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- // babylon.engine.d.ts
- interface WebGLProgram {
- }
- interface WebGLShader {
- }
- interface WebGLUniformLocation {
- }
- interface WebGLRenderingContext {
- }
- interface VertexBuffer {
- [index: number]: number;
- }
- interface IndexBuffer {
- [index: number]: number;
- }
- declare module BABYLON {
- interface Capabilities {
- maxTexturesImageUnits: number;
- maxTextureSize: number;
- maxCubemapTextureSize: number;
- maxRenderTextureSize: number;
- }
- class Engine {
- constructor(canvas: HTMLCanvasElement, antialias: boolean);
- getAspectRatio(): number;
- getRenderWidth(): number;
- getRenderHeight(): number;
- getRenderingCanvas(): HTMLCanvasElement;
- setHardwareScalingLevel(level: number): void;
- getLoadedTexturesCache(): Texture[];
- getCaps(): Capabilities;
- switchFullscreen(element: HTMLElement);
- clear(color: IColor3, backBuffer: bool, depthStencil: bool);
- beginFrame(): void;
- endFrame(): void;
- resize(): void;
- bindFramebuffer(texture: Texture);
- unBindFramebuffer(texture: Texture);
- flushFramebuffer(): void;
- restoreDefaultFramebuffer(): void;
- createVertexBuffer(vertices: number[]): VertexBuffer;
- createVertexBuffer(vertices: ArrayBuffer): VertexBuffer;
- createVertexBuffer(vertices: ArrayBufferView): VertexBuffer;
- createDynamicVertexBuffer(capacity: number): VertexBuffer;
- updateDynamicVertexBuffer(vertexBuffer: VertexBuffer, vertices: number[]): void;
- updateDynamicVertexBuffer(vertexBuffer: VertexBuffer, vertices: ArrayBuffer): void;
- updateDynamicVertexBuffer(vertexBuffer: VertexBuffer, vertices: ArrayBufferView): void;
- createIndexBuffer(indices, is32Bits): IndexBuffer;
- bindBuffers(vb: VertexBuffer, ib: IndexBuffer, vdecl: number[], strideSize: number, effect: Effect);
- _releaseBuffer(vb: VertexBuffer);
- draw(useTriangles: bool, indexStart: number, indexCount: number);
- createEffect(baseName: string, attributesNames: string, uniformsNames: string[],
- samplers: WebGLUniformLocation[],
- defines: string): Effect;
- createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
- getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
- getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
- enableEffect(effect: Effect): void;
- setMatrix(uniform: string, matrix: Matrix): void;
- setVector2(uniform: string, x: number, y: number): void;
- setVector3(uniform: string, v: Vector3): void;
- setBool(uniform: string, val: bool): void;
- setVector4(uniform: string, x: number, y: number, z: number, w: number): void;
- setColor3(uniform: string, color: Color3): void;
- setColor4(uniform: string, color: Color3, alpha: number): void;
- setState(cullingMode: number): void;
- setDepthBuffer(enable: bool): void;
- setDepthWrite(enable: bool): void;
- setColorWrite(enable: bool): void;
- setAlphaMode(mode: number): void;
- setAlphaTesting(enable: bool): void;
- getAlphaTesting(): bool;
- wipeCaches(): void;
- createTexture(url: string, noMipmap: bool, invertY: bool): Texture;
- createDynamicTexture(size: number, noMipmap: bool): Texture;
- updateDynamicTexture(texture: Texture, canvas: HTMLCanvasElement): void;
- createRenderTargetTexture(size: number, generateMipMaps: bool): Texture;
- createCubeTexture(rootUrl: string): Texture;
- _releaseTexture(tex: Texture): void;
- bindSamplers(effect: Effect): void;
- setTexture(channel: number, texture: Texture): void;
- dispose(): void;
- static ShadersRepository: string;
- static ALPHA_DISABLE: number;
- static ALPHA_ADD: number;
- static ALPHA_COMBINE: number;
- static epsilon: number;
- static collisionEpsilon: number;
- static isSupported(): bool;
- }
- // babylon.scene.d.ts
- interface ScenePickResult {
- hit: bool;
- distance: number;
- pickedMesh: Mesh;
