Gets the bias input component
  117911. */
  117912. readonly bias: NodeMaterialConnectionPoint;
  117913. /**
  117914. * Gets the camera (or eye) position component
  117915. */
  117916. readonly power: NodeMaterialConnectionPoint;
  117917. /**
  117918. * Gets the fresnel output component
  117919. */
  117920. readonly fresnel: NodeMaterialConnectionPoint;
  117921. autoConfigure(material: NodeMaterial): void;
  117922. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117923. }
  117924. }
  117925. declare module BABYLON {
  117926. /**
  117927. * Block used to add image processing support to fragment shader
  117928. */
  117929. export class ImageProcessingBlock extends NodeMaterialBlock {
  117930. /**
  117931. * Create a new ImageProcessingBlock
  117932. * @param name defines the block name
  117933. */
  117934. constructor(name: string);
  117935. /**
  117936. * Gets the current class name
  117937. * @returns the class name
  117938. */
  117939. getClassName(): string;
  117940. /**
  117941. * Gets the color input component
  117942. */
  117943. readonly color: NodeMaterialConnectionPoint;
  117944. /**
  117945. * Gets the output component
  117946. */
  117947. readonly output: NodeMaterialConnectionPoint;
  117948. /**
  117949. * Initialize the block and prepare the context for build
  117950. * @param state defines the state that will be used for the build
  117951. */
  117952. initialize(state: NodeMaterialBuildState): void;
  117953. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  117954. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117955. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117956. protected _buildBlock(state: NodeMaterialBuildState): this;
  117957. }
  117958. }
  117959. declare module BABYLON {
  117960. /**
  117961. * Block used to add support for scene fog
  117962. */
  117963. export class FogBlock extends NodeMaterialBlock {
  117964. private _fogDistanceName;
  117965. private _fogParameters;
  117966. /**
  117967. * Create a new FogBlock
  117968. * @param name defines the block name
  117969. */
  117970. constructor(name: string);
  117971. /**
  117972. * Gets the current class name
  117973. * @returns the class name
  117974. */
  117975. getClassName(): string;
  117976. /**
  117977. * Gets the world position input component
  117978. */
  117979. readonly worldPosition: NodeMaterialConnectionPoint;
  117980. /**
  117981. * Gets the view input component
  117982. */
  117983. readonly view: NodeMaterialConnectionPoint;
  117984. /**
  117985. * Gets the color input component
  117986. */
  117987. readonly color: NodeMaterialConnectionPoint;
  117988. /**
  117989. * Gets the fog color input component
  117990. */
  117991. readonly fogColor: NodeMaterialConnectionPoint;
  117992. /**
  117993. * Gets the output component
  117994. */
  117995. readonly output: NodeMaterialConnectionPoint;
  117996. autoConfigure(): void;
  117997. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117998. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117999. protected _buildBlock(state: NodeMaterialBuildState): this;
  118000. }
  118001. }
  118002. declare module BABYLON {
  118003. /**
  118004. * Block used to add light in the fragment shader
  118005. */
  118006. export class LightBlock extends NodeMaterialBlock {
  118007. private _lightId;
  118008. /**
  118009. * Gets or sets the light associated with this block
  118010. */
  118011. light: Nullable<Light>;
  118012. /**
  118013. * Create a new LightBlock
  118014. * @param name defines the block name
  118015. */
  118016. constructor(name: string);
  118017. /**
  118018. * Gets the current class name
  118019. * @returns the class name
  118020. */
  118021. getClassName(): string;
  118022. /**
  118023. * Gets the world position input component
  118024. */
  118025. readonly worldPosition: NodeMaterialConnectionPoint;
  118026. /**
  118027. * Gets the world normal input component
  118028. */
  118029. readonly worldNormal: NodeMaterialConnectionPoint;
  118030. /**
  118031. * Gets the camera (or eye) position component
  118032. */
  118033. readonly cameraPosition: NodeMaterialConnectionPoint;
  118034. /**
  118035. * Gets the diffuse output component
  118036. */
  118037. readonly diffuseOutput: NodeMaterialConnectionPoint;
  118038. /**
  118039. * Gets the specular output component
  118040. */
  118041. readonly specularOutput: NodeMaterialConnectionPoint;
  118042. autoConfigure(): void;
  118043. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118044. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118045. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118046. private _injectVertexCode;
  118047. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  118048. serialize(): any;
  118049. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118050. }
  118051. }
  118052. declare module BABYLON {
  118053. /**
  118054. * Block used to multiply 2 values
  118055. */
  118056. export class MultiplyBlock extends NodeMaterialBlock {
  118057. /**
  118058. * Creates a new MultiplyBlock
  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 left operand input component
  118069. */
  118070. readonly left: NodeMaterialConnectionPoint;
  118071. /**
  118072. * Gets the right operand input component
  118073. */
  118074. readonly right: NodeMaterialConnectionPoint;
  118075. /**
  118076. * Gets the output component
  118077. */
  118078. readonly output: NodeMaterialConnectionPoint;
  118079. protected _buildBlock(state: NodeMaterialBuildState): this;
  118080. }
  118081. }
  118082. declare module BABYLON {
  118083. /**
  118084. * Block used to add 2 vectors
  118085. */
  118086. export class AddBlock extends NodeMaterialBlock {
  118087. /**
  118088. * Creates a new AddBlock
  118089. * @param name defines the block name
  118090. */
  118091. constructor(name: string);
  118092. /**
  118093. * Gets the current class name
  118094. * @returns the class name
  118095. */
  118096. getClassName(): string;
  118097. /**
  118098. * Gets the left operand input component
  118099. */
  118100. readonly left: NodeMaterialConnectionPoint;
  118101. /**
  118102. * Gets the right operand input component
  118103. */
  118104. readonly right: NodeMaterialConnectionPoint;
  118105. /**
  118106. * Gets the output component
  118107. */
  118108. readonly output: NodeMaterialConnectionPoint;
  118109. protected _buildBlock(state: NodeMaterialBuildState): this;
  118110. }
  118111. }
  118112. declare module BABYLON {
  118113. /**
  118114. * Block used to scale a vector by a float
  118115. */
  118116. export class ScaleBlock extends NodeMaterialBlock {
  118117. /**
  118118. * Creates a new ScaleBlock
  118119. * @param name defines the block name
  118120. */
  118121. constructor(name: string);
  118122. /**
  118123. * Gets the current class name
  118124. * @returns the class name
  118125. */
  118126. getClassName(): string;
  118127. /**
  118128. * Gets the input component
  118129. */
  118130. readonly input: NodeMaterialConnectionPoint;
  118131. /**
  118132. * Gets the factor input component
  118133. */
  118134. readonly factor: NodeMaterialConnectionPoint;
  118135. /**
  118136. * Gets the output component
  118137. */
  118138. readonly output: NodeMaterialConnectionPoint;
  118139. protected _buildBlock(state: NodeMaterialBuildState): this;
  118140. }
  118141. }
  118142. declare module BABYLON {
  118143. /**
  118144. * Block used to clamp a float
  118145. */
  118146. export class ClampBlock extends NodeMaterialBlock {
  118147. /** Gets or sets the minimum range */
  118148. minimum: number;
  118149. /** Gets or sets the maximum range */
  118150. maximum: number;
  118151. /**
  118152. * Creates a new ClampBlock
  118153. * @param name defines the block name
  118154. */
  118155. constructor(name: string);
  118156. /**
  118157. * Gets the current class name
  118158. * @returns the class name
  118159. */
  118160. getClassName(): string;
  118161. /**
  118162. * Gets the value input component
  118163. */
  118164. readonly value: NodeMaterialConnectionPoint;
  118165. /**
  118166. * Gets the output component
  118167. */
  118168. readonly output: NodeMaterialConnectionPoint;
  118169. protected _buildBlock(state: NodeMaterialBuildState): this;
  118170. }
  118171. }
  118172. declare module BABYLON {
  118173. /**
  118174. * Block used to apply a cross product between 2 vectors
  118175. */
  118176. export class CrossBlock extends NodeMaterialBlock {
  118177. /**
  118178. * Creates a new CrossBlock
  118179. * @param name defines the block name
  118180. */
  118181. constructor(name: string);
  118182. /**
  118183. * Gets the current class name
  118184. * @returns the class name
  118185. */
  118186. getClassName(): string;
  118187. /**
  118188. * Gets the left operand input component
  118189. */
  118190. readonly left: NodeMaterialConnectionPoint;
  118191. /**
  118192. * Gets the right operand input component
  118193. */
  118194. readonly right: NodeMaterialConnectionPoint;
  118195. /**
  118196. * Gets the output component
  118197. */
  118198. readonly output: NodeMaterialConnectionPoint;
  118199. protected _buildBlock(state: NodeMaterialBuildState): this;
  118200. }
  118201. }
  118202. declare module BABYLON {
  118203. /**
  118204. * Block used to apply a dot product between 2 vectors
  118205. */
  118206. export class DotBlock extends NodeMaterialBlock {
  118207. /**
  118208. * Creates a new DotBlock
  118209. * @param name defines the block name
  118210. */
  118211. constructor(name: string);
  118212. /**
  118213. * Gets the current class name
  118214. * @returns the class name
  118215. */
  118216. getClassName(): string;
  118217. /**
  118218. * Gets the left operand input component
  118219. */
  118220. readonly left: NodeMaterialConnectionPoint;
  118221. /**
  118222. * Gets the right operand input component
  118223. */
  118224. readonly right: NodeMaterialConnectionPoint;
  118225. /**
  118226. * Gets the output component
  118227. */
  118228. readonly output: NodeMaterialConnectionPoint;
  118229. protected _buildBlock(state: NodeMaterialBuildState): this;
  118230. }
  118231. }
  118232. declare module BABYLON {
  118233. /**
  118234. * Block used to remap a float from a range to a new one
  118235. */
  118236. export class RemapBlock extends NodeMaterialBlock {
  118237. /**
  118238. * Gets or sets the source range
  118239. */
  118240. sourceRange: Vector2;
  118241. /**
  118242. * Gets or sets the target range
  118243. */
  118244. targetRange: Vector2;
  118245. /**
  118246. * Creates a new RemapBlock
  118247. * @param name defines the block name
  118248. */
  118249. constructor(name: string);
  118250. /**
  118251. * Gets the current class name
  118252. * @returns the class name
  118253. */
  118254. getClassName(): string;
  118255. /**
  118256. * Gets the input component
  118257. */
  118258. readonly input: NodeMaterialConnectionPoint;
  118259. /**
  118260. * Gets the output component
  118261. */
  118262. readonly output: NodeMaterialConnectionPoint;
  118263. protected _buildBlock(state: NodeMaterialBuildState): this;
  118264. }
  118265. }
  118266. declare module BABYLON {
  118267. /**
  118268. * Block used to normalize a vector
  118269. */
  118270. export class NormalizeBlock extends NodeMaterialBlock {
  118271. /**
  118272. * Creates a new NormalizeBlock
  118273. * @param name defines the block name
  118274. */
  118275. constructor(name: string);
  118276. /**
  118277. * Gets the current class name
  118278. * @returns the class name
  118279. */
  118280. getClassName(): string;
  118281. /**
  118282. * Gets the input component
  118283. */
  118284. readonly input: NodeMaterialConnectionPoint;
  118285. /**
  118286. * Gets the output component
  118287. */
  118288. readonly output: NodeMaterialConnectionPoint;
  118289. protected _buildBlock(state: NodeMaterialBuildState): this;
  118290. }
  118291. }
  118292. declare module BABYLON {
  118293. /**
  118294. * Operations supported by the Trigonometry block
  118295. */
  118296. export enum TrigonometryBlockOperations {
  118297. /** Cos */
  118298. Cos = 0,
  118299. /** Sin */
  118300. Sin = 1,
  118301. /** Abs */
  118302. Abs = 2
  118303. }
  118304. /**
  118305. * Block used to apply trigonometry operation to floats
  118306. */
  118307. export class TrigonometryBlock extends NodeMaterialBlock {
  118308. /**
  118309. * Gets or sets the operation applied by the block
  118310. */
  118311. operation: TrigonometryBlockOperations;
  118312. /**
  118313. * Creates a new TrigonometryBlock
  118314. * @param name defines the block name
  118315. */
  118316. constructor(name: string);
  118317. /**
  118318. * Gets the current class name
  118319. * @returns the class name
  118320. */
  118321. getClassName(): string;
  118322. /**
  118323. * Gets the input component
  118324. */
  118325. readonly input: NodeMaterialConnectionPoint;
  118326. /**
  118327. * Gets the output component
  118328. */
  118329. readonly output: NodeMaterialConnectionPoint;
  118330. protected _buildBlock(state: NodeMaterialBuildState): this;
  118331. }
  118332. }
  118333. declare module BABYLON {
  118334. /**
  118335. * Block used to create a Color3/4 out of individual inputs (one for each component)
  118336. */
  118337. export class ColorMergerBlock extends NodeMaterialBlock {
  118338. /**
  118339. * Create a new ColorMergerBlock
  118340. * @param name defines the block name
  118341. */
  118342. constructor(name: string);
  118343. /**
  118344. * Gets the current class name
  118345. * @returns the class name
  118346. */
  118347. getClassName(): string;
  118348. /**
  118349. * Gets the r component (input)
  118350. */
  118351. readonly r: NodeMaterialConnectionPoint;
  118352. /**
  118353. * Gets the g component (input)
  118354. */
  118355. readonly g: NodeMaterialConnectionPoint;
  118356. /**
  118357. * Gets the b component (input)
  118358. */
  118359. readonly b: NodeMaterialConnectionPoint;
  118360. /**
  118361. * Gets the a component (input)
  118362. */
  118363. readonly a: NodeMaterialConnectionPoint;
  118364. /**
  118365. * Gets the rgba component (output)
  118366. */
  118367. readonly rgba: NodeMaterialConnectionPoint;
  118368. /**
  118369. * Gets the rgb component (output)
  118370. */
  118371. readonly rgb: NodeMaterialConnectionPoint;
  118372. protected _buildBlock(state: NodeMaterialBuildState): this;
  118373. }
  118374. }
  118375. declare module BABYLON {
  118376. /**
  118377. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  118378. */
  118379. export class VectorMergerBlock extends NodeMaterialBlock {
  118380. /**
  118381. * Create a new VectorMergerBlock
  118382. * @param name defines the block name
  118383. */
  118384. constructor(name: string);
  118385. /**
  118386. * Gets the current class name
  118387. * @returns the class name
  118388. */
  118389. getClassName(): string;
  118390. /**
  118391. * Gets the x component (input)
  118392. */
  118393. readonly x: NodeMaterialConnectionPoint;
  118394. /**
  118395. * Gets the y component (input)
  118396. */
  118397. readonly y: NodeMaterialConnectionPoint;
  118398. /**
  118399. * Gets the z component (input)
  118400. */
  118401. readonly z: NodeMaterialConnectionPoint;
  118402. /**
  118403. * Gets the w component (input)
  118404. */
  118405. readonly w: NodeMaterialConnectionPoint;
  118406. /**
  118407. * Gets the xyzw component (output)
  118408. */
  118409. readonly xyzw: NodeMaterialConnectionPoint;
  118410. /**
  118411. * Gets the xyz component (output)
  118412. */
  118413. readonly xyz: NodeMaterialConnectionPoint;
  118414. /**
  118415. * Gets the xy component (output)
  118416. */
  118417. readonly xy: NodeMaterialConnectionPoint;
  118418. protected _buildBlock(state: NodeMaterialBuildState): this;
  118419. }
  118420. }
  118421. declare module BABYLON {
  118422. /**
  118423. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  118424. */
  118425. export class ColorSplitterBlock extends NodeMaterialBlock {
  118426. /**
  118427. * Create a new ColorSplitterBlock
  118428. * @param name defines the block name
  118429. */
  118430. constructor(name: string);
  118431. /**
  118432. * Gets the current class name
  118433. * @returns the class name
  118434. */
  118435. getClassName(): string;
  118436. /**
  118437. * Gets the rgba component (input)
  118438. */
  118439. readonly rgba: NodeMaterialConnectionPoint;
  118440. /**
  118441. * Gets the rgb component (input)
  118442. */
  118443. readonly rgbIn: NodeMaterialConnectionPoint;
  118444. /**
  118445. * Gets the rgb component (output)
  118446. */
  118447. readonly rgbOut: NodeMaterialConnectionPoint;
  118448. /**
  118449. * Gets the r component (output)
  118450. */
  118451. readonly r: NodeMaterialConnectionPoint;
  118452. /**
  118453. * Gets the g component (output)
  118454. */
  118455. readonly g: NodeMaterialConnectionPoint;
  118456. /**
  118457. * Gets the b component (output)
  118458. */
  118459. readonly b: NodeMaterialConnectionPoint;
  118460. /**
  118461. * Gets the a component (output)
  118462. */
  118463. readonly a: NodeMaterialConnectionPoint;
  118464. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  118465. }
  118466. }
  118467. declare module BABYLON {
  118468. /**
  118469. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  118470. */
  118471. export class VectorSplitterBlock extends NodeMaterialBlock {
  118472. /**
  118473. * Create a new VectorSplitterBlock
  118474. * @param name defines the block name
  118475. */
  118476. constructor(name: string);
  118477. /**
  118478. * Gets the current class name
  118479. * @returns the class name
  118480. */
  118481. getClassName(): string;
  118482. /**
  118483. * Gets the xyzw component (input)
  118484. */
  118485. readonly xyzw: NodeMaterialConnectionPoint;
  118486. /**
  118487. * Gets the xyz component (input)
  118488. */
  118489. readonly xyzIn: NodeMaterialConnectionPoint;
  118490. /**
  118491. * Gets the xy component (input)
  118492. */
  118493. readonly xyIn: NodeMaterialConnectionPoint;
  118494. /**
  118495. * Gets the xyz component (output)
  118496. */
  118497. readonly xyzOut: NodeMaterialConnectionPoint;
  118498. /**
  118499. * Gets the xy component (output)
  118500. */
  118501. readonly xyOut: NodeMaterialConnectionPoint;
  118502. /**
  118503. * Gets the x component (output)
  118504. */
  118505. readonly x: NodeMaterialConnectionPoint;
  118506. /**
  118507. * Gets the y component (output)
  118508. */
  118509. readonly y: NodeMaterialConnectionPoint;
  118510. /**
  118511. * Gets the z component (output)
  118512. */
  118513. readonly z: NodeMaterialConnectionPoint;
  118514. /**
  118515. * Gets the w component (output)
  118516. */
  118517. readonly w: NodeMaterialConnectionPoint;
  118518. protected _buildBlock(state: NodeMaterialBuildState): this;
  118519. }
  118520. }
  118521. declare module BABYLON {
  118522. /**
  118523. * Block used to lerp 2 values
  118524. */
  118525. export class LerpBlock extends NodeMaterialBlock {
  118526. /**
  118527. * Creates a new LerpBlock
  118528. * @param name defines the block name
  118529. */
  118530. constructor(name: string);
  118531. /**
  118532. * Gets the current class name
  118533. * @returns the class name
  118534. */
  118535. getClassName(): string;
  118536. /**
  118537. * Gets the left operand input component
  118538. */
  118539. readonly left: NodeMaterialConnectionPoint;
  118540. /**
  118541. * Gets the right operand input component
  118542. */
  118543. readonly right: NodeMaterialConnectionPoint;
  118544. /**
  118545. * Gets the gradient operand input component
  118546. */
  118547. readonly gradient: NodeMaterialConnectionPoint;
  118548. /**
  118549. * Gets the output component
  118550. */
  118551. readonly output: NodeMaterialConnectionPoint;
  118552. protected _buildBlock(state: NodeMaterialBuildState): this;
  118553. }
  118554. }
  118555. declare module BABYLON {
  118556. /**
  118557. * Block used to divide 2 vectors
  118558. */
  118559. export class DivideBlock extends NodeMaterialBlock {
  118560. /**
  118561. * Creates a new DivideBlock
  118562. * @param name defines the block name
  118563. */
  118564. constructor(name: string);
  118565. /**
  118566. * Gets the current class name
  118567. * @returns the class name
  118568. */
  118569. getClassName(): string;
  118570. /**
  118571. * Gets the left operand input component
  118572. */
  118573. readonly left: NodeMaterialConnectionPoint;
  118574. /**
  118575. * Gets the right operand input component
  118576. */
  118577. readonly right: NodeMaterialConnectionPoint;
  118578. /**
  118579. * Gets the output component
  118580. */
  118581. readonly output: NodeMaterialConnectionPoint;
  118582. protected _buildBlock(state: NodeMaterialBuildState): this;
  118583. }
  118584. }
  118585. declare module BABYLON {
  118586. /**
  118587. * Block used to subtract 2 vectors
  118588. */
  118589. export class SubtractBlock extends NodeMaterialBlock {
  118590. /**
  118591. * Creates a new SubtractBlock
  118592. * @param name defines the block name
  118593. */
  118594. constructor(name: string);
  118595. /**
  118596. * Gets the current class name
  118597. * @returns the class name
  118598. */
  118599. getClassName(): string;
  118600. /**
  118601. * Gets the left operand input component
  118602. */
  118603. readonly left: NodeMaterialConnectionPoint;
  118604. /**
  118605. * Gets the right operand input component
  118606. */
  118607. readonly right: NodeMaterialConnectionPoint;
  118608. /**
  118609. * Gets the output component
  118610. */
  118611. readonly output: NodeMaterialConnectionPoint;
  118612. protected _buildBlock(state: NodeMaterialBuildState): this;
  118613. }
  118614. }
  118615. declare module BABYLON {
  118616. /**
  118617. * Effect Render Options
  118618. */
  118619. export interface IEffectRendererOptions {
  118620. /**
  118621. * Defines the vertices positions.
  118622. */
  118623. positions?: number[];
  118624. /**
  118625. * Defines the indices.
  118626. */
  118627. indices?: number[];
  118628. }
  118629. /**
  118630. * Helper class to render one or more effects
  118631. */
  118632. export class EffectRenderer {
  118633. private engine;
  118634. private static _DefaultOptions;
  118635. private _vertexBuffers;
  118636. private _indexBuffer;
  118637. private _ringBufferIndex;
  118638. private _ringScreenBuffer;
  118639. private _fullscreenViewport;
  118640. private _getNextFrameBuffer;
  118641. /**
  118642. * Creates an effect renderer
  118643. * @param engine the engine to use for rendering
  118644. * @param options defines the options of the effect renderer
  118645. */
  118646. constructor(engine: Engine, options?: IEffectRendererOptions);
  118647. /**
  118648. * Sets the current viewport in normalized coordinates 0-1
  118649. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  118650. */
  118651. setViewport(viewport?: Viewport): void;
  118652. /**
  118653. * Sets the current effect wrapper to use during draw.
  118654. * The effect needs to be ready before calling this api.
  118655. * This also sets the default full screen position attribute.
  118656. * @param effectWrapper Defines the effect to draw with
  118657. */
  118658. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  118659. /**
  118660. * Draws a full screen quad.
  118661. */
  118662. draw(): void;
  118663. /**
  118664. * renders one or more effects to a specified texture
  118665. * @param effectWrappers list of effects to renderer
  118666. * @param outputTexture texture to draw to, if null it will render to the screen
  118667. */
  118668. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  118669. /**
  118670. * Disposes of the effect renderer
  118671. */
  118672. dispose(): void;
  118673. }
  118674. /**
  118675. * Options to create an EffectWrapper
  118676. */
  118677. interface EffectWrapperCreationOptions {
  118678. /**
  118679. * Engine to use to create the effect
  118680. */
  118681. engine: Engine;
  118682. /**
  118683. * Fragment shader for the effect
  118684. */
  118685. fragmentShader: string;
  118686. /**
  118687. * Vertex shader for the effect
  118688. */
  118689. vertexShader?: string;
  118690. /**
  118691. * Attributes to use in the shader
  118692. */
  118693. attributeNames?: Array<string>;
  118694. /**
  118695. * Uniforms to use in the shader
  118696. */
  118697. uniformNames?: Array<string>;
  118698. /**
  118699. * Texture sampler names to use in the shader
  118700. */
  118701. samplerNames?: Array<string>;
  118702. /**
  118703. * The friendly name of the effect displayed in Spector.
  118704. */
  118705. name?: string;
  118706. }
  118707. /**
  118708. * Wraps an effect to be used for rendering
  118709. */
  118710. export class EffectWrapper {
  118711. /**
  118712. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  118713. */
  118714. onApplyObservable: Observable<{}>;
  118715. /**
  118716. * The underlying effect
  118717. */
  118718. effect: Effect;
  118719. /**
  118720. * Creates an effect to be renderer
  118721. * @param creationOptions options to create the effect
  118722. */
  118723. constructor(creationOptions: EffectWrapperCreationOptions);
  118724. /**
  118725. * Disposes of the effect wrapper
  118726. */
  118727. dispose(): void;
  118728. }
  118729. }
  118730. declare module BABYLON {
  118731. /**
  118732. * Helper class to push actions to a pool of workers.
  118733. */
  118734. export class WorkerPool implements IDisposable {
  118735. private _workerInfos;
  118736. private _pendingActions;
  118737. /**
  118738. * Constructor
  118739. * @param workers Array of workers to use for actions
  118740. */
  118741. constructor(workers: Array<Worker>);
  118742. /**
  118743. * Terminates all workers and clears any pending actions.
  118744. */
  118745. dispose(): void;
  118746. /**
  118747. * Pushes an action to the worker pool. If all the workers are active, the action will be
  118748. * pended until a worker has completed its action.
  118749. * @param action The action to perform. Call onComplete when the action is complete.
  118750. */
  118751. push(action: (worker: Worker, onComplete: () => void) => void): void;
  118752. private _execute;
  118753. }
  118754. }
  118755. declare module BABYLON {
  118756. /**
  118757. * Configuration for Draco compression
  118758. */
  118759. export interface IDracoCompressionConfiguration {
  118760. /**
  118761. * Configuration for the decoder.
  118762. */
  118763. decoder: {
  118764. /**
  118765. * The url to the WebAssembly module.
  118766. */
  118767. wasmUrl?: string;
  118768. /**
  118769. * The url to the WebAssembly binary.
  118770. */
  118771. wasmBinaryUrl?: string;
  118772. /**
  118773. * The url to the fallback JavaScript module.
  118774. */
  118775. fallbackUrl?: string;
  118776. };
  118777. }
  118778. /**
  118779. * Draco compression (https://google.github.io/draco/)
  118780. *
  118781. * This class wraps the Draco module.
  118782. *
  118783. * **Encoder**
  118784. *
  118785. * The encoder is not currently implemented.
  118786. *
  118787. * **Decoder**
  118788. *
  118789. * 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.
  118790. *
  118791. * To update the configuration, use the following code:
  118792. * ```javascript
  118793. * DracoCompression.Configuration = {
  118794. * decoder: {
  118795. * wasmUrl: "<url to the WebAssembly library>",
  118796. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  118797. * fallbackUrl: "<url to the fallback JavaScript library>",
  118798. * }
  118799. * };
  118800. * ```
  118801. *
  118802. * 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.
  118803. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  118804. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  118805. *
  118806. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  118807. * ```javascript
  118808. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  118809. * ```
  118810. *
  118811. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  118812. */
  118813. export class DracoCompression implements IDisposable {
  118814. private _workerPoolPromise?;
  118815. private _decoderModulePromise?;
  118816. /**
  118817. * The configuration. Defaults to the following urls:
  118818. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  118819. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  118820. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  118821. */
  118822. static Configuration: IDracoCompressionConfiguration;
  118823. /**
  118824. * Returns true if the decoder configuration is available.
  118825. */
  118826. static readonly DecoderAvailable: boolean;
  118827. /**
  118828. * Default number of workers to create when creating the draco compression object.
  118829. */
  118830. static DefaultNumWorkers: number;
  118831. private static GetDefaultNumWorkers;
  118832. private static _Default;
  118833. /**
  118834. * Default instance for the draco compression object.
  118835. */
  118836. static readonly Default: DracoCompression;
  118837. /**
  118838. * Constructor
  118839. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  118840. */
  118841. constructor(numWorkers?: number);
  118842. /**
  118843. * Stop all async operations and release resources.
  118844. */
  118845. dispose(): void;
  118846. /**
  118847. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  118848. * @returns a promise that resolves when ready
  118849. */
  118850. whenReadyAsync(): Promise<void>;
  118851. /**
  118852. * Decode Draco compressed mesh data to vertex data.
  118853. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  118854. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  118855. * @returns A promise that resolves with the decoded vertex data
  118856. */
  118857. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  118858. [kind: string]: number;
  118859. }): Promise<VertexData>;
  118860. }
  118861. }
  118862. declare module BABYLON {
  118863. /**
  118864. * Class for building Constructive Solid Geometry
  118865. */
  118866. export class CSG {
  118867. private polygons;
  118868. /**
  118869. * The world matrix
  118870. */
  118871. matrix: Matrix;
  118872. /**
  118873. * Stores the position
  118874. */
  118875. position: Vector3;
  118876. /**
  118877. * Stores the rotation
  118878. */
  118879. rotation: Vector3;
  118880. /**
  118881. * Stores the rotation quaternion
  118882. */
  118883. rotationQuaternion: Nullable<Quaternion>;
  118884. /**
  118885. * Stores the scaling vector
  118886. */
  118887. scaling: Vector3;
  118888. /**
  118889. * Convert the Mesh to CSG
  118890. * @param mesh The Mesh to convert to CSG
  118891. * @returns A new CSG from the Mesh
  118892. */
  118893. static FromMesh(mesh: Mesh): CSG;
  118894. /**
  118895. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  118896. * @param polygons Polygons used to construct a CSG solid
  118897. */
  118898. private static FromPolygons;
  118899. /**
  118900. * Clones, or makes a deep copy, of the CSG
  118901. * @returns A new CSG
  118902. */
  118903. clone(): CSG;
  118904. /**
  118905. * Unions this CSG with another CSG
  118906. * @param csg The CSG to union against this CSG
  118907. * @returns The unioned CSG
  118908. */
  118909. union(csg: CSG): CSG;
  118910. /**
  118911. * Unions this CSG with another CSG in place
  118912. * @param csg The CSG to union against this CSG
  118913. */
  118914. unionInPlace(csg: CSG): void;
  118915. /**
  118916. * Subtracts this CSG with another CSG
  118917. * @param csg The CSG to subtract against this CSG
  118918. * @returns A new CSG
  118919. */
  118920. subtract(csg: CSG): CSG;
  118921. /**
  118922. * Subtracts this CSG with another CSG in place
  118923. * @param csg The CSG to subtact against this CSG
  118924. */
  118925. subtractInPlace(csg: CSG): void;
  118926. /**
  118927. * Intersect this CSG with another CSG
  118928. * @param csg The CSG to intersect against this CSG
  118929. * @returns A new CSG
  118930. */
  118931. intersect(csg: CSG): CSG;
  118932. /**
  118933. * Intersects this CSG with another CSG in place
  118934. * @param csg The CSG to intersect against this CSG
  118935. */
  118936. intersectInPlace(csg: CSG): void;
  118937. /**
  118938. * Return a new CSG solid with solid and empty space switched. This solid is
  118939. * not modified.
  118940. * @returns A new CSG solid with solid and empty space switched
  118941. */
  118942. inverse(): CSG;
  118943. /**
  118944. * Inverses the CSG in place
  118945. */
  118946. inverseInPlace(): void;
  118947. /**
  118948. * This is used to keep meshes transformations so they can be restored
  118949. * when we build back a Babylon Mesh
  118950. * NB : All CSG operations are performed in world coordinates
  118951. * @param csg The CSG to copy the transform attributes from
  118952. * @returns This CSG
  118953. */
  118954. copyTransformAttributes(csg: CSG): CSG;
  118955. /**
  118956. * Build Raw mesh from CSG
  118957. * Coordinates here are in world space
  118958. * @param name The name of the mesh geometry
  118959. * @param scene The Scene
  118960. * @param keepSubMeshes Specifies if the submeshes should be kept
  118961. * @returns A new Mesh
  118962. */
  118963. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  118964. /**
  118965. * Build Mesh from CSG taking material and transforms into account
  118966. * @param name The name of the Mesh
  118967. * @param material The material of the Mesh
  118968. * @param scene The Scene
  118969. * @param keepSubMeshes Specifies if submeshes should be kept
  118970. * @returns The new Mesh
  118971. */
  118972. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  118973. }
  118974. }
  118975. declare module BABYLON {
  118976. /**
  118977. * Class used to create a trail following a mesh
  118978. */
  118979. export class TrailMesh extends Mesh {
  118980. private _generator;
  118981. private _autoStart;
  118982. private _running;
  118983. private _diameter;
  118984. private _length;
  118985. private _sectionPolygonPointsCount;
  118986. private _sectionVectors;
  118987. private _sectionNormalVectors;
  118988. private _beforeRenderObserver;
  118989. /**
  118990. * @constructor
  118991. * @param name The value used by scene.getMeshByName() to do a lookup.
  118992. * @param generator The mesh to generate a trail.
  118993. * @param scene The scene to add this mesh to.
  118994. * @param diameter Diameter of trailing mesh. Default is 1.
  118995. * @param length Length of trailing mesh. Default is 60.
  118996. * @param autoStart Automatically start trailing mesh. Default true.
  118997. */
  118998. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  118999. /**
  119000. * "TrailMesh"
  119001. * @returns "TrailMesh"
  119002. */
  119003. getClassName(): string;
  119004. private _createMesh;
  119005. /**
  119006. * Start trailing mesh.
  119007. */
  119008. start(): void;
  119009. /**
  119010. * Stop trailing mesh.
  119011. */
  119012. stop(): void;
  119013. /**
  119014. * Update trailing mesh geometry.
  119015. */
  119016. update(): void;
  119017. /**
  119018. * Returns a new TrailMesh object.