- pickedPoint: Vector3;
- }
- class Scene {
- constructor(engine: Engine);
- getEngine(): Engine;
- getTotalVertices(): number;
- getActiveVertices(): number;
- getActiveParticles(): number;
- getLastFrameDuration(): number;
- getEvaluateActiveMeshesDuration(): number;
- getRenderTargetsDuration(): number;
- getRenderDuration(): number;
- getParticlesDuration(): number;
- getSpritesDuration(): number;
- getAnimationRatio(): number;
- isReady(): bool;
- executeWhenReady(func: Function): void;
- // TODO: Animations
- getViewMatrix(): Matrix;
- getProjectionMatrix(): Matrix;
- getTransformMatrix(): Matrix;
- setTransformMatrix(view: Matrix, projection: Matrix);
- activeCameraByID(id: number): void;
- getMaterialByID(id: number): Material;
- getMeshByID(id: number): Mesh;
- getLastMeshByID(id: number): Mesh;
- getMeshByName(name: string): Mesh;
- isActiveMesh(mesh: Mesh): bool;
- _evaluateActiveMeshes(): void;
- _localRender(opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, activeMeshes);
- render();
- dispose();
- _getNewPosition(position: Vector3, velocity: Vector3, collider: Sphere, maximumRetries: number): Vector3;
- _collideWithWorld(position: Vector3, velocity: Vector3, collider: Sphere, maximumRetries: number): Vector3;
- createPickingRay(x: number, y: number, world: Matrix): Ray;
- pick(x: number, y: number): ScenePickResult;
- }
- // babylon.math.d.ts
- interface RayTriangleIntersection {
- hit: bool;
- distance: number;
- bu: number;
- bv: number;
- }
- interface IColor3 {
- r: number;
- g: number;
- b: number;
- }
- interface Size2D {
- width: number;
- height: number;
- }
- interface Sphere {
- center: Vector3;
- radius: number;
- }
- class Ray {
- origin: Vector3;
- direction: Vector3;
- constructor(origin: Vector3, direction: Vector3);
- intersectsSphere(sphere: Sphere): bool;
- intersectsTriangle(vertex0: Vector3,
- vertex1: Vector3,
- vertex2: Vector3): RayTriangleIntersection;
- static CreateNew(x: number,
- y: number,
- viewportWidth: number,
- viewportHeight: number,
- world: Matrix,
- view: Matrix,
- projection: Matrix): Ray;
- }
- class Color3 implements IColor3 {
- r: number;
- g: number;
- b: number;
- constructor(intialR: number, initialG: number, initialB: number);
- equals(otherColor: Color3): bool;
- equals(otherColor: Color4): bool;
- toString(): string;
- clone(): Color3;
- multiply(otherColor: Color3): Color3;
- scale(scale: number): Color3;
- static FromArray(values: number[]): Color3;
- }
- class Color4 implements IColor3 {
- r: number;
- g: number;
- b: number;
- a: number;
- constructor(initialR: number, initialG: number, initialB: number, initialA: number);
- add(right: Color4): Color4;
- subtract(right: Color4): Color4;
- scale(factor: number): Color4;
- toString(): string;
- clone(): Color4;
- static Lerp(left: number, right: number, amount: number): Color4;
- static FromArray(values: number[]): Color4;
- }
- class Vector2 {
- x: number;
- y: number;
- constructor(x: number, y: number);
- toString(): string;
- add(other: Vector2): Vector2;
- subtract(other: Vector2): Vector2;
- negate(): Vector2;
- scale(factor: number): Vector2;
- equals(other: Vector2): bool;
- length(): number;
- lengthSquared(): number;
- normalize();
- clone(): Vector2;
- static Zero(): Vector2;
- static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
- static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
- static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
- static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
- static Dot(left: Vector2, right: Vector2): number;
- static Normalize(vector: Vector2): Vector2;
- static Minimize(left: Vector2, right: Vector2): Vector2;
- static Maximize(left: Vector2, right: Vector2): Vector2;