  119019. * @param name is a string, the name given to the new mesh
  119020. * @param newGenerator use new generator object for cloned trail mesh
  119021. * @returns a new mesh
  119022. */
  119023. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  119024. /**
  119025. * Serializes this trail mesh
  119026. * @param serializationObject object to write serialization to
  119027. */
  119028. serialize(serializationObject: any): void;
  119029. /**
  119030. * Parses a serialized trail mesh
  119031. * @param parsedMesh the serialized mesh
  119032. * @param scene the scene to create the trail mesh in
  119033. * @returns the created trail mesh
  119034. */
  119035. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  119036. }
  119037. }
  119038. declare module BABYLON {
  119039. /**
  119040. * Class containing static functions to help procedurally build meshes
  119041. */
  119042. export class TiledBoxBuilder {
  119043. /**
  119044. * Creates a box mesh
  119045. * 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)
  119046. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119047. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119048. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119049. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119050. * @param name defines the name of the mesh
  119051. * @param options defines the options used to create the mesh
  119052. * @param scene defines the hosting scene
  119053. * @returns the box mesh
  119054. */
  119055. static CreateTiledBox(name: string, options: {
  119056. pattern?: number;
  119057. width?: number;
  119058. height?: number;
  119059. depth?: number;
  119060. tileSize?: number;
  119061. tileWidth?: number;
  119062. tileHeight?: number;
  119063. alignHorizontal?: number;
  119064. alignVertical?: number;
  119065. faceUV?: Vector4[];
  119066. faceColors?: Color4[];
  119067. sideOrientation?: number;
  119068. updatable?: boolean;
  119069. }, scene?: Nullable<Scene>): Mesh;
  119070. }
  119071. }
  119072. declare module BABYLON {
  119073. /**
  119074. * Class containing static functions to help procedurally build meshes
  119075. */
  119076. export class TorusKnotBuilder {
  119077. /**
  119078. * Creates a torus knot mesh
  119079. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  119080. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  119081. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  119082. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  119083. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119084. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119085. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119086. * @param name defines the name of the mesh
  119087. * @param options defines the options used to create the mesh
  119088. * @param scene defines the hosting scene
  119089. * @returns the torus knot mesh
  119090. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  119091. */
  119092. static CreateTorusKnot(name: string, options: {
  119093. radius?: number;
  119094. tube?: number;
  119095. radialSegments?: number;
  119096. tubularSegments?: number;
  119097. p?: number;
  119098. q?: number;
  119099. updatable?: boolean;
  119100. sideOrientation?: number;
  119101. frontUVs?: Vector4;
  119102. backUVs?: Vector4;
  119103. }, scene: any): Mesh;
  119104. }
  119105. }
  119106. declare module BABYLON {
  119107. /**
  119108. * Polygon
  119109. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  119110. */
  119111. export class Polygon {
  119112. /**
  119113. * Creates a rectangle
  119114. * @param xmin bottom X coord
  119115. * @param ymin bottom Y coord
  119116. * @param xmax top X coord
  119117. * @param ymax top Y coord
  119118. * @returns points that make the resulting rectation
  119119. */
  119120. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  119121. /**
  119122. * Creates a circle
  119123. * @param radius radius of circle
  119124. * @param cx scale in x
  119125. * @param cy scale in y
  119126. * @param numberOfSides number of sides that make up the circle
  119127. * @returns points that make the resulting circle
  119128. */
  119129. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  119130. /**
  119131. * Creates a polygon from input string
  119132. * @param input Input polygon data
  119133. * @returns the parsed points
  119134. */
  119135. static Parse(input: string): Vector2[];
  119136. /**
  119137. * Starts building a polygon from x and y coordinates
  119138. * @param x x coordinate
  119139. * @param y y coordinate
  119140. * @returns the started path2
  119141. */
  119142. static StartingAt(x: number, y: number): Path2;
  119143. }
  119144. /**
  119145. * Builds a polygon
  119146. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  119147. */
  119148. export class PolygonMeshBuilder {
  119149. private _points;
  119150. private _outlinepoints;
  119151. private _holes;
  119152. private _name;
  119153. private _scene;
  119154. private _epoints;
  119155. private _eholes;
  119156. private _addToepoint;
  119157. /**
  119158. * Babylon reference to the earcut plugin.
  119159. */
  119160. bjsEarcut: any;
  119161. /**
  119162. * Creates a PolygonMeshBuilder
  119163. * @param name name of the builder
  119164. * @param contours Path of the polygon
  119165. * @param scene scene to add to when creating the mesh
  119166. * @param earcutInjection can be used to inject your own earcut reference
  119167. */
  119168. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  119169. /**
  119170. * Adds a whole within the polygon
  119171. * @param hole Array of points defining the hole
  119172. * @returns this
  119173. */
  119174. addHole(hole: Vector2[]): PolygonMeshBuilder;
  119175. /**
  119176. * Creates the polygon
  119177. * @param updatable If the mesh should be updatable
  119178. * @param depth The depth of the mesh created
  119179. * @returns the created mesh
  119180. */
  119181. build(updatable?: boolean, depth?: number): Mesh;
  119182. /**
  119183. * Creates the polygon
  119184. * @param depth The depth of the mesh created
  119185. * @returns the created VertexData
  119186. */
  119187. buildVertexData(depth?: number): VertexData;
  119188. /**
  119189. * Adds a side to the polygon
  119190. * @param positions points that make the polygon
  119191. * @param normals normals of the polygon
  119192. * @param uvs uvs of the polygon
  119193. * @param indices indices of the polygon
  119194. * @param bounds bounds of the polygon
  119195. * @param points points of the polygon
  119196. * @param depth depth of the polygon
  119197. * @param flip flip of the polygon
  119198. */
  119199. private addSide;
  119200. }
  119201. }
  119202. declare module BABYLON {
  119203. /**
  119204. * Class containing static functions to help procedurally build meshes
  119205. */
  119206. export class PolygonBuilder {
  119207. /**
  119208. * Creates a polygon mesh
  119209. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  119210. * * 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
  119211. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  119212. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119213. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  119214. * * Remember you can only change the shape positions, not their number when updating a polygon
  119215. * @param name defines the name of the mesh
  119216. * @param options defines the options used to create the mesh
  119217. * @param scene defines the hosting scene
  119218. * @param earcutInjection can be used to inject your own earcut reference
  119219. * @returns the polygon mesh
  119220. */
  119221. static CreatePolygon(name: string, options: {
  119222. shape: Vector3[];
  119223. holes?: Vector3[][];
  119224. depth?: number;
  119225. faceUV?: Vector4[];
  119226. faceColors?: Color4[];
  119227. updatable?: boolean;
  119228. sideOrientation?: number;
  119229. frontUVs?: Vector4;
  119230. backUVs?: Vector4;
  119231. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119232. /**
  119233. * Creates an extruded polygon mesh, with depth in the Y direction.
  119234. * * 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)
  119235. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119236. * @param name defines the name of the mesh
  119237. * @param options defines the options used to create the mesh
  119238. * @param scene defines the hosting scene
  119239. * @param earcutInjection can be used to inject your own earcut reference
  119240. * @returns the polygon mesh
  119241. */
  119242. static ExtrudePolygon(name: string, options: {
  119243. shape: Vector3[];
  119244. holes?: Vector3[][];
  119245. depth?: number;
  119246. faceUV?: Vector4[];
  119247. faceColors?: Color4[];
  119248. updatable?: boolean;
  119249. sideOrientation?: number;
  119250. frontUVs?: Vector4;
  119251. backUVs?: Vector4;
  119252. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119253. }
  119254. }
  119255. declare module BABYLON {
  119256. /**
  119257. * Class containing static functions to help procedurally build meshes
  119258. */
  119259. export class LatheBuilder {
  119260. /**
  119261. * Creates lathe mesh.
  119262. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  119263. * * 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
  119264. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  119265. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  119266. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  119267. * * 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
  119268. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  119269. * * 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
  119270. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119271. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119272. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119273. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119274. * @param name defines the name of the mesh
  119275. * @param options defines the options used to create the mesh
  119276. * @param scene defines the hosting scene
  119277. * @returns the lathe mesh
  119278. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  119279. */
  119280. static CreateLathe(name: string, options: {
  119281. shape: Vector3[];
  119282. radius?: number;
  119283. tessellation?: number;
  119284. clip?: number;
  119285. arc?: number;
  119286. closed?: boolean;
  119287. updatable?: boolean;
  119288. sideOrientation?: number;
  119289. frontUVs?: Vector4;
  119290. backUVs?: Vector4;
  119291. cap?: number;
  119292. invertUV?: boolean;
  119293. }, scene?: Nullable<Scene>): Mesh;
  119294. }
  119295. }
  119296. declare module BABYLON {
  119297. /**
  119298. * Class containing static functions to help procedurally build meshes
  119299. */
  119300. export class TiledPlaneBuilder {
  119301. /**
  119302. * Creates a tiled plane mesh
  119303. * * The parameter `pattern` will, depending on value, do nothing or
  119304. * * * flip (reflect about central vertical) alternate tiles across and up
  119305. * * * flip every tile on alternate rows
  119306. * * * rotate (180 degs) alternate tiles across and up
  119307. * * * rotate every tile on alternate rows
  119308. * * * flip and rotate alternate tiles across and up
  119309. * * * flip and rotate every tile on alternate rows
  119310. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  119311. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  119312. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119313. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  119314. * * 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)
  119315. * * 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)
  119316. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  119317. * @param name defines the name of the mesh
  119318. * @param options defines the options used to create the mesh
  119319. * @param scene defines the hosting scene
  119320. * @returns the box mesh
  119321. */
  119322. static CreateTiledPlane(name: string, options: {
  119323. pattern?: number;
  119324. tileSize?: number;
  119325. tileWidth?: number;
  119326. tileHeight?: number;
  119327. size?: number;
  119328. width?: number;
  119329. height?: number;
  119330. alignHorizontal?: number;
  119331. alignVertical?: number;
  119332. sideOrientation?: number;
  119333. frontUVs?: Vector4;
  119334. backUVs?: Vector4;
  119335. updatable?: boolean;
  119336. }, scene?: Nullable<Scene>): Mesh;
  119337. }
  119338. }
  119339. declare module BABYLON {
  119340. /**
  119341. * Class containing static functions to help procedurally build meshes
  119342. */
  119343. export class TubeBuilder {
  119344. /**
  119345. * Creates a tube mesh.
  119346. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119347. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  119348. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  119349. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  119350. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  119351. * * 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)
  119352. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  119353. * * 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
  119354. * * 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
  119355. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119356. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119357. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119358. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119359. * @param name defines the name of the mesh
  119360. * @param options defines the options used to create the mesh
  119361. * @param scene defines the hosting scene
  119362. * @returns the tube mesh
  119363. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119364. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  119365. */
  119366. static CreateTube(name: string, options: {
  119367. path: Vector3[];
  119368. radius?: number;
  119369. tessellation?: number;
  119370. radiusFunction?: {
  119371. (i: number, distance: number): number;
  119372. };
  119373. cap?: number;
  119374. arc?: number;
  119375. updatable?: boolean;
  119376. sideOrientation?: number;
  119377. frontUVs?: Vector4;
  119378. backUVs?: Vector4;
  119379. instance?: Mesh;
  119380. invertUV?: boolean;
  119381. }, scene?: Nullable<Scene>): Mesh;
  119382. }
  119383. }
  119384. declare module BABYLON {
  119385. /**
  119386. * Class containing static functions to help procedurally build meshes
  119387. */
  119388. export class IcoSphereBuilder {
  119389. /**
  119390. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  119391. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  119392. * * 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`)
  119393. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  119394. * * 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
  119395. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119396. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119397. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119398. * @param name defines the name of the mesh
  119399. * @param options defines the options used to create the mesh
  119400. * @param scene defines the hosting scene
  119401. * @returns the icosahedron mesh
  119402. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  119403. */
  119404. static CreateIcoSphere(name: string, options: {
  119405. radius?: number;
  119406. radiusX?: number;
  119407. radiusY?: number;
  119408. radiusZ?: number;
  119409. flat?: boolean;
  119410. subdivisions?: number;
  119411. sideOrientation?: number;
  119412. frontUVs?: Vector4;
  119413. backUVs?: Vector4;
  119414. updatable?: boolean;
  119415. }, scene?: Nullable<Scene>): Mesh;
  119416. }
  119417. }
  119418. declare module BABYLON {
  119419. /**
  119420. * Class containing static functions to help procedurally build meshes
  119421. */
  119422. export class DecalBuilder {
  119423. /**
  119424. * Creates a decal mesh.
  119425. * 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
  119426. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  119427. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  119428. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  119429. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  119430. * @param name defines the name of the mesh
  119431. * @param sourceMesh defines the mesh where the decal must be applied
  119432. * @param options defines the options used to create the mesh
  119433. * @param scene defines the hosting scene
  119434. * @returns the decal mesh
  119435. * @see https://doc.babylonjs.com/how_to/decals
  119436. */
  119437. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  119438. position?: Vector3;
  119439. normal?: Vector3;
  119440. size?: Vector3;
  119441. angle?: number;
  119442. }): Mesh;
  119443. }
  119444. }
  119445. declare module BABYLON {
  119446. /**
  119447. * Class containing static functions to help procedurally build meshes
  119448. */
  119449. export class MeshBuilder {
  119450. /**
  119451. * Creates a box mesh
  119452. * * The parameter `size` sets the size (float) of each box side (default 1)
  119453. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  119454. * * 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)
  119455. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119456. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119457. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119458. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119459. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  119460. * @param name defines the name of the mesh
  119461. * @param options defines the options used to create the mesh
  119462. * @param scene defines the hosting scene
  119463. * @returns the box mesh
  119464. */
  119465. static CreateBox(name: string, options: {
  119466. size?: number;
  119467. width?: number;
  119468. height?: number;
  119469. depth?: number;
  119470. faceUV?: Vector4[];
  119471. faceColors?: Color4[];
  119472. sideOrientation?: number;
  119473. frontUVs?: Vector4;
  119474. backUVs?: Vector4;
  119475. updatable?: boolean;
  119476. }, scene?: Nullable<Scene>): Mesh;
  119477. /**
  119478. * Creates a tiled box mesh
  119479. * * faceTiles sets the pattern, tile size and number of tiles for a face
  119480. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119481. * @param name defines the name of the mesh
  119482. * @param options defines the options used to create the mesh
  119483. * @param scene defines the hosting scene
  119484. * @returns the tiled box mesh
  119485. */
  119486. static CreateTiledBox(name: string, options: {
  119487. pattern?: number;
  119488. size?: number;
  119489. width?: number;
  119490. height?: number;
  119491. depth: number;
  119492. tileSize?: number;
  119493. tileWidth?: number;
  119494. tileHeight?: number;
  119495. faceUV?: Vector4[];
  119496. faceColors?: Color4[];
  119497. alignHorizontal?: number;
  119498. alignVertical?: number;
  119499. sideOrientation?: number;
  119500. updatable?: boolean;
  119501. }, scene?: Nullable<Scene>): Mesh;
  119502. /**
  119503. * Creates a sphere mesh
  119504. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  119505. * * 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`)
  119506. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  119507. * * 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
  119508. * * 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)
  119509. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119510. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119511. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119512. * @param name defines the name of the mesh
  119513. * @param options defines the options used to create the mesh
  119514. * @param scene defines the hosting scene
  119515. * @returns the sphere mesh
  119516. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  119517. */
  119518. static CreateSphere(name: string, options: {
  119519. segments?: number;
  119520. diameter?: number;
  119521. diameterX?: number;
  119522. diameterY?: number;
  119523. diameterZ?: number;
  119524. arc?: number;
  119525. slice?: number;
  119526. sideOrientation?: number;
  119527. frontUVs?: Vector4;
  119528. backUVs?: Vector4;
  119529. updatable?: boolean;
  119530. }, scene?: Nullable<Scene>): Mesh;
  119531. /**
  119532. * Creates a plane polygonal mesh. By default, this is a disc
  119533. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  119534. * * 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
  119535. * * 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
  119536. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119537. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119538. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119539. * @param name defines the name of the mesh
  119540. * @param options defines the options used to create the mesh
  119541. * @param scene defines the hosting scene
  119542. * @returns the plane polygonal mesh
  119543. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  119544. */
  119545. static CreateDisc(name: string, options: {
  119546. radius?: number;
  119547. tessellation?: number;
  119548. arc?: number;
  119549. updatable?: boolean;
  119550. sideOrientation?: number;
  119551. frontUVs?: Vector4;
  119552. backUVs?: Vector4;
  119553. }, scene?: Nullable<Scene>): Mesh;
  119554. /**
  119555. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  119556. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  119557. * * 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`)
  119558. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  119559. * * 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
  119560. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119561. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119562. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119563. * @param name defines the name of the mesh
  119564. * @param options defines the options used to create the mesh
  119565. * @param scene defines the hosting scene
  119566. * @returns the icosahedron mesh
  119567. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  119568. */
  119569. static CreateIcoSphere(name: string, options: {
  119570. radius?: number;
  119571. radiusX?: number;
  119572. radiusY?: number;
  119573. radiusZ?: number;
  119574. flat?: boolean;
  119575. subdivisions?: number;
  119576. sideOrientation?: number;
  119577. frontUVs?: Vector4;
  119578. backUVs?: Vector4;
  119579. updatable?: boolean;
  119580. }, scene?: Nullable<Scene>): Mesh;
  119581. /**
  119582. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119583. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  119584. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  119585. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  119586. * * 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
  119587. * * 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
  119588. * * 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
  119589. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119590. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119591. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119592. * * 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
  119593. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  119594. * * 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
  119595. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  119596. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119597. * @param name defines the name of the mesh
  119598. * @param options defines the options used to create the mesh
  119599. * @param scene defines the hosting scene
  119600. * @returns the ribbon mesh
  119601. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  119602. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119603. */
  119604. static CreateRibbon(name: string, options: {
  119605. pathArray: Vector3[][];
  119606. closeArray?: boolean;
  119607. closePath?: boolean;
  119608. offset?: number;
  119609. updatable?: boolean;
  119610. sideOrientation?: number;
  119611. frontUVs?: Vector4;
  119612. backUVs?: Vector4;
  119613. instance?: Mesh;
  119614. invertUV?: boolean;
  119615. uvs?: Vector2[];
  119616. colors?: Color4[];
  119617. }, scene?: Nullable<Scene>): Mesh;
  119618. /**
  119619. * Creates a cylinder or a cone mesh
  119620. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  119621. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  119622. * * 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.
  119623. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  119624. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  119625. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  119626. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  119627. * * 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).
  119628. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  119629. * * 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).
  119630. * * 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
  119631. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  119632. * * 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
  119633. * * 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.
  119634. * * If `enclose` is false, a ring surface is one element.
  119635. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  119636. * * 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
  119637. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119638. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119639. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119640. * @param name defines the name of the mesh
  119641. * @param options defines the options used to create the mesh
  119642. * @param scene defines the hosting scene
  119643. * @returns the cylinder mesh
  119644. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  119645. */
  119646. static CreateCylinder(name: string, options: {
  119647. height?: number;
  119648. diameterTop?: number;
  119649. diameterBottom?: number;
  119650. diameter?: number;
  119651. tessellation?: number;
  119652. subdivisions?: number;
  119653. arc?: number;
  119654. faceColors?: Color4[];
  119655. faceUV?: Vector4[];
  119656. updatable?: boolean;
  119657. hasRings?: boolean;
  119658. enclose?: boolean;
  119659. cap?: number;
  119660. sideOrientation?: number;
  119661. frontUVs?: Vector4;
  119662. backUVs?: Vector4;
  119663. }, scene?: Nullable<Scene>): Mesh;
  119664. /**
  119665. * Creates a torus mesh
  119666. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  119667. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  119668. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  119669. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119670. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119671. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119672. * @param name defines the name of the mesh
  119673. * @param options defines the options used to create the mesh
  119674. * @param scene defines the hosting scene
  119675. * @returns the torus mesh
  119676. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  119677. */
  119678. static CreateTorus(name: string, options: {
  119679. diameter?: number;
  119680. thickness?: number;
  119681. tessellation?: number;
  119682. updatable?: boolean;
  119683. sideOrientation?: number;
  119684. frontUVs?: Vector4;
  119685. backUVs?: Vector4;
  119686. }, scene?: Nullable<Scene>): Mesh;
  119687. /**
  119688. * Creates a torus knot mesh
  119689. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  119690. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  119691. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  119692. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  119693. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119694. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119695. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119696. * @param name defines the name of the mesh
  119697. * @param options defines the options used to create the mesh
  119698. * @param scene defines the hosting scene
  119699. * @returns the torus knot mesh
  119700. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  119701. */
  119702. static CreateTorusKnot(name: string, options: {
  119703. radius?: number;
  119704. tube?: number;
  119705. radialSegments?: number;
  119706. tubularSegments?: number;
  119707. p?: number;
  119708. q?: number;
  119709. updatable?: boolean;
  119710. sideOrientation?: number;
  119711. frontUVs?: Vector4;
  119712. backUVs?: Vector4;
  119713. }, scene?: Nullable<Scene>): Mesh;
  119714. /**
  119715. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  119716. * * 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
  119717. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  119718. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  119719. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  119720. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  119721. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  119722. * * 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
  119723. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  119724. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119725. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  119726. * @param name defines the name of the new line system
  119727. * @param options defines the options used to create the line system
  119728. * @param scene defines the hosting scene
  119729. * @returns a new line system mesh
  119730. */
  119731. static CreateLineSystem(name: string, options: {
  119732. lines: Vector3[][];
  119733. updatable?: boolean;
  119734. instance?: Nullable<LinesMesh>;
  119735. colors?: Nullable<Color4[][]>;
  119736. useVertexAlpha?: boolean;
  119737. }, scene: Nullable<Scene>): LinesMesh;
  119738. /**
  119739. * Creates a line mesh
  119740. * 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
  119741. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  119742. * * The parameter `points` is an array successive Vector3
  119743. * * 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
  119744. * * The optional parameter `colors` is an array of successive Color4, one per line point
  119745. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  119746. * * When updating an instance, remember that only point positions can change, not the number of points
  119747. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119748. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  119749. * @param name defines the name of the new line system
  119750. * @param options defines the options used to create the line system
  119751. * @param scene defines the hosting scene
  119752. * @returns a new line mesh
  119753. */
  119754. static CreateLines(name: string, options: {
  119755. points: Vector3[];
  119756. updatable?: boolean;
  119757. instance?: Nullable<LinesMesh>;
  119758. colors?: Color4[];
  119759. useVertexAlpha?: boolean;
  119760. }, scene?: Nullable<Scene>): LinesMesh;
  119761. /**
  119762. * Creates a dashed line mesh
  119763. * * 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
  119764. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  119765. * * The parameter `points` is an array successive Vector3
  119766. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  119767. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  119768. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  119769. * * 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
  119770. * * When updating an instance, remember that only point positions can change, not the number of points
  119771. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119772. * @param name defines the name of the mesh
  119773. * @param options defines the options used to create the mesh
  119774. * @param scene defines the hosting scene
  119775. * @returns the dashed line mesh
  119776. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  119777. */
  119778. static CreateDashedLines(name: string, options: {
  119779. points: Vector3[];
  119780. dashSize?: number;
  119781. gapSize?: number;
  119782. dashNb?: number;
  119783. updatable?: boolean;
  119784. instance?: LinesMesh;
  119785. }, scene?: Nullable<Scene>): LinesMesh;
  119786. /**
  119787. * 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.
  119788. * * 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.
  119789. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119790. * * 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.
  119791. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  119792. * * 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
  119793. * * 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
  119794. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  119795. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119796. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119797. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  119798. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119799. * @param name defines the name of the mesh
  119800. * @param options defines the options used to create the mesh
  119801. * @param scene defines the hosting scene
  119802. * @returns the extruded shape mesh
  119803. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119804. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119805. */
  119806. static ExtrudeShape(name: string, options: {
  119807. shape: Vector3[];
  119808. path: Vector3[];
  119809. scale?: number;
  119810. rotation?: number;
  119811. cap?: number;
  119812. updatable?: boolean;
  119813. sideOrientation?: number;
  119814. frontUVs?: Vector4;
  119815. backUVs?: Vector4;
  119816. instance?: Mesh;
  119817. invertUV?: boolean;
  119818. }, scene?: Nullable<Scene>): Mesh;
  119819. /**
  119820. * Creates an custom extruded shape mesh.
  119821. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  119822. * * 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.
  119823. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119824. * * 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
  119825. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  119826. * * 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
  119827. * * It must returns a float value that will be the scale value applied to the shape on each path point
  119828. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  119829. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  119830. * * 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
  119831. * * 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
  119832. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  119833. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119834. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119835. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119836. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119837. * @param name defines the name of the mesh
  119838. * @param options defines the options used to create the mesh
  119839. * @param scene defines the hosting scene
  119840. * @returns the custom extruded shape mesh
  119841. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  119842. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119843. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119844. */
  119845. static ExtrudeShapeCustom(name: string, options: {
  119846. shape: Vector3[];
  119847. path: Vector3[];
  119848. scaleFunction?: any;
  119849. rotationFunction?: any;
  119850. ribbonCloseArray?: boolean;
  119851. ribbonClosePath?: boolean;
  119852. cap?: number;
  119853. updatable?: boolean;
  119854. sideOrientation?: number;
  119855. frontUVs?: Vector4;
  119856. backUVs?: Vector4;
  119857. instance?: Mesh;
  119858. invertUV?: boolean;
  119859. }, scene?: Nullable<Scene>): Mesh;
  119860. /**
  119861. * Creates lathe mesh.
  119862. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  119863. * * 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
  119864. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  119865. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  119866. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  119867. * * 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
  119868. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  119869. * * 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
  119870. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119871. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119872. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119873. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119874. * @param name defines the name of the mesh
  119875. * @param options defines the options used to create the mesh
  119876. * @param scene defines the hosting scene
  119877. * @returns the lathe mesh
  119878. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  119879. */
  119880. static CreateLathe(name: string, options: {
  119881. shape: Vector3[];
  119882. radius?: number;
  119883. tessellation?: number;
  119884. clip?: number;
  119885. arc?: number;
  119886. closed?: boolean;
  119887. updatable?: boolean;
  119888. sideOrientation?: number;
  119889. frontUVs?: Vector4;
  119890. backUVs?: Vector4;
  119891. cap?: number;
  119892. invertUV?: boolean;
  119893. }, scene?: Nullable<Scene>): Mesh;
  119894. /**
  119895. * Creates a tiled plane mesh
  119896. * * You can set a limited pattern arrangement with the tiles
  119897. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119898. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119899. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119900. * @param name defines the name of the mesh
  119901. * @param options defines the options used to create the mesh
  119902. * @param scene defines the hosting scene
  119903. * @returns the plane mesh
  119904. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  119905. */
  119906. static CreateTiledPlane(name: string, options: {
  119907. pattern?: number;
  119908. tileSize?: number;
  119909. tileWidth?: number;
  119910. tileHeight?: number;
  119911. size?: number;
  119912. width?: number;
  119913. height?: number;
  119914. alignHorizontal?: number;
  119915. alignVertical?: number;
  119916. sideOrientation?: number;
  119917. frontUVs?: Vector4;
  119918. backUVs?: Vector4;
  119919. updatable?: boolean;
  119920. }, scene?: Nullable<Scene>): Mesh;
  119921. /**
  119922. * Creates a plane mesh
  119923. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  119924. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  119925. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  119926. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119927. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119928. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119929. * @param name defines the name of the mesh
  119930. * @param options defines the options used to create the mesh
  119931. * @param scene defines the hosting scene
  119932. * @returns the plane mesh
  119933. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  119934. */
  119935. static CreatePlane(name: string, options: {
  119936. size?: number;
  119937. width?: number;
  119938. height?: number;
  119939. sideOrientation?: number;
  119940. frontUVs?: Vector4;
  119941. backUVs?: Vector4;
  119942. updatable?: boolean;
  119943. sourcePlane?: Plane;
  119944. }, scene?: Nullable<Scene>): Mesh;
  119945. /**
  119946. * Creates a ground mesh
  119947. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  119948. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  119949. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119950. * @param name defines the name of the mesh
  119951. * @param options defines the options used to create the mesh
  119952. * @param scene defines the hosting scene
  119953. * @returns the ground mesh
  119954. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  119955. */
  119956. static CreateGround(name: string, options: {
  119957. width?: number;
  119958. height?: number;
  119959. subdivisions?: number;
  119960. subdivisionsX?: number;
  119961. subdivisionsY?: number;
  119962. updatable?: boolean;
  119963. }, scene?: Nullable<Scene>): Mesh;
  119964. /**
  119965. * Creates a tiled ground mesh
  119966. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  119967. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  119968. * * 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
  119969. * * 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
  119970. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119971. * @param name defines the name of the mesh
  119972. * @param options defines the options used to create the mesh
  119973. * @param scene defines the hosting scene
  119974. * @returns the tiled ground mesh
  119975. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  119976. */
  119977. static CreateTiledGround(name: string, options: {
  119978. xmin: number;
  119979. zmin: number;
  119980. xmax: number;
  119981. zmax: number;
  119982. subdivisions?: {
  119983. w: number;
  119984. h: number;
  119985. };
  119986. precision?: {
  119987. w: number;
  119988. h: number;
  119989. };
  119990. updatable?: boolean;
  119991. }, scene?: Nullable<Scene>): Mesh;
  119992. /**
  119993. * Creates a ground mesh from a height map
  119994. * * The parameter `url` sets the URL of the height map image resource.
  119995. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  119996. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  119997. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  119998. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  119999. * * 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.
  120000. * * 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).
  120001. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  120002. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120003. * @param name defines the name of the mesh
  120004. * @param url defines the url to the height map
  120005. * @param options defines the options used to create the mesh
  120006. * @param scene defines the hosting scene
  120007. * @returns the ground mesh
  120008. * @see https://doc.babylonjs.com/babylon101/height_map
  120009. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  120010. */
  120011. static CreateGroundFromHeightMap(name: string, url: string, options: {
  120012. width?: number;
  120013. height?: number;
  120014. subdivisions?: number;
  120015. minHeight?: number;
  120016. maxHeight?: number;
  120017. colorFilter?: Color3;
  120018. alphaFilter?: number;
  120019. updatable?: boolean;
  120020. onReady?: (mesh: GroundMesh) => void;
  120021. }, scene?: Nullable<Scene>): GroundMesh;
  120022. /**
  120023. * Creates a polygon mesh
  120024. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  120025. * * 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
  120026. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120027. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120028. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  120029. * * Remember you can only change the shape positions, not their number when updating a polygon
  120030. * @param name defines the name of the mesh
  120031. * @param options defines the options used to create the mesh
  120032. * @param scene defines the hosting scene
  120033. * @param earcutInjection can be used to inject your own earcut reference
  120034. * @returns the polygon mesh
  120035. */
  120036. static CreatePolygon(name: string, options: {
  120037. shape: Vector3[];
  120038. holes?: Vector3[][];
  120039. depth?: number;
  120040. faceUV?: Vector4[];
  120041. faceColors?: Color4[];
  120042. updatable?: boolean;
  120043. sideOrientation?: number;
  120044. frontUVs?: Vector4;
  120045. backUVs?: Vector4;
  120046. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120047. /**
  120048. * Creates an extruded polygon mesh, with depth in the Y direction.
  120049. * * 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)
  120050. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120051. * @param name defines the name of the mesh
  120052. * @param options defines the options used to create the mesh
  120053. * @param scene defines the hosting scene
  120054. * @param earcutInjection can be used to inject your own earcut reference
  120055. * @returns the polygon mesh
  120056. */
  120057. static ExtrudePolygon(name: string, options: {
  120058. shape: Vector3[];
  120059. holes?: Vector3[][];
  120060. depth?: number;
  120061. faceUV?: Vector4[];
  120062. faceColors?: Color4[];
  120063. updatable?: boolean;
  120064. sideOrientation?: number;
  120065. frontUVs?: Vector4;
  120066. backUVs?: Vector4;
  120067. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120068. /**
  120069. * Creates a tube mesh.
  120070. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120071. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  120072. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  120073. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  120074. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  120075. * * 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)
  120076. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  120077. * * 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
  120078. * * 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
  120079. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120080. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120081. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120082. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120083. * @param name defines the name of the mesh
  120084. * @param options defines the options used to create the mesh
  120085. * @param scene defines the hosting scene
  120086. * @returns the tube mesh
  120087. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120088. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  120089. */
  120090. static CreateTube(name: string, options: {
  120091. path: Vector3[];
  120092. radius?: number;
  120093. tessellation?: number;
  120094. radiusFunction?: {
  120095. (i: number, distance: number): number;
  120096. };
  120097. cap?: number;
  120098. arc?: number;
  120099. updatable?: boolean;
  120100. sideOrientation?: number;
  120101. frontUVs?: Vector4;
  120102. backUVs?: Vector4;
  120103. instance?: Mesh;
  120104. invertUV?: boolean;
  120105. }, scene?: Nullable<Scene>): Mesh;
  120106. /**
  120107. * Creates a polyhedron mesh
  120108. * * 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
  120109. * * The parameter `size` (positive float, default 1) sets the polygon size
  120110. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  120111. * * 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`
  120112. * * 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
  120113. * * 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)`)
  120114. * * 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
  120115. * * 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
  120116. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120117. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120118. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120119. * @param name defines the name of the mesh
  120120. * @param options defines the options used to create the mesh
  120121. * @param scene defines the hosting scene
  120122. * @returns the polyhedron mesh
  120123. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  120124. */
  120125. static CreatePolyhedron(name: string, options: {
  120126. type?: number;
  120127. size?: number;
  120128. sizeX?: number;
  120129. sizeY?: number;
  120130. sizeZ?: number;
  120131. custom?: any;
  120132. faceUV?: Vector4[];
  120133. faceColors?: Color4[];
  120134. flat?: boolean;
  120135. updatable?: boolean;
  120136. sideOrientation?: number;
  120137. frontUVs?: Vector4;
  120138. backUVs?: Vector4;
  120139. }, scene?: Nullable<Scene>): Mesh;
  120140. /**
  120141. * Creates a decal mesh.
  120142. * 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
  120143. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  120144. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  120145. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  120146. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  120147. * @param name defines the name of the mesh
  120148. * @param sourceMesh defines the mesh where the decal must be applied
  120149. * @param options defines the options used to create the mesh
  120150. * @param scene defines the hosting scene
  120151. * @returns the decal mesh
  120152. * @see https://doc.babylonjs.com/how_to/decals
  120153. */
  120154. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  120155. position?: Vector3;
  120156. normal?: Vector3;
  120157. size?: Vector3;
  120158. angle?: number;
  120159. }): Mesh;
  120160. }
  120161. }
  120162. declare module BABYLON {
  120163. /**
  120164. * A simplifier interface for future simplification implementations
  120165. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120166. */
  120167. export interface ISimplifier {
  120168. /**
  120169. * Simplification of a given mesh according to the given settings.
  120170. * Since this requires computation, it is assumed that the function runs async.
  120171. * @param settings The settings of the simplification, including quality and distance
  120172. * @param successCallback A callback that will be called after the mesh was simplified.
  120173. * @param errorCallback in case of an error, this callback will be called. optional.
  120174. */
  120175. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  120176. }
  120177. /**
  120178. * Expected simplification settings.
  120179. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  120180. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120181. */
  120182. export interface ISimplificationSettings {
  120183. /**
  120184. * Gets or sets the expected quality
  120185. */
  120186. quality: number;
  120187. /**
  120188. * Gets or sets the distance when this optimized version should be used
  120189. */
  120190. distance: number;
  120191. /**
  120192. * Gets an already optimized mesh
  120193. */
  120194. optimizeMesh?: boolean;
  120195. }
  120196. /**
  120197. * Class used to specify simplification options
  120198. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120199. */
  120200. export class SimplificationSettings implements ISimplificationSettings {
  120201. /** expected quality */
  120202. quality: number;
  120203. /** distance when this optimized version should be used */
  120204. distance: number;
  120205. /** already optimized mesh */
  120206. optimizeMesh?: boolean | undefined;
  120207. /**
  120208. * Creates a SimplificationSettings
  120209. * @param quality expected quality
  120210. * @param distance distance when this optimized version should be used
  120211. * @param optimizeMesh already optimized mesh
  120212. */
  120213. constructor(
  120214. /** expected quality */
  120215. quality: number,
  120216. /** distance when this optimized version should be used */
  120217. distance: number,
  120218. /** already optimized mesh */
  120219. optimizeMesh?: boolean | undefined);
  120220. }
  120221. /**
  120222. * Interface used to define a simplification task
  120223. */
  120224. export interface ISimplificationTask {
  120225. /**
  120226. * Array of settings
  120227. */
  120228. settings: Array<ISimplificationSettings>;
  120229. /**
  120230. * Simplification type
  120231. */
  120232. simplificationType: SimplificationType;
  120233. /**
  120234. * Mesh to simplify
  120235. */
  120236. mesh: Mesh;
  120237. /**
  120238. * Callback called on success
  120239. */
  120240. successCallback?: () => void;
  120241. /**
  120242. * Defines if parallel processing can be used
  120243. */
  120244. parallelProcessing: boolean;
  120245. }
  120246. /**
  120247. * Queue used to order the simplification tasks
  120248. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120249. */
  120250. export class SimplificationQueue {
  120251. private _simplificationArray;
  120252. /**
  120253. * Gets a boolean indicating that the process is still running
  120254. */
  120255. running: boolean;
  120256. /**
  120257. * Creates a new queue
  120258. */
  120259. constructor();
  120260. /**
  120261. * Adds a new simplification task
  120262. * @param task defines a task to add
  120263. */
  120264. addTask(task: ISimplificationTask): void;
  120265. /**
  120266. * Execute next task
  120267. */
  120268. executeNext(): void;
  120269. /**
  120270. * Execute a simplification task
  120271. * @param task defines the task to run
  120272. */
  120273. runSimplification(task: ISimplificationTask): void;
  120274. private getSimplifier;
  120275. }
  120276. /**
  120277. * The implemented types of simplification
  120278. * At the moment only Quadratic Error Decimation is implemented
  120279. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120280. */
  120281. export enum SimplificationType {
  120282. /** Quadratic error decimation */
  120283. QUADRATIC = 0
  120284. }
  120285. }
  120286. declare module BABYLON {
  120287. interface Scene {
  120288. /** @hidden (Backing field) */
  120289. _simplificationQueue: SimplificationQueue;
  120290. /**
  120291. * Gets or sets the simplification queue attached to the scene
  120292. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  120293. */
  120294. simplificationQueue: SimplificationQueue;
  120295. }
  120296. interface Mesh {
  120297. /**
  120298. * Simplify the mesh according to the given array of settings.
  120299. * Function will return immediately and will simplify async
  120300. * @param settings a collection of simplification settings
  120301. * @param parallelProcessing should all levels calculate parallel or one after the other
  120302. * @param simplificationType the type of simplification to run
  120303. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  120304. * @returns the current mesh
  120305. */
  120306. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  120307. }
  120308. /**
  120309. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  120310. * created in a scene
  120311. */
  120312. export class SimplicationQueueSceneComponent implements ISceneComponent {
  120313. /**
  120314. * The component name helpfull to identify the component in the list of scene components.
  120315. */
  120316. readonly name: string;
  120317. /**
  120318. * The scene the component belongs to.
  120319. */
  120320. scene: Scene;
  120321. /**
  120322. * Creates a new instance of the component for the given scene
  120323. * @param scene Defines the scene to register the component in
  120324. */
  120325. constructor(scene: Scene);
  120326. /**
  120327. * Registers the component in a given scene
  120328. */
  120329. register(): void;
  120330. /**
  120331. * Rebuilds the elements related to this component in case of
  120332. * context lost for instance.
  120333. */
  120334. rebuild(): void;
  120335. /**
  120336. * Disposes the component and the associated ressources
  120337. */
  120338. dispose(): void;
  120339. private _beforeCameraUpdate;
  120340. }
  120341. }
  120342. declare module BABYLON {
  120343. /**
  120344. * Navigation plugin interface to add navigation constrained by a navigation mesh
  120345. */
  120346. export interface INavigationEnginePlugin {
  120347. /**
  120348. * plugin name
  120349. */
  120350. name: string;
  120351. /**
  120352. * Creates a navigation mesh
  120353. * @param meshes array of all the geometry used to compute the navigatio mesh
  120354. * @param parameters bunch of parameters used to filter geometry
  120355. */
  120356. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  120357. /**
  120358. * Create a navigation mesh debug mesh
  120359. * @param scene is where the mesh will be added
  120360. * @returns debug display mesh
  120361. */
  120362. createDebugNavMesh(scene: Scene): Mesh;
  120363. /**
  120364. * Get a navigation mesh constrained position, closest to the parameter position
  120365. * @param position world position
  120366. * @returns the closest point to position constrained by the navigation mesh
  120367. */
  120368. getClosestPoint(position: Vector3): Vector3;
  120369. /**
  120370. * Get a navigation mesh constrained position, within a particular radius
  120371. * @param position world position
  120372. * @param maxRadius the maximum distance to the constrained world position
  120373. * @returns the closest point to position constrained by the navigation mesh
  120374. */
  120375. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  120376. /**
  120377. * Compute the final position from a segment made of destination-position
  120378. * @param position world position
  120379. * @param destination world position
  120380. * @returns the resulting point along the navmesh
  120381. */
  120382. moveAlong(position: Vector3, destination: Vector3): Vector3;
  120383. /**
  120384. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  120385. * @param start world position
  120386. * @param end world position
  120387. * @returns array containing world position composing the path
  120388. */
  120389. computePath(start: Vector3, end: Vector3): Vector3[];
  120390. /**
  120391. * If this plugin is supported
  120392. * @returns true if plugin is supported
  120393. */
  120394. isSupported(): boolean;
  120395. /**
  120396. * Create a new Crowd so you can add agents
  120397. * @param maxAgents the maximum agent count in the crowd
  120398. * @param maxAgentRadius the maximum radius an agent can have
  120399. * @param scene to attach the crowd to
  120400. * @returns the crowd you can add agents to
  120401. */
  120402. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  120403. /**
  120404. * Release all resources
  120405. */
  120406. dispose(): void;
  120407. }
  120408. /**
  120409. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  120410. */
  120411. export interface ICrowd {
  120412. /**
  120413. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  120414. * You can attach anything to that node. The node position is updated in the scene update tick.
  120415. * @param pos world position that will be constrained by the navigation mesh
  120416. * @param parameters agent parameters
  120417. * @param transform hooked to the agent that will be update by the scene
  120418. * @returns agent index
  120419. */
  120420. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  120421. /**
  120422. * Returns the agent position in world space
  120423. * @param index agent index returned by addAgent
  120424. * @returns world space position
  120425. */
  120426. getAgentPosition(index: number): Vector3;
  120427. /**
  120428. * Gets the agent velocity in world space
  120429. * @param index agent index returned by addAgent
  120430. * @returns world space velocity
  120431. */
  120432. getAgentVelocity(index: number): Vector3;
  120433. /**
  120434. * remove a particular agent previously created
  120435. * @param index agent index returned by addAgent
  120436. */
  120437. removeAgent(index: number): void;
  120438. /**
  120439. * get the list of all agents attached to this crowd
  120440. * @returns list of agent indices
  120441. */
  120442. getAgents(): number[];
  120443. /**
  120444. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  120445. * @param deltaTime in seconds
  120446. */
  120447. update(deltaTime: number): void;
  120448. /**
  120449. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  120450. * @param index agent index returned by addAgent
  120451. * @param destination targeted world position
  120452. */
  120453. agentGoto(index: number, destination: Vector3): void;
  120454. /**
  120455. * Release all resources
  120456. */
  120457. dispose(): void;
  120458. }
  120459. /**
  120460. * Configures an agent
  120461. */
  120462. export interface IAgentParameters {
  120463. /**
  120464. * Agent radius. [Limit: >= 0]
  120465. */
  120466. radius: number;
  120467. /**
  120468. * Agent height. [Limit: > 0]
  120469. */
  120470. height: number;
  120471. /**
  120472. * Maximum allowed acceleration. [Limit: >= 0]
  120473. */
  120474. maxAcceleration: number;
  120475. /**
  120476. * Maximum allowed speed. [Limit: >= 0]
  120477. */
  120478. maxSpeed: number;
  120479. /**
  120480. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  120481. */
  120482. collisionQueryRange: number;
  120483. /**
  120484. * The path visibility optimization range. [Limit: > 0]
  120485. */
  120486. pathOptimizationRange: number;
  120487. /**
  120488. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  120489. */
  120490. separationWeight: number;
  120491. }
  120492. /**
  120493. * Configures the navigation mesh creation
  120494. */
  120495. export interface INavMeshParameters {
  120496. /**
  120497. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  120498. */
  120499. cs: number;
  120500. /**
  120501. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  120502. */
  120503. ch: number;
  120504. /**
  120505. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  120506. */
  120507. walkableSlopeAngle: number;
  120508. /**
  120509. * Minimum floor to 'ceiling' height that will still allow the floor area to
  120510. * be considered walkable. [Limit: >= 3] [Units: vx]
  120511. */
  120512. walkableHeight: number;
  120513. /**
  120514. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  120515. */
  120516. walkableClimb: number;
  120517. /**
  120518. * The distance to erode/shrink the walkable area of the heightfield away from
  120519. * obstructions. [Limit: >=0] [Units: vx]
  120520. */
  120521. walkableRadius: number;
  120522. /**
  120523. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  120524. */
  120525. maxEdgeLen: number;
  120526. /**
  120527. * The maximum distance a simplfied contour's border edges should deviate
  120528. * the original raw contour. [Limit: >=0] [Units: vx]
  120529. */
  120530. maxSimplificationError: number;
  120531. /**
  120532. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  120533. */
  120534. minRegionArea: number;
  120535. /**
  120536. * Any regions with a span count smaller than this value will, if possible,
  120537. * be merged with larger regions. [Limit: >=0] [Units: vx]
  120538. */
  120539. mergeRegionArea: number;
  120540. /**
  120541. * The maximum number of vertices allowed for polygons generated during the
  120542. * contour to polygon conversion process. [Limit: >= 3]
  120543. */
  120544. maxVertsPerPoly: number;
  120545. /**
  120546. * Sets the sampling distance to use when generating the detail mesh.
  120547. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  120548. */
  120549. detailSampleDist: number;
  120550. /**
  120551. * The maximum distance the detail mesh surface should deviate from heightfield
  120552. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  120553. */
  120554. detailSampleMaxError: number;
  120555. }
  120556. }
  120557. declare module BABYLON {
  120558. /**
  120559. * RecastJS navigation plugin
  120560. */
  120561. export class RecastJSPlugin implements INavigationEnginePlugin {
  120562. /**
  120563. * Reference to the Recast library
  120564. */
  120565. bjsRECAST: any;
  120566. /**
  120567. * plugin name
  120568. */
  120569. name: string;
  120570. /**
  120571. * the first navmesh created. We might extend this to support multiple navmeshes
  120572. */
  120573. navMesh: any;
  120574. /**
  120575. * Initializes the recastJS plugin
  120576. * @param recastInjection can be used to inject your own recast reference
  120577. */
  120578. constructor(recastInjection?: any);
  120579. /**
  120580. * Creates a navigation mesh
  120581. * @param meshes array of all the geometry used to compute the navigatio mesh
  120582. * @param parameters bunch of parameters used to filter geometry
  120583. */
  120584. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  120585. /**
  120586. * Create a navigation mesh debug mesh
  120587. * @param scene is where the mesh will be added
  120588. * @returns debug display mesh
  120589. */
  120590. createDebugNavMesh(scene: Scene): Mesh;
  120591. /**
  120592. * Get a navigation mesh constrained position, closest to the parameter position
  120593. * @param position world position
  120594. * @returns the closest point to position constrained by the navigation mesh
  120595. */
  120596. getClosestPoint(position: Vector3): Vector3;
  120597. /**
  120598. * Get a navigation mesh constrained position, within a particular radius
  120599. * @param position world position
  120600. * @param maxRadius the maximum distance to the constrained world position
  120601. * @returns the closest point to position constrained by the navigation mesh
  120602. */
  120603. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  120604. /**
  120605. * Compute the final position from a segment made of destination-position
  120606. * @param position world position
  120607. * @param destination world position
  120608. * @returns the resulting point along the navmesh
  120609. */
  120610. moveAlong(position: Vector3, destination: Vector3): Vector3;
  120611. /**
  120612. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  120613. * @param start world position
  120614. * @param end world position
  120615. * @returns array containing world position composing the path
  120616. */
  120617. computePath(start: Vector3, end: Vector3): Vector3[];
  120618. /**
  120619. * Create a new Crowd so you can add agents
  120620. * @param maxAgents the maximum agent count in the crowd
  120621. * @param maxAgentRadius the maximum radius an agent can have
  120622. * @param scene to attach the crowd to
  120623. * @returns the crowd you can add agents to
  120624. */
  120625. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  120626. /**
  120627. * Disposes
  120628. */
  120629. dispose(): void;
  120630. /**
  120631. * If this plugin is supported
  120632. * @returns true if plugin is supported
  120633. */
  120634. isSupported(): boolean;
  120635. }
  120636. /**
  120637. * Recast detour crowd implementation
  120638. */
  120639. export class RecastJSCrowd implements ICrowd {
  120640. /**
  120641. * Recast/detour plugin
  120642. */
  120643. bjsRECASTPlugin: RecastJSPlugin;
  120644. /**
  120645. * Link to the detour crowd
  120646. */
  120647. recastCrowd: any;
  120648. /**
  120649. * One transform per agent
  120650. */
  120651. transforms: TransformNode[];
  120652. /**
  120653. * All agents created
  120654. */
  120655. agents: number[];
  120656. /**
  120657. * Link to the scene is kept to unregister the crowd from the scene
  120658. */
  120659. private _scene;
  120660. /**
  120661. * Observer for crowd updates
  120662. */
  120663. private _onBeforeAnimationsObserver;
  120664. /**
  120665. * Constructor
  120666. * @param plugin recastJS plugin
  120667. * @param maxAgents the maximum agent count in the crowd
  120668. * @param maxAgentRadius the maximum radius an agent can have
  120669. * @param scene to attach the crowd to
  120670. * @returns the crowd you can add agents to
  120671. */
  120672. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  120673. /**
  120674. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  120675. * You can attach anything to that node. The node position is updated in the scene update tick.
  120676. * @param pos world position that will be constrained by the navigation mesh
  120677. * @param parameters agent parameters
  120678. * @param transform hooked to the agent that will be update by the scene
  120679. * @returns agent index
  120680. */
  120681. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  120682. /**
  120683. * Returns the agent position in world space
  120684. * @param index agent index returned by addAgent
  120685. * @returns world space position
  120686. */
  120687. getAgentPosition(index: number): Vector3;
  120688. /**
  120689. * Returns the agent velocity in world space
  120690. * @param index agent index returned by addAgent
  120691. * @returns world space velocity
  120692. */
  120693. getAgentVelocity(index: number): Vector3;
  120694. /**
  120695. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  120696. * @param index agent index returned by addAgent
  120697. * @param destination targeted world position
  120698. */
  120699. agentGoto(index: number, destination: Vector3): void;
  120700. /**
  120701. * remove a particular agent previously created
  120702. * @param index agent index returned by addAgent
  120703. */
  120704. removeAgent(index: number): void;
  120705. /**
  120706. * get the list of all agents attached to this crowd
  120707. * @returns list of agent indices
  120708. */
  120709. getAgents(): number[];
  120710. /**
  120711. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  120712. * @param deltaTime in seconds
  120713. */
  120714. update(deltaTime: number): void;
  120715. /**
  120716. * Release all resources
  120717. */
  120718. dispose(): void;
  120719. }
  120720. }
  120721. declare module BABYLON {
  120722. /**
  120723. * Class used to enable access to IndexedDB
  120724. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  120725. */
  120726. export class Database implements IOfflineProvider {
  120727. private _callbackManifestChecked;
  120728. private _currentSceneUrl;
  120729. private _db;
  120730. private _enableSceneOffline;
  120731. private _enableTexturesOffline;
  120732. private _manifestVersionFound;
  120733. private _mustUpdateRessources;
  120734. private _hasReachedQuota;
  120735. private _isSupported;
  120736. private _idbFactory;
  120737. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  120738. private static IsUASupportingBlobStorage;
  120739. /**
  120740. * Gets a boolean indicating if Database storate is enabled (off by default)
  120741. */
  120742. static IDBStorageEnabled: boolean;
  120743. /**
  120744. * Gets a boolean indicating if scene must be saved in the database
  120745. */
  120746. readonly enableSceneOffline: boolean;
  120747. /**
  120748. * Gets a boolean indicating if textures must be saved in the database
  120749. */
  120750. readonly enableTexturesOffline: boolean;
  120751. /**
  120752. * Creates a new Database
  120753. * @param urlToScene defines the url to load the scene
  120754. * @param callbackManifestChecked defines the callback to use when manifest is checked
  120755. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  120756. */
  120757. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  120758. private static _ParseURL;
  120759. private static _ReturnFullUrlLocation;
  120760. private _checkManifestFile;
  120761. /**
  120762. * Open the database and make it available
  120763. * @param successCallback defines the callback to call on success
  120764. * @param errorCallback defines the callback to call on error
  120765. */
  120766. open(successCallback: () => void, errorCallback: () => void): void;
  120767. /**
  120768. * Loads an image from the database
  120769. * @param url defines the url to load from
  120770. * @param image defines the target DOM image
  120771. */
  120772. loadImage(url: string, image: HTMLImageElement): void;
  120773. private _loadImageFromDBAsync;
  120774. private _saveImageIntoDBAsync;
  120775. private _checkVersionFromDB;
  120776. private _loadVersionFromDBAsync;
  120777. private _saveVersionIntoDBAsync;
  120778. /**
  120779. * Loads a file from database
  120780. * @param url defines the URL to load from
  120781. * @param sceneLoaded defines a callback to call on success
  120782. * @param progressCallBack defines a callback to call when progress changed
  120783. * @param errorCallback defines a callback to call on error
  120784. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  120785. */
  120786. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  120787. private _loadFileAsync;
  120788. private _saveFileAsync;
  120789. /**
  120790. * Validates if xhr data is correct
  120791. * @param xhr defines the request to validate
  120792. * @param dataType defines the expected data type
  120793. * @returns true if data is correct
  120794. */
  120795. private static _ValidateXHRData;
  120796. }
  120797. }
  120798. declare module BABYLON {
  120799. /** @hidden */
  120800. export var gpuUpdateParticlesPixelShader: {
  120801. name: string;
  120802. shader: string;
  120803. };
  120804. }
  120805. declare module BABYLON {
  120806. /** @hidden */
  120807. export var gpuUpdateParticlesVertexShader: {
  120808. name: string;
  120809. shader: string;
  120810. };
  120811. }
  120812. declare module BABYLON {
  120813. /** @hidden */
  120814. export var clipPlaneFragmentDeclaration2: {
  120815. name: string;
  120816. shader: string;
  120817. };
  120818. }
  120819. declare module BABYLON {
  120820. /** @hidden */
  120821. export var gpuRenderParticlesPixelShader: {
  120822. name: string;
  120823. shader: string;
  120824. };
  120825. }
  120826. declare module BABYLON {
  120827. /** @hidden */
  120828. export var clipPlaneVertexDeclaration2: {
  120829. name: string;
  120830. shader: string;
  120831. };
  120832. }
  120833. declare module BABYLON {
  120834. /** @hidden */
  120835. export var gpuRenderParticlesVertexShader: {
  120836. name: string;
  120837. shader: string;
  120838. };
  120839. }
  120840. declare module BABYLON {
  120841. /**
  120842. * This represents a GPU particle system in Babylon
  120843. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  120844. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  120845. */
  120846. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  120847. /**
  120848. * The layer mask we are rendering the particles through.
  120849. */
  120850. layerMask: number;
  120851. private _capacity;
  120852. private _activeCount;
  120853. private _currentActiveCount;
  120854. private _accumulatedCount;
  120855. private _renderEffect;
  120856. private _updateEffect;
  120857. private _buffer0;
  120858. private _buffer1;
  120859. private _spriteBuffer;
  120860. private _updateVAO;
  120861. private _renderVAO;
  120862. private _targetIndex;
  120863. private _sourceBuffer;
  120864. private _targetBuffer;
  120865. private _engine;
  120866. private _currentRenderId;
  120867. private _started;
  120868. private _stopped;
  120869. private _timeDelta;
  120870. private _randomTexture;
  120871. private _randomTexture2;
  120872. private _attributesStrideSize;
  120873. private _updateEffectOptions;
  120874. private _randomTextureSize;
  120875. private _actualFrame;
  120876. private readonly _rawTextureWidth;
  120877. /**
  120878. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  120879. */
  120880. static readonly IsSupported: boolean;
  120881. /**
  120882. * An event triggered when the system is disposed.
  120883. */
  120884. onDisposeObservable: Observable<GPUParticleSystem>;
  120885. /**
  120886. * Gets the maximum number of particles active at the same time.
  120887. * @returns The max number of active particles.
  120888. */
  120889. getCapacity(): number;
  120890. /**
  120891. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  120892. * to override the particles.
  120893. */
  120894. forceDepthWrite: boolean;
  120895. /**
  120896. * Gets or set the number of active particles
  120897. */
  120898. activeParticleCount: number;
  120899. private _preWarmDone;
  120900. /**
  120901. * Is this system ready to be used/rendered
  120902. * @return true if the system is ready
  120903. */
  120904. isReady(): boolean;
  120905. /**
  120906. * Gets if the system has been started. (Note: this will still be true after stop is called)
  120907. * @returns True if it has been started, otherwise false.
  120908. */
  120909. isStarted(): boolean;
  120910. /**
  120911. * Starts the particle system and begins to emit
  120912. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  120913. */
  120914. start(delay?: number): void;
  120915. /**
  120916. * Stops the particle system.
  120917. */
  120918. stop(): void;
  120919. /**
  120920. * Remove all active particles
  120921. */
  120922. reset(): void;
  120923. /**
  120924. * Returns the string "GPUParticleSystem"
  120925. * @returns a string containing the class name
  120926. */
  120927. getClassName(): string;
  120928. private _colorGradientsTexture;
  120929. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  120930. /**
  120931. * Adds a new color gradient
  120932. * @param gradient defines the gradient to use (between 0 and 1)
  120933. * @param color1 defines the color to affect to the specified gradient
  120934. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  120935. * @returns the current particle system
  120936. */
  120937. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  120938. /**
  120939. * Remove a specific color gradient
  120940. * @param gradient defines the gradient to remove
  120941. * @returns the current particle system
  120942. */
  120943. removeColorGradient(gradient: number): GPUParticleSystem;
  120944. private _angularSpeedGradientsTexture;
  120945. private _sizeGradientsTexture;
  120946. private _velocityGradientsTexture;
  120947. private _limitVelocityGradientsTexture;
  120948. private _dragGradientsTexture;
  120949. private _addFactorGradient;
  120950. /**
  120951. * Adds a new size gradient
  120952. * @param gradient defines the gradient to use (between 0 and 1)
  120953. * @param factor defines the size factor to affect to the specified gradient
  120954. * @returns the current particle system
  120955. */
  120956. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  120957. /**
  120958. * Remove a specific size gradient
  120959. * @param gradient defines the gradient to remove
  120960. * @returns the current particle system
  120961. */
  120962. removeSizeGradient(gradient: number): GPUParticleSystem;
  120963. /**
  120964. * Adds a new angular speed gradient
  120965. * @param gradient defines the gradient to use (between 0 and 1)
  120966. * @param factor defines the angular speed to affect to the specified gradient
  120967. * @returns the current particle system
  120968. */
  120969. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  120970. /**
  120971. * Remove a specific angular speed gradient
  120972. * @param gradient defines the gradient to remove
  120973. * @returns the current particle system
  120974. */
  120975. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  120976. /**
  120977. * Adds a new velocity gradient
  120978. * @param gradient defines the gradient to use (between 0 and 1)
  120979. * @param factor defines the velocity to affect to the specified gradient
  120980. * @returns the current particle system
  120981. */
  120982. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  120983. /**
  120984. * Remove a specific velocity gradient
  120985. * @param gradient defines the gradient to remove
  120986. * @returns the current particle system
  120987. */
  120988. removeVelocityGradient(gradient: number): GPUParticleSystem;
  120989. /**
  120990. * Adds a new limit velocity gradient
  120991. * @param gradient defines the gradient to use (between 0 and 1)
  120992. * @param factor defines the limit velocity value to affect to the specified gradient
  120993. * @returns the current particle system
  120994. */
  120995. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  120996. /**
  120997. * Remove a specific limit velocity gradient
  120998. * @param gradient defines the gradient to remove
  120999. * @returns the current particle system
  121000. */
  121001. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  121002. /**
  121003. * Adds a new drag gradient
  121004. * @param gradient defines the gradient to use (between 0 and 1)
  121005. * @param factor defines the drag value to affect to the specified gradient
  121006. * @returns the current particle system
  121007. */
  121008. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  121009. /**
  121010. * Remove a specific drag gradient
  121011. * @param gradient defines the gradient to remove
  121012. * @returns the current particle system
  121013. */
  121014. removeDragGradient(gradient: number): GPUParticleSystem;
  121015. /**
  121016. * Not supported by GPUParticleSystem
  121017. * @param gradient defines the gradient to use (between 0 and 1)
  121018. * @param factor defines the emit rate value to affect to the specified gradient
  121019. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  121020. * @returns the current particle system
  121021. */
  121022. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  121023. /**
  121024. * Not supported by GPUParticleSystem
  121025. * @param gradient defines the gradient to remove
  121026. * @returns the current particle system
  121027. */
  121028. removeEmitRateGradient(gradient: number): IParticleSystem;
  121029. /**
  121030. * Not supported by GPUParticleSystem
  121031. * @param gradient defines the gradient to use (between 0 and 1)
  121032. * @param factor defines the start size value to affect to the specified gradient
  121033. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  121034. * @returns the current particle system
  121035. */
  121036. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  121037. /**
  121038. * Not supported by GPUParticleSystem
  121039. * @param gradient defines the gradient to remove
  121040. * @returns the current particle system
  121041. */
  121042. removeStartSizeGradient(gradient: number): IParticleSystem;
  121043. /**
  121044. * Not supported by GPUParticleSystem
  121045. * @param gradient defines the gradient to use (between 0 and 1)
  121046. * @param min defines the color remap minimal range
  121047. * @param max defines the color remap maximal range
  121048. * @returns the current particle system
  121049. */
  121050. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  121051. /**
  121052. * Not supported by GPUParticleSystem
  121053. * @param gradient defines the gradient to remove
  121054. * @returns the current particle system
  121055. */
  121056. removeColorRemapGradient(): IParticleSystem;
  121057. /**
  121058. * Not supported by GPUParticleSystem
  121059. * @param gradient defines the gradient to use (between 0 and 1)
  121060. * @param min defines the alpha remap minimal range
  121061. * @param max defines the alpha remap maximal range
  121062. * @returns the current particle system
  121063. */
  121064. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  121065. /**
  121066. * Not supported by GPUParticleSystem
  121067. * @param gradient defines the gradient to remove
  121068. * @returns the current particle system
  121069. */
  121070. removeAlphaRemapGradient(): IParticleSystem;
  121071. /**
  121072. * Not supported by GPUParticleSystem
  121073. * @param gradient defines the gradient to use (between 0 and 1)
  121074. * @param color defines the color to affect to the specified gradient
  121075. * @returns the current particle system
  121076. */
  121077. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  121078. /**
  121079. * Not supported by GPUParticleSystem
  121080. * @param gradient defines the gradient to remove
  121081. * @returns the current particle system
  121082. */
  121083. removeRampGradient(): IParticleSystem;
  121084. /**
  121085. * Not supported by GPUParticleSystem
  121086. * @returns the list of ramp gradients
  121087. */
  121088. getRampGradients(): Nullable<Array<Color3Gradient>>;
  121089. /**
  121090. * Not supported by GPUParticleSystem
  121091. * Gets or sets a boolean indicating that ramp gradients must be used
  121092. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  121093. */
  121094. useRampGradients: boolean;
  121095. /**
  121096. * Not supported by GPUParticleSystem
  121097. * @param gradient defines the gradient to use (between 0 and 1)
  121098. * @param factor defines the life time factor to affect to the specified gradient
  121099. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  121100. * @returns the current particle system
  121101. */
  121102. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  121103. /**
  121104. * Not supported by GPUParticleSystem
  121105. * @param gradient defines the gradient to remove
  121106. * @returns the current particle system
  121107. */
  121108. removeLifeTimeGradient(gradient: number): IParticleSystem;
  121109. /**
  121110. * Instantiates a GPU particle system.
  121111. * 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.
  121112. * @param name The name of the particle system
  121113. * @param options The options used to create the system
  121114. * @param scene The scene the particle system belongs to
  121115. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  121116. */
  121117. constructor(name: string, options: Partial<{
  121118. capacity: number;
  121119. randomTextureSize: number;
  121120. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  121121. protected _reset(): void;
  121122. private _createUpdateVAO;
  121123. private _createRenderVAO;
  121124. private _initialize;
  121125. /** @hidden */
  121126. _recreateUpdateEffect(): void;
  121127. /** @hidden */
  121128. _recreateRenderEffect(): void;
  121129. /**
  121130. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  121131. * @param preWarm defines if we are in the pre-warmimg phase
  121132. */
  121133. animate(preWarm?: boolean): void;
  121134. private _createFactorGradientTexture;
  121135. private _createSizeGradientTexture;
  121136. private _createAngularSpeedGradientTexture;
  121137. private _createVelocityGradientTexture;
  121138. private _createLimitVelocityGradientTexture;
  121139. private _createDragGradientTexture;
  121140. private _createColorGradientTexture;
  121141. /**
  121142. * Renders the particle system in its current state
  121143. * @param preWarm defines if the system should only update the particles but not render them
  121144. * @returns the current number of particles
  121145. */
  121146. render(preWarm?: boolean): number;
  121147. /**
  121148. * Rebuilds the particle system
  121149. */
  121150. rebuild(): void;
  121151. private _releaseBuffers;
  121152. private _releaseVAOs;
  121153. /**
  121154. * Disposes the particle system and free the associated resources
  121155. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  121156. */
  121157. dispose(disposeTexture?: boolean): void;
  121158. /**
  121159. * Clones the particle system.
  121160. * @param name The name of the cloned object
  121161. * @param newEmitter The new emitter to use
  121162. * @returns the cloned particle system
  121163. */
  121164. clone(name: string, newEmitter: any): GPUParticleSystem;
  121165. /**
  121166. * Serializes the particle system to a JSON object.
  121167. * @returns the JSON object
  121168. */
  121169. serialize(): any;
  121170. /**
  121171. * Parses a JSON object to create a GPU particle system.
  121172. * @param parsedParticleSystem The JSON object to parse
  121173. * @param scene The scene to create the particle system in
  121174. * @param rootUrl The root url to use to load external dependencies like texture
  121175. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  121176. * @returns the parsed GPU particle system
  121177. */
  121178. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  121179. }
  121180. }
  121181. declare module BABYLON {
  121182. /**
  121183. * Represents a set of particle systems working together to create a specific effect
  121184. */
  121185. export class ParticleSystemSet implements IDisposable {
  121186. private _emitterCreationOptions;
  121187. private _emitterNode;
  121188. /**
  121189. * Gets the particle system list
  121190. */
  121191. systems: IParticleSystem[];
  121192. /**
  121193. * Gets the emitter node used with this set
  121194. */
  121195. readonly emitterNode: Nullable<TransformNode>;
  121196. /**
  121197. * Creates a new emitter mesh as a sphere
  121198. * @param options defines the options used to create the sphere
  121199. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  121200. * @param scene defines the hosting scene
  121201. */
  121202. setEmitterAsSphere(options: {
  121203. diameter: number;
  121204. segments: number;
  121205. color: Color3;
  121206. }, renderingGroupId: number, scene: Scene): void;
  121207. /**
  121208. * Starts all particle systems of the set
  121209. * @param emitter defines an optional mesh to use as emitter for the particle systems
  121210. */
  121211. start(emitter?: AbstractMesh): void;
  121212. /**
  121213. * Release all associated resources
  121214. */
  121215. dispose(): void;
  121216. /**
  121217. * Serialize the set into a JSON compatible object
  121218. * @returns a JSON compatible representation of the set
  121219. */
  121220. serialize(): any;
  121221. /**
  121222. * Parse a new ParticleSystemSet from a serialized source
  121223. * @param data defines a JSON compatible representation of the set
  121224. * @param scene defines the hosting scene
  121225. * @param gpu defines if we want GPU particles or CPU particles
  121226. * @returns a new ParticleSystemSet
  121227. */
  121228. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  121229. }
  121230. }
  121231. declare module BABYLON {
  121232. /**
  121233. * This class is made for on one-liner static method to help creating particle system set.
  121234. */
  121235. export class ParticleHelper {
  121236. /**
  121237. * Gets or sets base Assets URL
  121238. */
  121239. static BaseAssetsUrl: string;
  121240. /**
  121241. * Create a default particle system that you can tweak
  121242. * @param emitter defines the emitter to use
  121243. * @param capacity defines the system capacity (default is 500 particles)
  121244. * @param scene defines the hosting scene
  121245. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  121246. * @returns the new Particle system
  121247. */
  121248. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  121249. /**
  121250. * This is the main static method (one-liner) of this helper to create different particle systems
  121251. * @param type This string represents the type to the particle system to create
  121252. * @param scene The scene where the particle system should live
  121253. * @param gpu If the system will use gpu
  121254. * @returns the ParticleSystemSet created
  121255. */
  121256. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  121257. /**
  121258. * Static function used to export a particle system to a ParticleSystemSet variable.