- static Transform(vector: Vector2, transformation: number[]): Vector2;
- static Distance(value1: Vector2, value2: Vector2): number;
- static DistanceSquared(value1: Vector2, value2: Vector2): number;
- }
- class Vector3 {
- x: number;
- y: number;
- z: number;
- constructor(x: number, y: number, z: number);
- toString(): string;
- add(other: Vector3): Vector3;
- subtract(other: Vector3): Vector3;
- negate(): Vector3;
- scale(factor: number): Vector3;
- equals(other: Vector3): bool;
- multiply(other: Vector3): Vector3;
- divide(other: Vector3): Vector3;
- length(): number;
- lengthSquared(): number;
- normalize();
- clone(): Vector3;
- static FromArray(array: number[], offset?: number);
- static Zero(): Vector3;
- static Up(): Vector3;
- static TransformCoordinates(vector: Vector3, transformation: Matrix);
- static TransformNormal(vector: Vector3, transformation: Matrix);
- static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
- static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
- static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
- static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
- static Dot(left: Vector3, right: Vector3): number;
- static Normalize(vector: Vector3): Vector3;
- static Unproject(source: Vector3,
- viewportWidth: number,
- viewportHeight: number,
- world: Matrix,
- view: Matrix,
- projection: Matrix): Vector3;
- static Minimize(left: Vector3, right: Vector3): Vector3;
- static Maximize(left: Vector3, right: Vector3): Vector3;
- static Distance(value1: Vector3, value2: Vector3): number;
- static DistanceSquared(value1: Vector3, value2: Vector3): number;
- }
- class Quaternion {
- x: number;
- y: number;
- z: number;
- w: number;
- constructor(x: number, y: number, z: number, w: number);
- clone(): Quaternion;
- add(other: Quaternion): Quaternion;
- scale(factor: number): Quaternion;
- toEulerAngles(): Vector3;
- static FromArray(array: number[], offset?: number): Quaternion;
- static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
- }
- class Matrix {
- m: number[];
- constructor();
- isIdentity(): bool;
- determinant(): number;
- toArray(): number[];
- invert(): void;
- multiply(other: Matrix): Matrix;
- equals(other: Matrix): Matrix;
- clone(): Matrix;
- static FromValues(m11: number, m12: number, m13: number, m14: number,
- m21: number, m22: number, m23: number, m24: number,
- m31: number, m32: number, m33: number, m34: number,
- m41: number, m42: number, m43: number, m44: number): Matrix;
- static Identity(): Matrix;
- static Zero(): Matrix;
- static RotationX(angle: number): Matrix;
- static RotationY(angle: number): Matrix;
- static RotationZ(angle: number): Matrix;
- static RotationAxis(axis: Vector3, angle: number): Matrix;
- static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
- static Scaling(scaleX: number, scaleY: number, scaleZ: number): Matrix;
- static Translation(x: number, y: number, z: number): Matrix;
- static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
- static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
- static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
- static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
- static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
- static AffineTransformation(scaling: number, rotationCenter: Vector3, rotation: Quaternion, translation: Vector3): Matrix;
- static GetFinalMatrix(viewport: Size2D, world: Matrix, view: Matrix, projection: Matrix): Matrix;
- static Transpose(matrix: Matrix): Matrix;
- static Reflection(plane: Plane): Matrix;
- }
- class Plane {
- normal: Vector3;
- d: number;
- normalize(): void;
- transform(transformation: Matrix): Plane;
- dotCoordinate(point: Vector3): number;
- static FromArray(array: number[]): Plane;
- static FromPoints(point1: Vector3, point2: Vector3, point3: Vector3): Plane;
- }
- class Frustum {
- static GetPlanes(transform: Matrix): Plane[];
- }
- // babylon.tools.d.ts
- function QueueNewFrame(func: Function): void;
- function RequestFullscreen(element: HTMLElement): void;
- function ExitFullscreen(): void;
- var BaseUrl: string;
- function LoadFile(url: string, callback: Function, progressCallback: Function): void;
- function WithinEpsilon(a: number, b: number);
- function DeepCopy(source: Object, destination: Object, doNotCopyList: string[], mustCopyList: string[]);
- function GetFps(): number;
- function GetDeltaTime(): number;
- function _MeasureFps(): void;
- //babylon.tools.dds.d.ts
- function LoadDDSTexture(gl: WebGLRenderingContext, ext: any, data: ArrayBuffer): number;
- //babylon.sceneLoader.d.ts
- function ImportMesh(meshName: string, rootUrl: string, sceneFilename: string, scene: Scene, then: Function);
- function Load(rootUrl: string, sceneFilename: string, engine: Engine, then: Function, progressCallback: Function);
- // babylon.animation.d.ts
- class _Animatable {
- target: Object;
- fromFrame: number;
- toFrame: number;
- loopAnimation: bool;
- animationStartDate: Date;
- speedRatio: number;
- constructor(target: Object, from: number, to: number, loop: bool, speedRatio?: number);
- _animate(): bool;
- }
- class Animation {
- name: string;
- targetPropertyPath: string[];
- framePerSecond: number;
- dataType: string;
- loopMode: number;
- _keys: number[];
- constructor(name: string, targetProperty: string, framePerSecond: number, dataType: string, loopMode: number);
- clone(): Animation;
- setKeys(values: number[]);
- _interpolate(currentFrame: number, repeatCount: number, loopMode: number, offsetValue: number, highLimitValue: number);
- animate(target: Object, delay: number, from: number, to: number, loop: bool, speedRatio: number): bool;
- static ANIMATIONTYPE_FLOAT: number;
- static ANIMATIONTYPE_VECTOR3: number;
- static ANIMATIONTYPE_QUATERNION: number;
- static ANIMATIONLOOPMODE_RELATIVE: number;
- static ANIMATIONLOOPMODE_CYCLE: number;
- static ANIMATIONLOOPMODE_CONSTANT: number;
- }
- // babylon.camera.d.ts
- class Camera {
- name: string;
- id: string;
- position: Vector3;
- _scene: Scene;
- constructor(name: string, position: Vector3, scene: Scene);
- fov: number;
- minZ: number;
- maxZ: number;
- intertia: number;
- attachControl(canvas: HTMLCanvasElement): void;
- detachControl(canvas: HTMLCanvasElement): void;
- _update();
- getViewMatrix(): Matrix;
- getProjectionMatrix(): Matrix;
- }
- class FreeCamera extends Camera {
- cameraDirection: Vector3;
- cameraRotation: Vector2;
- rotation: Vector3;
- ellipsoid: Vector3;
- _keys: number[];
- keysUp: number[];
- keysDown: number[];
- keysLeft: number[];
- keysRight: number[];
- _collider: Collider;
- _needsMoveForGravity: bool;
- animations: Animation[];
- constructor(name: string, position: Vector3, scene: Scene);
- speed: number;
- checkCollisions: bool;
- applyGravity: bool;
- _computeLocalCameraSpeed(): number;
- setTarget(target: Vector3): void;
- _collideWithWorld(velocity: Vector3): void;
- _checkInputs();
- }
- class TouchCamera extends FreeCamera {
- _offsetX: number;
- _offsetY: number;
- _pointerCount: number;
- _pointerPressed: number[];
- constructor(name: string, position: Vector3, scene: Scene);
- }
- class ArcRotateCamera extends Camera {
- alpha: number;
- beta: number;
- radius: number;
- target: Vector3;
- constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene);
- inertialAlphaOffset: number;
- interialBetaOffset: number;
- setPosition(position: Vector3): void;
- }
- // babylon.collider.d.ts
- interface CollisionResponse {
- position: Vector3;
- velocity: Vector3;
- }
- class Collider {