  121259. * Please note that the emitter shape is not exported
  121260. * @param systems defines the particle systems to export
  121261. * @returns the created particle system set
  121262. */
  121263. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  121264. }
  121265. }
  121266. declare module BABYLON {
  121267. interface Engine {
  121268. /**
  121269. * Create an effect to use with particle systems.
  121270. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  121271. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  121272. * @param uniformsNames defines a list of attribute names
  121273. * @param samplers defines an array of string used to represent textures
  121274. * @param defines defines the string containing the defines to use to compile the shaders
  121275. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  121276. * @param onCompiled defines a function to call when the effect creation is successful
  121277. * @param onError defines a function to call when the effect creation has failed
  121278. * @returns the new Effect
  121279. */
  121280. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  121281. }
  121282. interface Mesh {
  121283. /**
  121284. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  121285. * @returns an array of IParticleSystem
  121286. */
  121287. getEmittedParticleSystems(): IParticleSystem[];
  121288. /**
  121289. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  121290. * @returns an array of IParticleSystem
  121291. */
  121292. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  121293. }
  121294. /**
  121295. * @hidden
  121296. */
  121297. export var _IDoNeedToBeInTheBuild: number;
  121298. }
  121299. declare module BABYLON {
  121300. interface Scene {
  121301. /** @hidden (Backing field) */
  121302. _physicsEngine: Nullable<IPhysicsEngine>;
  121303. /**
  121304. * Gets the current physics engine
  121305. * @returns a IPhysicsEngine or null if none attached
  121306. */
  121307. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  121308. /**
  121309. * Enables physics to the current scene
  121310. * @param gravity defines the scene's gravity for the physics engine
  121311. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  121312. * @return a boolean indicating if the physics engine was initialized
  121313. */
  121314. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  121315. /**
  121316. * Disables and disposes the physics engine associated with the scene
  121317. */
  121318. disablePhysicsEngine(): void;
  121319. /**
  121320. * Gets a boolean indicating if there is an active physics engine
  121321. * @returns a boolean indicating if there is an active physics engine
  121322. */
  121323. isPhysicsEnabled(): boolean;
  121324. /**
  121325. * Deletes a physics compound impostor
  121326. * @param compound defines the compound to delete
  121327. */
  121328. deleteCompoundImpostor(compound: any): void;
  121329. /**
  121330. * An event triggered when physic simulation is about to be run
  121331. */
  121332. onBeforePhysicsObservable: Observable<Scene>;
  121333. /**
  121334. * An event triggered when physic simulation has been done
  121335. */
  121336. onAfterPhysicsObservable: Observable<Scene>;
  121337. }
  121338. interface AbstractMesh {
  121339. /** @hidden */
  121340. _physicsImpostor: Nullable<PhysicsImpostor>;
  121341. /**
  121342. * Gets or sets impostor used for physic simulation
  121343. * @see http://doc.babylonjs.com/features/physics_engine
  121344. */
  121345. physicsImpostor: Nullable<PhysicsImpostor>;
  121346. /**
  121347. * Gets the current physics impostor
  121348. * @see http://doc.babylonjs.com/features/physics_engine
  121349. * @returns a physics impostor or null
  121350. */
  121351. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  121352. /** Apply a physic impulse to the mesh
  121353. * @param force defines the force to apply
  121354. * @param contactPoint defines where to apply the force
  121355. * @returns the current mesh
  121356. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  121357. */
  121358. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  121359. /**
  121360. * Creates a physic joint between two meshes
  121361. * @param otherMesh defines the other mesh to use
  121362. * @param pivot1 defines the pivot to use on this mesh
  121363. * @param pivot2 defines the pivot to use on the other mesh
  121364. * @param options defines additional options (can be plugin dependent)
  121365. * @returns the current mesh
  121366. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  121367. */
  121368. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  121369. /** @hidden */
  121370. _disposePhysicsObserver: Nullable<Observer<Node>>;
  121371. }
  121372. /**
  121373. * Defines the physics engine scene component responsible to manage a physics engine
  121374. */
  121375. export class PhysicsEngineSceneComponent implements ISceneComponent {
  121376. /**
  121377. * The component name helpful to identify the component in the list of scene components.
  121378. */
  121379. readonly name: string;
  121380. /**
  121381. * The scene the component belongs to.
  121382. */
  121383. scene: Scene;
  121384. /**
  121385. * Creates a new instance of the component for the given scene
  121386. * @param scene Defines the scene to register the component in
  121387. */
  121388. constructor(scene: Scene);
  121389. /**
  121390. * Registers the component in a given scene
  121391. */
  121392. register(): void;
  121393. /**
  121394. * Rebuilds the elements related to this component in case of
  121395. * context lost for instance.
  121396. */
  121397. rebuild(): void;
  121398. /**
  121399. * Disposes the component and the associated ressources
  121400. */
  121401. dispose(): void;
  121402. }
  121403. }
  121404. declare module BABYLON {
  121405. /**
  121406. * A helper for physics simulations
  121407. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121408. */
  121409. export class PhysicsHelper {
  121410. private _scene;
  121411. private _physicsEngine;
  121412. /**
  121413. * Initializes the Physics helper
  121414. * @param scene Babylon.js scene
  121415. */
  121416. constructor(scene: Scene);
  121417. /**
  121418. * Applies a radial explosion impulse
  121419. * @param origin the origin of the explosion
  121420. * @param radiusOrEventOptions the radius or the options of radial explosion
  121421. * @param strength the explosion strength
  121422. * @param falloff possible options: Constant & Linear. Defaults to Constant
  121423. * @returns A physics radial explosion event, or null
  121424. */
  121425. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  121426. /**
  121427. * Applies a radial explosion force
  121428. * @param origin the origin of the explosion
  121429. * @param radiusOrEventOptions the radius or the options of radial explosion
  121430. * @param strength the explosion strength
  121431. * @param falloff possible options: Constant & Linear. Defaults to Constant
  121432. * @returns A physics radial explosion event, or null
  121433. */
  121434. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  121435. /**
  121436. * Creates a gravitational field
  121437. * @param origin the origin of the explosion
  121438. * @param radiusOrEventOptions the radius or the options of radial explosion
  121439. * @param strength the explosion strength
  121440. * @param falloff possible options: Constant & Linear. Defaults to Constant
  121441. * @returns A physics gravitational field event, or null
  121442. */
  121443. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  121444. /**
  121445. * Creates a physics updraft event
  121446. * @param origin the origin of the updraft
  121447. * @param radiusOrEventOptions the radius or the options of the updraft
  121448. * @param strength the strength of the updraft
  121449. * @param height the height of the updraft
  121450. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  121451. * @returns A physics updraft event, or null
  121452. */
  121453. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  121454. /**
  121455. * Creates a physics vortex event
  121456. * @param origin the of the vortex
  121457. * @param radiusOrEventOptions the radius or the options of the vortex
  121458. * @param strength the strength of the vortex
  121459. * @param height the height of the vortex
  121460. * @returns a Physics vortex event, or null
  121461. * A physics vortex event or null
  121462. */
  121463. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  121464. }
  121465. /**
  121466. * Represents a physics radial explosion event
  121467. */
  121468. class PhysicsRadialExplosionEvent {
  121469. private _scene;
  121470. private _options;
  121471. private _sphere;
  121472. private _dataFetched;
  121473. /**
  121474. * Initializes a radial explosioin event
  121475. * @param _scene BabylonJS scene
  121476. * @param _options The options for the vortex event
  121477. */
  121478. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  121479. /**
  121480. * Returns the data related to the radial explosion event (sphere).
  121481. * @returns The radial explosion event data
  121482. */
  121483. getData(): PhysicsRadialExplosionEventData;
  121484. /**
  121485. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  121486. * @param impostor A physics imposter
  121487. * @param origin the origin of the explosion
  121488. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  121489. */
  121490. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  121491. /**
  121492. * Triggers affecterd impostors callbacks
  121493. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  121494. */
  121495. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  121496. /**
  121497. * Disposes the sphere.
  121498. * @param force Specifies if the sphere should be disposed by force
  121499. */
  121500. dispose(force?: boolean): void;
  121501. /*** Helpers ***/
  121502. private _prepareSphere;
  121503. private _intersectsWithSphere;
  121504. }
  121505. /**
  121506. * Represents a gravitational field event
  121507. */
  121508. class PhysicsGravitationalFieldEvent {
  121509. private _physicsHelper;
  121510. private _scene;
  121511. private _origin;
  121512. private _options;
  121513. private _tickCallback;
  121514. private _sphere;
  121515. private _dataFetched;
  121516. /**
  121517. * Initializes the physics gravitational field event
  121518. * @param _physicsHelper A physics helper
  121519. * @param _scene BabylonJS scene
  121520. * @param _origin The origin position of the gravitational field event
  121521. * @param _options The options for the vortex event
  121522. */
  121523. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  121524. /**
  121525. * Returns the data related to the gravitational field event (sphere).
  121526. * @returns A gravitational field event
  121527. */
  121528. getData(): PhysicsGravitationalFieldEventData;
  121529. /**
  121530. * Enables the gravitational field.
  121531. */
  121532. enable(): void;
  121533. /**
  121534. * Disables the gravitational field.
  121535. */
  121536. disable(): void;
  121537. /**
  121538. * Disposes the sphere.
  121539. * @param force The force to dispose from the gravitational field event
  121540. */
  121541. dispose(force?: boolean): void;
  121542. private _tick;
  121543. }
  121544. /**
  121545. * Represents a physics updraft event
  121546. */
  121547. class PhysicsUpdraftEvent {
  121548. private _scene;
  121549. private _origin;
  121550. private _options;
  121551. private _physicsEngine;
  121552. private _originTop;
  121553. private _originDirection;
  121554. private _tickCallback;
  121555. private _cylinder;
  121556. private _cylinderPosition;
  121557. private _dataFetched;
  121558. /**
  121559. * Initializes the physics updraft event
  121560. * @param _scene BabylonJS scene
  121561. * @param _origin The origin position of the updraft
  121562. * @param _options The options for the updraft event
  121563. */
  121564. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  121565. /**
  121566. * Returns the data related to the updraft event (cylinder).
  121567. * @returns A physics updraft event
  121568. */
  121569. getData(): PhysicsUpdraftEventData;
  121570. /**
  121571. * Enables the updraft.
  121572. */
  121573. enable(): void;
  121574. /**
  121575. * Disables the updraft.
  121576. */
  121577. disable(): void;
  121578. /**
  121579. * Disposes the cylinder.
  121580. * @param force Specifies if the updraft should be disposed by force
  121581. */
  121582. dispose(force?: boolean): void;
  121583. private getImpostorHitData;
  121584. private _tick;
  121585. /*** Helpers ***/
  121586. private _prepareCylinder;
  121587. private _intersectsWithCylinder;
  121588. }
  121589. /**
  121590. * Represents a physics vortex event
  121591. */
  121592. class PhysicsVortexEvent {
  121593. private _scene;
  121594. private _origin;
  121595. private _options;
  121596. private _physicsEngine;
  121597. private _originTop;
  121598. private _tickCallback;
  121599. private _cylinder;
  121600. private _cylinderPosition;
  121601. private _dataFetched;
  121602. /**
  121603. * Initializes the physics vortex event
  121604. * @param _scene The BabylonJS scene
  121605. * @param _origin The origin position of the vortex
  121606. * @param _options The options for the vortex event
  121607. */
  121608. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  121609. /**
  121610. * Returns the data related to the vortex event (cylinder).
  121611. * @returns The physics vortex event data
  121612. */
  121613. getData(): PhysicsVortexEventData;
  121614. /**
  121615. * Enables the vortex.
  121616. */
  121617. enable(): void;
  121618. /**
  121619. * Disables the cortex.
  121620. */
  121621. disable(): void;
  121622. /**
  121623. * Disposes the sphere.
  121624. * @param force
  121625. */
  121626. dispose(force?: boolean): void;
  121627. private getImpostorHitData;
  121628. private _tick;
  121629. /*** Helpers ***/
  121630. private _prepareCylinder;
  121631. private _intersectsWithCylinder;
  121632. }
  121633. /**
  121634. * Options fot the radial explosion event
  121635. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121636. */
  121637. export class PhysicsRadialExplosionEventOptions {
  121638. /**
  121639. * The radius of the sphere for the radial explosion.
  121640. */
  121641. radius: number;
  121642. /**
  121643. * The strenth of the explosion.
  121644. */
  121645. strength: number;
  121646. /**
  121647. * The strenght of the force in correspondence to the distance of the affected object
  121648. */
  121649. falloff: PhysicsRadialImpulseFalloff;
  121650. /**
  121651. * Sphere options for the radial explosion.
  121652. */
  121653. sphere: {
  121654. segments: number;
  121655. diameter: number;
  121656. };
  121657. /**
  121658. * Sphere options for the radial explosion.
  121659. */
  121660. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  121661. }
  121662. /**
  121663. * Options fot the updraft event
  121664. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121665. */
  121666. export class PhysicsUpdraftEventOptions {
  121667. /**
  121668. * The radius of the cylinder for the vortex
  121669. */
  121670. radius: number;
  121671. /**
  121672. * The strenth of the updraft.
  121673. */
  121674. strength: number;
  121675. /**
  121676. * The height of the cylinder for the updraft.
  121677. */
  121678. height: number;
  121679. /**
  121680. * The mode for the the updraft.
  121681. */
  121682. updraftMode: PhysicsUpdraftMode;
  121683. }
  121684. /**
  121685. * Options fot the vortex event
  121686. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121687. */
  121688. export class PhysicsVortexEventOptions {
  121689. /**
  121690. * The radius of the cylinder for the vortex
  121691. */
  121692. radius: number;
  121693. /**
  121694. * The strenth of the vortex.
  121695. */
  121696. strength: number;
  121697. /**
  121698. * The height of the cylinder for the vortex.
  121699. */
  121700. height: number;
  121701. /**
  121702. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  121703. */
  121704. centripetalForceThreshold: number;
  121705. /**
  121706. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  121707. */
  121708. centripetalForceMultiplier: number;
  121709. /**
  121710. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  121711. */
  121712. centrifugalForceMultiplier: number;
  121713. /**
  121714. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  121715. */
  121716. updraftForceMultiplier: number;
  121717. }
  121718. /**
  121719. * The strenght of the force in correspondence to the distance of the affected object
  121720. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121721. */
  121722. export enum PhysicsRadialImpulseFalloff {
  121723. /** Defines that impulse is constant in strength across it's whole radius */
  121724. Constant = 0,
  121725. /** Defines that impulse gets weaker if it's further from the origin */
  121726. Linear = 1
  121727. }
  121728. /**
  121729. * The strength of the force in correspondence to the distance of the affected object
  121730. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121731. */
  121732. export enum PhysicsUpdraftMode {
  121733. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  121734. Center = 0,
  121735. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  121736. Perpendicular = 1
  121737. }
  121738. /**
  121739. * Interface for a physics hit data
  121740. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121741. */
  121742. export interface PhysicsHitData {
  121743. /**
  121744. * The force applied at the contact point
  121745. */
  121746. force: Vector3;
  121747. /**
  121748. * The contact point
  121749. */
  121750. contactPoint: Vector3;
  121751. /**
  121752. * The distance from the origin to the contact point
  121753. */
  121754. distanceFromOrigin: number;
  121755. }
  121756. /**
  121757. * Interface for radial explosion event data
  121758. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121759. */
  121760. export interface PhysicsRadialExplosionEventData {
  121761. /**
  121762. * A sphere used for the radial explosion event
  121763. */
  121764. sphere: Mesh;
  121765. }
  121766. /**
  121767. * Interface for gravitational field event data
  121768. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121769. */
  121770. export interface PhysicsGravitationalFieldEventData {
  121771. /**
  121772. * A sphere mesh used for the gravitational field event
  121773. */
  121774. sphere: Mesh;
  121775. }
  121776. /**
  121777. * Interface for updraft event data
  121778. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121779. */
  121780. export interface PhysicsUpdraftEventData {
  121781. /**
  121782. * A cylinder used for the updraft event
  121783. */
  121784. cylinder: Mesh;
  121785. }
  121786. /**
  121787. * Interface for vortex event data
  121788. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121789. */
  121790. export interface PhysicsVortexEventData {
  121791. /**
  121792. * A cylinder used for the vortex event
  121793. */
  121794. cylinder: Mesh;
  121795. }
  121796. /**
  121797. * Interface for an affected physics impostor
  121798. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121799. */
  121800. export interface PhysicsAffectedImpostorWithData {
  121801. /**
  121802. * The impostor affected by the effect
  121803. */
  121804. impostor: PhysicsImpostor;
  121805. /**
  121806. * The data about the hit/horce from the explosion
  121807. */
  121808. hitData: PhysicsHitData;
  121809. }
  121810. }
  121811. declare module BABYLON {
  121812. /** @hidden */
  121813. export var blackAndWhitePixelShader: {
  121814. name: string;
  121815. shader: string;
  121816. };
  121817. }
  121818. declare module BABYLON {
  121819. /**
  121820. * Post process used to render in black and white
  121821. */
  121822. export class BlackAndWhitePostProcess extends PostProcess {
  121823. /**
  121824. * Linear about to convert he result to black and white (default: 1)
  121825. */
  121826. degree: number;
  121827. /**
  121828. * Creates a black and white post process
  121829. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  121830. * @param name The name of the effect.
  121831. * @param options The required width/height ratio to downsize to before computing the render pass.
  121832. * @param camera The camera to apply the render pass to.
  121833. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121834. * @param engine The engine which the post process will be applied. (default: current engine)
  121835. * @param reusable If the post process can be reused on the same frame. (default: false)
  121836. */
  121837. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121838. }
  121839. }
  121840. declare module BABYLON {
  121841. /**
  121842. * This represents a set of one or more post processes in Babylon.
  121843. * A post process can be used to apply a shader to a texture after it is rendered.
  121844. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121845. */
  121846. export class PostProcessRenderEffect {
  121847. private _postProcesses;
  121848. private _getPostProcesses;
  121849. private _singleInstance;
  121850. private _cameras;
  121851. private _indicesForCamera;
  121852. /**
  121853. * Name of the effect
  121854. * @hidden
  121855. */
  121856. _name: string;
  121857. /**
  121858. * Instantiates a post process render effect.
  121859. * A post process can be used to apply a shader to a texture after it is rendered.
  121860. * @param engine The engine the effect is tied to
  121861. * @param name The name of the effect
  121862. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  121863. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  121864. */
  121865. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  121866. /**
  121867. * Checks if all the post processes in the effect are supported.
  121868. */
  121869. readonly isSupported: boolean;
  121870. /**
  121871. * Updates the current state of the effect
  121872. * @hidden
  121873. */
  121874. _update(): void;
  121875. /**
  121876. * Attaches the effect on cameras
  121877. * @param cameras The camera to attach to.
  121878. * @hidden
  121879. */
  121880. _attachCameras(cameras: Camera): void;
  121881. /**
  121882. * Attaches the effect on cameras
  121883. * @param cameras The camera to attach to.
  121884. * @hidden
  121885. */
  121886. _attachCameras(cameras: Camera[]): void;
  121887. /**
  121888. * Detaches the effect on cameras
  121889. * @param cameras The camera to detatch from.
  121890. * @hidden
  121891. */
  121892. _detachCameras(cameras: Camera): void;
  121893. /**
  121894. * Detatches the effect on cameras
  121895. * @param cameras The camera to detatch from.
  121896. * @hidden
  121897. */
  121898. _detachCameras(cameras: Camera[]): void;
  121899. /**
  121900. * Enables the effect on given cameras
  121901. * @param cameras The camera to enable.
  121902. * @hidden
  121903. */
  121904. _enable(cameras: Camera): void;
  121905. /**
  121906. * Enables the effect on given cameras
  121907. * @param cameras The camera to enable.
  121908. * @hidden
  121909. */
  121910. _enable(cameras: Nullable<Camera[]>): void;
  121911. /**
  121912. * Disables the effect on the given cameras
  121913. * @param cameras The camera to disable.
  121914. * @hidden
  121915. */
  121916. _disable(cameras: Camera): void;
  121917. /**
  121918. * Disables the effect on the given cameras
  121919. * @param cameras The camera to disable.
  121920. * @hidden
  121921. */
  121922. _disable(cameras: Nullable<Camera[]>): void;
  121923. /**
  121924. * Gets a list of the post processes contained in the effect.
  121925. * @param camera The camera to get the post processes on.
  121926. * @returns The list of the post processes in the effect.
  121927. */
  121928. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  121929. }
  121930. }
  121931. declare module BABYLON {
  121932. /** @hidden */
  121933. export var extractHighlightsPixelShader: {
  121934. name: string;
  121935. shader: string;
  121936. };
  121937. }
  121938. declare module BABYLON {
  121939. /**
  121940. * 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.
  121941. */
  121942. export class ExtractHighlightsPostProcess extends PostProcess {
  121943. /**
  121944. * The luminance threshold, pixels below this value will be set to black.
  121945. */
  121946. threshold: number;
  121947. /** @hidden */
  121948. _exposure: number;
  121949. /**
  121950. * Post process which has the input texture to be used when performing highlight extraction
  121951. * @hidden
  121952. */
  121953. _inputPostProcess: Nullable<PostProcess>;
  121954. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121955. }
  121956. }
  121957. declare module BABYLON {
  121958. /** @hidden */
  121959. export var bloomMergePixelShader: {
  121960. name: string;
  121961. shader: string;
  121962. };
  121963. }
  121964. declare module BABYLON {
  121965. /**
  121966. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  121967. */
  121968. export class BloomMergePostProcess extends PostProcess {
  121969. /** Weight of the bloom to be added to the original input. */
  121970. weight: number;
  121971. /**
  121972. * Creates a new instance of @see BloomMergePostProcess
  121973. * @param name The name of the effect.
  121974. * @param originalFromInput Post process which's input will be used for the merge.
  121975. * @param blurred Blurred highlights post process which's output will be used.
  121976. * @param weight Weight of the bloom to be added to the original input.
  121977. * @param options The required width/height ratio to downsize to before computing the render pass.
  121978. * @param camera The camera to apply the render pass to.
  121979. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121980. * @param engine The engine which the post process will be applied. (default: current engine)
  121981. * @param reusable If the post process can be reused on the same frame. (default: false)
  121982. * @param textureType Type of textures used when performing the post process. (default: 0)
  121983. * @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)
  121984. */
  121985. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  121986. /** Weight of the bloom to be added to the original input. */
  121987. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121988. }
  121989. }
  121990. declare module BABYLON {
  121991. /**
  121992. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  121993. */
  121994. export class BloomEffect extends PostProcessRenderEffect {
  121995. private bloomScale;
  121996. /**
  121997. * @hidden Internal
  121998. */
  121999. _effects: Array<PostProcess>;
  122000. /**
  122001. * @hidden Internal
  122002. */
  122003. _downscale: ExtractHighlightsPostProcess;
  122004. private _blurX;
  122005. private _blurY;
  122006. private _merge;
  122007. /**
  122008. * The luminance threshold to find bright areas of the image to bloom.
  122009. */
  122010. threshold: number;
  122011. /**
  122012. * The strength of the bloom.
  122013. */
  122014. weight: number;
  122015. /**
  122016. * Specifies the size of the bloom blur kernel, relative to the final output size
  122017. */
  122018. kernel: number;
  122019. /**
  122020. * Creates a new instance of @see BloomEffect
  122021. * @param scene The scene the effect belongs to.
  122022. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  122023. * @param bloomKernel The size of the kernel to be used when applying the blur.
  122024. * @param bloomWeight The the strength of bloom.
  122025. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  122026. * @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)
  122027. */
  122028. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  122029. /**
  122030. * Disposes each of the internal effects for a given camera.
  122031. * @param camera The camera to dispose the effect on.
  122032. */
  122033. disposeEffects(camera: Camera): void;
  122034. /**
  122035. * @hidden Internal
  122036. */
  122037. _updateEffects(): void;
  122038. /**
  122039. * Internal
  122040. * @returns if all the contained post processes are ready.
  122041. * @hidden
  122042. */
  122043. _isReady(): boolean;
  122044. }
  122045. }
  122046. declare module BABYLON {
  122047. /** @hidden */
  122048. export var chromaticAberrationPixelShader: {
  122049. name: string;
  122050. shader: string;
  122051. };
  122052. }
  122053. declare module BABYLON {
  122054. /**
  122055. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  122056. */
  122057. export class ChromaticAberrationPostProcess extends PostProcess {
  122058. /**
  122059. * The amount of seperation of rgb channels (default: 30)
  122060. */
  122061. aberrationAmount: number;
  122062. /**
  122063. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  122064. */
  122065. radialIntensity: number;
  122066. /**
  122067. * 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))
  122068. */
  122069. direction: Vector2;
  122070. /**
  122071. * 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))
  122072. */
  122073. centerPosition: Vector2;
  122074. /**
  122075. * Creates a new instance ChromaticAberrationPostProcess
  122076. * @param name The name of the effect.
  122077. * @param screenWidth The width of the screen to apply the effect on.
  122078. * @param screenHeight The height of the screen to apply the effect on.
  122079. * @param options The required width/height ratio to downsize to before computing the render pass.
  122080. * @param camera The camera to apply the render pass to.
  122081. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122082. * @param engine The engine which the post process will be applied. (default: current engine)
  122083. * @param reusable If the post process can be reused on the same frame. (default: false)
  122084. * @param textureType Type of textures used when performing the post process. (default: 0)
  122085. * @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)
  122086. */
  122087. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122088. }
  122089. }
  122090. declare module BABYLON {
  122091. /** @hidden */
  122092. export var circleOfConfusionPixelShader: {
  122093. name: string;
  122094. shader: string;
  122095. };
  122096. }
  122097. declare module BABYLON {
  122098. /**
  122099. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  122100. */
  122101. export class CircleOfConfusionPostProcess extends PostProcess {
  122102. /**
  122103. * 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.
  122104. */
  122105. lensSize: number;
  122106. /**
  122107. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  122108. */
  122109. fStop: number;
  122110. /**
  122111. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  122112. */
  122113. focusDistance: number;
  122114. /**
  122115. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  122116. */
  122117. focalLength: number;
  122118. private _depthTexture;
  122119. /**
  122120. * Creates a new instance CircleOfConfusionPostProcess
  122121. * @param name The name of the effect.
  122122. * @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.
  122123. * @param options The required width/height ratio to downsize to before computing the render pass.
  122124. * @param camera The camera to apply the render pass to.
  122125. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122126. * @param engine The engine which the post process will be applied. (default: current engine)
  122127. * @param reusable If the post process can be reused on the same frame. (default: false)
  122128. * @param textureType Type of textures used when performing the post process. (default: 0)
  122129. * @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)
  122130. */
  122131. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122132. /**
  122133. * 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.
  122134. */
  122135. depthTexture: RenderTargetTexture;
  122136. }
  122137. }
  122138. declare module BABYLON {
  122139. /** @hidden */
  122140. export var colorCorrectionPixelShader: {
  122141. name: string;
  122142. shader: string;
  122143. };
  122144. }
  122145. declare module BABYLON {
  122146. /**
  122147. *
  122148. * This post-process allows the modification of rendered colors by using
  122149. * a 'look-up table' (LUT). This effect is also called Color Grading.
  122150. *
  122151. * The object needs to be provided an url to a texture containing the color
  122152. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  122153. * Use an image editing software to tweak the LUT to match your needs.
  122154. *
  122155. * For an example of a color LUT, see here:
  122156. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  122157. * For explanations on color grading, see here:
  122158. * @see http://udn.epicgames.com/Three/ColorGrading.html
  122159. *
  122160. */
  122161. export class ColorCorrectionPostProcess extends PostProcess {
  122162. private _colorTableTexture;
  122163. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122164. }
  122165. }
  122166. declare module BABYLON {
  122167. /** @hidden */
  122168. export var convolutionPixelShader: {
  122169. name: string;
  122170. shader: string;
  122171. };
  122172. }
  122173. declare module BABYLON {
  122174. /**
  122175. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  122176. * input texture to perform effects such as edge detection or sharpening
  122177. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  122178. */
  122179. export class ConvolutionPostProcess extends PostProcess {
  122180. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  122181. kernel: number[];
  122182. /**
  122183. * Creates a new instance ConvolutionPostProcess
  122184. * @param name The name of the effect.
  122185. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  122186. * @param options The required width/height ratio to downsize to before computing the render pass.
  122187. * @param camera The camera to apply the render pass to.
  122188. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122189. * @param engine The engine which the post process will be applied. (default: current engine)
  122190. * @param reusable If the post process can be reused on the same frame. (default: false)
  122191. * @param textureType Type of textures used when performing the post process. (default: 0)
  122192. */
  122193. constructor(name: string,
  122194. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  122195. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  122196. /**
  122197. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  122198. */
  122199. static EdgeDetect0Kernel: number[];
  122200. /**
  122201. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  122202. */
  122203. static EdgeDetect1Kernel: number[];
  122204. /**
  122205. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  122206. */
  122207. static EdgeDetect2Kernel: number[];
  122208. /**
  122209. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  122210. */
  122211. static SharpenKernel: number[];
  122212. /**
  122213. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  122214. */
  122215. static EmbossKernel: number[];
  122216. /**
  122217. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  122218. */
  122219. static GaussianKernel: number[];
  122220. }
  122221. }
  122222. declare module BABYLON {
  122223. /**
  122224. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  122225. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  122226. * based on samples that have a large difference in distance than the center pixel.
  122227. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  122228. */
  122229. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  122230. direction: Vector2;
  122231. /**
  122232. * Creates a new instance CircleOfConfusionPostProcess
  122233. * @param name The name of the effect.
  122234. * @param scene The scene the effect belongs to.
  122235. * @param direction The direction the blur should be applied.
  122236. * @param kernel The size of the kernel used to blur.
  122237. * @param options The required width/height ratio to downsize to before computing the render pass.
  122238. * @param camera The camera to apply the render pass to.
  122239. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  122240. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  122241. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122242. * @param engine The engine which the post process will be applied. (default: current engine)
  122243. * @param reusable If the post process can be reused on the same frame. (default: false)
  122244. * @param textureType Type of textures used when performing the post process. (default: 0)
  122245. * @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)
  122246. */
  122247. 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);
  122248. }
  122249. }
  122250. declare module BABYLON {
  122251. /** @hidden */
  122252. export var depthOfFieldMergePixelShader: {
  122253. name: string;
  122254. shader: string;
  122255. };
  122256. }
  122257. declare module BABYLON {
  122258. /**
  122259. * Options to be set when merging outputs from the default pipeline.
  122260. */
  122261. export class DepthOfFieldMergePostProcessOptions {
  122262. /**
  122263. * The original image to merge on top of
  122264. */
  122265. originalFromInput: PostProcess;
  122266. /**
  122267. * Parameters to perform the merge of the depth of field effect
  122268. */
  122269. depthOfField?: {
  122270. circleOfConfusion: PostProcess;
  122271. blurSteps: Array<PostProcess>;
  122272. };
  122273. /**
  122274. * Parameters to perform the merge of bloom effect
  122275. */
  122276. bloom?: {
  122277. blurred: PostProcess;
  122278. weight: number;
  122279. };
  122280. }
  122281. /**
  122282. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  122283. */
  122284. export class DepthOfFieldMergePostProcess extends PostProcess {
  122285. private blurSteps;
  122286. /**
  122287. * Creates a new instance of DepthOfFieldMergePostProcess
  122288. * @param name The name of the effect.
  122289. * @param originalFromInput Post process which's input will be used for the merge.
  122290. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  122291. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  122292. * @param options The required width/height ratio to downsize to before computing the render pass.
  122293. * @param camera The camera to apply the render pass to.
  122294. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122295. * @param engine The engine which the post process will be applied. (default: current engine)
  122296. * @param reusable If the post process can be reused on the same frame. (default: false)
  122297. * @param textureType Type of textures used when performing the post process. (default: 0)
  122298. * @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)
  122299. */
  122300. 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);
  122301. /**
  122302. * Updates the effect with the current post process compile time values and recompiles the shader.
  122303. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  122304. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  122305. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  122306. * @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
  122307. * @param onCompiled Called when the shader has been compiled.
  122308. * @param onError Called if there is an error when compiling a shader.
  122309. */
  122310. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  122311. }
  122312. }
  122313. declare module BABYLON {
  122314. /**
  122315. * Specifies the level of max blur that should be applied when using the depth of field effect
  122316. */
  122317. export enum DepthOfFieldEffectBlurLevel {
  122318. /**
  122319. * Subtle blur
  122320. */
  122321. Low = 0,
  122322. /**
  122323. * Medium blur
  122324. */
  122325. Medium = 1,
  122326. /**
  122327. * Large blur
  122328. */
  122329. High = 2
  122330. }
  122331. /**
  122332. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  122333. */
  122334. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  122335. private _circleOfConfusion;
  122336. /**
  122337. * @hidden Internal, blurs from high to low
  122338. */
  122339. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  122340. private _depthOfFieldBlurY;
  122341. private _dofMerge;
  122342. /**
  122343. * @hidden Internal post processes in depth of field effect
  122344. */
  122345. _effects: Array<PostProcess>;
  122346. /**
  122347. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  122348. */
  122349. focalLength: number;
  122350. /**
  122351. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  122352. */
  122353. fStop: number;
  122354. /**
  122355. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  122356. */
  122357. focusDistance: number;
  122358. /**
  122359. * 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.
  122360. */
  122361. lensSize: number;
  122362. /**
  122363. * Creates a new instance DepthOfFieldEffect
  122364. * @param scene The scene the effect belongs to.
  122365. * @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.
  122366. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  122367. * @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)
  122368. */
  122369. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  122370. /**
  122371. * Get the current class name of the current effet
  122372. * @returns "DepthOfFieldEffect"
  122373. */
  122374. getClassName(): string;
  122375. /**
  122376. * 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.
  122377. */
  122378. depthTexture: RenderTargetTexture;
  122379. /**
  122380. * Disposes each of the internal effects for a given camera.
  122381. * @param camera The camera to dispose the effect on.
  122382. */
  122383. disposeEffects(camera: Camera): void;
  122384. /**
  122385. * @hidden Internal
  122386. */
  122387. _updateEffects(): void;
  122388. /**
  122389. * Internal
  122390. * @returns if all the contained post processes are ready.
  122391. * @hidden
  122392. */
  122393. _isReady(): boolean;
  122394. }
  122395. }
  122396. declare module BABYLON {
  122397. /** @hidden */
  122398. export var displayPassPixelShader: {
  122399. name: string;
  122400. shader: string;
  122401. };
  122402. }
  122403. declare module BABYLON {
  122404. /**
  122405. * DisplayPassPostProcess which produces an output the same as it's input
  122406. */
  122407. export class DisplayPassPostProcess extends PostProcess {
  122408. /**
  122409. * Creates the DisplayPassPostProcess
  122410. * @param name The name of the effect.