- radius: Vector3;
- retry: number;
- constructor();
- _initialize(source: Vector3, dir: Vector3, e: number): void;
- _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): bool;
- _testTriangle(subMesh: SubMesh, p1: Vector3, p2: Vector3, p3: Vector3): void;
- _collide(subMesh: SubMesh, pts: VertexBuffer, indices: IndexBuffer, indexStart: number, indexEnd: number, decal: number);
- _getResponse(pos: Vector3, vel: Vector3): CollisionResponse;
- }
- class CollisionPlane {
- normal: Vector3;
- origin: Vector3;
- equation: number[];
- constructor(origin: Vector3, normal: Vector3);
- isFrontFactingTo(direction: Vector3, epsilon: number): bool;
- signedDistanceTo(point: Vector3): number;
- static CreateFromPoints(p1: Vector3, p2: Vector3, p3: Vector3): CollisionPlane;
- }
- // babylon.bounding.d.ts
- class BoundingBox {
- minimum: Vector3;
- maximum: Vector3;
- vectors: Vector3[];
- center: Vector3;
- extends: Vector3;
- directions: Vector3[];
- constructor(vertices: VertexBuffer, stride: number, start: number, count: number);
- _update(world: Matrix): void;
- isInFrustrum(frustrumPlanes: Plane[]): bool;
- intersectsPoint(point: Vector3): bool;
- static intersects(box0: BoundingBox, box1: BoundingBox): bool;
- }
- class BoundingSphere {
- minimum: Vector3;
- maximum: Vector3;
- center: Vector3;
- radius: number;
- constructor(vertices: VertexBuffer, stride: number, start: number, count: number);
- _update(world: Matrix, scale: number): void;
- isInFrustrum(frustrumPlanes: Plane[]): bool;
- intersectsPoint(point: Vector3): bool;
- static intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): bool;
- }
- class BoundingInfo {
- boundingBox: BoundingBox;
- boundingSphere: BoundingSphere;
- constructor(vertices: VertexBuffer, stride: number, start: number, count: number);
- _update(world: Matrix, scale: number): void;
- isInFrustrum(frustrumPlanes: Plane[]): bool;
- _checkCollision(collider: Collider): bool;
- intersectsPoint(point: Vector3): bool;
- intersects(boundingInfo: BoundingInfo, precise: bool): bool;
- }
- // babylon.layer.d.ts
- class Layer {
- name: string;
- texture: Texture;
- isBackground: bool;
- constructor(name: string, imgUrl: string, scene: Scene, isBackground: bool);
- onDispose: () => void;
- render(): void;
- dispose(): void;
- }
- // babylon.light.d.ts
- class Light {
- name: string;
- id: string;
- diffuse: Color3;
- specular: Color3;
- private _scene: Scene;
- constructor(name: string, scene: Scene);
- intensity: number;
- isEnabled: bool;
- }
- class PointLight extends Light {
- position: Vector3;
- animations: Animation[];
- constructor(name: string, position: Vector3, scene: Scene);
- }
- class DirectionalLight extends Light {
- direction: Vector3;
- animations: Animation[];
- constructor(name: string, direction: Vector3, scene: Scene);
- }
- // babylon.effect.d.ts
- class Effect {
- name: string;
- defines: string;
- constructor(baseName: string, attributesNames: string[], uniformsNames: string[], samplers: WebGLUniformLocation[], engine: Engine, defines: string);
- isReady(): bool;
- getProgram(): WebGLProgram;
- getAttribute(index: number): string;
- getAttributesCount(): number;
- getUniformIndex(uniformName: string): number;
- getUniform(uniformName: string): string;
- getSamplers(): WebGLUniformLocation[];
- _prepareEffect(vertexSourceCode: string, fragmentSourceCode: string, attributeNames: string[], defines: string): void;
- setTexture(channel: string, texture: Texture): void;
- setMatrix(uniformName: string, matrix: Matrix): void;
- setBool(uniformName: string, val: bool): void;
- setVector2(uniformName: string, x: number, y: number): void;
- setVector3(uniformName: string, val: Vector3): void;
- setVector4(uniformName: string, x: number, y: number, z: number, w: number): void;
- setColor3(uniformName: string, color: Color3): void;
- setColor4(uniformName: string, color: Color4): void;
- static ShadersStore: Object;
- }
- // babylon.material.d.ts
- class Material {
- name: string;
- id: string;
- private _scene: Scene;
- constructor(name: string, scene: Scene);
- alpha: number;
- wireframe: bool;
- backFaceCulling: bool;
- _effect: Effect;
- onDispose: () => void;
- isReady(): bool;
- getEffect(): Effect;
- needAlphaBlending(): bool;
- needAlphaTesting(): bool;
- _preBind(): void;
- bind(world: Matrix, mesh: Mesh): void;
- unbind(): void;
- dispose(): void;
- }
- class MultiMaterial extends Material {
- constructor(name: string, scene: Scene);
- getSubMaterial(index: number): Material;
- }
- class StandardMaterial extends Material {
- diffuseTexture: Texture;
- ambientTexture: Texture;
- opacityTexture: Texture;
- reflectionTexture: Texture;
- emissiveTexture: Texture;
- specularTexture: Texture;
- ambientColor: Color3;
- diffuseColor: Color3;
- specularColor: Color3;
- specularPower: number;
- emissiveColor: Color3;
- getRenderTargetTextures(): Texture[];
- getAnimatables(): Texture[];
- }
- // babylon.texture.d.ts
- class BaseTexture {
- _scene: Scene;
- constructor(url: string, scene: Scene);
- hasAlpha: bool;
- level: number;
- onDispose: () => void;
- getInternalTexture(): BaseTexture;
- isReady(): bool;
- getSize(): Size2D;
- getBaseSize(): Size2D;
- _getFromCache(url: string, noMipmap: bool): BaseTexture;
- dispose(): void;
- }
- class Texture extends BaseTexture {
- name: string;
- constructor(url: string, scene: Scene, noMipmap: bool, invertY: bool);
- static EXPLICIT_MODE: number;
- static SPHERICAL_MODE: number;
- static PLANAR_MODE: number;
- static CUBIC_MODE: number;
- static PROJECTION_MODE: number;
- uOffset: number;
- vOffset: number;
- uScale: number;
- vScale: number;
- uAng: number;
- vAng: number;
- wAng: number;
- wrapU: bool;
- wrapV: bool;
- coordinatesIndex: number;
- coordinatesMode: number;
- _prepareRowForTextureGeneration(t: Vector3): Vector3;
- _computeTextureMatrix(): Matrix;
- }
- class CubeTexture extends BaseTexture {
- constructor(rootUrl: string, scene: Scene);
- }
- class DynamicTexture extends Texture {
- wrapU: bool;
- wrapV: bool;
- _canvas: HTMLCanvasElement;
- _context: CanvasRenderingContext2D;
- constructor(name: string, size: Size2D, scene: Scene, generateMipMaps: bool);
- getContext(): CanvasRenderingContext2D;
- update(): void;
- }
- class RenderTargetTexture extends Texture {
- constructor(name: string, size: Size2D, scene: Scene, generateMipMaps: bool);
- renderList: any[];
- isRenderTarget: bool;
- coordinatesMode: number;
- _onBeforeRender: () => void;
- _onAfterRender: () => void;
- render(): void;
- }
- class MirrorTexture extends RenderTargetTexture {
- constructor(name: string, size: Size2D, scene: Scene, generateMipMaps: bool);
- mirrorPlane: Plane;
- _onBeforeRender: () => void;
- _onAfterRender: () => void;
- }
- // babylon.mesh.d.ts
- interface MeshRayHitTest { hit: bool; distance: number }
- class Mesh {
- name: string;
- id: string;
- private _scene: Scene;
- private _vertexDeclaration: number[];
- private _vertexStrideSize: number;
- private _totalVertices: number;
- private _worldMatrix: Matrix;
- position: Vector3;
- rotation: Vector3;
- scaling: Vector3;
- subMeshes: SubMesh[];
- animations: Animation[];
- constructor(name: string, vertexDeclaration: number[], scene: Scene);
- static BILLBOARDMODE_NONE: number;
- static BILLBOARDMODE_X: number;
- static BILLBOARDMODE_Y: number;
- static BILLBOARDMODE_Z: number;
- static BILLBOARDMODE_ALL: number;
- material: Material;
- parent: Mesh;
- _isEnabled: bool;
- isVisible: bool;
- visibility: number;
- billboardMode: number;