  122411. * @param options The required width/height ratio to downsize to before computing the render pass.
  122412. * @param camera The camera to apply the render pass to.
  122413. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122414. * @param engine The engine which the post process will be applied. (default: current engine)
  122415. * @param reusable If the post process can be reused on the same frame. (default: false)
  122416. */
  122417. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122418. }
  122419. }
  122420. declare module BABYLON {
  122421. /** @hidden */
  122422. export var filterPixelShader: {
  122423. name: string;
  122424. shader: string;
  122425. };
  122426. }
  122427. declare module BABYLON {
  122428. /**
  122429. * Applies a kernel filter to the image
  122430. */
  122431. export class FilterPostProcess extends PostProcess {
  122432. /** The matrix to be applied to the image */
  122433. kernelMatrix: Matrix;
  122434. /**
  122435. *
  122436. * @param name The name of the effect.
  122437. * @param kernelMatrix The matrix to be applied to the image
  122438. * @param options The required width/height ratio to downsize to before computing the render pass.
  122439. * @param camera The camera to apply the render pass to.
  122440. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122441. * @param engine The engine which the post process will be applied. (default: current engine)
  122442. * @param reusable If the post process can be reused on the same frame. (default: false)
  122443. */
  122444. constructor(name: string,
  122445. /** The matrix to be applied to the image */
  122446. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122447. }
  122448. }
  122449. declare module BABYLON {
  122450. /** @hidden */
  122451. export var fxaaPixelShader: {
  122452. name: string;
  122453. shader: string;
  122454. };
  122455. }
  122456. declare module BABYLON {
  122457. /** @hidden */
  122458. export var fxaaVertexShader: {
  122459. name: string;
  122460. shader: string;
  122461. };
  122462. }
  122463. declare module BABYLON {
  122464. /**
  122465. * Fxaa post process
  122466. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  122467. */
  122468. export class FxaaPostProcess extends PostProcess {
  122469. /** @hidden */
  122470. texelWidth: number;
  122471. /** @hidden */
  122472. texelHeight: number;
  122473. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  122474. private _getDefines;
  122475. }
  122476. }
  122477. declare module BABYLON {
  122478. /** @hidden */
  122479. export var grainPixelShader: {
  122480. name: string;
  122481. shader: string;
  122482. };
  122483. }
  122484. declare module BABYLON {
  122485. /**
  122486. * The GrainPostProcess adds noise to the image at mid luminance levels
  122487. */
  122488. export class GrainPostProcess extends PostProcess {
  122489. /**
  122490. * The intensity of the grain added (default: 30)
  122491. */
  122492. intensity: number;
  122493. /**
  122494. * If the grain should be randomized on every frame
  122495. */
  122496. animated: boolean;
  122497. /**
  122498. * Creates a new instance of @see GrainPostProcess
  122499. * @param name The name of the effect.
  122500. * @param options The required width/height ratio to downsize to before computing the render pass.
  122501. * @param camera The camera to apply the render pass to.
  122502. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122503. * @param engine The engine which the post process will be applied. (default: current engine)
  122504. * @param reusable If the post process can be reused on the same frame. (default: false)
  122505. * @param textureType Type of textures used when performing the post process. (default: 0)
  122506. * @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)
  122507. */
  122508. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122509. }
  122510. }
  122511. declare module BABYLON {
  122512. /** @hidden */
  122513. export var highlightsPixelShader: {
  122514. name: string;
  122515. shader: string;
  122516. };
  122517. }
  122518. declare module BABYLON {
  122519. /**
  122520. * Extracts highlights from the image
  122521. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  122522. */
  122523. export class HighlightsPostProcess extends PostProcess {
  122524. /**
  122525. * Extracts highlights from the image
  122526. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  122527. * @param name The name of the effect.
  122528. * @param options The required width/height ratio to downsize to before computing the render pass.
  122529. * @param camera The camera to apply the render pass to.
  122530. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122531. * @param engine The engine which the post process will be applied. (default: current engine)
  122532. * @param reusable If the post process can be reused on the same frame. (default: false)
  122533. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  122534. */
  122535. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  122536. }
  122537. }
  122538. declare module BABYLON {
  122539. /** @hidden */
  122540. export var mrtFragmentDeclaration: {
  122541. name: string;
  122542. shader: string;
  122543. };
  122544. }
  122545. declare module BABYLON {
  122546. /** @hidden */
  122547. export var geometryPixelShader: {
  122548. name: string;
  122549. shader: string;
  122550. };
  122551. }
  122552. declare module BABYLON {
  122553. /** @hidden */
  122554. export var geometryVertexShader: {
  122555. name: string;
  122556. shader: string;
  122557. };
  122558. }
  122559. declare module BABYLON {
  122560. /** @hidden */
  122561. interface ISavedTransformationMatrix {
  122562. world: Matrix;
  122563. viewProjection: Matrix;
  122564. }
  122565. /**
  122566. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  122567. */
  122568. export class GeometryBufferRenderer {
  122569. /**
  122570. * Constant used to retrieve the position texture index in the G-Buffer textures array
  122571. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  122572. */
  122573. static readonly POSITION_TEXTURE_TYPE: number;
  122574. /**
  122575. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  122576. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  122577. */
  122578. static readonly VELOCITY_TEXTURE_TYPE: number;
  122579. /**
  122580. * Dictionary used to store the previous transformation matrices of each rendered mesh
  122581. * in order to compute objects velocities when enableVelocity is set to "true"
  122582. * @hidden
  122583. */
  122584. _previousTransformationMatrices: {
  122585. [index: number]: ISavedTransformationMatrix;
  122586. };
  122587. /**
  122588. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  122589. * in order to compute objects velocities when enableVelocity is set to "true"
  122590. * @hidden
  122591. */
  122592. _previousBonesTransformationMatrices: {
  122593. [index: number]: Float32Array;
  122594. };
  122595. /**
  122596. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  122597. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  122598. */
  122599. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  122600. private _scene;
  122601. private _multiRenderTarget;
  122602. private _ratio;
  122603. private _enablePosition;
  122604. private _enableVelocity;
  122605. private _positionIndex;
  122606. private _velocityIndex;
  122607. protected _effect: Effect;
  122608. protected _cachedDefines: string;
  122609. /**
  122610. * Set the render list (meshes to be rendered) used in the G buffer.
  122611. */
  122612. renderList: Mesh[];
  122613. /**
  122614. * Gets wether or not G buffer are supported by the running hardware.
  122615. * This requires draw buffer supports
  122616. */
  122617. readonly isSupported: boolean;
  122618. /**
  122619. * Returns the index of the given texture type in the G-Buffer textures array
  122620. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  122621. * @returns the index of the given texture type in the G-Buffer textures array
  122622. */
  122623. getTextureIndex(textureType: number): number;
  122624. /**
  122625. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  122626. */
  122627. /**
  122628. * Sets whether or not objects positions are enabled for the G buffer.
  122629. */
  122630. enablePosition: boolean;
  122631. /**
  122632. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  122633. */
  122634. /**
  122635. * Sets wether or not objects velocities are enabled for the G buffer.
  122636. */
  122637. enableVelocity: boolean;
  122638. /**
  122639. * Gets the scene associated with the buffer.
  122640. */
  122641. readonly scene: Scene;
  122642. /**
  122643. * Gets the ratio used by the buffer during its creation.
  122644. * How big is the buffer related to the main canvas.
  122645. */
  122646. readonly ratio: number;
  122647. /** @hidden */
  122648. static _SceneComponentInitialization: (scene: Scene) => void;
  122649. /**
  122650. * Creates a new G Buffer for the scene
  122651. * @param scene The scene the buffer belongs to
  122652. * @param ratio How big is the buffer related to the main canvas.
  122653. */
  122654. constructor(scene: Scene, ratio?: number);
  122655. /**
  122656. * Checks wether everything is ready to render a submesh to the G buffer.
  122657. * @param subMesh the submesh to check readiness for
  122658. * @param useInstances is the mesh drawn using instance or not
  122659. * @returns true if ready otherwise false
  122660. */
  122661. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122662. /**
  122663. * Gets the current underlying G Buffer.
  122664. * @returns the buffer
  122665. */
  122666. getGBuffer(): MultiRenderTarget;
  122667. /**
  122668. * Gets the number of samples used to render the buffer (anti aliasing).
  122669. */
  122670. /**
  122671. * Sets the number of samples used to render the buffer (anti aliasing).
  122672. */
  122673. samples: number;
  122674. /**
  122675. * Disposes the renderer and frees up associated resources.
  122676. */
  122677. dispose(): void;
  122678. protected _createRenderTargets(): void;
  122679. private _copyBonesTransformationMatrices;
  122680. }
  122681. }
  122682. declare module BABYLON {
  122683. interface Scene {
  122684. /** @hidden (Backing field) */
  122685. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  122686. /**
  122687. * Gets or Sets the current geometry buffer associated to the scene.
  122688. */
  122689. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  122690. /**
  122691. * Enables a GeometryBufferRender and associates it with the scene
  122692. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  122693. * @returns the GeometryBufferRenderer
  122694. */
  122695. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  122696. /**
  122697. * Disables the GeometryBufferRender associated with the scene
  122698. */
  122699. disableGeometryBufferRenderer(): void;
  122700. }
  122701. /**
  122702. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  122703. * in several rendering techniques.
  122704. */
  122705. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  122706. /**
  122707. * The component name helpful to identify the component in the list of scene components.
  122708. */
  122709. readonly name: string;
  122710. /**
  122711. * The scene the component belongs to.
  122712. */
  122713. scene: Scene;
  122714. /**
  122715. * Creates a new instance of the component for the given scene
  122716. * @param scene Defines the scene to register the component in
  122717. */
  122718. constructor(scene: Scene);
  122719. /**
  122720. * Registers the component in a given scene
  122721. */
  122722. register(): void;
  122723. /**
  122724. * Rebuilds the elements related to this component in case of
  122725. * context lost for instance.
  122726. */
  122727. rebuild(): void;
  122728. /**
  122729. * Disposes the component and the associated ressources
  122730. */
  122731. dispose(): void;
  122732. private _gatherRenderTargets;
  122733. }
  122734. }
  122735. declare module BABYLON {
  122736. /** @hidden */
  122737. export var motionBlurPixelShader: {
  122738. name: string;
  122739. shader: string;
  122740. };
  122741. }
  122742. declare module BABYLON {
  122743. /**
  122744. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  122745. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  122746. * As an example, all you have to do is to create the post-process:
  122747. * var mb = new BABYLON.MotionBlurPostProcess(
  122748. * 'mb', // The name of the effect.
  122749. * scene, // The scene containing the objects to blur according to their velocity.
  122750. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  122751. * camera // The camera to apply the render pass to.
  122752. * );
  122753. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  122754. */
  122755. export class MotionBlurPostProcess extends PostProcess {
  122756. /**
  122757. * Defines how much the image is blurred by the movement. Default value is equal to 1
  122758. */
  122759. motionStrength: number;
  122760. /**
  122761. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  122762. */
  122763. /**
  122764. * Sets the number of iterations to be used for motion blur quality
  122765. */
  122766. motionBlurSamples: number;
  122767. private _motionBlurSamples;
  122768. private _geometryBufferRenderer;
  122769. /**
  122770. * Creates a new instance MotionBlurPostProcess
  122771. * @param name The name of the effect.
  122772. * @param scene The scene containing the objects to blur according to their velocity.
  122773. * @param options The required width/height ratio to downsize to before computing the render pass.
  122774. * @param camera The camera to apply the render pass to.
  122775. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122776. * @param engine The engine which the post process will be applied. (default: current engine)
  122777. * @param reusable If the post process can be reused on the same frame. (default: false)
  122778. * @param textureType Type of textures used when performing the post process. (default: 0)
  122779. * @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)
  122780. */
  122781. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122782. /**
  122783. * Excludes the given skinned mesh from computing bones velocities.
  122784. * 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.
  122785. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  122786. */
  122787. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  122788. /**
  122789. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  122790. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  122791. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  122792. */
  122793. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  122794. /**
  122795. * Disposes the post process.
  122796. * @param camera The camera to dispose the post process on.
  122797. */
  122798. dispose(camera?: Camera): void;
  122799. }
  122800. }
  122801. declare module BABYLON {
  122802. /** @hidden */
  122803. export var refractionPixelShader: {
  122804. name: string;
  122805. shader: string;
  122806. };
  122807. }
  122808. declare module BABYLON {
  122809. /**
  122810. * Post process which applies a refractin texture
  122811. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  122812. */
  122813. export class RefractionPostProcess extends PostProcess {
  122814. /** the base color of the refraction (used to taint the rendering) */
  122815. color: Color3;
  122816. /** simulated refraction depth */
  122817. depth: number;
  122818. /** the coefficient of the base color (0 to remove base color tainting) */
  122819. colorLevel: number;
  122820. private _refTexture;
  122821. private _ownRefractionTexture;
  122822. /**
  122823. * Gets or sets the refraction texture
  122824. * Please note that you are responsible for disposing the texture if you set it manually
  122825. */
  122826. refractionTexture: Texture;
  122827. /**
  122828. * Initializes the RefractionPostProcess
  122829. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  122830. * @param name The name of the effect.
  122831. * @param refractionTextureUrl Url of the refraction texture to use
  122832. * @param color the base color of the refraction (used to taint the rendering)
  122833. * @param depth simulated refraction depth
  122834. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  122835. * @param camera The camera to apply the render pass to.
  122836. * @param options The required width/height ratio to downsize to before computing the render pass.
  122837. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122838. * @param engine The engine which the post process will be applied. (default: current engine)
  122839. * @param reusable If the post process can be reused on the same frame. (default: false)
  122840. */
  122841. constructor(name: string, refractionTextureUrl: string,
  122842. /** the base color of the refraction (used to taint the rendering) */
  122843. color: Color3,
  122844. /** simulated refraction depth */
  122845. depth: number,
  122846. /** the coefficient of the base color (0 to remove base color tainting) */
  122847. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122848. /**
  122849. * Disposes of the post process
  122850. * @param camera Camera to dispose post process on
  122851. */
  122852. dispose(camera: Camera): void;
  122853. }
  122854. }
  122855. declare module BABYLON {
  122856. /** @hidden */
  122857. export var sharpenPixelShader: {
  122858. name: string;
  122859. shader: string;
  122860. };
  122861. }
  122862. declare module BABYLON {
  122863. /**
  122864. * The SharpenPostProcess applies a sharpen kernel to every pixel
  122865. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  122866. */
  122867. export class SharpenPostProcess extends PostProcess {
  122868. /**
  122869. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  122870. */
  122871. colorAmount: number;
  122872. /**
  122873. * How much sharpness should be applied (default: 0.3)
  122874. */
  122875. edgeAmount: number;
  122876. /**
  122877. * Creates a new instance ConvolutionPostProcess
  122878. * @param name The name of the effect.
  122879. * @param options The required width/height ratio to downsize to before computing the render pass.
  122880. * @param camera The camera to apply the render pass to.
  122881. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122882. * @param engine The engine which the post process will be applied. (default: current engine)
  122883. * @param reusable If the post process can be reused on the same frame. (default: false)
  122884. * @param textureType Type of textures used when performing the post process. (default: 0)
  122885. * @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)
  122886. */
  122887. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122888. }
  122889. }
  122890. declare module BABYLON {
  122891. /**
  122892. * PostProcessRenderPipeline
  122893. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122894. */
  122895. export class PostProcessRenderPipeline {
  122896. private engine;
  122897. private _renderEffects;
  122898. private _renderEffectsForIsolatedPass;
  122899. /**
  122900. * List of inspectable custom properties (used by the Inspector)
  122901. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  122902. */
  122903. inspectableCustomProperties: IInspectable[];
  122904. /**
  122905. * @hidden
  122906. */
  122907. protected _cameras: Camera[];
  122908. /** @hidden */
  122909. _name: string;
  122910. /**
  122911. * Gets pipeline name
  122912. */
  122913. readonly name: string;
  122914. /**
  122915. * Initializes a PostProcessRenderPipeline
  122916. * @param engine engine to add the pipeline to
  122917. * @param name name of the pipeline
  122918. */
  122919. constructor(engine: Engine, name: string);
  122920. /**
  122921. * Gets the class name
  122922. * @returns "PostProcessRenderPipeline"
  122923. */
  122924. getClassName(): string;
  122925. /**
  122926. * If all the render effects in the pipeline are supported
  122927. */
  122928. readonly isSupported: boolean;
  122929. /**
  122930. * Adds an effect to the pipeline
  122931. * @param renderEffect the effect to add
  122932. */
  122933. addEffect(renderEffect: PostProcessRenderEffect): void;
  122934. /** @hidden */
  122935. _rebuild(): void;
  122936. /** @hidden */
  122937. _enableEffect(renderEffectName: string, cameras: Camera): void;
  122938. /** @hidden */
  122939. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  122940. /** @hidden */
  122941. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  122942. /** @hidden */
  122943. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  122944. /** @hidden */
  122945. _attachCameras(cameras: Camera, unique: boolean): void;
  122946. /** @hidden */
  122947. _attachCameras(cameras: Camera[], unique: boolean): void;
  122948. /** @hidden */
  122949. _detachCameras(cameras: Camera): void;
  122950. /** @hidden */
  122951. _detachCameras(cameras: Nullable<Camera[]>): void;
  122952. /** @hidden */
  122953. _update(): void;
  122954. /** @hidden */
  122955. _reset(): void;
  122956. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  122957. /**
  122958. * Disposes of the pipeline
  122959. */
  122960. dispose(): void;
  122961. }
  122962. }
  122963. declare module BABYLON {
  122964. /**
  122965. * PostProcessRenderPipelineManager class
  122966. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122967. */
  122968. export class PostProcessRenderPipelineManager {
  122969. private _renderPipelines;
  122970. /**
  122971. * Initializes a PostProcessRenderPipelineManager
  122972. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122973. */
  122974. constructor();
  122975. /**
  122976. * Gets the list of supported render pipelines
  122977. */
  122978. readonly supportedPipelines: PostProcessRenderPipeline[];
  122979. /**
  122980. * Adds a pipeline to the manager
  122981. * @param renderPipeline The pipeline to add
  122982. */
  122983. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  122984. /**
  122985. * Attaches a camera to the pipeline
  122986. * @param renderPipelineName The name of the pipeline to attach to
  122987. * @param cameras the camera to attach
  122988. * @param unique if the camera can be attached multiple times to the pipeline
  122989. */
  122990. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  122991. /**
  122992. * Detaches a camera from the pipeline
  122993. * @param renderPipelineName The name of the pipeline to detach from
  122994. * @param cameras the camera to detach
  122995. */
  122996. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  122997. /**
  122998. * Enables an effect by name on a pipeline
  122999. * @param renderPipelineName the name of the pipeline to enable the effect in
  123000. * @param renderEffectName the name of the effect to enable
  123001. * @param cameras the cameras that the effect should be enabled on
  123002. */
  123003. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  123004. /**
  123005. * Disables an effect by name on a pipeline
  123006. * @param renderPipelineName the name of the pipeline to disable the effect in
  123007. * @param renderEffectName the name of the effect to disable
  123008. * @param cameras the cameras that the effect should be disabled on
  123009. */
  123010. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  123011. /**
  123012. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  123013. */
  123014. update(): void;
  123015. /** @hidden */
  123016. _rebuild(): void;
  123017. /**
  123018. * Disposes of the manager and pipelines
  123019. */
  123020. dispose(): void;
  123021. }
  123022. }
  123023. declare module BABYLON {
  123024. interface Scene {
  123025. /** @hidden (Backing field) */
  123026. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  123027. /**
  123028. * Gets the postprocess render pipeline manager
  123029. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  123030. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  123031. */
  123032. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  123033. }
  123034. /**
  123035. * Defines the Render Pipeline scene component responsible to rendering pipelines
  123036. */
  123037. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  123038. /**
  123039. * The component name helpfull to identify the component in the list of scene components.
  123040. */
  123041. readonly name: string;
  123042. /**
  123043. * The scene the component belongs to.
  123044. */
  123045. scene: Scene;
  123046. /**
  123047. * Creates a new instance of the component for the given scene
  123048. * @param scene Defines the scene to register the component in
  123049. */
  123050. constructor(scene: Scene);
  123051. /**
  123052. * Registers the component in a given scene
  123053. */
  123054. register(): void;
  123055. /**
  123056. * Rebuilds the elements related to this component in case of
  123057. * context lost for instance.
  123058. */
  123059. rebuild(): void;
  123060. /**
  123061. * Disposes the component and the associated ressources
  123062. */
  123063. dispose(): void;
  123064. private _gatherRenderTargets;
  123065. }
  123066. }
  123067. declare module BABYLON {
  123068. /**
  123069. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  123070. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  123071. */
  123072. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  123073. private _scene;
  123074. private _camerasToBeAttached;
  123075. /**
  123076. * ID of the sharpen post process,
  123077. */
  123078. private readonly SharpenPostProcessId;
  123079. /**
  123080. * @ignore
  123081. * ID of the image processing post process;
  123082. */
  123083. readonly ImageProcessingPostProcessId: string;
  123084. /**
  123085. * @ignore
  123086. * ID of the Fast Approximate Anti-Aliasing post process;
  123087. */
  123088. readonly FxaaPostProcessId: string;
  123089. /**
  123090. * ID of the chromatic aberration post process,
  123091. */
  123092. private readonly ChromaticAberrationPostProcessId;
  123093. /**
  123094. * ID of the grain post process
  123095. */
  123096. private readonly GrainPostProcessId;
  123097. /**
  123098. * Sharpen post process which will apply a sharpen convolution to enhance edges
  123099. */
  123100. sharpen: SharpenPostProcess;
  123101. private _sharpenEffect;
  123102. private bloom;
  123103. /**
  123104. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  123105. */
  123106. depthOfField: DepthOfFieldEffect;
  123107. /**
  123108. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  123109. */
  123110. fxaa: FxaaPostProcess;
  123111. /**
  123112. * Image post processing pass used to perform operations such as tone mapping or color grading.
  123113. */
  123114. imageProcessing: ImageProcessingPostProcess;
  123115. /**
  123116. * Chromatic aberration post process which will shift rgb colors in the image
  123117. */
  123118. chromaticAberration: ChromaticAberrationPostProcess;
  123119. private _chromaticAberrationEffect;
  123120. /**
  123121. * Grain post process which add noise to the image
  123122. */
  123123. grain: GrainPostProcess;
  123124. private _grainEffect;
  123125. /**
  123126. * Glow post process which adds a glow to emissive areas of the image
  123127. */
  123128. private _glowLayer;
  123129. /**
  123130. * Animations which can be used to tweak settings over a period of time
  123131. */
  123132. animations: Animation[];
  123133. private _imageProcessingConfigurationObserver;
  123134. private _sharpenEnabled;
  123135. private _bloomEnabled;
  123136. private _depthOfFieldEnabled;
  123137. private _depthOfFieldBlurLevel;
  123138. private _fxaaEnabled;
  123139. private _imageProcessingEnabled;
  123140. private _defaultPipelineTextureType;
  123141. private _bloomScale;
  123142. private _chromaticAberrationEnabled;
  123143. private _grainEnabled;
  123144. private _buildAllowed;
  123145. /**
  123146. * Gets active scene
  123147. */
  123148. readonly scene: Scene;
  123149. /**
  123150. * Enable or disable the sharpen process from the pipeline
  123151. */
  123152. sharpenEnabled: boolean;
  123153. private _resizeObserver;
  123154. private _hardwareScaleLevel;
  123155. private _bloomKernel;
  123156. /**
  123157. * Specifies the size of the bloom blur kernel, relative to the final output size
  123158. */
  123159. bloomKernel: number;
  123160. /**
  123161. * Specifies the weight of the bloom in the final rendering
  123162. */
  123163. private _bloomWeight;
  123164. /**
  123165. * Specifies the luma threshold for the area that will be blurred by the bloom
  123166. */
  123167. private _bloomThreshold;
  123168. private _hdr;
  123169. /**
  123170. * The strength of the bloom.
  123171. */
  123172. bloomWeight: number;
  123173. /**
  123174. * The strength of the bloom.
  123175. */
  123176. bloomThreshold: number;
  123177. /**
  123178. * The scale of the bloom, lower value will provide better performance.
  123179. */
  123180. bloomScale: number;
  123181. /**
  123182. * Enable or disable the bloom from the pipeline
  123183. */
  123184. bloomEnabled: boolean;
  123185. private _rebuildBloom;
  123186. /**
  123187. * If the depth of field is enabled.
  123188. */
  123189. depthOfFieldEnabled: boolean;
  123190. /**
  123191. * Blur level of the depth of field effect. (Higher blur will effect performance)
  123192. */
  123193. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  123194. /**
  123195. * If the anti aliasing is enabled.
  123196. */
  123197. fxaaEnabled: boolean;
  123198. private _samples;
  123199. /**
  123200. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  123201. */
  123202. samples: number;
  123203. /**
  123204. * If image processing is enabled.
  123205. */
  123206. imageProcessingEnabled: boolean;
  123207. /**
  123208. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  123209. */
  123210. glowLayerEnabled: boolean;
  123211. /**
  123212. * Gets the glow layer (or null if not defined)
  123213. */
  123214. readonly glowLayer: Nullable<GlowLayer>;
  123215. /**
  123216. * Enable or disable the chromaticAberration process from the pipeline
  123217. */
  123218. chromaticAberrationEnabled: boolean;
  123219. /**
  123220. * Enable or disable the grain process from the pipeline
  123221. */
  123222. grainEnabled: boolean;
  123223. /**
  123224. * @constructor
  123225. * @param name - The rendering pipeline name (default: "")
  123226. * @param hdr - If high dynamic range textures should be used (default: true)
  123227. * @param scene - The scene linked to this pipeline (default: the last created scene)
  123228. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  123229. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  123230. */
  123231. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  123232. /**
  123233. * Get the class name
  123234. * @returns "DefaultRenderingPipeline"
  123235. */
  123236. getClassName(): string;
  123237. /**
  123238. * Force the compilation of the entire pipeline.
  123239. */
  123240. prepare(): void;
  123241. private _hasCleared;
  123242. private _prevPostProcess;
  123243. private _prevPrevPostProcess;
  123244. private _setAutoClearAndTextureSharing;
  123245. private _depthOfFieldSceneObserver;
  123246. private _buildPipeline;
  123247. private _disposePostProcesses;
  123248. /**
  123249. * Adds a camera to the pipeline
  123250. * @param camera the camera to be added
  123251. */
  123252. addCamera(camera: Camera): void;
  123253. /**
  123254. * Removes a camera from the pipeline
  123255. * @param camera the camera to remove
  123256. */
  123257. removeCamera(camera: Camera): void;
  123258. /**
  123259. * Dispose of the pipeline and stop all post processes
  123260. */
  123261. dispose(): void;
  123262. /**
  123263. * Serialize the rendering pipeline (Used when exporting)
  123264. * @returns the serialized object
  123265. */
  123266. serialize(): any;
  123267. /**
  123268. * Parse the serialized pipeline
  123269. * @param source Source pipeline.
  123270. * @param scene The scene to load the pipeline to.
  123271. * @param rootUrl The URL of the serialized pipeline.
  123272. * @returns An instantiated pipeline from the serialized object.
  123273. */
  123274. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  123275. }
  123276. }
  123277. declare module BABYLON {
  123278. /** @hidden */
  123279. export var lensHighlightsPixelShader: {
  123280. name: string;
  123281. shader: string;
  123282. };
  123283. }
  123284. declare module BABYLON {
  123285. /** @hidden */
  123286. export var depthOfFieldPixelShader: {
  123287. name: string;
  123288. shader: string;
  123289. };
  123290. }
  123291. declare module BABYLON {
  123292. /**
  123293. * BABYLON.JS Chromatic Aberration GLSL Shader
  123294. * Author: Olivier Guyot
  123295. * Separates very slightly R, G and B colors on the edges of the screen
  123296. * Inspired by Francois Tarlier & Martins Upitis
  123297. */
  123298. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  123299. /**
  123300. * @ignore
  123301. * The chromatic aberration PostProcess id in the pipeline
  123302. */
  123303. LensChromaticAberrationEffect: string;
  123304. /**
  123305. * @ignore
  123306. * The highlights enhancing PostProcess id in the pipeline
  123307. */
  123308. HighlightsEnhancingEffect: string;
  123309. /**
  123310. * @ignore
  123311. * The depth-of-field PostProcess id in the pipeline
  123312. */
  123313. LensDepthOfFieldEffect: string;
  123314. private _scene;
  123315. private _depthTexture;
  123316. private _grainTexture;
  123317. private _chromaticAberrationPostProcess;
  123318. private _highlightsPostProcess;
  123319. private _depthOfFieldPostProcess;
  123320. private _edgeBlur;
  123321. private _grainAmount;
  123322. private _chromaticAberration;
  123323. private _distortion;
  123324. private _highlightsGain;
  123325. private _highlightsThreshold;
  123326. private _dofDistance;
  123327. private _dofAperture;
  123328. private _dofDarken;
  123329. private _dofPentagon;
  123330. private _blurNoise;
  123331. /**
  123332. * @constructor
  123333. *
  123334. * Effect parameters are as follow:
  123335. * {
  123336. * chromatic_aberration: number; // from 0 to x (1 for realism)
  123337. * edge_blur: number; // from 0 to x (1 for realism)
  123338. * distortion: number; // from 0 to x (1 for realism)
  123339. * grain_amount: number; // from 0 to 1
  123340. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  123341. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  123342. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  123343. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  123344. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  123345. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  123346. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  123347. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  123348. * }
  123349. * Note: if an effect parameter is unset, effect is disabled
  123350. *
  123351. * @param name The rendering pipeline name
  123352. * @param parameters - An object containing all parameters (see above)
  123353. * @param scene The scene linked to this pipeline
  123354. * @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)
  123355. * @param cameras The array of cameras that the rendering pipeline will be attached to
  123356. */
  123357. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  123358. /**
  123359. * Get the class name
  123360. * @returns "LensRenderingPipeline"
  123361. */
  123362. getClassName(): string;
  123363. /**
  123364. * Gets associated scene
  123365. */
  123366. readonly scene: Scene;
  123367. /**
  123368. * Gets or sets the edge blur
  123369. */
  123370. edgeBlur: number;
  123371. /**
  123372. * Gets or sets the grain amount
  123373. */
  123374. grainAmount: number;
  123375. /**
  123376. * Gets or sets the chromatic aberration amount
  123377. */
  123378. chromaticAberration: number;
  123379. /**
  123380. * Gets or sets the depth of field aperture
  123381. */
  123382. dofAperture: number;
  123383. /**
  123384. * Gets or sets the edge distortion
  123385. */
  123386. edgeDistortion: number;
  123387. /**
  123388. * Gets or sets the depth of field distortion
  123389. */
  123390. dofDistortion: number;
  123391. /**
  123392. * Gets or sets the darken out of focus amount
  123393. */
  123394. darkenOutOfFocus: number;
  123395. /**
  123396. * Gets or sets a boolean indicating if blur noise is enabled
  123397. */
  123398. blurNoise: boolean;
  123399. /**
  123400. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  123401. */
  123402. pentagonBokeh: boolean;
  123403. /**
  123404. * Gets or sets the highlight grain amount
  123405. */
  123406. highlightsGain: number;
  123407. /**
  123408. * Gets or sets the highlight threshold
  123409. */
  123410. highlightsThreshold: number;
  123411. /**
  123412. * Sets the amount of blur at the edges
  123413. * @param amount blur amount
  123414. */
  123415. setEdgeBlur(amount: number): void;
  123416. /**
  123417. * Sets edge blur to 0
  123418. */
  123419. disableEdgeBlur(): void;
  123420. /**
  123421. * Sets the amout of grain
  123422. * @param amount Amount of grain
  123423. */
  123424. setGrainAmount(amount: number): void;
  123425. /**
  123426. * Set grain amount to 0
  123427. */
  123428. disableGrain(): void;
  123429. /**
  123430. * Sets the chromatic aberration amount
  123431. * @param amount amount of chromatic aberration
  123432. */
  123433. setChromaticAberration(amount: number): void;
  123434. /**
  123435. * Sets chromatic aberration amount to 0
  123436. */
  123437. disableChromaticAberration(): void;
  123438. /**
  123439. * Sets the EdgeDistortion amount
  123440. * @param amount amount of EdgeDistortion
  123441. */
  123442. setEdgeDistortion(amount: number): void;
  123443. /**
  123444. * Sets edge distortion to 0
  123445. */
  123446. disableEdgeDistortion(): void;
  123447. /**
  123448. * Sets the FocusDistance amount
  123449. * @param amount amount of FocusDistance
  123450. */
  123451. setFocusDistance(amount: number): void;
  123452. /**
  123453. * Disables depth of field
  123454. */
  123455. disableDepthOfField(): void;
  123456. /**
  123457. * Sets the Aperture amount
  123458. * @param amount amount of Aperture
  123459. */
  123460. setAperture(amount: number): void;
  123461. /**
  123462. * Sets the DarkenOutOfFocus amount
  123463. * @param amount amount of DarkenOutOfFocus
  123464. */
  123465. setDarkenOutOfFocus(amount: number): void;
  123466. private _pentagonBokehIsEnabled;
  123467. /**
  123468. * Creates a pentagon bokeh effect
  123469. */
  123470. enablePentagonBokeh(): void;
  123471. /**
  123472. * Disables the pentagon bokeh effect
  123473. */
  123474. disablePentagonBokeh(): void;
  123475. /**
  123476. * Enables noise blur
  123477. */
  123478. enableNoiseBlur(): void;
  123479. /**
  123480. * Disables noise blur
  123481. */
  123482. disableNoiseBlur(): void;
  123483. /**
  123484. * Sets the HighlightsGain amount
  123485. * @param amount amount of HighlightsGain
  123486. */
  123487. setHighlightsGain(amount: number): void;
  123488. /**
  123489. * Sets the HighlightsThreshold amount
  123490. * @param amount amount of HighlightsThreshold
  123491. */
  123492. setHighlightsThreshold(amount: number): void;
  123493. /**
  123494. * Disables highlights
  123495. */
  123496. disableHighlights(): void;
  123497. /**
  123498. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  123499. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  123500. */
  123501. dispose(disableDepthRender?: boolean): void;
  123502. private _createChromaticAberrationPostProcess;
  123503. private _createHighlightsPostProcess;
  123504. private _createDepthOfFieldPostProcess;
  123505. private _createGrainTexture;
  123506. }
  123507. }
  123508. declare module BABYLON {
  123509. /** @hidden */
  123510. export var ssao2PixelShader: {
  123511. name: string;
  123512. shader: string;
  123513. };
  123514. }
  123515. declare module BABYLON {
  123516. /** @hidden */
  123517. export var ssaoCombinePixelShader: {
  123518. name: string;
  123519. shader: string;
  123520. };
  123521. }
  123522. declare module BABYLON {
  123523. /**
  123524. * Render pipeline to produce ssao effect
  123525. */
  123526. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  123527. /**
  123528. * @ignore
  123529. * The PassPostProcess id in the pipeline that contains the original scene color
  123530. */
  123531. SSAOOriginalSceneColorEffect: string;
  123532. /**
  123533. * @ignore
  123534. * The SSAO PostProcess id in the pipeline
  123535. */
  123536. SSAORenderEffect: string;
  123537. /**
  123538. * @ignore
  123539. * The horizontal blur PostProcess id in the pipeline
  123540. */
  123541. SSAOBlurHRenderEffect: string;
  123542. /**
  123543. * @ignore
  123544. * The vertical blur PostProcess id in the pipeline
  123545. */
  123546. SSAOBlurVRenderEffect: string;
  123547. /**
  123548. * @ignore
  123549. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  123550. */
  123551. SSAOCombineRenderEffect: string;
  123552. /**
  123553. * The output strength of the SSAO post-process. Default value is 1.0.
  123554. */
  123555. totalStrength: number;
  123556. /**
  123557. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  123558. */
  123559. maxZ: number;
  123560. /**
  123561. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  123562. */
  123563. minZAspect: number;
  123564. private _samples;
  123565. /**
  123566. * Number of samples used for the SSAO calculations. Default value is 8
  123567. */
  123568. samples: number;
  123569. private _textureSamples;
  123570. /**
  123571. * Number of samples to use for antialiasing
  123572. */
  123573. textureSamples: number;
  123574. /**
  123575. * Ratio object used for SSAO ratio and blur ratio
  123576. */
  123577. private _ratio;
  123578. /**
  123579. * Dynamically generated sphere sampler.
  123580. */
  123581. private _sampleSphere;
  123582. /**
  123583. * Blur filter offsets
  123584. */
  123585. private _samplerOffsets;
  123586. private _expensiveBlur;
  123587. /**
  123588. * If bilateral blur should be used
  123589. */
  123590. expensiveBlur: boolean;
  123591. /**
  123592. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  123593. */
  123594. radius: number;
  123595. /**
  123596. * The base color of the SSAO post-process
  123597. * The final result is "base + ssao" between [0, 1]
  123598. */
  123599. base: number;
  123600. /**
  123601. * Support test.
  123602. */
  123603. static readonly IsSupported: boolean;
  123604. private _scene;
  123605. private _depthTexture;
  123606. private _normalTexture;
  123607. private _randomTexture;
  123608. private _originalColorPostProcess;
  123609. private _ssaoPostProcess;
  123610. private _blurHPostProcess;
  123611. private _blurVPostProcess;
  123612. private _ssaoCombinePostProcess;
  123613. private _firstUpdate;
  123614. /**
  123615. * Gets active scene
  123616. */
  123617. readonly scene: Scene;
  123618. /**
  123619. * @constructor
  123620. * @param name The rendering pipeline name
  123621. * @param scene The scene linked to this pipeline
  123622. * @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 }
  123623. * @param cameras The array of cameras that the rendering pipeline will be attached to
  123624. */
  123625. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  123626. /**
  123627. * Get the class name
  123628. * @returns "SSAO2RenderingPipeline"
  123629. */
  123630. getClassName(): string;
  123631. /**
  123632. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  123633. */
  123634. dispose(disableGeometryBufferRenderer?: boolean): void;
  123635. private _createBlurPostProcess;
  123636. /** @hidden */
  123637. _rebuild(): void;
  123638. private _bits;
  123639. private _radicalInverse_VdC;
  123640. private _hammersley;
  123641. private _hemisphereSample_uniform;
  123642. private _generateHemisphere;
  123643. private _createSSAOPostProcess;
  123644. private _createSSAOCombinePostProcess;
  123645. private _createRandomTexture;
  123646. /**
  123647. * Serialize the rendering pipeline (Used when exporting)
  123648. * @returns the serialized object
  123649. */
  123650. serialize(): any;
  123651. /**
  123652. * Parse the serialized pipeline
  123653. * @param source Source pipeline.
  123654. * @param scene The scene to load the pipeline to.
  123655. * @param rootUrl The URL of the serialized pipeline.
  123656. * @returns An instantiated pipeline from the serialized object.
  123657. */
  123658. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  123659. }
  123660. }
  123661. declare module BABYLON {
  123662. /** @hidden */
  123663. export var ssaoPixelShader: {
  123664. name: string;
  123665. shader: string;
  123666. };
  123667. }
  123668. declare module BABYLON {
  123669. /**
  123670. * Render pipeline to produce ssao effect
  123671. */
  123672. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  123673. /**
  123674. * @ignore
  123675. * The PassPostProcess id in the pipeline that contains the original scene color
  123676. */
  123677. SSAOOriginalSceneColorEffect: string;
  123678. /**
  123679. * @ignore
  123680. * The SSAO PostProcess id in the pipeline
  123681. */
  123682. SSAORenderEffect: string;
  123683. /**
  123684. * @ignore
  123685. * The horizontal blur PostProcess id in the pipeline
  123686. */
  123687. SSAOBlurHRenderEffect: string;
  123688. /**
  123689. * @ignore
  123690. * The vertical blur PostProcess id in the pipeline
  123691. */
  123692. SSAOBlurVRenderEffect: string;
  123693. /**
  123694. * @ignore
  123695. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  123696. */
  123697. SSAOCombineRenderEffect: string;
  123698. /**
  123699. * The output strength of the SSAO post-process. Default value is 1.0.
  123700. */
  123701. totalStrength: number;
  123702. /**
  123703. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  123704. */
  123705. radius: number;
  123706. /**
  123707. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  123708. * Must not be equal to fallOff and superior to fallOff.
  123709. * Default value is 0.0075
  123710. */
  123711. area: number;
  123712. /**
  123713. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  123714. * Must not be equal to area and inferior to area.
  123715. * Default value is 0.000001
  123716. */
  123717. fallOff: number;
  123718. /**
  123719. * The base color of the SSAO post-process
  123720. * The final result is "base + ssao" between [0, 1]
  123721. */
  123722. base: number;
  123723. private _scene;
  123724. private _depthTexture;
  123725. private _randomTexture;
  123726. private _originalColorPostProcess;
  123727. private _ssaoPostProcess;
  123728. private _blurHPostProcess;
  123729. private _blurVPostProcess;
  123730. private _ssaoCombinePostProcess;
  123731. private _firstUpdate;
  123732. /**
  123733. * Gets active scene
  123734. */
  123735. readonly scene: Scene;
  123736. /**
  123737. * @constructor
  123738. * @param name - The rendering pipeline name
  123739. * @param scene - The scene linked to this pipeline
  123740. * @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 }
  123741. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  123742. */
  123743. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  123744. /**
  123745. * Get the class name
  123746. * @returns "SSAORenderingPipeline"
  123747. */
  123748. getClassName(): string;
  123749. /**
  123750. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  123751. */
  123752. dispose(disableDepthRender?: boolean): void;
  123753. private _createBlurPostProcess;
  123754. /** @hidden */
  123755. _rebuild(): void;
  123756. private _createSSAOPostProcess;
  123757. private _createSSAOCombinePostProcess;
  123758. private _createRandomTexture;
  123759. }
  123760. }
  123761. declare module BABYLON {
  123762. /** @hidden */
  123763. export var standardPixelShader: {
  123764. name: string;
  123765. shader: string;
  123766. };
  123767. }
  123768. declare module BABYLON {
  123769. /**
  123770. * Standard rendering pipeline
  123771. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  123772. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  123773. */
  123774. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  123775. /**
  123776. * Public members
  123777. */
  123778. /**
  123779. * Post-process which contains the original scene color before the pipeline applies all the effects
  123780. */
  123781. originalPostProcess: Nullable<PostProcess>;
  123782. /**
  123783. * Post-process used to down scale an image x4
  123784. */
  123785. downSampleX4PostProcess: Nullable<PostProcess>;
  123786. /**
  123787. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  123788. */
  123789. brightPassPostProcess: Nullable<PostProcess>;
  123790. /**
  123791. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  123792. */
  123793. blurHPostProcesses: PostProcess[];
  123794. /**
  123795. * Post-process array storing all the vertical blur post-processes used by the pipeline
  123796. */
  123797. blurVPostProcesses: PostProcess[];
  123798. /**
  123799. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  123800. */
  123801. textureAdderPostProcess: Nullable<PostProcess>;
  123802. /**
  123803. * Post-process used to create volumetric lighting effect
  123804. */
  123805. volumetricLightPostProcess: Nullable<PostProcess>;
  123806. /**
  123807. * Post-process used to smooth the previous volumetric light post-process on the X axis
  123808. */
  123809. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  123810. /**
  123811. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  123812. */
  123813. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  123814. /**
  123815. * Post-process used to merge the volumetric light effect and the real scene color
  123816. */
  123817. volumetricLightMergePostProces: Nullable<PostProcess>;
  123818. /**
  123819. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  123820. */
  123821. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  123822. /**
  123823. * Base post-process used to calculate the average luminance of the final image for HDR
  123824. */
  123825. luminancePostProcess: Nullable<PostProcess>;
  123826. /**
  123827. * Post-processes used to create down sample post-processes in order to get
  123828. * the average luminance of the final image for HDR
  123829. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  123830. */
  123831. luminanceDownSamplePostProcesses: PostProcess[];
  123832. /**
  123833. * Post-process used to create a HDR effect (light adaptation)
  123834. */
  123835. hdrPostProcess: Nullable<PostProcess>;
  123836. /**
  123837. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  123838. */
  123839. textureAdderFinalPostProcess: Nullable<PostProcess>;
  123840. /**
  123841. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  123842. */
  123843. lensFlareFinalPostProcess: Nullable<PostProcess>;
  123844. /**
  123845. * Post-process used to merge the final HDR post-process and the real scene color
  123846. */
  123847. hdrFinalPostProcess: Nullable<PostProcess>;
  123848. /**
  123849. * Post-process used to create a lens flare effect
  123850. */
  123851. lensFlarePostProcess: Nullable<PostProcess>;
  123852. /**
  123853. * Post-process that merges the result of the lens flare post-process and the real scene color
  123854. */
  123855. lensFlareComposePostProcess: Nullable<PostProcess>;
  123856. /**
  123857. * Post-process used to create a motion blur effect
  123858. */
  123859. motionBlurPostProcess: Nullable<PostProcess>;
  123860. /**
  123861. * Post-process used to create a depth of field effect
  123862. */
  123863. depthOfFieldPostProcess: Nullable<PostProcess>;
  123864. /**
  123865. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  123866. */
  123867. fxaaPostProcess: Nullable<FxaaPostProcess>;
  123868. /**
  123869. * Represents the brightness threshold in order to configure the illuminated surfaces
  123870. */
  123871. brightThreshold: number;
  123872. /**
  123873. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  123874. */
  123875. blurWidth: number;
  123876. /**
  123877. * Sets if the blur for highlighted surfaces must be only horizontal
  123878. */
  123879. horizontalBlur: boolean;
  123880. /**
  123881. * Gets the overall exposure used by the pipeline
  123882. */
  123883. /**
  123884. * Sets the overall exposure used by the pipeline
  123885. */
  123886. exposure: number;
  123887. /**
  123888. * Texture used typically to simulate "dirty" on camera lens
  123889. */
  123890. lensTexture: Nullable<Texture>;
  123891. /**
  123892. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  123893. */
  123894. volumetricLightCoefficient: number;
  123895. /**
  123896. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  123897. */
  123898. volumetricLightPower: number;
  123899. /**
  123900. * Used the set the blur intensity to smooth the volumetric lights
  123901. */
  123902. volumetricLightBlurScale: number;
  123903. /**
  123904. * Light (spot or directional) used to generate the volumetric lights rays
  123905. * The source light must have a shadow generate so the pipeline can get its
  123906. * depth map
  123907. */
  123908. sourceLight: Nullable<SpotLight | DirectionalLight>;
  123909. /**
  123910. * For eye adaptation, represents the minimum luminance the eye can see
  123911. */
  123912. hdrMinimumLuminance: number;
  123913. /**
  123914. * For eye adaptation, represents the decrease luminance speed
  123915. */
  123916. hdrDecreaseRate: number;
  123917. /**
  123918. * For eye adaptation, represents the increase luminance speed
  123919. */
  123920. hdrIncreaseRate: number;
  123921. /**
  123922. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  123923. */
  123924. /**
  123925. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  123926. */
  123927. hdrAutoExposure: boolean;
  123928. /**
  123929. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  123930. */
  123931. lensColorTexture: Nullable<Texture>;
  123932. /**
  123933. * The overall strengh for the lens flare effect
  123934. */
  123935. lensFlareStrength: number;
  123936. /**
  123937. * Dispersion coefficient for lens flare ghosts
  123938. */
  123939. lensFlareGhostDispersal: number;
  123940. /**
  123941. * Main lens flare halo width
  123942. */
  123943. lensFlareHaloWidth: number;
  123944. /**
  123945. * Based on the lens distortion effect, defines how much the lens flare result
  123946. * is distorted
  123947. */
  123948. lensFlareDistortionStrength: number;
  123949. /**
  123950. * Lens star texture must be used to simulate rays on the flares and is available
  123951. * in the documentation
  123952. */
  123953. lensStarTexture: Nullable<Texture>;
  123954. /**
  123955. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  123956. * flare effect by taking account of the dirt texture
  123957. */
  123958. lensFlareDirtTexture: Nullable<Texture>;
  123959. /**
  123960. * Represents the focal length for the depth of field effect
  123961. */
  123962. depthOfFieldDistance: number;
  123963. /**
  123964. * Represents the blur intensity for the blurred part of the depth of field effect
  123965. */
  123966. depthOfFieldBlurWidth: number;
  123967. /**
  123968. * Gets how much the image is blurred by the movement while using the motion blur post-process
  123969. */
  123970. /**
  123971. * Sets how much the image is blurred by the movement while using the motion blur post-process
  123972. */
  123973. motionStrength: number;
  123974. /**
  123975. * Gets wether or not the motion blur post-process is object based or screen based.
  123976. */
  123977. /**
  123978. * Sets wether or not the motion blur post-process should be object based or screen based
  123979. */
  123980. objectBasedMotionBlur: boolean;
  123981. /**
  123982. * List of animations for the pipeline (IAnimatable implementation)
  123983. */
  123984. animations: Animation[];
  123985. /**
  123986. * Private members
  123987. */
  123988. private _scene;
  123989. private _currentDepthOfFieldSource;
  123990. private _basePostProcess;
  123991. private _fixedExposure;
  123992. private _currentExposure;
  123993. private _hdrAutoExposure;
  123994. private _hdrCurrentLuminance;
  123995. private _motionStrength;
  123996. private _isObjectBasedMotionBlur;
  123997. private _floatTextureType;
  123998. private _camerasToBeAttached;
  123999. private _ratio;
  124000. private _bloomEnabled;
  124001. private _depthOfFieldEnabled;
  124002. private _vlsEnabled;
  124003. private _lensFlareEnabled;
  124004. private _hdrEnabled;
  124005. private _motionBlurEnabled;
  124006. private _fxaaEnabled;
  124007. private _motionBlurSamples;
  124008. private _volumetricLightStepsCount;
  124009. private _samples;
  124010. /**
  124011. * @ignore
  124012. * Specifies if the bloom pipeline is enabled
  124013. */
  124014. BloomEnabled: boolean;
  124015. /**
  124016. * @ignore
  124017. * Specifies if the depth of field pipeline is enabed
  124018. */
  124019. DepthOfFieldEnabled: boolean;
  124020. /**
  124021. * @ignore
  124022. * Specifies if the lens flare pipeline is enabed
  124023. */
  124024. LensFlareEnabled: boolean;
  124025. /**
  124026. * @ignore
  124027. * Specifies if the HDR pipeline is enabled
  124028. */
  124029. HDREnabled: boolean;
  124030. /**
  124031. * @ignore
  124032. * Specifies if the volumetric lights scattering effect is enabled
  124033. */
  124034. VLSEnabled: boolean;
  124035. /**
  124036. * @ignore
  124037. * Specifies if the motion blur effect is enabled
  124038. */
  124039. MotionBlurEnabled: boolean;
  124040. /**
  124041. * Specifies if anti-aliasing is enabled
  124042. */
  124043. fxaaEnabled: boolean;
  124044. /**
  124045. * Specifies the number of steps used to calculate the volumetric lights
  124046. * Typically in interval [50, 200]
  124047. */
  124048. volumetricLightStepsCount: number;
  124049. /**
  124050. * Specifies the number of samples used for the motion blur effect
  124051. * Typically in interval [16, 64]
  124052. */
  124053. motionBlurSamples: number;
  124054. /**
  124055. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  124056. */
  124057. samples: number;
  124058. /**
  124059. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  124060. * @constructor
  124061. * @param name The rendering pipeline name
  124062. * @param scene The scene linked to this pipeline
  124063. * @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)
  124064. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  124065. * @param cameras The array of cameras that the rendering pipeline will be attached to
  124066. */
  124067. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  124068. private _buildPipeline;
  124069. private _createDownSampleX4PostProcess;
  124070. private _createBrightPassPostProcess;
  124071. private _createBlurPostProcesses;
  124072. private _createTextureAdderPostProcess;
  124073. private _createVolumetricLightPostProcess;
  124074. private _createLuminancePostProcesses;
  124075. private _createHdrPostProcess;
  124076. private _createLensFlarePostProcess;
  124077. private _createDepthOfFieldPostProcess;
  124078. private _createMotionBlurPostProcess;
  124079. private _getDepthTexture;
  124080. private _disposePostProcesses;
  124081. /**
  124082. * Dispose of the pipeline and stop all post processes
  124083. */
  124084. dispose(): void;
  124085. /**
  124086. * Serialize the rendering pipeline (Used when exporting)
  124087. * @returns the serialized object
  124088. */
  124089. serialize(): any;
  124090. /**
  124091. * Parse the serialized pipeline
  124092. * @param source Source pipeline.
  124093. * @param scene The scene to load the pipeline to.
  124094. * @param rootUrl The URL of the serialized pipeline.
  124095. * @returns An instantiated pipeline from the serialized object.
  124096. */
  124097. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  124098. /**
  124099. * Luminance steps
  124100. */
  124101. static LuminanceSteps: number;
  124102. }
  124103. }
  124104. declare module BABYLON {
  124105. /** @hidden */
  124106. export var tonemapPixelShader: {
  124107. name: string;
  124108. shader: string;
  124109. };
  124110. }
  124111. declare module BABYLON {
  124112. /** Defines operator used for tonemapping */
  124113. export enum TonemappingOperator {
  124114. /** Hable */
  124115. Hable = 0,
  124116. /** Reinhard */
  124117. Reinhard = 1,
  124118. /** HejiDawson */
  124119. HejiDawson = 2,
  124120. /** Photographic */
  124121. Photographic = 3
  124122. }
  124123. /**
  124124. * Defines a post process to apply tone mapping
  124125. */
  124126. export class TonemapPostProcess extends PostProcess {
  124127. private _operator;
  124128. /** Defines the required exposure adjustement */
  124129. exposureAdjustment: number;
  124130. /**
  124131. * Creates a new TonemapPostProcess
  124132. * @param name defines the name of the postprocess
  124133. * @param _operator defines the operator to use
  124134. * @param exposureAdjustment defines the required exposure adjustement
  124135. * @param camera defines the camera to use (can be null)
  124136. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  124137. * @param engine defines the hosting engine (can be ignore if camera is set)
  124138. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  124139. */
  124140. constructor(name: string, _operator: TonemappingOperator,
  124141. /** Defines the required exposure adjustement */
  124142. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  124143. }
  124144. }
  124145. declare module BABYLON {
  124146. /** @hidden */
  124147. export var depthVertexShader: {
  124148. name: string;
  124149. shader: string;
  124150. };
  124151. }
  124152. declare module BABYLON {
  124153. /** @hidden */
  124154. export var volumetricLightScatteringPixelShader: {
  124155. name: string;
  124156. shader: string;
  124157. };
  124158. }
  124159. declare module BABYLON {
  124160. /** @hidden */
  124161. export var volumetricLightScatteringPassVertexShader: {
  124162. name: string;
  124163. shader: string;
  124164. };
  124165. }
  124166. declare module BABYLON {
  124167. /** @hidden */
  124168. export var volumetricLightScatteringPassPixelShader: {
  124169. name: string;
  124170. shader: string;
  124171. };
  124172. }
  124173. declare module BABYLON {
  124174. /**
  124175. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  124176. */
  124177. export class VolumetricLightScatteringPostProcess extends PostProcess {
  124178. private _volumetricLightScatteringPass;
  124179. private _volumetricLightScatteringRTT;
  124180. private _viewPort;
  124181. private _screenCoordinates;
  124182. private _cachedDefines;
  124183. /**
  124184. * If not undefined, the mesh position is computed from the attached node position
  124185. */
  124186. attachedNode: {
  124187. position: Vector3;
  124188. };
  124189. /**
  124190. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  124191. */
  124192. customMeshPosition: Vector3;
  124193. /**
  124194. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  124195. */
  124196. useCustomMeshPosition: boolean;
  124197. /**
  124198. * If the post-process should inverse the light scattering direction
  124199. */
  124200. invert: boolean;
  124201. /**
  124202. * The internal mesh used by the post-process
  124203. */
  124204. mesh: Mesh;
  124205. /**
  124206. * @hidden
  124207. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  124208. */
  124209. useDiffuseColor: boolean;
  124210. /**
  124211. * Array containing the excluded meshes not rendered in the internal pass
  124212. */
  124213. excludedMeshes: AbstractMesh[];
  124214. /**
  124215. * Controls the overall intensity of the post-process
  124216. */
  124217. exposure: number;
  124218. /**
  124219. * Dissipates each sample's contribution in range [0, 1]
  124220. */
  124221. decay: number;
  124222. /**
  124223. * Controls the overall intensity of each sample
  124224. */
  124225. weight: number;
  124226. /**
  124227. * Controls the density of each sample
  124228. */
  124229. density: number;
  124230. /**
  124231. * @constructor
  124232. * @param name The post-process name
  124233. * @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)
  124234. * @param camera The camera that the post-process will be attached to
  124235. * @param mesh The mesh used to create the light scattering
  124236. * @param samples The post-process quality, default 100
  124237. * @param samplingModeThe post-process filtering mode
  124238. * @param engine The babylon engine
  124239. * @param reusable If the post-process is reusable
  124240. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  124241. */
  124242. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  124243. /**
  124244. * Returns the string "VolumetricLightScatteringPostProcess"
  124245. * @returns "VolumetricLightScatteringPostProcess"
  124246. */
  124247. getClassName(): string;
  124248. private _isReady;
  124249. /**
  124250. * Sets the new light position for light scattering effect
  124251. * @param position The new custom light position
  124252. */
  124253. setCustomMeshPosition(position: Vector3): void;
  124254. /**
  124255. * Returns the light position for light scattering effect
  124256. * @return Vector3 The custom light position
  124257. */
  124258. getCustomMeshPosition(): Vector3;
  124259. /**
  124260. * Disposes the internal assets and detaches the post-process from the camera
  124261. */
  124262. dispose(camera: Camera): void;
  124263. /**
  124264. * Returns the render target texture used by the post-process
  124265. * @return the render target texture used by the post-process
  124266. */
  124267. getPass(): RenderTargetTexture;
  124268. private _meshExcluded;
  124269. private _createPass;
  124270. private _updateMeshScreenCoordinates;
  124271. /**
  124272. * Creates a default mesh for the Volumeric Light Scattering post-process
  124273. * @param name The mesh name
  124274. * @param scene The scene where to create the mesh
  124275. * @return the default mesh
  124276. */
  124277. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  124278. }
  124279. }
  124280. declare module BABYLON {
  124281. interface Scene {
  124282. /** @hidden (Backing field) */
  124283. _boundingBoxRenderer: BoundingBoxRenderer;
  124284. /** @hidden (Backing field) */
  124285. _forceShowBoundingBoxes: boolean;
  124286. /**
  124287. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  124288. */
  124289. forceShowBoundingBoxes: boolean;
  124290. /**
  124291. * Gets the bounding box renderer associated with the scene
  124292. * @returns a BoundingBoxRenderer
  124293. */
  124294. getBoundingBoxRenderer(): BoundingBoxRenderer;
  124295. }
  124296. interface AbstractMesh {
  124297. /** @hidden (Backing field) */
  124298. _showBoundingBox: boolean;
  124299. /**
  124300. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  124301. */
  124302. showBoundingBox: boolean;
  124303. }
  124304. /**
  124305. * Component responsible of rendering the bounding box of the meshes in a scene.
  124306. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  124307. */
  124308. export class BoundingBoxRenderer implements ISceneComponent {
  124309. /**
  124310. * The component name helpfull to identify the component in the list of scene components.
  124311. */
  124312. readonly name: string;
  124313. /**
  124314. * The scene the component belongs to.
  124315. */
  124316. scene: Scene;
  124317. /**
  124318. * Color of the bounding box lines placed in front of an object
  124319. */
  124320. frontColor: Color3;
  124321. /**
  124322. * Color of the bounding box lines placed behind an object
  124323. */
  124324. backColor: Color3;
  124325. /**
  124326. * Defines if the renderer should show the back lines or not
  124327. */
  124328. showBackLines: boolean;
  124329. /**
  124330. * @hidden
  124331. */
  124332. renderList: SmartArray<BoundingBox>;
  124333. private _colorShader;
  124334. private _vertexBuffers;
  124335. private _indexBuffer;
  124336. private _fillIndexBuffer;
  124337. private _fillIndexData;
  124338. /**
  124339. * Instantiates a new bounding box renderer in a scene.
  124340. * @param scene the scene the renderer renders in
  124341. */
  124342. constructor(scene: Scene);
  124343. /**
  124344. * Registers the component in a given scene
  124345. */
  124346. register(): void;
  124347. private _evaluateSubMesh;
  124348. private _activeMesh;
  124349. private _prepareRessources;
  124350. private _createIndexBuffer;
  124351. /**
  124352. * Rebuilds the elements related to this component in case of
  124353. * context lost for instance.
  124354. */
  124355. rebuild(): void;
  124356. /**
  124357. * @hidden
  124358. */
  124359. reset(): void;
  124360. /**
  124361. * Render the bounding boxes of a specific rendering group
  124362. * @param renderingGroupId defines the rendering group to render
  124363. */
  124364. render(renderingGroupId: number): void;
  124365. /**
  124366. * In case of occlusion queries, we can render the occlusion bounding box through this method
  124367. * @param mesh Define the mesh to render the occlusion bounding box for
  124368. */
  124369. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  124370. /**
  124371. * Dispose and release the resources attached to this renderer.
  124372. */
  124373. dispose(): void;
  124374. }
  124375. }
  124376. declare module BABYLON {
  124377. /** @hidden */
  124378. export var depthPixelShader: {
  124379. name: string;
  124380. shader: string;
  124381. };
  124382. }
  124383. declare module BABYLON {
  124384. /**
  124385. * This represents a depth renderer in Babylon.
  124386. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  124387. */
  124388. export class DepthRenderer {
  124389. private _scene;
  124390. private _depthMap;
  124391. private _effect;
  124392. private readonly _storeNonLinearDepth;
  124393. private readonly _clearColor;
  124394. /** Get if the depth renderer is using packed depth or not */
  124395. readonly isPacked: boolean;
  124396. private _cachedDefines;
  124397. private _camera;
  124398. /**
  124399. * Specifiess that the depth renderer will only be used within
  124400. * the camera it is created for.
  124401. * This can help forcing its rendering during the camera processing.
  124402. */
  124403. useOnlyInActiveCamera: boolean;
  124404. /** @hidden */
  124405. static _SceneComponentInitialization: (scene: Scene) => void;
  124406. /**
  124407. * Instantiates a depth renderer
  124408. * @param scene The scene the renderer belongs to
  124409. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  124410. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  124411. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  124412. */
  124413. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  124414. /**
  124415. * Creates the depth rendering effect and checks if the effect is ready.
  124416. * @param subMesh The submesh to be used to render the depth map of
  124417. * @param useInstances If multiple world instances should be used
  124418. * @returns if the depth renderer is ready to render the depth map
  124419. */
  124420. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124421. /**
  124422. * Gets the texture which the depth map will be written to.
  124423. * @returns The depth map texture
  124424. */
  124425. getDepthMap(): RenderTargetTexture;
  124426. /**
  124427. * Disposes of the depth renderer.
  124428. */
  124429. dispose(): void;
  124430. }
  124431. }
  124432. declare module BABYLON {
  124433. interface Scene {
  124434. /** @hidden (Backing field) */
  124435. _depthRenderer: {
  124436. [id: string]: DepthRenderer;
  124437. };
  124438. /**
  124439. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  124440. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  124441. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  124442. * @returns the created depth renderer
  124443. */
  124444. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  124445. /**
  124446. * Disables a depth renderer for a given camera
  124447. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  124448. */
  124449. disableDepthRenderer(camera?: Nullable<Camera>): void;
  124450. }
  124451. /**
  124452. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  124453. * in several rendering techniques.
  124454. */
  124455. export class DepthRendererSceneComponent implements ISceneComponent {
  124456. /**
  124457. * The component name helpfull to identify the component in the list of scene components.
  124458. */
  124459. readonly name: string;
  124460. /**
  124461. * The scene the component belongs to.
  124462. */
  124463. scene: Scene;
  124464. /**
  124465. * Creates a new instance of the component for the given scene
  124466. * @param scene Defines the scene to register the component in
  124467. */
  124468. constructor(scene: Scene);
  124469. /**
  124470. * Registers the component in a given scene
  124471. */
  124472. register(): void;
  124473. /**
  124474. * Rebuilds the elements related to this component in case of
  124475. * context lost for instance.
  124476. */
  124477. rebuild(): void;
  124478. /**
  124479. * Disposes the component and the associated ressources
  124480. */
  124481. dispose(): void;
  124482. private _gatherRenderTargets;
  124483. private _gatherActiveCameraRenderTargets;
  124484. }
  124485. }
  124486. declare module BABYLON {
  124487. /** @hidden */
  124488. export var outlinePixelShader: {
  124489. name: string;
  124490. shader: string;
  124491. };
  124492. }
  124493. declare module BABYLON {
  124494. /** @hidden */
  124495. export var outlineVertexShader: {
  124496. name: string;
  124497. shader: string;
  124498. };
  124499. }
  124500. declare module BABYLON {
  124501. interface Scene {
  124502. /** @hidden */
  124503. _outlineRenderer: OutlineRenderer;
  124504. /**
  124505. * Gets the outline renderer associated with the scene
  124506. * @returns a OutlineRenderer
  124507. */
  124508. getOutlineRenderer(): OutlineRenderer;
  124509. }
  124510. interface AbstractMesh {
  124511. /** @hidden (Backing field) */
  124512. _renderOutline: boolean;
  124513. /**
  124514. * Gets or sets a boolean indicating if the outline must be rendered as well
  124515. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  124516. */
  124517. renderOutline: boolean;
  124518. /** @hidden (Backing field) */
  124519. _renderOverlay: boolean;
  124520. /**
  124521. * Gets or sets a boolean indicating if the overlay must be rendered as well
  124522. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  124523. */
  124524. renderOverlay: boolean;
  124525. }
  124526. /**
  124527. * This class is responsible to draw bothe outline/overlay of meshes.
  124528. * It should not be used directly but through the available method on mesh.
  124529. */
  124530. export class OutlineRenderer implements ISceneComponent {
  124531. /**
  124532. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  124533. */
  124534. private static _StencilReference;
  124535. /**
  124536. * The name of the component. Each component must have a unique name.
  124537. */
  124538. name: string;
  124539. /**
  124540. * The scene the component belongs to.
  124541. */
  124542. scene: Scene;
  124543. /**
  124544. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  124545. */
  124546. zOffset: number;
  124547. private _engine;
  124548. private _effect;
  124549. private _cachedDefines;
  124550. private _savedDepthWrite;
  124551. /**
  124552. * Instantiates a new outline renderer. (There could be only one per scene).
  124553. * @param scene Defines the scene it belongs to
  124554. */
  124555. constructor(scene: Scene);
  124556. /**
  124557. * Register the component to one instance of a scene.
  124558. */
  124559. register(): void;
  124560. /**
  124561. * Rebuilds the elements related to this component in case of
  124562. * context lost for instance.
  124563. */
  124564. rebuild(): void;
  124565. /**
  124566. * Disposes the component and the associated ressources.
  124567. */
  124568. dispose(): void;
  124569. /**
  124570. * Renders the outline in the canvas.
  124571. * @param subMesh Defines the sumesh to render
  124572. * @param batch Defines the batch of meshes in case of instances
  124573. * @param useOverlay Defines if the rendering is for the overlay or the outline
  124574. */
  124575. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  124576. /**
  124577. * Returns whether or not the outline renderer is ready for a given submesh.