- checkCollisions: bool;
- onDispose: () => void;
- getScene(): Scene;
- getWorldMatrix: Matrix;
- getTotalVertices: number;
- getVertices: VertexBuffer;
- getVertexStride(): number;
- getFloatVertexStrideSize(): number;
- _needToSynchronizeChildren(): bool;
- isSynchronized(): bool;
- isEnabled(): bool;
- setEnabled(value: bool): void;
- isAnimated(): bool;
- computeWorldMatrix(): Matrix;
- _createGlobalSubMesh(): SubMesh;
- setVertices(vertices: VertexBuffer, uvCount: number): void;
- setIndices(indices: number[]): void;
- render(subMesh: SubMesh): void;
- isDescendantOf(ancestor: Mesh): bool;
- getDescendants(): Mesh[];
- getEmittedParticleSystems(): ParticleSystem[];
- getHierarchyEmittedParticleSystems(): ParticleSystem[];
- getChildren(): Mesh[];
- isInFrustrum(frustumPlanes: Plane[]): bool;
- setMaterialByID(id: string);
- getAnimatables(): Material;
- intersectsMesh(mesh: Mesh, precise: bool): bool;
- intersectsPoint(point: Vector3): bool;
- intersects(ray: Ray): MeshRayHitTest;
- clone(name: string, newParent: Mesh): Mesh;
- dispose(): void;
- static createBox(name: string, size: number, scene: Scene): Mesh;
- static createSphere(name: string, segments: number, diameter: number, scene: Scene): Mesh;
- static createPlane(name: string, size: number, scene: Scene): Mesh;
- }
- class SubMesh {
- materialIndex: number;
- verticesStart: number;
- verticesCount: number;
- indexStart: number;
- indexCount: number;
- constructor(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: Mesh);
- getMaterial(): Material;
- updateBoundingInfo(world: Matrix, scale: Vector3): void;
- isInFrustrum(frustumPlanes: Plane[]): bool;
- render(): void;
- getLinesIndexBuffer(indices: number[], engine: Engine): IndexBuffer;
- canIntersects(ray: Ray): bool;
- intersects(ray: Ray, positions: Vector3[], indices: number[]): MeshRayHitTest;
- clone(newMesh: Mesh): SubMesh;
- }
- // babylon.particle.d.ts
- class Particle {
- position: Vector3;
- direction: Vector3;
- lifetime: number;
- age: number;
- size: number;
- angle: number;
- angularSpeed: number;
- color: Color4;
- colorStep: Color4;
- constructor();
- }
- class ParticleSystem {
- name: string;
- id: string;
- gravity: Vector3;
- direction1: Vector3;
- direction2: Vector3;
- minEmitBox: Vector3;
- maxEmitBox: Vector3;
- color1: Color4;
- color2: Color4;
- colorDead: Color4;
- deadAlpha: number;
- textureMask: Color4;
- particles: Particle[];
- emitter: any; // needs update
- emitRate: number;
- manualEmitCount: number;
- updateSpeed: number;
- targetStopDuration: number;
- disposeOnStop: bool;
- minEmitPower: number;
- maxEmitPower: number;
- minLifeTime: number;
- maxLifeTime: number;
- minSize: number;
- maxSize: number;
- minAngularSpeed: number;
- maxAngularSpeed: number;
- particleTexture: Texture;
- onDispose: () => void;
- blendMode: number;
- constructor(name: string, capacity: number, scene: Scene);
- isAlive(): bool;
- start(): void;
- stop(): void;
- animate(): void;
- render(): number;
- dispose(): void;
- clone(name: string, newEmitter: any): ParticleSystem; // needs update (newEmitter)
- static BLENDMODE_ONEONE: number;
- static BLENDMODE_STANDARD: number;
- }
- // babylon.sprite.d.ts
- class Sprite {
- name: string;
- position: Vector3;
- size: number;
- angle: number;
- cellIndex: number;
- invertU: number;
- invertV: number;
- constructor(name: string, manager: SpriteManager);
- playAnimation(from: number, to: number, loop: bool, delay: number);
- stopAnimation(): void;
- }
- class SpriteManager {
- name: string;
- cellSize: number;
- constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon: number);
- onDispose: () => void;
- render(): void;
- dispose(): void;
- }
- }
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