  124578. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  124579. * @param subMesh Defines the submesh to check readyness for
  124580. * @param useInstances Defines wheter wee are trying to render instances or not
  124581. * @returns true if ready otherwise false
  124582. */
  124583. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124584. private _beforeRenderingMesh;
  124585. private _afterRenderingMesh;
  124586. }
  124587. }
  124588. declare module BABYLON {
  124589. /**
  124590. * Class used to manage multiple sprites of different sizes on the same spritesheet
  124591. * @see http://doc.babylonjs.com/babylon101/sprites
  124592. */
  124593. export class SpritePackedManager extends SpriteManager {
  124594. /** defines the packed manager's name */
  124595. name: string;
  124596. /**
  124597. * Creates a new sprite manager from a packed sprite sheet
  124598. * @param name defines the manager's name
  124599. * @param imgUrl defines the sprite sheet url
  124600. * @param capacity defines the maximum allowed number of sprites
  124601. * @param scene defines the hosting scene
  124602. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  124603. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  124604. * @param samplingMode defines the smapling mode to use with spritesheet
  124605. * @param fromPacked set to true; do not alter
  124606. */
  124607. constructor(
  124608. /** defines the packed manager's name */
  124609. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  124610. }
  124611. }
  124612. declare module BABYLON {
  124613. /**
  124614. * Defines the list of states available for a task inside a AssetsManager
  124615. */
  124616. export enum AssetTaskState {
  124617. /**
  124618. * Initialization
  124619. */
  124620. INIT = 0,
  124621. /**
  124622. * Running
  124623. */
  124624. RUNNING = 1,
  124625. /**
  124626. * Done
  124627. */
  124628. DONE = 2,
  124629. /**
  124630. * Error
  124631. */
  124632. ERROR = 3
  124633. }
  124634. /**
  124635. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  124636. */
  124637. export abstract class AbstractAssetTask {
  124638. /**
  124639. * Task name
  124640. */ name: string;
  124641. /**
  124642. * Callback called when the task is successful
  124643. */
  124644. onSuccess: (task: any) => void;
  124645. /**
  124646. * Callback called when the task is not successful
  124647. */
  124648. onError: (task: any, message?: string, exception?: any) => void;
  124649. /**
  124650. * Creates a new AssetsManager
  124651. * @param name defines the name of the task
  124652. */
  124653. constructor(
  124654. /**
  124655. * Task name
  124656. */ name: string);
  124657. private _isCompleted;
  124658. private _taskState;
  124659. private _errorObject;
  124660. /**
  124661. * Get if the task is completed
  124662. */
  124663. readonly isCompleted: boolean;
  124664. /**
  124665. * Gets the current state of the task
  124666. */
  124667. readonly taskState: AssetTaskState;
  124668. /**
  124669. * Gets the current error object (if task is in error)
  124670. */
  124671. readonly errorObject: {
  124672. message?: string;
  124673. exception?: any;
  124674. };
  124675. /**
  124676. * Internal only
  124677. * @hidden
  124678. */
  124679. _setErrorObject(message?: string, exception?: any): void;
  124680. /**
  124681. * Execute the current task
  124682. * @param scene defines the scene where you want your assets to be loaded
  124683. * @param onSuccess is a callback called when the task is successfully executed
  124684. * @param onError is a callback called if an error occurs
  124685. */
  124686. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124687. /**
  124688. * Execute the current task
  124689. * @param scene defines the scene where you want your assets to be loaded
  124690. * @param onSuccess is a callback called when the task is successfully executed
  124691. * @param onError is a callback called if an error occurs
  124692. */
  124693. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124694. /**
  124695. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  124696. * This can be used with failed tasks that have the reason for failure fixed.
  124697. */
  124698. reset(): void;
  124699. private onErrorCallback;
  124700. private onDoneCallback;
  124701. }
  124702. /**
  124703. * Define the interface used by progress events raised during assets loading
  124704. */
  124705. export interface IAssetsProgressEvent {
  124706. /**
  124707. * Defines the number of remaining tasks to process
  124708. */
  124709. remainingCount: number;
  124710. /**
  124711. * Defines the total number of tasks
  124712. */
  124713. totalCount: number;
  124714. /**
  124715. * Defines the task that was just processed
  124716. */
  124717. task: AbstractAssetTask;
  124718. }
  124719. /**
  124720. * Class used to share progress information about assets loading
  124721. */
  124722. export class AssetsProgressEvent implements IAssetsProgressEvent {
  124723. /**
  124724. * Defines the number of remaining tasks to process
  124725. */
  124726. remainingCount: number;
  124727. /**
  124728. * Defines the total number of tasks
  124729. */
  124730. totalCount: number;
  124731. /**
  124732. * Defines the task that was just processed
  124733. */
  124734. task: AbstractAssetTask;
  124735. /**
  124736. * Creates a AssetsProgressEvent
  124737. * @param remainingCount defines the number of remaining tasks to process
  124738. * @param totalCount defines the total number of tasks
  124739. * @param task defines the task that was just processed
  124740. */
  124741. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  124742. }
  124743. /**
  124744. * Define a task used by AssetsManager to load meshes
  124745. */
  124746. export class MeshAssetTask extends AbstractAssetTask {
  124747. /**
  124748. * Defines the name of the task
  124749. */
  124750. name: string;
  124751. /**
  124752. * Defines the list of mesh's names you want to load
  124753. */
  124754. meshesNames: any;
  124755. /**
  124756. * Defines the root url to use as a base to load your meshes and associated resources
  124757. */
  124758. rootUrl: string;
  124759. /**
  124760. * Defines the filename of the scene to load from
  124761. */
  124762. sceneFilename: string;
  124763. /**
  124764. * Gets the list of loaded meshes
  124765. */
  124766. loadedMeshes: Array<AbstractMesh>;
  124767. /**
  124768. * Gets the list of loaded particle systems
  124769. */
  124770. loadedParticleSystems: Array<IParticleSystem>;
  124771. /**
  124772. * Gets the list of loaded skeletons
  124773. */
  124774. loadedSkeletons: Array<Skeleton>;
  124775. /**
  124776. * Gets the list of loaded animation groups
  124777. */
  124778. loadedAnimationGroups: Array<AnimationGroup>;
  124779. /**
  124780. * Callback called when the task is successful
  124781. */
  124782. onSuccess: (task: MeshAssetTask) => void;
  124783. /**
  124784. * Callback called when the task is successful
  124785. */
  124786. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  124787. /**
  124788. * Creates a new MeshAssetTask
  124789. * @param name defines the name of the task
  124790. * @param meshesNames defines the list of mesh's names you want to load
  124791. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  124792. * @param sceneFilename defines the filename of the scene to load from
  124793. */
  124794. constructor(
  124795. /**
  124796. * Defines the name of the task
  124797. */
  124798. name: string,
  124799. /**
  124800. * Defines the list of mesh's names you want to load
  124801. */
  124802. meshesNames: any,
  124803. /**
  124804. * Defines the root url to use as a base to load your meshes and associated resources
  124805. */
  124806. rootUrl: string,
  124807. /**
  124808. * Defines the filename of the scene to load from
  124809. */
  124810. sceneFilename: string);
  124811. /**
  124812. * Execute the current task
  124813. * @param scene defines the scene where you want your assets to be loaded
  124814. * @param onSuccess is a callback called when the task is successfully executed
  124815. * @param onError is a callback called if an error occurs
  124816. */
  124817. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124818. }
  124819. /**
  124820. * Define a task used by AssetsManager to load text content
  124821. */
  124822. export class TextFileAssetTask extends AbstractAssetTask {
  124823. /**
  124824. * Defines the name of the task
  124825. */
  124826. name: string;
  124827. /**
  124828. * Defines the location of the file to load
  124829. */
  124830. url: string;
  124831. /**
  124832. * Gets the loaded text string
  124833. */
  124834. text: string;
  124835. /**
  124836. * Callback called when the task is successful
  124837. */
  124838. onSuccess: (task: TextFileAssetTask) => void;
  124839. /**
  124840. * Callback called when the task is successful
  124841. */
  124842. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  124843. /**
  124844. * Creates a new TextFileAssetTask object
  124845. * @param name defines the name of the task
  124846. * @param url defines the location of the file to load
  124847. */
  124848. constructor(
  124849. /**
  124850. * Defines the name of the task
  124851. */
  124852. name: string,
  124853. /**
  124854. * Defines the location of the file to load
  124855. */
  124856. url: string);
  124857. /**
  124858. * Execute the current task
  124859. * @param scene defines the scene where you want your assets to be loaded
  124860. * @param onSuccess is a callback called when the task is successfully executed
  124861. * @param onError is a callback called if an error occurs
  124862. */
  124863. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124864. }
  124865. /**
  124866. * Define a task used by AssetsManager to load binary data
  124867. */
  124868. export class BinaryFileAssetTask extends AbstractAssetTask {
  124869. /**
  124870. * Defines the name of the task
  124871. */
  124872. name: string;
  124873. /**
  124874. * Defines the location of the file to load
  124875. */
  124876. url: string;
  124877. /**
  124878. * Gets the lodaded data (as an array buffer)
  124879. */
  124880. data: ArrayBuffer;
  124881. /**
  124882. * Callback called when the task is successful
  124883. */
  124884. onSuccess: (task: BinaryFileAssetTask) => void;
  124885. /**
  124886. * Callback called when the task is successful
  124887. */
  124888. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  124889. /**
  124890. * Creates a new BinaryFileAssetTask object
  124891. * @param name defines the name of the new task
  124892. * @param url defines the location of the file to load
  124893. */
  124894. constructor(
  124895. /**
  124896. * Defines the name of the task
  124897. */
  124898. name: string,
  124899. /**
  124900. * Defines the location of the file to load
  124901. */
  124902. url: string);
  124903. /**
  124904. * Execute the current task
  124905. * @param scene defines the scene where you want your assets to be loaded
  124906. * @param onSuccess is a callback called when the task is successfully executed
  124907. * @param onError is a callback called if an error occurs
  124908. */
  124909. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124910. }
  124911. /**
  124912. * Define a task used by AssetsManager to load images
  124913. */
  124914. export class ImageAssetTask extends AbstractAssetTask {
  124915. /**
  124916. * Defines the name of the task
  124917. */
  124918. name: string;
  124919. /**
  124920. * Defines the location of the image to load
  124921. */
  124922. url: string;
  124923. /**
  124924. * Gets the loaded images
  124925. */
  124926. image: HTMLImageElement;
  124927. /**
  124928. * Callback called when the task is successful
  124929. */
  124930. onSuccess: (task: ImageAssetTask) => void;
  124931. /**
  124932. * Callback called when the task is successful
  124933. */
  124934. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  124935. /**
  124936. * Creates a new ImageAssetTask
  124937. * @param name defines the name of the task
  124938. * @param url defines the location of the image to load
  124939. */
  124940. constructor(
  124941. /**
  124942. * Defines the name of the task
  124943. */
  124944. name: string,
  124945. /**
  124946. * Defines the location of the image to load
  124947. */
  124948. url: string);
  124949. /**
  124950. * Execute the current task
  124951. * @param scene defines the scene where you want your assets to be loaded
  124952. * @param onSuccess is a callback called when the task is successfully executed
  124953. * @param onError is a callback called if an error occurs
  124954. */
  124955. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124956. }
  124957. /**
  124958. * Defines the interface used by texture loading tasks
  124959. */
  124960. export interface ITextureAssetTask<TEX extends BaseTexture> {
  124961. /**
  124962. * Gets the loaded texture
  124963. */
  124964. texture: TEX;
  124965. }
  124966. /**
  124967. * Define a task used by AssetsManager to load 2D textures
  124968. */
  124969. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  124970. /**
  124971. * Defines the name of the task
  124972. */
  124973. name: string;
  124974. /**
  124975. * Defines the location of the file to load
  124976. */
  124977. url: string;
  124978. /**
  124979. * Defines if mipmap should not be generated (default is false)
  124980. */
  124981. noMipmap?: boolean | undefined;
  124982. /**
  124983. * Defines if texture must be inverted on Y axis (default is false)
  124984. */
  124985. invertY?: boolean | undefined;
  124986. /**
  124987. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124988. */
  124989. samplingMode: number;
  124990. /**
  124991. * Gets the loaded texture
  124992. */
  124993. texture: Texture;
  124994. /**
  124995. * Callback called when the task is successful
  124996. */
  124997. onSuccess: (task: TextureAssetTask) => void;
  124998. /**
  124999. * Callback called when the task is successful
  125000. */
  125001. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  125002. /**
  125003. * Creates a new TextureAssetTask object
  125004. * @param name defines the name of the task
  125005. * @param url defines the location of the file to load
  125006. * @param noMipmap defines if mipmap should not be generated (default is false)
  125007. * @param invertY defines if texture must be inverted on Y axis (default is false)
  125008. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  125009. */
  125010. constructor(
  125011. /**
  125012. * Defines the name of the task
  125013. */
  125014. name: string,
  125015. /**
  125016. * Defines the location of the file to load
  125017. */
  125018. url: string,
  125019. /**
  125020. * Defines if mipmap should not be generated (default is false)
  125021. */
  125022. noMipmap?: boolean | undefined,
  125023. /**
  125024. * Defines if texture must be inverted on Y axis (default is false)
  125025. */
  125026. invertY?: boolean | undefined,
  125027. /**
  125028. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  125029. */
  125030. samplingMode?: number);
  125031. /**
  125032. * Execute the current task
  125033. * @param scene defines the scene where you want your assets to be loaded
  125034. * @param onSuccess is a callback called when the task is successfully executed
  125035. * @param onError is a callback called if an error occurs
  125036. */
  125037. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125038. }
  125039. /**
  125040. * Define a task used by AssetsManager to load cube textures
  125041. */
  125042. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  125043. /**
  125044. * Defines the name of the task
  125045. */
  125046. name: string;
  125047. /**
  125048. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  125049. */
  125050. url: string;
  125051. /**
  125052. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  125053. */
  125054. extensions?: string[] | undefined;
  125055. /**
  125056. * Defines if mipmaps should not be generated (default is false)
  125057. */
  125058. noMipmap?: boolean | undefined;
  125059. /**
  125060. * Defines the explicit list of files (undefined by default)
  125061. */
  125062. files?: string[] | undefined;
  125063. /**
  125064. * Gets the loaded texture
  125065. */
  125066. texture: CubeTexture;
  125067. /**
  125068. * Callback called when the task is successful
  125069. */
  125070. onSuccess: (task: CubeTextureAssetTask) => void;
  125071. /**
  125072. * Callback called when the task is successful
  125073. */
  125074. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  125075. /**
  125076. * Creates a new CubeTextureAssetTask
  125077. * @param name defines the name of the task
  125078. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  125079. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  125080. * @param noMipmap defines if mipmaps should not be generated (default is false)
  125081. * @param files defines the explicit list of files (undefined by default)
  125082. */
  125083. constructor(
  125084. /**
  125085. * Defines the name of the task
  125086. */
  125087. name: string,
  125088. /**
  125089. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  125090. */
  125091. url: string,
  125092. /**
  125093. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  125094. */
  125095. extensions?: string[] | undefined,
  125096. /**
  125097. * Defines if mipmaps should not be generated (default is false)
  125098. */
  125099. noMipmap?: boolean | undefined,
  125100. /**
  125101. * Defines the explicit list of files (undefined by default)
  125102. */
  125103. files?: string[] | undefined);
  125104. /**
  125105. * Execute the current task
  125106. * @param scene defines the scene where you want your assets to be loaded
  125107. * @param onSuccess is a callback called when the task is successfully executed
  125108. * @param onError is a callback called if an error occurs
  125109. */
  125110. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125111. }
  125112. /**
  125113. * Define a task used by AssetsManager to load HDR cube textures
  125114. */
  125115. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  125116. /**
  125117. * Defines the name of the task
  125118. */
  125119. name: string;
  125120. /**
  125121. * Defines the location of the file to load
  125122. */
  125123. url: string;
  125124. /**
  125125. * Defines the desired size (the more it increases the longer the generation will be)
  125126. */
  125127. size: number;
  125128. /**
  125129. * Defines if mipmaps should not be generated (default is false)
  125130. */
  125131. noMipmap: boolean;
  125132. /**
  125133. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  125134. */
  125135. generateHarmonics: boolean;
  125136. /**
  125137. * 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)
  125138. */
  125139. gammaSpace: boolean;
  125140. /**
  125141. * Internal Use Only
  125142. */
  125143. reserved: boolean;
  125144. /**
  125145. * Gets the loaded texture
  125146. */
  125147. texture: HDRCubeTexture;
  125148. /**
  125149. * Callback called when the task is successful
  125150. */
  125151. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  125152. /**
  125153. * Callback called when the task is successful
  125154. */
  125155. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  125156. /**
  125157. * Creates a new HDRCubeTextureAssetTask object
  125158. * @param name defines the name of the task
  125159. * @param url defines the location of the file to load
  125160. * @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.
  125161. * @param noMipmap defines if mipmaps should not be generated (default is false)
  125162. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  125163. * @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)
  125164. * @param reserved Internal use only
  125165. */
  125166. constructor(
  125167. /**
  125168. * Defines the name of the task
  125169. */
  125170. name: string,
  125171. /**
  125172. * Defines the location of the file to load
  125173. */
  125174. url: string,
  125175. /**
  125176. * Defines the desired size (the more it increases the longer the generation will be)
  125177. */
  125178. size: number,
  125179. /**
  125180. * Defines if mipmaps should not be generated (default is false)
  125181. */
  125182. noMipmap?: boolean,
  125183. /**
  125184. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  125185. */
  125186. generateHarmonics?: boolean,
  125187. /**
  125188. * 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)
  125189. */
  125190. gammaSpace?: boolean,
  125191. /**
  125192. * Internal Use Only
  125193. */
  125194. reserved?: boolean);
  125195. /**
  125196. * Execute the current task
  125197. * @param scene defines the scene where you want your assets to be loaded
  125198. * @param onSuccess is a callback called when the task is successfully executed
  125199. * @param onError is a callback called if an error occurs
  125200. */
  125201. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125202. }
  125203. /**
  125204. * Define a task used by AssetsManager to load Equirectangular cube textures
  125205. */
  125206. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  125207. /**
  125208. * Defines the name of the task
  125209. */
  125210. name: string;
  125211. /**
  125212. * Defines the location of the file to load
  125213. */
  125214. url: string;
  125215. /**
  125216. * Defines the desired size (the more it increases the longer the generation will be)
  125217. */
  125218. size: number;
  125219. /**
  125220. * Defines if mipmaps should not be generated (default is false)
  125221. */
  125222. noMipmap: boolean;
  125223. /**
  125224. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  125225. * but the standard material would require them in Gamma space) (default is true)
  125226. */
  125227. gammaSpace: boolean;
  125228. /**
  125229. * Gets the loaded texture
  125230. */
  125231. texture: EquiRectangularCubeTexture;
  125232. /**
  125233. * Callback called when the task is successful
  125234. */
  125235. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  125236. /**
  125237. * Callback called when the task is successful
  125238. */
  125239. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  125240. /**
  125241. * Creates a new EquiRectangularCubeTextureAssetTask object
  125242. * @param name defines the name of the task
  125243. * @param url defines the location of the file to load
  125244. * @param size defines the desired size (the more it increases the longer the generation will be)
  125245. * If the size is omitted this implies you are using a preprocessed cubemap.
  125246. * @param noMipmap defines if mipmaps should not be generated (default is false)
  125247. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  125248. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  125249. * (default is true)
  125250. */
  125251. constructor(
  125252. /**
  125253. * Defines the name of the task
  125254. */
  125255. name: string,
  125256. /**
  125257. * Defines the location of the file to load
  125258. */
  125259. url: string,
  125260. /**
  125261. * Defines the desired size (the more it increases the longer the generation will be)
  125262. */
  125263. size: number,
  125264. /**
  125265. * Defines if mipmaps should not be generated (default is false)
  125266. */
  125267. noMipmap?: boolean,
  125268. /**
  125269. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  125270. * but the standard material would require them in Gamma space) (default is true)
  125271. */
  125272. gammaSpace?: boolean);
  125273. /**
  125274. * Execute the current task
  125275. * @param scene defines the scene where you want your assets to be loaded
  125276. * @param onSuccess is a callback called when the task is successfully executed
  125277. * @param onError is a callback called if an error occurs
  125278. */
  125279. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  125280. }
  125281. /**
  125282. * This class can be used to easily import assets into a scene
  125283. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  125284. */
  125285. export class AssetsManager {
  125286. private _scene;
  125287. private _isLoading;
  125288. protected _tasks: AbstractAssetTask[];
  125289. protected _waitingTasksCount: number;
  125290. protected _totalTasksCount: number;
  125291. /**
  125292. * Callback called when all tasks are processed
  125293. */
  125294. onFinish: (tasks: AbstractAssetTask[]) => void;
  125295. /**
  125296. * Callback called when a task is successful
  125297. */
  125298. onTaskSuccess: (task: AbstractAssetTask) => void;
  125299. /**
  125300. * Callback called when a task had an error
  125301. */
  125302. onTaskError: (task: AbstractAssetTask) => void;
  125303. /**
  125304. * Callback called when a task is done (whatever the result is)
  125305. */
  125306. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  125307. /**
  125308. * Observable called when all tasks are processed
  125309. */
  125310. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  125311. /**
  125312. * Observable called when a task had an error
  125313. */
  125314. onTaskErrorObservable: Observable<AbstractAssetTask>;
  125315. /**
  125316. * Observable called when all tasks were executed
  125317. */
  125318. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  125319. /**
  125320. * Observable called when a task is done (whatever the result is)
  125321. */
  125322. onProgressObservable: Observable<IAssetsProgressEvent>;
  125323. /**
  125324. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  125325. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  125326. */
  125327. useDefaultLoadingScreen: boolean;
  125328. /**
  125329. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  125330. * when all assets have been downloaded.
  125331. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  125332. */
  125333. autoHideLoadingUI: boolean;
  125334. /**
  125335. * Creates a new AssetsManager
  125336. * @param scene defines the scene to work on
  125337. */
  125338. constructor(scene: Scene);
  125339. /**
  125340. * Add a MeshAssetTask to the list of active tasks
  125341. * @param taskName defines the name of the new task
  125342. * @param meshesNames defines the name of meshes to load
  125343. * @param rootUrl defines the root url to use to locate files
  125344. * @param sceneFilename defines the filename of the scene file
  125345. * @returns a new MeshAssetTask object
  125346. */
  125347. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  125348. /**
  125349. * Add a TextFileAssetTask to the list of active tasks
  125350. * @param taskName defines the name of the new task
  125351. * @param url defines the url of the file to load
  125352. * @returns a new TextFileAssetTask object
  125353. */
  125354. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  125355. /**
  125356. * Add a BinaryFileAssetTask to the list of active tasks
  125357. * @param taskName defines the name of the new task
  125358. * @param url defines the url of the file to load
  125359. * @returns a new BinaryFileAssetTask object
  125360. */
  125361. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  125362. /**
  125363. * Add a ImageAssetTask to the list of active tasks
  125364. * @param taskName defines the name of the new task
  125365. * @param url defines the url of the file to load
  125366. * @returns a new ImageAssetTask object
  125367. */
  125368. addImageTask(taskName: string, url: string): ImageAssetTask;
  125369. /**
  125370. * Add a TextureAssetTask to the list of active tasks
  125371. * @param taskName defines the name of the new task
  125372. * @param url defines the url of the file to load
  125373. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  125374. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  125375. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  125376. * @returns a new TextureAssetTask object
  125377. */
  125378. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  125379. /**
  125380. * Add a CubeTextureAssetTask to the list of active tasks
  125381. * @param taskName defines the name of the new task
  125382. * @param url defines the url of the file to load
  125383. * @param extensions defines the extension to use to load the cube map (can be null)
  125384. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  125385. * @param files defines the list of files to load (can be null)
  125386. * @returns a new CubeTextureAssetTask object
  125387. */
  125388. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  125389. /**
  125390. *
  125391. * Add a HDRCubeTextureAssetTask to the list of active tasks
  125392. * @param taskName defines the name of the new task
  125393. * @param url defines the url of the file to load
  125394. * @param size defines the size you want for the cubemap (can be null)
  125395. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  125396. * @param generateHarmonics defines if you want to automatically generate (true by default)
  125397. * @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)
  125398. * @param reserved Internal use only
  125399. * @returns a new HDRCubeTextureAssetTask object
  125400. */
  125401. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  125402. /**
  125403. *
  125404. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  125405. * @param taskName defines the name of the new task
  125406. * @param url defines the url of the file to load
  125407. * @param size defines the size you want for the cubemap (can be null)
  125408. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  125409. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  125410. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  125411. * @returns a new EquiRectangularCubeTextureAssetTask object
  125412. */
  125413. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  125414. /**
  125415. * Remove a task from the assets manager.
  125416. * @param task the task to remove
  125417. */
  125418. removeTask(task: AbstractAssetTask): void;
  125419. private _decreaseWaitingTasksCount;
  125420. private _runTask;
  125421. /**
  125422. * Reset the AssetsManager and remove all tasks
  125423. * @return the current instance of the AssetsManager
  125424. */
  125425. reset(): AssetsManager;
  125426. /**
  125427. * Start the loading process
  125428. * @return the current instance of the AssetsManager
  125429. */
  125430. load(): AssetsManager;
  125431. /**
  125432. * Start the loading process as an async operation
  125433. * @return a promise returning the list of failed tasks
  125434. */
  125435. loadAsync(): Promise<void>;
  125436. }
  125437. }
  125438. declare module BABYLON {
  125439. /**
  125440. * Wrapper class for promise with external resolve and reject.
  125441. */
  125442. export class Deferred<T> {
  125443. /**
  125444. * The promise associated with this deferred object.
  125445. */
  125446. readonly promise: Promise<T>;
  125447. private _resolve;
  125448. private _reject;
  125449. /**
  125450. * The resolve method of the promise associated with this deferred object.
  125451. */
  125452. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  125453. /**
  125454. * The reject method of the promise associated with this deferred object.
  125455. */
  125456. readonly reject: (reason?: any) => void;
  125457. /**
  125458. * Constructor for this deferred object.
  125459. */
  125460. constructor();
  125461. }
  125462. }
  125463. declare module BABYLON {
  125464. /**
  125465. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  125466. */
  125467. export class MeshExploder {
  125468. private _centerMesh;
  125469. private _meshes;
  125470. private _meshesOrigins;
  125471. private _toCenterVectors;
  125472. private _scaledDirection;
  125473. private _newPosition;
  125474. private _centerPosition;
  125475. /**
  125476. * Explodes meshes from a center mesh.
  125477. * @param meshes The meshes to explode.
  125478. * @param centerMesh The mesh to be center of explosion.
  125479. */
  125480. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  125481. private _setCenterMesh;
  125482. /**
  125483. * Get class name
  125484. * @returns "MeshExploder"
  125485. */
  125486. getClassName(): string;
  125487. /**
  125488. * "Exploded meshes"
  125489. * @returns Array of meshes with the centerMesh at index 0.
  125490. */
  125491. getMeshes(): Array<Mesh>;
  125492. /**
  125493. * Explodes meshes giving a specific direction
  125494. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  125495. */
  125496. explode(direction?: number): void;
  125497. }
  125498. }
  125499. declare module BABYLON {
  125500. /**
  125501. * Class used to help managing file picking and drag'n'drop
  125502. */
  125503. export class FilesInput {
  125504. /**
  125505. * List of files ready to be loaded
  125506. */
  125507. static readonly FilesToLoad: {
  125508. [key: string]: File;
  125509. };
  125510. /**
  125511. * Callback called when a file is processed
  125512. */
  125513. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  125514. private _engine;
  125515. private _currentScene;
  125516. private _sceneLoadedCallback;
  125517. private _progressCallback;
  125518. private _additionalRenderLoopLogicCallback;
  125519. private _textureLoadingCallback;
  125520. private _startingProcessingFilesCallback;
  125521. private _onReloadCallback;
  125522. private _errorCallback;
  125523. private _elementToMonitor;
  125524. private _sceneFileToLoad;
  125525. private _filesToLoad;
  125526. /**
  125527. * Creates a new FilesInput
  125528. * @param engine defines the rendering engine
  125529. * @param scene defines the hosting scene
  125530. * @param sceneLoadedCallback callback called when scene is loaded
  125531. * @param progressCallback callback called to track progress
  125532. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  125533. * @param textureLoadingCallback callback called when a texture is loading
  125534. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  125535. * @param onReloadCallback callback called when a reload is requested
  125536. * @param errorCallback callback call if an error occurs
  125537. */
  125538. 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);
  125539. private _dragEnterHandler;
  125540. private _dragOverHandler;
  125541. private _dropHandler;
  125542. /**
  125543. * Calls this function to listen to drag'n'drop events on a specific DOM element
  125544. * @param elementToMonitor defines the DOM element to track
  125545. */
  125546. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  125547. /**
  125548. * Release all associated resources
  125549. */
  125550. dispose(): void;
  125551. private renderFunction;
  125552. private drag;
  125553. private drop;
  125554. private _traverseFolder;
  125555. private _processFiles;
  125556. /**
  125557. * Load files from a drop event
  125558. * @param event defines the drop event to use as source
  125559. */
  125560. loadFiles(event: any): void;
  125561. private _processReload;
  125562. /**
  125563. * Reload the current scene from the loaded files
  125564. */
  125565. reload(): void;
  125566. }
  125567. }
  125568. declare module BABYLON {
  125569. /**
  125570. * Defines the root class used to create scene optimization to use with SceneOptimizer
  125571. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125572. */
  125573. export class SceneOptimization {
  125574. /**
  125575. * Defines the priority of this optimization (0 by default which means first in the list)
  125576. */
  125577. priority: number;
  125578. /**
  125579. * Gets a string describing the action executed by the current optimization
  125580. * @returns description string
  125581. */
  125582. getDescription(): string;
  125583. /**
  125584. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125585. * @param scene defines the current scene where to apply this optimization
  125586. * @param optimizer defines the current optimizer
  125587. * @returns true if everything that can be done was applied
  125588. */
  125589. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125590. /**
  125591. * Creates the SceneOptimization object
  125592. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125593. * @param desc defines the description associated with the optimization
  125594. */
  125595. constructor(
  125596. /**
  125597. * Defines the priority of this optimization (0 by default which means first in the list)
  125598. */
  125599. priority?: number);
  125600. }
  125601. /**
  125602. * Defines an optimization used to reduce the size of render target textures
  125603. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125604. */
  125605. export class TextureOptimization extends SceneOptimization {
  125606. /**
  125607. * Defines the priority of this optimization (0 by default which means first in the list)
  125608. */
  125609. priority: number;
  125610. /**
  125611. * 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
  125612. */
  125613. maximumSize: number;
  125614. /**
  125615. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125616. */
  125617. step: number;
  125618. /**
  125619. * Gets a string describing the action executed by the current optimization
  125620. * @returns description string
  125621. */
  125622. getDescription(): string;
  125623. /**
  125624. * Creates the TextureOptimization object
  125625. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125626. * @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
  125627. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125628. */
  125629. constructor(
  125630. /**
  125631. * Defines the priority of this optimization (0 by default which means first in the list)
  125632. */
  125633. priority?: number,
  125634. /**
  125635. * 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
  125636. */
  125637. maximumSize?: number,
  125638. /**
  125639. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125640. */
  125641. step?: number);
  125642. /**
  125643. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125644. * @param scene defines the current scene where to apply this optimization
  125645. * @param optimizer defines the current optimizer
  125646. * @returns true if everything that can be done was applied
  125647. */
  125648. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125649. }
  125650. /**
  125651. * Defines an optimization used to increase or decrease the rendering resolution
  125652. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125653. */
  125654. export class HardwareScalingOptimization extends SceneOptimization {
  125655. /**
  125656. * Defines the priority of this optimization (0 by default which means first in the list)
  125657. */
  125658. priority: number;
  125659. /**
  125660. * Defines the maximum scale to use (2 by default)
  125661. */
  125662. maximumScale: number;
  125663. /**
  125664. * Defines the step to use between two passes (0.5 by default)
  125665. */
  125666. step: number;
  125667. private _currentScale;
  125668. private _directionOffset;
  125669. /**
  125670. * Gets a string describing the action executed by the current optimization
  125671. * @return description string
  125672. */
  125673. getDescription(): string;
  125674. /**
  125675. * Creates the HardwareScalingOptimization object
  125676. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125677. * @param maximumScale defines the maximum scale to use (2 by default)
  125678. * @param step defines the step to use between two passes (0.5 by default)
  125679. */
  125680. constructor(
  125681. /**
  125682. * Defines the priority of this optimization (0 by default which means first in the list)
  125683. */
  125684. priority?: number,
  125685. /**
  125686. * Defines the maximum scale to use (2 by default)
  125687. */
  125688. maximumScale?: number,
  125689. /**
  125690. * Defines the step to use between two passes (0.5 by default)
  125691. */
  125692. step?: number);
  125693. /**
  125694. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125695. * @param scene defines the current scene where to apply this optimization
  125696. * @param optimizer defines the current optimizer
  125697. * @returns true if everything that can be done was applied
  125698. */
  125699. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125700. }
  125701. /**
  125702. * Defines an optimization used to remove shadows
  125703. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125704. */
  125705. export class ShadowsOptimization extends SceneOptimization {
  125706. /**
  125707. * Gets a string describing the action executed by the current optimization
  125708. * @return description string
  125709. */
  125710. getDescription(): string;
  125711. /**
  125712. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125713. * @param scene defines the current scene where to apply this optimization
  125714. * @param optimizer defines the current optimizer
  125715. * @returns true if everything that can be done was applied
  125716. */
  125717. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125718. }
  125719. /**
  125720. * Defines an optimization used to turn post-processes off
  125721. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125722. */
  125723. export class PostProcessesOptimization extends SceneOptimization {
  125724. /**
  125725. * Gets a string describing the action executed by the current optimization
  125726. * @return description string
  125727. */
  125728. getDescription(): string;
  125729. /**
  125730. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125731. * @param scene defines the current scene where to apply this optimization
  125732. * @param optimizer defines the current optimizer
  125733. * @returns true if everything that can be done was applied
  125734. */
  125735. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125736. }
  125737. /**
  125738. * Defines an optimization used to turn lens flares off
  125739. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125740. */
  125741. export class LensFlaresOptimization extends SceneOptimization {
  125742. /**
  125743. * Gets a string describing the action executed by the current optimization
  125744. * @return description string
  125745. */
  125746. getDescription(): string;
  125747. /**
  125748. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125749. * @param scene defines the current scene where to apply this optimization
  125750. * @param optimizer defines the current optimizer
  125751. * @returns true if everything that can be done was applied
  125752. */
  125753. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125754. }
  125755. /**
  125756. * Defines an optimization based on user defined callback.
  125757. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125758. */
  125759. export class CustomOptimization extends SceneOptimization {
  125760. /**
  125761. * Callback called to apply the custom optimization.
  125762. */
  125763. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  125764. /**
  125765. * Callback called to get custom description
  125766. */
  125767. onGetDescription: () => string;
  125768. /**
  125769. * Gets a string describing the action executed by the current optimization
  125770. * @returns description string
  125771. */
  125772. getDescription(): string;
  125773. /**
  125774. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125775. * @param scene defines the current scene where to apply this optimization
  125776. * @param optimizer defines the current optimizer
  125777. * @returns true if everything that can be done was applied
  125778. */
  125779. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125780. }
  125781. /**
  125782. * Defines an optimization used to turn particles off
  125783. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125784. */
  125785. export class ParticlesOptimization extends SceneOptimization {
  125786. /**
  125787. * Gets a string describing the action executed by the current optimization
  125788. * @return description string
  125789. */
  125790. getDescription(): string;
  125791. /**
  125792. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125793. * @param scene defines the current scene where to apply this optimization
  125794. * @param optimizer defines the current optimizer
  125795. * @returns true if everything that can be done was applied
  125796. */
  125797. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125798. }
  125799. /**
  125800. * Defines an optimization used to turn render targets off
  125801. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125802. */
  125803. export class RenderTargetsOptimization extends SceneOptimization {
  125804. /**
  125805. * Gets a string describing the action executed by the current optimization
  125806. * @return description string
  125807. */
  125808. getDescription(): string;
  125809. /**
  125810. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125811. * @param scene defines the current scene where to apply this optimization
  125812. * @param optimizer defines the current optimizer
  125813. * @returns true if everything that can be done was applied
  125814. */
  125815. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125816. }
  125817. /**
  125818. * Defines an optimization used to merge meshes with compatible materials
  125819. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125820. */
  125821. export class MergeMeshesOptimization extends SceneOptimization {
  125822. private static _UpdateSelectionTree;
  125823. /**
  125824. * Gets or sets a boolean which defines if optimization octree has to be updated
  125825. */
  125826. /**
  125827. * Gets or sets a boolean which defines if optimization octree has to be updated
  125828. */
  125829. static UpdateSelectionTree: boolean;
  125830. /**
  125831. * Gets a string describing the action executed by the current optimization
  125832. * @return description string
  125833. */
  125834. getDescription(): string;
  125835. private _canBeMerged;
  125836. /**
  125837. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125838. * @param scene defines the current scene where to apply this optimization
  125839. * @param optimizer defines the current optimizer
  125840. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  125841. * @returns true if everything that can be done was applied
  125842. */
  125843. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  125844. }
  125845. /**
  125846. * Defines a list of options used by SceneOptimizer
  125847. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125848. */
  125849. export class SceneOptimizerOptions {
  125850. /**
  125851. * Defines the target frame rate to reach (60 by default)
  125852. */
  125853. targetFrameRate: number;
  125854. /**
  125855. * Defines the interval between two checkes (2000ms by default)
  125856. */
  125857. trackerDuration: number;
  125858. /**
  125859. * Gets the list of optimizations to apply
  125860. */
  125861. optimizations: SceneOptimization[];
  125862. /**
  125863. * Creates a new list of options used by SceneOptimizer
  125864. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  125865. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  125866. */
  125867. constructor(
  125868. /**
  125869. * Defines the target frame rate to reach (60 by default)
  125870. */
  125871. targetFrameRate?: number,
  125872. /**
  125873. * Defines the interval between two checkes (2000ms by default)
  125874. */
  125875. trackerDuration?: number);
  125876. /**
  125877. * Add a new optimization
  125878. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  125879. * @returns the current SceneOptimizerOptions
  125880. */
  125881. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  125882. /**
  125883. * Add a new custom optimization
  125884. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  125885. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  125886. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125887. * @returns the current SceneOptimizerOptions
  125888. */
  125889. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  125890. /**
  125891. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  125892. * @param targetFrameRate defines the target frame rate (60 by default)
  125893. * @returns a SceneOptimizerOptions object
  125894. */
  125895. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125896. /**
  125897. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  125898. * @param targetFrameRate defines the target frame rate (60 by default)
  125899. * @returns a SceneOptimizerOptions object
  125900. */
  125901. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125902. /**
  125903. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  125904. * @param targetFrameRate defines the target frame rate (60 by default)
  125905. * @returns a SceneOptimizerOptions object
  125906. */
  125907. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125908. }
  125909. /**
  125910. * Class used to run optimizations in order to reach a target frame rate
  125911. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125912. */
  125913. export class SceneOptimizer implements IDisposable {
  125914. private _isRunning;
  125915. private _options;
  125916. private _scene;
  125917. private _currentPriorityLevel;
  125918. private _targetFrameRate;
  125919. private _trackerDuration;
  125920. private _currentFrameRate;
  125921. private _sceneDisposeObserver;
  125922. private _improvementMode;
  125923. /**
  125924. * Defines an observable called when the optimizer reaches the target frame rate
  125925. */
  125926. onSuccessObservable: Observable<SceneOptimizer>;
  125927. /**
  125928. * Defines an observable called when the optimizer enables an optimization
  125929. */
  125930. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  125931. /**
  125932. * Defines an observable called when the optimizer is not able to reach the target frame rate
  125933. */
  125934. onFailureObservable: Observable<SceneOptimizer>;
  125935. /**
  125936. * Gets a boolean indicating if the optimizer is in improvement mode
  125937. */
  125938. readonly isInImprovementMode: boolean;
  125939. /**
  125940. * Gets the current priority level (0 at start)
  125941. */
  125942. readonly currentPriorityLevel: number;
  125943. /**
  125944. * Gets the current frame rate checked by the SceneOptimizer
  125945. */
  125946. readonly currentFrameRate: number;
  125947. /**
  125948. * Gets or sets the current target frame rate (60 by default)
  125949. */
  125950. /**
  125951. * Gets or sets the current target frame rate (60 by default)
  125952. */
  125953. targetFrameRate: number;
  125954. /**
  125955. * Gets or sets the current interval between two checks (every 2000ms by default)
  125956. */
  125957. /**
  125958. * Gets or sets the current interval between two checks (every 2000ms by default)
  125959. */
  125960. trackerDuration: number;
  125961. /**
  125962. * Gets the list of active optimizations
  125963. */
  125964. readonly optimizations: SceneOptimization[];
  125965. /**
  125966. * Creates a new SceneOptimizer
  125967. * @param scene defines the scene to work on
  125968. * @param options defines the options to use with the SceneOptimizer
  125969. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  125970. * @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)
  125971. */
  125972. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  125973. /**
  125974. * Stops the current optimizer
  125975. */
  125976. stop(): void;
  125977. /**
  125978. * Reset the optimizer to initial step (current priority level = 0)
  125979. */
  125980. reset(): void;
  125981. /**
  125982. * Start the optimizer. By default it will try to reach a specific framerate
  125983. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  125984. */
  125985. start(): void;
  125986. private _checkCurrentState;
  125987. /**
  125988. * Release all resources
  125989. */
  125990. dispose(): void;
  125991. /**
  125992. * Helper function to create a SceneOptimizer with one single line of code
  125993. * @param scene defines the scene to work on
  125994. * @param options defines the options to use with the SceneOptimizer
  125995. * @param onSuccess defines a callback to call on success
  125996. * @param onFailure defines a callback to call on failure
  125997. * @returns the new SceneOptimizer object
  125998. */
  125999. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  126000. }
  126001. }
  126002. declare module BABYLON {
  126003. /**
  126004. * Class used to serialize a scene into a string
  126005. */
  126006. export class SceneSerializer {
  126007. /**
  126008. * Clear cache used by a previous serialization
  126009. */
  126010. static ClearCache(): void;
  126011. /**
  126012. * Serialize a scene into a JSON compatible object
  126013. * @param scene defines the scene to serialize
  126014. * @returns a JSON compatible object
  126015. */
  126016. static Serialize(scene: Scene): any;
  126017. /**
  126018. * Serialize a mesh into a JSON compatible object
  126019. * @param toSerialize defines the mesh to serialize
  126020. * @param withParents defines if parents must be serialized as well
  126021. * @param withChildren defines if children must be serialized as well
  126022. * @returns a JSON compatible object
  126023. */
  126024. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  126025. }
  126026. }
  126027. declare module BABYLON {
  126028. /**
  126029. * Class used to host texture specific utilities
  126030. */
  126031. export class TextureTools {
  126032. /**
  126033. * Uses the GPU to create a copy texture rescaled at a given size
  126034. * @param texture Texture to copy from
  126035. * @param width defines the desired width
  126036. * @param height defines the desired height
  126037. * @param useBilinearMode defines if bilinear mode has to be used
  126038. * @return the generated texture
  126039. */
  126040. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  126041. }
  126042. }
  126043. declare module BABYLON {
  126044. /**
  126045. * This represents the different options available for the video capture.
  126046. */
  126047. export interface VideoRecorderOptions {
  126048. /** Defines the mime type of the video. */
  126049. mimeType: string;
  126050. /** Defines the FPS the video should be recorded at. */
  126051. fps: number;
  126052. /** Defines the chunk size for the recording data. */
  126053. recordChunckSize: number;
  126054. /** The audio tracks to attach to the recording. */
  126055. audioTracks?: MediaStreamTrack[];
  126056. }
  126057. /**
  126058. * This can help with recording videos from BabylonJS.
  126059. * This is based on the available WebRTC functionalities of the browser.
  126060. *
  126061. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  126062. */
  126063. export class VideoRecorder {
  126064. private static readonly _defaultOptions;
  126065. /**
  126066. * Returns whether or not the VideoRecorder is available in your browser.
  126067. * @param engine Defines the Babylon Engine.
  126068. * @returns true if supported otherwise false.
  126069. */
  126070. static IsSupported(engine: Engine): boolean;
  126071. private readonly _options;
  126072. private _canvas;
  126073. private _mediaRecorder;
  126074. private _recordedChunks;
  126075. private _fileName;
  126076. private _resolve;
  126077. private _reject;
  126078. /**
  126079. * True when a recording is already in progress.
  126080. */
  126081. readonly isRecording: boolean;
  126082. /**
  126083. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  126084. * @param engine Defines the BabylonJS Engine you wish to record.
  126085. * @param options Defines options that can be used to customize the capture.
  126086. */
  126087. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  126088. /**
  126089. * Stops the current recording before the default capture timeout passed in the startRecording function.
  126090. */
  126091. stopRecording(): void;
  126092. /**
  126093. * Starts recording the canvas for a max duration specified in parameters.
  126094. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  126095. * If null no automatic download will start and you can rely on the promise to get the data back.
  126096. * @param maxDuration Defines the maximum recording time in seconds.
  126097. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  126098. * @return A promise callback at the end of the recording with the video data in Blob.
  126099. */
  126100. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  126101. /**
  126102. * Releases internal resources used during the recording.
  126103. */
  126104. dispose(): void;
  126105. private _handleDataAvailable;
  126106. private _handleError;
  126107. private _handleStop;
  126108. }
  126109. }
  126110. declare module BABYLON {
  126111. /**
  126112. * Class containing a set of static utilities functions for screenshots
  126113. */
  126114. export class ScreenshotTools {
  126115. /**
  126116. * Captures a screenshot of the current rendering
  126117. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  126118. * @param engine defines the rendering engine
  126119. * @param camera defines the source camera
  126120. * @param size This parameter can be set to a single number or to an object with the
  126121. * following (optional) properties: precision, width, height. If a single number is passed,
  126122. * it will be used for both width and height. If an object is passed, the screenshot size
  126123. * will be derived from the parameters. The precision property is a multiplier allowing
  126124. * rendering at a higher or lower resolution
  126125. * @param successCallback defines the callback receives a single parameter which contains the
  126126. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  126127. * src parameter of an <img> to display it
  126128. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  126129. * Check your browser for supported MIME types
  126130. */
  126131. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  126132. /**
  126133. * Captures a screenshot of the current rendering
  126134. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  126135. * @param engine defines the rendering engine
  126136. * @param camera defines the source camera
  126137. * @param size This parameter can be set to a single number or to an object with the
  126138. * following (optional) properties: precision, width, height. If a single number is passed,
  126139. * it will be used for both width and height. If an object is passed, the screenshot size
  126140. * will be derived from the parameters. The precision property is a multiplier allowing
  126141. * rendering at a higher or lower resolution
  126142. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  126143. * Check your browser for supported MIME types
  126144. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  126145. * to the src parameter of an <img> to display it
  126146. */
  126147. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  126148. /**
  126149. * Generates an image screenshot from the specified camera.
  126150. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  126151. * @param engine The engine to use for rendering
  126152. * @param camera The camera to use for rendering
  126153. * @param size This parameter can be set to a single number or to an object with the
  126154. * following (optional) properties: precision, width, height. If a single number is passed,
  126155. * it will be used for both width and height. If an object is passed, the screenshot size
  126156. * will be derived from the parameters. The precision property is a multiplier allowing
  126157. * rendering at a higher or lower resolution
  126158. * @param successCallback The callback receives a single parameter which contains the
  126159. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  126160. * src parameter of an <img> to display it
  126161. * @param mimeType The MIME type of the screenshot image (default: image/png).
  126162. * Check your browser for supported MIME types
  126163. * @param samples Texture samples (default: 1)
  126164. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  126165. * @param fileName A name for for the downloaded file.
  126166. */
  126167. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  126168. /**
  126169. * Generates an image screenshot from the specified camera.
  126170. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  126171. * @param engine The engine to use for rendering
  126172. * @param camera The camera to use for rendering
  126173. * @param size This parameter can be set to a single number or to an object with the
  126174. * following (optional) properties: precision, width, height. If a single number is passed,
  126175. * it will be used for both width and height. If an object is passed, the screenshot size
  126176. * will be derived from the parameters. The precision property is a multiplier allowing
  126177. * rendering at a higher or lower resolution
  126178. * @param mimeType The MIME type of the screenshot image (default: image/png).
  126179. * Check your browser for supported MIME types
  126180. * @param samples Texture samples (default: 1)
  126181. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  126182. * @param fileName A name for for the downloaded file.
  126183. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  126184. * to the src parameter of an <img> to display it
  126185. */
  126186. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  126187. /**
  126188. * Gets height and width for screenshot size
  126189. * @private
  126190. */
  126191. private static _getScreenshotSize;
  126192. }
  126193. }
  126194. declare module BABYLON {
  126195. /**
  126196. * A cursor which tracks a point on a path
  126197. */
  126198. export class PathCursor {
  126199. private path;
  126200. /**
  126201. * Stores path cursor callbacks for when an onchange event is triggered
  126202. */
  126203. private _onchange;
  126204. /**
  126205. * The value of the path cursor
  126206. */
  126207. value: number;
  126208. /**
  126209. * The animation array of the path cursor
  126210. */
  126211. animations: Animation[];
  126212. /**
  126213. * Initializes the path cursor
  126214. * @param path The path to track
  126215. */
  126216. constructor(path: Path2);
  126217. /**
  126218. * Gets the cursor point on the path
  126219. * @returns A point on the path cursor at the cursor location
  126220. */
  126221. getPoint(): Vector3;
  126222. /**
  126223. * Moves the cursor ahead by the step amount
  126224. * @param step The amount to move the cursor forward
  126225. * @returns This path cursor
  126226. */
  126227. moveAhead(step?: number): PathCursor;
  126228. /**
  126229. * Moves the cursor behind by the step amount
  126230. * @param step The amount to move the cursor back
  126231. * @returns This path cursor
  126232. */
  126233. moveBack(step?: number): PathCursor;
  126234. /**
  126235. * Moves the cursor by the step amount
  126236. * If the step amount is greater than one, an exception is thrown
  126237. * @param step The amount to move the cursor
  126238. * @returns This path cursor
  126239. */
  126240. move(step: number): PathCursor;
  126241. /**
  126242. * Ensures that the value is limited between zero and one
  126243. * @returns This path cursor
  126244. */
  126245. private ensureLimits;
  126246. /**
  126247. * Runs onchange callbacks on change (used by the animation engine)
  126248. * @returns This path cursor
  126249. */
  126250. private raiseOnChange;
  126251. /**
  126252. * Executes a function on change
  126253. * @param f A path cursor onchange callback
  126254. * @returns This path cursor
  126255. */
  126256. onchange(f: (cursor: PathCursor) => void): PathCursor;
  126257. }
  126258. }
  126259. declare module BABYLON {
  126260. /** @hidden */
  126261. export var blurPixelShader: {
  126262. name: string;
  126263. shader: string;
  126264. };
  126265. }
  126266. declare module BABYLON {
  126267. /** @hidden */
  126268. export var pointCloudVertexDeclaration: {
  126269. name: string;
  126270. shader: string;
  126271. };
  126272. }
  126273. // Mixins
  126274. interface Window {
  126275. mozIndexedDB: IDBFactory;
  126276. webkitIndexedDB: IDBFactory;
  126277. msIndexedDB: IDBFactory;
  126278. webkitURL: typeof URL;
  126279. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  126280. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  126281. WebGLRenderingContext: WebGLRenderingContext;
  126282. MSGesture: MSGesture;
  126283. CANNON: any;
  126284. AudioContext: AudioContext;
  126285. webkitAudioContext: AudioContext;
  126286. PointerEvent: any;
  126287. Math: Math;
  126288. Uint8Array: Uint8ArrayConstructor;
  126289. Float32Array: Float32ArrayConstructor;
  126290. mozURL: typeof URL;
  126291. msURL: typeof URL;
  126292. VRFrameData: any; // WebVR, from specs 1.1
  126293. DracoDecoderModule: any;
  126294. setImmediate(handler: (...args: any[]) => void): number;
  126295. }
  126296. interface HTMLCanvasElement {
  126297. requestPointerLock(): void;
  126298. msRequestPointerLock?(): void;
  126299. mozRequestPointerLock?(): void;
  126300. webkitRequestPointerLock?(): void;
  126301. /** Track wether a record is in progress */
  126302. isRecording: boolean;
  126303. /** Capture Stream method defined by some browsers */
  126304. captureStream(fps?: number): MediaStream;
  126305. }
  126306. interface CanvasRenderingContext2D {
  126307. msImageSmoothingEnabled: boolean;
  126308. }
  126309. interface MouseEvent {
  126310. mozMovementX: number;
  126311. mozMovementY: number;
  126312. webkitMovementX: number;
  126313. webkitMovementY: number;
  126314. msMovementX: number;
  126315. msMovementY: number;
  126316. }
  126317. interface Navigator {
  126318. mozGetVRDevices: (any: any) => any;
  126319. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  126320. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  126321. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  126322. webkitGetGamepads(): Gamepad[];
  126323. msGetGamepads(): Gamepad[];
  126324. webkitGamepads(): Gamepad[];
  126325. }
  126326. interface HTMLVideoElement {
  126327. mozSrcObject: any;
  126328. }
  126329. interface Math {
  126330. fround(x: number): number;
  126331. imul(a: number, b: number): number;
  126332. }
  126333. interface WebGLRenderingContext {
  126334. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  126335. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  126336. vertexAttribDivisor(index: number, divisor: number): void;
  126337. createVertexArray(): any;
  126338. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  126339. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  126340. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  126341. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  126342. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  126343. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  126344. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  126345. // Queries
  126346. createQuery(): WebGLQuery;
  126347. deleteQuery(query: WebGLQuery): void;
  126348. beginQuery(target: number, query: WebGLQuery): void;
  126349. endQuery(target: number): void;
  126350. getQueryParameter(query: WebGLQuery, pname: number): any;
  126351. getQuery(target: number, pname: number): any;
  126352. MAX_SAMPLES: number;
  126353. RGBA8: number;
  126354. READ_FRAMEBUFFER: number;
  126355. DRAW_FRAMEBUFFER: number;
  126356. UNIFORM_BUFFER: number;
  126357. HALF_FLOAT_OES: number;
  126358. RGBA16F: number;
  126359. RGBA32F: number;
  126360. R32F: number;
  126361. RG32F: number;
  126362. RGB32F: number;
  126363. R16F: number;
  126364. RG16F: number;
  126365. RGB16F: number;
  126366. RED: number;
  126367. RG: number;
  126368. R8: number;
  126369. RG8: number;
  126370. UNSIGNED_INT_24_8: number;
  126371. DEPTH24_STENCIL8: number;
  126372. /* Multiple Render Targets */
  126373. drawBuffers(buffers: number[]): void;
  126374. readBuffer(src: number): void;
  126375. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  126376. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  126377. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  126378. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  126379. // Occlusion Query
  126380. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  126381. ANY_SAMPLES_PASSED: number;
  126382. QUERY_RESULT_AVAILABLE: number;
  126383. QUERY_RESULT: number;
  126384. }
  126385. interface WebGLProgram {
  126386. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  126387. }
  126388. interface EXT_disjoint_timer_query {
  126389. QUERY_COUNTER_BITS_EXT: number;
  126390. TIME_ELAPSED_EXT: number;
  126391. TIMESTAMP_EXT: number;
  126392. GPU_DISJOINT_EXT: number;
  126393. QUERY_RESULT_EXT: number;
  126394. QUERY_RESULT_AVAILABLE_EXT: number;
  126395. queryCounterEXT(query: WebGLQuery, target: number): void;
  126396. createQueryEXT(): WebGLQuery;
  126397. beginQueryEXT(target: number, query: WebGLQuery): void;
  126398. endQueryEXT(target: number): void;
  126399. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  126400. deleteQueryEXT(query: WebGLQuery): void;
  126401. }
  126402. interface WebGLUniformLocation {
  126403. _currentState: any;
  126404. }
  126405. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  126406. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  126407. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  126408. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  126409. interface WebGLRenderingContext {
  126410. readonly RASTERIZER_DISCARD: number;
  126411. readonly DEPTH_COMPONENT24: number;
  126412. readonly TEXTURE_3D: number;
  126413. readonly TEXTURE_2D_ARRAY: number;
  126414. readonly TEXTURE_COMPARE_FUNC: number;
  126415. readonly TEXTURE_COMPARE_MODE: number;
  126416. readonly COMPARE_REF_TO_TEXTURE: number;
  126417. readonly TEXTURE_WRAP_R: number;
  126418. readonly HALF_FLOAT: number;
  126419. readonly RGB8: number;
  126420. readonly RED_INTEGER: number;
  126421. readonly RG_INTEGER: number;
  126422. readonly RGB_INTEGER: number;
  126423. readonly RGBA_INTEGER: number;
  126424. readonly R8_SNORM: number;
  126425. readonly RG8_SNORM: number;
  126426. readonly RGB8_SNORM: number;
  126427. readonly RGBA8_SNORM: number;
  126428. readonly R8I: number;
  126429. readonly RG8I: number;
  126430. readonly RGB8I: number;
  126431. readonly RGBA8I: number;
  126432. readonly R8UI: number;
  126433. readonly RG8UI: number;
  126434. readonly RGB8UI: number;
  126435. readonly RGBA8UI: number;
  126436. readonly R16I: number;
  126437. readonly RG16I: number;
  126438. readonly RGB16I: number;
  126439. readonly RGBA16I: number;
  126440. readonly R16UI: number;
  126441. readonly RG16UI: number;
  126442. readonly RGB16UI: number;
  126443. readonly RGBA16UI: number;
  126444. readonly R32I: number;
  126445. readonly RG32I: number;
  126446. readonly RGB32I: number;
  126447. readonly RGBA32I: number;
  126448. readonly R32UI: number;
  126449. readonly RG32UI: number;
  126450. readonly RGB32UI: number;
  126451. readonly RGBA32UI: number;
  126452. readonly RGB10_A2UI: number;
  126453. readonly R11F_G11F_B10F: number;
  126454. readonly RGB9_E5: number;
  126455. readonly RGB10_A2: number;
  126456. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  126457. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  126458. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  126459. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  126460. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  126461. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  126462. 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;
  126463. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  126464. readonly TRANSFORM_FEEDBACK: number;
  126465. readonly INTERLEAVED_ATTRIBS: number;
  126466. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  126467. createTransformFeedback(): WebGLTransformFeedback;
  126468. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  126469. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  126470. beginTransformFeedback(primitiveMode: number): void;
  126471. endTransformFeedback(): void;
  126472. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  126473. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  126474. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  126475. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  126476. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  126477. }
  126478. interface ImageBitmap {
  126479. readonly width: number;
  126480. readonly height: number;
  126481. close(): void;
  126482. }
  126483. interface WebGLQuery extends WebGLObject {
  126484. }
  126485. declare var WebGLQuery: {
  126486. prototype: WebGLQuery;
  126487. new(): WebGLQuery;
  126488. };
  126489. interface WebGLSampler extends WebGLObject {
  126490. }
  126491. declare var WebGLSampler: {
  126492. prototype: WebGLSampler;
  126493. new(): WebGLSampler;
  126494. };
  126495. interface WebGLSync extends WebGLObject {
  126496. }
  126497. declare var WebGLSync: {
  126498. prototype: WebGLSync;
  126499. new(): WebGLSync;
  126500. };
  126501. interface WebGLTransformFeedback extends WebGLObject {
  126502. }
  126503. declare var WebGLTransformFeedback: {
  126504. prototype: WebGLTransformFeedback;
  126505. new(): WebGLTransformFeedback;
  126506. };
  126507. interface WebGLVertexArrayObject extends WebGLObject {
  126508. }
  126509. declare var WebGLVertexArrayObject: {
  126510. prototype: WebGLVertexArrayObject;
  126511. new(): WebGLVertexArrayObject;
  126512. };
  126513. // Type definitions for WebVR API
  126514. // Project: https://w3c.github.io/webvr/
  126515. // Definitions by: six a <https://github.com/lostfictions>
  126516. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  126517. interface VRDisplay extends EventTarget {
  126518. /**
  126519. * Dictionary of capabilities describing the VRDisplay.
  126520. */
  126521. readonly capabilities: VRDisplayCapabilities;
  126522. /**
  126523. * z-depth defining the far plane of the eye view frustum
  126524. * enables mapping of values in the render target depth
  126525. * attachment to scene coordinates. Initially set to 10000.0.
  126526. */
  126527. depthFar: number;
  126528. /**
  126529. * z-depth defining the near plane of the eye view frustum
  126530. * enables mapping of values in the render target depth
  126531. * attachment to scene coordinates. Initially set to 0.01.
  126532. */
  126533. depthNear: number;
  126534. /**
  126535. * An identifier for this distinct VRDisplay. Used as an
  126536. * association point in the Gamepad API.
  126537. */
  126538. readonly displayId: number;
  126539. /**
  126540. * A display name, a user-readable name identifying it.
  126541. */
  126542. readonly displayName: string;
  126543. readonly isConnected: boolean;
  126544. readonly isPresenting: boolean;
  126545. /**
  126546. * If this VRDisplay supports room-scale experiences, the optional
  126547. * stage attribute contains details on the room-scale parameters.
  126548. */
  126549. readonly stageParameters: VRStageParameters | null;
  126550. /**
  126551. * Passing the value returned by `requestAnimationFrame` to
  126552. * `cancelAnimationFrame` will unregister the callback.
  126553. * @param handle Define the hanle of the request to cancel
  126554. */
  126555. cancelAnimationFrame(handle: number): void;
  126556. /**
  126557. * Stops presenting to the VRDisplay.
  126558. * @returns a promise to know when it stopped
  126559. */
  126560. exitPresent(): Promise<void>;
  126561. /**
  126562. * Return the current VREyeParameters for the given eye.
  126563. * @param whichEye Define the eye we want the parameter for
  126564. * @returns the eye parameters
  126565. */
  126566. getEyeParameters(whichEye: string): VREyeParameters;
  126567. /**
  126568. * Populates the passed VRFrameData with the information required to render
  126569. * the current frame.
  126570. * @param frameData Define the data structure to populate
  126571. * @returns true if ok otherwise false
  126572. */
  126573. getFrameData(frameData: VRFrameData): boolean;
  126574. /**
  126575. * Get the layers currently being presented.
  126576. * @returns the list of VR layers
  126577. */
  126578. getLayers(): VRLayer[];
  126579. /**
  126580. * Return a VRPose containing the future predicted pose of the VRDisplay
  126581. * when the current frame will be presented. The value returned will not
  126582. * change until JavaScript has returned control to the browser.
  126583. *
  126584. * The VRPose will contain the position, orientation, velocity,
  126585. * and acceleration of each of these properties.
  126586. * @returns the pose object
  126587. */
  126588. getPose(): VRPose;
  126589. /**
  126590. * Return the current instantaneous pose of the VRDisplay, with no
  126591. * prediction applied.
  126592. * @returns the current instantaneous pose
  126593. */
  126594. getImmediatePose(): VRPose;
  126595. /**
  126596. * The callback passed to `requestAnimationFrame` will be called
  126597. * any time a new frame should be rendered. When the VRDisplay is
  126598. * presenting the callback will be called at the native refresh
  126599. * rate of the HMD. When not presenting this function acts
  126600. * identically to how window.requestAnimationFrame acts. Content should
  126601. * make no assumptions of frame rate or vsync behavior as the HMD runs
  126602. * asynchronously from other displays and at differing refresh rates.
  126603. * @param callback Define the eaction to run next frame
  126604. * @returns the request handle it
  126605. */
  126606. requestAnimationFrame(callback: FrameRequestCallback): number;
  126607. /**
  126608. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  126609. * Repeat calls while already presenting will update the VRLayers being displayed.
  126610. * @param layers Define the list of layer to present
  126611. * @returns a promise to know when the request has been fulfilled
  126612. */
  126613. requestPresent(layers: VRLayer[]): Promise<void>;
  126614. /**
  126615. * Reset the pose for this display, treating its current position and
  126616. * orientation as the "origin/zero" values. VRPose.position,
  126617. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  126618. * updated when calling resetPose(). This should be called in only
  126619. * sitting-space experiences.
  126620. */
  126621. resetPose(): void;
  126622. /**
  126623. * The VRLayer provided to the VRDisplay will be captured and presented
  126624. * in the HMD. Calling this function has the same effect on the source
  126625. * canvas as any other operation that uses its source image, and canvases
  126626. * created without preserveDrawingBuffer set to true will be cleared.
  126627. * @param pose Define the pose to submit
  126628. */
  126629. submitFrame(pose?: VRPose): void;
  126630. }
  126631. declare var VRDisplay: {
  126632. prototype: VRDisplay;
  126633. new(): VRDisplay;
  126634. };
  126635. interface VRLayer {
  126636. leftBounds?: number[] | Float32Array | null;
  126637. rightBounds?: number[] | Float32Array | null;
  126638. source?: HTMLCanvasElement | null;
  126639. }
  126640. interface VRDisplayCapabilities {
  126641. readonly canPresent: boolean;
  126642. readonly hasExternalDisplay: boolean;
  126643. readonly hasOrientation: boolean;
  126644. readonly hasPosition: boolean;
  126645. readonly maxLayers: number;
  126646. }
  126647. interface VREyeParameters {
  126648. /** @deprecated */
  126649. readonly fieldOfView: VRFieldOfView;
  126650. readonly offset: Float32Array;
  126651. readonly renderHeight: number;
  126652. readonly renderWidth: number;
  126653. }
  126654. interface VRFieldOfView {
  126655. readonly downDegrees: number;
  126656. readonly leftDegrees: number;
  126657. readonly rightDegrees: number;
  126658. readonly upDegrees: number;
  126659. }
  126660. interface VRFrameData {
  126661. readonly leftProjectionMatrix: Float32Array;
  126662. readonly leftViewMatrix: Float32Array;
  126663. readonly pose: VRPose;
  126664. readonly rightProjectionMatrix: Float32Array;
  126665. readonly rightViewMatrix: Float32Array;
  126666. readonly timestamp: number;
  126667. }
  126668. interface VRPose {
  126669. readonly angularAcceleration: Float32Array | null;
  126670. readonly angularVelocity: Float32Array | null;
  126671. readonly linearAcceleration: Float32Array | null;
  126672. readonly linearVelocity: Float32Array | null;
  126673. readonly orientation: Float32Array | null;
  126674. readonly position: Float32Array | null;
  126675. readonly timestamp: number;
  126676. }
  126677. interface VRStageParameters {
  126678. sittingToStandingTransform?: Float32Array;
  126679. sizeX?: number;
  126680. sizeY?: number;
  126681. }
  126682. interface Navigator {
  126683. getVRDisplays(): Promise<VRDisplay[]>;
  126684. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  126685. }
  126686. interface Window {
  126687. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  126688. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  126689. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  126690. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  126691. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  126692. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  126693. }
  126694. interface Gamepad {
  126695. readonly displayId: number;
  126696. }
  126697. type XRSessionMode =
  126698. | "inline"
  126699. | "immersive-vr"
  126700. | "immersive-ar";
  126701. type XRReferenceSpaceType =
  126702. | "viewer"
  126703. | "local"
  126704. | "local-floor"
  126705. | "bounded-floor"
  126706. | "unbounded";
  126707. type XREnvironmentBlendMode =
  126708. | "opaque"
  126709. | "additive"
  126710. | "alpha-blend";
  126711. type XRVisibilityState =
  126712. | "visible"
  126713. | "visible-blurred"
  126714. | "hidden";
  126715. type XRHandedness =
  126716. | "none"
  126717. | "left"
  126718. | "right";
  126719. type XRTargetRayMode =
  126720. | "gaze"
  126721. | "tracked-pointer"
  126722. | "screen";
  126723. type XREye =
  126724. | "none"
  126725. | "left"
  126726. | "right";
  126727. interface XRSpace extends EventTarget {
  126728. }
  126729. interface XRRenderState {
  126730. depthNear?: number;
  126731. depthFar?: number;
  126732. inlineVerticalFieldOfView?: number;
  126733. baseLayer?: XRWebGLLayer;
  126734. }
  126735. interface XRInputSource {
  126736. handedness: XRHandedness;
  126737. targetRayMode: XRTargetRayMode;
  126738. targetRaySpace: XRSpace;
  126739. gripSpace: XRSpace | undefined;
  126740. gamepad: Gamepad | undefined;
  126741. profiles: Array<string>;
  126742. }
  126743. interface XRSession {
  126744. addEventListener: Function;
  126745. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  126746. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  126747. requestAnimationFrame: Function;
  126748. end(): Promise<void>;
  126749. renderState: XRRenderState;
  126750. inputSources: Array<XRInputSource>;
  126751. }
  126752. interface XRReferenceSpace extends XRSpace {
  126753. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  126754. onreset: any;
  126755. }
  126756. interface XRFrame {
  126757. session: XRSession;
  126758. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  126759. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  126760. }
  126761. interface XRViewerPose extends XRPose {
  126762. views: Array<XRView>;
  126763. }
  126764. interface XRPose {
  126765. transform: XRRigidTransform;
  126766. emulatedPosition: boolean;
  126767. }
  126768. declare var XRWebGLLayer: {
  126769. prototype: XRWebGLLayer;
  126770. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  126771. };
  126772. interface XRWebGLLayer {
  126773. framebuffer: WebGLFramebuffer;
  126774. framebufferWidth: number;
  126775. framebufferHeight: number;
  126776. getViewport: Function;
  126777. }
  126778. interface XRRigidTransform {
  126779. position: DOMPointReadOnly;
  126780. orientation: DOMPointReadOnly;
  126781. matrix: Float32Array;
  126782. inverse: XRRigidTransform;
  126783. }
  126784. interface XRView {
  126785. eye: XREye;
  126786. projectionMatrix: Float32Array;
  126787. transform: XRRigidTransform;
  126788. }
  126789. interface XRInputSourceChangeEvent {
  126790. session: XRSession;
  126791. removed: Array<XRInputSource>;
  126792. added: Array<XRInputSource>;
  126793. }